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https://github.com/libretro/RetroArch
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(3DS) use retro_inline.h
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@ -18,6 +18,7 @@
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#include <3ds.h>
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#include <stdint.h>
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#include <retro_inline.h>
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#define VIRT_TO_PHYS(vaddr) \
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(((u32)(vaddr)) >= 0x14000000 && ((u32)(vaddr)) < 0x1c000000)?(void*)((u32)(vaddr) + 0x0c000000):\
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@ -47,11 +48,10 @@
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typedef struct
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{
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uint32_t buffer[8];
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}gtrgu_gx_command_t;
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} gtrgu_gx_command_t;
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__attribute__((always_inline))
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static inline int ctrGuWriteDisplayTransferCommand(gtrgu_gx_command_t* command,
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static INLINE int ctrGuWriteDisplayTransferCommand(gtrgu_gx_command_t* command,
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void* src, int src_w, int src_h,
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void* dst, int dst_w, int dst_h,
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uint32_t flags)
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@ -69,7 +69,7 @@ static inline int ctrGuWriteDisplayTransferCommand(gtrgu_gx_command_t* command,
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}
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__attribute__((always_inline))
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static inline int ctrGuSubmitGxCommand(u32* gxbuf, gtrgu_gx_command_t* command)
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static INLINE int ctrGuSubmitGxCommand(u32* gxbuf, gtrgu_gx_command_t* command)
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{
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if(!gxbuf) gxbuf = gxCmdBuf;
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@ -77,7 +77,8 @@ static inline int ctrGuSubmitGxCommand(u32* gxbuf, gtrgu_gx_command_t* command)
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}
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__attribute__((always_inline))
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static inline void ctrGuSetTexture(GPU_TEXUNIT unit, u32* data, u16 width, u16 height, u32 param, GPU_TEXCOLOR colorType)
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static INLINE void ctrGuSetTexture(GPU_TEXUNIT unit, u32* data,
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u16 width, u16 height, u32 param, GPU_TEXCOLOR colorType)
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{
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switch (unit)
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{
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@ -106,7 +107,7 @@ static inline void ctrGuSetTexture(GPU_TEXUNIT unit, u32* data, u16 width, u16 h
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__attribute__((always_inline))
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static inline Result ctrGuCopyImage
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static INLINE Result ctrGuCopyImage
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(void* src, int src_w, int src_h, int src_fmt, bool src_is_tiled,
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void* dst, int dst_w, int dst_fmt, bool dst_is_tiled)
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{
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@ -128,7 +129,7 @@ static inline Result ctrGuCopyImage
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}
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__attribute__((always_inline))
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static inline Result ctrGuDisplayTransfer
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static INLINE Result ctrGuDisplayTransfer
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(void* src, int src_w, int src_h, int src_fmt,
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void* dst, int dst_w, int dst_h, int dst_fmt, int multisample_lvl)
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{
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@ -146,7 +147,7 @@ static inline Result ctrGuDisplayTransfer
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}
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__attribute__((always_inline))
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static inline void ctrGuSetVertexShaderFloatUniform(int id, float* data, int count)
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static INLINE void ctrGuSetVertexShaderFloatUniform(int id, float* data, int count)
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{
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GPUCMD_AddWrite(GPUREG_VSH_FLOATUNIFORM_CONFIG, 0x80000000|(u32)id);
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GPUCMD_AddWrites(GPUREG_VSH_FLOATUNIFORM_DATA, (u32*)data, (u32)count * 4);
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@ -156,7 +157,8 @@ static inline void ctrGuSetVertexShaderFloatUniform(int id, float* data, int cou
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#define CTRGU_ATTRIBFMT(f, n) ((((n)-1)<<2)|((f)&3))
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__attribute__((always_inline))
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static inline void ctrGuSetAttributeBuffers(u32 total_attributes, void* base_address, u64 attribute_formats, u32 buffer_size)
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static INLINE void ctrGuSetAttributeBuffers(u32 total_attributes,
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void* base_address, u64 attribute_formats, u32 buffer_size)
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{
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u32 param[0x28];
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@ -174,7 +176,4 @@ static inline void ctrGuSetAttributeBuffers(u32 total_attributes, void* base_add
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GPUCMD_AddIncrementalWrites(GPUREG_VSH_ATTRIBUTES_PERMUTATION_LOW, ((u32[]){0x76543210, 0xBA98}), 2);
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}
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#endif // CTR_GU_H
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