/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_GlImplement.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. The content herein is highly confidential and should be handled accordingly. $Revision: $ *---------------------------------------------------------------------------*/ /*------------------------------------------------------------------------------*/ /* */ /* Copyright (c) 2009, Digital Media Professionals Inc. All rights reserved. */ /* */ /*------------------------------------------------------------------------------*/ #include //=============================================================== // // WARNING: このヘッダーに含まれるAPIや構造体を直接参照しないでください。 // //=============================================================== namespace nw { namespace gfx { namespace internal { //--------------------------------------------------------------------------- void nwgfxAddVramDmaCommand(void* srcaddr, void* dstaddr, GLsizei size) { nngxAddVramDmaCommand( srcaddr, dstaddr, size); } //--------------------------------------------------------------------------- void nwgfxClear( u32 colorAddr, u32 colorSize, u32 clearColor, u32 colorWidth, u32 depthAddr, u32 depthSize, u32 clearDepth, u32 depthWidth ) { nngxAddMemoryFillCommand( reinterpret_cast(colorAddr), colorSize, clearColor, colorWidth, reinterpret_cast(depthAddr), depthSize, clearDepth, depthWidth ); } //--------------------------------------------------------------------------- void GetFrameBufferState( GLuint fboID, u32* pColorAddr, u32* pDepthAddr ) { glBindFramebuffer( GL_FRAMEBUFFER, fboID ); if ( pColorAddr ) { s32 renderID; s32 addr; glGetFramebufferAttachmentParameteriv( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &renderID ); glBindRenderbuffer(GL_RENDERBUFFER, renderID); glGetRenderbufferParameteriv( GL_RENDERBUFFER, GL_RENDERBUFFER_DATA_ADDR_DMP, &addr ); *pColorAddr = static_cast(addr); } if ( pDepthAddr ) { s32 renderID; s32 addr; glGetFramebufferAttachmentParameteriv( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &renderID ); glBindRenderbuffer(GL_RENDERBUFFER, renderID); glGetRenderbufferParameteriv( GL_RENDERBUFFER, GL_RENDERBUFFER_DATA_ADDR_DMP, &addr ); *pDepthAddr = static_cast(addr); } } } // namespace internal } // namespace gfx } // namespace nw