Cores/Nds/Compute/ComputeRenderer2D.Structs.cs
using System.Runtime.InteropServices;
namespace Emulotl.Nds;
[StructLayout( LayoutKind.Sequential )]
public struct sBGConfig
{
public int SizeX;
public int SizeY;
public int Type;
public int PalOffset;
public int TileOffset;
public int MapOffset;
public int Clamp;
public int CapBlock;
public int CapSize;
public int CapYOffset;
public int Pad0;
public int Pad1;
}
[StructLayout( LayoutKind.Sequential )]
public struct sOAM
{
public int PositionX;
public int PositionY;
public int FlipX;
public int FlipY;
public int SizeX;
public int SizeY;
public int BoundSizeX;
public int BoundSizeY;
public int OBJMode;
public int Type;
public int PalOffset;
public int TileOffset;
public int TileStride;
public int Rotscale;
public int BGPrio;
public int Mosaic;
public int CapBlock;
public int CapSize;
}
[StructLayout( LayoutKind.Sequential )]
public struct Vec4i
{
public int X;
public int Y;
public int Z;
public int W;
}
[StructLayout( LayoutKind.Sequential )]
public struct sScanline
{
public int BGOffsetX0;
public int BGOffsetY0;
public int BGOffsetX1;
public int BGOffsetY1;
public int BGOffsetX2;
public int BGOffsetY2;
public int BGOffsetX3;
public int BGOffsetY3;
public int BGRotscale0_0;
public int BGRotscale0_1;
public int BGRotscale0_2;
public int BGRotscale0_3;
public int BGRotscale1_0;
public int BGRotscale1_1;
public int BGRotscale1_2;
public int BGRotscale1_3;
public int BackColor;
public uint WinRegs;
public int WinMask;
public int WinPos0;
public int WinPos1;
public int WinPos2;
public int WinPos3;
public int BGMosaicEnable0;
public int BGMosaicEnable1;
public int BGMosaicEnable2;
public int BGMosaicEnable3;
public int MosaicSize0;
public int MosaicSize1;
public int MosaicSize2;
public int MosaicSize3;
}
public struct sCompositorConfig
{
public int BGPrio0;
public int BGPrio1;
public int BGPrio2;
public int BGPrio3;
public int EnableOBJ;
public int Enable3D;
public int BlendCnt;
public int BlendEffect;
public int BlendCoef0;
public int BlendCoef1;
public int BlendCoef2;
}