Age | Commit message (Collapse) | Author |
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Change SSE_SWIZZLES #define to 0 to disable it.
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This reverts commit 1f0f029ba6f22ef4ada01fcdc153da91571a7963.
Which broke the debug build.
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to do it
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May not always happen due to passthrough modes, etc.
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The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
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This fixes the missing bitmaps in the engine and fogcoord demos.
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The later follows the naming scheme of other limits.
Keep the old definition until all possible usage is updated.
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The cell driver still uses an internal CELL_FLUSH_WAIT flag, in the long run
proper fencing should be implemented for it.
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These are convenience fields. Otherwise, we have to check cbuf[0] or zsbuf
in various places.
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This provides better information about which images in texture object have changed.
Also, call texture_update() from more places previously missed.
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Passthrough is actually more tricky than you'd think...
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Not totally tested, but easily fixed if glitches are found.
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Otherwise, we won't have our constants when we run the fragment shader.
Fixes crash in glsl tests when SP_VBUF=1.
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attribs
Can't use the EMIT_ALL shortcut/optimization anymore because of passthrough mode.
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Will be used for pass-through mode.
Also, call draw_set_render() to register the vbuf stage. Should probably
rename that function to something like draw_set_vbuf_stage().
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