Age | Commit message (Collapse) | Author |
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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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Precompute tiles_per_row. Use ushort multiplies in a few places. New comments.
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Remote display to my usual terminal shows the right colors again.
Not 100% sure about the shuffle control words, but they seem to work.
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Not convenient and almost not used at all. Better replacements in p_debug.h
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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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This also implements code-gen for the float-to-packed color
conversion. It's currently hardcoded for A8R8G8B8, but that can
easily be fixed as soon as other color depths are supported by the
Cell driver.
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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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