Go to the source code of this file.
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void | C3D_ProcTexInit (C3D_ProcTex *pt, int offset, int width) |
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void | C3D_ProcTexNoiseCoefs (C3D_ProcTex *pt, int mode, float amplitude, float frequency, float phase) |
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void | C3D_ProcTexLodBias (C3D_ProcTex *pt, float bias) |
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void | C3D_ProcTexBind (int texCoordId, C3D_ProcTex *pt) |
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void | C3D_ProcTexLutBind (GPU_PROCTEX_LUTID id, C3D_ProcTexLut *lut) |
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void | ProcTexLut_FromArray (C3D_ProcTexLut *lut, const float in[129]) |
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void | C3D_ProcTexColorLutBind (C3D_ProcTexColorLut *lut) |
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void | ProcTexColorLut_Write (C3D_ProcTexColorLut *out, const u32 *in, int offset, int width) |
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void | C3Di_ProcTexUpdate (C3D_Context *ctx) |
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void | C3Di_ProcTexDirty (C3D_Context *ctx) |
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◆ C3D_ProcTexBind()
void C3D_ProcTexBind |
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int |
texCoordId, |
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C3D_ProcTex * |
pt |
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◆ C3D_ProcTexColorLutBind()
void C3D_ProcTexColorLutBind |
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C3D_ProcTexColorLut * |
lut | ) |
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◆ C3D_ProcTexInit()
void C3D_ProcTexInit |
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C3D_ProcTex * |
pt, |
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int |
offset, |
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int |
width |
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) |
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◆ C3D_ProcTexLodBias()
void C3D_ProcTexLodBias |
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C3D_ProcTex * |
pt, |
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float |
bias |
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) |
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◆ C3D_ProcTexLutBind()
void C3D_ProcTexLutBind |
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GPU_PROCTEX_LUTID |
id, |
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C3D_ProcTexLut * |
lut |
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) |
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◆ C3D_ProcTexNoiseCoefs()
void C3D_ProcTexNoiseCoefs |
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C3D_ProcTex * |
pt, |
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int |
mode, |
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float |
amplitude, |
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float |
frequency, |
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float |
phase |
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) |
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◆ C3Di_ProcTexDirty()
◆ C3Di_ProcTexUpdate()
◆ ProcTexColorLut_Write()
void ProcTexColorLut_Write |
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C3D_ProcTexColorLut * |
out, |
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const u32 * |
in, |
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int |
offset, |
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int |
width |
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) |
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◆ ProcTexLut_FromArray()
void ProcTexLut_FromArray |
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C3D_ProcTexLut * |
lut, |
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const float |
in[129] |
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) |
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