GPU_SetUniform -> GPU_SetFloatUniform
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@ -208,7 +208,7 @@ typedef enum{
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GPU_GEOMETRY_SHADER=0x1
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GPU_GEOMETRY_SHADER=0x1
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}GPU_SHADER_TYPE;
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}GPU_SHADER_TYPE;
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void GPU_SetUniform(u32 startreg, u32* data, u32 numreg);
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void GPU_SetFloatUniform(GPU_SHADER_TYPE type, u32 startreg, u32* data, u32 numreg);
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void GPU_SetViewport(u32* depthBuffer, u32* colorBuffer, u32 x, u32 y, u32 w, u32 h);
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void GPU_SetViewport(u32* depthBuffer, u32* colorBuffer, u32 x, u32 y, u32 w, u32 h);
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@ -218,12 +218,14 @@ void GPU_Reset(u32* gxbuf, u32* gpuBuf, u32 gpuBufSize)
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GPUCMD_Run(gpuBuf);
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GPUCMD_Run(gpuBuf);
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}
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}
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void GPU_SetUniform(u32 startreg, u32* data, u32 numreg)
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void GPU_SetFloatUniform(GPU_SHADER_TYPE type, u32 startreg, u32* data, u32 numreg)
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{
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{
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if(!data)return;
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if(!data)return;
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GPUCMD_AddWrite(GPUREG_VSH_FLOATUNIFORM_CONFIG, 0x80000000|startreg);
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u32 regOffset=(type==GPU_GEOMETRY_SHADER)?(-0x30):(0x0);
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GPUCMD_AddWrites(GPUREG_VSH_FLOATUNIFORM_DATA, data, numreg*4);
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GPUCMD_AddWrite(GPUREG_VSH_FLOATUNIFORM_CONFIG-regOffset, 0x80000000|startreg);
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GPUCMD_AddWrites(GPUREG_VSH_FLOATUNIFORM_DATA-regOffset, data, numreg*4);
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}
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}
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//TODO : fix
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//TODO : fix
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