Commit Graph

21 Commits

Author SHA1 Message Date
Lectem
7c26d8e68d added missing texenv op 2015-05-16 21:43:34 +02:00
fincs
624dc1c1b3 GPU_DepthRange() -> GPU_DepthMap() 2015-03-07 16:59:52 +01:00
smea
b7ab3f9a54 shbin.c cleanup, shaderInstanceGetUniformLocation 2015-01-02 21:22:37 -08:00
smea
5df4902c4e GPU_SetUniform -> GPU_SetFloatUniform 2015-01-02 21:16:17 -08:00
smea
8b84747df3 updated gpu.c to use new convention 2015-01-02 21:14:03 -08:00
smea
d195917ec1 minifix + geoshader stride 2015-01-02 19:39:37 -08:00
smea
80e6bcfd34 shaderProgram 2015-01-02 19:16:23 -08:00
smea
cd05cc45ff started work on shaderProgram 2015-01-02 17:15:44 -08:00
smea
05e886c9fa fixed up DVLE_SendOutmap 2014-12-27 11:22:48 -08:00
smea
db11dd9bbc GPUCMD_AddMaskedWrite, GPUCMD_AddWrite, GPUCMD_AddMaskedWrites, GPUCMD_AddWrites, GPUCMD_AddMaskedIncrementalWrites, GPUCMD_AddIncrementalWrites 2014-12-18 21:11:53 -08:00
smea
91f01e8280 added registers.h (for real this time) 2014-12-17 22:48:05 -08:00
smea
5f10c8ee74 added registers.h 2014-12-17 22:47:41 -08:00
Xeatheran Minexew
e7c3b7c8a1 Make SHDR_GetUniformRegister name argument const 2014-11-21 22:42:25 +01:00
smea
b30a8d4d3d gpu stuffs 2014-11-15 14:08:45 -08:00
StapleButter
6e9cd355a5 Scissor test.
(if calling SetScissorTest right after SetViewport, call FinishDrawing inbetween)
2014-11-11 00:12:31 +01:00
smea
c1f6773fb6 GPUCMD_GetBuffer, GPUCMD_AddRawCommands 2014-11-09 00:40:23 -08:00
smea
5652a0f0fa macros for texture parameters 2014-11-05 10:32:30 -08:00
smea
974b1094f3 GPUCMD_FlushAndRun 2014-11-02 21:10:56 -08:00
StapleButter
cb6b23b884 Add stencil op and other related stuff to make that functionality mostly complete.
Add color/depth write mask support (and rename GPU_SetDepthTest() accordingly).
Add blending color.

Blending color must be set right after stencil op. GPU freezes otherwise.
2014-10-27 15:19:27 +01:00
StapleButter
af31a7c861 * add code for alphablending, color logic op, alpha test and multitexturing.
* add GPU_FinishDrawing() to be called after a batch of GPU_DrawArray() calls if you're done drawing or if you intend to change the GPU configuration before drawing more. Also fix GPU_Finalize(). With those changes, the GPU no longer freezes if you call GPU_DrawArray() an even number of times.
* fix GPU_SetViewport() to allow color buffer reading, so blending and logicop work as expected.
2014-10-23 17:56:56 +02:00
fincs
9b370c7eff Reorganize includes 2014-08-26 23:18:14 +02:00