Road to 0.6.0

- readd the c++ linear allocator for 3ds
- start switching from PD::Vec to std::vector
- Add Color::Hex as constexpr for compiletime color converts
- Add FNV Hasing functions
- Make UI7 ids be able to be generated at compile time
- Added a Throw Function (for whatever)
- Added HexCHar2Int (replaces the lookup table)
- Made u128 fully constexpr
This commit is contained in:
2025-12-10 19:02:54 +01:00
parent 91754558f7
commit f19c947fc3
23 changed files with 262 additions and 120 deletions

View File

@@ -93,8 +93,8 @@ int GetBPP(Li::Texture::Type type) {
}
void GfxC3D::Init() {
VertexBuffer.Resize(4 * 8192);
IndexBuffer.Resize(6 * 8192);
VertexBuffer.resize(4 * 8192);
IndexBuffer.resize(6 * 8192);
Flags |= LiBackendFlags_FlipUV_Y;
@@ -179,10 +179,10 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
BindTex(Tex->Address);
auto bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, VertexBuffer.Data(), sizeof(Li::Vertex), 3, 0x210);
BufInfo_Add(bufInfo, VertexBuffer.data(), sizeof(Li::Vertex), 3, 0x210);
C3D_DrawElements(GPU_TRIANGLES, CurrentIndex - StartIndex,
C3D_UNSIGNED_SHORT, IndexBuffer.Data() + StartIndex);
C3D_UNSIGNED_SHORT, IndexBuffer.data() + StartIndex);
}
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
}