Suggest to the compiler a little more firmly that it inline the x86op
functions (as these are nearly always called with constants, they can
usually be reduced down pretty dramatically)
acinclude.m4
config.h.in
configure
configure.in
src/xlat/x86/x86op.h
functions (as these are nearly always called with constants, they can
usually be reduced down pretty dramatically)
acinclude.m4
config.h.in
configure
configure.in
src/xlat/x86/x86op.h
Introduce tile iterators to simplify processing of the tile lists
src/Makefile.am
src/Makefile.in
src/pvr2/glrender.c
src/pvr2/pvr2.h
src/pvr2/tacore.c
src/pvr2/tileiter.h
src/Makefile.am
src/Makefile.in
src/pvr2/glrender.c
src/pvr2/pvr2.h
src/pvr2/tacore.c
src/pvr2/tileiter.h
Fix triangle extraction when the tile entry is a triangle but the polygon is
actually a strip (lead to extracting too many triangles)
src/pvr2/rendsort.c
actually a strip (lead to extracting too many triangles)
src/pvr2/rendsort.c
Fix call to isGLMultitextureSuppported() in texcache
Add debug helper to print idx4 textures on console
Change pvr2_scene_dump() to just dump to stdout
src/pvr2/scene.c
src/pvr2/texcache.c
Add debug helper to print idx4 textures on console
Change pvr2_scene_dump() to just dump to stdout
src/pvr2/scene.c
src/pvr2/texcache.c
Implement fragment shader to support palette textures 'directly', and
therefore avoid having to reload all palette textures whenever the palette
changes.
src/pvr2/gl_sl.c
src/pvr2/glrender.c
src/pvr2/glutil.c
src/pvr2/glutil.h
src/pvr2/scene.c
src/pvr2/scene.h
src/pvr2/shaders.glsl
src/pvr2/texcache.c
therefore avoid having to reload all palette textures whenever the palette
changes.
src/pvr2/gl_sl.c
src/pvr2/glrender.c
src/pvr2/glutil.c
src/pvr2/glutil.h
src/pvr2/scene.c
src/pvr2/scene.h
src/pvr2/shaders.glsl
src/pvr2/texcache.c
Eliminate GL_REPLACE tex mode in favour of GL_MODULATE (by setting colour
values to 1.0) - one less case for shaders to care about later
src/pvr2/glrender.c
src/pvr2/scene.c
values to 1.0) - one less case for shaders to care about later
src/pvr2/glrender.c
src/pvr2/scene.c
Bind texture 0 instead of enabling/disabling texturing all the time
(marginally faster, but also simpler)
src/pvr2/glrender.c
src/pvr2/rendsort.c
(marginally faster, but also simpler)
src/pvr2/glrender.c
src/pvr2/rendsort.c
.