dreamcast/model/material.h
Zack Buhman 8cead9614f add pipelined rendering examples
This adds a new texture memory allocation header,
texture_memory_alloc2.hpp, with two of each memory area.

This also adds two new examples, "cube_textured" and "cube_vq" that
demonstrate using the new texture_memory_alloc2 to perform CORE
rendering, geometry transformation, and tile acceleration
concurrently.
2024-09-09 04:20:40 -05:00

26 lines
460 B
C

#pragma once
#include <stdint.h>
struct pixel_descriptor {
uint8_t * start;
int32_t size;
int32_t vram_offset; // offset into vram texture address space
int16_t width;
int16_t height;
};
struct palette_descriptor {
uint8_t * start;
int32_t size;
int32_t vram_offset; // offset into vram palette address space
int32_t palette_size;
};
struct material_descriptor {
struct pixel_descriptor pixel;
struct palette_descriptor palette;
};