RetroArch
Macros
TEV stage

Macros

#define GX_TEVSTAGE0   0
 
#define GX_TEVSTAGE1   1
 
#define GX_TEVSTAGE2   2
 
#define GX_TEVSTAGE3   3
 
#define GX_TEVSTAGE4   4
 
#define GX_TEVSTAGE5   5
 
#define GX_TEVSTAGE6   6
 
#define GX_TEVSTAGE7   7
 
#define GX_TEVSTAGE8   8
 
#define GX_TEVSTAGE9   9
 
#define GX_TEVSTAGE10   10
 
#define GX_TEVSTAGE11   11
 
#define GX_TEVSTAGE12   12
 
#define GX_TEVSTAGE13   13
 
#define GX_TEVSTAGE14   14
 
#define GX_TEVSTAGE15   15
 
#define GX_MAX_TEVSTAGE   16
 

Detailed Description

The GameCube's Graphics Processor (GP) can use up to 16 stages to compute a texel for a particular surface. By default, each texture will use two stages, but it can be configured through various functions calls.

Note
This is different from texture map slot s, where textures are loaded into.

Macro Definition Documentation

◆ GX_MAX_TEVSTAGE

#define GX_MAX_TEVSTAGE   16

◆ GX_TEVSTAGE0

#define GX_TEVSTAGE0   0

◆ GX_TEVSTAGE1

#define GX_TEVSTAGE1   1

◆ GX_TEVSTAGE10

#define GX_TEVSTAGE10   10

◆ GX_TEVSTAGE11

#define GX_TEVSTAGE11   11

◆ GX_TEVSTAGE12

#define GX_TEVSTAGE12   12

◆ GX_TEVSTAGE13

#define GX_TEVSTAGE13   13

◆ GX_TEVSTAGE14

#define GX_TEVSTAGE14   14

◆ GX_TEVSTAGE15

#define GX_TEVSTAGE15   15

◆ GX_TEVSTAGE2

#define GX_TEVSTAGE2   2

◆ GX_TEVSTAGE3

#define GX_TEVSTAGE3   3

◆ GX_TEVSTAGE4

#define GX_TEVSTAGE4   4

◆ GX_TEVSTAGE5

#define GX_TEVSTAGE5   5

◆ GX_TEVSTAGE6

#define GX_TEVSTAGE6   6

◆ GX_TEVSTAGE7

#define GX_TEVSTAGE7   7

◆ GX_TEVSTAGE8

#define GX_TEVSTAGE8   8

◆ GX_TEVSTAGE9

#define GX_TEVSTAGE9   9