* Implemented shader load and prism
* Bump prism
* Moved shaders to prism
* Fixed some compilation issues
* Fixed windows compilation errors
* Fully ported directx to prism
* Ported metal shader to prism
* Bump prism and fixed metal
* Removed log on metal
* Bump prism and fixed some compilation errors
* Fixed tidy
* Fixed tidy again
* Bump prism
* Bump to fix linux
* Bump prism
* Fixed missing semantics on texClamp
* Bump prism to add include support
* Bump prism to fix missing include
* Fixed tidy
* remove some warning
* normally work on alll os
* Update CMakeLists.txt
* fix format and windows hopefully
* fix windows
* remove some error
* fix format
* Create lus_gbi and build gfx_pc with it
* MM builds and runs
* All opcodes changed to use constexpr
* Fix signed compare
* Add names to opcodes for the debugger
* cleanup DL factory
* Cleanup warnings
* changes for s2dex
* oops forgot some opcodes
* re add gbi.h to the DL factory
* re add gbi.h to the VTX factory
* Format
* Add resize flag for framebuffer scaling
* add readfb gbi command
* stub wiiu
* implement readfb for opengl
* implement readfb for metal
* implement readfb for directx
* rename and comments
* All opcodes in the map
* dynamic switching
* Bring over Jack's work from from THE PROJECT
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
* -Split RDP and RSP commands.
-Split custom commands and original commands.
-Rework how commands are processed so custom commands, and RDP commands are always run regardless of which ucode is loaded
* Remove extern C from internal function
* Remove G_SETPRIMDEPTH from f3dex2 handlers
* Bria's fixes
-Cleanup comments
-Remove all GBI related ifdefs from functions and move them to the map
---------
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>