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# GSKIT
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```txt
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____ ___ | / _____ _____
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| __ | |___/ | |
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[![CI-Docker](https://github.com/ps2dev/gsKit/workflows/CI-Docker/badge.svg)](https://github.com/ps2dev/gsKit/actions?query=workflow%3ACI-Docker)
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## Introduction
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gsKit is a library that provides a C interface to the Playstation 2
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Graphics Synthesizer. It is low level in nature, implimented using the
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PS2SDK and inline assembly. This project does not aim to be all
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stages of development. Read the STATUS file for detailed information.
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gsKit aims to provide the following functionality:
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- Multi format GS initialization. (NTSC, PAL, DTV, VESA)
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- HalfBuffer Support (`NTSC_I` and `PAL_I` modes)
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- VSync, Double Buffering, Anti Aliasing, and Z Depth Test.
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- Render Queue Support, with different drawing modes. (`GS_ONESHOT`, and `GS_PERSISTANT`)
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- Overlay and multi-context support utilizing the "Merge Circuit".
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- Basic primitives as per the Sony documentation. (Line, Tri, TriStrip, ...)
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- Extended primitives support. (Quads and GL Style Vertex Lists)
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- Simple texture loading and handling.
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- Font and printing support for FNT and TrueType formats.
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- GS debugging and diagnostic functionality.
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- C accessibility of all documented GS functions.
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gsKit also includes a library named dmaKit. dmaKit provides C
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* Multi format GS initialization. (NTSC, PAL, DTV, VESA)
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* HalfBuffer Support (`NTSC_I` and `PAL_I` modes)
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* VSync, Double Buffering, Anti Aliasing, and Z Depth Test.
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* Render Queue Support, with different drawing modes. (`GS_ONESHOT`, and `GS_PERSISTANT`)
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* Overlay and multi-context support utilizing the "Merge Circuit".
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* Basic primitives as per the Sony documentation. (Line, Tri, TriStrip, ...)
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* Extended primitives support. (Quads and GL Style Vertex Lists)
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* Simple texture loading and handling.
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* Font and printing support for FNT and TrueType formats.
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* GS debugging and diagnostic functionality.
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* C accessibility of all documented GS functions.
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gsKit also includes a library named dmaKit. dmaKit provides C
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routines for DMAC usage by gsKit. The aim of this library is also
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for eventual inclusion in [PS2SDK](https://github.com/ps2dev/ps2sdk). For now, it will remain part of the
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gsKit project while it matures.
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This library is designed for integration into the PS2SDK when it
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This library is designed for integration into the PS2SDK when it
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becomes mature. As such, it is also designed to link and compile
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against the PS2SDK. Support for PS2LIB and other support libraries is
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untested.
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A source or binary release of gsKit will include the following
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directories:
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- `gsKit/lib` - gsKit compiled libraries.
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- `gsKit/doc` - gsKit documentation.
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- `gsKit/examples` - Example projects demonstrating use of gsKit.
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- `gsKit/ee` - ee root directory.
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- `gsKit/ee/gs` - gsKit source root.
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- `gsKit/ee/gs/include` - gsKit include files.
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- `gsKit/ee/gs/src` - gsKit source files.
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- `gsKit/ee/dma` - dmaKit source root.
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- `gsKit/ee/dma/include` - dmaKit include files.
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- `gsKit/ee/dms/src` - dmaKit source files.
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- `gsKit/vu1` - VU1 assembly files.
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* `gsKit/lib` - gsKit compiled libraries.
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* `gsKit/doc` - gsKit documentation.
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* `gsKit/examples` - Example projects demonstrating use of gsKit.
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* `gsKit/ee` - ee root directory.
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* `gsKit/ee/gs` - gsKit source root.
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* `gsKit/ee/gs/include` - gsKit include files.
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* `gsKit/ee/gs/src` - gsKit source files.
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* `gsKit/ee/dma` - dmaKit source root.
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* `gsKit/ee/dma/include` - dmaKit include files.
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* `gsKit/ee/dms/src` - dmaKit source files.
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* `gsKit/vu1` - VU1 assembly files.
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## Installation
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1. Install PS2Toolchain
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In order to install `gsKit`, you must have previously installed the [PS2Toolchain](https://github.com/ps2dev/ps2toolchain)
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(which automatically install also the [PS2SDK](https://github.com/ps2dev/ps2sdk))
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1. Install PS2Toolchain
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In order to install `gsKit`, you must have previously installed the [PS2Toolchain](https://github.com/ps2dev/ps2toolchain)
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(which automatically install also the [PS2SDK](https://github.com/ps2dev/ps2sdk))
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2. Edit your login script
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Add this to your login script (example: `~/.bash_profile`)
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`export GSKIT=$PS2DEV/gsKit`
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2. Edit your login script
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Add this to your login script (example: `~/.bash_profile`)\
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`export GSKIT=$PS2DEV/gsKit`
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NOTE: You should have already defined in your login script the `$PS2DEV` variable
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3. Compile and Install
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Run the next command
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`make && make install`
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3. Compile and Install
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Run the next command
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`make && make install`
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## Important Notes
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There are several small notes that need to be made about gsKit operation.
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- As of version 0.3, gsKit no longer uses the scratchpad, so you are free to
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use it in your application.
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* As of version 0.3, gsKit no longer uses the scratchpad, so you are free to
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use it in your application.
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- There is a default drawbuffer size of 2MB for oneshot, and 256KB for persistent.
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If they are filled beyond capacity, bad things will start to happen.
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(Compile with `-DGSKIT_DEBUG` to get warnings about it at the expense of performance
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or just uncomment section in Makefile.pref)
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You can tweak these values with the `GS_RENDER_QUEUE_(OS/PER)_POOLSIZE` macros.
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(Look in ee/gs/include/gsInit.h)
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* There is a default drawbuffer size of 2MB for oneshot, and 256KB for persistent.
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If they are filled beyond capacity, bad things will start to happen.
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(Compile with `-DGSKIT_DEBUG` to get warnings about it at the expense of performance
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or just uncomment section in Makefile.pref)
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You can tweak these values with the `GS_RENDER_QUEUE_(OS/PER)_POOLSIZE` macros.
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(Look in ee/gs/include/gsInit.h)
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- Most gsKit routines (prim pushing, `TEST`/`CLAMP` mode setting, etc) will queue their
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execution into the drawbuffer. Texture data sends however, are the exception to this.
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They happen immediately upon calling, however this behavior will be changed so they
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are also queued into the drawbuffer in a future version.
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* Most gsKit routines (prim pushing, `TEST`/`CLAMP` mode setting, etc) will queue their
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execution into the drawbuffer. Texture data sends however, are the exception to this.
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They happen immediately upon calling, however this behavior will be changed so they
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are also queued into the drawbuffer in a future version.
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- By default gsKit's active drawbuffer is Oneshot.
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* By default gsKit's active drawbuffer is Oneshot.
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- You can specify some external libraries in Makefile.pref
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(just uncomment what you need)
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* You can specify some external libraries in Makefile.pref
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(just uncomment what you need)
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## Feedback & Questions
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You can usually find the developers on freenode in the channel #ps2dev. You
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can also use the forums at http://forums.ps2dev.org,
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can also use the forums at http://forums.ps2dev.org,
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## Credits
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