Re: [PATCH 2/5] wined3d: Implement pure integer vertex attributes.
On 30 May 2016 at 14:24, Józef Kucia <jkucia(a)codeweavers.com> wrote:
+ if (stream_info->use_pure_integers + && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER)) + { + GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type, + element->stride, element->data.addr + state->load_base_vertex_index * element->stride)); + } + else + { + GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type, + element->format->gl_normalized, element->stride, + element->data.addr + state->load_base_vertex_index * element->stride)); + } stream_info->use_pure_integers strikes me more as a property of the shader. I.e., if you replaced it with something like "state->vs && state->vs->reg_maps.shader_version.major >= 4", would anything of value be lost?
On Tue, May 31, 2016 at 12:04 PM, Henri Verbeet <hverbeet(a)gmail.com> wrote:
On 30 May 2016 at 14:24, Józef Kucia <jkucia(a)codeweavers.com> wrote:
+ if (stream_info->use_pure_integers + && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER)) + { + GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type, + element->stride, element->data.addr + state->load_base_vertex_index * element->stride)); + } + else + { + GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type, + element->format->gl_normalized, element->stride, + element->data.addr + state->load_base_vertex_index * element->stride)); + } stream_info->use_pure_integers strikes me more as a property of the shader. I.e., if you replaced it with something like "state->vs && state->vs->reg_maps.shader_version.major >= 4", would anything of value be lost?
True, nothing would be lost.
participants (2)
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Henri Verbeet -
Józef Kucia