Signed-off-by: Zebediah Figura z.figura12@gmail.com --- According to [1] this is fixed-point, not floating-point. This was the most specific documentation I was able to locate.
[1] https://docs.microsoft.com/en-us/windows/uwp/gaming/glsl-to-hlsl-reference
include/vkd3d_shader.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/include/vkd3d_shader.h b/include/vkd3d_shader.h index 4d4166c4..f05feabe 100644 --- a/include/vkd3d_shader.h +++ b/include/vkd3d_shader.h @@ -1068,7 +1068,7 @@ enum vkd3d_shader_minimum_precision /** 16-bit floating-point. */ VKD3D_SHADER_MINIMUM_PRECISION_FLOAT_16 = 1, /** 10-bit fixed point (2 integer and 8 fractional bits). */ - VKD3D_SHADER_MINIMUM_PRECISION_FLOAT_8_2 = 2, + VKD3D_SHADER_MINIMUM_PRECISION_FIXED_8_2 = 2, /** 16-bit signed integer. */ VKD3D_SHADER_MINIMUM_PRECISION_INT_16 = 4, /** 16-bit unsigned integer. */