[PATCH 2/5] wined3d: Implement pure integer vertex attributes.
Henri Verbeet
hverbeet at gmail.com
Tue May 31 05:04:42 CDT 2016
On 30 May 2016 at 14:24, Józef Kucia <jkucia at 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?
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