[PATCH 2/5] wined3d: Implement pure integer vertex attributes.

Józef Kucia joseph.kucia at gmail.com
Tue May 31 05:59:20 CDT 2016


On Tue, May 31, 2016 at 12:04 PM, Henri Verbeet <hverbeet at gmail.com> wrote:
> 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?

True, nothing would be lost.



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