On 30 May 2016 at 14:24, Józef Kucia jkucia@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@gmail.com wrote:
On 30 May 2016 at 14:24, Józef Kucia jkucia@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.