GPU/HW: Use uint in CPU-side vertex attributes
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@ -247,8 +247,8 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
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static constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 4> attributes = {
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static constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 4> attributes = {
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{{"ATTR", 0, DXGI_FORMAT_R32G32_SINT, 0, offsetof(BatchVertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{{"ATTR", 0, DXGI_FORMAT_R32G32_SINT, 0, offsetof(BatchVertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 2, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 2, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 3, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
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{"ATTR", 3, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
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// we need a vertex shader...
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// we need a vertex shader...
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
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@ -274,8 +274,9 @@ bool GPU_HW_OpenGL::CreateVertexBuffer()
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, x)));
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, x)));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex),
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, color)));
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reinterpret_cast<void*>(offsetof(BatchVertex, color)));
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, u)));
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glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, u)));
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glVertexAttribIPointer(3, 1, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, texpage)));
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glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, texpage)));
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glBindVertexArray(0);
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glBindVertexArray(0);
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glGenVertexArrays(1, &m_attributeless_vao_id);
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glGenVertexArrays(1, &m_attributeless_vao_id);
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