mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: hardware unit only support normalization of 4 bytes...
(At least on recent AMD GPU)
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@ -208,7 +208,7 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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{2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } ,
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{1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } ,
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{2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } ,
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{1 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } ,
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{4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } , // Only 1 byte is useful but hardware unit only support 4B
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};
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m_va = new GSVertexBufferStateOGL(sizeof(GSVertexPT1), il_convert, countof(il_convert));
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@ -14,7 +14,7 @@ layout(location = 3) in float i_q;
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layout(location = 4) in uvec2 i_p;
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layout(location = 5) in uint i_z;
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layout(location = 6) in uvec2 i_uv;
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layout(location = 7) in float i_f;
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layout(location = 7) in vec4 i_f;
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out SHADER
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{
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@ -145,7 +145,7 @@ void vs_main()
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VSout_c = i_c;
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VSout_fc = i_c;
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VSout_t.z = i_f;
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VSout_t.z = i_f.x;
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}
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#endif
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@ -465,7 +465,7 @@ static const char* tfx_vgs_glsl =
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"layout(location = 4) in uvec2 i_p;\n"
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"layout(location = 5) in uint i_z;\n"
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"layout(location = 6) in uvec2 i_uv;\n"
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"layout(location = 7) in float i_f;\n"
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"layout(location = 7) in vec4 i_f;\n"
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"\n"
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"out SHADER\n"
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"{\n"
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@ -596,7 +596,7 @@ static const char* tfx_vgs_glsl =
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"\n"
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" VSout_c = i_c;\n"
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" VSout_fc = i_c;\n"
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" VSout_t.z = i_f;\n"
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" VSout_t.z = i_f.x;\n"
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"}\n"
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"\n"
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"#endif\n"
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