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rsx: Fixup vertex enums in shaders
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@ -184,13 +184,13 @@ namespace glsl
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//Actually decode a vertex attribute from a raw byte stream
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OS <<
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"#define VTX_FMT_SNORM16 0\n"
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"#define VTX_FMT_FLOAT32 1\n"
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"#define VTX_FMT_FLOAT16 2\n"
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"#define VTX_FMT_UNORM8 3\n"
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"#define VTX_FMT_SINT16 4\n"
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"#define VTX_FMT_COMP32 5\n"
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"#define VTX_FMT_UINT8 6\n\n";
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"#define VTX_FMT_SNORM16 " << RSX_VERTEX_BASE_TYPE_SNORM16 << "\n"
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"#define VTX_FMT_FLOAT32 " << RSX_VERTEX_BASE_TYPE_FLOAT << "\n"
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"#define VTX_FMT_FLOAT16 " << RSX_VERTEX_BASE_TYPE_HALF_FLOAT << "\n"
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"#define VTX_FMT_UNORM8 " << RSX_VERTEX_BASE_TYPE_UNORM8 << "\n"
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"#define VTX_FMT_SINT16 " << RSX_VERTEX_BASE_TYPE_SINT16 << "\n"
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"#define VTX_FMT_COMP32 " << RSX_VERTEX_BASE_TYPE_CMP32 << "\n"
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"#define VTX_FMT_UINT8 " << RSX_VERTEX_BASE_TYPE_UINT8 << "\n\n";
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// For intel GPUs which cannot access vectors in indexed mode (driver bug? or glsl version too low?)
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// Note: Tested on Mesa iris with HD 530 and compilant path works fine, may be a bug on Windows proprietary drivers
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@ -955,7 +955,7 @@ namespace gcm
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RSX_VERTEX_BASE_TYPE_UNORM8,
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RSX_VERTEX_BASE_TYPE_SINT16,
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RSX_VERTEX_BASE_TYPE_CMP32,
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RSX_VERTEX_BASE_TYPE_INT8,
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RSX_VERTEX_BASE_TYPE_UINT8,
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};
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}
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@ -1012,7 +1012,7 @@ namespace rsx
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ub = RSX_VERTEX_BASE_TYPE_UNORM8, ///< unsigned byte interpreted as 0.f and 1.f
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s32k = RSX_VERTEX_BASE_TYPE_SINT16, ///< signed 16bits int
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cmp = RSX_VERTEX_BASE_TYPE_CMP32, ///< compressed aka X11G11Z10 and always 1. W.
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ub256 = RSX_VERTEX_BASE_TYPE_INT8, ///< unsigned byte interpreted as between 0 and 255.
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ub256 = RSX_VERTEX_BASE_TYPE_UINT8, ///< unsigned byte interpreted as between 0 and 255.
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};
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static inline auto to_vertex_base_type(u32 in)
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@ -1021,7 +1021,7 @@ namespace rsx
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? gcm_enum_cast<
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vertex_base_type,
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RSX_VERTEX_BASE_TYPE_SNORM16,
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RSX_VERTEX_BASE_TYPE_INT8>(in)
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RSX_VERTEX_BASE_TYPE_UINT8>(in)
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: expected(vertex_base_type::ub256);
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}
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