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List:       wine-devel
Subject:    Re: [PATCH 2/5] wined3d: Implement pure integer vertex attributes.
From:       Józef Kucia <joseph.kucia () gmail ! com>
Date:       2016-05-31 10:59:20
Message-ID: CAKF0LCVYb51Z_5_YgDnbHi1PP7zL+43-xL=aw_BrX=J_w0ddRg () mail ! gmail ! com
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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.


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