Commit b006a4c5 authored by Andrey Gusev's avatar Andrey Gusev Committed by Alexandre Julliard

wined3d: Add WINED3DFMT_R11G11B10_FLOAT vertex format.

Used by Dark Souls: Remastered. Signed-off-by: 's avatarAndrey Gusev <andrey.goosev@gmail.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 751a3325
...@@ -12370,6 +12370,7 @@ static void test_create_input_layout(void) ...@@ -12370,6 +12370,7 @@ static void test_create_input_layout(void)
DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT,
DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT,
DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT,
DXGI_FORMAT_R11G11B10_FLOAT,
DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT,
DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT,
...@@ -13649,6 +13650,7 @@ static void test_format_support(void) ...@@ -13649,6 +13650,7 @@ static void test_format_support(void)
static const struct format_support vertex_buffers[] = static const struct format_support vertex_buffers[] =
{ {
{DXGI_FORMAT_R8G8_UINT}, {DXGI_FORMAT_R8G8_UINT},
{DXGI_FORMAT_R11G11B10_FLOAT},
{DXGI_FORMAT_R16_FLOAT}, {DXGI_FORMAT_R16_FLOAT},
}; };
......
...@@ -18549,6 +18549,7 @@ static void test_create_input_layout(void) ...@@ -18549,6 +18549,7 @@ static void test_create_input_layout(void)
DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT,
DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT,
DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT,
DXGI_FORMAT_R11G11B10_FLOAT,
DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT,
DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT,
...@@ -20623,6 +20624,7 @@ static void test_format_support(const D3D_FEATURE_LEVEL feature_level) ...@@ -20623,6 +20624,7 @@ static void test_format_support(const D3D_FEATURE_LEVEL feature_level)
static const struct format_support vertex_buffers[] = static const struct format_support vertex_buffers[] =
{ {
{DXGI_FORMAT_R8G8_UINT, D3D_FEATURE_LEVEL_10_0}, {DXGI_FORMAT_R8G8_UINT, D3D_FEATURE_LEVEL_10_0},
{DXGI_FORMAT_R11G11B10_FLOAT, D3D_FEATURE_LEVEL_10_0},
{DXGI_FORMAT_R16_FLOAT, D3D_FEATURE_LEVEL_10_0}, {DXGI_FORMAT_R16_FLOAT, D3D_FEATURE_LEVEL_10_0},
}; };
...@@ -159,6 +159,7 @@ static const struct wined3d_extension_map gl_extension_map[] = ...@@ -159,6 +159,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
{"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT }, {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
{"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM }, {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
{"GL_ARB_vertex_shader", ARB_VERTEX_SHADER }, {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
{"GL_ARB_vertex_type_10f_11f_11f_rev", ARB_VERTEX_TYPE_10F_11F_11F_REV},
{"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV}, {"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV},
{"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY }, {"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY },
{"GL_ARB_texture_barrier", ARB_TEXTURE_BARRIER }, {"GL_ARB_texture_barrier", ARB_TEXTURE_BARRIER },
...@@ -3385,6 +3386,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, ...@@ -3385,6 +3386,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
{ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)}, {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
{ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)}, {ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)},
{ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, MAKEDWORD_VERSION(4, 4)}, {ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, MAKEDWORD_VERSION(4, 4)},
{ARB_VERTEX_TYPE_10F_11F_11F_REV, MAKEDWORD_VERSION(4, 4)},
{ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)}, {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
{ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)}, {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
......
...@@ -709,6 +709,8 @@ static const struct wined3d_format_vertex_info format_vertex_info[] = ...@@ -709,6 +709,8 @@ static const struct wined3d_format_vertex_info format_vertex_info[] =
{WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, GL_SHORT}, {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, GL_SHORT},
{WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, GL_UNSIGNED_SHORT}, {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, GL_UNSIGNED_SHORT},
{WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, GL_UNSIGNED_SHORT}, {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, GL_UNSIGNED_SHORT},
{WINED3DFMT_R11G11B10_FLOAT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_10F_11F_11F_REV,
ARB_VERTEX_TYPE_10F_11F_11F_REV},
{WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, GL_UNSIGNED_SHORT}, {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, GL_UNSIGNED_SHORT},
{WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, GL_SHORT}, {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, GL_SHORT},
{WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_2_10_10_10_REV, {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_2_10_10_10_REV,
......
...@@ -143,6 +143,7 @@ enum wined3d_gl_extension ...@@ -143,6 +143,7 @@ enum wined3d_gl_extension
ARB_VERTEX_BUFFER_OBJECT, ARB_VERTEX_BUFFER_OBJECT,
ARB_VERTEX_PROGRAM, ARB_VERTEX_PROGRAM,
ARB_VERTEX_SHADER, ARB_VERTEX_SHADER,
ARB_VERTEX_TYPE_10F_11F_11F_REV,
ARB_VERTEX_TYPE_2_10_10_10_REV, ARB_VERTEX_TYPE_2_10_10_10_REV,
ARB_VIEWPORT_ARRAY, ARB_VIEWPORT_ARRAY,
ARB_TEXTURE_BARRIER, ARB_TEXTURE_BARRIER,
......
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