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wine
wine-winehq
Commits
b1812c69
Commit
b1812c69
authored
Jan 08, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Jan 08, 2009
Browse files
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Browse Files
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Email Patches
Plain Diff
wined3d: Add support for EXT_vertex_array_bgra.
This allows us to skip BGRA->RGBA color conversion for vertex attributes if this extension is present.
parent
6791e6b7
Hide whitespace changes
Inline
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Showing
7 changed files
with
50 additions
and
34 deletions
+50
-34
directx.c
dlls/wined3d/directx.c
+1
-0
drawprim.c
dlls/wined3d/drawprim.c
+4
-1
state.c
dlls/wined3d/state.c
+13
-13
utils.c
dlls/wined3d/utils.c
+26
-18
vertexbuffer.c
dlls/wined3d/vertexbuffer.c
+3
-2
wined3d_gl.h
dlls/wined3d/wined3d_gl.h
+2
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/directx.c
View file @
b1812c69
...
...
@@ -114,6 +114,7 @@ static const struct {
{
"GL_EXT_texture_filter_anisotropic"
,
EXT_TEXTURE_FILTER_ANISOTROPIC
,
0
},
{
"GL_EXT_texture_lod"
,
EXT_TEXTURE_LOD
,
0
},
{
"GL_EXT_texture_lod_bias"
,
EXT_TEXTURE_LOD_BIAS
,
0
},
{
"GL_EXT_vertex_array_bgra"
,
EXT_VERTEX_ARRAY_BGRA
,
0
},
{
"GL_EXT_vertex_shader"
,
EXT_VERTEX_SHADER
,
0
},
{
"GL_EXT_gpu_program_parameters"
,
EXT_GPU_PROGRAM_PARAMETERS
,
0
},
...
...
dlls/wined3d/drawprim.c
View file @
b1812c69
...
...
@@ -235,7 +235,10 @@ void primitiveDeclarationConvertToStridedData(
strided
->
u
.
input
[
idx
].
dwStride
=
stride
;
strided
->
u
.
input
[
idx
].
VBO
=
streamVBO
;
strided
->
u
.
input
[
idx
].
streamNo
=
element
->
Stream
;
if
(
element
->
Type
==
WINED3DDECLTYPE_D3DCOLOR
)
strided
->
swizzle_map
|=
1
<<
idx
;
if
(
!
GL_SUPPORT
(
EXT_VERTEX_ARRAY_BGRA
)
&&
element
->
Type
==
WINED3DDECLTYPE_D3DCOLOR
)
{
strided
->
swizzle_map
|=
1
<<
idx
;
}
strided
->
use_map
|=
1
<<
idx
;
}
}
...
...
dlls/wined3d/state.c
View file @
b1812c69
...
...
@@ -3114,7 +3114,7 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3D
/* The coords to supply depend completely on the fvf / vertex shader */
glTexCoordPointer
(
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
texCoords
[
coordIdx
].
dwType
),
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
texCoords
[
coordIdx
].
dwType
),
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
texCoords
[
coordIdx
].
dwType
),
sd
->
u
.
s
.
texCoords
[
coordIdx
].
dwStride
,
sd
->
u
.
s
.
texCoords
[
coordIdx
].
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
texCoords
[
coordIdx
].
dwStride
+
offset
[
sd
->
u
.
s
.
texCoords
[
coordIdx
].
streamNo
]);
...
...
@@ -3934,7 +3934,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
shift_index
=
((
DWORD_PTR
)
strided
->
u
.
input
[
i
].
lpData
+
offset
[
strided
->
u
.
input
[
i
].
streamNo
]);
shift_index
=
shift_index
%
strided
->
u
.
input
[
i
].
dwStride
;
GL_EXTCALL
(
glVertexAttribPointerARB
(
i
,
WINED3D_ATR_
SIZE
(
strided
->
u
.
input
[
i
].
dwType
),
WINED3D_ATR_
FORMAT
(
strided
->
u
.
input
[
i
].
dwType
),
WINED3D_ATR_GLTYPE
(
strided
->
u
.
input
[
i
].
dwType
),
WINED3D_ATR_NORMALIZED
(
strided
->
u
.
input
[
i
].
dwType
),
vb
->
conv_stride
,
...
...
@@ -3945,7 +3945,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
}
else
{
GL_EXTCALL
(
glVertexAttribPointerARB
(
i
,
WINED3D_ATR_
SIZE
(
strided
->
u
.
input
[
i
].
dwType
),
WINED3D_ATR_
FORMAT
(
strided
->
u
.
input
[
i
].
dwType
),
WINED3D_ATR_GLTYPE
(
strided
->
u
.
input
[
i
].
dwType
),
WINED3D_ATR_NORMALIZED
(
strided
->
u
.
input
[
i
].
dwType
),
strided
->
u
.
input
[
i
].
dwStride
,
...
...
@@ -4066,16 +4066,16 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
(
sd
->
u
.
s
.
blendMatrixIndices
.
lpData
)
||
(
sd
->
u
.
s
.
blendMatrixIndices
.
VBO
)
)
{
if
(
GL_SUPPORT
(
ARB_VERTEX_BLEND
))
{
TRACE
(
"Blend %d %p %d
\n
"
,
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
blendWeights
.
dwType
),
TRACE
(
"Blend %d %p %d
\n
"
,
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
blendWeights
.
dwType
),
sd
->
u
.
s
.
blendWeights
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
blendWeights
.
dwStride
,
sd
->
u
.
s
.
blendWeights
.
dwStride
+
offset
[
sd
->
u
.
s
.
blendWeights
.
streamNo
]);
glEnableClientState
(
GL_WEIGHT_ARRAY_ARB
);
checkGLcall
(
"glEnableClientState(GL_WEIGHT_ARRAY_ARB)"
);
GL_EXTCALL
(
glVertexBlendARB
(
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
blendWeights
.
dwType
)
+
1
));
GL_EXTCALL
(
glVertexBlendARB
(
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
blendWeights
.
dwType
)
+
1
));
VTRACE
((
"glWeightPointerARB(%d, GL_FLOAT, %d, %p)
\n
"
,
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
blendWeights
.
dwType
)
,
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
blendWeights
.
dwType
)
,
sd
->
u
.
s
.
blendWeights
.
dwStride
,
sd
->
u
.
s
.
blendWeights
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
blendWeights
.
dwStride
+
offset
[
sd
->
u
.
s
.
blendWeights
.
streamNo
]));
...
...
@@ -4086,7 +4086,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
}
GL_EXTCALL
(
glWeightPointerARB
)(
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
blendWeights
.
dwType
),
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
blendWeights
.
dwType
),
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
blendWeights
.
dwType
),
sd
->
u
.
s
.
blendWeights
.
dwStride
,
sd
->
u
.
s
.
blendWeights
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
blendWeights
.
dwStride
+
offset
[
sd
->
u
.
s
.
blendWeights
.
streamNo
]);
...
...
@@ -4138,7 +4138,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
curVBO
=
sd
->
u
.
s
.
position
.
VBO
;
}
/* min(WINED3D_ATR_
SIZE
(position),3) to Disable RHW mode as 'w' coord
/* min(WINED3D_ATR_
FORMAT
(position),3) to Disable RHW mode as 'w' coord
handling for rhw mode should not impact screen position whereas in GL it does.
This may result in very slightly distorted textures in rhw mode.
There's always the other option of fixing the view matrix to
...
...
@@ -4147,12 +4147,12 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
This only applies to user pointer sources, in VBOs the vertices are fixed up
*/
if
(
sd
->
u
.
s
.
position
.
VBO
==
0
)
{
glVertexPointer
(
3
/* min(WINED3D_ATR_
SIZE
(sd->u.s.position.dwType),3) */
,
glVertexPointer
(
3
/* min(WINED3D_ATR_
FORMAT
(sd->u.s.position.dwType),3) */
,
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
position
.
dwType
),
sd
->
u
.
s
.
position
.
dwStride
,
sd
->
u
.
s
.
position
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
position
.
dwStride
+
offset
[
sd
->
u
.
s
.
position
.
streamNo
]);
}
else
{
glVertexPointer
(
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
position
.
dwType
),
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
position
.
dwType
),
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
position
.
dwType
),
sd
->
u
.
s
.
position
.
dwStride
,
sd
->
u
.
s
.
position
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
position
.
dwStride
+
offset
[
sd
->
u
.
s
.
position
.
streamNo
]);
}
...
...
@@ -4206,7 +4206,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
curVBO
=
sd
->
u
.
s
.
diffuse
.
VBO
;
}
glColorPointer
(
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
diffuse
.
dwType
),
glColorPointer
(
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
diffuse
.
dwType
),
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
diffuse
.
dwType
),
sd
->
u
.
s
.
diffuse
.
dwStride
,
sd
->
u
.
s
.
diffuse
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
diffuse
.
dwStride
+
offset
[
sd
->
u
.
s
.
diffuse
.
streamNo
]);
...
...
@@ -4232,7 +4232,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
checkGLcall
(
"glBindBufferARB"
);
curVBO
=
sd
->
u
.
s
.
specular
.
VBO
;
}
GL_EXTCALL
(
glSecondaryColorPointerEXT
)(
WINED3D_ATR_
SIZE
(
sd
->
u
.
s
.
specular
.
dwType
),
GL_EXTCALL
(
glSecondaryColorPointerEXT
)(
WINED3D_ATR_
FORMAT
(
sd
->
u
.
s
.
specular
.
dwType
),
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
specular
.
dwType
),
sd
->
u
.
s
.
specular
.
dwStride
,
sd
->
u
.
s
.
specular
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
specular
.
dwStride
+
offset
[
sd
->
u
.
s
.
specular
.
streamNo
]);
...
...
@@ -4331,7 +4331,7 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
load_numbered
=
TRUE
;
device
->
useDrawStridedSlow
=
FALSE
;
}
}
else
if
(
fixup
||
}
else
if
(
fixup
||
GL_SUPPORT
(
EXT_VERTEX_ARRAY_BGRA
)
||
(
dataLocations
->
u
.
s
.
pSize
.
lpData
==
NULL
&&
dataLocations
->
u
.
s
.
diffuse
.
lpData
==
NULL
&&
dataLocations
->
u
.
s
.
specular
.
lpData
==
NULL
))
{
...
...
dlls/wined3d/utils.c
View file @
b1812c69
...
...
@@ -482,27 +482,35 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
}
/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
static
WINED3DGLTYPE
const
glTypeLookupTemplate
[
WINED3DDECLTYPE_UNUSED
]
=
{
{
WINED3DDECLTYPE_FLOAT1
,
1
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_FLOAT2
,
2
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_FLOAT3
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_FLOAT4
,
4
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_D3DCOLOR
,
4
,
GL_UNSIGNED_BYTE
,
GL_TRUE
,
sizeof
(
BYTE
)},
{
WINED3DDECLTYPE_UBYTE4
,
4
,
GL_UNSIGNED_BYTE
,
GL_FALSE
,
sizeof
(
BYTE
)},
{
WINED3DDECLTYPE_SHORT2
,
2
,
GL_SHORT
,
GL_FALSE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_SHORT4
,
4
,
GL_SHORT
,
GL_FALSE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_UBYTE4N
,
4
,
GL_UNSIGNED_BYTE
,
GL_TRUE
,
sizeof
(
BYTE
)},
{
WINED3DDECLTYPE_SHORT2N
,
2
,
GL_SHORT
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_SHORT4N
,
4
,
GL_SHORT
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_USHORT2N
,
2
,
GL_UNSIGNED_SHORT
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_USHORT4N
,
4
,
GL_UNSIGNED_SHORT
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_UDEC3
,
3
,
GL_UNSIGNED_SHORT
,
GL_FALSE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_DEC3N
,
3
,
GL_SHORT
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_FLOAT16_2
,
2
,
GL_HALF_FLOAT_NV
,
GL_FALSE
,
sizeof
(
GLhalfNV
)},
{
WINED3DDECLTYPE_FLOAT16_4
,
4
,
GL_HALF_FLOAT_NV
,
GL_FALSE
,
sizeof
(
GLhalfNV
)}};
static
WINED3DGLTYPE
const
glTypeLookupTemplate
[
WINED3DDECLTYPE_UNUSED
]
=
{
{
WINED3DDECLTYPE_FLOAT1
,
1
,
GL_FLOAT
,
1
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_FLOAT2
,
2
,
GL_FLOAT
,
2
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_FLOAT3
,
3
,
GL_FLOAT
,
3
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_FLOAT4
,
4
,
GL_FLOAT
,
4
,
GL_FALSE
,
sizeof
(
float
)},
{
WINED3DDECLTYPE_D3DCOLOR
,
4
,
GL_UNSIGNED_BYTE
,
4
,
GL_TRUE
,
sizeof
(
BYTE
)},
{
WINED3DDECLTYPE_UBYTE4
,
4
,
GL_UNSIGNED_BYTE
,
4
,
GL_FALSE
,
sizeof
(
BYTE
)},
{
WINED3DDECLTYPE_SHORT2
,
2
,
GL_SHORT
,
2
,
GL_FALSE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_SHORT4
,
4
,
GL_SHORT
,
4
,
GL_FALSE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_UBYTE4N
,
4
,
GL_UNSIGNED_BYTE
,
4
,
GL_TRUE
,
sizeof
(
BYTE
)},
{
WINED3DDECLTYPE_SHORT2N
,
2
,
GL_SHORT
,
2
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_SHORT4N
,
4
,
GL_SHORT
,
4
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_USHORT2N
,
2
,
GL_UNSIGNED_SHORT
,
2
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_USHORT4N
,
4
,
GL_UNSIGNED_SHORT
,
4
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_UDEC3
,
3
,
GL_UNSIGNED_SHORT
,
3
,
GL_FALSE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_DEC3N
,
3
,
GL_SHORT
,
3
,
GL_TRUE
,
sizeof
(
short
int
)},
{
WINED3DDECLTYPE_FLOAT16_2
,
2
,
GL_HALF_FLOAT_NV
,
2
,
GL_FALSE
,
sizeof
(
GLhalfNV
)},
{
WINED3DDECLTYPE_FLOAT16_4
,
4
,
GL_HALF_FLOAT_NV
,
4
,
GL_FALSE
,
sizeof
(
GLhalfNV
)}
};
void
init_type_lookup
(
WineD3D_GL_Info
*
gl_info
)
{
memcpy
(
gl_info
->
glTypeLookup
,
glTypeLookupTemplate
,
sizeof
(
glTypeLookupTemplate
));
if
(
GL_SUPPORT
(
EXT_VERTEX_ARRAY_BGRA
))
{
gl_info
->
glTypeLookup
[
WINED3DDECLTYPE_D3DCOLOR
].
format
=
GL_BGRA
;
}
if
(
!
GL_SUPPORT
(
NV_HALF_FLOAT
))
{
/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
* It is the job of the vertex buffer code to make sure that the vbos have the right format
...
...
dlls/wined3d/vertexbuffer.c
View file @
b1812c69
...
...
@@ -364,10 +364,11 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
* FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
* the attributes that our current fixed function pipeline implementation cares for.
*/
BOOL
support_d3dcolor
=
GL_SUPPORT
(
EXT_VERTEX_ARRAY_BGRA
);
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
position
,
TRUE
,
TRUE
,
FALSE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
normal
,
TRUE
,
FALSE
,
FALSE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
diffuse
,
TRUE
,
FALSE
,
TRUE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
specular
,
TRUE
,
FALSE
,
TRUE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
diffuse
,
!
support_d3dcolor
,
FALSE
,
TRUE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
specular
,
!
support_d3dcolor
,
FALSE
,
TRUE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
texCoords
[
0
],
TRUE
,
FALSE
,
FALSE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
texCoords
[
1
],
TRUE
,
FALSE
,
FALSE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
ret
=
check_attribute
(
This
,
&
device
->
strided_streams
.
u
.
s
.
texCoords
[
2
],
TRUE
,
FALSE
,
FALSE
,
&
stride_this_run
,
&
float16_used
)
||
ret
;
...
...
dlls/wined3d/wined3d_gl.h
View file @
b1812c69
...
...
@@ -3383,6 +3383,7 @@ typedef enum _GL_SupportedExt {
EXT_TEXTURE_SRGB
,
EXT_TEXTURE_SWIZZLE
,
EXT_GPU_PROGRAM_PARAMETERS
,
EXT_VERTEX_ARRAY_BGRA
,
/* NVIDIA */
NV_HALF_FLOAT
,
NV_FOG_DISTANCE
,
...
...
@@ -3852,6 +3853,7 @@ typedef struct _WINED3DGLTYPE {
int
d3dType
;
GLint
size
;
GLenum
glType
;
GLint
format
;
GLboolean
normalized
;
int
typesize
;
}
WINED3DGLTYPE
;
...
...
dlls/wined3d/wined3d_private.h
View file @
b1812c69
...
...
@@ -213,6 +213,7 @@ void init_type_lookup(WineD3D_GL_Info *gl_info);
#define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
#define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
#define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
#define WINED3D_ATR_FORMAT(type) GLINFO_LOCATION.glTypeLookup[type].format
#define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
#define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
...
...
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