Commit 0342253e by Jamie Madill

D3D11: Refactor vertex format tables.

Use switch statements based on the format type enum, instead of a map from the old VertexFormat structure to the info payload. This saves on lookup and initialization time. BUG=angleproject:959 Change-Id: I6d1bf282c88f67272ca067cb64bc71e77824a12e Reviewed-on: https://chromium-review.googlesource.com/277290Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 6d2e0ee9
...@@ -84,6 +84,9 @@ const TextureFormat &GetTextureFormatInfo(GLenum internalFormat, const Renderer1 ...@@ -84,6 +84,9 @@ const TextureFormat &GetTextureFormatInfo(GLenum internalFormat, const Renderer1
struct VertexFormat struct VertexFormat
{ {
VertexFormat(); VertexFormat();
VertexFormat(VertexConversionType conversionType,
DXGI_FORMAT nativeFormat,
VertexCopyFunction copyFunction);
VertexConversionType conversionType; VertexConversionType conversionType;
DXGI_FORMAT nativeFormat; DXGI_FORMAT nativeFormat;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment