Don't convert normalized integer types, they are interpreted as floating-point in the shader.

TRAC #22440 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1871 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 291266b4
// //
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be // Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file. // found in the LICENSE file.
// //
...@@ -310,10 +310,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_ ...@@ -310,10 +310,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_
{ &copyToFloatVertexData<GLbyte, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyToFloatVertexData<GLbyte, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
}, },
{ // normalized { // normalized
{ &copyToFloatVertexData<GLbyte, 1, true>, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLbyte, 1, false, true>, DXGI_FORMAT_R8_SNORM, 1 },
{ &copyToFloatVertexData<GLbyte, 2, true>, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLbyte, 2, false, true>, DXGI_FORMAT_R8G8_SNORM, 2 },
{ &copyToFloatVertexData<GLbyte, 3, true>, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLbyte, 3, true, true>, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
{ &copyToFloatVertexData<GLbyte, 4, true>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyVertexData<GLbyte, 4, false, true>, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
}, },
}, },
{ // GL_UNSIGNED_BYTE { // GL_UNSIGNED_BYTE
...@@ -324,10 +324,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_ ...@@ -324,10 +324,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_
{ &copyToFloatVertexData<GLubyte, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyToFloatVertexData<GLubyte, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
}, },
{ // normalized { // normalized
{ &copyToFloatVertexData<GLubyte, 1, true>, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLubyte, 1, false, true>, DXGI_FORMAT_R8_UNORM, 1 },
{ &copyToFloatVertexData<GLubyte, 2, true>, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLubyte, 2, false, true>, DXGI_FORMAT_R8G8_UNORM, 2 },
{ &copyToFloatVertexData<GLubyte, 3, true>, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLubyte, 3, true, true>, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
{ &copyToFloatVertexData<GLubyte, 4, true>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyVertexData<GLubyte, 4, false, true>, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
}, },
}, },
{ // GL_SHORT { // GL_SHORT
...@@ -338,10 +338,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_ ...@@ -338,10 +338,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_
{ &copyToFloatVertexData<GLshort, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyToFloatVertexData<GLshort, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
}, },
{ // normalized { // normalized
{ &copyToFloatVertexData<GLshort, 1, true>, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLshort, 1, false, true>, DXGI_FORMAT_R16_SNORM, 2 },
{ &copyToFloatVertexData<GLshort, 2, true>, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLshort, 2, false, true>, DXGI_FORMAT_R16G16_SNORM, 4 },
{ &copyToFloatVertexData<GLshort, 3, true>, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLshort, 3, true, true>, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
{ &copyToFloatVertexData<GLshort, 4, true>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyVertexData<GLshort, 4, false, true>, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
}, },
}, },
{ // GL_UNSIGNED_SHORT { // GL_UNSIGNED_SHORT
...@@ -352,10 +352,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_ ...@@ -352,10 +352,10 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_
{ &copyToFloatVertexData<GLushort, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyToFloatVertexData<GLushort, 4, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
}, },
{ // normalized { // normalized
{ &copyToFloatVertexData<GLushort, 1, true>, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLushort, 1, false, true>, DXGI_FORMAT_R16_UNORM, 2 },
{ &copyToFloatVertexData<GLushort, 2, true>, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLushort, 2, false, true>, DXGI_FORMAT_R16G16_UNORM, 4 },
{ &copyToFloatVertexData<GLushort, 3, true>, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLushort, 3, true, true>, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
{ &copyToFloatVertexData<GLushort, 4, true>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyVertexData<GLushort, 4, false, true>, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
}, },
}, },
{ // GL_FIXED { // GL_FIXED
......
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