Moved the defines of constant float values into more visible constants.

TRAC #23048 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2377 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent b36e29fd
...@@ -18,6 +18,10 @@ ...@@ -18,6 +18,10 @@
namespace gl namespace gl
{ {
const unsigned int Float32One = 0x3F800000;
const unsigned short Float16One = 0x3C00;
struct Vector4 struct Vector4
{ {
Vector4() {} Vector4() {}
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/Context.h" #include "libGLESv2/Context.h"
#define FLOAT32_ONE_BITS (0x3f800000)
#define FLOAT16_ONE_BITS (0x3c00)
namespace rx namespace rx
{ {
...@@ -643,30 +640,30 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mFloatVertexTranslations[N ...@@ -643,30 +640,30 @@ const VertexBuffer11::VertexConverter VertexBuffer11::mFloatVertexTranslations[N
}, },
{ // GL_HALF_FLOAT { // GL_HALF_FLOAT
{ // unnormalized { // unnormalized
{ &copyVertexData<GLhalf, 1, false, FLOAT16_ONE_BITS>, true, DXGI_FORMAT_R16_FLOAT, 2 }, { &copyVertexData<GLhalf, 1, false, gl::Float16One>, true, DXGI_FORMAT_R16_FLOAT, 2 },
{ &copyVertexData<GLhalf, 2, false, FLOAT16_ONE_BITS>, true, DXGI_FORMAT_R16G16_FLOAT, 4 }, { &copyVertexData<GLhalf, 2, false, gl::Float16One>, true, DXGI_FORMAT_R16G16_FLOAT, 4 },
{ &copyVertexData<GLhalf, 3, true, FLOAT16_ONE_BITS>, false, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 }, { &copyVertexData<GLhalf, 3, true, gl::Float16One>, false, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
{ &copyVertexData<GLhalf, 4, false, FLOAT16_ONE_BITS>, true, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 }, { &copyVertexData<GLhalf, 4, false, gl::Float16One>, true, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
}, },
{ // normalized { // normalized
{ &copyVertexData<GLhalf, 1, false, FLOAT16_ONE_BITS>, true, DXGI_FORMAT_R16_FLOAT, 2 }, { &copyVertexData<GLhalf, 1, false, gl::Float16One>, true, DXGI_FORMAT_R16_FLOAT, 2 },
{ &copyVertexData<GLhalf, 2, false, FLOAT16_ONE_BITS>, true, DXGI_FORMAT_R16G16_FLOAT, 4 }, { &copyVertexData<GLhalf, 2, false, gl::Float16One>, true, DXGI_FORMAT_R16G16_FLOAT, 4 },
{ &copyVertexData<GLhalf, 3, true, FLOAT16_ONE_BITS>, false, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 }, { &copyVertexData<GLhalf, 3, true, gl::Float16One>, false, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
{ &copyVertexData<GLhalf, 4, false, FLOAT16_ONE_BITS>, true, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 }, { &copyVertexData<GLhalf, 4, false, gl::Float16One>, true, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
}, },
}, },
{ // GL_FLOAT { // GL_FLOAT
{ // unnormalized { // unnormalized
{ &copyVertexData<GLfloat, 1, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLfloat, 1, false, gl::Float32One>, true, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLfloat, 2, false, gl::Float32One>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLfloat, 3, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyVertexData<GLfloat, 4, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
}, },
{ // normalized { // normalized
{ &copyVertexData<GLfloat, 1, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLfloat, 1, false, gl::Float32One>, true, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLfloat, 2, false, gl::Float32One>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLfloat, 3, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, FLOAT32_ONE_BITS>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, { &copyVertexData<GLfloat, 4, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
}, },
}, },
}; };
......
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