Add support for ushort2 vertex format.
Also fix some vertex format computations.
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@ -1244,7 +1244,8 @@
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{"value": 2, "name": "float r32 g32"},
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{"value": 2, "name": "float r32 g32"},
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{"value": 3, "name": "float r32"},
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{"value": 3, "name": "float r32"},
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{"value": 4, "name": "unorm r8 g8 b8 a8"},
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{"value": 4, "name": "unorm r8 g8 b8 a8"},
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{"value": 5, "name": "unorm r8 g8"}
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{"value": 5, "name": "unorm r8 g8"},
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{"value": 6, "name": "ushort r16 g16"}
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]
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]
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},
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},
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"void": {
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"void": {
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@ -44,6 +44,8 @@ namespace backend {
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return 2;
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return 2;
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case nxt::VertexFormat::FloatR32:
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case nxt::VertexFormat::FloatR32:
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return 1;
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return 1;
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case nxt::VertexFormat::UshortR16G16:
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return 2;
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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@ -59,6 +61,8 @@ namespace backend {
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8:
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case nxt::VertexFormat::UnormR8G8:
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return sizeof(uint8_t);
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return sizeof(uint8_t);
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case nxt::VertexFormat::UshortR16G16:
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return sizeof(unsigned short);
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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@ -28,6 +28,8 @@ namespace backend { namespace d3d12 {
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return DXGI_FORMAT_R32G32_FLOAT;
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return DXGI_FORMAT_R32G32_FLOAT;
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case nxt::VertexFormat::FloatR32:
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case nxt::VertexFormat::FloatR32:
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return DXGI_FORMAT_R32_FLOAT;
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return DXGI_FORMAT_R32_FLOAT;
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case nxt::VertexFormat::UshortR16G16:
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return DXGI_FORMAT_R16G16_UINT;
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8B8A8:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case nxt::VertexFormat::UnormR8G8:
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case nxt::VertexFormat::UnormR8G8:
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@ -30,6 +30,8 @@ namespace backend { namespace metal {
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return MTLVertexFormatFloat2;
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return MTLVertexFormatFloat2;
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case nxt::VertexFormat::FloatR32:
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case nxt::VertexFormat::FloatR32:
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return MTLVertexFormatFloat;
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return MTLVertexFormatFloat;
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case nxt::VertexFormat::UshortR16G16:
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return MTLVertexFormatUShort2;
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8B8A8:
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return MTLVertexFormatUChar4Normalized;
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return MTLVertexFormatUChar4Normalized;
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case nxt::VertexFormat::UnormR8G8:
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case nxt::VertexFormat::UnormR8G8:
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@ -49,6 +49,8 @@ namespace backend { namespace opengl {
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case nxt::VertexFormat::FloatR32G32:
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case nxt::VertexFormat::FloatR32G32:
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case nxt::VertexFormat::FloatR32:
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case nxt::VertexFormat::FloatR32:
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return GL_FLOAT;
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return GL_FLOAT;
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case nxt::VertexFormat::UshortR16G16:
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return GL_UNSIGNED_SHORT;
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8:
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case nxt::VertexFormat::UnormR8G8:
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return GL_UNSIGNED_BYTE;
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return GL_UNSIGNED_BYTE;
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@ -63,6 +65,7 @@ namespace backend { namespace opengl {
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case nxt::VertexFormat::FloatR32G32B32:
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case nxt::VertexFormat::FloatR32G32B32:
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case nxt::VertexFormat::FloatR32G32:
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case nxt::VertexFormat::FloatR32G32:
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case nxt::VertexFormat::FloatR32:
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case nxt::VertexFormat::FloatR32:
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case nxt::VertexFormat::UshortR16G16:
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return GL_FALSE;
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return GL_FALSE;
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8B8A8:
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case nxt::VertexFormat::UnormR8G8:
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case nxt::VertexFormat::UnormR8G8:
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