Add nxt::VertexFormat::FloatR32
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4cd65f03b7
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8859178703
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@ -945,7 +945,8 @@
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"values": [
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{"value": 0, "name": "float r32 g32 b32 a32"},
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{"value": 1, "name": "float r32 g32 b32"},
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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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]
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},
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"void": {
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@ -37,6 +37,8 @@ namespace backend {
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return 3;
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case nxt::VertexFormat::FloatR32G32:
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return 2;
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case nxt::VertexFormat::FloatR32:
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return 1;
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}
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}
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@ -45,6 +47,7 @@ namespace backend {
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case nxt::VertexFormat::FloatR32G32B32A32:
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case nxt::VertexFormat::FloatR32G32B32:
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case nxt::VertexFormat::FloatR32G32:
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case nxt::VertexFormat::FloatR32:
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return VertexFormatNumComponents(format) * sizeof(float);
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}
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}
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@ -25,6 +25,8 @@ namespace d3d12 {
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return DXGI_FORMAT_R32G32B32_FLOAT;
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case nxt::VertexFormat::FloatR32G32:
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return DXGI_FORMAT_R32G32_FLOAT;
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case nxt::VertexFormat::FloatR32:
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return DXGI_FORMAT_R32_FLOAT;
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}
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}
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@ -28,6 +28,8 @@ namespace metal {
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return MTLVertexFormatFloat3;
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case nxt::VertexFormat::FloatR32G32:
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return MTLVertexFormatFloat2;
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case nxt::VertexFormat::FloatR32:
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return MTLVertexFormatFloat;
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}
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}
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@ -71,6 +73,8 @@ namespace metal {
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if (info.stride == 0) {
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// For MTLVertexStepFunctionConstant, the stepRate must be 0,
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// but the stride must NOT be 0, so I made up a value (256).
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// TODO(cwallez@chromium.org): the made up value will need to be at least
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// max(attrib.offset + sizeof(attrib) for each attrib)
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layoutDesc.stepFunction = MTLVertexStepFunctionConstant;
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layoutDesc.stepRate = 0;
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layoutDesc.stride = 256;
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@ -49,6 +49,7 @@ namespace opengl {
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case nxt::VertexFormat::FloatR32G32B32A32:
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case nxt::VertexFormat::FloatR32G32B32:
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case nxt::VertexFormat::FloatR32G32:
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case nxt::VertexFormat::FloatR32:
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return GL_FLOAT;
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}
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}
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