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Use Sint/Uint attribute type in place of Sscaled/Uscaled
Scaled formats are not supported by any mobile GPUs.
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@ -77,12 +77,12 @@ namespace skyline::gpu::interconnect::maxwell3d {
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switch (attribute.numericalType) {
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switch (attribute.numericalType) {
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case engine::VertexAttribute::NumericalType::Snorm:
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case engine::VertexAttribute::NumericalType::Snorm:
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case engine::VertexAttribute::NumericalType::Unorm:
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case engine::VertexAttribute::NumericalType::Unorm:
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case engine::VertexAttribute::NumericalType::Sscaled:
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case engine::VertexAttribute::NumericalType::Uscaled:
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case engine::VertexAttribute::NumericalType::Float:
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case engine::VertexAttribute::NumericalType::Float:
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return Shader::AttributeType::Float;
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return Shader::AttributeType::Float;
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case engine::VertexAttribute::NumericalType::Sscaled:
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case engine::VertexAttribute::NumericalType::Sint:
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case engine::VertexAttribute::NumericalType::Sint:
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return Shader::AttributeType::SignedInt;
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return Shader::AttributeType::SignedInt;
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case engine::VertexAttribute::NumericalType::Uscaled:
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case engine::VertexAttribute::NumericalType::Uint:
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case engine::VertexAttribute::NumericalType::Uint:
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return Shader::AttributeType::UnsignedInt;
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return Shader::AttributeType::UnsignedInt;
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default:
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default:
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@ -300,6 +300,11 @@ namespace skyline::gpu::interconnect::maxwell3d {
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FORMAT_NORM_INT_SCALED_CASE(size, vkFormat); \
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FORMAT_NORM_INT_SCALED_CASE(size, vkFormat); \
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FORMAT_CASE(size, Float, Sfloat, vkFormat)
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FORMAT_CASE(size, Float, Sfloat, vkFormat)
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if (numericalType == engine::VertexAttribute::NumericalType::Sscaled)
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numericalType = engine::VertexAttribute::NumericalType::Sint;
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else if (numericalType == engine::VertexAttribute::NumericalType::Uscaled)
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numericalType = engine::VertexAttribute::NumericalType::Uint;
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switch (componentBitWidths | numericalType) {
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switch (componentBitWidths | numericalType) {
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/* 8-bit components */
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/* 8-bit components */
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FORMAT_NORM_INT_SCALED_CASE(R8, eR8);
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FORMAT_NORM_INT_SCALED_CASE(R8, eR8);
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