GPU/HW: Use uint in CPU-side vertex attributes

This commit is contained in:
Connor McLaughlin
2020-04-23 15:55:49 +10:00
parent e2f5905cd6
commit 990147b7e9
2 changed files with 5 additions and 4 deletions

View File

@ -247,8 +247,8 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
static constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 4> attributes = {
{{"ATTR", 0, DXGI_FORMAT_R32G32_SINT, 0, offsetof(BatchVertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 2, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 3, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
{"ATTR", 2, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"ATTR", 3, DXGI_FORMAT_R32_UINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
// we need a vertex shader...
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,