From 990147b7e9b8025517adf24aa40eb14b20fd695c Mon Sep 17 00:00:00 2001 From: Connor McLaughlin Date: Thu, 23 Apr 2020 15:55:49 +1000 Subject: [PATCH] GPU/HW: Use uint in CPU-side vertex attributes --- src/core/gpu_hw_d3d11.cpp | 4 ++-- src/core/gpu_hw_opengl.cpp | 5 +++-- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/src/core/gpu_hw_d3d11.cpp b/src/core/gpu_hw_d3d11.cpp index 9f09ec37f..7e9bcbe21 100644 --- a/src/core/gpu_hw_d3d11.cpp +++ b/src/core/gpu_hw_d3d11.cpp @@ -247,8 +247,8 @@ bool GPU_HW_D3D11::CreateBatchInputLayout() static constexpr std::array 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, diff --git a/src/core/gpu_hw_opengl.cpp b/src/core/gpu_hw_opengl.cpp index 7feadcbce..44c3de98a 100644 --- a/src/core/gpu_hw_opengl.cpp +++ b/src/core/gpu_hw_opengl.cpp @@ -274,8 +274,9 @@ bool GPU_HW_OpenGL::CreateVertexBuffer() glVertexAttribIPointer(0, 2, GL_INT, sizeof(BatchVertex), reinterpret_cast(offsetof(BatchVertex, x))); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex), reinterpret_cast(offsetof(BatchVertex, color))); - glVertexAttribIPointer(2, 1, GL_INT, sizeof(BatchVertex), reinterpret_cast(offsetof(BatchVertex, u))); - glVertexAttribIPointer(3, 1, GL_INT, sizeof(BatchVertex), reinterpret_cast(offsetof(BatchVertex, texpage))); + glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(BatchVertex), reinterpret_cast(offsetof(BatchVertex, u))); + glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, sizeof(BatchVertex), + reinterpret_cast(offsetof(BatchVertex, texpage))); glBindVertexArray(0); glGenVertexArrays(1, &m_attributeless_vao_id);