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Use shader-compiler side {S,U}Scaled format emulation
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579fd04117
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@ -86,12 +86,14 @@ namespace skyline::gpu::interconnect::maxwell3d {
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case engine::VertexAttribute::NumericalType::Unorm:
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case engine::VertexAttribute::NumericalType::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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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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return Shader::AttributeType::UnsignedInt;
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case engine::VertexAttribute::NumericalType::Sscaled:
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return Shader::AttributeType::SignedScaled;
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case engine::VertexAttribute::NumericalType::Uscaled:
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return Shader::AttributeType::UnsignedScaled;
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default:
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throw exception("Invalid numerical type: {}", static_cast<u8>(attribute.numericalType));
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}
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@ -331,6 +333,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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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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// No mobile support scaled formats, so pass as int and the shader compiler will convert to float for us
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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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