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wined3d: Properly load FLOAT16_2 and FLOAT16_4 vertex data.
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@ -818,10 +818,18 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVerte
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/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
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* byte float according to the IEEE standard
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*/
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FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
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if (GL_SUPPORT(NV_HALF_FLOAT)) {
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GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr));
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} else {
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FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
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}
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break;
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case WINED3DDECLTYPE_FLOAT16_4:
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FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
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if (GL_SUPPORT(NV_HALF_FLOAT)) {
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GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr));
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} else {
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FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
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}
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break;
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case WINED3DDECLTYPE_UNUSED:
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@ -139,8 +139,11 @@ static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
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{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
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/* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
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* we won't be able to load the data at all, so at least for the moment it wouldn't
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* gain us much. */
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{WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
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{WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
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#define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
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#define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
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