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d3d12: emulate missing vertex-formats

Erik Faye-Lund requested to merge d3d12-missing_vertex_formats into msclc-d3d12

OpenGL 3.0 also requires support for 8 and 16 bit signed and unsigned RGB vertex formats. So let's emulate these as well.

The lack of these lead to asserts in the spec@!opengl 3.0@gl-3.0-vertexattribipointer-piglit.

This also includes a bugfix for the shader-key logic that would have made all subsequent test-cases fail after we triggered emulation for the first time.

Edited by Erik Faye-Lund

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