(rebased) experimental support for parsing from a float16 mesh (or a float32-quantized-as-ushort mesh)
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@ -8,6 +8,8 @@
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#include "private.h"
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#include "platform.h"
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#include "quantize.inl"
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AttribPointerList ATTRIB_LIST;
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static const float ONE_OVER_TWO_FIVE_FIVE = 1.0f / 255.0f;
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@ -21,6 +23,7 @@ GL_FORCE_INLINE GLsizei byte_size(GLenum type) {
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case GL_UNSIGNED_INT: return sizeof(GLuint);
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case GL_DOUBLE: return sizeof(GLdouble);
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case GL_UNSIGNED_INT_2_10_10_10_REV: return sizeof(GLuint);
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case GL_HALF_FLOAT: return sizeof(GLhalf);
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case GL_FLOAT:
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default: return sizeof(GLfloat);
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}
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@ -152,6 +155,9 @@ static ReadAttributeFunc calcReadPositionFunc(void) {
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case GL_FLOAT:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3f3f:
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_readPosition2f3f;
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case GL_HALF_FLOAT:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3f16_3f:
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_readPosition2f16_3f;
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3ub3f:
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@ -160,6 +166,9 @@ static ReadAttributeFunc calcReadPositionFunc(void) {
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case GL_UNSIGNED_SHORT:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3us3f:
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_readPosition2us3f;
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case GL_QUANTIZED_SHORT:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3usq3f:
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_readPosition2usq3f;
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case GL_INT:
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case GL_UNSIGNED_INT:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3ui3f:
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@ -435,12 +444,16 @@ static ReadAttributeFunc calcReadUVFunc(void) {
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default:
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case GL_FLOAT:
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return _readTexcoord2f2f;
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case GL_HALF_FLOAT:
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return _readTexcoord2f16_2f;
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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return _readTexcoord2ub2f;
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case GL_SHORT:
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case GL_UNSIGNED_SHORT:
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return _readTexcoord2us2f;
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case GL_QUANTIZED_SHORT:
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return _readTexcoord2usq2f;
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case GL_INT:
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case GL_UNSIGNED_INT:
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return _readTexcoord2ui2f;
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@ -458,12 +471,16 @@ static ReadAttributeFunc calcReadSTFunc(void) {
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default:
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case GL_FLOAT:
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return _readTexcoord2f2f;
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case GL_HALF_FLOAT:
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return _readTexcoord2f16_2f;
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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return _readTexcoord2ub2f;
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case GL_SHORT:
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case GL_UNSIGNED_SHORT:
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return _readTexcoord2us2f;
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case GL_QUANTIZED_SHORT:
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return _readTexcoord2usq2f;
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case GL_INT:
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case GL_UNSIGNED_INT:
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return _readTexcoord2ui2f;
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@ -551,6 +568,9 @@ static ReadAttributeFunc calcReadNormalFunc(void) {
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default:
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return _readNormal3f3f;
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break;
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case GL_HALF_FLOAT:
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return _readNormal3f16_3f;
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break;
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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return _readNormal3ub3f;
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@ -563,6 +583,9 @@ static ReadAttributeFunc calcReadNormalFunc(void) {
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case GL_UNSIGNED_INT:
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return _readNormal3ui3f;
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break;
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case GL_QUANTIZED_SHORT:
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return _readNormal3usq3f;
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break;
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case GL_UNSIGNED_INT_2_10_10_10_REV:
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return _readNormal1i3f;
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break;
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103
GL/quantize.inl
Normal file
103
GL/quantize.inl
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@ -0,0 +1,103 @@
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GLushort _quantize( GLfloat v ) {
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union { GLfloat f; GLuint ui; } u = {v};
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GLuint ui = u.ui;
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int s = (ui >> 16) & 0x8000;
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int em = ui & 0x7fffffff;
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int h = (em - (112 << 23) + (1 << 12)) >> 13;
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h = (em < (113 << 23)) ? 0 : h;
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h = (em >= (143 << 23)) ? 0x7c00 : h;
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h = (em > (255 << 23)) ? 0x7e00 : h;
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return (GLushort)(s | h);
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}
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GLfloat _dequantize( GLushort h ) {
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GLuint s = (GLuint) (h & 0x8000) << 16;
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int em = h & 0x7fff;
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int r = (em + (112 << 10)) << 13;
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r = (em < (1 << 10)) ? 0 : r;
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r += (em >= (31 << 10)) ? (112 << 23) : 0;
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union { GLfloat f; GLuint ui; } u;
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u.ui = s | r;
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return u.f;
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}
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// dequantize to float
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static void _readPosition3usq3f(const GLubyte* in, GLubyte* out) {
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const GLushort* input = (const GLushort*) in;
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Vertex* it = (Vertex*)out;
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float x = _dequantize(input[0]);
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float y = _dequantize(input[1]);
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float z = _dequantize(input[2]);
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float w = 1.0f;
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static void _readPosition2usq3f(const GLubyte* in, GLubyte* out) {
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const GLushort* input = (const GLushort*) in;
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Vertex* it = (Vertex*)out;
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float x = _dequantize(input[0]);
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float y = _dequantize(input[1]);
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float z = 0.0f;
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float w = 1.0f;
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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// convert from float16 to float32
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static void _readPosition3f16_3f(const GLubyte* in, GLubyte* out) {
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const GLhalf* input = (const GLhalf*) in;
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Vertex* it = (Vertex*)out;
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float x = (float) input[0];
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float y = (float) input[1];
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float z = (float) input[2];
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float w = 1.0f;
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static void _readPosition2f16_3f(const GLubyte* in, GLubyte* out) {
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const GLhalf* input = (const GLhalf*) in;
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Vertex* it = (Vertex*)out;
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float x = (float) input[0];
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float y = (float) input[1];
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float z = 0.0f;
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float w = 1.0f;
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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// dequantize to float
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static void _readTexcoord2usq2f(const GLubyte* in, GLubyte* out) {
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const GLushort* input = (const GLushort*) in;
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float* output = (float*) out;
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output[0] = _dequantize(input[0]);
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output[1] = _dequantize(input[1]);
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}
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// convert from float16 to float32
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static void _readTexcoord2f16_2f(const GLubyte* in, GLubyte* out) {
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const GLhalf* input = (const GLhalf*) in;
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float* output = (float*) out;
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output[0] = input[0];
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output[1] = input[1];
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}
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//
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static void _readNormal3usq3f(const GLubyte* in, GLubyte* out) {
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const GLushort* input = (const GLushort*) in;
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float* output = (float*) out;
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output[0] = _dequantize(input[0]);
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output[1] = _dequantize(input[1]);
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output[2] = _dequantize(input[2]);
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}
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static void _readNormal3f16_3f(const GLubyte* in, GLubyte* out) {
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const GLhalf* input = (const GLhalf*) in;
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float* output = (float*) out;
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output[0] = input[0];
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output[1] = input[1];
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output[2] = input[2];
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}
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@ -18,6 +18,7 @@
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__BEGIN_DECLS
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#include <math.h>
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#include "glquant.h"
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/* Primitive Types taken from GL for compatability */
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/* Not all types are implemented in Open GL DC V.1.0 */
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14
include/GL/glquant.h
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14
include/GL/glquant.h
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#pragma once
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#if __STDCPP_FLOAT16_T__
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#include <stdfloat>
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#endif
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#define GL_HALF_FLOAT 0x140B
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#define GL_QUANTIZED_SHORT 0x140C
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#if __STDCPP_FLOAT16_T__
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#define GLhalf std::float16_t
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#else
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#define GLhalf unsigned short
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#endif
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