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Allow rendering to integer textures.
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@@ -710,40 +710,6 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalupda
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}
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}
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static bool isResourceBaseTypeCompatible(DataBaseType a, DataBaseType b)
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{
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if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
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return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
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if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
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return true;
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if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
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return true;
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return false;
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}
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static DataBaseType getDataBaseType(PixelFormat format)
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{
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switch (getPixelFormatInfo(format).dataType)
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{
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case PIXELFORMATTYPE_UNORM:
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return DATA_BASETYPE_UNORM;
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case PIXELFORMATTYPE_SNORM:
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return DATA_BASETYPE_SNORM;
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case PIXELFORMATTYPE_UFLOAT:
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case PIXELFORMATTYPE_SFLOAT:
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return DATA_BASETYPE_FLOAT;
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case PIXELFORMATTYPE_SINT:
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return DATA_BASETYPE_INT;
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case PIXELFORMATTYPE_UINT:
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return DATA_BASETYPE_UINT;
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default:
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return DATA_BASETYPE_FLOAT;
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}
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}
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void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
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{
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Shader::sendTextures(info, textures, count, false);
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