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authorjsmall-nvidia <jsmall@nvidia.com>2021-06-06 12:43:19 -0400
committerGitHub <noreply@github.com>2021-06-06 12:43:19 -0400
commitbbd6df7e5eb2c1d8811fbcd1ac37a86e2f9237bb (patch)
tree3652b7180aa1e78e50389c2bd682d53627723df0 /tools/render-test/shader-input-layout.cpp
parent688d5fa6eb2c7f5281e50ace1401737479911ebc (diff)
Fixed issue around 4xFloat16 texture on CUDA (#1874)
* #include an absolute path didn't work - because paths were taken to always be relative. * Fixes around Float16. Incorrect calculation of 'elementSize'.
Diffstat (limited to 'tools/render-test/shader-input-layout.cpp')
-rw-r--r--tools/render-test/shader-input-layout.cpp9
1 files changed, 4 insertions, 5 deletions
diff --git a/tools/render-test/shader-input-layout.cpp b/tools/render-test/shader-input-layout.cpp
index 3ab0366a5..11356a29a 100644
--- a/tools/render-test/shader-input-layout.cpp
+++ b/tools/render-test/shader-input-layout.cpp
@@ -928,7 +928,6 @@ namespace renderer_test
{
// TODO(JS):
// Bool is here, because it's not clear across APIs how bool is laid out in memory
- // Float16 is here as we don't have a convert Float16 to float function laying around
default:
case ScalarType::None:
case ScalarType::Void:
@@ -1180,10 +1179,10 @@ namespace renderer_test
for (Index j = 0; j < pixelCount; ++j, srcPixels += 4, dstPixels += 4)
{
// Copy out rgba
- dstPixels[0] = FloatToHalf(srcPixels[0] * 1.0f / 255);
- dstPixels[1] = FloatToHalf(srcPixels[1] * 1.0f / 255);
- dstPixels[2] = FloatToHalf(srcPixels[2] * 1.0f / 255);
- dstPixels[3] = FloatToHalf(srcPixels[3] * 1.0f / 255);
+ dstPixels[0] = srcPixels[0] * (1.0f / 255);
+ dstPixels[1] = srcPixels[1] * (1.0f / 255);
+ dstPixels[2] = srcPixels[2] * (1.0f / 255);
+ dstPixels[3] = srcPixels[3] * (1.0f / 255);
}
break;
}