wined3d: Enable GL_HALF_FLOAT_NV when NV_HALF_FLOAT is supported.
This makes more sense than the other way around.
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@ -499,8 +499,8 @@ static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] =
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{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
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{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
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{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
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{WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV, 2, GL_FALSE, sizeof(GLhalfNV)},
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{WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV, 4, GL_FALSE, sizeof(GLhalfNV)}
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{WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
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{WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
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};
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void init_type_lookup(WineD3D_GL_Info *gl_info) {
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@ -511,12 +511,13 @@ void init_type_lookup(WineD3D_GL_Info *gl_info) {
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gl_info->glTypeLookup[WINED3DDECLTYPE_D3DCOLOR].format = GL_BGRA;
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}
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if(!GL_SUPPORT(NV_HALF_FLOAT)) {
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if (GL_SUPPORT(NV_HALF_FLOAT))
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{
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/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
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* It is the job of the vertex buffer code to make sure that the vbos have the right format
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*/
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gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
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gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
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gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_HALF_FLOAT_NV;
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gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_HALF_FLOAT_NV;
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}
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}
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