Handle boolean inputs in vulkan shader parameters

* We change to use VarType instead of CompType for signature parameters which
  allows us to represent different types of variables beyond just
  unsigned/signed integer and float.
This commit is contained in:
baldurk
2020-05-07 16:42:35 +01:00
parent c70929d40a
commit 90c10ea1fc
23 changed files with 186 additions and 200 deletions
+1 -16
View File
@@ -899,22 +899,7 @@ ResourceFormat GetInterpretedResourceFormat(const ShaderConstant &elem)
ResourceFormat format;
format.type = interpretType;
switch(elem.type.descriptor.type)
{
case VarType::Half:
case VarType::Float: format.compType = CompType::Float; break;
case VarType::Double: format.compType = CompType::Double; break;
case VarType::SInt:
case VarType::SShort:
case VarType::SLong:
case VarType::SByte: format.compType = CompType::SInt; break;
case VarType::Bool:
case VarType::UInt:
case VarType::UShort:
case VarType::ULong:
case VarType::UByte: format.compType = CompType::UInt; break;
default: format.compType = CompType::UInt; break;
}
format.compType = VarTypeCompType(elem.type.descriptor.type);
if(interpretCompType != CompType::Typeless)
format.compType = interpretCompType;