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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.
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@@ -899,22 +899,7 @@ ResourceFormat GetInterpretedResourceFormat(const ShaderConstant &elem)
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ResourceFormat format;
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format.type = interpretType;
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switch(elem.type.descriptor.type)
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{
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case VarType::Half:
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case VarType::Float: format.compType = CompType::Float; break;
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case VarType::Double: format.compType = CompType::Double; break;
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case VarType::SInt:
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case VarType::SShort:
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case VarType::SLong:
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case VarType::SByte: format.compType = CompType::SInt; break;
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case VarType::Bool:
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case VarType::UInt:
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case VarType::UShort:
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case VarType::ULong:
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case VarType::UByte: format.compType = CompType::UInt; break;
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default: format.compType = CompType::UInt; break;
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}
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format.compType = VarTypeCompType(elem.type.descriptor.type);
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if(interpretCompType != CompType::Typeless)
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format.compType = interpretCompType;
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