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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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@@ -1140,22 +1140,7 @@ QString ToQStr(const AddressMode addr, const GraphicsAPI apitype)
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QString TypeString(const SigParameter &sig)
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{
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QString ret = lit("");
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if(sig.compType == CompType::Float)
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ret += lit("float");
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else if(sig.compType == CompType::UInt || sig.compType == CompType::UScaled)
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ret += lit("uint");
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else if(sig.compType == CompType::SInt || sig.compType == CompType::SScaled)
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ret += lit("int");
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else if(sig.compType == CompType::UNorm || sig.compType == CompType::UNormSRGB)
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ret += lit("unorm float");
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else if(sig.compType == CompType::SNorm)
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ret += lit("snorm float");
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else if(sig.compType == CompType::Depth)
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ret += lit("float");
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else if(sig.compType == CompType::Double)
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ret += lit("double");
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QString ret = ToQStr(sig.varType);
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if(sig.compCount > 1)
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ret += QString::number(sig.compCount);
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