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 22:46:41 +01:00
parent c70929d40a
commit 90c10ea1fc
23 changed files with 186 additions and 200 deletions
+1 -16
View File
@@ -1140,22 +1140,7 @@ QString ToQStr(const AddressMode addr, const GraphicsAPI apitype)
QString TypeString(const SigParameter &sig)
{
QString ret = lit("");
if(sig.compType == CompType::Float)
ret += lit("float");
else if(sig.compType == CompType::UInt || sig.compType == CompType::UScaled)
ret += lit("uint");
else if(sig.compType == CompType::SInt || sig.compType == CompType::SScaled)
ret += lit("int");
else if(sig.compType == CompType::UNorm || sig.compType == CompType::UNormSRGB)
ret += lit("unorm float");
else if(sig.compType == CompType::SNorm)
ret += lit("snorm float");
else if(sig.compType == CompType::Depth)
ret += lit("float");
else if(sig.compType == CompType::Double)
ret += lit("double");
QString ret = ToQStr(sig.varType);
if(sig.compCount > 1)
ret += QString::number(sig.compCount);