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 -1
View File
@@ -1415,7 +1415,7 @@ static void ConfigureColumnsForShader(ICaptureContext &ctx, const ShaderReflecti
p.format.type = ResourceFormatType::Regular;
p.format.compByteWidth = sizeof(float);
p.format.compCount = sig.compCount;
p.format.compType = sig.compType;
p.format.compType = VarTypeCompType(sig.varType);
if(sig.systemValue == ShaderBuiltin::Position)
posidx = i;