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