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
@@ -1267,7 +1267,7 @@ void GLPipelineStateViewer::setState()
{
name = state.vertexShader.reflection->inputSignature[attrib].varName;
compCount = state.vertexShader.reflection->inputSignature[attrib].compCount;
compType = state.vertexShader.reflection->inputSignature[attrib].compType;
compType = VarTypeCompType(state.vertexShader.reflection->inputSignature[attrib].varType);
usedSlot = true;
}
}