Improve handling of bools in shader storage buffer declarations.

This commit is contained in:
Sasha Szpakowski
2024-12-23 16:46:17 -04:00
parent a7be648368
commit 3aac7da370
+2 -1
View File
@@ -1094,7 +1094,7 @@ static DataFormat getDataFormat(glslang::TBasicType basictype, int components, i
else if (components == 4) else if (components == 4)
return DATAFORMAT_INT32_VEC4; return DATAFORMAT_INT32_VEC4;
} }
else if (basictype == glslang::EbtUint) else if (basictype == glslang::EbtUint || basictype == glslang::EbtBool)
{ {
if (components == 1) if (components == 1)
return DATAFORMAT_UINT32; return DATAFORMAT_UINT32;
@@ -1196,6 +1196,7 @@ static T convertData(const glslang::TConstUnion &data)
case glslang::EbtUint8: return (T) data.getU8Const(); case glslang::EbtUint8: return (T) data.getU8Const();
case glslang::EbtUint16: return (T) data.getU16Const(); case glslang::EbtUint16: return (T) data.getU16Const();
case glslang::EbtUint64: return (T) data.getU64Const(); case glslang::EbtUint64: return (T) data.getU64Const();
case glslang::EbtBool: return (T)data.getBConst();
default: return 0; default: return 0;
} }
} }