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Improve handling of bools in shader storage buffer declarations.
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@@ -1094,7 +1094,7 @@ static DataFormat getDataFormat(glslang::TBasicType basictype, int components, i
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else if (components == 4)
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else if (components == 4)
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return DATAFORMAT_INT32_VEC4;
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return DATAFORMAT_INT32_VEC4;
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}
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}
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else if (basictype == glslang::EbtUint)
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else if (basictype == glslang::EbtUint || basictype == glslang::EbtBool)
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{
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{
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if (components == 1)
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if (components == 1)
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return DATAFORMAT_UINT32;
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return DATAFORMAT_UINT32;
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@@ -1196,6 +1196,7 @@ static T convertData(const glslang::TConstUnion &data)
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case glslang::EbtUint8: return (T) data.getU8Const();
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case glslang::EbtUint8: return (T) data.getU8Const();
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case glslang::EbtUint16: return (T) data.getU16Const();
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case glslang::EbtUint16: return (T) data.getU16Const();
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case glslang::EbtUint64: return (T) data.getU64Const();
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case glslang::EbtUint64: return (T) data.getU64Const();
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case glslang::EbtBool: return (T)data.getBConst();
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default: return 0;
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default: return 0;
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}
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}
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}
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}
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