SPV: Handle GLSL bool loads from a uniform buffer as a conversion from int -> bool.
SPIR-V bool is abstract; it has no bit pattern for storage with transparent memory. OpenGL's convention is a bool in a uniform buffer is 32-bit int with non-0 being 'true'.
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@@ -1570,7 +1570,12 @@ spv::Id TGlslangToSpvTraverser::convertGlslangToSpvType(const glslang::TType& ty
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spvType = builder.makeFloatType(64);
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break;
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case glslang::EbtBool:
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spvType = builder.makeBoolType();
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// "transparent" bool doesn't exist in SPIR-V. The GLSL convention is
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// a 32-bit int where non-0 means true.
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if (explicitLayout != glslang::ElpNone)
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spvType = builder.makeUintType(32);
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else
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spvType = builder.makeBoolType();
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break;
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case glslang::EbtInt:
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spvType = builder.makeIntType(32);
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@@ -1764,9 +1769,21 @@ spv::Id TGlslangToSpvTraverser::convertGlslangToSpvType(const glslang::TType& ty
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return spvType;
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}
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// Wrap the builder's accessChainLoad to:
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// - localize handling of RelaxedPrecision
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// - use the SPIR-V inferred type instead of another conversion of the glslang type
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// (avoids unnecessary work and possible type punning for structures)
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// - do conversion of concrete to abstract type
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spv::Id TGlslangToSpvTraverser::accessChainLoad(const glslang::TType& type)
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{
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return builder.accessChainLoad(TranslatePrecisionDecoration(type), convertGlslangToSpvType(type));
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spv::Id nominalTypeId = builder.accessChainGetInferredType();
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spv::Id loadedId = builder.accessChainLoad(TranslatePrecisionDecoration(type), nominalTypeId);
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// Need to convert to abstract types when necessary
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if (builder.isScalarType(nominalTypeId) && type.getBasicType() == glslang::EbtBool && nominalTypeId != builder.makeBoolType())
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loadedId = builder.createBinOp(spv::OpINotEqual, builder.makeBoolType(), loadedId, builder.makeUintConstant(0));
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return loadedId;
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}
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// Decide whether or not this type should be
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