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'.
This commit is contained in:
John Kessenich
2016-02-08 21:38:15 -07:00
parent 10110596a3
commit 103bef9d74
4 changed files with 96 additions and 51 deletions

View File

@@ -1990,6 +1990,39 @@ Id Builder::accessChainGetLValue()
return lvalue;
}
// comment in header
Id Builder::accessChainGetInferredType()
{
// anything to operate on?
if (accessChain.base == NoResult)
return NoType;
Id type = getTypeId(accessChain.base);
// do initial dereference
if (! accessChain.isRValue)
type = getContainedTypeId(type);
// dereference each index
for (auto deref : accessChain.indexChain) {
if (isStructType(type))
type = getContainedTypeId(type, getConstantScalar(deref));
else
type = getContainedTypeId(type);
}
// dereference swizzle
if (accessChain.swizzle.size() == 1)
type = getContainedTypeId(type);
else if (accessChain.swizzle.size() > 1)
type = makeVectorType(getContainedTypeId(type), accessChain.swizzle.size());
// dereference component selection
if (accessChain.component)
type = getContainedTypeId(type);
return type;
}
void Builder::dump(std::vector<unsigned int>& out) const
{
// Header, before first instructions: