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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@@ -506,6 +506,10 @@ public:
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// get the direct pointer for an l-value
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Id accessChainGetLValue();
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// Get the inferred SPIR-V type of the result of the current access chain,
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// based on the type of the base and the chain of dereferences.
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Id accessChainGetInferredType();
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void dump(std::vector<unsigned int>&) const;
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void createBranch(Block* block);
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