glsl: Fix precise variable declaration

and add some more separation in the shader for better debugability when dumped
This commit is contained in:
ameerj 2021-06-01 00:07:14 -04:00
parent 8c684b3e23
commit 59576b82a8
3 changed files with 32 additions and 31 deletions

View file

@ -202,37 +202,35 @@ GlslVarType VarAlloc::RegType(IR::Type type) const {
std::string VarAlloc::GetGlslType(GlslVarType type) const {
switch (type) {
case GlslVarType::U1:
return "bool ";
return "bool";
case GlslVarType::F16x2:
return "f16vec2 ";
return "f16vec2";
case GlslVarType::U32:
return "uint ";
return "uint";
case GlslVarType::S32:
return "int ";
return "int";
case GlslVarType::F32:
return "float ";
case GlslVarType::S64:
return "int64_t ";
case GlslVarType::U64:
return "uint64_t ";
case GlslVarType::F64:
return "double ";
case GlslVarType::U32x2:
return "uvec2 ";
case GlslVarType::F32x2:
return "vec2 ";
case GlslVarType::U32x3:
return "uvec3 ";
case GlslVarType::F32x3:
return "vec3 ";
case GlslVarType::U32x4:
return "uvec4 ";
case GlslVarType::F32x4:
return "vec4 ";
case GlslVarType::PrecF32:
return "precise float ";
return "float";
case GlslVarType::S64:
return "int64_t";
case GlslVarType::U64:
return "uint64_t";
case GlslVarType::F64:
case GlslVarType::PrecF64:
return "precise double ";
return "double";
case GlslVarType::U32x2:
return "uvec2";
case GlslVarType::F32x2:
return "vec2";
case GlslVarType::U32x3:
return "uvec3";
case GlslVarType::F32x3:
return "vec3";
case GlslVarType::U32x4:
return "uvec4";
case GlslVarType::F32x4:
return "vec4";
case GlslVarType::Void:
return "";
default: