GLSL_TYPE_UINT = 0,
GLSL_TYPE_INT,
GLSL_TYPE_FLOAT,
+ GLSL_TYPE_FLOAT16,
GLSL_TYPE_DOUBLE,
+ GLSL_TYPE_UINT16,
+ GLSL_TYPE_INT16,
GLSL_TYPE_UINT64,
GLSL_TYPE_INT64,
GLSL_TYPE_BOOL,
* @{
*/
static const glsl_type *vec(unsigned components);
+ static const glsl_type *f16vec(unsigned components);
static const glsl_type *dvec(unsigned components);
static const glsl_type *ivec(unsigned components);
static const glsl_type *uvec(unsigned components);
static const glsl_type *bvec(unsigned components);
static const glsl_type *i64vec(unsigned components);
static const glsl_type *u64vec(unsigned components);
+ static const glsl_type *i16vec(unsigned components);
+ static const glsl_type *u16vec(unsigned components);
/**@}*/
/**
bool is_matrix() const
{
/* GLSL only has float matrices. */
- return (matrix_columns > 1) && (base_type == GLSL_TYPE_FLOAT || base_type == GLSL_TYPE_DOUBLE);
+ return (matrix_columns > 1) && (base_type == GLSL_TYPE_FLOAT ||
+ base_type == GLSL_TYPE_DOUBLE ||
+ base_type == GLSL_TYPE_FLOAT16);
}
/**