Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
- case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
+ case GLSL_TYPE_BOOL:
encoding = (type->base_type << 24) |
(type->vector_elements << 4) |
(type->matrix_columns);
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
- case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
+ case GLSL_TYPE_BOOL:
return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f);
case GLSL_TYPE_SAMPLER:
return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07),