@@ -116,16 +116,16 @@ void ILogicalDevice::addCommonShaderDefines(std::ostringstream& pool, const bool
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_WIDTH" ,limits.maxFramebufferWidth );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_HEIGHT" ,limits.maxFramebufferHeight );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_LAYERS" ,limits.maxFramebufferLayers );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_COLOR_SAMPLE_COUNTS" ,limits.framebufferColorSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_DEPTH_SAMPLE_COUNTS" ,limits.framebufferDepthSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_STENCIL_SAMPLE_COUNTS" ,limits.framebufferStencilSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_NO_ATTACHMENTS_SAMPLE_COUNTS" ,limits.framebufferNoAttachmentsSampleCounts .value );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_COLOR_SAMPLE_COUNTS" ,static_cast < uint32_t >( limits.framebufferColorSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_DEPTH_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.framebufferDepthSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_STENCIL_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.framebufferStencilSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_NO_ATTACHMENTS_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.framebufferNoAttachmentsSampleCounts .value ) );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_COLOR_ATTACHMENTS" ,limits.maxColorAttachments );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_COLOR_SAMPLE_COUNTS" ,limits.sampledImageColorSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_INTEGER_SAMPLE_COUNTS" ,limits.sampledImageIntegerSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_DEPTH_SAMPLE_COUNTS" ,limits.sampledImageDepthSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_STENCIL_SAMPLE_COUNTS" ,limits.sampledImageStencilSampleCounts .value );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_STORAGE_IMAGE_SAMPLE_COUNTS" ,limits.storageImageSampleCounts .value );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_COLOR_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.sampledImageColorSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_INTEGER_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.sampledImageIntegerSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_DEPTH_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.sampledImageDepthSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_STENCIL_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.sampledImageStencilSampleCounts .value ) );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_STORAGE_IMAGE_SAMPLE_COUNTS" , static_cast < uint32_t >( limits.storageImageSampleCounts .value ) );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_MASK_WORDS" ,limits.maxSampleMaskWords );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_TIMESTAMP_COMPUTE_AND_GRAPHICS" ,limits.timestampComputeAndGraphics );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_TIMESTAMP_PERIOD_IN_NANO_SECONDS" ,limits.timestampPeriodInNanoSeconds );
@@ -149,7 +149,7 @@ void ILogicalDevice::addCommonShaderDefines(std::ostringstream& pool, const bool
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_VERTEX_OUTPUT_COMPONENTS" ,limits.maxVertexOutputComponents );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SUBGROUP_SIZE" ,limits.subgroupSize );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SUBGROUP_OPS_SHADER_STAGES" ,limits.subgroupOpsShaderStages .value );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SUBGROUP_OPS_SHADER_STAGES" , static_cast < uint32_t >( limits.subgroupOpsShaderStages .value ) );
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if (limits.shaderSubgroupBasic ) addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_BASIC" );
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if (limits.shaderSubgroupVote ) addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_VOTE" );
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if (limits.shaderSubgroupArithmetic ) addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_ARITHMETIC" );
@@ -213,7 +213,7 @@ void ILogicalDevice::addCommonShaderDefines(std::ostringstream& pool, const bool
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SUBGROUP_SIZE" ,limits.maxSubgroupSize );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_COMPUTE_WORKGROUP_SUBGROUPS" ,limits.maxComputeWorkgroupSubgroups );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_REQUIRED_SUBGROUP_SIZE_STAGES" ,limits.requiredSubgroupSizeStages .value );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_REQUIRED_SUBGROUP_SIZE_STAGES" , static_cast < uint32_t >( limits.requiredSubgroupSizeStages .value ) );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_STORAGE_TEXEL_BUFFER_OFFSET_ALIGNMENT_BYTES" ,limits.minSubgroupSize );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_UNIFORM_TEXEL_BUFFER_OFFSET_ALIGNMENT_BYTES" ,limits.maxSubgroupSize );
@@ -277,7 +277,7 @@ void ILogicalDevice::addCommonShaderDefines(std::ostringstream& pool, const bool
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if (limits.variableSampleLocations ) addShaderDefineToPool (pool," NBL_GLSL_LIMIT_VARIABLE_SAMPLE_LOCATIONS" );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_SUBPIXEL_BITS" ,limits.sampleLocationSubPixelBits );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_SAMPLE_COUNTS" ,limits.sampleLocationSampleCounts .value );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_SAMPLE_COUNTS" ,static_cast < uint32_t >( limits.sampleLocationSampleCounts .value ) );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_LOCATION_GRID_SIZE_X" ,limits.maxSampleLocationGridSize .width );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_LOCATION_GRID_SIZE_Y" ,limits.maxSampleLocationGridSize .height );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_COORDINATE_RANGE_X" ,limits.sampleLocationCoordinateRange [0 ]);
@@ -310,7 +310,7 @@ void ILogicalDevice::addCommonShaderDefines(std::ostringstream& pool, const bool
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_RAY_DISPATCH_INVOCATION_COUNT" ,limits.maxRayDispatchInvocationCount );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_GROUP_HANDLE_ALIGNMENT" ,limits.shaderGroupHandleAlignment );
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addShaderDefineToPool (pool," NBL_GLSL_LIMIT_MAX_RAY_HIT_ATTRIBUTE_SIZE" ,limits.maxRayHitAttributeSize );
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- addShaderDefineToPool (pool," NBL_GLSL_LIMIT_COOPERATIVE_MATRIX_SUPPORTED_STAGES" ,limits.cooperativeMatrixSupportedStages .value );
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+ addShaderDefineToPool (pool," NBL_GLSL_LIMIT_COOPERATIVE_MATRIX_SUPPORTED_STAGES" , static_cast < uint32_t >( limits.cooperativeMatrixSupportedStages .value ) );
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if (limits.shaderOutputViewportIndex ) addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_OUTPUT_VIEWPORT_INDEX" );
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if (limits.shaderOutputLayer ) addShaderDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_OUTPUT_LAYER" );
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