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GLSL: implement host-visible memory padding.
Since GLSL ES does not support the offset= attribute, struct members with explicit @align or @size attributes require adding explicit padding members. This in turn requires rewriting any constructor calls to initialize the new padding to zero, handled in the same transform. Note that this is currently overly-verbose, and will add padding where GLSL doesn't technically need it (e.g., padding a vec3 out to 16 bytes). Bug: tint:1415 Change-Id: Ia9ba513066a0e84f4c43247fcbbe02f5fadd6630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101720 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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Dawn LUCI CQ
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26ffcd1768
commit
05d8b02b0f
@@ -19,7 +19,7 @@ struct Outer_std140 {
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Inner_std140 a[4];
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};
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layout(binding = 0) uniform a_block_ubo {
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layout(binding = 0, std140) uniform a_block_ubo {
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Outer_std140 inner[4];
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} a;
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@@ -19,7 +19,7 @@ struct Outer_std140 {
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Inner_std140 a[4];
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};
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layout(binding = 0) uniform a_block_ubo {
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layout(binding = 0, std140) uniform a_block_ubo {
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Outer_std140 inner[4];
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} a;
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@@ -8,14 +8,16 @@ struct S {
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struct S_std140 {
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int before;
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uint pad;
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vec2 m_0;
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vec2 m_1;
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vec2 m_2;
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vec2 m_3;
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int after;
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uint pad_1;
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};
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layout(binding = 0) uniform u_block_ubo {
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layout(binding = 0, std140) uniform u_block_ubo {
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S_std140 inner[4];
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} u;
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@@ -8,14 +8,16 @@ struct S {
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struct S_std140 {
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int before;
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uint pad;
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vec2 m_0;
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vec2 m_1;
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vec2 m_2;
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vec2 m_3;
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int after;
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uint pad_1;
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};
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layout(binding = 0) uniform u_block_ubo {
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layout(binding = 0, std140) uniform u_block_ubo {
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S_std140 inner[4];
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} u;
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@@ -8,14 +8,16 @@ struct S {
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struct S_std140 {
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int before;
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uint pad;
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vec2 m_0;
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vec2 m_1;
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vec2 m_2;
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vec2 m_3;
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int after;
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uint pad_1;
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};
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layout(binding = 0) uniform u_block_ubo {
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layout(binding = 0, std140) uniform u_block_ubo {
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S_std140 inner[4];
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} u;
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@@ -2,20 +2,24 @@
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struct S {
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int before;
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uint pad;
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mat4x2 m;
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int after;
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uint pad_1;
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};
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struct S_std140 {
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int before;
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uint pad_2;
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vec2 m_0;
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vec2 m_1;
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vec2 m_2;
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vec2 m_3;
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int after;
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uint pad_3;
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};
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layout(binding = 0) uniform u_block_ubo {
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layout(binding = 0, std140) uniform u_block_ubo {
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S_std140 inner[4];
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} u;
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@@ -24,12 +28,12 @@ layout(binding = 1, std430) buffer s_block_ssbo {
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} s;
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S conv_S(S_std140 val) {
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S tint_symbol = S(val.before, mat4x2(val.m_0, val.m_1, val.m_2, val.m_3), val.after);
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S tint_symbol = S(val.before, 0u, mat4x2(val.m_0, val.m_1, val.m_2, val.m_3), val.after, 0u);
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return tint_symbol;
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}
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S[4] conv_arr_4_S(S_std140 val[4]) {
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S arr[4] = S[4](S(0, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0), S(0, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0), S(0, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0), S(0, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0));
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S arr[4] = S[4](S(0, 0u, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0, 0u), S(0, 0u, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0, 0u), S(0, 0u, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0, 0u), S(0, 0u, mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), 0, 0u));
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{
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for(uint i = 0u; (i < 4u); i = (i + 1u)) {
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arr[i] = conv_S(val[i]);
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@@ -8,14 +8,16 @@ struct S {
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struct S_std140 {
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int before;
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uint pad;
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vec2 m_0;
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vec2 m_1;
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vec2 m_2;
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vec2 m_3;
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int after;
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uint pad_1;
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};
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layout(binding = 0) uniform u_block_ubo {
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layout(binding = 0, std140) uniform u_block_ubo {
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S_std140 inner[4];
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} u;
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