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>
This commit is contained in:
Stephen White
2022-09-13 19:48:51 +00:00
committed by Dawn LUCI CQ
parent 26ffcd1768
commit 05d8b02b0f
146 changed files with 1452 additions and 192 deletions

View File

@@ -75,7 +75,7 @@ struct Particle {
vec2 vel;
};
layout(binding = 0) uniform SimParams_ubo {
layout(binding = 0, std140) uniform SimParams_ubo {
float deltaT;
float rule1Distance;
float rule2Distance;
@@ -83,6 +83,7 @@ layout(binding = 0) uniform SimParams_ubo {
float rule1Scale;
float rule2Scale;
float rule3Scale;
uint pad;
} params;
layout(binding = 1, std430) buffer Particles_ssbo {

View File

@@ -3,7 +3,7 @@
layout(location = 0) in vec4 cur_position_1;
layout(location = 1) in vec4 color_1;
layout(location = 0) out vec4 vtxFragColor_1;
layout(binding = 0) uniform Uniforms_ubo {
layout(binding = 0, std140) uniform Uniforms_ubo {
mat4 modelViewProjectionMatrix;
} uniforms;