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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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@@ -75,7 +75,7 @@ struct Particle {
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vec2 vel;
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};
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layout(binding = 0) uniform SimParams_ubo {
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layout(binding = 0, std140) uniform SimParams_ubo {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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@@ -83,6 +83,7 @@ layout(binding = 0) uniform SimParams_ubo {
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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uint pad;
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} params;
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layout(binding = 1, std430) buffer Particles_ssbo {
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@@ -3,7 +3,7 @@
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layout(location = 0) in vec4 cur_position_1;
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layout(location = 1) in vec4 color_1;
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layout(location = 0) out vec4 vtxFragColor_1;
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layout(binding = 0) uniform Uniforms_ubo {
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layout(binding = 0, std140) uniform Uniforms_ubo {
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mat4 modelViewProjectionMatrix;
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} uniforms;
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