GLSL: put std430 packing on all buffer variables.

This is not 100% correct (the exceptions for mat2 and friends are not
implemented yet), but gets more tests passing in Dawn.

Bug: tint:1415
Change-Id: Ia11c63a5236f35e724431a65ddb6ef3c598775d0
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79380
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-02-04 23:09:23 +00:00
committed by Tint LUCI CQ
parent c6d967b4dd
commit 46647f1c13
199 changed files with 539 additions and 536 deletions

View File

@@ -100,10 +100,10 @@ layout(binding = 0) uniform SimParams_1 {
float rule3Scale;
} params;
layout(binding = 1) buffer Particles_1 {
layout(binding = 1, std430) buffer Particles_1 {
Particle particles[5];
} particlesA;
layout(binding = 2) buffer Particles_2 {
layout(binding = 2, std430) buffer Particles_2 {
Particle particles[5];
} particlesB;
void comp_main(uvec3 tint_symbol) {