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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>
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Tint LUCI CQ
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46647f1c13
@@ -11,7 +11,7 @@ struct S {
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vec4 v;
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};
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layout(binding = 0) buffer S_1 {
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layout(binding = 0, std430) buffer S_1 {
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float f;
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uint u;
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vec4 v;
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@@ -29,7 +29,7 @@ void main() {
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:21: 'assign' : cannot convert from ' in structure{ global mediump float f, global mediump uint u, global mediump 4-component vector of float v}' to 'layout( binding=0 column_major shared) buffer block{layout( column_major shared) buffer mediump float f, layout( column_major shared) buffer mediump uint u, layout( column_major shared) buffer mediump 4-component vector of float v}'
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ERROR: 0:21: 'assign' : cannot convert from ' in structure{ global mediump float f, global mediump uint u, global mediump 4-component vector of float v}' to 'layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer mediump float f, layout( column_major std430 offset=4) buffer mediump uint u, layout( column_major std430 offset=16) buffer mediump 4-component vector of float v}'
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ERROR: 0:21: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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