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

@@ -4,16 +4,16 @@ SKIP: FAILED
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct tint_padded_array_element {
struct strided_arr {
int el;
};
struct buf0 {
tint_padded_array_element x_GLF_uniform_int_values[4];
strided_arr x_GLF_uniform_int_values[4];
};
layout(binding = 0) uniform buf0_1 {
tint_padded_array_element x_GLF_uniform_int_values[4];
strided_arr x_GLF_uniform_int_values[4];
} x_5;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);