mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-18 01:15:39 +00:00
GLSL: Change Add[Spirv]BlockAttribute to support GLSL
Modify the AddSpirvBlockAttribute transform to fix top-level structure access of uniform, storage and push-constant buffers for use in the GLSL backend. The small change to the transform makes the transform wrap host-sharable buffers, if they're also used as a non-host-sharable structure. Also rename the transform to AddBlockAttrbibute in order to reflect its wider applicability. Change-Id: Ib2bf4ebf6bce72790791dbae9387032be765e4b9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101061 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
committed by
Dawn LUCI CQ
parent
822de46c74
commit
863d9edf59
@@ -75,21 +75,7 @@ struct Particle {
|
||||
vec2 vel;
|
||||
};
|
||||
|
||||
struct SimParams {
|
||||
float deltaT;
|
||||
float rule1Distance;
|
||||
float rule2Distance;
|
||||
float rule3Distance;
|
||||
float rule1Scale;
|
||||
float rule2Scale;
|
||||
float rule3Scale;
|
||||
};
|
||||
|
||||
struct Particles {
|
||||
Particle particles[5];
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform SimParams_1 {
|
||||
layout(binding = 0) uniform SimParams_ubo {
|
||||
float deltaT;
|
||||
float rule1Distance;
|
||||
float rule2Distance;
|
||||
@@ -99,12 +85,14 @@ layout(binding = 0) uniform SimParams_1 {
|
||||
float rule3Scale;
|
||||
} params;
|
||||
|
||||
layout(binding = 1, std430) buffer Particles_1 {
|
||||
layout(binding = 1, std430) buffer Particles_ssbo {
|
||||
Particle particles[5];
|
||||
} particlesA;
|
||||
layout(binding = 2, std430) buffer Particles_2 {
|
||||
|
||||
layout(binding = 2, std430) buffer Particles_ssbo_1 {
|
||||
Particle particles[5];
|
||||
} particlesB;
|
||||
|
||||
void comp_main(uvec3 tint_symbol) {
|
||||
uint index = tint_symbol.x;
|
||||
if ((index >= 5u)) {
|
||||
|
||||
@@ -3,11 +3,7 @@
|
||||
layout(location = 0) in vec4 cur_position_1;
|
||||
layout(location = 1) in vec4 color_1;
|
||||
layout(location = 0) out vec4 vtxFragColor_1;
|
||||
struct Uniforms {
|
||||
mat4 modelViewProjectionMatrix;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform Uniforms_1 {
|
||||
layout(binding = 0) uniform Uniforms_ubo {
|
||||
mat4 modelViewProjectionMatrix;
|
||||
} uniforms;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user