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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>
33 lines
601 B
GLSL
33 lines
601 B
GLSL
#version 310 es
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layout(binding = 0, std140) uniform Constants_ubo {
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uint zero;
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uint pad;
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uint pad_1;
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uint pad_2;
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} constants;
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layout(binding = 1, std430) buffer Result_ssbo {
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uint value;
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} result;
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layout(binding = 0, std430) buffer TestData_ssbo {
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int data[3];
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} s;
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int runTest() {
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return atomicOr(s.data[(0u + uint(constants.zero))], 0);
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}
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void tint_symbol() {
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int tint_symbol_1 = runTest();
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uint tint_symbol_2 = uint(tint_symbol_1);
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result.value = tint_symbol_2;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol();
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return;
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}
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