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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>
67 lines
1.0 KiB
GLSL
67 lines
1.0 KiB
GLSL
#version 310 es
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struct Inner {
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ivec3 a;
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int b;
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uvec3 c;
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uint d;
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vec3 e;
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float f;
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ivec2 g;
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ivec2 h;
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mat2x3 i;
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mat3x2 j;
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ivec4 k[4];
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};
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struct Inner_std140 {
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ivec3 a;
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int b;
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uvec3 c;
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uint d;
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vec3 e;
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float f;
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ivec2 g;
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ivec2 h;
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mat2x3 i;
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vec2 j_0;
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vec2 j_1;
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vec2 j_2;
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uint pad;
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uint pad_1;
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ivec4 k[4];
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};
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struct S {
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Inner arr[8];
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};
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layout(binding = 0, std140) uniform S_std140_ubo {
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Inner_std140 arr[8];
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} s;
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mat3x2 load_s_arr_p0_j(uint p0) {
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uint s_save = p0;
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return mat3x2(s.arr[s_save].j_0, s.arr[s_save].j_1, s.arr[s_save].j_2);
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}
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void tint_symbol(uint idx) {
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ivec3 a = s.arr[idx].a;
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int b = s.arr[idx].b;
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uvec3 c = s.arr[idx].c;
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uint d = s.arr[idx].d;
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vec3 e = s.arr[idx].e;
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float f = s.arr[idx].f;
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ivec2 g = s.arr[idx].g;
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ivec2 h = s.arr[idx].h;
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mat2x3 i = s.arr[idx].i;
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mat3x2 j = load_s_arr_p0_j(uint(idx));
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ivec4 k[4] = s.arr[idx].k;
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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(gl_LocalInvocationIndex);
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return;
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}
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