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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>
39 lines
757 B
GLSL
39 lines
757 B
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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mat2x3 g;
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mat3x2 h;
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uint pad;
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uint pad_1;
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ivec4 i[4];
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};
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layout(binding = 0, std430) buffer S_ssbo {
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Inner arr[];
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} s;
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void tint_symbol(uint idx) {
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s.arr[idx].a = ivec3(0);
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s.arr[idx].b = 0;
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s.arr[idx].c = uvec3(0u);
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s.arr[idx].d = 0u;
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s.arr[idx].e = vec3(0.0f);
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s.arr[idx].f = 0.0f;
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s.arr[idx].g = mat2x3(vec3(0.0f), vec3(0.0f));
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s.arr[idx].h = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f));
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ivec4 tint_symbol_1[4] = ivec4[4](ivec4(0), ivec4(0), ivec4(0), ivec4(0));
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s.arr[idx].i = tint_symbol_1;
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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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