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author | Timothy Arceri <[email protected]> | 2016-01-12 15:53:53 +1100 |
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committer | Timothy Arceri <[email protected]> | 2016-03-05 19:39:07 +1100 |
commit | 037f68d81e192d954a188907fb37254a7b266502 (patch) | |
tree | c0fbfd4bc794afd84afbc3d5915754a8c5a65362 /.dir-locals.el | |
parent | 5a27fefffec30a88a0e0779583f45ca01aae54a4 (diff) |
glsl: apply align layout qualifier rules to block offsets
From Section 4.4.5 (Uniform and Shader Storage Block Layout
Qualifiers) of the OpenGL 4.50 spec:
"The align qualifier makes the start of each block member have a
minimum byte alignment. It does not affect the internal layout
within each member, which will still follow the std140 or std430
rules. The specified alignment must be a power of 2, or a
compile-time error results.
The actual alignment of a member will be the greater of the
specified align alignment and the standard (e.g., std140) base
alignment for the member's type. The actual offset of a member is
computed as follows: If offset was declared, start with that
offset, otherwise start with the next available offset. If the
resulting offset is not a multiple of the actual alignment,
increase it to the first offset that is a multiple of the actual
alignment. This results in the actual offset the member will have.
When align is applied to an array, it affects only the start of
the array, not the array's internal stride. Both an offset and an
align qualifier can be specified on a declaration.
The align qualifier, when used on a block, has the same effect as
qualifying each member with the same align value as declared on
the block, and gets the same compile-time results and errors as if
this had been done. As described in general earlier, an individual
member can specify its own align, which overrides the block-level
align, but just for that member.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Diffstat (limited to '.dir-locals.el')
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