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-rw-r--r--src/glsl/lower_ubo_reference.cpp26
1 files changed, 25 insertions, 1 deletions
diff --git a/src/glsl/lower_ubo_reference.cpp b/src/glsl/lower_ubo_reference.cpp
index 247620e6148..c8ec5c19f41 100644
--- a/src/glsl/lower_ubo_reference.cpp
+++ b/src/glsl/lower_ubo_reference.cpp
@@ -744,7 +744,31 @@ lower_ubo_reference_visitor::emit_access(bool is_write,
* or 32 depending on the number of columns.
*/
assert(matrix_columns <= 4);
- unsigned matrix_stride = glsl_align(matrix_columns * N, 16);
+ unsigned matrix_stride = 0;
+ /* Matrix stride for std430 mat2xY matrices are not rounded up to
+ * vec4 size. From OpenGL 4.3 spec, section 7.6.2.2 "Standard Uniform
+ * Block Layout":
+ *
+ * "2. If the member is a two- or four-component vector with components
+ * consuming N basic machine units, the base alignment is 2N or 4N,
+ * respectively." [...]
+ * "4. If the member is an array of scalars or vectors, the base alignment
+ * and array stride are set to match the base alignment of a single array
+ * element, according to rules (1), (2), and (3), and rounded up to the
+ * base alignment of a vec4." [...]
+ * "7. If the member is a row-major matrix with C columns and R rows, the
+ * matrix is stored identically to an array of R row vectors with C
+ * components each, according to rule (4)." [...]
+ * "When using the std430 storage layout, shader storage blocks will be
+ * laid out in buffer storage identically to uniform and shader storage
+ * blocks using the std140 layout, except that the base alignment and
+ * stride of arrays of scalars and vectors in rule 4 and of structures in
+ * rule 9 are not rounded up a multiple of the base alignment of a vec4."
+ */
+ if (packing == GLSL_INTERFACE_PACKING_STD430 && matrix_columns == 2)
+ matrix_stride = 2 * N;
+ else
+ matrix_stride = glsl_align(matrix_columns * N, 16);
const glsl_type *deref_type = deref->type->base_type == GLSL_TYPE_FLOAT ?
glsl_type::float_type : glsl_type::double_type;