Fix uniform array alignment to fix a bug

This commit is contained in:
Yuri Roubinsky 2021-11-25 23:34:58 +03:00
parent 1e99eea064
commit 43d999e346
2 changed files with 14 additions and 2 deletions

View File

@ -2652,7 +2652,17 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName
//regular uniform
uint32_t offset = p_uniform_offsets[E.value.order];
#ifdef DEBUG_ENABLED
uint32_t size = ShaderLanguage::get_type_size(E.value.type);
uint32_t size = 0U;
// The following code enforces a 16-byte alignment of uniform arrays.
if (E.value.array_size > 0) {
size = ShaderLanguage::get_type_size(E.value.type) * E.value.array_size;
int m = (16 * E.value.array_size);
if ((size % m) != 0U) {
size += m - (size % m);
}
} else {
size = ShaderLanguage::get_type_size(E.value.type);
}
ERR_CONTINUE(offset + size > p_buffer_size);
#endif
uint8_t *data = &p_buffer[offset];

View File

@ -661,6 +661,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT);
uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
} else {
// The following code enforces a 16-byte alignment of uniform arrays.
if (uniform.array_size > 0) {
int size = _get_datatype_size(uniform.type) * uniform.array_size;
int m = (16 * uniform.array_size);
@ -668,10 +669,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
size += m - (size % m);
}
uniform_sizes.write[uniform.order] = size;
uniform_alignments.write[uniform.order] = 16;
} else {
uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type);
uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);
}
uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);
}
}