linker: Add padding after the last field of a structure
This causes the thing following the structure to be vec4-aligned. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.nested_structs.2 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.5 Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@@ -934,14 +934,20 @@ glsl_type::std140_size(bool row_major) const
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*/
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if (this->is_record()) {
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unsigned size = 0;
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unsigned max_align = 0;
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for (unsigned i = 0; i < this->length; i++) {
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const struct glsl_type *field_type = this->fields.structure[i].type;
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unsigned align = field_type->std140_base_alignment(row_major);
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size = glsl_align(size, align);
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size += field_type->std140_size(row_major);
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max_align = MAX2(align, max_align);
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if (field_type->is_record() && (i + 1 < this->length))
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size = glsl_align(size, 16);
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}
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size = glsl_align(size,
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this->fields.structure[0].type->std140_base_alignment(row_major));
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size = glsl_align(size, max_align);
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return size;
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}
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@@ -104,7 +104,20 @@ private:
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this->offset = glsl_align(this->offset, alignment);
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v->Offset = this->offset;
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/* If this is the last field of a structure, apply rule #9. The
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* GL_ARB_uniform_buffer_object spec says:
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*
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* "The structure may have padding at the end; the base offset of
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* the member following the sub-structure is rounded up to the next
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* multiple of the base alignment of the structure."
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*
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* last_field won't be set if this is the last field of a UBO that is
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* not a named instance.
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*/
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this->offset += size;
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if (last_field)
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this->offset = glsl_align(this->offset, 16);
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/* From the GL_ARB_uniform_buffer_object spec:
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*
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@@ -513,7 +513,7 @@ private:
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major, const glsl_type *record_type,
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bool /* last_field */)
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bool last_field)
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{
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assert(!type->without_array()->is_record());
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assert(!type->without_array()->is_interface());
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@@ -582,6 +582,9 @@ private:
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this->uniforms[id].offset = this->ubo_byte_offset;
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this->ubo_byte_offset += type->std140_size(ubo_row_major);
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if (last_field)
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this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, 16);
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if (type->is_array()) {
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this->uniforms[id].array_stride =
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glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
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