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Disallow mat3 formats in shader storage buffers.
GLSL's std430 layout rules make it really unintuitive for users to deal with.
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@@ -154,11 +154,19 @@ Buffer::Buffer(Graphics *gfx, const Settings &settings, const std::vector<DataDe
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// with R components each".
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// with R components each".
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// "If the member is a three-component vector with components
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// "If the member is a three-component vector with components
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// consuming N basic machine units, the base alignment is 4N."
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// consuming N basic machine units, the base alignment is 4N."
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int components = info.isMatrix ? info.matrixRows : info.components;
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int c = info.isMatrix ? info.matrixRows : info.components;
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if (components == 3)
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alignment = c == 3 ? 4 * info.componentSize : c * info.componentSize;
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alignment = 4 * info.componentSize;
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else
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// std430 will effectively turn a floatmat3x3 into a floatmat4x3
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alignment = components * info.componentSize;
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// because of its vec3 padding rules. For now we'd rather not
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// support those formats at all, because it's not easy for users to
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// deal with.
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if (alignment != c * info.componentSize && (decl.arrayLength > 0 || info.isMatrix))
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{
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const char *fstr = "unknown";
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getConstant(decl.format, fstr);
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throw love::Exception("Data format %s%s is not currently supported in shader storage buffers.", fstr, decl.arrayLength > 0 ? " array" : "");
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}
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// "If the member is a structure, the base alignment of the structure
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// "If the member is a structure, the base alignment of the structure
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// is N, where N is the largest base alignment value of any of its
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// is N, where N is the largest base alignment value of any of its
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