vulkan: fix uniform vec3 array alignment

This commit is contained in:
Sasha Szpakowski
2024-04-01 23:06:19 -03:00
parent dc945d757a
commit e08004d338
4 changed files with 55 additions and 36 deletions
+2 -32
View File
@@ -708,40 +708,10 @@ void Shader::updateUniform(const UniformInfo *info, int count)
count = std::min(count, info->count);
// TODO: store some of this in UniformInfo.
size_t elementsize = info->components * 4;
if (info->baseType == UNIFORM_MATRIX)
elementsize = info->matrix.columns * info->matrix.rows * 4;
size_t offset = (const uint8 *)info->data - localUniformStagingData;
uint8 *dst = localUniformBufferData + offset;
// Assuming std140 packing rules, the source data can only be direct-copied
// to the uniform buffer in certain cases because it's tightly packed whereas
// the buffer's data isn't.
if (elementsize * info->count == info->dataSize || (count == 1 && info->baseType != UNIFORM_MATRIX))
{
memcpy(localUniformBufferData + offset, info->data, elementsize * count);
}
else
{
int veccount = count;
int comp = info->components;
if (info->baseType == UNIFORM_MATRIX)
{
veccount *= info->matrix.rows;
comp = info->matrix.columns;
}
const int *src = info->ints;
int *dst = (int *) (localUniformBufferData + offset);
for (int i = 0; i < veccount; i++)
{
for (int c = 0; c < comp; c++)
dst[i * 4 + c] = src[i * comp + c];
}
}
copyToUniformBuffer(info, info->data, dst, count);
}
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)