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OpenGL: Avoid undefined behaviour for UNIFORM_BLOCK_DATA_SIZE

This commit is contained in:
Jannik Vogel 2016-05-23 16:03:11 +02:00
parent e08fcb0df4
commit c900c092e3
2 changed files with 8 additions and 6 deletions

View File

@ -316,16 +316,18 @@ private:
GLfloat dist_atten_scale; GLfloat dist_atten_scale;
}; };
/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
// Not following that rule will cause problems on some AMD drivers.
struct UniformData { struct UniformData {
// A vec4 color for each of the six tev stages
GLvec4 const_color[6];
GLvec4 tev_combiner_buffer_color;
GLint alphatest_ref; GLint alphatest_ref;
GLfloat depth_scale; GLfloat depth_scale;
GLfloat depth_offset; GLfloat depth_offset;
alignas(16) GLvec3 lighting_global_ambient; alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8]; LightSrc light_src[8];
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
alignas(16) GLvec4 tev_combiner_buffer_color;
}; };
static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader"); static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");

View File

@ -552,13 +552,13 @@ struct LightSrc {
}; };
layout (std140) uniform shader_data { layout (std140) uniform shader_data {
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
int alphatest_ref; int alphatest_ref;
float depth_scale; float depth_scale;
float depth_offset; float depth_offset;
vec3 lighting_global_ambient; vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS]; LightSrc light_src[NUM_LIGHTS];
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
}; };
uniform sampler2D tex[3]; uniform sampler2D tex[3];