diff --git a/wgpu/src/shader/blit.wgsl b/wgpu/src/shader/blit.wgsl index d7633808..5e600de4 100644 --- a/wgpu/src/shader/blit.wgsl +++ b/wgpu/src/shader/blit.wgsl @@ -8,7 +8,7 @@ var uvs: array, 6> = array, 6>( ); @group(0) @binding(0) var u_sampler: sampler; -@group(0) @binding(1) var u_ratio: vec2; +@group(0) @binding(1) var u_ratio: vec4; @group(1) @binding(0) var u_texture: texture_2d; struct VertexInput { @@ -25,7 +25,7 @@ fn vs_main(input: VertexInput) -> VertexOutput { let uv = uvs[input.vertex_index]; var out: VertexOutput; - out.uv = uv * u_ratio; + out.uv = uv * u_ratio.xy; out.position = vec4(uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0); return out; diff --git a/wgpu/src/triangle/msaa.rs b/wgpu/src/triangle/msaa.rs index 8172575d..ceada486 100644 --- a/wgpu/src/triangle/msaa.rs +++ b/wgpu/src/triangle/msaa.rs @@ -254,6 +254,10 @@ impl Targets { struct Ratio { u: f32, v: f32, + // Padding field to make Ratio 16 byte aligned + // + // See https://docs.rs/wgpu/latest/wgpu/struct.DownlevelFlags.html#associatedconstant.BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED + _padding: [f32; 2], } pub struct State { @@ -306,6 +310,7 @@ impl State { let ratio = Ratio { u: region_size.width as f32 / targets.size.width as f32, v: region_size.height as f32 / targets.size.height as f32, + _padding: [0.0; 2], }; if Some(ratio) != self.last_ratio {