Merge pull request #2883 from pml68/fix/16-byte-padding-wgpu-wasm
Fix WebGL WGPU crash
This commit is contained in:
commit
bd556269ea
2 changed files with 7 additions and 2 deletions
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@ -8,7 +8,7 @@ var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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);
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@group(0) @binding(0) var u_sampler: sampler;
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@group(0) @binding(1) var<uniform> u_ratio: vec2<f32>;
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@group(0) @binding(1) var<uniform> u_ratio: vec4<f32>;
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@group(1) @binding(0) var u_texture: texture_2d<f32>;
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struct VertexInput {
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@ -25,7 +25,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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let uv = uvs[input.vertex_index];
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var out: VertexOutput;
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out.uv = uv * u_ratio;
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out.uv = uv * u_ratio.xy;
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out.position = vec4<f32>(uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0);
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return out;
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@ -254,6 +254,10 @@ impl Targets {
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struct Ratio {
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u: f32,
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v: f32,
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// Padding field to make Ratio 16 byte aligned
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//
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// See https://docs.rs/wgpu/latest/wgpu/struct.DownlevelFlags.html#associatedconstant.BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED
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_padding: [f32; 2],
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}
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pub struct State {
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@ -306,6 +310,7 @@ impl State {
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let ratio = Ratio {
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u: region_size.width as f32 / targets.size.width as f32,
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v: region_size.height as f32 / targets.size.height as f32,
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_padding: [0.0; 2],
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};
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if Some(ratio) != self.last_ratio {
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