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internal/graphicsdriver/metal: bug fix: wrong alignment for vec3
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5aecd6762c
commit
7961654927
@ -576,6 +576,11 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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t := g.shaders[shaderID].ir.Uniforms[i]
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switch t.Main {
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case shaderir.Vec3:
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// float3x3 requires 16-byte alignment (#2463).
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v1 := make([]uint32, 4)
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copy(v1[0:3], v[0:3])
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uniformVars[i] = v1
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case shaderir.Mat3:
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// float3x3 requires 16-byte alignment (#2036).
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v1 := make([]uint32, 12)
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@ -585,6 +590,14 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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uniformVars[i] = v1
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case shaderir.Array:
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switch t.Sub[0].Main {
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case shaderir.Vec3:
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v1 := make([]uint32, t.Length*4)
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for j := 0; j < t.Length; j++ {
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offset0 := j * 3
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offset1 := j * 4
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copy(v1[offset1:offset1+3], v[offset0:offset0+3])
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}
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uniformVars[i] = v1
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case shaderir.Mat3:
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v1 := make([]uint32, t.Length*12)
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for j := 0; j < t.Length; j++ {
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@ -1406,3 +1406,39 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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})
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}
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}
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// Issue #2463
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func TestShaderVec3Array(t *testing.T) {
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const shader = `package main
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var U [4]vec3
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(U[0].x/255.0, U[1].y/255.0, U[2].z/255.0, U[3].x/255.0)
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}
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`
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const w, h = 1, 1
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dst := ebiten.NewImage(w, h)
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defer dst.Dispose()
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s, err := ebiten.NewShader([]byte(shader))
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if err != nil {
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t.Fatal(err)
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}
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defer s.Dispose()
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op := &ebiten.DrawRectShaderOptions{}
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op.Uniforms = map[string]any{
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"U": []float32{
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0x24, 0x3f, 0x6a,
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0x88, 0x85, 0xa3,
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0x08, 0xd3, 0x13,
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0x19, 0x8a, 0x2e,
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},
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}
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dst.DrawRectShader(w, h, s, op)
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if got, want := dst.At(0, 0).(color.RGBA), (color.RGBA{0x24, 0x85, 0x13, 0x19}); !sameColors(got, want, 1) {
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t.Errorf("got: %v, want: %v", got, want)
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}
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}
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