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@ -24,14 +24,15 @@ void SetShaderUniformBlockBindings(GLuint shader); |
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} // namespace Impl |
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned |
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at |
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear whether the alignment at |
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not. |
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// Not following that rule will cause problems on some AMD drivers. |
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struct MaxwellUniformData { |
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void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage); |
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alignas(16) GLvec4 viewport_flip; |
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alignas(16) GLuvec4 instance_id; |
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}; |
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static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect"); |
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static_assert(sizeof(MaxwellUniformData) == 32, "MaxwellUniformData structure size is incorrect"); |
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static_assert(sizeof(MaxwellUniformData) < 16384, |
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec"); |
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