Riyyi
4 months ago
4 changed files with 344 additions and 0 deletions
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#+TITLE: Documentation |
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#+AUTHOR: Riyyi |
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#+LANGUAGE: en |
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#+OPTIONS: toc:nil |
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Topics: |
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- [[./shaders.org][Shaders]] |
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- [[./references.org][References]] |
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#+TITLE: Memory Layout |
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#+AUTHOR: Riyyi |
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#+LANGUAGE: en |
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#+OPTIONS: toc:nil |
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This chapter is about the memory layout of interface blocks in GLSL. |
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An interface block is a group of variables, a struct if you will. |
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There are 4 types of memory layouts that can be used, where the first two aren't |
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widely used as those are implementation dependent and require querying the |
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OpenGL API for memory offsets. |
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- packed |
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- shared |
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- std140 |
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- std430 |
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** std140 |
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This type is usable in Uniform Buffer Objects (=UBO=) and Shader Storage Buffer |
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Objects (=SSBO=). |
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** std430 |
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This type is only usable in Shader Storage Buffer Objects (=SSBO=). |
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Main points: |
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- Memory is organized into chunks. |
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- One chunk has 4 slots, 4 bytes per slot. |
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- Can't fit? Move to next chunk. |
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- An interface block is at least the size of 1 chunk. |
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The rules: |
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- Scalar =bool=, =int=, =uint=, =float=, and =double= |
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#+BEGIN_SRC |
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Both the size and alignment are the size of the scalar in basic machine types |
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(e.g., sizeof(GLfloat)) |
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#+END_SRC |
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- Two-componment Vectors (e.g., =ivec2=) |
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#+BEGIN_SRC |
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Both the size and alignment are twice the size of the underlying scalar type. |
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#+END_SRC |
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- Three-component Vectors (e.g., =vec3=) and Four-component Vectors (e.g., =vec4=) |
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#+BEGIN_SRC |
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Both the size and alignment are four times the size of the scalar type. However, |
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this is only true when the member is part of an array or nested structure |
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#+END_SRC |
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- Array of Scalars and Vectors |
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#+BEGIN_SRC |
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The size of each element in the array will be the same size of the element type, |
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where three-component vectors are rounded up to the size four-component |
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vectors. This is also the array's alignment. The array's size will be the |
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element size times the number of elements. |
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#+END_SRC |
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- Column-major matrix or an array of column-major matrices of size C columns and R rows |
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#+BEGIN_SRC |
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Same layout as an array of N vectors each with R components, where N is the |
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total number of columns present. |
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#+END_SRC |
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- Row-major matrix or an array of row-major matrices of size R rows and C columns |
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#+BEGIN_SRC |
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Same layout as an array of N vectors each with C components, where N is the |
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total number of rows present. |
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#+END_SRC |
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Both =GLSL= and the =GLM= math library we're using have column-major matrices! |
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- Single-structure definition or an array of structures |
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#+BEGIN_SRC |
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Structure alignment is the same as the alignment of the biggest structure |
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member, where three-component vectors are rounded up to the size of |
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four-component vectors. Each structure will start on this alignment, and its |
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size will be the space neeeded by its members, according to the previous rules, |
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rounded up to a multiple of the structure alignment. |
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#+END_SRC |
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All of the examples described in the following segments are verified by querying |
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the OpenGL API. |
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*** Scalars |
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These types take up 1 (or 2 with =double=) slot and can appear after anything. |
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In the example below you can see that due to the larger alignment, the ~double~ |
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is forced to the next chunk. |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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bool a; // 4 4 0 |
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int b; // 4 4 4 |
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uint c; // 4 4 8 |
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double d; // 8 8 16 |
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float e; // 4 4 24 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][b][c][ ] #1 |
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[d][d][e][ ] #2 |
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#+END_SRC |
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*** Two-component Vectors |
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**** Float |
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A Vec2 takes up 2 slots, so will be in the first or last half of a chunk. |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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vec2 a; // 8 8 0 |
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float b; // 4 4 8 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][a][b][ ] #1 |
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#+END_SRC |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float a; // 4 4 0 |
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vec2 b; // 8 8 8 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][b][b] #1 |
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#+END_SRC |
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**** Double |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float a; // 4 4 0 |
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dvec2 b; // 16 16 16 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][ ][ ] #1 |
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[b][b][b][b] #2 |
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#+END_SRC |
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*** Three-component and Four-component Vectors |
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A Vec3 takes up 3 slots, the alignment is 4 slots so only fits at the start of a |
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chunk. |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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vec3 a; // 12 16 0 |
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float b; // 4 4 12 |
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vec4 c; // 16 16 16 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][a][a][b] #1 |
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[c][c][c][c] #2 |
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#+END_SRC |
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|
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float a; // 4 4 0 |
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vec3 b; // 12 16 16 |
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vec4 c; // 16 16 32 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][ ][ ] #1 |
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[b][b][b][ ] #2 |
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[c][c][c][c] #3 |
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#+END_SRC |
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*** Array of Scalars and Vectors |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float[3] a; // 12 4 0 |
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float b; // 4 4 12 |
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float c; // 4 4 16 |
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float[3] d; // 12 4 20 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][a][a][b] #1 |
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[c][d][d][d] #1 |
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#+END_SRC |
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*Note* the optimizations in the alignment and strides are not applicable to |
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~vec3~ elements, these remain unchanged from =std140=. |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float a; // 4 4 0 |
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vec3[3] b; // 48 16 16 |
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float c; // 4 4 64 |
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float d; // 4 4 68 |
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vec2[2] e; // 16 8 72 |
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float f; // 4 4 88 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][ ][ ] #1, offset: 0 |
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[b][b][b][ ] #2, offset: 16 |
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[b][b][b][ ] #3, offset: 32 |
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[b][b][b][ ] #4, offset: 48 |
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[c][d][e][e] #5, offset: 64 |
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[e][e][f][ ] #6, offset: 80 |
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#+END_SRC |
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*Note* the offset needs to be a multiple of the alignment, forcing an entire |
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empty chunk in the example below. |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float a; // 4 4 0 |
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dvec2[2] b; // 32 16 16 |
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dvec3[2] c; // 64 32 64 |
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float d; // 4 4 128 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][ ][ ] #1, offset: 0 |
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[d][d][d][d] #2, offset: 16 |
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[d][d][d][d] #3, offset: 32 |
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[ ][ ][ ][ ] #4, offset: 48 |
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[c][c][c][c] #5, offset: 64 |
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[c][c][ ][ ] #6, offset: 80 |
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[c][c][c][c] #7, offset: 96 |
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[c][c][ ][ ] #8, offset: 112 |
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[d][ ][ ][ ] #9, offset: 128 |
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#+END_SRC |
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*** Matrices |
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Alignment is the same as an array of 1 “row” of the matrix. |
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No padding between the “rows” of a matrix, but will pad at the end. |
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#+BEGIN_SRC glsl |
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// Var Size Alignment Offset |
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float a; // 4 4 0 |
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mat2 b; // 16 8 8 |
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vec2 c; // 4 4 24 |
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float d; // 4 4 32 |
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mat2[2] e; // 32 8 40 |
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float f; // 4 4 72 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][b][b] #1, offset: 0 |
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[b][b][c][c] #2, offset: 16 |
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[d][ ][e][e] #3, offset: 32 |
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[e][e][e][e] #4, offset: 48 |
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[e][e][f][ ] #5, offset: 64 |
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#+END_SRC |
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TODO: Add more examples |
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*** Structs |
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Alignment same as biggest struct member. Size is the size of all members, |
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rounded up to a multiple of the alignment. |
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In the example below you can see that the ~Stuff~ struct, including padding |
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between members, is 20 bytes in size. To make that a multiple of the alignment |
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additional padding needs to be put at the end, to make the total size 24 bytes. |
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Each element in the array of structs will apply the alignment again, as seen |
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with ~Stuff[1].a~. |
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#+BEGIN_SRC glsl |
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struct Stuff { |
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float a; |
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vec2 b; |
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float c; |
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}; |
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// Var Size Alignment Offset |
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Stuff a; // 20 8 |
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a.a; // 4 4 0 |
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a.b; // 8 8 8 |
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a.c; // 4 4 16 |
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float b; // 4 4 24 |
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Stuff[2] c; // 44 8 |
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c.a; // 4 4 32 |
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c.b; // 8 8 40 |
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c.c; // 4 4 48 |
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float d; // 4 4 80 |
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#+END_SRC |
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#+BEGIN_SRC |
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Chunks: |
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[a][ ][a][a] #1, offset: 0 |
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[a][ ][b][ ] #2, offset: 16 |
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[c][ ][c][c] #3, offset: 32 |
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[c][ ][c][ ] #4, offset: 48 |
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[c][c][c][ ] #5, offset: 64 |
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[d][ ][ ][ ] #6, offset: 80 |
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#+END_SRC |
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TODO: Add more examples |
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* References |
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|
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- https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL |
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- https://www.khronos.org/opengl/wiki/Interface_Block_(GLSL)#Memory_layout |
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- [[https://www.oreilly.com/library/view/opengl-programming-guide/9780132748445/app09lev1sec2.html][The std140 Layout Rules]] |
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- [[https://www.youtube.com/watch?v=JPvbRko9lBg][(YouTube) WebGL 2: Uniform Buffer Objects]] |
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