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HLSL back-end ignores stride on storage buffers #1504

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ElectronicRU opened this issue Nov 2, 2021 · 0 comments · Fixed by #1507
Closed

HLSL back-end ignores stride on storage buffers #1504

ElectronicRU opened this issue Nov 2, 2021 · 0 comments · Fixed by #1507
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area: back-end Outputs of shader conversion kind: bug Something isn't working lang: HLSL High-Level Shading Language

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@ElectronicRU
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ElectronicRU commented Nov 2, 2021

Shader playground: https://shader-playground.timjones.io/4e4be36000db47ee5a8fadfe4e44701c

While debugging https://github.com/LPGhatguy/crevice/runs/4081541660 for LPGhatguy/crevice#27, I've faced the unfortunate reality that copying into/out of interface arrays ignores the array stride altogether. This means WGPU code on DX backend will be cross-non-portable, erroneously so probably, with Vulkan and GL backends.

Arrays of vec3 are not exactly rare, so I propose we fix this ASAP, this looks to me like a serious compatibility issue.

@cwfitzgerald cwfitzgerald added area: back-end Outputs of shader conversion kind: bug Something isn't working lang: HLSL High-Level Shading Language labels Nov 2, 2021
@kvark kvark self-assigned this Nov 3, 2021
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area: back-end Outputs of shader conversion kind: bug Something isn't working lang: HLSL High-Level Shading Language
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