# Copyright 2019 The Amber Authors. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # https://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. [compute shader] #version 430 layout(set = 0, binding = 0) buffer block0 { mat3x2 transform0; }; layout(set = 0, binding = 1) uniform block1 { mat3x2 transform1; }; layout(set = 0, binding = 2) buffer block3 { vec3 test0; vec3 test1; }; void main() { test0 = vec3(transform0 * test0, 1.0); test1 = vec3(transform1 * test1, 1.0); } [test] # Fill mat3x2 using float # MatrixStride == 8 ssbo 0:0 subdata mat3x2 0 1.0 0.0 \ 0.0 1.0 \ 0.0 1.0 # MatrixStride == 16 uniform ubo 0:1 mat3x2 0 1.0 0.0 \ 0.0 1.0 \ 0.0 1.0 ssbo 0:2 subdata vec3 0 7.3 9.4 -5.8 ssbo 0:2 subdata vec3 16 4.5 6.1 -3.8 compute 1 1 1 tolerance 0.1% # 3.6 == 9.4 + -5.8 # i.e., test0.y + test0.z probe ssbo vec3 0:2 0 ~= 7.3 3.6 1.0 # 2.3 == 6.1 + -3.8 # i.e., test1.y + test1.z probe ssbo vec3 0:2 16 ~= 4.5 2.3 1.0