Shuffle `BQuad` fields around for better alignment in GLSL

This commit is contained in:
Patrick Walton 2017-08-10 17:47:46 -07:00
parent 0ad2f9abfe
commit 3fcd4d472b
2 changed files with 10 additions and 7 deletions

View File

@ -26,12 +26,13 @@ pub mod partitioner;
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub struct BQuad {
pub upper_left_vertex_index: u32,
pub upper_control_point_vertex_index: u32,
pub upper_right_vertex_index: u32,
pub upper_control_point_vertex_index: u32,
pad0: u32,
pub lower_left_vertex_index: u32,
pub lower_control_point_vertex_index: u32,
pub lower_right_vertex_index: u32,
pad: [u32; 2],
pub lower_control_point_vertex_index: u32,
pad1: u32,
}
impl BQuad {
@ -50,7 +51,8 @@ impl BQuad {
lower_left_vertex_index: lower_left_vertex_index,
lower_control_point_vertex_index: lower_control_point_vertex_index,
lower_right_vertex_index: lower_right_vertex_index,
pad: [0; 2],
pad0: 0,
pad1: 0,
}
}
}

View File

@ -87,12 +87,13 @@ typedef struct pf_edge_indices pf_edge_indices_t;
struct pf_b_quad {
uint32_t upper_left_vertex_index;
uint32_t upper_control_point_vertex_index;
uint32_t upper_right_vertex_index;
uint32_t upper_control_point_vertex_index;
uint32_t pad0;
uint32_t lower_left_vertex_index;
uint32_t lower_control_point_vertex_index;
uint32_t lower_right_vertex_index;
uint32_t pad[2];
uint32_t lower_control_point_vertex_index;
uint32_t pad1;
};
typedef struct pf_b_quad pf_b_quad_t;