Shuffle `BQuad` fields around for better alignment in GLSL
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@ -26,12 +26,13 @@ pub mod partitioner;
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#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
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pub struct BQuad {
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pub upper_left_vertex_index: u32,
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pub upper_control_point_vertex_index: u32,
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pub upper_right_vertex_index: u32,
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pub upper_control_point_vertex_index: u32,
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pad0: u32,
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pub lower_left_vertex_index: u32,
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pub lower_control_point_vertex_index: u32,
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pub lower_right_vertex_index: u32,
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pad: [u32; 2],
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pub lower_control_point_vertex_index: u32,
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pad1: u32,
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}
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impl BQuad {
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@ -50,7 +51,8 @@ impl BQuad {
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lower_left_vertex_index: lower_left_vertex_index,
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lower_control_point_vertex_index: lower_control_point_vertex_index,
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lower_right_vertex_index: lower_right_vertex_index,
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pad: [0; 2],
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pad0: 0,
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pad1: 0,
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}
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}
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}
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@ -87,12 +87,13 @@ typedef struct pf_edge_indices pf_edge_indices_t;
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struct pf_b_quad {
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uint32_t upper_left_vertex_index;
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uint32_t upper_control_point_vertex_index;
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uint32_t upper_right_vertex_index;
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uint32_t upper_control_point_vertex_index;
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uint32_t pad0;
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uint32_t lower_left_vertex_index;
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uint32_t lower_control_point_vertex_index;
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uint32_t lower_right_vertex_index;
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uint32_t pad[2];
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uint32_t lower_control_point_vertex_index;
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uint32_t pad1;
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};
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typedef struct pf_b_quad pf_b_quad_t;
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