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Some graphics APIs like WebGPU require dynamic uniform offsets to be a multiple of 256. shader-types has a type named DymamicOffsetMember that helps with this, but it creates trailing padding bytes which interacts poorly with crates like bytemuck.
Would it make sense for glsl-layout to have a type like this? If it can calculate and add manual trailing padding to the AsStd140
version of the type, that would help avoid unspecified padding bytes.
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