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* There are several different API packing rulesets - GL has std140 and std430 (and packed/shared, which is implementation defined but is likely to be similar to one of these or more conservative), VK effectively has rules for those both, as well as scalar packing which is close to C packing. D3D has one ruleset for cbuffer packing similar to std140, and effectively scalar for structured resources. * These rulesets are quite similar and only differ by the properties here. There is one exception in the handling of empty structs - but in GLSL these are illegal so we will take the HLSL interpretation and always treat them as 0 bytes.