Fix panic when using globals uniform in wasm builds (#6460)

# Objective

Fixes #5393 

## Solution

- Add padding to `GlobalsUniform` / `Globals` to make it 16-byte aligned.

Still not super clear on whether this is a `naga` thing or an `encase` thing or what. But now that we're offering `globals` up to users and #5393 is not just breaking an example, maybe we should do this sort of workaround?
This commit is contained in:
Rob Parrett 2022-11-07 19:44:14 +00:00
parent 0aab699a84
commit 1170b30785
3 changed files with 11 additions and 1 deletions

View File

@ -95,4 +95,8 @@ struct Globals {
// Frame count since the start of the app.
// It wraps to zero when it reaches the maximum value of a u32.
frame_count: u32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_wasm_padding: f32
#endif
}

View File

@ -41,6 +41,9 @@ pub struct GlobalsUniform {
/// Frame count since the start of the app.
/// It wraps to zero when it reaches the maximum value of a u32.
frame_count: u32,
/// WebGL2 structs must be 16 byte aligned.
#[cfg(feature = "webgl")]
_wasm_padding: f32,
}
/// The buffer containing the [`GlobalsUniform`]

View File

@ -151,7 +151,10 @@ impl ShaderCache {
Entry::Vacant(entry) => {
let mut shader_defs = shader_defs.to_vec();
#[cfg(feature = "webgl")]
shader_defs.push(String::from("NO_ARRAY_TEXTURES_SUPPORT"));
{
shader_defs.push(String::from("NO_ARRAY_TEXTURES_SUPPORT"));
shader_defs.push(String::from("SIXTEEN_BYTE_ALIGNMENT"));
}
// TODO: 3 is the value from CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT declared in bevy_pbr
// consider exposing this in shaders in a more generally useful way, such as: