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WebGPU uniforms and alignment (?) #16

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@tommhuth

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I'm using the webgpu cube example and added a few more uniforms to test stuff out (sorry, I couldn't get this to work on Codesandbox):

 struct Uniforms {
    projectionMatrix: mat4x4f,
    modelViewMatrix: mat4x4f,
    normalMatrix: mat4x4f, 
    color: vec3f,
    time: f32, 
    darkness: f32,
};

@group(0) @binding(0) var<uniform> uniforms: Uniforms;

struct VertexIn {
    @builtin(vertex_index) vertexIndex: u32,
    @location(0) position: vec3<f32>,
    @location(1) normal: vec3<f32>,
};

struct VertexOut {
    @builtin(position) position: vec4<f32>,
    @location(0) color: vec3<f32>,
    @location(1) normal: vec3<f32>,
};

@vertex
fn main(input: VertexIn) -> VertexOut {
    var out: VertexOut;
    var transformed = input.position + vec3f(0, sin(uniforms.time * 2), 0);

    out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * vec4(transformed, 1.0); 
    out.color = uniforms.color * uniforms.darkness;
    out.normal = (uniforms.normalMatrix * vec4f(input.normal, 0.0)).xyz;

    return out;
}
const material = new Material({
    uniforms: {
        color: [.2, .4, .4],
        time: .5,
        darkness: .5,
    },
    vertex,
    fragment,
})

When I do that the time uniform does not update, and darkness seems to pick out the data from time instead. also: the order of the struct Uniform members change the behaviour as this order does work:

 struct Uniforms {
    projectionMatrix: mat4x4f,
    modelViewMatrix: mat4x4f,
    normalMatrix: mat4x4f, 
    time: f32, 
    darkness: f32,
    color: vec3f,
};

or even do color: vec4f it works as expected again. I'm am very new to WebGPU, so I might be missing something obvious here, but from what I can tell there is no need to do manual layout/padding (?) for the struct definition? Also four seems to be handling things on its own with the std140 helper?

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