C++ GLSL 数据对齐/填充

C++ GLSL data alignment/padding

本文关键字:填充 对齐 数据 GLSL C++      更新时间:2023-10-16

我有一个C++类 Matrix4x4,它有一个 16 个浮点数的数组,没有虚方法:

class Matrix4x4
{
public:
    float values[16];
    Matrix4x4();
    Matrix4x4(float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float v9, float v10, float v11, float v12, float v13, float v14, float v15);
    Matrix4x4(const Quaternion &quat, const Vector3 &pos);
    void convertToQuatPos(Quaternion &quat, Vector3 &pos);
    void loadIdentity();
    void setValues(float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float v9, float v10, float v11, float v12, float v13, float v14, float v15);
    void setPerspective(float fov, float aspect, float nearPlane, float farPlane);
    void setOrthographic(float top, float left, float bottom, float right, float nearPlane, float farPlane);
    ...
    static void multiply3x3(const Matrix4x4 &m1, const Matrix4x4 &m2, Matrix4x4 &result);
    static void multiply4x4(const Matrix4x4 &m1, const Matrix4x4 &m2, Matrix4x4 &result);
    ...
    Matrix4x4 operator*(const Matrix4x4 &a);
    Vector3 operator*(const Vector3 &a);
    Vector4 operator*(const Vector4 &a);
};

我像这样将这些矩阵的向量传递给 GLSL(其中骨骼是 Matrix4x4 的 std::vector):

glUniformMatrix4fv(glGetUniformLocation(shader->getProgram(), "boneMatrices"), bones.size(), false, (GLfloat*) &bones[0].values[0]);

这显然假设 Matrix4x4 对象将仅占用 16 个浮点数的内存,没有对齐或填充问题。它使用MSVC工作正常,是否可以安全地假设它应该在其他平台(Linux,OSX,Android将来)e.t.c上运行?我应该对齐值数组并确保没有填充吗?

向标头添加静态断言至少可以防止填充Matrix4x4数组元素的可能性(非常不可能):

#include <type_traits>
...
static_assert(
    (sizeof(Matrix4x4) == (sizeof(GLfloat) * 16) &&
     std::is_standard_layout<Matrix4x4>::value),
    "Matrix4x4 does not satisfy contiguous storage requirements");

参见:std::is_standard_layout