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.
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
AsStd140version of the type, that would help avoid unspecified padding bytes.