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These offsets are not correct for mat3 values. Curiously, the loads are correct!
This results in matrix3 values used in storage buffers being mangled on DX12, but not in Vulkan. Piping some data through this shader in wgpu results in:
I debugged this one on the wgpu matrix server.
Feeding this WGSL shader into Naga:
Results in this HLSL:
The problem is on lines 23-35 of the snippet:
These offsets are not correct for mat3 values. Curiously, the loads are correct!
This results in matrix3 values used in storage buffers being mangled on DX12, but not in Vulkan. Piping some data through this shader in wgpu results in:
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