In Metal what is the difference between a packed_float4
and a float4
?
This information is from here
float4
has an alignment of 16
bytes. This means that the memory address of such a type (e.g. 0x12345670
) will be divisible by 16
(aka the last hexadecimal digit is 0
).
packed_float4
on the other hand has an alignment of 4 bytes
. Last digit of the address will be 0
, 4
, 8
or c
This does matter when you create custom structs. Say you want a struct with 2 normal float
s and 1 float4
/packed_float4
:
struct A{
float x, y;
float4 z;
}
struct B{
float x, y;
packed_float4 z;
}
For A
: The alignment of float4
has to be 16
and since float4
has to be after the normal float
s, there is going to be 8
bytes of empty space between y
and z
. Here is what A
looks like in memory:
Address | 0x200 | 0x204 | 0x208 | 0x20c | 0x210 | 0x214 | 0x218 | 0x21c |
Content | x | y | - | - | z1 | z2 | z3 | z4 |
^Has to be 16 byte aligned
For B
: Alignment of packed_float4
is 4
, the same as float
, so it can follow right after the float
s in any case:
Address | 0x200 | 0x204 | 0x208 | 0x20c | 0x210 | 0x214 |
Content | x | y | z1 | z2 | z3 | z4 |
As you can see, A
takes up 32
bytes whereas B
only uses 24
bytes. When you have an array of those structs, A
will take up 8
more bytes for every element. So for passing around a lot of data, the latter is preferred.
The reason you need float4
at all is because the GPU can't handle 4
byte aligned packed_float4
s, you won't be able to return packed_float4
in a shader. This is because of performance I assume.
One last thing: When you declare the Swift version of a struct:
struct S {
let x, y: Float
let z : (Float, Float, Float, Float)
}
This struct will be equal to B
in Metal and not A
. A tuple is like a packed_floatN
.
All of this also applies to other vector types such as packed_float3
, packed_short2
, ect.