[Bug 97305] Wrong values returned by GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT & GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT randomly breaks stuff

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Thu Aug 11 20:06:00 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=97305

--- Comment #1 from Ilia Mirkin <imirkin at alum.mit.edu> ---
(In reply to Matias N. Goldberg from comment #0)
> But the following did not:
> glTexBufferRange( GL_TEXTURE_BUFFER, GL_RGBA32F, boName,
> offsetAlignedTo4ButNotTo256, sizeBytes );
> uniform samplerBuffer f3dLightList;
> vec4 values = texelFetch( f3dLightList, int(sampleOffset) ).x;
> 
> The output of the latter was flickering garbage. When I forced 256 byte
> alignment, it worked as expected.

My guess is that 16 would have worked as well. It just has to be aligned to the
texel. 4 works for GL_RGBA8 but not GL_RGBA32*. Unfortunately there's no
provision for a per-format limit.

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