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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - Wrong values returned by GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT & GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT randomly breaks stuff"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97305#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - Wrong values returned by GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT & GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT randomly breaks stuff"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97305">bug 97305</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=97305#c5">comment #5</a>)
<span class="quote">> Pre-GCN cards require an alignment of 256 bytes for uniform buffers. GCN
> cards only require 4 byte alignment there.
>
> All other buffer binding points require 1, 2, or 4 bytes depending on the
> texel size. It's really min(texel_size, 4).</span >
That means that you have to return max(texel_size) for the
GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT. You only get one cap, and a texture buffer
can be any offset.</pre>
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