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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#c10">Comment # 10</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:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>(In reply to Ilia Mirkin from <a href="show_bug.cgi?id=97305#c9">comment #9</a>)
<span class="quote">> (In reply to Marek Olšák from <a href="show_bug.cgi?id=97305#c5">comment #5</a>)
> > 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).
>
> 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.</span >
That's what we already do.</pre>
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