<html>
    <head>
      <base href="https://bugs.freedesktop.org/">
    </head>
    <body>
      <p>
        <div>
            <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#c6">Comment # 6</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:dark_sylinc@yahoo.com.ar" title="Matias N. Goldberg <dark_sylinc@yahoo.com.ar>"> <span class="fn">Matias N. Goldberg</span></a>
</span></b>
        <pre>I'm back.

I only tested texture and uniform buffers, not SSBOs.

Results:
* Setting UBOs to 4 byte alignments didn't seem to matter in any way.
Performance didn't seem to be affected either. Nonetheless given that AMD
always sets it to 256; this is what I'd recommend (i.e. there could be
undocumented hw errors for edge cases?)

* Setting TBOs to non-16 byte alignments breaks in a specific pattern (i.e. 4
byte alignments produce certain glitches, 8 byte alignments produce a different
set of glitches, 12 byte alignments a different set, etc). Setting TBOs to 16
byte alignments fixes everything. I benchmarked 256-byte alignments vs 16-byte
alignments-non-256-byte and couldn't see any performance difference (the sample
kept around 46.50-47.00ms all the time).</pre>
        </div>
      </p>


      <hr>
      <span>You are receiving this mail because:</span>

      <ul>
          <li>You are the assignee for the bug.</li>
      </ul>
    </body>
</html>