From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97305] Wrong values returned by
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT & GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
randomly breaks stuff
Date: Thu, 11 Aug 2016 20:06:00 +0000
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Date: Thu, 11 Aug 2016 20:05:59 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D97305
--- Comment #1 from Ilia Mirkin ---
(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 =3D texelFetch( f3dLightList, int(sampleOffset) ).x;
>=20
> 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.
--=20
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Comment=
# 1
on bug 97305<=
/a>
from Ilia Mirkin
(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 =3D texelFetch( f3dLightList, int(sampleOffset) ).x;
>=20
> 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.
You are receiving this mail because:
- You are the assignee for the bug.
=
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