glBindBufferRange(..) in vrend_draw_bind_ubo is failing with more than one uniform block. This is due to improper alignment of the start of the second block. Let's query the proper alignment from the driver and pass it back to Mesa. Let's also query for GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT just in case, even though don't use glTexBufferRange yet. Fixes: dEQP-GLES3.functional.ubo.* on Nvidia Example test: dEQP-GLES3.functional.ubo.multi_basic_types.single_buffer.shared_vertex Signed-off-by: Dave Airlie <airlied@redhat.com>macos/master
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