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
parent
7b1ab9831a
commit
88444a8ee8
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