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author[email protected] <[email protected]>2018-02-22 18:02:18 -0800
committerDave Airlie <[email protected]>2018-03-05 13:29:39 +1000
commitfe0647df5a70a4954d9399f0860a12ff691a88ee (patch)
tree3ae3ba13740ca4cdf64794bf0a136ab1331f26f5 /SConstruct
parent9283cf2ad19b0eacc20b9aa5984bac077e9c475c (diff)
virgl: add offset alignment values to to v2 caps struct
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 query for the texture alignment too, even though the Virgl renderer doesn't call glTexBufferRange yet. The default values are the widest workable range possible (for example, GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT on Nvidia is 256). Fixes: dEQP-GLES3.functional.ubo.* on Nvidia Example test: dEQP-GLES3.functional.ubo.multi_basic_types.single_buffer.shared_vertex Note: This is based on "virgl: reduce some default capset limits.", which hasn't landed in Mesa yet but should relatively soon. Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'SConstruct')
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