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 <airlied@redhat.com>
int32_t max_texel_offset;
int32_t min_texture_gather_offset;
int32_t max_texture_gather_offset;
+ uint32_t texture_buffer_offset_alignment;
+ uint32_t uniform_buffer_offset_alignment;
};
union virgl_caps {
case PIPE_CAP_USER_VERTEX_BUFFERS:
return 0;
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
- return 16;
+ return vscreen->caps.caps.v2.uniform_buffer_offset_alignment;
case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
return vscreen->caps.caps.v1.bset.streamout_pause_resume;
case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
return vscreen->caps.caps.v1.max_tbo_size > 0;
case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
- return 0;
+ return vscreen->caps.caps.v2.texture_buffer_offset_alignment;
case PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY:
return 0;
case PIPE_CAP_CUBE_MAP_ARRAY:
caps->caps.v2.max_texel_offset = 7;
caps->caps.v2.min_texture_gather_offset = -8;
caps->caps.v2.max_texture_gather_offset = 7;
+ caps->caps.v2.texture_buffer_offset_alignment = 32;
+ caps->caps.v2.uniform_buffer_offset_alignment = 256;
}
#endif