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Description
This may just be a question, but is possibly a bug. When I replay in GAPID I see a bunch of errors on calls to glBindBufferRange to GL_UNIFORM_BUFFER of GL_INVALID_VALUE.
I am wondering, does GAPID replay on the local machine and does it handle different values for GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT? In this case the device is an Adreno 530 with GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 32, although I'm running on NVIDIA which has GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 256.
I don't see the glBindBufferRange errors when I run on the device (I call glGetError after each call), but I do on the replay. I also see GL_INVALID_OPERATION errors on the device in glDrawElementsInstanced but not in the replay, which makes me wonder if it's because it's replaying locally.