This is the same we do for other things like uniforms because it ensures optimal performance.
Reviewed-by: Jordan Justen <jordan.l.jus...@intel.com> --- src/mesa/drivers/dri/i965/brw_context.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c index 907b2a0..c8e8a68 100644 --- a/src/mesa/drivers/dri/i965/brw_context.c +++ b/src/mesa/drivers/dri/i965/brw_context.c @@ -558,6 +558,7 @@ brw_initialize_context_constants(struct brw_context *brw) * However, unaligned accesses are slower, so enforce buffer alignment. */ ctx->Const.UniformBufferOffsetAlignment = 16; + ctx->Const.ShaderStorageBufferOffsetAlignment = 16; ctx->Const.TextureBufferOffsetAlignment = 16; ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024; -- 1.9.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev