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Align buffer offsets to 256 bytes
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@@ -1280,6 +1280,9 @@ void D3D12DebugManager::RenderTextInternal(ID3D12GraphicsCommandList *list, floa
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m_Font.CharOffset = charOffset + chars;
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// Is 256 byte alignment on buffer offsets is just fixed, or device-specific?
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m_Font.CharOffset = AlignUp(m_Font.CharOffset, 256 / sizeof(Vec4f));
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unsigned long *texs = NULL;
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HRESULT hr = m_Font.CharBuffer->Map(0, NULL, (void **)&texs);
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