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* To align a buffer inside a chunk to a wider boundary like 32-bytes in this case, the chunk needs to be aligned and the buffer within it also needs to be aligned. * The utility function accounts for the buffer serialised having a uint32 length in front of it, so it pads out until that will be at the desired boundary. This is a bit of a messy solution, but the easiest way to ensure the padding is there while being easily backwards compatible with old logs without the padding. * D3D11 and GL serialise versions are bumped, D3D11 version is backwards compatible, GL breaks compatibility.