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rendervulkan: align upload ring allocations to the uniform offset limit - #2511
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matte-schwartz merged 1 commit intoOct 23, 2026
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The upload ring aligns every allocation to 16 bytes, but constants are bound as a uniform buffer at that offset and NVIDIA requires 64. With eight composite layers BlitPushData_t is 584 bytes, so the RGB to NV12 constants that follow it in vulkan_screenshot land at offset 592. The convert pass then never writes the NV12 image, and Steam Remote Play shows a green frame. Align to minUniformBufferOffsetAlignment, floored at 16 so buffer to image copies from the same ring keep their texel alignment. Closes: ValveSoftware#2489
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The upload ring aligns every allocation to 16 bytes, but constants are bound as a uniform buffer at that offset and NVIDIA requires 64. With eight composite layers BlitPushData_t is 584 bytes, so the RGB to NV12 constants that follow it in vulkan_screenshot land at offset 592. The convert pass then never writes the NV12 image, and Steam Remote Play shows a green frame.
Align to minUniformBufferOffsetAlignment, floored at 16 so buffer to image copies from the same ring keep their texel alignment.
Closes: #2489