Renderer/RenderDeviceInfo: Ensure storage/uniform buffer alignment is a power of two
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@@ -311,7 +311,7 @@ int main(int argc, char* argv[])
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std::size_t innerAngleOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t outerAngleOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
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std::size_t alignedSpotLightSize = Nz::AlignPow2(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
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constexpr std::size_t MaxPointLight = 2000;
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