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<base href="https://bugs.freedesktop.org/" />
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<th>Priority</th>
<td>medium
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Debug warnings should be generated when BindAttribLocation isn't followed by a re-link"
href="https://bugs.freedesktop.org/show_bug.cgi?id=78700">78700</a>
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<th>Assignee</th>
<td>mesa-dev@lists.freedesktop.org
</td>
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<th>Summary</th>
<td>Debug warnings should be generated when BindAttribLocation isn't followed by a re-link
</td>
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<th>Severity</th>
<td>normal
</td>
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<th>Classification</th>
<td>Unclassified
</td>
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<th>OS</th>
<td>All
</td>
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<th>Reporter</th>
<td>idr@freedesktop.org
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<th>Hardware</th>
<td>All
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<th>Status</th>
<td>NEW
</td>
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<th>Version</th>
<td>git
</td>
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<th>Component</th>
<td>Mesa core
</td>
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<th>Product</th>
<td>Mesa
</td>
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<p>
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<pre>We have seen applications in the past that do something like:
glCompileShader(...);
glAttachShader(...);
glLinkProgram(...);
glBindAttribLocation(...);
draw(...);
However, the glBindAttribLocation doesn't take affect until glLinkProgram is
called again.
With separate shader objects, you can't generally re-link the program because
glCreateShaderProgramv implicitly deletes the shader after linking.
glCreateShaderProgramv(...);
glBindAttribLocation(...); // can probably never do anything
Both of these cases should get warnings via ARB_debug callbacks.</pre>
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