[Mesa-dev] [PATCH] glsl: binding qualifier must match with opaque-uniforms only
Andres Gomez
agomez at igalia.com
Sun Feb 5 18:53:15 UTC 2017
The binding point is a valid layout qualifier for Uniform Blocks,
Shader Storage Blocks and Opaque-Uniforms.
>From page 60 (page 66 of the PDF) of the GLSL 4.20 spec, v11:
" A link error will result if two compilation units in a program
specify different integer-constant bindings for the same
opaque-uniform name. However, it is not an error to specify a
binding on some but not all declarations for the same name, as
shown in the examples below."
As we see, this restriction applies to Opaque-Uniforms only, not to
Uniform Blocks nor Shader Storage Blocks.
Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict
Signed-off-by: Andres Gomez <agomez at igalia.com>
---
src/compiler/glsl/linker.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index b768a6e5285..ae13a45d22b 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -962,7 +962,7 @@ cross_validate_globals(struct gl_shader_program *prog,
* opaque-uniform name. However, it is not an error to specify a
* binding on some but not all declarations for the same name"
*/
- if (var->data.explicit_binding) {
+ if (var->type->contains_opaque() && var->data.explicit_binding) {
if (existing->data.explicit_binding &&
var->data.binding != existing->data.binding) {
linker_error(prog, "explicit bindings for %s "
--
2.11.0
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