[Mesa-dev] [PATCH] glsl: binding qualifier must match with opaque-uniforms only
Andres Gomez
agomez at igalia.com
Fri Feb 17 10:16:39 UTC 2017
Dropping this patch due to the discussion I opened at:
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16238
The layout qualification among Uniform and Shader Storage Blocks across
a linked program must match.
Br.
On Sun, 2017-02-05 at 20:53 +0200, Andres Gomez wrote:
> 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 "
--
Br,
Andres
More information about the mesa-dev
mailing list