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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Samplers referring to the same texture unit with different types should raise GL_INVALID_OPERATION"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97524#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Samplers referring to the same texture unit with different types should raise GL_INVALID_OPERATION"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97524">bug 97524</a>
from <span class="vcard"><a class="email" href="mailto:dark_sylinc@yahoo.com.ar" title="Matias N. Goldberg <dark_sylinc@yahoo.com.ar>"> <span class="fn">Matias N. Goldberg</span></a>
</span></b>
<pre>Dang it! You're right.
I forgot GL allows (requires?) changing sampler values after the shader is
compiled.
As for glValidateProgram, our actual software (not this sample) would often
warn about sampler collisions due to a bug in our code where all the samplers
would initially be set to 0, but we later correct it and thus still works fine
afterwards.
<a href="https://www.khronos.org/opengles/sdk/docs/man/xhtml/glValidateProgram.xml">https://www.khronos.org/opengles/sdk/docs/man/xhtml/glValidateProgram.xml</a>
I know the docs isn't the spec, but this is relevant nonetheless:
"The error GL_INVALID_OPERATION will be generated by glDrawArrays or
glDrawElements if any two active samplers in the current program object are of
different types, but refer to the same texture image unit."</pre>
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