https://bugs.freedesktop.org/show_bug.cgi?id=97524
--- Comment #14 from Matias N. Goldberg <dark_syl...@yahoo.com.ar> ---
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.
https://www.khronos.org/opengles/sdk/docs/man/xhtml/glValidateProgram.xml
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."
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