Using a shader as simple as this:

 layout(location=1) out vec4 outVar;
 layout(binding=2) uniform U
  {
    vec4 a;
  };

 void main()
 {
   outVar = a;
 }

Start to complains because MaxUniformBufferBindings, MaxVertexStreams
and MaxTransformFeedbackBuffers has values too small (0, -1, etc)

Seems safe to just give them the default minimum values.

Alejandro Piñeiro (4):
  glsl/standalone: point which arguments are mandatory
  glsl/standalone: set MaxUniformBufferBindings
  glsl/standalone: set MaxVertexStreams
  glsl/standalone: set MaxTransformFeedbackBuffers

 src/compiler/glsl/main.cpp       |  5 ++++-
 src/compiler/glsl/standalone.cpp | 10 ++++++++++
 2 files changed, 14 insertions(+), 1 deletion(-)

-- 
2.11.0

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