https://bugs.freedesktop.org/show_bug.cgi?id=109532
--- Comment #24 from Ilia Mirkin <imir...@alum.mit.edu> ---
"""
But according to next comment it should be 0 because of the BlockB[0] was
optimized
and there is the BlockB[1] only:
/* The ARB_shading_language_420pack spec says:
*
* If the binding identifier is used with a uniform block instanced as
* an array then the first element of the array takes the specified
* block binding and each subsequent element takes the next consecutive
* uniform block binding point.
*/
"""
I don't think that's enough justification for the "mesa" way of doing it.
Whether a block is eliminated or not is not specified by GLSL spec. Would be
good to get some more experienced opinions on this. [Not mine...]
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