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 v
Reviewed-by: Edward O'Callaghan
On 02/06/2017 05:53 AM, 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
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 sam