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 same opaque-uniform name. However, it is not an error to specify a binding on some but not all declarations for the same name, as shown in the examples below." As we see, this restriction applies to Opaque-Uniforms only, not to Uniform Blocks nor Shader Storage Blocks. Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict Signed-off-by: Andres Gomez <ago...@igalia.com> --- src/compiler/glsl/linker.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index b768a6e5285..ae13a45d22b 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -962,7 +962,7 @@ cross_validate_globals(struct gl_shader_program *prog, * opaque-uniform name. However, it is not an error to specify a * binding on some but not all declarations for the same name" */ - if (var->data.explicit_binding) { + if (var->type->contains_opaque() && var->data.explicit_binding) { if (existing->data.explicit_binding && var->data.binding != existing->data.binding) { linker_error(prog, "explicit bindings for %s " -- 2.11.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev