glLinkProgram (re)sets all uniform block bindings to zero. If we want to actually use multiple uniform blocks, we need to call glUniformBlockBinding to specify which binding point goes with which uniform block.
Signed-off-by: Chris Forbes <[email protected]> --- tests/shaders/shader_runner.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c index fce5e9d..410ade6 100644 --- a/tests/shaders/shader_runner.c +++ b/tests/shaders/shader_runner.c @@ -1990,6 +1990,8 @@ setup_ubos(void) glBindBuffer(GL_UNIFORM_BUFFER, uniform_block_bos[i]); glBufferData(GL_UNIFORM_BUFFER, size, NULL, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, i, uniform_block_bos[i]); + + glUniformBlockBinding(prog, i, i); } } -- 2.0.1 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
