On Sun, Jul 6, 2014 at 1:08 AM, Chris Forbes <[email protected]> wrote: > 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); > } > } > Looks good to me. Reviewed-by: Anuj Phogat <[email protected]>
> -- > 2.0.1 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
