It is illegal for different atomic counter uniform declarations to
overlap, even across stages, use different offsets in the VS to avoid
that.
---
tests/spec/arb_shader_atomic_counters/max-counters.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/tests/spec/arb_shader_atomic_counters/max-counters.c
b/tests/spec/arb_shader_atomic_counters/max-counters.c
index 38459b4..7014c7b 100644
--- a/tests/spec/arb_shader_atomic_counters/max-counters.c
+++ b/tests/spec/arb_shader_atomic_counters/max-counters.c
@@ -312,7 +312,7 @@ run_test_combined_max_buffers(unsigned num_fragment_buffers,
" gl_Position = position;\n"
"}\n",
"#define I %d\n"
- "layout(binding=I, offset=0) uniform atomic_uint X(I);\n"
+ "layout(binding=I, offset=4) uniform atomic_uint X(I);\n"
"#undef I\n",
" x += atomicCounterDecrement(x%d);\n",
num_vertex_buffers);
--
2.5.1
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