Re: [Mesa-dev] [PATCH] glsl: binding qualifier must match with opaque-uniforms only

2017-02-17 Thread Andres Gomez
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

Re: [Mesa-dev] [PATCH] glsl: binding qualifier must match with opaque-uniforms only

2017-02-05 Thread Edward O'Callaghan
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

[Mesa-dev] [PATCH] glsl: binding qualifier must match with opaque-uniforms only

2017-02-05 Thread Andres Gomez
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