diff options
author | Andres Gomez <[email protected]> | 2017-02-20 16:49:14 +0200 |
---|---|---|
committer | Andres Gomez <[email protected]> | 2017-03-27 12:47:00 +0300 |
commit | 40b09ed15c708629b7fb3f30baf0f73d376f8ca0 (patch) | |
tree | 568ed84c7bfac63f5eca705bbc9fbef1cfc9b343 | |
parent | bf15b2b515d5f37fc67fea77dea9d2fbc1dc8bf1 (diff) |
glsl: UBOs and SSBOs must match the binding qualifier too
From page 140 (page 147 of the PDF) of the GLSL ES 3.10 v.4 spec:
" 9.2 Matching of Qualifiers
The following tables summarize the requirements for matching of
qualifiers. It applies whenever there are two or more matching
variables in a shader interface.
Notes:
1. Yes means the qualifiers must match.
...
9.2.1 Linked Shaders
| Qualifier | Qualifier | in/out | Default | uniform | buffer|
| Class | | | Uniforms | Block | Block |
...
| Layout | binding | N/A | Yes | Yes | Yes |"
From page 93 (page 110 of the PDF) of the GL 4.2 (Core Profile) spec:
" 2.11.7 Uniform Variables
...
Uniform Blocks
...
When a named uniform block is declared by multiple shaders in a
program, it must be declared identically in each shader. The
uniforms within the block must be declared with the same names and
types, and in the same order. If a program contains multiple
shaders with different declarations for the same named uniform
block differs between shader, the program will fail to link."
From page 129 (page 150 of the PDF) of the GL 4.3 (Core Profile) spec:
" 7.8 Shader Buffer Variables and Shader Storage Blocks
...
When a named shader storage block is declared by multiple shaders
in a program, it must be declared identically in each shader. The
buffer variables within the block must be declared with the same
names, types, qualification, and declaration order. If a program
contains multiple shaders with different declarations for the same
named shader storage block, the program will fail to link."
Therefore, if the binding qualifier differs between two linked Uniform
or Shader Storage Blocks of the same name, a link error should happen.
This patch will make that a link error will be reported on a program
like this:
"# VS
layout(binding = 1) Block {
vec4 color;
} uni_block1;
...
# FS
layout(binding = 2) Block {
vec4 color;
} uni_block2;
..."
Signed-off-by: Andres Gomez <[email protected]>
Cc: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r-- | src/compiler/glsl/link_uniform_blocks.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_uniform_blocks.cpp b/src/compiler/glsl/link_uniform_blocks.cpp index 839fd07fa4b..249a767636c 100644 --- a/src/compiler/glsl/link_uniform_blocks.cpp +++ b/src/compiler/glsl/link_uniform_blocks.cpp @@ -504,6 +504,9 @@ link_uniform_blocks_are_compatible(const gl_uniform_block *a, if (a->_RowMajor != b->_RowMajor) return false; + if (a->Binding != b->Binding) + return false; + for (unsigned i = 0; i < a->NumUniforms; i++) { if (strcmp(a->Uniforms[i].Name, b->Uniforms[i].Name) != 0) return false; |