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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit