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 same
    opaque-uniform name. However, it is not an error to specify a
    binding on some but not all declarations for the same name, as
    shown in the examples below."

This patch series adds tests to check that, in the case of Uniform
Blocks and Shader Storage Blocks, it is allowed to specify different
binding points among the compilation units for blocks with the same
name while, in the case of Opaque-Uniforms, a link error is expected.

Andres Gomez (2):
  arb_shading_language_420pack: check different binding points
  arb_shader_atomic_counters: check different binding points

 .../different-bindings-atomic-counter.shader_test  | 50 ++++++++++++++++++
 .../linker/different-bindings-image2D.shader_test  | 56 ++++++++++++++++++++
 .../different-bindings-sampler2D.shader_test       | 53 +++++++++++++++++++
 ...rent-bindings-shader-storage-blocks.shader_test | 59 ++++++++++++++++++++++
 .../different-bindings-uniform-blocks.shader_test  | 56 ++++++++++++++++++++
 5 files changed, 274 insertions(+)
 create mode 100644 
tests/spec/arb_shader_atomic_counters/linker/different-bindings-atomic-counter.shader_test
 create mode 100644 
tests/spec/arb_shading_language_420pack/linker/different-bindings-image2D.shader_test
 create mode 100644 
tests/spec/arb_shading_language_420pack/linker/different-bindings-sampler2D.shader_test
 create mode 100644 
tests/spec/arb_shading_language_420pack/linker/different-bindings-shader-storage-blocks.shader_test
 create mode 100644 
tests/spec/arb_shading_language_420pack/linker/different-bindings-uniform-blocks.shader_test

-- 
2.11.0

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