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/* The GLSL 4.20 spec, v11, says:
*
* "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."
*
* Although this restriction is not included in the
* ARB_shading_language_420pack spec, it is reasonable to believe that
* it applies to it too.
*
* Verify that a link error happens when using different binding
* points for an opaque type (sampler2D) with the same name in
* different compilation units.
*/
[require]
GLSL >= 1.30
GL_ARB_shading_language_420pack
[vertex shader]
#version 130
#extension GL_ARB_shading_language_420pack: require
layout (binding = 0) uniform sampler2D tex;
in vec4 piglit_vertex;
out vec4 vs_fs;
void main()
{
vs_fs = texture2D(tex, gl_Vertex.xy);
gl_Position = piglit_vertex;
}
[fragment shader]
#version 130
#extension GL_ARB_shading_language_420pack: require
layout (binding = 1) uniform sampler2D tex;
uniform vec4 cst;
in vec4 vs_fs;
out vec4 fs_out;
void main()
{
fs_out = vs_fs * texture2D(tex, cst.xy).x;
}
[test]
link error
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