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/* The GL 4.30 (Core Profile) spec says:
*
* "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."
*
* 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 Shader Storage Blocks with the same name in different
* compilation units.
*/
[require]
GL >= 4.00
GLSL >= 1.30
GL_ARB_shading_language_420pack
GL_ARB_shader_storage_buffer_object
[vertex shader]
#version 130
#extension GL_ARB_shading_language_420pack: require
#extension GL_ARB_shader_storage_buffer_object: require
layout (binding = 0) buffer Block {
vec4 color;
};
in vec4 piglit_vertex;
out vec4 vs_fs;
void main()
{
vs_fs = color;
gl_Position = piglit_vertex;
}
[fragment shader]
#version 130
#extension GL_ARB_shading_language_420pack: require
#extension GL_ARB_shader_storage_buffer_object: require
layout (binding = 1) buffer Block {
vec4 color;
};
in vec4 vs_fs;
out vec4 fs_out;
void main()
{
fs_out = vs_fs * color.x;
}
[test]
link error
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