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/* The GL 4.20 (Core Profile) spec says:
*
* "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."
*
* 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 instanced Uniform Blocks with the same name in different
* compilation units.
*/
[require]
GLSL >= 1.50
GL_ARB_shading_language_420pack
[vertex shader]
#version 150
#extension GL_ARB_shading_language_420pack: require
layout (binding = 0) uniform Block {
vec4 color;
} vs_block;
in vec4 piglit_vertex;
out vec4 vs_fs;
void main()
{
vs_fs = vs_block.color;
gl_Position = piglit_vertex;
}
[fragment shader]
#version 150
#extension GL_ARB_shading_language_420pack: require
layout (binding = 1) uniform Block {
vec4 color;
} fs_block;
in vec4 vs_fs;
out vec4 fs_out;
void main()
{
fs_out = vs_fs * fs_block.color.x;
}
[test]
link error
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