From 9a9a830b445b5dbd70a4155e0e5e8b896abfb868 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Tue, 16 Jul 2013 12:18:57 -0700 Subject: [PATCH] glsl: Cross-validate explicit binding points. All compilation units need to agree on the binding point, if they specify one at all. v2: Use binding, not constant_value. Signed-off-by: Kenneth Graunke Reviewed-by: Paul Berry --- src/glsl/linker.cpp | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index da5677067cd..ac010cfbb6a 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -541,6 +541,25 @@ cross_validate_globals(struct gl_shader_program *prog, existing->explicit_location = true; } + /* From the GLSL 4.20 specification: + * "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" + */ + if (var->explicit_binding) { + if (existing->explicit_binding && + var->binding != existing->binding) { + linker_error(prog, "explicit bindings for %s " + "`%s' have differing values\n", + mode_string(var), var->name); + return false; + } + + existing->binding = var->binding; + existing->explicit_binding = true; + } + /* Validate layout qualifiers for gl_FragDepth. * * From the AMD/ARB_conservative_depth specs: -- 2.30.2