mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-25 02:10:11 +01:00
read-only mirror of https://gitlab.freedesktop.org/mesa/mesa
From page 140 (page 147 of the PDF) of the GLSL ES 3.10 v.4 spec:
" 9.2 Matching of Qualifiers
The following tables summarize the requirements for matching of
qualifiers. It applies whenever there are two or more matching
variables in a shader interface.
Notes:
1. Yes means the qualifiers must match.
...
9.2.1 Linked Shaders
| Qualifier | Qualifier | in/out | Default | uniform | buffer|
| Class | | | Uniforms | Block | Block |
...
| Layout | binding | N/A | Yes | Yes | Yes |"
From page 93 (page 110 of the PDF) of the GL 4.2 (Core Profile) spec:
" 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."
From page 129 (page 150 of the PDF) of the GL 4.3 (Core Profile) spec:
" 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."
Therefore, if the binding qualifier differs between two linked Uniform
or Shader Storage Blocks of the same name, a link error should happen.
This patch will make that a link error will be reported on a program
like this:
"# VS
layout(binding = 1) Block {
vec4 color;
} uni_block1;
...
# FS
layout(binding = 2) Block {
vec4 color;
} uni_block2;
..."
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
|
||
|---|---|---|
| bin | ||
| docs | ||
| doxygen | ||
| include | ||
| m4 | ||
| scons | ||
| scripts | ||
| src | ||
| .dir-locals.el | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .mailmap | ||
| .travis.yml | ||
| Android.common.mk | ||
| Android.mk | ||
| appveyor.yml | ||
| autogen.sh | ||
| CleanSpec.mk | ||
| common.py | ||
| configure.ac | ||
| install-gallium-links.mk | ||
| install-lib-links.mk | ||
| Makefile.am | ||
| REVIEWERS | ||
| SConstruct | ||
| VERSION | ||
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. - install python 2.7 - install scons (latest) - install mingw, flex, and bison - install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe - install git - download mesa from git see https://www.mesa3d.org/repository.html - run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.