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shader: Use the binding location and offset for atomic_uint variable names when emiting GLSL

When emitting GLSL for atomic_uint variables, use the binding location instead of a generic index as this might lead to cases where the same variable is bound to two locations with different offsets causing a linking error on the host.

This fixes: KHR-GL43.shader_atomic_counters.advanced-usage-switch-programs KHR-GL43.shader_atomic_counters.basic-usage-cs

Signed-off-by: Rohan Garg rohan.garg@collabora.com

Edited by Rohan Garg

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