Using a shader as simple as this:
layout(location=1) out vec4 outVar;
layout(binding=2) uniform U
{
vec4 a;
};
void main()
{
outVar = a;
}
Start to complains because MaxUniformBufferBindings, MaxVertexStreams
and MaxTransformFeedbackBuffers has values too small (0, -1, etc)
Seems safe to just give them the default minimum values.
Alejandro Piñeiro (4):
glsl/standalone: point which arguments are mandatory
glsl/standalone: set MaxUniformBufferBindings
glsl/standalone: set MaxVertexStreams
glsl/standalone: set MaxTransformFeedbackBuffers
src/compiler/glsl/main.cpp | 5 ++++-
src/compiler/glsl/standalone.cpp | 10 ++++++++++
2 files changed, 14 insertions(+), 1 deletion(-)
--
2.11.0
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