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 <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index da56770..ac010cf 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -541,6 +541,25 @@
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: