Following shader program causes segfault during glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str); ``` #version 450 layout(location = 0, std140) uniform MatrixBlock { mat4 model; mat4 view; mat4 projection; }; out gl_PerVertex { vec4 gl_Position; }; void main(void) { gl_Position = vec4(1.0); } ``` I know that binding should be used in this case for interface block, but should not the compiler give an error? Tested on r600 and llvmpipe.
Should be fixed by: author Timothy Arceri <timothy.arceri@collabora.com> commit f696b712d7b7c7b701667691bc044b42c1195a69 (patch) glsl: be more strict on block qualifiersHEADmaster V2: Add spec references and allow patch qualifier (Ken) Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96528
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.