Given that UBOs use a "binding" index instead of "location", do I need to switch "location" to "binding" in my GLSL declaration to use a UBO for texture handles?
layout(location = SAMPLERS, bindless_sampler) uniform sampler2D textures[MAX_TEX];
layout(binding = SAMPLERS, bindless_sampler) uniform sampler2D textures[MAX_TEX];
The reason I'm not sure is because ARB_bindless_texture says:
With GLSL 4.20, sampler and image uniforms may be initialized in the shader using
layout(binding = integer-constant)
as described in section 4.4.4 "Opaque-Uniform Layout Qualifiers". When ARB_bindless_texture is supported, these initial binding values are always taken to mean a texture image or image unit number, not a bindless handle.
If this "binding" refers to an image unit, is it not different than the "binding" index of UBOs?
Edited by Prune, 22 May 2014 - 12:41 PM.
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