Hi everyone,
Is there any particular restriction on the number of SSBO I can use in a compute shader?...
in the code below, as soon as I write the code of Input2 the code fails to compile... if I remove it the compilation goes ok.
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable
layout(std430) buffer;
layout(binding = 0) buffer Input0
{
float array1[];
};
layout(binding = 1) buffer Input1
{
float array2[];
};
// if I only remove this one, the code compiles ok
layout(binding = 2) buffer Input2
{
float array3[];
}
layout(local_size_x = 128) in;
void main()
{
}
.
I did a search to see if there were any restrictions on the number of SSBO I can use or something, but nothing that could hint at what might be the problem... any ideas?