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This topic is 511 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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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

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?

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forget it this post... the problem was not in the code, the source code string buffer was not ending with '\0' so that caused compilation issues...