| OLD | NEW |
| 1 Name | 1 Name |
| 2 | 2 |
| 3 CHROMIUM_bind_uniform_location | 3 CHROMIUM_bind_uniform_location |
| 4 | 4 |
| 5 Name Strings | 5 Name Strings |
| 6 | 6 |
| 7 GL_CHROMIUM_bind_uniform_location | 7 GL_CHROMIUM_bind_uniform_location |
| 8 | 8 |
| 9 Version | 9 Version |
| 10 | 10 |
| (...skipping 86 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 97 | 97 |
| 98 When a program is linked, any active uniforms without a binding specified | 98 When a program is linked, any active uniforms without a binding specified |
| 99 through BindUniformLocation will be automatically be bound to locations by | 99 through BindUniformLocation will be automatically be bound to locations by |
| 100 the GL. Such bindings can be queried using the command | 100 the GL. Such bindings can be queried using the command |
| 101 GetUniformLocation. | 101 GetUniformLocation. |
| 102 | 102 |
| 103 BindUniformLocation may be issued before any shader objects are attached | 103 BindUniformLocation may be issued before any shader objects are attached |
| 104 to a program object. Hence it is allowed to bind any name (except a name | 104 to a program object. Hence it is allowed to bind any name (except a name |
| 105 starting with "gl_") to an index, including a name that is never used as a | 105 starting with "gl_") to an index, including a name that is never used as a |
| 106 uniform in any shader object. Assigned bindings for uniform variables | 106 uniform in any shader object. Assigned bindings for uniform variables |
| 107 that do not exist or are not active are ignored. | 107 that do not exist or are not active are ignored. Using such bindings |
| 108 behaves as if passed location was -1. |
| 108 | 109 |
| 109 It is possible for an application to bind more than one uniform name to | 110 It is possible for an application to bind more than one uniform name to |
| 110 the same location. This is referred to as aliasing. This will only work | 111 the same location. This is referred to as aliasing. This will only work |
| 111 if only one of the aliased uniforms is active in the executable program, | 112 if only one of the aliased uniforms is active in the executable program, |
| 112 or if no path through the shader consumes more than one uniform of a set | 113 or if no path through the shader consumes more than one uniform of a set |
| 113 of uniforms aliased to the same location. If two statically used uniforms | 114 of uniforms aliased to the same location. If two statically used uniforms |
| 114 in a program are bound to the name location, link must fail. | 115 in a program are bound to the name location, link must fail. |
| 115 | 116 |
| 116 Errors | 117 Errors |
| 117 | 118 |
| 118 None. | 119 None. |
| 119 | 120 |
| 120 New State | 121 New State |
| 121 | 122 |
| 122 None. | 123 None. |
| 123 | 124 |
| 124 Revision History | 125 Revision History |
| 125 | 126 |
| 126 7/20/2012 Documented the extension | 127 7/20/2012 Documented the extension |
| 127 9/8/2015 Require program link to fail if two statically used uniforms | 128 9/8/2015 Require program link to fail if two statically used uniforms |
| 128 are bound to the same location. | 129 are bound to the same location. |
| 130 11/6/2015 Require inactive and non-existing, bound uniform locations |
| 131 to behave like location -1. |
| 129 | 132 |
| 133 |
| OLD | NEW |