Reputation: 3415
Looking at uniform_buffer_object specs, there is no guarantee that a certain uniform block that is defined the same way in multiple shader programs will have the same index returned by glGetUniformBlockIndex()
. That means I have to call glBindBufferBase()
to assign the UBO the relevant index every time I switch the shader program.
However, from some testing, it seems like a uniform block does have the same index in different shader programs, even when the uniform blocks are declared in different orders.
Have a look at these two vertex shaders: one, two. (note I used the values of v1
, v2
.. etc to avoid inactive uniform elimination)
When querying the indices like this:
std::cout << glGetUniformBlockIndex(prog1, "var1") << "\n";
std::cout << glGetUniformBlockIndex(prog2, "var1") << "\n";
I get the same index value. I get the same results when querying "var2"
, "var3"
and so on.
Is this intended? Why does it happen? Can I rely on this always happening?
Upvotes: 1
Views: 659
Reputation: 48226
After you get the index you should set the binding point:
glUniformBlockBinding(prog1, glGetUniformBlockIndex(prog1, "var1"), 1);
glUniformBlockBinding(prog2, glGetUniformBlockIndex(prog2, "var1"), 1);
Now 1 is the binding point of var1
in each program.
You can also set the binding in glsl explicitly:
layout(binding = 3) uniform MatrixBlock
{
mat4 projection;
mat4 modelview;
};
Upvotes: 3