Closed qjia7 closed 6 years ago
@johnkslang @TobiasHector Please take a look. Thanks.
In the latest OpenGL 4.6 and OpenGL ES 3.2 specifications, the last clause 3. has been removed since it was considered redundant. In general we don't usually propagate bug fixes to older specifications because the fix may invalidate existing implementations.
Does that seems reasonable?
@pdaniell-nv Thanks for pointing it out. Sounds good for me.
In OpenGL ES Version 3.1 (November 3, 2016), Chapter 17, for DispatchCompute API, there are below errors description: Errors
For case 1 and 3, I think if there is an active program object for the compute shader stage, it must has been successfully linked since the active program object's definition[1] requires it. So maybe case 3 should be modified as below:
[1]Paste the spec description about active program object here. 'If a non-zero program object is bound by UseProgram, it is the active program object whose uniforms are updated by these commands. If no program object is bound using UseProgram, the active program object of the current program pipeline object set by ActiveShaderProgram is the active program object.' Meanwhile, UseProgram and ActiveShaderProgram both require that program has been successfully linked.