Do we need the glBindImageTexture() (and corresponding binding in compiler_shader()) in the OpenGL runner? I would have expected the combined sampler binding to be sufficient on its own.
@@ -624,6 +641,7 @@ static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned break; case RESOURCE_TYPE_TEXTURE: + case RESOURCE_TYPE_BUFFER_SRV: case RESOURCE_TYPE_BUFFER_UAV: trace("RESOURCE TYPE %#x.\n", resource->r.type); break;
Oops, looks like I left in a debug trace()...