To handle sparse assignments, don't check maxCombinedTextureImageUnits.
out ban2 {\r
float f;\r
} bai2[arraySize][2];\r
+\r
+layout(binding = 3000) uniform sampler2D s3000;\r
+layout(binding = 3001) uniform b3001 { int a; };\r
} else
lastBinding += type.getCumulativeArraySize();
}
- if (lastBinding >= resources.maxCombinedTextureImageUnits)
+ if (spvVersion.vulkan == 0 && lastBinding >= resources.maxCombinedTextureImageUnits)
error(loc, "sampler binding not less than gl_MaxCombinedTextureImageUnits", "binding", type.isArray() ? "(using array)" : "");
}
if (type.getBasicType() == EbtAtomicUint) {