Bind vertex attributes in the order determined by their ProgramInterface #4795
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Closes #4794.
In past bugs/fixes #4607/#4688 + #4728/#4793, symbol layers sometimes failed to render because in dynamically linking the symbol shader,
a_size
was unused but bound to attribute location 0 [explanation, best practices]. Those fixes used a workaround to bind one always-used attribute to location 0 for symbol shaders. This PR instead binds all layout attributes in a fixed order determined by theirProgramInterface
(more like the approach in GL Native) lest this crop up again in the future.