shader: Use the binding location and offset for atomic_uint variable names when emiting GLSL
When emitting GLSL for atomic_uint variables, use the binding location instead of a generic index as this might lead to cases where the same variable is bound to two locations with different offsets causing a linking error on the host.
This fixes: KHR-GL43.shader_atomic_counters.advanced-usage-switch-programs KHR-GL43.shader_atomic_counters.basic-usage-cs
Signed-off-by: Rohan Garg rohan.garg@collabora.com
Edited by Rohan Garg