vrend_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
and offset 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.basic-usage-cs
  KHR-GL43.shader_atomic_counters.advanced-usage-switch-programs

Signed-off-by: Rohan Garg <rohan.garg@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
1 file changed