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<b><a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - glLinkProgram() should fail when a varying is never written to in a previous stage"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93339#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - glLinkProgram() should fail when a varying is never written to in a previous stage"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93339">bug 93339</a>
from <span class="vcard"><a class="email" href="mailto:bugs@linkmauve.fr" title="Link Mauve <bugs@linkmauve.fr>"> <span class="fn">Link Mauve</span></a>
</span></b>
<pre>There is actually already an error being emitted, only in GLSL 1.20: “program
shader 10 compile for <both> failed : error: fragment shader varying
some_varying not written by vertex shader”
If I just change the GLSL version to 1.30 for example the program will link
properly and the GPU will read from uninitialized memory.
I’m fine with only emitting a warning in this case, if the specification allows
it.</pre>
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