[Mesa-dev] [PATCH] glsl: be more strict when validating shader inputs

Dave Airlie airlied at gmail.com
Fri May 13 04:51:39 UTC 2016


>> second argument is for ES... 0 means "never").
>
> I see.  (You can tell how much of this sort of code I've written...).
>
> I don't know that I'd trust me but it looks fine as far add I can see.
> Thanks for taking care of 4.50 while you were in the neighborhood.  For what
> it's worth,

Do we know if the addition of swizzles and just correcting an oversight?

Should we just enable it unconditionally.

Dave.


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