[Mesa-dev] [PATCH v2] glsl: disallow mixed varying types within a location

Ilia Mirkin imirkin at alum.mit.edu
Mon Sep 11 04:07:19 UTC 2017


On Sun, Sep 10, 2017 at 8:03 PM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
> At the risk of sounding like a broken record. Why not just update/re-factor
> cross_validate_outputs_to_inputs()?
>
> If there is a good reason not to have these checks in a single location
> that's fine but you haven't answered the question yet.

The checks are just unrelated to one another. I thought that was
clear, but I guess not.

cross_validate_outputs_to_inputs deals in inter-stage varyings within
a program. At no point does it, e.g., look at vertex shader inputs. It
won't apply to separable shaders at all (assuming a single stage per
separate program). It looks to ensure that the interface between pairs
of shaders matches up. Here we need to look at each interface
separately.

I realize that there's some slight similarity in how the code looks,
but that doesn't mean the functionality needs to be jammed in
together.


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