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

Ilia Mirkin imirkin at alum.mit.edu
Mon Sep 11 05:36:02 UTC 2017


On Mon, Sep 11, 2017 at 12:07 AM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> 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

Actually looks like vertex shader inputs can be skipped, since the
mixing rules basically don't apply to them. The rest of my points
stand though.

> 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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