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authorAndres Gomez <[email protected]>2018-12-28 12:24:53 +0200
committerAndres Gomez <[email protected]>2019-03-19 17:23:27 +0200
commitde1bc2d19a6e4b9081a79424ffc1cd082d27f6bd (patch)
tree30bf13583eeb07cc21178fb57b926524b107f267 /bin
parenta96093136bddfe17661f1de54228fe4b5618ba8a (diff)
glsl/linker: always validate explicit location among inputs
Outputs are always validated when having explicit locations and we were trusting its outcome to catch similar problems with the inputs since, in case of having undefined outputs for existing inputs, we would be already reporting a linker error. However, consider this case: " Shader stage n: --------------- ... layout(location = 0) out float a; ... Shader stage n+1: ----------------- ... layout(location = 0) in float b; layout(location = 0) in float c; ... " Currently, this won't report a linker error even though location aliasing is happening for the inputs. Therefore, we also need to validate the inputs independently from the outcome of the outputs validation. Cc: Timothy Arceri <[email protected]> Cc: Iago Toral Quiroga <[email protected]> Cc: Ilia Mirkin <[email protected]> Signed-off-by: Andres Gomez <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
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