https://bugs.freedesktop.org/show_bug.cgi?id=102677
--- Comment #1 from Kenneth Graunke <kenn...@whitecape.org> ---
In the failing case, a VS and GS are being linked together into a single
program. The vertex shader contains:
out gl_PerVertex
{
vec4 gl_Position;
};
while the geometry shader contains:
in gl_PerVertex
{
float gl_ClipDistance[];
} gl_in[];
which obviously don't match. Unfortunately, the geometry shader doesn't
actually use the gl_ClipDistance input at all, so it gets dead code eliminated
at compile time, before we even consider linking. At link time,
validate_interstage_inout_blocks() is supposed to enforce matching types, but
there are no longer any GS inputs with an interface type, so it can't check
anything.
Not sure what to do about this.
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