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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