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Description
(Background: #1962)
maxInterStageShaderComponents says it is:
The maximum allowed number of components of input or output variables for inter-stage communication
However, in the validation where this limit is used:
Each user-defined output of descriptor.vertex consumes 4 scalar components.
So it is really not the number of components because a single float uses 4 components according to the validation.
For both the vertex and fragment stage, there are some places where the limit is decremented by 1 if front_facing builtin is used for instance. But in neither stage are these minus one subtractions greater than subtracting 4, so we could say if any are used then the number is decremented by 4 or 1.
But we already have maxInterStageShaderVariables, which seems to overlap with maxInterStageShaderComponents except being more appropriately named.
Do we really need two limits here when it would seem that one would suffice?