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When validating IR, verify that all `Binding`s for vertex shader outputs and fragment shader inputs, whether directly in the argument or result, or applied to a struct member, has specified an interpolation and sampling, not `None`. This ensures that front ends explicitly state their policies, rather than coasting through on back ends' default behavior. In practice, all our front ends have very similar defaults, so provide a utility function on `Module` to apply these rules. Use this utility function in the SPIR-V and WGSL front ends; GLSL seems to already fill in interpolation as required.