if (prog->_LinkedShaders[i] == NULL)
continue;
+ if (!validate_interstage_interface_blocks(prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i])) {
+ linker_error(prog, "interface block mismatch between shader stages\n");
+ goto done;
+ }
+
if (!cross_validate_outputs_to_inputs(prog,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]))