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author | Jose Fonseca <jfonseca@vmware.com> | 2015-06-19 13:53:46 +0100 |
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committer | Jose Fonseca <jfonseca@vmware.com> | 2015-06-23 12:06:39 +0100 |
commit | 634cfb9a458bcc1051b60ab13bd12e17bba0f71b (patch) | |
tree | c366aa3a46e30383423c561f8097c5dfcb05ac69 /src/glsl/link_varyings.cpp | |
parent | 4731be701f3094666c24c143d9d6ddf53c456c39 (diff) | |
download | external_mesa3d-634cfb9a458bcc1051b60ab13bd12e17bba0f71b.zip external_mesa3d-634cfb9a458bcc1051b60ab13bd12e17bba0f71b.tar.gz external_mesa3d-634cfb9a458bcc1051b60ab13bd12e17bba0f71b.tar.bz2 |
glsl: Specify the shader stage in linker errors due to too many in/outputs.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'src/glsl/link_varyings.cpp')
-rw-r--r-- | src/glsl/link_varyings.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp index 7b2d4bd..278a778 100644 --- a/src/glsl/link_varyings.cpp +++ b/src/glsl/link_varyings.cpp @@ -1540,13 +1540,15 @@ check_against_output_limit(struct gl_context *ctx, const unsigned output_components = output_vectors * 4; if (output_components > max_output_components) { if (ctx->API == API_OPENGLES2 || prog->IsES) - linker_error(prog, "shader uses too many output vectors " + linker_error(prog, "%s shader uses too many output vectors " "(%u > %u)\n", + _mesa_shader_stage_to_string(producer->Stage), output_vectors, max_output_components / 4); else - linker_error(prog, "shader uses too many output components " + linker_error(prog, "%s shader uses too many output components " "(%u > %u)\n", + _mesa_shader_stage_to_string(producer->Stage), output_components, max_output_components); @@ -1579,13 +1581,15 @@ check_against_input_limit(struct gl_context *ctx, const unsigned input_components = input_vectors * 4; if (input_components > max_input_components) { if (ctx->API == API_OPENGLES2 || prog->IsES) - linker_error(prog, "shader uses too many input vectors " + linker_error(prog, "%s shader uses too many input vectors " "(%u > %u)\n", + _mesa_shader_stage_to_string(consumer->Stage), input_vectors, max_input_components / 4); else - linker_error(prog, "shader uses too many input components " + linker_error(prog, "%s shader uses too many input components " "(%u > %u)\n", + _mesa_shader_stage_to_string(consumer->Stage), input_components, max_input_components); |