Mesa (master): glsl: Specify the shader stage in linker errors due to too many in/outputs.

Jose Fonseca jrfonseca at kemper.freedesktop.org
Tue Jun 23 11:24:03 UTC 2015


Module: Mesa
Branch: master
Commit: 634cfb9a458bcc1051b60ab13bd12e17bba0f71b
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=634cfb9a458bcc1051b60ab13bd12e17bba0f71b

Author: Jose Fonseca <jfonseca at vmware.com>
Date:   Fri Jun 19 13:53:46 2015 +0100

glsl: Specify the shader stage in linker errors due to too many in/outputs.

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Brian Paul <brianp at vmware.com>

---

 src/glsl/link_varyings.cpp |   12 ++++++++----
 1 file 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);
 




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