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);
More information about the mesa-commit
mailing list