[Mesa-dev] [PATCH] glsl: fix linker error message context for frag shader output.

Dave Airlie airlied at gmail.com
Tue Nov 22 11:57:46 PST 2011


From: Dave Airlie <airlied at redhat.com>

A later error prints this properly, fix this case to do the same.

Signed-off-by: Dave Airlie <airlied at redhat.com>
---
 src/glsl/linker.cpp |    4 +++-
 1 files changed, 3 insertions(+), 1 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 3527088..b2068b2 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1281,9 +1281,11 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
 	     * attribute overlaps any previously allocated bits.
 	     */
 	    if ((~(use_mask << attr) & used_locations) != used_locations) {
+	       const char *const string = (target_index == MESA_SHADER_VERTEX)
+		  ? "vertex shader input" : "fragment shader output";
 	       linker_error(prog,
 			    "insufficient contiguous attribute locations "
-			    "available for vertex shader input `%s'",
+			    "available for %s `%s'", string,
 			    var->name);
 	       return false;
 	    }
-- 
1.7.7.1



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