[Mesa-dev] [PATCH] glsl: fix linker error message context for frag shader output.
Ian Romanick
idr at freedesktop.org
Tue Nov 22 12:46:01 PST 2011
On 11/22/2011 11:57 AM, Dave Airlie wrote:
> 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>
Other than the one additional change suggested below,
Reviewed-by: Ian Romanick <ian.d.romanick at intel.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 "
^^^^^^^^^
I think this word should be deleted too. Fragment shader outputs aren't
called attributes, so saying attribute in that case doesn't make a bit
of sense. I don't think we lose anything by removing it in the vertex
shader input case either.
> - "available for vertex shader input `%s'",
> + "available for %s `%s'", string,
> var->name);
> return false;
> }
More information about the mesa-dev
mailing list