[Mesa-dev] [PATCH 1/2] glsl: Specify the shader stage in linker errors due to too many in/outputs.
Jose Fonseca
jfonseca at vmware.com
Fri Jun 19 06:08:39 PDT 2015
---
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);
--
2.1.0
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