[Mesa-dev] [PATCH 1/2] glsl: Specify the shader stage in linker errors due to too many in/outputs.

Ian Romanick idr at freedesktop.org
Mon Jun 22 08:22:19 PDT 2015


This patch is

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

On 06/19/2015 06:08 AM, Jose Fonseca wrote:
> ---
>  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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