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authorJose Fonseca <[email protected]>2015-06-19 13:53:46 +0100
committerJose Fonseca <[email protected]>2015-06-23 12:06:39 +0100
commit634cfb9a458bcc1051b60ab13bd12e17bba0f71b (patch)
treec366aa3a46e30383423c561f8097c5dfcb05ac69 /src/glsl/link_varyings.cpp
parent4731be701f3094666c24c143d9d6ddf53c456c39 (diff)
glsl: Specify the shader stage in linker errors due to too many in/outputs.
Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/glsl/link_varyings.cpp')
-rw-r--r--src/glsl/link_varyings.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 7b2d4bd2394..278a778797b 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);