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authorEric Anholt <[email protected]>2013-06-12 16:57:11 -0700
committerEric Anholt <[email protected]>2013-06-21 10:04:29 -0700
commitfaf3dbad0d30ed36ae6010a90ca2513edb591148 (patch)
tree77dfcda58e211cb78801cfaee2d3e9e837993979 /src/glsl/linker.cpp
parent426ca34b7a2c3b9edfc0189daece8de3aff80627 (diff)
mesa: Use shared code for converting shader targets to short strings.
We were duplicating this code all over the place, and they all would need updating for the next set of shader targets. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index cd8d680aec4..c168e47e0c8 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -66,6 +66,7 @@
#include "main/core.h"
#include "glsl_symbol_table.h"
+#include "glsl_parser_extras.h"
#include "ir.h"
#include "program.h"
#include "program/hash_table.h"
@@ -1009,8 +1010,7 @@ link_intrastage_shaders(void *mem_ctx,
if (main == NULL) {
linker_error(prog, "%s shader lacks `main'\n",
- (shader_list[0]->Type == GL_VERTEX_SHADER)
- ? "vertex" : "fragment");
+ _mesa_glsl_shader_target_name(shader_list[0]->Type));
return NULL;
}