diff options
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 16 |
1 files changed, 6 insertions, 10 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index f6d7a909550..6edf7c18059 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1893,10 +1893,6 @@ store_fragdepth_layout(struct gl_shader_program *prog) static void check_resources(struct gl_context *ctx, struct gl_shader_program *prog) { - static const char *const shader_names[MESA_SHADER_TYPES] = { - "vertex", "geometry", "fragment" - }; - const unsigned max_samplers[MESA_SHADER_TYPES] = { ctx->Const.VertexProgram.MaxTextureImageUnits, ctx->Const.GeometryProgram.MaxTextureImageUnits, @@ -1929,7 +1925,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) if (sh->num_samplers > max_samplers[i]) { linker_error(prog, "Too many %s shader texture samplers", - shader_names[i]); + _mesa_shader_type_to_string(i)); } if (sh->num_uniform_components > max_default_uniform_components[i]) { @@ -1938,11 +1934,11 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) "components, but the driver will try to optimize " "them out; this is non-portable out-of-spec " "behavior\n", - shader_names[i]); + _mesa_shader_type_to_string(i)); } else { linker_error(prog, "Too many %s shader default uniform block " "components", - shader_names[i]); + _mesa_shader_type_to_string(i)); } } @@ -1952,10 +1948,10 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) linker_warning(prog, "Too many %s shader uniform components, " "but the driver will try to optimize them out; " "this is non-portable out-of-spec behavior\n", - shader_names[i]); + _mesa_shader_type_to_string(i)); } else { linker_error(prog, "Too many %s shader uniform components", - shader_names[i]); + _mesa_shader_type_to_string(i)); } } } @@ -1979,7 +1975,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { if (blocks[i] > max_uniform_blocks[i]) { linker_error(prog, "Too many %s uniform blocks (%d/%d)", - shader_names[i], + _mesa_shader_type_to_string(i), blocks[i], max_uniform_blocks[i]); break; |