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-rw-r--r--src/mesa/program/ir_to_mesa.cpp53
1 files changed, 22 insertions, 31 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 8b4a535b75f..a0188128e2a 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -331,20 +331,6 @@ dst_reg undef_dst = dst_reg(PROGRAM_UNDEFINED, SWIZZLE_NOOP);
dst_reg address_reg = dst_reg(PROGRAM_ADDRESS, WRITEMASK_X);
-static void
-fail_link(struct gl_shader_program *prog, const char *fmt, ...) PRINTFLIKE(2, 3);
-
-static void
-fail_link(struct gl_shader_program *prog, const char *fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, args);
- va_end(args);
-
- prog->LinkStatus = GL_FALSE;
-}
-
static int
swizzle_for_size(int size)
{
@@ -789,10 +775,11 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
if (storage->file == PROGRAM_TEMPORARY &&
dst.index != storage->index + (int) ir->num_state_slots) {
- fail_link(this->shader_program,
- "failed to load builtin uniform `%s' (%d/%d regs loaded)\n",
- ir->name, dst.index - storage->index,
- type_size(ir->type));
+ linker_error(this->shader_program,
+ "failed to load builtin uniform `%s' "
+ "(%d/%d regs loaded)\n",
+ ir->name, dst.index - storage->index,
+ type_size(ir->type));
}
}
}
@@ -2413,29 +2400,32 @@ check_resources(const struct gl_context *ctx,
case GL_VERTEX_PROGRAM_ARB:
if (_mesa_bitcount(prog->SamplersUsed) >
ctx->Const.MaxVertexTextureImageUnits) {
- fail_link(shader_program, "Too many vertex shader texture samplers");
+ linker_error(shader_program,
+ "Too many vertex shader texture samplers");
}
if (prog->Parameters->NumParameters > MAX_UNIFORMS) {
- fail_link(shader_program, "Too many vertex shader constants");
+ linker_error(shader_program, "Too many vertex shader constants");
}
break;
case MESA_GEOMETRY_PROGRAM:
if (_mesa_bitcount(prog->SamplersUsed) >
ctx->Const.MaxGeometryTextureImageUnits) {
- fail_link(shader_program, "Too many geometry shader texture samplers");
+ linker_error(shader_program,
+ "Too many geometry shader texture samplers");
}
if (prog->Parameters->NumParameters >
MAX_GEOMETRY_UNIFORM_COMPONENTS / 4) {
- fail_link(shader_program, "Too many geometry shader constants");
+ linker_error(shader_program, "Too many geometry shader constants");
}
break;
case GL_FRAGMENT_PROGRAM_ARB:
if (_mesa_bitcount(prog->SamplersUsed) >
ctx->Const.MaxTextureImageUnits) {
- fail_link(shader_program, "Too many fragment shader texture samplers");
+ linker_error(shader_program,
+ "Too many fragment shader texture samplers");
}
if (prog->Parameters->NumParameters > MAX_UNIFORMS) {
- fail_link(shader_program, "Too many fragment shader constants");
+ linker_error(shader_program, "Too many fragment shader constants");
}
break;
default:
@@ -2550,9 +2540,10 @@ add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
* from _mesa_add_uniform) has to match what the linker chose.
*/
if (index != parameter_index) {
- fail_link(shader_program, "Allocation of uniform `%s' to target "
- "failed (%d vs %d)\n",
- uniform->Name, index, parameter_index);
+ linker_error(shader_program,
+ "Allocation of uniform `%s' to target failed "
+ "(%d vs %d)\n",
+ uniform->Name, index, parameter_index);
}
}
}
@@ -2585,8 +2576,8 @@ set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
int loc = _mesa_get_uniform_location(ctx, shader_program, name);
if (loc == -1) {
- fail_link(shader_program,
- "Couldn't find uniform for initializer %s\n", name);
+ linker_error(shader_program,
+ "Couldn't find uniform for initializer %s\n", name);
return;
}
@@ -2987,7 +2978,7 @@ get_mesa_program(struct gl_context *ctx,
prog->IndirectRegisterFiles |= 1 << mesa_inst->SrcReg[src].File;
if (options->EmitNoIfs && mesa_inst->Opcode == OPCODE_IF) {
- fail_link(shader_program, "Couldn't flatten if statement\n");
+ linker_error(shader_program, "Couldn't flatten if statement\n");
}
switch (mesa_inst->Opcode) {
@@ -3258,7 +3249,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
for (i = 0; i < prog->NumShaders; i++) {
if (!prog->Shaders[i]->CompileStatus) {
- fail_link(prog, "linking with uncompiled shader");
+ linker_error(prog, "linking with uncompiled shader");
prog->LinkStatus = GL_FALSE;
}
}