glsl: Specify the shader stage in linker errors due to too many in/outputs.
authorJose Fonseca <jfonseca@vmware.com>
Fri, 19 Jun 2015 12:53:46 +0000 (13:53 +0100)
committerJose Fonseca <jfonseca@vmware.com>
Tue, 23 Jun 2015 11:06:39 +0000 (12:06 +0100)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
src/glsl/link_varyings.cpp

index 7b2d4bd239454ebcd0c5575af2568136b8e034e2..278a778797b8f21ac288f4b787f961f7f543ad2b 100644 (file)
@@ -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);