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);
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);