* attribute overlaps any previously allocated bits.
*/
if ((~(use_mask << attr) & used_locations) != used_locations) {
+ const char *const string = (target_index == MESA_SHADER_VERTEX)
+ ? "vertex shader input" : "fragment shader output";
linker_error(prog,
- "insufficient contiguous attribute locations "
- "available for vertex shader input `%s'",
+ "insufficient contiguous locations "
+ "available for %s `%s'", string,
var->name);
return false;
}
? "vertex shader input" : "fragment shader output";
linker_error(prog,
- "insufficient contiguous attribute locations "
+ "insufficient contiguous locations "
"available for %s `%s'",
string, to_assign[i].var->name);
return false;