Use _mesa_glsl_shader_target_name
authorIan Romanick <ian.d.romanick@intel.com>
Wed, 7 Apr 2010 23:41:40 +0000 (16:41 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 7 Apr 2010 23:49:25 +0000 (16:49 -0700)
ast_to_hir.cpp

index 6afd7eafec1da70114452e2d3ce4603d54377a50..07d40e27d2401703d0570c704871eb2b98dea5d5 100644 (file)
@@ -1306,11 +1306,12 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
    if (qual->centroid)
       var->centroid = 1;
 
-   if (qual->attribute && state->target == fragment_shader) {
+   if (qual->attribute && state->target != vertex_shader) {
       var->type = glsl_type::error_type;
       _mesa_glsl_error(loc, state,
                       "`attribute' variables may not be declared in the "
-                      "fragment shader");
+                      "%s shader",
+                      _mesa_glsl_shader_target_name(state->target));
    }
 
    /* From page 25 (page 31 of the PDF) of the GLSL 1.10 spec:
@@ -1590,8 +1591,7 @@ ast_declarator_list::hir(exec_list *instructions,
         if ((var->mode == ir_var_in) && (state->current_function == NULL)) {
            _mesa_glsl_error(& initializer_loc, state,
                             "cannot initialize %s shader input / %s",
-                            (state->target == vertex_shader)
-                            ? "vertex" : "fragment",
+                            _mesa_glsl_shader_target_name(state->target),
                             (state->target == vertex_shader)
                             ? "attribute" : "varying");
         }