linker: Add carriage returns on several linker errors
authorAndres Gomez <agomez@igalia.com>
Tue, 18 Nov 2014 15:43:35 +0000 (08:43 -0700)
committerBrian Paul <brianp@vmware.com>
Tue, 18 Nov 2014 15:47:04 +0000 (08:47 -0700)
Reviewed-by: Brian Paul <brianp@vmware.com>
src/glsl/linker.cpp

index 41d6a82cf718b395551897ed3f8e458ebfc66074..de6b1fb9f37b2d5d6851ae0006b625d306a1cf2c 100644 (file)
@@ -642,7 +642,7 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
       emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
       if (emit_vertex.error()) {
          linker_error(prog, "Invalid call %s(%d). Accepted values for the "
-                      "stream parameter are in the range [0, %d].",
+                      "stream parameter are in the range [0, %d].\n",
                       emit_vertex.error_func(),
                       emit_vertex.error_stream(),
                       ctx->Const.MaxVertexStreams - 1);
@@ -676,7 +676,7 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
        */
       if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
          linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
-                      "with n>0 requires point output");
+                      "with n>0 requires point output\n");
       }
    }
 }
@@ -808,7 +808,7 @@ cross_validate_globals(struct gl_shader_program *prog,
                  linker_error(prog,
                               "All redeclarations of gl_FragDepth in all "
                               "fragment shaders in a single program must have "
-                              "the same set of qualifiers.");
+                              "the same set of qualifiers.\n");
               }
 
               if (var->data.used && layout_differs) {
@@ -817,7 +817,7 @@ cross_validate_globals(struct gl_shader_program *prog,
                               "qualifier in any fragment shader, it must be "
                               "redeclared with the same layout qualifier in "
                               "all fragment shaders that have assignments to "
-                              "gl_FragDepth");
+                              "gl_FragDepth\n");
               }
            }
 
@@ -948,7 +948,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
                                                       &sh->UniformBlocks[j]);
 
         if (index == -1) {
-           linker_error(prog, "uniform block `%s' has mismatching definitions",
+           linker_error(prog, "uniform block `%s' has mismatching definitions\n",
                         sh->UniformBlocks[j].Name);
            return false;
         }
@@ -1635,7 +1635,7 @@ link_intrastage_shaders(void *mem_ctx,
 
               if ((other_sig != NULL) && other_sig->is_defined
                   && !other_sig->is_builtin()) {
-                 linker_error(prog, "function `%s' is multiply defined",
+                 linker_error(prog, "function `%s' is multiply defined\n",
                               f->name);
                  return NULL;
               }
@@ -2086,7 +2086,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
             if (attr + slots > max_index) {
                linker_error(prog,
                            "insufficient contiguous locations "
-                           "available for %s `%s' %d %d %d", string,
+                           "available for %s `%s' %d %d %d\n", string,
                            var->name, used_locations, use_mask, attr);
                return false;
             }
@@ -2155,7 +2155,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
 
         linker_error(prog,
                      "insufficient contiguous locations "
-                     "available for %s `%s'",
+                     "available for %s `%s'\n",
                      string, to_assign[i].var->name);
         return false;
       }
@@ -2257,7 +2257,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
         continue;
 
       if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
-        linker_error(prog, "Too many %s shader texture samplers",
+        linker_error(prog, "Too many %s shader texture samplers\n",
                      _mesa_shader_stage_to_string(i));
       }
 
@@ -2271,7 +2271,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
                            _mesa_shader_stage_to_string(i));
          } else {
             linker_error(prog, "Too many %s shader default uniform block "
-                        "components",
+                        "components\n",
                          _mesa_shader_stage_to_string(i));
          }
       }
@@ -2284,7 +2284,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
                            "this is non-portable out-of-spec behavior\n",
                            _mesa_shader_stage_to_string(i));
          } else {
-            linker_error(prog, "Too many %s shader uniform components",
+            linker_error(prog, "Too many %s shader uniform components\n",
                          _mesa_shader_stage_to_string(i));
          }
       }
@@ -2302,7 +2302,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       }
 
       if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
-        linker_error(prog, "Too many combined uniform blocks (%d/%d)",
+        linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
                      prog->NumUniformBlocks,
                      ctx->Const.MaxCombinedUniformBlocks);
       } else {
@@ -2310,7 +2310,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
             const unsigned max_uniform_blocks =
                ctx->Const.Program[i].MaxUniformBlocks;
            if (blocks[i] > max_uniform_blocks) {
-              linker_error(prog, "Too many %s uniform blocks (%d/%d)",
+              linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
                            _mesa_shader_stage_to_string(i),
                            blocks[i],
                            max_uniform_blocks);
@@ -2338,7 +2338,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 
       if (sh) {
          if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
-            linker_error(prog, "Too many %s shader image uniforms",
+            linker_error(prog, "Too many %s shader image uniforms\n",
                          _mesa_shader_stage_to_string(i));
 
          total_image_units += sh->NumImages;
@@ -2354,11 +2354,11 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 
    if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
-      linker_error(prog, "Too many combined image uniforms");
+      linker_error(prog, "Too many combined image uniforms\n");
 
    if (total_image_units + fragment_outputs >
        ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
-      linker_error(prog, "Too many combined image uniforms and fragment outputs");
+      linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
 }
 
 
@@ -2382,7 +2382,7 @@ reserve_explicit_locations(struct gl_shader_program *prog,
                   max_loc + 1);
 
       if (!prog->UniformRemapTable) {
-         linker_error(prog, "Out of memory during linking.");
+         linker_error(prog, "Out of memory during linking.\n");
          return false;
       }
 
@@ -2412,7 +2412,7 @@ reserve_explicit_locations(struct gl_shader_program *prog,
           */
          linker_error(prog,
                       "location qualifier for uniform %s overlaps "
-                      "previously used location",
+                      "previously used location\n",
                       var->name);
          return false;
       }
@@ -2447,7 +2447,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
    string_to_uint_map *uniform_map = new string_to_uint_map;
 
    if (!uniform_map) {
-      linker_error(prog, "Out of memory during linking.");
+      linker_error(prog, "Out of memory during linking.\n");
       return;
    }
 
@@ -2721,7 +2721,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
        */
       if (first == MESA_SHADER_FRAGMENT) {
          linker_error(prog, "Transform feedback varyings specified, but "
-                      "no vertex or geometry shader is present.");
+                      "no vertex or geometry shader is present.\n");
          goto done;
       }