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);
*/
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");
}
}
}
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) {
"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");
}
}
&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;
}
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;
}
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;
}
linker_error(prog,
"insufficient contiguous locations "
- "available for %s `%s'",
+ "available for %s `%s'\n",
string, to_assign[i].var->name);
return false;
}
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));
}
_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));
}
}
"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));
}
}
}
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 {
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);
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;
}
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");
}
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;
}
*/
linker_error(prog,
"location qualifier for uniform %s overlaps "
- "previously used location",
+ "previously used location\n",
var->name);
return false;
}
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;
}
*/
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;
}