From 634cfb9a458bcc1051b60ab13bd12e17bba0f71b Mon Sep 17 00:00:00 2001 From: Jose Fonseca Date: Fri, 19 Jun 2015 13:53:46 +0100 Subject: [PATCH] glsl: Specify the shader stage in linker errors due to too many in/outputs. Reviewed-by: Ian Romanick Reviewed-by: Brian Paul --- src/glsl/link_varyings.cpp | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp index 7b2d4bd2394..278a778797b 100644 --- a/src/glsl/link_varyings.cpp +++ b/src/glsl/link_varyings.cpp @@ -1540,13 +1540,15 @@ check_against_output_limit(struct gl_context *ctx, 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); @@ -1579,13 +1581,15 @@ check_against_input_limit(struct gl_context *ctx, 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); -- 2.30.2