glsl: Specify the shader stage in linker errors due to too many in/outputs.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Jose Fonseca 2015-06-19 13:53:46 +01:00
parent 4731be701f
commit 634cfb9a45

View file

@ -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);