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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>
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parent
4731be701f
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634cfb9a45
1 changed files with 8 additions and 4 deletions
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@ -1540,13 +1540,15 @@ check_against_output_limit(struct gl_context *ctx,
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const unsigned output_components = output_vectors * 4;
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if (output_components > max_output_components) {
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if (ctx->API == API_OPENGLES2 || prog->IsES)
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linker_error(prog, "shader uses too many output vectors "
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linker_error(prog, "%s shader uses too many output vectors "
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"(%u > %u)\n",
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_mesa_shader_stage_to_string(producer->Stage),
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output_vectors,
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max_output_components / 4);
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else
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linker_error(prog, "shader uses too many output components "
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linker_error(prog, "%s shader uses too many output components "
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"(%u > %u)\n",
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_mesa_shader_stage_to_string(producer->Stage),
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output_components,
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max_output_components);
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@ -1579,13 +1581,15 @@ check_against_input_limit(struct gl_context *ctx,
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const unsigned input_components = input_vectors * 4;
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if (input_components > max_input_components) {
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if (ctx->API == API_OPENGLES2 || prog->IsES)
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linker_error(prog, "shader uses too many input vectors "
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linker_error(prog, "%s shader uses too many input vectors "
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"(%u > %u)\n",
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_mesa_shader_stage_to_string(consumer->Stage),
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input_vectors,
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max_input_components / 4);
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else
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linker_error(prog, "shader uses too many input components "
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linker_error(prog, "%s shader uses too many input components "
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"(%u > %u)\n",
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_mesa_shader_stage_to_string(consumer->Stage),
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input_components,
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max_input_components);
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