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glsl: fix linker error message context for frag shader output.
A later error prints this properly, fix this case to do the same. v2: remove attribute as per Ian's suggestion Signed-off-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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1 changed files with 5 additions and 3 deletions
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@ -1319,9 +1319,11 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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* attribute overlaps any previously allocated bits.
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*/
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if ((~(use_mask << attr) & used_locations) != used_locations) {
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const char *const string = (target_index == MESA_SHADER_VERTEX)
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? "vertex shader input" : "fragment shader output";
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linker_error(prog,
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"insufficient contiguous attribute locations "
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"available for vertex shader input `%s'",
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"insufficient contiguous locations "
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"available for %s `%s'", string,
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var->name);
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return false;
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}
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@ -1370,7 +1372,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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? "vertex shader input" : "fragment shader output";
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linker_error(prog,
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"insufficient contiguous attribute locations "
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"insufficient contiguous locations "
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"available for %s `%s'",
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string, to_assign[i].var->name);
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return false;
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