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>
This commit is contained in:
Dave Airlie 2011-11-20 19:56:35 +00:00
parent a83c1d61c2
commit 7449ae4597

View file

@ -1319,9 +1319,11 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
* attribute overlaps any previously allocated bits.
*/
if ((~(use_mask << attr) & used_locations) != used_locations) {
const char *const string = (target_index == MESA_SHADER_VERTEX)
? "vertex shader input" : "fragment shader output";
linker_error(prog,
"insufficient contiguous attribute locations "
"available for vertex shader input `%s'",
"insufficient contiguous locations "
"available for %s `%s'", string,
var->name);
return false;
}
@ -1370,7 +1372,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
? "vertex shader input" : "fragment shader output";
linker_error(prog,
"insufficient contiguous attribute locations "
"insufficient contiguous locations "
"available for %s `%s'",
string, to_assign[i].var->name);
return false;