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glsl: Slightly restructure error generation in validate_explicit_location
Use mode_string to get the name of the variable mode. Slightly change the control flow. Both of these changes make it easier to support separate shader object location layouts. The format of the message changed because mode_string can return a string like "shader output". This would result in an awkward message like "vertex shader shader output..." Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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1 changed files with 11 additions and 11 deletions
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@ -2053,7 +2053,6 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
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YYLTYPE *loc)
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{
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bool fail = false;
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const char *string = "";
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/* In the vertex shader only shader inputs can be given explicit
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* locations.
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@ -2063,10 +2062,11 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
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*/
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switch (state->target) {
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case vertex_shader:
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if (var->mode != ir_var_shader_in) {
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fail = true;
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string = "input";
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if (var->mode == ir_var_shader_in) {
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break;
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}
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fail = true;
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break;
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case geometry_shader:
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@ -2076,19 +2076,19 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
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return;
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case fragment_shader:
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if (var->mode != ir_var_shader_out) {
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fail = true;
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string = "output";
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if (var->mode == ir_var_shader_out) {
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break;
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}
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fail = true;
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break;
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};
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if (fail) {
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_mesa_glsl_error(loc, state,
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"only %s shader %s variables can be given an "
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"explicit location",
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_mesa_glsl_shader_target_name(state->target),
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string);
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"%s cannot be given an explicit location in %s shader",
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mode_string(var),
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_mesa_glsl_shader_target_name(state->target));
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} else {
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var->explicit_location = true;
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