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https://gitlab.freedesktop.org/mesa/mesa.git
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linker: Add carriage returns on several linker errors
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
parent
2d5af04bae
commit
f9fc3ae89b
1 changed files with 20 additions and 20 deletions
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@ -642,7 +642,7 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
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emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
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if (emit_vertex.error()) {
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linker_error(prog, "Invalid call %s(%d). Accepted values for the "
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"stream parameter are in the range [0, %d].",
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"stream parameter are in the range [0, %d].\n",
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emit_vertex.error_func(),
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emit_vertex.error_stream(),
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ctx->Const.MaxVertexStreams - 1);
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@ -676,7 +676,7 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
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*/
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if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
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linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
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"with n>0 requires point output");
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"with n>0 requires point output\n");
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}
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}
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}
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@ -808,7 +808,7 @@ cross_validate_globals(struct gl_shader_program *prog,
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linker_error(prog,
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"All redeclarations of gl_FragDepth in all "
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"fragment shaders in a single program must have "
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"the same set of qualifiers.");
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"the same set of qualifiers.\n");
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}
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if (var->data.used && layout_differs) {
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@ -817,7 +817,7 @@ cross_validate_globals(struct gl_shader_program *prog,
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"qualifier in any fragment shader, it must be "
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"redeclared with the same layout qualifier in "
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"all fragment shaders that have assignments to "
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"gl_FragDepth");
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"gl_FragDepth\n");
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}
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}
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@ -948,7 +948,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
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&sh->UniformBlocks[j]);
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if (index == -1) {
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linker_error(prog, "uniform block `%s' has mismatching definitions",
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linker_error(prog, "uniform block `%s' has mismatching definitions\n",
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sh->UniformBlocks[j].Name);
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return false;
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}
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@ -1635,7 +1635,7 @@ link_intrastage_shaders(void *mem_ctx,
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if ((other_sig != NULL) && other_sig->is_defined
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&& !other_sig->is_builtin()) {
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linker_error(prog, "function `%s' is multiply defined",
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linker_error(prog, "function `%s' is multiply defined\n",
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f->name);
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return NULL;
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}
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@ -2086,7 +2086,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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if (attr + slots > max_index) {
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linker_error(prog,
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"insufficient contiguous locations "
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"available for %s `%s' %d %d %d", string,
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"available for %s `%s' %d %d %d\n", string,
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var->name, used_locations, use_mask, attr);
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return false;
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}
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@ -2155,7 +2155,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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linker_error(prog,
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"insufficient contiguous locations "
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"available for %s `%s'",
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"available for %s `%s'\n",
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string, to_assign[i].var->name);
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return false;
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}
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@ -2257,7 +2257,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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continue;
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if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
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linker_error(prog, "Too many %s shader texture samplers",
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linker_error(prog, "Too many %s shader texture samplers\n",
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_mesa_shader_stage_to_string(i));
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}
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@ -2271,7 +2271,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader default uniform block "
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"components",
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"components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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@ -2284,7 +2284,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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"this is non-portable out-of-spec behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader uniform components",
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linker_error(prog, "Too many %s shader uniform components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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@ -2302,7 +2302,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
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linker_error(prog, "Too many combined uniform blocks (%d/%d)",
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linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
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prog->NumUniformBlocks,
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ctx->Const.MaxCombinedUniformBlocks);
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} else {
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@ -2310,7 +2310,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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const unsigned max_uniform_blocks =
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ctx->Const.Program[i].MaxUniformBlocks;
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if (blocks[i] > max_uniform_blocks) {
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linker_error(prog, "Too many %s uniform blocks (%d/%d)",
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linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
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_mesa_shader_stage_to_string(i),
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blocks[i],
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max_uniform_blocks);
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@ -2338,7 +2338,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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if (sh) {
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if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
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linker_error(prog, "Too many %s shader image uniforms",
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linker_error(prog, "Too many %s shader image uniforms\n",
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_mesa_shader_stage_to_string(i));
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total_image_units += sh->NumImages;
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@ -2354,11 +2354,11 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
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linker_error(prog, "Too many combined image uniforms");
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linker_error(prog, "Too many combined image uniforms\n");
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if (total_image_units + fragment_outputs >
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ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
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linker_error(prog, "Too many combined image uniforms and fragment outputs");
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linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
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}
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@ -2382,7 +2382,7 @@ reserve_explicit_locations(struct gl_shader_program *prog,
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max_loc + 1);
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if (!prog->UniformRemapTable) {
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linker_error(prog, "Out of memory during linking.");
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linker_error(prog, "Out of memory during linking.\n");
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return false;
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}
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@ -2412,7 +2412,7 @@ reserve_explicit_locations(struct gl_shader_program *prog,
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*/
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linker_error(prog,
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"location qualifier for uniform %s overlaps "
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"previously used location",
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"previously used location\n",
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var->name);
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return false;
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}
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@ -2447,7 +2447,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
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string_to_uint_map *uniform_map = new string_to_uint_map;
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if (!uniform_map) {
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linker_error(prog, "Out of memory during linking.");
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linker_error(prog, "Out of memory during linking.\n");
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return;
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}
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@ -2721,7 +2721,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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*/
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if (first == MESA_SHADER_FRAGMENT) {
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linker_error(prog, "Transform feedback varyings specified, but "
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"no vertex or geometry shader is present.");
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"no vertex or geometry shader is present.\n");
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goto done;
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}
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