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>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 8278e43..09ffdff 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1319,9 +1319,11 @@
* 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 @@
? "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;