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author | marha <marha@users.sourceforge.net> | 2013-06-26 15:01:24 +0200 |
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committer | marha <marha@users.sourceforge.net> | 2013-06-26 15:01:24 +0200 |
commit | 2fe2056807d1304de86deb2b59992d51d9252ad0 (patch) | |
tree | 665d730ee19df03e4dfca01371009ec778a343af /mesalib/src/glsl/link_varyings.cpp | |
parent | fa791414601df61d20d860299dba80fdb62565df (diff) | |
download | vcxsrv-2fe2056807d1304de86deb2b59992d51d9252ad0.tar.gz vcxsrv-2fe2056807d1304de86deb2b59992d51d9252ad0.tar.bz2 vcxsrv-2fe2056807d1304de86deb2b59992d51d9252ad0.zip |
libXext mesa git update 29 June 20013
libXext commit 7378d4bdbd33ed49ed6cfa5c4f73d7527982aab4
mesa commit 9aebad618c0aab527a0b838ce0a79ffa6dd426bb
Diffstat (limited to 'mesalib/src/glsl/link_varyings.cpp')
-rw-r--r-- | mesalib/src/glsl/link_varyings.cpp | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/mesalib/src/glsl/link_varyings.cpp b/mesalib/src/glsl/link_varyings.cpp index 34e3440d6..4fdbdc199 100644 --- a/mesalib/src/glsl/link_varyings.cpp +++ b/mesalib/src/glsl/link_varyings.cpp @@ -31,6 +31,7 @@ #include "main/mtypes.h" #include "glsl_symbol_table.h" +#include "glsl_parser_extras.h" #include "ir_optimization.h" #include "linker.h" #include "link_varyings.h" @@ -47,9 +48,10 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog, gl_shader *producer, gl_shader *consumer) { glsl_symbol_table parameters; - /* FINISHME: Figure these out dynamically. */ - const char *const producer_stage = "vertex"; - const char *const consumer_stage = "fragment"; + const char *const producer_stage = + _mesa_glsl_shader_target_name(producer->Type); + const char *const consumer_stage = + _mesa_glsl_shader_target_name(consumer->Type); /* Find all shader outputs in the "producer" stage. */ @@ -1135,8 +1137,11 @@ assign_varying_locations(struct gl_context *ctx, * "glsl1-varying read but not written" in piglit. */ - linker_error(prog, "fragment shader varying %s not written " - "by vertex shader\n.", var->name); + linker_error(prog, "%s shader varying %s not written " + "by %s shader\n.", + _mesa_glsl_shader_target_name(consumer->Type), + var->name, + _mesa_glsl_shader_target_name(producer->Type)); } /* An 'in' variable is only really a shader input if its |