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path: root/mesalib/src/glsl/ast_to_hir.cpp
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Diffstat (limited to 'mesalib/src/glsl/ast_to_hir.cpp')
-rw-r--r--mesalib/src/glsl/ast_to_hir.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/mesalib/src/glsl/ast_to_hir.cpp b/mesalib/src/glsl/ast_to_hir.cpp
index 3bc181e87..91810f985 100644
--- a/mesalib/src/glsl/ast_to_hir.cpp
+++ b/mesalib/src/glsl/ast_to_hir.cpp
@@ -2110,7 +2110,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
_mesa_glsl_error(loc, state,
"%s cannot be given an explicit location in %s shader",
mode_string(var),
- _mesa_glsl_shader_target_name(state->target));
+ _mesa_shader_type_to_string(state->target));
} else {
var->data.explicit_location = true;
@@ -2188,7 +2188,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
_mesa_glsl_error(loc, state,
"`attribute' variables may not be declared in the "
"%s shader",
- _mesa_glsl_shader_target_name(state->target));
+ _mesa_shader_type_to_string(state->target));
}
/* Section 6.1.1 (Function Calling Conventions) of the GLSL 1.10 spec says:
@@ -2599,7 +2599,7 @@ process_initializer(ir_variable *var, ast_declaration *decl,
if ((var->data.mode == ir_var_shader_in) && (state->current_function == NULL)) {
_mesa_glsl_error(& initializer_loc, state,
"cannot initialize %s shader input / %s",
- _mesa_glsl_shader_target_name(state->target),
+ _mesa_shader_type_to_string(state->target),
(state->target == MESA_SHADER_VERTEX)
? "attribute" : "varying");
}
@@ -4890,7 +4890,7 @@ ast_interface_block::hir(exec_list *instructions,
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex input not allowed "
"in the %s shader",
- _mesa_glsl_shader_target_name(state->target));
+ _mesa_shader_type_to_string(state->target));
}
if (this->instance_name == NULL ||
strcmp(this->instance_name, "gl_in") != 0 || !this->is_array) {
@@ -4907,7 +4907,7 @@ ast_interface_block::hir(exec_list *instructions,
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex output not "
"allowed in the %s shader",
- _mesa_glsl_shader_target_name(state->target));
+ _mesa_shader_type_to_string(state->target));
}
if (this->instance_name != NULL) {
_mesa_glsl_error(&loc, state,