Use _mesa_glsl_shader_target_name
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@@ -1306,11 +1306,12 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
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if (qual->centroid)
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var->centroid = 1;
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if (qual->attribute && state->target == fragment_shader) {
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if (qual->attribute && state->target != vertex_shader) {
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var->type = glsl_type::error_type;
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_mesa_glsl_error(loc, state,
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"`attribute' variables may not be declared in the "
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"fragment shader");
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"%s shader",
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_mesa_glsl_shader_target_name(state->target));
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}
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/* From page 25 (page 31 of the PDF) of the GLSL 1.10 spec:
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@@ -1590,8 +1591,7 @@ ast_declarator_list::hir(exec_list *instructions,
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if ((var->mode == ir_var_in) && (state->current_function == NULL)) {
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_mesa_glsl_error(& initializer_loc, state,
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"cannot initialize %s shader input / %s",
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(state->target == vertex_shader)
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? "vertex" : "fragment",
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_mesa_glsl_shader_target_name(state->target),
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(state->target == vertex_shader)
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? "attribute" : "varying");
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}
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