Use _mesa_glsl_shader_target_name

This commit is contained in:
Ian Romanick
2010-04-07 16:41:40 -07:00
parent 5bfe30a02b
commit ae4c4c0795

View File

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