mesa: better error message when running out of GLSL samplers
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@@ -240,7 +240,10 @@ link_uniform_vars(struct gl_shader_program *shProg,
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GLuint sampNum = *numSamplers;
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GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
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if (oldSampNum >= MAX_SAMPLERS) {
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link_error(shProg, "Too many texture samplers");
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char s[100];
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sprintf(s, "Too many texture samplers (%u, max is %u)",
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oldSampNum + 1, MAX_SAMPLERS);
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link_error(shProg, s);
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return GL_FALSE;
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}
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samplerMap[oldSampNum] = sampNum;
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