Maximum call stack depth increase

dEQP requires a stack depth of at least 33 for all tests to
pass. Since the stack depth in swiftshader is arbitrary and
doesn't actually depend on hardware, the maximum stack depth
was increased from 16 to 64.

Also added a bit of log info to make debugging easier.

Fixes 2 dEQP tests:
dEQP-GLES3.performance.compiler.optimization.function_inlining.32_nested_*

Change-Id: I95ae335977d4eb3b21a54296b7fc5e6019595e66
Reviewed-on: https://swiftshader-review.googlesource.com/16328
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/OpenGL/compiler/Compiler.cpp b/src/OpenGL/compiler/Compiler.cpp
index 7861acf..ae93385 100644
--- a/src/OpenGL/compiler/Compiler.cpp
+++ b/src/OpenGL/compiler/Compiler.cpp
@@ -227,7 +227,11 @@
 	else if(depth > maxCallStackDepth)
 	{
 		infoSink.info.prefix(EPrefixError);
-		infoSink.info << "Function call stack too deep";
+		infoSink.info << "Function call stack too deep (depth was ";
+		infoSink.info << depth;
+		infoSink.info << " while maximum call stack depth is ";
+		infoSink.info << maxCallStackDepth;
+		infoSink.info << ")";
 		return false;
 	}
 
diff --git a/src/OpenGL/libGLESv2/Shader.cpp b/src/OpenGL/libGLESv2/Shader.cpp
index ffe589e..fe1b830 100644
--- a/src/OpenGL/libGLESv2/Shader.cpp
+++ b/src/OpenGL/libGLESv2/Shader.cpp
@@ -181,7 +181,7 @@
 	resources.OES_fragment_precision_high = 1;
 	resources.OES_EGL_image_external = 1;
 	resources.EXT_draw_buffers = 1;
-	resources.MaxCallStackDepth = 16;
+	resources.MaxCallStackDepth = 64;
 	assembler->Init(resources);
 
 	return assembler;