diff options
author | Kenneth Graunke <[email protected]> | 2015-12-31 16:28:08 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2016-01-19 14:57:42 -0800 |
commit | 4fc018576b577ed9ab3b713ba21727479a0e8b23 (patch) | |
tree | a2c36e285b6ff90cbeb6e01593bafa7271c4e666 | |
parent | 11fc7ad62ef9aa4c9df71e4e001582f8017e7a81 (diff) |
glsl: Don't abbreviate tessellation shader stage names.
I have a patch that writes shaders as .shader_test files, and it uses
this function to create the headers (i.e. [vertex shader]).
[tess ctrl shader] isn't a valid shader_runner header - it's spelled
out as [tessellation control shader].
There's no real reason to abbreviate it, so spell it out.
v2: Rebase on Rob's patches to move the code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
-rw-r--r-- | src/glsl/nir/shader_enums.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/glsl/nir/shader_enums.c b/src/glsl/nir/shader_enums.c index 16b20db3603..942d152b129 100644 --- a/src/glsl/nir/shader_enums.c +++ b/src/glsl/nir/shader_enums.c @@ -60,8 +60,8 @@ _mesa_shader_stage_to_string(unsigned stage) case MESA_SHADER_FRAGMENT: return "fragment"; case MESA_SHADER_GEOMETRY: return "geometry"; case MESA_SHADER_COMPUTE: return "compute"; - case MESA_SHADER_TESS_CTRL: return "tess ctrl"; - case MESA_SHADER_TESS_EVAL: return "tess eval"; + case MESA_SHADER_TESS_CTRL: return "tessellation control"; + case MESA_SHADER_TESS_EVAL: return "tessellation evaluation"; } unreachable("Unknown shader stage."); |