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authorDave Airlie <[email protected]>2017-03-30 08:14:45 +0100
committerDave Airlie <[email protected]>2017-04-01 07:16:08 +1000
commitf239f597784806dcf7dfe80cc787f83251a1820b (patch)
treef637b3f171f4e7cd1eb189574c379ed54e93c1e0
parent5b40eab00ad079bcd173234c879d3a8ebf7fe9ec (diff)
radv: add tessellation support to shader naming
Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
-rw-r--r--src/amd/vulkan/radv_pipeline.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index f8002dd770b..44ae2928fc8 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -282,10 +282,12 @@ static const char *radv_get_shader_name(struct radv_shader_variant *var,
gl_shader_stage stage)
{
switch (stage) {
- case MESA_SHADER_VERTEX: return var->info.vs.as_es ? "Vertex Shader as ES" : "Vertex Shader as VS";
+ case MESA_SHADER_VERTEX: return var->info.vs.as_ls ? "Vertex Shader as LS" : var->info.vs.as_es ? "Vertex Shader as ES" : "Vertex Shader as VS";
case MESA_SHADER_GEOMETRY: return "Geometry Shader";
case MESA_SHADER_FRAGMENT: return "Pixel Shader";
case MESA_SHADER_COMPUTE: return "Compute Shader";
+ case MESA_SHADER_TESS_CTRL: return "Tessellation Control Shader";
+ case MESA_SHADER_TESS_EVAL: return var->info.tes.as_es ? "Tessellation Evaluation Shader as ES" : "Tessellation Evaluation Shader as VS";
default:
return "Unknown shader";
};