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authorKenneth Graunke <[email protected]>2015-12-31 16:28:08 -0800
committerKenneth Graunke <[email protected]>2016-01-19 14:57:42 -0800
commit4fc018576b577ed9ab3b713ba21727479a0e8b23 (patch)
treea2c36e285b6ff90cbeb6e01593bafa7271c4e666 /src/glsl/nir
parent11fc7ad62ef9aa4c9df71e4e001582f8017e7a81 (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]>
Diffstat (limited to 'src/glsl/nir')
-rw-r--r--src/glsl/nir/shader_enums.c4
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.");