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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 /src/mesa/drivers/dri/i965/brw_clip_line.c | |
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]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_clip_line.c')
0 files changed, 0 insertions, 0 deletions