[Mesa-dev] [PATCH] glsl: Don't abbreviate tessellation shader stage names.
Kenneth Graunke
kenneth at whitecape.org
Mon Jan 18 06:02:27 PST 2016
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.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/glsl/glsl_parser_extras.cpp | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 8c46f14..a9e3da8 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -424,8 +424,8 @@ _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.");
--
2.7.0
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