[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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