[Mesa-dev] [PATCH] glsl: Don't abbreviate tessellation shader stage names.
Iago Toral
itoral at igalia.com
Mon Jan 18 06:38:58 PST 2016
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
On Mon, 2016-01-18 at 06:02 -0800, Kenneth Graunke wrote:
> 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.");
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