[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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