glsl: Don't abbreviate tessellation shader stage names.
authorKenneth Graunke <kenneth@whitecape.org>
Fri, 1 Jan 2016 00:28:08 +0000 (16:28 -0800)
committerKenneth Graunke <kenneth@whitecape.org>
Tue, 19 Jan 2016 22:57:42 +0000 (14:57 -0800)
commit4fc018576b577ed9ab3b713ba21727479a0e8b23
treea2c36e285b6ff90cbeb6e01593bafa7271c4e666
parent11fc7ad62ef9aa4c9df71e4e001582f8017e7a81
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 <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
src/glsl/nir/shader_enums.c