From 4fc018576b577ed9ab3b713ba21727479a0e8b23 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Thu, 31 Dec 2015 16:28:08 -0800 Subject: [PATCH] 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 Reviewed-by: Iago Toral Quiroga --- src/glsl/nir/shader_enums.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/glsl/nir/shader_enums.c b/src/glsl/nir/shader_enums.c index 16b20db3603..942d152b129 100644 --- a/src/glsl/nir/shader_enums.c +++ b/src/glsl/nir/shader_enums.c @@ -60,8 +60,8 @@ _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."); -- 2.30.2