ENUM(MESA_SHADER_GEOMETRY),
ENUM(MESA_SHADER_FRAGMENT),
ENUM(MESA_SHADER_COMPUTE),
+ ENUM(MESA_SHADER_KERNEL),
};
- STATIC_ASSERT(ARRAY_SIZE(names) == MESA_SHADER_STAGES);
+ STATIC_ASSERT(ARRAY_SIZE(names) == MESA_ALL_SHADER_STAGES);
return NAME(stage);
}
case MESA_SHADER_FRAGMENT: return "fragment";
case MESA_SHADER_GEOMETRY: return "geometry";
case MESA_SHADER_COMPUTE: return "compute";
+ case MESA_SHADER_KERNEL: return "kernel";
case MESA_SHADER_TESS_CTRL: return "tessellation control";
case MESA_SHADER_TESS_EVAL: return "tessellation evaluation";
}
case MESA_SHADER_FRAGMENT: return "FS";
case MESA_SHADER_GEOMETRY: return "GS";
case MESA_SHADER_COMPUTE: return "CS";
+ case MESA_SHADER_KERNEL: return "CL";
case MESA_SHADER_TESS_CTRL: return "TCS";
case MESA_SHADER_TESS_EVAL: return "TES";
}