Reviewed-by: Iago Toral Quiroga <ito...@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 <kenn...@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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