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."); -- 2.7.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev