radv: add tessellation support to shader naming
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -282,10 +282,12 @@ static const char *radv_get_shader_name(struct radv_shader_variant *var,
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gl_shader_stage stage)
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{
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switch (stage) {
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case MESA_SHADER_VERTEX: return var->info.vs.as_es ? "Vertex Shader as ES" : "Vertex Shader as VS";
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case MESA_SHADER_VERTEX: return var->info.vs.as_ls ? "Vertex Shader as LS" : var->info.vs.as_es ? "Vertex Shader as ES" : "Vertex Shader as VS";
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case MESA_SHADER_GEOMETRY: return "Geometry Shader";
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case MESA_SHADER_FRAGMENT: return "Pixel Shader";
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case MESA_SHADER_COMPUTE: return "Compute Shader";
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case MESA_SHADER_TESS_CTRL: return "Tessellation Control Shader";
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case MESA_SHADER_TESS_EVAL: return var->info.tes.as_es ? "Tessellation Evaluation Shader as ES" : "Tessellation Evaluation Shader as VS";
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default:
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return "Unknown shader";
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};
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