Module: Mesa
Branch: main
Commit: ebe4e337fda951e01b87242a3d960c6d882b0fcc
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=ebe4e337fda951e01b87242a3d960c6d882b0fcc

Author: Konstantin Seurer <[email protected]>
Date:   Thu Jun  8 16:07:41 2023 +0200

radv: Use _mesa_shader_stage_to_string for executable name

We can not use it for all stages because RADV has some special stages
and shader-db doesn't handle all stages.

Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23524>

---

 src/amd/vulkan/radv_pipeline.c | 24 +++++-------------------
 1 file changed, 5 insertions(+), 19 deletions(-)

diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index 80bfa330a83..1c24a30a1c8 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -786,85 +786,71 @@ radv_GetPipelineExecutablePropertiesKHR(VkDevice _device, 
const VkPipelineInfoKH
 
       pProperties[executable_idx].stages = mesa_to_vk_shader_stage(stage);
 
-      const char *name = NULL;
+      const char *name = _mesa_shader_stage_to_string(stage);
       const char *description = NULL;
       switch (stage) {
       case MESA_SHADER_VERTEX:
-         name = "Vertex Shader";
          description = "Vulkan Vertex Shader";
          break;
       case MESA_SHADER_TESS_CTRL:
          if (!pipeline->shaders[MESA_SHADER_VERTEX]) {
             pProperties[executable_idx].stages |= VK_SHADER_STAGE_VERTEX_BIT;
-            name = "Vertex + Tessellation Control Shaders";
+            name = "vertex + tessellation control";
             description = "Combined Vulkan Vertex and Tessellation Control 
Shaders";
          } else {
-            name = "Tessellation Control Shader";
             description = "Vulkan Tessellation Control Shader";
          }
          break;
       case MESA_SHADER_TESS_EVAL:
-         name = "Tessellation Evaluation Shader";
          description = "Vulkan Tessellation Evaluation Shader";
          break;
       case MESA_SHADER_GEOMETRY:
          if (shader->info.type == RADV_SHADER_TYPE_GS_COPY) {
-            name = "GS Copy Shader";
+            name = "geometry copy";
             description = "Extra shader stage that loads the GS output 
ringbuffer into the rasterizer";
             break;
          }
 
          if (pipeline->shaders[MESA_SHADER_TESS_CTRL] && 
!pipeline->shaders[MESA_SHADER_TESS_EVAL]) {
             pProperties[executable_idx].stages |= 
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
-            name = "Tessellation Evaluation + Geometry Shaders";
+            name = "tessellation evaluation + geometry";
             description = "Combined Vulkan Tessellation Evaluation and 
Geometry Shaders";
          } else if (!pipeline->shaders[MESA_SHADER_TESS_CTRL] && 
!pipeline->shaders[MESA_SHADER_VERTEX]) {
             pProperties[executable_idx].stages |= VK_SHADER_STAGE_VERTEX_BIT;
-            name = "Vertex + Geometry Shader";
+            name = "vertex + geometry";
             description = "Combined Vulkan Vertex and Geometry Shaders";
          } else {
-            name = "Geometry Shader";
             description = "Vulkan Geometry Shader";
          }
          break;
       case MESA_SHADER_FRAGMENT:
-         name = "Fragment Shader";
          description = "Vulkan Fragment Shader";
          break;
       case MESA_SHADER_COMPUTE:
-         name = "Compute Shader";
          description = "Vulkan Compute Shader";
          break;
       case MESA_SHADER_MESH:
-         name = "Mesh Shader";
          description = "Vulkan Mesh Shader";
          break;
       case MESA_SHADER_TASK:
-         name = "Task Shader";
          description = "Vulkan Task Shader";
          break;
       case MESA_SHADER_RAYGEN:
-         name = "Ray Generation Shader";
          description = "Vulkan Ray Generation Shader";
          break;
       case MESA_SHADER_ANY_HIT:
-         name = "Any-Hit Shader";
          description = "Vulkan Any-Hit Shader";
          break;
       case MESA_SHADER_CLOSEST_HIT:
-         name = "Closest-Hit Shader";
          description = "Vulkan Closest-Hit Shader";
          break;
       case MESA_SHADER_MISS:
-         name = "Miss Shader";
          description = "Vulkan Miss Shader";
          break;
       case MESA_SHADER_INTERSECTION:
-         name = "Intersection Shader";
          description = "Shader responsible for traversing the acceleration 
structure";
          break;
       case MESA_SHADER_CALLABLE:
-         name = "Callable Shader";
          description = "Vulkan Callable Shader";
          break;
       default:

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