lavapipe: fix indentation whitespace

these were indented too much.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23066>
This commit is contained in:
Dave Airlie
2023-06-05 17:15:20 +10:00
parent cbb8632991
commit 6123f8e245
+23 -23
View File
@@ -757,29 +757,29 @@ unbind_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
memset(&state->access[stage], 0, sizeof(state->access[stage]));
state->has_pcbuf[stage] = false;
switch (stage) {
case MESA_SHADER_FRAGMENT:
if (state->shaders[MESA_SHADER_FRAGMENT])
state->pctx->bind_fs_state(state->pctx, NULL);
state->noop_fs_bound = false;
break;
case MESA_SHADER_GEOMETRY:
if (state->shaders[MESA_SHADER_GEOMETRY])
state->pctx->bind_gs_state(state->pctx, NULL);
break;
case MESA_SHADER_TESS_CTRL:
if (state->shaders[MESA_SHADER_TESS_CTRL])
state->pctx->bind_tcs_state(state->pctx, NULL);
break;
case MESA_SHADER_TESS_EVAL:
if (state->shaders[MESA_SHADER_TESS_EVAL])
state->pctx->bind_tes_state(state->pctx, NULL);
break;
case MESA_SHADER_VERTEX:
if (state->shaders[MESA_SHADER_VERTEX])
state->pctx->bind_vs_state(state->pctx, NULL);
break;
default:
unreachable("what stage is this?!");
case MESA_SHADER_FRAGMENT:
if (state->shaders[MESA_SHADER_FRAGMENT])
state->pctx->bind_fs_state(state->pctx, NULL);
state->noop_fs_bound = false;
break;
case MESA_SHADER_GEOMETRY:
if (state->shaders[MESA_SHADER_GEOMETRY])
state->pctx->bind_gs_state(state->pctx, NULL);
break;
case MESA_SHADER_TESS_CTRL:
if (state->shaders[MESA_SHADER_TESS_CTRL])
state->pctx->bind_tcs_state(state->pctx, NULL);
break;
case MESA_SHADER_TESS_EVAL:
if (state->shaders[MESA_SHADER_TESS_EVAL])
state->pctx->bind_tes_state(state->pctx, NULL);
break;
case MESA_SHADER_VERTEX:
if (state->shaders[MESA_SHADER_VERTEX])
state->pctx->bind_vs_state(state->pctx, NULL);
break;
default:
unreachable("what stage is this?!");
}
state->shaders[stage] = NULL;
}