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>
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@@ -757,29 +757,29 @@ unbind_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
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memset(&state->access[stage], 0, sizeof(state->access[stage]));
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state->has_pcbuf[stage] = false;
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switch (stage) {
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case MESA_SHADER_FRAGMENT:
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if (state->shaders[MESA_SHADER_FRAGMENT])
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state->pctx->bind_fs_state(state->pctx, NULL);
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state->noop_fs_bound = false;
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break;
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case MESA_SHADER_GEOMETRY:
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if (state->shaders[MESA_SHADER_GEOMETRY])
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state->pctx->bind_gs_state(state->pctx, NULL);
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break;
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case MESA_SHADER_TESS_CTRL:
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if (state->shaders[MESA_SHADER_TESS_CTRL])
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state->pctx->bind_tcs_state(state->pctx, NULL);
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break;
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case MESA_SHADER_TESS_EVAL:
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if (state->shaders[MESA_SHADER_TESS_EVAL])
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state->pctx->bind_tes_state(state->pctx, NULL);
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break;
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case MESA_SHADER_VERTEX:
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if (state->shaders[MESA_SHADER_VERTEX])
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state->pctx->bind_vs_state(state->pctx, NULL);
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break;
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default:
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unreachable("what stage is this?!");
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case MESA_SHADER_FRAGMENT:
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if (state->shaders[MESA_SHADER_FRAGMENT])
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state->pctx->bind_fs_state(state->pctx, NULL);
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state->noop_fs_bound = false;
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break;
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case MESA_SHADER_GEOMETRY:
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if (state->shaders[MESA_SHADER_GEOMETRY])
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state->pctx->bind_gs_state(state->pctx, NULL);
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break;
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case MESA_SHADER_TESS_CTRL:
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if (state->shaders[MESA_SHADER_TESS_CTRL])
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state->pctx->bind_tcs_state(state->pctx, NULL);
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break;
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case MESA_SHADER_TESS_EVAL:
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if (state->shaders[MESA_SHADER_TESS_EVAL])
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state->pctx->bind_tes_state(state->pctx, NULL);
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break;
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case MESA_SHADER_VERTEX:
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if (state->shaders[MESA_SHADER_VERTEX])
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state->pctx->bind_vs_state(state->pctx, NULL);
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break;
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default:
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unreachable("what stage is this?!");
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}
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state->shaders[stage] = NULL;
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}
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