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mesa: fix indentation in _mesa_associate_uniform_storage()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Elie Tournier <elie.tournier@collabora.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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1 changed files with 49 additions and 52 deletions
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@ -2534,7 +2534,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
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void
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_mesa_associate_uniform_storage(struct gl_context *ctx,
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struct gl_shader_program *shader_program,
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struct gl_shader_program *shader_program,
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struct gl_program_parameter_list *params,
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bool propagate_to_storage)
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{
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@ -2545,15 +2545,15 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
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unsigned last_location = unsigned(~0);
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for (unsigned i = 0; i < params->NumParameters; i++) {
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if (params->Parameters[i].Type != PROGRAM_UNIFORM)
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continue;
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continue;
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unsigned location;
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const bool found =
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shader_program->UniformHash->get(location, params->Parameters[i].Name);
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shader_program->UniformHash->get(location, params->Parameters[i].Name);
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assert(found);
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if (!found)
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continue;
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continue;
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struct gl_uniform_storage *storage =
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&shader_program->data->UniformStorage[location];
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@ -2563,48 +2563,47 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
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continue;
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if (location != last_location) {
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enum gl_uniform_driver_format format = uniform_native;
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enum gl_uniform_driver_format format = uniform_native;
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unsigned columns = 0;
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int dmul = 4 * sizeof(float);
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unsigned columns = 0;
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int dmul = 4 * sizeof(float);
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switch (storage->type->base_type) {
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switch (storage->type->base_type) {
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case GLSL_TYPE_UINT64:
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if (storage->type->vector_elements > 2)
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if (storage->type->vector_elements > 2)
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dmul *= 2;
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/* fallthrough */
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case GLSL_TYPE_UINT:
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assert(ctx->Const.NativeIntegers);
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format = uniform_native;
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columns = 1;
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break;
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/* fallthrough */
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case GLSL_TYPE_UINT:
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assert(ctx->Const.NativeIntegers);
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format = uniform_native;
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columns = 1;
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break;
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case GLSL_TYPE_INT64:
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if (storage->type->vector_elements > 2)
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if (storage->type->vector_elements > 2)
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dmul *= 2;
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/* fallthrough */
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case GLSL_TYPE_INT:
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format =
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(ctx->Const.NativeIntegers) ? uniform_native : uniform_int_float;
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columns = 1;
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break;
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case GLSL_TYPE_DOUBLE:
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if (storage->type->vector_elements > 2)
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/* fallthrough */
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case GLSL_TYPE_INT:
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format =
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(ctx->Const.NativeIntegers) ? uniform_native : uniform_int_float;
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columns = 1;
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break;
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case GLSL_TYPE_DOUBLE:
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if (storage->type->vector_elements > 2)
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dmul *= 2;
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/* fallthrough */
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case GLSL_TYPE_FLOAT:
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format = uniform_native;
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columns = storage->type->matrix_columns;
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break;
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case GLSL_TYPE_BOOL:
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format = uniform_native;
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columns = 1;
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break;
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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/* fallthrough */
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case GLSL_TYPE_FLOAT:
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format = uniform_native;
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columns = storage->type->matrix_columns;
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break;
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case GLSL_TYPE_BOOL:
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format = uniform_native;
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columns = 1;
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break;
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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case GLSL_TYPE_SUBROUTINE:
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format = uniform_native;
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columns = 1;
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break;
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format = uniform_native;
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columns = 1;
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break;
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case GLSL_TYPE_ATOMIC_UINT:
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case GLSL_TYPE_ARRAY:
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case GLSL_TYPE_VOID:
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@ -2612,27 +2611,25 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
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case GLSL_TYPE_ERROR:
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case GLSL_TYPE_INTERFACE:
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case GLSL_TYPE_FUNCTION:
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assert(!"Should not get here.");
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break;
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}
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assert(!"Should not get here.");
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break;
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}
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_mesa_uniform_attach_driver_storage(storage,
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dmul * columns,
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dmul,
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format,
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¶ms->ParameterValues[i]);
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_mesa_uniform_attach_driver_storage(storage, dmul * columns, dmul,
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format,
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¶ms->ParameterValues[i]);
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/* After attaching the driver's storage to the uniform, propagate any
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* data from the linker's backing store. This will cause values from
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* initializers in the source code to be copied over.
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*/
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/* After attaching the driver's storage to the uniform, propagate any
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* data from the linker's backing store. This will cause values from
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* initializers in the source code to be copied over.
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*/
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if (propagate_to_storage) {
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unsigned array_elements = MAX2(1, storage->array_elements);
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_mesa_propagate_uniforms_to_driver_storage(storage, 0,
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array_elements);
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}
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last_location = location;
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last_location = location;
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}
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}
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}
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