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zink: remove stray semicolons
Sometimes, there's a surplus of semicolons, and there's enough to go around for everyone. So maybe you'll save a few away for later. But in the big pictures, it seems better to get rid of these so we don't overrun the semicolon quota. Or whatever, I'm just cleaning up here. Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10466>
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3 changed files with 4 additions and 4 deletions
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@ -1040,7 +1040,7 @@ get_render_pass(struct zink_context *ctx)
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state.rts[fb->nr_cbufs].clear_stencil = zink_fb_clear_enabled(ctx, PIPE_MAX_COLOR_BUFS) &&
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!zink_fb_clear_first_needs_explicit(fb_clear) &&
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(zink_fb_clear_element(fb_clear, 0)->zs.bits & PIPE_CLEAR_STENCIL);
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clears |= state.rts[fb->nr_cbufs].clear_color || state.rts[fb->nr_cbufs].clear_stencil ? BITFIELD_BIT(fb->nr_cbufs) : 0;;
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clears |= state.rts[fb->nr_cbufs].clear_color || state.rts[fb->nr_cbufs].clear_stencil ? BITFIELD_BIT(fb->nr_cbufs) : 0;
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state.num_rts++;
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}
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state.have_zsbuf = fb->zsbuf != NULL;
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@ -1078,7 +1078,7 @@ get_framebuffer(struct zink_context *ctx)
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state.num_attachments = ctx->fb_state.nr_cbufs;
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if (ctx->fb_state.zsbuf) {
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struct pipe_surface *psurf = ctx->fb_state.zsbuf;
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state.attachments[state.num_attachments] = psurf ? zink_surface(psurf)->image_view : VK_NULL_HANDLE;;
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state.attachments[state.num_attachments] = psurf ? zink_surface(psurf)->image_view : VK_NULL_HANDLE;
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attachments[state.num_attachments++] = psurf;
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}
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@ -545,7 +545,7 @@ zink_descriptor_program_init(struct zink_context *ctx,
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unsigned total_descs = 0;
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for (unsigned i = 0; i < ZINK_DESCRIPTOR_TYPES; i++) {
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total_descs += num_bindings[i];;
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total_descs += num_bindings[i];
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}
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if (!total_descs)
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return true;
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@ -411,7 +411,7 @@ update_shader_modules(struct zink_context *ctx, struct zink_shader *stages[ZINK_
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prog->shaders[type] = stages[type];
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}
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ctx->gfx_pipeline_state.module_hash = _mesa_hash_data(ctx->gfx_pipeline_state.modules, sizeof(ctx->gfx_pipeline_state.modules));
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unsigned clean = u_bit_consecutive(PIPE_SHADER_VERTEX, 5);;
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unsigned clean = u_bit_consecutive(PIPE_SHADER_VERTEX, 5);
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ctx->dirty_shader_stages &= ~clean;
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}
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