turnip: fix wrong indentation in tu6_draw_common
Signed-off-by: Jonathan Marek <jonathan@marek.ca> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5641>
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@@ -2975,7 +2975,6 @@ tu6_draw_common(struct tu_cmd_buffer *cmd,
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pipeline->dynamic_state[i]));
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}
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} else {
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/* emit draw states that were just updated
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* note we eventually don't want to have to emit anything here
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*/
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@@ -2986,24 +2985,24 @@ tu6_draw_common(struct tu_cmd_buffer *cmd,
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((cmd->state.dirty & TU_CMD_DIRTY_VERTEX_BUFFERS) ? 1 : 0) +
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1; /* vs_params */
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tu_cs_emit_pkt7(cs, CP_SET_DRAW_STATE, 3 * draw_state_count);
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tu_cs_emit_pkt7(cs, CP_SET_DRAW_STATE, 3 * draw_state_count);
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/* We may need to re-emit tess consts if the current draw call is
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* sufficiently larger than the last draw call. */
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if (has_tess)
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_TESS, tess_consts);
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if (cmd->state.dirty & TU_CMD_DIRTY_SHADER_CONSTS) {
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_CONST, cmd->state.shader_const[MESA_SHADER_VERTEX]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_HS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_CTRL]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_EVAL]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_GS_CONST, cmd->state.shader_const[MESA_SHADER_GEOMETRY]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_FS_CONST, cmd->state.shader_const[MESA_SHADER_FRAGMENT]);
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}
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if (cmd->state.dirty & TU_CMD_DIRTY_DESC_SETS_LOAD)
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DESC_SETS_LOAD, pipeline->load_state);
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if (cmd->state.dirty & TU_CMD_DIRTY_VERTEX_BUFFERS)
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VB, cmd->state.vertex_buffers);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_PARAMS, cmd->state.vs_params);
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/* We may need to re-emit tess consts if the current draw call is
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* sufficiently larger than the last draw call. */
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if (has_tess)
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_TESS, tess_consts);
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if (cmd->state.dirty & TU_CMD_DIRTY_SHADER_CONSTS) {
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_CONST, cmd->state.shader_const[MESA_SHADER_VERTEX]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_HS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_CTRL]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_EVAL]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_GS_CONST, cmd->state.shader_const[MESA_SHADER_GEOMETRY]);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_FS_CONST, cmd->state.shader_const[MESA_SHADER_FRAGMENT]);
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}
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if (cmd->state.dirty & TU_CMD_DIRTY_DESC_SETS_LOAD)
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DESC_SETS_LOAD, pipeline->load_state);
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if (cmd->state.dirty & TU_CMD_DIRTY_VERTEX_BUFFERS)
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VB, cmd->state.vertex_buffers);
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tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_PARAMS, cmd->state.vs_params);
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}
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tu_cs_sanity_check(cs);
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