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>
This commit is contained in:
Jonathan Marek
2020-09-17 09:36:43 -04:00
committed by Marge Bot
parent a18c84ecce
commit d1588c78ab

View File

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