i965: Fix indentation after commit 3322fbaf
authorIan Romanick <ian.d.romanick@intel.com>
Fri, 15 Oct 2010 17:32:02 +0000 (10:32 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Fri, 15 Oct 2010 19:11:03 +0000 (12:11 -0700)
src/mesa/drivers/dri/i965/brw_fs.cpp

index 4745b87f13dc2ef04f2a34b3ba0cb24ee99c9d37..71e60d7b9f1f8921626f30ba5484b9c52b4f4f42 100644 (file)
@@ -94,53 +94,53 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
    struct brw_shader *shader =
       (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
    if (shader != NULL) {
-        void *mem_ctx = talloc_new(NULL);
-        bool progress;
-
-        if (shader->ir)
-           talloc_free(shader->ir);
-        shader->ir = new(shader) exec_list;
-        clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
-
-        do_mat_op_to_vec(shader->ir);
-        do_mod_to_fract(shader->ir);
-        do_div_to_mul_rcp(shader->ir);
-        do_sub_to_add_neg(shader->ir);
-        do_explog_to_explog2(shader->ir);
-        do_lower_texture_projection(shader->ir);
-        brw_do_cubemap_normalize(shader->ir);
-
-        do {
-           progress = false;
-
-           brw_do_channel_expressions(shader->ir);
-           brw_do_vector_splitting(shader->ir);
-
-           progress = do_lower_jumps(shader->ir, true, true,
-                                     true, /* main return */
-                                     false, /* continue */
-                                     false /* loops */
-                                     ) || progress;
-
-           progress = do_common_optimization(shader->ir, true, 32) || progress;
-
-           progress = lower_noise(shader->ir) || progress;
-           progress =
-              lower_variable_index_to_cond_assign(shader->ir,
-                                                  GL_TRUE, /* input */
-                                                  GL_TRUE, /* output */
-                                                  GL_TRUE, /* temp */
-                                                  GL_TRUE /* uniform */
-                                                  ) || progress;
-           if (intel->gen == 6) {
-              progress = do_if_to_cond_assign(shader->ir) || progress;
-           }
-        } while (progress);
+      void *mem_ctx = talloc_new(NULL);
+      bool progress;
+
+      if (shader->ir)
+        talloc_free(shader->ir);
+      shader->ir = new(shader) exec_list;
+      clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
+
+      do_mat_op_to_vec(shader->ir);
+      do_mod_to_fract(shader->ir);
+      do_div_to_mul_rcp(shader->ir);
+      do_sub_to_add_neg(shader->ir);
+      do_explog_to_explog2(shader->ir);
+      do_lower_texture_projection(shader->ir);
+      brw_do_cubemap_normalize(shader->ir);
+
+      do {
+        progress = false;
+
+        brw_do_channel_expressions(shader->ir);
+        brw_do_vector_splitting(shader->ir);
+
+        progress = do_lower_jumps(shader->ir, true, true,
+                                  true, /* main return */
+                                  false, /* continue */
+                                  false /* loops */
+                                  ) || progress;
+
+        progress = do_common_optimization(shader->ir, true, 32) || progress;
+
+        progress = lower_noise(shader->ir) || progress;
+        progress =
+           lower_variable_index_to_cond_assign(shader->ir,
+                                               GL_TRUE, /* input */
+                                               GL_TRUE, /* output */
+                                               GL_TRUE, /* temp */
+                                               GL_TRUE /* uniform */
+                                               ) || progress;
+        if (intel->gen == 6) {
+           progress = do_if_to_cond_assign(shader->ir) || progress;
+        }
+      } while (progress);
 
-        validate_ir_tree(shader->ir);
+      validate_ir_tree(shader->ir);
 
-        reparent_ir(shader->ir, shader->ir);
-        talloc_free(mem_ctx);
+      reparent_ir(shader->ir, shader->ir);
+      talloc_free(mem_ctx);
    }
 
    if (!_mesa_ir_link_shader(ctx, prog))