while (p) {
c = p->next_variant;
- if (sel->type == PIPE_SHADER_GEOMETRY) {
+ switch (sel->type) {
+ case PIPE_SHADER_VERTEX:
+ if (p->key.vs.as_es)
+ si_pm4_delete_state(sctx, es, p->pm4);
+ else
+ si_pm4_delete_state(sctx, vs, p->pm4);
+ break;
+ case PIPE_SHADER_GEOMETRY:
si_pm4_delete_state(sctx, gs, p->pm4);
si_pm4_delete_state(sctx, vs, p->gs_copy_shader->pm4);
- } else if (sel->type == PIPE_SHADER_FRAGMENT)
+ break;
+ case PIPE_SHADER_FRAGMENT:
si_pm4_delete_state(sctx, ps, p->pm4);
- else if (p->key.vs.as_es)
- si_pm4_delete_state(sctx, es, p->pm4);
- else
- si_pm4_delete_state(sctx, vs, p->pm4);
+ break;
+ }
+
si_shader_destroy(ctx, p);
free(p);
p = c;