ret =  svga->swc->resource_rebind(svga->swc, NULL,
                                         svga->state.hw_draw.fs->gb_shader,
                                         SVGA_RELOC_READ);
-      goto out;
+   }
+   else {
+      if (svga_have_vgpu10(svga))
+         ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+                                       svga->state.hw_draw.fs->gb_shader,
+                                       svga->state.hw_draw.fs->id);
+      else
+         ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+                                  svga->state.hw_draw.fs->gb_shader);
    }
 
-   if (svga_have_vgpu10(svga))
-      ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
-                                    svga->state.hw_draw.fs->gb_shader,
-                                    svga->state.hw_draw.fs->id);
-   else
-      ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
-                               svga->state.hw_draw.fs->gb_shader);
-
- out:
    if (ret != PIPE_OK)
       return ret;
 
 
    if (!svga_need_to_rebind_resources(svga)) {
       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
                                         SVGA_RELOC_READ);
-      goto out;
+   }
+   else {
+      ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
+                                    gbshader, shaderId);
    }
 
-   ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
-                                 gbshader, shaderId);
-
- out:
    if (ret != PIPE_OK)
       return ret;
 
 
    if (!svga_need_to_rebind_resources(svga)) {
       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
                                         SVGA_RELOC_READ);
-      goto out;
+   }
+   else {
+      if (svga_have_vgpu10(svga))
+         ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
+                                       gbshader, shaderId);
+      else
+         ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
    }
 
-   if (svga_have_vgpu10(svga))
-      ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
-                                    gbshader, shaderId);
-   else
-      ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
-
- out:
    if (ret != PIPE_OK)
       return ret;