handle_subroutines(base_type, &this->uniforms[id]);
/* For array of arrays or struct arrays the base location may have
- * already been set so dont set it again.
+ * already been set so don't set it again.
*/
if (ubo_block_index == -1 && current_var->data.location == -1) {
current_var->data.location = id;
this->explicit_location + field_counter;
field_counter += entries;
} else {
- this->uniforms[id].remap_location = this->explicit_location;
+ this->uniforms[id].remap_location = this->explicit_location;
}
} else {
/* Initialize to to indicate that no location is set */
if (type->without_array()->is_matrix()) {
const glsl_type *matrix = type->without_array();
const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
- const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
+ const unsigned items =
+ row_major ? matrix->matrix_columns : matrix->vector_elements;
assert(items <= 4);
if (packing == GLSL_INTERFACE_PACKING_STD430)
this->uniforms[id].matrix_stride = items < 3 ? items * N :
- glsl_align(items * N, 16);
+ glsl_align(items * N, 16);
else
this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
this->uniforms[id].row_major = row_major;
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
continue;
parcel.set_and_process(prog, var);
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
- STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
+ STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
+ sizeof(parcel.targets));
memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}