From: Ian Romanick Date: Fri, 15 Oct 2010 17:32:02 +0000 (-0700) Subject: i965: Fix indentation after commit 3322fbaf X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=20b39c7760487bae73489b9812408e12d1d56dd5;p=mesa.git i965: Fix indentation after commit 3322fbaf --- diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index 4745b87f13d..71e60d7b9f1 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -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))