From 3c95a4fd4c50261b8c0c9d878e9f4f8dce571220 Mon Sep 17 00:00:00 2001 From: Samuel Pitoiset Date: Mon, 15 May 2017 12:55:04 +0200 Subject: [PATCH] mesa: fix indentation in _mesa_uniform() Signed-off-by: Samuel Pitoiset Reviewed-by: Elie Tournier Reviewed-by: Timothy Arceri --- src/mesa/main/uniform_query.cpp | 37 +++++++++++++++++---------------- 1 file changed, 19 insertions(+), 18 deletions(-) diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 79a66a7ac3a..979bd0dc461 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -957,19 +957,19 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values, */ if (!uni->type->is_boolean()) { memcpy(&uni->storage[size_mul * components * offset], values, - sizeof(uni->storage[0]) * components * count * size_mul); + sizeof(uni->storage[0]) * components * count * size_mul); } else { const union gl_constant_value *src = - (const union gl_constant_value *) values; + (const union gl_constant_value *) values; union gl_constant_value *dst = &uni->storage[components * offset]; const unsigned elems = components * count; for (unsigned i = 0; i < elems; i++) { - if (basicType == GLSL_TYPE_FLOAT) { + if (basicType == GLSL_TYPE_FLOAT) { dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0; - } else { + } else { dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0; - } + } } } @@ -980,14 +980,15 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values, */ if (uni->type->is_sampler()) { bool flushed = false; + shProg->SamplersValidated = GL_TRUE; for (int i = 0; i < MESA_SHADER_STAGES; i++) { - struct gl_linked_shader *const sh = shProg->_LinkedShaders[i]; + struct gl_linked_shader *const sh = shProg->_LinkedShaders[i]; - /* If the shader stage doesn't use the sampler uniform, skip this. */ - if (!uni->opaque[i].active) - continue; + /* If the shader stage doesn't use the sampler uniform, skip this. */ + if (!uni->opaque[i].active) + continue; bool changed = false; for (int j = 0; j < count; j++) { @@ -998,17 +999,17 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values, } } - if (changed) { - if (!flushed) { - FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM); - flushed = true; - } + if (changed) { + if (!flushed) { + FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM); + flushed = true; + } struct gl_program *const prog = sh->Program; - _mesa_update_shader_textures_used(shProg, prog); + _mesa_update_shader_textures_used(shProg, prog); if (ctx->Driver.SamplerUniformChange) - ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); - } + ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); + } } } @@ -1017,7 +1018,7 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values, */ if (uni->type->is_image()) { for (int i = 0; i < MESA_SHADER_STAGES; i++) { - if (uni->opaque[i].active) { + if (uni->opaque[i].active) { struct gl_linked_shader *sh = shProg->_LinkedShaders[i]; for (int j = 0; j < count; j++) -- 2.30.2