turnip: fix wrong indentation in tu6_draw_common
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5641>
diff --git a/src/freedreno/vulkan/tu_cmd_buffer.c b/src/freedreno/vulkan/tu_cmd_buffer.c
index 7a67f5d..a074bad 100644
--- a/src/freedreno/vulkan/tu_cmd_buffer.c
+++ b/src/freedreno/vulkan/tu_cmd_buffer.c
@@ -2975,7 +2975,6 @@
pipeline->dynamic_state[i]));
}
} else {
-
/* emit draw states that were just updated
* note we eventually don't want to have to emit anything here
*/
@@ -2986,24 +2985,24 @@
((cmd->state.dirty & TU_CMD_DIRTY_VERTEX_BUFFERS) ? 1 : 0) +
1; /* vs_params */
- tu_cs_emit_pkt7(cs, CP_SET_DRAW_STATE, 3 * draw_state_count);
+ tu_cs_emit_pkt7(cs, CP_SET_DRAW_STATE, 3 * draw_state_count);
- /* We may need to re-emit tess consts if the current draw call is
- * sufficiently larger than the last draw call. */
- if (has_tess)
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_TESS, tess_consts);
- if (cmd->state.dirty & TU_CMD_DIRTY_SHADER_CONSTS) {
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_CONST, cmd->state.shader_const[MESA_SHADER_VERTEX]);
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_HS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_CTRL]);
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_EVAL]);
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_GS_CONST, cmd->state.shader_const[MESA_SHADER_GEOMETRY]);
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_FS_CONST, cmd->state.shader_const[MESA_SHADER_FRAGMENT]);
- }
- if (cmd->state.dirty & TU_CMD_DIRTY_DESC_SETS_LOAD)
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DESC_SETS_LOAD, pipeline->load_state);
- if (cmd->state.dirty & TU_CMD_DIRTY_VERTEX_BUFFERS)
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VB, cmd->state.vertex_buffers);
- tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_PARAMS, cmd->state.vs_params);
+ /* We may need to re-emit tess consts if the current draw call is
+ * sufficiently larger than the last draw call. */
+ if (has_tess)
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_TESS, tess_consts);
+ if (cmd->state.dirty & TU_CMD_DIRTY_SHADER_CONSTS) {
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_CONST, cmd->state.shader_const[MESA_SHADER_VERTEX]);
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_HS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_CTRL]);
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DS_CONST, cmd->state.shader_const[MESA_SHADER_TESS_EVAL]);
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_GS_CONST, cmd->state.shader_const[MESA_SHADER_GEOMETRY]);
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_FS_CONST, cmd->state.shader_const[MESA_SHADER_FRAGMENT]);
+ }
+ if (cmd->state.dirty & TU_CMD_DIRTY_DESC_SETS_LOAD)
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_DESC_SETS_LOAD, pipeline->load_state);
+ if (cmd->state.dirty & TU_CMD_DIRTY_VERTEX_BUFFERS)
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VB, cmd->state.vertex_buffers);
+ tu_cs_emit_draw_state(cs, TU_DRAW_STATE_VS_PARAMS, cmd->state.vs_params);
}
tu_cs_sanity_check(cs);