shader: trivial indentation fixes

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
macos/master
Emil Velikov 6 years ago committed by Emil Velikov
parent c2d8cc5410
commit 88f7cba5ed
  1. 10
      src/vrend_shader.c

@ -2283,7 +2283,7 @@ static bool fill_offset_buffer(struct dump_ctx *ctx,
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_2D_ARRAY:
case TGSI_TEXTURE_SHADOW2D:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
snprintf(offbuf, 256, ", ivec2(floatBitsToInt(temp%d[%d].%c), floatBitsToInt(temp%d[%d].%c))",
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleX),
@ -5370,10 +5370,10 @@ static const char *get_interp_string(struct vrend_shader_cfg *cfg, int interpola
{
switch (interpolate) {
case TGSI_INTERPOLATE_LINEAR:
if (!cfg->use_gles)
return "noperspective ";
else
return "";
if (!cfg->use_gles)
return "noperspective ";
else
return "";
case TGSI_INTERPOLATE_PERSPECTIVE:
return "smooth ";
case TGSI_INTERPOLATE_CONSTANT:

Loading…
Cancel
Save