shader: use && and || trailing at the end of the line

We're overall pretty consistent, with a couple of exceptions addressed
in this patch.

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 f18484f928
commit bf043b3e56
  1. 8
      src/vrend_shader.c

@ -1845,8 +1845,8 @@ static void emit_so_movs(struct dump_ctx *ctx)
} else {
if (ctx->write_so_outputs[i]) {
char out_var[255];
if (ctx->so->output[i].need_temp || ctx->prog_type == TGSI_PROCESSOR_GEOMETRY
|| output->glsl_predefined_no_emit) {
if (ctx->so->output[i].need_temp || ctx->prog_type == TGSI_PROCESSOR_GEOMETRY ||
output->glsl_predefined_no_emit) {
get_so_name(ctx, false, output, ctx->so->output[i].register_index, out_var, writemask);
emit_buff(ctx, "tfout%d = %s(%s);\n", i, outtype, out_var);
} else {
@ -2434,8 +2434,8 @@ static void translate_tex(struct dump_ctx *ctx,
case TGSI_TEXTURE_CUBE_ARRAY:
default:
if (inst->Instruction.Opcode == TGSI_OPCODE_TG4 &&
inst->Texture.Texture != TGSI_TEXTURE_CUBE_ARRAY
&& inst->Texture.Texture != TGSI_TEXTURE_SHADOWCUBE_ARRAY)
inst->Texture.Texture != TGSI_TEXTURE_CUBE_ARRAY &&
inst->Texture.Texture != TGSI_TEXTURE_SHADOWCUBE_ARRAY)
twm = TGSI_WRITEMASK_XYZ;
else
twm = TGSI_WRITEMASK_NONE;

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