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authorIan Romanick <[email protected]>2010-10-15 10:32:02 -0700
committerIan Romanick <[email protected]>2010-10-15 12:11:03 -0700
commit20b39c7760487bae73489b9812408e12d1d56dd5 (patch)
treec8b08f3ac18cbe0b6c7d870506d6ef6a794bf233 /src/mesa/drivers
parentf29ff6efa6db63c9b554076a2ec6addcba1f737e (diff)
i965: Fix indentation after commit 3322fbaf
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp90
1 files changed, 45 insertions, 45 deletions
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))