svga: restructure nested if's in emit_src_register()
To make it cleaner for subsequent changes. Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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@ -985,29 +985,31 @@ emit_src_register(struct svga_shader_emitter_v10 *emit,
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VGPU10OperandToken0 operand0;
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VGPU10OperandToken1 operand1;
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if (emit->unit == PIPE_SHADER_FRAGMENT &&
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file == TGSI_FILE_INPUT) {
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if (index == emit->fs.face_input_index) {
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/* Replace INPUT[FACE] with TEMP[FACE] */
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file = TGSI_FILE_TEMPORARY;
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index = emit->fs.face_tmp_index;
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}
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else if (index == emit->fs.fragcoord_input_index) {
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/* Replace INPUT[POSITION] with TEMP[POSITION] */
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file = TGSI_FILE_TEMPORARY;
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index = emit->fs.fragcoord_tmp_index;
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}
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else {
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/* We remap fragment shader inputs to that FS input indexes
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* match up with VS/GS output indexes.
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*/
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index = emit->linkage.input_map[index];
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if (emit->unit == PIPE_SHADER_FRAGMENT){
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if (file == TGSI_FILE_INPUT) {
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if (index == emit->fs.face_input_index) {
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/* Replace INPUT[FACE] with TEMP[FACE] */
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file = TGSI_FILE_TEMPORARY;
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index = emit->fs.face_tmp_index;
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}
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else if (index == emit->fs.fragcoord_input_index) {
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/* Replace INPUT[POSITION] with TEMP[POSITION] */
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file = TGSI_FILE_TEMPORARY;
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index = emit->fs.fragcoord_tmp_index;
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}
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else {
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/* We remap fragment shader inputs to that FS input indexes
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* match up with VS/GS output indexes.
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*/
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index = emit->linkage.input_map[index];
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}
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}
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}
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else if (emit->unit == PIPE_SHADER_GEOMETRY &&
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file == TGSI_FILE_INPUT) {
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is_prim_id = (index == emit->gs.prim_id_index);
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index = emit->linkage.input_map[index];
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else if (emit->unit == PIPE_SHADER_GEOMETRY) {
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if (file == TGSI_FILE_INPUT) {
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is_prim_id = (index == emit->gs.prim_id_index);
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index = emit->linkage.input_map[index];
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}
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}
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else if (emit->unit == PIPE_SHADER_VERTEX) {
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if (file == TGSI_FILE_INPUT) {
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