v3d: Avoid confusing auto-indenting in TEXTURE_SHADER_STATE packing

Having "v3dx_pack() {" under each #if branch would confuse emacs's
indenter.
This commit is contained in:
Eric Anholt 2018-12-04 14:32:27 -08:00
parent ee9b758053
commit 8cb1f3bab7
1 changed files with 4 additions and 4 deletions

View File

@ -712,18 +712,18 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;
void *map;
#if V3D_VERSION >= 40
so->bo = v3d_bo_alloc(v3d->screen,
cl_packet_length(TEXTURE_SHADER_STATE), "sampler");
void *map = v3d_bo_map(so->bo);
v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
map = v3d_bo_map(so->bo);
#else /* V3D_VERSION < 40 */
STATIC_ASSERT(sizeof(so->texture_shader_state) >=
cl_packet_length(TEXTURE_SHADER_STATE));
v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
map = &so->texture_shader_state;
#endif
v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
tex.image_width = prsc->width0 * msaa_scale;
tex.image_height = prsc->height0 * msaa_scale;