v3d: Avoid confusing auto-indenting in TEXTURE_SHADER_STATE packing
Having "v3dx_pack() {" under each #if branch would confuse emacs's indenter.
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@ -712,18 +712,18 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
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int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;
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int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;
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void *map;
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#if V3D_VERSION >= 40
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#if V3D_VERSION >= 40
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so->bo = v3d_bo_alloc(v3d->screen,
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so->bo = v3d_bo_alloc(v3d->screen,
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cl_packet_length(TEXTURE_SHADER_STATE), "sampler");
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cl_packet_length(TEXTURE_SHADER_STATE), "sampler");
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void *map = v3d_bo_map(so->bo);
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map = v3d_bo_map(so->bo);
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v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
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#else /* V3D_VERSION < 40 */
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#else /* V3D_VERSION < 40 */
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STATIC_ASSERT(sizeof(so->texture_shader_state) >=
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STATIC_ASSERT(sizeof(so->texture_shader_state) >=
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cl_packet_length(TEXTURE_SHADER_STATE));
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cl_packet_length(TEXTURE_SHADER_STATE));
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v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
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map = &so->texture_shader_state;
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#endif
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#endif
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v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
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tex.image_width = prsc->width0 * msaa_scale;
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tex.image_width = prsc->width0 * msaa_scale;
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tex.image_height = prsc->height0 * msaa_scale;
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tex.image_height = prsc->height0 * msaa_scale;
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