[Mesa-dev] [PATCH 1/2] mesa: fix coding style of case statement
Brian Paul
brianp at vmware.com
Thu Sep 5 10:02:44 PDT 2013
On 09/05/2013 03:57 AM, Timothy Arceri wrote:
>
> Signed-off-by: Timothy Arceri <t_arceri at yahoo.com.au>
> ---
> src/mesa/main/objectlabel.c | 124 +++++++++++++++++++++----------------------
> 1 file changed, 62 insertions(+), 62 deletions(-)
>
> diff --git a/src/mesa/main/objectlabel.c b/src/mesa/main/objectlabel.c
> index 90d9e09..7e39c92 100644
> --- a/src/mesa/main/objectlabel.c
> +++ b/src/mesa/main/objectlabel.c
> @@ -117,78 +117,78 @@ get_label_pointer(struct gl_context *ctx, GLenum identifier, GLuint name,
> char **labelPtr = NULL;
>
> switch (identifier) {
> - case GL_BUFFER:
> - {
> - struct gl_buffer_object *bufObj = _mesa_lookup_bufferobj(ctx, name);
> - if (bufObj)
> - labelPtr = &bufObj->Label;
> - }
> + case GL_BUFFER: {
> + struct gl_buffer_object *bufObj = _mesa_lookup_bufferobj(ctx, name);
> + if (bufObj)
> + labelPtr = &bufObj->Label;
> break;
> - case GL_SHADER:
> - {
> - struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
> - if (shader)
> - labelPtr = &shader->Label;
> - }
> + }
> +
> + case GL_SHADER: {
> + struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
> + if (shader)
> + labelPtr = &shader->Label;
> break;
> - case GL_PROGRAM:
> - {
> - struct gl_shader_program *program =
> - _mesa_lookup_shader_program(ctx, name);
> - if (program)
> - labelPtr = &program->Label;
> - }
> + }
> +
> + case GL_PROGRAM: {
> + struct gl_shader_program *program =
> + _mesa_lookup_shader_program(ctx, name);
> + if (program)
> + labelPtr = &program->Label;
> break;
> - case GL_VERTEX_ARRAY:
> - {
> - struct gl_array_object *obj = _mesa_lookup_arrayobj(ctx, name);
> - if (obj)
> - labelPtr = &obj->Label;
> - }
> + }
> +
> + case GL_VERTEX_ARRAY: {
> + struct gl_array_object *obj = _mesa_lookup_arrayobj(ctx, name);
> + if (obj)
> + labelPtr = &obj->Label;
> break;
> - case GL_QUERY:
> - {
> - struct gl_query_object *query = _mesa_lookup_query_object(ctx, name);
> - if (query)
> - labelPtr = &query->Label;
> - }
> + }
> +
> + case GL_QUERY: {
> + struct gl_query_object *query = _mesa_lookup_query_object(ctx, name);
> + if (query)
> + labelPtr = &query->Label;
> break;
> - case GL_TRANSFORM_FEEDBACK:
> - {
> - struct gl_transform_feedback_object *tfo =
> - _mesa_lookup_transform_feedback_object(ctx, name);
> - if (tfo)
> - labelPtr = &tfo->Label;
> - }
> + }
> +
> + case GL_TRANSFORM_FEEDBACK: {
> + struct gl_transform_feedback_object *tfo =
> + _mesa_lookup_transform_feedback_object(ctx, name);
> + if (tfo)
> + labelPtr = &tfo->Label;
> break;
> - case GL_SAMPLER:
> - {
> - struct gl_sampler_object *so = _mesa_lookup_samplerobj(ctx, name);
> - if (so)
> - labelPtr = &so->Label;
> - }
> + }
> +
> + case GL_SAMPLER: {
> + struct gl_sampler_object *so = _mesa_lookup_samplerobj(ctx, name);
> + if (so)
> + labelPtr = &so->Label;
> break;
> - case GL_TEXTURE:
> - {
> - struct gl_texture_object *texObj = _mesa_lookup_texture(ctx, name);
> - if (texObj)
> - labelPtr = &texObj->Label;
> - }
> + }
> +
> + case GL_TEXTURE: {
> + struct gl_texture_object *texObj = _mesa_lookup_texture(ctx, name);
> + if (texObj)
> + labelPtr = &texObj->Label;
> break;
> - case GL_RENDERBUFFER:
> - {
> - struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, name);
> - if (rb)
> - labelPtr = &rb->Label;
> - }
> + }
> +
> + case GL_RENDERBUFFER: {
> + struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, name);
> + if (rb)
> + labelPtr = &rb->Label;
> break;
> - case GL_FRAMEBUFFER:
> - {
> - struct gl_framebuffer *rb = _mesa_lookup_framebuffer(ctx, name);
> - if (rb)
> - labelPtr = &rb->Label;
> - }
> + }
> +
> + case GL_FRAMEBUFFER: {
> + struct gl_framebuffer *rb = _mesa_lookup_framebuffer(ctx, name);
> + if (rb)
> + labelPtr = &rb->Label;
> break;
> + }
> +
> case GL_DISPLAY_LIST:
> if (ctx->API == API_OPENGL_COMPAT) {
> struct gl_display_list *list = _mesa_lookup_list(ctx, name);
>
FWIW, I'm happy with the code as-is. I wrote it that way.
-Brian
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