[Mesa-dev] [PATCH V2] meta: Fix indentation in shader code

Erik Faye-Lund kusmabite at gmail.com
Thu Jun 2 23:39:23 UTC 2016


On Thu, Jun 2, 2016 at 8:25 PM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
>  src/mesa/drivers/common/meta_blit.c | 4 ++--
>  1 file changed, 2 insertions(+), 2 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
> index 20d3215..d6d3a42 100644
> --- a/src/mesa/drivers/common/meta_blit.c
> +++ b/src/mesa/drivers/common/meta_blit.c
> @@ -223,8 +223,8 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
>                                 "#undef TEXEL_FETCH\n"
>                                 "\n"
>                                 "   /* Do bilinear filtering on sample colors. */\n"
> -                               "   x_0_color =  mix(s_0_color, s_1_color, interp.x);\n"
> -                               "   x_1_color =  mix(s_2_color, s_3_color, interp.x);\n"
> +                               "   x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
> +                               "   x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
>                                 "   out_color = mix(x_0_color, x_1_color, interp.y);\n"
>                                 "}\n",
>                                 sampler_array_suffix,

This is just nitpicking, but isn't really what most people mean by
indentation, it's formatting.


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