[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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