dzn: Save a few indentation levels in graphics_pipeline_compile_shaders()
authorBoris Brezillon <boris.brezillon@collabora.com>
Mon, 20 Jun 2022 10:43:46 +0000 (03:43 -0700)
committerMarge Bot <emma+marge@anholt.net>
Tue, 28 Jun 2022 13:02:22 +0000 (13:02 +0000)
commitc7b43711f386b732e35d4754e47399be0c3a2d71
treeb5765d3d3022739554c3daf01e95f22779758c51
parent84770a90bb3d32a9c2f71cd299edeec1cf702f37
dzn: Save a few indentation levels in graphics_pipeline_compile_shaders()

We can compute the yz_flip_mode and force_sample_rate_shading outside
of the foreach_shader loop.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
src/microsoft/vulkan/dzn_pipeline.c