* an active job. In that case, create a new job continuing the current
* subpass.
*/
- struct v3dv_job *job = cmd_buffer->state.job;
- if (!job) {
- job = v3dv_cmd_buffer_subpass_resume(cmd_buffer,
- cmd_buffer->state.subpass_idx);
+ if (!cmd_buffer->state.job) {
+ v3dv_cmd_buffer_subpass_resume(cmd_buffer,
+ cmd_buffer->state.subpass_idx);
}
/* Restart single sample job for MSAA pipeline if needed */
/* If the job is configured to flush on every draw call we need to create
* a new job now.
*/
- job = cmd_buffer_pre_draw_split_job(cmd_buffer);
+ struct v3dv_job *job = cmd_buffer_pre_draw_split_job(cmd_buffer);
job->draw_count++;
/* GL shader state binds shaders, uniform and vertex attribute state. The