memset(&state->access[stage], 0, sizeof(state->access[stage]));
state->has_pcbuf[stage] = false;
switch (stage) {
- case MESA_SHADER_FRAGMENT:
- if (state->shaders[MESA_SHADER_FRAGMENT])
- state->pctx->bind_fs_state(state->pctx, NULL);
- state->noop_fs_bound = false;
- break;
- case MESA_SHADER_GEOMETRY:
- if (state->shaders[MESA_SHADER_GEOMETRY])
- state->pctx->bind_gs_state(state->pctx, NULL);
- break;
- case MESA_SHADER_TESS_CTRL:
- if (state->shaders[MESA_SHADER_TESS_CTRL])
- state->pctx->bind_tcs_state(state->pctx, NULL);
- break;
- case MESA_SHADER_TESS_EVAL:
- if (state->shaders[MESA_SHADER_TESS_EVAL])
- state->pctx->bind_tes_state(state->pctx, NULL);
- break;
- case MESA_SHADER_VERTEX:
- if (state->shaders[MESA_SHADER_VERTEX])
- state->pctx->bind_vs_state(state->pctx, NULL);
- break;
- default:
- unreachable("what stage is this?!");
+ case MESA_SHADER_FRAGMENT:
+ if (state->shaders[MESA_SHADER_FRAGMENT])
+ state->pctx->bind_fs_state(state->pctx, NULL);
+ state->noop_fs_bound = false;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ if (state->shaders[MESA_SHADER_GEOMETRY])
+ state->pctx->bind_gs_state(state->pctx, NULL);
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ if (state->shaders[MESA_SHADER_TESS_CTRL])
+ state->pctx->bind_tcs_state(state->pctx, NULL);
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ if (state->shaders[MESA_SHADER_TESS_EVAL])
+ state->pctx->bind_tes_state(state->pctx, NULL);
+ break;
+ case MESA_SHADER_VERTEX:
+ if (state->shaders[MESA_SHADER_VERTEX])
+ state->pctx->bind_vs_state(state->pctx, NULL);
+ break;
+ default:
+ unreachable("what stage is this?!");
}
state->shaders[stage] = NULL;
}