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vulkan: Simplify switch statement
All branches do the same thing now, so pull them all into the same branch.
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@ -1640,62 +1640,26 @@ gsk_vulkan_render_pass_count_vertex_data (GskVulkanRenderPass *self)
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case GSK_VULKAN_OP_FALLBACK_ROUNDED_CLIP:
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case GSK_VULKAN_OP_TEXTURE:
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case GSK_VULKAN_OP_REPEAT:
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case GSK_VULKAN_OP_COLOR:
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case GSK_VULKAN_OP_LINEAR_GRADIENT:
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case GSK_VULKAN_OP_OPACITY:
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case GSK_VULKAN_OP_COLOR_MATRIX:
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case GSK_VULKAN_OP_BLUR:
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case GSK_VULKAN_OP_BORDER:
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case GSK_VULKAN_OP_INSET_SHADOW:
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case GSK_VULKAN_OP_OUTSET_SHADOW:
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case GSK_VULKAN_OP_CROSS_FADE:
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case GSK_VULKAN_OP_BLEND_MODE:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_TEXT:
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op->text.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline) * op->text.num_glyphs;
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n_bytes += op->text.vertex_count;
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break;
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case GSK_VULKAN_OP_COLOR_TEXT:
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op->text.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline) * op->text.num_glyphs;
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n_bytes += op->text.vertex_count;
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break;
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case GSK_VULKAN_OP_COLOR:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_LINEAR_GRADIENT:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_OPACITY:
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case GSK_VULKAN_OP_COLOR_MATRIX:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_BLUR:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_BORDER:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_INSET_SHADOW:
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case GSK_VULKAN_OP_OUTSET_SHADOW:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_CROSS_FADE:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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case GSK_VULKAN_OP_BLEND_MODE:
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op->render.vertex_count = gsk_vulkan_pipeline_get_vertex_stride (op->render.pipeline);
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n_bytes += op->render.vertex_count;
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break;
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default:
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g_assert_not_reached ();
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