Align the vertical whitespace in the big switch in Context::getIntegerv.

TRAC #23082

Signed-off-by: Shannon Woods
Signed-off-by: Geoff Lang
Authored-by: Jamie Madill
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 3539437..809a9f7 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1529,67 +1529,67 @@
     // Context::getFloatv.
     switch (pname)
     {
-      case GL_MAX_VERTEX_ATTRIBS:               *params = gl::MAX_VERTEX_ATTRIBS;               break;
-      case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = mRenderer->getMaxVertexUniformVectors(); break;
-      case GL_MAX_VERTEX_UNIFORM_COMPONENTS:    *params = mRenderer->getMaxVertexUniformVectors() * 4; break;
-      case GL_MAX_VARYING_VECTORS:              *params = mRenderer->getMaxVaryingVectors();    break;
-      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break;
-      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = mRenderer->getMaxVertexTextureImageUnits(); break;
-      case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = gl::MAX_TEXTURE_IMAGE_UNITS;          break;
-      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = mRenderer->getMaxFragmentUniformVectors(); break;
-      case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:  *params = mRenderer->getMaxFragmentUniformVectors() * 4; break;
-      case GL_MAX_RENDERBUFFER_SIZE:            *params = getMaximumRenderbufferDimension();    break;
-      case GL_MAX_COLOR_ATTACHMENTS_EXT:        *params = mRenderer->getMaxRenderTargets();     break;
-      case GL_MAX_DRAW_BUFFERS_EXT:             *params = mRenderer->getMaxRenderTargets();     break;
-      case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
-      case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
-      case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.id();              break;
-      case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getCurrentVertexArray()->getElementArrayBufferId(); break;
-      //case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
-      case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
-      case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
-      case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.id();             break;
-      case GL_VERTEX_ARRAY_BINDING:             *params = mState.vertexArray;                   break;
-      case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
-      case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
-      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:     *params = mState.packReverseRowOrder;           break;
-      case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
-      case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
-      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
-      case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
-      case GL_STENCIL_FUNC:                     *params = mState.depthStencil.stencilFunc;             break;
-      case GL_STENCIL_REF:                      *params = mState.stencilRef;                           break;
-      case GL_STENCIL_VALUE_MASK:               *params = mState.depthStencil.stencilMask;             break;
-      case GL_STENCIL_BACK_FUNC:                *params = mState.depthStencil.stencilBackFunc;         break;
-      case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                       break;
-      case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.depthStencil.stencilBackMask;         break;
-      case GL_STENCIL_FAIL:                     *params = mState.depthStencil.stencilFail;             break;
-      case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.depthStencil.stencilPassDepthFail;    break;
-      case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.depthStencil.stencilPassDepthPass;    break;
-      case GL_STENCIL_BACK_FAIL:                *params = mState.depthStencil.stencilBackFail;         break;
-      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.depthStencil.stencilBackPassDepthFail; break;
-      case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.depthStencil.stencilBackPassDepthPass; break;
-      case GL_DEPTH_FUNC:                       *params = mState.depthStencil.depthFunc;               break;
-      case GL_BLEND_SRC_RGB:                    *params = mState.blend.sourceBlendRGB;                 break;
-      case GL_BLEND_SRC_ALPHA:                  *params = mState.blend.sourceBlendAlpha;               break;
-      case GL_BLEND_DST_RGB:                    *params = mState.blend.destBlendRGB;                   break;
-      case GL_BLEND_DST_ALPHA:                  *params = mState.blend.destBlendAlpha;                 break;
-      case GL_BLEND_EQUATION_RGB:               *params = mState.blend.blendEquationRGB;               break;
-      case GL_BLEND_EQUATION_ALPHA:             *params = mState.blend.blendEquationAlpha;             break;
-      case GL_STENCIL_WRITEMASK:                *params = mState.depthStencil.stencilWritemask;        break;
-      case GL_STENCIL_BACK_WRITEMASK:           *params = mState.depthStencil.stencilBackWritemask;    break;
-      case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;                    break;
-      case GL_SUBPIXEL_BITS:                    *params = 4;                                           break;
-      case GL_MAX_TEXTURE_SIZE:                 *params = getMaximum2DTextureDimension();              break;
-      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = getMaximumCubeTextureDimension();            break;
-      case GL_MAX_3D_TEXTURE_SIZE:              *params = getMaximum3DTextureDimension();              break;
-      case GL_MAX_ARRAY_TEXTURE_LAYERS:         *params = getMaximum2DArrayTextureLayers();            break;
-      case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:  *params = getUniformBufferOffsetAlignment();           break;
-      case GL_MAX_UNIFORM_BUFFER_BINDINGS:      *params = getMaximumCombinedUniformBufferBindings();   break;
-      case GL_MAX_VERTEX_UNIFORM_BLOCKS:        *params = mRenderer->getMaxVertexShaderUniformBuffers(); break;
-      case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:      *params = mRenderer->getMaxFragmentShaderUniformBuffers(); break;
-      case GL_MAX_COMBINED_UNIFORM_BLOCKS:      *params = getMaximumCombinedUniformBufferBindings();   break;
-      case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = 0; UNIMPLEMENTED();                   break;
+      case GL_MAX_VERTEX_ATTRIBS:                       *params = gl::MAX_VERTEX_ATTRIBS;                               break;
+      case GL_MAX_VERTEX_UNIFORM_VECTORS:               *params = mRenderer->getMaxVertexUniformVectors();              break;
+      case GL_MAX_VERTEX_UNIFORM_COMPONENTS:            *params = mRenderer->getMaxVertexUniformVectors() * 4;          break;
+      case GL_MAX_VARYING_VECTORS:                      *params = mRenderer->getMaxVaryingVectors();                    break;
+      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:         *params = mRenderer->getMaxCombinedTextureImageUnits();         break;
+      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:           *params = mRenderer->getMaxVertexTextureImageUnits();           break;
+      case GL_MAX_TEXTURE_IMAGE_UNITS:                  *params = gl::MAX_TEXTURE_IMAGE_UNITS;                          break;
+      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:             *params = mRenderer->getMaxFragmentUniformVectors();            break;
+      case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:          *params = mRenderer->getMaxFragmentUniformVectors() * 4;        break;
+      case GL_MAX_RENDERBUFFER_SIZE:                    *params = getMaximumRenderbufferDimension();                    break;
+      case GL_MAX_COLOR_ATTACHMENTS_EXT:                *params = mRenderer->getMaxRenderTargets();                     break;
+      case GL_MAX_DRAW_BUFFERS_EXT:                     *params = mRenderer->getMaxRenderTargets();                     break;
+      case GL_NUM_SHADER_BINARY_FORMATS:                *params = 0;                                                    break;
+      case GL_SHADER_BINARY_FORMATS:                    /* no shader binary formats are supported */                    break;
+      case GL_ARRAY_BUFFER_BINDING:                     *params = mState.arrayBuffer.id();                              break;
+      case GL_ELEMENT_ARRAY_BUFFER_BINDING:             *params = getCurrentVertexArray()->getElementArrayBufferId();   break;
+      //case GL_FRAMEBUFFER_BINDING:                    // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+      case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:           *params = mState.drawFramebuffer;                               break;
+      case GL_READ_FRAMEBUFFER_BINDING_ANGLE:           *params = mState.readFramebuffer;                               break;
+      case GL_RENDERBUFFER_BINDING:                     *params = mState.renderbuffer.id();                             break;
+      case GL_VERTEX_ARRAY_BINDING:                     *params = mState.vertexArray;                                   break;
+      case GL_CURRENT_PROGRAM:                          *params = mState.currentProgram;                                break;
+      case GL_PACK_ALIGNMENT:                           *params = mState.packAlignment;                                 break;
+      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:             *params = mState.packReverseRowOrder;                           break;
+      case GL_UNPACK_ALIGNMENT:                         *params = mState.unpackAlignment;                               break;
+      case GL_GENERATE_MIPMAP_HINT:                     *params = mState.generateMipmapHint;                            break;
+      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:      *params = mState.fragmentShaderDerivativeHint;                  break;
+      case GL_ACTIVE_TEXTURE:                           *params = (mState.activeSampler + GL_TEXTURE0);                 break;
+      case GL_STENCIL_FUNC:                             *params = mState.depthStencil.stencilFunc;                      break;
+      case GL_STENCIL_REF:                              *params = mState.stencilRef;                                    break;
+      case GL_STENCIL_VALUE_MASK:                       *params = mState.depthStencil.stencilMask;                      break;
+      case GL_STENCIL_BACK_FUNC:                        *params = mState.depthStencil.stencilBackFunc;                  break;
+      case GL_STENCIL_BACK_REF:                         *params = mState.stencilBackRef;                                break;
+      case GL_STENCIL_BACK_VALUE_MASK:                  *params = mState.depthStencil.stencilBackMask;                  break;
+      case GL_STENCIL_FAIL:                             *params = mState.depthStencil.stencilFail;                      break;
+      case GL_STENCIL_PASS_DEPTH_FAIL:                  *params = mState.depthStencil.stencilPassDepthFail;             break;
+      case GL_STENCIL_PASS_DEPTH_PASS:                  *params = mState.depthStencil.stencilPassDepthPass;             break;
+      case GL_STENCIL_BACK_FAIL:                        *params = mState.depthStencil.stencilBackFail;                  break;
+      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:             *params = mState.depthStencil.stencilBackPassDepthFail;         break;
+      case GL_STENCIL_BACK_PASS_DEPTH_PASS:             *params = mState.depthStencil.stencilBackPassDepthPass;         break;
+      case GL_DEPTH_FUNC:                               *params = mState.depthStencil.depthFunc;                        break;
+      case GL_BLEND_SRC_RGB:                            *params = mState.blend.sourceBlendRGB;                          break;
+      case GL_BLEND_SRC_ALPHA:                          *params = mState.blend.sourceBlendAlpha;                        break;
+      case GL_BLEND_DST_RGB:                            *params = mState.blend.destBlendRGB;                            break;
+      case GL_BLEND_DST_ALPHA:                          *params = mState.blend.destBlendAlpha;                          break;
+      case GL_BLEND_EQUATION_RGB:                       *params = mState.blend.blendEquationRGB;                        break;
+      case GL_BLEND_EQUATION_ALPHA:                     *params = mState.blend.blendEquationAlpha;                      break;
+      case GL_STENCIL_WRITEMASK:                        *params = mState.depthStencil.stencilWritemask;                 break;
+      case GL_STENCIL_BACK_WRITEMASK:                   *params = mState.depthStencil.stencilBackWritemask;             break;
+      case GL_STENCIL_CLEAR_VALUE:                      *params = mState.stencilClearValue;                             break;
+      case GL_SUBPIXEL_BITS:                            *params = 4;                                                    break;
+      case GL_MAX_TEXTURE_SIZE:                         *params = getMaximum2DTextureDimension();                       break;
+      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:                *params = getMaximumCubeTextureDimension();                     break;
+      case GL_MAX_3D_TEXTURE_SIZE:                      *params = getMaximum3DTextureDimension();                       break;
+      case GL_MAX_ARRAY_TEXTURE_LAYERS:                 *params = getMaximum2DArrayTextureLayers();                     break;
+      case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:          *params = getUniformBufferOffsetAlignment();                    break;
+      case GL_MAX_UNIFORM_BUFFER_BINDINGS:              *params = getMaximumCombinedUniformBufferBindings();            break;
+      case GL_MAX_VERTEX_UNIFORM_BLOCKS:                *params = mRenderer->getMaxVertexShaderUniformBuffers();        break;
+      case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:              *params = mRenderer->getMaxFragmentShaderUniformBuffers();      break;
+      case GL_MAX_COMBINED_UNIFORM_BLOCKS:              *params = getMaximumCombinedUniformBufferBindings();            break;
+      case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:  *params = 0; UNIMPLEMENTED();                                   break;
       case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   
         params[0] = mNumCompressedTextureFormats;
         break;