mesa: fix indentation in vertex_attrib_binding()

Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
This commit is contained in:
Brian Paul 2016-10-07 15:31:34 -06:00
parent 743a526372
commit 3a2869aaca

View file

@ -136,9 +136,9 @@ vertex_attrib_binding(struct gl_context *ctx,
struct gl_array_attributes *array = &vao->VertexAttrib[attribIndex];
if (!_mesa_is_bufferobj(vao->VertexBinding[bindingIndex].BufferObj))
vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
else
vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
if (array->BufferBindingIndex != bindingIndex) {
const GLbitfield64 array_bit = VERT_BIT(attribIndex);