* rebase it into a temporary.
*/
if ((ib_type_size - 1) & offset) {
- GLubyte *map = ctx->Driver.MapBufferRange(ctx,
- offset,
- ib_size,
- GL_MAP_WRITE_BIT,
- bufferobj);
+ GLubyte *map = ctx->Driver.MapBufferRange(ctx,
+ offset,
+ ib_size,
+ GL_MAP_WRITE_BIT,
+ bufferobj);
- intel_upload_data(&brw->intel, map, ib_size, ib_type_size,
- &bo, &offset);
- brw->ib.start_vertex_offset = offset / ib_type_size;
+ intel_upload_data(&brw->intel, map, ib_size, ib_type_size,
+ &bo, &offset);
+ brw->ib.start_vertex_offset = offset / ib_type_size;
- ctx->Driver.UnmapBuffer(ctx, bufferobj);
+ ctx->Driver.UnmapBuffer(ctx, bufferobj);
} else {
/* Use CMD_3D_PRIM's start_vertex_offset to avoid re-uploading
* the index buffer state when we're just moving the start index