mesa: fix indentation in _mesa_create_nameless_texture()
authorBrian Paul <brianp@vmware.com>
Wed, 30 Sep 2015 14:58:09 +0000 (08:58 -0600)
committerBrian Paul <brianp@vmware.com>
Thu, 1 Oct 2015 13:45:43 +0000 (07:45 -0600)
src/mesa/main/texobj.c

index a1be1e3304233dee63a083f522fa95be7e075979..4ded9494ed49c803cbbb29c5aaffb650b6fc17d5 100644 (file)
@@ -1192,18 +1192,18 @@ invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
 struct gl_texture_object *
 _mesa_create_nameless_texture(struct gl_context *ctx, GLenum target)
 {
-      struct gl_texture_object *texObj = NULL;
-      GLint targetIndex;
+   struct gl_texture_object *texObj = NULL;
+   GLint targetIndex;
 
-      if (target == 0)
-         return texObj;
+   if (target == 0)
+      return texObj;
 
-      texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
-      targetIndex = _mesa_tex_target_to_index(ctx, texObj->Target);
-      assert(targetIndex < NUM_TEXTURE_TARGETS);
-      texObj->TargetIndex = targetIndex;
+   texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
+   targetIndex = _mesa_tex_target_to_index(ctx, texObj->Target);
+   assert(targetIndex < NUM_TEXTURE_TARGETS);
+   texObj->TargetIndex = targetIndex;
 
-      return texObj;
+   return texObj;
 }
 
 /**