wined3d: Fix the indentation in buffer_direct_upload().
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@ -867,6 +867,9 @@ static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined
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UINT start = 0, len = 0;
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UINT start = 0, len = 0;
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ENTER_GL();
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ENTER_GL();
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/* This potentially invalidates the element array buffer binding, but the
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* caller always takes care of this. */
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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checkGLcall("glBindBufferARB");
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checkGLcall("glBindBufferARB");
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if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
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if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
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@ -906,7 +909,7 @@ static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined
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return;
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return;
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}
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}
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while(This->modified_areas)
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while (This->modified_areas)
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{
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{
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This->modified_areas--;
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This->modified_areas--;
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start = This->maps[This->modified_areas].offset;
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start = This->maps[This->modified_areas].offset;
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@ -927,6 +930,7 @@ static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined
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}
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}
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GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
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GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
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checkGLcall("glUnmapBufferARB");
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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LEAVE_GL();
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}
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}
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