glsl: Remove redundant conditions when asserting in_qualifier

As the code evolved, we ended up with a redundant conditions.  Clean
this up.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Caio Marcelo de Oliveira Filho 2019-03-25 23:47:21 -07:00
parent 163655b33e
commit 289478ea89
1 changed files with 2 additions and 5 deletions

View File

@ -1716,11 +1716,8 @@ set_shader_inout_layout(struct gl_shader *shader,
struct _mesa_glsl_parse_state *state)
{
/* Should have been prevented by the parser. */
if (shader->Stage == MESA_SHADER_TESS_CTRL ||
shader->Stage == MESA_SHADER_VERTEX) {
assert(!state->in_qualifier->flags.i);
} else if (shader->Stage != MESA_SHADER_GEOMETRY &&
shader->Stage != MESA_SHADER_TESS_EVAL) {
if (shader->Stage != MESA_SHADER_GEOMETRY &&
shader->Stage != MESA_SHADER_TESS_EVAL) {
assert(!state->in_qualifier->flags.i);
}