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