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:
parent
163655b33e
commit
289478ea89
|
@ -1716,11 +1716,8 @@ set_shader_inout_layout(struct gl_shader *shader,
|
||||||
struct _mesa_glsl_parse_state *state)
|
struct _mesa_glsl_parse_state *state)
|
||||||
{
|
{
|
||||||
/* Should have been prevented by the parser. */
|
/* Should have been prevented by the parser. */
|
||||||
if (shader->Stage == MESA_SHADER_TESS_CTRL ||
|
if (shader->Stage != MESA_SHADER_GEOMETRY &&
|
||||||
shader->Stage == MESA_SHADER_VERTEX) {
|
shader->Stage != MESA_SHADER_TESS_EVAL) {
|
||||||
assert(!state->in_qualifier->flags.i);
|
|
||||||
} else if (shader->Stage != MESA_SHADER_GEOMETRY &&
|
|
||||||
shader->Stage != MESA_SHADER_TESS_EVAL) {
|
|
||||||
assert(!state->in_qualifier->flags.i);
|
assert(!state->in_qualifier->flags.i);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue