mesa/es: Remove redundant glGetShaderPrecisionFormat shader type validation
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Brian Paul <brianp@vmware.com>
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@ -3111,20 +3111,6 @@
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<param name="range" type="GLint *"/>
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<param name="precision" type="GLint *"/>
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</proto>
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<desc name="shadertype">
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<value name="GL_VERTEX_SHADER"/>
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<value name="GL_FRAGMENT_SHADER"/>
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</desc>
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<desc name="precisiontype">
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<value name="GL_LOW_FLOAT"/>
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<value name="GL_MEDIUM_FLOAT"/>
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<value name="GL_HIGH_FLOAT"/>
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<value name="GL_LOW_INT"/>
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<value name="GL_MEDIUM_INT"/>
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<value name="GL_HIGH_INT"/>
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</desc>
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</template>
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<template name="GetUniform" direction="get">
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