glsl: remove useless null checks and make match_explicit_outputs_to_inputs() static
match_explicit_outputs_to_inputs() cannot get null inputs and if it ever did triggering first null check would later in the function cause segfault. Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com> CC: timothy.arceri@collabora.com Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@ -2687,7 +2687,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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* Match explicit locations of outputs to inputs and deactivate the
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* unmatch flag if found so we don't optimise them away.
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*/
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void
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static void
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match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
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gl_shader *producer,
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gl_shader *consumer)
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@ -2703,10 +2703,6 @@ match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
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if ((var == NULL) || (var->data.mode != ir_var_shader_out))
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continue;
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/* Mark output as matched if separate shader with no linked consumer */
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if (consumer == NULL)
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var->data.is_unmatched_generic_inout = 0;
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if (var->data.explicit_location &&
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var->data.location >= VARYING_SLOT_VAR0) {
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const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
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@ -2722,10 +2718,6 @@ match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
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if ((input == NULL) || (input->data.mode != ir_var_shader_in))
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continue;
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/* Mark input as matched if separate shader with no linked producer */
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if (producer == NULL)
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input->data.is_unmatched_generic_inout = 0;
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ir_variable *output = NULL;
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if (input->data.explicit_location
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&& input->data.location >= VARYING_SLOT_VAR0) {
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