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authorCaio Marcelo de Oliveira Filho <[email protected]>2019-03-25 23:47:21 -0700
committerCaio Marcelo de Oliveira Filho <[email protected]>2019-04-08 19:29:32 -0700
commit289478ea89dc7793106bcc3cde19dc1455874336 (patch)
treec33c8a6d0eb86ccc02f4f45f6229307904f31448
parent163655b33e02b6e151728fe18554a0d1fea5236c (diff)
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 <[email protected]>
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index d59cf8e53a4..ec196299b6a 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -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);
}