key.gs.aa_point = svga->curr.rast->templ.point_smooth;
- if (orig_gs != NULL) {
+ if (orig_gs) {
/* Check if the original geometry shader has stream output and
* if position is one of the outputs.
*/
streamout = orig_gs->base.stream_output;
- if (streamout != NULL) {
+ if (streamout) {
pos_out_index = streamout->pos_out_index;
key.gs.point_pos_stream_out = pos_out_index != -1;
}
key.gs.aa_point ?
&aa_point_coord_index : NULL);
- if (new_tokens == NULL) {
+ if (!new_tokens) {
/* if no new tokens are generated for whatever reason, just return */
return NULL;
}
templ.tokens = new_tokens;
templ.stream_output.num_outputs = 0;
- if (streamout != NULL) {
+ if (streamout) {
templ.stream_output = streamout->info;
/* The tgsi_add_point_sprite utility adds an extra output
* for the original point position for stream output purpose.
/* Add the new geometry shader to the head of the shader list
* pointed to by the original geometry shader.
*/
- if (orig_gs != NULL) {
+ if (orig_gs) {
gs->base.next = orig_gs->base.next;
orig_gs->base.next = &gs->base;
}
vs->base.info.output_semantic_name,
vs->base.info.output_semantic_index);
- if (orig_gs == NULL)
+ if (!orig_gs)
return NULL;
}
else {