As the code evolved, we ended up with a redundant conditions. Clean
this up.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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);
}