glsl: Remove redundant conditions when asserting in_qualifier
authorCaio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tue, 26 Mar 2019 06:47:21 +0000 (23:47 -0700)
committerCaio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tue, 9 Apr 2019 02:29:32 +0000 (19:29 -0700)
As the code evolved, we ended up with a redundant conditions.  Clean
this up.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/compiler/glsl/glsl_parser_extras.cpp

index d59cf8e53a479bc5fac517ea9d5465fb3379e724..ec196299b6a6c60bfb47afabbf33d388b949c218 100644 (file)
@@ -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);
    }