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glsl: Eliminate the global check in validate_explicit_location
Since the separation of ir_var_function_in and ir_var_shader_in (similar for out), this check is no longer necessary. Previously, global_scope was the only way to tell which was which. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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1 changed files with 2 additions and 3 deletions
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@ -2052,7 +2052,6 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
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struct _mesa_glsl_parse_state *state,
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YYLTYPE *loc)
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{
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const bool global_scope = (state->current_function == NULL);
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bool fail = false;
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const char *string = "";
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@ -2064,7 +2063,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
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*/
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switch (state->target) {
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case vertex_shader:
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if (!global_scope || (var->mode != ir_var_shader_in)) {
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if (var->mode != ir_var_shader_in) {
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fail = true;
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string = "input";
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}
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@ -2077,7 +2076,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
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return;
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case fragment_shader:
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if (!global_scope || (var->mode != ir_var_shader_out)) {
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if (var->mode != ir_var_shader_out) {
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fail = true;
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string = "output";
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}
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