glsl: remove some continue statements
In some cases, I think loop code is easier to read without continue statements. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@@ -1277,9 +1277,7 @@ parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog,
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* feedback of arrays would be useless otherwise.
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*/
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for (unsigned j = 0; j < i; ++j) {
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if (!decls[j].is_varying())
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continue;
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if (decls[j].is_varying()) {
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if (tfeedback_decl::is_same(decls[i], decls[j])) {
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linker_error(prog, "Transform feedback varying %s specified "
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"more than once.", varying_names[i]);
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@@ -1287,6 +1285,7 @@ parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog,
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}
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}
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}
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}
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return true;
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}
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@@ -2571,14 +2570,13 @@ assign_varying_locations(struct gl_context *ctx,
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matches.store_locations();
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for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
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if (!tfeedback_decls[i].is_varying())
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continue;
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if (tfeedback_decls[i].is_varying()) {
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if (!tfeedback_decls[i].assign_location(ctx, prog)) {
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_mesa_hash_table_destroy(tfeedback_candidates, NULL);
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return false;
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}
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}
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}
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_mesa_hash_table_destroy(tfeedback_candidates, NULL);
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if (consumer && producer) {
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