mesa: Simplify validate_shader_program after previous refactors
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -966,9 +966,7 @@ static GLboolean
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validate_shader_program(const struct gl_shader_program *shProg,
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char *errMsg)
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{
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const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
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const struct gl_shader *gs = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY];
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const struct gl_shader *fs = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
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unsigned i;
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if (!shProg->LinkStatus) {
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return GL_FALSE;
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@@ -994,14 +992,11 @@ validate_shader_program(const struct gl_shader_program *shProg,
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* Check: any two active samplers in the current program object are of
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* different types, but refer to the same texture image unit,
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*/
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if (vs && !validate_samplers(vs->Program, errMsg)) {
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return GL_FALSE;
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}
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if (gs && !validate_samplers(gs->Program, errMsg)) {
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return GL_FALSE;
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}
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if (fs && !validate_samplers(fs->Program, errMsg)) {
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return GL_FALSE;
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for (i = 0; i < Elements(shProg->_LinkedShaders); i++) {
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if (shProg->_LinkedShaders[i]
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&& !validate_samplers(shProg->_LinkedShaders[i]->Program, errMsg)) {
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return GL_FALSE;
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}
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}
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return GL_TRUE;
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