mesa: use STATIC_ASSERT in a few more places
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@@ -1951,7 +1951,7 @@ _mesa_test_formats(void)
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{
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GLuint i;
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assert(Elements(format_info) == MESA_FORMAT_COUNT);
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STATIC_ASSERT(Elements(format_info) == MESA_FORMAT_COUNT);
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for (i = 0; i < MESA_FORMAT_COUNT; i++) {
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const struct gl_format_info *info = _mesa_get_format_info(i);
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@@ -923,7 +923,7 @@ validate_samplers(const struct gl_program *prog, char *errMsg)
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GLbitfield samplersUsed = prog->SamplersUsed;
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GLuint i;
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assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
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STATIC_ASSERT(Elements(targetName) == NUM_TEXTURE_TARGETS);
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if (samplersUsed == 0x0)
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return GL_TRUE;
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@@ -113,7 +113,7 @@ _mesa_alloc_shared_state(struct gl_context *ctx)
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GL_TEXTURE_2D,
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GL_TEXTURE_1D
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};
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assert(Elements(targets) == NUM_TEXTURE_TARGETS);
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STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
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shared->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
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}
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@@ -695,7 +695,7 @@ alloc_proxy_textures( struct gl_context *ctx )
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};
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GLint tgt;
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ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
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STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
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for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
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if (!(ctx->Texture.ProxyTex[tgt]
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