glsl: simplify loop in varying_matches::assign_locations()
The use of break/continue was kind of weird/confusing. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@@ -1834,13 +1834,13 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
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const uint64_t slot_mask = ((1ull << slots) - 1) << (*location / 4u);
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const uint64_t slot_mask = ((1ull << slots) - 1) << (*location / 4u);
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assert(slots > 0);
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assert(slots > 0);
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if (reserved_slots & slot_mask) {
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*location = ALIGN(*location + 1, 4);
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if ((reserved_slots & slot_mask) == 0) {
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slot_end = *location + num_components - 1;
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break;
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continue;
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}
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}
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break;
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*location = ALIGN(*location + 1, 4);
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slot_end = *location + num_components - 1;
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}
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}
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if (!var->data.patch && slot_end >= MAX_VARYING * 4u) {
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if (!var->data.patch && slot_end >= MAX_VARYING * 4u) {
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