From: Ian Romanick <ian.d.roman...@intel.com>

Remove the other places that set LinkStatus to false since they all
immediately follow a call to linker_error_printf.
---
 src/glsl/linker.cpp |    8 ++------
 1 files changed, 2 insertions(+), 6 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index fe570b6..c260f29 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -172,6 +172,8 @@ linker_error_printf(gl_shader_program *prog, const char 
*fmt, ...)
    va_start(ap, fmt);
    ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
    va_end(ap);
+
+   prog->LinkStatus = false;
 }
 
 
@@ -1527,7 +1529,6 @@ assign_varying_locations(struct gl_context *ctx,
 
            linker_error_printf(prog, "fragment shader varying %s not written "
                                "by vertex shader\n.", var->name);
-           prog->LinkStatus = false;
         }
 
         /* An 'in' variable is only really a shader input if its
@@ -1720,12 +1721,10 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
     * FINISHME: at least 16, so hardcode 16 for now.
     */
    if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
-      prog->LinkStatus = false;
       goto done;
    }
 
    if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, 
ctx->Const.MaxDrawBuffers)) {
-      prog->LinkStatus = false;
       goto done;
    }
 
@@ -1742,7 +1741,6 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
       if (!assign_varying_locations(ctx, prog,
                                    prog->_LinkedShaders[prev],
                                    prog->_LinkedShaders[i])) {
-        prog->LinkStatus = false;
         goto done;
       }
 
@@ -1775,10 +1773,8 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
    if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
       if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
         linker_error_printf(prog, "program lacks a vertex shader\n");
-        prog->LinkStatus = false;
       } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
         linker_error_printf(prog, "program lacks a fragment shader\n");
-        prog->LinkStatus = false;
       }
    }
 
-- 
1.7.4.4

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