glsl2: Don't try to assign locations for samplers during linking.
Mesa will do the mapping at _mesa_add_sampler() time. Fixes assertion failures in debug builds, which might have caught real problems with multiple samplers linked in a row.
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@@ -793,6 +793,9 @@ assign_uniform_locations(struct gl_shader_program *prog)
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if ((var == NULL) || (var->mode != ir_var_uniform))
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continue;
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if (var->type->is_sampler())
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continue;
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const unsigned vec4_slots = (var->component_slots() + 3) / 4;
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assert(vec4_slots != 0);
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