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[Coverity] Remove redundant if() comparisons
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@@ -839,9 +839,6 @@ void GLPipelineStateViewer::setShaderState(const GLPipe::Shader &stage, RDLabel
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node->setTag(QVariant::fromValue(idx));
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if(!filledSlot)
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setEmptyRow(node);
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if(!usedSlot)
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setInactiveRow(node);
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@@ -3458,7 +3458,7 @@ void WrappedID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
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// log (which might make this combination valid on replay without some of the targets!)
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for(UINT i = 0; i < NumUAVs; i++)
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{
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if(UAVs && UAVs[i])
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if(UAVs[i])
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{
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MarkResourceReferenced(GetIDForResource(UAVs[i]), eFrameRef_Read);
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MarkResourceReferenced(GetViewResourceResID(UAVs[i]), eFrameRef_Read);
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