program->Base.NumNativeTexIndirections = prog.NumTexIndirections;
program->Base.InputsRead = prog.InputsRead;
program->Base.OutputsWritten = prog.OutputsWritten;
+ program->Base.IndirectRegisterFiles = prog.IndirectRegisterFiles;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
if (prog.TexturesUsed[i])
program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
program->Base.InputsRead = prog.InputsRead;
program->Base.OutputsWritten = prog.OutputsWritten;
+ program->Base.IndirectRegisterFiles = prog.IndirectRegisterFiles;
program->IsPositionInvariant = (state.option.PositionInvariant)
? GL_TRUE : GL_FALSE;