if (span->array->mask[i]) {
init_machine(ctx, &ctx->ATIFragmentShader.Machine,
ctx->ATIFragmentShader.Current, span, i);
-
- if (execute_shader(ctx, shader, ~0,
+ /* can't really happen... */
+ if (!execute_shader(ctx, shader, ~0,
&ctx->ATIFragmentShader.Machine, span, i)) {
span->array->mask[i] = GL_FALSE;
+ span->writeAll = GL_FALSE;
}
{