t->insn[t->labels[i].branch_target]);
}
+ /* Set the next shader stage hint for VS and TES. */
+ switch (procType) {
+ case TGSI_PROCESSOR_VERTEX:
+ case TGSI_PROCESSOR_TESS_EVAL:
+ if (program->shader_program->SeparateShader)
+ break;
+
+ for (i = program->shader->Stage+1; i <= MESA_SHADER_FRAGMENT; i++) {
+ if (program->shader_program->_LinkedShaders[i]) {
+ unsigned next;
+
+ switch (i) {
+ case MESA_SHADER_TESS_CTRL:
+ next = TGSI_PROCESSOR_TESS_CTRL;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ next = TGSI_PROCESSOR_TESS_EVAL;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ next = TGSI_PROCESSOR_GEOMETRY;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ next = TGSI_PROCESSOR_FRAGMENT;
+ break;
+ default:
+ assert(0);
+ continue;
+ }
+
+ ureg_set_next_shader_processor(ureg, next);
+ break;
+ }
+ }
+ break;
+ }
+
out:
if (t) {
free(t->arrays);