#endif
ctx->ATIFragmentShader.Compiling = 0;
-
+ ctx->ATIFragmentShader.Current->NumPasses = ctx->ATIFragmentShader.Current->cur_pass;
+ ctx->ATIFragmentShader.Current->cur_pass=0;
#if MESA_DEBUG_ATI_FS
for (i = 0; i < curProg->Base.NumInstructions; i++) {
GLuint op0 = curProg->Instructions[i].Opcode[0];
GLint ci;
struct atifs_instruction *curI;
+ if (ctx->ATIFragmentShader.Current->cur_pass==1)
+ ctx->ATIFragmentShader.Current->cur_pass=2;
+
new_inst(curProg);
ci = curProg->Base.NumInstructions - 1;
/* some validation
GLint ci;
struct atifs_instruction *curI;
+ if (ctx->ATIFragmentShader.Current->cur_pass==1)
+ ctx->ATIFragmentShader.Current->cur_pass=2;
+
+
new_inst(curProg);
ci = curProg->Base.NumInstructions - 1;
GLint ci;
struct atifs_instruction *curI;
+ if (ctx->ATIFragmentShader.Current->cur_pass==0)
+ ctx->ATIFragmentShader.Current->cur_pass=1;
+
/* decide whether this is a new instruction or not ... all color instructions are new */
if (optype == 0)
new_inst(curProg);