r.enableIndex = 0;
r.stackIndex = 0;
+ if(shader->containsLeaveInstruction())
+ {
+ r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
bool out[4][4] = {false};
// Create all call site return blocks up front
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
- if(shader && shader->containsLeaveInstruction())
- {
- enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
occlusion = 0;
#if PERF_PROFILE
r.enableIndex = 0;
r.stackIndex = 0;
+ if(shader->containsLeaveInstruction())
+ {
+ r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
// Create all call site return blocks up front
for(int i = 0; i < shader->getLength(); i++)
{
{
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
-
- if(shader && shader->containsLeaveInstruction())
- {
- enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
}
Pointer<Byte> data;