Track fragment and vertex shader code generation via pipe shader state objects.
Unfortunately, the generated fragment shader code is effectively unusable until it handles quad->mask.
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@@ -61,10 +61,6 @@ struct st_fragment_program
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/** The program in TGSI format */
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struct tgsi_token tokens[ST_MAX_SHADER_TOKENS];
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#if defined(__i386__) || defined(__386__)
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struct x86_function sse2_program;
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#endif
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/** Pointer to the corresponding cached shader */
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const struct cso_fragment_shader *fs;
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