If the fragment program uses KIL, we have to execute it before z/stencil
testing. Otherwise, deferred texture/shading lets us skip shading for
pixels that fail z/stencil testing.
/* Z comes from fragment program/shader */
swrast->_DeferredTexture = GL_FALSE;
}
+ else if (fprog && fprog->UsesKill) {
+ swrast->_DeferredTexture = GL_FALSE;
+ }
else if (ctx->Query.CurrentOcclusionObject) {
/* occlusion query depends on shader discard/kill results */
swrast->_DeferredTexture = GL_FALSE;