If we fail to compile the normal VS or FS we fall back to a simple/
dummy shader.  We need to rescan the the shader to update the shader
info.  Otherwise, this can lead to further translations failures
because the shader info doesn't match the actual shader.

Found by adding some extra debug assertions in the state-update code
while debugging something else.

v2: also update shader generic_inputs/outputs, etc. per Charmaine
---
 src/gallium/drivers/svga/svga_state_fs.c | 4 ++++
 src/gallium/drivers/svga/svga_state_vs.c | 3 +++
 2 files changed, 7 insertions(+)

diff --git a/src/gallium/drivers/svga/svga_state_fs.c 
b/src/gallium/drivers/svga/svga_state_fs.c
index 5e56899..eeb1ba6 100644
--- a/src/gallium/drivers/svga/svga_state_fs.c
+++ b/src/gallium/drivers/svga/svga_state_fs.c
@@ -115,6 +115,10 @@ get_compiled_dummy_shader(struct svga_context *svga,
    FREE((void *) fs->base.tokens);
    fs->base.tokens = dummy;
 
+   tgsi_scan_shader(fs->base.tokens, &fs->base.info);
+   fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
+   svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
+
    variant = translate_fragment_program(svga, fs, key);
    return variant;
 }
diff --git a/src/gallium/drivers/svga/svga_state_vs.c 
b/src/gallium/drivers/svga/svga_state_vs.c
index a0ab868..3dfc9f4 100644
--- a/src/gallium/drivers/svga/svga_state_vs.c
+++ b/src/gallium/drivers/svga/svga_state_vs.c
@@ -105,6 +105,9 @@ get_compiled_dummy_vertex_shader(struct svga_context *svga,
    FREE((void *) vs->base.tokens);
    vs->base.tokens = dummy;
 
+   tgsi_scan_shader(vs->base.tokens, &vs->base.info);
+   vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
+
    variant = translate_vertex_program(svga, vs, key);
    return variant;
 }
-- 
2.7.4

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