Fixed Fractal shader

The issue was with continue and break, where a previous loop was
decrementing the breakDepth/continueDepth before we started
incrementing it.

BUG=18069149

Change-Id: I39fa9c07ea373cd9dab4997bfb8a9e621bf48b29
Reviewed-on: https://swiftshader-review.googlesource.com/1473
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Shader/Shader.cpp b/src/Shader/Shader.cpp
index aa5b30d..88bb4b0 100644
--- a/src/Shader/Shader.cpp
+++ b/src/Shader/Shader.cpp
@@ -1595,10 +1595,6 @@
 			{
 				breakDepth++;
 			}
-			else if(instruction[i]->isEndLoop())
-			{
-				breakDepth--;
-			}
 
 			if(breakDepth > 0)
 			{
@@ -1606,6 +1602,10 @@
 				{
 					breakDepth++;
 				}
+				else if(instruction[i]->isEndLoop())
+				{
+					breakDepth--;
+				}
 
 				instruction[i]->analysisBreak = true;
 
@@ -1620,10 +1620,6 @@
 			{
 				continueDepth++;
 			}
-			else if(instruction[i]->isEndLoop())
-			{
-				continueDepth--;
-			}
 
 			if(continueDepth > 0)
 			{
@@ -1631,6 +1627,10 @@
 				{
 					continueDepth++;
 				}
+				else if(instruction[i]->isEndLoop())
+				{
+					continueDepth--;
+				}
 
 				instruction[i]->analysisContinue = true;