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-rw-r--r--src/intel/blorp/blorp.c6
-rw-r--r--src/intel/blorp/blorp_blit.c2
-rw-r--r--src/intel/blorp/blorp_clear.c4
3 files changed, 6 insertions, 6 deletions
diff --git a/src/intel/blorp/blorp.c b/src/intel/blorp/blorp.c
index 0b2395d9f7a..98342755294 100644
--- a/src/intel/blorp/blorp.c
+++ b/src/intel/blorp/blorp.c
@@ -204,12 +204,12 @@ blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
nir = brw_preprocess_nir(compiler, nir);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
- vs_prog_data->inputs_read = nir->info->inputs_read;
+ vs_prog_data->inputs_read = nir->info.inputs_read;
brw_compute_vue_map(compiler->devinfo,
&vs_prog_data->base.vue_map,
- nir->info->outputs_written,
- nir->info->separate_shader);
+ nir->info.outputs_written,
+ nir->info.separate_shader);
struct brw_vs_prog_key vs_key = { 0, };
diff --git a/src/intel/blorp/blorp_blit.c b/src/intel/blorp/blorp_blit.c
index 691564c8788..04ea98aaf5b 100644
--- a/src/intel/blorp/blorp_blit.c
+++ b/src/intel/blorp/blorp_blit.c
@@ -1301,7 +1301,7 @@ brw_blorp_get_blit_kernel(struct blorp_context *blorp,
struct brw_wm_prog_data prog_data;
nir_shader *nir = brw_blorp_build_nir_shader(blorp, mem_ctx, prog_key);
- nir->info->name = ralloc_strdup(nir, "BLORP-blit");
+ nir->info.name = ralloc_strdup(nir, "BLORP-blit");
struct brw_wm_prog_key wm_key;
brw_blorp_init_wm_prog_key(&wm_key);
diff --git a/src/intel/blorp/blorp_clear.c b/src/intel/blorp/blorp_clear.c
index 4e834ba123e..a9eb6b95e45 100644
--- a/src/intel/blorp/blorp_clear.c
+++ b/src/intel/blorp/blorp_clear.c
@@ -58,7 +58,7 @@ blorp_params_get_clear_kernel(struct blorp_context *blorp,
nir_builder b;
nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_FRAGMENT, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "BLORP-clear");
+ b.shader->info.name = ralloc_strdup(b.shader, "BLORP-clear");
nir_variable *v_color =
BLORP_CREATE_NIR_INPUT(b.shader, clear_color, glsl_vec4_type());
@@ -120,7 +120,7 @@ blorp_params_get_layer_offset_vs(struct blorp_context *blorp,
nir_builder b;
nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs");
+ b.shader->info.name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs");
const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT, 4);