diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs.cpp | 6 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_wm_state.c | 4 |
2 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index ba4b508589e..ce7959b19de 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -1381,7 +1381,7 @@ fs_visitor::visit(ir_texture *ir) assert(!ir->projector); sampler = _mesa_get_sampler_uniform_value(ir->sampler, - ctx->Shader._CurrentFragmentProgram, + ctx->Shader.CurrentFragmentProgram, &brw->fragment_program->Base); sampler = c->fp->program.Base.SamplerUnits[sampler]; @@ -3454,7 +3454,7 @@ fs_visitor::generate_code() if (unlikely(INTEL_DEBUG & DEBUG_WM)) { printf("Native code for fragment shader %d:\n", - ctx->Shader._CurrentFragmentProgram->Name); + ctx->Shader.CurrentFragmentProgram->Name); } foreach_iter(exec_list_iterator, iter, this->instructions) { @@ -3723,7 +3723,7 @@ brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; - struct gl_shader_program *prog = ctx->Shader._CurrentFragmentProgram; + struct gl_shader_program *prog = ctx->Shader.CurrentFragmentProgram; if (!prog) return GL_FALSE; diff --git a/src/mesa/drivers/dri/i965/brw_wm_state.c b/src/mesa/drivers/dri/i965/brw_wm_state.c index 8d67b97edf3..5b5afc4626b 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_state.c @@ -131,9 +131,9 @@ wm_unit_populate_key(struct brw_context *brw, struct brw_wm_unit_key *key) /* If using the fragment shader backend, the program is always * 8-wide. */ - if (ctx->Shader._CurrentFragmentProgram) { + if (ctx->Shader.CurrentFragmentProgram) { struct brw_shader *shader = (struct brw_shader *) - ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]; + ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]; if (shader != NULL && shader->ir != NULL) { key->is_glsl = GL_TRUE; |