vs_exec_run_linear( struct draw_vertex_shader *shader,
const float (*input)[4],
float (*output)[4],
- const void *constants[PIPE_MAX_CONSTANT],
+ const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
unsigned count,
unsigned input_stride,
unsigned output_stride )
unsigned int i, j;
unsigned slot;
- for (i = 0; i < PIPE_MAX_CONSTANT; i++) {
+ for (i = 0; i < PIPE_MAX_CONSTANT_BUFFERS; i++) {
machine->Consts[i] = constants[i];
}
vs->base.prepare = vs_exec_prepare;
vs->base.run_linear = vs_exec_run_linear;
vs->base.delete = vs_exec_delete;
- vs->base.create_varient = draw_vs_varient_generic;
+ vs->base.create_varient = draw_vs_create_varient_generic;
vs->machine = draw->vs.machine;
return &vs->base;