if (cell->dirty & (CELL_NEW_FS_CONSTANTS)) {
const uint shader = PIPE_SHADER_FRAGMENT;
- const uint num_const = cell->constants[shader].buffer->size / sizeof(float);
+ const uint num_const = cell->constants[shader]->size / sizeof(float);
uint i, j;
float *buf = cell_batch_alloc16(cell, ROUNDUP16(32 + num_const * sizeof(float)));
uint32_t *ibuf = (uint32_t *) buf;
const float *constants = pipe_buffer_map(cell->pipe.screen,
- cell->constants[shader].buffer,
+ cell->constants[shader],
PIPE_BUFFER_USAGE_CPU_READ);
ibuf[0] = CELL_CMD_STATE_FS_CONSTANTS;
ibuf[4] = num_const;
for (i = 0; i < num_const; i++) {
buf[j++] = constants[i];
}
- pipe_buffer_unmap(cell->pipe.screen, cell->constants[shader].buffer);
+ pipe_buffer_unmap(cell->pipe.screen, cell->constants[shader]);
}
if (cell->dirty & (CELL_NEW_FRAMEBUFFER |