if (cell->dirty & (CELL_NEW_FS_CONSTANTS)) {
const uint shader = PIPE_SHADER_FRAGMENT;
- const uint num_const = cell->constants[shader]->size / sizeof(float);
+ const uint num_const = cell->constants[shader]->width0 / sizeof(float);
uint i, j;
float *buf = cell_batch_alloc16(cell, ROUNDUP16(32 + num_const * sizeof(float)));
uint32_t *ibuf = (uint32_t *) buf;
texture->opcode[0] = CELL_CMD_STATE_TEXTURE;
texture->unit = i;
if (cell->texture[i]) {
- struct cell_texture *ct = cell->texture[i];
+ struct cell_resource *ct = cell->texture[i];
uint level;
for (level = 0; level < CELL_MAX_TEXTURE_LEVELS; level++) {
texture->start[level] = (ct->mapped +