* backend.
*/
if (existing) {
- shader->prog_offset = existing->prog_offset;
+ shader->offset = existing->offset;
} else {
shader->buffer = NULL;
u_upload_alloc(ice->shaders.uploader, 0, prog_data->program_size,
- 64, &shader->prog_offset, &shader->buffer, &shader->map);
+ 64, &shader->offset, &shader->buffer, &shader->map);
memcpy(shader->map, assembly, prog_data->program_size);
}