}
state->unit[i].non_normalized_coords = !s->state.normalized_coords;
- state->unit[i].convert_unorm_to_snorm = 0;
/* Pass texture swizzling to the compiler, some lowering passes need it. */
if (state->unit[i].compare_mode_enabled) {
boolean r300_pick_fragment_shader(struct r300_context* r300)
{
struct r300_fragment_shader* fs = r300_fs(r300);
- struct r300_fragment_program_external_state state = {{{ 0 }}};
+ struct r300_fragment_program_external_state state;
struct r300_fragment_shader_code* ptr;
+ memset(&state, 0, sizeof(state));
get_external_state(r300, &state);
if (!fs->first) {