for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->_ReallyEnabled) {
- struct intel_texture_object *intelObj = intel_texture_object(texUnit->_Current);
- struct gl_texture_image *texImage = intelObj->base.Image[0][intelObj->firstLevel];
+ struct gl_texture_object *tex_obj = texUnit->_Current;
+ struct gl_texture_image *texImage = tex_obj->Image[0][tex_obj->BaseLevel];
if (texImage->Border) {
DBG("FALLBACK: texture border\n");
return GL_TRUE;