memset(&key, 0, sizeof(key));
key.base.program_string_id = gp->id;
- brw_setup_vec4_key_clip_info(brw, &key.base,
- gp->program.Base.UsesClipDistanceOut);
+ brw_setup_vue_key_clip_info(brw, &key.base,
+ gp->program.Base.UsesClipDistanceOut);
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
memset(&key, 0, sizeof(key));
- brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
+ brw_vue_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
/* Assume that the set of varyings coming in from the vertex shader exactly
* matches what the geometry shader requires.