*/
gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
{
- if (ctx->Shader.CurrentVertexProgram) {
+ if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
/* There is currently a GLSL vertex shader, so clip according to GLSL
* rules, which means compare gl_ClipVertex (or gl_Position, if
* gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
&key, sizeof(key),
&brw->vs.base.prog_offset, &brw->vs.prog_data)) {
- bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
+ bool success = do_vs_prog(brw, ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
vp, &key);
(void) success;
assert(success);