*/
void fs_visitor::setup_payload_gen4()
{
+ assert(stage == MESA_SHADER_FRAGMENT);
+ brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
+ gl_fragment_program *fp = (gl_fragment_program*) prog;
GLuint reg = 2;
bool kill_stats_promoted_workaround = false;
int lookup = key->iz_lookup;
- assert(stage == MESA_SHADER_FRAGMENT);
- gl_fragment_program *fp = (gl_fragment_program*) prog;
bool uses_depth =
(fp->Base.InputsRead & (1 << VARYING_SLOT_POS)) != 0;