* rendering, CurrentProgram[MESA_SHADER_FRAGMENT] is used for this check
* to differentiate between the GLSL and non-GLSL cases.
*/
- if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
else
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_IEEE_754;