static void
gen6_update_sol_surfaces(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_TRANSFORM_FEEDBACK */
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
static void
brw_gs_upload_binding_table(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
struct gl_transform_feedback_object *obj)
{
struct brw_context *brw = brw_context(ctx);
- struct intel_context *intel = &brw->intel;
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
- assert(intel->gen == 6);
+ assert(brw->gen == 6);
/* Compute the maximum number of vertices that we can write without
* overflowing any of the buffers currently being used for feedback.