fs_reg src1 = v->vgrf(glsl_type::float_type);
fs_reg src2 = v->vgrf(glsl_type::vec2_type);
fs_reg zero(0.0f);
- bld.ADD(offset(dest, 2), src0, src1);
+ bld.ADD(offset(dest, bld, 2), src0, src1);
bld.emit(SHADER_OPCODE_TEX, dest, src2)
->regs_written = 4;
- bld.CMP(bld.null_reg_f(), offset(dest, 2), zero, BRW_CONDITIONAL_GE);
+ bld.CMP(bld.null_reg_f(), offset(dest, bld, 2), zero, BRW_CONDITIONAL_GE);
/* = Before =
*