public:
struct brw_compiler *compiler;
- struct brw_device_info *devinfo;
+ struct gen_device_info *devinfo;
struct gl_context *ctx;
struct brw_wm_prog_data *prog_data;
struct gl_shader_program *shader_prog;
{
ctx = (struct gl_context *)calloc(1, sizeof(*ctx));
compiler = (struct brw_compiler *)calloc(1, sizeof(*compiler));
- devinfo = (struct brw_device_info *)calloc(1, sizeof(*devinfo));
+ devinfo = (struct gen_device_info *)calloc(1, sizeof(*devinfo));
compiler->devinfo = devinfo;
prog_data = ralloc(NULL, struct brw_wm_prog_data);
fs_reg src2 = v->vgrf(glsl_type::vec2_type);
bld.ADD(offset(dst0, bld, 2), src0, src1);
bld.emit(SHADER_OPCODE_TEX, dst0, src2)
- ->regs_written = 4;
+ ->size_written = 4 * REG_SIZE;
set_saturate(true, bld.MOV(dst1, offset(dst0, bld, 2)));
/* = Before =