if (fp->Base.ShadowSamplers & (1 << unit)) {
struct gl_texture_object* tex = r300->radeon.glCtx->Texture.Unit[unit]._Current;
- state->unit[unit].depth_texture_swizzle = build_dts(tex->DepthMode);
+ state->unit[unit].texture_swizzle = build_dts(tex->DepthMode);
state->unit[unit].texture_compare_func = build_func(tex->CompareFunc);
}
}