GLuint OutputsWritten;
if(hw_tcl_on)
- OutputsWritten = CURRENT_VERTEX_SHADER(ctx)->OutputsWritten;
+ OutputsWritten = CURRENT_VERTEX_SHADER(ctx)->Base.OutputsWritten;
R300_STATECHANGE(r300, txe);
R300_STATECHANGE(r300, tex.filter);
int i;
if(hw_tcl_on)
- OutputsWritten = CURRENT_VERTEX_SHADER(ctx)->OutputsWritten;
+ OutputsWritten = CURRENT_VERTEX_SHADER(ctx)->Base.OutputsWritten;
else
OutputsWritten = r300->state.render_inputs;
if (ctx->FragmentProgram._Current)
- InputsRead = ctx->FragmentProgram._Current->InputsRead;
+ InputsRead = ctx->FragmentProgram._Current->Base.InputsRead;
else {
fprintf(stderr, "No ctx->FragmentProgram._Current!!\n");
return; /* This should only ever happen once.. */
GLuint OutputsWritten;
if(hw_tcl_on)
- OutputsWritten = CURRENT_VERTEX_SHADER(ctx)->OutputsWritten;
+ OutputsWritten = CURRENT_VERTEX_SHADER(ctx)->Base.OutputsWritten;
/* This needs to be rewritten - it is a hack at best */