_mesa_glsl_parse_state *state;
p.mem_ctx = ralloc_context(NULL);
- p.shader = _mesa_new_shader(ctx, 0, MESA_SHADER_FRAGMENT);
+ p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
p.shader->ir = new(p.shader) exec_list;
state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
p.shader);