const GLboolean vertexShader =
(ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus &&
- ctx->Shader.CurrentVertexProgram->VertexProgram);
+ ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
}
else {
/* calculate from vp->outputs */
- struct gl_vertex_program *vprog;
+ struct gl_program *vprog;
GLbitfield64 vp_outputs;
/* Choose GLSL vertex shader over ARB vertex program. Need this
* validation (see additional comments in state.c).
*/
if (vertexShader)
- vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
+ vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
else
- vprog = ctx->VertexProgram.Current;
+ vprog = &ctx->VertexProgram.Current->Base;
- vp_outputs = vprog->Base.OutputsWritten;
+ vp_outputs = vprog->OutputsWritten;
/* These get generated in the setup routine regardless of the
* vertex program: