* DEALINGS IN THE SOFTWARE.
*/
-#include "ir.h"
-#include "glsl_types.h"
-#include "ir_visitor.h"
-#include "../glsl/program.h"
-#include "ir_uniform.h"
-
#include "main/mtypes.h"
+#include "glsl/nir/glsl_types.h"
+#include "glsl/ir.h"
+#include "glsl/ir_uniform.h"
+#include "glsl/ir_visitor.h"
+#include "glsl/program.h"
#include "program/hash_table.h"
#include "program/prog_parameter.h"
#include "program/program.h"
return 0;
}
- if (!shader_program->UniformStorage[location].sampler[shader].active) {
+ if (!shader_program->UniformStorage[location].opaque[shader].active) {
assert(0 && "cannot return a sampler");
linker_error(shader_program,
"cannot return a sampler named %s, because it is not "
return 0;
}
- return shader_program->UniformStorage[location].sampler[shader].index +
+ return shader_program->UniformStorage[location].opaque[shader].index +
getname.offset;
}