static void update_vs_constants(struct st_context *st )
{
struct st_vertex_program *vp = st->vp;
- struct gl_program_parameter_list *params = vp->Base.Base.Parameters;
+ struct gl_program_parameter_list *params = vp->Base.Parameters;
st_upload_constants( st, params, MESA_SHADER_VERTEX );
}
static void update_fs_constants(struct st_context *st )
{
struct st_fragment_program *fp = st->fp;
- struct gl_program_parameter_list *params = fp->Base.Base.Parameters;
+ struct gl_program_parameter_list *params = fp->Base.Parameters;
st_upload_constants( st, params, MESA_SHADER_FRAGMENT );
}
struct gl_program_parameter_list *params;
if (gp) {
- params = gp->Base.Base.Parameters;
+ params = gp->Base.Parameters;
st_upload_constants( st, params, MESA_SHADER_GEOMETRY );
}
}
struct gl_program_parameter_list *params;
if (tep) {
- params = tep->Base.Base.Parameters;
+ params = tep->Base.Parameters;
st_upload_constants( st, params, MESA_SHADER_TESS_EVAL );
}
}
struct gl_program_parameter_list *params;
if (cp) {
- params = cp->Base.Base.Parameters;
+ params = cp->Base.Parameters;
st_upload_constants( st, params, MESA_SHADER_COMPUTE );
}
}
if (!shader)
return;
- for (i = 0; i < shader->NumUniformBlocks; i++) {
+ for (i = 0; i < shader->Program->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;
- binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i]->Binding];
+ binding = &st->ctx->UniformBufferBindings[shader->Program->sh.UniformBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
cb.buffer = st_obj->buffer;