validate_ir_tree(ir);
}
- build_program_resource_list(prog);
+ build_program_resource_list(ctx, prog);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_program *linked_prog;
}
for (i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
- so->stride[i] = info->BufferStride[i];
+ so->stride[i] = info->Buffers[i].Stride;
}
so->num_outputs = info->NumOutputs;
}