case SpvExecutionModeInputQuads:
case SpvExecutionModeInputIsolines:
if (b->shader->stage == MESA_SHADER_GEOMETRY) {
- b->shader.info.gs.vertices_in =
+ b->shader->info.gs.vertices_in =
vertices_in_from_spv_execution_mode(mode);
} else {
assert(!"Tesselation shaders not yet supported");
case SpvExecutionModeOutputLineStrip:
case SpvExecutionModeOutputTriangleStrip:
assert(b->shader->stage == MESA_SHADER_GEOMETRY);
- b->shader.info.gs.output_primitive =
+ b->shader->info.gs.output_primitive =
gl_primitive_from_spv_execution_mode(mode);
break;