public:
vec4_generator(struct brw_context *brw,
struct brw_vs_compile *c,
- struct gl_shader_program *prog,
+ struct gl_shader_program *shader_prog,
void *mem_ctx);
~vec4_generator();
struct brw_compile *p;
struct brw_vs_compile *c;
- struct gl_shader_program *prog;
+ struct gl_shader_program *shader_prog;
struct gl_shader *shader;
const struct gl_vertex_program *vp;
vec4_generator::vec4_generator(struct brw_context *brw,
struct brw_vs_compile *c,
- struct gl_shader_program *prog,
+ struct gl_shader_program *shader_prog,
void *mem_ctx)
- : brw(brw), c(c), prog(prog), mem_ctx(mem_ctx)
+ : brw(brw), c(c), shader_prog(shader_prog), mem_ctx(mem_ctx)
{
intel = &brw->intel;
vp = &c->vp->program;
- shader = prog ? prog->_LinkedShaders[MESA_SHADER_VERTEX] : NULL;
+ shader = shader_prog ? shader_prog->_LinkedShaders[MESA_SHADER_VERTEX] : NULL;
p = rzalloc(mem_ctx, struct brw_compile);
brw_init_compile(brw, p, mem_ctx);
if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
if (shader) {
- printf("Native code for vertex shader %d:\n", prog->Name);
+ printf("Native code for vertex shader %d:\n", shader_prog->Name);
} else {
printf("Native code for vertex program %d:\n", c->vp->program.Base.Id);
}