assert(!ir->projector);
sampler = _mesa_get_sampler_uniform_value(ir->sampler,
- ctx->Shader.CurrentFragmentProgram,
+ ctx->Shader._CurrentFragmentProgram,
&brw->fragment_program->Base);
sampler = c->fp->program.Base.SamplerUnits[sampler];
if (unlikely(INTEL_DEBUG & DEBUG_WM)) {
printf("Native code for fragment shader %d:\n",
- ctx->Shader.CurrentFragmentProgram->Name);
+ ctx->Shader._CurrentFragmentProgram->Name);
}
foreach_iter(exec_list_iterator, iter, this->instructions) {
{
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
- struct gl_shader_program *prog = ctx->Shader.CurrentFragmentProgram;
+ struct gl_shader_program *prog = ctx->Shader._CurrentFragmentProgram;
if (!prog)
return GL_FALSE;
/* If using the fragment shader backend, the program is always
* 8-wide.
*/
- if (ctx->Shader.CurrentFragmentProgram) {
+ if (ctx->Shader._CurrentFragmentProgram) {
struct brw_shader *shader = (struct brw_shader *)
- ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL && shader->ir != NULL) {
key->is_glsl = GL_TRUE;