vc5_set_transform_feedback_outputs(so, &cso->stream_output);
if (V3D_DEBUG & (V3D_DEBUG_NIR |
- v3d_debug_flag_for_shader_stage(s->stage))) {
+ v3d_debug_flag_for_shader_stage(s->info.stage))) {
fprintf(stderr, "%s prog %d NIR:\n",
- gl_shader_stage_name(s->stage),
+ gl_shader_stage_name(s->info.stage),
so->program_id);
nir_print_shader(s, stderr);
fprintf(stderr, "\n");
struct hash_table *ht;
uint32_t key_size;
- if (s->stage == MESA_SHADER_FRAGMENT) {
+ if (s->info.stage == MESA_SHADER_FRAGMENT) {
ht = vc5->fs_cache;
key_size = sizeof(struct v3d_fs_key);
} else {
uint64_t *qpu_insts;
uint32_t shader_size;
- switch (s->stage) {
+ switch (s->info.stage) {
case MESA_SHADER_VERTEX:
shader->prog_data.vs = rzalloc(shader, struct v3d_vs_prog_data);