{
struct gl_context *ctx = &brw->ctx;
- /* BRW_NEW_VERTEX_PROGRAM */
- const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
/* BRW_NEW_TRANSFORM_FEEDBACK */
- const struct gl_transform_feedback_info *linked_xfb_info =
- &vs_prog->LinkedTransformFeedback;
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &xfb_obj->shader_program->LinkedTransformFeedback;
uint32_t dw1 = 0, dw2 = 0, dw3 = 0, dw4 = 0;
if (active) {
.brw = BRW_NEW_BATCH |
BRW_NEW_RASTERIZER_DISCARD |
BRW_NEW_TRANSFORM_FEEDBACK |
- BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_VUE_MAP_GEOM_OUT,
.cache = 0,
},