nir_intrinsic_op op;
switch (mode) {
case nir_var_shader_in:
- if (nir->stage == MESA_SHADER_FRAGMENT &&
+ if (nir->info.stage == MESA_SHADER_FRAGMENT &&
nir->options->use_interpolated_input_intrinsics &&
var->data.interpolation != INTERP_MODE_FLAT) {
assert(vertex_index == NULL);
b->cursor = nir_before_instr(instr);
- const bool per_vertex = nir_is_per_vertex_io(var, b->shader->stage);
+ const bool per_vertex = nir_is_per_vertex_io(var, b->shader->info.stage);
nir_ssa_def *offset;
nir_ssa_def *vertex_index = NULL;