iris_bo_offset_from_base_address(bo) + shader->assembly.offset;
*((void **) prog_data_out) = shader->prog_data;
- iris_use_pinned_bo(batch, bo, false);
+ iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
return true;
}
iris_bo_offset_from_base_address(bo) + shader->assembly.offset;
*((void **) prog_data_out) = shader->prog_data;
- iris_use_pinned_bo(batch, bo, false);
+ iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
return true;
}