{
enum ac_arg_type const_shader_buf_type;
- if (ctx->shader->selector->info.const_buffers_declared == 1 &&
- ctx->shader->selector->info.shader_buffers_declared == 0)
+ if (ctx->shader->selector->info.base.num_ubos == 1 &&
+ ctx->shader->selector->info.base.num_ssbos == 0)
const_shader_buf_type = AC_ARG_CONST_FLOAT_PTR;
else
const_shader_buf_type = AC_ARG_CONST_DESC_PTR;
ctx->shader = shader;
ctx->stage = sel->info.stage;
- ctx->num_const_buffers = util_last_bit(info->const_buffers_declared);
- ctx->num_shader_buffers = util_last_bit(info->shader_buffers_declared);
+ ctx->num_const_buffers = info->base.num_ubos;
+ ctx->num_shader_buffers = info->base.num_ssbos;
ctx->num_samplers = util_last_bit(info->base.textures_used);
- ctx->num_images = util_last_bit(info->images_declared);
+ ctx->num_images = info->base.num_images;
si_llvm_init_resource_callbacks(ctx);
key->ps_prolog.ancillary_vgpr_index = shader->info.ancillary_vgpr_index;
if (info->colors_read) {
- unsigned *color = shader->selector->color_attr_index;
+ ubyte *color = shader->selector->color_attr_index;
if (shader->key.part.ps.prolog.color_two_side) {
/* BCOLORs are stored after the last input. */