static void load_input_vs(struct si_shader_context *ctx, unsigned input_index, LLVMValueRef out[4])
{
const struct si_shader_info *info = &ctx->shader->selector->info;
- unsigned vs_blit_property = info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
+ unsigned vs_blit_property = info->base.vs.blit_sgprs_amd;
if (vs_blit_property) {
LLVMValueRef vertex_id = ctx->abi.vertex_id;