+ unsigned stages_mask = shProg->data->linked_stages;
+ while (stages_mask) {
+ const int stage = u_bit_scan(&stages_mask);
+
+ /* Skip validation if we are yet to update textures used in this
+ * stage.
+ */
+ if (prog_stage < stage)
+ break;
+
+ struct gl_program *glprog = shProg->_LinkedShaders[stage]->Program;
+ if (glprog->TexturesUsed[unit] & ~(1 << tgt))
+ shProg->SamplersValidated = GL_FALSE;
+ }