+/* Too complex to figure out, just check every time:
+ */
+static void check_program_state( struct st_context *st )
+{
+ GLcontext *ctx = st->ctx;
+
+ if (ctx->VertexProgram._Current != &st->vp->Base)
+ st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
+
+ if (ctx->FragmentProgram._Current != &st->fp->Base)
+ st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+
+}
+
+