-/*
- update_shader_samplers(st,
- PIPE_SHADER_GEOMETRY,
- &ctx->GeometryProgram._Current->Base,
- ctx->Const.MaxGeometryTextureImageUnits,
- st->state.samplers[PIPE_SHADER_GEOMETRY],
- &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
-*/
+ if (ctx->GeometryProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_GEOMETRY,
+ &ctx->GeometryProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_GEOMETRY],
+ &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
+ }
+ if (ctx->TessCtrlProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_CTRL,
+ &ctx->TessCtrlProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_CTRL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+ }
+ if (ctx->TessEvalProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_EVAL,
+ &ctx->TessEvalProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_EVAL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+ }