+ cso_single_sampler_done(st->cso_context, shader_stage);
+}
+
+
+static void
+update_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ update_shader_samplers(st,
+ PIPE_SHADER_FRAGMENT,
+ &ctx->FragmentProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_FRAGMENT],
+ &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
+
+ update_shader_samplers(st,
+ PIPE_SHADER_VERTEX,
+ &ctx->VertexProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_VERTEX],
+ &st->state.num_samplers[PIPE_SHADER_VERTEX]);
+
+ 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]);