mesa: Use gl_shader_program::_LinkedShaders instead of VertexProgram
[mesa.git] / src / mesa / main / texstate.c
index e02f16240fd779c7d6ce68d9f6ac62466f3ecbf7..ee99e507c97f387abeba5126a1bab70ca2a18bc3 100644 (file)
@@ -490,16 +490,16 @@ update_texture_state( struct gl_context *ctx )
 {
    GLuint unit;
    struct gl_fragment_program *fprog = NULL;
-   struct gl_vertex_program *vprog = NULL;
+   struct gl_program *vprog = NULL;
    GLbitfield enabledFragUnits = 0x0;
 
    if (ctx->Shader.CurrentVertexProgram &&
        ctx->Shader.CurrentVertexProgram->LinkStatus) {
-      vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
+      vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
    } else if (ctx->VertexProgram._Enabled) {
       /* XXX enable this if/when non-shader vertex programs get
        * texture fetches:
-       vprog = ctx->VertexProgram.Current;
+       vprog = &ctx->VertexProgram.Current->Base;
        */
    }
 
@@ -540,7 +540,7 @@ update_texture_state( struct gl_context *ctx )
        * settle on the one with highest priority (see below).
        */
       if (vprog) {
-         enabledVertTargets |= vprog->Base.TexturesUsed[unit];
+         enabledVertTargets |= vprog->TexturesUsed[unit];
       }
 
       if (fprog) {