if (ctx->ComputeProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_COMPUTE,
- &ctx->ComputeProgram._Current->Base,
+ ctx->ComputeProgram._Current,
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_COMPUTE],
&st->state.num_samplers[PIPE_SHADER_COMPUTE]);