for(i = 0; i < PIPE_MAX_SAMPLERS; ++i)
if(shader->info.file_mask[TGSI_FILE_SAMPLER] & (1 << i))
- lp_sampler_static_state(&key->sampler[i], lp->texture[i], lp->sampler[i]);
+ lp_sampler_static_state(&key->sampler[i], lp->fragment_sampler_views[i]->texture, lp->sampler[i]);
}