/* Samplers. */
struct si_shader_selector *vs = sctx->vs_shader.cso;
- if (vs->info.samplers_declared) {
- unsigned num_samplers = util_last_bit(vs->info.samplers_declared);
+ if (vs->info.base.textures_used) {
+ unsigned num_samplers = util_last_bit(vs->info.base.textures_used);
for (unsigned i = 0; i < num_samplers; i++) {
struct pipe_sampler_view *view = sctx->samplers[PIPE_SHADER_VERTEX].views[i];