fix bug with generated fragment programs if vertex shader is active
When generating a fragment program from fixed function, checking texUnit->_ReallyEnabled is not sufficient, need texUnit->Enabled too since the former also represents texture enables from an active vertex shader.
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@@ -199,8 +199,8 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
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for (i=0;i<MAX_TEXTURE_UNITS;i++) {
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const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
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if (!texUnit->_ReallyEnabled)
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if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
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continue;
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key->unit[i].enabled = 1;
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