void st_bind_tes_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL); }
void st_bind_cs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE); }
void st_bind_fs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT); }
void st_bind_gs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY); }
void st_bind_vs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; st_bind_ubos(st, prog, PIPE_SHADER_VERTEX); }
static void bind_vs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX); }
static void bind_gs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->Shader.CurrentGeometryProgram; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY); }
static void bind_fs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT); }
static void bind_tes_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL); }