void st_bind_vs_ssbos(struct st_context *st)
{
   struct gl_program *prog =
      st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];

   st_bind_ssbos(st, prog, PIPE_SHADER_VERTEX);
}
void st_bind_cs_ssbos(struct st_context *st)
{
   struct gl_program *prog =
      st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];

   st_bind_ssbos(st, prog, PIPE_SHADER_COMPUTE);
}
void st_bind_tes_ssbos(struct st_context *st)
{
   struct gl_program *prog =
      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];

   st_bind_ssbos(st, prog, PIPE_SHADER_TESS_EVAL);
}
void st_bind_gs_ssbos(struct st_context *st)
{
   struct gl_program *prog =
      st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];

   st_bind_ssbos(st, prog, PIPE_SHADER_GEOMETRY);
}
void st_bind_fs_ssbos(struct st_context *st)
{
   struct gl_program *prog =
      st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];

   st_bind_ssbos(st, prog, PIPE_SHADER_FRAGMENT);
}
static void bind_vs_ssbos(struct st_context *st)
{
   struct gl_shader_program *prog =
      st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];

   if (!prog)
      return;

   st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX],
                 PIPE_SHADER_VERTEX);
}