예제 #1
0
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);
}
예제 #2
0
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);
}
예제 #3
0
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);
}
예제 #4
0
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);
}
예제 #5
0
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);
}
예제 #6
0
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);
}
예제 #7
0
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);
}
예제 #8
0
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);
}
예제 #9
0
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);
}