-const struct st_tracked_state st_update_gs_constants = {
- "st_update_gs_constants", /* name */
- { /* dirty */
- (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS), /* mesa */
- ST_NEW_GEOMETRY_PROGRAM, /* st */
- },
- update_gs_constants /* update */
-};
+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);
+}
+
+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_tcs_ubos(struct st_context *st)
+{
+ struct gl_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+
+ st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
+}
+
+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);
+}