} while(i < sh->NumSubroutineUniformRemapTable);
}
+void
+_mesa_shader_write_subroutine_indices(struct gl_context *ctx,
+ gl_shader_stage stage)
+{
+ if (ctx->_Shader->CurrentProgram[stage] &&
+ ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage])
+ _mesa_shader_write_subroutine_index(ctx,
+ ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage]);
+}
+
static void
_mesa_shader_init_subroutine_defaults(struct gl_context *ctx,
struct gl_linked_shader *sh)