This just adds the missing bits so the ubo tests don't crash.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
&st_update_fs_constants,
&st_bind_vs_ubos,
&st_bind_fs_ubos,
+ &st_bind_gs_ubos,
&st_update_pixel_transfer,
/* this must be done after the vertex program update */
extern const struct st_tracked_state st_update_vs_constants;
extern const struct st_tracked_state st_bind_fs_ubos;
extern const struct st_tracked_state st_bind_vs_ubos;
+extern const struct st_tracked_state st_bind_gs_ubos;
extern const struct st_tracked_state st_update_pixel_transfer;
bind_fs_ubos
};
+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);
+}
+const struct st_tracked_state st_bind_gs_ubos = {
+ "st_bind_gs_ubos",
+ {
+ 0,
+ ST_NEW_GEOMETRY_PROGRAM | ST_NEW_UNIFORM_BUFFER,
+ },
+ bind_gs_ubos
+};