_mesa_bind_pipeline(struct gl_context *ctx,
struct gl_pipeline_object *pipe)
{
+ int i;
/* First bind the Pipeline to pipeline binding point */
_mesa_reference_pipeline_object(ctx, &ctx->Pipeline.Current, pipe);
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ for (i = 0; i < MESA_SHADER_STAGES; i++)
+ _mesa_shader_program_init_subroutine_defaults(ctx->_Shader->CurrentProgram[i]);
+
if (ctx->Driver.UseProgram)
ctx->Driver.UseProgram(ctx, NULL);
}
if ((shProg != NULL) && (shProg->_LinkedShaders[stage] == NULL))
shProg = NULL;
+ if (shProg)
+ _mesa_shader_program_init_subroutine_defaults(shProg);
+
if (*target != shProg) {
/* Program is current, flush it */
if (shTarget == ctx->_Shader) {
use_shader_program(ctx, i, shProg, &ctx->Shader);
_mesa_active_program(ctx, shProg, "glUseProgram");
- _mesa_shader_program_init_subroutine_defaults(shProg);
if (ctx->Driver.UseProgram)
ctx->Driver.UseProgram(ctx, shProg);
}