_mesa_reference_buffer_object(ctx, &ctx->UniformBuffer,
ctx->Shared->NullBufferObj);
+ _mesa_reference_buffer_object(ctx, &ctx->ShaderStorageBuffer,
+ ctx->Shared->NullBufferObj);
+
_mesa_reference_buffer_object(ctx, &ctx->AtomicBuffer,
ctx->Shared->NullBufferObj);
ctx->UniformBufferBindings[i].Size = -1;
}
+ for (i = 0; i < MAX_COMBINED_SHADER_STORAGE_BUFFERS; i++) {
+ _mesa_reference_buffer_object(ctx,
+ &ctx->ShaderStorageBufferBindings[i].BufferObject,
+ ctx->Shared->NullBufferObj);
+ ctx->ShaderStorageBufferBindings[i].Offset = -1;
+ ctx->ShaderStorageBufferBindings[i].Size = -1;
+ }
+
for (i = 0; i < MAX_COMBINED_ATOMIC_BUFFERS; i++) {
_mesa_reference_buffer_object(ctx,
&ctx->AtomicBufferBindings[i].BufferObject,
_mesa_reference_buffer_object(ctx, &ctx->UniformBuffer, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->ShaderStorageBuffer, NULL);
+
_mesa_reference_buffer_object(ctx, &ctx->AtomicBuffer, NULL);
_mesa_reference_buffer_object(ctx, &ctx->DrawIndirectBuffer, NULL);
NULL);
}
+ for (i = 0; i < MAX_COMBINED_SHADER_STORAGE_BUFFERS; i++) {
+ _mesa_reference_buffer_object(ctx,
+ &ctx->ShaderStorageBufferBindings[i].BufferObject,
+ NULL);
+ }
+
for (i = 0; i < MAX_COMBINED_ATOMIC_BUFFERS; i++) {
_mesa_reference_buffer_object(ctx,
&ctx->AtomicBufferBindings[i].BufferObject,