_mesa_BindBuffer( GL_UNIFORM_BUFFER, 0 );
}
+ /* unbind SSBO binding points */
+ for (j = 0; j < ctx->Const.MaxShaderStorageBufferBindings; j++) {
+ if (ctx->ShaderStorageBufferBindings[j].BufferObject == bufObj) {
+ _mesa_BindBufferBase(GL_SHADER_STORAGE_BUFFER, j, 0);
+ }
+ }
+
+ if (ctx->ShaderStorageBuffer == bufObj) {
+ _mesa_BindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
+ }
+
/* unbind Atomci Buffer binding points */
for (j = 0; j < ctx->Const.MaxAtomicBufferBindings; j++) {
if (ctx->AtomicBufferBindings[j].BufferObject == bufObj) {