uniform_block_binding(ctx, shProg, uniformBlockIndex, uniformBlockBinding);
}
+static void
+shader_storage_block_binding(struct gl_context *ctx,
+ struct gl_shader_program *shProg,
+ GLuint shaderStorageBlockIndex,
+ GLuint shaderStorageBlockBinding)
+{
+ if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
+ shaderStorageBlockBinding) {
+
+ FLUSH_VERTICES(ctx, 0);
+ ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
+
+ shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
+ shaderStorageBlockBinding;
+ }
+}
+
void GLAPIENTRY
_mesa_ShaderStorageBlockBinding(GLuint program,
GLuint shaderStorageBlockIndex,
return;
}
- if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
- shaderStorageBlockBinding) {
-
- FLUSH_VERTICES(ctx, 0);
- ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
-
- shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
- shaderStorageBlockBinding;
- }
+ shader_storage_block_binding(ctx, shProg, shaderStorageBlockIndex,
+ shaderStorageBlockBinding);
}
/**