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We want to support glthread on GLES contexts with reasonable apps, and on desktop for apps that use VBOs but haven't completely moved to core GL. To do so, we have to deal with the "the user may or may not pass user pointers to draw calls" problem. Acked-by: Timothy Arceri <tarceri@itsqueeze.com> Acked-by: Marek Olšák <maraeo@gmail.com> Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> Tested-by: Mike Lothian <mike@fireburn.co.uk>
35 lines
913 B
XML
35 lines
913 B
XML
<?xml version="1.0"?>
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<!DOCTYPE OpenGLAPI SYSTEM "gl_API.dtd">
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<!-- Note: no GLX protocol info yet. -->
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<OpenGLAPI>
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<category name="GL_ARB_vertex_array_object" number="54">
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<enum name="VERTEX_ARRAY_BINDING" value="0x85B5"/>
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<function name="BindVertexArray" es2="3.0"
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marshal_fail="_mesa_glthread_is_compat_bind_vertex_array(ctx)">
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<param name="array" type="GLuint"/>
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</function>
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<function name="DeleteVertexArrays" es2="3.0">
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<param name="n" type="GLsizei"/>
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<param name="arrays" type="const GLuint *" count="n"/>
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</function>
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<function name="GenVertexArrays" es2="3.0">
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<param name="n" type="GLsizei"/>
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<param name="arrays" type="GLuint *"/>
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</function>
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<function name="IsVertexArray" es2="3.0">
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<param name="array" type="GLuint"/>
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<return type="GLboolean"/>
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</function>
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</category>
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</OpenGLAPI>
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