mesa/src/mapi/glapi/gen/ARB_vertex_array_object.xml
Marek Olšák 951c6acb07 glthread: don't execute any custom VAO and BindBuffer code in the Core profile
It's not needed, because user pointers can never occur there.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4251>
2020-03-20 00:00:22 +00:00

37 lines
1.1 KiB
XML

<?xml version="1.0"?>
<!DOCTYPE OpenGLAPI SYSTEM "gl_API.dtd">
<!-- Note: no GLX protocol info yet. -->
<OpenGLAPI>
<category name="GL_ARB_vertex_array_object" number="54">
<enum name="VERTEX_ARRAY_BINDING" value="0x85B5"/>
<function name="BindVertexArray" es2="3.0" no_error="true"
marshal_call_after="if (COMPAT) _mesa_glthread_BindVertexArray(ctx, array);">
<param name="array" type="GLuint"/>
</function>
<function name="DeleteVertexArrays" es2="3.0" no_error="true"
marshal_call_after="if (COMPAT) _mesa_glthread_DeleteVertexArrays(ctx, n, arrays);">
<param name="n" type="GLsizei"/>
<param name="arrays" type="const GLuint *" count="n"/>
</function>
<function name="GenVertexArrays" es2="3.0" no_error="true"
marshal_call_after="if (COMPAT) _mesa_glthread_GenVertexArrays(ctx, n, arrays);">
<param name="n" type="GLsizei"/>
<param name="arrays" type="GLuint *"/>
</function>
<function name="IsVertexArray" es2="3.0">
<param name="array" type="GLuint"/>
<return type="GLboolean"/>
</function>
</category>
</OpenGLAPI>