+/* GL_ARB_parallel_shader_compile */
+void GLAPIENTRY
+_mesa_MaxShaderCompilerThreadsKHR(GLuint count)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ ctx->Hint.MaxShaderCompilerThreads = count;
+
+ if (ctx->Driver.SetMaxShaderCompilerThreads)
+ ctx->Driver.SetMaxShaderCompilerThreads(ctx, count);
+}