mesa: add KHR_no_error support for gl*Samplers()
[mesa.git] / src / mapi / glapi / gen / EXT_gpu_shader4.xml
index d204c3fc7a1a502f6e42e807e744e2bcaf44882b..b4120b9c192370f70c93124cd38bd9ff65110154 100644 (file)
     </enum>
 
 
-    <function name="VertexAttribI1iEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI1iEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLint"/>
     </function>
 
-    <function name="VertexAttribI2iEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI2iEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLint"/>
         <param name="y" type="GLint"/>
     </function>
 
-    <function name="VertexAttribI3iEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI3iEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLint"/>
         <param name="y" type="GLint"/>
         <param name="z" type="GLint"/>
     </function>
 
-    <function name="VertexAttribI4iEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI4iEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLint"/>
         <param name="y" type="GLint"/>
         <param name="w" type="GLint"/>
     </function>
 
-    <function name="VertexAttribI1uiEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI1uiEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLuint"/>
     </function>
 
-    <function name="VertexAttribI2uiEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI2uiEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLuint"/>
         <param name="y" type="GLuint"/>
     </function>
 
-    <function name="VertexAttribI3uiEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI3uiEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLuint"/>
         <param name="y" type="GLuint"/>
         <param name="z" type="GLuint"/>
     </function>
 
-    <function name="VertexAttribI4uiEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI4uiEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="x" type="GLuint"/>
         <param name="y" type="GLuint"/>
         <param name="v" type="const GLint *"/>
     </function>
 
-    <function name="VertexAttribI2ivEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI2ivEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="v" type="const GLint *"/>
     </function>
 
-    <function name="VertexAttribI3ivEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI3ivEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="v" type="const GLint *"/>
     </function>
 
-    <function name="VertexAttribI4ivEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI4ivEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="v" type="const GLint *"/>
     </function>
         <param name="v" type="const GLuint *"/>
     </function>
 
-    <function name="VertexAttribI2uivEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI2uivEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="v" type="const GLuint *"/>
     </function>
 
-    <function name="VertexAttribI3uivEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI3uivEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="v" type="const GLuint *"/>
     </function>
 
-    <function name="VertexAttribI4uivEXT" offset="assign" exec="dynamic">
+    <function name="VertexAttribI4uivEXT" exec="dynamic">
         <param name="index" type="GLuint"/>
         <param name="v" type="const GLuint *"/>
     </function>
         <param name="params" type="GLuint *"/>
     </function>
 
-    <function name="BindFragDataLocationEXT" alias="BindFragDataLocation">
+    <function name="BindFragDataLocationEXT" alias="BindFragDataLocation"
+           es2="3.0">
         <param name="program" type="GLuint"/>
         <param name="colorNumber" type="GLuint"/>
         <param name="name" type="const GLchar *"/>