<glx ignore="true"/>
</function>
- <function name="CreateShader" es2="2.0">
+ <function name="CreateShader" es2="2.0" no_error="true">
<param name="type" type="GLenum"/>
<return type="GLuint"/>
<glx ignore="true"/>
<glx ignore="true"/>
</function>
- <function name="CreateShaderObjectARB">
+ <function name="CreateShaderObjectARB" no_error="true">
<param name="shaderType" type="GLenum"/>
<return type="GLhandleARB"/>
<glx ignore="true"/>
}
+GLuint GLAPIENTRY
+_mesa_CreateShader_no_error(GLenum type)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return create_shader(ctx, type);
+}
+
+
GLuint GLAPIENTRY
_mesa_CreateShader(GLenum type)
{
}
+GLhandleARB GLAPIENTRY
+_mesa_CreateShaderObjectARB_no_error(GLenum type)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return create_shader(ctx, type);
+}
+
+
GLhandleARB GLAPIENTRY
_mesa_CreateShaderObjectARB(GLenum type)
{
extern GLhandleARB GLAPIENTRY
_mesa_CreateProgramObjectARB(void);
+GLhandleARB GLAPIENTRY
+_mesa_CreateShaderObjectARB_no_error(GLenum type);
+
extern GLhandleARB GLAPIENTRY
_mesa_CreateShaderObjectARB(GLenum type);
extern void GLAPIENTRY
_mesa_AttachShader(GLuint program, GLuint shader);
+GLuint GLAPIENTRY
+_mesa_CreateShader_no_error(GLenum);
+
extern GLuint GLAPIENTRY
_mesa_CreateShader(GLenum);