<param name="buffer" type="GLuint" />
</function>
- <function name="VertexArrayVertexBuffer">
+ <function name="VertexArrayVertexBuffer" no_error="true">
<param name="vaobj" type="GLuint" />
<param name="bindingindex" type="GLuint" />
<param name="buffer" type="GLuint" />
}
+void GLAPIENTRY
+_mesa_VertexArrayVertexBuffer_no_error(GLuint vaobj, GLuint bindingIndex,
+ GLuint buffer, GLintptr offset,
+ GLsizei stride)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ struct gl_vertex_array_object *vao = _mesa_lookup_vao(ctx, vaobj);
+ vertex_array_vertex_buffer(ctx, vao, bindingIndex, buffer, offset,
+ stride, true, "glVertexArrayVertexBuffer");
+}
+
+
void GLAPIENTRY
_mesa_VertexArrayVertexBuffer(GLuint vaobj, GLuint bindingIndex, GLuint buffer,
GLintptr offset, GLsizei stride)
_mesa_BindVertexBuffer(GLuint bindingIndex, GLuint buffer, GLintptr offset,
GLsizei stride);
+void GLAPIENTRY
+_mesa_VertexArrayVertexBuffer_no_error(GLuint vaobj, GLuint bindingIndex,
+ GLuint buffer, GLintptr offset,
+ GLsizei stride);
extern void GLAPIENTRY
_mesa_VertexArrayVertexBuffer(GLuint vaobj, GLuint bindingIndex, GLuint buffer,
GLintptr offset, GLsizei stride);