}
+/* GL_ARB_shader_objects, GL_ARB_vertex/fragment_shader */
+
+static void GLAPIENTRY
+exec_BindAttribLocationARB(GLuint program, GLuint index, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ FLUSH_VERTICES(ctx, 0);
+ CALL_BindAttribLocationARB(ctx->Exec, (program, index, name));
+}
+
+static GLint GLAPIENTRY
+exec_GetAttribLocationARB(GLuint program, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ FLUSH_VERTICES(ctx, 0);
+ return CALL_GetAttribLocationARB(ctx->Exec, (program, name));
+}
+/* XXX more shader functions needed here */
+
+
+
#if FEATURE_EXT_framebuffer_blit
static void GLAPIENTRY
save_BlitFramebufferEXT(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
SET_BlitFramebufferEXT(table, save_BlitFramebufferEXT);
#endif
+ /* ARB 30/31/32. GL_ARB_shader_objects, GL_ARB_vertex/fragment_shader */
+ SET_BindAttribLocationARB(table, exec_BindAttribLocationARB);
+ SET_GetAttribLocationARB(table, exec_GetAttribLocationARB);
+ /* XXX additional functions need to be implemented here! */
+
/* 299. GL_EXT_blend_equation_separate */
SET_BlendEquationSeparateEXT(table, save_BlendEquationSeparateEXT);