<glx ignore="true"/>
</function>
- <function name="DetachShader" es2="2.0">
+ <function name="DetachShader" es2="2.0" no_error="true">
<param name="program" type="GLuint"/>
<param name="shader" type="GLuint"/>
<glx ignore="true"/>
<glx ignore="true"/>
</function>
- <function name="DetachObjectARB">
+ <function name="DetachObjectARB" no_error="true">
<param name="containerObj" type="GLhandleARB"/>
<param name="attachedObj" type="GLhandleARB"/>
<glx ignore="true"/>
}
+static void
+detach_shader_no_error(struct gl_context *ctx, GLuint program, GLuint shader)
+{
+ detach_shader(ctx, program, shader, true);
+}
+
+
/**
* Return list of shaders attached to shader program.
*/
}
+void GLAPIENTRY
+_mesa_DetachObjectARB_no_error(GLhandleARB program, GLhandleARB shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ detach_shader_no_error(ctx, program, shader);
+}
+
+
void GLAPIENTRY
_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
{
}
+void GLAPIENTRY
+_mesa_DetachShader_no_error(GLuint program, GLuint shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ detach_shader_no_error(ctx, program, shader);
+}
+
+
void GLAPIENTRY
_mesa_DetachShader(GLuint program, GLuint shader)
{
extern void GLAPIENTRY
_mesa_DeleteObjectARB(GLhandleARB obj);
+void GLAPIENTRY
+_mesa_DetachObjectARB_no_error(GLhandleARB, GLhandleARB);
+
extern void GLAPIENTRY
_mesa_DetachObjectARB(GLhandleARB, GLhandleARB);
extern void GLAPIENTRY
_mesa_DeleteShader(GLuint shader);
+void GLAPIENTRY
+_mesa_DetachShader_no_error(GLuint program, GLuint shader);
+
extern void GLAPIENTRY
_mesa_DetachShader(GLuint program, GLuint shader);