glthread: don't execute any custom VAO and BindBuffer code in the Core profile
[mesa.git] / src / mapi / glapi / gen / ARB_vertex_array_object.xml
index e149997d05ce0fe315ed48d0fb454815fa3249b6..ba011987e8ddd601966c84fabe5e051f071fef6b 100644 (file)
     <enum name="VERTEX_ARRAY_BINDING" value="0x85B5"/>
 
     <function name="BindVertexArray" es2="3.0" no_error="true"
-              marshal_call_after="_mesa_glthread_BindVertexArray(ctx, array);">
+              marshal_call_after="if (COMPAT) _mesa_glthread_BindVertexArray(ctx, array);">
         <param name="array" type="GLuint"/>
     </function>
 
     <function name="DeleteVertexArrays" es2="3.0" no_error="true"
-              marshal_call_after="_mesa_glthread_DeleteVertexArrays(ctx, n, arrays);">
+              marshal_call_after="if (COMPAT) _mesa_glthread_DeleteVertexArrays(ctx, n, arrays);">
         <param name="n" type="GLsizei"/>
         <param name="arrays" type="const GLuint *" count="n"/>
     </function>
 
     <function name="GenVertexArrays" es2="3.0" no_error="true"
-              marshal_call_after="_mesa_glthread_GenVertexArrays(ctx, n, arrays);">
+              marshal_call_after="if (COMPAT) _mesa_glthread_GenVertexArrays(ctx, n, arrays);">
         <param name="n" type="GLsizei"/>
         <param name="arrays" type="GLuint *"/>
     </function>