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authormarha <marha@users.sourceforge.net>2012-10-17 08:07:33 +0200
committermarha <marha@users.sourceforge.net>2012-10-17 08:07:33 +0200
commit856fbbaf1e53303d8307bfae1761f1ba96871f1e (patch)
treee029665439ddbccfb253271a5f5290d72c2b2168 /mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml
parentf15a40afaf6d1b3a4841d25631f947da1b289f89 (diff)
parentded57b5a4131a213d57f5a20d50b819b7a8924df (diff)
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Merge remote-tracking branch 'origin/released'
* origin/released: pixman mesa git update 17 oct 2012
Diffstat (limited to 'mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml')
-rw-r--r--mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml10
1 files changed, 5 insertions, 5 deletions
diff --git a/mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml b/mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml
index d52a88c60..d15736612 100644
--- a/mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml
+++ b/mesalib/src/mapi/glapi/gen/ARB_ES2_compatibility.xml
@@ -18,17 +18,17 @@
<enum name="MAX_VARYING_VECTORS" value="0x8DFC"/>
<enum name="MAX_FRAGMENT_UNIFORM_VECTORS" value="0x8DFD"/>
- <function name="GetShaderPrecisionFormat" offset="assign">
+ <function name="GetShaderPrecisionFormat" offset="assign" es2="2.0">
<param name="shadertype" type="GLenum"/>
<param name="precisiontype" type="GLenum"/>
<param name="range" type="GLint *"/>
<param name="precision" type="GLint *"/>
</function>
- <function name="ReleaseShaderCompiler" offset="assign">
+ <function name="ReleaseShaderCompiler" offset="assign" es2="2.0">
</function>
- <function name="ShaderBinary" offset="assign">
+ <function name="ShaderBinary" offset="assign" es2="2.0">
<param name="n" type="GLsizei"/>
<param name="shaders" type="const GLuint *"/>
<param name="binaryformat" type="GLenum"/>
@@ -45,11 +45,11 @@
<enum name="IMPLEMENTATION_COLOR_READ_FORMAT" value="0x8B9B"/>
<!-- from GL_OES_single_precision -->
- <function name="ClearDepthf" offset="assign">
+ <function name="ClearDepthf" offset="assign" es1="1.0" es2="2.0">
<param name="depth" type="GLclampf"/>
</function>
- <function name="DepthRangef" offset="assign">
+ <function name="DepthRangef" offset="assign" es1="1.0" es2="2.0">
<param name="zNear" type="GLclampf"/>
<param name="zFar" type="GLclampf"/>
</function>