Import constness fix from gl3.h into gl2.h.
This change has been made in Khronos SVN for GLES2 already, however it is mildly controversial and discussion is on-going. This change is necessary for Android because otherwise applications cannot include both GLES2/gl2.h and GLES3/gl3.h as the glShaderSource() prototype mismatches. Native programs may include framework headers (which now include GLES3 headers only) but already have included GLES2 headers, creating an incompatibility. Change-Id: I70a4075e079ee063e76cef5a227abb0ae70aebb4
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@ -569,7 +569,7 @@ GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum
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GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
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GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
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GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
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GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
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GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
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GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
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GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
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@ -292,7 +292,7 @@ void API_ENTRY(glScissor)(GLint x, GLint y, GLsizei width, GLsizei height) {
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void API_ENTRY(glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) {
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CALL_GL_API(glShaderBinary, n, shaders, binaryformat, binary, length);
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}
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void API_ENTRY(glShaderSource)(GLuint shader, GLsizei count, const GLchar** string, const GLint* length) {
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void API_ENTRY(glShaderSource)(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
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CALL_GL_API(glShaderSource, shader, count, string, length);
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}
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void API_ENTRY(glStencilFunc)(GLenum func, GLint ref, GLuint mask) {
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