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authorIan Romanick <[email protected]>2011-11-21 20:47:57 -0800
committerIan Romanick <[email protected]>2011-11-29 11:14:28 -0800
commite6c314f7d2ed99714376fec6b7509a55535fa3ff (patch)
tree2c10d5f12ad2c416de6725f05b279346341d6146 /docs/contents.html
parent03bbcd447cbaa28b52465ae1045013f1aff420c2 (diff)
mesa: Allow generic attributes for glGetActiveAttrib and GL_ACTIVE_ATTRIBUTES
Page 77 (page 91 of the PDF) says about glGetActiveAttrib: "The returned attribute name can be the name of a generic attribute or a conventional attribute (which begin with the prefix "gl_", see the OpenGL Shading Language specification for a complete list)." Page 261 (page 275 of the PDF) says about glGetProgramiv: "If pname is ACTIVE_ATTRIBUTES, the number of active attributes in program is returned." It doesn't say anything about built-in vs. user-defined attributes. From the language around glGetActiveAttrib and the lack of an exclusion of built-in attributes, which exists other places (e.g., around glBindAttribLocation), we can infer that GL_ACTIVE_ATTRIBUTES should include the active attribute count. It should also be included in the values returned by glGetActiveAttrib. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=43138 Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Tested-by: Yi Sun <[email protected]>
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