Assign proper enum to GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE

Trac #18416 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@785 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent ccb38417
......@@ -23,8 +23,8 @@ Status
Version
Last Modified Date: Septemper 29, 2011
Author Revision: 1
Last Modified Date: October 5, 2011
Author Revision: 2
Number
......@@ -64,7 +64,7 @@ New Tokens
Accepted by the <pname> parameter of GetShaderiv:
TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x6900
TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
Additions to Chapter 6 of the OpenGL ES 2.0 Specification (State and State
Requests)
......@@ -105,9 +105,14 @@ Requests)
Issues
1) 0x6900 is temporarily assigned to TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE.
1) What enum value should be used for TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE?
RESOLVED: The first draft used a temporary enum value. This been replaced
with a enum allocated from the ANGLE range of GL enums.
Revision History
Revision 1, 2011/09/29
Revision 1, 2011/09/29, zmo
- first draft
Revision 2, 2011/10/05, dgkoch
- assigned enum
......@@ -219,7 +219,7 @@ typedef void* GLeglImageOES;
/* GL_ANGLE_translated_shader_source */
#ifndef GL_ANGLE_translated_shader_source
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x6900
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
#endif
/*------------------------------------------------------------------------*
......@@ -815,6 +815,7 @@ typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum
#define GL_ANGLE_texture_compression_dxt5 1
#endif
/* GL_ANGLE_translated_shader_source */
#ifndef GL_ANGLE_translated_shader_source
#define GL_ANGLE_translated_shader_source 1
#ifdef GL_GLEXT_PROTOTYPES
......
#define MAJOR_VERSION 0
#define MINOR_VERSION 0
#define BUILD_VERSION 0
#define BUILD_REVISION 784
#define BUILD_REVISION 785
#define STRINGIFY(x) #x
#define MACRO_STRINGIFY(x) STRINGIFY(x)
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment