Okay... I see what happened. I thought it was weird that it added
glBindFragDataLocationEXT to an ES3 context because GLES3 surely already
has glBindFragDataLocation. It actually doesn't. The only way to set
the fragment shader output location is using a layout qualifier in the
shader. GLES gen
Yes this is correct. These functions are only available in ES 3.0+ profiles.
The only things that ES 2.0 gets is the new builtins for the shading
language.
On Fri, Nov 6, 2015 at 12:49 PM, Ian Romanick wrote:
> On 11/05/2015 06:47 PM, Ryan Houdek wrote:
> > ---
> > src/mapi/glapi/gen/EXT_gpu_sh
On 11/05/2015 06:47 PM, Ryan Houdek wrote:
> ---
> src/mapi/glapi/gen/EXT_gpu_shader4.xml | 3 ++-
> src/mapi/glapi/gen/es_EXT.xml | 26 ++
> src/mesa/main/tests/dispatch_sanity.cpp | 8
> 3 files changed, 36 insertions(+), 1 deletion(-)
>
> diff --gi
---
src/mapi/glapi/gen/EXT_gpu_shader4.xml | 3 ++-
src/mapi/glapi/gen/es_EXT.xml | 26 ++
src/mesa/main/tests/dispatch_sanity.cpp | 8
3 files changed, 36 insertions(+), 1 deletion(-)
diff --git a/src/mapi/glapi/gen/EXT_gpu_shader4.xml
b/src/mapi/gl