</category>
<category name="GL_MESA_internal_functions">
+ <!-- These functions exist because glthread converts all draws to these
+ and then calls them through the dispatch table, so this is a workaround
+ for the GL_INVALID_OPERATION errors with OpenGL ES 1.x. -->
+ <function name="InternalDrawArraysInstancedBaseInstance" es1="1.0"
+ alias="DrawArraysInstancedBaseInstance">
+ <param name="mode" type="GLenum"/>
+ <param name="first" type="GLint"/>
+ <param name="count" type="GLsizei"/>
+ <param name="instancecount" type="GLsizei"/>
+ <param name="baseinstance" type="GLuint"/>
+ </function>
+
+ <function name="InternalDrawElementsInstancedBaseVertexBaseInstance" es1="1.0"
+ alias="DrawElementsInstancedBaseVertexBaseInstance">
+ <param name="mode" type="GLenum"/>
+ <param name="count" type="GLsizei"/>
+ <param name="type" type="GLenum"/>
+ <param name="indices" type="const GLvoid *"/>
+ <param name="instancecount" type="GLsizei"/>
+ <param name="basevertex" type="GLint"/>
+ <param name="baseinstance" type="GLuint"/>
+ </function>
+
+ <function name="InternalDrawRangeElementsBaseVertex" es1="1.0"
+ alias="DrawRangeElementsBaseVertex">
+ <param name="mode" type="GLenum"/>
+ <param name="start" type="GLuint"/>
+ <param name="end" type="GLuint"/>
+ <param name="count" type="GLsizei"/>
+ <param name="type" type="GLenum"/>
+ <param name="indices" type="const GLvoid *"/>
+ <param name="basevertex" type="GLint"/>
+ </function>
+
+ <function name="InternalMultiDrawElementsBaseVertex" es1="1.0"
+ alias="MultiDrawElementsBaseVertex">
+ <param name="mode" type="GLenum"/>
+ <param name="count" type="const GLsizei *"/>
+ <param name="type" type="GLenum"/>
+ <param name="indices" type="const GLvoid * const *"/>
+ <param name="primcount" type="GLsizei"/>
+ <param name="basevertex" type="const GLint *"/>
+ </function>
+
<!-- Internal function for glthread to implement BufferSubData as a GPU copy. -->
<function name="InternalBufferSubDataCopyMESA" es2="2.0">
<param name="srcBuffer" type="GLintptr"/> <!-- "struct gl_buffer_object *" really -->