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        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - GLES2: definition of glShaderSource is not compliant with the specification"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=59013">59013</a>
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>GLES2: definition of glShaderSource is not compliant with the specification
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>SmSpillaz@gmail.com
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>unspecified
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Mesa core
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr></table>
      <p>
        <div>
        <pre>glShaderSource is defined in the GLES2 spec as so:

void glShaderSource(    GLuint shader,
     GLsizei count,
     const GLchar **string,
     const GLint *length);

However trunk mesa (and 9.1.0) has a definition like this:

GL_APICALL void         GL_APIENTRY glShaderSource (GLuint shader, GLsizei
count, const GLchar* const* string, const GLint* length);

The difference being const GLchar **string, vs const GLchar* const* string

That means that if you have a function pointer to glShaderSource using the old
definition, and assign the new function to it, it will fail to compile.

(And I know that code using function pointers to core functionality is insane,
but it is better than using ifdefs to switch between using function pointers
where that functionality is extension-only, and real function declarations
where it is core functionality)</pre>
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      </p>
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