Data Structures | Macros | Typedefs | Enumerations | Functions
Rendering GL on Evas

This group discusses the functions that are used to do OpenGL rendering on Evas. More...

Data Structures

struct  _Evas_GL_Config
 A structure used to specify the configuration of an Evas_GL_Surface. More...
 
struct  _Evas_GL_API
 The Evas GL API This structure contains function pointers to the available GL functions. More...
 

Macros

#define EVAS_GL_EXTENSIONS   1
 Constant to use when calling evas_gl_string_query to retrieve the available Evas_GL extensions. More...
 
#define __gl2_h_
 
#define GL_DEPTH_BUFFER_BIT   0x00000100
 
#define GL_DEPTH_BUFFER_BIT   0x00000100
 
#define GL_STENCIL_BUFFER_BIT   0x00000400
 
#define GL_STENCIL_BUFFER_BIT   0x00000400
 
#define GL_COLOR_BUFFER_BIT   0x00004000
 
#define GL_COLOR_BUFFER_BIT   0x00004000
 
#define GL_FALSE   0
 
#define GL_FALSE   0
 
#define GL_TRUE   1
 
#define GL_TRUE   1
 
#define GL_POINTS   0x0000
 
#define GL_POINTS   0x0000
 
#define GL_LINES   0x0001
 
#define GL_LINES   0x0001
 
#define GL_LINE_LOOP   0x0002
 
#define GL_LINE_LOOP   0x0002
 
#define GL_LINE_STRIP   0x0003
 
#define GL_LINE_STRIP   0x0003
 
#define GL_TRIANGLES   0x0004
 
#define GL_TRIANGLES   0x0004
 
#define GL_TRIANGLE_STRIP   0x0005
 
#define GL_TRIANGLE_STRIP   0x0005
 
#define GL_TRIANGLE_FAN   0x0006
 
#define GL_TRIANGLE_FAN   0x0006
 
#define GL_ZERO   0
 
#define GL_ZERO   0
 
#define GL_ONE   1
 
#define GL_ONE   1
 
#define GL_SRC_COLOR   0x0300
 
#define GL_SRC_COLOR   0x0300
 
#define GL_ONE_MINUS_SRC_COLOR   0x0301
 
#define GL_ONE_MINUS_SRC_COLOR   0x0301
 
#define GL_SRC_ALPHA   0x0302
 
#define GL_SRC_ALPHA   0x0302
 
#define GL_ONE_MINUS_SRC_ALPHA   0x0303
 
#define GL_ONE_MINUS_SRC_ALPHA   0x0303
 
#define GL_DST_ALPHA   0x0304
 
#define GL_DST_ALPHA   0x0304
 
#define GL_ONE_MINUS_DST_ALPHA   0x0305
 
#define GL_ONE_MINUS_DST_ALPHA   0x0305
 
#define GL_DST_COLOR   0x0306
 
#define GL_DST_COLOR   0x0306
 
#define GL_ONE_MINUS_DST_COLOR   0x0307
 
#define GL_ONE_MINUS_DST_COLOR   0x0307
 
#define GL_SRC_ALPHA_SATURATE   0x0308
 
#define GL_SRC_ALPHA_SATURATE   0x0308
 
#define GL_FUNC_ADD   0x8006
 
#define GL_BLEND_EQUATION   0x8009
 
#define GL_BLEND_EQUATION_RGB   0x8009 /* same as BLEND_EQUATION */
 
#define GL_BLEND_EQUATION_ALPHA   0x883D
 
#define GL_FUNC_SUBTRACT   0x800A
 
#define GL_FUNC_REVERSE_SUBTRACT   0x800B
 
#define GL_BLEND_DST_RGB   0x80C8
 
#define GL_BLEND_SRC_RGB   0x80C9
 
#define GL_BLEND_DST_ALPHA   0x80CA
 
#define GL_BLEND_SRC_ALPHA   0x80CB
 
#define GL_CONSTANT_COLOR   0x8001
 
#define GL_ONE_MINUS_CONSTANT_COLOR   0x8002
 
#define GL_CONSTANT_ALPHA   0x8003
 
#define GL_ONE_MINUS_CONSTANT_ALPHA   0x8004
 
#define GL_BLEND_COLOR   0x8005
 
#define GL_ARRAY_BUFFER   0x8892
 
#define GL_ARRAY_BUFFER   0x8892
 
#define GL_ELEMENT_ARRAY_BUFFER   0x8893
 
#define GL_ELEMENT_ARRAY_BUFFER   0x8893
 
#define GL_ARRAY_BUFFER_BINDING   0x8894
 
#define GL_ARRAY_BUFFER_BINDING   0x8894
 
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
 
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
 
#define GL_STREAM_DRAW   0x88E0
 
#define GL_STATIC_DRAW   0x88E4
 
#define GL_STATIC_DRAW   0x88E4
 
#define GL_DYNAMIC_DRAW   0x88E8
 
#define GL_DYNAMIC_DRAW   0x88E8
 
#define GL_BUFFER_SIZE   0x8764
 
#define GL_BUFFER_SIZE   0x8764
 
#define GL_BUFFER_USAGE   0x8765
 
#define GL_BUFFER_USAGE   0x8765
 
#define GL_CURRENT_VERTEX_ATTRIB   0x8626
 
#define GL_FRONT   0x0404
 
#define GL_FRONT   0x0404
 
#define GL_BACK   0x0405
 
#define GL_BACK   0x0405
 
#define GL_FRONT_AND_BACK   0x0408
 
#define GL_FRONT_AND_BACK   0x0408
 
#define GL_TEXTURE_2D   0x0DE1
 
#define GL_TEXTURE_2D   0x0DE1
 
#define GL_CULL_FACE   0x0B44
 
#define GL_CULL_FACE   0x0B44
 
#define GL_BLEND   0x0BE2
 
#define GL_BLEND   0x0BE2
 
#define GL_DITHER   0x0BD0
 
#define GL_DITHER   0x0BD0
 
#define GL_STENCIL_TEST   0x0B90
 
#define GL_STENCIL_TEST   0x0B90
 
#define GL_DEPTH_TEST   0x0B71
 
#define GL_DEPTH_TEST   0x0B71
 
#define GL_SCISSOR_TEST   0x0C11
 
#define GL_SCISSOR_TEST   0x0C11
 
#define GL_SCISSOR_TEST   0x0C11
 
#define GL_POLYGON_OFFSET_FILL   0x8037
 
#define GL_POLYGON_OFFSET_FILL   0x8037
 
#define GL_POLYGON_OFFSET_FILL   0x8037
 
#define GL_SAMPLE_ALPHA_TO_COVERAGE   0x809E
 
#define GL_SAMPLE_ALPHA_TO_COVERAGE   0x809E
 
#define GL_SAMPLE_COVERAGE   0x80A0
 
#define GL_SAMPLE_COVERAGE   0x80A0
 
#define GL_NO_ERROR   0
 
#define GL_NO_ERROR   0
 
#define GL_INVALID_ENUM   0x0500
 
#define GL_INVALID_ENUM   0x0500
 
#define GL_INVALID_VALUE   0x0501
 
#define GL_INVALID_VALUE   0x0501
 
#define GL_INVALID_OPERATION   0x0502
 
#define GL_INVALID_OPERATION   0x0502
 
#define GL_OUT_OF_MEMORY   0x0505
 
#define GL_OUT_OF_MEMORY   0x0505
 
#define GL_CW   0x0900
 
#define GL_CW   0x0900
 
#define GL_CCW   0x0901
 
#define GL_CCW   0x0901
 
#define GL_LINE_WIDTH   0x0B21
 
#define GL_LINE_WIDTH   0x0B21
 
#define GL_ALIASED_POINT_SIZE_RANGE   0x846D
 
#define GL_ALIASED_POINT_SIZE_RANGE   0x846D
 
#define GL_ALIASED_LINE_WIDTH_RANGE   0x846E
 
#define GL_ALIASED_LINE_WIDTH_RANGE   0x846E
 
#define GL_CULL_FACE_MODE   0x0B45
 
#define GL_CULL_FACE_MODE   0x0B45
 
#define GL_FRONT_FACE   0x0B46
 
#define GL_FRONT_FACE   0x0B46
 
#define GL_DEPTH_RANGE   0x0B70
 
#define GL_DEPTH_RANGE   0x0B70
 
#define GL_DEPTH_WRITEMASK   0x0B72
 
#define GL_DEPTH_WRITEMASK   0x0B72
 
#define GL_DEPTH_CLEAR_VALUE   0x0B73
 
#define GL_DEPTH_CLEAR_VALUE   0x0B73
 
#define GL_DEPTH_FUNC   0x0B74
 
#define GL_DEPTH_FUNC   0x0B74
 
#define GL_STENCIL_CLEAR_VALUE   0x0B91
 
#define GL_STENCIL_CLEAR_VALUE   0x0B91
 
#define GL_STENCIL_FUNC   0x0B92
 
#define GL_STENCIL_FUNC   0x0B92
 
#define GL_STENCIL_FAIL   0x0B94
 
#define GL_STENCIL_FAIL   0x0B94
 
#define GL_STENCIL_PASS_DEPTH_FAIL   0x0B95
 
#define GL_STENCIL_PASS_DEPTH_FAIL   0x0B95
 
#define GL_STENCIL_PASS_DEPTH_PASS   0x0B96
 
#define GL_STENCIL_PASS_DEPTH_PASS   0x0B96
 
#define GL_STENCIL_REF   0x0B97
 
#define GL_STENCIL_REF   0x0B97
 
#define GL_STENCIL_VALUE_MASK   0x0B93
 
#define GL_STENCIL_VALUE_MASK   0x0B93
 
#define GL_STENCIL_WRITEMASK   0x0B98
 
#define GL_STENCIL_WRITEMASK   0x0B98
 
#define GL_STENCIL_BACK_FUNC   0x8800
 
#define GL_STENCIL_BACK_FAIL   0x8801
 
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
 
#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
 
#define GL_STENCIL_BACK_REF   0x8CA3
 
#define GL_STENCIL_BACK_VALUE_MASK   0x8CA4
 
#define GL_STENCIL_BACK_WRITEMASK   0x8CA5
 
#define GL_VIEWPORT   0x0BA2
 
#define GL_VIEWPORT   0x0BA2
 
#define GL_SCISSOR_BOX   0x0C10
 
#define GL_SCISSOR_BOX   0x0C10
 
#define GL_COLOR_CLEAR_VALUE   0x0C22
 
#define GL_COLOR_CLEAR_VALUE   0x0C22
 
#define GL_COLOR_WRITEMASK   0x0C23
 
#define GL_COLOR_WRITEMASK   0x0C23
 
#define GL_UNPACK_ALIGNMENT   0x0CF5
 
#define GL_UNPACK_ALIGNMENT   0x0CF5
 
#define GL_UNPACK_ALIGNMENT   0x0CF5
 
#define GL_PACK_ALIGNMENT   0x0D05
 
#define GL_PACK_ALIGNMENT   0x0D05
 
#define GL_PACK_ALIGNMENT   0x0D05
 
#define GL_MAX_TEXTURE_SIZE   0x0D33
 
#define GL_MAX_TEXTURE_SIZE   0x0D33
 
#define GL_MAX_VIEWPORT_DIMS   0x0D3A
 
#define GL_MAX_VIEWPORT_DIMS   0x0D3A
 
#define GL_SUBPIXEL_BITS   0x0D50
 
#define GL_SUBPIXEL_BITS   0x0D50
 
#define GL_RED_BITS   0x0D52
 
#define GL_RED_BITS   0x0D52
 
#define GL_GREEN_BITS   0x0D53
 
#define GL_GREEN_BITS   0x0D53
 
#define GL_BLUE_BITS   0x0D54
 
#define GL_BLUE_BITS   0x0D54
 
#define GL_ALPHA_BITS   0x0D55
 
#define GL_ALPHA_BITS   0x0D55
 
#define GL_DEPTH_BITS   0x0D56
 
#define GL_DEPTH_BITS   0x0D56
 
#define GL_STENCIL_BITS   0x0D57
 
#define GL_STENCIL_BITS   0x0D57
 
#define GL_POLYGON_OFFSET_UNITS   0x2A00
 
#define GL_POLYGON_OFFSET_UNITS   0x2A00
 
#define GL_POLYGON_OFFSET_FACTOR   0x8038
 
#define GL_POLYGON_OFFSET_FACTOR   0x8038
 
#define GL_TEXTURE_BINDING_2D   0x8069
 
#define GL_TEXTURE_BINDING_2D   0x8069
 
#define GL_SAMPLE_BUFFERS   0x80A8
 
#define GL_SAMPLE_BUFFERS   0x80A8
 
#define GL_SAMPLES   0x80A9
 
#define GL_SAMPLES   0x80A9
 
#define GL_SAMPLE_COVERAGE_VALUE   0x80AA
 
#define GL_SAMPLE_COVERAGE_VALUE   0x80AA
 
#define GL_SAMPLE_COVERAGE_INVERT   0x80AB
 
#define GL_SAMPLE_COVERAGE_INVERT   0x80AB
 
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS   0x86A2
 
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS   0x86A2
 
#define GL_COMPRESSED_TEXTURE_FORMATS   0x86A3
 
#define GL_COMPRESSED_TEXTURE_FORMATS   0x86A3
 
#define GL_DONT_CARE   0x1100
 
#define GL_DONT_CARE   0x1100
 
#define GL_FASTEST   0x1101
 
#define GL_FASTEST   0x1101
 
#define GL_NICEST   0x1102
 
#define GL_NICEST   0x1102
 
#define GL_GENERATE_MIPMAP_HINT   0x8192
 
#define GL_GENERATE_MIPMAP_HINT   0x8192
 
#define GL_BYTE   0x1400
 
#define GL_BYTE   0x1400
 
#define GL_UNSIGNED_BYTE   0x1401
 
#define GL_UNSIGNED_BYTE   0x1401
 
#define GL_SHORT   0x1402
 
#define GL_SHORT   0x1402
 
#define GL_UNSIGNED_SHORT   0x1403
 
#define GL_UNSIGNED_SHORT   0x1403
 
#define GL_INT   0x1404
 
#define GL_UNSIGNED_INT   0x1405
 
#define GL_FLOAT   0x1406
 
#define GL_FLOAT   0x1406
 
#define GL_FIXED   0x140C
 
#define GL_FIXED   0x140C
 
#define GL_DEPTH_COMPONENT   0x1902
 
#define GL_ALPHA   0x1906
 
#define GL_ALPHA   0x1906
 
#define GL_RGB   0x1907
 
#define GL_RGB   0x1907
 
#define GL_RGBA   0x1908
 
#define GL_RGBA   0x1908
 
#define GL_LUMINANCE   0x1909
 
#define GL_LUMINANCE   0x1909
 
#define GL_LUMINANCE_ALPHA   0x190A
 
#define GL_LUMINANCE_ALPHA   0x190A
 
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
 
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
 
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
 
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
 
#define GL_UNSIGNED_SHORT_5_6_5   0x8363
 
#define GL_UNSIGNED_SHORT_5_6_5   0x8363
 
#define GL_FRAGMENT_SHADER   0x8B30
 
#define GL_VERTEX_SHADER   0x8B31
 
#define GL_MAX_VERTEX_ATTRIBS   0x8869
 
#define GL_MAX_VERTEX_UNIFORM_VECTORS   0x8DFB
 
#define GL_MAX_VARYING_VECTORS   0x8DFC
 
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS   0x8B4D
 
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS   0x8B4C
 
#define GL_MAX_TEXTURE_IMAGE_UNITS   0x8872
 
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS   0x8DFD
 
#define GL_SHADER_TYPE   0x8B4F
 
#define GL_DELETE_STATUS   0x8B80
 
#define GL_LINK_STATUS   0x8B82
 
#define GL_VALIDATE_STATUS   0x8B83
 
#define GL_ATTACHED_SHADERS   0x8B85
 
#define GL_ACTIVE_UNIFORMS   0x8B86
 
#define GL_ACTIVE_UNIFORM_MAX_LENGTH   0x8B87
 
#define GL_ACTIVE_ATTRIBUTES   0x8B89
 
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH   0x8B8A
 
#define GL_SHADING_LANGUAGE_VERSION   0x8B8C
 
#define GL_CURRENT_PROGRAM   0x8B8D
 
#define GL_NEVER   0x0200
 
#define GL_NEVER   0x0200
 
#define GL_LESS   0x0201
 
#define GL_LESS   0x0201
 
#define GL_EQUAL   0x0202
 
#define GL_EQUAL   0x0202
 
#define GL_LEQUAL   0x0203
 
#define GL_LEQUAL   0x0203
 
#define GL_GREATER   0x0204
 
#define GL_GREATER   0x0204
 
#define GL_NOTEQUAL   0x0205
 
#define GL_NOTEQUAL   0x0205
 
#define GL_GEQUAL   0x0206
 
#define GL_GEQUAL   0x0206
 
#define GL_ALWAYS   0x0207
 
#define GL_ALWAYS   0x0207
 
#define GL_KEEP   0x1E00
 
#define GL_KEEP   0x1E00
 
#define GL_REPLACE   0x1E01
 
#define GL_REPLACE   0x1E01
 
#define GL_INCR   0x1E02
 
#define GL_INCR   0x1E02
 
#define GL_DECR   0x1E03
 
#define GL_DECR   0x1E03
 
#define GL_INVERT   0x150A
 
#define GL_INVERT   0x150A
 
#define GL_INCR_WRAP   0x8507
 
#define GL_DECR_WRAP   0x8508
 
#define GL_VENDOR   0x1F00
 
#define GL_VENDOR   0x1F00
 
#define GL_RENDERER   0x1F01
 
#define GL_RENDERER   0x1F01
 
#define GL_VERSION   0x1F02
 
#define GL_VERSION   0x1F02
 
#define GL_EXTENSIONS   0x1F03
 
#define GL_EXTENSIONS   0x1F03
 
#define GL_NEAREST   0x2600
 
#define GL_NEAREST   0x2600
 
#define GL_LINEAR   0x2601
 
#define GL_LINEAR   0x2601
 
#define GL_NEAREST_MIPMAP_NEAREST   0x2700
 
#define GL_NEAREST_MIPMAP_NEAREST   0x2700
 
#define GL_LINEAR_MIPMAP_NEAREST   0x2701
 
#define GL_LINEAR_MIPMAP_NEAREST   0x2701
 
#define GL_NEAREST_MIPMAP_LINEAR   0x2702
 
#define GL_NEAREST_MIPMAP_LINEAR   0x2702
 
#define GL_LINEAR_MIPMAP_LINEAR   0x2703
 
#define GL_LINEAR_MIPMAP_LINEAR   0x2703
 
#define GL_TEXTURE_MAG_FILTER   0x2800
 
#define GL_TEXTURE_MAG_FILTER   0x2800
 
#define GL_TEXTURE_MIN_FILTER   0x2801
 
#define GL_TEXTURE_MIN_FILTER   0x2801
 
#define GL_TEXTURE_WRAP_S   0x2802
 
#define GL_TEXTURE_WRAP_S   0x2802
 
#define GL_TEXTURE_WRAP_T   0x2803
 
#define GL_TEXTURE_WRAP_T   0x2803
 
#define GL_TEXTURE   0x1702
 
#define GL_TEXTURE   0x1702
 
#define GL_TEXTURE_CUBE_MAP   0x8513
 
#define GL_TEXTURE_BINDING_CUBE_MAP   0x8514
 
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X   0x8515
 
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X   0x8516
 
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y   0x8517
 
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y   0x8518
 
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z   0x8519
 
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z   0x851A
 
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE   0x851C
 
#define GL_TEXTURE0   0x84C0
 
#define GL_TEXTURE0   0x84C0
 
#define GL_TEXTURE1   0x84C1
 
#define GL_TEXTURE1   0x84C1
 
#define GL_TEXTURE2   0x84C2
 
#define GL_TEXTURE2   0x84C2
 
#define GL_TEXTURE3   0x84C3
 
#define GL_TEXTURE3   0x84C3
 
#define GL_TEXTURE4   0x84C4
 
#define GL_TEXTURE4   0x84C4
 
#define GL_TEXTURE5   0x84C5
 
#define GL_TEXTURE5   0x84C5
 
#define GL_TEXTURE6   0x84C6
 
#define GL_TEXTURE6   0x84C6
 
#define GL_TEXTURE7   0x84C7
 
#define GL_TEXTURE7   0x84C7
 
#define GL_TEXTURE8   0x84C8
 
#define GL_TEXTURE8   0x84C8
 
#define GL_TEXTURE9   0x84C9
 
#define GL_TEXTURE9   0x84C9
 
#define GL_TEXTURE10   0x84CA
 
#define GL_TEXTURE10   0x84CA
 
#define GL_TEXTURE11   0x84CB
 
#define GL_TEXTURE11   0x84CB
 
#define GL_TEXTURE12   0x84CC
 
#define GL_TEXTURE12   0x84CC
 
#define GL_TEXTURE13   0x84CD
 
#define GL_TEXTURE13   0x84CD
 
#define GL_TEXTURE14   0x84CE
 
#define GL_TEXTURE14   0x84CE
 
#define GL_TEXTURE15   0x84CF
 
#define GL_TEXTURE15   0x84CF
 
#define GL_TEXTURE16   0x84D0
 
#define GL_TEXTURE16   0x84D0
 
#define GL_TEXTURE17   0x84D1
 
#define GL_TEXTURE17   0x84D1
 
#define GL_TEXTURE18   0x84D2
 
#define GL_TEXTURE18   0x84D2
 
#define GL_TEXTURE19   0x84D3
 
#define GL_TEXTURE19   0x84D3
 
#define GL_TEXTURE20   0x84D4
 
#define GL_TEXTURE20   0x84D4
 
#define GL_TEXTURE21   0x84D5
 
#define GL_TEXTURE21   0x84D5
 
#define GL_TEXTURE22   0x84D6
 
#define GL_TEXTURE22   0x84D6
 
#define GL_TEXTURE23   0x84D7
 
#define GL_TEXTURE23   0x84D7
 
#define GL_TEXTURE24   0x84D8
 
#define GL_TEXTURE24   0x84D8
 
#define GL_TEXTURE25   0x84D9
 
#define GL_TEXTURE25   0x84D9
 
#define GL_TEXTURE26   0x84DA
 
#define GL_TEXTURE26   0x84DA
 
#define GL_TEXTURE27   0x84DB
 
#define GL_TEXTURE27   0x84DB
 
#define GL_TEXTURE28   0x84DC
 
#define GL_TEXTURE28   0x84DC
 
#define GL_TEXTURE29   0x84DD
 
#define GL_TEXTURE29   0x84DD
 
#define GL_TEXTURE30   0x84DE
 
#define GL_TEXTURE30   0x84DE
 
#define GL_TEXTURE31   0x84DF
 
#define GL_TEXTURE31   0x84DF
 
#define GL_ACTIVE_TEXTURE   0x84E0
 
#define GL_ACTIVE_TEXTURE   0x84E0
 
#define GL_REPEAT   0x2901
 
#define GL_REPEAT   0x2901
 
#define GL_CLAMP_TO_EDGE   0x812F
 
#define GL_CLAMP_TO_EDGE   0x812F
 
#define GL_MIRRORED_REPEAT   0x8370
 
#define GL_FLOAT_VEC2   0x8B50
 
#define GL_FLOAT_VEC3   0x8B51
 
#define GL_FLOAT_VEC4   0x8B52
 
#define GL_INT_VEC2   0x8B53
 
#define GL_INT_VEC3   0x8B54
 
#define GL_INT_VEC4   0x8B55
 
#define GL_BOOL   0x8B56
 
#define GL_BOOL_VEC2   0x8B57
 
#define GL_BOOL_VEC3   0x8B58
 
#define GL_BOOL_VEC4   0x8B59
 
#define GL_FLOAT_MAT2   0x8B5A
 
#define GL_FLOAT_MAT3   0x8B5B
 
#define GL_FLOAT_MAT4   0x8B5C
 
#define GL_SAMPLER_2D   0x8B5E
 
#define GL_SAMPLER_CUBE   0x8B60
 
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED   0x8622
 
#define GL_VERTEX_ATTRIB_ARRAY_SIZE   0x8623
 
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE   0x8624
 
#define GL_VERTEX_ATTRIB_ARRAY_TYPE   0x8625
 
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED   0x886A
 
#define GL_VERTEX_ATTRIB_ARRAY_POINTER   0x8645
 
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING   0x889F
 
#define GL_IMPLEMENTATION_COLOR_READ_TYPE   0x8B9A
 
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT   0x8B9B
 
#define GL_COMPILE_STATUS   0x8B81
 
#define GL_INFO_LOG_LENGTH   0x8B84
 
#define GL_SHADER_SOURCE_LENGTH   0x8B88
 
#define GL_SHADER_COMPILER   0x8DFA
 
#define GL_SHADER_BINARY_FORMATS   0x8DF8
 
#define GL_NUM_SHADER_BINARY_FORMATS   0x8DF9
 
#define GL_LOW_FLOAT   0x8DF0
 
#define GL_MEDIUM_FLOAT   0x8DF1
 
#define GL_HIGH_FLOAT   0x8DF2
 
#define GL_LOW_INT   0x8DF3
 
#define GL_MEDIUM_INT   0x8DF4
 
#define GL_HIGH_INT   0x8DF5
 
#define GL_FRAMEBUFFER   0x8D40
 
#define GL_RENDERBUFFER   0x8D41
 
#define GL_RGBA4   0x8056
 
#define GL_RGB5_A1   0x8057
 
#define GL_RGB565   0x8D62
 
#define GL_DEPTH_COMPONENT16   0x81A5
 
#define GL_STENCIL_INDEX   0x1901
 
#define GL_STENCIL_INDEX   0x1901
 
#define GL_STENCIL_INDEX8   0x8D48
 
#define GL_RENDERBUFFER_WIDTH   0x8D42
 
#define GL_RENDERBUFFER_HEIGHT   0x8D43
 
#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44
 
#define GL_RENDERBUFFER_RED_SIZE   0x8D50
 
#define GL_RENDERBUFFER_GREEN_SIZE   0x8D51
 
#define GL_RENDERBUFFER_BLUE_SIZE   0x8D52
 
#define GL_RENDERBUFFER_ALPHA_SIZE   0x8D53
 
#define GL_RENDERBUFFER_DEPTH_SIZE   0x8D54
 
#define GL_RENDERBUFFER_STENCIL_SIZE   0x8D55
 
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE   0x8CD0
 
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME   0x8CD1
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL   0x8CD2
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE   0x8CD3
 
#define GL_COLOR_ATTACHMENT0   0x8CE0
 
#define GL_DEPTH_ATTACHMENT   0x8D00
 
#define GL_STENCIL_ATTACHMENT   0x8D20
 
#define GL_NONE   0
 
#define GL_FRAMEBUFFER_COMPLETE   0x8CD5
 
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT   0x8CD6
 
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT   0x8CD7
 
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS   0x8CD9
 
#define GL_FRAMEBUFFER_UNSUPPORTED   0x8CDD
 
#define GL_FRAMEBUFFER_BINDING   0x8CA6
 
#define GL_RENDERBUFFER_BINDING   0x8CA7
 
#define GL_MAX_RENDERBUFFER_SIZE   0x84E8
 
#define GL_INVALID_FRAMEBUFFER_OPERATION   0x0506
 
#define __gl2ext_h_   1
 
#define GL_KHR_blend_equation_advanced   1
 
#define GL_MULTIPLY_KHR   0x9294
 
#define GL_SCREEN_KHR   0x9295
 
#define GL_OVERLAY_KHR   0x9296
 
#define GL_DARKEN_KHR   0x9297
 
#define GL_LIGHTEN_KHR   0x9298
 
#define GL_COLORDODGE_KHR   0x9299
 
#define GL_COLORBURN_KHR   0x929A
 
#define GL_HARDLIGHT_KHR   0x929B
 
#define GL_SOFTLIGHT_KHR   0x929C
 
#define GL_DIFFERENCE_KHR   0x929E
 
#define GL_EXCLUSION_KHR   0x92A0
 
#define GL_HSL_HUE_KHR   0x92AD
 
#define GL_HSL_SATURATION_KHR   0x92AE
 
#define GL_HSL_COLOR_KHR   0x92AF
 
#define GL_HSL_LUMINOSITY_KHR   0x92B0
 
#define GL_KHR_blend_equation_advanced_coherent   1
 
#define GL_BLEND_ADVANCED_COHERENT_KHR   0x9285
 
#define GL_KHR_context_flush_control   1
 
#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR   0x82FB
 
#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR   0x82FC
 
#define GL_KHR_debug   1
 
#define GL_SAMPLER   0x82E6
 
#define GL_SAMPLER   0x82E6
 
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR   0x8242
 
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR   0x8243
 
#define GL_DEBUG_CALLBACK_FUNCTION_KHR   0x8244
 
#define GL_DEBUG_CALLBACK_USER_PARAM_KHR   0x8245
 
#define GL_DEBUG_SOURCE_API_KHR   0x8246
 
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR   0x8247
 
#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR   0x8248
 
#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR   0x8249
 
#define GL_DEBUG_SOURCE_APPLICATION_KHR   0x824A
 
#define GL_DEBUG_SOURCE_OTHER_KHR   0x824B
 
#define GL_DEBUG_TYPE_ERROR_KHR   0x824C
 
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR   0x824D
 
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR   0x824E
 
#define GL_DEBUG_TYPE_PORTABILITY_KHR   0x824F
 
#define GL_DEBUG_TYPE_PERFORMANCE_KHR   0x8250
 
#define GL_DEBUG_TYPE_OTHER_KHR   0x8251
 
#define GL_DEBUG_TYPE_MARKER_KHR   0x8268
 
#define GL_DEBUG_TYPE_PUSH_GROUP_KHR   0x8269
 
#define GL_DEBUG_TYPE_POP_GROUP_KHR   0x826A
 
#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR   0x826B
 
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR   0x826C
 
#define GL_DEBUG_GROUP_STACK_DEPTH_KHR   0x826D
 
#define GL_BUFFER_KHR   0x82E0
 
#define GL_SHADER_KHR   0x82E1
 
#define GL_PROGRAM_KHR   0x82E2
 
#define GL_VERTEX_ARRAY_KHR   0x8074
 
#define GL_QUERY_KHR   0x82E3
 
#define GL_PROGRAM_PIPELINE_KHR   0x82E4
 
#define GL_SAMPLER_KHR   0x82E6
 
#define GL_MAX_LABEL_LENGTH_KHR   0x82E8
 
#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR   0x9143
 
#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR   0x9144
 
#define GL_DEBUG_LOGGED_MESSAGES_KHR   0x9145
 
#define GL_DEBUG_SEVERITY_HIGH_KHR   0x9146
 
#define GL_DEBUG_SEVERITY_MEDIUM_KHR   0x9147
 
#define GL_DEBUG_SEVERITY_LOW_KHR   0x9148
 
#define GL_DEBUG_OUTPUT_KHR   0x92E0
 
#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR   0x00000002
 
#define GL_STACK_OVERFLOW_KHR   0x0503
 
#define GL_STACK_UNDERFLOW_KHR   0x0504
 
#define GL_KHR_texture_compression_astc_hdr   1
 
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR   0x93B0
 
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR   0x93B1
 
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR   0x93B2
 
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR   0x93B3
 
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR   0x93B4
 
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR   0x93B5
 
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR   0x93B6
 
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR   0x93B7
 
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR   0x93B8
 
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR   0x93B9
 
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR   0x93BA
 
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR   0x93BB
 
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR   0x93BC
 
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR   0x93BD
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR   0x93D0
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR   0x93D1
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR   0x93D2
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR   0x93D3
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR   0x93D4
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR   0x93D5
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR   0x93D6
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR   0x93D7
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR   0x93D8
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR   0x93D9
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR   0x93DA
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR   0x93DB
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR   0x93DC
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR   0x93DD
 
#define GL_KHR_texture_compression_astc_ldr   1
 
#define GL_KHR_texture_compression_astc_sliced_3d   1
 
#define GL_OES_EGL_image   1
 
#define GL_OES_EGL_image_external   1
 
#define GL_TEXTURE_EXTERNAL_OES   0x8D65
 
#define GL_TEXTURE_BINDING_EXTERNAL_OES   0x8D67
 
#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES   0x8D68
 
#define GL_SAMPLER_EXTERNAL_OES   0x8D66
 
#define GL_OES_EGL_image_external_essl3   1
 
#define GL_OES_compressed_ETC1_RGB8_sub_texture   1
 
#define GL_OES_compressed_ETC1_RGB8_texture   1
 
#define GL_ETC1_RGB8_OES   0x8D64
 
#define GL_OES_compressed_paletted_texture   1
 
#define GL_PALETTE4_RGB8_OES   0x8B90
 
#define GL_PALETTE4_RGBA8_OES   0x8B91
 
#define GL_PALETTE4_R5_G6_B5_OES   0x8B92
 
#define GL_PALETTE4_RGBA4_OES   0x8B93
 
#define GL_PALETTE4_RGB5_A1_OES   0x8B94
 
#define GL_PALETTE8_RGB8_OES   0x8B95
 
#define GL_PALETTE8_RGBA8_OES   0x8B96
 
#define GL_PALETTE8_R5_G6_B5_OES   0x8B97
 
#define GL_PALETTE8_RGBA4_OES   0x8B98
 
#define GL_PALETTE8_RGB5_A1_OES   0x8B99
 
#define GL_OES_copy_image   1
 
#define GL_OES_depth24   1
 
#define GL_DEPTH_COMPONENT24_OES   0x81A6
 
#define GL_OES_depth32   1
 
#define GL_DEPTH_COMPONENT32_OES   0x81A7
 
#define GL_OES_depth_texture   1
 
#define GL_OES_draw_buffers_indexed   1
 
#define GL_MIN   0x8007
 
#define GL_MIN   0x8007
 
#define GL_MAX   0x8008
 
#define GL_MAX   0x8008
 
#define GL_OES_draw_elements_base_vertex   1
 
#define GL_OES_element_index_uint   1
 
#define GL_OES_fbo_render_mipmap   1
 
#define GL_OES_fragment_precision_high   1
 
#define GL_OES_geometry_point_size   1
 
#define GL_OES_geometry_shader   1
 
#define GL_GEOMETRY_SHADER_OES   0x8DD9
 
#define GL_GEOMETRY_SHADER_BIT_OES   0x00000004
 
#define GL_GEOMETRY_LINKED_VERTICES_OUT_OES   0x8916
 
#define GL_GEOMETRY_LINKED_INPUT_TYPE_OES   0x8917
 
#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES   0x8918
 
#define GL_GEOMETRY_SHADER_INVOCATIONS_OES   0x887F
 
#define GL_LAYER_PROVOKING_VERTEX_OES   0x825E
 
#define GL_LINES_ADJACENCY_OES   0x000A
 
#define GL_LINE_STRIP_ADJACENCY_OES   0x000B
 
#define GL_TRIANGLES_ADJACENCY_OES   0x000C
 
#define GL_TRIANGLE_STRIP_ADJACENCY_OES   0x000D
 
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES   0x8DDF
 
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES   0x8A2C
 
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES   0x8A32
 
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES   0x9123
 
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES   0x9124
 
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES   0x8DE0
 
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES   0x8DE1
 
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES   0x8E5A
 
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES   0x8C29
 
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES   0x92CF
 
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES   0x92D5
 
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES   0x90CD
 
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES   0x90D7
 
#define GL_FIRST_VERTEX_CONVENTION_OES   0x8E4D
 
#define GL_LAST_VERTEX_CONVENTION_OES   0x8E4E
 
#define GL_UNDEFINED_VERTEX_OES   0x8260
 
#define GL_PRIMITIVES_GENERATED_OES   0x8C87
 
#define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES   0x9312
 
#define GL_MAX_FRAMEBUFFER_LAYERS_OES   0x9317
 
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES   0x8DA8
 
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES   0x8DA7
 
#define GL_REFERENCED_BY_GEOMETRY_SHADER_OES   0x9309
 
#define GL_OES_get_program_binary   1
 
#define GL_PROGRAM_BINARY_LENGTH_OES   0x8741
 
#define GL_NUM_PROGRAM_BINARY_FORMATS_OES   0x87FE
 
#define GL_PROGRAM_BINARY_FORMATS_OES   0x87FF
 
#define GL_OES_gpu_shader5   1
 
#define GL_OES_mapbuffer   1
 
#define GL_WRITE_ONLY_OES   0x88B9
 
#define GL_BUFFER_ACCESS_OES   0x88BB
 
#define GL_BUFFER_MAPPED_OES   0x88BC
 
#define GL_BUFFER_MAP_POINTER_OES   0x88BD
 
#define GL_OES_packed_depth_stencil   1
 
#define GL_DEPTH_STENCIL_OES   0x84F9
 
#define GL_UNSIGNED_INT_24_8_OES   0x84FA
 
#define GL_DEPTH24_STENCIL8_OES   0x88F0
 
#define GL_OES_primitive_bounding_box   1
 
#define GL_PRIMITIVE_BOUNDING_BOX_OES   0x92BE
 
#define GL_OES_required_internalformat   1
 
#define GL_ALPHA8_OES   0x803C
 
#define GL_DEPTH_COMPONENT16_OES   0x81A5
 
#define GL_DEPTH_COMPONENT16_OES   0x81A5
 
#define GL_LUMINANCE4_ALPHA4_OES   0x8043
 
#define GL_LUMINANCE8_ALPHA8_OES   0x8045
 
#define GL_LUMINANCE8_OES   0x8040
 
#define GL_RGBA4_OES   0x8056
 
#define GL_RGBA4_OES   0x8056
 
#define GL_RGB5_A1_OES   0x8057
 
#define GL_RGB5_A1_OES   0x8057
 
#define GL_RGB565_OES   0x8D62
 
#define GL_RGB565_OES   0x8D62
 
#define GL_RGB8_OES   0x8051
 
#define GL_RGBA8_OES   0x8058
 
#define GL_RGB10_EXT   0x8052
 
#define GL_RGB10_A2_EXT   0x8059
 
#define GL_OES_rgb8_rgba8   1
 
#define GL_OES_sample_shading   1
 
#define GL_SAMPLE_SHADING_OES   0x8C36
 
#define GL_MIN_SAMPLE_SHADING_VALUE_OES   0x8C37
 
#define GL_OES_sample_variables   1
 
#define GL_OES_shader_image_atomic   1
 
#define GL_OES_shader_io_blocks   1
 
#define GL_OES_shader_multisample_interpolation   1
 
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES   0x8E5B
 
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES   0x8E5C
 
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES   0x8E5D
 
#define GL_OES_standard_derivatives   1
 
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES   0x8B8B
 
#define GL_OES_stencil1   1
 
#define GL_STENCIL_INDEX1_OES   0x8D46
 
#define GL_OES_stencil4   1
 
#define GL_STENCIL_INDEX4_OES   0x8D47
 
#define GL_OES_surfaceless_context   1
 
#define GL_FRAMEBUFFER_UNDEFINED_OES   0x8219
 
#define GL_OES_tessellation_point_size   1
 
#define GL_OES_tessellation_shader   1
 
#define GL_PATCHES_OES   0x000E
 
#define GL_PATCH_VERTICES_OES   0x8E72
 
#define GL_TESS_CONTROL_OUTPUT_VERTICES_OES   0x8E75
 
#define GL_TESS_GEN_MODE_OES   0x8E76
 
#define GL_TESS_GEN_SPACING_OES   0x8E77
 
#define GL_TESS_GEN_VERTEX_ORDER_OES   0x8E78
 
#define GL_TESS_GEN_POINT_MODE_OES   0x8E79
 
#define GL_ISOLINES_OES   0x8E7A
 
#define GL_QUADS_OES   0x0007
 
#define GL_FRACTIONAL_ODD_OES   0x8E7B
 
#define GL_FRACTIONAL_EVEN_OES   0x8E7C
 
#define GL_MAX_PATCH_VERTICES_OES   0x8E7D
 
#define GL_MAX_TESS_GEN_LEVEL_OES   0x8E7E
 
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES   0x8E7F
 
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES   0x8E80
 
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES   0x8E81
 
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES   0x8E82
 
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES   0x8E83
 
#define GL_MAX_TESS_PATCH_COMPONENTS_OES   0x8E84
 
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES   0x8E85
 
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES   0x8E86
 
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES   0x8E89
 
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES   0x8E8A
 
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES   0x886C
 
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES   0x886D
 
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES   0x8E1E
 
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES   0x8E1F
 
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES   0x92CD
 
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES   0x92CE
 
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES   0x92D3
 
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES   0x92D4
 
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES   0x90CB
 
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES   0x90CC
 
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES   0x90D8
 
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES   0x90D9
 
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES   0x8221
 
#define GL_IS_PER_PATCH_OES   0x92E7
 
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES   0x9307
 
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES   0x9308
 
#define GL_TESS_CONTROL_SHADER_OES   0x8E88
 
#define GL_TESS_EVALUATION_SHADER_OES   0x8E87
 
#define GL_TESS_CONTROL_SHADER_BIT_OES   0x00000008
 
#define GL_TESS_EVALUATION_SHADER_BIT_OES   0x00000010
 
#define GL_OES_texture_3D   1
 
#define GL_TEXTURE_WRAP_R_OES   0x8072
 
#define GL_TEXTURE_3D_OES   0x806F
 
#define GL_TEXTURE_BINDING_3D_OES   0x806A
 
#define GL_MAX_3D_TEXTURE_SIZE_OES   0x8073
 
#define GL_SAMPLER_3D_OES   0x8B5F
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES   0x8CD4
 
#define GL_OES_texture_border_clamp   1
 
#define GL_TEXTURE_BORDER_COLOR_OES   0x1004
 
#define GL_CLAMP_TO_BORDER_OES   0x812D
 
#define GL_OES_texture_buffer   1
 
#define GL_TEXTURE_BUFFER_OES   0x8C2A
 
#define GL_TEXTURE_BUFFER_BINDING_OES   0x8C2A
 
#define GL_MAX_TEXTURE_BUFFER_SIZE_OES   0x8C2B
 
#define GL_TEXTURE_BINDING_BUFFER_OES   0x8C2C
 
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES   0x8C2D
 
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES   0x919F
 
#define GL_SAMPLER_BUFFER_OES   0x8DC2
 
#define GL_INT_SAMPLER_BUFFER_OES   0x8DD0
 
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES   0x8DD8
 
#define GL_IMAGE_BUFFER_OES   0x9051
 
#define GL_INT_IMAGE_BUFFER_OES   0x905C
 
#define GL_UNSIGNED_INT_IMAGE_BUFFER_OES   0x9067
 
#define GL_TEXTURE_BUFFER_OFFSET_OES   0x919D
 
#define GL_TEXTURE_BUFFER_SIZE_OES   0x919E
 
#define GL_OES_texture_compression_astc   1
 
#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES   0x93C0
 
#define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES   0x93C1
 
#define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES   0x93C2
 
#define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES   0x93C3
 
#define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES   0x93C4
 
#define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES   0x93C5
 
#define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES   0x93C6
 
#define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES   0x93C7
 
#define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES   0x93C8
 
#define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES   0x93C9
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES   0x93E0
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES   0x93E1
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES   0x93E2
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES   0x93E3
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES   0x93E4
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES   0x93E5
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES   0x93E6
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES   0x93E7
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES   0x93E8
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES   0x93E9
 
#define GL_OES_texture_cube_map_array   1
 
#define GL_TEXTURE_CUBE_MAP_ARRAY_OES   0x9009
 
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES   0x900A
 
#define GL_SAMPLER_CUBE_MAP_ARRAY_OES   0x900C
 
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES   0x900D
 
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES   0x900E
 
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES   0x900F
 
#define GL_IMAGE_CUBE_MAP_ARRAY_OES   0x9054
 
#define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES   0x905F
 
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES   0x906A
 
#define GL_OES_texture_float   1
 
#define GL_OES_texture_float_linear   1
 
#define GL_OES_texture_half_float   1
 
#define GL_HALF_FLOAT_OES   0x8D61
 
#define GL_OES_texture_half_float_linear   1
 
#define GL_OES_texture_npot   1
 
#define GL_OES_texture_stencil8   1
 
#define GL_STENCIL_INDEX_OES   0x1901
 
#define GL_STENCIL_INDEX8_OES   0x8D48
 
#define GL_STENCIL_INDEX8_OES   0x8D48
 
#define GL_OES_texture_storage_multisample_2d_array   1
 
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES   0x9102
 
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES   0x9105
 
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES   0x910B
 
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES   0x910C
 
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES   0x910D
 
#define GL_OES_texture_view   1
 
#define GL_TEXTURE_VIEW_MIN_LEVEL_OES   0x82DB
 
#define GL_TEXTURE_VIEW_NUM_LEVELS_OES   0x82DC
 
#define GL_TEXTURE_VIEW_MIN_LAYER_OES   0x82DD
 
#define GL_TEXTURE_VIEW_NUM_LAYERS_OES   0x82DE
 
#define GL_TEXTURE_IMMUTABLE_LEVELS   0x82DF
 
#define GL_TEXTURE_IMMUTABLE_LEVELS   0x82DF
 
#define GL_OES_vertex_array_object   1
 
#define GL_VERTEX_ARRAY_BINDING_OES   0x85B5
 
#define GL_OES_vertex_half_float   1
 
#define GL_OES_vertex_type_10_10_10_2   1
 
#define GL_UNSIGNED_INT_10_10_10_2_OES   0x8DF6
 
#define GL_INT_10_10_10_2_OES   0x8DF7
 
#define GL_AMD_compressed_3DC_texture   1
 
#define GL_3DC_X_AMD   0x87F9
 
#define GL_3DC_XY_AMD   0x87FA
 
#define GL_AMD_compressed_ATC_texture   1
 
#define GL_ATC_RGB_AMD   0x8C92
 
#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD   0x8C93
 
#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD   0x87EE
 
#define GL_AMD_performance_monitor   1
 
#define GL_COUNTER_TYPE_AMD   0x8BC0
 
#define GL_COUNTER_RANGE_AMD   0x8BC1
 
#define GL_UNSIGNED_INT64_AMD   0x8BC2
 
#define GL_PERCENTAGE_AMD   0x8BC3
 
#define GL_PERFMON_RESULT_AVAILABLE_AMD   0x8BC4
 
#define GL_PERFMON_RESULT_SIZE_AMD   0x8BC5
 
#define GL_PERFMON_RESULT_AMD   0x8BC6
 
#define GL_AMD_program_binary_Z400   1
 
#define GL_Z400_BINARY_AMD   0x8740
 
#define GL_ANDROID_extension_pack_es31a   1
 
#define GL_ANGLE_depth_texture   1
 
#define GL_ANGLE_framebuffer_blit   1
 
#define GL_READ_FRAMEBUFFER_ANGLE   0x8CA8
 
#define GL_DRAW_FRAMEBUFFER_ANGLE   0x8CA9
 
#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE   0x8CA6
 
#define GL_READ_FRAMEBUFFER_BINDING_ANGLE   0x8CAA
 
#define GL_ANGLE_framebuffer_multisample   1
 
#define GL_RENDERBUFFER_SAMPLES_ANGLE   0x8CAB
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE   0x8D56
 
#define GL_MAX_SAMPLES_ANGLE   0x8D57
 
#define GL_ANGLE_instanced_arrays   1
 
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE   0x88FE
 
#define GL_ANGLE_pack_reverse_row_order   1
 
#define GL_PACK_REVERSE_ROW_ORDER_ANGLE   0x93A4
 
#define GL_ANGLE_program_binary   1
 
#define GL_PROGRAM_BINARY_ANGLE   0x93A6
 
#define GL_ANGLE_texture_compression_dxt3   1
 
#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE   0x83F2
 
#define GL_ANGLE_texture_compression_dxt5   1
 
#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE   0x83F3
 
#define GL_ANGLE_texture_usage   1
 
#define GL_TEXTURE_USAGE_ANGLE   0x93A2
 
#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE   0x93A3
 
#define GL_ANGLE_translated_shader_source   1
 
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE   0x93A0
 
#define GL_APPLE_clip_distance   1
 
#define GL_MAX_CLIP_DISTANCES_APPLE   0x0D32
 
#define GL_CLIP_DISTANCE0_APPLE   0x3000
 
#define GL_CLIP_DISTANCE1_APPLE   0x3001
 
#define GL_CLIP_DISTANCE2_APPLE   0x3002
 
#define GL_CLIP_DISTANCE3_APPLE   0x3003
 
#define GL_CLIP_DISTANCE4_APPLE   0x3004
 
#define GL_CLIP_DISTANCE5_APPLE   0x3005
 
#define GL_CLIP_DISTANCE6_APPLE   0x3006
 
#define GL_CLIP_DISTANCE7_APPLE   0x3007
 
#define GL_APPLE_color_buffer_packed_float   1
 
#define GL_APPLE_copy_texture_levels   1
 
#define GL_APPLE_framebuffer_multisample   1
 
#define GL_RENDERBUFFER_SAMPLES_APPLE   0x8CAB
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE   0x8D56
 
#define GL_MAX_SAMPLES_APPLE   0x8D57
 
#define GL_READ_FRAMEBUFFER_APPLE   0x8CA8
 
#define GL_DRAW_FRAMEBUFFER_APPLE   0x8CA9
 
#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE   0x8CA6
 
#define GL_READ_FRAMEBUFFER_BINDING_APPLE   0x8CAA
 
#define GL_APPLE_rgb_422   1
 
#define GL_RGB_422_APPLE   0x8A1F
 
#define GL_UNSIGNED_SHORT_8_8_APPLE   0x85BA
 
#define GL_UNSIGNED_SHORT_8_8_REV_APPLE   0x85BB
 
#define GL_RGB_RAW_422_APPLE   0x8A51
 
#define GL_APPLE_sync   1
 
#define GL_SYNC_OBJECT_APPLE   0x8A53
 
#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE   0x9111
 
#define GL_OBJECT_TYPE_APPLE   0x9112
 
#define GL_SYNC_CONDITION_APPLE   0x9113
 
#define GL_SYNC_STATUS_APPLE   0x9114
 
#define GL_SYNC_FLAGS_APPLE   0x9115
 
#define GL_SYNC_FENCE_APPLE   0x9116
 
#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE   0x9117
 
#define GL_UNSIGNALED_APPLE   0x9118
 
#define GL_SIGNALED_APPLE   0x9119
 
#define GL_ALREADY_SIGNALED_APPLE   0x911A
 
#define GL_TIMEOUT_EXPIRED_APPLE   0x911B
 
#define GL_CONDITION_SATISFIED_APPLE   0x911C
 
#define GL_WAIT_FAILED_APPLE   0x911D
 
#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE   0x00000001
 
#define GL_TIMEOUT_IGNORED_APPLE   0xFFFFFFFFFFFFFFFFull
 
#define GL_APPLE_texture_format_BGRA8888   1
 
#define GL_BGRA_EXT   0x80E1
 
#define GL_BGRA8_EXT   0x93A1
 
#define GL_APPLE_texture_max_level   1
 
#define GL_TEXTURE_MAX_LEVEL_APPLE   0x813D
 
#define GL_APPLE_texture_packed_float   1
 
#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE   0x8C3B
 
#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE   0x8C3E
 
#define GL_R11F_G11F_B10F_APPLE   0x8C3A
 
#define GL_RGB9_E5_APPLE   0x8C3D
 
#define GL_ARM_mali_program_binary   1
 
#define GL_MALI_PROGRAM_BINARY_ARM   0x8F61
 
#define GL_ARM_mali_shader_binary   1
 
#define GL_MALI_SHADER_BINARY_ARM   0x8F60
 
#define GL_ARM_rgba8   1
 
#define GL_ARM_shader_framebuffer_fetch   1
 
#define GL_FETCH_PER_SAMPLE_ARM   0x8F65
 
#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM   0x8F66
 
#define GL_ARM_shader_framebuffer_fetch_depth_stencil   1
 
#define GL_DMP_program_binary   1
 
#define GL_SMAPHS30_PROGRAM_BINARY_DMP   0x9251
 
#define GL_SMAPHS_PROGRAM_BINARY_DMP   0x9252
 
#define GL_DMP_PROGRAM_BINARY_DMP   0x9253
 
#define GL_DMP_shader_binary   1
 
#define GL_SHADER_BINARY_DMP   0x9250
 
#define GL_EXT_YUV_target   1
 
#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT   0x8BE7
 
#define GL_EXT_base_instance   1
 
#define GL_EXT_blend_func_extended   1
 
#define GL_SRC1_COLOR_EXT   0x88F9
 
#define GL_SRC1_ALPHA_EXT   0x8589
 
#define GL_ONE_MINUS_SRC1_COLOR_EXT   0x88FA
 
#define GL_ONE_MINUS_SRC1_ALPHA_EXT   0x88FB
 
#define GL_SRC_ALPHA_SATURATE_EXT   0x0308
 
#define GL_LOCATION_INDEX_EXT   0x930F
 
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT   0x88FC
 
#define GL_EXT_blend_minmax   1
 
#define GL_MIN_EXT   0x8007
 
#define GL_MAX_EXT   0x8008
 
#define GL_EXT_buffer_storage   1
 
#define GL_MAP_READ_BIT   0x0001
 
#define GL_MAP_READ_BIT   0x0001
 
#define GL_MAP_WRITE_BIT   0x0002
 
#define GL_MAP_WRITE_BIT   0x0002
 
#define GL_MAP_PERSISTENT_BIT_EXT   0x0040
 
#define GL_MAP_COHERENT_BIT_EXT   0x0080
 
#define GL_DYNAMIC_STORAGE_BIT_EXT   0x0100
 
#define GL_CLIENT_STORAGE_BIT_EXT   0x0200
 
#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT   0x00004000
 
#define GL_BUFFER_IMMUTABLE_STORAGE_EXT   0x821F
 
#define GL_BUFFER_STORAGE_FLAGS_EXT   0x8220
 
#define GL_EXT_color_buffer_float   1
 
#define GL_EXT_color_buffer_half_float   1
 
#define GL_RGBA16F_EXT   0x881A
 
#define GL_RGB16F_EXT   0x881B
 
#define GL_RG16F_EXT   0x822F
 
#define GL_R16F_EXT   0x822D
 
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT   0x8211
 
#define GL_UNSIGNED_NORMALIZED_EXT   0x8C17
 
#define GL_EXT_copy_image   1
 
#define GL_EXT_debug_label   1
 
#define GL_PROGRAM_PIPELINE_OBJECT_EXT   0x8A4F
 
#define GL_PROGRAM_OBJECT_EXT   0x8B40
 
#define GL_SHADER_OBJECT_EXT   0x8B48
 
#define GL_BUFFER_OBJECT_EXT   0x9151
 
#define GL_QUERY_OBJECT_EXT   0x9153
 
#define GL_VERTEX_ARRAY_OBJECT_EXT   0x9154
 
#define GL_TRANSFORM_FEEDBACK   0x8E22
 
#define GL_TRANSFORM_FEEDBACK   0x8E22
 
#define GL_EXT_debug_marker   1
 
#define GL_EXT_discard_framebuffer   1
 
#define GL_COLOR_EXT   0x1800
 
#define GL_DEPTH_EXT   0x1801
 
#define GL_STENCIL_EXT   0x1802
 
#define GL_EXT_disjoint_timer_query   1
 
#define GL_QUERY_COUNTER_BITS_EXT   0x8864
 
#define GL_CURRENT_QUERY_EXT   0x8865
 
#define GL_QUERY_RESULT_EXT   0x8866
 
#define GL_QUERY_RESULT_AVAILABLE_EXT   0x8867
 
#define GL_TIME_ELAPSED_EXT   0x88BF
 
#define GL_TIMESTAMP_EXT   0x8E28
 
#define GL_GPU_DISJOINT_EXT   0x8FBB
 
#define GL_EXT_draw_buffers   1
 
#define GL_MAX_COLOR_ATTACHMENTS_EXT   0x8CDF
 
#define GL_MAX_DRAW_BUFFERS_EXT   0x8824
 
#define GL_DRAW_BUFFER0_EXT   0x8825
 
#define GL_DRAW_BUFFER1_EXT   0x8826
 
#define GL_DRAW_BUFFER2_EXT   0x8827
 
#define GL_DRAW_BUFFER3_EXT   0x8828
 
#define GL_DRAW_BUFFER4_EXT   0x8829
 
#define GL_DRAW_BUFFER5_EXT   0x882A
 
#define GL_DRAW_BUFFER6_EXT   0x882B
 
#define GL_DRAW_BUFFER7_EXT   0x882C
 
#define GL_DRAW_BUFFER8_EXT   0x882D
 
#define GL_DRAW_BUFFER9_EXT   0x882E
 
#define GL_DRAW_BUFFER10_EXT   0x882F
 
#define GL_DRAW_BUFFER11_EXT   0x8830
 
#define GL_DRAW_BUFFER12_EXT   0x8831
 
#define GL_DRAW_BUFFER13_EXT   0x8832
 
#define GL_DRAW_BUFFER14_EXT   0x8833
 
#define GL_DRAW_BUFFER15_EXT   0x8834
 
#define GL_COLOR_ATTACHMENT0_EXT   0x8CE0
 
#define GL_COLOR_ATTACHMENT1_EXT   0x8CE1
 
#define GL_COLOR_ATTACHMENT2_EXT   0x8CE2
 
#define GL_COLOR_ATTACHMENT3_EXT   0x8CE3
 
#define GL_COLOR_ATTACHMENT4_EXT   0x8CE4
 
#define GL_COLOR_ATTACHMENT5_EXT   0x8CE5
 
#define GL_COLOR_ATTACHMENT6_EXT   0x8CE6
 
#define GL_COLOR_ATTACHMENT7_EXT   0x8CE7
 
#define GL_COLOR_ATTACHMENT8_EXT   0x8CE8
 
#define GL_COLOR_ATTACHMENT9_EXT   0x8CE9
 
#define GL_COLOR_ATTACHMENT10_EXT   0x8CEA
 
#define GL_COLOR_ATTACHMENT11_EXT   0x8CEB
 
#define GL_COLOR_ATTACHMENT12_EXT   0x8CEC
 
#define GL_COLOR_ATTACHMENT13_EXT   0x8CED
 
#define GL_COLOR_ATTACHMENT14_EXT   0x8CEE
 
#define GL_COLOR_ATTACHMENT15_EXT   0x8CEF
 
#define GL_EXT_draw_buffers_indexed   1
 
#define GL_EXT_draw_elements_base_vertex   1
 
#define GL_EXT_draw_instanced   1
 
#define GL_EXT_float_blend   1
 
#define GL_EXT_geometry_point_size   1
 
#define GL_EXT_geometry_shader   1
 
#define GL_GEOMETRY_SHADER_EXT   0x8DD9
 
#define GL_GEOMETRY_SHADER_BIT_EXT   0x00000004
 
#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT   0x8916
 
#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT   0x8917
 
#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT   0x8918
 
#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT   0x887F
 
#define GL_LAYER_PROVOKING_VERTEX_EXT   0x825E
 
#define GL_LINES_ADJACENCY_EXT   0x000A
 
#define GL_LINE_STRIP_ADJACENCY_EXT   0x000B
 
#define GL_TRIANGLES_ADJACENCY_EXT   0x000C
 
#define GL_TRIANGLE_STRIP_ADJACENCY_EXT   0x000D
 
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT   0x8DDF
 
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT   0x8A2C
 
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT   0x8A32
 
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT   0x9123
 
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT   0x9124
 
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT   0x8DE0
 
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT   0x8DE1
 
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT   0x8E5A
 
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT   0x8C29
 
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT   0x92CF
 
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT   0x92D5
 
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT   0x90CD
 
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT   0x90D7
 
#define GL_FIRST_VERTEX_CONVENTION_EXT   0x8E4D
 
#define GL_LAST_VERTEX_CONVENTION_EXT   0x8E4E
 
#define GL_UNDEFINED_VERTEX_EXT   0x8260
 
#define GL_PRIMITIVES_GENERATED_EXT   0x8C87
 
#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT   0x9312
 
#define GL_MAX_FRAMEBUFFER_LAYERS_EXT   0x9317
 
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT   0x8DA8
 
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT   0x8DA7
 
#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT   0x9309
 
#define GL_EXT_gpu_shader5   1
 
#define GL_EXT_instanced_arrays   1
 
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT   0x88FE
 
#define GL_EXT_map_buffer_range   1
 
#define GL_MAP_READ_BIT_EXT   0x0001
 
#define GL_MAP_WRITE_BIT_EXT   0x0002
 
#define GL_MAP_INVALIDATE_RANGE_BIT_EXT   0x0004
 
#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT   0x0008
 
#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT   0x0010
 
#define GL_MAP_UNSYNCHRONIZED_BIT_EXT   0x0020
 
#define GL_EXT_multi_draw_arrays   1
 
#define GL_EXT_multi_draw_indirect   1
 
#define GL_EXT_multisampled_compatibility   1
 
#define GL_MULTISAMPLE_EXT   0x809D
 
#define GL_SAMPLE_ALPHA_TO_ONE_EXT   0x809F
 
#define GL_EXT_multisampled_render_to_texture   1
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT   0x8D6C
 
#define GL_RENDERBUFFER_SAMPLES_EXT   0x8CAB
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT   0x8D56
 
#define GL_MAX_SAMPLES_EXT   0x8D57
 
#define GL_EXT_multiview_draw_buffers   1
 
#define GL_COLOR_ATTACHMENT_EXT   0x90F0
 
#define GL_MULTIVIEW_EXT   0x90F1
 
#define GL_DRAW_BUFFER_EXT   0x0C01
 
#define GL_READ_BUFFER_EXT   0x0C02
 
#define GL_MAX_MULTIVIEW_BUFFERS_EXT   0x90F2
 
#define GL_EXT_occlusion_query_boolean   1
 
#define GL_ANY_SAMPLES_PASSED_EXT   0x8C2F
 
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT   0x8D6A
 
#define GL_EXT_polygon_offset_clamp   1
 
#define GL_POLYGON_OFFSET_CLAMP_EXT   0x8E1B
 
#define GL_EXT_post_depth_coverage   1
 
#define GL_EXT_primitive_bounding_box   1
 
#define GL_PRIMITIVE_BOUNDING_BOX_EXT   0x92BE
 
#define GL_EXT_pvrtc_sRGB   1
 
#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT   0x8A54
 
#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT   0x8A55
 
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT   0x8A56
 
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT   0x8A57
 
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG   0x93F0
 
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG   0x93F1
 
#define GL_EXT_raster_multisample   1
 
#define GL_RASTER_MULTISAMPLE_EXT   0x9327
 
#define GL_RASTER_SAMPLES_EXT   0x9328
 
#define GL_MAX_RASTER_SAMPLES_EXT   0x9329
 
#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT   0x932A
 
#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT   0x932B
 
#define GL_EFFECTIVE_RASTER_SAMPLES_EXT   0x932C
 
#define GL_EXT_read_format_bgra   1
 
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT   0x8365
 
#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT   0x8366
 
#define GL_EXT_render_snorm   1
 
#define GL_R8_SNORM   0x8F94
 
#define GL_R8_SNORM   0x8F94
 
#define GL_RG8_SNORM   0x8F95
 
#define GL_RG8_SNORM   0x8F95
 
#define GL_RGBA8_SNORM   0x8F97
 
#define GL_RGBA8_SNORM   0x8F97
 
#define GL_R16_SNORM_EXT   0x8F98
 
#define GL_RG16_SNORM_EXT   0x8F99
 
#define GL_RGBA16_SNORM_EXT   0x8F9B
 
#define GL_EXT_robustness   1
 
#define GL_GUILTY_CONTEXT_RESET_EXT   0x8253
 
#define GL_INNOCENT_CONTEXT_RESET_EXT   0x8254
 
#define GL_UNKNOWN_CONTEXT_RESET_EXT   0x8255
 
#define GL_CONTEXT_ROBUST_ACCESS_EXT   0x90F3
 
#define GL_RESET_NOTIFICATION_STRATEGY_EXT   0x8256
 
#define GL_LOSE_CONTEXT_ON_RESET_EXT   0x8252
 
#define GL_NO_RESET_NOTIFICATION_EXT   0x8261
 
#define GL_EXT_sRGB   1
 
#define GL_SRGB_EXT   0x8C40
 
#define GL_SRGB_ALPHA_EXT   0x8C42
 
#define GL_SRGB8_ALPHA8_EXT   0x8C43
 
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT   0x8210
 
#define GL_EXT_sRGB_write_control   1
 
#define GL_FRAMEBUFFER_SRGB_EXT   0x8DB9
 
#define GL_EXT_separate_shader_objects   1
 
#define GL_ACTIVE_PROGRAM_EXT   0x8259
 
#define GL_VERTEX_SHADER_BIT_EXT   0x00000001
 
#define GL_FRAGMENT_SHADER_BIT_EXT   0x00000002
 
#define GL_ALL_SHADER_BITS_EXT   0xFFFFFFFF
 
#define GL_PROGRAM_SEPARABLE_EXT   0x8258
 
#define GL_PROGRAM_PIPELINE_BINDING_EXT   0x825A
 
#define GL_EXT_shader_framebuffer_fetch   1
 
#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT   0x8A52
 
#define GL_EXT_shader_group_vote   1
 
#define GL_EXT_shader_implicit_conversions   1
 
#define GL_EXT_shader_integer_mix   1
 
#define GL_EXT_shader_io_blocks   1
 
#define GL_EXT_shader_pixel_local_storage   1
 
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT   0x8F63
 
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT   0x8F67
 
#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT   0x8F64
 
#define GL_EXT_shader_pixel_local_storage2   1
 
#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT   0x9650
 
#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT   0x9651
 
#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT   0x9652
 
#define GL_EXT_shader_texture_lod   1
 
#define GL_EXT_shadow_samplers   1
 
#define GL_TEXTURE_COMPARE_MODE_EXT   0x884C
 
#define GL_TEXTURE_COMPARE_FUNC_EXT   0x884D
 
#define GL_COMPARE_REF_TO_TEXTURE_EXT   0x884E
 
#define GL_SAMPLER_2D_SHADOW_EXT   0x8B62
 
#define GL_EXT_sparse_texture   1
 
#define GL_TEXTURE_SPARSE_EXT   0x91A6
 
#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT   0x91A7
 
#define GL_NUM_SPARSE_LEVELS_EXT   0x91AA
 
#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT   0x91A8
 
#define GL_VIRTUAL_PAGE_SIZE_X_EXT   0x9195
 
#define GL_VIRTUAL_PAGE_SIZE_Y_EXT   0x9196
 
#define GL_VIRTUAL_PAGE_SIZE_Z_EXT   0x9197
 
#define GL_TEXTURE_2D_ARRAY   0x8C1A
 
#define GL_TEXTURE_2D_ARRAY   0x8C1A
 
#define GL_TEXTURE_3D   0x806F
 
#define GL_TEXTURE_3D   0x806F
 
#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT   0x9198
 
#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT   0x9199
 
#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT   0x919A
 
#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT   0x91A9
 
#define GL_EXT_tessellation_point_size   1
 
#define GL_EXT_tessellation_shader   1
 
#define GL_PATCHES_EXT   0x000E
 
#define GL_PATCH_VERTICES_EXT   0x8E72
 
#define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT   0x8E75
 
#define GL_TESS_GEN_MODE_EXT   0x8E76
 
#define GL_TESS_GEN_SPACING_EXT   0x8E77
 
#define GL_TESS_GEN_VERTEX_ORDER_EXT   0x8E78
 
#define GL_TESS_GEN_POINT_MODE_EXT   0x8E79
 
#define GL_ISOLINES_EXT   0x8E7A
 
#define GL_QUADS_EXT   0x0007
 
#define GL_FRACTIONAL_ODD_EXT   0x8E7B
 
#define GL_FRACTIONAL_EVEN_EXT   0x8E7C
 
#define GL_MAX_PATCH_VERTICES_EXT   0x8E7D
 
#define GL_MAX_TESS_GEN_LEVEL_EXT   0x8E7E
 
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT   0x8E7F
 
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT   0x8E80
 
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT   0x8E81
 
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT   0x8E82
 
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT   0x8E83
 
#define GL_MAX_TESS_PATCH_COMPONENTS_EXT   0x8E84
 
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT   0x8E85
 
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT   0x8E86
 
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT   0x8E89
 
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT   0x8E8A
 
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT   0x886C
 
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT   0x886D
 
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT   0x8E1E
 
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT   0x8E1F
 
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT   0x92CD
 
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT   0x92CE
 
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT   0x92D3
 
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT   0x92D4
 
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT   0x90CB
 
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT   0x90CC
 
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT   0x90D8
 
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT   0x90D9
 
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED   0x8221
 
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED   0x8221
 
#define GL_IS_PER_PATCH_EXT   0x92E7
 
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT   0x9307
 
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT   0x9308
 
#define GL_TESS_CONTROL_SHADER_EXT   0x8E88
 
#define GL_TESS_EVALUATION_SHADER_EXT   0x8E87
 
#define GL_TESS_CONTROL_SHADER_BIT_EXT   0x00000008
 
#define GL_TESS_EVALUATION_SHADER_BIT_EXT   0x00000010
 
#define GL_EXT_texture_border_clamp   1
 
#define GL_TEXTURE_BORDER_COLOR_EXT   0x1004
 
#define GL_CLAMP_TO_BORDER_EXT   0x812D
 
#define GL_EXT_texture_buffer   1
 
#define GL_TEXTURE_BUFFER_EXT   0x8C2A
 
#define GL_TEXTURE_BUFFER_BINDING_EXT   0x8C2A
 
#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT   0x8C2B
 
#define GL_TEXTURE_BINDING_BUFFER_EXT   0x8C2C
 
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT   0x8C2D
 
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT   0x919F
 
#define GL_SAMPLER_BUFFER_EXT   0x8DC2
 
#define GL_INT_SAMPLER_BUFFER_EXT   0x8DD0
 
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT   0x8DD8
 
#define GL_IMAGE_BUFFER_EXT   0x9051
 
#define GL_INT_IMAGE_BUFFER_EXT   0x905C
 
#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT   0x9067
 
#define GL_TEXTURE_BUFFER_OFFSET_EXT   0x919D
 
#define GL_TEXTURE_BUFFER_SIZE_EXT   0x919E
 
#define GL_EXT_texture_compression_dxt1   1
 
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT   0x83F0
 
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT   0x83F1
 
#define GL_EXT_texture_compression_s3tc   1
 
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT   0x83F2
 
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT   0x83F3
 
#define GL_EXT_texture_cube_map_array   1
 
#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT   0x9009
 
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT   0x900A
 
#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT   0x900C
 
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT   0x900D
 
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT   0x900E
 
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT   0x900F
 
#define GL_IMAGE_CUBE_MAP_ARRAY_EXT   0x9054
 
#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT   0x905F
 
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT   0x906A
 
#define GL_EXT_texture_filter_anisotropic   1
 
#define GL_TEXTURE_MAX_ANISOTROPY_EXT   0x84FE
 
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
 
#define GL_EXT_texture_filter_minmax   1
 
#define GL_EXT_texture_format_BGRA8888   1
 
#define GL_EXT_texture_norm16   1
 
#define GL_R16_EXT   0x822A
 
#define GL_RG16_EXT   0x822C
 
#define GL_RGBA16_EXT   0x805B
 
#define GL_RGB16_EXT   0x8054
 
#define GL_RGB16_SNORM_EXT   0x8F9A
 
#define GL_EXT_texture_rg   1
 
#define GL_RED_EXT   0x1903
 
#define GL_RG_EXT   0x8227
 
#define GL_R8_EXT   0x8229
 
#define GL_RG8_EXT   0x822B
 
#define GL_EXT_texture_sRGB_R8   1
 
#define GL_SR8_EXT   0x8FBD
 
#define GL_EXT_texture_sRGB_RG8   1
 
#define GL_SRG8_EXT   0x8FBE
 
#define GL_EXT_texture_sRGB_decode   1
 
#define GL_TEXTURE_SRGB_DECODE_EXT   0x8A48
 
#define GL_DECODE_EXT   0x8A49
 
#define GL_SKIP_DECODE_EXT   0x8A4A
 
#define GL_EXT_texture_storage   1
 
#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT   0x912F
 
#define GL_ALPHA8_EXT   0x803C
 
#define GL_LUMINANCE8_EXT   0x8040
 
#define GL_LUMINANCE8_ALPHA8_EXT   0x8045
 
#define GL_RGBA32F_EXT   0x8814
 
#define GL_RGB32F_EXT   0x8815
 
#define GL_ALPHA32F_EXT   0x8816
 
#define GL_LUMINANCE32F_EXT   0x8818
 
#define GL_LUMINANCE_ALPHA32F_EXT   0x8819
 
#define GL_ALPHA16F_EXT   0x881C
 
#define GL_LUMINANCE16F_EXT   0x881E
 
#define GL_LUMINANCE_ALPHA16F_EXT   0x881F
 
#define GL_R32F_EXT   0x822E
 
#define GL_RG32F_EXT   0x8230
 
#define GL_EXT_texture_type_2_10_10_10_REV   1
 
#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT   0x8368
 
#define GL_EXT_texture_view   1
 
#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT   0x82DB
 
#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT   0x82DC
 
#define GL_TEXTURE_VIEW_MIN_LAYER_EXT   0x82DD
 
#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT   0x82DE
 
#define GL_EXT_unpack_subimage   1
 
#define GL_UNPACK_ROW_LENGTH_EXT   0x0CF2
 
#define GL_UNPACK_SKIP_ROWS_EXT   0x0CF3
 
#define GL_UNPACK_SKIP_PIXELS_EXT   0x0CF4
 
#define GL_FJ_shader_binary_GCCSO   1
 
#define GL_GCCSO_SHADER_BINARY_FJ   0x9260
 
#define GL_IMG_framebuffer_downsample   1
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG   0x913C
 
#define GL_NUM_DOWNSAMPLE_SCALES_IMG   0x913D
 
#define GL_DOWNSAMPLE_SCALES_IMG   0x913E
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG   0x913F
 
#define GL_IMG_multisampled_render_to_texture   1
 
#define GL_RENDERBUFFER_SAMPLES_IMG   0x9133
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG   0x9134
 
#define GL_MAX_SAMPLES_IMG   0x9135
 
#define GL_TEXTURE_SAMPLES_IMG   0x9136
 
#define GL_IMG_program_binary   1
 
#define GL_SGX_PROGRAM_BINARY_IMG   0x9130
 
#define GL_IMG_read_format   1
 
#define GL_BGRA_IMG   0x80E1
 
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG   0x8365
 
#define GL_IMG_shader_binary   1
 
#define GL_SGX_BINARY_IMG   0x8C0A
 
#define GL_IMG_texture_compression_pvrtc   1
 
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG   0x8C00
 
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG   0x8C01
 
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG   0x8C02
 
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG   0x8C03
 
#define GL_IMG_texture_compression_pvrtc2   1
 
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG   0x9137
 
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG   0x9138
 
#define GL_IMG_texture_filter_cubic   1
 
#define GL_CUBIC_IMG   0x9139
 
#define GL_CUBIC_MIPMAP_NEAREST_IMG   0x913A
 
#define GL_CUBIC_MIPMAP_LINEAR_IMG   0x913B
 
#define GL_INTEL_framebuffer_CMAA   1
 
#define GL_INTEL_performance_query   1
 
#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL   0x00000000
 
#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL   0x00000001
 
#define GL_PERFQUERY_WAIT_INTEL   0x83FB
 
#define GL_PERFQUERY_FLUSH_INTEL   0x83FA
 
#define GL_PERFQUERY_DONOT_FLUSH_INTEL   0x83F9
 
#define GL_PERFQUERY_COUNTER_EVENT_INTEL   0x94F0
 
#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL   0x94F1
 
#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL   0x94F2
 
#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL   0x94F3
 
#define GL_PERFQUERY_COUNTER_RAW_INTEL   0x94F4
 
#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL   0x94F5
 
#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL   0x94F8
 
#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL   0x94F9
 
#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL   0x94FA
 
#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL   0x94FB
 
#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL   0x94FC
 
#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL   0x94FD
 
#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL   0x94FE
 
#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL   0x94FF
 
#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL   0x9500
 
#define GL_NV_bindless_texture   1
 
#define GL_NV_blend_equation_advanced   1
 
#define GL_BLEND_OVERLAP_NV   0x9281
 
#define GL_BLEND_PREMULTIPLIED_SRC_NV   0x9280
 
#define GL_BLUE_NV   0x1905
 
#define GL_COLORBURN_NV   0x929A
 
#define GL_COLORDODGE_NV   0x9299
 
#define GL_CONJOINT_NV   0x9284
 
#define GL_CONTRAST_NV   0x92A1
 
#define GL_DARKEN_NV   0x9297
 
#define GL_DIFFERENCE_NV   0x929E
 
#define GL_DISJOINT_NV   0x9283
 
#define GL_DST_ATOP_NV   0x928F
 
#define GL_DST_IN_NV   0x928B
 
#define GL_DST_NV   0x9287
 
#define GL_DST_OUT_NV   0x928D
 
#define GL_DST_OVER_NV   0x9289
 
#define GL_EXCLUSION_NV   0x92A0
 
#define GL_GREEN_NV   0x1904
 
#define GL_HARDLIGHT_NV   0x929B
 
#define GL_HARDMIX_NV   0x92A9
 
#define GL_HSL_COLOR_NV   0x92AF
 
#define GL_HSL_HUE_NV   0x92AD
 
#define GL_HSL_LUMINOSITY_NV   0x92B0
 
#define GL_HSL_SATURATION_NV   0x92AE
 
#define GL_INVERT_OVG_NV   0x92B4
 
#define GL_INVERT_RGB_NV   0x92A3
 
#define GL_LIGHTEN_NV   0x9298
 
#define GL_LINEARBURN_NV   0x92A5
 
#define GL_LINEARDODGE_NV   0x92A4
 
#define GL_LINEARLIGHT_NV   0x92A7
 
#define GL_MINUS_CLAMPED_NV   0x92B3
 
#define GL_MINUS_NV   0x929F
 
#define GL_MULTIPLY_NV   0x9294
 
#define GL_OVERLAY_NV   0x9296
 
#define GL_PINLIGHT_NV   0x92A8
 
#define GL_PLUS_CLAMPED_ALPHA_NV   0x92B2
 
#define GL_PLUS_CLAMPED_NV   0x92B1
 
#define GL_PLUS_DARKER_NV   0x9292
 
#define GL_PLUS_NV   0x9291
 
#define GL_RED_NV   0x1903
 
#define GL_SCREEN_NV   0x9295
 
#define GL_SOFTLIGHT_NV   0x929C
 
#define GL_SRC_ATOP_NV   0x928E
 
#define GL_SRC_IN_NV   0x928A
 
#define GL_SRC_NV   0x9286
 
#define GL_SRC_OUT_NV   0x928C
 
#define GL_SRC_OVER_NV   0x9288
 
#define GL_UNCORRELATED_NV   0x9282
 
#define GL_VIVIDLIGHT_NV   0x92A6
 
#define GL_XOR_NV   0x1506
 
#define GL_NV_blend_equation_advanced_coherent   1
 
#define GL_BLEND_ADVANCED_COHERENT_NV   0x9285
 
#define GL_NV_conditional_render   1
 
#define GL_QUERY_WAIT_NV   0x8E13
 
#define GL_QUERY_NO_WAIT_NV   0x8E14
 
#define GL_QUERY_BY_REGION_WAIT_NV   0x8E15
 
#define GL_QUERY_BY_REGION_NO_WAIT_NV   0x8E16
 
#define GL_NV_conservative_raster   1
 
#define GL_CONSERVATIVE_RASTERIZATION_NV   0x9346
 
#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV   0x9347
 
#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV   0x9348
 
#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV   0x9349
 
#define GL_NV_copy_buffer   1
 
#define GL_COPY_READ_BUFFER_NV   0x8F36
 
#define GL_COPY_WRITE_BUFFER_NV   0x8F37
 
#define GL_NV_coverage_sample   1
 
#define GL_COVERAGE_COMPONENT_NV   0x8ED0
 
#define GL_COVERAGE_COMPONENT4_NV   0x8ED1
 
#define GL_COVERAGE_ATTACHMENT_NV   0x8ED2
 
#define GL_COVERAGE_BUFFERS_NV   0x8ED3
 
#define GL_COVERAGE_SAMPLES_NV   0x8ED4
 
#define GL_COVERAGE_ALL_FRAGMENTS_NV   0x8ED5
 
#define GL_COVERAGE_EDGE_FRAGMENTS_NV   0x8ED6
 
#define GL_COVERAGE_AUTOMATIC_NV   0x8ED7
 
#define GL_COVERAGE_BUFFER_BIT_NV   0x00008000
 
#define GL_NV_depth_nonlinear   1
 
#define GL_DEPTH_COMPONENT16_NONLINEAR_NV   0x8E2C
 
#define GL_NV_draw_buffers   1
 
#define GL_MAX_DRAW_BUFFERS_NV   0x8824
 
#define GL_DRAW_BUFFER0_NV   0x8825
 
#define GL_DRAW_BUFFER1_NV   0x8826
 
#define GL_DRAW_BUFFER2_NV   0x8827
 
#define GL_DRAW_BUFFER3_NV   0x8828
 
#define GL_DRAW_BUFFER4_NV   0x8829
 
#define GL_DRAW_BUFFER5_NV   0x882A
 
#define GL_DRAW_BUFFER6_NV   0x882B
 
#define GL_DRAW_BUFFER7_NV   0x882C
 
#define GL_DRAW_BUFFER8_NV   0x882D
 
#define GL_DRAW_BUFFER9_NV   0x882E
 
#define GL_DRAW_BUFFER10_NV   0x882F
 
#define GL_DRAW_BUFFER11_NV   0x8830
 
#define GL_DRAW_BUFFER12_NV   0x8831
 
#define GL_DRAW_BUFFER13_NV   0x8832
 
#define GL_DRAW_BUFFER14_NV   0x8833
 
#define GL_DRAW_BUFFER15_NV   0x8834
 
#define GL_COLOR_ATTACHMENT0_NV   0x8CE0
 
#define GL_COLOR_ATTACHMENT1_NV   0x8CE1
 
#define GL_COLOR_ATTACHMENT2_NV   0x8CE2
 
#define GL_COLOR_ATTACHMENT3_NV   0x8CE3
 
#define GL_COLOR_ATTACHMENT4_NV   0x8CE4
 
#define GL_COLOR_ATTACHMENT5_NV   0x8CE5
 
#define GL_COLOR_ATTACHMENT6_NV   0x8CE6
 
#define GL_COLOR_ATTACHMENT7_NV   0x8CE7
 
#define GL_COLOR_ATTACHMENT8_NV   0x8CE8
 
#define GL_COLOR_ATTACHMENT9_NV   0x8CE9
 
#define GL_COLOR_ATTACHMENT10_NV   0x8CEA
 
#define GL_COLOR_ATTACHMENT11_NV   0x8CEB
 
#define GL_COLOR_ATTACHMENT12_NV   0x8CEC
 
#define GL_COLOR_ATTACHMENT13_NV   0x8CED
 
#define GL_COLOR_ATTACHMENT14_NV   0x8CEE
 
#define GL_COLOR_ATTACHMENT15_NV   0x8CEF
 
#define GL_NV_draw_instanced   1
 
#define GL_NV_explicit_attrib_location   1
 
#define GL_NV_fbo_color_attachments   1
 
#define GL_MAX_COLOR_ATTACHMENTS_NV   0x8CDF
 
#define GL_NV_fence   1
 
#define GL_ALL_COMPLETED_NV   0x84F2
 
#define GL_FENCE_STATUS_NV   0x84F3
 
#define GL_FENCE_CONDITION_NV   0x84F4
 
#define GL_NV_fill_rectangle   1
 
#define GL_FILL_RECTANGLE_NV   0x933C
 
#define GL_NV_fragment_coverage_to_color   1
 
#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV   0x92DD
 
#define GL_FRAGMENT_COVERAGE_COLOR_NV   0x92DE
 
#define GL_NV_fragment_shader_interlock   1
 
#define GL_NV_framebuffer_blit   1
 
#define GL_READ_FRAMEBUFFER_NV   0x8CA8
 
#define GL_DRAW_FRAMEBUFFER_NV   0x8CA9
 
#define GL_DRAW_FRAMEBUFFER_BINDING_NV   0x8CA6
 
#define GL_READ_FRAMEBUFFER_BINDING_NV   0x8CAA
 
#define GL_NV_framebuffer_mixed_samples   1
 
#define GL_COVERAGE_MODULATION_TABLE_NV   0x9331
 
#define GL_COLOR_SAMPLES_NV   0x8E20
 
#define GL_DEPTH_SAMPLES_NV   0x932D
 
#define GL_STENCIL_SAMPLES_NV   0x932E
 
#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV   0x932F
 
#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV   0x9330
 
#define GL_COVERAGE_MODULATION_NV   0x9332
 
#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV   0x9333
 
#define GL_NV_framebuffer_multisample   1
 
#define GL_RENDERBUFFER_SAMPLES_NV   0x8CAB
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV   0x8D56
 
#define GL_MAX_SAMPLES_NV   0x8D57
 
#define GL_NV_generate_mipmap_sRGB   1
 
#define GL_NV_geometry_shader_passthrough   1
 
#define GL_NV_image_formats   1
 
#define GL_NV_instanced_arrays   1
 
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV   0x88FE
 
#define GL_NV_internalformat_sample_query   1
 
#define GL_TEXTURE_2D_MULTISAMPLE   0x9100
 
#define GL_TEXTURE_2D_MULTISAMPLE   0x9100
 
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY   0x9102
 
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY   0x9102
 
#define GL_MULTISAMPLES_NV   0x9371
 
#define GL_SUPERSAMPLE_SCALE_X_NV   0x9372
 
#define GL_SUPERSAMPLE_SCALE_Y_NV   0x9373
 
#define GL_CONFORMANT_NV   0x9374
 
#define GL_NV_non_square_matrices   1
 
#define GL_FLOAT_MAT2x3_NV   0x8B65
 
#define GL_FLOAT_MAT2x4_NV   0x8B66
 
#define GL_FLOAT_MAT3x2_NV   0x8B67
 
#define GL_FLOAT_MAT3x4_NV   0x8B68
 
#define GL_FLOAT_MAT4x2_NV   0x8B69
 
#define GL_FLOAT_MAT4x3_NV   0x8B6A
 
#define GL_NV_path_rendering   1
 
#define GL_PATH_FORMAT_SVG_NV   0x9070
 
#define GL_PATH_FORMAT_PS_NV   0x9071
 
#define GL_STANDARD_FONT_NAME_NV   0x9072
 
#define GL_SYSTEM_FONT_NAME_NV   0x9073
 
#define GL_FILE_NAME_NV   0x9074
 
#define GL_PATH_STROKE_WIDTH_NV   0x9075
 
#define GL_PATH_END_CAPS_NV   0x9076
 
#define GL_PATH_INITIAL_END_CAP_NV   0x9077
 
#define GL_PATH_TERMINAL_END_CAP_NV   0x9078
 
#define GL_PATH_JOIN_STYLE_NV   0x9079
 
#define GL_PATH_MITER_LIMIT_NV   0x907A
 
#define GL_PATH_DASH_CAPS_NV   0x907B
 
#define GL_PATH_INITIAL_DASH_CAP_NV   0x907C
 
#define GL_PATH_TERMINAL_DASH_CAP_NV   0x907D
 
#define GL_PATH_DASH_OFFSET_NV   0x907E
 
#define GL_PATH_CLIENT_LENGTH_NV   0x907F
 
#define GL_PATH_FILL_MODE_NV   0x9080
 
#define GL_PATH_FILL_MASK_NV   0x9081
 
#define GL_PATH_FILL_COVER_MODE_NV   0x9082
 
#define GL_PATH_STROKE_COVER_MODE_NV   0x9083
 
#define GL_PATH_STROKE_MASK_NV   0x9084
 
#define GL_COUNT_UP_NV   0x9088
 
#define GL_COUNT_DOWN_NV   0x9089
 
#define GL_PATH_OBJECT_BOUNDING_BOX_NV   0x908A
 
#define GL_CONVEX_HULL_NV   0x908B
 
#define GL_BOUNDING_BOX_NV   0x908D
 
#define GL_TRANSLATE_X_NV   0x908E
 
#define GL_TRANSLATE_Y_NV   0x908F
 
#define GL_TRANSLATE_2D_NV   0x9090
 
#define GL_TRANSLATE_3D_NV   0x9091
 
#define GL_AFFINE_2D_NV   0x9092
 
#define GL_AFFINE_3D_NV   0x9094
 
#define GL_TRANSPOSE_AFFINE_2D_NV   0x9096
 
#define GL_TRANSPOSE_AFFINE_3D_NV   0x9098
 
#define GL_UTF8_NV   0x909A
 
#define GL_UTF16_NV   0x909B
 
#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV   0x909C
 
#define GL_PATH_COMMAND_COUNT_NV   0x909D
 
#define GL_PATH_COORD_COUNT_NV   0x909E
 
#define GL_PATH_DASH_ARRAY_COUNT_NV   0x909F
 
#define GL_PATH_COMPUTED_LENGTH_NV   0x90A0
 
#define GL_PATH_FILL_BOUNDING_BOX_NV   0x90A1
 
#define GL_PATH_STROKE_BOUNDING_BOX_NV   0x90A2
 
#define GL_SQUARE_NV   0x90A3
 
#define GL_ROUND_NV   0x90A4
 
#define GL_TRIANGULAR_NV   0x90A5
 
#define GL_BEVEL_NV   0x90A6
 
#define GL_MITER_REVERT_NV   0x90A7
 
#define GL_MITER_TRUNCATE_NV   0x90A8
 
#define GL_SKIP_MISSING_GLYPH_NV   0x90A9
 
#define GL_USE_MISSING_GLYPH_NV   0x90AA
 
#define GL_PATH_ERROR_POSITION_NV   0x90AB
 
#define GL_ACCUM_ADJACENT_PAIRS_NV   0x90AD
 
#define GL_ADJACENT_PAIRS_NV   0x90AE
 
#define GL_FIRST_TO_REST_NV   0x90AF
 
#define GL_PATH_GEN_MODE_NV   0x90B0
 
#define GL_PATH_GEN_COEFF_NV   0x90B1
 
#define GL_PATH_GEN_COMPONENTS_NV   0x90B3
 
#define GL_PATH_STENCIL_FUNC_NV   0x90B7
 
#define GL_PATH_STENCIL_REF_NV   0x90B8
 
#define GL_PATH_STENCIL_VALUE_MASK_NV   0x90B9
 
#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV   0x90BD
 
#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV   0x90BE
 
#define GL_PATH_COVER_DEPTH_FUNC_NV   0x90BF
 
#define GL_PATH_DASH_OFFSET_RESET_NV   0x90B4
 
#define GL_MOVE_TO_RESETS_NV   0x90B5
 
#define GL_MOVE_TO_CONTINUES_NV   0x90B6
 
#define GL_CLOSE_PATH_NV   0x00
 
#define GL_MOVE_TO_NV   0x02
 
#define GL_RELATIVE_MOVE_TO_NV   0x03
 
#define GL_LINE_TO_NV   0x04
 
#define GL_RELATIVE_LINE_TO_NV   0x05
 
#define GL_HORIZONTAL_LINE_TO_NV   0x06
 
#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV   0x07
 
#define GL_VERTICAL_LINE_TO_NV   0x08
 
#define GL_RELATIVE_VERTICAL_LINE_TO_NV   0x09
 
#define GL_QUADRATIC_CURVE_TO_NV   0x0A
 
#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV   0x0B
 
#define GL_CUBIC_CURVE_TO_NV   0x0C
 
#define GL_RELATIVE_CUBIC_CURVE_TO_NV   0x0D
 
#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV   0x0E
 
#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV   0x0F
 
#define GL_SMOOTH_CUBIC_CURVE_TO_NV   0x10
 
#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV   0x11
 
#define GL_SMALL_CCW_ARC_TO_NV   0x12
 
#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV   0x13
 
#define GL_SMALL_CW_ARC_TO_NV   0x14
 
#define GL_RELATIVE_SMALL_CW_ARC_TO_NV   0x15
 
#define GL_LARGE_CCW_ARC_TO_NV   0x16
 
#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV   0x17
 
#define GL_LARGE_CW_ARC_TO_NV   0x18
 
#define GL_RELATIVE_LARGE_CW_ARC_TO_NV   0x19
 
#define GL_RESTART_PATH_NV   0xF0
 
#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV   0xF2
 
#define GL_DUP_LAST_CUBIC_CURVE_TO_NV   0xF4
 
#define GL_RECT_NV   0xF6
 
#define GL_CIRCULAR_CCW_ARC_TO_NV   0xF8
 
#define GL_CIRCULAR_CW_ARC_TO_NV   0xFA
 
#define GL_CIRCULAR_TANGENT_ARC_TO_NV   0xFC
 
#define GL_ARC_TO_NV   0xFE
 
#define GL_RELATIVE_ARC_TO_NV   0xFF
 
#define GL_BOLD_BIT_NV   0x01
 
#define GL_ITALIC_BIT_NV   0x02
 
#define GL_GLYPH_WIDTH_BIT_NV   0x01
 
#define GL_GLYPH_HEIGHT_BIT_NV   0x02
 
#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV   0x04
 
#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV   0x08
 
#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV   0x10
 
#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV   0x20
 
#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV   0x40
 
#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV   0x80
 
#define GL_GLYPH_HAS_KERNING_BIT_NV   0x100
 
#define GL_FONT_X_MIN_BOUNDS_BIT_NV   0x00010000
 
#define GL_FONT_Y_MIN_BOUNDS_BIT_NV   0x00020000
 
#define GL_FONT_X_MAX_BOUNDS_BIT_NV   0x00040000
 
#define GL_FONT_Y_MAX_BOUNDS_BIT_NV   0x00080000
 
#define GL_FONT_UNITS_PER_EM_BIT_NV   0x00100000
 
#define GL_FONT_ASCENDER_BIT_NV   0x00200000
 
#define GL_FONT_DESCENDER_BIT_NV   0x00400000
 
#define GL_FONT_HEIGHT_BIT_NV   0x00800000
 
#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV   0x01000000
 
#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV   0x02000000
 
#define GL_FONT_UNDERLINE_POSITION_BIT_NV   0x04000000
 
#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV   0x08000000
 
#define GL_FONT_HAS_KERNING_BIT_NV   0x10000000
 
#define GL_ROUNDED_RECT_NV   0xE8
 
#define GL_RELATIVE_ROUNDED_RECT_NV   0xE9
 
#define GL_ROUNDED_RECT2_NV   0xEA
 
#define GL_RELATIVE_ROUNDED_RECT2_NV   0xEB
 
#define GL_ROUNDED_RECT4_NV   0xEC
 
#define GL_RELATIVE_ROUNDED_RECT4_NV   0xED
 
#define GL_ROUNDED_RECT8_NV   0xEE
 
#define GL_RELATIVE_ROUNDED_RECT8_NV   0xEF
 
#define GL_RELATIVE_RECT_NV   0xF7
 
#define GL_FONT_GLYPHS_AVAILABLE_NV   0x9368
 
#define GL_FONT_TARGET_UNAVAILABLE_NV   0x9369
 
#define GL_FONT_UNAVAILABLE_NV   0x936A
 
#define GL_FONT_UNINTELLIGIBLE_NV   0x936B
 
#define GL_CONIC_CURVE_TO_NV   0x1A
 
#define GL_RELATIVE_CONIC_CURVE_TO_NV   0x1B
 
#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV   0x20000000
 
#define GL_STANDARD_FONT_FORMAT_NV   0x936C
 
#define GL_PATH_PROJECTION_NV   0x1701
 
#define GL_PATH_MODELVIEW_NV   0x1700
 
#define GL_PATH_MODELVIEW_STACK_DEPTH_NV   0x0BA3
 
#define GL_PATH_MODELVIEW_MATRIX_NV   0x0BA6
 
#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV   0x0D36
 
#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV   0x84E3
 
#define GL_PATH_PROJECTION_STACK_DEPTH_NV   0x0BA4
 
#define GL_PATH_PROJECTION_MATRIX_NV   0x0BA7
 
#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV   0x0D38
 
#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV   0x84E4
 
#define GL_FRAGMENT_INPUT_NV   0x936D
 
#define GL_NV_path_rendering_shared_edge   1
 
#define GL_SHARED_EDGE_NV   0xC0
 
#define GL_NV_polygon_mode   1
 
#define GL_POLYGON_MODE_NV   0x0B40
 
#define GL_POLYGON_OFFSET_POINT_NV   0x2A01
 
#define GL_POLYGON_OFFSET_LINE_NV   0x2A02
 
#define GL_POINT_NV   0x1B00
 
#define GL_LINE_NV   0x1B01
 
#define GL_FILL_NV   0x1B02
 
#define GL_NV_read_buffer   1
 
#define GL_READ_BUFFER_NV   0x0C02
 
#define GL_NV_read_buffer_front   1
 
#define GL_NV_read_depth   1
 
#define GL_NV_read_depth_stencil   1
 
#define GL_NV_read_stencil   1
 
#define GL_NV_sRGB_formats   1
 
#define GL_SLUMINANCE_NV   0x8C46
 
#define GL_SLUMINANCE_ALPHA_NV   0x8C44
 
#define GL_SRGB8_NV   0x8C41
 
#define GL_SLUMINANCE8_NV   0x8C47
 
#define GL_SLUMINANCE8_ALPHA8_NV   0x8C45
 
#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV   0x8C4C
 
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV   0x8C4D
 
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV   0x8C4E
 
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV   0x8C4F
 
#define GL_ETC1_SRGB8_NV   0x88EE
 
#define GL_NV_sample_locations   1
 
#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV   0x933D
 
#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV   0x933E
 
#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV   0x933F
 
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV   0x9340
 
#define GL_SAMPLE_LOCATION_NV   0x8E50
 
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV   0x9341
 
#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV   0x9342
 
#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV   0x9343
 
#define GL_NV_sample_mask_override_coverage   1
 
#define GL_NV_shader_noperspective_interpolation   1
 
#define GL_NV_shadow_samplers_array   1
 
#define GL_SAMPLER_2D_ARRAY_SHADOW_NV   0x8DC4
 
#define GL_NV_shadow_samplers_cube   1
 
#define GL_SAMPLER_CUBE_SHADOW_NV   0x8DC5
 
#define GL_NV_texture_border_clamp   1
 
#define GL_TEXTURE_BORDER_COLOR_NV   0x1004
 
#define GL_CLAMP_TO_BORDER_NV   0x812D
 
#define GL_NV_texture_compression_s3tc_update   1
 
#define GL_NV_texture_npot_2D_mipmap   1
 
#define GL_NV_viewport_array   1
 
#define GL_MAX_VIEWPORTS_NV   0x825B
 
#define GL_VIEWPORT_SUBPIXEL_BITS_NV   0x825C
 
#define GL_VIEWPORT_BOUNDS_RANGE_NV   0x825D
 
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV   0x825F
 
#define GL_NV_viewport_array2   1
 
#define GL_OVR_multiview   1
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR   0x9630
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR   0x9632
 
#define GL_MAX_VIEWS_OVR   0x9631
 
#define GL_OVR_multiview2   1
 
#define GL_OVR_multiview_multisampled_render_to_texture   1
 
#define GL_QCOM_alpha_test   1
 
#define GL_ALPHA_TEST_QCOM   0x0BC0
 
#define GL_ALPHA_TEST_FUNC_QCOM   0x0BC1
 
#define GL_ALPHA_TEST_REF_QCOM   0x0BC2
 
#define GL_QCOM_binning_control   1
 
#define GL_BINNING_CONTROL_HINT_QCOM   0x8FB0
 
#define GL_CPU_OPTIMIZED_QCOM   0x8FB1
 
#define GL_GPU_OPTIMIZED_QCOM   0x8FB2
 
#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM   0x8FB3
 
#define GL_QCOM_driver_control   1
 
#define GL_QCOM_extended_get   1
 
#define GL_TEXTURE_WIDTH_QCOM   0x8BD2
 
#define GL_TEXTURE_HEIGHT_QCOM   0x8BD3
 
#define GL_TEXTURE_DEPTH_QCOM   0x8BD4
 
#define GL_TEXTURE_INTERNAL_FORMAT_QCOM   0x8BD5
 
#define GL_TEXTURE_FORMAT_QCOM   0x8BD6
 
#define GL_TEXTURE_TYPE_QCOM   0x8BD7
 
#define GL_TEXTURE_IMAGE_VALID_QCOM   0x8BD8
 
#define GL_TEXTURE_NUM_LEVELS_QCOM   0x8BD9
 
#define GL_TEXTURE_TARGET_QCOM   0x8BDA
 
#define GL_TEXTURE_OBJECT_VALID_QCOM   0x8BDB
 
#define GL_STATE_RESTORE   0x8BDC
 
#define GL_QCOM_extended_get2   1
 
#define GL_QCOM_perfmon_global_mode   1
 
#define GL_PERFMON_GLOBAL_MODE_QCOM   0x8FA0
 
#define GL_QCOM_tiled_rendering   1
 
#define GL_COLOR_BUFFER_BIT0_QCOM   0x00000001
 
#define GL_COLOR_BUFFER_BIT1_QCOM   0x00000002
 
#define GL_COLOR_BUFFER_BIT2_QCOM   0x00000004
 
#define GL_COLOR_BUFFER_BIT3_QCOM   0x00000008
 
#define GL_COLOR_BUFFER_BIT4_QCOM   0x00000010
 
#define GL_COLOR_BUFFER_BIT5_QCOM   0x00000020
 
#define GL_COLOR_BUFFER_BIT6_QCOM   0x00000040
 
#define GL_COLOR_BUFFER_BIT7_QCOM   0x00000080
 
#define GL_DEPTH_BUFFER_BIT0_QCOM   0x00000100
 
#define GL_DEPTH_BUFFER_BIT1_QCOM   0x00000200
 
#define GL_DEPTH_BUFFER_BIT2_QCOM   0x00000400
 
#define GL_DEPTH_BUFFER_BIT3_QCOM   0x00000800
 
#define GL_DEPTH_BUFFER_BIT4_QCOM   0x00001000
 
#define GL_DEPTH_BUFFER_BIT5_QCOM   0x00002000
 
#define GL_DEPTH_BUFFER_BIT6_QCOM   0x00004000
 
#define GL_DEPTH_BUFFER_BIT7_QCOM   0x00008000
 
#define GL_STENCIL_BUFFER_BIT0_QCOM   0x00010000
 
#define GL_STENCIL_BUFFER_BIT1_QCOM   0x00020000
 
#define GL_STENCIL_BUFFER_BIT2_QCOM   0x00040000
 
#define GL_STENCIL_BUFFER_BIT3_QCOM   0x00080000
 
#define GL_STENCIL_BUFFER_BIT4_QCOM   0x00100000
 
#define GL_STENCIL_BUFFER_BIT5_QCOM   0x00200000
 
#define GL_STENCIL_BUFFER_BIT6_QCOM   0x00400000
 
#define GL_STENCIL_BUFFER_BIT7_QCOM   0x00800000
 
#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM   0x01000000
 
#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM   0x02000000
 
#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM   0x04000000
 
#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM   0x08000000
 
#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM   0x10000000
 
#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM   0x20000000
 
#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM   0x40000000
 
#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM   0x80000000
 
#define GL_QCOM_writeonly_rendering   1
 
#define GL_WRITEONLY_RENDERING_QCOM   0x8823
 
#define GL_VIV_shader_binary   1
 
#define GL_SHADER_BINARY_VIV   0x8FC4
 
#define __gl_h_   1
 
#define GL_VERSION_ES_CM_1_0   1
 
#define GL_VERSION_ES_CL_1_0   1
 
#define GL_VERSION_ES_CM_1_1   1
 
#define GL_VERSION_ES_CL_1_1   1
 
#define GL_CLIP_PLANE0   0x3000
 
#define GL_CLIP_PLANE1   0x3001
 
#define GL_CLIP_PLANE2   0x3002
 
#define GL_CLIP_PLANE3   0x3003
 
#define GL_CLIP_PLANE4   0x3004
 
#define GL_CLIP_PLANE5   0x3005
 
#define GL_FOG   0x0B60
 
#define GL_LIGHTING   0x0B50
 
#define GL_ALPHA_TEST   0x0BC0
 
#define GL_COLOR_LOGIC_OP   0x0BF2
 
#define GL_POINT_SMOOTH   0x0B10
 
#define GL_LINE_SMOOTH   0x0B20
 
#define GL_COLOR_MATERIAL   0x0B57
 
#define GL_NORMALIZE   0x0BA1
 
#define GL_RESCALE_NORMAL   0x803A
 
#define GL_VERTEX_ARRAY   0x8074
 
#define GL_VERTEX_ARRAY   0x8074
 
#define GL_NORMAL_ARRAY   0x8075
 
#define GL_COLOR_ARRAY   0x8076
 
#define GL_TEXTURE_COORD_ARRAY   0x8078
 
#define GL_MULTISAMPLE   0x809D
 
#define GL_SAMPLE_ALPHA_TO_ONE   0x809F
 
#define GL_STACK_OVERFLOW   0x0503
 
#define GL_STACK_OVERFLOW   0x0503
 
#define GL_STACK_UNDERFLOW   0x0504
 
#define GL_STACK_UNDERFLOW   0x0504
 
#define GL_EXP   0x0800
 
#define GL_EXP2   0x0801
 
#define GL_FOG_DENSITY   0x0B62
 
#define GL_FOG_START   0x0B63
 
#define GL_FOG_END   0x0B64
 
#define GL_FOG_MODE   0x0B65
 
#define GL_FOG_COLOR   0x0B66
 
#define GL_CURRENT_COLOR   0x0B00
 
#define GL_CURRENT_NORMAL   0x0B02
 
#define GL_CURRENT_TEXTURE_COORDS   0x0B03
 
#define GL_POINT_SIZE   0x0B11
 
#define GL_POINT_SIZE_MIN   0x8126
 
#define GL_POINT_SIZE_MAX   0x8127
 
#define GL_POINT_FADE_THRESHOLD_SIZE   0x8128
 
#define GL_POINT_DISTANCE_ATTENUATION   0x8129
 
#define GL_SMOOTH_POINT_SIZE_RANGE   0x0B12
 
#define GL_SMOOTH_LINE_WIDTH_RANGE   0x0B22
 
#define GL_SHADE_MODEL   0x0B54
 
#define GL_MATRIX_MODE   0x0BA0
 
#define GL_MODELVIEW_STACK_DEPTH   0x0BA3
 
#define GL_PROJECTION_STACK_DEPTH   0x0BA4
 
#define GL_TEXTURE_STACK_DEPTH   0x0BA5
 
#define GL_MODELVIEW_MATRIX   0x0BA6
 
#define GL_PROJECTION_MATRIX   0x0BA7
 
#define GL_TEXTURE_MATRIX   0x0BA8
 
#define GL_ALPHA_TEST_FUNC   0x0BC1
 
#define GL_ALPHA_TEST_REF   0x0BC2
 
#define GL_BLEND_DST   0x0BE0
 
#define GL_BLEND_SRC   0x0BE1
 
#define GL_LOGIC_OP_MODE   0x0BF0
 
#define GL_MAX_LIGHTS   0x0D31
 
#define GL_MAX_CLIP_PLANES   0x0D32
 
#define GL_MAX_MODELVIEW_STACK_DEPTH   0x0D36
 
#define GL_MAX_PROJECTION_STACK_DEPTH   0x0D38
 
#define GL_MAX_TEXTURE_STACK_DEPTH   0x0D39
 
#define GL_MAX_TEXTURE_UNITS   0x84E2
 
#define GL_VERTEX_ARRAY_SIZE   0x807A
 
#define GL_VERTEX_ARRAY_TYPE   0x807B
 
#define GL_VERTEX_ARRAY_STRIDE   0x807C
 
#define GL_NORMAL_ARRAY_TYPE   0x807E
 
#define GL_NORMAL_ARRAY_STRIDE   0x807F
 
#define GL_COLOR_ARRAY_SIZE   0x8081
 
#define GL_COLOR_ARRAY_TYPE   0x8082
 
#define GL_COLOR_ARRAY_STRIDE   0x8083
 
#define GL_TEXTURE_COORD_ARRAY_SIZE   0x8088
 
#define GL_TEXTURE_COORD_ARRAY_TYPE   0x8089
 
#define GL_TEXTURE_COORD_ARRAY_STRIDE   0x808A
 
#define GL_VERTEX_ARRAY_POINTER   0x808E
 
#define GL_NORMAL_ARRAY_POINTER   0x808F
 
#define GL_COLOR_ARRAY_POINTER   0x8090
 
#define GL_TEXTURE_COORD_ARRAY_POINTER   0x8092
 
#define GL_PERSPECTIVE_CORRECTION_HINT   0x0C50
 
#define GL_POINT_SMOOTH_HINT   0x0C51
 
#define GL_LINE_SMOOTH_HINT   0x0C52
 
#define GL_FOG_HINT   0x0C54
 
#define GL_LIGHT_MODEL_AMBIENT   0x0B53
 
#define GL_LIGHT_MODEL_TWO_SIDE   0x0B52
 
#define GL_AMBIENT   0x1200
 
#define GL_DIFFUSE   0x1201
 
#define GL_SPECULAR   0x1202
 
#define GL_POSITION   0x1203
 
#define GL_SPOT_DIRECTION   0x1204
 
#define GL_SPOT_EXPONENT   0x1205
 
#define GL_SPOT_CUTOFF   0x1206
 
#define GL_CONSTANT_ATTENUATION   0x1207
 
#define GL_LINEAR_ATTENUATION   0x1208
 
#define GL_QUADRATIC_ATTENUATION   0x1209
 
#define GL_CLEAR   0x1500
 
#define GL_AND   0x1501
 
#define GL_AND_REVERSE   0x1502
 
#define GL_COPY   0x1503
 
#define GL_AND_INVERTED   0x1504
 
#define GL_NOOP   0x1505
 
#define GL_XOR   0x1506
 
#define GL_OR   0x1507
 
#define GL_NOR   0x1508
 
#define GL_EQUIV   0x1509
 
#define GL_OR_REVERSE   0x150B
 
#define GL_COPY_INVERTED   0x150C
 
#define GL_OR_INVERTED   0x150D
 
#define GL_NAND   0x150E
 
#define GL_SET   0x150F
 
#define GL_EMISSION   0x1600
 
#define GL_SHININESS   0x1601
 
#define GL_AMBIENT_AND_DIFFUSE   0x1602
 
#define GL_MODELVIEW   0x1700
 
#define GL_PROJECTION   0x1701
 
#define GL_FLAT   0x1D00
 
#define GL_SMOOTH   0x1D01
 
#define GL_MODULATE   0x2100
 
#define GL_DECAL   0x2101
 
#define GL_ADD   0x0104
 
#define GL_TEXTURE_ENV_MODE   0x2200
 
#define GL_TEXTURE_ENV_COLOR   0x2201
 
#define GL_TEXTURE_ENV   0x2300
 
#define GL_GENERATE_MIPMAP   0x8191
 
#define GL_CLIENT_ACTIVE_TEXTURE   0x84E1
 
#define GL_LIGHT0   0x4000
 
#define GL_LIGHT1   0x4001
 
#define GL_LIGHT2   0x4002
 
#define GL_LIGHT3   0x4003
 
#define GL_LIGHT4   0x4004
 
#define GL_LIGHT5   0x4005
 
#define GL_LIGHT6   0x4006
 
#define GL_LIGHT7   0x4007
 
#define GL_VERTEX_ARRAY_BUFFER_BINDING   0x8896
 
#define GL_NORMAL_ARRAY_BUFFER_BINDING   0x8897
 
#define GL_COLOR_ARRAY_BUFFER_BINDING   0x8898
 
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING   0x889A
 
#define GL_SUBTRACT   0x84E7
 
#define GL_COMBINE   0x8570
 
#define GL_COMBINE_RGB   0x8571
 
#define GL_COMBINE_ALPHA   0x8572
 
#define GL_RGB_SCALE   0x8573
 
#define GL_ADD_SIGNED   0x8574
 
#define GL_INTERPOLATE   0x8575
 
#define GL_CONSTANT   0x8576
 
#define GL_PRIMARY_COLOR   0x8577
 
#define GL_PREVIOUS   0x8578
 
#define GL_OPERAND0_RGB   0x8590
 
#define GL_OPERAND1_RGB   0x8591
 
#define GL_OPERAND2_RGB   0x8592
 
#define GL_OPERAND0_ALPHA   0x8598
 
#define GL_OPERAND1_ALPHA   0x8599
 
#define GL_OPERAND2_ALPHA   0x859A
 
#define GL_ALPHA_SCALE   0x0D1C
 
#define GL_SRC0_RGB   0x8580
 
#define GL_SRC1_RGB   0x8581
 
#define GL_SRC2_RGB   0x8582
 
#define GL_SRC0_ALPHA   0x8588
 
#define GL_SRC1_ALPHA   0x8589
 
#define GL_SRC2_ALPHA   0x858A
 
#define GL_DOT3_RGB   0x86AE
 
#define GL_DOT3_RGBA   0x86AF
 
#define GL_OES_read_format   1
 
#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES   0x8B9A
 
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES   0x8B9B
 
#define GL_OES_point_size_array   1
 
#define GL_POINT_SIZE_ARRAY_OES   0x8B9C
 
#define GL_POINT_SIZE_ARRAY_TYPE_OES   0x898A
 
#define GL_POINT_SIZE_ARRAY_STRIDE_OES   0x898B
 
#define GL_POINT_SIZE_ARRAY_POINTER_OES   0x898C
 
#define GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES   0x8B9F
 
#define GL_OES_point_sprite   1
 
#define GL_POINT_SPRITE_OES   0x8861
 
#define GL_COORD_REPLACE_OES   0x8862
 
#define __glext_h_   1
 
#define GL_BLEND_EQUATION_RGB_OES   0x8009
 
#define GL_BLEND_EQUATION_ALPHA_OES   0x883D
 
#define GL_BLEND_DST_RGB_OES   0x80C8
 
#define GL_BLEND_SRC_RGB_OES   0x80C9
 
#define GL_BLEND_DST_ALPHA_OES   0x80CA
 
#define GL_BLEND_SRC_ALPHA_OES   0x80CB
 
#define GL_BLEND_EQUATION_OES   0x8009
 
#define GL_FUNC_ADD_OES   0x8006
 
#define GL_FUNC_SUBTRACT_OES   0x800A
 
#define GL_FUNC_REVERSE_SUBTRACT_OES   0x800B
 
#define GL_TEXTURE_CROP_RECT_OES   0x8B9D
 
#define GL_FIXED_OES   0x140C
 
#define GL_NONE_OES   0
 
#define GL_FRAMEBUFFER_OES   0x8D40
 
#define GL_RENDERBUFFER_OES   0x8D41
 
#define GL_RENDERBUFFER_WIDTH_OES   0x8D42
 
#define GL_RENDERBUFFER_HEIGHT_OES   0x8D43
 
#define GL_RENDERBUFFER_INTERNAL_FORMAT_OES   0x8D44
 
#define GL_RENDERBUFFER_RED_SIZE_OES   0x8D50
 
#define GL_RENDERBUFFER_GREEN_SIZE_OES   0x8D51
 
#define GL_RENDERBUFFER_BLUE_SIZE_OES   0x8D52
 
#define GL_RENDERBUFFER_ALPHA_SIZE_OES   0x8D53
 
#define GL_RENDERBUFFER_DEPTH_SIZE_OES   0x8D54
 
#define GL_RENDERBUFFER_STENCIL_SIZE_OES   0x8D55
 
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_OES   0x8CD0
 
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_OES   0x8CD1
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_OES   0x8CD2
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_OES   0x8CD3
 
#define GL_COLOR_ATTACHMENT0_OES   0x8CE0
 
#define GL_DEPTH_ATTACHMENT_OES   0x8D00
 
#define GL_STENCIL_ATTACHMENT_OES   0x8D20
 
#define GL_FRAMEBUFFER_COMPLETE_OES   0x8CD5
 
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES   0x8CD6
 
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES   0x8CD7
 
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES   0x8CD9
 
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES   0x8CDA
 
#define GL_FRAMEBUFFER_UNSUPPORTED_OES   0x8CDD
 
#define GL_FRAMEBUFFER_BINDING_OES   0x8CA6
 
#define GL_RENDERBUFFER_BINDING_OES   0x8CA7
 
#define GL_MAX_RENDERBUFFER_SIZE_OES   0x84E8
 
#define GL_INVALID_FRAMEBUFFER_OPERATION_OES   0x0506
 
#define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES   0x898D
 
#define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES   0x898E
 
#define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES   0x898F
 
#define GL_MAX_VERTEX_UNITS_OES   0x86A4
 
#define GL_MAX_PALETTE_MATRICES_OES   0x8842
 
#define GL_MATRIX_PALETTE_OES   0x8840
 
#define GL_MATRIX_INDEX_ARRAY_OES   0x8844
 
#define GL_WEIGHT_ARRAY_OES   0x86AD
 
#define GL_CURRENT_PALETTE_MATRIX_OES   0x8843
 
#define GL_MATRIX_INDEX_ARRAY_SIZE_OES   0x8846
 
#define GL_MATRIX_INDEX_ARRAY_TYPE_OES   0x8847
 
#define GL_MATRIX_INDEX_ARRAY_STRIDE_OES   0x8848
 
#define GL_MATRIX_INDEX_ARRAY_POINTER_OES   0x8849
 
#define GL_MATRIX_INDEX_ARRAY_BUFFER_BINDING_OES   0x8B9E
 
#define GL_WEIGHT_ARRAY_SIZE_OES   0x86AB
 
#define GL_WEIGHT_ARRAY_TYPE_OES   0x86A9
 
#define GL_WEIGHT_ARRAY_STRIDE_OES   0x86AA
 
#define GL_WEIGHT_ARRAY_POINTER_OES   0x86AC
 
#define GL_WEIGHT_ARRAY_BUFFER_BINDING_OES   0x889E
 
#define GL_INCR_WRAP_OES   0x8507
 
#define GL_DECR_WRAP_OES   0x8508
 
#define GL_NORMAL_MAP_OES   0x8511
 
#define GL_REFLECTION_MAP_OES   0x8512
 
#define GL_TEXTURE_CUBE_MAP_OES   0x8513
 
#define GL_TEXTURE_BINDING_CUBE_MAP_OES   0x8514
 
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_OES   0x8515
 
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_OES   0x8516
 
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_OES   0x8517
 
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_OES   0x8518
 
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_OES   0x8519
 
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES   0x851A
 
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES   0x851C
 
#define GL_TEXTURE_GEN_MODE_OES   0x2500
 
#define GL_TEXTURE_GEN_STR_OES   0x8D60
 
#define GL_MIRRORED_REPEAT_OES   0x8370
 
#define GL_MAX_TEXTURE_LOD_BIAS_EXT   0x84FD
 
#define GL_TEXTURE_FILTER_CONTROL_EXT   0x8500
 
#define GL_TEXTURE_LOD_BIAS_EXT   0x8501
 
#define GL_MODULATE_COLOR_IMG   0x8C04
 
#define GL_RECIP_ADD_SIGNED_ALPHA_IMG   0x8C05
 
#define GL_TEXTURE_ALPHA_MODULATE_IMG   0x8C06
 
#define GL_FACTOR_ALPHA_MODULATE_IMG   0x8C07
 
#define GL_FRAGMENT_ALPHA_MODULATE_IMG   0x8C08
 
#define GL_ADD_BLEND_IMG   0x8C09
 
#define GL_DOT3_RGBA_IMG   0x86AF
 
#define GL_CLIP_PLANE0_IMG   0x3000
 
#define GL_CLIP_PLANE1_IMG   0x3001
 
#define GL_CLIP_PLANE2_IMG   0x3002
 
#define GL_CLIP_PLANE3_IMG   0x3003
 
#define GL_CLIP_PLANE4_IMG   0x3004
 
#define GL_CLIP_PLANE5_IMG   0x3005
 
#define GL_MAX_CLIP_PLANES_IMG   0x0D32
 
#define GL_OES_blend_equation_separate   1
 
#define GL_OES_blend_func_separate   1
 
#define GL_OES_blend_subtract   1
 
#define GL_OES_byte_coordinates   1
 
#define GL_OES_draw_texture   1
 
#define GL_OES_extended_matrix_palette   1
 
#define GL_OES_fixed_point   1
 
#define GL_OES_framebuffer_object   1
 
#define GL_OES_matrix_get   1
 
#define GL_OES_matrix_palette   1
 
#define GL_OES_query_matrix   1
 
#define GL_OES_single_precision   1
 
#define GL_OES_stencil8   1
 
#define GL_OES_stencil_wrap   1
 
#define GL_OES_texture_cube_map   1
 
#define GL_OES_texture_env_crossbar   1
 
#define GL_OES_texture_mirrored_repeat   1
 
#define GL_APPLE_texture_2D_limited_npot   1
 
#define GL_EXT_texture_lod_bias   1
 
#define GL_IMG_texture_env_enhanced_fixed_function   1
 
#define GL_IMG_user_clip_plane   1
 
#define GL_COMPRESSED_RGB8_ETC2   0x9274
 
#define GL_COMPRESSED_RGB8_ETC2   0x9274
 
#define GL_COMPRESSED_RGBA8_ETC2_EAC   0x9278
 
#define GL_COMPRESSED_RGBA8_ETC2_EAC   0x9278
 
#define __gl3_h_   1
 
#define GL_READ_BUFFER   0x0C02
 
#define GL_UNPACK_ROW_LENGTH   0x0CF2
 
#define GL_UNPACK_SKIP_ROWS   0x0CF3
 
#define GL_UNPACK_SKIP_PIXELS   0x0CF4
 
#define GL_PACK_ROW_LENGTH   0x0D02
 
#define GL_PACK_SKIP_ROWS   0x0D03
 
#define GL_PACK_SKIP_PIXELS   0x0D04
 
#define GL_COLOR   0x1800
 
#define GL_DEPTH   0x1801
 
#define GL_STENCIL   0x1802
 
#define GL_RED   0x1903
 
#define GL_RGB8   0x8051
 
#define GL_RGBA8   0x8058
 
#define GL_RGB10_A2   0x8059
 
#define GL_TEXTURE_BINDING_3D   0x806A
 
#define GL_UNPACK_SKIP_IMAGES   0x806D
 
#define GL_UNPACK_IMAGE_HEIGHT   0x806E
 
#define GL_TEXTURE_WRAP_R   0x8072
 
#define GL_MAX_3D_TEXTURE_SIZE   0x8073
 
#define GL_UNSIGNED_INT_2_10_10_10_REV   0x8368
 
#define GL_MAX_ELEMENTS_VERTICES   0x80E8
 
#define GL_MAX_ELEMENTS_INDICES   0x80E9
 
#define GL_TEXTURE_MIN_LOD   0x813A
 
#define GL_TEXTURE_MAX_LOD   0x813B
 
#define GL_TEXTURE_BASE_LEVEL   0x813C
 
#define GL_TEXTURE_MAX_LEVEL   0x813D
 
#define GL_DEPTH_COMPONENT24   0x81A6
 
#define GL_MAX_TEXTURE_LOD_BIAS   0x84FD
 
#define GL_TEXTURE_COMPARE_MODE   0x884C
 
#define GL_TEXTURE_COMPARE_FUNC   0x884D
 
#define GL_CURRENT_QUERY   0x8865
 
#define GL_QUERY_RESULT   0x8866
 
#define GL_QUERY_RESULT_AVAILABLE   0x8867
 
#define GL_BUFFER_MAPPED   0x88BC
 
#define GL_BUFFER_MAP_POINTER   0x88BD
 
#define GL_STREAM_READ   0x88E1
 
#define GL_STREAM_COPY   0x88E2
 
#define GL_STATIC_READ   0x88E5
 
#define GL_STATIC_COPY   0x88E6
 
#define GL_DYNAMIC_READ   0x88E9
 
#define GL_DYNAMIC_COPY   0x88EA
 
#define GL_MAX_DRAW_BUFFERS   0x8824
 
#define GL_DRAW_BUFFER0   0x8825
 
#define GL_DRAW_BUFFER1   0x8826
 
#define GL_DRAW_BUFFER2   0x8827
 
#define GL_DRAW_BUFFER3   0x8828
 
#define GL_DRAW_BUFFER4   0x8829
 
#define GL_DRAW_BUFFER5   0x882A
 
#define GL_DRAW_BUFFER6   0x882B
 
#define GL_DRAW_BUFFER7   0x882C
 
#define GL_DRAW_BUFFER8   0x882D
 
#define GL_DRAW_BUFFER9   0x882E
 
#define GL_DRAW_BUFFER10   0x882F
 
#define GL_DRAW_BUFFER11   0x8830
 
#define GL_DRAW_BUFFER12   0x8831
 
#define GL_DRAW_BUFFER13   0x8832
 
#define GL_DRAW_BUFFER14   0x8833
 
#define GL_DRAW_BUFFER15   0x8834
 
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS   0x8B49
 
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS   0x8B4A
 
#define GL_SAMPLER_3D   0x8B5F
 
#define GL_SAMPLER_2D_SHADOW   0x8B62
 
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT   0x8B8B
 
#define GL_PIXEL_PACK_BUFFER   0x88EB
 
#define GL_PIXEL_UNPACK_BUFFER   0x88EC
 
#define GL_PIXEL_PACK_BUFFER_BINDING   0x88ED
 
#define GL_PIXEL_UNPACK_BUFFER_BINDING   0x88EF
 
#define GL_FLOAT_MAT2x3   0x8B65
 
#define GL_FLOAT_MAT2x4   0x8B66
 
#define GL_FLOAT_MAT3x2   0x8B67
 
#define GL_FLOAT_MAT3x4   0x8B68
 
#define GL_FLOAT_MAT4x2   0x8B69
 
#define GL_FLOAT_MAT4x3   0x8B6A
 
#define GL_SRGB   0x8C40
 
#define GL_SRGB8   0x8C41
 
#define GL_SRGB8_ALPHA8   0x8C43
 
#define GL_COMPARE_REF_TO_TEXTURE   0x884E
 
#define GL_MAJOR_VERSION   0x821B
 
#define GL_MINOR_VERSION   0x821C
 
#define GL_NUM_EXTENSIONS   0x821D
 
#define GL_RGBA32F   0x8814
 
#define GL_RGB32F   0x8815
 
#define GL_RGBA16F   0x881A
 
#define GL_RGB16F   0x881B
 
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER   0x88FD
 
#define GL_MAX_ARRAY_TEXTURE_LAYERS   0x88FF
 
#define GL_MIN_PROGRAM_TEXEL_OFFSET   0x8904
 
#define GL_MAX_PROGRAM_TEXEL_OFFSET   0x8905
 
#define GL_MAX_VARYING_COMPONENTS   0x8B4B
 
#define GL_TEXTURE_BINDING_2D_ARRAY   0x8C1D
 
#define GL_R11F_G11F_B10F   0x8C3A
 
#define GL_UNSIGNED_INT_10F_11F_11F_REV   0x8C3B
 
#define GL_RGB9_E5   0x8C3D
 
#define GL_UNSIGNED_INT_5_9_9_9_REV   0x8C3E
 
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH   0x8C76
 
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE   0x8C7F
 
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS   0x8C80
 
#define GL_TRANSFORM_FEEDBACK_VARYINGS   0x8C83
 
#define GL_TRANSFORM_FEEDBACK_BUFFER_START   0x8C84
 
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE   0x8C85
 
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN   0x8C88
 
#define GL_RASTERIZER_DISCARD   0x8C89
 
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS   0x8C8A
 
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS   0x8C8B
 
#define GL_INTERLEAVED_ATTRIBS   0x8C8C
 
#define GL_SEPARATE_ATTRIBS   0x8C8D
 
#define GL_TRANSFORM_FEEDBACK_BUFFER   0x8C8E
 
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING   0x8C8F
 
#define GL_RGBA32UI   0x8D70
 
#define GL_RGB32UI   0x8D71
 
#define GL_RGBA16UI   0x8D76
 
#define GL_RGB16UI   0x8D77
 
#define GL_RGBA8UI   0x8D7C
 
#define GL_RGB8UI   0x8D7D
 
#define GL_RGBA32I   0x8D82
 
#define GL_RGB32I   0x8D83
 
#define GL_RGBA16I   0x8D88
 
#define GL_RGB16I   0x8D89
 
#define GL_RGBA8I   0x8D8E
 
#define GL_RGB8I   0x8D8F
 
#define GL_RED_INTEGER   0x8D94
 
#define GL_RGB_INTEGER   0x8D98
 
#define GL_RGBA_INTEGER   0x8D99
 
#define GL_SAMPLER_2D_ARRAY   0x8DC1
 
#define GL_SAMPLER_2D_ARRAY_SHADOW   0x8DC4
 
#define GL_SAMPLER_CUBE_SHADOW   0x8DC5
 
#define GL_UNSIGNED_INT_VEC2   0x8DC6
 
#define GL_UNSIGNED_INT_VEC3   0x8DC7
 
#define GL_UNSIGNED_INT_VEC4   0x8DC8
 
#define GL_INT_SAMPLER_2D   0x8DCA
 
#define GL_INT_SAMPLER_3D   0x8DCB
 
#define GL_INT_SAMPLER_CUBE   0x8DCC
 
#define GL_INT_SAMPLER_2D_ARRAY   0x8DCF
 
#define GL_UNSIGNED_INT_SAMPLER_2D   0x8DD2
 
#define GL_UNSIGNED_INT_SAMPLER_3D   0x8DD3
 
#define GL_UNSIGNED_INT_SAMPLER_CUBE   0x8DD4
 
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY   0x8DD7
 
#define GL_BUFFER_ACCESS_FLAGS   0x911F
 
#define GL_BUFFER_MAP_LENGTH   0x9120
 
#define GL_BUFFER_MAP_OFFSET   0x9121
 
#define GL_DEPTH_COMPONENT32F   0x8CAC
 
#define GL_DEPTH32F_STENCIL8   0x8CAD
 
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV   0x8DAD
 
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING   0x8210
 
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE   0x8211
 
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE   0x8212
 
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE   0x8213
 
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE   0x8214
 
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE   0x8215
 
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE   0x8216
 
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE   0x8217
 
#define GL_FRAMEBUFFER_DEFAULT   0x8218
 
#define GL_FRAMEBUFFER_UNDEFINED   0x8219
 
#define GL_DEPTH_STENCIL_ATTACHMENT   0x821A
 
#define GL_DEPTH_STENCIL   0x84F9
 
#define GL_UNSIGNED_INT_24_8   0x84FA
 
#define GL_DEPTH24_STENCIL8   0x88F0
 
#define GL_UNSIGNED_NORMALIZED   0x8C17
 
#define GL_DRAW_FRAMEBUFFER_BINDING   0x8CA6
 
#define GL_READ_FRAMEBUFFER   0x8CA8
 
#define GL_DRAW_FRAMEBUFFER   0x8CA9
 
#define GL_READ_FRAMEBUFFER_BINDING   0x8CAA
 
#define GL_RENDERBUFFER_SAMPLES   0x8CAB
 
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER   0x8CD4
 
#define GL_MAX_COLOR_ATTACHMENTS   0x8CDF
 
#define GL_COLOR_ATTACHMENT1   0x8CE1
 
#define GL_COLOR_ATTACHMENT2   0x8CE2
 
#define GL_COLOR_ATTACHMENT3   0x8CE3
 
#define GL_COLOR_ATTACHMENT4   0x8CE4
 
#define GL_COLOR_ATTACHMENT5   0x8CE5
 
#define GL_COLOR_ATTACHMENT6   0x8CE6
 
#define GL_COLOR_ATTACHMENT7   0x8CE7
 
#define GL_COLOR_ATTACHMENT8   0x8CE8
 
#define GL_COLOR_ATTACHMENT9   0x8CE9
 
#define GL_COLOR_ATTACHMENT10   0x8CEA
 
#define GL_COLOR_ATTACHMENT11   0x8CEB
 
#define GL_COLOR_ATTACHMENT12   0x8CEC
 
#define GL_COLOR_ATTACHMENT13   0x8CED
 
#define GL_COLOR_ATTACHMENT14   0x8CEE
 
#define GL_COLOR_ATTACHMENT15   0x8CEF
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE   0x8D56
 
#define GL_MAX_SAMPLES   0x8D57
 
#define GL_HALF_FLOAT   0x140B
 
#define GL_MAP_INVALIDATE_RANGE_BIT   0x0004
 
#define GL_MAP_INVALIDATE_BUFFER_BIT   0x0008
 
#define GL_MAP_FLUSH_EXPLICIT_BIT   0x0010
 
#define GL_MAP_UNSYNCHRONIZED_BIT   0x0020
 
#define GL_RG   0x8227
 
#define GL_RG_INTEGER   0x8228
 
#define GL_R8   0x8229
 
#define GL_RG8   0x822B
 
#define GL_R16F   0x822D
 
#define GL_R32F   0x822E
 
#define GL_RG16F   0x822F
 
#define GL_RG32F   0x8230
 
#define GL_R8I   0x8231
 
#define GL_R8UI   0x8232
 
#define GL_R16I   0x8233
 
#define GL_R16UI   0x8234
 
#define GL_R32I   0x8235
 
#define GL_R32UI   0x8236
 
#define GL_RG8I   0x8237
 
#define GL_RG8UI   0x8238
 
#define GL_RG16I   0x8239
 
#define GL_RG16UI   0x823A
 
#define GL_RG32I   0x823B
 
#define GL_RG32UI   0x823C
 
#define GL_VERTEX_ARRAY_BINDING   0x85B5
 
#define GL_RGB8_SNORM   0x8F96
 
#define GL_SIGNED_NORMALIZED   0x8F9C
 
#define GL_PRIMITIVE_RESTART_FIXED_INDEX   0x8D69
 
#define GL_COPY_READ_BUFFER   0x8F36
 
#define GL_COPY_WRITE_BUFFER   0x8F37
 
#define GL_COPY_READ_BUFFER_BINDING   0x8F36
 
#define GL_COPY_WRITE_BUFFER_BINDING   0x8F37
 
#define GL_UNIFORM_BUFFER   0x8A11
 
#define GL_UNIFORM_BUFFER_BINDING   0x8A28
 
#define GL_UNIFORM_BUFFER_START   0x8A29
 
#define GL_UNIFORM_BUFFER_SIZE   0x8A2A
 
#define GL_MAX_VERTEX_UNIFORM_BLOCKS   0x8A2B
 
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS   0x8A2D
 
#define GL_MAX_COMBINED_UNIFORM_BLOCKS   0x8A2E
 
#define GL_MAX_UNIFORM_BUFFER_BINDINGS   0x8A2F
 
#define GL_MAX_UNIFORM_BLOCK_SIZE   0x8A30
 
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS   0x8A31
 
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS   0x8A33
 
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT   0x8A34
 
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH   0x8A35
 
#define GL_ACTIVE_UNIFORM_BLOCKS   0x8A36
 
#define GL_UNIFORM_TYPE   0x8A37
 
#define GL_UNIFORM_SIZE   0x8A38
 
#define GL_UNIFORM_NAME_LENGTH   0x8A39
 
#define GL_UNIFORM_BLOCK_INDEX   0x8A3A
 
#define GL_UNIFORM_OFFSET   0x8A3B
 
#define GL_UNIFORM_ARRAY_STRIDE   0x8A3C
 
#define GL_UNIFORM_MATRIX_STRIDE   0x8A3D
 
#define GL_UNIFORM_IS_ROW_MAJOR   0x8A3E
 
#define GL_UNIFORM_BLOCK_BINDING   0x8A3F
 
#define GL_UNIFORM_BLOCK_DATA_SIZE   0x8A40
 
#define GL_UNIFORM_BLOCK_NAME_LENGTH   0x8A41
 
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS   0x8A42
 
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES   0x8A43
 
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER   0x8A44
 
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER   0x8A46
 
#define GL_INVALID_INDEX   0xFFFFFFFFu
 
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS   0x9122
 
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS   0x9125
 
#define GL_MAX_SERVER_WAIT_TIMEOUT   0x9111
 
#define GL_OBJECT_TYPE   0x9112
 
#define GL_SYNC_CONDITION   0x9113
 
#define GL_SYNC_STATUS   0x9114
 
#define GL_SYNC_FLAGS   0x9115
 
#define GL_SYNC_FENCE   0x9116
 
#define GL_SYNC_GPU_COMMANDS_COMPLETE   0x9117
 
#define GL_UNSIGNALED   0x9118
 
#define GL_SIGNALED   0x9119
 
#define GL_ALREADY_SIGNALED   0x911A
 
#define GL_TIMEOUT_EXPIRED   0x911B
 
#define GL_CONDITION_SATISFIED   0x911C
 
#define GL_WAIT_FAILED   0x911D
 
#define GL_SYNC_FLUSH_COMMANDS_BIT   0x00000001
 
#define GL_TIMEOUT_IGNORED   0xFFFFFFFFFFFFFFFFull
 
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR   0x88FE
 
#define GL_ANY_SAMPLES_PASSED   0x8C2F
 
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE   0x8D6A
 
#define GL_SAMPLER_BINDING   0x8919
 
#define GL_RGB10_A2UI   0x906F
 
#define GL_TEXTURE_SWIZZLE_R   0x8E42
 
#define GL_TEXTURE_SWIZZLE_G   0x8E43
 
#define GL_TEXTURE_SWIZZLE_B   0x8E44
 
#define GL_TEXTURE_SWIZZLE_A   0x8E45
 
#define GL_GREEN   0x1904
 
#define GL_BLUE   0x1905
 
#define GL_INT_2_10_10_10_REV   0x8D9F
 
#define GL_TRANSFORM_FEEDBACK_PAUSED   0x8E23
 
#define GL_TRANSFORM_FEEDBACK_ACTIVE   0x8E24
 
#define GL_TRANSFORM_FEEDBACK_BINDING   0x8E25
 
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT   0x8257
 
#define GL_PROGRAM_BINARY_LENGTH   0x8741
 
#define GL_NUM_PROGRAM_BINARY_FORMATS   0x87FE
 
#define GL_PROGRAM_BINARY_FORMATS   0x87FF
 
#define GL_COMPRESSED_R11_EAC   0x9270
 
#define GL_COMPRESSED_SIGNED_R11_EAC   0x9271
 
#define GL_COMPRESSED_RG11_EAC   0x9272
 
#define GL_COMPRESSED_SIGNED_RG11_EAC   0x9273
 
#define GL_COMPRESSED_SRGB8_ETC2   0x9275
 
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2   0x9276
 
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2   0x9277
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC   0x9279
 
#define GL_TEXTURE_IMMUTABLE_FORMAT   0x912F
 
#define GL_MAX_ELEMENT_INDEX   0x8D6B
 
#define GL_NUM_SAMPLE_COUNTS   0x9380
 
#define __gl31_h_   1
 
#define GL_COMPUTE_SHADER   0x91B9
 
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS   0x91BB
 
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS   0x91BC
 
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS   0x91BD
 
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE   0x8262
 
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS   0x8263
 
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS   0x8264
 
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS   0x8265
 
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS   0x8266
 
#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS   0x90EB
 
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT   0x91BE
 
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE   0x91BF
 
#define GL_COMPUTE_WORK_GROUP_SIZE   0x8267
 
#define GL_DISPATCH_INDIRECT_BUFFER   0x90EE
 
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING   0x90EF
 
#define GL_COMPUTE_SHADER_BIT   0x00000020
 
#define GL_DRAW_INDIRECT_BUFFER   0x8F3F
 
#define GL_DRAW_INDIRECT_BUFFER_BINDING   0x8F43
 
#define GL_MAX_UNIFORM_LOCATIONS   0x826E
 
#define GL_FRAMEBUFFER_DEFAULT_WIDTH   0x9310
 
#define GL_FRAMEBUFFER_DEFAULT_HEIGHT   0x9311
 
#define GL_FRAMEBUFFER_DEFAULT_SAMPLES   0x9313
 
#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS   0x9314
 
#define GL_MAX_FRAMEBUFFER_WIDTH   0x9315
 
#define GL_MAX_FRAMEBUFFER_HEIGHT   0x9316
 
#define GL_MAX_FRAMEBUFFER_SAMPLES   0x9318
 
#define GL_UNIFORM   0x92E1
 
#define GL_UNIFORM_BLOCK   0x92E2
 
#define GL_PROGRAM_INPUT   0x92E3
 
#define GL_PROGRAM_OUTPUT   0x92E4
 
#define GL_BUFFER_VARIABLE   0x92E5
 
#define GL_SHADER_STORAGE_BLOCK   0x92E6
 
#define GL_ATOMIC_COUNTER_BUFFER   0x92C0
 
#define GL_TRANSFORM_FEEDBACK_VARYING   0x92F4
 
#define GL_ACTIVE_RESOURCES   0x92F5
 
#define GL_MAX_NAME_LENGTH   0x92F6
 
#define GL_MAX_NUM_ACTIVE_VARIABLES   0x92F7
 
#define GL_NAME_LENGTH   0x92F9
 
#define GL_TYPE   0x92FA
 
#define GL_ARRAY_SIZE   0x92FB
 
#define GL_OFFSET   0x92FC
 
#define GL_BLOCK_INDEX   0x92FD
 
#define GL_ARRAY_STRIDE   0x92FE
 
#define GL_MATRIX_STRIDE   0x92FF
 
#define GL_IS_ROW_MAJOR   0x9300
 
#define GL_ATOMIC_COUNTER_BUFFER_INDEX   0x9301
 
#define GL_BUFFER_BINDING   0x9302
 
#define GL_BUFFER_DATA_SIZE   0x9303
 
#define GL_NUM_ACTIVE_VARIABLES   0x9304
 
#define GL_ACTIVE_VARIABLES   0x9305
 
#define GL_REFERENCED_BY_VERTEX_SHADER   0x9306
 
#define GL_REFERENCED_BY_FRAGMENT_SHADER   0x930A
 
#define GL_REFERENCED_BY_COMPUTE_SHADER   0x930B
 
#define GL_TOP_LEVEL_ARRAY_SIZE   0x930C
 
#define GL_TOP_LEVEL_ARRAY_STRIDE   0x930D
 
#define GL_LOCATION   0x930E
 
#define GL_VERTEX_SHADER_BIT   0x00000001
 
#define GL_FRAGMENT_SHADER_BIT   0x00000002
 
#define GL_ALL_SHADER_BITS   0xFFFFFFFF
 
#define GL_PROGRAM_SEPARABLE   0x8258
 
#define GL_ACTIVE_PROGRAM   0x8259
 
#define GL_PROGRAM_PIPELINE_BINDING   0x825A
 
#define GL_ATOMIC_COUNTER_BUFFER_BINDING   0x92C1
 
#define GL_ATOMIC_COUNTER_BUFFER_START   0x92C2
 
#define GL_ATOMIC_COUNTER_BUFFER_SIZE   0x92C3
 
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS   0x92CC
 
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS   0x92D0
 
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS   0x92D1
 
#define GL_MAX_VERTEX_ATOMIC_COUNTERS   0x92D2
 
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS   0x92D6
 
#define GL_MAX_COMBINED_ATOMIC_COUNTERS   0x92D7
 
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE   0x92D8
 
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS   0x92DC
 
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS   0x92D9
 
#define GL_UNSIGNED_INT_ATOMIC_COUNTER   0x92DB
 
#define GL_MAX_IMAGE_UNITS   0x8F38
 
#define GL_MAX_VERTEX_IMAGE_UNIFORMS   0x90CA
 
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS   0x90CE
 
#define GL_MAX_COMBINED_IMAGE_UNIFORMS   0x90CF
 
#define GL_IMAGE_BINDING_NAME   0x8F3A
 
#define GL_IMAGE_BINDING_LEVEL   0x8F3B
 
#define GL_IMAGE_BINDING_LAYERED   0x8F3C
 
#define GL_IMAGE_BINDING_LAYER   0x8F3D
 
#define GL_IMAGE_BINDING_ACCESS   0x8F3E
 
#define GL_IMAGE_BINDING_FORMAT   0x906E
 
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT   0x00000001
 
#define GL_ELEMENT_ARRAY_BARRIER_BIT   0x00000002
 
#define GL_UNIFORM_BARRIER_BIT   0x00000004
 
#define GL_TEXTURE_FETCH_BARRIER_BIT   0x00000008
 
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT   0x00000020
 
#define GL_COMMAND_BARRIER_BIT   0x00000040
 
#define GL_PIXEL_BUFFER_BARRIER_BIT   0x00000080
 
#define GL_TEXTURE_UPDATE_BARRIER_BIT   0x00000100
 
#define GL_BUFFER_UPDATE_BARRIER_BIT   0x00000200
 
#define GL_FRAMEBUFFER_BARRIER_BIT   0x00000400
 
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT   0x00000800
 
#define GL_ATOMIC_COUNTER_BARRIER_BIT   0x00001000
 
#define GL_ALL_BARRIER_BITS   0xFFFFFFFF
 
#define GL_IMAGE_2D   0x904D
 
#define GL_IMAGE_3D   0x904E
 
#define GL_IMAGE_CUBE   0x9050
 
#define GL_IMAGE_2D_ARRAY   0x9053
 
#define GL_INT_IMAGE_2D   0x9058
 
#define GL_INT_IMAGE_3D   0x9059
 
#define GL_INT_IMAGE_CUBE   0x905B
 
#define GL_INT_IMAGE_2D_ARRAY   0x905E
 
#define GL_UNSIGNED_INT_IMAGE_2D   0x9063
 
#define GL_UNSIGNED_INT_IMAGE_3D   0x9064
 
#define GL_UNSIGNED_INT_IMAGE_CUBE   0x9066
 
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY   0x9069
 
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE   0x90C7
 
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE   0x90C8
 
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS   0x90C9
 
#define GL_READ_ONLY   0x88B8
 
#define GL_WRITE_ONLY   0x88B9
 
#define GL_READ_WRITE   0x88BA
 
#define GL_SHADER_STORAGE_BUFFER   0x90D2
 
#define GL_SHADER_STORAGE_BUFFER_BINDING   0x90D3
 
#define GL_SHADER_STORAGE_BUFFER_START   0x90D4
 
#define GL_SHADER_STORAGE_BUFFER_SIZE   0x90D5
 
#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS   0x90D6
 
#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS   0x90DA
 
#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS   0x90DB
 
#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS   0x90DC
 
#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS   0x90DD
 
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE   0x90DE
 
#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT   0x90DF
 
#define GL_SHADER_STORAGE_BARRIER_BIT   0x00002000
 
#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES   0x8F39
 
#define GL_DEPTH_STENCIL_TEXTURE_MODE   0x90EA
 
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET   0x8E5E
 
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET   0x8E5F
 
#define GL_SAMPLE_POSITION   0x8E50
 
#define GL_SAMPLE_MASK   0x8E51
 
#define GL_SAMPLE_MASK_VALUE   0x8E52
 
#define GL_MAX_SAMPLE_MASK_WORDS   0x8E59
 
#define GL_MAX_COLOR_TEXTURE_SAMPLES   0x910E
 
#define GL_MAX_DEPTH_TEXTURE_SAMPLES   0x910F
 
#define GL_MAX_INTEGER_SAMPLES   0x9110
 
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE   0x9104
 
#define GL_TEXTURE_SAMPLES   0x9106
 
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS   0x9107
 
#define GL_TEXTURE_WIDTH   0x1000
 
#define GL_TEXTURE_HEIGHT   0x1001
 
#define GL_TEXTURE_DEPTH   0x8071
 
#define GL_TEXTURE_INTERNAL_FORMAT   0x1003
 
#define GL_TEXTURE_RED_SIZE   0x805C
 
#define GL_TEXTURE_GREEN_SIZE   0x805D
 
#define GL_TEXTURE_BLUE_SIZE   0x805E
 
#define GL_TEXTURE_ALPHA_SIZE   0x805F
 
#define GL_TEXTURE_DEPTH_SIZE   0x884A
 
#define GL_TEXTURE_STENCIL_SIZE   0x88F1
 
#define GL_TEXTURE_SHARED_SIZE   0x8C3F
 
#define GL_TEXTURE_RED_TYPE   0x8C10
 
#define GL_TEXTURE_GREEN_TYPE   0x8C11
 
#define GL_TEXTURE_BLUE_TYPE   0x8C12
 
#define GL_TEXTURE_ALPHA_TYPE   0x8C13
 
#define GL_TEXTURE_DEPTH_TYPE   0x8C16
 
#define GL_TEXTURE_COMPRESSED   0x86A1
 
#define GL_SAMPLER_2D_MULTISAMPLE   0x9108
 
#define GL_INT_SAMPLER_2D_MULTISAMPLE   0x9109
 
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE   0x910A
 
#define GL_VERTEX_ATTRIB_BINDING   0x82D4
 
#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET   0x82D5
 
#define GL_VERTEX_BINDING_DIVISOR   0x82D6
 
#define GL_VERTEX_BINDING_OFFSET   0x82D7
 
#define GL_VERTEX_BINDING_STRIDE   0x82D8
 
#define GL_VERTEX_BINDING_BUFFER   0x8F4F
 
#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET   0x82D9
 
#define GL_MAX_VERTEX_ATTRIB_BINDINGS   0x82DA
 
#define GL_MAX_VERTEX_ATTRIB_STRIDE   0x82E5
 
#define __gl32_h_   1
 
#define GL_MULTISAMPLE_LINE_WIDTH_RANGE   0x9381
 
#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY   0x9382
 
#define GL_MULTIPLY   0x9294
 
#define GL_SCREEN   0x9295
 
#define GL_OVERLAY   0x9296
 
#define GL_DARKEN   0x9297
 
#define GL_LIGHTEN   0x9298
 
#define GL_COLORDODGE   0x9299
 
#define GL_COLORBURN   0x929A
 
#define GL_HARDLIGHT   0x929B
 
#define GL_SOFTLIGHT   0x929C
 
#define GL_DIFFERENCE   0x929E
 
#define GL_EXCLUSION   0x92A0
 
#define GL_HSL_HUE   0x92AD
 
#define GL_HSL_SATURATION   0x92AE
 
#define GL_HSL_COLOR   0x92AF
 
#define GL_HSL_LUMINOSITY   0x92B0
 
#define GL_DEBUG_OUTPUT_SYNCHRONOUS   0x8242
 
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH   0x8243
 
#define GL_DEBUG_CALLBACK_FUNCTION   0x8244
 
#define GL_DEBUG_CALLBACK_USER_PARAM   0x8245
 
#define GL_DEBUG_SOURCE_API   0x8246
 
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM   0x8247
 
#define GL_DEBUG_SOURCE_SHADER_COMPILER   0x8248
 
#define GL_DEBUG_SOURCE_THIRD_PARTY   0x8249
 
#define GL_DEBUG_SOURCE_APPLICATION   0x824A
 
#define GL_DEBUG_SOURCE_OTHER   0x824B
 
#define GL_DEBUG_TYPE_ERROR   0x824C
 
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR   0x824D
 
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR   0x824E
 
#define GL_DEBUG_TYPE_PORTABILITY   0x824F
 
#define GL_DEBUG_TYPE_PERFORMANCE   0x8250
 
#define GL_DEBUG_TYPE_OTHER   0x8251
 
#define GL_DEBUG_TYPE_MARKER   0x8268
 
#define GL_DEBUG_TYPE_PUSH_GROUP   0x8269
 
#define GL_DEBUG_TYPE_POP_GROUP   0x826A
 
#define GL_DEBUG_SEVERITY_NOTIFICATION   0x826B
 
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH   0x826C
 
#define GL_DEBUG_GROUP_STACK_DEPTH   0x826D
 
#define GL_BUFFER   0x82E0
 
#define GL_SHADER   0x82E1
 
#define GL_PROGRAM   0x82E2
 
#define GL_QUERY   0x82E3
 
#define GL_PROGRAM_PIPELINE   0x82E4
 
#define GL_MAX_LABEL_LENGTH   0x82E8
 
#define GL_MAX_DEBUG_MESSAGE_LENGTH   0x9143
 
#define GL_MAX_DEBUG_LOGGED_MESSAGES   0x9144
 
#define GL_DEBUG_LOGGED_MESSAGES   0x9145
 
#define GL_DEBUG_SEVERITY_HIGH   0x9146
 
#define GL_DEBUG_SEVERITY_MEDIUM   0x9147
 
#define GL_DEBUG_SEVERITY_LOW   0x9148
 
#define GL_DEBUG_OUTPUT   0x92E0
 
#define GL_CONTEXT_FLAG_DEBUG_BIT   0x00000002
 
#define GL_GEOMETRY_SHADER   0x8DD9
 
#define GL_GEOMETRY_SHADER_BIT   0x00000004
 
#define GL_GEOMETRY_VERTICES_OUT   0x8916
 
#define GL_GEOMETRY_INPUT_TYPE   0x8917
 
#define GL_GEOMETRY_OUTPUT_TYPE   0x8918
 
#define GL_GEOMETRY_SHADER_INVOCATIONS   0x887F
 
#define GL_LAYER_PROVOKING_VERTEX   0x825E
 
#define GL_LINES_ADJACENCY   0x000A
 
#define GL_LINE_STRIP_ADJACENCY   0x000B
 
#define GL_TRIANGLES_ADJACENCY   0x000C
 
#define GL_TRIANGLE_STRIP_ADJACENCY   0x000D
 
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS   0x8DDF
 
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS   0x8A2C
 
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS   0x8A32
 
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS   0x9123
 
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS   0x9124
 
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES   0x8DE0
 
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS   0x8DE1
 
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS   0x8E5A
 
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS   0x8C29
 
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS   0x92CF
 
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS   0x92D5
 
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS   0x90CD
 
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS   0x90D7
 
#define GL_FIRST_VERTEX_CONVENTION   0x8E4D
 
#define GL_LAST_VERTEX_CONVENTION   0x8E4E
 
#define GL_UNDEFINED_VERTEX   0x8260
 
#define GL_PRIMITIVES_GENERATED   0x8C87
 
#define GL_FRAMEBUFFER_DEFAULT_LAYERS   0x9312
 
#define GL_MAX_FRAMEBUFFER_LAYERS   0x9317
 
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS   0x8DA8
 
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED   0x8DA7
 
#define GL_REFERENCED_BY_GEOMETRY_SHADER   0x9309
 
#define GL_PRIMITIVE_BOUNDING_BOX   0x92BE
 
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT   0x00000004
 
#define GL_CONTEXT_FLAGS   0x821E
 
#define GL_LOSE_CONTEXT_ON_RESET   0x8252
 
#define GL_GUILTY_CONTEXT_RESET   0x8253
 
#define GL_INNOCENT_CONTEXT_RESET   0x8254
 
#define GL_UNKNOWN_CONTEXT_RESET   0x8255
 
#define GL_RESET_NOTIFICATION_STRATEGY   0x8256
 
#define GL_NO_RESET_NOTIFICATION   0x8261
 
#define GL_CONTEXT_LOST   0x0507
 
#define GL_SAMPLE_SHADING   0x8C36
 
#define GL_MIN_SAMPLE_SHADING_VALUE   0x8C37
 
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET   0x8E5B
 
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET   0x8E5C
 
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS   0x8E5D
 
#define GL_PATCHES   0x000E
 
#define GL_PATCH_VERTICES   0x8E72
 
#define GL_TESS_CONTROL_OUTPUT_VERTICES   0x8E75
 
#define GL_TESS_GEN_MODE   0x8E76
 
#define GL_TESS_GEN_SPACING   0x8E77
 
#define GL_TESS_GEN_VERTEX_ORDER   0x8E78
 
#define GL_TESS_GEN_POINT_MODE   0x8E79
 
#define GL_ISOLINES   0x8E7A
 
#define GL_QUADS   0x0007
 
#define GL_FRACTIONAL_ODD   0x8E7B
 
#define GL_FRACTIONAL_EVEN   0x8E7C
 
#define GL_MAX_PATCH_VERTICES   0x8E7D
 
#define GL_MAX_TESS_GEN_LEVEL   0x8E7E
 
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS   0x8E7F
 
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS   0x8E80
 
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS   0x8E81
 
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS   0x8E82
 
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS   0x8E83
 
#define GL_MAX_TESS_PATCH_COMPONENTS   0x8E84
 
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS   0x8E85
 
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS   0x8E86
 
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS   0x8E89
 
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS   0x8E8A
 
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS   0x886C
 
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS   0x886D
 
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS   0x8E1E
 
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS   0x8E1F
 
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS   0x92CD
 
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS   0x92CE
 
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS   0x92D3
 
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS   0x92D4
 
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS   0x90CB
 
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS   0x90CC
 
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS   0x90D8
 
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS   0x90D9
 
#define GL_IS_PER_PATCH   0x92E7
 
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER   0x9307
 
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER   0x9308
 
#define GL_TESS_CONTROL_SHADER   0x8E88
 
#define GL_TESS_EVALUATION_SHADER   0x8E87
 
#define GL_TESS_CONTROL_SHADER_BIT   0x00000008
 
#define GL_TESS_EVALUATION_SHADER_BIT   0x00000010
 
#define GL_TEXTURE_BORDER_COLOR   0x1004
 
#define GL_CLAMP_TO_BORDER   0x812D
 
#define GL_TEXTURE_BUFFER   0x8C2A
 
#define GL_TEXTURE_BUFFER_BINDING   0x8C2A
 
#define GL_MAX_TEXTURE_BUFFER_SIZE   0x8C2B
 
#define GL_TEXTURE_BINDING_BUFFER   0x8C2C
 
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING   0x8C2D
 
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT   0x919F
 
#define GL_SAMPLER_BUFFER   0x8DC2
 
#define GL_INT_SAMPLER_BUFFER   0x8DD0
 
#define GL_UNSIGNED_INT_SAMPLER_BUFFER   0x8DD8
 
#define GL_IMAGE_BUFFER   0x9051
 
#define GL_INT_IMAGE_BUFFER   0x905C
 
#define GL_UNSIGNED_INT_IMAGE_BUFFER   0x9067
 
#define GL_TEXTURE_BUFFER_OFFSET   0x919D
 
#define GL_TEXTURE_BUFFER_SIZE   0x919E
 
#define GL_COMPRESSED_RGBA_ASTC_4x4   0x93B0
 
#define GL_COMPRESSED_RGBA_ASTC_5x4   0x93B1
 
#define GL_COMPRESSED_RGBA_ASTC_5x5   0x93B2
 
#define GL_COMPRESSED_RGBA_ASTC_6x5   0x93B3
 
#define GL_COMPRESSED_RGBA_ASTC_6x6   0x93B4
 
#define GL_COMPRESSED_RGBA_ASTC_8x5   0x93B5
 
#define GL_COMPRESSED_RGBA_ASTC_8x6   0x93B6
 
#define GL_COMPRESSED_RGBA_ASTC_8x8   0x93B7
 
#define GL_COMPRESSED_RGBA_ASTC_10x5   0x93B8
 
#define GL_COMPRESSED_RGBA_ASTC_10x6   0x93B9
 
#define GL_COMPRESSED_RGBA_ASTC_10x8   0x93BA
 
#define GL_COMPRESSED_RGBA_ASTC_10x10   0x93BB
 
#define GL_COMPRESSED_RGBA_ASTC_12x10   0x93BC
 
#define GL_COMPRESSED_RGBA_ASTC_12x12   0x93BD
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4   0x93D0
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4   0x93D1
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5   0x93D2
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5   0x93D3
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6   0x93D4
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5   0x93D5
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6   0x93D6
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8   0x93D7
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5   0x93D8
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6   0x93D9
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8   0x93DA
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10   0x93DB
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10   0x93DC
 
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12   0x93DD
 
#define GL_TEXTURE_CUBE_MAP_ARRAY   0x9009
 
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY   0x900A
 
#define GL_SAMPLER_CUBE_MAP_ARRAY   0x900C
 
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW   0x900D
 
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY   0x900E
 
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY   0x900F
 
#define GL_IMAGE_CUBE_MAP_ARRAY   0x9054
 
#define GL_INT_IMAGE_CUBE_MAP_ARRAY   0x905F
 
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY   0x906A
 
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY   0x9105
 
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY   0x910B
 
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY   0x910C
 
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY   0x910D
 
#define EVAS_GL_NONE   0x3038
 
#define EVAS_GL_image_base   1
 
#define EVAS_GL_IMAGE_PRESERVED   0x30D2
 An attribute for evasglCreateImage or evasglCreateImageForContext, the default is EINA_FALSE. More...
 
#define EVAS_GL_image   1
 
#define EVAS_GL_NATIVE_PIXMAP   0x30B0
 
#define EVAS_VG_PARENT_IMAGE   0x30BA
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_2D   0x30B1
 An attribute for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_LEVEL   0x30BC
 An attribute for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X   0x30B3
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X   0x30B4
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y   0x30B5
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y   0x30B6
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z   0x30B7
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z   0x30B8
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_3D   0x30B2
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_TEXTURE_ZOFFSET   0x30BD
 An attribute for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_RENDERBUFFER   0x30B9
 A target for evasglCreateImage or evasglCreateImageForContext.
 
#define EVAS_GL_DONT_CARE   (-1)
 
#define EVAS_GL_TIZEN_image_native_surface   1
 
#define EVAS_GL_NATIVE_SURFACE_TIZEN   0x32A1
 A target for evasglCreateImage or evasglCreateImageForContext. More...
 
#define EVAS_GL_fence_sync   1
 
#define EVAS_GL_reusable_sync   1
 
#define EVAS_GL_KHR_wait_sync   1
 
#define EVAS_GL_API_VERSION   6
 Defines the version of the API structure. More...
 

Typedefs

typedef struct _Evas_GL Evas_GL
 The structure type of the Evas GL object used to render GL in Evas.
 
typedef struct _Evas_GL_Surface Evas_GL_Surface
 The structure type of the Evas GL Surface object, a GL rendering target in Evas GL.
 
typedef struct _Evas_GL_Context Evas_GL_Context
 The structure type of the Evas GL Context object, a GL rendering context in Evas GL.
 
typedef struct _Evas_GL_Config Evas_GL_Config
 The structure type of the Evas GL Surface configuration object for surface creation.
 
typedef struct _Evas_GL_API Evas_GL_API
 The structure type of the Evas GL API object that contains the GL APIs to be used in Evas GL.
 
typedef void * Evas_GL_Func
 Represents a function pointer, that can be used for Evas GL extensions.
 
typedef void * EvasGLImage
 Represents an Evas GL Image object used with Evas GL Image extensions.
 
typedef enum _Evas_GL_Color_Format Evas_GL_Color_Format
 Enumeration that defines the available surface color formats.
 
typedef enum _Evas_GL_Depth_Bits Evas_GL_Depth_Bits
 Enumeration that defines the Surface Depth Format.
 
typedef enum _Evas_GL_Stencil_Bits Evas_GL_Stencil_Bits
 Enumeration that defines the Surface Stencil Format.
 
typedef enum _Evas_GL_Options_Bits Evas_GL_Options_Bits
 Enumeration that defines the Configuration Options. More...
 
typedef enum _Evas_GL_Multisample_Bits Evas_GL_Multisample_Bits
 Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface. More...
 
typedef enum _Evas_GL_Context_Version Evas_GL_Context_Version
 Enumeration that defines the available OpenGL ES version numbers. More...
 
typedef void GLvoid
 
typedef char GLchar
 
typedef unsigned int GLenum
 
typedef unsigned char GLboolean
 
typedef unsigned int GLbitfield
 
typedef signed char GLbyte
 
typedef short GLshort
 
typedef int GLint
 
typedef int GLsizei
 
typedef unsigned char GLubyte
 
typedef unsigned short GLushort
 
typedef unsigned int GLuint
 
typedef float GLfloat
 
typedef float GLclampf
 
typedef signed int GLfixed
 
typedef ptrdiff_t GLintptr
 
typedef ptrdiff_t GLsizeiptr
 
typedef signed int GLclampx
 
typedef struct __GLsync * GLsync
 
typedef void(* GLDEBUGPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
 
typedef void * EvasGLSync
 
typedef unsigned long long EvasGLTime
 

Enumerations

enum  _Evas_GL_Color_Format {
  EVAS_GL_RGB_888 = 0,
  EVAS_GL_RGBA_8888 = 1,
  EVAS_GL_NO_FBO = 2
}
 Enumeration that defines the available surface color formats. More...
 
enum  _Evas_GL_Depth_Bits {
  EVAS_GL_DEPTH_NONE = 0,
  EVAS_GL_DEPTH_BIT_8 = 1,
  EVAS_GL_DEPTH_BIT_16 = 2,
  EVAS_GL_DEPTH_BIT_24 = 3,
  EVAS_GL_DEPTH_BIT_32 = 4
}
 Enumeration that defines the Surface Depth Format. More...
 
enum  _Evas_GL_Stencil_Bits {
  EVAS_GL_STENCIL_NONE = 0,
  EVAS_GL_STENCIL_BIT_1 = 1,
  EVAS_GL_STENCIL_BIT_2 = 2,
  EVAS_GL_STENCIL_BIT_4 = 3,
  EVAS_GL_STENCIL_BIT_8 = 4,
  EVAS_GL_STENCIL_BIT_16 = 5
}
 Enumeration that defines the Surface Stencil Format. More...
 
enum  _Evas_GL_Options_Bits {
  EVAS_GL_OPTIONS_NONE = 0,
  EVAS_GL_OPTIONS_DIRECT = (1<<0),
  EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION = (1<<1)
}
 Enumeration that defines the Configuration Options. More...
 
enum  _Evas_GL_Multisample_Bits {
  EVAS_GL_MULTISAMPLE_NONE = 0,
  EVAS_GL_MULTISAMPLE_LOW = 1,
  EVAS_GL_MULTISAMPLE_MED = 2,
  EVAS_GL_MULTISAMPLE_HIGH = 3
}
 Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface. More...
 
enum  _Evas_GL_Context_Version {
  EVAS_GL_GLES_1_X = 1,
  EVAS_GL_GLES_2_X = 2,
  EVAS_GL_GLES_3_X = 3
}
 Enumeration that defines the available OpenGL ES version numbers. More...
 

Functions

EAPI Evas_GLevas_gl_new (Evas *e)
 Creates a new Evas_GL object and returns a handle for GL rendering with the EFL. More...
 
EAPI void evas_gl_free (Evas_GL *evas_gl)
 Frees an Evas_GL object. More...
 
EAPI Evas_GL_Configevas_gl_config_new (void)
 Allocates a new config object for the user to fill out. More...
 
EAPI void evas_gl_config_free (Evas_GL_Config *cfg)
 Frees a config object created from evas_gl_config_new. More...
 
EAPI Evas_GL_Surfaceevas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h)
 Creates and returns a new Evas_GL_Surface object for GL Rendering. More...
 
EAPI Evas_GL_Surfaceevas_gl_pbuffer_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h, const int *attrib_list)
 Create a pixel buffer surface. More...
 
EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf)
 Destroys an Evas GL Surface. More...
 
EAPI Evas_GL_Contextevas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx)
 Creates and returns a new Evas GL context object. More...
 
EAPI Evas_GL_Contextevas_gl_context_version_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx, Evas_GL_Context_Version version)
 Creates and returns a new Evas GL context object for OpenGL-ES 1.1 or 2.0. More...
 
EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx)
 Destroys the given Evas GL context object. More...
 
EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx)
 Sets the given context as the current context for the given surface. More...
 
EAPI const char * evas_gl_string_query (Evas_GL *evas_gl, int name)
 Returns a pointer to a static, null-terminated string describing some aspect of Evas GL. More...
 
EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name)
 Returns a extension function from OpenGL or the Evas_GL glue layer. More...
 
EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns)
 Fills in the Native Surface information from a given Evas GL surface. More...
 
EAPI Evas_GL_APIevas_gl_api_get (Evas_GL *evas_gl)
 Gets the API for rendering using OpenGL. More...
 
EAPI Evas_GL_APIevas_gl_context_api_get (Evas_GL *evas_gl, Evas_GL_Context *ctx)
 Gets the API for rendering using OpenGL with non standard contexts. More...
 
EAPI int evas_gl_rotation_get (Evas_GL *evas_gl)
 Get the current rotation of the view, in degrees. More...
 
EAPI Eina_Bool evas_gl_surface_query (Evas_GL *evas_gl, Evas_GL_Surface *surface, int attribute, void *value)
 Query a surface for its properties. More...
 
EAPI int evas_gl_error_get (Evas_GL *evas_gl)
 Returns the last error of any evas_gl function called in the current thread. More...
 
EAPI Evas_GL_Contextevas_gl_current_context_get (Evas_GL *evas_gl)
 Returns the Evas GL context object in use or set by evas_gl_make_current. More...
 
EAPI Evas_GL_Surfaceevas_gl_current_surface_get (Evas_GL *evas_gl)
 Returns the Evas GL surface object in use or set by evas_gl_make_current. More...
 
EAPI Evas_GLevas_gl_current_evas_gl_get (Evas_GL_Context **context, Evas_GL_Surface **surface)
 Get current Evas GL. More...
 

Evas GL error codes

These are the possible return values of evas_gl_error_get.

The values are the same as EGL error codes - EGL_SUCCESS.

Some of the values may be set directly by Evas GL when an obvious error was detected (e.g. NULL pointers or invalid dimensions), otherwise Evas GL will call the backend's GetError() function and translate to a valid EVAS_GL_ error code.

Since
1.12
#define EVAS_GL_SUCCESS   0x0000
 The last evas_gl_ operation succeeded. More...
 
#define EVAS_GL_NOT_INITIALIZED   0x0001
 Evas GL was not initialized or a NULL pointer was passed.
 
#define EVAS_GL_BAD_ACCESS   0x0002
 Bad access; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_ALLOC   0x0003
 Bad allocation; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_ATTRIBUTE   0x0004
 Bad attribute; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_CONFIG   0x0005
 Bad configuration; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_CONTEXT   0x0006
 Bad context; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_CURRENT_SURFACE   0x0007
 Bad current surface; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_DISPLAY   0x0008
 Bad display; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_MATCH   0x0009
 Bad match; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_NATIVE_PIXMAP   0x000A
 
#define EVAS_GL_BAD_NATIVE_WINDOW   0x000B
 Bad native window; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_PARAMETER   0x000C
 Bad parameter; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_BAD_SURFACE   0x000D
 Bad surface; for more information, please refer to its EGL counterpart.
 
#define EVAS_GL_CONTEXT_LOST   0x000E
 Context lost; for more information, please refer to its EGL counterpart.
 

Constants used to define and wait for Sync objects.

#define EVAS_GL_SYNC_PRIOR_COMMANDS_COMPLETE   0x30F0
 A value for evasglGetSyncAttrib with EVAS_GL_SYNC_CONDITION.
 
#define EVAS_GL_SYNC_STATUS   0x30F1
 A attribute for evasglGetSyncAttrib.
 
#define EVAS_GL_SIGNALED   0x30F2
 A value for evasglGetSyncAttrib with EVAS_GL_SYNC_STATUS.
 
#define EVAS_GL_UNSIGNALED   0x30F3
 A value for evasglGetSyncAttrib with EVAS_GL_SYNC_STATUS.
 
#define EVAS_GL_TIMEOUT_EXPIRED   0x30F5
 A returned by evasglClientWaitSync.
 
#define EVAS_GL_CONDITION_SATISFIED   0x30F6
 A returned by evasglClientWaitSync.
 
#define EVAS_GL_SYNC_TYPE   0x30F7
 A attribute for evasglGetSyncAttrib.
 
#define EVAS_GL_SYNC_CONDITION   0x30F8
 A attribute for evasglGetSyncAttrib.
 
#define EVAS_GL_SYNC_FENCE   0x30F9
 A type for evasglCreateSync.
 
#define EVAS_GL_SYNC_REUSABLE   0x30FA
 A type for evasglCreateSync.
 
#define EVAS_GL_SYNC_FLUSH_COMMANDS_BIT   0x0001
 A flag for evasglClientWaitSync.
 
#define EVAS_GL_FOREVER   0xFFFFFFFFFFFFFFFFull
 Disable wait timeout.
 
#define EVAS_GL_NO_SYNC   ((EvasGLSync) NULL)
 Empty sync object, see evasglCreateSync.
 

Surface attributes

The attributes can be queried using evas_gl_surface_query

#define EVAS_GL_HEIGHT   0x3056
 Attribute for evas_gl_surface_query, returns the surface width in pixels (value should be an int)
 
#define EVAS_GL_WIDTH   0x3057
 Attribute for evas_gl_surface_query, returns the surface width in pixels (value should be an int)
 
#define EVAS_GL_TEXTURE_FORMAT   0x3080
 Attribute for evas_gl_surface_query, returns an Evas_GL_Color_Format.
 
#define EVAS_GL_TEXTURE_TARGET   0x3081
 Attribute for evas_gl_surface_query, returns EVAS_GL_TEXTURE_2D (if format is EVAS_GL_RGB_888 or EVAS_GL_RGBA_8888) or 0 (meaning NO_TEXTURE, from EVAS_GL_NO_FBO) (value should be an int)
 

Detailed Description

This group discusses the functions that are used to do OpenGL rendering on Evas.

Evas allows you to use OpenGL to render to specially set up image objects (which act as render target surfaces).

Evas GL usage example

Below is an illustrative example of how to use OpenGL to render to an object in Evas.

// Simple Evas_GL example
#include <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas_GL.h>
#include <stdio.h>
// GL related data here..
typedef struct _GLData
{
Evas_GL *evasgl;
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
Eina_Bool initialized : 1;
} GLData;
// Callbacks we need to handle deletion on the object and updates/draws
static void on_del (void *data, Evas *e, Evas_Object *obj, void *event_info);
static void on_pixels (void *data, Evas_Object *obj);
// Demo - animator just to keep ticking over asking to draw the image
static Eina_Bool on_animate (void *data);
// gl stuff
static int init_shaders (GLData *gld);
static GLuint load_shader (GLData *gld, GLenum type, const char *shader_src);
int
main(int argc, char **argv)
{
// A size by default
int w = 256, h = 256;
// Some variables we will use
Ecore_Evas *ee;
Evas *canvas;
GLData *gld = NULL;
// Regular low-level EFL (ecore+ecore-evas) init. elm is simpler
ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512);
ecore_evas_title_set(ee, "Ecore_Evas Template");
canvas = ecore_evas_get(ee);
// Alloc a data struct to hold our relevant gl info in it
if (!(gld = calloc(1, sizeof(GLData)))) return 0;
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// get the evas gl handle for doing gl things
gld->evasgl = evas_gl_new(canvas);
gld->glapi = evas_gl_api_get(gld->evasgl);
// Set a surface config
gld->cfg = evas_gl_config_new();
gld->cfg->color_format = EVAS_GL_RGBA_8888;
//gld->cfg->depth_bits = EVAS_GL_DEPTH_NONE; // Othe config options
//gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
//gld->cfg->options_bits = EVAS_GL_OPTIONS_NONE;
// Create a surface and context
gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, w, h);
gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
//-//
//-//-//-// END GL INIT BLOB
// Set up the image object. A filled one by default
// Attach important data we need to the object using key names. This just
// avoids some global variables which means we can do a good cleanup. You can
// avoid this if you are lazy
evas_object_data_set(r1, "..gld", gld);
// When the object is deleted - call the on_del callback. Like the above,
// this is just being clean
// Set up an actual pixel size for the buffer data. It may be different
// from the output size. Any windowing system has something like this, only
// evas has 2 sizes, a pixel size and the output object size
// Set up the native surface info to use the context and surface created
// above
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
//-//
//-//-//-// END GL INIT BLOB
// Move the image object somewhere, resize it, and show it. Any windowing
// system would need this kind of thing - place a child "window"
evas_object_move(r1, 128, 128);
evas_object_resize(r1, w, h);
// Animating - just a demo. As long as you trigger an update on the image
// object via evas_object_image_pixels_dirty_set(), any display system,
// mainloop system etc., will have something of this kind unless it's making
// you spin infinitely by yourself and invent your own animation mechanism
//
// NOTE: If you delete r1, this animator will keep running and trying to access
// r1 so you'd better delete this animator with ecore_animator_del() or
// structure how you do animation differently. You can also attach it like
// evasgl, sfc, etc., if this animator is specific to this object
// then delete it in the del handler for the obj.
ecore_animator_add(on_animate, r1);
// Finally show the window for the world to see. Windowing system generic
// Begin the mainloop and tick over the animator, handle events, etc.
// Also windowing system generic
// Standard EFL shutdown stuff - generic for most systems, EFL or not
return 0;
}
static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
// On delete of our object clean up some things that don't get auto
// deleted for us as they are not intrinsically bound to the image
// object as such (you could use the same context and surface across
// multiple image objects and re-use the evasgl handle multiple times.
// Here we bind them to only 1 object though by doing this.
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
evas_object_data_del(obj, "..gld");
// Do a make_current before deleting all the GL stuff.
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
evas_gl_surface_destroy(gld->evasgl, gld->sfc);
evas_gl_context_destroy(gld->evasgl, gld->ctx);
evas_gl_free(gld->evasgl);
free(gld);
}
static void
on_pixels(void *data, Evas_Object *obj)
{
// Get some variable we need from the object data keys
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
GLfloat vVertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
int w, h;
// Get the image size, in case it changed, with evas_object_image_size_set()
// Set up the context and surface as the current one
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
if (!gld->initialized)
{
if (!init_shaders(gld)) printf("Error Initializing Shaders\n");
gld->initialized = EINA_TRUE;
}
// GL Viewport stuff. You can avoid doing this if viewport is all the
// same as the last frame, if you want
gl->glViewport(0, 0, w, h);
// Clear the buffer
gl->glClearColor(1.0, 0.0, 0.0, 1);
gl->glClear(GL_COLOR_BUFFER_BIT);
// Draw a Triangle
gl->glEnable(GL_BLEND);
gl->glUseProgram(gld->program);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
// Optional - Flush the GL pipeline
gl->glFlush();
}
static Eina_Bool
on_animate(void *data)
{
// Just a demo - Animate here whenever an animation tick happens and then
// mark the image as "dirty" meaning it needs an update the next time evas
// renders. It will then call the pixel get callback.
return EINA_TRUE; // Keep looping
}
static GLuint
load_shader(GLData *gld, GLenum type, const char *shader_src)
{
Evas_GL_API *gl = gld->glapi;
GLuint shader;
GLint compiled = 0;
// Create the shader object
if (!(shader = gl->glCreateShader(type))) return 0;
gl->glShaderSource(shader, 1, &shader_src, NULL);
// Compile the shader
gl->glCompileShader(shader);
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint len = 0;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetShaderInfoLog(shader, len, NULL, info);
printf("Error compiling shader:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteShader(shader);
return 0;
}
return shader;
}
// Initialize the shader and program object
static int
init_shaders(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char vShaderStr[] =
"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
const char fShaderStr[] =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
"} \n";
GLint linked = 0;
// Load the vertex/fragment shaders
gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, vShaderStr);
gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
if (!(gld->program = gl->glCreateProgram())) return 0;
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
// Bind vPosition to attribute 0
gl->glBindAttribLocation(gld->program, 0, "vPosition");
// Link the program
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint len = 0;
gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetProgramInfoLog(gld->program, len, NULL, info);
printf("Error linking program:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteProgram(gld->program);
return 0;
}
return 1;
}

Macro Definition Documentation

◆ EVAS_GL_EXTENSIONS

#define EVAS_GL_EXTENSIONS   1

Constant to use when calling evas_gl_string_query to retrieve the available Evas_GL extensions.

◆ EVAS_GL_IMAGE_PRESERVED

#define EVAS_GL_IMAGE_PRESERVED   0x30D2

An attribute for evasglCreateImage or evasglCreateImageForContext, the default is EINA_FALSE.

Please refer to EGL_IMAGE_PRESERVED_KHR.

◆ EVAS_GL_NATIVE_SURFACE_TIZEN

#define EVAS_GL_NATIVE_SURFACE_TIZEN   0x32A1

A target for evasglCreateImage or evasglCreateImageForContext.

This is a Tizen specific feature.

◆ EVAS_GL_SUCCESS

#define EVAS_GL_SUCCESS   0x0000

The last evas_gl_ operation succeeded.

A call to evas_gl_error_get() will reset the error.

◆ EVAS_GL_API_VERSION

#define EVAS_GL_API_VERSION   6

Defines the version of the API structure.

This helps applications know at runtime whether a function pointer exists or not.

Version 1: GLES 2.0 + GLES2 extensions only Version 2: GLES 2.0 + GLES2 extensions + GLES1 + GLES1.1 extensions Version 3: [version 2] + Wayland extensions Version 4: [version 3] + GLES3.0 + GLES3.0 extensions Version 5: [version 4] + GLES3.1 Version 6: [version 5] + GLES3.2

Typedef Documentation

◆ Evas_GL_Options_Bits

Enumeration that defines the Configuration Options.

Since
1.1

◆ Evas_GL_Multisample_Bits

Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface.

Since
1.2
Remarks
This only works on devices that support the required extensions.

◆ Evas_GL_Context_Version

Enumeration that defines the available OpenGL ES version numbers.

They can be used to create OpenGL-ES 1.1 contexts.

Since
1.12
See also
evas_gl_context_version_create
Remarks
This will only work with EGL/GLES (but not with desktop OpenGL).

Enumeration Type Documentation

◆ _Evas_GL_Color_Format

Enumeration that defines the available surface color formats.

Enumerator
EVAS_GL_RGB_888 

Opaque RGB surface.

EVAS_GL_RGBA_8888 

RGBA surface with alpha.

EVAS_GL_NO_FBO 

Special value for creating PBuffer surfaces without any attached buffer.

See also
evas_gl_pbuffer_surface_create.
Since
1.12

◆ _Evas_GL_Depth_Bits

Enumeration that defines the Surface Depth Format.

Enumerator
EVAS_GL_DEPTH_BIT_8 

8 bits precision surface depth

EVAS_GL_DEPTH_BIT_16 

16 bits precision surface depth

EVAS_GL_DEPTH_BIT_24 

24 bits precision surface depth

EVAS_GL_DEPTH_BIT_32 

32 bits precision surface depth

◆ _Evas_GL_Stencil_Bits

Enumeration that defines the Surface Stencil Format.

Enumerator
EVAS_GL_STENCIL_BIT_1 

1 bit precision for stencil buffer

EVAS_GL_STENCIL_BIT_2 

2 bits precision for stencil buffer

EVAS_GL_STENCIL_BIT_4 

4 bits precision for stencil buffer

EVAS_GL_STENCIL_BIT_8 

8 bits precision for stencil buffer

EVAS_GL_STENCIL_BIT_16 

16 bits precision for stencil buffer

◆ _Evas_GL_Options_Bits

Enumeration that defines the Configuration Options.

Since
1.1
Enumerator
EVAS_GL_OPTIONS_NONE 

No extra options.

EVAS_GL_OPTIONS_DIRECT 

Optional hint to allow rendering directly to the Evas window if possible.

EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION 

Force direct rendering even if the canvas is rotated.

In that case, it is the application's role to rotate the contents of the Evas_GL view.

See also
evas_gl_rotation_get.
Since
1.12

◆ _Evas_GL_Multisample_Bits

Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface.

Since
1.2
Remarks
This only works on devices that support the required extensions.
Enumerator
EVAS_GL_MULTISAMPLE_NONE 

No multisample rendering.

EVAS_GL_MULTISAMPLE_LOW 

MSAA with minimum number of samples.

EVAS_GL_MULTISAMPLE_MED 

MSAA with half the maximum number of samples.

EVAS_GL_MULTISAMPLE_HIGH 

MSAA with maximum allowed samples.

◆ _Evas_GL_Context_Version

Enumeration that defines the available OpenGL ES version numbers.

They can be used to create OpenGL-ES 1.1 contexts.

Since
1.12
See also
evas_gl_context_version_create
Remarks
This will only work with EGL/GLES (but not with desktop OpenGL).
Enumerator
EVAS_GL_GLES_1_X 

OpenGL-ES 1.x.

EVAS_GL_GLES_2_X 

OpenGL-ES 2.x is the default.

Function Documentation

◆ evas_gl_new()

EAPI Evas_GL* evas_gl_new ( Evas e)

Creates a new Evas_GL object and returns a handle for GL rendering with the EFL.

Parameters
[in]eThe given Evas canvas to use
Returns
The created Evas_GL object, or NULL in case of failure

References EINA_FALSE, eina_tls_new(), eina_tls_set(), ERR, EVAS_CANVAS_CLASS, and EVAS_GL_SUCCESS.

◆ evas_gl_free()

EAPI void evas_gl_free ( Evas_GL evas_gl)

Frees an Evas_GL object.

Parameters
[in]evas_glThe given Evas_GL object to destroy
See also
evas_gl_new

References eina_tls_get(), eina_tls_set(), evas_gl_context_destroy(), and evas_gl_surface_destroy().

◆ evas_gl_config_new()

EAPI Evas_GL_Config* evas_gl_config_new ( void  )

Allocates a new config object for the user to fill out.

Remarks
As long as Evas creates a config object for the user, it takes care of the backward compatibility issue.
See also
evas_gl_config_free

◆ evas_gl_config_free()

EAPI void evas_gl_config_free ( Evas_GL_Config cfg)

Frees a config object created from evas_gl_config_new.

Parameters
[in]cfgThe configuration structure to free, it can not be accessed afterwards.
Remarks
As long as Evas creates a config object for the user, it takes care of the backward compatibility issue.
See also
evas_gl_config_new

◆ evas_gl_surface_create()

EAPI Evas_GL_Surface* evas_gl_surface_create ( Evas_GL evas_gl,
Evas_GL_Config cfg,
int  w,
int  h 
)

Creates and returns a new Evas_GL_Surface object for GL Rendering.

Parameters
[in]evas_glThe given Evas_GL object
[in]cfgThe pixel format and configuration of the rendering surface
[in]wThe width of the surface
[in]hThe height of the surface
Returns
The created GL surface object, otherwise NULL on failure
See also
evas_gl_surface_destroy

References eina_list_prepend(), ERR, EVAS_GL_BAD_ALLOC, EVAS_GL_BAD_CONFIG, and EVAS_GL_BAD_PARAMETER.

◆ evas_gl_pbuffer_surface_create()

EAPI Evas_GL_Surface* evas_gl_pbuffer_surface_create ( Evas_GL evas_gl,
Evas_GL_Config cfg,
int  w,
int  h,
const int *  attrib_list 
)

Create a pixel buffer surface.

Parameters
[in]evas_glThe given Evas_GL object
[in]cfgPixel format and configuration of the pixel buffer surface
[in]wRequested width of the buffer
[in]hRequested height of the buffer
[in]attrib_listAn optional list of attribute-value pairs terminated by attribute 0, can be NULL. Currently, no attributes are supported.
Returns
The created GL surface object, otherwise NULL on failure

The surface must be released with evas_gl_surface_destroy.

If the color format in cfg is EVAS_GL_RGB_888 or EVAS_GL_RGBA_8888, then Evas will automatically generate a framebuffer attached to this PBuffer. Its properties can be queried using evas_gl_native_surface_get. If you want to attach an FBO yourself, or create a PBuffer surface only, please use the color format EVAS_GL_NO_FBO.

Creating a 1x1 PBuffer surface can be useful in order to call evas_gl_make_current() from another thread.

Note
The attribute list can be terminated by EVAS_GL_NONE or 0. As of now, no special attributes are supported yet. Also, only EGL is supported at the moment of writing.
See also
evas_gl_surface_destroy
Since
1.12

References eina_list_prepend(), ERR, EVAS_GL_BAD_ALLOC, EVAS_GL_BAD_CONFIG, EVAS_GL_BAD_PARAMETER, and EVAS_GL_NOT_INITIALIZED.

◆ evas_gl_surface_destroy()

EAPI void evas_gl_surface_destroy ( Evas_GL evas_gl,
Evas_GL_Surface surf 
)

Destroys an Evas GL Surface.

Parameters
[in]evas_glThe given Evas_GL object
[in]surfThe given GL surface object
Note
This function can also destroy pbuffer surfaces.

References eina_list_remove(), ERR, and EVAS_GL_BAD_SURFACE.

Referenced by evas_gl_free().

◆ evas_gl_context_create()

EAPI Evas_GL_Context* evas_gl_context_create ( Evas_GL evas_gl,
Evas_GL_Context share_ctx 
)

Creates and returns a new Evas GL context object.

Parameters
[in]evas_glThe given Evas_GL object
[in]share_ctxAn Evas_GL context to share with the new context
Returns
The created context, otherwise NULL on failure

References evas_gl_context_version_create(), and EVAS_GL_GLES_2_X.

◆ evas_gl_context_version_create()

EAPI Evas_GL_Context* evas_gl_context_version_create ( Evas_GL evas_gl,
Evas_GL_Context share_ctx,
Evas_GL_Context_Version  version 
)

Creates and returns a new Evas GL context object for OpenGL-ES 1.1 or 2.0.

Parameters
[in]evas_glThe given Evas_GL object
[in]share_ctxA context to share (can be NULL)
[in]versionMajor OpenGL-ES version number
Returns
The created context, otherwise NULL on failure

This function can be used to create OpenGL-ES 1.1 contexts, but OpenGL-ES 3.x is not supported yet.

The GL API bound to the created context must be queried using evas_gl_context_api_get (instead of evas_gl_api_get).

Note
GLES 3.x is not supported yet.
See also
Evas_GL_Context_Version
evas_gl_context_api_get
Since
1.12

References EVAS_GL_GLES_1_X.

Referenced by evas_gl_context_create().

◆ evas_gl_context_destroy()

EAPI void evas_gl_context_destroy ( Evas_GL evas_gl,
Evas_GL_Context ctx 
)

Destroys the given Evas GL context object.

Parameters
[in]evas_glThe given Evas_GL object
[in]ctxThe given Evas GL context
See also
evas_gl_context_create
evas_gl_context_version_create

References eina_list_remove(), ERR, and EVAS_GL_BAD_CONTEXT.

Referenced by evas_gl_free().

◆ evas_gl_make_current()

EAPI Eina_Bool evas_gl_make_current ( Evas_GL evas_gl,
Evas_GL_Surface surf,
Evas_GL_Context ctx 
)

Sets the given context as the current context for the given surface.

Parameters
[in]evas_glThe given Evas_GL object
[in]surfThe given Evas GL surface
[in]ctxThe given Evas GL context
Returns
EINA_TRUE if successful, otherwise EINA_FALSE if not

References EINA_FALSE, eina_tls_set(), ERR, and EVAS_GL_BAD_MATCH.

◆ evas_gl_string_query()

EAPI const char* evas_gl_string_query ( Evas_GL evas_gl,
int  name 
)

Returns a pointer to a static, null-terminated string describing some aspect of Evas GL.

Parameters
[in]evas_glThe given Evas_GL object
[in]nameA symbolic constant, only EVAS_GL_EXTENSIONS is supported for now

◆ evas_gl_proc_address_get()

EAPI Evas_GL_Func evas_gl_proc_address_get ( Evas_GL evas_gl,
const char *  name 
)

Returns a extension function from OpenGL or the Evas_GL glue layer.

Parameters
[in]evas_glThe given Evas_GL object
[in]nameThe name of the function to return

The available extension functions may depend on the backend engine Evas GL is running on.

Returns
A function pointer to the Evas_GL extension.

◆ evas_gl_native_surface_get()

EAPI Eina_Bool evas_gl_native_surface_get ( Evas_GL evas_gl,
Evas_GL_Surface surf,
Evas_Native_Surface ns 
)

Fills in the Native Surface information from a given Evas GL surface.

Parameters
[in]evas_glThe given Evas_GL object
[in]surfThe given Evas GL surface to retrieve the Native Surface information from
[out]nsThe native surface structure that the function fills in
Returns
EINA_TRUE if successful, otherwise EINA_FALSE if not

This function can be called to later set this native surface as source of an Evas Object Image. Please refer to evas_object_image_native_surface_set.

Warning
Applications should not rely on the information set in ns since its properties are internal to Evas and are not meant to be tampered with in any way or form from outside Evas.

References EINA_FALSE, ERR, EVAS_GL_BAD_PARAMETER, and EVAS_GL_BAD_SURFACE.

◆ evas_gl_api_get()

EAPI Evas_GL_API* evas_gl_api_get ( Evas_GL evas_gl)

Gets the API for rendering using OpenGL.

This returns a structure that contains all the OpenGL functions you can use to render in Evas. These functions consist of all the standard OpenGL-ES2.0 functions and any additional ones that Evas has decided to provide. This means that if you have your code ported to OpenGL-ES2.0, it is going to be easy to render to Evas.

Parameters
[in]evas_glThe given Evas_GL object
Returns
The API to use
Note
This function will always return an OpenGL-ES 2.0 API, please use evas_gl_context_api_get instead to get an OpenGL-ES 1.1 set of APIs.
See also
Evas_GL_API
evas_gl_context_api_get

References EVAS_GL_GLES_2_X.

◆ evas_gl_context_api_get()

EAPI Evas_GL_API* evas_gl_context_api_get ( Evas_GL evas_gl,
Evas_GL_Context ctx 
)

Gets the API for rendering using OpenGL with non standard contexts.

This function is similar to evas_gl_api_get but takes an extra Evas GL context argument as it is used to get the real API used by special contexts, that have been instantiated with evas_gl_context_version_create().

This function can be used to get the GL API for an OpenGL-ES 1.1 context. When using OpenGL-ES 1.1, applications should always use evas_gl_context_api_get and never call evas_gl_api_get (this will always return a OpenGL-ES 2+ API).

Parameters
[in]evas_glThe given Evas_GL object
[in]ctxSpecifies which context to use, based on this, Evas GL will return a 1.1- or a 2.0-compatible OpenGL-ES API.
Returns
The API to use. Only the available function pointers will be set in the structure. All the non compatible functions or unsupported extension function pointers will be set to NULL.
See also
Evas_GL_API
evas_gl_api_get
evas_gl_context_version_create
Since
1.12

References EVAS_GL_BAD_CONTEXT.

◆ evas_gl_rotation_get()

EAPI int evas_gl_rotation_get ( Evas_GL evas_gl)

Get the current rotation of the view, in degrees.

This function should be called in order to properly handle the current rotation of the view. It will always return 0 unless the option EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION has been set.

Indeed, in case of direct rendering to the back buffer, the client application is responsible for properly rotating its view. This can generally be done by applying a rotation to a view matrix.

Parameters
[in]evas_glThe current Evas_GL object
Note
The returned value may not be the same as the window rotation, for example if indirect rendering is used as a fallback, or if the GPU supports transparent rotation of the buffer during swap.
Returns
0, 90, 180 or 270 depending on the Evas canvas' orientation.
See also
EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION
Since
1.12

◆ evas_gl_surface_query()

EAPI Eina_Bool evas_gl_surface_query ( Evas_GL evas_gl,
Evas_GL_Surface surface,
int  attribute,
void *  value 
)

Query a surface for its properties.

Parameters
[in]evas_glThe current Evas_GL object
[in]surfaceAn Evas_GL_Surface surface to query
[in]attributeSpecifies the attribute to query.
[out]valueReturns the requested value (usually an int)

The currently accepted attributes are the following:

Returns
EINA_TRUE in case of success, EINA_FALSE in case of error.
Since
1.12

References EINA_FALSE, EVAS_GL_BAD_PARAMETER, EVAS_GL_BAD_SURFACE, and EVAS_GL_NOT_INITIALIZED.

◆ evas_gl_error_get()

EAPI int evas_gl_error_get ( Evas_GL evas_gl)

Returns the last error of any evas_gl function called in the current thread.

Initially, the error is set to EVAS_GL_SUCCESS. A call to evas_gl_error_get resets the error to EVAS_GL_SUCCESS.

Parameters
[in]evas_glThe given Evas_GL object
Returns
EVAS_GL_SUCCESS in case of no error, or any other EVAS_GL error code.

Since Evas GL is a glue layer for GL imitating EGL, the error codes returned have a similar meaning as those defined in EGL, so please refer to the EGL documentation for more information about the various error codes.

Note
Evas GL does not specify exactly which error codes will be returned in which circumstances. This is because different backends may behave differently and Evas GL will try to give the most meaningful error code based on the backend's error. Evas GL only tries to provide some information, so an application can not expect the exact same error codes as EGL would return.
Since
1.12

References EVAS_GL_NOT_INITIALIZED, and EVAS_GL_SUCCESS.

◆ evas_gl_current_context_get()

EAPI Evas_GL_Context* evas_gl_current_context_get ( Evas_GL evas_gl)

Returns the Evas GL context object in use or set by evas_gl_make_current.

Parameters
[in]evas_glThe given Evas_GL object
Returns
The current context for the calling thread, or NULL in case of failure and when there is no current context in this thread.
Since
1.12

References EINA_LIST_FOREACH, and ERR.

Referenced by evas_gl_current_evas_gl_get().

◆ evas_gl_current_surface_get()

EAPI Evas_GL_Surface* evas_gl_current_surface_get ( Evas_GL evas_gl)

Returns the Evas GL surface object in use or set by evas_gl_make_current.

Parameters
[in]evas_glThe given Evas_GL object
Returns
The current surface for the calling thread, or NULL in case of failure and when there is no current surface in this thread.

This can be used to get a handle to the current surface, so as to switch between contexts back and forth. Note that the OpenGL driver may stall when doing so.

See also
evas_gl_make_current
Since
1.12

References EINA_LIST_FOREACH, and ERR.

Referenced by evas_gl_current_evas_gl_get().

◆ evas_gl_current_evas_gl_get()

EAPI Evas_GL* evas_gl_current_evas_gl_get ( Evas_GL_Context **  context,
Evas_GL_Surface **  surface 
)

Get current Evas GL.

Parameters
[out]contextOptional return value for the current context
[out]surfaceOptional return value for the current surface
Returns
The current Evas GL, i.e. the last Evas GL passed to evas_gl_make_current
See also
evas_gl_make_current
Note
This can be used to restore a previous context, for instance if you are writing a library that needs to work transparently with Evas GL, and may not have control over the other Evas GL objects.
Since
1.16

References eina_tls_get(), evas_gl_current_context_get(), and evas_gl_current_surface_get().