OpenGL ES none wrapper. More...
Typedefs | |
typedef unsigned int | GLenum |
typedef float | GLfloat |
typedef int | GLint |
typedef int | GLsizei |
typedef unsigned int | GLbitfield |
typedef double | GLdouble |
typedef unsigned int | GLuint |
typedef unsigned char | GLboolean |
typedef unsigned char | GLubyte |
Variables | |
KZ_HEADER_BEGIN typedef void | GLvoid |
OpenGL ES none wrapper.
Copyright 2008-2020 by Rightware. All rights reserved.
#define KZS_OPENGL_MAJOR |
Required major version.
#define KZS_OPENGL_MINOR |
Required minor version.
#define GL_LUMINANCE |
#define GL_LUMINANCE_ALPHA |
#define GL_COMPRESSED_RGBA_S3TC_DXT3 |
#define GL_COMPRESSED_RGBA_S3TC_DXT5 |
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG |
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG |
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG |
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG |
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG |
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG |
#define GL_ATC_RGB_AMD |
#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD |
#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD |
#define GL_TEXTURE_EXTERNAL |
#define GL_TEXTURE_MAX_ANISOTROPY |
#define GL_MAX_TEXTURE_MAX_ANISOTROPY |
#define GL_DEPTH_BUFFER_BIT |
#define GL_STENCIL_BUFFER_BIT |
#define GL_COLOR_BUFFER_BIT |
#define GL_FALSE |
#define GL_TRUE |
#define GL_POINTS |
#define GL_LINES |
#define GL_LINE_LOOP |
#define GL_LINE_STRIP |
#define GL_TRIANGLES |
#define GL_TRIANGLE_STRIP |
#define GL_TRIANGLE_FAN |
#define GL_QUADS |
#define GL_NEVER |
#define GL_LESS |
#define GL_EQUAL |
#define GL_LEQUAL |
#define GL_GREATER |
#define GL_NOTEQUAL |
#define GL_GEQUAL |
#define GL_ALWAYS |
#define GL_ZERO |
#define GL_ONE |
#define GL_SRC_COLOR |
#define GL_ONE_MINUS_SRC_COLOR |
#define GL_SRC_ALPHA |
#define GL_ONE_MINUS_SRC_ALPHA |
#define GL_DST_ALPHA |
#define GL_ONE_MINUS_DST_ALPHA |
#define GL_DST_COLOR |
#define GL_ONE_MINUS_DST_COLOR |
#define GL_SRC_ALPHA_SATURATE |
#define GL_NONE |
#define GL_FRONT_LEFT |
#define GL_FRONT_RIGHT |
#define GL_BACK_LEFT |
#define GL_BACK_RIGHT |
#define GL_FRONT |
#define GL_BACK |
#define GL_LEFT |
#define GL_RIGHT |
#define GL_FRONT_AND_BACK |
#define GL_NO_ERROR |
#define GL_INVALID_ENUM |
#define GL_INVALID_VALUE |
#define GL_INVALID_OPERATION |
#define GL_OUT_OF_MEMORY |
#define GL_CW |
#define GL_CCW |
#define GL_POINT_SIZE |
#define GL_POINT_SIZE_RANGE |
#define GL_POINT_SIZE_GRANULARITY |
#define GL_LINE_SMOOTH |
#define GL_LINE_WIDTH |
#define GL_LINE_WIDTH_RANGE |
#define GL_LINE_WIDTH_GRANULARITY |
#define GL_POLYGON_MODE |
#define GL_POLYGON_SMOOTH |
#define GL_CULL_FACE |
#define GL_CULL_FACE_MODE |
#define GL_FRONT_FACE |
#define GL_DEPTH_RANGE |
#define GL_DEPTH_TEST |
#define GL_DEPTH_WRITEMASK |
#define GL_DEPTH_CLEAR_VALUE |
#define GL_DEPTH_FUNC |
#define GL_STENCIL_TEST |
#define GL_STENCIL_CLEAR_VALUE |
#define GL_STENCIL_FUNC |
#define GL_STENCIL_VALUE_MASK |
#define GL_STENCIL_FAIL |
#define GL_STENCIL_PASS_DEPTH_FAIL |
#define GL_STENCIL_PASS_DEPTH_PASS |
#define GL_STENCIL_REF |
#define GL_STENCIL_WRITEMASK |
#define GL_VIEWPORT |
#define GL_DITHER |
#define GL_BLEND_DST |
#define GL_BLEND_SRC |
#define GL_BLEND |
#define GL_LOGIC_OP_MODE |
#define GL_COLOR_LOGIC_OP |
#define GL_DRAW_BUFFER |
#define GL_READ_BUFFER |
#define GL_SCISSOR_BOX |
#define GL_SCISSOR_TEST |
#define GL_COLOR_CLEAR_VALUE |
#define GL_COLOR_WRITEMASK |
#define GL_DOUBLEBUFFER |
#define GL_STEREO |
#define GL_LINE_SMOOTH_HINT |
#define GL_POLYGON_SMOOTH_HINT |
#define GL_UNPACK_SWAP_BYTES |
#define GL_UNPACK_LSB_FIRST |
#define GL_UNPACK_ROW_LENGTH |
#define GL_UNPACK_SKIP_ROWS |
#define GL_UNPACK_SKIP_PIXELS |
#define GL_UNPACK_ALIGNMENT |
#define GL_PACK_SWAP_BYTES |
#define GL_PACK_LSB_FIRST |
#define GL_PACK_ROW_LENGTH |
#define GL_PACK_SKIP_ROWS |
#define GL_PACK_SKIP_PIXELS |
#define GL_PACK_ALIGNMENT |
#define GL_MAX_TEXTURE_SIZE |
#define GL_MAX_VIEWPORT_DIMS |
#define GL_SUBPIXEL_BITS |
#define GL_TEXTURE_1D |
#define GL_TEXTURE_2D |
#define GL_POLYGON_OFFSET_UNITS |
#define GL_POLYGON_OFFSET_POINT |
#define GL_POLYGON_OFFSET_LINE |
#define GL_POLYGON_OFFSET_FILL |
#define GL_POLYGON_OFFSET_FACTOR |
#define GL_TEXTURE_BINDING_1D |
#define GL_TEXTURE_BINDING_2D |
#define GL_TEXTURE_WIDTH |
#define GL_TEXTURE_HEIGHT |
#define GL_TEXTURE_INTERNAL_FORMAT |
#define GL_TEXTURE_BORDER_COLOR |
#define GL_TEXTURE_RED_SIZE |
#define GL_TEXTURE_GREEN_SIZE |
#define GL_TEXTURE_BLUE_SIZE |
#define GL_TEXTURE_ALPHA_SIZE |
#define GL_DONT_CARE |
#define GL_FASTEST |
#define GL_NICEST |
#define GL_BYTE |
#define GL_UNSIGNED_BYTE |
#define GL_SHORT |
#define GL_UNSIGNED_SHORT |
#define GL_INT |
#define GL_UNSIGNED_INT |
#define GL_FLOAT |
#define GL_DOUBLE |
#define GL_STACK_OVERFLOW |
#define GL_STACK_UNDERFLOW |
#define GL_CLEAR |
#define GL_AND |
#define GL_AND_REVERSE |
#define GL_COPY |
#define GL_AND_INVERTED |
#define GL_NOOP |
#define GL_XOR |
#define GL_OR |
#define GL_NOR |
#define GL_EQUIV |
#define GL_INVERT |
#define GL_OR_REVERSE |
#define GL_COPY_INVERTED |
#define GL_OR_INVERTED |
#define GL_NAND |
#define GL_SET |
#define GL_TEXTURE |
#define GL_COLOR |
#define GL_DEPTH |
#define GL_STENCIL |
#define GL_STENCIL_INDEX |
#define GL_DEPTH_COMPONENT |
#define GL_RED |
#define GL_GREEN |
#define GL_BLUE |
#define GL_ALPHA |
#define GL_RGB |
#define GL_RGBA |
#define GL_POINT |
#define GL_LINE |
#define GL_FILL |
#define GL_KEEP |
#define GL_REPLACE |
#define GL_INCR |
#define GL_DECR |
#define GL_VENDOR |
#define GL_RENDERER |
#define GL_VERSION |
#define GL_EXTENSIONS |
#define GL_NEAREST |
#define GL_LINEAR |
#define GL_NEAREST_MIPMAP_NEAREST |
#define GL_LINEAR_MIPMAP_NEAREST |
#define GL_NEAREST_MIPMAP_LINEAR |
#define GL_LINEAR_MIPMAP_LINEAR |
#define GL_TEXTURE_MAG_FILTER |
#define GL_TEXTURE_MIN_FILTER |
#define GL_TEXTURE_WRAP_S |
#define GL_TEXTURE_WRAP_T |
#define GL_PROXY_TEXTURE_1D |
#define GL_PROXY_TEXTURE_2D |
#define GL_REPEAT |
#define GL_R3_G3_B2 |
#define GL_RGB4 |
#define GL_RGB5 |
#define GL_RGB8 |
#define GL_RGB10 |
#define GL_RGB12 |
#define GL_RGB16 |
#define GL_RGBA2 |
#define GL_RGBA4 |
#define GL_RGB5_A1 |
#define GL_RGBA8 |
#define GL_RGB10_A2 |
#define GL_RGBA12 |
#define GL_RGBA16 |
#define GL_VERTEX_ARRAY |
#define GL_UNSIGNED_BYTE_3_3_2 |
#define GL_UNSIGNED_SHORT_4_4_4_4 |
#define GL_UNSIGNED_SHORT_5_5_5_1 |
#define GL_UNSIGNED_INT_8_8_8_8 |
#define GL_UNSIGNED_INT_10_10_10_2 |
#define GL_TEXTURE_BINDING_3D |
#define GL_PACK_SKIP_IMAGES |
#define GL_PACK_IMAGE_HEIGHT |
#define GL_UNPACK_SKIP_IMAGES |
#define GL_UNPACK_IMAGE_HEIGHT |
#define GL_TEXTURE_3D |
#define GL_PROXY_TEXTURE_3D |
#define GL_TEXTURE_DEPTH |
#define GL_TEXTURE_WRAP_R |
#define GL_MAX_3D_TEXTURE_SIZE |
#define GL_UNSIGNED_BYTE_2_3_3_REV |
#define GL_UNSIGNED_SHORT_5_6_5 |
#define GL_UNSIGNED_SHORT_5_6_5_REV |
#define GL_UNSIGNED_SHORT_4_4_4_4_REV |
#define GL_UNSIGNED_SHORT_1_5_5_5_REV |
#define GL_UNSIGNED_INT_8_8_8_8_REV |
#define GL_UNSIGNED_INT_2_10_10_10_REV |
#define GL_BGR |
#define GL_BGRA |
#define GL_MAX_ELEMENTS_VERTICES |
#define GL_MAX_ELEMENTS_INDICES |
#define GL_CLAMP_TO_EDGE |
#define GL_TEXTURE_MIN_LOD |
#define GL_TEXTURE_MAX_LOD |
#define GL_TEXTURE_BASE_LEVEL |
#define GL_TEXTURE_MAX_LEVEL |
#define GL_SMOOTH_POINT_SIZE_RANGE |
#define GL_SMOOTH_POINT_SIZE_GRANULARITY |
#define GL_SMOOTH_LINE_WIDTH_RANGE |
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY |
#define GL_ALIASED_LINE_WIDTH_RANGE |
#define GL_TEXTURE0 |
#define GL_TEXTURE1 |
#define GL_TEXTURE2 |
#define GL_TEXTURE3 |
#define GL_TEXTURE4 |
#define GL_TEXTURE5 |
#define GL_TEXTURE6 |
#define GL_TEXTURE7 |
#define GL_TEXTURE8 |
#define GL_TEXTURE9 |
#define GL_TEXTURE10 |
#define GL_TEXTURE11 |
#define GL_TEXTURE12 |
#define GL_TEXTURE13 |
#define GL_TEXTURE14 |
#define GL_TEXTURE15 |
#define GL_TEXTURE16 |
#define GL_TEXTURE17 |
#define GL_TEXTURE18 |
#define GL_TEXTURE19 |
#define GL_TEXTURE20 |
#define GL_TEXTURE21 |
#define GL_TEXTURE22 |
#define GL_TEXTURE23 |
#define GL_TEXTURE24 |
#define GL_TEXTURE25 |
#define GL_TEXTURE26 |
#define GL_TEXTURE27 |
#define GL_TEXTURE28 |
#define GL_TEXTURE29 |
#define GL_TEXTURE30 |
#define GL_TEXTURE31 |
#define GL_ACTIVE_TEXTURE |
#define GL_MULTISAMPLE |
#define GL_SAMPLE_ALPHA_TO_COVERAGE |
#define GL_SAMPLE_ALPHA_TO_ONE |
#define GL_SAMPLE_COVERAGE |
#define GL_SAMPLE_BUFFERS |
#define GL_SAMPLES |
#define GL_SAMPLE_COVERAGE_VALUE |
#define GL_SAMPLE_COVERAGE_INVERT |
#define GL_TEXTURE_CUBE_MAP |
#define GL_TEXTURE_BINDING_CUBE_MAP |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z |
#define GL_PROXY_TEXTURE_CUBE_MAP |
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE |
#define GL_COMPRESSED_RGB |
#define GL_COMPRESSED_RGBA |
#define GL_TEXTURE_COMPRESSION_HINT |
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE |
#define GL_TEXTURE_COMPRESSED |
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS |
#define GL_COMPRESSED_TEXTURE_FORMATS |
#define GL_CLAMP_TO_BORDER |
#define GL_BLEND_DST_RGB |
#define GL_BLEND_SRC_RGB |
#define GL_BLEND_DST_ALPHA |
#define GL_BLEND_SRC_ALPHA |
#define GL_POINT_FADE_THRESHOLD_SIZE |
#define GL_DEPTH_COMPONENT16 |
#define GL_DEPTH_COMPONENT24 |
#define GL_DEPTH_COMPONENT32 |
#define GL_MIRRORED_REPEAT |
#define GL_MAX_TEXTURE_LOD_BIAS |
#define GL_TEXTURE_LOD_BIAS |
#define GL_INCR_WRAP |
#define GL_DECR_WRAP |
#define GL_TEXTURE_DEPTH_SIZE |
#define GL_TEXTURE_COMPARE_MODE |
#define GL_TEXTURE_COMPARE_FUNC |
#define GL_FUNC_ADD |
#define GL_FUNC_SUBTRACT |
#define GL_FUNC_REVERSE_SUBTRACT |
#define GL_MIN |
#define GL_MAX |
#define GL_CONSTANT_COLOR |
#define GL_ONE_MINUS_CONSTANT_COLOR |
#define GL_CONSTANT_ALPHA |
#define GL_ONE_MINUS_CONSTANT_ALPHA |
#define GL_BUFFER_SIZE |
#define GL_BUFFER_USAGE |
#define GL_QUERY_COUNTER_BITS |
#define GL_CURRENT_QUERY |
#define GL_QUERY_RESULT |
#define GL_QUERY_RESULT_AVAILABLE |
#define GL_ARRAY_BUFFER |
#define GL_ELEMENT_ARRAY_BUFFER |
#define GL_ARRAY_BUFFER_BINDING |
#define GL_ELEMENT_ARRAY_BUFFER_BINDING |
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING |
#define GL_READ_ONLY |
#define GL_WRITE_ONLY |
#define GL_READ_WRITE |
#define GL_BUFFER_ACCESS |
#define GL_BUFFER_MAPPED |
#define GL_BUFFER_MAP_POINTER |
#define GL_STREAM_DRAW |
#define GL_STREAM_READ |
#define GL_STREAM_COPY |
#define GL_STATIC_DRAW |
#define GL_STATIC_READ |
#define GL_STATIC_COPY |
#define GL_DYNAMIC_DRAW |
#define GL_DYNAMIC_READ |
#define GL_DYNAMIC_COPY |
#define GL_SAMPLES_PASSED |
#define GL_SRC1_ALPHA |
#define GL_BLEND_EQUATION_RGB |
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED |
#define GL_VERTEX_ATTRIB_ARRAY_SIZE |
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE |
#define GL_VERTEX_ATTRIB_ARRAY_TYPE |
#define GL_CURRENT_VERTEX_ATTRIB |
#define GL_VERTEX_PROGRAM_POINT_SIZE |
#define GL_VERTEX_ATTRIB_ARRAY_POINTER |
#define GL_STENCIL_BACK_FUNC |
#define GL_STENCIL_BACK_FAIL |
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL |
#define GL_STENCIL_BACK_PASS_DEPTH_PASS |
#define GL_MAX_DRAW_BUFFERS |
#define GL_DRAW_BUFFER0 |
#define GL_DRAW_BUFFER1 |
#define GL_DRAW_BUFFER2 |
#define GL_DRAW_BUFFER3 |
#define GL_DRAW_BUFFER4 |
#define GL_DRAW_BUFFER5 |
#define GL_DRAW_BUFFER6 |
#define GL_DRAW_BUFFER7 |
#define GL_DRAW_BUFFER8 |
#define GL_DRAW_BUFFER9 |
#define GL_DRAW_BUFFER10 |
#define GL_DRAW_BUFFER11 |
#define GL_DRAW_BUFFER12 |
#define GL_DRAW_BUFFER13 |
#define GL_DRAW_BUFFER14 |
#define GL_DRAW_BUFFER15 |
#define GL_BLEND_EQUATION_ALPHA |
#define GL_MAX_VERTEX_ATTRIBS |
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED |
#define GL_MAX_TEXTURE_IMAGE_UNITS |
#define GL_FRAGMENT_SHADER |
#define GL_VERTEX_SHADER |
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS |
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS |
#define GL_MAX_VARYING_FLOATS |
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS |
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS |
#define GL_SHADER_TYPE |
#define GL_FLOAT_VEC2 |
#define GL_FLOAT_VEC3 |
#define GL_FLOAT_VEC4 |
#define GL_INT_VEC2 |
#define GL_INT_VEC3 |
#define GL_INT_VEC4 |
#define GL_BOOL |
#define GL_BOOL_VEC2 |
#define GL_BOOL_VEC3 |
#define GL_BOOL_VEC4 |
#define GL_FLOAT_MAT2 |
#define GL_FLOAT_MAT3 |
#define GL_FLOAT_MAT4 |
#define GL_SAMPLER_1D |
#define GL_SAMPLER_2D |
#define GL_SAMPLER_3D |
#define GL_SAMPLER_CUBE |
#define GL_SAMPLER_1D_SHADOW |
#define GL_SAMPLER_2D_SHADOW |
#define GL_DELETE_STATUS |
#define GL_COMPILE_STATUS |
#define GL_LINK_STATUS |
#define GL_VALIDATE_STATUS |
#define GL_INFO_LOG_LENGTH |
#define GL_ATTACHED_SHADERS |
#define GL_ACTIVE_UNIFORMS |
#define GL_ACTIVE_UNIFORM_MAX_LENGTH |
#define GL_SHADER_SOURCE_LENGTH |
#define GL_ACTIVE_ATTRIBUTES |
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH |
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT |
#define GL_SHADING_LANGUAGE_VERSION |
#define GL_CURRENT_PROGRAM |
#define GL_POINT_SPRITE_COORD_ORIGIN |
#define GL_LOWER_LEFT |
#define GL_UPPER_LEFT |
#define GL_STENCIL_BACK_REF |
#define GL_STENCIL_BACK_VALUE_MASK |
#define GL_STENCIL_BACK_WRITEMASK |
#define GL_PIXEL_PACK_BUFFER |
#define GL_PIXEL_UNPACK_BUFFER |
#define GL_PIXEL_PACK_BUFFER_BINDING |
#define GL_PIXEL_UNPACK_BUFFER_BINDING |
#define GL_FLOAT_MAT2x3 |
#define GL_FLOAT_MAT2x4 |
#define GL_FLOAT_MAT3x2 |
#define GL_FLOAT_MAT3x4 |
#define GL_FLOAT_MAT4x2 |
#define GL_FLOAT_MAT4x3 |
#define GL_SRGB |
#define GL_SRGB8 |
#define GL_SRGB_ALPHA |
#define GL_SRGB8_ALPHA8 |
#define GL_COMPRESSED_SRGB |
#define GL_COMPRESSED_SRGB_ALPHA |
#define GL_COMPARE_REF_TO_TEXTURE |
#define GL_CLIP_DISTANCE0 |
#define GL_CLIP_DISTANCE1 |
#define GL_CLIP_DISTANCE2 |
#define GL_CLIP_DISTANCE3 |
#define GL_CLIP_DISTANCE4 |
#define GL_CLIP_DISTANCE5 |
#define GL_CLIP_DISTANCE6 |
#define GL_CLIP_DISTANCE7 |
#define GL_MAX_CLIP_DISTANCES |
#define GL_MAJOR_VERSION |
#define GL_MINOR_VERSION |
#define GL_NUM_EXTENSIONS |
#define GL_CONTEXT_FLAGS |
#define GL_COMPRESSED_RED |
#define GL_COMPRESSED_RG |
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT |
#define GL_RGBA32F |
#define GL_RGB32F |
#define GL_RGBA16F |
#define GL_RGB16F |
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER |
#define GL_MAX_ARRAY_TEXTURE_LAYERS |
#define GL_MIN_PROGRAM_TEXEL_OFFSET |
#define GL_MAX_PROGRAM_TEXEL_OFFSET |
#define GL_CLAMP_READ_COLOR |
#define GL_FIXED_ONLY |
#define GL_MAX_VARYING_COMPONENTS |
#define GL_TEXTURE_1D_ARRAY |
#define GL_PROXY_TEXTURE_1D_ARRAY |
#define GL_TEXTURE_2D_ARRAY |
#define GL_PROXY_TEXTURE_2D_ARRAY |
#define GL_TEXTURE_BINDING_1D_ARRAY |
#define GL_TEXTURE_BINDING_2D_ARRAY |
#define GL_R11F_G11F_B10F |
#define GL_UNSIGNED_INT_10F_11F_11F_REV |
#define GL_RGB9_E5 |
#define GL_UNSIGNED_INT_5_9_9_9_REV |
#define GL_TEXTURE_SHARED_SIZE |
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH |
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE |
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS |
#define GL_TRANSFORM_FEEDBACK_VARYINGS |
#define GL_TRANSFORM_FEEDBACK_BUFFER_START |
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE |
#define GL_PRIMITIVES_GENERATED |
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN |
#define GL_RASTERIZER_DISCARD |
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS |
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS |
#define GL_INTERLEAVED_ATTRIBS |
#define GL_SEPARATE_ATTRIBS |
#define GL_TRANSFORM_FEEDBACK_BUFFER |
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING |
#define GL_RGBA32UI |
#define GL_RGB32UI |
#define GL_RGBA16UI |
#define GL_RGB16UI |
#define GL_RGBA8UI |
#define GL_RGB8UI |
#define GL_RGBA32I |
#define GL_RGB32I |
#define GL_RGBA16I |
#define GL_RGB16I |
#define GL_RGBA8I |
#define GL_RGB8I |
#define GL_RED_INTEGER |
#define GL_GREEN_INTEGER |
#define GL_BLUE_INTEGER |
#define GL_RGB_INTEGER |
#define GL_RGBA_INTEGER |
#define GL_BGR_INTEGER |
#define GL_BGRA_INTEGER |
#define GL_SAMPLER_1D_ARRAY |
#define GL_SAMPLER_2D_ARRAY |
#define GL_SAMPLER_1D_ARRAY_SHADOW |
#define GL_SAMPLER_2D_ARRAY_SHADOW |
#define GL_SAMPLER_CUBE_SHADOW |
#define GL_UNSIGNED_INT_VEC2 |
#define GL_UNSIGNED_INT_VEC3 |
#define GL_UNSIGNED_INT_VEC4 |
#define GL_INT_SAMPLER_1D |
#define GL_INT_SAMPLER_2D |
#define GL_INT_SAMPLER_3D |
#define GL_INT_SAMPLER_CUBE |
#define GL_INT_SAMPLER_1D_ARRAY |
#define GL_INT_SAMPLER_2D_ARRAY |
#define GL_UNSIGNED_INT_SAMPLER_1D |
#define GL_UNSIGNED_INT_SAMPLER_2D |
#define GL_UNSIGNED_INT_SAMPLER_3D |
#define GL_UNSIGNED_INT_SAMPLER_CUBE |
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY |
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY |
#define GL_QUERY_WAIT |
#define GL_QUERY_NO_WAIT |
#define GL_QUERY_BY_REGION_WAIT |
#define GL_QUERY_BY_REGION_NO_WAIT |
#define GL_BUFFER_ACCESS_FLAGS |
#define GL_BUFFER_MAP_LENGTH |
#define GL_BUFFER_MAP_OFFSET |
#define GL_DEPTH_COMPONENT32F |
#define GL_DEPTH32F_STENCIL8 |
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV |
#define GL_INVALID_FRAMEBUFFER_OPERATION |
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING |
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE |
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE |
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE |
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE |
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE |
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE |
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE |
#define GL_FRAMEBUFFER_DEFAULT |
#define GL_FRAMEBUFFER_UNDEFINED |
#define GL_DEPTH_STENCIL_ATTACHMENT |
#define GL_MAX_RENDERBUFFER_SIZE |
#define GL_DEPTH_STENCIL |
#define GL_UNSIGNED_INT_24_8 |
#define GL_DEPTH24_STENCIL8 |
#define GL_TEXTURE_STENCIL_SIZE |
#define GL_TEXTURE_RED_TYPE |
#define GL_TEXTURE_GREEN_TYPE |
#define GL_TEXTURE_BLUE_TYPE |
#define GL_TEXTURE_ALPHA_TYPE |
#define GL_TEXTURE_DEPTH_TYPE |
#define GL_UNSIGNED_NORMALIZED |
#define GL_FRAMEBUFFER_BINDING |
#define GL_DRAW_FRAMEBUFFER_BINDING |
#define GL_RENDERBUFFER_BINDING |
#define GL_READ_FRAMEBUFFER |
#define GL_DRAW_FRAMEBUFFER |
#define GL_READ_FRAMEBUFFER_BINDING |
#define GL_RENDERBUFFER_SAMPLES |
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE |
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER |
#define GL_FRAMEBUFFER_COMPLETE |
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT |
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT |
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER |
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER |
#define GL_FRAMEBUFFER_UNSUPPORTED |
#define GL_MAX_COLOR_ATTACHMENTS |
#define GL_COLOR_ATTACHMENT0 |
#define GL_COLOR_ATTACHMENT1 |
#define GL_COLOR_ATTACHMENT2 |
#define GL_COLOR_ATTACHMENT3 |
#define GL_COLOR_ATTACHMENT4 |
#define GL_COLOR_ATTACHMENT5 |
#define GL_COLOR_ATTACHMENT6 |
#define GL_COLOR_ATTACHMENT7 |
#define GL_COLOR_ATTACHMENT8 |
#define GL_COLOR_ATTACHMENT9 |
#define GL_COLOR_ATTACHMENT10 |
#define GL_COLOR_ATTACHMENT11 |
#define GL_COLOR_ATTACHMENT12 |
#define GL_COLOR_ATTACHMENT13 |
#define GL_COLOR_ATTACHMENT14 |
#define GL_COLOR_ATTACHMENT15 |
#define GL_DEPTH_ATTACHMENT |
#define GL_STENCIL_ATTACHMENT |
#define GL_FRAMEBUFFER |
#define GL_RENDERBUFFER |
#define GL_RENDERBUFFER_WIDTH |
#define GL_RENDERBUFFER_HEIGHT |
#define GL_RENDERBUFFER_INTERNAL_FORMAT |
#define GL_STENCIL_INDEX1 |
#define GL_STENCIL_INDEX4 |
#define GL_STENCIL_INDEX8 |
#define GL_STENCIL_INDEX16 |
#define GL_RENDERBUFFER_RED_SIZE |
#define GL_RENDERBUFFER_GREEN_SIZE |
#define GL_RENDERBUFFER_BLUE_SIZE |
#define GL_RENDERBUFFER_ALPHA_SIZE |
#define GL_RENDERBUFFER_DEPTH_SIZE |
#define GL_RENDERBUFFER_STENCIL_SIZE |
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE |
#define GL_MAX_SAMPLES |
#define GL_FRAMEBUFFER_SRGB |
#define GL_HALF_FLOAT |
#define GL_MAP_READ_BIT |
#define GL_MAP_WRITE_BIT |
#define GL_MAP_INVALIDATE_RANGE_BIT |
#define GL_MAP_INVALIDATE_BUFFER_BIT |
#define GL_MAP_FLUSH_EXPLICIT_BIT |
#define GL_MAP_UNSYNCHRONIZED_BIT |
#define GL_COMPRESSED_RED_RGTC1 |
#define GL_COMPRESSED_SIGNED_RED_RGTC1 |
#define GL_COMPRESSED_RG_RGTC2 |
#define GL_COMPRESSED_SIGNED_RG_RGTC2 |
#define GL_RG |
#define GL_RG_INTEGER |
#define GL_R8 |
#define GL_R16 |
#define GL_RG8 |
#define GL_RG16 |
#define GL_R16F |
#define GL_R32F |
#define GL_RG16F |
#define GL_RG32F |
#define GL_R8I |
#define GL_R8UI |
#define GL_R16I |
#define GL_R16UI |
#define GL_R32I |
#define GL_R32UI |
#define GL_RG8I |
#define GL_RG8UI |
#define GL_RG16I |
#define GL_RG16UI |
#define GL_RG32I |
#define GL_RG32UI |
#define GL_VERTEX_ARRAY_BINDING |
#define GL_SAMPLER_2D_RECT |
#define GL_SAMPLER_2D_RECT_SHADOW |
#define GL_SAMPLER_BUFFER |
#define GL_INT_SAMPLER_2D_RECT |
#define GL_INT_SAMPLER_BUFFER |
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT |
#define GL_UNSIGNED_INT_SAMPLER_BUFFER |
#define GL_TEXTURE_BUFFER |
#define GL_MAX_TEXTURE_BUFFER_SIZE |
#define GL_TEXTURE_BINDING_BUFFER |
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING |
#define GL_TEXTURE_RECTANGLE |
#define GL_TEXTURE_BINDING_RECTANGLE |
#define GL_PROXY_TEXTURE_RECTANGLE |
#define GL_MAX_RECTANGLE_TEXTURE_SIZE |
#define GL_R8_SNORM |
#define GL_RG8_SNORM |
#define GL_RGB8_SNORM |
#define GL_RGBA8_SNORM |
#define GL_R16_SNORM |
#define GL_RG16_SNORM |
#define GL_RGB16_SNORM |
#define GL_RGBA16_SNORM |
#define GL_SIGNED_NORMALIZED |
#define GL_PRIMITIVE_RESTART |
#define GL_PRIMITIVE_RESTART_INDEX |
#define GL_COPY_READ_BUFFER |
#define GL_COPY_WRITE_BUFFER |
#define GL_UNIFORM_BUFFER |
#define GL_UNIFORM_BUFFER_BINDING |
#define GL_UNIFORM_BUFFER_START |
#define GL_UNIFORM_BUFFER_SIZE |
#define GL_MAX_VERTEX_UNIFORM_BLOCKS |
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS |
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS |
#define GL_MAX_COMBINED_UNIFORM_BLOCKS |
#define GL_MAX_UNIFORM_BUFFER_BINDINGS |
#define GL_MAX_UNIFORM_BLOCK_SIZE |
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS |
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS |
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS |
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT |
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH |
#define GL_ACTIVE_UNIFORM_BLOCKS |
#define GL_UNIFORM_TYPE |
#define GL_UNIFORM_SIZE |
#define GL_UNIFORM_NAME_LENGTH |
#define GL_UNIFORM_BLOCK_INDEX |
#define GL_UNIFORM_OFFSET |
#define GL_UNIFORM_ARRAY_STRIDE |
#define GL_UNIFORM_MATRIX_STRIDE |
#define GL_UNIFORM_IS_ROW_MAJOR |
#define GL_UNIFORM_BLOCK_BINDING |
#define GL_UNIFORM_BLOCK_DATA_SIZE |
#define GL_UNIFORM_BLOCK_NAME_LENGTH |
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS |
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER |
#define GL_INVALID_INDEX |
#define GL_CONTEXT_CORE_PROFILE_BIT |
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT |
#define GL_LINES_ADJACENCY |
#define GL_LINE_STRIP_ADJACENCY |
#define GL_TRIANGLES_ADJACENCY |
#define GL_TRIANGLE_STRIP_ADJACENCY |
#define GL_PROGRAM_POINT_SIZE |
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS |
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED |
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS |
#define GL_GEOMETRY_SHADER |
#define GL_GEOMETRY_VERTICES_OUT |
#define GL_GEOMETRY_INPUT_TYPE |
#define GL_GEOMETRY_OUTPUT_TYPE |
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS |
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES |
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS |
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS |
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS |
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS |
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS |
#define GL_CONTEXT_PROFILE_MASK |
#define GL_DEPTH_CLAMP |
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION |
#define GL_FIRST_VERTEX_CONVENTION |
#define GL_LAST_VERTEX_CONVENTION |
#define GL_PROVOKING_VERTEX |
#define GL_TEXTURE_CUBE_MAP_SEAMLESS |
#define GL_MAX_SERVER_WAIT_TIMEOUT |
#define GL_OBJECT_TYPE |
#define GL_SYNC_CONDITION |
#define GL_SYNC_STATUS |
#define GL_SYNC_FLAGS |
#define GL_SYNC_FENCE |
#define GL_SYNC_GPU_COMMANDS_COMPLETE |
#define GL_UNSIGNALED |
#define GL_SIGNALED |
#define GL_ALREADY_SIGNALED |
#define GL_TIMEOUT_EXPIRED |
#define GL_CONDITION_SATISFIED |
#define GL_WAIT_FAILED |
#define GL_TIMEOUT_IGNORED |
#define GL_SYNC_FLUSH_COMMANDS_BIT |
#define GL_SAMPLE_POSITION |
#define GL_SAMPLE_MASK |
#define GL_SAMPLE_MASK_VALUE |
#define GL_MAX_SAMPLE_MASK_WORDS |
#define GL_TEXTURE_2D_MULTISAMPLE |
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE |
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY |
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY |
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE |
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY |
#define GL_TEXTURE_SAMPLES |
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS |
#define GL_SAMPLER_2D_MULTISAMPLE |
#define GL_INT_SAMPLER_2D_MULTISAMPLE |
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE |
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY |
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY |
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY |
#define GL_MAX_COLOR_TEXTURE_SAMPLES |
#define GL_MAX_DEPTH_TEXTURE_SAMPLES |
#define GL_MAX_INTEGER_SAMPLES |
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR |
#define GL_SRC1_COLOR |
#define GL_ONE_MINUS_SRC1_COLOR |
#define GL_ONE_MINUS_SRC1_ALPHA |
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS |
#define GL_ANY_SAMPLES_PASSED |
#define GL_SAMPLER_BINDING |
#define GL_RGB10_A2UI |
#define GL_TEXTURE_SWIZZLE_R |
#define GL_TEXTURE_SWIZZLE_G |
#define GL_TEXTURE_SWIZZLE_B |
#define GL_TEXTURE_SWIZZLE_A |
#define GL_TEXTURE_SWIZZLE_RGBA |
#define GL_TIME_ELAPSED |
#define GL_TIMESTAMP |
#define GL_INT_2_10_10_10_REV |
#define GL_SAMPLE_SHADING |
#define GL_MIN_SAMPLE_SHADING_VALUE |
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET |
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET |
#define GL_TEXTURE_CUBE_MAP_ARRAY |
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY |
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY |
#define GL_SAMPLER_CUBE_MAP_ARRAY |
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW |
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY |
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY |
#define GL_DRAW_INDIRECT_BUFFER |
#define GL_DRAW_INDIRECT_BUFFER_BINDING |
#define GL_GEOMETRY_SHADER_INVOCATIONS |
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS |
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET |
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET |
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS |
#define GL_MAX_VERTEX_STREAMS |
#define GL_DOUBLE_VEC2 |
#define GL_DOUBLE_VEC3 |
#define GL_DOUBLE_VEC4 |
#define GL_DOUBLE_MAT2 |
#define GL_DOUBLE_MAT3 |
#define GL_DOUBLE_MAT4 |
#define GL_DOUBLE_MAT2x3 |
#define GL_DOUBLE_MAT2x4 |
#define GL_DOUBLE_MAT3x2 |
#define GL_DOUBLE_MAT3x4 |
#define GL_DOUBLE_MAT4x2 |
#define GL_DOUBLE_MAT4x3 |
#define GL_ACTIVE_SUBROUTINES |
#define GL_ACTIVE_SUBROUTINE_UNIFORMS |
#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS |
#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH |
#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH |
#define GL_MAX_SUBROUTINES |
#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS |
#define GL_NUM_COMPATIBLE_SUBROUTINES |
#define GL_COMPATIBLE_SUBROUTINES |
#define GL_PATCHES |
#define GL_PATCH_VERTICES |
#define GL_PATCH_DEFAULT_INNER_LEVEL |
#define GL_PATCH_DEFAULT_OUTER_LEVEL |
#define GL_TESS_CONTROL_OUTPUT_VERTICES |
#define GL_TESS_GEN_MODE |
#define GL_TESS_GEN_SPACING |
#define GL_TESS_GEN_VERTEX_ORDER |
#define GL_TESS_GEN_POINT_MODE |
#define GL_ISOLINES |
#define GL_FRACTIONAL_ODD |
#define GL_FRACTIONAL_EVEN |
#define GL_MAX_PATCH_VERTICES |
#define GL_MAX_TESS_GEN_LEVEL |
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS |
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS |
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS |
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS |
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS |
#define GL_MAX_TESS_PATCH_COMPONENTS |
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS |
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS |
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS |
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS |
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS |
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS |
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS |
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER |
#define GL_TESS_EVALUATION_SHADER |
#define GL_TESS_CONTROL_SHADER |
#define GL_TRANSFORM_FEEDBACK |
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED |
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE |
#define GL_TRANSFORM_FEEDBACK_BINDING |
#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS |
#define GL_FIXED |
#define GL_IMPLEMENTATION_COLOR_READ_TYPE |
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT |
#define GL_LOW_FLOAT |
#define GL_MEDIUM_FLOAT |
#define GL_HIGH_FLOAT |
#define GL_LOW_INT |
#define GL_MEDIUM_INT |
#define GL_HIGH_INT |
#define GL_SHADER_COMPILER |
#define GL_SHADER_BINARY_FORMATS |
#define GL_NUM_SHADER_BINARY_FORMATS |
#define GL_MAX_VERTEX_UNIFORM_VECTORS |
#define GL_MAX_VARYING_VECTORS |
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS |
#define GL_RGB565 |
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT |
#define GL_PROGRAM_BINARY_LENGTH |
#define GL_NUM_PROGRAM_BINARY_FORMATS |
#define GL_PROGRAM_BINARY_FORMATS |
#define GL_VERTEX_SHADER_BIT |
#define GL_FRAGMENT_SHADER_BIT |
#define GL_GEOMETRY_SHADER_BIT |
#define GL_TESS_CONTROL_SHADER_BIT |
#define GL_TESS_EVALUATION_SHADER_BIT |
#define GL_ALL_SHADER_BITS |
#define GL_PROGRAM_SEPARABLE |
#define GL_ACTIVE_PROGRAM |
#define GL_PROGRAM_PIPELINE_BINDING |
#define GL_MAX_VIEWPORTS |
#define GL_VIEWPORT_SUBPIXEL_BITS |
#define GL_VIEWPORT_BOUNDS_RANGE |
#define GL_LAYER_PROVOKING_VERTEX |
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX |
#define GL_UNDEFINED_VERTEX |
#define GL_COPY_READ_BUFFER_BINDING |
#define GL_COPY_WRITE_BUFFER_BINDING |
#define GL_TRANSFORM_FEEDBACK_ACTIVE |
#define GL_TRANSFORM_FEEDBACK_PAUSED |
#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH |
#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT |
#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH |
#define GL_UNPACK_COMPRESSED_BLOCK_SIZE |
#define GL_PACK_COMPRESSED_BLOCK_WIDTH |
#define GL_PACK_COMPRESSED_BLOCK_HEIGHT |
#define GL_PACK_COMPRESSED_BLOCK_DEPTH |
#define GL_PACK_COMPRESSED_BLOCK_SIZE |
#define GL_NUM_SAMPLE_COUNTS |
#define GL_MIN_MAP_BUFFER_ALIGNMENT |
#define GL_ATOMIC_COUNTER_BUFFER |
#define GL_ATOMIC_COUNTER_BUFFER_BINDING |
#define GL_ATOMIC_COUNTER_BUFFER_START |
#define GL_ATOMIC_COUNTER_BUFFER_SIZE |
#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE |
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS |
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES |
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER |
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER |
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER |
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER |
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER |
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_VERTEX_ATOMIC_COUNTERS |
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS |
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS |
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS |
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS |
#define GL_MAX_COMBINED_ATOMIC_COUNTERS |
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE |
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS |
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS |
#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX |
#define GL_UNSIGNED_INT_ATOMIC_COUNTER |
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT |
#define GL_ELEMENT_ARRAY_BARRIER_BIT |
#define GL_UNIFORM_BARRIER_BIT |
#define GL_TEXTURE_FETCH_BARRIER_BIT |
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
#define GL_COMMAND_BARRIER_BIT |
#define GL_PIXEL_BUFFER_BARRIER_BIT |
#define GL_TEXTURE_UPDATE_BARRIER_BIT |
#define GL_BUFFER_UPDATE_BARRIER_BIT |
#define GL_FRAMEBUFFER_BARRIER_BIT |
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT |
#define GL_ATOMIC_COUNTER_BARRIER_BIT |
#define GL_ALL_BARRIER_BITS |
#define GL_MAX_IMAGE_UNITS |
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS |
#define GL_IMAGE_BINDING_NAME |
#define GL_IMAGE_BINDING_LEVEL |
#define GL_IMAGE_BINDING_LAYERED |
#define GL_IMAGE_BINDING_LAYER |
#define GL_IMAGE_BINDING_ACCESS |
#define GL_IMAGE_1D |
#define GL_IMAGE_2D |
#define GL_IMAGE_3D |
#define GL_IMAGE_2D_RECT |
#define GL_IMAGE_CUBE |
#define GL_IMAGE_BUFFER |
#define GL_IMAGE_1D_ARRAY |
#define GL_IMAGE_2D_ARRAY |
#define GL_IMAGE_CUBE_MAP_ARRAY |
#define GL_IMAGE_2D_MULTISAMPLE |
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY |
#define GL_INT_IMAGE_1D |
#define GL_INT_IMAGE_2D |
#define GL_INT_IMAGE_3D |
#define GL_INT_IMAGE_2D_RECT |
#define GL_INT_IMAGE_CUBE |
#define GL_INT_IMAGE_BUFFER |
#define GL_INT_IMAGE_1D_ARRAY |
#define GL_INT_IMAGE_2D_ARRAY |
#define GL_INT_IMAGE_CUBE_MAP_ARRAY |
#define GL_INT_IMAGE_2D_MULTISAMPLE |
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY |
#define GL_UNSIGNED_INT_IMAGE_1D |
#define GL_UNSIGNED_INT_IMAGE_2D |
#define GL_UNSIGNED_INT_IMAGE_3D |
#define GL_UNSIGNED_INT_IMAGE_2D_RECT |
#define GL_UNSIGNED_INT_IMAGE_CUBE |
#define GL_UNSIGNED_INT_IMAGE_BUFFER |
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY |
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY |
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY |
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE |
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY |
#define GL_MAX_IMAGE_SAMPLES |
#define GL_IMAGE_BINDING_FORMAT |
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE |
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE |
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS |
#define GL_MAX_VERTEX_IMAGE_UNIFORMS |
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS |
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS |
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS |
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS |
#define GL_MAX_COMBINED_IMAGE_UNIFORMS |
#define GL_COMPRESSED_RGBA_BPTC_UNORM |
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM |
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT |
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT |
#define GL_TEXTURE_IMMUTABLE_FORMAT |
#define GL_NUM_SHADING_LANGUAGE_VERSIONS |
#define GL_VERTEX_ATTRIB_ARRAY_LONG |
#define GL_COMPRESSED_RGB8_ETC2 |
#define GL_COMPRESSED_SRGB8_ETC2 |
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 |
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 |
#define GL_COMPRESSED_RGBA8_ETC2_EAC |
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC |
#define GL_COMPRESSED_R11_EAC |
#define GL_COMPRESSED_SIGNED_R11_EAC |
#define GL_COMPRESSED_RG11_EAC |
#define GL_COMPRESSED_SIGNED_RG11_EAC |
#define GL_PRIMITIVE_RESTART_FIXED_INDEX |
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE |
#define GL_MAX_ELEMENT_INDEX |
#define GL_COMPUTE_SHADER |
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS |
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS |
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS |
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE |
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS |
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS |
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS |
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS |
#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS |
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT |
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE |
#define GL_COMPUTE_WORK_GROUP_SIZE |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER |
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER |
#define GL_DISPATCH_INDIRECT_BUFFER |
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING |
#define GL_COMPUTE_SHADER_BIT |
#define GL_DEBUG_OUTPUT_SYNCHRONOUS |
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH |
#define GL_DEBUG_CALLBACK_FUNCTION |
#define GL_DEBUG_CALLBACK_USER_PARAM |
#define GL_DEBUG_SOURCE_API |
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM |
#define GL_DEBUG_SOURCE_SHADER_COMPILER |
#define GL_DEBUG_SOURCE_THIRD_PARTY |
#define GL_DEBUG_SOURCE_APPLICATION |
#define GL_DEBUG_SOURCE_OTHER |
#define GL_DEBUG_TYPE_ERROR |
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR |
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR |
#define GL_DEBUG_TYPE_PORTABILITY |
#define GL_DEBUG_TYPE_PERFORMANCE |
#define GL_DEBUG_TYPE_OTHER |
#define GL_MAX_DEBUG_MESSAGE_LENGTH |
#define GL_MAX_DEBUG_LOGGED_MESSAGES |
#define GL_DEBUG_LOGGED_MESSAGES |
#define GL_DEBUG_SEVERITY_HIGH |
#define GL_DEBUG_SEVERITY_MEDIUM |
#define GL_DEBUG_SEVERITY_LOW |
#define GL_DEBUG_TYPE_MARKER |
#define GL_DEBUG_TYPE_PUSH_GROUP |
#define GL_DEBUG_TYPE_POP_GROUP |
#define GL_DEBUG_SEVERITY_NOTIFICATION |
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH |
#define GL_DEBUG_GROUP_STACK_DEPTH |
#define GL_BUFFER |
#define GL_SHADER |
#define GL_PROGRAM |
#define GL_QUERY |
#define GL_PROGRAM_PIPELINE |
#define GL_SAMPLER |
#define GL_MAX_LABEL_LENGTH |
#define GL_DEBUG_OUTPUT |
#define GL_CONTEXT_FLAG_DEBUG_BIT |
#define GL_MAX_UNIFORM_LOCATIONS |
#define GL_FRAMEBUFFER_DEFAULT_WIDTH |
#define GL_FRAMEBUFFER_DEFAULT_HEIGHT |
#define GL_FRAMEBUFFER_DEFAULT_LAYERS |
#define GL_FRAMEBUFFER_DEFAULT_SAMPLES |
#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS |
#define GL_MAX_FRAMEBUFFER_WIDTH |
#define GL_MAX_FRAMEBUFFER_HEIGHT |
#define GL_MAX_FRAMEBUFFER_LAYERS |
#define GL_MAX_FRAMEBUFFER_SAMPLES |
#define GL_INTERNALFORMAT_SUPPORTED |
#define GL_INTERNALFORMAT_PREFERRED |
#define GL_INTERNALFORMAT_RED_SIZE |
#define GL_INTERNALFORMAT_GREEN_SIZE |
#define GL_INTERNALFORMAT_BLUE_SIZE |
#define GL_INTERNALFORMAT_ALPHA_SIZE |
#define GL_INTERNALFORMAT_DEPTH_SIZE |
#define GL_INTERNALFORMAT_STENCIL_SIZE |
#define GL_INTERNALFORMAT_SHARED_SIZE |
#define GL_INTERNALFORMAT_RED_TYPE |
#define GL_INTERNALFORMAT_GREEN_TYPE |
#define GL_INTERNALFORMAT_BLUE_TYPE |
#define GL_INTERNALFORMAT_ALPHA_TYPE |
#define GL_INTERNALFORMAT_DEPTH_TYPE |
#define GL_INTERNALFORMAT_STENCIL_TYPE |
#define GL_MAX_WIDTH |
#define GL_MAX_HEIGHT |
#define GL_MAX_DEPTH |
#define GL_MAX_LAYERS |
#define GL_MAX_COMBINED_DIMENSIONS |
#define GL_COLOR_COMPONENTS |
#define GL_DEPTH_COMPONENTS |
#define GL_STENCIL_COMPONENTS |
#define GL_COLOR_RENDERABLE |
#define GL_DEPTH_RENDERABLE |
#define GL_STENCIL_RENDERABLE |
#define GL_FRAMEBUFFER_RENDERABLE |
#define GL_FRAMEBUFFER_RENDERABLE_LAYERED |
#define GL_FRAMEBUFFER_BLEND |
#define GL_READ_PIXELS |
#define GL_READ_PIXELS_FORMAT |
#define GL_READ_PIXELS_TYPE |
#define GL_TEXTURE_IMAGE_FORMAT |
#define GL_TEXTURE_IMAGE_TYPE |
#define GL_GET_TEXTURE_IMAGE_FORMAT |
#define GL_GET_TEXTURE_IMAGE_TYPE |
#define GL_MIPMAP |
#define GL_MANUAL_GENERATE_MIPMAP |
#define GL_AUTO_GENERATE_MIPMAP |
#define GL_COLOR_ENCODING |
#define GL_SRGB_READ |
#define GL_SRGB_WRITE |
#define GL_FILTER |
#define GL_VERTEX_TEXTURE |
#define GL_TESS_CONTROL_TEXTURE |
#define GL_TESS_EVALUATION_TEXTURE |
#define GL_GEOMETRY_TEXTURE |
#define GL_FRAGMENT_TEXTURE |
#define GL_COMPUTE_TEXTURE |
#define GL_TEXTURE_SHADOW |
#define GL_TEXTURE_GATHER |
#define GL_TEXTURE_GATHER_SHADOW |
#define GL_SHADER_IMAGE_LOAD |
#define GL_SHADER_IMAGE_STORE |
#define GL_SHADER_IMAGE_ATOMIC |
#define GL_IMAGE_TEXEL_SIZE |
#define GL_IMAGE_COMPATIBILITY_CLASS |
#define GL_IMAGE_PIXEL_FORMAT |
#define GL_IMAGE_PIXEL_TYPE |
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST |
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST |
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE |
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE |
#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH |
#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT |
#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE |
#define GL_CLEAR_BUFFER |
#define GL_TEXTURE_VIEW |
#define GL_VIEW_COMPATIBILITY_CLASS |
#define GL_FULL_SUPPORT |
#define GL_CAVEAT_SUPPORT |
#define GL_IMAGE_CLASS_4_X_32 |
#define GL_IMAGE_CLASS_2_X_32 |
#define GL_IMAGE_CLASS_1_X_32 |
#define GL_IMAGE_CLASS_4_X_16 |
#define GL_IMAGE_CLASS_2_X_16 |
#define GL_IMAGE_CLASS_1_X_16 |
#define GL_IMAGE_CLASS_4_X_8 |
#define GL_IMAGE_CLASS_2_X_8 |
#define GL_IMAGE_CLASS_1_X_8 |
#define GL_IMAGE_CLASS_11_11_10 |
#define GL_IMAGE_CLASS_10_10_10_2 |
#define GL_VIEW_CLASS_128_BITS |
#define GL_VIEW_CLASS_96_BITS |
#define GL_VIEW_CLASS_64_BITS |
#define GL_VIEW_CLASS_48_BITS |
#define GL_VIEW_CLASS_32_BITS |
#define GL_VIEW_CLASS_24_BITS |
#define GL_VIEW_CLASS_16_BITS |
#define GL_VIEW_CLASS_8_BITS |
#define GL_VIEW_CLASS_S3TC_DXT1_RGB |
#define GL_VIEW_CLASS_S3TC_DXT1_RGBA |
#define GL_VIEW_CLASS_S3TC_DXT3_RGBA |
#define GL_VIEW_CLASS_S3TC_DXT5_RGBA |
#define GL_VIEW_CLASS_RGTC1_RED |
#define GL_VIEW_CLASS_RGTC2_RG |
#define GL_VIEW_CLASS_BPTC_UNORM |
#define GL_VIEW_CLASS_BPTC_FLOAT |
#define GL_UNIFORM |
#define GL_UNIFORM_BLOCK |
#define GL_PROGRAM_INPUT |
#define GL_PROGRAM_OUTPUT |
#define GL_BUFFER_VARIABLE |
#define GL_SHADER_STORAGE_BLOCK |
#define GL_VERTEX_SUBROUTINE |
#define GL_TESS_CONTROL_SUBROUTINE |
#define GL_TESS_EVALUATION_SUBROUTINE |
#define GL_GEOMETRY_SUBROUTINE |
#define GL_FRAGMENT_SUBROUTINE |
#define GL_COMPUTE_SUBROUTINE |
#define GL_VERTEX_SUBROUTINE_UNIFORM |
#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM |
#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM |
#define GL_GEOMETRY_SUBROUTINE_UNIFORM |
#define GL_FRAGMENT_SUBROUTINE_UNIFORM |
#define GL_COMPUTE_SUBROUTINE_UNIFORM |
#define GL_TRANSFORM_FEEDBACK_VARYING |
#define GL_ACTIVE_RESOURCES |
#define GL_MAX_NAME_LENGTH |
#define GL_MAX_NUM_ACTIVE_VARIABLES |
#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES |
#define GL_NAME_LENGTH |
#define GL_TYPE |
#define GL_ARRAY_SIZE |
#define GL_OFFSET |
#define GL_BLOCK_INDEX |
#define GL_ARRAY_STRIDE |
#define GL_MATRIX_STRIDE |
#define GL_IS_ROW_MAJOR |
#define GL_ATOMIC_COUNTER_BUFFER_INDEX |
#define GL_BUFFER_BINDING |
#define GL_BUFFER_DATA_SIZE |
#define GL_NUM_ACTIVE_VARIABLES |
#define GL_ACTIVE_VARIABLES |
#define GL_REFERENCED_BY_VERTEX_SHADER |
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER |
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER |
#define GL_REFERENCED_BY_GEOMETRY_SHADER |
#define GL_REFERENCED_BY_FRAGMENT_SHADER |
#define GL_REFERENCED_BY_COMPUTE_SHADER |
#define GL_TOP_LEVEL_ARRAY_SIZE |
#define GL_TOP_LEVEL_ARRAY_STRIDE |
#define GL_LOCATION |
#define GL_LOCATION_INDEX |
#define GL_IS_PER_PATCH |
#define GL_SHADER_STORAGE_BUFFER |
#define GL_SHADER_STORAGE_BUFFER_BINDING |
#define GL_SHADER_STORAGE_BUFFER_START |
#define GL_SHADER_STORAGE_BUFFER_SIZE |
#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS |
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS |
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS |
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS |
#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS |
#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS |
#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS |
#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS |
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE |
#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT |
#define GL_SHADER_STORAGE_BARRIER_BIT |
#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES |
#define GL_DEPTH_STENCIL_TEXTURE_MODE |
#define GL_TEXTURE_BUFFER_OFFSET |
#define GL_TEXTURE_BUFFER_SIZE |
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT |
#define GL_TEXTURE_VIEW_MIN_LEVEL |
#define GL_TEXTURE_VIEW_NUM_LEVELS |
#define GL_TEXTURE_VIEW_MIN_LAYER |
#define GL_TEXTURE_VIEW_NUM_LAYERS |
#define GL_TEXTURE_IMMUTABLE_LEVELS |
#define GL_VERTEX_ATTRIB_BINDING |
#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET |
#define GL_VERTEX_BINDING_DIVISOR |
#define GL_VERTEX_BINDING_OFFSET |
#define GL_VERTEX_BINDING_STRIDE |
#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET |
#define GL_MAX_VERTEX_ATTRIB_BINDINGS |
#define GL_VERTEX_BINDING_BUFFER |
#define GL_MAX_VERTEX_ATTRIB_STRIDE |
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED |
#define GL_TEXTURE_BUFFER_BINDING |
#define GL_MAP_PERSISTENT_BIT |
#define GL_MAP_COHERENT_BIT |
#define GL_DYNAMIC_STORAGE_BIT |
#define GL_CLIENT_STORAGE_BIT |
#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT |
#define GL_BUFFER_IMMUTABLE_STORAGE |
#define GL_BUFFER_STORAGE_FLAGS |
#define GL_CLEAR_TEXTURE |
#define GL_LOCATION_COMPONENT |
#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX |
#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE |
#define GL_QUERY_BUFFER |
#define GL_QUERY_BUFFER_BARRIER_BIT |
#define GL_QUERY_BUFFER_BINDING |
#define GL_QUERY_RESULT_NO_WAIT |
#define GL_MIRROR_CLAMP_TO_EDGE |
#define GL_CONTEXT_LOST |
#define GL_NEGATIVE_ONE_TO_ONE |
#define GL_ZERO_TO_ONE |
#define GL_CLIP_ORIGIN |
#define GL_CLIP_DEPTH_MODE |
#define GL_QUERY_WAIT_INVERTED |
#define GL_QUERY_NO_WAIT_INVERTED |
#define GL_QUERY_BY_REGION_WAIT_INVERTED |
#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED |
#define GL_MAX_CULL_DISTANCES |
#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES |
#define GL_TEXTURE_TARGET |
#define GL_QUERY_TARGET |
#define GL_GUILTY_CONTEXT_RESET |
#define GL_INNOCENT_CONTEXT_RESET |
#define GL_UNKNOWN_CONTEXT_RESET |
#define GL_RESET_NOTIFICATION_STRATEGY |
#define GL_LOSE_CONTEXT_ON_RESET |
#define GL_NO_RESET_NOTIFICATION |
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT |
#define GL_CONTEXT_RELEASE_BEHAVIOR |
#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH |
#define GL_UNSIGNED_INT64_ARB |
#define GL_SYNC_CL_EVENT_ARB |
#define GL_SYNC_CL_EVENT_COMPLETE_ARB |
#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB |
#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB |
#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB |
#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB |
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB |
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB |
#define GL_DEBUG_CALLBACK_FUNCTION_ARB |
#define GL_DEBUG_CALLBACK_USER_PARAM_ARB |
#define GL_DEBUG_SOURCE_API_ARB |
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB |
#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB |
#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB |
#define GL_DEBUG_SOURCE_APPLICATION_ARB |
#define GL_DEBUG_SOURCE_OTHER_ARB |
#define GL_DEBUG_TYPE_ERROR_ARB |
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB |
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB |
#define GL_DEBUG_TYPE_PORTABILITY_ARB |
#define GL_DEBUG_TYPE_PERFORMANCE_ARB |
#define GL_DEBUG_TYPE_OTHER_ARB |
#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB |
#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB |
#define GL_DEBUG_LOGGED_MESSAGES_ARB |
#define GL_DEBUG_SEVERITY_HIGH_ARB |
#define GL_DEBUG_SEVERITY_MEDIUM_ARB |
#define GL_DEBUG_SEVERITY_LOW_ARB |
#define GL_BLEND_COLOR |
#define GL_BLEND_EQUATION |
#define GL_PARAMETER_BUFFER_ARB |
#define GL_PARAMETER_BUFFER_BINDING_ARB |
#define GL_SRGB_DECODE_ARB |
#define GL_VERTICES_SUBMITTED_ARB |
#define GL_PRIMITIVES_SUBMITTED_ARB |
#define GL_VERTEX_SHADER_INVOCATIONS_ARB |
#define GL_TESS_CONTROL_SHADER_PATCHES_ARB |
#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB |
#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB |
#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB |
#define GL_COMPUTE_SHADER_INVOCATIONS_ARB |
#define GL_CLIPPING_INPUT_PRIMITIVES_ARB |
#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB |
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB |
#define GL_LOSE_CONTEXT_ON_RESET_ARB |
#define GL_GUILTY_CONTEXT_RESET_ARB |
#define GL_INNOCENT_CONTEXT_RESET_ARB |
#define GL_UNKNOWN_CONTEXT_RESET_ARB |
#define GL_RESET_NOTIFICATION_STRATEGY_ARB |
#define GL_NO_RESET_NOTIFICATION_ARB |
#define GL_SAMPLE_SHADING_ARB |
#define GL_MIN_SAMPLE_SHADING_VALUE_ARB |
#define GL_SHADER_INCLUDE_ARB |
#define GL_NAMED_STRING_LENGTH_ARB |
#define GL_NAMED_STRING_TYPE_ARB |
#define GL_SPARSE_STORAGE_BIT_ARB |
#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB |
#define GL_TEXTURE_SPARSE_ARB |
#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB |
#define GL_NUM_SPARSE_LEVELS_ARB |
#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB |
#define GL_VIRTUAL_PAGE_SIZE_X_ARB |
#define GL_VIRTUAL_PAGE_SIZE_Y_ARB |
#define GL_VIRTUAL_PAGE_SIZE_Z_ARB |
#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB |
#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB |
#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB |
#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB |
#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB |
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB |
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB |
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB |
#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB |
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB |
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB |
#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB |
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB |
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB |
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB |
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB |
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB |
#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB |
#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB |
#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB |
#define GL_CONTEXT_ROBUST_ACCESS |
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR |
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR |
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR |
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR |
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR |
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR |
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR |
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR |
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR |
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR |
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR |
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR |
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR |
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR |
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR |
#define GL_HALF_FLOAT |
#define GL_HALF_FLOAT_OES |
typedef unsigned int GLenum |
typedef float GLfloat |
typedef int GLint |
typedef int GLsizei |
typedef unsigned int GLbitfield |
typedef double GLdouble |
typedef unsigned int GLuint |
typedef unsigned char GLboolean |
typedef unsigned char GLubyte |
KZ_HEADER_BEGIN typedef void GLvoid |