Acme-MITHALDU-BleedingOpenGL
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glext_consts.h view on Meta::CPAN
i(GL_RENDERBUFFER_BLUE_SIZE)
i(GL_RENDERBUFFER_ALPHA_SIZE)
i(GL_RENDERBUFFER_DEPTH_SIZE)
i(GL_RENDERBUFFER_STENCIL_SIZE)
i(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE)
i(GL_MAX_SAMPLES)
i(GL_INDEX)
i(GL_TEXTURE_LUMINANCE_TYPE)
i(GL_TEXTURE_INTENSITY_TYPE)
i(GL_FRAMEBUFFER_SRGB)
i(GL_HALF_FLOAT)
i(GL_MAP_READ_BIT)
i(GL_MAP_WRITE_BIT)
i(GL_MAP_INVALIDATE_RANGE_BIT)
i(GL_MAP_INVALIDATE_BUFFER_BIT)
i(GL_MAP_FLUSH_EXPLICIT_BIT)
i(GL_MAP_UNSYNCHRONIZED_BIT)
i(GL_COMPRESSED_RED_RGTC1)
i(GL_COMPRESSED_SIGNED_RED_RGTC1)
i(GL_COMPRESSED_RG_RGTC2)
i(GL_COMPRESSED_SIGNED_RG_RGTC2)
i(GL_RG)
i(GL_RG_INTEGER)
i(GL_R8)
i(GL_R16)
i(GL_RG8)
i(GL_RG16)
i(GL_R16F)
i(GL_R32F)
i(GL_RG16F)
i(GL_RG32F)
i(GL_R8I)
i(GL_R8UI)
i(GL_R16I)
i(GL_R16UI)
i(GL_R32I)
i(GL_R32UI)
i(GL_RG8I)
i(GL_RG8UI)
i(GL_RG16I)
i(GL_RG16UI)
i(GL_RG32I)
i(GL_RG32UI)
i(GL_VERTEX_ARRAY_BINDING)
i(GL_CLAMP_VERTEX_COLOR)
i(GL_CLAMP_FRAGMENT_COLOR)
i(GL_ALPHA_INTEGER)
#endif /* GL_VERSION_3_0 */
#ifndef NO_GL_VERSION_3_1
i(GL_SAMPLER_2D_RECT)
i(GL_SAMPLER_2D_RECT_SHADOW)
i(GL_SAMPLER_BUFFER)
i(GL_INT_SAMPLER_2D_RECT)
i(GL_INT_SAMPLER_BUFFER)
i(GL_UNSIGNED_INT_SAMPLER_2D_RECT)
i(GL_UNSIGNED_INT_SAMPLER_BUFFER)
i(GL_TEXTURE_BUFFER)
i(GL_MAX_TEXTURE_BUFFER_SIZE)
i(GL_TEXTURE_BINDING_BUFFER)
i(GL_TEXTURE_BUFFER_DATA_STORE_BINDING)
i(GL_TEXTURE_RECTANGLE)
i(GL_TEXTURE_BINDING_RECTANGLE)
i(GL_PROXY_TEXTURE_RECTANGLE)
i(GL_MAX_RECTANGLE_TEXTURE_SIZE)
i(GL_R8_SNORM)
i(GL_RG8_SNORM)
i(GL_RGB8_SNORM)
i(GL_RGBA8_SNORM)
i(GL_R16_SNORM)
i(GL_RG16_SNORM)
i(GL_RGB16_SNORM)
i(GL_RGBA16_SNORM)
i(GL_SIGNED_NORMALIZED)
i(GL_PRIMITIVE_RESTART)
i(GL_PRIMITIVE_RESTART_INDEX)
i(GL_COPY_READ_BUFFER)
i(GL_COPY_WRITE_BUFFER)
i(GL_UNIFORM_BUFFER)
i(GL_UNIFORM_BUFFER_BINDING)
i(GL_UNIFORM_BUFFER_START)
i(GL_UNIFORM_BUFFER_SIZE)
i(GL_MAX_VERTEX_UNIFORM_BLOCKS)
i(GL_MAX_GEOMETRY_UNIFORM_BLOCKS)
i(GL_MAX_FRAGMENT_UNIFORM_BLOCKS)
i(GL_MAX_COMBINED_UNIFORM_BLOCKS)
i(GL_MAX_UNIFORM_BUFFER_BINDINGS)
i(GL_MAX_UNIFORM_BLOCK_SIZE)
i(GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS)
i(GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS)
i(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS)
i(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT)
i(GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH)
i(GL_ACTIVE_UNIFORM_BLOCKS)
i(GL_UNIFORM_TYPE)
i(GL_UNIFORM_SIZE)
i(GL_UNIFORM_NAME_LENGTH)
i(GL_UNIFORM_BLOCK_INDEX)
i(GL_UNIFORM_OFFSET)
i(GL_UNIFORM_ARRAY_STRIDE)
i(GL_UNIFORM_MATRIX_STRIDE)
i(GL_UNIFORM_IS_ROW_MAJOR)
i(GL_UNIFORM_BLOCK_BINDING)
i(GL_UNIFORM_BLOCK_DATA_SIZE)
i(GL_UNIFORM_BLOCK_NAME_LENGTH)
i(GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS)
i(GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES)
i(GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER)
i(GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER)
i(GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER)
i(GL_INVALID_INDEX)
#endif /* GL_VERSION_3_1 */
#ifndef NO_GL_VERSION_3_2
#ifndef GLEXT_64_TYPES_DEFINED
/* This code block is duplicated in glxext.h, so must be protected */
/* Define int32_t, int64_t, and uint64_t types for UST/MSC */
/* (as used in the GL_EXT_timer_query extension). */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#elif defined(__sun__) || defined(__digital__)
#if defined(__STDC__)
#if defined(__arch64__) || defined(_LP64)
#else
#endif /* __arch64__ */
#endif /* __STDC__ */
#elif defined( __VMS ) || defined(__sgi)
#elif defined(__SCO__) || defined(__USLC__)
#elif defined(__UNIXOS2__) || defined(__SOL64__)
#elif defined(_WIN32) && defined(__GNUC__)
#elif defined(_WIN32)
#else
/* Fallback if nothing above works */
#endif
#endif
i(GL_CONTEXT_CORE_PROFILE_BIT)
i(GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
i(GL_LINES_ADJACENCY)
i(GL_LINE_STRIP_ADJACENCY)
i(GL_TRIANGLES_ADJACENCY)
i(GL_TRIANGLE_STRIP_ADJACENCY)
i(GL_PROGRAM_POINT_SIZE)
i(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS)
i(GL_FRAMEBUFFER_ATTACHMENT_LAYERED)
i(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS)
i(GL_GEOMETRY_SHADER)
i(GL_GEOMETRY_VERTICES_OUT)
i(GL_GEOMETRY_INPUT_TYPE)
i(GL_GEOMETRY_OUTPUT_TYPE)
i(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS)
i(GL_MAX_GEOMETRY_OUTPUT_VERTICES)
i(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS)
i(GL_MAX_VERTEX_OUTPUT_COMPONENTS)
i(GL_MAX_GEOMETRY_INPUT_COMPONENTS)
i(GL_MAX_GEOMETRY_OUTPUT_COMPONENTS)
i(GL_MAX_FRAGMENT_INPUT_COMPONENTS)
i(GL_CONTEXT_PROFILE_MASK)
i(GL_DEPTH_CLAMP)
i(GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION)
i(GL_FIRST_VERTEX_CONVENTION)
i(GL_LAST_VERTEX_CONVENTION)
i(GL_PROVOKING_VERTEX)
i(GL_TEXTURE_CUBE_MAP_SEAMLESS)
i(GL_MAX_SERVER_WAIT_TIMEOUT)
i(GL_OBJECT_TYPE)
glext_consts.h view on Meta::CPAN
i(GL_MAX_TRANSFORM_FEEDBACK_BUFFERS)
#endif /* GL_VERSION_4_0 */
#ifndef NO_GL_VERSION_4_1
i(GL_FIXED)
i(GL_IMPLEMENTATION_COLOR_READ_TYPE)
i(GL_IMPLEMENTATION_COLOR_READ_FORMAT)
i(GL_LOW_FLOAT)
i(GL_MEDIUM_FLOAT)
i(GL_HIGH_FLOAT)
i(GL_LOW_INT)
i(GL_MEDIUM_INT)
i(GL_HIGH_INT)
i(GL_SHADER_COMPILER)
i(GL_SHADER_BINARY_FORMATS)
i(GL_NUM_SHADER_BINARY_FORMATS)
i(GL_MAX_VERTEX_UNIFORM_VECTORS)
i(GL_MAX_VARYING_VECTORS)
i(GL_MAX_FRAGMENT_UNIFORM_VECTORS)
i(GL_RGB565)
i(GL_PROGRAM_BINARY_RETRIEVABLE_HINT)
i(GL_PROGRAM_BINARY_LENGTH)
i(GL_NUM_PROGRAM_BINARY_FORMATS)
i(GL_PROGRAM_BINARY_FORMATS)
i(GL_VERTEX_SHADER_BIT)
i(GL_FRAGMENT_SHADER_BIT)
i(GL_GEOMETRY_SHADER_BIT)
i(GL_TESS_CONTROL_SHADER_BIT)
i(GL_TESS_EVALUATION_SHADER_BIT)
i(GL_ALL_SHADER_BITS)
i(GL_PROGRAM_SEPARABLE)
i(GL_ACTIVE_PROGRAM)
i(GL_PROGRAM_PIPELINE_BINDING)
i(GL_MAX_VIEWPORTS)
i(GL_VIEWPORT_SUBPIXEL_BITS)
i(GL_VIEWPORT_BOUNDS_RANGE)
i(GL_LAYER_PROVOKING_VERTEX)
i(GL_VIEWPORT_INDEX_PROVOKING_VERTEX)
i(GL_UNDEFINED_VERTEX)
#endif /* GL_VERSION_4_1 */
#ifndef NO_GL_VERSION_4_2
i(GL_COPY_READ_BUFFER_BINDING)
i(GL_COPY_WRITE_BUFFER_BINDING)
i(GL_TRANSFORM_FEEDBACK_ACTIVE)
i(GL_TRANSFORM_FEEDBACK_PAUSED)
i(GL_UNPACK_COMPRESSED_BLOCK_WIDTH)
i(GL_UNPACK_COMPRESSED_BLOCK_HEIGHT)
i(GL_UNPACK_COMPRESSED_BLOCK_DEPTH)
i(GL_UNPACK_COMPRESSED_BLOCK_SIZE)
i(GL_PACK_COMPRESSED_BLOCK_WIDTH)
i(GL_PACK_COMPRESSED_BLOCK_HEIGHT)
i(GL_PACK_COMPRESSED_BLOCK_DEPTH)
i(GL_PACK_COMPRESSED_BLOCK_SIZE)
i(GL_NUM_SAMPLE_COUNTS)
i(GL_MIN_MAP_BUFFER_ALIGNMENT)
i(GL_ATOMIC_COUNTER_BUFFER)
i(GL_ATOMIC_COUNTER_BUFFER_BINDING)
i(GL_ATOMIC_COUNTER_BUFFER_START)
i(GL_ATOMIC_COUNTER_BUFFER_SIZE)
i(GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE)
i(GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS)
i(GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES)
i(GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER)
i(GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER)
i(GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER)
i(GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER)
i(GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER)
i(GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_VERTEX_ATOMIC_COUNTERS)
i(GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS)
i(GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS)
i(GL_MAX_GEOMETRY_ATOMIC_COUNTERS)
i(GL_MAX_FRAGMENT_ATOMIC_COUNTERS)
i(GL_MAX_COMBINED_ATOMIC_COUNTERS)
i(GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE)
i(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS)
i(GL_ACTIVE_ATOMIC_COUNTER_BUFFERS)
i(GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX)
i(GL_UNSIGNED_INT_ATOMIC_COUNTER)
i(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT)
i(GL_ELEMENT_ARRAY_BARRIER_BIT)
i(GL_UNIFORM_BARRIER_BIT)
i(GL_TEXTURE_FETCH_BARRIER_BIT)
i(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT)
i(GL_COMMAND_BARRIER_BIT)
i(GL_PIXEL_BUFFER_BARRIER_BIT)
i(GL_TEXTURE_UPDATE_BARRIER_BIT)
i(GL_BUFFER_UPDATE_BARRIER_BIT)
i(GL_FRAMEBUFFER_BARRIER_BIT)
i(GL_TRANSFORM_FEEDBACK_BARRIER_BIT)
i(GL_ATOMIC_COUNTER_BARRIER_BIT)
i(GL_ALL_BARRIER_BITS)
i(GL_MAX_IMAGE_UNITS)
i(GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS)
i(GL_IMAGE_BINDING_NAME)
i(GL_IMAGE_BINDING_LEVEL)
i(GL_IMAGE_BINDING_LAYERED)
i(GL_IMAGE_BINDING_LAYER)
i(GL_IMAGE_BINDING_ACCESS)
i(GL_IMAGE_1D)
i(GL_IMAGE_2D)
i(GL_IMAGE_3D)
i(GL_IMAGE_2D_RECT)
i(GL_IMAGE_CUBE)
i(GL_IMAGE_BUFFER)
i(GL_IMAGE_1D_ARRAY)
i(GL_IMAGE_2D_ARRAY)
i(GL_IMAGE_CUBE_MAP_ARRAY)
i(GL_IMAGE_2D_MULTISAMPLE)
i(GL_IMAGE_2D_MULTISAMPLE_ARRAY)
i(GL_INT_IMAGE_1D)
i(GL_INT_IMAGE_2D)
i(GL_INT_IMAGE_3D)
i(GL_INT_IMAGE_2D_RECT)
i(GL_INT_IMAGE_CUBE)
glext_consts.h view on Meta::CPAN
i(GL_IMAGE_CLASS_4_X_32)
i(GL_IMAGE_CLASS_2_X_32)
i(GL_IMAGE_CLASS_1_X_32)
i(GL_IMAGE_CLASS_4_X_16)
i(GL_IMAGE_CLASS_2_X_16)
i(GL_IMAGE_CLASS_1_X_16)
i(GL_IMAGE_CLASS_4_X_8)
i(GL_IMAGE_CLASS_2_X_8)
i(GL_IMAGE_CLASS_1_X_8)
i(GL_IMAGE_CLASS_11_11_10)
i(GL_IMAGE_CLASS_10_10_10_2)
i(GL_VIEW_CLASS_128_BITS)
i(GL_VIEW_CLASS_96_BITS)
i(GL_VIEW_CLASS_64_BITS)
i(GL_VIEW_CLASS_48_BITS)
i(GL_VIEW_CLASS_32_BITS)
i(GL_VIEW_CLASS_24_BITS)
i(GL_VIEW_CLASS_16_BITS)
i(GL_VIEW_CLASS_8_BITS)
i(GL_VIEW_CLASS_S3TC_DXT1_RGB)
i(GL_VIEW_CLASS_S3TC_DXT1_RGBA)
i(GL_VIEW_CLASS_S3TC_DXT3_RGBA)
i(GL_VIEW_CLASS_S3TC_DXT5_RGBA)
i(GL_VIEW_CLASS_RGTC1_RED)
i(GL_VIEW_CLASS_RGTC2_RG)
i(GL_VIEW_CLASS_BPTC_UNORM)
i(GL_VIEW_CLASS_BPTC_FLOAT)
i(GL_UNIFORM)
i(GL_UNIFORM_BLOCK)
i(GL_PROGRAM_INPUT)
i(GL_PROGRAM_OUTPUT)
i(GL_BUFFER_VARIABLE)
i(GL_SHADER_STORAGE_BLOCK)
i(GL_VERTEX_SUBROUTINE)
i(GL_TESS_CONTROL_SUBROUTINE)
i(GL_TESS_EVALUATION_SUBROUTINE)
i(GL_GEOMETRY_SUBROUTINE)
i(GL_FRAGMENT_SUBROUTINE)
i(GL_COMPUTE_SUBROUTINE)
i(GL_VERTEX_SUBROUTINE_UNIFORM)
i(GL_TESS_CONTROL_SUBROUTINE_UNIFORM)
i(GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
i(GL_GEOMETRY_SUBROUTINE_UNIFORM)
i(GL_FRAGMENT_SUBROUTINE_UNIFORM)
i(GL_COMPUTE_SUBROUTINE_UNIFORM)
i(GL_TRANSFORM_FEEDBACK_VARYING)
i(GL_ACTIVE_RESOURCES)
i(GL_MAX_NAME_LENGTH)
i(GL_MAX_NUM_ACTIVE_VARIABLES)
i(GL_MAX_NUM_COMPATIBLE_SUBROUTINES)
i(GL_NAME_LENGTH)
i(GL_TYPE)
i(GL_ARRAY_SIZE)
i(GL_OFFSET)
i(GL_BLOCK_INDEX)
i(GL_ARRAY_STRIDE)
i(GL_MATRIX_STRIDE)
i(GL_IS_ROW_MAJOR)
i(GL_ATOMIC_COUNTER_BUFFER_INDEX)
i(GL_BUFFER_BINDING)
i(GL_BUFFER_DATA_SIZE)
i(GL_NUM_ACTIVE_VARIABLES)
i(GL_ACTIVE_VARIABLES)
i(GL_REFERENCED_BY_VERTEX_SHADER)
i(GL_REFERENCED_BY_TESS_CONTROL_SHADER)
i(GL_REFERENCED_BY_TESS_EVALUATION_SHADER)
i(GL_REFERENCED_BY_GEOMETRY_SHADER)
i(GL_REFERENCED_BY_FRAGMENT_SHADER)
i(GL_REFERENCED_BY_COMPUTE_SHADER)
i(GL_TOP_LEVEL_ARRAY_SIZE)
i(GL_TOP_LEVEL_ARRAY_STRIDE)
i(GL_LOCATION)
i(GL_LOCATION_INDEX)
i(GL_IS_PER_PATCH)
i(GL_SHADER_STORAGE_BUFFER)
i(GL_SHADER_STORAGE_BUFFER_BINDING)
i(GL_SHADER_STORAGE_BUFFER_START)
i(GL_SHADER_STORAGE_BUFFER_SIZE)
i(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS)
i(GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS)
i(GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS)
i(GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS)
i(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS)
i(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS)
i(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS)
i(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS)
i(GL_MAX_SHADER_STORAGE_BLOCK_SIZE)
i(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT)
i(GL_SHADER_STORAGE_BARRIER_BIT)
i(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES)
i(GL_DEPTH_STENCIL_TEXTURE_MODE)
i(GL_TEXTURE_BUFFER_OFFSET)
i(GL_TEXTURE_BUFFER_SIZE)
i(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT)
i(GL_TEXTURE_VIEW_MIN_LEVEL)
i(GL_TEXTURE_VIEW_NUM_LEVELS)
i(GL_TEXTURE_VIEW_MIN_LAYER)
i(GL_TEXTURE_VIEW_NUM_LAYERS)
i(GL_TEXTURE_IMMUTABLE_LEVELS)
i(GL_VERTEX_ATTRIB_BINDING)
i(GL_VERTEX_ATTRIB_RELATIVE_OFFSET)
i(GL_VERTEX_BINDING_DIVISOR)
i(GL_VERTEX_BINDING_OFFSET)
i(GL_VERTEX_BINDING_STRIDE)
i(GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET)
i(GL_MAX_VERTEX_ATTRIB_BINDINGS)
i(GL_VERTEX_BINDING_BUFFER)
i(GL_DISPLAY_LIST)
#endif /* GL_VERSION_4_3 */
#ifndef NO_GL_VERSION_4_4
i(GL_MAX_VERTEX_ATTRIB_STRIDE)
i(GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED)
i(GL_TEXTURE_BUFFER_BINDING)
i(GL_MAP_PERSISTENT_BIT)
i(GL_MAP_COHERENT_BIT)
i(GL_DYNAMIC_STORAGE_BIT)
i(GL_CLIENT_STORAGE_BIT)
i(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT)
i(GL_BUFFER_IMMUTABLE_STORAGE)
i(GL_BUFFER_STORAGE_FLAGS)
glext_consts.h view on Meta::CPAN
#endif /* GL_ARB_shading_language_include */
#ifndef NO_GL_ARB_shading_language_packing
#endif /* GL_ARB_shading_language_packing */
#ifndef NO_GL_ARB_shadow
i(GL_TEXTURE_COMPARE_MODE_ARB)
i(GL_TEXTURE_COMPARE_FUNC_ARB)
i(GL_COMPARE_R_TO_TEXTURE_ARB)
#endif /* GL_ARB_shadow */
#ifndef NO_GL_ARB_shadow_ambient
i(GL_TEXTURE_COMPARE_FAIL_VALUE_ARB)
#endif /* GL_ARB_shadow_ambient */
#ifndef NO_GL_ARB_sparse_buffer
i(GL_SPARSE_STORAGE_BIT_ARB)
i(GL_SPARSE_BUFFER_PAGE_SIZE_ARB)
#endif /* GL_ARB_sparse_buffer */
#ifndef NO_GL_ARB_sparse_texture
i(GL_TEXTURE_SPARSE_ARB)
i(GL_VIRTUAL_PAGE_SIZE_INDEX_ARB)
i(GL_NUM_SPARSE_LEVELS_ARB)
i(GL_NUM_VIRTUAL_PAGE_SIZES_ARB)
i(GL_VIRTUAL_PAGE_SIZE_X_ARB)
i(GL_VIRTUAL_PAGE_SIZE_Y_ARB)
i(GL_VIRTUAL_PAGE_SIZE_Z_ARB)
i(GL_MAX_SPARSE_TEXTURE_SIZE_ARB)
i(GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB)
i(GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB)
i(GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB)
#endif /* GL_ARB_sparse_texture */
#ifndef NO_GL_ARB_sparse_texture2
#endif /* GL_ARB_sparse_texture2 */
#ifndef NO_GL_ARB_sparse_texture_clamp
#endif /* GL_ARB_sparse_texture_clamp */
#ifndef NO_GL_ARB_stencil_texturing
#endif /* GL_ARB_stencil_texturing */
#ifndef NO_GL_ARB_sync
#endif /* GL_ARB_sync */
#ifndef NO_GL_ARB_tessellation_shader
#endif /* GL_ARB_tessellation_shader */
#ifndef NO_GL_ARB_texture_barrier
#endif /* GL_ARB_texture_barrier */
#ifndef NO_GL_ARB_texture_border_clamp
i(GL_CLAMP_TO_BORDER_ARB)
#endif /* GL_ARB_texture_border_clamp */
#ifndef NO_GL_ARB_texture_buffer_object
i(GL_TEXTURE_BUFFER_ARB)
i(GL_MAX_TEXTURE_BUFFER_SIZE_ARB)
i(GL_TEXTURE_BINDING_BUFFER_ARB)
i(GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB)
i(GL_TEXTURE_BUFFER_FORMAT_ARB)
#endif /* GL_ARB_texture_buffer_object */
#ifndef NO_GL_ARB_texture_buffer_object_rgb32
#endif /* GL_ARB_texture_buffer_object_rgb32 */
#ifndef NO_GL_ARB_texture_buffer_range
#endif /* GL_ARB_texture_buffer_range */
#ifndef NO_GL_ARB_texture_compression
i(GL_COMPRESSED_ALPHA_ARB)
i(GL_COMPRESSED_LUMINANCE_ARB)
i(GL_COMPRESSED_LUMINANCE_ALPHA_ARB)
i(GL_COMPRESSED_INTENSITY_ARB)
i(GL_COMPRESSED_RGB_ARB)
i(GL_COMPRESSED_RGBA_ARB)
i(GL_TEXTURE_COMPRESSION_HINT_ARB)
i(GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB)
i(GL_TEXTURE_COMPRESSED_ARB)
i(GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB)
i(GL_COMPRESSED_TEXTURE_FORMATS_ARB)
#endif /* GL_ARB_texture_compression */
#ifndef NO_GL_ARB_texture_compression_bptc
i(GL_COMPRESSED_RGBA_BPTC_UNORM_ARB)
i(GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB)
i(GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB)
i(GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB)
#endif /* GL_ARB_texture_compression_bptc */
#ifndef NO_GL_ARB_texture_compression_rgtc
#endif /* GL_ARB_texture_compression_rgtc */
#ifndef NO_GL_ARB_texture_cube_map
i(GL_NORMAL_MAP_ARB)
i(GL_REFLECTION_MAP_ARB)
i(GL_TEXTURE_CUBE_MAP_ARB)
i(GL_TEXTURE_BINDING_CUBE_MAP_ARB)
i(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB)
i(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB)
i(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB)
i(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB)
i(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB)
i(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
i(GL_PROXY_TEXTURE_CUBE_MAP_ARB)
i(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB)
#endif /* GL_ARB_texture_cube_map */
#ifndef NO_GL_ARB_texture_cube_map_array
i(GL_TEXTURE_CUBE_MAP_ARRAY_ARB)
i(GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB)
i(GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB)
i(GL_SAMPLER_CUBE_MAP_ARRAY_ARB)
i(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB)
i(GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB)
i(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB)
#endif /* GL_ARB_texture_cube_map_array */
#ifndef NO_GL_ARB_texture_env_add
#endif /* GL_ARB_texture_env_add */
glext_consts.h view on Meta::CPAN
i(GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD)
i(GL_DEBUG_CATEGORY_DEPRECATION_AMD)
i(GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD)
i(GL_DEBUG_CATEGORY_PERFORMANCE_AMD)
i(GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD)
i(GL_DEBUG_CATEGORY_APPLICATION_AMD)
i(GL_DEBUG_CATEGORY_OTHER_AMD)
#endif /* GL_AMD_debug_output */
#ifndef NO_GL_AMD_depth_clamp_separate
i(GL_DEPTH_CLAMP_NEAR_AMD)
i(GL_DEPTH_CLAMP_FAR_AMD)
#endif /* GL_AMD_depth_clamp_separate */
#ifndef NO_GL_AMD_draw_buffers_blend
#endif /* GL_AMD_draw_buffers_blend */
#ifndef NO_GL_AMD_gcn_shader
#endif /* GL_AMD_gcn_shader */
#ifndef NO_GL_AMD_gpu_shader_int64
i(GL_INT64_NV)
i(GL_UNSIGNED_INT64_NV)
i(GL_INT8_NV)
i(GL_INT8_VEC2_NV)
i(GL_INT8_VEC3_NV)
i(GL_INT8_VEC4_NV)
i(GL_INT16_NV)
i(GL_INT16_VEC2_NV)
i(GL_INT16_VEC3_NV)
i(GL_INT16_VEC4_NV)
i(GL_INT64_VEC2_NV)
i(GL_INT64_VEC3_NV)
i(GL_INT64_VEC4_NV)
i(GL_UNSIGNED_INT8_NV)
i(GL_UNSIGNED_INT8_VEC2_NV)
i(GL_UNSIGNED_INT8_VEC3_NV)
i(GL_UNSIGNED_INT8_VEC4_NV)
i(GL_UNSIGNED_INT16_NV)
i(GL_UNSIGNED_INT16_VEC2_NV)
i(GL_UNSIGNED_INT16_VEC3_NV)
i(GL_UNSIGNED_INT16_VEC4_NV)
i(GL_UNSIGNED_INT64_VEC2_NV)
i(GL_UNSIGNED_INT64_VEC3_NV)
i(GL_UNSIGNED_INT64_VEC4_NV)
i(GL_FLOAT16_NV)
i(GL_FLOAT16_VEC2_NV)
i(GL_FLOAT16_VEC3_NV)
i(GL_FLOAT16_VEC4_NV)
#endif /* GL_AMD_gpu_shader_int64 */
#ifndef NO_GL_AMD_interleaved_elements
i(GL_VERTEX_ELEMENT_SWIZZLE_AMD)
i(GL_VERTEX_ID_SWIZZLE_AMD)
#endif /* GL_AMD_interleaved_elements */
#ifndef NO_GL_AMD_multi_draw_indirect
#endif /* GL_AMD_multi_draw_indirect */
#ifndef NO_GL_AMD_name_gen_delete
i(GL_DATA_BUFFER_AMD)
i(GL_PERFORMANCE_MONITOR_AMD)
i(GL_QUERY_OBJECT_AMD)
i(GL_VERTEX_ARRAY_OBJECT_AMD)
i(GL_SAMPLER_OBJECT_AMD)
#endif /* GL_AMD_name_gen_delete */
#ifndef NO_GL_AMD_occlusion_query_event
i(GL_OCCLUSION_QUERY_EVENT_MASK_AMD)
i(GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD)
i(GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD)
i(GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD)
i(GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD)
i(GL_QUERY_ALL_EVENT_BITS_AMD)
#endif /* GL_AMD_occlusion_query_event */
#ifndef NO_GL_AMD_performance_monitor
i(GL_COUNTER_TYPE_AMD)
i(GL_COUNTER_RANGE_AMD)
i(GL_UNSIGNED_INT64_AMD)
i(GL_PERCENTAGE_AMD)
i(GL_PERFMON_RESULT_AVAILABLE_AMD)
i(GL_PERFMON_RESULT_SIZE_AMD)
i(GL_PERFMON_RESULT_AMD)
#endif /* GL_AMD_performance_monitor */
#ifndef NO_GL_AMD_pinned_memory
i(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD)
#endif /* GL_AMD_pinned_memory */
#ifndef NO_GL_AMD_query_buffer_object
i(GL_QUERY_BUFFER_AMD)
i(GL_QUERY_BUFFER_BINDING_AMD)
i(GL_QUERY_RESULT_NO_WAIT_AMD)
#endif /* GL_AMD_query_buffer_object */
#ifndef NO_GL_AMD_sample_positions
i(GL_SUBSAMPLE_DISTANCE_AMD)
#endif /* GL_AMD_sample_positions */
#ifndef NO_GL_AMD_seamless_cubemap_per_texture
#endif /* GL_AMD_seamless_cubemap_per_texture */
#ifndef NO_GL_AMD_shader_atomic_counter_ops
#endif /* GL_AMD_shader_atomic_counter_ops */
#ifndef NO_GL_AMD_shader_explicit_vertex_parameter
#endif /* GL_AMD_shader_explicit_vertex_parameter */
#ifndef NO_GL_AMD_shader_stencil_export
#endif /* GL_AMD_shader_stencil_export */
#ifndef NO_GL_AMD_shader_trinary_minmax
#endif /* GL_AMD_shader_trinary_minmax */
#ifndef NO_GL_AMD_sparse_texture
i(GL_VIRTUAL_PAGE_SIZE_X_AMD)
i(GL_VIRTUAL_PAGE_SIZE_Y_AMD)
i(GL_VIRTUAL_PAGE_SIZE_Z_AMD)
i(GL_MAX_SPARSE_TEXTURE_SIZE_AMD)
i(GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD)
glext_consts.h view on Meta::CPAN
i(GL_LUMINANCE12_ALPHA12_EXT)
i(GL_LUMINANCE16_ALPHA16_EXT)
i(GL_INTENSITY_EXT)
i(GL_INTENSITY4_EXT)
i(GL_INTENSITY8_EXT)
i(GL_INTENSITY12_EXT)
i(GL_INTENSITY16_EXT)
i(GL_RGB2_EXT)
i(GL_RGB4_EXT)
i(GL_RGB5_EXT)
i(GL_RGB8_EXT)
i(GL_RGB10_EXT)
i(GL_RGB12_EXT)
i(GL_RGB16_EXT)
i(GL_RGBA2_EXT)
i(GL_RGBA4_EXT)
i(GL_RGB5_A1_EXT)
i(GL_RGBA8_EXT)
i(GL_RGB10_A2_EXT)
i(GL_RGBA12_EXT)
i(GL_RGBA16_EXT)
i(GL_TEXTURE_RED_SIZE_EXT)
i(GL_TEXTURE_GREEN_SIZE_EXT)
i(GL_TEXTURE_BLUE_SIZE_EXT)
i(GL_TEXTURE_ALPHA_SIZE_EXT)
i(GL_TEXTURE_LUMINANCE_SIZE_EXT)
i(GL_TEXTURE_INTENSITY_SIZE_EXT)
i(GL_REPLACE_EXT)
i(GL_PROXY_TEXTURE_1D_EXT)
i(GL_PROXY_TEXTURE_2D_EXT)
i(GL_TEXTURE_TOO_LARGE_EXT)
#endif /* GL_EXT_texture */
#ifndef NO_GL_EXT_texture3D
i(GL_PACK_SKIP_IMAGES_EXT)
i(GL_PACK_IMAGE_HEIGHT_EXT)
i(GL_UNPACK_SKIP_IMAGES_EXT)
i(GL_UNPACK_IMAGE_HEIGHT_EXT)
i(GL_TEXTURE_3D_EXT)
i(GL_PROXY_TEXTURE_3D_EXT)
i(GL_TEXTURE_DEPTH_EXT)
i(GL_TEXTURE_WRAP_R_EXT)
i(GL_MAX_3D_TEXTURE_SIZE_EXT)
#endif /* GL_EXT_texture3D */
#ifndef NO_GL_EXT_texture_array
i(GL_TEXTURE_1D_ARRAY_EXT)
i(GL_PROXY_TEXTURE_1D_ARRAY_EXT)
i(GL_TEXTURE_2D_ARRAY_EXT)
i(GL_PROXY_TEXTURE_2D_ARRAY_EXT)
i(GL_TEXTURE_BINDING_1D_ARRAY_EXT)
i(GL_TEXTURE_BINDING_2D_ARRAY_EXT)
i(GL_MAX_ARRAY_TEXTURE_LAYERS_EXT)
i(GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT)
#endif /* GL_EXT_texture_array */
#ifndef NO_GL_EXT_texture_buffer_object
i(GL_TEXTURE_BUFFER_EXT)
i(GL_MAX_TEXTURE_BUFFER_SIZE_EXT)
i(GL_TEXTURE_BINDING_BUFFER_EXT)
i(GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT)
i(GL_TEXTURE_BUFFER_FORMAT_EXT)
#endif /* GL_EXT_texture_buffer_object */
#ifndef NO_GL_EXT_texture_compression_latc
i(GL_COMPRESSED_LUMINANCE_LATC1_EXT)
i(GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT)
i(GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
i(GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT)
#endif /* GL_EXT_texture_compression_latc */
#ifndef NO_GL_EXT_texture_compression_rgtc
i(GL_COMPRESSED_RED_RGTC1_EXT)
i(GL_COMPRESSED_SIGNED_RED_RGTC1_EXT)
i(GL_COMPRESSED_RED_GREEN_RGTC2_EXT)
i(GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT)
#endif /* GL_EXT_texture_compression_rgtc */
#ifndef NO_GL_EXT_texture_compression_s3tc
i(GL_COMPRESSED_RGB_S3TC_DXT1_EXT)
i(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
i(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT)
i(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
#endif /* GL_EXT_texture_compression_s3tc */
#ifndef NO_GL_EXT_texture_cube_map
i(GL_NORMAL_MAP_EXT)
i(GL_REFLECTION_MAP_EXT)
i(GL_TEXTURE_CUBE_MAP_EXT)
i(GL_TEXTURE_BINDING_CUBE_MAP_EXT)
i(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT)
i(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT)
i(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT)
i(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT)
i(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT)
i(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT)
i(GL_PROXY_TEXTURE_CUBE_MAP_EXT)
i(GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT)
#endif /* GL_EXT_texture_cube_map */
#ifndef NO_GL_EXT_texture_env_add
#endif /* GL_EXT_texture_env_add */
#ifndef NO_GL_EXT_texture_env_combine
i(GL_COMBINE_EXT)
i(GL_COMBINE_RGB_EXT)
i(GL_COMBINE_ALPHA_EXT)
i(GL_RGB_SCALE_EXT)
i(GL_ADD_SIGNED_EXT)
i(GL_INTERPOLATE_EXT)
i(GL_CONSTANT_EXT)
i(GL_PRIMARY_COLOR_EXT)
i(GL_PREVIOUS_EXT)
i(GL_SOURCE0_RGB_EXT)
i(GL_SOURCE1_RGB_EXT)
i(GL_SOURCE2_RGB_EXT)
i(GL_SOURCE0_ALPHA_EXT)
i(GL_SOURCE1_ALPHA_EXT)
i(GL_SOURCE2_ALPHA_EXT)
i(GL_OPERAND0_RGB_EXT)
i(GL_OPERAND1_RGB_EXT)
glext_consts.h view on Meta::CPAN
i(GL_OUTPUT_TEXTURE_COORD12_EXT)
i(GL_OUTPUT_TEXTURE_COORD13_EXT)
i(GL_OUTPUT_TEXTURE_COORD14_EXT)
i(GL_OUTPUT_TEXTURE_COORD15_EXT)
i(GL_OUTPUT_TEXTURE_COORD16_EXT)
i(GL_OUTPUT_TEXTURE_COORD17_EXT)
i(GL_OUTPUT_TEXTURE_COORD18_EXT)
i(GL_OUTPUT_TEXTURE_COORD19_EXT)
i(GL_OUTPUT_TEXTURE_COORD20_EXT)
i(GL_OUTPUT_TEXTURE_COORD21_EXT)
i(GL_OUTPUT_TEXTURE_COORD22_EXT)
i(GL_OUTPUT_TEXTURE_COORD23_EXT)
i(GL_OUTPUT_TEXTURE_COORD24_EXT)
i(GL_OUTPUT_TEXTURE_COORD25_EXT)
i(GL_OUTPUT_TEXTURE_COORD26_EXT)
i(GL_OUTPUT_TEXTURE_COORD27_EXT)
i(GL_OUTPUT_TEXTURE_COORD28_EXT)
i(GL_OUTPUT_TEXTURE_COORD29_EXT)
i(GL_OUTPUT_TEXTURE_COORD30_EXT)
i(GL_OUTPUT_TEXTURE_COORD31_EXT)
i(GL_OUTPUT_FOG_EXT)
i(GL_SCALAR_EXT)
i(GL_VECTOR_EXT)
i(GL_MATRIX_EXT)
i(GL_VARIANT_EXT)
i(GL_INVARIANT_EXT)
i(GL_LOCAL_CONSTANT_EXT)
i(GL_LOCAL_EXT)
i(GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT)
i(GL_MAX_VERTEX_SHADER_VARIANTS_EXT)
i(GL_MAX_VERTEX_SHADER_INVARIANTS_EXT)
i(GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT)
i(GL_MAX_VERTEX_SHADER_LOCALS_EXT)
i(GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT)
i(GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT)
i(GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT)
i(GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT)
i(GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT)
i(GL_VERTEX_SHADER_INSTRUCTIONS_EXT)
i(GL_VERTEX_SHADER_VARIANTS_EXT)
i(GL_VERTEX_SHADER_INVARIANTS_EXT)
i(GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT)
i(GL_VERTEX_SHADER_LOCALS_EXT)
i(GL_VERTEX_SHADER_OPTIMIZED_EXT)
i(GL_X_EXT)
i(GL_Y_EXT)
i(GL_Z_EXT)
i(GL_W_EXT)
i(GL_NEGATIVE_X_EXT)
i(GL_NEGATIVE_Y_EXT)
i(GL_NEGATIVE_Z_EXT)
i(GL_NEGATIVE_W_EXT)
i(GL_ZERO_EXT)
i(GL_ONE_EXT)
i(GL_NEGATIVE_ONE_EXT)
i(GL_NORMALIZED_RANGE_EXT)
i(GL_FULL_RANGE_EXT)
i(GL_CURRENT_VERTEX_EXT)
i(GL_MVP_MATRIX_EXT)
i(GL_VARIANT_VALUE_EXT)
i(GL_VARIANT_DATATYPE_EXT)
i(GL_VARIANT_ARRAY_STRIDE_EXT)
i(GL_VARIANT_ARRAY_TYPE_EXT)
i(GL_VARIANT_ARRAY_EXT)
i(GL_VARIANT_ARRAY_POINTER_EXT)
i(GL_INVARIANT_VALUE_EXT)
i(GL_INVARIANT_DATATYPE_EXT)
i(GL_LOCAL_CONSTANT_VALUE_EXT)
i(GL_LOCAL_CONSTANT_DATATYPE_EXT)
#endif /* GL_EXT_vertex_shader */
#ifndef NO_GL_EXT_vertex_weighting
i(GL_MODELVIEW0_STACK_DEPTH_EXT)
i(GL_MODELVIEW1_STACK_DEPTH_EXT)
i(GL_MODELVIEW0_MATRIX_EXT)
i(GL_MODELVIEW1_MATRIX_EXT)
i(GL_VERTEX_WEIGHTING_EXT)
i(GL_MODELVIEW0_EXT)
i(GL_MODELVIEW1_EXT)
i(GL_CURRENT_VERTEX_WEIGHT_EXT)
i(GL_VERTEX_WEIGHT_ARRAY_EXT)
i(GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT)
i(GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT)
i(GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT)
i(GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT)
#endif /* GL_EXT_vertex_weighting */
#ifndef NO_GL_EXT_window_rectangles
i(GL_INCLUSIVE_EXT)
i(GL_EXCLUSIVE_EXT)
i(GL_WINDOW_RECTANGLE_EXT)
i(GL_WINDOW_RECTANGLE_MODE_EXT)
i(GL_MAX_WINDOW_RECTANGLES_EXT)
i(GL_NUM_WINDOW_RECTANGLES_EXT)
#endif /* GL_EXT_window_rectangles */
#ifndef NO_GL_EXT_x11_sync_object
i(GL_SYNC_X11_FENCE_EXT)
#endif /* GL_EXT_x11_sync_object */
#ifndef NO_GL_GREMEDY_frame_terminator
#endif /* GL_GREMEDY_frame_terminator */
#ifndef NO_GL_GREMEDY_string_marker
#endif /* GL_GREMEDY_string_marker */
#ifndef NO_GL_HP_convolution_border_modes
i(GL_IGNORE_BORDER_HP)
i(GL_CONSTANT_BORDER_HP)
i(GL_REPLICATE_BORDER_HP)
i(GL_CONVOLUTION_BORDER_COLOR_HP)
#endif /* GL_HP_convolution_border_modes */
#ifndef NO_GL_HP_image_transform
i(GL_IMAGE_SCALE_X_HP)
i(GL_IMAGE_SCALE_Y_HP)
i(GL_IMAGE_TRANSLATE_X_HP)
i(GL_IMAGE_TRANSLATE_Y_HP)
i(GL_IMAGE_ROTATE_ANGLE_HP)
i(GL_IMAGE_ROTATE_ORIGIN_X_HP)
i(GL_IMAGE_ROTATE_ORIGIN_Y_HP)
i(GL_IMAGE_MAG_FILTER_HP)
i(GL_IMAGE_MIN_FILTER_HP)
i(GL_IMAGE_CUBIC_WEIGHT_HP)
i(GL_CUBIC_HP)
i(GL_AVERAGE_HP)
i(GL_IMAGE_TRANSFORM_2D_HP)
i(GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP)
i(GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP)
#endif /* GL_HP_image_transform */
#ifndef NO_GL_HP_occlusion_test
i(GL_OCCLUSION_TEST_HP)
i(GL_OCCLUSION_TEST_RESULT_HP)
#endif /* GL_HP_occlusion_test */
#ifndef NO_GL_HP_texture_lighting
i(GL_TEXTURE_LIGHTING_MODE_HP)
i(GL_TEXTURE_POST_SPECULAR_HP)
i(GL_TEXTURE_PRE_SPECULAR_HP)
#endif /* GL_HP_texture_lighting */
#ifndef NO_GL_IBM_cull_vertex
i(GL_CULL_VERTEX_IBM)
#endif /* GL_IBM_cull_vertex */
#ifndef NO_GL_IBM_multimode_draw_arrays
#endif /* GL_IBM_multimode_draw_arrays */
#ifndef NO_GL_IBM_rasterpos_clip
i(GL_RASTER_POSITION_UNCLIPPED_IBM)
#endif /* GL_IBM_rasterpos_clip */
#ifndef NO_GL_IBM_static_data
i(GL_ALL_STATIC_DATA_IBM)
i(GL_STATIC_VERTEX_ARRAY_IBM)
#endif /* GL_IBM_static_data */
#ifndef NO_GL_IBM_texture_mirrored_repeat
i(GL_MIRRORED_REPEAT_IBM)
#endif /* GL_IBM_texture_mirrored_repeat */
#ifndef NO_GL_IBM_vertex_array_lists
i(GL_VERTEX_ARRAY_LIST_IBM)
i(GL_NORMAL_ARRAY_LIST_IBM)
i(GL_COLOR_ARRAY_LIST_IBM)
i(GL_INDEX_ARRAY_LIST_IBM)
i(GL_TEXTURE_COORD_ARRAY_LIST_IBM)
i(GL_EDGE_FLAG_ARRAY_LIST_IBM)
i(GL_FOG_COORDINATE_ARRAY_LIST_IBM)
i(GL_SECONDARY_COLOR_ARRAY_LIST_IBM)
i(GL_VERTEX_ARRAY_LIST_STRIDE_IBM)
i(GL_NORMAL_ARRAY_LIST_STRIDE_IBM)
i(GL_COLOR_ARRAY_LIST_STRIDE_IBM)
i(GL_INDEX_ARRAY_LIST_STRIDE_IBM)
i(GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM)
i(GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM)
i(GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM)
i(GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM)
#endif /* GL_IBM_vertex_array_lists */
#ifndef NO_GL_INGR_blend_func_separate
#endif /* GL_INGR_blend_func_separate */
#ifndef NO_GL_INGR_color_clamp
i(GL_RED_MIN_CLAMP_INGR)
i(GL_GREEN_MIN_CLAMP_INGR)
i(GL_BLUE_MIN_CLAMP_INGR)
i(GL_ALPHA_MIN_CLAMP_INGR)
i(GL_RED_MAX_CLAMP_INGR)
i(GL_GREEN_MAX_CLAMP_INGR)
i(GL_BLUE_MAX_CLAMP_INGR)
i(GL_ALPHA_MAX_CLAMP_INGR)
#endif /* GL_INGR_color_clamp */
#ifndef NO_GL_INGR_interlace_read
i(GL_INTERLACE_READ_INGR)
#endif /* GL_INGR_interlace_read */
#ifndef NO_GL_INTEL_fragment_shader_ordering
#endif /* GL_INTEL_fragment_shader_ordering */
#ifndef NO_GL_INTEL_framebuffer_CMAA
#endif /* GL_INTEL_framebuffer_CMAA */
#ifndef NO_GL_INTEL_map_texture
i(GL_TEXTURE_MEMORY_LAYOUT_INTEL)
i(GL_LAYOUT_DEFAULT_INTEL)
i(GL_LAYOUT_LINEAR_INTEL)
i(GL_LAYOUT_LINEAR_CPU_CACHED_INTEL)
#endif /* GL_INTEL_map_texture */
#ifndef NO_GL_INTEL_parallel_arrays
i(GL_PARALLEL_ARRAYS_INTEL)
i(GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL)
i(GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL)
i(GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL)
i(GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL)
#endif /* GL_INTEL_parallel_arrays */
#ifndef NO_GL_INTEL_performance_query
i(GL_PERFQUERY_SINGLE_CONTEXT_INTEL)
i(GL_PERFQUERY_GLOBAL_CONTEXT_INTEL)
i(GL_PERFQUERY_WAIT_INTEL)
i(GL_PERFQUERY_FLUSH_INTEL)
i(GL_PERFQUERY_DONOT_FLUSH_INTEL)
i(GL_PERFQUERY_COUNTER_EVENT_INTEL)
i(GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL)
i(GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL)
i(GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL)
i(GL_PERFQUERY_COUNTER_RAW_INTEL)
i(GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL)
i(GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL)
i(GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL)
i(GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL)
i(GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL)
i(GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL)
i(GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL)
i(GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL)
i(GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL)
i(GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL)
#endif /* GL_INTEL_performance_query */
#ifndef NO_GL_MESAX_texture_stack
i(GL_TEXTURE_1D_STACK_MESAX)
i(GL_TEXTURE_2D_STACK_MESAX)
i(GL_PROXY_TEXTURE_1D_STACK_MESAX)
i(GL_PROXY_TEXTURE_2D_STACK_MESAX)
i(GL_TEXTURE_1D_STACK_BINDING_MESAX)
i(GL_TEXTURE_2D_STACK_BINDING_MESAX)
#endif /* GL_MESAX_texture_stack */
#ifndef NO_GL_MESA_pack_invert
i(GL_PACK_INVERT_MESA)
#endif /* GL_MESA_pack_invert */
#ifndef NO_GL_MESA_resize_buffers
#endif /* GL_MESA_resize_buffers */
#ifndef NO_GL_MESA_window_pos
#endif /* GL_MESA_window_pos */
#ifndef NO_GL_MESA_ycbcr_texture
i(GL_UNSIGNED_SHORT_8_8_MESA)
i(GL_UNSIGNED_SHORT_8_8_REV_MESA)
i(GL_YCBCR_MESA)
#endif /* GL_MESA_ycbcr_texture */
#ifndef NO_GL_NVX_conditional_render
#endif /* GL_NVX_conditional_render */
#ifndef NO_GL_NVX_gpu_memory_info
i(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX)
i(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX)
i(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX)
i(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX)
i(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX)
#endif /* GL_NVX_gpu_memory_info */
#ifndef NO_GL_NV_bindless_multi_draw_indirect
#endif /* GL_NV_bindless_multi_draw_indirect */
#ifndef NO_GL_NV_bindless_multi_draw_indirect_count
#endif /* GL_NV_bindless_multi_draw_indirect_count */
#ifndef NO_GL_NV_bindless_texture
#endif /* GL_NV_bindless_texture */
#ifndef NO_GL_NV_blend_equation_advanced
i(GL_BLEND_OVERLAP_NV)
i(GL_BLEND_PREMULTIPLIED_SRC_NV)
i(GL_BLUE_NV)
i(GL_COLORBURN_NV)
i(GL_COLORDODGE_NV)
i(GL_CONJOINT_NV)
i(GL_CONTRAST_NV)
i(GL_DARKEN_NV)
glext_consts.h view on Meta::CPAN
#ifndef NO_GL_NV_copy_depth_to_color
i(GL_DEPTH_STENCIL_TO_RGBA_NV)
i(GL_DEPTH_STENCIL_TO_BGRA_NV)
#endif /* GL_NV_copy_depth_to_color */
#ifndef NO_GL_NV_copy_image
#endif /* GL_NV_copy_image */
#ifndef NO_GL_NV_deep_texture3D
i(GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV)
i(GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV)
#endif /* GL_NV_deep_texture3D */
#ifndef NO_GL_NV_depth_buffer_float
i(GL_DEPTH_COMPONENT32F_NV)
i(GL_DEPTH32F_STENCIL8_NV)
i(GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV)
i(GL_DEPTH_BUFFER_FLOAT_MODE_NV)
#endif /* GL_NV_depth_buffer_float */
#ifndef NO_GL_NV_depth_clamp
i(GL_DEPTH_CLAMP_NV)
#endif /* GL_NV_depth_clamp */
#ifndef NO_GL_NV_draw_texture
#endif /* GL_NV_draw_texture */
#ifndef NO_GL_NV_evaluators
i(GL_EVAL_2D_NV)
i(GL_EVAL_TRIANGULAR_2D_NV)
i(GL_MAP_TESSELLATION_NV)
i(GL_MAP_ATTRIB_U_ORDER_NV)
i(GL_MAP_ATTRIB_V_ORDER_NV)
i(GL_EVAL_FRACTIONAL_TESSELLATION_NV)
i(GL_EVAL_VERTEX_ATTRIB0_NV)
i(GL_EVAL_VERTEX_ATTRIB1_NV)
i(GL_EVAL_VERTEX_ATTRIB2_NV)
i(GL_EVAL_VERTEX_ATTRIB3_NV)
i(GL_EVAL_VERTEX_ATTRIB4_NV)
i(GL_EVAL_VERTEX_ATTRIB5_NV)
i(GL_EVAL_VERTEX_ATTRIB6_NV)
i(GL_EVAL_VERTEX_ATTRIB7_NV)
i(GL_EVAL_VERTEX_ATTRIB8_NV)
i(GL_EVAL_VERTEX_ATTRIB9_NV)
i(GL_EVAL_VERTEX_ATTRIB10_NV)
i(GL_EVAL_VERTEX_ATTRIB11_NV)
i(GL_EVAL_VERTEX_ATTRIB12_NV)
i(GL_EVAL_VERTEX_ATTRIB13_NV)
i(GL_EVAL_VERTEX_ATTRIB14_NV)
i(GL_EVAL_VERTEX_ATTRIB15_NV)
i(GL_MAX_MAP_TESSELLATION_NV)
i(GL_MAX_RATIONAL_EVAL_ORDER_NV)
#endif /* GL_NV_evaluators */
#ifndef NO_GL_NV_explicit_multisample
i(GL_SAMPLE_POSITION_NV)
i(GL_SAMPLE_MASK_NV)
i(GL_SAMPLE_MASK_VALUE_NV)
i(GL_TEXTURE_BINDING_RENDERBUFFER_NV)
i(GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV)
i(GL_TEXTURE_RENDERBUFFER_NV)
i(GL_SAMPLER_RENDERBUFFER_NV)
i(GL_INT_SAMPLER_RENDERBUFFER_NV)
i(GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV)
i(GL_MAX_SAMPLE_MASK_WORDS_NV)
#endif /* GL_NV_explicit_multisample */
#ifndef NO_GL_NV_fence
i(GL_ALL_COMPLETED_NV)
i(GL_FENCE_STATUS_NV)
i(GL_FENCE_CONDITION_NV)
#endif /* GL_NV_fence */
#ifndef NO_GL_NV_fill_rectangle
i(GL_FILL_RECTANGLE_NV)
#endif /* GL_NV_fill_rectangle */
#ifndef NO_GL_NV_float_buffer
i(GL_FLOAT_R_NV)
i(GL_FLOAT_RG_NV)
i(GL_FLOAT_RGB_NV)
i(GL_FLOAT_RGBA_NV)
i(GL_FLOAT_R16_NV)
i(GL_FLOAT_R32_NV)
i(GL_FLOAT_RG16_NV)
i(GL_FLOAT_RG32_NV)
i(GL_FLOAT_RGB16_NV)
i(GL_FLOAT_RGB32_NV)
i(GL_FLOAT_RGBA16_NV)
i(GL_FLOAT_RGBA32_NV)
i(GL_TEXTURE_FLOAT_COMPONENTS_NV)
i(GL_FLOAT_CLEAR_COLOR_VALUE_NV)
i(GL_FLOAT_RGBA_MODE_NV)
#endif /* GL_NV_float_buffer */
#ifndef NO_GL_NV_fog_distance
i(GL_FOG_DISTANCE_MODE_NV)
i(GL_EYE_RADIAL_NV)
i(GL_EYE_PLANE_ABSOLUTE_NV)
#endif /* GL_NV_fog_distance */
#ifndef NO_GL_NV_fragment_coverage_to_color
i(GL_FRAGMENT_COVERAGE_TO_COLOR_NV)
i(GL_FRAGMENT_COVERAGE_COLOR_NV)
#endif /* GL_NV_fragment_coverage_to_color */
#ifndef NO_GL_NV_fragment_program
i(GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV)
i(GL_FRAGMENT_PROGRAM_NV)
i(GL_MAX_TEXTURE_COORDS_NV)
i(GL_MAX_TEXTURE_IMAGE_UNITS_NV)
i(GL_FRAGMENT_PROGRAM_BINDING_NV)
i(GL_PROGRAM_ERROR_STRING_NV)
#endif /* GL_NV_fragment_program */
#ifndef NO_GL_NV_fragment_program2
i(GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV)
i(GL_MAX_PROGRAM_CALL_DEPTH_NV)
i(GL_MAX_PROGRAM_IF_DEPTH_NV)
i(GL_MAX_PROGRAM_LOOP_DEPTH_NV)
glext_consts.h view on Meta::CPAN
i(GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV)
i(GL_GLYPH_HAS_KERNING_BIT_NV)
i(GL_FONT_X_MIN_BOUNDS_BIT_NV)
i(GL_FONT_Y_MIN_BOUNDS_BIT_NV)
i(GL_FONT_X_MAX_BOUNDS_BIT_NV)
i(GL_FONT_Y_MAX_BOUNDS_BIT_NV)
i(GL_FONT_UNITS_PER_EM_BIT_NV)
i(GL_FONT_ASCENDER_BIT_NV)
i(GL_FONT_DESCENDER_BIT_NV)
i(GL_FONT_HEIGHT_BIT_NV)
i(GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV)
i(GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV)
i(GL_FONT_UNDERLINE_POSITION_BIT_NV)
i(GL_FONT_UNDERLINE_THICKNESS_BIT_NV)
i(GL_FONT_HAS_KERNING_BIT_NV)
i(GL_ROUNDED_RECT_NV)
i(GL_RELATIVE_ROUNDED_RECT_NV)
i(GL_ROUNDED_RECT2_NV)
i(GL_RELATIVE_ROUNDED_RECT2_NV)
i(GL_ROUNDED_RECT4_NV)
i(GL_RELATIVE_ROUNDED_RECT4_NV)
i(GL_ROUNDED_RECT8_NV)
i(GL_RELATIVE_ROUNDED_RECT8_NV)
i(GL_RELATIVE_RECT_NV)
i(GL_FONT_GLYPHS_AVAILABLE_NV)
i(GL_FONT_TARGET_UNAVAILABLE_NV)
i(GL_FONT_UNAVAILABLE_NV)
i(GL_FONT_UNINTELLIGIBLE_NV)
i(GL_CONIC_CURVE_TO_NV)
i(GL_RELATIVE_CONIC_CURVE_TO_NV)
i(GL_FONT_NUM_GLYPH_INDICES_BIT_NV)
i(GL_STANDARD_FONT_FORMAT_NV)
i(GL_2_BYTES_NV)
i(GL_3_BYTES_NV)
i(GL_4_BYTES_NV)
i(GL_EYE_LINEAR_NV)
i(GL_OBJECT_LINEAR_NV)
i(GL_CONSTANT_NV)
i(GL_PATH_FOG_GEN_MODE_NV)
i(GL_PRIMARY_COLOR_NV)
i(GL_SECONDARY_COLOR_NV)
i(GL_PATH_GEN_COLOR_FORMAT_NV)
i(GL_PATH_PROJECTION_NV)
i(GL_PATH_MODELVIEW_NV)
i(GL_PATH_MODELVIEW_STACK_DEPTH_NV)
i(GL_PATH_MODELVIEW_MATRIX_NV)
i(GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV)
i(GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV)
i(GL_PATH_PROJECTION_STACK_DEPTH_NV)
i(GL_PATH_PROJECTION_MATRIX_NV)
i(GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV)
i(GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV)
i(GL_FRAGMENT_INPUT_NV)
#endif /* GL_NV_path_rendering */
#ifndef NO_GL_NV_path_rendering_shared_edge
i(GL_SHARED_EDGE_NV)
#endif /* GL_NV_path_rendering_shared_edge */
#ifndef NO_GL_NV_pixel_data_range
i(GL_WRITE_PIXEL_DATA_RANGE_NV)
i(GL_READ_PIXEL_DATA_RANGE_NV)
i(GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV)
i(GL_READ_PIXEL_DATA_RANGE_LENGTH_NV)
i(GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV)
i(GL_READ_PIXEL_DATA_RANGE_POINTER_NV)
#endif /* GL_NV_pixel_data_range */
#ifndef NO_GL_NV_point_sprite
i(GL_POINT_SPRITE_NV)
i(GL_COORD_REPLACE_NV)
i(GL_POINT_SPRITE_R_MODE_NV)
#endif /* GL_NV_point_sprite */
#ifndef NO_GL_NV_present_video
i(GL_FRAME_NV)
i(GL_FIELDS_NV)
i(GL_CURRENT_TIME_NV)
i(GL_NUM_FILL_STREAMS_NV)
i(GL_PRESENT_TIME_NV)
i(GL_PRESENT_DURATION_NV)
#endif /* GL_NV_present_video */
#ifndef NO_GL_NV_primitive_restart
i(GL_PRIMITIVE_RESTART_NV)
i(GL_PRIMITIVE_RESTART_INDEX_NV)
#endif /* GL_NV_primitive_restart */
#ifndef NO_GL_NV_register_combiners
i(GL_REGISTER_COMBINERS_NV)
i(GL_VARIABLE_A_NV)
i(GL_VARIABLE_B_NV)
i(GL_VARIABLE_C_NV)
i(GL_VARIABLE_D_NV)
i(GL_VARIABLE_E_NV)
i(GL_VARIABLE_F_NV)
i(GL_VARIABLE_G_NV)
i(GL_CONSTANT_COLOR0_NV)
i(GL_CONSTANT_COLOR1_NV)
i(GL_SPARE0_NV)
i(GL_SPARE1_NV)
i(GL_DISCARD_NV)
i(GL_E_TIMES_F_NV)
i(GL_SPARE0_PLUS_SECONDARY_COLOR_NV)
i(GL_UNSIGNED_IDENTITY_NV)
i(GL_UNSIGNED_INVERT_NV)
i(GL_EXPAND_NORMAL_NV)
i(GL_EXPAND_NEGATE_NV)
i(GL_HALF_BIAS_NORMAL_NV)
i(GL_HALF_BIAS_NEGATE_NV)
i(GL_SIGNED_IDENTITY_NV)
i(GL_SIGNED_NEGATE_NV)
i(GL_SCALE_BY_TWO_NV)
i(GL_SCALE_BY_FOUR_NV)
i(GL_SCALE_BY_ONE_HALF_NV)
i(GL_BIAS_BY_NEGATIVE_ONE_HALF_NV)
i(GL_COMBINER_INPUT_NV)
i(GL_COMBINER_MAPPING_NV)
i(GL_COMBINER_COMPONENT_USAGE_NV)
i(GL_COMBINER_AB_DOT_PRODUCT_NV)
i(GL_COMBINER_CD_DOT_PRODUCT_NV)
i(GL_COMBINER_MUX_SUM_NV)
i(GL_COMBINER_SCALE_NV)
i(GL_COMBINER_BIAS_NV)
i(GL_COMBINER_AB_OUTPUT_NV)
i(GL_COMBINER_CD_OUTPUT_NV)
glext_consts.h view on Meta::CPAN
i(GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV)
i(GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV)
i(GL_VIEWPORT_SWIZZLE_X_NV)
i(GL_VIEWPORT_SWIZZLE_Y_NV)
i(GL_VIEWPORT_SWIZZLE_Z_NV)
i(GL_VIEWPORT_SWIZZLE_W_NV)
#endif /* GL_NV_viewport_swizzle */
#ifndef NO_GL_OML_interlace
i(GL_INTERLACE_OML)
i(GL_INTERLACE_READ_OML)
#endif /* GL_OML_interlace */
#ifndef NO_GL_OML_resample
i(GL_PACK_RESAMPLE_OML)
i(GL_UNPACK_RESAMPLE_OML)
i(GL_RESAMPLE_REPLICATE_OML)
i(GL_RESAMPLE_ZERO_FILL_OML)
i(GL_RESAMPLE_AVERAGE_OML)
i(GL_RESAMPLE_DECIMATE_OML)
#endif /* GL_OML_resample */
#ifndef NO_GL_OML_subsample
i(GL_FORMAT_SUBSAMPLE_24_24_OML)
i(GL_FORMAT_SUBSAMPLE_244_244_OML)
#endif /* GL_OML_subsample */
#ifndef NO_GL_OVR_multiview
i(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR)
i(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR)
i(GL_MAX_VIEWS_OVR)
#endif /* GL_OVR_multiview */
#ifndef NO_GL_OVR_multiview2
#endif /* GL_OVR_multiview2 */
#ifndef NO_GL_PGI_misc_hints
i(GL_PREFER_DOUBLEBUFFER_HINT_PGI)
i(GL_CONSERVE_MEMORY_HINT_PGI)
i(GL_RECLAIM_MEMORY_HINT_PGI)
i(GL_NATIVE_GRAPHICS_HANDLE_PGI)
i(GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI)
i(GL_NATIVE_GRAPHICS_END_HINT_PGI)
i(GL_ALWAYS_FAST_HINT_PGI)
i(GL_ALWAYS_SOFT_HINT_PGI)
i(GL_ALLOW_DRAW_OBJ_HINT_PGI)
i(GL_ALLOW_DRAW_WIN_HINT_PGI)
i(GL_ALLOW_DRAW_FRG_HINT_PGI)
i(GL_ALLOW_DRAW_MEM_HINT_PGI)
i(GL_STRICT_DEPTHFUNC_HINT_PGI)
i(GL_STRICT_LIGHTING_HINT_PGI)
i(GL_STRICT_SCISSOR_HINT_PGI)
i(GL_FULL_STIPPLE_HINT_PGI)
i(GL_CLIP_NEAR_HINT_PGI)
i(GL_CLIP_FAR_HINT_PGI)
i(GL_WIDE_LINE_HINT_PGI)
i(GL_BACK_NORMALS_HINT_PGI)
#endif /* GL_PGI_misc_hints */
#ifndef NO_GL_PGI_vertex_hints
i(GL_VERTEX_DATA_HINT_PGI)
i(GL_VERTEX_CONSISTENT_HINT_PGI)
i(GL_MATERIAL_SIDE_HINT_PGI)
i(GL_MAX_VERTEX_HINT_PGI)
i(GL_COLOR3_BIT_PGI)
i(GL_COLOR4_BIT_PGI)
i(GL_EDGEFLAG_BIT_PGI)
i(GL_INDEX_BIT_PGI)
i(GL_MAT_AMBIENT_BIT_PGI)
i(GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI)
i(GL_MAT_DIFFUSE_BIT_PGI)
i(GL_MAT_EMISSION_BIT_PGI)
i(GL_MAT_COLOR_INDEXES_BIT_PGI)
i(GL_MAT_SHININESS_BIT_PGI)
i(GL_MAT_SPECULAR_BIT_PGI)
i(GL_NORMAL_BIT_PGI)
i(GL_TEXCOORD1_BIT_PGI)
i(GL_TEXCOORD2_BIT_PGI)
i(GL_TEXCOORD3_BIT_PGI)
i(GL_TEXCOORD4_BIT_PGI)
i(GL_VERTEX23_BIT_PGI)
i(GL_VERTEX4_BIT_PGI)
#endif /* GL_PGI_vertex_hints */
#ifndef NO_GL_REND_screen_coordinates
i(GL_SCREEN_COORDINATES_REND)
i(GL_INVERTED_SCREEN_W_REND)
#endif /* GL_REND_screen_coordinates */
#ifndef NO_GL_S3_s3tc
i(GL_RGB_S3TC)
i(GL_RGB4_S3TC)
i(GL_RGBA_S3TC)
i(GL_RGBA4_S3TC)
i(GL_RGBA_DXT5_S3TC)
i(GL_RGBA4_DXT5_S3TC)
#endif /* GL_S3_s3tc */
#ifndef NO_GL_SGIS_detail_texture
i(GL_DETAIL_TEXTURE_2D_SGIS)
i(GL_DETAIL_TEXTURE_2D_BINDING_SGIS)
i(GL_LINEAR_DETAIL_SGIS)
i(GL_LINEAR_DETAIL_ALPHA_SGIS)
i(GL_LINEAR_DETAIL_COLOR_SGIS)
i(GL_DETAIL_TEXTURE_LEVEL_SGIS)
i(GL_DETAIL_TEXTURE_MODE_SGIS)
i(GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS)
#endif /* GL_SGIS_detail_texture */
#ifndef NO_GL_SGIS_fog_function
i(GL_FOG_FUNC_SGIS)
i(GL_FOG_FUNC_POINTS_SGIS)
i(GL_MAX_FOG_FUNC_POINTS_SGIS)
#endif /* GL_SGIS_fog_function */
#ifndef NO_GL_SGIS_generate_mipmap
i(GL_GENERATE_MIPMAP_SGIS)
i(GL_GENERATE_MIPMAP_HINT_SGIS)
#endif /* GL_SGIS_generate_mipmap */
#ifndef NO_GL_SGIS_multisample
glext_consts.h view on Meta::CPAN
i(GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX)
#endif /* GL_SGIX_texture_scale_bias */
#ifndef NO_GL_SGIX_vertex_preclip
i(GL_VERTEX_PRECLIP_SGIX)
i(GL_VERTEX_PRECLIP_HINT_SGIX)
#endif /* GL_SGIX_vertex_preclip */
#ifndef NO_GL_SGIX_ycrcb
i(GL_YCRCB_422_SGIX)
i(GL_YCRCB_444_SGIX)
#endif /* GL_SGIX_ycrcb */
#ifndef NO_GL_SGIX_ycrcb_subsample
#endif /* GL_SGIX_ycrcb_subsample */
#ifndef NO_GL_SGIX_ycrcba
i(GL_YCRCB_SGIX)
i(GL_YCRCBA_SGIX)
#endif /* GL_SGIX_ycrcba */
#ifndef NO_GL_SGI_color_matrix
i(GL_COLOR_MATRIX_SGI)
i(GL_COLOR_MATRIX_STACK_DEPTH_SGI)
i(GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI)
i(GL_POST_COLOR_MATRIX_RED_SCALE_SGI)
i(GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI)
i(GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI)
i(GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI)
i(GL_POST_COLOR_MATRIX_RED_BIAS_SGI)
i(GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI)
i(GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI)
i(GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI)
#endif /* GL_SGI_color_matrix */
#ifndef NO_GL_SGI_color_table
i(GL_COLOR_TABLE_SGI)
i(GL_POST_CONVOLUTION_COLOR_TABLE_SGI)
i(GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI)
i(GL_PROXY_COLOR_TABLE_SGI)
i(GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI)
i(GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI)
i(GL_COLOR_TABLE_SCALE_SGI)
i(GL_COLOR_TABLE_BIAS_SGI)
i(GL_COLOR_TABLE_FORMAT_SGI)
i(GL_COLOR_TABLE_WIDTH_SGI)
i(GL_COLOR_TABLE_RED_SIZE_SGI)
i(GL_COLOR_TABLE_GREEN_SIZE_SGI)
i(GL_COLOR_TABLE_BLUE_SIZE_SGI)
i(GL_COLOR_TABLE_ALPHA_SIZE_SGI)
i(GL_COLOR_TABLE_LUMINANCE_SIZE_SGI)
i(GL_COLOR_TABLE_INTENSITY_SIZE_SGI)
#endif /* GL_SGI_color_table */
#ifndef NO_GL_SGI_texture_color_table
i(GL_TEXTURE_COLOR_TABLE_SGI)
i(GL_PROXY_TEXTURE_COLOR_TABLE_SGI)
#endif /* GL_SGI_texture_color_table */
#ifndef NO_GL_SUNX_constant_data
i(GL_UNPACK_CONSTANT_DATA_SUNX)
i(GL_TEXTURE_CONSTANT_DATA_SUNX)
#endif /* GL_SUNX_constant_data */
#ifndef NO_GL_SUN_convolution_border_modes
i(GL_WRAP_BORDER_SUN)
#endif /* GL_SUN_convolution_border_modes */
#ifndef NO_GL_SUN_global_alpha
i(GL_GLOBAL_ALPHA_SUN)
i(GL_GLOBAL_ALPHA_FACTOR_SUN)
#endif /* GL_SUN_global_alpha */
#ifndef NO_GL_SUN_mesh_array
i(GL_QUAD_MESH_SUN)
i(GL_TRIANGLE_MESH_SUN)
#endif /* GL_SUN_mesh_array */
#ifndef NO_GL_SUN_slice_accum
i(GL_SLICE_ACCUM_SUN)
#endif /* GL_SUN_slice_accum */
#ifndef NO_GL_SUN_triangle_list
i(GL_RESTART_SUN)
i(GL_REPLACE_MIDDLE_SUN)
i(GL_REPLACE_OLDEST_SUN)
i(GL_TRIANGLE_LIST_SUN)
i(GL_REPLACEMENT_CODE_SUN)
i(GL_REPLACEMENT_CODE_ARRAY_SUN)
i(GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN)
i(GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN)
i(GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN)
i(GL_R1UI_V3F_SUN)
i(GL_R1UI_C4UB_V3F_SUN)
i(GL_R1UI_C3F_V3F_SUN)
i(GL_R1UI_N3F_V3F_SUN)
i(GL_R1UI_C4F_N3F_V3F_SUN)
i(GL_R1UI_T2F_V3F_SUN)
i(GL_R1UI_T2F_N3F_V3F_SUN)
i(GL_R1UI_T2F_C4F_N3F_V3F_SUN)
#endif /* GL_SUN_triangle_list */
#ifndef NO_GL_SUN_vertex
#endif /* GL_SUN_vertex */
#ifndef NO_GL_WIN_phong_shading
i(GL_PHONG_WIN)
i(GL_PHONG_HINT_WIN)
#endif /* GL_WIN_phong_shading */
#ifndef NO_GL_WIN_specular_fog
i(GL_FOG_SPECULAR_TEXTURE_WIN)
#endif /* GL_WIN_specular_fog */
#ifdef __cplusplus
}
#endif
#endif
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