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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)
i(GL_SYNC_CONDITION)
i(GL_SYNC_STATUS)
i(GL_SYNC_FLAGS)
i(GL_SYNC_FENCE)
i(GL_SYNC_GPU_COMMANDS_COMPLETE)
i(GL_UNSIGNALED)
i(GL_SIGNALED)
i(GL_ALREADY_SIGNALED)
i(GL_TIMEOUT_EXPIRED)
i(GL_CONDITION_SATISFIED)
i(GL_WAIT_FAILED)
i(GL_TIMEOUT_IGNORED)
i(GL_SYNC_FLUSH_COMMANDS_BIT)
i(GL_SAMPLE_POSITION)
i(GL_SAMPLE_MASK)
i(GL_SAMPLE_MASK_VALUE)
i(GL_MAX_SAMPLE_MASK_WORDS)
i(GL_TEXTURE_2D_MULTISAMPLE)
i(GL_PROXY_TEXTURE_2D_MULTISAMPLE)
i(GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
i(GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY)
i(GL_TEXTURE_BINDING_2D_MULTISAMPLE)
i(GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY)
i(GL_TEXTURE_SAMPLES)
i(GL_TEXTURE_FIXED_SAMPLE_LOCATIONS)
i(GL_SAMPLER_2D_MULTISAMPLE)
i(GL_INT_SAMPLER_2D_MULTISAMPLE)
i(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
i(GL_SAMPLER_2D_MULTISAMPLE_ARRAY)
i(GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
i(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
i(GL_MAX_COLOR_TEXTURE_SAMPLES)
i(GL_MAX_DEPTH_TEXTURE_SAMPLES)
i(GL_MAX_INTEGER_SAMPLES)
#endif /* GL_VERSION_3_2 */
#ifndef NO_GL_VERSION_3_3
i(GL_VERTEX_ATTRIB_ARRAY_DIVISOR)
i(GL_SRC1_COLOR)
i(GL_ONE_MINUS_SRC1_COLOR)
i(GL_ONE_MINUS_SRC1_ALPHA)
i(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS)
i(GL_ANY_SAMPLES_PASSED)
i(GL_SAMPLER_BINDING)
i(GL_RGB10_A2UI)
i(GL_TEXTURE_SWIZZLE_R)
i(GL_TEXTURE_SWIZZLE_G)
i(GL_TEXTURE_SWIZZLE_B)
i(GL_TEXTURE_SWIZZLE_A)
i(GL_TEXTURE_SWIZZLE_RGBA)
i(GL_TIME_ELAPSED)
i(GL_TIMESTAMP)
i(GL_INT_2_10_10_10_REV)
#endif /* GL_VERSION_3_3 */
#ifndef NO_GL_VERSION_4_0
i(GL_SAMPLE_SHADING)
i(GL_MIN_SAMPLE_SHADING_VALUE)
i(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET)
i(GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET)
i(GL_TEXTURE_CUBE_MAP_ARRAY)
i(GL_TEXTURE_BINDING_CUBE_MAP_ARRAY)
i(GL_PROXY_TEXTURE_CUBE_MAP_ARRAY)
i(GL_SAMPLER_CUBE_MAP_ARRAY)
i(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW)
i(GL_INT_SAMPLER_CUBE_MAP_ARRAY)
i(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
i(GL_DRAW_INDIRECT_BUFFER)
i(GL_DRAW_INDIRECT_BUFFER_BINDING)
i(GL_GEOMETRY_SHADER_INVOCATIONS)
i(GL_MAX_GEOMETRY_SHADER_INVOCATIONS)
i(GL_MIN_FRAGMENT_INTERPOLATION_OFFSET)
i(GL_MAX_FRAGMENT_INTERPOLATION_OFFSET)
i(GL_FRAGMENT_INTERPOLATION_OFFSET_BITS)
i(GL_MAX_VERTEX_STREAMS)
i(GL_DOUBLE_VEC2)
i(GL_DOUBLE_VEC3)
i(GL_DOUBLE_VEC4)
i(GL_DOUBLE_MAT2)
i(GL_DOUBLE_MAT3)
i(GL_DOUBLE_MAT4)
i(GL_DOUBLE_MAT2x3)
i(GL_DOUBLE_MAT2x4)
i(GL_DOUBLE_MAT3x2)
i(GL_DOUBLE_MAT3x4)
i(GL_DOUBLE_MAT4x2)
i(GL_DOUBLE_MAT4x3)
i(GL_ACTIVE_SUBROUTINES)
i(GL_ACTIVE_SUBROUTINE_UNIFORMS)
i(GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS)
i(GL_ACTIVE_SUBROUTINE_MAX_LENGTH)
i(GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH)
i(GL_MAX_SUBROUTINES)
i(GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS)
i(GL_NUM_COMPATIBLE_SUBROUTINES)
i(GL_COMPATIBLE_SUBROUTINES)
i(GL_PATCHES)
i(GL_PATCH_VERTICES)
i(GL_PATCH_DEFAULT_INNER_LEVEL)
i(GL_PATCH_DEFAULT_OUTER_LEVEL)
i(GL_TESS_CONTROL_OUTPUT_VERTICES)
i(GL_TESS_GEN_MODE)
i(GL_TESS_GEN_SPACING)
i(GL_TESS_GEN_VERTEX_ORDER)
i(GL_TESS_GEN_POINT_MODE)
i(GL_ISOLINES)
i(GL_FRACTIONAL_ODD)
i(GL_FRACTIONAL_EVEN)
i(GL_MAX_PATCH_VERTICES)
i(GL_MAX_TESS_GEN_LEVEL)
i(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS)
i(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS)
i(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS)
i(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS)
i(GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS)
i(GL_MAX_TESS_PATCH_COMPONENTS)
i(GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS)
i(GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS)
i(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS)
i(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS)
i(GL_MAX_TESS_CONTROL_INPUT_COMPONENTS)
i(GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS)
i(GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS)
i(GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS)
i(GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER)
i(GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER)
i(GL_TESS_EVALUATION_SHADER)
i(GL_TESS_CONTROL_SHADER)
i(GL_TRANSFORM_FEEDBACK)
i(GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED)
i(GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE)
i(GL_TRANSFORM_FEEDBACK_BINDING)
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)
i(GL_INT_IMAGE_BUFFER)
i(GL_INT_IMAGE_1D_ARRAY)
i(GL_INT_IMAGE_2D_ARRAY)
i(GL_INT_IMAGE_CUBE_MAP_ARRAY)
i(GL_INT_IMAGE_2D_MULTISAMPLE)
i(GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY)
i(GL_UNSIGNED_INT_IMAGE_1D)
i(GL_UNSIGNED_INT_IMAGE_2D)
i(GL_UNSIGNED_INT_IMAGE_3D)
i(GL_UNSIGNED_INT_IMAGE_2D_RECT)
i(GL_UNSIGNED_INT_IMAGE_CUBE)
i(GL_UNSIGNED_INT_IMAGE_BUFFER)
i(GL_UNSIGNED_INT_IMAGE_1D_ARRAY)
i(GL_UNSIGNED_INT_IMAGE_2D_ARRAY)
i(GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY)
i(GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE)
i(GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY)
i(GL_MAX_IMAGE_SAMPLES)
i(GL_IMAGE_BINDING_FORMAT)
i(GL_IMAGE_FORMAT_COMPATIBILITY_TYPE)
i(GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE)
i(GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS)
i(GL_MAX_VERTEX_IMAGE_UNIFORMS)
i(GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS)
i(GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS)
i(GL_MAX_GEOMETRY_IMAGE_UNIFORMS)
i(GL_MAX_FRAGMENT_IMAGE_UNIFORMS)
i(GL_MAX_COMBINED_IMAGE_UNIFORMS)
i(GL_COMPRESSED_RGBA_BPTC_UNORM)
i(GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM)
i(GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT)
i(GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT)
i(GL_TEXTURE_IMMUTABLE_FORMAT)
#endif /* GL_VERSION_4_2 */
#ifndef NO_GL_VERSION_4_3
i(GL_NUM_SHADING_LANGUAGE_VERSIONS)
i(GL_VERTEX_ATTRIB_ARRAY_LONG)
i(GL_COMPRESSED_RGB8_ETC2)
i(GL_COMPRESSED_SRGB8_ETC2)
i(GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2)
i(GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2)
i(GL_COMPRESSED_RGBA8_ETC2_EAC)
i(GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC)
i(GL_COMPRESSED_R11_EAC)
i(GL_COMPRESSED_SIGNED_R11_EAC)
i(GL_COMPRESSED_RG11_EAC)
i(GL_COMPRESSED_SIGNED_RG11_EAC)
i(GL_PRIMITIVE_RESTART_FIXED_INDEX)
i(GL_ANY_SAMPLES_PASSED_CONSERVATIVE)
i(GL_MAX_ELEMENT_INDEX)
i(GL_COMPUTE_SHADER)
i(GL_MAX_COMPUTE_UNIFORM_BLOCKS)
i(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS)
i(GL_MAX_COMPUTE_IMAGE_UNIFORMS)
i(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE)
i(GL_MAX_COMPUTE_UNIFORM_COMPONENTS)
i(GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS)
i(GL_MAX_COMPUTE_ATOMIC_COUNTERS)
i(GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS)
i(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS)
i(GL_MAX_COMPUTE_WORK_GROUP_COUNT)
i(GL_MAX_COMPUTE_WORK_GROUP_SIZE)
i(GL_COMPUTE_WORK_GROUP_SIZE)
i(GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER)
i(GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER)
i(GL_DISPATCH_INDIRECT_BUFFER)
i(GL_DISPATCH_INDIRECT_BUFFER_BINDING)
i(GL_COMPUTE_SHADER_BIT)
i(GL_DEBUG_OUTPUT_SYNCHRONOUS)
i(GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH)
i(GL_DEBUG_CALLBACK_FUNCTION)
i(GL_DEBUG_CALLBACK_USER_PARAM)
i(GL_DEBUG_SOURCE_API)
i(GL_DEBUG_SOURCE_WINDOW_SYSTEM)
i(GL_DEBUG_SOURCE_SHADER_COMPILER)
i(GL_DEBUG_SOURCE_THIRD_PARTY)
i(GL_DEBUG_SOURCE_APPLICATION)
i(GL_DEBUG_SOURCE_OTHER)
i(GL_DEBUG_TYPE_ERROR)
i(GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR)
i(GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR)
i(GL_DEBUG_TYPE_PORTABILITY)
i(GL_DEBUG_TYPE_PERFORMANCE)
i(GL_DEBUG_TYPE_OTHER)
i(GL_MAX_DEBUG_MESSAGE_LENGTH)
i(GL_MAX_DEBUG_LOGGED_MESSAGES)
i(GL_DEBUG_LOGGED_MESSAGES)
i(GL_DEBUG_SEVERITY_HIGH)
i(GL_DEBUG_SEVERITY_MEDIUM)
i(GL_DEBUG_SEVERITY_LOW)
i(GL_DEBUG_TYPE_MARKER)
i(GL_DEBUG_TYPE_PUSH_GROUP)
i(GL_DEBUG_TYPE_POP_GROUP)
i(GL_DEBUG_SEVERITY_NOTIFICATION)
i(GL_MAX_DEBUG_GROUP_STACK_DEPTH)
i(GL_DEBUG_GROUP_STACK_DEPTH)
i(GL_BUFFER)
i(GL_SHADER)
i(GL_PROGRAM)
i(GL_QUERY)
i(GL_PROGRAM_PIPELINE)
i(GL_SAMPLER)
i(GL_MAX_LABEL_LENGTH)
i(GL_DEBUG_OUTPUT)
i(GL_CONTEXT_FLAG_DEBUG_BIT)
i(GL_MAX_UNIFORM_LOCATIONS)
i(GL_FRAMEBUFFER_DEFAULT_WIDTH)
i(GL_FRAMEBUFFER_DEFAULT_HEIGHT)
i(GL_FRAMEBUFFER_DEFAULT_LAYERS)
i(GL_FRAMEBUFFER_DEFAULT_SAMPLES)
i(GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS)
i(GL_MAX_FRAMEBUFFER_WIDTH)
i(GL_MAX_FRAMEBUFFER_HEIGHT)
i(GL_MAX_FRAMEBUFFER_LAYERS)
i(GL_MAX_FRAMEBUFFER_SAMPLES)
i(GL_INTERNALFORMAT_SUPPORTED)
i(GL_INTERNALFORMAT_PREFERRED)
i(GL_INTERNALFORMAT_RED_SIZE)
i(GL_INTERNALFORMAT_GREEN_SIZE)
i(GL_INTERNALFORMAT_BLUE_SIZE)
i(GL_INTERNALFORMAT_ALPHA_SIZE)
i(GL_INTERNALFORMAT_DEPTH_SIZE)
i(GL_INTERNALFORMAT_STENCIL_SIZE)
i(GL_INTERNALFORMAT_SHARED_SIZE)
i(GL_INTERNALFORMAT_RED_TYPE)
i(GL_INTERNALFORMAT_GREEN_TYPE)
i(GL_INTERNALFORMAT_BLUE_TYPE)
i(GL_INTERNALFORMAT_ALPHA_TYPE)
i(GL_INTERNALFORMAT_DEPTH_TYPE)
i(GL_INTERNALFORMAT_STENCIL_TYPE)
i(GL_MAX_WIDTH)
i(GL_MAX_HEIGHT)
i(GL_MAX_DEPTH)
i(GL_MAX_LAYERS)
i(GL_MAX_COMBINED_DIMENSIONS)
i(GL_COLOR_COMPONENTS)
i(GL_DEPTH_COMPONENTS)
i(GL_STENCIL_COMPONENTS)
i(GL_COLOR_RENDERABLE)
i(GL_DEPTH_RENDERABLE)
i(GL_STENCIL_RENDERABLE)
i(GL_FRAMEBUFFER_RENDERABLE)
i(GL_FRAMEBUFFER_RENDERABLE_LAYERED)
i(GL_FRAMEBUFFER_BLEND)
i(GL_READ_PIXELS)
i(GL_READ_PIXELS_FORMAT)
i(GL_READ_PIXELS_TYPE)
i(GL_TEXTURE_IMAGE_FORMAT)
i(GL_TEXTURE_IMAGE_TYPE)
i(GL_GET_TEXTURE_IMAGE_FORMAT)
i(GL_GET_TEXTURE_IMAGE_TYPE)
i(GL_MIPMAP)
i(GL_MANUAL_GENERATE_MIPMAP)
i(GL_AUTO_GENERATE_MIPMAP)
i(GL_COLOR_ENCODING)
i(GL_SRGB_READ)
i(GL_SRGB_WRITE)
i(GL_FILTER)
i(GL_VERTEX_TEXTURE)
i(GL_TESS_CONTROL_TEXTURE)
i(GL_TESS_EVALUATION_TEXTURE)
i(GL_GEOMETRY_TEXTURE)
i(GL_FRAGMENT_TEXTURE)
i(GL_COMPUTE_TEXTURE)
i(GL_TEXTURE_SHADOW)
i(GL_TEXTURE_GATHER)
i(GL_TEXTURE_GATHER_SHADOW)
i(GL_SHADER_IMAGE_LOAD)
i(GL_SHADER_IMAGE_STORE)
i(GL_SHADER_IMAGE_ATOMIC)
i(GL_IMAGE_TEXEL_SIZE)
i(GL_IMAGE_COMPATIBILITY_CLASS)
i(GL_IMAGE_PIXEL_FORMAT)
i(GL_IMAGE_PIXEL_TYPE)
i(GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST)
i(GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST)
i(GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE)
i(GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE)
i(GL_TEXTURE_COMPRESSED_BLOCK_WIDTH)
i(GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT)
i(GL_TEXTURE_COMPRESSED_BLOCK_SIZE)
i(GL_CLEAR_BUFFER)
i(GL_TEXTURE_VIEW)
i(GL_VIEW_COMPATIBILITY_CLASS)
i(GL_FULL_SUPPORT)
i(GL_CAVEAT_SUPPORT)
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)
i(GL_CLEAR_TEXTURE)
i(GL_LOCATION_COMPONENT)
i(GL_TRANSFORM_FEEDBACK_BUFFER_INDEX)
i(GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE)
i(GL_QUERY_BUFFER)
i(GL_QUERY_BUFFER_BARRIER_BIT)
i(GL_QUERY_BUFFER_BINDING)
i(GL_QUERY_RESULT_NO_WAIT)
i(GL_MIRROR_CLAMP_TO_EDGE)
#endif /* GL_VERSION_4_4 */
#ifndef NO_GL_VERSION_4_5
i(GL_CONTEXT_LOST)
i(GL_NEGATIVE_ONE_TO_ONE)
i(GL_ZERO_TO_ONE)
i(GL_CLIP_ORIGIN)
i(GL_CLIP_DEPTH_MODE)
i(GL_QUERY_WAIT_INVERTED)
i(GL_QUERY_NO_WAIT_INVERTED)
i(GL_QUERY_BY_REGION_WAIT_INVERTED)
i(GL_QUERY_BY_REGION_NO_WAIT_INVERTED)
i(GL_MAX_CULL_DISTANCES)
i(GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES)
i(GL_TEXTURE_TARGET)
i(GL_QUERY_TARGET)
i(GL_GUILTY_CONTEXT_RESET)
i(GL_INNOCENT_CONTEXT_RESET)
i(GL_UNKNOWN_CONTEXT_RESET)
i(GL_RESET_NOTIFICATION_STRATEGY)
glext_consts.h view on Meta::CPAN
#ifndef NO_GL_ARB_ES3_1_compatibility
#endif /* GL_ARB_ES3_1_compatibility */
#ifndef NO_GL_ARB_ES3_2_compatibility
i(GL_PRIMITIVE_BOUNDING_BOX_ARB)
i(GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB)
i(GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB)
#endif /* GL_ARB_ES3_2_compatibility */
#ifndef NO_GL_ARB_ES3_compatibility
#endif /* GL_ARB_ES3_compatibility */
#ifndef NO_GL_ARB_arrays_of_arrays
#endif /* GL_ARB_arrays_of_arrays */
#ifndef NO_GL_ARB_base_instance
#endif /* GL_ARB_base_instance */
#ifndef NO_GL_ARB_bindless_texture
i(GL_UNSIGNED_INT64_ARB)
#endif /* GL_ARB_bindless_texture */
#ifndef NO_GL_ARB_blend_func_extended
#endif /* GL_ARB_blend_func_extended */
#ifndef NO_GL_ARB_buffer_storage
#endif /* GL_ARB_buffer_storage */
#ifndef NO_GL_ARB_cl_event
i(GL_SYNC_CL_EVENT_ARB)
i(GL_SYNC_CL_EVENT_COMPLETE_ARB)
#endif /* GL_ARB_cl_event */
#ifndef NO_GL_ARB_clear_buffer_object
#endif /* GL_ARB_clear_buffer_object */
#ifndef NO_GL_ARB_clear_texture
#endif /* GL_ARB_clear_texture */
#ifndef NO_GL_ARB_clip_control
#endif /* GL_ARB_clip_control */
#ifndef NO_GL_ARB_color_buffer_float
i(GL_RGBA_FLOAT_MODE_ARB)
i(GL_CLAMP_VERTEX_COLOR_ARB)
i(GL_CLAMP_FRAGMENT_COLOR_ARB)
i(GL_CLAMP_READ_COLOR_ARB)
i(GL_FIXED_ONLY_ARB)
#endif /* GL_ARB_color_buffer_float */
#ifndef NO_GL_ARB_compatibility
#endif /* GL_ARB_compatibility */
#ifndef NO_GL_ARB_compressed_texture_pixel_storage
#endif /* GL_ARB_compressed_texture_pixel_storage */
#ifndef NO_GL_ARB_compute_shader
#endif /* GL_ARB_compute_shader */
#ifndef NO_GL_ARB_compute_variable_group_size
i(GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB)
i(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB)
i(GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB)
i(GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB)
#endif /* GL_ARB_compute_variable_group_size */
#ifndef NO_GL_ARB_conditional_render_inverted
#endif /* GL_ARB_conditional_render_inverted */
#ifndef NO_GL_ARB_conservative_depth
#endif /* GL_ARB_conservative_depth */
#ifndef NO_GL_ARB_copy_buffer
#endif /* GL_ARB_copy_buffer */
#ifndef NO_GL_ARB_copy_image
#endif /* GL_ARB_copy_image */
#ifndef NO_GL_ARB_cull_distance
#endif /* GL_ARB_cull_distance */
#ifndef NO_GL_ARB_debug_output
i(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB)
i(GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB)
i(GL_DEBUG_CALLBACK_FUNCTION_ARB)
i(GL_DEBUG_CALLBACK_USER_PARAM_ARB)
i(GL_DEBUG_SOURCE_API_ARB)
i(GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)
i(GL_DEBUG_SOURCE_SHADER_COMPILER_ARB)
i(GL_DEBUG_SOURCE_THIRD_PARTY_ARB)
i(GL_DEBUG_SOURCE_APPLICATION_ARB)
i(GL_DEBUG_SOURCE_OTHER_ARB)
i(GL_DEBUG_TYPE_ERROR_ARB)
i(GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
i(GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
i(GL_DEBUG_TYPE_PORTABILITY_ARB)
i(GL_DEBUG_TYPE_PERFORMANCE_ARB)
i(GL_DEBUG_TYPE_OTHER_ARB)
i(GL_MAX_DEBUG_MESSAGE_LENGTH_ARB)
i(GL_MAX_DEBUG_LOGGED_MESSAGES_ARB)
i(GL_DEBUG_LOGGED_MESSAGES_ARB)
i(GL_DEBUG_SEVERITY_HIGH_ARB)
i(GL_DEBUG_SEVERITY_MEDIUM_ARB)
i(GL_DEBUG_SEVERITY_LOW_ARB)
#endif /* GL_ARB_debug_output */
#ifndef NO_GL_ARB_depth_buffer_float
#endif /* GL_ARB_depth_buffer_float */
#ifndef NO_GL_ARB_depth_clamp
#endif /* GL_ARB_depth_clamp */
#ifndef NO_GL_ARB_depth_texture
i(GL_DEPTH_COMPONENT16_ARB)
i(GL_DEPTH_COMPONENT24_ARB)
i(GL_DEPTH_COMPONENT32_ARB)
i(GL_TEXTURE_DEPTH_SIZE_ARB)
i(GL_DEPTH_TEXTURE_MODE_ARB)
#endif /* GL_ARB_depth_texture */
#ifndef NO_GL_ARB_derivative_control
#endif /* GL_ARB_derivative_control */
#ifndef NO_GL_ARB_direct_state_access
#endif /* GL_ARB_direct_state_access */
#ifndef NO_GL_ARB_draw_buffers
i(GL_MAX_DRAW_BUFFERS_ARB)
i(GL_DRAW_BUFFER0_ARB)
i(GL_DRAW_BUFFER1_ARB)
i(GL_DRAW_BUFFER2_ARB)
i(GL_DRAW_BUFFER3_ARB)
i(GL_DRAW_BUFFER4_ARB)
i(GL_DRAW_BUFFER5_ARB)
i(GL_DRAW_BUFFER6_ARB)
i(GL_DRAW_BUFFER7_ARB)
i(GL_DRAW_BUFFER8_ARB)
i(GL_DRAW_BUFFER9_ARB)
i(GL_DRAW_BUFFER10_ARB)
i(GL_DRAW_BUFFER11_ARB)
i(GL_DRAW_BUFFER12_ARB)
i(GL_DRAW_BUFFER13_ARB)
i(GL_DRAW_BUFFER14_ARB)
glext_consts.h view on Meta::CPAN
i(GL_MATRIX7_ARB)
i(GL_MATRIX8_ARB)
i(GL_MATRIX9_ARB)
i(GL_MATRIX10_ARB)
i(GL_MATRIX11_ARB)
i(GL_MATRIX12_ARB)
i(GL_MATRIX13_ARB)
i(GL_MATRIX14_ARB)
i(GL_MATRIX15_ARB)
i(GL_MATRIX16_ARB)
i(GL_MATRIX17_ARB)
i(GL_MATRIX18_ARB)
i(GL_MATRIX19_ARB)
i(GL_MATRIX20_ARB)
i(GL_MATRIX21_ARB)
i(GL_MATRIX22_ARB)
i(GL_MATRIX23_ARB)
i(GL_MATRIX24_ARB)
i(GL_MATRIX25_ARB)
i(GL_MATRIX26_ARB)
i(GL_MATRIX27_ARB)
i(GL_MATRIX28_ARB)
i(GL_MATRIX29_ARB)
i(GL_MATRIX30_ARB)
i(GL_MATRIX31_ARB)
#endif /* GL_ARB_fragment_program */
#ifndef NO_GL_ARB_fragment_program_shadow
#endif /* GL_ARB_fragment_program_shadow */
#ifndef NO_GL_ARB_fragment_shader
i(GL_FRAGMENT_SHADER_ARB)
i(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB)
i(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB)
#endif /* GL_ARB_fragment_shader */
#ifndef NO_GL_ARB_fragment_shader_interlock
#endif /* GL_ARB_fragment_shader_interlock */
#ifndef NO_GL_ARB_framebuffer_no_attachments
#endif /* GL_ARB_framebuffer_no_attachments */
#ifndef NO_GL_ARB_framebuffer_object
#endif /* GL_ARB_framebuffer_object */
#ifndef NO_GL_ARB_framebuffer_sRGB
#endif /* GL_ARB_framebuffer_sRGB */
#ifndef NO_GL_ARB_geometry_shader4
i(GL_LINES_ADJACENCY_ARB)
i(GL_LINE_STRIP_ADJACENCY_ARB)
i(GL_TRIANGLES_ADJACENCY_ARB)
i(GL_TRIANGLE_STRIP_ADJACENCY_ARB)
i(GL_PROGRAM_POINT_SIZE_ARB)
i(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB)
i(GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB)
i(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB)
i(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB)
i(GL_GEOMETRY_SHADER_ARB)
i(GL_GEOMETRY_VERTICES_OUT_ARB)
i(GL_GEOMETRY_INPUT_TYPE_ARB)
i(GL_GEOMETRY_OUTPUT_TYPE_ARB)
i(GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB)
i(GL_MAX_VERTEX_VARYING_COMPONENTS_ARB)
i(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB)
i(GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB)
i(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB)
#endif /* GL_ARB_geometry_shader4 */
#ifndef NO_GL_ARB_get_program_binary
#endif /* GL_ARB_get_program_binary */
#ifndef NO_GL_ARB_get_texture_sub_image
#endif /* GL_ARB_get_texture_sub_image */
#ifndef NO_GL_ARB_gpu_shader5
#endif /* GL_ARB_gpu_shader5 */
#ifndef NO_GL_ARB_gpu_shader_fp64
#endif /* GL_ARB_gpu_shader_fp64 */
#ifndef NO_GL_ARB_gpu_shader_int64
i(GL_INT64_ARB)
i(GL_INT64_VEC2_ARB)
i(GL_INT64_VEC3_ARB)
i(GL_INT64_VEC4_ARB)
i(GL_UNSIGNED_INT64_VEC2_ARB)
i(GL_UNSIGNED_INT64_VEC3_ARB)
i(GL_UNSIGNED_INT64_VEC4_ARB)
#endif /* GL_ARB_gpu_shader_int64 */
#ifndef NO_GL_ARB_half_float_pixel
i(GL_HALF_FLOAT_ARB)
#endif /* GL_ARB_half_float_pixel */
#ifndef NO_GL_ARB_half_float_vertex
#endif /* GL_ARB_half_float_vertex */
#ifndef NO_GL_ARB_imaging
i(GL_BLEND_COLOR)
i(GL_BLEND_EQUATION)
i(GL_CONVOLUTION_1D)
i(GL_CONVOLUTION_2D)
i(GL_SEPARABLE_2D)
i(GL_CONVOLUTION_BORDER_MODE)
i(GL_CONVOLUTION_FILTER_SCALE)
i(GL_CONVOLUTION_FILTER_BIAS)
i(GL_REDUCE)
i(GL_CONVOLUTION_FORMAT)
i(GL_CONVOLUTION_WIDTH)
i(GL_CONVOLUTION_HEIGHT)
i(GL_MAX_CONVOLUTION_WIDTH)
i(GL_MAX_CONVOLUTION_HEIGHT)
i(GL_POST_CONVOLUTION_RED_SCALE)
i(GL_POST_CONVOLUTION_GREEN_SCALE)
i(GL_POST_CONVOLUTION_BLUE_SCALE)
i(GL_POST_CONVOLUTION_ALPHA_SCALE)
i(GL_POST_CONVOLUTION_RED_BIAS)
i(GL_POST_CONVOLUTION_GREEN_BIAS)
i(GL_POST_CONVOLUTION_BLUE_BIAS)
i(GL_POST_CONVOLUTION_ALPHA_BIAS)
i(GL_HISTOGRAM)
i(GL_PROXY_HISTOGRAM)
i(GL_HISTOGRAM_WIDTH)
i(GL_HISTOGRAM_FORMAT)
i(GL_HISTOGRAM_RED_SIZE)
i(GL_HISTOGRAM_GREEN_SIZE)
glext_consts.h view on Meta::CPAN
i(GL_TEXTURE1_ARB)
i(GL_TEXTURE2_ARB)
i(GL_TEXTURE3_ARB)
i(GL_TEXTURE4_ARB)
i(GL_TEXTURE5_ARB)
i(GL_TEXTURE6_ARB)
i(GL_TEXTURE7_ARB)
i(GL_TEXTURE8_ARB)
i(GL_TEXTURE9_ARB)
i(GL_TEXTURE10_ARB)
i(GL_TEXTURE11_ARB)
i(GL_TEXTURE12_ARB)
i(GL_TEXTURE13_ARB)
i(GL_TEXTURE14_ARB)
i(GL_TEXTURE15_ARB)
i(GL_TEXTURE16_ARB)
i(GL_TEXTURE17_ARB)
i(GL_TEXTURE18_ARB)
i(GL_TEXTURE19_ARB)
i(GL_TEXTURE20_ARB)
i(GL_TEXTURE21_ARB)
i(GL_TEXTURE22_ARB)
i(GL_TEXTURE23_ARB)
i(GL_TEXTURE24_ARB)
i(GL_TEXTURE25_ARB)
i(GL_TEXTURE26_ARB)
i(GL_TEXTURE27_ARB)
i(GL_TEXTURE28_ARB)
i(GL_TEXTURE29_ARB)
i(GL_TEXTURE30_ARB)
i(GL_TEXTURE31_ARB)
i(GL_ACTIVE_TEXTURE_ARB)
i(GL_CLIENT_ACTIVE_TEXTURE_ARB)
i(GL_MAX_TEXTURE_UNITS_ARB)
#endif /* GL_ARB_multitexture */
#ifndef NO_GL_ARB_occlusion_query
i(GL_QUERY_COUNTER_BITS_ARB)
i(GL_CURRENT_QUERY_ARB)
i(GL_QUERY_RESULT_ARB)
i(GL_QUERY_RESULT_AVAILABLE_ARB)
i(GL_SAMPLES_PASSED_ARB)
#endif /* GL_ARB_occlusion_query */
#ifndef NO_GL_ARB_occlusion_query2
#endif /* GL_ARB_occlusion_query2 */
#ifndef NO_GL_ARB_parallel_shader_compile
i(GL_MAX_SHADER_COMPILER_THREADS_ARB)
i(GL_COMPLETION_STATUS_ARB)
#endif /* GL_ARB_parallel_shader_compile */
#ifndef NO_GL_ARB_pipeline_statistics_query
i(GL_VERTICES_SUBMITTED_ARB)
i(GL_PRIMITIVES_SUBMITTED_ARB)
i(GL_VERTEX_SHADER_INVOCATIONS_ARB)
i(GL_TESS_CONTROL_SHADER_PATCHES_ARB)
i(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB)
i(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB)
i(GL_FRAGMENT_SHADER_INVOCATIONS_ARB)
i(GL_COMPUTE_SHADER_INVOCATIONS_ARB)
i(GL_CLIPPING_INPUT_PRIMITIVES_ARB)
i(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB)
#endif /* GL_ARB_pipeline_statistics_query */
#ifndef NO_GL_ARB_pixel_buffer_object
i(GL_PIXEL_PACK_BUFFER_ARB)
i(GL_PIXEL_UNPACK_BUFFER_ARB)
i(GL_PIXEL_PACK_BUFFER_BINDING_ARB)
i(GL_PIXEL_UNPACK_BUFFER_BINDING_ARB)
#endif /* GL_ARB_pixel_buffer_object */
#ifndef NO_GL_ARB_point_parameters
i(GL_POINT_SIZE_MIN_ARB)
i(GL_POINT_SIZE_MAX_ARB)
i(GL_POINT_FADE_THRESHOLD_SIZE_ARB)
i(GL_POINT_DISTANCE_ATTENUATION_ARB)
#endif /* GL_ARB_point_parameters */
#ifndef NO_GL_ARB_point_sprite
i(GL_POINT_SPRITE_ARB)
i(GL_COORD_REPLACE_ARB)
#endif /* GL_ARB_point_sprite */
#ifndef NO_GL_ARB_post_depth_coverage
#endif /* GL_ARB_post_depth_coverage */
#ifndef NO_GL_ARB_program_interface_query
#endif /* GL_ARB_program_interface_query */
#ifndef NO_GL_ARB_provoking_vertex
#endif /* GL_ARB_provoking_vertex */
#ifndef NO_GL_ARB_query_buffer_object
#endif /* GL_ARB_query_buffer_object */
#ifndef NO_GL_ARB_robust_buffer_access_behavior
#endif /* GL_ARB_robust_buffer_access_behavior */
#ifndef NO_GL_ARB_robustness
i(GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB)
i(GL_LOSE_CONTEXT_ON_RESET_ARB)
i(GL_GUILTY_CONTEXT_RESET_ARB)
i(GL_INNOCENT_CONTEXT_RESET_ARB)
i(GL_UNKNOWN_CONTEXT_RESET_ARB)
i(GL_RESET_NOTIFICATION_STRATEGY_ARB)
i(GL_NO_RESET_NOTIFICATION_ARB)
#endif /* GL_ARB_robustness */
#ifndef NO_GL_ARB_robustness_isolation
#endif /* GL_ARB_robustness_isolation */
#ifndef NO_GL_ARB_sample_locations
i(GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB)
i(GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB)
i(GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB)
i(GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB)
i(GL_SAMPLE_LOCATION_ARB)
i(GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB)
i(GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB)
i(GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB)
#endif /* GL_ARB_sample_locations */
glext_consts.h view on Meta::CPAN
i(GL_REG_21_ATI)
i(GL_REG_22_ATI)
i(GL_REG_23_ATI)
i(GL_REG_24_ATI)
i(GL_REG_25_ATI)
i(GL_REG_26_ATI)
i(GL_REG_27_ATI)
i(GL_REG_28_ATI)
i(GL_REG_29_ATI)
i(GL_REG_30_ATI)
i(GL_REG_31_ATI)
i(GL_CON_0_ATI)
i(GL_CON_1_ATI)
i(GL_CON_2_ATI)
i(GL_CON_3_ATI)
i(GL_CON_4_ATI)
i(GL_CON_5_ATI)
i(GL_CON_6_ATI)
i(GL_CON_7_ATI)
i(GL_CON_8_ATI)
i(GL_CON_9_ATI)
i(GL_CON_10_ATI)
i(GL_CON_11_ATI)
i(GL_CON_12_ATI)
i(GL_CON_13_ATI)
i(GL_CON_14_ATI)
i(GL_CON_15_ATI)
i(GL_CON_16_ATI)
i(GL_CON_17_ATI)
i(GL_CON_18_ATI)
i(GL_CON_19_ATI)
i(GL_CON_20_ATI)
i(GL_CON_21_ATI)
i(GL_CON_22_ATI)
i(GL_CON_23_ATI)
i(GL_CON_24_ATI)
i(GL_CON_25_ATI)
i(GL_CON_26_ATI)
i(GL_CON_27_ATI)
i(GL_CON_28_ATI)
i(GL_CON_29_ATI)
i(GL_CON_30_ATI)
i(GL_CON_31_ATI)
i(GL_MOV_ATI)
i(GL_ADD_ATI)
i(GL_MUL_ATI)
i(GL_SUB_ATI)
i(GL_DOT3_ATI)
i(GL_DOT4_ATI)
i(GL_MAD_ATI)
i(GL_LERP_ATI)
i(GL_CND_ATI)
i(GL_CND0_ATI)
i(GL_DOT2_ADD_ATI)
i(GL_SECONDARY_INTERPOLATOR_ATI)
i(GL_NUM_FRAGMENT_REGISTERS_ATI)
i(GL_NUM_FRAGMENT_CONSTANTS_ATI)
i(GL_NUM_PASSES_ATI)
i(GL_NUM_INSTRUCTIONS_PER_PASS_ATI)
i(GL_NUM_INSTRUCTIONS_TOTAL_ATI)
i(GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI)
i(GL_NUM_LOOPBACK_COMPONENTS_ATI)
i(GL_COLOR_ALPHA_PAIRING_ATI)
i(GL_SWIZZLE_STR_ATI)
i(GL_SWIZZLE_STQ_ATI)
i(GL_SWIZZLE_STR_DR_ATI)
i(GL_SWIZZLE_STQ_DQ_ATI)
i(GL_SWIZZLE_STRQ_ATI)
i(GL_SWIZZLE_STRQ_DQ_ATI)
i(GL_RED_BIT_ATI)
i(GL_GREEN_BIT_ATI)
i(GL_BLUE_BIT_ATI)
i(GL_2X_BIT_ATI)
i(GL_4X_BIT_ATI)
i(GL_8X_BIT_ATI)
i(GL_HALF_BIT_ATI)
i(GL_QUARTER_BIT_ATI)
i(GL_EIGHTH_BIT_ATI)
i(GL_SATURATE_BIT_ATI)
i(GL_COMP_BIT_ATI)
i(GL_NEGATE_BIT_ATI)
i(GL_BIAS_BIT_ATI)
#endif /* GL_ATI_fragment_shader */
#ifndef NO_GL_ATI_map_object_buffer
#endif /* GL_ATI_map_object_buffer */
#ifndef NO_GL_ATI_meminfo
i(GL_VBO_FREE_MEMORY_ATI)
i(GL_TEXTURE_FREE_MEMORY_ATI)
i(GL_RENDERBUFFER_FREE_MEMORY_ATI)
#endif /* GL_ATI_meminfo */
#ifndef NO_GL_ATI_pixel_format_float
i(GL_RGBA_FLOAT_MODE_ATI)
i(GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI)
#endif /* GL_ATI_pixel_format_float */
#ifndef NO_GL_ATI_pn_triangles
i(GL_PN_TRIANGLES_ATI)
i(GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI)
i(GL_PN_TRIANGLES_POINT_MODE_ATI)
i(GL_PN_TRIANGLES_NORMAL_MODE_ATI)
i(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI)
i(GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI)
i(GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI)
i(GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI)
i(GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI)
#endif /* GL_ATI_pn_triangles */
#ifndef NO_GL_ATI_separate_stencil
i(GL_STENCIL_BACK_FUNC_ATI)
i(GL_STENCIL_BACK_FAIL_ATI)
i(GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI)
i(GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI)
#endif /* GL_ATI_separate_stencil */
#ifndef NO_GL_ATI_text_fragment_shader
i(GL_TEXT_FRAGMENT_SHADER_ATI)
#endif /* GL_ATI_text_fragment_shader */
glext_consts.h view on Meta::CPAN
i(GL_MAX_RENDERBUFFER_SIZE_EXT)
i(GL_FRAMEBUFFER_BINDING_EXT)
i(GL_RENDERBUFFER_BINDING_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT)
i(GL_FRAMEBUFFER_COMPLETE_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT)
i(GL_FRAMEBUFFER_UNSUPPORTED_EXT)
i(GL_MAX_COLOR_ATTACHMENTS_EXT)
i(GL_COLOR_ATTACHMENT0_EXT)
i(GL_COLOR_ATTACHMENT1_EXT)
i(GL_COLOR_ATTACHMENT2_EXT)
i(GL_COLOR_ATTACHMENT3_EXT)
i(GL_COLOR_ATTACHMENT4_EXT)
i(GL_COLOR_ATTACHMENT5_EXT)
i(GL_COLOR_ATTACHMENT6_EXT)
i(GL_COLOR_ATTACHMENT7_EXT)
i(GL_COLOR_ATTACHMENT8_EXT)
i(GL_COLOR_ATTACHMENT9_EXT)
i(GL_COLOR_ATTACHMENT10_EXT)
i(GL_COLOR_ATTACHMENT11_EXT)
i(GL_COLOR_ATTACHMENT12_EXT)
i(GL_COLOR_ATTACHMENT13_EXT)
i(GL_COLOR_ATTACHMENT14_EXT)
i(GL_COLOR_ATTACHMENT15_EXT)
i(GL_DEPTH_ATTACHMENT_EXT)
i(GL_STENCIL_ATTACHMENT_EXT)
i(GL_FRAMEBUFFER_EXT)
i(GL_RENDERBUFFER_EXT)
i(GL_RENDERBUFFER_WIDTH_EXT)
i(GL_RENDERBUFFER_HEIGHT_EXT)
i(GL_RENDERBUFFER_INTERNAL_FORMAT_EXT)
i(GL_STENCIL_INDEX1_EXT)
i(GL_STENCIL_INDEX4_EXT)
i(GL_STENCIL_INDEX8_EXT)
i(GL_STENCIL_INDEX16_EXT)
i(GL_RENDERBUFFER_RED_SIZE_EXT)
i(GL_RENDERBUFFER_GREEN_SIZE_EXT)
i(GL_RENDERBUFFER_BLUE_SIZE_EXT)
i(GL_RENDERBUFFER_ALPHA_SIZE_EXT)
i(GL_RENDERBUFFER_DEPTH_SIZE_EXT)
i(GL_RENDERBUFFER_STENCIL_SIZE_EXT)
#endif /* GL_EXT_framebuffer_object */
#ifndef NO_GL_EXT_framebuffer_sRGB
i(GL_FRAMEBUFFER_SRGB_EXT)
i(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT)
#endif /* GL_EXT_framebuffer_sRGB */
#ifndef NO_GL_EXT_geometry_shader4
i(GL_GEOMETRY_SHADER_EXT)
i(GL_GEOMETRY_VERTICES_OUT_EXT)
i(GL_GEOMETRY_INPUT_TYPE_EXT)
i(GL_GEOMETRY_OUTPUT_TYPE_EXT)
i(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT)
i(GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT)
i(GL_MAX_VERTEX_VARYING_COMPONENTS_EXT)
i(GL_MAX_VARYING_COMPONENTS_EXT)
i(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT)
i(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT)
i(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT)
i(GL_LINES_ADJACENCY_EXT)
i(GL_LINE_STRIP_ADJACENCY_EXT)
i(GL_TRIANGLES_ADJACENCY_EXT)
i(GL_TRIANGLE_STRIP_ADJACENCY_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT)
i(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT)
i(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT)
i(GL_PROGRAM_POINT_SIZE_EXT)
#endif /* GL_EXT_geometry_shader4 */
#ifndef NO_GL_EXT_gpu_program_parameters
#endif /* GL_EXT_gpu_program_parameters */
#ifndef NO_GL_EXT_gpu_shader4
i(GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT)
i(GL_SAMPLER_1D_ARRAY_EXT)
i(GL_SAMPLER_2D_ARRAY_EXT)
i(GL_SAMPLER_BUFFER_EXT)
i(GL_SAMPLER_1D_ARRAY_SHADOW_EXT)
i(GL_SAMPLER_2D_ARRAY_SHADOW_EXT)
i(GL_SAMPLER_CUBE_SHADOW_EXT)
i(GL_UNSIGNED_INT_VEC2_EXT)
i(GL_UNSIGNED_INT_VEC3_EXT)
i(GL_UNSIGNED_INT_VEC4_EXT)
i(GL_INT_SAMPLER_1D_EXT)
i(GL_INT_SAMPLER_2D_EXT)
i(GL_INT_SAMPLER_3D_EXT)
i(GL_INT_SAMPLER_CUBE_EXT)
i(GL_INT_SAMPLER_2D_RECT_EXT)
i(GL_INT_SAMPLER_1D_ARRAY_EXT)
i(GL_INT_SAMPLER_2D_ARRAY_EXT)
i(GL_INT_SAMPLER_BUFFER_EXT)
i(GL_UNSIGNED_INT_SAMPLER_1D_EXT)
i(GL_UNSIGNED_INT_SAMPLER_2D_EXT)
i(GL_UNSIGNED_INT_SAMPLER_3D_EXT)
i(GL_UNSIGNED_INT_SAMPLER_CUBE_EXT)
i(GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT)
i(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT)
i(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT)
i(GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT)
i(GL_MIN_PROGRAM_TEXEL_OFFSET_EXT)
i(GL_MAX_PROGRAM_TEXEL_OFFSET_EXT)
#endif /* GL_EXT_gpu_shader4 */
#ifndef NO_GL_EXT_histogram
i(GL_HISTOGRAM_EXT)
i(GL_PROXY_HISTOGRAM_EXT)
i(GL_HISTOGRAM_WIDTH_EXT)
i(GL_HISTOGRAM_FORMAT_EXT)
i(GL_HISTOGRAM_RED_SIZE_EXT)
i(GL_HISTOGRAM_GREEN_SIZE_EXT)
i(GL_HISTOGRAM_BLUE_SIZE_EXT)
i(GL_HISTOGRAM_ALPHA_SIZE_EXT)
i(GL_HISTOGRAM_LUMINANCE_SIZE_EXT)
i(GL_HISTOGRAM_SINK_EXT)
i(GL_MINMAX_EXT)
i(GL_MINMAX_FORMAT_EXT)
i(GL_MINMAX_SINK_EXT)
i(GL_TABLE_TOO_LARGE_EXT)
glext_consts.h view on Meta::CPAN
#endif /* GL_EXT_point_parameters */
#ifndef NO_GL_EXT_polygon_offset
i(GL_POLYGON_OFFSET_EXT)
i(GL_POLYGON_OFFSET_FACTOR_EXT)
i(GL_POLYGON_OFFSET_BIAS_EXT)
#endif /* GL_EXT_polygon_offset */
#ifndef NO_GL_EXT_polygon_offset_clamp
i(GL_POLYGON_OFFSET_CLAMP_EXT)
#endif /* GL_EXT_polygon_offset_clamp */
#ifndef NO_GL_EXT_post_depth_coverage
#endif /* GL_EXT_post_depth_coverage */
#ifndef NO_GL_EXT_provoking_vertex
i(GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT)
i(GL_FIRST_VERTEX_CONVENTION_EXT)
i(GL_LAST_VERTEX_CONVENTION_EXT)
i(GL_PROVOKING_VERTEX_EXT)
#endif /* GL_EXT_provoking_vertex */
#ifndef NO_GL_EXT_raster_multisample
i(GL_RASTER_MULTISAMPLE_EXT)
i(GL_RASTER_SAMPLES_EXT)
i(GL_MAX_RASTER_SAMPLES_EXT)
i(GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT)
i(GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT)
i(GL_EFFECTIVE_RASTER_SAMPLES_EXT)
#endif /* GL_EXT_raster_multisample */
#ifndef NO_GL_EXT_rescale_normal
i(GL_RESCALE_NORMAL_EXT)
#endif /* GL_EXT_rescale_normal */
#ifndef NO_GL_EXT_secondary_color
i(GL_COLOR_SUM_EXT)
i(GL_CURRENT_SECONDARY_COLOR_EXT)
i(GL_SECONDARY_COLOR_ARRAY_SIZE_EXT)
i(GL_SECONDARY_COLOR_ARRAY_TYPE_EXT)
i(GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT)
i(GL_SECONDARY_COLOR_ARRAY_POINTER_EXT)
i(GL_SECONDARY_COLOR_ARRAY_EXT)
#endif /* GL_EXT_secondary_color */
#ifndef NO_GL_EXT_separate_shader_objects
i(GL_ACTIVE_PROGRAM_EXT)
#endif /* GL_EXT_separate_shader_objects */
#ifndef NO_GL_EXT_separate_specular_color
i(GL_LIGHT_MODEL_COLOR_CONTROL_EXT)
i(GL_SINGLE_COLOR_EXT)
i(GL_SEPARATE_SPECULAR_COLOR_EXT)
#endif /* GL_EXT_separate_specular_color */
#ifndef NO_GL_EXT_shader_image_load_formatted
#endif /* GL_EXT_shader_image_load_formatted */
#ifndef NO_GL_EXT_shader_image_load_store
i(GL_MAX_IMAGE_UNITS_EXT)
i(GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT)
i(GL_IMAGE_BINDING_NAME_EXT)
i(GL_IMAGE_BINDING_LEVEL_EXT)
i(GL_IMAGE_BINDING_LAYERED_EXT)
i(GL_IMAGE_BINDING_LAYER_EXT)
i(GL_IMAGE_BINDING_ACCESS_EXT)
i(GL_IMAGE_1D_EXT)
i(GL_IMAGE_2D_EXT)
i(GL_IMAGE_3D_EXT)
i(GL_IMAGE_2D_RECT_EXT)
i(GL_IMAGE_CUBE_EXT)
i(GL_IMAGE_BUFFER_EXT)
i(GL_IMAGE_1D_ARRAY_EXT)
i(GL_IMAGE_2D_ARRAY_EXT)
i(GL_IMAGE_CUBE_MAP_ARRAY_EXT)
i(GL_IMAGE_2D_MULTISAMPLE_EXT)
i(GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT)
i(GL_INT_IMAGE_1D_EXT)
i(GL_INT_IMAGE_2D_EXT)
i(GL_INT_IMAGE_3D_EXT)
i(GL_INT_IMAGE_2D_RECT_EXT)
i(GL_INT_IMAGE_CUBE_EXT)
i(GL_INT_IMAGE_BUFFER_EXT)
i(GL_INT_IMAGE_1D_ARRAY_EXT)
i(GL_INT_IMAGE_2D_ARRAY_EXT)
i(GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT)
i(GL_INT_IMAGE_2D_MULTISAMPLE_EXT)
i(GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT)
i(GL_UNSIGNED_INT_IMAGE_1D_EXT)
i(GL_UNSIGNED_INT_IMAGE_2D_EXT)
i(GL_UNSIGNED_INT_IMAGE_3D_EXT)
i(GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT)
i(GL_UNSIGNED_INT_IMAGE_CUBE_EXT)
i(GL_UNSIGNED_INT_IMAGE_BUFFER_EXT)
i(GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT)
i(GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT)
i(GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT)
i(GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT)
i(GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT)
i(GL_MAX_IMAGE_SAMPLES_EXT)
i(GL_IMAGE_BINDING_FORMAT_EXT)
i(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT)
i(GL_ELEMENT_ARRAY_BARRIER_BIT_EXT)
i(GL_UNIFORM_BARRIER_BIT_EXT)
i(GL_TEXTURE_FETCH_BARRIER_BIT_EXT)
i(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT)
i(GL_COMMAND_BARRIER_BIT_EXT)
i(GL_PIXEL_BUFFER_BARRIER_BIT_EXT)
i(GL_TEXTURE_UPDATE_BARRIER_BIT_EXT)
i(GL_BUFFER_UPDATE_BARRIER_BIT_EXT)
i(GL_FRAMEBUFFER_BARRIER_BIT_EXT)
i(GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT)
i(GL_ATOMIC_COUNTER_BARRIER_BIT_EXT)
i(GL_ALL_BARRIER_BITS_EXT)
#endif /* GL_EXT_shader_image_load_store */
#ifndef NO_GL_EXT_shader_integer_mix
#endif /* GL_EXT_shader_integer_mix */
#ifndef NO_GL_EXT_shadow_funcs
#endif /* GL_EXT_shadow_funcs */
glext_consts.h view on Meta::CPAN
i(GL_INDEX_ARRAY_COUNT_EXT)
i(GL_TEXTURE_COORD_ARRAY_SIZE_EXT)
i(GL_TEXTURE_COORD_ARRAY_TYPE_EXT)
i(GL_TEXTURE_COORD_ARRAY_STRIDE_EXT)
i(GL_TEXTURE_COORD_ARRAY_COUNT_EXT)
i(GL_EDGE_FLAG_ARRAY_STRIDE_EXT)
i(GL_EDGE_FLAG_ARRAY_COUNT_EXT)
i(GL_VERTEX_ARRAY_POINTER_EXT)
i(GL_NORMAL_ARRAY_POINTER_EXT)
i(GL_COLOR_ARRAY_POINTER_EXT)
i(GL_INDEX_ARRAY_POINTER_EXT)
i(GL_TEXTURE_COORD_ARRAY_POINTER_EXT)
i(GL_EDGE_FLAG_ARRAY_POINTER_EXT)
#endif /* GL_EXT_vertex_array */
#ifndef NO_GL_EXT_vertex_array_bgra
#endif /* GL_EXT_vertex_array_bgra */
#ifndef NO_GL_EXT_vertex_attrib_64bit
i(GL_DOUBLE_VEC2_EXT)
i(GL_DOUBLE_VEC3_EXT)
i(GL_DOUBLE_VEC4_EXT)
i(GL_DOUBLE_MAT2_EXT)
i(GL_DOUBLE_MAT3_EXT)
i(GL_DOUBLE_MAT4_EXT)
i(GL_DOUBLE_MAT2x3_EXT)
i(GL_DOUBLE_MAT2x4_EXT)
i(GL_DOUBLE_MAT3x2_EXT)
i(GL_DOUBLE_MAT3x4_EXT)
i(GL_DOUBLE_MAT4x2_EXT)
i(GL_DOUBLE_MAT4x3_EXT)
#endif /* GL_EXT_vertex_attrib_64bit */
#ifndef NO_GL_EXT_vertex_shader
i(GL_VERTEX_SHADER_EXT)
i(GL_VERTEX_SHADER_BINDING_EXT)
i(GL_OP_INDEX_EXT)
i(GL_OP_NEGATE_EXT)
i(GL_OP_DOT3_EXT)
i(GL_OP_DOT4_EXT)
i(GL_OP_MUL_EXT)
i(GL_OP_ADD_EXT)
i(GL_OP_MADD_EXT)
i(GL_OP_FRAC_EXT)
i(GL_OP_MAX_EXT)
i(GL_OP_MIN_EXT)
i(GL_OP_SET_GE_EXT)
i(GL_OP_SET_LT_EXT)
i(GL_OP_CLAMP_EXT)
i(GL_OP_FLOOR_EXT)
i(GL_OP_ROUND_EXT)
i(GL_OP_EXP_BASE_2_EXT)
i(GL_OP_LOG_BASE_2_EXT)
i(GL_OP_POWER_EXT)
i(GL_OP_RECIP_EXT)
i(GL_OP_RECIP_SQRT_EXT)
i(GL_OP_SUB_EXT)
i(GL_OP_CROSS_PRODUCT_EXT)
i(GL_OP_MULTIPLY_MATRIX_EXT)
i(GL_OP_MOV_EXT)
i(GL_OUTPUT_VERTEX_EXT)
i(GL_OUTPUT_COLOR0_EXT)
i(GL_OUTPUT_COLOR1_EXT)
i(GL_OUTPUT_TEXTURE_COORD0_EXT)
i(GL_OUTPUT_TEXTURE_COORD1_EXT)
i(GL_OUTPUT_TEXTURE_COORD2_EXT)
i(GL_OUTPUT_TEXTURE_COORD3_EXT)
i(GL_OUTPUT_TEXTURE_COORD4_EXT)
i(GL_OUTPUT_TEXTURE_COORD5_EXT)
i(GL_OUTPUT_TEXTURE_COORD6_EXT)
i(GL_OUTPUT_TEXTURE_COORD7_EXT)
i(GL_OUTPUT_TEXTURE_COORD8_EXT)
i(GL_OUTPUT_TEXTURE_COORD9_EXT)
i(GL_OUTPUT_TEXTURE_COORD10_EXT)
i(GL_OUTPUT_TEXTURE_COORD11_EXT)
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)
glext_consts.h view on Meta::CPAN
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)
glext_consts.h view on Meta::CPAN
i(GL_LINEARDODGE_NV)
i(GL_LINEARLIGHT_NV)
i(GL_MINUS_CLAMPED_NV)
i(GL_MINUS_NV)
i(GL_MULTIPLY_NV)
i(GL_OVERLAY_NV)
i(GL_PINLIGHT_NV)
i(GL_PLUS_CLAMPED_ALPHA_NV)
i(GL_PLUS_CLAMPED_NV)
i(GL_PLUS_DARKER_NV)
i(GL_PLUS_NV)
i(GL_RED_NV)
i(GL_SCREEN_NV)
i(GL_SOFTLIGHT_NV)
i(GL_SRC_ATOP_NV)
i(GL_SRC_IN_NV)
i(GL_SRC_NV)
i(GL_SRC_OUT_NV)
i(GL_SRC_OVER_NV)
i(GL_UNCORRELATED_NV)
i(GL_VIVIDLIGHT_NV)
i(GL_XOR_NV)
#endif /* GL_NV_blend_equation_advanced */
#ifndef NO_GL_NV_blend_equation_advanced_coherent
i(GL_BLEND_ADVANCED_COHERENT_NV)
#endif /* GL_NV_blend_equation_advanced_coherent */
#ifndef NO_GL_NV_blend_square
#endif /* GL_NV_blend_square */
#ifndef NO_GL_NV_clip_space_w_scaling
i(GL_VIEWPORT_POSITION_W_SCALE_NV)
i(GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV)
i(GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV)
#endif /* GL_NV_clip_space_w_scaling */
#ifndef NO_GL_NV_command_list
i(GL_TERMINATE_SEQUENCE_COMMAND_NV)
i(GL_NOP_COMMAND_NV)
i(GL_DRAW_ELEMENTS_COMMAND_NV)
i(GL_DRAW_ARRAYS_COMMAND_NV)
i(GL_DRAW_ELEMENTS_STRIP_COMMAND_NV)
i(GL_DRAW_ARRAYS_STRIP_COMMAND_NV)
i(GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV)
i(GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV)
i(GL_ELEMENT_ADDRESS_COMMAND_NV)
i(GL_ATTRIBUTE_ADDRESS_COMMAND_NV)
i(GL_UNIFORM_ADDRESS_COMMAND_NV)
i(GL_BLEND_COLOR_COMMAND_NV)
i(GL_STENCIL_REF_COMMAND_NV)
i(GL_LINE_WIDTH_COMMAND_NV)
i(GL_POLYGON_OFFSET_COMMAND_NV)
i(GL_ALPHA_REF_COMMAND_NV)
i(GL_VIEWPORT_COMMAND_NV)
i(GL_SCISSOR_COMMAND_NV)
i(GL_FRONT_FACE_COMMAND_NV)
#endif /* GL_NV_command_list */
#ifndef NO_GL_NV_compute_program5
i(GL_COMPUTE_PROGRAM_NV)
i(GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV)
#endif /* GL_NV_compute_program5 */
#ifndef NO_GL_NV_conditional_render
i(GL_QUERY_WAIT_NV)
i(GL_QUERY_NO_WAIT_NV)
i(GL_QUERY_BY_REGION_WAIT_NV)
i(GL_QUERY_BY_REGION_NO_WAIT_NV)
#endif /* GL_NV_conditional_render */
#ifndef NO_GL_NV_conservative_raster
i(GL_CONSERVATIVE_RASTERIZATION_NV)
i(GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV)
i(GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV)
i(GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV)
#endif /* GL_NV_conservative_raster */
#ifndef NO_GL_NV_conservative_raster_dilate
i(GL_CONSERVATIVE_RASTER_DILATE_NV)
i(GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV)
i(GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV)
#endif /* GL_NV_conservative_raster_dilate */
#ifndef NO_GL_NV_conservative_raster_pre_snap_triangles
i(GL_CONSERVATIVE_RASTER_MODE_NV)
i(GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV)
i(GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV)
#endif /* GL_NV_conservative_raster_pre_snap_triangles */
#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)
glext_consts.h view on Meta::CPAN
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)
i(GL_MAX_PROGRAM_LOOP_COUNT_NV)
#endif /* GL_NV_fragment_program2 */
#ifndef NO_GL_NV_fragment_program4
#endif /* GL_NV_fragment_program4 */
#ifndef NO_GL_NV_fragment_program_option
#endif /* GL_NV_fragment_program_option */
#ifndef NO_GL_NV_fragment_shader_interlock
#endif /* GL_NV_fragment_shader_interlock */
#ifndef NO_GL_NV_framebuffer_mixed_samples
i(GL_COVERAGE_MODULATION_TABLE_NV)
i(GL_COLOR_SAMPLES_NV)
i(GL_DEPTH_SAMPLES_NV)
i(GL_STENCIL_SAMPLES_NV)
i(GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV)
i(GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV)
i(GL_COVERAGE_MODULATION_NV)
i(GL_COVERAGE_MODULATION_TABLE_SIZE_NV)
#endif /* GL_NV_framebuffer_mixed_samples */
#ifndef NO_GL_NV_framebuffer_multisample_coverage
i(GL_RENDERBUFFER_COVERAGE_SAMPLES_NV)
i(GL_RENDERBUFFER_COLOR_SAMPLES_NV)
i(GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV)
i(GL_MULTISAMPLE_COVERAGE_MODES_NV)
#endif /* GL_NV_framebuffer_multisample_coverage */
#ifndef NO_GL_NV_geometry_program4
i(GL_GEOMETRY_PROGRAM_NV)
i(GL_MAX_PROGRAM_OUTPUT_VERTICES_NV)
i(GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV)
#endif /* GL_NV_geometry_program4 */
#ifndef NO_GL_NV_geometry_shader4
#endif /* GL_NV_geometry_shader4 */
#ifndef NO_GL_NV_geometry_shader_passthrough
#endif /* GL_NV_geometry_shader_passthrough */
#ifndef NO_GL_NV_gpu_program4
i(GL_MIN_PROGRAM_TEXEL_OFFSET_NV)
i(GL_MAX_PROGRAM_TEXEL_OFFSET_NV)
i(GL_PROGRAM_ATTRIB_COMPONENTS_NV)
i(GL_PROGRAM_RESULT_COMPONENTS_NV)
i(GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV)
i(GL_MAX_PROGRAM_RESULT_COMPONENTS_NV)
i(GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV)
i(GL_MAX_PROGRAM_GENERIC_RESULTS_NV)
#endif /* GL_NV_gpu_program4 */
#ifndef NO_GL_NV_gpu_program5
i(GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV)
i(GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV)
i(GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV)
i(GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV)
i(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV)
i(GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV)
i(GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV)
i(GL_MAX_PROGRAM_SUBROUTINE_NUM_NV)
#endif /* GL_NV_gpu_program5 */
#ifndef NO_GL_NV_gpu_program5_mem_extended
#endif /* GL_NV_gpu_program5_mem_extended */
#ifndef NO_GL_NV_gpu_shader5
#endif /* GL_NV_gpu_shader5 */
#ifndef NO_GL_NV_half_float
i(GL_HALF_FLOAT_NV)
#endif /* GL_NV_half_float */
#ifndef NO_GL_NV_internalformat_sample_query
i(GL_MULTISAMPLES_NV)
i(GL_SUPERSAMPLE_SCALE_X_NV)
i(GL_SUPERSAMPLE_SCALE_Y_NV)
i(GL_CONFORMANT_NV)
#endif /* GL_NV_internalformat_sample_query */
#ifndef NO_GL_NV_light_max_exponent
i(GL_MAX_SHININESS_NV)
i(GL_MAX_SPOT_EXPONENT_NV)
#endif /* GL_NV_light_max_exponent */
#ifndef NO_GL_NV_multisample_coverage
#endif /* GL_NV_multisample_coverage */
#ifndef NO_GL_NV_multisample_filter_hint
i(GL_MULTISAMPLE_FILTER_HINT_NV)
#endif /* GL_NV_multisample_filter_hint */
#ifndef NO_GL_NV_occlusion_query
glext_consts.h view on Meta::CPAN
i(GL_PIXEL_COUNT_AVAILABLE_NV)
#endif /* GL_NV_occlusion_query */
#ifndef NO_GL_NV_packed_depth_stencil
i(GL_DEPTH_STENCIL_NV)
i(GL_UNSIGNED_INT_24_8_NV)
#endif /* GL_NV_packed_depth_stencil */
#ifndef NO_GL_NV_parameter_buffer_object
i(GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV)
i(GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV)
i(GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV)
i(GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV)
i(GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV)
#endif /* GL_NV_parameter_buffer_object */
#ifndef NO_GL_NV_parameter_buffer_object2
#endif /* GL_NV_parameter_buffer_object2 */
#ifndef NO_GL_NV_path_rendering
i(GL_PATH_FORMAT_SVG_NV)
i(GL_PATH_FORMAT_PS_NV)
i(GL_STANDARD_FONT_NAME_NV)
i(GL_SYSTEM_FONT_NAME_NV)
i(GL_FILE_NAME_NV)
i(GL_PATH_STROKE_WIDTH_NV)
i(GL_PATH_END_CAPS_NV)
i(GL_PATH_INITIAL_END_CAP_NV)
i(GL_PATH_TERMINAL_END_CAP_NV)
i(GL_PATH_JOIN_STYLE_NV)
i(GL_PATH_MITER_LIMIT_NV)
i(GL_PATH_DASH_CAPS_NV)
i(GL_PATH_INITIAL_DASH_CAP_NV)
i(GL_PATH_TERMINAL_DASH_CAP_NV)
i(GL_PATH_DASH_OFFSET_NV)
i(GL_PATH_CLIENT_LENGTH_NV)
i(GL_PATH_FILL_MODE_NV)
i(GL_PATH_FILL_MASK_NV)
i(GL_PATH_FILL_COVER_MODE_NV)
i(GL_PATH_STROKE_COVER_MODE_NV)
i(GL_PATH_STROKE_MASK_NV)
i(GL_COUNT_UP_NV)
i(GL_COUNT_DOWN_NV)
i(GL_PATH_OBJECT_BOUNDING_BOX_NV)
i(GL_CONVEX_HULL_NV)
i(GL_BOUNDING_BOX_NV)
i(GL_TRANSLATE_X_NV)
i(GL_TRANSLATE_Y_NV)
i(GL_TRANSLATE_2D_NV)
i(GL_TRANSLATE_3D_NV)
i(GL_AFFINE_2D_NV)
i(GL_AFFINE_3D_NV)
i(GL_TRANSPOSE_AFFINE_2D_NV)
i(GL_TRANSPOSE_AFFINE_3D_NV)
i(GL_UTF8_NV)
i(GL_UTF16_NV)
i(GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV)
i(GL_PATH_COMMAND_COUNT_NV)
i(GL_PATH_COORD_COUNT_NV)
i(GL_PATH_DASH_ARRAY_COUNT_NV)
i(GL_PATH_COMPUTED_LENGTH_NV)
i(GL_PATH_FILL_BOUNDING_BOX_NV)
i(GL_PATH_STROKE_BOUNDING_BOX_NV)
i(GL_SQUARE_NV)
i(GL_ROUND_NV)
i(GL_TRIANGULAR_NV)
i(GL_BEVEL_NV)
i(GL_MITER_REVERT_NV)
i(GL_MITER_TRUNCATE_NV)
i(GL_SKIP_MISSING_GLYPH_NV)
i(GL_USE_MISSING_GLYPH_NV)
i(GL_PATH_ERROR_POSITION_NV)
i(GL_ACCUM_ADJACENT_PAIRS_NV)
i(GL_ADJACENT_PAIRS_NV)
i(GL_FIRST_TO_REST_NV)
i(GL_PATH_GEN_MODE_NV)
i(GL_PATH_GEN_COEFF_NV)
i(GL_PATH_GEN_COMPONENTS_NV)
i(GL_PATH_STENCIL_FUNC_NV)
i(GL_PATH_STENCIL_REF_NV)
i(GL_PATH_STENCIL_VALUE_MASK_NV)
i(GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV)
i(GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV)
i(GL_PATH_COVER_DEPTH_FUNC_NV)
i(GL_PATH_DASH_OFFSET_RESET_NV)
i(GL_MOVE_TO_RESETS_NV)
i(GL_MOVE_TO_CONTINUES_NV)
i(GL_CLOSE_PATH_NV)
i(GL_MOVE_TO_NV)
i(GL_RELATIVE_MOVE_TO_NV)
i(GL_LINE_TO_NV)
i(GL_RELATIVE_LINE_TO_NV)
i(GL_HORIZONTAL_LINE_TO_NV)
i(GL_RELATIVE_HORIZONTAL_LINE_TO_NV)
i(GL_VERTICAL_LINE_TO_NV)
i(GL_RELATIVE_VERTICAL_LINE_TO_NV)
i(GL_QUADRATIC_CURVE_TO_NV)
i(GL_RELATIVE_QUADRATIC_CURVE_TO_NV)
i(GL_CUBIC_CURVE_TO_NV)
i(GL_RELATIVE_CUBIC_CURVE_TO_NV)
i(GL_SMOOTH_QUADRATIC_CURVE_TO_NV)
i(GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV)
i(GL_SMOOTH_CUBIC_CURVE_TO_NV)
i(GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV)
i(GL_SMALL_CCW_ARC_TO_NV)
i(GL_RELATIVE_SMALL_CCW_ARC_TO_NV)
i(GL_SMALL_CW_ARC_TO_NV)
i(GL_RELATIVE_SMALL_CW_ARC_TO_NV)
i(GL_LARGE_CCW_ARC_TO_NV)
i(GL_RELATIVE_LARGE_CCW_ARC_TO_NV)
i(GL_LARGE_CW_ARC_TO_NV)
i(GL_RELATIVE_LARGE_CW_ARC_TO_NV)
i(GL_RESTART_PATH_NV)
i(GL_DUP_FIRST_CUBIC_CURVE_TO_NV)
i(GL_DUP_LAST_CUBIC_CURVE_TO_NV)
i(GL_RECT_NV)
i(GL_CIRCULAR_CCW_ARC_TO_NV)
i(GL_CIRCULAR_CW_ARC_TO_NV)
i(GL_CIRCULAR_TANGENT_ARC_TO_NV)
i(GL_ARC_TO_NV)
i(GL_RELATIVE_ARC_TO_NV)
glext_consts.h view on Meta::CPAN
i(GL_ITALIC_BIT_NV)
i(GL_GLYPH_WIDTH_BIT_NV)
i(GL_GLYPH_HEIGHT_BIT_NV)
i(GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV)
i(GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV)
i(GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV)
i(GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
i(GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV)
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)
i(GL_COMBINER_SUM_OUTPUT_NV)
i(GL_MAX_GENERAL_COMBINERS_NV)
i(GL_NUM_GENERAL_COMBINERS_NV)
i(GL_COLOR_SUM_CLAMP_NV)
i(GL_COMBINER0_NV)
i(GL_COMBINER1_NV)
i(GL_COMBINER2_NV)
i(GL_COMBINER3_NV)
i(GL_COMBINER4_NV)
i(GL_COMBINER5_NV)
i(GL_COMBINER6_NV)
i(GL_COMBINER7_NV)
#endif /* GL_NV_register_combiners */
#ifndef NO_GL_NV_register_combiners2
i(GL_PER_STAGE_CONSTANTS_NV)
#endif /* GL_NV_register_combiners2 */
#ifndef NO_GL_NV_robustness_video_memory_purge
i(GL_PURGED_CONTEXT_RESET_NV)
#endif /* GL_NV_robustness_video_memory_purge */
#ifndef NO_GL_NV_sample_locations
i(GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV)
i(GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV)
i(GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV)
i(GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV)
i(GL_SAMPLE_LOCATION_NV)
i(GL_PROGRAMMABLE_SAMPLE_LOCATION_NV)
i(GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV)
i(GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV)
#endif /* GL_NV_sample_locations */
#ifndef NO_GL_NV_sample_mask_override_coverage
#endif /* GL_NV_sample_mask_override_coverage */
#ifndef NO_GL_NV_shader_atomic_counters
#endif /* GL_NV_shader_atomic_counters */
#ifndef NO_GL_NV_shader_atomic_float
#endif /* GL_NV_shader_atomic_float */
#ifndef NO_GL_NV_shader_atomic_float64
#endif /* GL_NV_shader_atomic_float64 */
#ifndef NO_GL_NV_shader_atomic_fp16_vector
#endif /* GL_NV_shader_atomic_fp16_vector */
#ifndef NO_GL_NV_shader_atomic_int64
#endif /* GL_NV_shader_atomic_int64 */
#ifndef NO_GL_NV_shader_buffer_load
i(GL_BUFFER_GPU_ADDRESS_NV)
i(GL_GPU_ADDRESS_NV)
i(GL_MAX_SHADER_BUFFER_ADDRESS_NV)
#endif /* GL_NV_shader_buffer_load */
#ifndef NO_GL_NV_shader_buffer_store
i(GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV)
#endif /* GL_NV_shader_buffer_store */
glext_consts.h view on Meta::CPAN
#ifndef NO_GL_NV_texgen_emboss
i(GL_EMBOSS_LIGHT_NV)
i(GL_EMBOSS_CONSTANT_NV)
i(GL_EMBOSS_MAP_NV)
#endif /* GL_NV_texgen_emboss */
#ifndef NO_GL_NV_texgen_reflection
i(GL_NORMAL_MAP_NV)
i(GL_REFLECTION_MAP_NV)
#endif /* GL_NV_texgen_reflection */
#ifndef NO_GL_NV_texture_barrier
#endif /* GL_NV_texture_barrier */
#ifndef NO_GL_NV_texture_compression_vtc
#endif /* GL_NV_texture_compression_vtc */
#ifndef NO_GL_NV_texture_env_combine4
i(GL_COMBINE4_NV)
i(GL_SOURCE3_RGB_NV)
i(GL_SOURCE3_ALPHA_NV)
i(GL_OPERAND3_RGB_NV)
i(GL_OPERAND3_ALPHA_NV)
#endif /* GL_NV_texture_env_combine4 */
#ifndef NO_GL_NV_texture_expand_normal
i(GL_TEXTURE_UNSIGNED_REMAP_MODE_NV)
#endif /* GL_NV_texture_expand_normal */
#ifndef NO_GL_NV_texture_multisample
i(GL_TEXTURE_COVERAGE_SAMPLES_NV)
i(GL_TEXTURE_COLOR_SAMPLES_NV)
#endif /* GL_NV_texture_multisample */
#ifndef NO_GL_NV_texture_rectangle
i(GL_TEXTURE_RECTANGLE_NV)
i(GL_TEXTURE_BINDING_RECTANGLE_NV)
i(GL_PROXY_TEXTURE_RECTANGLE_NV)
i(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV)
#endif /* GL_NV_texture_rectangle */
#ifndef NO_GL_NV_texture_shader
i(GL_OFFSET_TEXTURE_RECTANGLE_NV)
i(GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV)
i(GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV)
i(GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV)
i(GL_UNSIGNED_INT_S8_S8_8_8_NV)
i(GL_UNSIGNED_INT_8_8_S8_S8_REV_NV)
i(GL_DSDT_MAG_INTENSITY_NV)
i(GL_SHADER_CONSISTENT_NV)
i(GL_TEXTURE_SHADER_NV)
i(GL_SHADER_OPERATION_NV)
i(GL_CULL_MODES_NV)
i(GL_OFFSET_TEXTURE_MATRIX_NV)
i(GL_OFFSET_TEXTURE_SCALE_NV)
i(GL_OFFSET_TEXTURE_BIAS_NV)
i(GL_OFFSET_TEXTURE_2D_MATRIX_NV)
i(GL_OFFSET_TEXTURE_2D_SCALE_NV)
i(GL_OFFSET_TEXTURE_2D_BIAS_NV)
i(GL_PREVIOUS_TEXTURE_INPUT_NV)
i(GL_CONST_EYE_NV)
i(GL_PASS_THROUGH_NV)
i(GL_CULL_FRAGMENT_NV)
i(GL_OFFSET_TEXTURE_2D_NV)
i(GL_DEPENDENT_AR_TEXTURE_2D_NV)
i(GL_DEPENDENT_GB_TEXTURE_2D_NV)
i(GL_DOT_PRODUCT_NV)
i(GL_DOT_PRODUCT_DEPTH_REPLACE_NV)
i(GL_DOT_PRODUCT_TEXTURE_2D_NV)
i(GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV)
i(GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV)
i(GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV)
i(GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV)
i(GL_HILO_NV)
i(GL_DSDT_NV)
i(GL_DSDT_MAG_NV)
i(GL_DSDT_MAG_VIB_NV)
i(GL_HILO16_NV)
i(GL_SIGNED_HILO_NV)
i(GL_SIGNED_HILO16_NV)
i(GL_SIGNED_RGBA_NV)
i(GL_SIGNED_RGBA8_NV)
i(GL_SIGNED_RGB_NV)
i(GL_SIGNED_RGB8_NV)
i(GL_SIGNED_LUMINANCE_NV)
i(GL_SIGNED_LUMINANCE8_NV)
i(GL_SIGNED_LUMINANCE_ALPHA_NV)
i(GL_SIGNED_LUMINANCE8_ALPHA8_NV)
i(GL_SIGNED_ALPHA_NV)
i(GL_SIGNED_ALPHA8_NV)
i(GL_SIGNED_INTENSITY_NV)
i(GL_SIGNED_INTENSITY8_NV)
i(GL_DSDT8_NV)
i(GL_DSDT8_MAG8_NV)
i(GL_DSDT8_MAG8_INTENSITY8_NV)
i(GL_SIGNED_RGB_UNSIGNED_ALPHA_NV)
i(GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV)
i(GL_HI_SCALE_NV)
i(GL_LO_SCALE_NV)
i(GL_DS_SCALE_NV)
i(GL_DT_SCALE_NV)
i(GL_MAGNITUDE_SCALE_NV)
i(GL_VIBRANCE_SCALE_NV)
i(GL_HI_BIAS_NV)
i(GL_LO_BIAS_NV)
i(GL_DS_BIAS_NV)
i(GL_DT_BIAS_NV)
i(GL_MAGNITUDE_BIAS_NV)
i(GL_VIBRANCE_BIAS_NV)
i(GL_TEXTURE_BORDER_VALUES_NV)
i(GL_TEXTURE_HI_SIZE_NV)
i(GL_TEXTURE_LO_SIZE_NV)
i(GL_TEXTURE_DS_SIZE_NV)
i(GL_TEXTURE_DT_SIZE_NV)
i(GL_TEXTURE_MAG_SIZE_NV)
#endif /* GL_NV_texture_shader */
#ifndef NO_GL_NV_texture_shader2
i(GL_DOT_PRODUCT_TEXTURE_3D_NV)
#endif /* GL_NV_texture_shader2 */