Acme-MITHALDU-BleedingOpenGL
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glext_consts.h view on Meta::CPAN
#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 */
#ifndef NO_GL_NV_shader_storage_buffer_object
#endif /* GL_NV_shader_storage_buffer_object */
#ifndef NO_GL_NV_shader_thread_group
i(GL_WARP_SIZE_NV)
i(GL_WARPS_PER_SM_NV)
i(GL_SM_COUNT_NV)
#endif /* GL_NV_shader_thread_group */
#ifndef NO_GL_NV_shader_thread_shuffle
#endif /* GL_NV_shader_thread_shuffle */
#ifndef NO_GL_NV_stereo_view_rendering
#endif /* GL_NV_stereo_view_rendering */
#ifndef NO_GL_NV_tessellation_program5
i(GL_MAX_PROGRAM_PATCH_ATTRIBS_NV)
i(GL_TESS_CONTROL_PROGRAM_NV)
i(GL_TESS_EVALUATION_PROGRAM_NV)
i(GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV)
i(GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV)
#endif /* GL_NV_tessellation_program5 */
#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)
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