Acme-MITHALDU-BleedingOpenGL

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glext_consts.h  view on Meta::CPAN

    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 */

#ifndef NO_GL_ARB_sample_shading
    i(GL_SAMPLE_SHADING_ARB)
    i(GL_MIN_SAMPLE_SHADING_VALUE_ARB)
#endif /* GL_ARB_sample_shading */

#ifndef NO_GL_ARB_sampler_objects
#endif /* GL_ARB_sampler_objects */

#ifndef NO_GL_ARB_seamless_cube_map
#endif /* GL_ARB_seamless_cube_map */

#ifndef NO_GL_ARB_seamless_cubemap_per_texture
#endif /* GL_ARB_seamless_cubemap_per_texture */

#ifndef NO_GL_ARB_separate_shader_objects
#endif /* GL_ARB_separate_shader_objects */

#ifndef NO_GL_ARB_shader_atomic_counter_ops
#endif /* GL_ARB_shader_atomic_counter_ops */

#ifndef NO_GL_ARB_shader_atomic_counters
#endif /* GL_ARB_shader_atomic_counters */

glext_consts.h  view on Meta::CPAN

    i(GL_RGBA_SIGNED_COMPONENTS_EXT)
#endif /* GL_EXT_packed_float */

#ifndef NO_GL_EXT_packed_pixels
    i(GL_UNSIGNED_BYTE_3_3_2_EXT)
    i(GL_UNSIGNED_SHORT_4_4_4_4_EXT)
    i(GL_UNSIGNED_SHORT_5_5_5_1_EXT)
    i(GL_UNSIGNED_INT_8_8_8_8_EXT)
    i(GL_UNSIGNED_INT_10_10_10_2_EXT)
#endif /* GL_EXT_packed_pixels */

#ifndef NO_GL_EXT_paletted_texture
    i(GL_COLOR_INDEX1_EXT)
    i(GL_COLOR_INDEX2_EXT)
    i(GL_COLOR_INDEX4_EXT)
    i(GL_COLOR_INDEX8_EXT)
    i(GL_COLOR_INDEX12_EXT)
    i(GL_COLOR_INDEX16_EXT)
    i(GL_TEXTURE_INDEX_SIZE_EXT)
#endif /* GL_EXT_paletted_texture */

#ifndef NO_GL_EXT_pixel_buffer_object
    i(GL_PIXEL_PACK_BUFFER_EXT)
    i(GL_PIXEL_UNPACK_BUFFER_EXT)
    i(GL_PIXEL_PACK_BUFFER_BINDING_EXT)
    i(GL_PIXEL_UNPACK_BUFFER_BINDING_EXT)
#endif /* GL_EXT_pixel_buffer_object */

#ifndef NO_GL_EXT_pixel_transform
    i(GL_PIXEL_TRANSFORM_2D_EXT)
    i(GL_PIXEL_MAG_FILTER_EXT)
    i(GL_PIXEL_MIN_FILTER_EXT)
    i(GL_PIXEL_CUBIC_WEIGHT_EXT)
    i(GL_CUBIC_EXT)
    i(GL_AVERAGE_EXT)
    i(GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT)
    i(GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT)
    i(GL_PIXEL_TRANSFORM_2D_MATRIX_EXT)
#endif /* GL_EXT_pixel_transform */

#ifndef NO_GL_EXT_pixel_transform_color_table
#endif /* GL_EXT_pixel_transform_color_table */

#ifndef NO_GL_EXT_point_parameters
    i(GL_POINT_SIZE_MIN_EXT)
    i(GL_POINT_SIZE_MAX_EXT)
    i(GL_POINT_FADE_THRESHOLD_SIZE_EXT)
    i(GL_DISTANCE_ATTENUATION_EXT)
#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)



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