Acme-MITHALDU-BleedingOpenGL

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glext_consts.h  view on Meta::CPAN

    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 */

#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)



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