"glReadnPixelsKHR",
};
+static const char* s_GL_KHR_parallel_shader_compile[] =
+{
+ "glMaxShaderCompilerThreadsKHR",
+};
+
static const char* s_GL_NV_bindless_texture[] =
{
"glGetImageHandleNV",
{ "GL_KHR_blend_equation_advanced", DE_LENGTH_OF_ARRAY(s_GL_KHR_blend_equation_advanced), s_GL_KHR_blend_equation_advanced },
{ "GL_KHR_debug", DE_LENGTH_OF_ARRAY(s_GL_KHR_debug), s_GL_KHR_debug },
{ "GL_KHR_robustness", DE_LENGTH_OF_ARRAY(s_GL_KHR_robustness), s_GL_KHR_robustness },
+ { "GL_KHR_parallel_shader_compile", DE_LENGTH_OF_ARRAY(s_GL_KHR_parallel_shader_compile), s_GL_KHR_parallel_shader_compile },
{ "GL_NV_bindless_texture", DE_LENGTH_OF_ARRAY(s_GL_NV_bindless_texture), s_GL_NV_bindless_texture },
{ "GL_NV_blend_equation_advanced", DE_LENGTH_OF_ARRAY(s_GL_NV_blend_equation_advanced), s_GL_NV_blend_equation_advanced },
{ "GL_NV_conditional_render", DE_LENGTH_OF_ARRAY(s_GL_NV_conditional_render), s_GL_NV_conditional_render },