#ifndef GL_KHR_blend_equation_advanced
#define GL_KHR_blend_equation_advanced 1
-#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285
#define GL_MULTIPLY_KHR 0x9294
#define GL_SCREEN_KHR 0x9295
#define GL_OVERLAY_KHR 0x9296
#define GL_HSL_LUMINOSITY_KHR 0x92B0
#endif /* GL_KHR_blend_equation_advanced */
+#ifndef GL_KHR_blend_equation_advanced_coherent
+#define GL_KHR_blend_equation_advanced_coherent 1
+#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285
+#endif /* GL_KHR_blend_equation_advanced_coherent */
+
+#ifndef GL_KHR_context_flush_control
+#define GL_KHR_context_flush_control 1
+#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB
+#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x82FC
+#endif /* GL_KHR_context_flush_control */
+
#ifndef GL_KHR_debug
#define GL_KHR_debug 1
#define GL_SAMPLER 0x82E6
#define GL_PROGRAM_KHR 0x82E2
#define GL_VERTEX_ARRAY_KHR 0x8074
#define GL_QUERY_KHR 0x82E3
+#define GL_PROGRAM_PIPELINE_KHR 0x82E4
#define GL_SAMPLER_KHR 0x82E6
#define GL_MAX_LABEL_LENGTH_KHR 0x82E8
#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143
#define GL_KHR_texture_compression_astc_ldr 1
#endif /* GL_KHR_texture_compression_astc_ldr */
+#ifndef GL_KHR_texture_compression_astc_sliced_3d
+#define GL_KHR_texture_compression_astc_sliced_3d 1
+#endif /* GL_KHR_texture_compression_astc_sliced_3d */
+
#ifndef GL_OES_EGL_image
#define GL_OES_EGL_image 1
#endif /* GL_OES_EGL_image */
#define GL_SAMPLER_EXTERNAL_OES 0x8D66
#endif /* GL_OES_EGL_image_external */
+#ifndef GL_OES_EGL_image_external_essl3
+#define GL_OES_EGL_image_external_essl3 1
+#endif /* GL_OES_EGL_image_external_essl3 */
+
+#ifndef GL_OES_compressed_ETC1_RGB8_sub_texture
+#define GL_OES_compressed_ETC1_RGB8_sub_texture 1
+#endif /* GL_OES_compressed_ETC1_RGB8_sub_texture */
+
#ifndef GL_OES_compressed_ETC1_RGB8_texture
#define GL_OES_compressed_ETC1_RGB8_texture 1
#define GL_ETC1_RGB8_OES 0x8D64
#define GL_PALETTE8_RGB5_A1_OES 0x8B99
#endif /* GL_OES_compressed_paletted_texture */
+#ifndef GL_OES_copy_image
+#define GL_OES_copy_image 1
+#endif /* GL_OES_copy_image */
+
#ifndef GL_OES_depth24
#define GL_OES_depth24 1
#define GL_DEPTH_COMPONENT24_OES 0x81A6
#define GL_OES_depth_texture 1
#endif /* GL_OES_depth_texture */
+#ifndef GL_OES_draw_buffers_indexed
+#define GL_OES_draw_buffers_indexed 1
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#endif /* GL_OES_draw_buffers_indexed */
+
+#ifndef GL_OES_draw_elements_base_vertex
+#define GL_OES_draw_elements_base_vertex 1
+#endif /* GL_OES_draw_elements_base_vertex */
+
#ifndef GL_OES_element_index_uint
#define GL_OES_element_index_uint 1
#endif /* GL_OES_element_index_uint */
#define GL_OES_fragment_precision_high 1
#endif /* GL_OES_fragment_precision_high */
+#ifndef GL_OES_geometry_point_size
+#define GL_OES_geometry_point_size 1
+#endif /* GL_OES_geometry_point_size */
+
+#ifndef GL_OES_geometry_shader
+#define GL_OES_geometry_shader 1
+#define GL_GEOMETRY_SHADER_OES 0x8DD9
+#define GL_GEOMETRY_SHADER_BIT_OES 0x00000004
+#define GL_GEOMETRY_LINKED_VERTICES_OUT_OES 0x8916
+#define GL_GEOMETRY_LINKED_INPUT_TYPE_OES 0x8917
+#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES 0x8918
+#define GL_GEOMETRY_SHADER_INVOCATIONS_OES 0x887F
+#define GL_LAYER_PROVOKING_VERTEX_OES 0x825E
+#define GL_LINES_ADJACENCY_OES 0x000A
+#define GL_LINE_STRIP_ADJACENCY_OES 0x000B
+#define GL_TRIANGLES_ADJACENCY_OES 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY_OES 0x000D
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8DDF
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES 0x8A2C
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8A32
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES 0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES 0x9124
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES 0x8DE1
+#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES 0x8E5A
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES 0x8C29
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES 0x92CF
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES 0x92D5
+#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES 0x90CD
+#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES 0x90D7
+#define GL_FIRST_VERTEX_CONVENTION_OES 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION_OES 0x8E4E
+#define GL_UNDEFINED_VERTEX_OES 0x8260
+#define GL_PRIMITIVES_GENERATED_OES 0x8C87
+#define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES 0x9312
+#define GL_MAX_FRAMEBUFFER_LAYERS_OES 0x9317
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES 0x8DA8
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES 0x8DA7
+#define GL_REFERENCED_BY_GEOMETRY_SHADER_OES 0x9309
+#endif /* GL_OES_geometry_shader */
+
#ifndef GL_OES_get_program_binary
#define GL_OES_get_program_binary 1
#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF
#endif /* GL_OES_get_program_binary */
+#ifndef GL_OES_gpu_shader5
+#define GL_OES_gpu_shader5 1
+#endif /* GL_OES_gpu_shader5 */
+
#ifndef GL_OES_mapbuffer
#define GL_OES_mapbuffer 1
#define GL_WRITE_ONLY_OES 0x88B9
#define GL_DEPTH24_STENCIL8_OES 0x88F0
#endif /* GL_OES_packed_depth_stencil */
+#ifndef GL_OES_primitive_bounding_box
+#define GL_OES_primitive_bounding_box 1
+#define GL_PRIMITIVE_BOUNDING_BOX_OES 0x92BE
+#endif /* GL_OES_primitive_bounding_box */
+
#ifndef GL_OES_required_internalformat
#define GL_OES_required_internalformat 1
#define GL_ALPHA8_OES 0x803C
#define GL_OES_shader_image_atomic 1
#endif /* GL_OES_shader_image_atomic */
+#ifndef GL_OES_shader_io_blocks
+#define GL_OES_shader_io_blocks 1
+#endif /* GL_OES_shader_io_blocks */
+
#ifndef GL_OES_shader_multisample_interpolation
#define GL_OES_shader_multisample_interpolation 1
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B
#define GL_FRAMEBUFFER_UNDEFINED_OES 0x8219
#endif /* GL_OES_surfaceless_context */
+#ifndef GL_OES_tessellation_point_size
+#define GL_OES_tessellation_point_size 1
+#endif /* GL_OES_tessellation_point_size */
+
+#ifndef GL_OES_tessellation_shader
+#define GL_OES_tessellation_shader 1
+#define GL_PATCHES_OES 0x000E
+#define GL_PATCH_VERTICES_OES 0x8E72
+#define GL_TESS_CONTROL_OUTPUT_VERTICES_OES 0x8E75
+#define GL_TESS_GEN_MODE_OES 0x8E76
+#define GL_TESS_GEN_SPACING_OES 0x8E77
+#define GL_TESS_GEN_VERTEX_ORDER_OES 0x8E78
+#define GL_TESS_GEN_POINT_MODE_OES 0x8E79
+#define GL_ISOLINES_OES 0x8E7A
+#define GL_QUADS_OES 0x0007
+#define GL_FRACTIONAL_ODD_OES 0x8E7B
+#define GL_FRACTIONAL_EVEN_OES 0x8E7C
+#define GL_MAX_PATCH_VERTICES_OES 0x8E7D
+#define GL_MAX_TESS_GEN_LEVEL_OES 0x8E7E
+#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E7F
+#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E80
+#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES 0x8E81
+#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES 0x8E82
+#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES 0x8E83
+#define GL_MAX_TESS_PATCH_COMPONENTS_OES 0x8E84
+#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES 0x8E85
+#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES 0x8E86
+#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES 0x8E89
+#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES 0x8E8A
+#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES 0x886C
+#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES 0x886D
+#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E1E
+#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E1F
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES 0x92CD
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES 0x92CE
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES 0x92D3
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES 0x92D4
+#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES 0x90CB
+#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES 0x90CC
+#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES 0x90D8
+#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES 0x90D9
+#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES 0x8221
+#define GL_IS_PER_PATCH_OES 0x92E7
+#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES 0x9307
+#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES 0x9308
+#define GL_TESS_CONTROL_SHADER_OES 0x8E88
+#define GL_TESS_EVALUATION_SHADER_OES 0x8E87
+#define GL_TESS_CONTROL_SHADER_BIT_OES 0x00000008
+#define GL_TESS_EVALUATION_SHADER_BIT_OES 0x00000010
+#endif /* GL_OES_tessellation_shader */
+
#ifndef GL_OES_texture_3D
#define GL_OES_texture_3D 1
#define GL_TEXTURE_WRAP_R_OES 0x8072
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4
#endif /* GL_OES_texture_3D */
+#ifndef GL_OES_texture_border_clamp
+#define GL_OES_texture_border_clamp 1
+#define GL_TEXTURE_BORDER_COLOR_OES 0x1004
+#define GL_CLAMP_TO_BORDER_OES 0x812D
+#endif /* GL_OES_texture_border_clamp */
+
+#ifndef GL_OES_texture_buffer
+#define GL_OES_texture_buffer 1
+#define GL_TEXTURE_BUFFER_OES 0x8C2A
+#define GL_TEXTURE_BUFFER_BINDING_OES 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE_OES 0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER_OES 0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES 0x8C2D
+#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES 0x919F
+#define GL_SAMPLER_BUFFER_OES 0x8DC2
+#define GL_INT_SAMPLER_BUFFER_OES 0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES 0x8DD8
+#define GL_IMAGE_BUFFER_OES 0x9051
+#define GL_INT_IMAGE_BUFFER_OES 0x905C
+#define GL_UNSIGNED_INT_IMAGE_BUFFER_OES 0x9067
+#define GL_TEXTURE_BUFFER_OFFSET_OES 0x919D
+#define GL_TEXTURE_BUFFER_SIZE_OES 0x919E
+#endif /* GL_OES_texture_buffer */
+
#ifndef GL_OES_texture_compression_astc
#define GL_OES_texture_compression_astc 1
#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9
#endif /* GL_OES_texture_compression_astc */
+#ifndef GL_OES_texture_cube_map_array
+#define GL_OES_texture_cube_map_array 1
+#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES 0x900A
+#define GL_SAMPLER_CUBE_MAP_ARRAY_OES 0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES 0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900F
+#define GL_IMAGE_CUBE_MAP_ARRAY_OES 0x9054
+#define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x905F
+#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x906A
+#endif /* GL_OES_texture_cube_map_array */
+
#ifndef GL_OES_texture_float
#define GL_OES_texture_float 1
#endif /* GL_OES_texture_float */
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D
#endif /* GL_OES_texture_storage_multisample_2d_array */
+#ifndef GL_OES_texture_view
+#define GL_OES_texture_view 1
+#define GL_TEXTURE_VIEW_MIN_LEVEL_OES 0x82DB
+#define GL_TEXTURE_VIEW_NUM_LEVELS_OES 0x82DC
+#define GL_TEXTURE_VIEW_MIN_LAYER_OES 0x82DD
+#define GL_TEXTURE_VIEW_NUM_LAYERS_OES 0x82DE
+#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
+#endif /* GL_OES_texture_view */
+
#ifndef GL_OES_vertex_array_object
#define GL_OES_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING_OES 0x85B5
#define GL_Z400_BINARY_AMD 0x8740
#endif /* GL_AMD_program_binary_Z400 */
+#ifndef GL_ANDROID_extension_pack_es31a
+#define GL_ANDROID_extension_pack_es31a 1
+#endif /* GL_ANDROID_extension_pack_es31a */
+
#ifndef GL_ANGLE_depth_texture
#define GL_ANGLE_depth_texture 1
#endif /* GL_ANGLE_depth_texture */
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
#endif /* GL_ANGLE_translated_shader_source */
+#ifndef GL_APPLE_clip_distance
+#define GL_APPLE_clip_distance 1
+#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32
+#define GL_CLIP_DISTANCE0_APPLE 0x3000
+#define GL_CLIP_DISTANCE1_APPLE 0x3001
+#define GL_CLIP_DISTANCE2_APPLE 0x3002
+#define GL_CLIP_DISTANCE3_APPLE 0x3003
+#define GL_CLIP_DISTANCE4_APPLE 0x3004
+#define GL_CLIP_DISTANCE5_APPLE 0x3005
+#define GL_CLIP_DISTANCE6_APPLE 0x3006
+#define GL_CLIP_DISTANCE7_APPLE 0x3007
+#endif /* GL_APPLE_clip_distance */
+
+#ifndef GL_APPLE_color_buffer_packed_float
+#define GL_APPLE_color_buffer_packed_float 1
+#endif /* GL_APPLE_color_buffer_packed_float */
+
#ifndef GL_APPLE_copy_texture_levels
#define GL_APPLE_copy_texture_levels 1
#endif /* GL_APPLE_copy_texture_levels */
#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D
#endif /* GL_APPLE_texture_max_level */
+#ifndef GL_APPLE_texture_packed_float
+#define GL_APPLE_texture_packed_float 1
+#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B
+#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E
+#define GL_R11F_G11F_B10F_APPLE 0x8C3A
+#define GL_RGB9_E5_APPLE 0x8C3D
+#endif /* GL_APPLE_texture_packed_float */
+
#ifndef GL_ARM_mali_program_binary
#define GL_ARM_mali_program_binary 1
#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61
#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1
#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */
+#ifndef GL_DMP_program_binary
+#define GL_DMP_program_binary 1
+#define GL_SMAPHS30_PROGRAM_BINARY_DMP 0x9251
+#define GL_SMAPHS_PROGRAM_BINARY_DMP 0x9252
+#define GL_DMP_PROGRAM_BINARY_DMP 0x9253
+#endif /* GL_DMP_program_binary */
+
#ifndef GL_DMP_shader_binary
#define GL_DMP_shader_binary 1
#define GL_SHADER_BINARY_DMP 0x9250
#endif /* GL_DMP_shader_binary */
+#ifndef GL_EXT_YUV_target
+#define GL_EXT_YUV_target 1
+#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7
+#endif /* GL_EXT_YUV_target */
+
+#ifndef GL_EXT_base_instance
+#define GL_EXT_base_instance 1
+#endif /* GL_EXT_base_instance */
+
+#ifndef GL_EXT_blend_func_extended
+#define GL_EXT_blend_func_extended 1
+#define GL_SRC1_COLOR_EXT 0x88F9
+#define GL_SRC1_ALPHA_EXT 0x8589
+#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA
+#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB
+#define GL_SRC_ALPHA_SATURATE_EXT 0x0308
+#define GL_LOCATION_INDEX_EXT 0x930F
+#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC
+#endif /* GL_EXT_blend_func_extended */
+
#ifndef GL_EXT_blend_minmax
#define GL_EXT_blend_minmax 1
#define GL_MIN_EXT 0x8007
#define GL_MAX_EXT 0x8008
#endif /* GL_EXT_blend_minmax */
+#ifndef GL_EXT_buffer_storage
+#define GL_EXT_buffer_storage 1
+#define GL_MAP_READ_BIT 0x0001
+#define GL_MAP_WRITE_BIT 0x0002
+#define GL_MAP_PERSISTENT_BIT_EXT 0x0040
+#define GL_MAP_COHERENT_BIT_EXT 0x0080
+#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100
+#define GL_CLIENT_STORAGE_BIT_EXT 0x0200
+#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000
+#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F
+#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220
+#endif /* GL_EXT_buffer_storage */
+
+#ifndef GL_EXT_color_buffer_float
+#define GL_EXT_color_buffer_float 1
+#endif /* GL_EXT_color_buffer_float */
+
#ifndef GL_EXT_color_buffer_half_float
#define GL_EXT_color_buffer_half_float 1
#define GL_RGBA16F_EXT 0x881A
#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17
#endif /* GL_EXT_color_buffer_half_float */
+#ifndef GL_EXT_copy_image
+#define GL_EXT_copy_image 1
+#endif /* GL_EXT_copy_image */
+
#ifndef GL_EXT_debug_label
#define GL_EXT_debug_label 1
#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F
#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
#endif /* GL_EXT_draw_buffers */
+#ifndef GL_EXT_draw_buffers_indexed
+#define GL_EXT_draw_buffers_indexed 1
+#endif /* GL_EXT_draw_buffers_indexed */
+
+#ifndef GL_EXT_draw_elements_base_vertex
+#define GL_EXT_draw_elements_base_vertex 1
+#endif /* GL_EXT_draw_elements_base_vertex */
+
#ifndef GL_EXT_draw_instanced
#define GL_EXT_draw_instanced 1
#endif /* GL_EXT_draw_instanced */
+#ifndef GL_EXT_float_blend
+#define GL_EXT_float_blend 1
+#endif /* GL_EXT_float_blend */
+
+#ifndef GL_EXT_geometry_point_size
+#define GL_EXT_geometry_point_size 1
+#endif /* GL_EXT_geometry_point_size */
+
+#ifndef GL_EXT_geometry_shader
+#define GL_EXT_geometry_shader 1
+#define GL_GEOMETRY_SHADER_EXT 0x8DD9
+#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004
+#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916
+#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917
+#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918
+#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F
+#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E
+#define GL_LINES_ADJACENCY_EXT 0x000A
+#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B
+#define GL_TRIANGLES_ADJACENCY_EXT 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1
+#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5
+#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD
+#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7
+#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E
+#define GL_UNDEFINED_VERTEX_EXT 0x8260
+#define GL_PRIMITIVES_GENERATED_EXT 0x8C87
+#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312
+#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7
+#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309
+#endif /* GL_EXT_geometry_shader */
+
+#ifndef GL_EXT_gpu_shader5
+#define GL_EXT_gpu_shader5 1
+#endif /* GL_EXT_gpu_shader5 */
+
#ifndef GL_EXT_instanced_arrays
#define GL_EXT_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE
#define GL_EXT_multi_draw_arrays 1
#endif /* GL_EXT_multi_draw_arrays */
+#ifndef GL_EXT_multi_draw_indirect
+#define GL_EXT_multi_draw_indirect 1
+#endif /* GL_EXT_multi_draw_indirect */
+
+#ifndef GL_EXT_multisampled_compatibility
+#define GL_EXT_multisampled_compatibility 1
+#define GL_MULTISAMPLE_EXT 0x809D
+#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F
+#endif /* GL_EXT_multisampled_compatibility */
+
#ifndef GL_EXT_multisampled_render_to_texture
#define GL_EXT_multisampled_render_to_texture 1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A
#endif /* GL_EXT_occlusion_query_boolean */
+#ifndef GL_EXT_polygon_offset_clamp
+#define GL_EXT_polygon_offset_clamp 1
+#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B
+#endif /* GL_EXT_polygon_offset_clamp */
+
+#ifndef GL_EXT_post_depth_coverage
+#define GL_EXT_post_depth_coverage 1
+#endif /* GL_EXT_post_depth_coverage */
+
+#ifndef GL_EXT_primitive_bounding_box
+#define GL_EXT_primitive_bounding_box 1
+#define GL_PRIMITIVE_BOUNDING_BOX_EXT 0x92BE
+#endif /* GL_EXT_primitive_bounding_box */
+
#ifndef GL_EXT_pvrtc_sRGB
#define GL_EXT_pvrtc_sRGB 1
#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
+#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG 0x93F0
+#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG 0x93F1
#endif /* GL_EXT_pvrtc_sRGB */
+#ifndef GL_EXT_raster_multisample
+#define GL_EXT_raster_multisample 1
+#define GL_RASTER_MULTISAMPLE_EXT 0x9327
+#define GL_RASTER_SAMPLES_EXT 0x9328
+#define GL_MAX_RASTER_SAMPLES_EXT 0x9329
+#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A
+#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B
+#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C
+#endif /* GL_EXT_raster_multisample */
+
#ifndef GL_EXT_read_format_bgra
#define GL_EXT_read_format_bgra 1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366
#endif /* GL_EXT_read_format_bgra */
+#ifndef GL_EXT_render_snorm
+#define GL_EXT_render_snorm 1
+#define GL_R8_SNORM 0x8F94
+#define GL_RG8_SNORM 0x8F95
+#define GL_RGBA8_SNORM 0x8F97
+#define GL_R16_SNORM_EXT 0x8F98
+#define GL_RG16_SNORM_EXT 0x8F99
+#define GL_RGBA16_SNORM_EXT 0x8F9B
+#endif /* GL_EXT_render_snorm */
+
#ifndef GL_EXT_robustness
#define GL_EXT_robustness 1
#define GL_GUILTY_CONTEXT_RESET_EXT 0x8253
#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52
#endif /* GL_EXT_shader_framebuffer_fetch */
+#ifndef GL_EXT_shader_group_vote
+#define GL_EXT_shader_group_vote 1
+#endif /* GL_EXT_shader_group_vote */
+
+#ifndef GL_EXT_shader_implicit_conversions
+#define GL_EXT_shader_implicit_conversions 1
+#endif /* GL_EXT_shader_implicit_conversions */
+
#ifndef GL_EXT_shader_integer_mix
#define GL_EXT_shader_integer_mix 1
#endif /* GL_EXT_shader_integer_mix */
+#ifndef GL_EXT_shader_io_blocks
+#define GL_EXT_shader_io_blocks 1
+#endif /* GL_EXT_shader_io_blocks */
+
#ifndef GL_EXT_shader_pixel_local_storage
#define GL_EXT_shader_pixel_local_storage 1
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63
#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64
#endif /* GL_EXT_shader_pixel_local_storage */
+#ifndef GL_EXT_shader_pixel_local_storage2
+#define GL_EXT_shader_pixel_local_storage2 1
+#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650
+#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651
+#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652
+#endif /* GL_EXT_shader_pixel_local_storage2 */
+
#ifndef GL_EXT_shader_texture_lod
#define GL_EXT_shader_texture_lod 1
#endif /* GL_EXT_shader_texture_lod */
#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62
#endif /* GL_EXT_shadow_samplers */
+#ifndef GL_EXT_sparse_texture
+#define GL_EXT_sparse_texture 1
+#define GL_TEXTURE_SPARSE_EXT 0x91A6
+#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7
+#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA
+#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8
+#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195
+#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196
+#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197
+#define GL_TEXTURE_2D_ARRAY 0x8C1A
+#define GL_TEXTURE_3D 0x806F
+#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198
+#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199
+#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A
+#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9
+#endif /* GL_EXT_sparse_texture */
+
+#ifndef GL_EXT_tessellation_point_size
+#define GL_EXT_tessellation_point_size 1
+#endif /* GL_EXT_tessellation_point_size */
+
+#ifndef GL_EXT_tessellation_shader
+#define GL_EXT_tessellation_shader 1
+#define GL_PATCHES_EXT 0x000E
+#define GL_PATCH_VERTICES_EXT 0x8E72
+#define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT 0x8E75
+#define GL_TESS_GEN_MODE_EXT 0x8E76
+#define GL_TESS_GEN_SPACING_EXT 0x8E77
+#define GL_TESS_GEN_VERTEX_ORDER_EXT 0x8E78
+#define GL_TESS_GEN_POINT_MODE_EXT 0x8E79
+#define GL_ISOLINES_EXT 0x8E7A
+#define GL_QUADS_EXT 0x0007
+#define GL_FRACTIONAL_ODD_EXT 0x8E7B
+#define GL_FRACTIONAL_EVEN_EXT 0x8E7C
+#define GL_MAX_PATCH_VERTICES_EXT 0x8E7D
+#define GL_MAX_TESS_GEN_LEVEL_EXT 0x8E7E
+#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E7F
+#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E80
+#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT 0x8E81
+#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT 0x8E82
+#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT 0x8E83
+#define GL_MAX_TESS_PATCH_COMPONENTS_EXT 0x8E84
+#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT 0x8E85
+#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT 0x8E86
+#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT 0x8E89
+#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT 0x8E8A
+#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT 0x886C
+#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT 0x886D
+#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E1E
+#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E1F
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT 0x92CD
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT 0x92CE
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT 0x92D3
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT 0x92D4
+#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT 0x90CB
+#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT 0x90CC
+#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT 0x90D8
+#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT 0x90D9
+#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221
+#define GL_IS_PER_PATCH_EXT 0x92E7
+#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT 0x9307
+#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT 0x9308
+#define GL_TESS_CONTROL_SHADER_EXT 0x8E88
+#define GL_TESS_EVALUATION_SHADER_EXT 0x8E87
+#define GL_TESS_CONTROL_SHADER_BIT_EXT 0x00000008
+#define GL_TESS_EVALUATION_SHADER_BIT_EXT 0x00000010
+#endif /* GL_EXT_tessellation_shader */
+
+#ifndef GL_EXT_texture_border_clamp
+#define GL_EXT_texture_border_clamp 1
+#define GL_TEXTURE_BORDER_COLOR_EXT 0x1004
+#define GL_CLAMP_TO_BORDER_EXT 0x812D
+#endif /* GL_EXT_texture_border_clamp */
+
+#ifndef GL_EXT_texture_buffer
+#define GL_EXT_texture_buffer 1
+#define GL_TEXTURE_BUFFER_EXT 0x8C2A
+#define GL_TEXTURE_BUFFER_BINDING_EXT 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D
+#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT 0x919F
+#define GL_SAMPLER_BUFFER_EXT 0x8DC2
+#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8
+#define GL_IMAGE_BUFFER_EXT 0x9051
+#define GL_INT_IMAGE_BUFFER_EXT 0x905C
+#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067
+#define GL_TEXTURE_BUFFER_OFFSET_EXT 0x919D
+#define GL_TEXTURE_BUFFER_SIZE_EXT 0x919E
+#endif /* GL_EXT_texture_buffer */
+
#ifndef GL_EXT_texture_compression_dxt1
#define GL_EXT_texture_compression_dxt1 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif /* GL_EXT_texture_compression_s3tc */
+#ifndef GL_EXT_texture_cube_map_array
+#define GL_EXT_texture_cube_map_array 1
+#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A
+#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F
+#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054
+#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F
+#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A
+#endif /* GL_EXT_texture_cube_map_array */
+
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif /* GL_EXT_texture_filter_anisotropic */
+#ifndef GL_EXT_texture_filter_minmax
+#define GL_EXT_texture_filter_minmax 1
+#endif /* GL_EXT_texture_filter_minmax */
+
#ifndef GL_EXT_texture_format_BGRA8888
#define GL_EXT_texture_format_BGRA8888 1
#endif /* GL_EXT_texture_format_BGRA8888 */
+#ifndef GL_EXT_texture_norm16
+#define GL_EXT_texture_norm16 1
+#define GL_R16_EXT 0x822A
+#define GL_RG16_EXT 0x822C
+#define GL_RGBA16_EXT 0x805B
+#define GL_RGB16_EXT 0x8054
+#define GL_RGB16_SNORM_EXT 0x8F9A
+#endif /* GL_EXT_texture_norm16 */
+
#ifndef GL_EXT_texture_rg
#define GL_EXT_texture_rg 1
#define GL_RED_EXT 0x1903
#define GL_RG8_EXT 0x822B
#endif /* GL_EXT_texture_rg */
+#ifndef GL_EXT_texture_sRGB_R8
+#define GL_EXT_texture_sRGB_R8 1
+#define GL_SR8_EXT 0x8FBD
+#endif /* GL_EXT_texture_sRGB_R8 */
+
+#ifndef GL_EXT_texture_sRGB_RG8
+#define GL_EXT_texture_sRGB_RG8 1
+#define GL_SRG8_EXT 0x8FBE
+#endif /* GL_EXT_texture_sRGB_RG8 */
+
#ifndef GL_EXT_texture_sRGB_decode
#define GL_EXT_texture_sRGB_decode 1
#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368
#endif /* GL_EXT_texture_type_2_10_10_10_REV */
+#ifndef GL_EXT_texture_view
+#define GL_EXT_texture_view 1
+#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB
+#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC
+#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD
+#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE
+#endif /* GL_EXT_texture_view */
+
#ifndef GL_EXT_unpack_subimage
#define GL_EXT_unpack_subimage 1
#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2
#define GL_GCCSO_SHADER_BINARY_FJ 0x9260
#endif /* GL_FJ_shader_binary_GCCSO */
+#ifndef GL_IMG_framebuffer_downsample
+#define GL_IMG_framebuffer_downsample 1
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG 0x913C
+#define GL_NUM_DOWNSAMPLE_SCALES_IMG 0x913D
+#define GL_DOWNSAMPLE_SCALES_IMG 0x913E
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG 0x913F
+#endif /* GL_IMG_framebuffer_downsample */
+
#ifndef GL_IMG_multisampled_render_to_texture
#define GL_IMG_multisampled_render_to_texture 1
#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138
#endif /* GL_IMG_texture_compression_pvrtc2 */
+#ifndef GL_IMG_texture_filter_cubic
+#define GL_IMG_texture_filter_cubic 1
+#define GL_CUBIC_IMG 0x9139
+#define GL_CUBIC_MIPMAP_NEAREST_IMG 0x913A
+#define GL_CUBIC_MIPMAP_LINEAR_IMG 0x913B
+#endif /* GL_IMG_texture_filter_cubic */
+
+#ifndef GL_INTEL_framebuffer_CMAA
+#define GL_INTEL_framebuffer_CMAA 1
+#endif /* GL_INTEL_framebuffer_CMAA */
+
#ifndef GL_INTEL_performance_query
#define GL_INTEL_performance_query 1
#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000
#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500
#endif /* GL_INTEL_performance_query */
+#ifndef GL_NV_bindless_texture
+#define GL_NV_bindless_texture 1
+#endif /* GL_NV_bindless_texture */
+
#ifndef GL_NV_blend_equation_advanced
#define GL_NV_blend_equation_advanced 1
#define GL_BLEND_OVERLAP_NV 0x9281
#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285
#endif /* GL_NV_blend_equation_advanced_coherent */
+#ifndef GL_NV_conditional_render
+#define GL_NV_conditional_render 1
+#define GL_QUERY_WAIT_NV 0x8E13
+#define GL_QUERY_NO_WAIT_NV 0x8E14
+#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15
+#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16
+#endif /* GL_NV_conditional_render */
+
+#ifndef GL_NV_conservative_raster
+#define GL_NV_conservative_raster 1
+#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
+#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347
+#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348
+#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349
+#endif /* GL_NV_conservative_raster */
+
#ifndef GL_NV_copy_buffer
#define GL_NV_copy_buffer 1
#define GL_COPY_READ_BUFFER_NV 0x8F36
#define GL_FENCE_CONDITION_NV 0x84F4
#endif /* GL_NV_fence */
+#ifndef GL_NV_fill_rectangle
+#define GL_NV_fill_rectangle 1
+#define GL_FILL_RECTANGLE_NV 0x933C
+#endif /* GL_NV_fill_rectangle */
+
+#ifndef GL_NV_fragment_coverage_to_color
+#define GL_NV_fragment_coverage_to_color 1
+#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD
+#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE
+#endif /* GL_NV_fragment_coverage_to_color */
+
+#ifndef GL_NV_fragment_shader_interlock
+#define GL_NV_fragment_shader_interlock 1
+#endif /* GL_NV_fragment_shader_interlock */
+
#ifndef GL_NV_framebuffer_blit
#define GL_NV_framebuffer_blit 1
#define GL_READ_FRAMEBUFFER_NV 0x8CA8
#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA
#endif /* GL_NV_framebuffer_blit */
+#ifndef GL_NV_framebuffer_mixed_samples
+#define GL_NV_framebuffer_mixed_samples 1
+#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331
+#define GL_COLOR_SAMPLES_NV 0x8E20
+#define GL_DEPTH_SAMPLES_NV 0x932D
+#define GL_STENCIL_SAMPLES_NV 0x932E
+#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F
+#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330
+#define GL_COVERAGE_MODULATION_NV 0x9332
+#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333
+#endif /* GL_NV_framebuffer_mixed_samples */
+
#ifndef GL_NV_framebuffer_multisample
#define GL_NV_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB
#define GL_NV_generate_mipmap_sRGB 1
#endif /* GL_NV_generate_mipmap_sRGB */
+#ifndef GL_NV_geometry_shader_passthrough
+#define GL_NV_geometry_shader_passthrough 1
+#endif /* GL_NV_geometry_shader_passthrough */
+
+#ifndef GL_NV_image_formats
+#define GL_NV_image_formats 1
+#endif /* GL_NV_image_formats */
+
#ifndef GL_NV_instanced_arrays
#define GL_NV_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE
#endif /* GL_NV_instanced_arrays */
+#ifndef GL_NV_internalformat_sample_query
+#define GL_NV_internalformat_sample_query 1
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_MULTISAMPLES_NV 0x9371
+#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372
+#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373
+#define GL_CONFORMANT_NV 0x9374
+#endif /* GL_NV_internalformat_sample_query */
+
#ifndef GL_NV_non_square_matrices
#define GL_NV_non_square_matrices 1
#define GL_FLOAT_MAT2x3_NV 0x8B65
#define GL_FLOAT_MAT4x3_NV 0x8B6A
#endif /* GL_NV_non_square_matrices */
+#ifndef GL_NV_path_rendering
+#define GL_NV_path_rendering 1
+#define GL_PATH_FORMAT_SVG_NV 0x9070
+#define GL_PATH_FORMAT_PS_NV 0x9071
+#define GL_STANDARD_FONT_NAME_NV 0x9072
+#define GL_SYSTEM_FONT_NAME_NV 0x9073
+#define GL_FILE_NAME_NV 0x9074
+#define GL_PATH_STROKE_WIDTH_NV 0x9075
+#define GL_PATH_END_CAPS_NV 0x9076
+#define GL_PATH_INITIAL_END_CAP_NV 0x9077
+#define GL_PATH_TERMINAL_END_CAP_NV 0x9078
+#define GL_PATH_JOIN_STYLE_NV 0x9079
+#define GL_PATH_MITER_LIMIT_NV 0x907A
+#define GL_PATH_DASH_CAPS_NV 0x907B
+#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C
+#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D
+#define GL_PATH_DASH_OFFSET_NV 0x907E
+#define GL_PATH_CLIENT_LENGTH_NV 0x907F
+#define GL_PATH_FILL_MODE_NV 0x9080
+#define GL_PATH_FILL_MASK_NV 0x9081
+#define GL_PATH_FILL_COVER_MODE_NV 0x9082
+#define GL_PATH_STROKE_COVER_MODE_NV 0x9083
+#define GL_PATH_STROKE_MASK_NV 0x9084
+#define GL_COUNT_UP_NV 0x9088
+#define GL_COUNT_DOWN_NV 0x9089
+#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A
+#define GL_CONVEX_HULL_NV 0x908B
+#define GL_BOUNDING_BOX_NV 0x908D
+#define GL_TRANSLATE_X_NV 0x908E
+#define GL_TRANSLATE_Y_NV 0x908F
+#define GL_TRANSLATE_2D_NV 0x9090
+#define GL_TRANSLATE_3D_NV 0x9091
+#define GL_AFFINE_2D_NV 0x9092
+#define GL_AFFINE_3D_NV 0x9094
+#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096
+#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098
+#define GL_UTF8_NV 0x909A
+#define GL_UTF16_NV 0x909B
+#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C
+#define GL_PATH_COMMAND_COUNT_NV 0x909D
+#define GL_PATH_COORD_COUNT_NV 0x909E
+#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F
+#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0
+#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1
+#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2
+#define GL_SQUARE_NV 0x90A3
+#define GL_ROUND_NV 0x90A4
+#define GL_TRIANGULAR_NV 0x90A5
+#define GL_BEVEL_NV 0x90A6
+#define GL_MITER_REVERT_NV 0x90A7
+#define GL_MITER_TRUNCATE_NV 0x90A8
+#define GL_SKIP_MISSING_GLYPH_NV 0x90A9
+#define GL_USE_MISSING_GLYPH_NV 0x90AA
+#define GL_PATH_ERROR_POSITION_NV 0x90AB
+#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD
+#define GL_ADJACENT_PAIRS_NV 0x90AE
+#define GL_FIRST_TO_REST_NV 0x90AF
+#define GL_PATH_GEN_MODE_NV 0x90B0
+#define GL_PATH_GEN_COEFF_NV 0x90B1
+#define GL_PATH_GEN_COMPONENTS_NV 0x90B3
+#define GL_PATH_STENCIL_FUNC_NV 0x90B7
+#define GL_PATH_STENCIL_REF_NV 0x90B8
+#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9
+#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD
+#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE
+#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF
+#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4
+#define GL_MOVE_TO_RESETS_NV 0x90B5
+#define GL_MOVE_TO_CONTINUES_NV 0x90B6
+#define GL_CLOSE_PATH_NV 0x00
+#define GL_MOVE_TO_NV 0x02
+#define GL_RELATIVE_MOVE_TO_NV 0x03
+#define GL_LINE_TO_NV 0x04
+#define GL_RELATIVE_LINE_TO_NV 0x05
+#define GL_HORIZONTAL_LINE_TO_NV 0x06
+#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07
+#define GL_VERTICAL_LINE_TO_NV 0x08
+#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09
+#define GL_QUADRATIC_CURVE_TO_NV 0x0A
+#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B
+#define GL_CUBIC_CURVE_TO_NV 0x0C
+#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D
+#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E
+#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F
+#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10
+#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11
+#define GL_SMALL_CCW_ARC_TO_NV 0x12
+#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13
+#define GL_SMALL_CW_ARC_TO_NV 0x14
+#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15
+#define GL_LARGE_CCW_ARC_TO_NV 0x16
+#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17
+#define GL_LARGE_CW_ARC_TO_NV 0x18
+#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19
+#define GL_RESTART_PATH_NV 0xF0
+#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2
+#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4
+#define GL_RECT_NV 0xF6
+#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8
+#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA
+#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC
+#define GL_ARC_TO_NV 0xFE
+#define GL_RELATIVE_ARC_TO_NV 0xFF
+#define GL_BOLD_BIT_NV 0x01
+#define GL_ITALIC_BIT_NV 0x02
+#define GL_GLYPH_WIDTH_BIT_NV 0x01
+#define GL_GLYPH_HEIGHT_BIT_NV 0x02
+#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04
+#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08
+#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10
+#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20
+#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40
+#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80
+#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100
+#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000
+#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000
+#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000
+#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000
+#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000
+#define GL_FONT_ASCENDER_BIT_NV 0x00200000
+#define GL_FONT_DESCENDER_BIT_NV 0x00400000
+#define GL_FONT_HEIGHT_BIT_NV 0x00800000
+#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000
+#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000
+#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000
+#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000
+#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000
+#define GL_ROUNDED_RECT_NV 0xE8
+#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9
+#define GL_ROUNDED_RECT2_NV 0xEA
+#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB
+#define GL_ROUNDED_RECT4_NV 0xEC
+#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED
+#define GL_ROUNDED_RECT8_NV 0xEE
+#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF
+#define GL_RELATIVE_RECT_NV 0xF7
+#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368
+#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369
+#define GL_FONT_UNAVAILABLE_NV 0x936A
+#define GL_FONT_UNINTELLIGIBLE_NV 0x936B
+#define GL_CONIC_CURVE_TO_NV 0x1A
+#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B
+#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000
+#define GL_STANDARD_FONT_FORMAT_NV 0x936C
+#define GL_PATH_PROJECTION_NV 0x1701
+#define GL_PATH_MODELVIEW_NV 0x1700
+#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3
+#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6
+#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36
+#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3
+#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4
+#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7
+#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38
+#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4
+#define GL_FRAGMENT_INPUT_NV 0x936D
+#endif /* GL_NV_path_rendering */
+
+#ifndef GL_NV_path_rendering_shared_edge
+#define GL_NV_path_rendering_shared_edge 1
+#define GL_SHARED_EDGE_NV 0xC0
+#endif /* GL_NV_path_rendering_shared_edge */
+
+#ifndef GL_NV_polygon_mode
+#define GL_NV_polygon_mode 1
+#define GL_POLYGON_MODE_NV 0x0B40
+#define GL_POLYGON_OFFSET_POINT_NV 0x2A01
+#define GL_POLYGON_OFFSET_LINE_NV 0x2A02
+#define GL_POINT_NV 0x1B00
+#define GL_LINE_NV 0x1B01
+#define GL_FILL_NV 0x1B02
+#endif /* GL_NV_polygon_mode */
+
#ifndef GL_NV_read_buffer
#define GL_NV_read_buffer 1
#define GL_READ_BUFFER_NV 0x0C02
#define GL_ETC1_SRGB8_NV 0x88EE
#endif /* GL_NV_sRGB_formats */
+#ifndef GL_NV_sample_locations
+#define GL_NV_sample_locations 1
+#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D
+#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E
+#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F
+#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340
+#define GL_SAMPLE_LOCATION_NV 0x8E50
+#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341
+#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342
+#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343
+#endif /* GL_NV_sample_locations */
+
+#ifndef GL_NV_sample_mask_override_coverage
+#define GL_NV_sample_mask_override_coverage 1
+#endif /* GL_NV_sample_mask_override_coverage */
+
+#ifndef GL_NV_shader_noperspective_interpolation
+#define GL_NV_shader_noperspective_interpolation 1
+#endif /* GL_NV_shader_noperspective_interpolation */
+
#ifndef GL_NV_shadow_samplers_array
#define GL_NV_shadow_samplers_array 1
#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4
#define GL_NV_texture_npot_2D_mipmap 1
#endif /* GL_NV_texture_npot_2D_mipmap */
+#ifndef GL_NV_viewport_array
+#define GL_NV_viewport_array 1
+#define GL_MAX_VIEWPORTS_NV 0x825B
+#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C
+#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D
+#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F
+#endif /* GL_NV_viewport_array */
+
+#ifndef GL_NV_viewport_array2
+#define GL_NV_viewport_array2 1
+#endif /* GL_NV_viewport_array2 */
+
+#ifndef GL_OVR_multiview
+#define GL_OVR_multiview 1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632
+#define GL_MAX_VIEWS_OVR 0x9631
+#endif /* GL_OVR_multiview */
+
+#ifndef GL_OVR_multiview2
+#define GL_OVR_multiview2 1
+#endif /* GL_OVR_multiview2 */
+
+#ifndef GL_OVR_multiview_multisampled_render_to_texture
+#define GL_OVR_multiview_multisampled_render_to_texture 1
+#endif /* GL_OVR_multiview_multisampled_render_to_texture */
+
#ifndef GL_QCOM_alpha_test
#define GL_QCOM_alpha_test 1
#define GL_ALPHA_TEST_QCOM 0x0BC0
* Version 2: GLES 2.0 + GLES2 extensions + GLES1 + GLES1.1 extensions
* Version 3: [version 2] + Wayland extensions
* Version 4: [version 3] + GLES3.0 + GLES3.0 extensions
+ * Version 5: [version 4] + GLES3.1
*/
-#define EVAS_GL_API_VERSION 4
+#define EVAS_GL_API_VERSION 5
/**
* @brief The Evas GL API
void (*glVertexAttribIPointer) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (*glWaitSync) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
/** @} */
+ /**
+ * @anchor gles3.1
+ * @name OpenGL-ES 3.1.
+ *
+ * Evas_GL_API version 5.
+ *
+ * The following functions are supported in all OpenGL-ES 3.1 contexts.
+ * @{
+ */
+ /* This defines shows that Evas_GL_API supports GLES3.1 APIs */
+ void (*glDispatchCompute) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+ void (*glDispatchComputeIndirect) (GLintptr indirect);
+ void (*glDrawArraysIndirect) (GLenum mode, const void *indirect);
+ void (*glDrawElementsIndirect) (GLenum mode, GLenum type, const void *indirect);
+ void (*glFramebufferParameteri) (GLenum target, GLenum pname, GLint param);
+ void (*glGetFramebufferParameteriv) (GLenum target, GLenum pname, GLint *params);
+ void (*glGetProgramInterfaceiv) (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+ GLuint (*glGetProgramResourceIndex) (GLuint program, GLenum programInterface, const GLchar *name);
+ void (*glGetProgramResourceName) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+ void (*glGetProgramResourceiv) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
+ GLint (*glGetProgramResourceLocation) (GLuint program, GLenum programInterface, const GLchar *name);
+ void (*glUseProgramStages) (GLuint pipeline, GLbitfield stages, GLuint program);
+ void (*glActiveShaderProgram) (GLuint pipeline, GLuint program);
+ GLuint (*glCreateShaderProgramv) (GLenum type, GLsizei count, const GLchar *const*strings);
+ void (*glBindProgramPipeline) (GLuint pipeline);
+ void (*glDeleteProgramPipelines) (GLsizei n, const GLuint *pipelines);
+ void (*glGenProgramPipelines) (GLsizei n, GLuint *pipelines);
+ GLboolean (*glIsProgramPipeline) (GLuint pipeline);
+ void (*glGetProgramPipelineiv) (GLuint pipeline, GLenum pname, GLint *params);
+ void (*glProgramUniform1i) (GLuint program, GLint location, GLint v0);
+ void (*glProgramUniform2i) (GLuint program, GLint location, GLint v0, GLint v1);
+ void (*glProgramUniform3i) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+ void (*glProgramUniform4i) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+ void (*glProgramUniform1ui) (GLuint program, GLint location, GLuint v0);
+ void (*glProgramUniform2ui) (GLuint program, GLint location, GLuint v0, GLuint v1);
+ void (*glProgramUniform3ui) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+ void (*glProgramUniform4ui) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+ void (*glProgramUniform1f) (GLuint program, GLint location, GLfloat v0);
+ void (*glProgramUniform2f) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
+ void (*glProgramUniform3f) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+ void (*glProgramUniform4f) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+ void (*glProgramUniform1iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
+ void (*glProgramUniform2iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
+ void (*glProgramUniform3iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
+ void (*glProgramUniform4iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
+ void (*glProgramUniform1uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+ void (*glProgramUniform2uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+ void (*glProgramUniform3uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+ void (*glProgramUniform4uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+ void (*glProgramUniform1fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+ void (*glProgramUniform2fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+ void (*glProgramUniform3fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+ void (*glProgramUniform4fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+ void (*glProgramUniformMatrix2fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix3fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix4fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix2x3fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix3x2fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix2x4fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix4x2fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix3x4fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glProgramUniformMatrix4x3fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void (*glValidateProgramPipeline) (GLuint pipeline);
+ void (*glGetProgramPipelineInfoLog) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+ void (*glBindImageTexture) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+ void (*glGetBooleani_v) (GLenum target, GLuint index, GLboolean *data);
+ void (*glMemoryBarrier) (GLbitfield barriers);
+ void (*glMemoryBarrierByRegion) (GLbitfield barriers);
+ void (*glTexStorage2DMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+ void (*glGetMultisamplefv) (GLenum pname, GLuint index, GLfloat *val);
+ void (*glSampleMaski) (GLuint maskNumber, GLbitfield mask);
+ void (*glGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params);
+ void (*glGetTexLevelParameterfv) (GLenum target, GLint level, GLenum pname, GLfloat *params);
+ void (*glBindVertexBuffer) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+ void (*glVertexAttribFormat) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+ void (*glVertexAttribIFormat) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+ void (*glVertexAttribBinding) (GLuint attribindex, GLuint bindingindex);
+ void (*glVertexBindingDivisor) (GLuint bindingindex, GLuint divisor);
+ /** @} */
/* Future calls will be added down here for expansion, when adding
* new APIs here, please bump the struct version number (together with
glDisable(cap);
}
+void
+_evgl_glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
+{
+ EVGL_Resource *rsc;
+ EVGL_Context *ctx;
+
+ EINA_SAFETY_ON_NULL_RETURN(_gles3_api.glFramebufferParameteri);
+
+ if (!(rsc=_evgl_tls_resource_get()))
+ {
+ ERR("Unable to execute GL command. Error retrieving tls");
+ return;
+ }
+
+ if (!rsc->current_eng)
+ {
+ ERR("Unable to retrive Current Engine");
+ return;
+ }
+
+ ctx = rsc->current_ctx;
+ if (!ctx)
+ {
+ ERR("Unable to retrive Current Context");
+ return;
+ }
+
+ if (!_evgl_direct_enabled())
+ {
+ if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER)
+ {
+ if (ctx->current_draw_fbo == 0)
+ {
+ SET_GL_ERROR(GL_INVALID_OPERATION);
+ return;
+ }
+ }
+ else if (target == GL_READ_FRAMEBUFFER)
+ {
+ if (ctx->current_read_fbo == 0)
+ {
+ SET_GL_ERROR(GL_INVALID_OPERATION);
+ return;
+ }
+ }
+ }
+
+ _gles3_api.glFramebufferParameteri(target, pname, param);
+}
+
static void
_evgl_glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
}
void
+_evgl_glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ EVGL_Resource *rsc;
+ EVGL_Context *ctx;
+
+ EINA_SAFETY_ON_NULL_RETURN(_gles3_api.glGetFramebufferParameteriv);
+
+ if (!(rsc=_evgl_tls_resource_get()))
+ {
+ ERR("Unable to execute GL command. Error retrieving tls");
+ return;
+ }
+
+ if (!rsc->current_eng)
+ {
+ ERR("Unable to retrive Current Engine");
+ return;
+ }
+
+ ctx = rsc->current_ctx;
+ if (!ctx)
+ {
+ ERR("Unable to retrive Current Context");
+ return;
+ }
+
+ if (!_evgl_direct_enabled())
+ {
+ if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER)
+ {
+ if (ctx->current_draw_fbo == 0)
+ {
+ SET_GL_ERROR(GL_INVALID_OPERATION);
+ return;
+ }
+ }
+ else if (target == GL_READ_FRAMEBUFFER)
+ {
+ if (ctx->current_read_fbo == 0)
+ {
+ SET_GL_ERROR(GL_INVALID_OPERATION);
+ return;
+ }
+ }
+ }
+
+ _gles3_api.glGetFramebufferParameteriv(target, pname, params);
+}
+void
_evgl_glGetIntegerv(GLenum pname, GLint* params)
{
EVGL_Resource *rsc;
}
static void
-_normal_gles3_api_get(Evas_GL_API *funcs)
+_normal_gles3_api_get(Evas_GL_API *funcs, int minor_version)
{
if (!funcs) return;
funcs->version = EVAS_GL_API_VERSION;
ORD(glVertexAttribIPointer);
ORD(glWaitSync);
+ if (minor_version > 0)
+ {
+ //GLES 3.1
+ ORD(glDispatchCompute);
+ ORD(glDispatchComputeIndirect);
+ ORD(glDrawArraysIndirect);
+ ORD(glDrawElementsIndirect);
+ ORD(glFramebufferParameteri);
+ ORD(glGetFramebufferParameteriv);
+ ORD(glGetProgramInterfaceiv);
+ ORD(glGetProgramResourceIndex);
+ ORD(glGetProgramResourceName);
+ ORD(glGetProgramResourceiv);
+ ORD(glGetProgramResourceLocation);
+ ORD(glUseProgramStages);
+ ORD(glActiveShaderProgram);
+ ORD(glCreateShaderProgramv);
+ ORD(glBindProgramPipeline);
+ ORD(glDeleteProgramPipelines);
+ ORD(glGenProgramPipelines);
+ ORD(glIsProgramPipeline);
+ ORD(glGetProgramPipelineiv);
+ ORD(glProgramUniform1i);
+ ORD(glProgramUniform2i);
+ ORD(glProgramUniform3i);
+ ORD(glProgramUniform4i);
+ ORD(glProgramUniform1ui);
+ ORD(glProgramUniform2ui);
+ ORD(glProgramUniform3ui);
+ ORD(glProgramUniform4ui);
+ ORD(glProgramUniform1f);
+ ORD(glProgramUniform2f);
+ ORD(glProgramUniform3f);
+ ORD(glProgramUniform4f);
+ ORD(glProgramUniform1iv);
+ ORD(glProgramUniform2iv);
+ ORD(glProgramUniform3iv);
+ ORD(glProgramUniform4iv);
+ ORD(glProgramUniform1uiv);
+ ORD(glProgramUniform2uiv);
+ ORD(glProgramUniform3uiv);
+ ORD(glProgramUniform4uiv);
+ ORD(glProgramUniform1fv);
+ ORD(glProgramUniform2fv);
+ ORD(glProgramUniform3fv);
+ ORD(glProgramUniform4fv);
+ ORD(glProgramUniformMatrix2fv);
+ ORD(glProgramUniformMatrix3fv);
+ ORD(glProgramUniformMatrix4fv);
+ ORD(glProgramUniformMatrix2x3fv);
+ ORD(glProgramUniformMatrix3x2fv);
+ ORD(glProgramUniformMatrix2x4fv);
+ ORD(glProgramUniformMatrix4x2fv);
+ ORD(glProgramUniformMatrix3x4fv);
+ ORD(glProgramUniformMatrix4x3fv);
+ ORD(glValidateProgramPipeline);
+ ORD(glGetProgramPipelineInfoLog);
+ ORD(glBindImageTexture);
+ ORD(glGetBooleani_v);
+ ORD(glMemoryBarrier);
+ ORD(glMemoryBarrierByRegion);
+ ORD(glTexStorage2DMultisample);
+ ORD(glGetMultisamplefv);
+ ORD(glSampleMaski);
+ ORD(glGetTexLevelParameteriv);
+ ORD(glGetTexLevelParameterfv);
+ ORD(glBindVertexBuffer);
+ ORD(glVertexAttribFormat);
+ ORD(glVertexAttribIFormat);
+ ORD(glVertexAttribBinding);
+ ORD(glVertexBindingDivisor);
+ }
+
#undef ORD
}
static void
-_debug_gles3_api_get(Evas_GL_API *funcs)
+_debug_gles3_api_get(Evas_GL_API *funcs, int minor_version)
{
if (!funcs) return;
funcs->version = EVAS_GL_API_VERSION;
ORD(glVertexAttribI4uiv);
ORD(glVertexAttribIPointer);
ORD(glWaitSync);
+
+ if (minor_version > 0)
+ {
+ //GLES 3.1
+ ORD(glDispatchCompute);
+ ORD(glDispatchComputeIndirect);
+ ORD(glDrawArraysIndirect);
+ ORD(glDrawElementsIndirect);
+ ORD(glFramebufferParameteri);
+ ORD(glGetFramebufferParameteriv);
+ ORD(glGetProgramInterfaceiv);
+ ORD(glGetProgramResourceIndex);
+ ORD(glGetProgramResourceName);
+ ORD(glGetProgramResourceiv);
+ ORD(glGetProgramResourceLocation);
+ ORD(glUseProgramStages);
+ ORD(glActiveShaderProgram);
+ ORD(glCreateShaderProgramv);
+ ORD(glBindProgramPipeline);
+ ORD(glDeleteProgramPipelines);
+ ORD(glGenProgramPipelines);
+ ORD(glIsProgramPipeline);
+ ORD(glGetProgramPipelineiv);
+ ORD(glProgramUniform1i);
+ ORD(glProgramUniform2i);
+ ORD(glProgramUniform3i);
+ ORD(glProgramUniform4i);
+ ORD(glProgramUniform1ui);
+ ORD(glProgramUniform2ui);
+ ORD(glProgramUniform3ui);
+ ORD(glProgramUniform4ui);
+ ORD(glProgramUniform1f);
+ ORD(glProgramUniform2f);
+ ORD(glProgramUniform3f);
+ ORD(glProgramUniform4f);
+ ORD(glProgramUniform1iv);
+ ORD(glProgramUniform2iv);
+ ORD(glProgramUniform3iv);
+ ORD(glProgramUniform4iv);
+ ORD(glProgramUniform1uiv);
+ ORD(glProgramUniform2uiv);
+ ORD(glProgramUniform3uiv);
+ ORD(glProgramUniform4uiv);
+ ORD(glProgramUniform1fv);
+ ORD(glProgramUniform2fv);
+ ORD(glProgramUniform3fv);
+ ORD(glProgramUniform4fv);
+ ORD(glProgramUniformMatrix2fv);
+ ORD(glProgramUniformMatrix3fv);
+ ORD(glProgramUniformMatrix4fv);
+ ORD(glProgramUniformMatrix2x3fv);
+ ORD(glProgramUniformMatrix3x2fv);
+ ORD(glProgramUniformMatrix2x4fv);
+ ORD(glProgramUniformMatrix4x2fv);
+ ORD(glProgramUniformMatrix3x4fv);
+ ORD(glProgramUniformMatrix4x3fv);
+ ORD(glValidateProgramPipeline);
+ ORD(glGetProgramPipelineInfoLog);
+ ORD(glBindImageTexture);
+ ORD(glGetBooleani_v);
+ ORD(glMemoryBarrier);
+ ORD(glMemoryBarrierByRegion);
+ ORD(glTexStorage2DMultisample);
+ ORD(glGetMultisamplefv);
+ ORD(glSampleMaski);
+ ORD(glGetTexLevelParameteriv);
+ ORD(glGetTexLevelParameterfv);
+ ORD(glBindVertexBuffer);
+ ORD(glVertexAttribFormat);
+ ORD(glVertexAttribIFormat);
+ ORD(glVertexAttribBinding);
+ ORD(glVertexBindingDivisor);
+ }
+
#undef ORD
}
static Eina_Bool
-_evgl_load_gles3_apis(void *dl_handle, Evas_GL_API *funcs)
+_evgl_load_gles3_apis(void *dl_handle, Evas_GL_API *funcs, int minor_version)
{
if (!dl_handle) return EINA_FALSE;
ORD(glVertexAttribI4uiv);
ORD(glVertexAttribIPointer);
ORD(glWaitSync);
+
+ if (minor_version > 0)
+ {
+ //GLES 3.1
+ ORD(glDispatchCompute);
+ ORD(glDispatchComputeIndirect);
+ ORD(glDrawArraysIndirect);
+ ORD(glDrawElementsIndirect);
+ ORD(glFramebufferParameteri);
+ ORD(glGetFramebufferParameteriv);
+ ORD(glGetProgramInterfaceiv);
+ ORD(glGetProgramResourceIndex);
+ ORD(glGetProgramResourceName);
+ ORD(glGetProgramResourceiv);
+ ORD(glGetProgramResourceLocation);
+ ORD(glUseProgramStages);
+ ORD(glActiveShaderProgram);
+ ORD(glCreateShaderProgramv);
+ ORD(glBindProgramPipeline);
+ ORD(glDeleteProgramPipelines);
+ ORD(glGenProgramPipelines);
+ ORD(glIsProgramPipeline);
+ ORD(glGetProgramPipelineiv);
+ ORD(glProgramUniform1i);
+ ORD(glProgramUniform2i);
+ ORD(glProgramUniform3i);
+ ORD(glProgramUniform4i);
+ ORD(glProgramUniform1ui);
+ ORD(glProgramUniform2ui);
+ ORD(glProgramUniform3ui);
+ ORD(glProgramUniform4ui);
+ ORD(glProgramUniform1f);
+ ORD(glProgramUniform2f);
+ ORD(glProgramUniform3f);
+ ORD(glProgramUniform4f);
+ ORD(glProgramUniform1iv);
+ ORD(glProgramUniform2iv);
+ ORD(glProgramUniform3iv);
+ ORD(glProgramUniform4iv);
+ ORD(glProgramUniform1uiv);
+ ORD(glProgramUniform2uiv);
+ ORD(glProgramUniform3uiv);
+ ORD(glProgramUniform4uiv);
+ ORD(glProgramUniform1fv);
+ ORD(glProgramUniform2fv);
+ ORD(glProgramUniform3fv);
+ ORD(glProgramUniform4fv);
+ ORD(glProgramUniformMatrix2fv);
+ ORD(glProgramUniformMatrix3fv);
+ ORD(glProgramUniformMatrix4fv);
+ ORD(glProgramUniformMatrix2x3fv);
+ ORD(glProgramUniformMatrix3x2fv);
+ ORD(glProgramUniformMatrix2x4fv);
+ ORD(glProgramUniformMatrix4x2fv);
+ ORD(glProgramUniformMatrix3x4fv);
+ ORD(glProgramUniformMatrix4x3fv);
+ ORD(glValidateProgramPipeline);
+ ORD(glGetProgramPipelineInfoLog);
+ ORD(glBindImageTexture);
+ ORD(glGetBooleani_v);
+ ORD(glMemoryBarrier);
+ ORD(glMemoryBarrierByRegion);
+ ORD(glTexStorage2DMultisample);
+ ORD(glGetMultisamplefv);
+ ORD(glSampleMaski);
+ ORD(glGetTexLevelParameteriv);
+ ORD(glGetTexLevelParameterfv);
+ ORD(glBindVertexBuffer);
+ ORD(glVertexAttribFormat);
+ ORD(glVertexAttribIFormat);
+ ORD(glVertexAttribBinding);
+ ORD(glVertexBindingDivisor);
+ }
+
#undef ORD
return EINA_TRUE;
}
static Eina_Bool
-_evgl_gles3_api_init(void)
+_evgl_gles3_api_init(int minor_version)
{
static Eina_Bool _initialized = EINA_FALSE;
if (_initialized) return EINA_TRUE;
return EINA_FALSE;
}
- if (!_evgl_load_gles3_apis(_gles3_handle, &_gles3_api))
+ if (!_evgl_load_gles3_apis(_gles3_handle, &_gles3_api, minor_version))
{
return EINA_FALSE;
}
void
_evgl_api_gles3_get(Evas_GL_API *funcs, Eina_Bool debug)
{
- if (!_evgl_gles3_api_init())
+ const char *ret = (const char *) glGetString(GL_VERSION);
+ int minor_version = ret[12] - '0';
+
+ if (minor_version > 9 || minor_version < 0)
+ {
+ ERR("OpenGL ES version is invalid.");
+ return;
+ }
+
+ if (!_evgl_gles3_api_init(minor_version))
return;
if (debug)
- _debug_gles3_api_get(funcs);
+ _debug_gles3_api_get(funcs, minor_version);
else
- _normal_gles3_api_get(funcs);
+ _normal_gles3_api_get(funcs, minor_version);
if (evgl_engine->direct_scissor_off)
_direct_scissor_off_api_get(funcs);
_EVASGL_FUNCTION_PRIVATE_BEGIN_VOID( glDrawBuffers, (GLsizei n, const GLenum *bufs), (n, bufs))
_EVASGL_FUNCTION_PRIVATE_BEGIN(const GLubyte *, glGetStringi, (GLenum name, GLuint index), (name, index))
_EVASGL_FUNCTION_PRIVATE_BEGIN_VOID( glReadBuffer, (GLenum src), (src))
+//GLES 3.1
+_EVASGL_FUNCTION_PRIVATE_BEGIN_VOID( glFramebufferParameteri, (GLenum target, GLenum pname, GLint param), (target, pname, param))
+_EVASGL_FUNCTION_PRIVATE_BEGIN_VOID( glGetFramebufferParameteriv, (GLenum target, GLenum pname, GLint *params), (target, pname, params))
_EVASGL_FUNCTION_BEGIN_VOID( glBeginQuery, (GLenum target, GLuint id), (target, id))
_EVASGL_FUNCTION_BEGIN_VOID( glBeginTransformFeedback, (GLenum primitiveMode), (primitiveMode))
_EVASGL_FUNCTION_BEGIN_VOID( glVertexAttribI4uiv, (GLuint index, const GLuint *v), (index, v))
_EVASGL_FUNCTION_BEGIN_VOID( glVertexAttribIPointer, (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer), (index, size, type, stride, pointer))
_EVASGL_FUNCTION_BEGIN_VOID( glWaitSync, (GLsync sync, GLbitfield flags, EvasGLuint64 timeout), (sync, flags, timeout))
+
+
+//GLES 3.1
+_EVASGL_FUNCTION_BEGIN_VOID( glDispatchCompute, (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z), (num_groups_x, num_groups_y, num_groups_z))
+_EVASGL_FUNCTION_BEGIN_VOID( glDispatchComputeIndirect, (GLintptr indirect), (indirect))
+_EVASGL_FUNCTION_BEGIN_VOID( glDrawArraysIndirect, (GLenum mode, const void *indirect), (mode, indirect))
+_EVASGL_FUNCTION_BEGIN_VOID( glDrawElementsIndirect, (GLenum mode, GLenum type, const void *indirect), (mode, type, indirect))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetProgramInterfaceiv, (GLuint program, GLenum programInterface, GLenum pname, GLint *params), (program, programInterface, pname, params))
+_EVASGL_FUNCTION_BEGIN(GLuint, glGetProgramResourceIndex, (GLuint program, GLenum programInterface, const GLchar *name), (program, programInterface, name))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetProgramResourceName, (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name), (program, programInterface, index, bufSize, length, name))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetProgramResourceiv, (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params), (program, programInterface, index, propCount, props, bufSize, length, params))
+_EVASGL_FUNCTION_BEGIN(GLuint, glGetProgramResourceLocation, (GLuint program, GLenum programInterface, const GLchar *name), (program, programInterface, name))
+_EVASGL_FUNCTION_BEGIN_VOID( glUseProgramStages, (GLuint pipeline, GLbitfield stages, GLuint program), (pipeline, stages, program))
+_EVASGL_FUNCTION_BEGIN_VOID( glActiveShaderProgram, (GLuint pipeline, GLuint program), (pipeline, program))
+_EVASGL_FUNCTION_BEGIN(GLuint, glCreateShaderProgramv, (GLenum type, GLsizei count, const GLchar *const*strings), (type, count, strings))
+_EVASGL_FUNCTION_BEGIN_VOID( glBindProgramPipeline, (GLuint pipeline), (pipeline))
+_EVASGL_FUNCTION_BEGIN_VOID( glDeleteProgramPipelines, (GLsizei n, const GLuint *pipelines), (n, pipelines))
+_EVASGL_FUNCTION_BEGIN_VOID( glGenProgramPipelines, (GLsizei n, GLuint *pipelines), (n, pipelines))
+_EVASGL_FUNCTION_BEGIN(GLboolean, glIsProgramPipeline, (GLuint pipeline), (pipeline))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetProgramPipelineiv, (GLuint pipeline, GLenum pname, GLint *params), (pipeline, pname, params))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform1i, (GLuint program, GLint location, GLint v0), (program, location, v0))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform2i, (GLuint program, GLint location, GLint v0, GLint v1), (program, location, v0, v1))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform3i, (GLuint program, GLint location, GLint v0, GLint v1, GLint v2), (program, location, v0, v1, v2))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform4i, (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3), (program, location, v0, v1, v2, v3))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform1ui, (GLuint program, GLint location, GLuint v0), (program, location, v0))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform2ui, (GLuint program, GLint location, GLuint v0, GLuint v1), (program, location, v0, v1))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform3ui, (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2), (program, location, v0, v1, v2))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform4ui, (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3), (program, location, v0, v1, v2, v3))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform1f, (GLuint program, GLint location, GLfloat v0), (program, location, v0))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform2f, (GLuint program, GLint location, GLfloat v0, GLfloat v1) ,(program, location, v0, v1))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform3f, (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2), (program, location, v0, v1, v2))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform4f, (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3), (program, location, v0, v1, v2, v3))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform1iv, (GLuint program, GLint location, GLsizei count, const GLint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform2iv, (GLuint program, GLint location, GLsizei count, const GLint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform3iv, (GLuint program, GLint location, GLsizei count, const GLint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform4iv, (GLuint program, GLint location, GLsizei count, const GLint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform1uiv, (GLuint program, GLint location, GLsizei count, const GLuint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform2uiv, (GLuint program, GLint location, GLsizei count, const GLuint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform3uiv, (GLuint program, GLint location, GLsizei count, const GLuint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform4uiv, (GLuint program, GLint location, GLsizei count, const GLuint *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform1fv, (GLuint program, GLint location, GLsizei count, const GLfloat *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform2fv, (GLuint program, GLint location, GLsizei count, const GLfloat *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform3fv, (GLuint program, GLint location, GLsizei count, const GLfloat *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniform4fv, (GLuint program, GLint location, GLsizei count, const GLfloat *value), (program, location, count, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix2fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix3fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix4fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix2x3fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix3x2fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix2x4fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix4x2fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix3x4fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glProgramUniformMatrix4x3fv, (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value), (program, location, count, transpose, value))
+_EVASGL_FUNCTION_BEGIN_VOID( glValidateProgramPipeline, (GLuint pipeline), (pipeline))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetProgramPipelineInfoLog, (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog), (pipeline, bufSize, length, infoLog))
+_EVASGL_FUNCTION_BEGIN_VOID( glBindImageTexture, (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), (unit, texture, level, layered, layer, access, format))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetBooleani_v, (GLenum target, GLuint index, GLboolean *data), (target, index, data))
+_EVASGL_FUNCTION_BEGIN_VOID( glMemoryBarrier, (GLbitfield barriers), (barriers))
+_EVASGL_FUNCTION_BEGIN_VOID( glMemoryBarrierByRegion, (GLbitfield barriers), (barriers))
+_EVASGL_FUNCTION_BEGIN_VOID( glTexStorage2DMultisample, (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations), (target, samples, internalformat, width, height, fixedsamplelocations))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetMultisamplefv, (GLenum pname, GLuint index, GLfloat *val), (pname, index, val))
+_EVASGL_FUNCTION_BEGIN_VOID( glSampleMaski, (GLuint maskNumber, GLbitfield mask), (maskNumber, mask))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetTexLevelParameteriv, (GLenum target, GLint level, GLenum pname, GLint *params), (target, level, pname, params))
+_EVASGL_FUNCTION_BEGIN_VOID( glGetTexLevelParameterfv, (GLenum target, GLint level, GLenum pname, GLfloat *params), (target, level, pname, params))
+_EVASGL_FUNCTION_BEGIN_VOID( glBindVertexBuffer, (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride), (bindingindex, buffer, offset, stride))
+_EVASGL_FUNCTION_BEGIN_VOID( glVertexAttribFormat, (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset), (attribindex, size, type, normalized, relativeoffset))
+_EVASGL_FUNCTION_BEGIN_VOID( glVertexAttribIFormat, (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset), (attribindex, size, type, relativeoffset))
+_EVASGL_FUNCTION_BEGIN_VOID( glVertexAttribBinding, (GLuint attribindex, GLuint bindingindex), (attribindex, bindingindex))
+_EVASGL_FUNCTION_BEGIN_VOID( glVertexBindingDivisor, (GLuint bindingindex, GLuint divisor), (bindingindex, divisor))
\ No newline at end of file