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August 8, 2018 22:17
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/**************************************** | |
* wb_gl_loader.h | |
* | |
* A single-header OpenGL loader, using | |
* Win32 or SDL as its backend. | |
* | |
* Can also create contexts for Win32 | |
* (because dealing with that yourself is terrible) | |
* | |
* Sample Usage: | |
* | |
* #define WB_GL_USE_ALL_VERSIONS | |
* #define WB_GL_WIN32 | |
* #define WB_GL_LOADER_IMPLEMENTATION | |
* ... | |
* { | |
* wbgl_win32_create_context(windowDC, 3, 3, 1); | |
* wbgl_load_all(NULL); | |
* } | |
* | |
* #define WB_GL_SDL | |
* If you wish to use this loader out-of-the-box on Linux or OSX | |
* Or, define your own wbgl__load_proc. | |
* With the SDL route, you'll have to make your own context, | |
* but this is comparatively easy and sane. | |
* | |
* Handles OpenGL by general groups: | |
* - legacy (2.1 and previous) | |
* - compat (3.1) | |
* - core (3.2 and 3.3) | |
* - modern (4.0 - 4.5) | |
* Use WB_GL_USE_***** to use a subset, or | |
* WB_GL_USE_ALL_VERSIONS for all of them. | |
* | |
* #define WB_GL_USE_CORE | |
* #define WB_GL_USE_ALL_VERSIONS | |
* | |
* The latter is recommended for simplicity; | |
* there's no issue declaring unused function | |
* pointers, though they might fail to load | |
* depending on the context version and | |
* drivers. As long as you don't use a procedure | |
* that isn't loaded, everything will be fine. | |
* | |
* Other options: | |
* | |
* #define WB_GL_NO_TYPES | |
* Don't define any of the GL**** types | |
* You'll have to define them yourself in order to use them. | |
* | |
* #define WB_GL_NO_STDINT | |
* Use generic C types instead of specific stdint sized types. | |
* There's a GLuint64 type that gets defined as "unsigned long long" | |
* This might not work on gcc or clang; use WB_GL_NO_TYPES instead | |
* | |
* #define WB_GL_NO_INCLUDES | |
* Don't include anything. This applies to Windows.h and Wingdi.h | |
* for the win32 path, and stddef.h for all paths. | |
* | |
* #define WB_GL_GLPROC_API | |
* If you want your GL procs to have a specific storage class, | |
* assign this. By default it's __stdcall if implementing the | |
* library, and extern __stdcall otherwise. | |
* (__stdcall does nothing on 64 bit; if it's not defined, | |
* just #define __stdcall as nothing.) | |
* | |
* #define WB_GL_LOADER_API | |
* If you want any a specific storage class on the loader | |
* functions (eg, static). It's extern if not an implementation, | |
* and nothing otherwise. | |
* | |
* #define WB_GL_MAX_ERRORS 256 | |
* Defines the maximum number of errors to be stored in the | |
* wbgl_ErrorContext struct. | |
* | |
* | |
***************************************/ | |
/* Include guards are so 1980's */ | |
#pragma once | |
#ifdef WB_GL_USE_ALL_VERSIONS | |
#define WB_GL_USE_LEGACY | |
#define WB_GL_USE_COMPAT | |
#define WB_GL_USE_CORE | |
#define WB_GL_USE_MODERN | |
#endif | |
#ifndef WB_GL_LOADER_IMPLEMENTATION | |
#ifndef WB_GL_GLPROC_API | |
#define WB_GL_GLPROC_API extern | |
#endif | |
#ifndef WB_GL_LOADER_API | |
#define WB_GL_LOADER_API extern | |
#endif | |
#else | |
#ifndef WB_GL_GLPROC_API | |
#define WB_GL_GLPROC_API | |
#endif | |
#ifndef WB_GL_LOADER_API | |
#define WB_GL_LOADER_API | |
#endif | |
#endif | |
#ifndef WB_GL_NO_TYPES | |
#ifndef WB_GL_NO_INCLUDES | |
#include <stddef.h> | |
#endif | |
#ifdef WG_GL_NO_STDINT | |
typedef unsigned int GLenum; | |
typedef float GLfloat; | |
typedef int GLint; | |
typedef int GLsizei; | |
typedef unsigned int GLbitfield; | |
typedef double GLdouble; | |
typedef unsigned int GLuint; | |
typedef unsigned char GLboolean; | |
typedef unsigned char GLubyte; | |
typedef char GLchar; | |
typedef char GLbyte; | |
typedef ptrdiff_t GLintptr; | |
typedef ptrdiff_t GLsizeiptr; | |
typedef void GLvoid; | |
typedef float GLclampf; | |
typedef short int GLshort; | |
typedef unsigned short int GLshort; | |
typedef void *GLsync; | |
typedef unsigned long long GLuint64; | |
typedef void* GLDEBUGPROC; | |
#else | |
typedef uint32_t GLenum; | |
typedef float GLfloat; | |
typedef int32_t GLint; | |
typedef int16_t GLshort; | |
typedef uint16_t GLushort; | |
typedef int64_t GLint64; | |
typedef int32_t GLsizei; | |
typedef uint32_t GLbitfield; | |
typedef double GLdouble; | |
typedef uint32_t GLuint; | |
typedef uint8_t GLboolean; | |
typedef uint8_t GLubyte; | |
typedef char GLchar; | |
typedef int8_t GLbyte; | |
typedef ptrdiff_t GLintptr; | |
typedef ptrdiff_t GLsizeiptr; | |
typedef void GLvoid; | |
typedef float GLclampf; | |
typedef void *GLsync; | |
typedef void* GLDEBUGPROC; | |
typedef uint64_t GLuint64; | |
#endif | |
#endif | |
#ifndef WB_GL_MAX_ERRORS | |
#define WB_GL_MAX_ERRORS 256 | |
#endif | |
struct wbgl_ErrorContext | |
{ | |
int error_count; | |
int failed_size; | |
const char* failed[WB_GL_MAX_ERRORS]; | |
}; | |
extern int wbgl_load_all(struct wbgl_ErrorContext*); | |
extern void* wbgl__load_proc(const char*, struct wbgl_ErrorContext*, void*); | |
#ifdef WB_GL_WIN32 | |
#ifndef WB_GL_NO_INCLUDES | |
#include <Windows.h> | |
#include <Wingdi.h> | |
#endif | |
extern HGLRC wbgl_win32_create_context(HDC windowDC, int major, int minor, int core); | |
#endif | |
#ifdef WB_GL_IMPLEMENTATION | |
static void wbgl__load_proc_error(const char* name, struct wbgl_ErrorContext* ctx) | |
{ | |
if(!ctx) return; | |
ctx->error_count++; | |
if(ctx->error_count < WB_GL_MAX_ERRORS) { | |
ctx->failed[ctx->error_count - 1] = name; | |
ctx->failed_size++; | |
} | |
} | |
#ifdef WB_GL_WIN32 | |
#ifndef WB_GL_NO_INCLUDES | |
#include <Windows.h> | |
#include <Wingdi.h> | |
#endif | |
WB_GL_LOADER_API | |
void* wbgl__load_proc(const char* name, struct wbgl_ErrorContext* ctx, void* userdata) | |
{ | |
HMODULE gldll = (HMODULE)userdata; | |
void* p = (void*)wglGetProcAddress(name); | |
long long int err = (long long int)p; | |
if(err == 0 || err == 1 || err == 2 || err == 3 || err == -1) { | |
p = (void*)GetProcAddress(gldll, name); | |
if(!p) { | |
wbgl__load_proc_error(name, ctx); | |
} | |
} | |
return p; | |
} | |
#define WB_GL__WGL_PROC_LIST \ | |
WB_GL__WGLPROC(HGLRC WINAPI, wglCreateContextAttribsARB, HDC hDC, HGLRC hShareContext, const int* attribList) \ | |
WB_GL__WGLPROC(BOOL WINAPI, wglSwapIntervalEXT, int interval) \ | |
WB_GL__WGLPROC(BOOL WINAPI, wglChoosePixelFormatARB, HDC hDC, const int* piAttribIList, const FLOAT* pfAttribFList, UINT nMaxFormats, int* piFormats, UINT* nNumFormats) \ | |
#define WB_GL__WGLPROC(ret, name, ...) typedef ret name##Proc(__VA_ARGS__); static name##Proc *name; | |
WB_GL__WGL_PROC_LIST | |
#undef WB_GL__WGLPROC | |
#define WGL_DRAW_TO_WINDOW_ARB 0x2001 | |
#define WGL_ACCELERATION_ARB 0x2003 | |
#define WGL_ACCELERATION_ARB 0x2003 | |
#define WGL_FULL_ACCELERATION_ARB 0x2027 | |
#define WGL_SUPPORT_OPENGL_ARB 0x2010 | |
#define WGL_DOUBLE_BUFFER_ARB 0x2011 | |
#define WGL_PIXEL_TYPE_ARB 0x2013 | |
#define WGL_TYPE_RGBA_ARB 0x202B | |
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x1 | |
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x2 | |
#define WGL_SAMPLE_BUFFERS_ARB 0x2041 | |
#define WGL_COLOR_BITS_ARB 0x2014 | |
#define WGL_DEPTH_BITS_ARB 0x2022 | |
#define WGL_STENCIL_BITS_ARB 0x2023 | |
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 | |
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 | |
#define WGL_CONTEXT_FLAGS_ARB 0x2094 | |
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 | |
WB_GL_LOADER_API | |
HGLRC wbgl_win32_create_context(HDC windowDC, int major, int minor, int core) | |
{ | |
{ | |
WNDCLASSA windowClass = {0}; | |
windowClass.style = CS_HREDRAW | CS_VREDRAW; | |
windowClass.lpfnWndProc = DefWindowProcA; | |
windowClass.hInstance = GetModuleHandle(NULL); | |
windowClass.lpszClassName = "wb_gl_loader_class"; | |
if(!RegisterClassA(&windowClass)) { | |
return NULL; | |
} | |
HWND window = CreateWindowExA(0, | |
windowClass.lpszClassName, | |
"wb_gl_loader_window", | |
0, | |
CW_USEDEFAULT, CW_USEDEFAULT, | |
CW_USEDEFAULT, CW_USEDEFAULT, | |
0, 0, GetModuleHandle(NULL), 0); | |
if(!window) { | |
return NULL; | |
} | |
HDC windowDC = GetDC(window); | |
PIXELFORMATDESCRIPTOR pfd = {0}; | |
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); | |
pfd.nVersion = 1; | |
pfd.iPixelType = PFD_TYPE_RGBA; | |
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER; | |
pfd.cColorBits = 24; | |
pfd.cAlphaBits = 8; | |
pfd.cDepthBits = 24; | |
pfd.cStencilBits = 8; | |
pfd.iLayerType = PFD_MAIN_PLANE; | |
int pfi = ChoosePixelFormat(windowDC, &pfd); | |
PIXELFORMATDESCRIPTOR spfd; | |
DescribePixelFormat(windowDC, pfi, sizeof(spfd), &spfd); | |
if(!SetPixelFormat(windowDC, pfi, &spfd)) { | |
return NULL; | |
} | |
HGLRC glctx = wglCreateContext(windowDC); | |
if(!wglMakeCurrent(windowDC, glctx)) { | |
return NULL; | |
} | |
#define WB_GL__WGLPROC(ret, name, ...) name = (name##Proc *)wglGetProcAddress(#name); | |
WB_GL__WGL_PROC_LIST; | |
#undef WB_GL__WGLPROC | |
wglMakeCurrent(NULL, NULL); | |
wglDeleteContext(glctx); | |
ReleaseDC(window, windowDC); | |
DestroyWindow(window); | |
} | |
const int pixelAttribs[] = { | |
WGL_DRAW_TO_WINDOW_ARB, 1, | |
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, | |
WGL_SUPPORT_OPENGL_ARB, 1, | |
WGL_DOUBLE_BUFFER_ARB, 1, | |
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, | |
WGL_SAMPLE_BUFFERS_ARB, 1, | |
WGL_COLOR_BITS_ARB, 32, | |
WGL_DEPTH_BITS_ARB, 24, | |
WGL_STENCIL_BITS_ARB, 8, | |
0 | |
}; | |
int pfi; | |
unsigned int count; | |
if(!wglChoosePixelFormatARB(windowDC, pixelAttribs, 0, 1, &pfi, &count)) { | |
return NULL; | |
} | |
PIXELFORMATDESCRIPTOR spfd; | |
DescribePixelFormat(windowDC, pfi, sizeof(spfd), &spfd); | |
if(!SetPixelFormat(windowDC, pfi, &spfd)) { | |
return NULL; | |
} | |
const int glAttribs[] = { | |
WGL_CONTEXT_MAJOR_VERSION_ARB, major, | |
WGL_CONTEXT_MINOR_VERSION_ARB, minor, | |
WGL_CONTEXT_FLAGS_ARB, | |
0, | |
WGL_CONTEXT_PROFILE_MASK_ARB, core ? 1 : 2, | |
0 | |
}; | |
int ver = 0; | |
HGLRC glctx = wglCreateContextAttribsARB(windowDC, 0, glAttribs); | |
if(!glctx) { | |
return NULL; | |
} | |
if(!wglMakeCurrent(windowDC, glctx)) { | |
return NULL; | |
} | |
wglSwapIntervalEXT(1); | |
return glctx; | |
} | |
#endif | |
#ifdef WB_GL_SDL | |
WB_GL_LOADER_API | |
void* wbgl__load_proc(const char* name, struct wbgl_ErrorContext* ctx, void* userdata) | |
{ | |
void* proc = SDL_GL_GetProcAddress(name); | |
if(!proc) { | |
wbgl__load_proc_error(name, ctx); | |
} | |
return proc; | |
} | |
#endif | |
#endif | |
#define WB_GL__PROC_LIST_LEGACY \ | |
WB_GL__GLPROC(void, CullFace, GLenum mode) \ | |
WB_GL__GLPROC(void, FrontFace, GLenum mode) \ | |
WB_GL__GLPROC(void, Hint, GLenum target, GLenum mode) \ | |
WB_GL__GLPROC(void, LineWidth, GLfloat width) \ | |
WB_GL__GLPROC(void, PointSize, GLfloat size) \ | |
WB_GL__GLPROC(void, PolygonMode, GLenum face, GLenum mode) \ | |
WB_GL__GLPROC(void, Scissor, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TexParameterf, GLenum target, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, TexParameterfv, GLenum target, GLenum pname, const GLfloat *params) \ | |
WB_GL__GLPROC(void, TexParameteri, GLenum target, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, TexParameteriv, GLenum target, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, TexImage1D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, DrawBuffer, GLenum buf) \ | |
WB_GL__GLPROC(void, Clear, GLbitfield mask) \ | |
WB_GL__GLPROC(void, ClearColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) \ | |
WB_GL__GLPROC(void, ClearStencil, GLint s) \ | |
WB_GL__GLPROC(void, ClearDepth, GLdouble depth) \ | |
WB_GL__GLPROC(void, StencilMask, GLuint mask) \ | |
WB_GL__GLPROC(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) \ | |
WB_GL__GLPROC(void, DepthMask, GLboolean flag) \ | |
WB_GL__GLPROC(void, Disable, GLenum cap) \ | |
WB_GL__GLPROC(void, Enable, GLenum cap) \ | |
WB_GL__GLPROC(void, Finish, void) \ | |
WB_GL__GLPROC(void, Flush, void) \ | |
WB_GL__GLPROC(void, BlendFunc, GLenum sfactor, GLenum dfactor) \ | |
WB_GL__GLPROC(void, LogicOp, GLenum opcode) \ | |
WB_GL__GLPROC(void, StencilFunc, GLenum func, GLint ref, GLuint mask) \ | |
WB_GL__GLPROC(void, StencilOp, GLenum fail, GLenum zfail, GLenum zpass) \ | |
WB_GL__GLPROC(void, DepthFunc, GLenum func) \ | |
WB_GL__GLPROC(void, PixelStoref, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, PixelStorei, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, ReadBuffer, GLenum src) \ | |
WB_GL__GLPROC(void, ReadPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) \ | |
WB_GL__GLPROC(void, GetBooleanv, GLenum pname, GLboolean *data) \ | |
WB_GL__GLPROC(void, GetDoublev, GLenum pname, GLdouble *data) \ | |
WB_GL__GLPROC(GLenum, GetError, void) \ | |
WB_GL__GLPROC(void, GetFloatv, GLenum pname, GLfloat *data) \ | |
WB_GL__GLPROC(void, GetIntegerv, GLenum pname, GLint *data) \ | |
WB_GL__GLPROC(const GLubyte *, GetString, GLenum name) \ | |
WB_GL__GLPROC(void, GetTexImage, GLenum target, GLint level, GLenum format, GLenum type, void *pixels) \ | |
WB_GL__GLPROC(void, GetTexParameterfv, GLenum target, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTexParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTexLevelParameterfv, GLenum target, GLint level, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTexLevelParameteriv, GLenum target, GLint level, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(GLboolean, IsEnabled, GLenum cap) \ | |
WB_GL__GLPROC(void, DepthRange, GLdouble near, GLdouble far) \ | |
WB_GL__GLPROC(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, DrawArrays, GLenum mode, GLint first, GLsizei count) \ | |
WB_GL__GLPROC(void, DrawElements, GLenum mode, GLsizei count, GLenum type, const void *indices) \ | |
WB_GL__GLPROC(void, PolygonOffset, GLfloat factor, GLfloat units) \ | |
WB_GL__GLPROC(void, CopyTexImage1D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) \ | |
WB_GL__GLPROC(void, CopyTexImage2D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) \ | |
WB_GL__GLPROC(void, CopyTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) \ | |
WB_GL__GLPROC(void, CopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, BindTexture, GLenum target, GLuint texture) \ | |
WB_GL__GLPROC(void, DeleteTextures, GLsizei n, const GLuint *textures) \ | |
WB_GL__GLPROC(void, GenTextures, GLsizei n, GLuint *textures) \ | |
WB_GL__GLPROC(GLboolean, IsTexture, GLuint texture) \ | |
WB_GL__GLPROC(void, DrawRangeElements, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) \ | |
WB_GL__GLPROC(void, TexImage3D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, CopyTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, ActiveTexture, GLenum texture) \ | |
WB_GL__GLPROC(void, SampleCoverage, GLfloat value, GLboolean invert) \ | |
WB_GL__GLPROC(void, CompressedTexImage3D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexImage1D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, GetCompressedTexImage, GLenum target, GLint level, void *img) \ | |
WB_GL__GLPROC(void, BlendFuncSeparate, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) \ | |
WB_GL__GLPROC(void, MultiDrawArrays, GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) \ | |
WB_GL__GLPROC(void, MultiDrawElements, GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount) \ | |
WB_GL__GLPROC(void, PointParameterf, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, PointParameterfv, GLenum pname, const GLfloat *params) \ | |
WB_GL__GLPROC(void, PointParameteri, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, PointParameteriv, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, BlendColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) \ | |
WB_GL__GLPROC(void, BlendEquation, GLenum mode) \ | |
WB_GL__GLPROC(void, GenQueries, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(void, DeleteQueries, GLsizei n, const GLuint *ids) \ | |
WB_GL__GLPROC(GLboolean, IsQuery, GLuint id) \ | |
WB_GL__GLPROC(void, BeginQuery, GLenum target, GLuint id) \ | |
WB_GL__GLPROC(void, EndQuery, GLenum target) \ | |
WB_GL__GLPROC(void, GetQueryiv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetQueryObjectiv, GLuint id, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetQueryObjectuiv, GLuint id, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, BindBuffer, GLenum target, GLuint buffer) \ | |
WB_GL__GLPROC(void, DeleteBuffers, GLsizei n, const GLuint *buffers) \ | |
WB_GL__GLPROC(void, GenBuffers, GLsizei n, GLuint *buffers) \ | |
WB_GL__GLPROC(GLboolean, IsBuffer, GLuint buffer) \ | |
WB_GL__GLPROC(void, BufferData, GLenum target, GLsizeiptr size, const void *data, GLenum usage) \ | |
WB_GL__GLPROC(void, BufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) \ | |
WB_GL__GLPROC(void, GetBufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, void *data) \ | |
WB_GL__GLPROC(void *, MapBuffer, GLenum target, GLenum access) \ | |
WB_GL__GLPROC(GLboolean, UnmapBuffer, GLenum target) \ | |
WB_GL__GLPROC(void, GetBufferParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetBufferPointerv, GLenum target, GLenum pname, void **params) \ | |
WB_GL__GLPROC(void, BlendEquationSeparate, GLenum modeRGB, GLenum modeAlpha) \ | |
WB_GL__GLPROC(void, DrawBuffers, GLsizei n, const GLenum *bufs) \ | |
WB_GL__GLPROC(void, StencilOpSeparate, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) \ | |
WB_GL__GLPROC(void, StencilFuncSeparate, GLenum face, GLenum func, GLint ref, GLuint mask) \ | |
WB_GL__GLPROC(void, StencilMaskSeparate, GLenum face, GLuint mask) \ | |
WB_GL__GLPROC(void, AttachShader, GLuint program, GLuint shader) \ | |
WB_GL__GLPROC(void, BindAttribLocation, GLuint program, GLuint index, const GLchar *name) \ | |
WB_GL__GLPROC(void, CompileShader, GLuint shader) \ | |
WB_GL__GLPROC(GLuint, CreateProgram, void) \ | |
WB_GL__GLPROC(GLuint, CreateShader, GLenum type) \ | |
WB_GL__GLPROC(void, DeleteProgram, GLuint program) \ | |
WB_GL__GLPROC(void, DeleteShader, GLuint shader) \ | |
WB_GL__GLPROC(void, DetachShader, GLuint program, GLuint shader) \ | |
WB_GL__GLPROC(void, DisableVertexAttribArray, GLuint index) \ | |
WB_GL__GLPROC(void, EnableVertexAttribArray, GLuint index) \ | |
WB_GL__GLPROC(void, GetActiveAttrib, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) \ | |
WB_GL__GLPROC(void, GetActiveUniform, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) \ | |
WB_GL__GLPROC(void, GetAttachedShaders, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) \ | |
WB_GL__GLPROC(GLint, GetAttribLocation, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetProgramiv, GLuint program, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetProgramInfoLog, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
WB_GL__GLPROC(void, GetShaderiv, GLuint shader, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetShaderInfoLog, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
WB_GL__GLPROC(void, GetShaderSource, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) \ | |
WB_GL__GLPROC(GLint, GetUniformLocation, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetUniformfv, GLuint program, GLint location, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetUniformiv, GLuint program, GLint location, GLint *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribdv, GLuint index, GLenum pname, GLdouble *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribfv, GLuint index, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribiv, GLuint index, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribPointerv, GLuint index, GLenum pname, void **pointer) \ | |
WB_GL__GLPROC(GLboolean, IsProgram, GLuint program) \ | |
WB_GL__GLPROC(GLboolean, IsShader, GLuint shader) \ | |
WB_GL__GLPROC(void, LinkProgram, GLuint program) \ | |
WB_GL__GLPROC(void, ShaderSource, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) \ | |
WB_GL__GLPROC(void, UseProgram, GLuint program) \ | |
WB_GL__GLPROC(void, Uniform1f, GLint location, GLfloat v0) \ | |
WB_GL__GLPROC(void, Uniform2f, GLint location, GLfloat v0, GLfloat v1) \ | |
WB_GL__GLPROC(void, Uniform3f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \ | |
WB_GL__GLPROC(void, Uniform4f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \ | |
WB_GL__GLPROC(void, Uniform1i, GLint location, GLint v0) \ | |
WB_GL__GLPROC(void, Uniform2i, GLint location, GLint v0, GLint v1) \ | |
WB_GL__GLPROC(void, Uniform3i, GLint location, GLint v0, GLint v1, GLint v2) \ | |
WB_GL__GLPROC(void, Uniform4i, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) \ | |
WB_GL__GLPROC(void, Uniform1fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform2fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform3fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform4fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform1iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, Uniform2iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, Uniform3iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, Uniform4iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ValidateProgram, GLuint program) \ | |
WB_GL__GLPROC(void, VertexAttrib1d, GLuint index, GLdouble x) \ | |
WB_GL__GLPROC(void, VertexAttrib1dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib1f, GLuint index, GLfloat x) \ | |
WB_GL__GLPROC(void, VertexAttrib1fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib1s, GLuint index, GLshort x) \ | |
WB_GL__GLPROC(void, VertexAttrib1sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib2d, GLuint index, GLdouble x, GLdouble y) \ | |
WB_GL__GLPROC(void, VertexAttrib2dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib2f, GLuint index, GLfloat x, GLfloat y) \ | |
WB_GL__GLPROC(void, VertexAttrib2fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib2s, GLuint index, GLshort x, GLshort y) \ | |
WB_GL__GLPROC(void, VertexAttrib2sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib3d, GLuint index, GLdouble x, GLdouble y, GLdouble z) \ | |
WB_GL__GLPROC(void, VertexAttrib3dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib3f, GLuint index, GLfloat x, GLfloat y, GLfloat z) \ | |
WB_GL__GLPROC(void, VertexAttrib3fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib3s, GLuint index, GLshort x, GLshort y, GLshort z) \ | |
WB_GL__GLPROC(void, VertexAttrib3sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nbv, GLuint index, const GLbyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Niv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nsv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nub, GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nubv, GLuint index, const GLubyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nuiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nusv, GLuint index, const GLushort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4bv, GLuint index, const GLbyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4d, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) \ | |
WB_GL__GLPROC(void, VertexAttrib4dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4f, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) \ | |
WB_GL__GLPROC(void, VertexAttrib4fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4s, GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) \ | |
WB_GL__GLPROC(void, VertexAttrib4sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4ubv, GLuint index, const GLubyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4usv, GLuint index, const GLushort *v) \ | |
WB_GL__GLPROC(void, VertexAttribPointer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) \ | |
WB_GL__GLPROC(void, UniformMatrix2x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
#define WB_GL__PROC_LIST_COMPAT \ | |
WB_GL__GLPROC(void, ColorMaski, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) \ | |
WB_GL__GLPROC(void, GetBooleani_v, GLenum target, GLuint index, GLboolean *data) \ | |
WB_GL__GLPROC(void, GetIntegeri_v, GLenum target, GLuint index, GLint *data) \ | |
WB_GL__GLPROC(void, Enablei, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(void, Disablei, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(GLboolean, IsEnabledi, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(void, BeginTransformFeedback, GLenum primitiveMode) \ | |
WB_GL__GLPROC(void, EndTransformFeedback, void) \ | |
WB_GL__GLPROC(void, BindBufferRange, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, BindBufferBase, GLenum target, GLuint index, GLuint buffer) \ | |
WB_GL__GLPROC(void, TransformFeedbackVaryings, GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode) \ | |
WB_GL__GLPROC(void, GetTransformFeedbackVarying, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) \ | |
WB_GL__GLPROC(void, ClampColor, GLenum target, GLenum clamp) \ | |
WB_GL__GLPROC(void, BeginConditionalRender, GLuint id, GLenum mode) \ | |
WB_GL__GLPROC(void, EndConditionalRender, void) \ | |
WB_GL__GLPROC(void, VertexAttribIPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) \ | |
WB_GL__GLPROC(void, GetVertexAttribIiv, GLuint index, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribIuiv, GLuint index, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, VertexAttribI1i, GLuint index, GLint x) \ | |
WB_GL__GLPROC(void, VertexAttribI2i, GLuint index, GLint x, GLint y) \ | |
WB_GL__GLPROC(void, VertexAttribI3i, GLuint index, GLint x, GLint y, GLint z) \ | |
WB_GL__GLPROC(void, VertexAttribI4i, GLuint index, GLint x, GLint y, GLint z, GLint w) \ | |
WB_GL__GLPROC(void, VertexAttribI1ui, GLuint index, GLuint x) \ | |
WB_GL__GLPROC(void, VertexAttribI2ui, GLuint index, GLuint x, GLuint y) \ | |
WB_GL__GLPROC(void, VertexAttribI3ui, GLuint index, GLuint x, GLuint y, GLuint z) \ | |
WB_GL__GLPROC(void, VertexAttribI4ui, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) \ | |
WB_GL__GLPROC(void, VertexAttribI1iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI2iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI3iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI1uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI2uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI3uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4bv, GLuint index, const GLbyte *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4ubv, GLuint index, const GLubyte *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4usv, GLuint index, const GLushort *v) \ | |
WB_GL__GLPROC(void, GetUniformuiv, GLuint program, GLint location, GLuint *params) \ | |
WB_GL__GLPROC(void, BindFragDataLocation, GLuint program, GLuint color, const GLchar *name) \ | |
WB_GL__GLPROC(GLint, GetFragDataLocation, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, Uniform1ui, GLint location, GLuint v0) \ | |
WB_GL__GLPROC(void, Uniform2ui, GLint location, GLuint v0, GLuint v1) \ | |
WB_GL__GLPROC(void, Uniform3ui, GLint location, GLuint v0, GLuint v1, GLuint v2) \ | |
WB_GL__GLPROC(void, Uniform4ui, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) \ | |
WB_GL__GLPROC(void, Uniform1uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, Uniform2uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, Uniform3uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, Uniform4uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, TexParameterIiv, GLenum target, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, TexParameterIuiv, GLenum target, GLenum pname, const GLuint *params) \ | |
WB_GL__GLPROC(void, GetTexParameterIiv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTexParameterIuiv, GLenum target, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, ClearBufferiv, GLenum buffer, GLint drawbuffer, const GLint *value) \ | |
WB_GL__GLPROC(void, ClearBufferuiv, GLenum buffer, GLint drawbuffer, const GLuint *value) \ | |
WB_GL__GLPROC(void, ClearBufferfv, GLenum buffer, GLint drawbuffer, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ClearBufferfi, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) \ | |
WB_GL__GLPROC(const GLubyte *, GetStringi, GLenum name, GLuint index) \ | |
WB_GL__GLPROC(GLboolean, IsRenderbuffer, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, BindRenderbuffer, GLenum target, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, DeleteRenderbuffers, GLsizei n, const GLuint *renderbuffers) \ | |
WB_GL__GLPROC(void, GenRenderbuffers, GLsizei n, GLuint *renderbuffers) \ | |
WB_GL__GLPROC(void, RenderbufferStorage, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, GetRenderbufferParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(GLboolean, IsFramebuffer, GLuint framebuffer) \ | |
WB_GL__GLPROC(void, BindFramebuffer, GLenum target, GLuint framebuffer) \ | |
WB_GL__GLPROC(void, DeleteFramebuffers, GLsizei n, const GLuint *framebuffers) \ | |
WB_GL__GLPROC(void, GenFramebuffers, GLsizei n, GLuint *framebuffers) \ | |
WB_GL__GLPROC(GLenum, CheckFramebufferStatus, GLenum target) \ | |
WB_GL__GLPROC(void, FramebufferTexture1D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, FramebufferTexture2D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, FramebufferTexture3D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) \ | |
WB_GL__GLPROC(void, FramebufferRenderbuffer, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, GetFramebufferAttachmentParameteriv, GLenum target, GLenum attachment, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GenerateMipmap, GLenum target) \ | |
WB_GL__GLPROC(void, BlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) \ | |
WB_GL__GLPROC(void, RenderbufferStorageMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, FramebufferTextureLayer, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) \ | |
WB_GL__GLPROC(void *, MapBufferRange, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) \ | |
WB_GL__GLPROC(void, FlushMappedBufferRange, GLenum target, GLintptr offset, GLsizeiptr length) \ | |
WB_GL__GLPROC(void, BindVertexArray, GLuint array) \ | |
WB_GL__GLPROC(void, DeleteVertexArrays, GLsizei n, const GLuint *arrays) \ | |
WB_GL__GLPROC(void, GenVertexArrays, GLsizei n, GLuint *arrays) \ | |
WB_GL__GLPROC(GLboolean, IsVertexArray, GLuint array) \ | |
WB_GL__GLPROC(void, DrawArraysInstanced, GLenum mode, GLint first, GLsizei count, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, DrawElementsInstanced, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, TexBuffer, GLenum target, GLenum internalformat, GLuint buffer) \ | |
WB_GL__GLPROC(void, PrimitiveRestartIndex, GLuint index) \ | |
WB_GL__GLPROC(void, CopyBufferSubData, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, GetUniformIndices, GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices) \ | |
WB_GL__GLPROC(void, GetActiveUniformsiv, GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetActiveUniformName, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) \ | |
WB_GL__GLPROC(GLuint, GetUniformBlockIndex, GLuint program, const GLchar *uniformBlockName) \ | |
WB_GL__GLPROC(void, GetActiveUniformBlockiv, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetActiveUniformBlockName, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) \ | |
WB_GL__GLPROC(void, UniformBlockBinding, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) \ | |
#define WB_GL__PROC_LIST_CORE \ | |
WB_GL__GLPROC(void, DrawElementsBaseVertex, GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex) \ | |
WB_GL__GLPROC(void, DrawRangeElementsBaseVertex, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex) \ | |
WB_GL__GLPROC(void, DrawElementsInstancedBaseVertex, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex) \ | |
WB_GL__GLPROC(void, MultiDrawElementsBaseVertex, GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex) \ | |
WB_GL__GLPROC(void, ProvokingVertex, GLenum mode) \ | |
WB_GL__GLPROC(GLsync, FenceSync, GLenum condition, GLbitfield flags) \ | |
WB_GL__GLPROC(GLboolean, IsSync, GLsync sync) \ | |
WB_GL__GLPROC(void, DeleteSync, GLsync sync) \ | |
WB_GL__GLPROC(GLenum, ClientWaitSync, GLsync sync, GLbitfield flags, GLuint64 timeout) \ | |
WB_GL__GLPROC(void, WaitSync, GLsync sync, GLbitfield flags, GLuint64 timeout) \ | |
WB_GL__GLPROC(void, GetInteger64v, GLenum pname, GLint64 *data) \ | |
WB_GL__GLPROC(void, GetSynciv, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) \ | |
WB_GL__GLPROC(void, GetInteger64i_v, GLenum target, GLuint index, GLint64 *data) \ | |
WB_GL__GLPROC(void, GetBufferParameteri64v, GLenum target, GLenum pname, GLint64 *params) \ | |
WB_GL__GLPROC(void, FramebufferTexture, GLenum target, GLenum attachment, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, TexImage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TexImage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, GetMultisamplefv, GLenum pname, GLuint index, GLfloat *val) \ | |
WB_GL__GLPROC(void, SampleMaski, GLuint maskNumber, GLbitfield mask) \ | |
WB_GL__GLPROC(void, BindFragDataLocationIndexed, GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) \ | |
WB_GL__GLPROC(GLint, GetFragDataIndex, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, GenSamplers, GLsizei count, GLuint *samplers) \ | |
WB_GL__GLPROC(void, DeleteSamplers, GLsizei count, const GLuint *samplers) \ | |
WB_GL__GLPROC(GLboolean, IsSampler, GLuint sampler) \ | |
WB_GL__GLPROC(void, BindSampler, GLuint unit, GLuint sampler) \ | |
WB_GL__GLPROC(void, SamplerParameteri, GLuint sampler, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, SamplerParameteriv, GLuint sampler, GLenum pname, const GLint *param) \ | |
WB_GL__GLPROC(void, SamplerParameterf, GLuint sampler, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, SamplerParameterfv, GLuint sampler, GLenum pname, const GLfloat *param) \ | |
WB_GL__GLPROC(void, SamplerParameterIiv, GLuint sampler, GLenum pname, const GLint *param) \ | |
WB_GL__GLPROC(void, SamplerParameterIuiv, GLuint sampler, GLenum pname, const GLuint *param) \ | |
WB_GL__GLPROC(void, GetSamplerParameteriv, GLuint sampler, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetSamplerParameterIiv, GLuint sampler, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetSamplerParameterfv, GLuint sampler, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetSamplerParameterIuiv, GLuint sampler, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, QueryCounter, GLuint id, GLenum target) \ | |
WB_GL__GLPROC(void, GetQueryObjecti64v, GLuint id, GLenum pname, GLint64 *params) \ | |
WB_GL__GLPROC(void, GetQueryObjectui64v, GLuint id, GLenum pname, GLuint64 *params) \ | |
WB_GL__GLPROC(void, VertexAttribDivisor, GLuint index, GLuint divisor) \ | |
WB_GL__GLPROC(void, VertexAttribP1ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP1uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexAttribP2ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP2uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexAttribP3ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP3uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexAttribP4ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP4uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexP2ui, GLenum type, GLuint value) \ | |
WB_GL__GLPROC(void, VertexP2uiv, GLenum type, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexP3ui, GLenum type, GLuint value) \ | |
WB_GL__GLPROC(void, VertexP3uiv, GLenum type, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexP4ui, GLenum type, GLuint value) \ | |
WB_GL__GLPROC(void, VertexP4uiv, GLenum type, const GLuint *value) \ | |
WB_GL__GLPROC(void, TexCoordP1ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP1uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, TexCoordP2ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP2uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, TexCoordP3ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP3uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, TexCoordP4ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP4uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP1ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP1uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP2ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP2uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP3ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP3uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP4ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP4uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, NormalP3ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, NormalP3uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, ColorP3ui, GLenum type, GLuint color) \ | |
WB_GL__GLPROC(void, ColorP3uiv, GLenum type, const GLuint *color) \ | |
WB_GL__GLPROC(void, ColorP4ui, GLenum type, GLuint color) \ | |
WB_GL__GLPROC(void, ColorP4uiv, GLenum type, const GLuint *color) \ | |
WB_GL__GLPROC(void, SecondaryColorP3ui, GLenum type, GLuint color) \ | |
WB_GL__GLPROC(void, SecondaryColorP3uiv, GLenum type, const GLuint *color) \ | |
#define WB_GL__PROC_LIST_MODERN \ | |
WB_GL__GLPROC(void, MinSampleShading, GLfloat value) \ | |
WB_GL__GLPROC(void, BlendEquationi, GLuint buf, GLenum mode) \ | |
WB_GL__GLPROC(void, BlendEquationSeparatei, GLuint buf, GLenum modeRGB, GLenum modeAlpha) \ | |
WB_GL__GLPROC(void, BlendFunci, GLuint buf, GLenum src, GLenum dst) \ | |
WB_GL__GLPROC(void, BlendFuncSeparatei, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) \ | |
WB_GL__GLPROC(void, DrawArraysIndirect, GLenum mode, const void *indirect) \ | |
WB_GL__GLPROC(void, DrawElementsIndirect, GLenum mode, GLenum type, const void *indirect) \ | |
WB_GL__GLPROC(void, Uniform1d, GLint location, GLdouble x) \ | |
WB_GL__GLPROC(void, Uniform2d, GLint location, GLdouble x, GLdouble y) \ | |
WB_GL__GLPROC(void, Uniform3d, GLint location, GLdouble x, GLdouble y, GLdouble z) \ | |
WB_GL__GLPROC(void, Uniform4d, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) \ | |
WB_GL__GLPROC(void, Uniform1dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, Uniform2dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, Uniform3dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, Uniform4dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, GetUniformdv, GLuint program, GLint location, GLdouble *params) \ | |
WB_GL__GLPROC(GLint, GetSubroutineUniformLocation, GLuint program, GLenum shadertype, const GLchar *name) \ | |
WB_GL__GLPROC(GLuint, GetSubroutineIndex, GLuint program, GLenum shadertype, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetActiveSubroutineUniformiv, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values) \ | |
WB_GL__GLPROC(void, GetActiveSubroutineUniformName, GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) \ | |
WB_GL__GLPROC(void, GetActiveSubroutineName, GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) \ | |
WB_GL__GLPROC(void, UniformSubroutinesuiv, GLenum shadertype, GLsizei count, const GLuint *indices) \ | |
WB_GL__GLPROC(void, GetUniformSubroutineuiv, GLenum shadertype, GLint location, GLuint *params) \ | |
WB_GL__GLPROC(void, GetProgramStageiv, GLuint program, GLenum shadertype, GLenum pname, GLint *values) \ | |
WB_GL__GLPROC(void, PatchParameteri, GLenum pname, GLint value) \ | |
WB_GL__GLPROC(void, PatchParameterfv, GLenum pname, const GLfloat *values) \ | |
WB_GL__GLPROC(void, BindTransformFeedback, GLenum target, GLuint id) \ | |
WB_GL__GLPROC(void, DeleteTransformFeedbacks, GLsizei n, const GLuint *ids) \ | |
WB_GL__GLPROC(void, GenTransformFeedbacks, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(GLboolean, IsTransformFeedback, GLuint id) \ | |
WB_GL__GLPROC(void, PauseTransformFeedback, void) \ | |
WB_GL__GLPROC(void, ResumeTransformFeedback, void) \ | |
WB_GL__GLPROC(void, DrawTransformFeedback, GLenum mode, GLuint id) \ | |
WB_GL__GLPROC(void, DrawTransformFeedbackStream, GLenum mode, GLuint id, GLuint stream) \ | |
WB_GL__GLPROC(void, BeginQueryIndexed, GLenum target, GLuint index, GLuint id) \ | |
WB_GL__GLPROC(void, EndQueryIndexed, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(void, GetQueryIndexediv, GLenum target, GLuint index, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, ReleaseShaderCompiler, void) \ | |
WB_GL__GLPROC(void, ShaderBinary, GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) \ | |
WB_GL__GLPROC(void, GetShaderPrecisionFormat, GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) \ | |
WB_GL__GLPROC(void, DepthRangef, GLfloat n, GLfloat f) \ | |
WB_GL__GLPROC(void, ClearDepthf, GLfloat d) \ | |
WB_GL__GLPROC(void, GetProgramBinary, GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) \ | |
WB_GL__GLPROC(void, ProgramBinary, GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) \ | |
WB_GL__GLPROC(void, ProgramParameteri, GLuint program, GLenum pname, GLint value) \ | |
WB_GL__GLPROC(void, UseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) \ | |
WB_GL__GLPROC(void, ActiveShaderProgram, GLuint pipeline, GLuint program) \ | |
WB_GL__GLPROC(GLuint, CreateShaderProgramv, GLenum type, GLsizei count, const GLchar *const*strings) \ | |
WB_GL__GLPROC(void, BindProgramPipeline, GLuint pipeline) \ | |
WB_GL__GLPROC(void, DeleteProgramPipelines, GLsizei n, const GLuint *pipelines) \ | |
WB_GL__GLPROC(void, GenProgramPipelines, GLsizei n, GLuint *pipelines) \ | |
WB_GL__GLPROC(GLboolean, IsProgramPipeline, GLuint pipeline) \ | |
WB_GL__GLPROC(void, GetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, ProgramUniform1i, GLuint program, GLint location, GLint v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform1f, GLuint program, GLint location, GLfloat v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform1d, GLuint program, GLint location, GLdouble v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform1ui, GLuint program, GLint location, GLuint v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2i, GLuint program, GLint location, GLint v0, GLint v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2f, GLuint program, GLint location, GLfloat v0, GLfloat v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2d, GLuint program, GLint location, GLdouble v0, GLdouble v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2ui, GLuint program, GLint location, GLuint v0, GLuint v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3ui, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4ui, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ValidateProgramPipeline, GLuint pipeline) \ | |
WB_GL__GLPROC(void, GetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
WB_GL__GLPROC(void, VertexAttribL1d, GLuint index, GLdouble x) \ | |
WB_GL__GLPROC(void, VertexAttribL2d, GLuint index, GLdouble x, GLdouble y) \ | |
WB_GL__GLPROC(void, VertexAttribL3d, GLuint index, GLdouble x, GLdouble y, GLdouble z) \ | |
WB_GL__GLPROC(void, VertexAttribL4d, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) \ | |
WB_GL__GLPROC(void, VertexAttribL1dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribL2dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribL3dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribL4dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribLPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) \ | |
WB_GL__GLPROC(void, GetVertexAttribLdv, GLuint index, GLenum pname, GLdouble *params) \ | |
WB_GL__GLPROC(void, ViewportArrayv, GLuint first, GLsizei count, const GLfloat *v) \ | |
WB_GL__GLPROC(void, ViewportIndexedf, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) \ | |
WB_GL__GLPROC(void, ViewportIndexedfv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, ScissorArrayv, GLuint first, GLsizei count, const GLint *v) \ | |
WB_GL__GLPROC(void, ScissorIndexed, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, ScissorIndexedv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble *v) \ | |
WB_GL__GLPROC(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) \ | |
WB_GL__GLPROC(void, GetFloati_v, GLenum target, GLuint index, GLfloat *data) \ | |
WB_GL__GLPROC(void, GetDoublei_v, GLenum target, GLuint index, GLdouble *data) \ | |
WB_GL__GLPROC(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) \ | |
WB_GL__GLPROC(void, DrawElementsInstancedBaseInstance, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance) \ | |
WB_GL__GLPROC(void, DrawElementsInstancedBaseVertexBaseInstance, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) \ | |
WB_GL__GLPROC(void, GetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params) \ | |
WB_GL__GLPROC(void, GetActiveAtomicCounterBufferiv, GLuint program, GLuint bufferIndex, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, BindImageTexture, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) \ | |
WB_GL__GLPROC(void, MemoryBarrier, GLbitfield barriers) \ | |
WB_GL__GLPROC(void, TexStorage1D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width) \ | |
WB_GL__GLPROC(void, TexStorage2D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TexStorage3D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) \ | |
WB_GL__GLPROC(void, DrawTransformFeedbackInstanced, GLenum mode, GLuint id, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, DrawTransformFeedbackStreamInstanced, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, ClearBufferData, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, ClearBufferSubData, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, DispatchCompute, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) \ | |
WB_GL__GLPROC(void, DispatchComputeIndirect, GLintptr indirect) \ | |
WB_GL__GLPROC(void, CopyImageSubData, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) \ | |
WB_GL__GLPROC(void, FramebufferParameteri, GLenum target, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, GetFramebufferParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetInternalformati64v, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params) \ | |
WB_GL__GLPROC(void, InvalidateTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) \ | |
WB_GL__GLPROC(void, InvalidateTexImage, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, InvalidateBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr length) \ | |
WB_GL__GLPROC(void, InvalidateBufferData, GLuint buffer) \ | |
WB_GL__GLPROC(void, InvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum *attachments) \ | |
WB_GL__GLPROC(void, InvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, MultiDrawArraysIndirect, GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride) \ | |
WB_GL__GLPROC(void, MultiDrawElementsIndirect, GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride) \ | |
WB_GL__GLPROC(void, GetProgramInterfaceiv, GLuint program, GLenum programInterface, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(GLuint, GetProgramResourceIndex, GLuint program, GLenum programInterface, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetProgramResourceName, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) \ | |
WB_GL__GLPROC(void, GetProgramResourceiv, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params) \ | |
WB_GL__GLPROC(GLint, GetProgramResourceLocation, GLuint program, GLenum programInterface, const GLchar *name) \ | |
WB_GL__GLPROC(GLint, GetProgramResourceLocationIndex, GLuint program, GLenum programInterface, const GLchar *name) \ | |
WB_GL__GLPROC(void, ShaderStorageBlockBinding, GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) \ | |
WB_GL__GLPROC(void, TexBufferRange, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, TexStorage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TexStorage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TextureView, GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) \ | |
WB_GL__GLPROC(void, BindVertexBuffer, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) \ | |
WB_GL__GLPROC(void, VertexAttribFormat, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexAttribIFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexAttribLFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexAttribBinding, GLuint attribindex, GLuint bindingindex) \ | |
WB_GL__GLPROC(void, VertexBindingDivisor, GLuint bindingindex, GLuint divisor) \ | |
WB_GL__GLPROC(void, DebugMessageControl, GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled) \ | |
WB_GL__GLPROC(void, DebugMessageInsert, GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf) \ | |
WB_GL__GLPROC(void, DebugMessageCallback, GLDEBUGPROC callback, const void *userParam) \ | |
WB_GL__GLPROC(GLuint, GetDebugMessageLog, GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog) \ | |
WB_GL__GLPROC(void, PushDebugGroup, GLenum source, GLuint id, GLsizei length, const GLchar *message) \ | |
WB_GL__GLPROC(void, PopDebugGroup, void) \ | |
WB_GL__GLPROC(void, ObjectLabel, GLenum identifier, GLuint name, GLsizei length, const GLchar *label) \ | |
WB_GL__GLPROC(void, GetObjectLabel, GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label) \ | |
WB_GL__GLPROC(void, ObjectPtrLabel, const void *ptr, GLsizei length, const GLchar *label) \ | |
WB_GL__GLPROC(void, GetObjectPtrLabel, const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label) \ | |
WB_GL__GLPROC(void, BufferStorage, GLenum target, GLsizeiptr size, const void *data, GLbitfield flags) \ | |
WB_GL__GLPROC(void, ClearTexImage, GLuint texture, GLint level, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, ClearTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, BindBuffersBase, GLenum target, GLuint first, GLsizei count, const GLuint *buffers) \ | |
WB_GL__GLPROC(void, BindBuffersRange, GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes) \ | |
WB_GL__GLPROC(void, BindTextures, GLuint first, GLsizei count, const GLuint *textures) \ | |
WB_GL__GLPROC(void, BindSamplers, GLuint first, GLsizei count, const GLuint *samplers) \ | |
WB_GL__GLPROC(void, BindImageTextures, GLuint first, GLsizei count, const GLuint *textures) \ | |
WB_GL__GLPROC(void, BindVertexBuffers, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides) \ | |
WB_GL__GLPROC(void, ClipControl, GLenum origin, GLenum depth) \ | |
WB_GL__GLPROC(void, CreateTransformFeedbacks, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(void, TransformFeedbackBufferBase, GLuint xfb, GLuint index, GLuint buffer) \ | |
WB_GL__GLPROC(void, TransformFeedbackBufferRange, GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, GetTransformFeedbackiv, GLuint xfb, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetTransformFeedbacki_v, GLuint xfb, GLenum pname, GLuint index, GLint *param) \ | |
WB_GL__GLPROC(void, GetTransformFeedbacki64_v, GLuint xfb, GLenum pname, GLuint index, GLint64 *param) \ | |
WB_GL__GLPROC(void, CreateBuffers, GLsizei n, GLuint *buffers) \ | |
WB_GL__GLPROC(void, NamedBufferStorage, GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags) \ | |
WB_GL__GLPROC(void, NamedBufferData, GLuint buffer, GLsizeiptr size, const void *data, GLenum usage) \ | |
WB_GL__GLPROC(void, NamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data) \ | |
WB_GL__GLPROC(void, CopyNamedBufferSubData, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, ClearNamedBufferData, GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, ClearNamedBufferSubData, GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void *, MapNamedBuffer, GLuint buffer, GLenum access) \ | |
WB_GL__GLPROC(void *, MapNamedBufferRange, GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access) \ | |
WB_GL__GLPROC(GLboolean, UnmapNamedBuffer, GLuint buffer) \ | |
WB_GL__GLPROC(void, FlushMappedNamedBufferRange, GLuint buffer, GLintptr offset, GLsizeiptr length) \ | |
WB_GL__GLPROC(void, GetNamedBufferParameteriv, GLuint buffer, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetNamedBufferParameteri64v, GLuint buffer, GLenum pname, GLint64 *params) \ | |
WB_GL__GLPROC(void, GetNamedBufferPointerv, GLuint buffer, GLenum pname, void **params) \ | |
WB_GL__GLPROC(void, GetNamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, void *data) \ | |
WB_GL__GLPROC(void, CreateFramebuffers, GLsizei n, GLuint *framebuffers) \ | |
WB_GL__GLPROC(void, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, NamedFramebufferParameteri, GLuint framebuffer, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, NamedFramebufferTexture, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, NamedFramebufferTextureLayer, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) \ | |
WB_GL__GLPROC(void, NamedFramebufferDrawBuffer, GLuint framebuffer, GLenum buf) \ | |
WB_GL__GLPROC(void, NamedFramebufferDrawBuffers, GLuint framebuffer, GLsizei n, const GLenum *bufs) \ | |
WB_GL__GLPROC(void, NamedFramebufferReadBuffer, GLuint framebuffer, GLenum src) \ | |
WB_GL__GLPROC(void, InvalidateNamedFramebufferData, GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments) \ | |
WB_GL__GLPROC(void, InvalidateNamedFramebufferSubData, GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferuiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferfv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferfi, GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) \ | |
WB_GL__GLPROC(void, BlitNamedFramebuffer, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) \ | |
WB_GL__GLPROC(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) \ | |
WB_GL__GLPROC(void, GetNamedFramebufferParameteriv, GLuint framebuffer, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetNamedFramebufferAttachmentParameteriv, GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, CreateRenderbuffers, GLsizei n, GLuint *renderbuffers) \ | |
WB_GL__GLPROC(void, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, NamedRenderbufferStorageMultisample, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, GetNamedRenderbufferParameteriv, GLuint renderbuffer, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, CreateTextures, GLenum target, GLsizei n, GLuint *textures) \ | |
WB_GL__GLPROC(void, TextureBuffer, GLuint texture, GLenum internalformat, GLuint buffer) \ | |
WB_GL__GLPROC(void, TextureBufferRange, GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, TextureStorage1D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width) \ | |
WB_GL__GLPROC(void, TextureStorage2D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TextureStorage3D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) \ | |
WB_GL__GLPROC(void, TextureStorage2DMultisample, GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TextureStorage3DMultisample, GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) \ | |
WB_GL__GLPROC(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, CopyTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TextureParameterf, GLuint texture, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, TextureParameterfv, GLuint texture, GLenum pname, const GLfloat *param) \ | |
WB_GL__GLPROC(void, TextureParameteri, GLuint texture, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, TextureParameterIiv, GLuint texture, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, TextureParameterIuiv, GLuint texture, GLenum pname, const GLuint *params) \ | |
WB_GL__GLPROC(void, TextureParameteriv, GLuint texture, GLenum pname, const GLint *param) \ | |
WB_GL__GLPROC(void, GenerateTextureMipmap, GLuint texture) \ | |
WB_GL__GLPROC(void, BindTextureUnit, GLuint unit, GLuint texture) \ | |
WB_GL__GLPROC(void, GetTextureImage, GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetCompressedTextureImage, GLuint texture, GLint level, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetTextureLevelParameterfv, GLuint texture, GLint level, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTextureLevelParameteriv, GLuint texture, GLint level, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTextureParameterfv, GLuint texture, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTextureParameterIiv, GLuint texture, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTextureParameterIuiv, GLuint texture, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, GetTextureParameteriv, GLuint texture, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, CreateVertexArrays, GLsizei n, GLuint *arrays) \ | |
WB_GL__GLPROC(void, DisableVertexArrayAttrib, GLuint vaobj, GLuint index) \ | |
WB_GL__GLPROC(void, EnableVertexArrayAttrib, GLuint vaobj, GLuint index) \ | |
WB_GL__GLPROC(void, VertexArrayElementBuffer, GLuint vaobj, GLuint buffer) \ | |
WB_GL__GLPROC(void, VertexArrayVertexBuffer, GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) \ | |
WB_GL__GLPROC(void, VertexArrayVertexBuffers, GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides) \ | |
WB_GL__GLPROC(void, VertexArrayAttribBinding, GLuint vaobj, GLuint attribindex, GLuint bindingindex) \ | |
WB_GL__GLPROC(void, VertexArrayAttribFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexArrayAttribIFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexArrayAttribLFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexArrayBindingDivisor, GLuint vaobj, GLuint bindingindex, GLuint divisor) \ | |
WB_GL__GLPROC(void, GetVertexArrayiv, GLuint vaobj, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetVertexArrayIndexediv, GLuint vaobj, GLuint index, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetVertexArrayIndexed64iv, GLuint vaobj, GLuint index, GLenum pname, GLint64 *param) \ | |
WB_GL__GLPROC(void, CreateSamplers, GLsizei n, GLuint *samplers) \ | |
WB_GL__GLPROC(void, CreateProgramPipelines, GLsizei n, GLuint *pipelines) \ | |
WB_GL__GLPROC(void, CreateQueries, GLenum target, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjecti64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjectiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjectui64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjectuiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, MemoryBarrierByRegion, GLbitfield barriers) \ | |
WB_GL__GLPROC(void, GetTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetCompressedTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(GLenum, GetGraphicsResetStatus, void) \ | |
WB_GL__GLPROC(void, GetnCompressedTexImage, GLenum target, GLint lod, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetnTexImage, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetnUniformdv, GLuint program, GLint location, GLsizei bufSize, GLdouble *params) \ | |
WB_GL__GLPROC(void, GetnUniformfv, GLuint program, GLint location, GLsizei bufSize, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetnUniformiv, GLuint program, GLint location, GLsizei bufSize, GLint *params) \ | |
WB_GL__GLPROC(void, GetnUniformuiv, GLuint program, GLint location, GLsizei bufSize, GLuint *params) \ | |
WB_GL__GLPROC(void, ReadnPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data) \ | |
WB_GL__GLPROC(void, GetnMapdv, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v) \ | |
WB_GL__GLPROC(void, GetnMapfv, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v) \ | |
WB_GL__GLPROC(void, GetnMapiv, GLenum target, GLenum query, GLsizei bufSize, GLint *v) \ | |
WB_GL__GLPROC(void, GetnPixelMapfv, GLenum map, GLsizei bufSize, GLfloat *values) \ | |
WB_GL__GLPROC(void, GetnPixelMapuiv, GLenum map, GLsizei bufSize, GLuint *values) \ | |
WB_GL__GLPROC(void, GetnPixelMapusv, GLenum map, GLsizei bufSize, GLushort *values) \ | |
WB_GL__GLPROC(void, GetnPolygonStipple, GLsizei bufSize, GLubyte *pattern) \ | |
WB_GL__GLPROC(void, GetnColorTable, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table) \ | |
WB_GL__GLPROC(void, GetnConvolutionFilter, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image) \ | |
WB_GL__GLPROC(void, GetnSeparableFilter, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span) \ | |
WB_GL__GLPROC(void, GetnHistogram, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values) \ | |
WB_GL__GLPROC(void, GetnMinmax, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values) \ | |
WB_GL__GLPROC(void, TextureBarrier, void) \ | |
#define WB_GL__GLPROC(ret, name, ...) \ | |
typedef ret wbgl_##name##Proc(__VA_ARGS__); \ | |
WB_GL_GLPROC_API wbgl_##name##Proc* gl##name; | |
#ifdef WB_GL_USE_LEGACY | |
WB_GL__PROC_LIST_LEGACY | |
#endif | |
#ifdef WB_GL_USE_COMPAT | |
WB_GL__PROC_LIST_COMPAT | |
#endif | |
#ifdef WB_GL_USE_CORE | |
WB_GL__PROC_LIST_CORE | |
#endif | |
#ifdef WB_GL_USE_MODERN | |
WB_GL__PROC_LIST_MODERN | |
#endif | |
#undef WB_GL__GLPROC | |
#ifdef WB_GL_IMPLEMENTATION | |
#define WB_GL__GLPROC(ret, name, ...) \ | |
wbgl_##name##Proc* gl##name; | |
#ifdef WB_GL_USE_LEGACY | |
WB_GL__PROC_LIST_LEGACY | |
#endif | |
#ifdef WB_GL_USE_COMPAT | |
WB_GL__PROC_LIST_COMPAT | |
#endif | |
#ifdef WB_GL_USE_CORE | |
WB_GL__PROC_LIST_CORE | |
#endif | |
#ifdef WB_GL_USE_MODERN | |
WB_GL__PROC_LIST_MODERN | |
#endif | |
#undef WB_GL__GLPROC | |
WB_GL_LOADER_API | |
int wbgl_load_all(struct wbgl_ErrorContext* in_ctx) | |
{ | |
struct wbgl_ErrorContext* ctx; | |
struct wbgl_ErrorContext lctx; | |
if(!in_ctx) ctx = &lctx; | |
else ctx = in_ctx; | |
#ifdef WB_GL_WIN32 | |
void* userdata = LoadLibraryA("opengl32.dll"); | |
#else | |
void* userdata = NULL; | |
#endif | |
#define WB_GL__GLPROC(ret, name, ...) gl##name = (wbgl_##name##Proc*)wbgl__load_proc("gl" #name, ctx, userdata); | |
#ifdef WB_GL_USE_LEGACY | |
WB_GL__PROC_LIST_LEGACY | |
#endif | |
#ifdef WB_GL_USE_COMPAT | |
WB_GL__PROC_LIST_COMPAT | |
#endif | |
#ifdef WB_GL_USE_CORE | |
WB_GL__PROC_LIST_CORE | |
#endif | |
#ifdef WB_GL_USE_MODERN | |
WB_GL__PROC_LIST_MODERN | |
#endif | |
return ctx->error_count; | |
} | |
#endif | |
#define GL_DEPTH_BUFFER_BIT 0x00000100 | |
#define GL_STENCIL_BUFFER_BIT 0x00000400 | |
#define GL_COLOR_BUFFER_BIT 0x00004000 | |
#define GL_FALSE 0 | |
#define GL_TRUE 1 | |
#define GL_POINTS 0x0000 | |
#define GL_LINES 0x0001 | |
#define GL_LINE_LOOP 0x0002 | |
#define GL_LINE_STRIP 0x0003 | |
#define GL_TRIANGLES 0x0004 | |
#define GL_TRIANGLE_STRIP 0x0005 | |
#define GL_TRIANGLE_FAN 0x0006 | |
#define GL_QUADS 0x0007 | |
#define GL_NEVER 0x0200 | |
#define GL_LESS 0x0201 | |
#define GL_EQUAL 0x0202 | |
#define GL_LEQUAL 0x0203 | |
#define GL_GREATER 0x0204 | |
#define GL_NOTEQUAL 0x0205 | |
#define GL_GEQUAL 0x0206 | |
#define GL_ALWAYS 0x0207 | |
#define GL_ZERO 0 | |
#define GL_ONE 1 | |
#define GL_SRC_COLOR 0x0300 | |
#define GL_ONE_MINUS_SRC_COLOR 0x0301 | |
#define GL_SRC_ALPHA 0x0302 | |
#define GL_ONE_MINUS_SRC_ALPHA 0x0303 | |
#define GL_DST_ALPHA 0x0304 | |
#define GL_ONE_MINUS_DST_ALPHA 0x0305 | |
#define GL_DST_COLOR 0x0306 | |
#define GL_ONE_MINUS_DST_COLOR 0x0307 | |
#define GL_SRC_ALPHA_SATURATE 0x0308 | |
#define GL_NONE 0 | |
#define GL_FRONT_LEFT 0x0400 | |
#define GL_FRONT_RIGHT 0x0401 | |
#define GL_BACK_LEFT 0x0402 | |
#define GL_BACK_RIGHT 0x0403 | |
#define GL_FRONT 0x0404 | |
#define GL_BACK 0x0405 | |
#define GL_LEFT 0x0406 | |
#define GL_RIGHT 0x0407 | |
#define GL_FRONT_AND_BACK 0x0408 | |
#define GL_NO_ERROR 0 | |
#define GL_INVALID_ENUM 0x0500 | |
#define GL_INVALID_VALUE 0x0501 | |
#define GL_INVALID_OPERATION 0x0502 | |
#define GL_OUT_OF_MEMORY 0x0505 | |
#define GL_CW 0x0900 | |
#define GL_CCW 0x0901 | |
#define GL_POINT_SIZE 0x0B11 | |
#define GL_POINT_SIZE_RANGE 0x0B12 | |
#define GL_POINT_SIZE_GRANULARITY 0x0B13 | |
#define GL_LINE_SMOOTH 0x0B20 | |
#define GL_LINE_WIDTH 0x0B21 | |
#define GL_LINE_WIDTH_RANGE 0x0B22 | |
#define GL_LINE_WIDTH_GRANULARITY 0x0B23 | |
#define GL_POLYGON_MODE 0x0B40 | |
#define GL_POLYGON_SMOOTH 0x0B41 | |
#define GL_CULL_FACE 0x0B44 | |
#define GL_CULL_FACE_MODE 0x0B45 | |
#define GL_FRONT_FACE 0x0B46 | |
#define GL_DEPTH_RANGE 0x0B70 | |
#define GL_DEPTH_TEST 0x0B71 | |
#define GL_DEPTH_WRITEMASK 0x0B72 | |
#define GL_DEPTH_CLEAR_VALUE 0x0B73 | |
#define GL_DEPTH_FUNC 0x0B74 | |
#define GL_STENCIL_TEST 0x0B90 | |
#define GL_STENCIL_CLEAR_VALUE 0x0B91 | |
#define GL_STENCIL_FUNC 0x0B92 | |
#define GL_STENCIL_VALUE_MASK 0x0B93 | |
#define GL_STENCIL_FAIL 0x0B94 | |
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 | |
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 | |
#define GL_STENCIL_REF 0x0B97 | |
#define GL_STENCIL_WRITEMASK 0x0B98 | |
#define GL_VIEWPORT 0x0BA2 | |
#define GL_DITHER 0x0BD0 | |
#define GL_BLEND_DST 0x0BE0 | |
#define GL_BLEND_SRC 0x0BE1 | |
#define GL_BLEND 0x0BE2 | |
#define GL_LOGIC_OP_MODE 0x0BF0 | |
#define GL_COLOR_LOGIC_OP 0x0BF2 | |
#define GL_DRAW_BUFFER 0x0C01 | |
#define GL_READ_BUFFER 0x0C02 | |
#define GL_SCISSOR_BOX 0x0C10 | |
#define GL_SCISSOR_TEST 0x0C11 | |
#define GL_COLOR_CLEAR_VALUE 0x0C22 | |
#define GL_COLOR_WRITEMASK 0x0C23 | |
#define GL_DOUBLEBUFFER 0x0C32 | |
#define GL_STEREO 0x0C33 | |
#define GL_LINE_SMOOTH_HINT 0x0C52 | |
#define GL_POLYGON_SMOOTH_HINT 0x0C53 | |
#define GL_UNPACK_SWAP_BYTES 0x0CF0 | |
#define GL_UNPACK_LSB_FIRST 0x0CF1 | |
#define GL_UNPACK_ROW_LENGTH 0x0CF2 | |
#define GL_UNPACK_SKIP_ROWS 0x0CF3 | |
#define GL_UNPACK_SKIP_PIXELS 0x0CF4 | |
#define GL_UNPACK_ALIGNMENT 0x0CF5 | |
#define GL_PACK_SWAP_BYTES 0x0D00 | |
#define GL_PACK_LSB_FIRST 0x0D01 | |
#define GL_PACK_ROW_LENGTH 0x0D02 | |
#define GL_PACK_SKIP_ROWS 0x0D03 | |
#define GL_PACK_SKIP_PIXELS 0x0D04 | |
#define GL_PACK_ALIGNMENT 0x0D05 | |
#define GL_MAX_TEXTURE_SIZE 0x0D33 | |
#define GL_MAX_VIEWPORT_DIMS 0x0D3A | |
#define GL_SUBPIXEL_BITS 0x0D50 | |
#define GL_TEXTURE_1D 0x0DE0 | |
#define GL_TEXTURE_2D 0x0DE1 | |
#define GL_POLYGON_OFFSET_UNITS 0x2A00 | |
#define GL_POLYGON_OFFSET_POINT 0x2A01 | |
#define GL_POLYGON_OFFSET_LINE 0x2A02 | |
#define GL_POLYGON_OFFSET_FILL 0x8037 | |
#define GL_POLYGON_OFFSET_FACTOR 0x8038 | |
#define GL_TEXTURE_BINDING_1D 0x8068 | |
#define GL_TEXTURE_BINDING_2D 0x8069 | |
#define GL_TEXTURE_WIDTH 0x1000 | |
#define GL_TEXTURE_HEIGHT 0x1001 | |
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 | |
#define GL_TEXTURE_BORDER_COLOR 0x1004 | |
#define GL_TEXTURE_RED_SIZE 0x805C | |
#define GL_TEXTURE_GREEN_SIZE 0x805D | |
#define GL_TEXTURE_BLUE_SIZE 0x805E | |
#define GL_TEXTURE_ALPHA_SIZE 0x805F | |
#define GL_DONT_CARE 0x1100 | |
#define GL_FASTEST 0x1101 | |
#define GL_NICEST 0x1102 | |
#define GL_BYTE 0x1400 | |
#define GL_UNSIGNED_BYTE 0x1401 | |
#define GL_SHORT 0x1402 | |
#define GL_UNSIGNED_SHORT 0x1403 | |
#define GL_INT 0x1404 | |
#define GL_UNSIGNED_INT 0x1405 | |
#define GL_FLOAT 0x1406 | |
#define GL_DOUBLE 0x140A | |
#define GL_STACK_OVERFLOW 0x0503 | |
#define GL_STACK_UNDERFLOW 0x0504 | |
#define GL_CLEAR 0x1500 | |
#define GL_AND 0x1501 | |
#define GL_AND_REVERSE 0x1502 | |
#define GL_COPY 0x1503 | |
#define GL_AND_INVERTED 0x1504 | |
#define GL_NOOP 0x1505 | |
#define GL_XOR 0x1506 | |
#define GL_OR 0x1507 | |
#define GL_NOR 0x1508 | |
#define GL_EQUIV 0x1509 | |
#define GL_INVERT 0x150A | |
#define GL_OR_REVERSE 0x150B | |
#define GL_COPY_INVERTED 0x150C | |
#define GL_OR_INVERTED 0x150D | |
#define GL_NAND 0x150E | |
#define GL_SET 0x150F | |
#define GL_TEXTURE 0x1702 | |
#define GL_COLOR 0x1800 | |
#define GL_DEPTH 0x1801 | |
#define GL_STENCIL 0x1802 | |
#define GL_STENCIL_INDEX 0x1901 | |
#define GL_DEPTH_COMPONENT 0x1902 | |
#define GL_RED 0x1903 | |
#define GL_GREEN 0x1904 | |
#define GL_BLUE 0x1905 | |
#define GL_ALPHA 0x1906 | |
#define GL_RGB 0x1907 | |
#define GL_RGBA 0x1908 | |
#define GL_POINT 0x1B00 | |
#define GL_LINE 0x1B01 | |
#define GL_FILL 0x1B02 | |
#define GL_KEEP 0x1E00 | |
#define GL_REPLACE 0x1E01 | |
#define GL_INCR 0x1E02 | |
#define GL_DECR 0x1E03 | |
#define GL_VENDOR 0x1F00 | |
#define GL_RENDERER 0x1F01 | |
#define GL_VERSION 0x1F02 | |
#define GL_EXTENSIONS 0x1F03 | |
#define GL_NEAREST 0x2600 | |
#define GL_LINEAR 0x2601 | |
#define GL_NEAREST_MIPMAP_NEAREST 0x2700 | |
#define GL_LINEAR_MIPMAP_NEAREST 0x2701 | |
#define GL_NEAREST_MIPMAP_LINEAR 0x2702 | |
#define GL_LINEAR_MIPMAP_LINEAR 0x2703 | |
#define GL_TEXTURE_MAG_FILTER 0x2800 | |
#define GL_TEXTURE_MIN_FILTER 0x2801 | |
#define GL_TEXTURE_WRAP_S 0x2802 | |
#define GL_TEXTURE_WRAP_T 0x2803 | |
#define GL_PROXY_TEXTURE_1D 0x8063 | |
#define GL_PROXY_TEXTURE_2D 0x8064 | |
#define GL_REPEAT 0x2901 | |
#define GL_R3_G3_B2 0x2A10 | |
#define GL_RGB4 0x804F | |
#define GL_RGB5 0x8050 | |
#define GL_RGB8 0x8051 | |
#define GL_RGB10 0x8052 | |
#define GL_RGB12 0x8053 | |
#define GL_RGB16 0x8054 | |
#define GL_RGBA2 0x8055 | |
#define GL_RGBA4 0x8056 | |
#define GL_RGB5_A1 0x8057 | |
#define GL_RGBA8 0x8058 | |
#define GL_RGB10_A2 0x8059 | |
#define GL_RGBA12 0x805A | |
#define GL_RGBA16 0x805B | |
#define GL_CURRENT_BIT 0x00000001 | |
#define GL_POINT_BIT 0x00000002 | |
#define GL_LINE_BIT 0x00000004 | |
#define GL_POLYGON_BIT 0x00000008 | |
#define GL_POLYGON_STIPPLE_BIT 0x00000010 | |
#define GL_PIXEL_MODE_BIT 0x00000020 | |
#define GL_LIGHTING_BIT 0x00000040 | |
#define GL_FOG_BIT 0x00000080 | |
#define GL_ACCUM_BUFFER_BIT 0x00000200 | |
#define GL_VIEWPORT_BIT 0x00000800 | |
#define GL_TRANSFORM_BIT 0x00001000 | |
#define GL_ENABLE_BIT 0x00002000 | |
#define GL_HINT_BIT 0x00008000 | |
#define GL_EVAL_BIT 0x00010000 | |
#define GL_LIST_BIT 0x00020000 | |
#define GL_TEXTURE_BIT 0x00040000 | |
#define GL_SCISSOR_BIT 0x00080000 | |
#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF | |
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 | |
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 | |
#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF | |
#define GL_QUAD_STRIP 0x0008 | |
#define GL_POLYGON 0x0009 | |
#define GL_ACCUM 0x0100 | |
#define GL_LOAD 0x0101 | |
#define GL_RETURN 0x0102 | |
#define GL_MULT 0x0103 | |
#define GL_ADD 0x0104 | |
#define GL_AUX0 0x0409 | |
#define GL_AUX1 0x040A | |
#define GL_AUX2 0x040B | |
#define GL_AUX3 0x040C | |
#define GL_2D 0x0600 | |
#define GL_3D 0x0601 | |
#define GL_3D_COLOR 0x0602 | |
#define GL_3D_COLOR_TEXTURE 0x0603 | |
#define GL_4D_COLOR_TEXTURE 0x0604 | |
#define GL_PASS_THROUGH_TOKEN 0x0700 | |
#define GL_POINT_TOKEN 0x0701 | |
#define GL_LINE_TOKEN 0x0702 | |
#define GL_POLYGON_TOKEN 0x0703 | |
#define GL_BITMAP_TOKEN 0x0704 | |
#define GL_DRAW_PIXEL_TOKEN 0x0705 | |
#define GL_COPY_PIXEL_TOKEN 0x0706 | |
#define GL_LINE_RESET_TOKEN 0x0707 | |
#define GL_EXP 0x0800 | |
#define GL_EXP2 0x0801 | |
#define GL_COEFF 0x0A00 | |
#define GL_ORDER 0x0A01 | |
#define GL_DOMAIN 0x0A02 | |
#define GL_PIXEL_MAP_I_TO_I 0x0C70 | |
#define GL_PIXEL_MAP_S_TO_S 0x0C71 | |
#define GL_PIXEL_MAP_I_TO_R 0x0C72 | |
#define GL_PIXEL_MAP_I_TO_G 0x0C73 | |
#define GL_PIXEL_MAP_I_TO_B 0x0C74 | |
#define GL_PIXEL_MAP_I_TO_A 0x0C75 | |
#define GL_PIXEL_MAP_R_TO_R 0x0C76 | |
#define GL_PIXEL_MAP_G_TO_G 0x0C77 | |
#define GL_PIXEL_MAP_B_TO_B 0x0C78 | |
#define GL_PIXEL_MAP_A_TO_A 0x0C79 | |
#define GL_VERTEX_ARRAY_POINTER 0x808E | |
#define GL_NORMAL_ARRAY_POINTER 0x808F | |
#define GL_COLOR_ARRAY_POINTER 0x8090 | |
#define GL_INDEX_ARRAY_POINTER 0x8091 | |
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 | |
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 | |
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 | |
#define GL_SELECTION_BUFFER_POINTER 0x0DF3 | |
#define GL_CURRENT_COLOR 0x0B00 | |
#define GL_CURRENT_INDEX 0x0B01 | |
#define GL_CURRENT_NORMAL 0x0B02 | |
#define GL_CURRENT_TEXTURE_COORDS 0x0B03 | |
#define GL_CURRENT_RASTER_COLOR 0x0B04 | |
#define GL_CURRENT_RASTER_INDEX 0x0B05 | |
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 | |
#define GL_CURRENT_RASTER_POSITION 0x0B07 | |
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 | |
#define GL_CURRENT_RASTER_DISTANCE 0x0B09 | |
#define GL_POINT_SMOOTH 0x0B10 | |
#define GL_LINE_STIPPLE 0x0B24 | |
#define GL_LINE_STIPPLE_PATTERN 0x0B25 | |
#define GL_LINE_STIPPLE_REPEAT 0x0B26 | |
#define GL_LIST_MODE 0x0B30 | |
#define GL_MAX_LIST_NESTING 0x0B31 | |
#define GL_LIST_BASE 0x0B32 | |
#define GL_LIST_INDEX 0x0B33 | |
#define GL_POLYGON_STIPPLE 0x0B42 | |
#define GL_EDGE_FLAG 0x0B43 | |
#define GL_LIGHTING 0x0B50 | |
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 | |
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 | |
#define GL_LIGHT_MODEL_AMBIENT 0x0B53 | |
#define GL_SHADE_MODEL 0x0B54 | |
#define GL_COLOR_MATERIAL_FACE 0x0B55 | |
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 | |
#define GL_COLOR_MATERIAL 0x0B57 | |
#define GL_FOG 0x0B60 | |
#define GL_FOG_INDEX 0x0B61 | |
#define GL_FOG_DENSITY 0x0B62 | |
#define GL_FOG_START 0x0B63 | |
#define GL_FOG_END 0x0B64 | |
#define GL_FOG_MODE 0x0B65 | |
#define GL_FOG_COLOR 0x0B66 | |
#define GL_ACCUM_CLEAR_VALUE 0x0B80 | |
#define GL_MATRIX_MODE 0x0BA0 | |
#define GL_NORMALIZE 0x0BA1 | |
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 | |
#define GL_PROJECTION_STACK_DEPTH 0x0BA4 | |
#define GL_TEXTURE_STACK_DEPTH 0x0BA5 | |
#define GL_MODELVIEW_MATRIX 0x0BA6 | |
#define GL_PROJECTION_MATRIX 0x0BA7 | |
#define GL_TEXTURE_MATRIX 0x0BA8 | |
#define GL_ATTRIB_STACK_DEPTH 0x0BB0 | |
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 | |
#define GL_ALPHA_TEST 0x0BC0 | |
#define GL_ALPHA_TEST_FUNC 0x0BC1 | |
#define GL_ALPHA_TEST_REF 0x0BC2 #define GL_INDEX_LOGIC_OP 0x0BF1 | |
#define GL_LOGIC_OP 0x0BF1 | |
#define GL_AUX_BUFFERS 0x0C00 | |
#define GL_INDEX_CLEAR_VALUE 0x0C20 | |
#define GL_INDEX_WRITEMASK 0x0C21 | |
#define GL_INDEX_MODE 0x0C30 | |
#define GL_RGBA_MODE 0x0C31 | |
#define GL_RENDER_MODE 0x0C40 | |
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 | |
#define GL_POINT_SMOOTH_HINT 0x0C51 | |
#define GL_FOG_HINT 0x0C54 | |
#define GL_TEXTURE_GEN_S 0x0C60 | |
#define GL_TEXTURE_GEN_T 0x0C61 | |
#define GL_TEXTURE_GEN_R 0x0C62 | |
#define GL_TEXTURE_GEN_Q 0x0C63 | |
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 | |
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 | |
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 | |
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 | |
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 | |
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 | |
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 | |
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 | |
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 | |
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 | |
#define GL_MAP_COLOR 0x0D10 | |
#define GL_MAP_STENCIL 0x0D11 | |
#define GL_INDEX_SHIFT 0x0D12 | |
#define GL_INDEX_OFFSET 0x0D13 | |
#define GL_RED_SCALE 0x0D14 | |
#define GL_RED_BIAS 0x0D15 | |
#define GL_ZOOM_X 0x0D16 | |
#define GL_ZOOM_Y 0x0D17 | |
#define GL_GREEN_SCALE 0x0D18 | |
#define GL_GREEN_BIAS 0x0D19 | |
#define GL_BLUE_SCALE 0x0D1A | |
#define GL_BLUE_BIAS 0x0D1B | |
#define GL_ALPHA_SCALE 0x0D1C | |
#define GL_ALPHA_BIAS 0x0D1D | |
#define GL_DEPTH_SCALE 0x0D1E | |
#define GL_DEPTH_BIAS 0x0D1F | |
#define GL_MAX_EVAL_ORDER 0x0D30 | |
#define GL_MAX_LIGHTS 0x0D31 | |
#define GL_MAX_CLIP_PLANES 0x0D32 | |
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 | |
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 | |
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 | |
#define GL_MAX_NAME_STACK_DEPTH 0x0D37 | |
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 | |
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 | |
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B | |
#define GL_INDEX_BITS 0x0D51 | |
#define GL_RED_BITS 0x0D52 | |
#define GL_GREEN_BITS 0x0D53 | |
#define GL_BLUE_BITS 0x0D54 | |
#define GL_ALPHA_BITS 0x0D55 | |
#define GL_DEPTH_BITS 0x0D56 | |
#define GL_STENCIL_BITS 0x0D57 | |
#define GL_ACCUM_RED_BITS 0x0D58 | |
#define GL_ACCUM_GREEN_BITS 0x0D59 | |
#define GL_ACCUM_BLUE_BITS 0x0D5A | |
#define GL_ACCUM_ALPHA_BITS 0x0D5B | |
#define GL_NAME_STACK_DEPTH 0x0D70 | |
#define GL_AUTO_NORMAL 0x0D80 | |
#define GL_MAP1_COLOR_4 0x0D90 | |
#define GL_MAP1_INDEX 0x0D91 | |
#define GL_MAP1_NORMAL 0x0D92 | |
#define GL_MAP1_TEXTURE_COORD_1 0x0D93 | |
#define GL_MAP1_TEXTURE_COORD_2 0x0D94 | |
#define GL_MAP1_TEXTURE_COORD_3 0x0D95 | |
#define GL_MAP1_TEXTURE_COORD_4 0x0D96 | |
#define GL_MAP1_VERTEX_3 0x0D97 | |
#define GL_MAP1_VERTEX_4 0x0D98 | |
#define GL_MAP2_COLOR_4 0x0DB0 | |
#define GL_MAP2_INDEX 0x0DB1 | |
#define GL_MAP2_NORMAL 0x0DB2 | |
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 | |
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 | |
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 | |
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 | |
#define GL_MAP2_VERTEX_3 0x0DB7 | |
#define GL_MAP2_VERTEX_4 0x0DB8 | |
#define GL_MAP1_GRID_DOMAIN 0x0DD0 | |
#define GL_MAP1_GRID_SEGMENTS 0x0DD1 | |
#define GL_MAP2_GRID_DOMAIN 0x0DD2 | |
#define GL_MAP2_GRID_SEGMENTS 0x0DD3 | |
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 | |
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 | |
#define GL_SELECTION_BUFFER_SIZE 0x0DF4 | |
#define GL_VERTEX_ARRAY 0x8074 | |
#define GL_NORMAL_ARRAY 0x8075 | |
#define GL_COLOR_ARRAY 0x8076 | |
#define GL_INDEX_ARRAY 0x8077 | |
#define GL_TEXTURE_COORD_ARRAY 0x8078 | |
#define GL_EDGE_FLAG_ARRAY 0x8079 | |
#define GL_VERTEX_ARRAY_SIZE 0x807A | |
#define GL_VERTEX_ARRAY_TYPE 0x807B | |
#define GL_VERTEX_ARRAY_STRIDE 0x807C | |
#define GL_NORMAL_ARRAY_TYPE 0x807E | |
#define GL_NORMAL_ARRAY_STRIDE 0x807F | |
#define GL_COLOR_ARRAY_SIZE 0x8081 | |
#define GL_COLOR_ARRAY_TYPE 0x8082 | |
#define GL_COLOR_ARRAY_STRIDE 0x8083 | |
#define GL_INDEX_ARRAY_TYPE 0x8085 | |
#define GL_INDEX_ARRAY_STRIDE 0x8086 | |
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 | |
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 | |
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A | |
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C | |
#define GL_TEXTURE_COMPONENTS 0x1003 | |
#define GL_TEXTURE_BORDER 0x1005 | |
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 | |
#define GL_TEXTURE_INTENSITY_SIZE 0x8061 | |
#define GL_TEXTURE_PRIORITY 0x8066 | |
#define GL_TEXTURE_RESIDENT 0x8067 | |
#define GL_AMBIENT 0x1200 | |
#define GL_DIFFUSE 0x1201 | |
#define GL_SPECULAR 0x1202 | |
#define GL_POSITION 0x1203 | |
#define GL_SPOT_DIRECTION 0x1204 | |
#define GL_SPOT_EXPONENT 0x1205 | |
#define GL_SPOT_CUTOFF 0x1206 | |
#define GL_CONSTANT_ATTENUATION 0x1207 | |
#define GL_LINEAR_ATTENUATION 0x1208 | |
#define GL_QUADRATIC_ATTENUATION 0x1209 | |
#define GL_COMPILE 0x1300 | |
#define GL_COMPILE_AND_EXECUTE 0x1301 | |
#define GL_2_BYTES 0x1407 | |
#define GL_3_BYTES 0x1408 | |
#define GL_4_BYTES 0x1409 | |
#define GL_EMISSION 0x1600 | |
#define GL_SHININESS 0x1601 | |
#define GL_AMBIENT_AND_DIFFUSE 0x1602 | |
#define GL_COLOR_INDEXES 0x1603 | |
#define GL_MODELVIEW 0x1700 | |
#define GL_PROJECTION 0x1701 | |
#define GL_COLOR_INDEX 0x1900 | |
#define GL_LUMINANCE 0x1909 | |
#define GL_LUMINANCE_ALPHA 0x190A | |
#define GL_BITMAP 0x1A00 | |
#define GL_RENDER 0x1C00 | |
#define GL_FEEDBACK 0x1C01 | |
#define GL_SELECT 0x1C02 | |
#define GL_FLAT 0x1D00 | |
#define GL_SMOOTH 0x1D01 | |
#define GL_S 0x2000 | |
#define GL_T 0x2001 | |
#define GL_R 0x2002 | |
#define GL_Q 0x2003 | |
#define GL_MODULATE 0x2100 | |
#define GL_DECAL 0x2101 | |
#define GL_TEXTURE_ENV_MODE 0x2200 | |
#define GL_TEXTURE_ENV_COLOR 0x2201 | |
#define GL_TEXTURE_ENV 0x2300 | |
#define GL_EYE_LINEAR 0x2400 | |
#define GL_OBJECT_LINEAR 0x2401 | |
#define GL_SPHERE_MAP 0x2402 | |
#define GL_TEXTURE_GEN_MODE 0x2500 | |
#define GL_OBJECT_PLANE 0x2501 | |
#define GL_EYE_PLANE 0x2502 | |
//#define GL_CLAMP 0x2900 | |
#define GL_ALPHA4 0x803B | |
#define GL_ALPHA8 0x803C | |
#define GL_ALPHA12 0x803D | |
#define GL_ALPHA16 0x803E | |
#define GL_LUMINANCE4 0x803F | |
#define GL_LUMINANCE8 0x8040 | |
#define GL_LUMINANCE12 0x8041 | |
#define GL_LUMINANCE16 0x8042 | |
#define GL_LUMINANCE4_ALPHA4 0x8043 | |
#define GL_LUMINANCE6_ALPHA2 0x8044 | |
#define GL_LUMINANCE8_ALPHA8 0x8045 | |
#define GL_LUMINANCE12_ALPHA4 0x8046 | |
#define GL_LUMINANCE12_ALPHA12 0x8047 | |
#define GL_LUMINANCE16_ALPHA16 0x8048 | |
#define GL_INTENSITY 0x8049 | |
#define GL_INTENSITY4 0x804A | |
#define GL_INTENSITY8 0x804B | |
#define GL_INTENSITY12 0x804C | |
#define GL_INTENSITY16 0x804D | |
#define GL_V2F 0x2A20 | |
#define GL_V3F 0x2A21 | |
#define GL_C4UB_V2F 0x2A22 | |
#define GL_C4UB_V3F 0x2A23 | |
#define GL_C3F_V3F 0x2A24 | |
#define GL_N3F_V3F 0x2A25 | |
#define GL_C4F_N3F_V3F 0x2A26 | |
#define GL_T2F_V3F 0x2A27 | |
#define GL_T4F_V4F 0x2A28 | |
#define GL_T2F_C4UB_V3F 0x2A29 | |
#define GL_T2F_C3F_V3F 0x2A2A | |
#define GL_T2F_N3F_V3F 0x2A2B | |
#define GL_T2F_C4F_N3F_V3F 0x2A2C | |
#define GL_T4F_C4F_N3F_V4F 0x2A2D | |
#define GL_CLIP_PLANE0 0x3000 | |
#define GL_CLIP_PLANE1 0x3001 | |
#define GL_CLIP_PLANE2 0x3002 | |
#define GL_CLIP_PLANE3 0x3003 | |
#define GL_CLIP_PLANE4 0x3004 | |
#define GL_CLIP_PLANE5 0x3005 | |
#define GL_LIGHT0 0x4000 | |
#define GL_LIGHT1 0x4001 | |
#define GL_LIGHT2 0x4002 | |
#define GL_LIGHT3 0x4003 | |
#define GL_LIGHT4 0x4004 | |
#define GL_LIGHT5 0x4005 | |
#define GL_LIGHT6 0x4006 | |
#define GL_LIGHT7 0x4007 | |
#define GL_UNSIGNED_BYTE_3_3_2 0x8032 | |
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 | |
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 | |
#define GL_UNSIGNED_INT_8_8_8_8 0x8035 | |
#define GL_UNSIGNED_INT_10_10_10_2 0x8036 | |
#define GL_TEXTURE_BINDING_3D 0x806A | |
#define GL_PACK_SKIP_IMAGES 0x806B | |
#define GL_PACK_IMAGE_HEIGHT 0x806C | |
#define GL_UNPACK_SKIP_IMAGES 0x806D | |
#define GL_UNPACK_IMAGE_HEIGHT 0x806E | |
#define GL_TEXTURE_3D 0x806F | |
#define GL_PROXY_TEXTURE_3D 0x8070 | |
#define GL_TEXTURE_DEPTH 0x8071 | |
#define GL_TEXTURE_WRAP_R 0x8072 | |
#define GL_MAX_3D_TEXTURE_SIZE 0x8073 | |
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 | |
#define GL_UNSIGNED_SHORT_5_6_5 0x8363 | |
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 | |
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 | |
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 | |
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 | |
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 | |
#define GL_BGR 0x80E0 | |
#define GL_BGRA 0x80E1 | |
#define GL_MAX_ELEMENTS_VERTICES 0x80E8 | |
#define GL_MAX_ELEMENTS_INDICES 0x80E9 | |
#define GL_CLAMP_TO_EDGE 0x812F | |
#define GL_TEXTURE_MIN_LOD 0x813A | |
#define GL_TEXTURE_MAX_LOD 0x813B | |
#define GL_TEXTURE_BASE_LEVEL 0x813C | |
#define GL_TEXTURE_MAX_LEVEL 0x813D | |
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 | |
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 | |
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 | |
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 | |
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E | |
#define GL_RESCALE_NORMAL 0x803A | |
#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 | |
#define GL_SINGLE_COLOR 0x81F9 | |
#define GL_SEPARATE_SPECULAR_COLOR 0x81FA | |
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D | |
#define GL_TEXTURE0 0x84C0 | |
#define GL_TEXTURE1 0x84C1 | |
#define GL_TEXTURE2 0x84C2 | |
#define GL_TEXTURE3 0x84C3 | |
#define GL_TEXTURE4 0x84C4 | |
#define GL_TEXTURE5 0x84C5 | |
#define GL_TEXTURE6 0x84C6 | |
#define GL_TEXTURE7 0x84C7 | |
#define GL_TEXTURE8 0x84C8 | |
#define GL_TEXTURE9 0x84C9 | |
#define GL_TEXTURE10 0x84CA | |
#define GL_TEXTURE11 0x84CB | |
#define GL_TEXTURE12 0x84CC | |
#define GL_TEXTURE13 0x84CD | |
#define GL_TEXTURE14 0x84CE | |
#define GL_TEXTURE15 0x84CF | |
#define GL_TEXTURE16 0x84D0 | |
#define GL_TEXTURE17 0x84D1 | |
#define GL_TEXTURE18 0x84D2 | |
#define GL_TEXTURE19 0x84D3 | |
#define GL_TEXTURE20 0x84D4 | |
#define GL_TEXTURE21 0x84D5 | |
#define GL_TEXTURE22 0x84D6 | |
#define GL_TEXTURE23 0x84D7 | |
#define GL_TEXTURE24 0x84D8 | |
#define GL_TEXTURE25 0x84D9 | |
#define GL_TEXTURE26 0x84DA | |
#define GL_TEXTURE27 0x84DB | |
#define GL_TEXTURE28 0x84DC | |
#define GL_TEXTURE29 0x84DD | |
#define GL_TEXTURE30 0x84DE | |
#define GL_TEXTURE31 0x84DF | |
#define GL_ACTIVE_TEXTURE 0x84E0 | |
#define GL_MULTISAMPLE 0x809D | |
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E | |
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F | |
#define GL_SAMPLE_COVERAGE 0x80A0 | |
#define GL_SAMPLE_BUFFERS 0x80A8 | |
#define GL_SAMPLES 0x80A9 | |
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA | |
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB | |
#define GL_TEXTURE_CUBE_MAP 0x8513 | |
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 | |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 | |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 | |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 | |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 | |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 | |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A | |
#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B | |
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C | |
#define GL_COMPRESSED_RGB 0x84ED | |
#define GL_COMPRESSED_RGBA 0x84EE | |
#define GL_TEXTURE_COMPRESSION_HINT 0x84EF | |
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 | |
#define GL_TEXTURE_COMPRESSED 0x86A1 | |
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 | |
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 | |
#define GL_CLAMP_TO_BORDER 0x812D | |
#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 | |
#define GL_MAX_TEXTURE_UNITS 0x84E2 | |
#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 | |
#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 | |
#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 | |
#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 | |
#define GL_MULTISAMPLE_BIT 0x20000000 | |
#define GL_NORMAL_MAP 0x8511 | |
#define GL_REFLECTION_MAP 0x8512 | |
#define GL_COMPRESSED_ALPHA 0x84E9 | |
#define GL_COMPRESSED_LUMINANCE 0x84EA | |
#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB | |
#define GL_COMPRESSED_INTENSITY 0x84EC | |
#define GL_COMBINE 0x8570 | |
#define GL_COMBINE_RGB 0x8571 | |
#define GL_COMBINE_ALPHA 0x8572 | |
#define GL_SOURCE0_RGB 0x8580 | |
#define GL_SOURCE1_RGB 0x8581 | |
#define GL_SOURCE2_RGB 0x8582 | |
#define GL_SOURCE0_ALPHA 0x8588 | |
#define GL_SOURCE1_ALPHA 0x8589 | |
#define GL_SOURCE2_ALPHA 0x858A | |
#define GL_OPERAND0_RGB 0x8590 | |
#define GL_OPERAND1_RGB 0x8591 | |
#define GL_OPERAND2_RGB 0x8592 | |
#define GL_OPERAND0_ALPHA 0x8598 | |
#define GL_OPERAND1_ALPHA 0x8599 | |
#define GL_OPERAND2_ALPHA 0x859A | |
#define GL_RGB_SCALE 0x8573 | |
#define GL_ADD_SIGNED 0x8574 | |
#define GL_INTERPOLATE 0x8575 | |
#define GL_SUBTRACT 0x84E7 | |
#define GL_CONSTANT 0x8576 | |
#define GL_PRIMARY_COLOR 0x8577 | |
#define GL_PREVIOUS 0x8578 | |
#define GL_DOT3_RGB 0x86AE | |
#define GL_DOT3_RGBA 0x86AF | |
#define GL_BLEND_DST_RGB 0x80C8 | |
#define GL_BLEND_SRC_RGB 0x80C9 | |
#define GL_BLEND_DST_ALPHA 0x80CA | |
#define GL_BLEND_SRC_ALPHA 0x80CB | |
#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 | |
#define GL_DEPTH_COMPONENT16 0x81A5 | |
#define GL_DEPTH_COMPONENT24 0x81A6 | |
#define GL_DEPTH_COMPONENT32 0x81A7 | |
#define GL_MIRRORED_REPEAT 0x8370 | |
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD | |
#define GL_TEXTURE_LOD_BIAS 0x8501 | |
#define GL_INCR_WRAP 0x8507 | |
#define GL_DECR_WRAP 0x8508 | |
#define GL_TEXTURE_DEPTH_SIZE 0x884A | |
#define GL_TEXTURE_COMPARE_MODE 0x884C | |
#define GL_TEXTURE_COMPARE_FUNC 0x884D | |
#define GL_POINT_SIZE_MIN 0x8126 | |
#define GL_POINT_SIZE_MAX 0x8127 | |
#define GL_POINT_DISTANCE_ATTENUATION 0x8129 | |
#define GL_GENERATE_MIPMAP 0x8191 | |
#define GL_GENERATE_MIPMAP_HINT 0x8192 | |
#define GL_FOG_COORDINATE_SOURCE 0x8450 | |
#define GL_FOG_COORDINATE 0x8451 | |
#define GL_FRAGMENT_DEPTH 0x8452 | |
#define GL_CURRENT_FOG_COORDINATE 0x8453 | |
#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 | |
#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 | |
#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 | |
#define GL_FOG_COORDINATE_ARRAY 0x8457 | |
#define GL_COLOR_SUM 0x8458 | |
#define GL_CURRENT_SECONDARY_COLOR 0x8459 | |
#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A | |
#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B | |
#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C | |
#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D | |
#define GL_SECONDARY_COLOR_ARRAY 0x845E | |
#define GL_TEXTURE_FILTER_CONTROL 0x8500 | |
#define GL_DEPTH_TEXTURE_MODE 0x884B | |
#define GL_COMPARE_R_TO_TEXTURE 0x884E | |
#define GL_FUNC_ADD 0x8006 | |
#define GL_FUNC_SUBTRACT 0x800A | |
#define GL_FUNC_REVERSE_SUBTRACT 0x800B | |
#define GL_MIN 0x8007 | |
#define GL_MAX 0x8008 | |
#define GL_CONSTANT_COLOR 0x8001 | |
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 | |
#define GL_CONSTANT_ALPHA 0x8003 | |
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 | |
#define GL_BUFFER_SIZE 0x8764 | |
#define GL_BUFFER_USAGE 0x8765 | |
#define GL_QUERY_COUNTER_BITS 0x8864 | |
#define GL_CURRENT_QUERY 0x8865 | |
#define GL_QUERY_RESULT 0x8866 | |
#define GL_QUERY_RESULT_AVAILABLE 0x8867 | |
#define GL_ARRAY_BUFFER 0x8892 | |
#define GL_ELEMENT_ARRAY_BUFFER 0x8893 | |
#define GL_ARRAY_BUFFER_BINDING 0x8894 | |
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 | |
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F | |
#define GL_READ_ONLY 0x88B8 | |
#define GL_WRITE_ONLY 0x88B9 | |
#define GL_READ_WRITE 0x88BA | |
#define GL_BUFFER_ACCESS 0x88BB | |
#define GL_BUFFER_MAPPED 0x88BC | |
#define GL_BUFFER_MAP_POINTER 0x88BD | |
#define GL_STREAM_DRAW 0x88E0 | |
#define GL_STREAM_READ 0x88E1 | |
#define GL_STREAM_COPY 0x88E2 | |
#define GL_STATIC_DRAW 0x88E4 | |
#define GL_STATIC_READ 0x88E5 | |
#define GL_STATIC_COPY 0x88E6 | |
#define GL_DYNAMIC_DRAW 0x88E8 | |
#define GL_DYNAMIC_READ 0x88E9 | |
#define GL_DYNAMIC_COPY 0x88EA | |
#define GL_SAMPLES_PASSED 0x8914 | |
#define GL_SRC1_ALPHA 0x8589 | |
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 | |
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 | |
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 | |
#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 | |
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A | |
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B | |
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C | |
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D | |
#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E | |
#define GL_FOG_COORD_SRC 0x8450 | |
#define GL_FOG_COORD 0x8451 | |
#define GL_CURRENT_FOG_COORD 0x8453 | |
#define GL_FOG_COORD_ARRAY_TYPE 0x8454 | |
#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 | |
#define GL_FOG_COORD_ARRAY_POINTER 0x8456 | |
#define GL_FOG_COORD_ARRAY 0x8457 | |
#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D | |
#define GL_SRC0_RGB 0x8580 | |
#define GL_SRC1_RGB 0x8581 | |
#define GL_SRC2_RGB 0x8582 | |
#define GL_SRC0_ALPHA 0x8588 | |
#define GL_SRC2_ALPHA 0x858A | |
#define GL_BLEND_EQUATION_RGB 0x8009 | |
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 | |
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 | |
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 | |
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 | |
#define GL_CURRENT_VERTEX_ATTRIB 0x8626 | |
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 | |
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 | |
#define GL_STENCIL_BACK_FUNC 0x8800 | |
#define GL_STENCIL_BACK_FAIL 0x8801 | |
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 | |
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 | |
#define GL_MAX_DRAW_BUFFERS 0x8824 | |
#define GL_DRAW_BUFFER0 0x8825 | |
#define GL_DRAW_BUFFER1 0x8826 | |
#define GL_DRAW_BUFFER2 0x8827 | |
#define GL_DRAW_BUFFER3 0x8828 | |
#define GL_DRAW_BUFFER4 0x8829 | |
#define GL_DRAW_BUFFER5 0x882A | |
#define GL_DRAW_BUFFER6 0x882B | |
#define GL_DRAW_BUFFER7 0x882C | |
#define GL_DRAW_BUFFER8 0x882D | |
#define GL_DRAW_BUFFER9 0x882E | |
#define GL_DRAW_BUFFER10 0x882F | |
#define GL_DRAW_BUFFER11 0x8830 | |
#define GL_DRAW_BUFFER12 0x8831 | |
#define GL_DRAW_BUFFER13 0x8832 | |
#define GL_DRAW_BUFFER14 0x8833 | |
#define GL_DRAW_BUFFER15 0x8834 | |
#define GL_BLEND_EQUATION_ALPHA 0x883D | |
#define GL_MAX_VERTEX_ATTRIBS 0x8869 | |
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A | |
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 | |
#define GL_FRAGMENT_SHADER 0x8B30 | |
#define GL_VERTEX_SHADER 0x8B31 | |
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 | |
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A | |
#define GL_MAX_VARYING_FLOATS 0x8B4B | |
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C | |
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D | |
#define GL_SHADER_TYPE 0x8B4F | |
#define GL_FLOAT_VEC2 0x8B50 | |
#define GL_FLOAT_VEC3 0x8B51 | |
#define GL_FLOAT_VEC4 0x8B52 | |
#define GL_INT_VEC2 0x8B53 | |
#define GL_INT_VEC3 0x8B54 | |
#define GL_INT_VEC4 0x8B55 | |
#define GL_BOOL 0x8B56 | |
#define GL_BOOL_VEC2 0x8B57 | |
#define GL_BOOL_VEC3 0x8B58 | |
#define GL_BOOL_VEC4 0x8B59 | |
#define GL_FLOAT_MAT2 0x8B5A | |
#define GL_FLOAT_MAT3 0x8B5B | |
#define GL_FLOAT_MAT4 0x8B5C | |
#define GL_SAMPLER_1D 0x8B5D | |
#define GL_SAMPLER_2D 0x8B5E | |
#define GL_SAMPLER_3D 0x8B5F | |
#define GL_SAMPLER_CUBE 0x8B60 | |
#define GL_SAMPLER_1D_SHADOW 0x8B61 | |
#define GL_SAMPLER_2D_SHADOW 0x8B62 | |
#define GL_DELETE_STATUS 0x8B80 | |
#define GL_COMPILE_STATUS 0x8B81 | |
#define GL_LINK_STATUS 0x8B82 | |
#define GL_VALIDATE_STATUS 0x8B83 | |
#define GL_INFO_LOG_LENGTH 0x8B84 | |
#define GL_ATTACHED_SHADERS 0x8B85 | |
#define GL_ACTIVE_UNIFORMS 0x8B86 | |
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 | |
#define GL_SHADER_SOURCE_LENGTH 0x8B88 | |
#define GL_ACTIVE_ATTRIBUTES 0x8B89 | |
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A | |
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B | |
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C | |
#define GL_CURRENT_PROGRAM 0x8B8D | |
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 | |
#define GL_LOWER_LEFT 0x8CA1 | |
#define GL_UPPER_LEFT 0x8CA2 | |
#define GL_STENCIL_BACK_REF 0x8CA3 | |
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 | |
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 | |
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 | |
#define GL_POINT_SPRITE 0x8861 | |
#define GL_COORD_REPLACE 0x8862 | |
#define GL_MAX_TEXTURE_COORDS 0x8871 | |
#define GL_PIXEL_PACK_BUFFER 0x88EB | |
#define GL_PIXEL_UNPACK_BUFFER 0x88EC | |
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED | |
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF | |
#define GL_FLOAT_MAT2x3 0x8B65 | |
#define GL_FLOAT_MAT2x4 0x8B66 | |
#define GL_FLOAT_MAT3x2 0x8B67 | |
#define GL_FLOAT_MAT3x4 0x8B68 | |
#define GL_FLOAT_MAT4x2 0x8B69 | |
#define GL_FLOAT_MAT4x3 0x8B6A | |
#define GL_SRGB 0x8C40 | |
#define GL_SRGB8 0x8C41 | |
#define GL_SRGB_ALPHA 0x8C42 | |
#define GL_SRGB8_ALPHA8 0x8C43 | |
#define GL_COMPRESSED_SRGB 0x8C48 | |
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 | |
#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F | |
#define GL_SLUMINANCE_ALPHA 0x8C44 | |
#define GL_SLUMINANCE8_ALPHA8 0x8C45 | |
#define GL_SLUMINANCE 0x8C46 | |
#define GL_SLUMINANCE8 0x8C47 | |
#define GL_COMPRESSED_SLUMINANCE 0x8C4A | |
#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B | |
#define GL_COMPARE_REF_TO_TEXTURE 0x884E | |
#define GL_CLIP_DISTANCE0 0x3000 | |
#define GL_CLIP_DISTANCE1 0x3001 | |
#define GL_CLIP_DISTANCE2 0x3002 | |
#define GL_CLIP_DISTANCE3 0x3003 | |
#define GL_CLIP_DISTANCE4 0x3004 | |
#define GL_CLIP_DISTANCE5 0x3005 | |
#define GL_CLIP_DISTANCE6 0x3006 | |
#define GL_CLIP_DISTANCE7 0x3007 | |
#define GL_MAX_CLIP_DISTANCES 0x0D32 | |
#define GL_MAJOR_VERSION 0x821B | |
#define GL_MINOR_VERSION 0x821C | |
#define GL_NUM_EXTENSIONS 0x821D | |
#define GL_CONTEXT_FLAGS 0x821E | |
#define GL_COMPRESSED_RED 0x8225 | |
#define GL_COMPRESSED_RG 0x8226 | |
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 | |
#define GL_RGBA32F 0x8814 | |
#define GL_RGB32F 0x8815 | |
#define GL_RGBA16F 0x881A | |
#define GL_RGB16F 0x881B | |
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD | |
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF | |
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 | |
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 | |
#define GL_CLAMP_READ_COLOR 0x891C | |
#define GL_FIXED_ONLY 0x891D | |
#define GL_MAX_VARYING_COMPONENTS 0x8B4B | |
#define GL_TEXTURE_1D_ARRAY 0x8C18 | |
#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 | |
#define GL_TEXTURE_2D_ARRAY 0x8C1A | |
#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B | |
#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C | |
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D | |
#define GL_R11F_G11F_B10F 0x8C3A | |
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B | |
#define GL_RGB9_E5 0x8C3D | |
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E | |
#define GL_TEXTURE_SHARED_SIZE 0x8C3F | |
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F | |
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 | |
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 | |
#define GL_PRIMITIVES_GENERATED 0x8C87 | |
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 | |
#define GL_RASTERIZER_DISCARD 0x8C89 | |
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A | |
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B | |
#define GL_INTERLEAVED_ATTRIBS 0x8C8C | |
#define GL_SEPARATE_ATTRIBS 0x8C8D | |
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F | |
#define GL_RGBA32UI 0x8D70 | |
#define GL_RGB32UI 0x8D71 | |
#define GL_RGBA16UI 0x8D76 | |
#define GL_RGB16UI 0x8D77 | |
#define GL_RGBA8UI 0x8D7C | |
#define GL_RGB8UI 0x8D7D | |
#define GL_RGBA32I 0x8D82 | |
#define GL_RGB32I 0x8D83 | |
#define GL_RGBA16I 0x8D88 | |
#define GL_RGB16I 0x8D89 | |
#define GL_RGBA8I 0x8D8E | |
#define GL_RGB8I 0x8D8F | |
#define GL_RED_INTEGER 0x8D94 | |
#define GL_GREEN_INTEGER 0x8D95 | |
#define GL_BLUE_INTEGER 0x8D96 | |
#define GL_RGB_INTEGER 0x8D98 | |
#define GL_RGBA_INTEGER 0x8D99 | |
#define GL_BGR_INTEGER 0x8D9A | |
#define GL_BGRA_INTEGER 0x8D9B | |
#define GL_SAMPLER_1D_ARRAY 0x8DC0 | |
#define GL_SAMPLER_2D_ARRAY 0x8DC1 | |
#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 | |
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 | |
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 | |
#define GL_UNSIGNED_INT_VEC2 0x8DC6 | |
#define GL_UNSIGNED_INT_VEC3 0x8DC7 | |
#define GL_UNSIGNED_INT_VEC4 0x8DC8 | |
#define GL_INT_SAMPLER_1D 0x8DC9 | |
#define GL_INT_SAMPLER_2D 0x8DCA | |
#define GL_INT_SAMPLER_3D 0x8DCB | |
#define GL_INT_SAMPLER_CUBE 0x8DCC | |
#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE | |
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF | |
#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 | |
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 | |
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 | |
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 | |
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 | |
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 | |
#define GL_QUERY_WAIT 0x8E13 | |
#define GL_QUERY_NO_WAIT 0x8E14 | |
#define GL_QUERY_BY_REGION_WAIT 0x8E15 | |
#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 | |
#define GL_BUFFER_ACCESS_FLAGS 0x911F | |
#define GL_BUFFER_MAP_LENGTH 0x9120 | |
#define GL_BUFFER_MAP_OFFSET 0x9121 | |
#define GL_DEPTH_COMPONENT32F 0x8CAC | |
#define GL_DEPTH32F_STENCIL8 0x8CAD | |
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD | |
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 | |
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 | |
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 | |
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 | |
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 | |
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 | |
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 | |
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 | |
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 | |
#define GL_FRAMEBUFFER_DEFAULT 0x8218 | |
#define GL_FRAMEBUFFER_UNDEFINED 0x8219 | |
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A | |
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 | |
#define GL_DEPTH_STENCIL 0x84F9 | |
#define GL_UNSIGNED_INT_24_8 0x84FA | |
#define GL_DEPTH24_STENCIL8 0x88F0 | |
#define GL_TEXTURE_STENCIL_SIZE 0x88F1 | |
#define GL_TEXTURE_RED_TYPE 0x8C10 | |
#define GL_TEXTURE_GREEN_TYPE 0x8C11 | |
#define GL_TEXTURE_BLUE_TYPE 0x8C12 | |
#define GL_TEXTURE_ALPHA_TYPE 0x8C13 | |
#define GL_TEXTURE_DEPTH_TYPE 0x8C16 | |
#define GL_UNSIGNED_NORMALIZED 0x8C17 | |
#define GL_FRAMEBUFFER_BINDING 0x8CA6 | |
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 | |
#define GL_RENDERBUFFER_BINDING 0x8CA7 | |
#define GL_READ_FRAMEBUFFER 0x8CA8 | |
#define GL_DRAW_FRAMEBUFFER 0x8CA9 | |
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA | |
#define GL_RENDERBUFFER_SAMPLES 0x8CAB | |
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 | |
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 | |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 | |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 | |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 | |
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 | |
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 | |
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 | |
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB | |
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC | |
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD | |
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF | |
#define GL_COLOR_ATTACHMENT0 0x8CE0 | |
#define GL_COLOR_ATTACHMENT1 0x8CE1 | |
#define GL_COLOR_ATTACHMENT2 0x8CE2 | |
#define GL_COLOR_ATTACHMENT3 0x8CE3 | |
#define GL_COLOR_ATTACHMENT4 0x8CE4 | |
#define GL_COLOR_ATTACHMENT5 0x8CE5 | |
#define GL_COLOR_ATTACHMENT6 0x8CE6 | |
#define GL_COLOR_ATTACHMENT7 0x8CE7 | |
#define GL_COLOR_ATTACHMENT8 0x8CE8 | |
#define GL_COLOR_ATTACHMENT9 0x8CE9 | |
#define GL_COLOR_ATTACHMENT10 0x8CEA | |
#define GL_COLOR_ATTACHMENT11 0x8CEB | |
#define GL_COLOR_ATTACHMENT12 0x8CEC | |
#define GL_COLOR_ATTACHMENT13 0x8CED | |
#define GL_COLOR_ATTACHMENT14 0x8CEE | |
#define GL_COLOR_ATTACHMENT15 0x8CEF | |
#define GL_COLOR_ATTACHMENT16 0x8CF0 | |
#define GL_COLOR_ATTACHMENT17 0x8CF1 | |
#define GL_COLOR_ATTACHMENT18 0x8CF2 | |
#define GL_COLOR_ATTACHMENT19 0x8CF3 | |
#define GL_COLOR_ATTACHMENT20 0x8CF4 | |
#define GL_COLOR_ATTACHMENT21 0x8CF5 | |
#define GL_COLOR_ATTACHMENT22 0x8CF6 | |
#define GL_COLOR_ATTACHMENT23 0x8CF7 | |
#define GL_COLOR_ATTACHMENT24 0x8CF8 | |
#define GL_COLOR_ATTACHMENT25 0x8CF9 | |
#define GL_COLOR_ATTACHMENT26 0x8CFA | |
#define GL_COLOR_ATTACHMENT27 0x8CFB | |
#define GL_COLOR_ATTACHMENT28 0x8CFC | |
#define GL_COLOR_ATTACHMENT29 0x8CFD | |
#define GL_COLOR_ATTACHMENT30 0x8CFE | |
#define GL_COLOR_ATTACHMENT31 0x8CFF | |
#define GL_DEPTH_ATTACHMENT 0x8D00 | |
#define GL_STENCIL_ATTACHMENT 0x8D20 | |
#define GL_FRAMEBUFFER 0x8D40 | |
#define GL_RENDERBUFFER 0x8D41 | |
#define GL_RENDERBUFFER_WIDTH 0x8D42 | |
#define GL_RENDERBUFFER_HEIGHT 0x8D43 | |
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 | |
#define GL_STENCIL_INDEX1 0x8D46 | |
#define GL_STENCIL_INDEX4 0x8D47 | |
#define GL_STENCIL_INDEX8 0x8D48 | |
#define GL_STENCIL_INDEX16 0x8D49 | |
#define GL_RENDERBUFFER_RED_SIZE 0x8D50 | |
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 | |
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 | |
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 | |
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 | |
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 | |
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 | |
#define GL_MAX_SAMPLES 0x8D57 | |
#define GL_INDEX 0x8222 | |
#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 | |
#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 | |
#define GL_FRAMEBUFFER_SRGB 0x8DB9 | |
#define GL_HALF_FLOAT 0x140B | |
#define GL_MAP_READ_BIT 0x0001 | |
#define GL_MAP_WRITE_BIT 0x0002 | |
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 | |
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 | |
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 | |
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 | |
#define GL_COMPRESSED_RED_RGTC1 0x8DBB | |
#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC | |
#define GL_COMPRESSED_RG_RGTC2 0x8DBD | |
#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE | |
#define GL_RG 0x8227 | |
#define GL_RG_INTEGER 0x8228 | |
#define GL_R8 0x8229 | |
#define GL_R16 0x822A | |
#define GL_RG8 0x822B | |
#define GL_RG16 0x822C | |
#define GL_R16F 0x822D | |
#define GL_R32F 0x822E | |
#define GL_RG16F 0x822F | |
#define GL_RG32F 0x8230 | |
#define GL_R8I 0x8231 | |
#define GL_R8UI 0x8232 | |
#define GL_R16I 0x8233 | |
#define GL_R16UI 0x8234 | |
#define GL_R32I 0x8235 | |
#define GL_R32UI 0x8236 | |
#define GL_RG8I 0x8237 | |
#define GL_RG8UI 0x8238 | |
#define GL_RG16I 0x8239 | |
#define GL_RG16UI 0x823A | |
#define GL_RG32I 0x823B | |
#define GL_RG32UI 0x823C | |
#define GL_VERTEX_ARRAY_BINDING 0x85B5 | |
#define GL_CLAMP_VERTEX_COLOR 0x891A | |
#define GL_CLAMP_FRAGMENT_COLOR 0x891B | |
#define GL_ALPHA_INTEGER 0x8D97 | |
#define GL_SAMPLER_2D_RECT 0x8B63 | |
#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 | |
#define GL_SAMPLER_BUFFER 0x8DC2 | |
#define GL_INT_SAMPLER_2D_RECT 0x8DCD | |
#define GL_INT_SAMPLER_BUFFER 0x8DD0 | |
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 | |
#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 | |
#define GL_TEXTURE_BUFFER 0x8C2A | |
#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B | |
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C | |
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D | |
#define GL_TEXTURE_RECTANGLE 0x84F5 | |
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 | |
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 | |
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 | |
#define GL_R8_SNORM 0x8F94 | |
#define GL_RG8_SNORM 0x8F95 | |
#define GL_RGB8_SNORM 0x8F96 | |
#define GL_RGBA8_SNORM 0x8F97 | |
#define GL_R16_SNORM 0x8F98 | |
#define GL_RG16_SNORM 0x8F99 | |
#define GL_RGB16_SNORM 0x8F9A | |
#define GL_RGBA16_SNORM 0x8F9B | |
#define GL_SIGNED_NORMALIZED 0x8F9C | |
#define GL_PRIMITIVE_RESTART 0x8F9D | |
#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E | |
#define GL_COPY_READ_BUFFER 0x8F36 | |
#define GL_COPY_WRITE_BUFFER 0x8F37 | |
#define GL_UNIFORM_BUFFER 0x8A11 | |
#define GL_UNIFORM_BUFFER_BINDING 0x8A28 | |
#define GL_UNIFORM_BUFFER_START 0x8A29 | |
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A | |
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B | |
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C | |
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D | |
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E | |
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F | |
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 | |
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 | |
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 | |
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 | |
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 | |
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 | |
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 | |
#define GL_UNIFORM_TYPE 0x8A37 | |
#define GL_UNIFORM_SIZE 0x8A38 | |
#define GL_UNIFORM_NAME_LENGTH 0x8A39 | |
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A | |
#define GL_UNIFORM_OFFSET 0x8A3B | |
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C | |
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D | |
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E | |
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F | |
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 | |
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 | |
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 | |
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 | |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 | |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 | |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 | |
#define GL_INVALID_INDEX 0xFFFFFFFF | |
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 | |
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 | |
#define GL_LINES_ADJACENCY 0x000A | |
#define GL_LINE_STRIP_ADJACENCY 0x000B | |
#define GL_TRIANGLES_ADJACENCY 0x000C | |
#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D | |
#define GL_PROGRAM_POINT_SIZE 0x8642 | |
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 | |
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 | |
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 | |
#define GL_GEOMETRY_SHADER 0x8DD9 | |
#define GL_GEOMETRY_VERTICES_OUT 0x8916 | |
#define GL_GEOMETRY_INPUT_TYPE 0x8917 | |
#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 | |
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF | |
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 | |
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 | |
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 | |
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 | |
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 | |
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 | |
#define GL_CONTEXT_PROFILE_MASK 0x9126 | |
#define GL_DEPTH_CLAMP 0x864F | |
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C | |
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D | |
#define GL_LAST_VERTEX_CONVENTION 0x8E4E | |
#define GL_PROVOKING_VERTEX 0x8E4F | |
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F | |
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 | |
#define GL_OBJECT_TYPE 0x9112 | |
#define GL_SYNC_CONDITION 0x9113 | |
#define GL_SYNC_STATUS 0x9114 | |
#define GL_SYNC_FLAGS 0x9115 | |
#define GL_SYNC_FENCE 0x9116 | |
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 | |
#define GL_UNSIGNALED 0x9118 | |
#define GL_SIGNALED 0x9119 | |
#define GL_ALREADY_SIGNALED 0x911A | |
#define GL_TIMEOUT_EXPIRED 0x911B | |
#define GL_CONDITION_SATISFIED 0x911C | |
#define GL_WAIT_FAILED 0x911D | |
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF | |
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 | |
#define GL_SAMPLE_POSITION 0x8E50 | |
#define GL_SAMPLE_MASK 0x8E51 | |
#define GL_SAMPLE_MASK_VALUE 0x8E52 | |
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 | |
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 | |
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 | |
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 | |
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 | |
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 | |
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 | |
#define GL_TEXTURE_SAMPLES 0x9106 | |
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 | |
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 | |
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 | |
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A | |
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B | |
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C | |
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D | |
#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E | |
#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F | |
#define GL_MAX_INTEGER_SAMPLES 0x9110 | |
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE | |
#define GL_SRC1_COLOR 0x88F9 | |
#define GL_ONE_MINUS_SRC1_COLOR 0x88FA | |
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB | |
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC | |
#define GL_ANY_SAMPLES_PASSED 0x8C2F | |
#define GL_SAMPLER_BINDING 0x8919 | |
#define GL_RGB10_A2UI 0x906F | |
#define GL_TEXTURE_SWIZZLE_R 0x8E42 | |
#define GL_TEXTURE_SWIZZLE_G 0x8E43 | |
#define GL_TEXTURE_SWIZZLE_B 0x8E44 | |
#define GL_TEXTURE_SWIZZLE_A 0x8E45 | |
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 | |
#define GL_TIME_ELAPSED 0x88BF | |
#define GL_TIMESTAMP 0x8E28 | |
#define GL_INT_2_10_10_10_REV 0x8D9F |
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/**************************************** | |
* wb_gl_loader.h | |
* | |
* A single-header OpenGL loader, using | |
* Win32 or SDL as its backend. | |
* | |
* Can also create contexts for Win32 | |
* (because dealing with that yourself is terrible) | |
* | |
* Sample Usage: | |
* | |
* #define WB_GL_USE_ALL_VERSIONS | |
* #define WB_GL_WIN32 | |
* #define WB_GL_LOADER_IMPLEMENTATION | |
* ... | |
* { | |
* wbgl_win32_create_context(windowDC, 3, 3, 1); | |
* wbgl_load_all(NULL); | |
* } | |
* | |
* #define WB_GL_SDL | |
* If you wish to use this loader out-of-the-box on Linux or OSX | |
* Or, define your own wbgl__load_proc. | |
* With the SDL route, you'll have to make your own context, | |
* but this is comparatively easy and sane. | |
* | |
* Handles OpenGL by general groups: | |
* - legacy (2.1 and previous) | |
* - compat (3.1) | |
* - core (3.2 and 3.3) | |
* - modern (4.0 - 4.5) | |
* Use WB_GL_USE_***** to use a subset, or | |
* WB_GL_USE_ALL_VERSIONS for all of them. | |
* | |
* #define WB_GL_USE_CORE | |
* #define WB_GL_USE_ALL_VERSIONS | |
* | |
* The latter is recommended for simplicity; | |
* there's no issue declaring unused function | |
* pointers, though they might fail to load | |
* depending on the context version and | |
* drivers. As long as you don't use a procedure | |
* that isn't loaded, everything will be fine. | |
* | |
* Other options: | |
* | |
* #define WB_GL_NO_TYPES | |
* Don't define any of the GL**** types | |
* You'll have to define them yourself in order to use them. | |
* | |
* #define WB_GL_NO_STDINT | |
* Use generic C types instead of specific stdint sized types. | |
* There's a GLuint64 type that gets defined as "unsigned long long" | |
* This might not work on gcc or clang; use WB_GL_NO_TYPES instead | |
* | |
* #define WB_GL_NO_INCLUDES | |
* Don't include anything. This applies to Windows.h and Wingdi.h | |
* for the win32 path, and stddef.h for all paths. | |
* | |
* #define WB_GL_GLPROC_API | |
* If you want your GL procs to have a specific storage class, | |
* assign this. By default it's __stdcall if implementing the | |
* library, and extern __stdcall otherwise. | |
* (__stdcall does nothing on 64 bit; if it's not defined, | |
* just #define __stdcall as nothing.) | |
* | |
* #define WB_GL_LOADER_API | |
* If you want any a specific storage class on the loader | |
* functions (eg, static). It's extern if not an implementation, | |
* and nothing otherwise. | |
* | |
* #define WB_GL_MAX_ERRORS 256 | |
* Defines the maximum number of errors to be stored in the | |
* wbgl_ErrorContext struct. | |
* | |
* | |
***************************************/ | |
/* Include guards are so 1980's */ | |
#pragma once | |
#ifdef WB_GL_USE_ALL_VERSIONS | |
#define WB_GL_USE_LEGACY | |
#define WB_GL_USE_COMPAT | |
#define WB_GL_USE_CORE | |
#define WB_GL_USE_MODERN | |
#endif | |
#ifndef WB_GL_LOADER_IMPLEMENTATION | |
#ifndef WB_GL_GLPROC_API | |
#define WB_GL_GLPROC_API extern | |
#endif | |
#ifndef WB_GL_LOADER_API | |
#define WB_GL_LOADER_API extern | |
#endif | |
#else | |
#ifndef WB_GL_GLPROC_API | |
#define WB_GL_GLPROC_API | |
#endif | |
#ifndef WB_GL_LOADER_API | |
#define WB_GL_LOADER_API | |
#endif | |
#endif | |
#ifndef WB_GL_NO_TYPES | |
#ifndef WB_GL_NO_INCLUDES | |
#include <stddef.h> | |
#endif | |
#ifdef WG_GL_NO_STDINT | |
typedef unsigned int GLenum; | |
typedef float GLfloat; | |
typedef int GLint; | |
typedef int GLsizei; | |
typedef unsigned int GLbitfield; | |
typedef double GLdouble; | |
typedef unsigned int GLuint; | |
typedef unsigned char GLboolean; | |
typedef unsigned char GLubyte; | |
typedef char GLchar; | |
typedef char GLbyte; | |
typedef ptrdiff_t GLintptr; | |
typedef ptrdiff_t GLsizeiptr; | |
typedef void GLvoid; | |
typedef float GLclampf; | |
typedef short int GLshort; | |
typedef unsigned short int GLshort; | |
typedef void *GLsync; | |
typedef unsigned long long GLuint64; | |
typedef void* GLDEBUGPROC; | |
#else | |
typedef uint32_t GLenum; | |
typedef float GLfloat; | |
typedef int32_t GLint; | |
typedef int16_t GLshort; | |
typedef uint16_t GLushort; | |
typedef int64_t GLint64; | |
typedef int32_t GLsizei; | |
typedef uint32_t GLbitfield; | |
typedef double GLdouble; | |
typedef uint32_t GLuint; | |
typedef uint8_t GLboolean; | |
typedef uint8_t GLubyte; | |
typedef char GLchar; | |
typedef int8_t GLbyte; | |
typedef ptrdiff_t GLintptr; | |
typedef ptrdiff_t GLsizeiptr; | |
typedef void GLvoid; | |
typedef float GLclampf; | |
typedef void *GLsync; | |
typedef void* GLDEBUGPROC; | |
typedef uint64_t GLuint64; | |
#endif | |
#endif | |
#ifndef WB_GL_MAX_ERRORS | |
#define WB_GL_MAX_ERRORS 256 | |
#endif | |
struct wbgl_ErrorContext | |
{ | |
int error_count; | |
int failed_size; | |
const char* failed[WB_GL_MAX_ERRORS]; | |
}; | |
extern int wbgl_load_all(struct wbgl_ErrorContext*); | |
extern void* wbgl__load_proc(const char*, struct wbgl_ErrorContext*, void*); | |
#ifdef WB_GL_WIN32 | |
#ifndef WB_GL_NO_INCLUDES | |
#include <Windows.h> | |
#include <Wingdi.h> | |
#endif | |
extern HGLRC wbgl_win32_create_context(HDC windowDC, int major, int minor, int core); | |
#endif | |
#ifdef WB_GL_IMPLEMENTATION | |
static void wbgl__load_proc_error(const char* name, struct wbgl_ErrorContext* ctx) | |
{ | |
if(!ctx) return; | |
ctx->error_count++; | |
if(ctx->error_count < WB_GL_MAX_ERRORS) { | |
ctx->failed[ctx->error_count - 1] = name; | |
ctx->failed_size++; | |
} | |
} | |
#ifdef WB_GL_WIN32 | |
#ifndef WB_GL_NO_INCLUDES | |
#include <Windows.h> | |
#include <Wingdi.h> | |
#endif | |
WB_GL_LOADER_API | |
void* wbgl__load_proc(const char* name, struct wbgl_ErrorContext* ctx, void* userdata) | |
{ | |
HMODULE gldll = (HMODULE)userdata; | |
void* p = (void*)wglGetProcAddress(name); | |
long long int err = (long long int)p; | |
if(err == 0 || err == 1 || err == 2 || err == 3 || err == -1) { | |
p = (void*)GetProcAddress(gldll, name); | |
if(!p) { | |
wbgl__load_proc_error(name, ctx); | |
} | |
} | |
return p; | |
} | |
#define WB_GL__WGL_PROC_LIST \ | |
WB_GL__WGLPROC(HGLRC WINAPI, wglCreateContextAttribsARB, HDC hDC, HGLRC hShareContext, const int* attribList) \ | |
WB_GL__WGLPROC(BOOL WINAPI, wglSwapIntervalEXT, int interval) \ | |
WB_GL__WGLPROC(BOOL WINAPI, wglChoosePixelFormatARB, HDC hDC, const int* piAttribIList, const FLOAT* pfAttribFList, UINT nMaxFormats, int* piFormats, UINT* nNumFormats) \ | |
#define WB_GL__WGLPROC(ret, name, ...) typedef ret name##Proc(__VA_ARGS__); static name##Proc *name; | |
WB_GL__WGL_PROC_LIST | |
#undef WB_GL__WGLPROC | |
#define WGL_DRAW_TO_WINDOW_ARB 0x2001 | |
#define WGL_ACCELERATION_ARB 0x2003 | |
#define WGL_ACCELERATION_ARB 0x2003 | |
#define WGL_FULL_ACCELERATION_ARB 0x2027 | |
#define WGL_SUPPORT_OPENGL_ARB 0x2010 | |
#define WGL_DOUBLE_BUFFER_ARB 0x2011 | |
#define WGL_PIXEL_TYPE_ARB 0x2013 | |
#define WGL_TYPE_RGBA_ARB 0x202B | |
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x1 | |
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x2 | |
#define WGL_SAMPLE_BUFFERS_ARB 0x2041 | |
#define WGL_COLOR_BITS_ARB 0x2014 | |
#define WGL_DEPTH_BITS_ARB 0x2022 | |
#define WGL_STENCIL_BITS_ARB 0x2023 | |
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 | |
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 | |
#define WGL_CONTEXT_FLAGS_ARB 0x2094 | |
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 | |
WB_GL_LOADER_API | |
HGLRC wbgl_win32_create_context(HDC windowDC, int major, int minor, int core) | |
{ | |
{ | |
WNDCLASSA windowClass = {0}; | |
windowClass.style = CS_HREDRAW | CS_VREDRAW; | |
windowClass.lpfnWndProc = DefWindowProcA; | |
windowClass.hInstance = GetModuleHandle(NULL); | |
windowClass.lpszClassName = "wb_gl_loader_class"; | |
if(!RegisterClassA(&windowClass)) { | |
return NULL; | |
} | |
HWND window = CreateWindowExA(0, | |
windowClass.lpszClassName, | |
"wb_gl_loader_window", | |
0, | |
CW_USEDEFAULT, CW_USEDEFAULT, | |
CW_USEDEFAULT, CW_USEDEFAULT, | |
0, 0, GetModuleHandle(NULL), 0); | |
if(!window) { | |
return NULL; | |
} | |
HDC windowDC = GetDC(window); | |
PIXELFORMATDESCRIPTOR pfd = {0}; | |
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); | |
pfd.nVersion = 1; | |
pfd.iPixelType = PFD_TYPE_RGBA; | |
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER; | |
pfd.cColorBits = 24; | |
pfd.cAlphaBits = 8; | |
pfd.cDepthBits = 24; | |
pfd.cStencilBits = 8; | |
pfd.iLayerType = PFD_MAIN_PLANE; | |
int pfi = ChoosePixelFormat(windowDC, &pfd); | |
PIXELFORMATDESCRIPTOR spfd; | |
DescribePixelFormat(windowDC, pfi, sizeof(spfd), &spfd); | |
if(!SetPixelFormat(windowDC, pfi, &spfd)) { | |
return NULL; | |
} | |
HGLRC glctx = wglCreateContext(windowDC); | |
if(!wglMakeCurrent(windowDC, glctx)) { | |
return NULL; | |
} | |
#define WB_GL__WGLPROC(ret, name, ...) name = (name##Proc *)wglGetProcAddress(#name); | |
WB_GL__WGL_PROC_LIST; | |
#undef WB_GL__WGLPROC | |
wglMakeCurrent(NULL, NULL); | |
wglDeleteContext(glctx); | |
ReleaseDC(window, windowDC); | |
DestroyWindow(window); | |
} | |
const int pixelAttribs[] = { | |
WGL_DRAW_TO_WINDOW_ARB, 1, | |
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, | |
WGL_SUPPORT_OPENGL_ARB, 1, | |
WGL_DOUBLE_BUFFER_ARB, 1, | |
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, | |
WGL_SAMPLE_BUFFERS_ARB, 1, | |
WGL_COLOR_BITS_ARB, 32, | |
WGL_DEPTH_BITS_ARB, 24, | |
WGL_STENCIL_BITS_ARB, 8, | |
0 | |
}; | |
int pfi; | |
unsigned int count; | |
if(!wglChoosePixelFormatARB(windowDC, pixelAttribs, 0, 1, &pfi, &count)) { | |
return NULL; | |
} | |
PIXELFORMATDESCRIPTOR spfd; | |
DescribePixelFormat(windowDC, pfi, sizeof(spfd), &spfd); | |
if(!SetPixelFormat(windowDC, pfi, &spfd)) { | |
return NULL; | |
} | |
const int glAttribs[] = { | |
WGL_CONTEXT_MAJOR_VERSION_ARB, major, | |
WGL_CONTEXT_MINOR_VERSION_ARB, minor, | |
WGL_CONTEXT_FLAGS_ARB, | |
0, | |
WGL_CONTEXT_PROFILE_MASK_ARB, core ? 1 : 2, | |
0 | |
}; | |
int ver = 0; | |
HGLRC glctx = wglCreateContextAttribsARB(windowDC, 0, glAttribs); | |
if(!glctx) { | |
return NULL; | |
} | |
if(!wglMakeCurrent(windowDC, glctx)) { | |
return NULL; | |
} | |
wglSwapIntervalEXT(1); | |
return glctx; | |
} | |
#endif | |
#ifdef WB_GL_SDL | |
WB_GL_LOADER_API | |
void* wbgl__load_proc(const char* name, struct wbgl_ErrorContext* ctx, void* userdata) | |
{ | |
void* proc = SDL_GL_GetProcAddress(name); | |
if(!proc) { | |
wbgl__load_proc_error(name, ctx); | |
} | |
return proc; | |
} | |
#endif | |
#endif | |
#define WB_GL__PROC_LIST_LEGACY \ | |
WB_GL__GLPROC(void, CullFace, GLenum mode) \ | |
WB_GL__GLPROC(void, FrontFace, GLenum mode) \ | |
WB_GL__GLPROC(void, Hint, GLenum target, GLenum mode) \ | |
WB_GL__GLPROC(void, LineWidth, GLfloat width) \ | |
WB_GL__GLPROC(void, PointSize, GLfloat size) \ | |
WB_GL__GLPROC(void, PolygonMode, GLenum face, GLenum mode) \ | |
WB_GL__GLPROC(void, Scissor, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TexParameterf, GLenum target, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, TexParameterfv, GLenum target, GLenum pname, const GLfloat *params) \ | |
WB_GL__GLPROC(void, TexParameteri, GLenum target, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, TexParameteriv, GLenum target, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, TexImage1D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, DrawBuffer, GLenum buf) \ | |
WB_GL__GLPROC(void, Clear, GLbitfield mask) \ | |
WB_GL__GLPROC(void, ClearColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) \ | |
WB_GL__GLPROC(void, ClearStencil, GLint s) \ | |
WB_GL__GLPROC(void, ClearDepth, GLdouble depth) \ | |
WB_GL__GLPROC(void, StencilMask, GLuint mask) \ | |
WB_GL__GLPROC(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) \ | |
WB_GL__GLPROC(void, DepthMask, GLboolean flag) \ | |
WB_GL__GLPROC(void, Disable, GLenum cap) \ | |
WB_GL__GLPROC(void, Enable, GLenum cap) \ | |
WB_GL__GLPROC(void, Finish, void) \ | |
WB_GL__GLPROC(void, Flush, void) \ | |
WB_GL__GLPROC(void, BlendFunc, GLenum sfactor, GLenum dfactor) \ | |
WB_GL__GLPROC(void, LogicOp, GLenum opcode) \ | |
WB_GL__GLPROC(void, StencilFunc, GLenum func, GLint ref, GLuint mask) \ | |
WB_GL__GLPROC(void, StencilOp, GLenum fail, GLenum zfail, GLenum zpass) \ | |
WB_GL__GLPROC(void, DepthFunc, GLenum func) \ | |
WB_GL__GLPROC(void, PixelStoref, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, PixelStorei, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, ReadBuffer, GLenum src) \ | |
WB_GL__GLPROC(void, ReadPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) \ | |
WB_GL__GLPROC(void, GetBooleanv, GLenum pname, GLboolean *data) \ | |
WB_GL__GLPROC(void, GetDoublev, GLenum pname, GLdouble *data) \ | |
WB_GL__GLPROC(GLenum, GetError, void) \ | |
WB_GL__GLPROC(void, GetFloatv, GLenum pname, GLfloat *data) \ | |
WB_GL__GLPROC(void, GetIntegerv, GLenum pname, GLint *data) \ | |
WB_GL__GLPROC(const GLubyte *, GetString, GLenum name) \ | |
WB_GL__GLPROC(void, GetTexImage, GLenum target, GLint level, GLenum format, GLenum type, void *pixels) \ | |
WB_GL__GLPROC(void, GetTexParameterfv, GLenum target, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTexParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTexLevelParameterfv, GLenum target, GLint level, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTexLevelParameteriv, GLenum target, GLint level, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(GLboolean, IsEnabled, GLenum cap) \ | |
WB_GL__GLPROC(void, DepthRange, GLdouble near, GLdouble far) \ | |
WB_GL__GLPROC(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, DrawArrays, GLenum mode, GLint first, GLsizei count) \ | |
WB_GL__GLPROC(void, DrawElements, GLenum mode, GLsizei count, GLenum type, const void *indices) \ | |
WB_GL__GLPROC(void, PolygonOffset, GLfloat factor, GLfloat units) \ | |
WB_GL__GLPROC(void, CopyTexImage1D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) \ | |
WB_GL__GLPROC(void, CopyTexImage2D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) \ | |
WB_GL__GLPROC(void, CopyTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) \ | |
WB_GL__GLPROC(void, CopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, BindTexture, GLenum target, GLuint texture) \ | |
WB_GL__GLPROC(void, DeleteTextures, GLsizei n, const GLuint *textures) \ | |
WB_GL__GLPROC(void, GenTextures, GLsizei n, GLuint *textures) \ | |
WB_GL__GLPROC(GLboolean, IsTexture, GLuint texture) \ | |
WB_GL__GLPROC(void, DrawRangeElements, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) \ | |
WB_GL__GLPROC(void, TexImage3D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, CopyTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, ActiveTexture, GLenum texture) \ | |
WB_GL__GLPROC(void, SampleCoverage, GLfloat value, GLboolean invert) \ | |
WB_GL__GLPROC(void, CompressedTexImage3D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexImage1D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, GetCompressedTexImage, GLenum target, GLint level, void *img) \ | |
WB_GL__GLPROC(void, BlendFuncSeparate, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) \ | |
WB_GL__GLPROC(void, MultiDrawArrays, GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) \ | |
WB_GL__GLPROC(void, MultiDrawElements, GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount) \ | |
WB_GL__GLPROC(void, PointParameterf, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, PointParameterfv, GLenum pname, const GLfloat *params) \ | |
WB_GL__GLPROC(void, PointParameteri, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, PointParameteriv, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, BlendColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) \ | |
WB_GL__GLPROC(void, BlendEquation, GLenum mode) \ | |
WB_GL__GLPROC(void, GenQueries, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(void, DeleteQueries, GLsizei n, const GLuint *ids) \ | |
WB_GL__GLPROC(GLboolean, IsQuery, GLuint id) \ | |
WB_GL__GLPROC(void, BeginQuery, GLenum target, GLuint id) \ | |
WB_GL__GLPROC(void, EndQuery, GLenum target) \ | |
WB_GL__GLPROC(void, GetQueryiv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetQueryObjectiv, GLuint id, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetQueryObjectuiv, GLuint id, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, BindBuffer, GLenum target, GLuint buffer) \ | |
WB_GL__GLPROC(void, DeleteBuffers, GLsizei n, const GLuint *buffers) \ | |
WB_GL__GLPROC(void, GenBuffers, GLsizei n, GLuint *buffers) \ | |
WB_GL__GLPROC(GLboolean, IsBuffer, GLuint buffer) \ | |
WB_GL__GLPROC(void, BufferData, GLenum target, GLsizeiptr size, const void *data, GLenum usage) \ | |
WB_GL__GLPROC(void, BufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) \ | |
WB_GL__GLPROC(void, GetBufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, void *data) \ | |
WB_GL__GLPROC(void *, MapBuffer, GLenum target, GLenum access) \ | |
WB_GL__GLPROC(GLboolean, UnmapBuffer, GLenum target) \ | |
WB_GL__GLPROC(void, GetBufferParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetBufferPointerv, GLenum target, GLenum pname, void **params) \ | |
WB_GL__GLPROC(void, BlendEquationSeparate, GLenum modeRGB, GLenum modeAlpha) \ | |
WB_GL__GLPROC(void, DrawBuffers, GLsizei n, const GLenum *bufs) \ | |
WB_GL__GLPROC(void, StencilOpSeparate, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) \ | |
WB_GL__GLPROC(void, StencilFuncSeparate, GLenum face, GLenum func, GLint ref, GLuint mask) \ | |
WB_GL__GLPROC(void, StencilMaskSeparate, GLenum face, GLuint mask) \ | |
WB_GL__GLPROC(void, AttachShader, GLuint program, GLuint shader) \ | |
WB_GL__GLPROC(void, BindAttribLocation, GLuint program, GLuint index, const GLchar *name) \ | |
WB_GL__GLPROC(void, CompileShader, GLuint shader) \ | |
WB_GL__GLPROC(GLuint, CreateProgram, void) \ | |
WB_GL__GLPROC(GLuint, CreateShader, GLenum type) \ | |
WB_GL__GLPROC(void, DeleteProgram, GLuint program) \ | |
WB_GL__GLPROC(void, DeleteShader, GLuint shader) \ | |
WB_GL__GLPROC(void, DetachShader, GLuint program, GLuint shader) \ | |
WB_GL__GLPROC(void, DisableVertexAttribArray, GLuint index) \ | |
WB_GL__GLPROC(void, EnableVertexAttribArray, GLuint index) \ | |
WB_GL__GLPROC(void, GetActiveAttrib, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) \ | |
WB_GL__GLPROC(void, GetActiveUniform, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) \ | |
WB_GL__GLPROC(void, GetAttachedShaders, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) \ | |
WB_GL__GLPROC(GLint, GetAttribLocation, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetProgramiv, GLuint program, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetProgramInfoLog, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
WB_GL__GLPROC(void, GetShaderiv, GLuint shader, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetShaderInfoLog, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
WB_GL__GLPROC(void, GetShaderSource, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) \ | |
WB_GL__GLPROC(GLint, GetUniformLocation, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetUniformfv, GLuint program, GLint location, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetUniformiv, GLuint program, GLint location, GLint *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribdv, GLuint index, GLenum pname, GLdouble *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribfv, GLuint index, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribiv, GLuint index, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribPointerv, GLuint index, GLenum pname, void **pointer) \ | |
WB_GL__GLPROC(GLboolean, IsProgram, GLuint program) \ | |
WB_GL__GLPROC(GLboolean, IsShader, GLuint shader) \ | |
WB_GL__GLPROC(void, LinkProgram, GLuint program) \ | |
WB_GL__GLPROC(void, ShaderSource, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) \ | |
WB_GL__GLPROC(void, UseProgram, GLuint program) \ | |
WB_GL__GLPROC(void, Uniform1f, GLint location, GLfloat v0) \ | |
WB_GL__GLPROC(void, Uniform2f, GLint location, GLfloat v0, GLfloat v1) \ | |
WB_GL__GLPROC(void, Uniform3f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \ | |
WB_GL__GLPROC(void, Uniform4f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \ | |
WB_GL__GLPROC(void, Uniform1i, GLint location, GLint v0) \ | |
WB_GL__GLPROC(void, Uniform2i, GLint location, GLint v0, GLint v1) \ | |
WB_GL__GLPROC(void, Uniform3i, GLint location, GLint v0, GLint v1, GLint v2) \ | |
WB_GL__GLPROC(void, Uniform4i, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) \ | |
WB_GL__GLPROC(void, Uniform1fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform2fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform3fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform4fv, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, Uniform1iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, Uniform2iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, Uniform3iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, Uniform4iv, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ValidateProgram, GLuint program) \ | |
WB_GL__GLPROC(void, VertexAttrib1d, GLuint index, GLdouble x) \ | |
WB_GL__GLPROC(void, VertexAttrib1dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib1f, GLuint index, GLfloat x) \ | |
WB_GL__GLPROC(void, VertexAttrib1fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib1s, GLuint index, GLshort x) \ | |
WB_GL__GLPROC(void, VertexAttrib1sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib2d, GLuint index, GLdouble x, GLdouble y) \ | |
WB_GL__GLPROC(void, VertexAttrib2dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib2f, GLuint index, GLfloat x, GLfloat y) \ | |
WB_GL__GLPROC(void, VertexAttrib2fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib2s, GLuint index, GLshort x, GLshort y) \ | |
WB_GL__GLPROC(void, VertexAttrib2sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib3d, GLuint index, GLdouble x, GLdouble y, GLdouble z) \ | |
WB_GL__GLPROC(void, VertexAttrib3dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib3f, GLuint index, GLfloat x, GLfloat y, GLfloat z) \ | |
WB_GL__GLPROC(void, VertexAttrib3fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib3s, GLuint index, GLshort x, GLshort y, GLshort z) \ | |
WB_GL__GLPROC(void, VertexAttrib3sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nbv, GLuint index, const GLbyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Niv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nsv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nub, GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nubv, GLuint index, const GLubyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nuiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4Nusv, GLuint index, const GLushort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4bv, GLuint index, const GLbyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4d, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) \ | |
WB_GL__GLPROC(void, VertexAttrib4dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4f, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) \ | |
WB_GL__GLPROC(void, VertexAttrib4fv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4s, GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) \ | |
WB_GL__GLPROC(void, VertexAttrib4sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4ubv, GLuint index, const GLubyte *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttrib4usv, GLuint index, const GLushort *v) \ | |
WB_GL__GLPROC(void, VertexAttribPointer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) \ | |
WB_GL__GLPROC(void, UniformMatrix2x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
#define WB_GL__PROC_LIST_COMPAT \ | |
WB_GL__GLPROC(void, ColorMaski, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) \ | |
WB_GL__GLPROC(void, GetBooleani_v, GLenum target, GLuint index, GLboolean *data) \ | |
WB_GL__GLPROC(void, GetIntegeri_v, GLenum target, GLuint index, GLint *data) \ | |
WB_GL__GLPROC(void, Enablei, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(void, Disablei, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(GLboolean, IsEnabledi, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(void, BeginTransformFeedback, GLenum primitiveMode) \ | |
WB_GL__GLPROC(void, EndTransformFeedback, void) \ | |
WB_GL__GLPROC(void, BindBufferRange, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, BindBufferBase, GLenum target, GLuint index, GLuint buffer) \ | |
WB_GL__GLPROC(void, TransformFeedbackVaryings, GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode) \ | |
WB_GL__GLPROC(void, GetTransformFeedbackVarying, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) \ | |
WB_GL__GLPROC(void, ClampColor, GLenum target, GLenum clamp) \ | |
WB_GL__GLPROC(void, BeginConditionalRender, GLuint id, GLenum mode) \ | |
WB_GL__GLPROC(void, EndConditionalRender, void) \ | |
WB_GL__GLPROC(void, VertexAttribIPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) \ | |
WB_GL__GLPROC(void, GetVertexAttribIiv, GLuint index, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetVertexAttribIuiv, GLuint index, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, VertexAttribI1i, GLuint index, GLint x) \ | |
WB_GL__GLPROC(void, VertexAttribI2i, GLuint index, GLint x, GLint y) \ | |
WB_GL__GLPROC(void, VertexAttribI3i, GLuint index, GLint x, GLint y, GLint z) \ | |
WB_GL__GLPROC(void, VertexAttribI4i, GLuint index, GLint x, GLint y, GLint z, GLint w) \ | |
WB_GL__GLPROC(void, VertexAttribI1ui, GLuint index, GLuint x) \ | |
WB_GL__GLPROC(void, VertexAttribI2ui, GLuint index, GLuint x, GLuint y) \ | |
WB_GL__GLPROC(void, VertexAttribI3ui, GLuint index, GLuint x, GLuint y, GLuint z) \ | |
WB_GL__GLPROC(void, VertexAttribI4ui, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) \ | |
WB_GL__GLPROC(void, VertexAttribI1iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI2iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI3iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4iv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI1uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI2uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI3uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4uiv, GLuint index, const GLuint *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4bv, GLuint index, const GLbyte *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4sv, GLuint index, const GLshort *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4ubv, GLuint index, const GLubyte *v) \ | |
WB_GL__GLPROC(void, VertexAttribI4usv, GLuint index, const GLushort *v) \ | |
WB_GL__GLPROC(void, GetUniformuiv, GLuint program, GLint location, GLuint *params) \ | |
WB_GL__GLPROC(void, BindFragDataLocation, GLuint program, GLuint color, const GLchar *name) \ | |
WB_GL__GLPROC(GLint, GetFragDataLocation, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, Uniform1ui, GLint location, GLuint v0) \ | |
WB_GL__GLPROC(void, Uniform2ui, GLint location, GLuint v0, GLuint v1) \ | |
WB_GL__GLPROC(void, Uniform3ui, GLint location, GLuint v0, GLuint v1, GLuint v2) \ | |
WB_GL__GLPROC(void, Uniform4ui, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) \ | |
WB_GL__GLPROC(void, Uniform1uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, Uniform2uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, Uniform3uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, Uniform4uiv, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, TexParameterIiv, GLenum target, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, TexParameterIuiv, GLenum target, GLenum pname, const GLuint *params) \ | |
WB_GL__GLPROC(void, GetTexParameterIiv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTexParameterIuiv, GLenum target, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, ClearBufferiv, GLenum buffer, GLint drawbuffer, const GLint *value) \ | |
WB_GL__GLPROC(void, ClearBufferuiv, GLenum buffer, GLint drawbuffer, const GLuint *value) \ | |
WB_GL__GLPROC(void, ClearBufferfv, GLenum buffer, GLint drawbuffer, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ClearBufferfi, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) \ | |
WB_GL__GLPROC(const GLubyte *, GetStringi, GLenum name, GLuint index) \ | |
WB_GL__GLPROC(GLboolean, IsRenderbuffer, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, BindRenderbuffer, GLenum target, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, DeleteRenderbuffers, GLsizei n, const GLuint *renderbuffers) \ | |
WB_GL__GLPROC(void, GenRenderbuffers, GLsizei n, GLuint *renderbuffers) \ | |
WB_GL__GLPROC(void, RenderbufferStorage, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, GetRenderbufferParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(GLboolean, IsFramebuffer, GLuint framebuffer) \ | |
WB_GL__GLPROC(void, BindFramebuffer, GLenum target, GLuint framebuffer) \ | |
WB_GL__GLPROC(void, DeleteFramebuffers, GLsizei n, const GLuint *framebuffers) \ | |
WB_GL__GLPROC(void, GenFramebuffers, GLsizei n, GLuint *framebuffers) \ | |
WB_GL__GLPROC(GLenum, CheckFramebufferStatus, GLenum target) \ | |
WB_GL__GLPROC(void, FramebufferTexture1D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, FramebufferTexture2D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, FramebufferTexture3D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) \ | |
WB_GL__GLPROC(void, FramebufferRenderbuffer, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, GetFramebufferAttachmentParameteriv, GLenum target, GLenum attachment, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GenerateMipmap, GLenum target) \ | |
WB_GL__GLPROC(void, BlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) \ | |
WB_GL__GLPROC(void, RenderbufferStorageMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, FramebufferTextureLayer, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) \ | |
WB_GL__GLPROC(void *, MapBufferRange, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) \ | |
WB_GL__GLPROC(void, FlushMappedBufferRange, GLenum target, GLintptr offset, GLsizeiptr length) \ | |
WB_GL__GLPROC(void, BindVertexArray, GLuint array) \ | |
WB_GL__GLPROC(void, DeleteVertexArrays, GLsizei n, const GLuint *arrays) \ | |
WB_GL__GLPROC(void, GenVertexArrays, GLsizei n, GLuint *arrays) \ | |
WB_GL__GLPROC(GLboolean, IsVertexArray, GLuint array) \ | |
WB_GL__GLPROC(void, DrawArraysInstanced, GLenum mode, GLint first, GLsizei count, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, DrawElementsInstanced, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, TexBuffer, GLenum target, GLenum internalformat, GLuint buffer) \ | |
WB_GL__GLPROC(void, PrimitiveRestartIndex, GLuint index) \ | |
WB_GL__GLPROC(void, CopyBufferSubData, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, GetUniformIndices, GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices) \ | |
WB_GL__GLPROC(void, GetActiveUniformsiv, GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetActiveUniformName, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) \ | |
WB_GL__GLPROC(GLuint, GetUniformBlockIndex, GLuint program, const GLchar *uniformBlockName) \ | |
WB_GL__GLPROC(void, GetActiveUniformBlockiv, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetActiveUniformBlockName, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) \ | |
WB_GL__GLPROC(void, UniformBlockBinding, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) \ | |
#define WB_GL__PROC_LIST_CORE \ | |
WB_GL__GLPROC(void, DrawElementsBaseVertex, GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex) \ | |
WB_GL__GLPROC(void, DrawRangeElementsBaseVertex, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex) \ | |
WB_GL__GLPROC(void, DrawElementsInstancedBaseVertex, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex) \ | |
WB_GL__GLPROC(void, MultiDrawElementsBaseVertex, GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex) \ | |
WB_GL__GLPROC(void, ProvokingVertex, GLenum mode) \ | |
WB_GL__GLPROC(GLsync, FenceSync, GLenum condition, GLbitfield flags) \ | |
WB_GL__GLPROC(GLboolean, IsSync, GLsync sync) \ | |
WB_GL__GLPROC(void, DeleteSync, GLsync sync) \ | |
WB_GL__GLPROC(GLenum, ClientWaitSync, GLsync sync, GLbitfield flags, GLuint64 timeout) \ | |
WB_GL__GLPROC(void, WaitSync, GLsync sync, GLbitfield flags, GLuint64 timeout) \ | |
WB_GL__GLPROC(void, GetInteger64v, GLenum pname, GLint64 *data) \ | |
WB_GL__GLPROC(void, GetSynciv, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) \ | |
WB_GL__GLPROC(void, GetInteger64i_v, GLenum target, GLuint index, GLint64 *data) \ | |
WB_GL__GLPROC(void, GetBufferParameteri64v, GLenum target, GLenum pname, GLint64 *params) \ | |
WB_GL__GLPROC(void, FramebufferTexture, GLenum target, GLenum attachment, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, TexImage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TexImage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, GetMultisamplefv, GLenum pname, GLuint index, GLfloat *val) \ | |
WB_GL__GLPROC(void, SampleMaski, GLuint maskNumber, GLbitfield mask) \ | |
WB_GL__GLPROC(void, BindFragDataLocationIndexed, GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) \ | |
WB_GL__GLPROC(GLint, GetFragDataIndex, GLuint program, const GLchar *name) \ | |
WB_GL__GLPROC(void, GenSamplers, GLsizei count, GLuint *samplers) \ | |
WB_GL__GLPROC(void, DeleteSamplers, GLsizei count, const GLuint *samplers) \ | |
WB_GL__GLPROC(GLboolean, IsSampler, GLuint sampler) \ | |
WB_GL__GLPROC(void, BindSampler, GLuint unit, GLuint sampler) \ | |
WB_GL__GLPROC(void, SamplerParameteri, GLuint sampler, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, SamplerParameteriv, GLuint sampler, GLenum pname, const GLint *param) \ | |
WB_GL__GLPROC(void, SamplerParameterf, GLuint sampler, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, SamplerParameterfv, GLuint sampler, GLenum pname, const GLfloat *param) \ | |
WB_GL__GLPROC(void, SamplerParameterIiv, GLuint sampler, GLenum pname, const GLint *param) \ | |
WB_GL__GLPROC(void, SamplerParameterIuiv, GLuint sampler, GLenum pname, const GLuint *param) \ | |
WB_GL__GLPROC(void, GetSamplerParameteriv, GLuint sampler, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetSamplerParameterIiv, GLuint sampler, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetSamplerParameterfv, GLuint sampler, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetSamplerParameterIuiv, GLuint sampler, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, QueryCounter, GLuint id, GLenum target) \ | |
WB_GL__GLPROC(void, GetQueryObjecti64v, GLuint id, GLenum pname, GLint64 *params) \ | |
WB_GL__GLPROC(void, GetQueryObjectui64v, GLuint id, GLenum pname, GLuint64 *params) \ | |
WB_GL__GLPROC(void, VertexAttribDivisor, GLuint index, GLuint divisor) \ | |
WB_GL__GLPROC(void, VertexAttribP1ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP1uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexAttribP2ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP2uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexAttribP3ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP3uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexAttribP4ui, GLuint index, GLenum type, GLboolean normalized, GLuint value) \ | |
WB_GL__GLPROC(void, VertexAttribP4uiv, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexP2ui, GLenum type, GLuint value) \ | |
WB_GL__GLPROC(void, VertexP2uiv, GLenum type, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexP3ui, GLenum type, GLuint value) \ | |
WB_GL__GLPROC(void, VertexP3uiv, GLenum type, const GLuint *value) \ | |
WB_GL__GLPROC(void, VertexP4ui, GLenum type, GLuint value) \ | |
WB_GL__GLPROC(void, VertexP4uiv, GLenum type, const GLuint *value) \ | |
WB_GL__GLPROC(void, TexCoordP1ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP1uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, TexCoordP2ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP2uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, TexCoordP3ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP3uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, TexCoordP4ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, TexCoordP4uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP1ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP1uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP2ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP2uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP3ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP3uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP4ui, GLenum texture, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, MultiTexCoordP4uiv, GLenum texture, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, NormalP3ui, GLenum type, GLuint coords) \ | |
WB_GL__GLPROC(void, NormalP3uiv, GLenum type, const GLuint *coords) \ | |
WB_GL__GLPROC(void, ColorP3ui, GLenum type, GLuint color) \ | |
WB_GL__GLPROC(void, ColorP3uiv, GLenum type, const GLuint *color) \ | |
WB_GL__GLPROC(void, ColorP4ui, GLenum type, GLuint color) \ | |
WB_GL__GLPROC(void, ColorP4uiv, GLenum type, const GLuint *color) \ | |
WB_GL__GLPROC(void, SecondaryColorP3ui, GLenum type, GLuint color) \ | |
WB_GL__GLPROC(void, SecondaryColorP3uiv, GLenum type, const GLuint *color) \ | |
#define WB_GL__PROC_LIST_MODERN \ | |
WB_GL__GLPROC(void, MinSampleShading, GLfloat value) \ | |
WB_GL__GLPROC(void, BlendEquationi, GLuint buf, GLenum mode) \ | |
WB_GL__GLPROC(void, BlendEquationSeparatei, GLuint buf, GLenum modeRGB, GLenum modeAlpha) \ | |
WB_GL__GLPROC(void, BlendFunci, GLuint buf, GLenum src, GLenum dst) \ | |
WB_GL__GLPROC(void, BlendFuncSeparatei, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) \ | |
WB_GL__GLPROC(void, DrawArraysIndirect, GLenum mode, const void *indirect) \ | |
WB_GL__GLPROC(void, DrawElementsIndirect, GLenum mode, GLenum type, const void *indirect) \ | |
WB_GL__GLPROC(void, Uniform1d, GLint location, GLdouble x) \ | |
WB_GL__GLPROC(void, Uniform2d, GLint location, GLdouble x, GLdouble y) \ | |
WB_GL__GLPROC(void, Uniform3d, GLint location, GLdouble x, GLdouble y, GLdouble z) \ | |
WB_GL__GLPROC(void, Uniform4d, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) \ | |
WB_GL__GLPROC(void, Uniform1dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, Uniform2dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, Uniform3dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, Uniform4dv, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix2x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix3x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, UniformMatrix4x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, GetUniformdv, GLuint program, GLint location, GLdouble *params) \ | |
WB_GL__GLPROC(GLint, GetSubroutineUniformLocation, GLuint program, GLenum shadertype, const GLchar *name) \ | |
WB_GL__GLPROC(GLuint, GetSubroutineIndex, GLuint program, GLenum shadertype, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetActiveSubroutineUniformiv, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values) \ | |
WB_GL__GLPROC(void, GetActiveSubroutineUniformName, GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) \ | |
WB_GL__GLPROC(void, GetActiveSubroutineName, GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) \ | |
WB_GL__GLPROC(void, UniformSubroutinesuiv, GLenum shadertype, GLsizei count, const GLuint *indices) \ | |
WB_GL__GLPROC(void, GetUniformSubroutineuiv, GLenum shadertype, GLint location, GLuint *params) \ | |
WB_GL__GLPROC(void, GetProgramStageiv, GLuint program, GLenum shadertype, GLenum pname, GLint *values) \ | |
WB_GL__GLPROC(void, PatchParameteri, GLenum pname, GLint value) \ | |
WB_GL__GLPROC(void, PatchParameterfv, GLenum pname, const GLfloat *values) \ | |
WB_GL__GLPROC(void, BindTransformFeedback, GLenum target, GLuint id) \ | |
WB_GL__GLPROC(void, DeleteTransformFeedbacks, GLsizei n, const GLuint *ids) \ | |
WB_GL__GLPROC(void, GenTransformFeedbacks, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(GLboolean, IsTransformFeedback, GLuint id) \ | |
WB_GL__GLPROC(void, PauseTransformFeedback, void) \ | |
WB_GL__GLPROC(void, ResumeTransformFeedback, void) \ | |
WB_GL__GLPROC(void, DrawTransformFeedback, GLenum mode, GLuint id) \ | |
WB_GL__GLPROC(void, DrawTransformFeedbackStream, GLenum mode, GLuint id, GLuint stream) \ | |
WB_GL__GLPROC(void, BeginQueryIndexed, GLenum target, GLuint index, GLuint id) \ | |
WB_GL__GLPROC(void, EndQueryIndexed, GLenum target, GLuint index) \ | |
WB_GL__GLPROC(void, GetQueryIndexediv, GLenum target, GLuint index, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, ReleaseShaderCompiler, void) \ | |
WB_GL__GLPROC(void, ShaderBinary, GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) \ | |
WB_GL__GLPROC(void, GetShaderPrecisionFormat, GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) \ | |
WB_GL__GLPROC(void, DepthRangef, GLfloat n, GLfloat f) \ | |
WB_GL__GLPROC(void, ClearDepthf, GLfloat d) \ | |
WB_GL__GLPROC(void, GetProgramBinary, GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) \ | |
WB_GL__GLPROC(void, ProgramBinary, GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) \ | |
WB_GL__GLPROC(void, ProgramParameteri, GLuint program, GLenum pname, GLint value) \ | |
WB_GL__GLPROC(void, UseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) \ | |
WB_GL__GLPROC(void, ActiveShaderProgram, GLuint pipeline, GLuint program) \ | |
WB_GL__GLPROC(GLuint, CreateShaderProgramv, GLenum type, GLsizei count, const GLchar *const*strings) \ | |
WB_GL__GLPROC(void, BindProgramPipeline, GLuint pipeline) \ | |
WB_GL__GLPROC(void, DeleteProgramPipelines, GLsizei n, const GLuint *pipelines) \ | |
WB_GL__GLPROC(void, GenProgramPipelines, GLsizei n, GLuint *pipelines) \ | |
WB_GL__GLPROC(GLboolean, IsProgramPipeline, GLuint pipeline) \ | |
WB_GL__GLPROC(void, GetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, ProgramUniform1i, GLuint program, GLint location, GLint v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform1f, GLuint program, GLint location, GLfloat v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform1d, GLuint program, GLint location, GLdouble v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform1ui, GLuint program, GLint location, GLuint v0) \ | |
WB_GL__GLPROC(void, ProgramUniform1uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2i, GLuint program, GLint location, GLint v0, GLint v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2f, GLuint program, GLint location, GLfloat v0, GLfloat v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2d, GLuint program, GLint location, GLdouble v0, GLdouble v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform2ui, GLuint program, GLint location, GLuint v0, GLuint v1) \ | |
WB_GL__GLPROC(void, ProgramUniform2uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform3ui, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) \ | |
WB_GL__GLPROC(void, ProgramUniform3uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4iv, GLuint program, GLint location, GLsizei count, const GLint *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4dv, GLuint program, GLint location, GLsizei count, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniform4ui, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) \ | |
WB_GL__GLPROC(void, ProgramUniform4uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix2x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix3x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ProgramUniformMatrix4x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) \ | |
WB_GL__GLPROC(void, ValidateProgramPipeline, GLuint pipeline) \ | |
WB_GL__GLPROC(void, GetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
WB_GL__GLPROC(void, VertexAttribL1d, GLuint index, GLdouble x) \ | |
WB_GL__GLPROC(void, VertexAttribL2d, GLuint index, GLdouble x, GLdouble y) \ | |
WB_GL__GLPROC(void, VertexAttribL3d, GLuint index, GLdouble x, GLdouble y, GLdouble z) \ | |
WB_GL__GLPROC(void, VertexAttribL4d, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) \ | |
WB_GL__GLPROC(void, VertexAttribL1dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribL2dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribL3dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribL4dv, GLuint index, const GLdouble *v) \ | |
WB_GL__GLPROC(void, VertexAttribLPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) \ | |
WB_GL__GLPROC(void, GetVertexAttribLdv, GLuint index, GLenum pname, GLdouble *params) \ | |
WB_GL__GLPROC(void, ViewportArrayv, GLuint first, GLsizei count, const GLfloat *v) \ | |
WB_GL__GLPROC(void, ViewportIndexedf, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) \ | |
WB_GL__GLPROC(void, ViewportIndexedfv, GLuint index, const GLfloat *v) \ | |
WB_GL__GLPROC(void, ScissorArrayv, GLuint first, GLsizei count, const GLint *v) \ | |
WB_GL__GLPROC(void, ScissorIndexed, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, ScissorIndexedv, GLuint index, const GLint *v) \ | |
WB_GL__GLPROC(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble *v) \ | |
WB_GL__GLPROC(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) \ | |
WB_GL__GLPROC(void, GetFloati_v, GLenum target, GLuint index, GLfloat *data) \ | |
WB_GL__GLPROC(void, GetDoublei_v, GLenum target, GLuint index, GLdouble *data) \ | |
WB_GL__GLPROC(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) \ | |
WB_GL__GLPROC(void, DrawElementsInstancedBaseInstance, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance) \ | |
WB_GL__GLPROC(void, DrawElementsInstancedBaseVertexBaseInstance, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) \ | |
WB_GL__GLPROC(void, GetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params) \ | |
WB_GL__GLPROC(void, GetActiveAtomicCounterBufferiv, GLuint program, GLuint bufferIndex, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, BindImageTexture, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) \ | |
WB_GL__GLPROC(void, MemoryBarrier, GLbitfield barriers) \ | |
WB_GL__GLPROC(void, TexStorage1D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width) \ | |
WB_GL__GLPROC(void, TexStorage2D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TexStorage3D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) \ | |
WB_GL__GLPROC(void, DrawTransformFeedbackInstanced, GLenum mode, GLuint id, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, DrawTransformFeedbackStreamInstanced, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) \ | |
WB_GL__GLPROC(void, ClearBufferData, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, ClearBufferSubData, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, DispatchCompute, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) \ | |
WB_GL__GLPROC(void, DispatchComputeIndirect, GLintptr indirect) \ | |
WB_GL__GLPROC(void, CopyImageSubData, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) \ | |
WB_GL__GLPROC(void, FramebufferParameteri, GLenum target, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, GetFramebufferParameteriv, GLenum target, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetInternalformati64v, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params) \ | |
WB_GL__GLPROC(void, InvalidateTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) \ | |
WB_GL__GLPROC(void, InvalidateTexImage, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, InvalidateBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr length) \ | |
WB_GL__GLPROC(void, InvalidateBufferData, GLuint buffer) \ | |
WB_GL__GLPROC(void, InvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum *attachments) \ | |
WB_GL__GLPROC(void, InvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, MultiDrawArraysIndirect, GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride) \ | |
WB_GL__GLPROC(void, MultiDrawElementsIndirect, GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride) \ | |
WB_GL__GLPROC(void, GetProgramInterfaceiv, GLuint program, GLenum programInterface, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(GLuint, GetProgramResourceIndex, GLuint program, GLenum programInterface, const GLchar *name) \ | |
WB_GL__GLPROC(void, GetProgramResourceName, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) \ | |
WB_GL__GLPROC(void, GetProgramResourceiv, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params) \ | |
WB_GL__GLPROC(GLint, GetProgramResourceLocation, GLuint program, GLenum programInterface, const GLchar *name) \ | |
WB_GL__GLPROC(GLint, GetProgramResourceLocationIndex, GLuint program, GLenum programInterface, const GLchar *name) \ | |
WB_GL__GLPROC(void, ShaderStorageBlockBinding, GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) \ | |
WB_GL__GLPROC(void, TexBufferRange, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, TexStorage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TexStorage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TextureView, GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) \ | |
WB_GL__GLPROC(void, BindVertexBuffer, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) \ | |
WB_GL__GLPROC(void, VertexAttribFormat, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexAttribIFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexAttribLFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexAttribBinding, GLuint attribindex, GLuint bindingindex) \ | |
WB_GL__GLPROC(void, VertexBindingDivisor, GLuint bindingindex, GLuint divisor) \ | |
WB_GL__GLPROC(void, DebugMessageControl, GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled) \ | |
WB_GL__GLPROC(void, DebugMessageInsert, GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf) \ | |
WB_GL__GLPROC(void, DebugMessageCallback, GLDEBUGPROC callback, const void *userParam) \ | |
WB_GL__GLPROC(GLuint, GetDebugMessageLog, GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog) \ | |
WB_GL__GLPROC(void, PushDebugGroup, GLenum source, GLuint id, GLsizei length, const GLchar *message) \ | |
WB_GL__GLPROC(void, PopDebugGroup, void) \ | |
WB_GL__GLPROC(void, ObjectLabel, GLenum identifier, GLuint name, GLsizei length, const GLchar *label) \ | |
WB_GL__GLPROC(void, GetObjectLabel, GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label) \ | |
WB_GL__GLPROC(void, ObjectPtrLabel, const void *ptr, GLsizei length, const GLchar *label) \ | |
WB_GL__GLPROC(void, GetObjectPtrLabel, const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label) \ | |
WB_GL__GLPROC(void, BufferStorage, GLenum target, GLsizeiptr size, const void *data, GLbitfield flags) \ | |
WB_GL__GLPROC(void, ClearTexImage, GLuint texture, GLint level, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, ClearTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, BindBuffersBase, GLenum target, GLuint first, GLsizei count, const GLuint *buffers) \ | |
WB_GL__GLPROC(void, BindBuffersRange, GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes) \ | |
WB_GL__GLPROC(void, BindTextures, GLuint first, GLsizei count, const GLuint *textures) \ | |
WB_GL__GLPROC(void, BindSamplers, GLuint first, GLsizei count, const GLuint *samplers) \ | |
WB_GL__GLPROC(void, BindImageTextures, GLuint first, GLsizei count, const GLuint *textures) \ | |
WB_GL__GLPROC(void, BindVertexBuffers, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides) \ | |
WB_GL__GLPROC(void, ClipControl, GLenum origin, GLenum depth) \ | |
WB_GL__GLPROC(void, CreateTransformFeedbacks, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(void, TransformFeedbackBufferBase, GLuint xfb, GLuint index, GLuint buffer) \ | |
WB_GL__GLPROC(void, TransformFeedbackBufferRange, GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, GetTransformFeedbackiv, GLuint xfb, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetTransformFeedbacki_v, GLuint xfb, GLenum pname, GLuint index, GLint *param) \ | |
WB_GL__GLPROC(void, GetTransformFeedbacki64_v, GLuint xfb, GLenum pname, GLuint index, GLint64 *param) \ | |
WB_GL__GLPROC(void, CreateBuffers, GLsizei n, GLuint *buffers) \ | |
WB_GL__GLPROC(void, NamedBufferStorage, GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags) \ | |
WB_GL__GLPROC(void, NamedBufferData, GLuint buffer, GLsizeiptr size, const void *data, GLenum usage) \ | |
WB_GL__GLPROC(void, NamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data) \ | |
WB_GL__GLPROC(void, CopyNamedBufferSubData, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, ClearNamedBufferData, GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void, ClearNamedBufferSubData, GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) \ | |
WB_GL__GLPROC(void *, MapNamedBuffer, GLuint buffer, GLenum access) \ | |
WB_GL__GLPROC(void *, MapNamedBufferRange, GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access) \ | |
WB_GL__GLPROC(GLboolean, UnmapNamedBuffer, GLuint buffer) \ | |
WB_GL__GLPROC(void, FlushMappedNamedBufferRange, GLuint buffer, GLintptr offset, GLsizeiptr length) \ | |
WB_GL__GLPROC(void, GetNamedBufferParameteriv, GLuint buffer, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetNamedBufferParameteri64v, GLuint buffer, GLenum pname, GLint64 *params) \ | |
WB_GL__GLPROC(void, GetNamedBufferPointerv, GLuint buffer, GLenum pname, void **params) \ | |
WB_GL__GLPROC(void, GetNamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, void *data) \ | |
WB_GL__GLPROC(void, CreateFramebuffers, GLsizei n, GLuint *framebuffers) \ | |
WB_GL__GLPROC(void, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \ | |
WB_GL__GLPROC(void, NamedFramebufferParameteri, GLuint framebuffer, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, NamedFramebufferTexture, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) \ | |
WB_GL__GLPROC(void, NamedFramebufferTextureLayer, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) \ | |
WB_GL__GLPROC(void, NamedFramebufferDrawBuffer, GLuint framebuffer, GLenum buf) \ | |
WB_GL__GLPROC(void, NamedFramebufferDrawBuffers, GLuint framebuffer, GLsizei n, const GLenum *bufs) \ | |
WB_GL__GLPROC(void, NamedFramebufferReadBuffer, GLuint framebuffer, GLenum src) \ | |
WB_GL__GLPROC(void, InvalidateNamedFramebufferData, GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments) \ | |
WB_GL__GLPROC(void, InvalidateNamedFramebufferSubData, GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferuiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferfv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) \ | |
WB_GL__GLPROC(void, ClearNamedFramebufferfi, GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) \ | |
WB_GL__GLPROC(void, BlitNamedFramebuffer, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) \ | |
WB_GL__GLPROC(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) \ | |
WB_GL__GLPROC(void, GetNamedFramebufferParameteriv, GLuint framebuffer, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetNamedFramebufferAttachmentParameteriv, GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, CreateRenderbuffers, GLsizei n, GLuint *renderbuffers) \ | |
WB_GL__GLPROC(void, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, NamedRenderbufferStorageMultisample, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, GetNamedRenderbufferParameteriv, GLuint renderbuffer, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, CreateTextures, GLenum target, GLsizei n, GLuint *textures) \ | |
WB_GL__GLPROC(void, TextureBuffer, GLuint texture, GLenum internalformat, GLuint buffer) \ | |
WB_GL__GLPROC(void, TextureBufferRange, GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) \ | |
WB_GL__GLPROC(void, TextureStorage1D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width) \ | |
WB_GL__GLPROC(void, TextureStorage2D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TextureStorage3D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) \ | |
WB_GL__GLPROC(void, TextureStorage2DMultisample, GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TextureStorage3DMultisample, GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) \ | |
WB_GL__GLPROC(void, TextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, TextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) \ | |
WB_GL__GLPROC(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) \ | |
WB_GL__GLPROC(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) \ | |
WB_GL__GLPROC(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, CopyTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) \ | |
WB_GL__GLPROC(void, TextureParameterf, GLuint texture, GLenum pname, GLfloat param) \ | |
WB_GL__GLPROC(void, TextureParameterfv, GLuint texture, GLenum pname, const GLfloat *param) \ | |
WB_GL__GLPROC(void, TextureParameteri, GLuint texture, GLenum pname, GLint param) \ | |
WB_GL__GLPROC(void, TextureParameterIiv, GLuint texture, GLenum pname, const GLint *params) \ | |
WB_GL__GLPROC(void, TextureParameterIuiv, GLuint texture, GLenum pname, const GLuint *params) \ | |
WB_GL__GLPROC(void, TextureParameteriv, GLuint texture, GLenum pname, const GLint *param) \ | |
WB_GL__GLPROC(void, GenerateTextureMipmap, GLuint texture) \ | |
WB_GL__GLPROC(void, BindTextureUnit, GLuint unit, GLuint texture) \ | |
WB_GL__GLPROC(void, GetTextureImage, GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetCompressedTextureImage, GLuint texture, GLint level, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetTextureLevelParameterfv, GLuint texture, GLint level, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTextureLevelParameteriv, GLuint texture, GLint level, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTextureParameterfv, GLuint texture, GLenum pname, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetTextureParameterIiv, GLuint texture, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, GetTextureParameterIuiv, GLuint texture, GLenum pname, GLuint *params) \ | |
WB_GL__GLPROC(void, GetTextureParameteriv, GLuint texture, GLenum pname, GLint *params) \ | |
WB_GL__GLPROC(void, CreateVertexArrays, GLsizei n, GLuint *arrays) \ | |
WB_GL__GLPROC(void, DisableVertexArrayAttrib, GLuint vaobj, GLuint index) \ | |
WB_GL__GLPROC(void, EnableVertexArrayAttrib, GLuint vaobj, GLuint index) \ | |
WB_GL__GLPROC(void, VertexArrayElementBuffer, GLuint vaobj, GLuint buffer) \ | |
WB_GL__GLPROC(void, VertexArrayVertexBuffer, GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) \ | |
WB_GL__GLPROC(void, VertexArrayVertexBuffers, GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides) \ | |
WB_GL__GLPROC(void, VertexArrayAttribBinding, GLuint vaobj, GLuint attribindex, GLuint bindingindex) \ | |
WB_GL__GLPROC(void, VertexArrayAttribFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexArrayAttribIFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexArrayAttribLFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) \ | |
WB_GL__GLPROC(void, VertexArrayBindingDivisor, GLuint vaobj, GLuint bindingindex, GLuint divisor) \ | |
WB_GL__GLPROC(void, GetVertexArrayiv, GLuint vaobj, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetVertexArrayIndexediv, GLuint vaobj, GLuint index, GLenum pname, GLint *param) \ | |
WB_GL__GLPROC(void, GetVertexArrayIndexed64iv, GLuint vaobj, GLuint index, GLenum pname, GLint64 *param) \ | |
WB_GL__GLPROC(void, CreateSamplers, GLsizei n, GLuint *samplers) \ | |
WB_GL__GLPROC(void, CreateProgramPipelines, GLsizei n, GLuint *pipelines) \ | |
WB_GL__GLPROC(void, CreateQueries, GLenum target, GLsizei n, GLuint *ids) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjecti64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjectiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjectui64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, GetQueryBufferObjectuiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) \ | |
WB_GL__GLPROC(void, MemoryBarrierByRegion, GLbitfield barriers) \ | |
WB_GL__GLPROC(void, GetTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetCompressedTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(GLenum, GetGraphicsResetStatus, void) \ | |
WB_GL__GLPROC(void, GetnCompressedTexImage, GLenum target, GLint lod, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetnTexImage, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) \ | |
WB_GL__GLPROC(void, GetnUniformdv, GLuint program, GLint location, GLsizei bufSize, GLdouble *params) \ | |
WB_GL__GLPROC(void, GetnUniformfv, GLuint program, GLint location, GLsizei bufSize, GLfloat *params) \ | |
WB_GL__GLPROC(void, GetnUniformiv, GLuint program, GLint location, GLsizei bufSize, GLint *params) \ | |
WB_GL__GLPROC(void, GetnUniformuiv, GLuint program, GLint location, GLsizei bufSize, GLuint *params) \ | |
WB_GL__GLPROC(void, ReadnPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data) \ | |
WB_GL__GLPROC(void, GetnMapdv, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v) \ | |
WB_GL__GLPROC(void, GetnMapfv, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v) \ | |
WB_GL__GLPROC(void, GetnMapiv, GLenum target, GLenum query, GLsizei bufSize, GLint *v) \ | |
WB_GL__GLPROC(void, GetnPixelMapfv, GLenum map, GLsizei bufSize, GLfloat *values) \ | |
WB_GL__GLPROC(void, GetnPixelMapuiv, GLenum map, GLsizei bufSize, GLuint *values) \ | |
WB_GL__GLPROC(void, GetnPixelMapusv, GLenum map, GLsizei bufSize, GLushort *values) \ | |
WB_GL__GLPROC(void, GetnPolygonStipple, GLsizei bufSize, GLubyte *pattern) \ | |
WB_GL__GLPROC(void, GetnColorTable, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table) \ | |
WB_GL__GLPROC(void, GetnConvolutionFilter, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image) \ | |
WB_GL__GLPROC(void, GetnSeparableFilter, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span) \ | |
WB_GL__GLPROC(void, GetnHistogram, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values) \ | |
WB_GL__GLPROC(void, GetnMinmax, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values) \ | |
WB_GL__GLPROC(void, TextureBarrier, void) \ | |
#define WB_GL__GLPROC(ret, name, ...) \ | |
typedef ret wbgl_##name##Proc(__VA_ARGS__); \ | |
WB_GL_GLPROC_API wbgl_##name##Proc* gl##name; | |
#ifdef WB_GL_USE_LEGACY | |
WB_GL__PROC_LIST_LEGACY | |
#endif | |
#ifdef WB_GL_USE_COMPAT | |
WB_GL__PROC_LIST_COMPAT | |
#endif | |
#ifdef WB_GL_USE_CORE | |
WB_GL__PROC_LIST_CORE | |
#endif | |
#ifdef WB_GL_USE_MODERN | |
WB_GL__PROC_LIST_MODERN | |
#endif | |
#undef WB_GL__GLPROC | |
#ifdef WB_GL_IMPLEMENTATION | |
#define WB_GL__GLPROC(ret, name, ...) \ | |
wbgl_##name##Proc* gl##name; | |
#ifdef WB_GL_USE_LEGACY | |
WB_GL__PROC_LIST_LEGACY | |
#endif | |
#ifdef WB_GL_USE_COMPAT | |
WB_GL__PROC_LIST_COMPAT | |
#endif | |
#ifdef WB_GL_USE_CORE | |
WB_GL__PROC_LIST_CORE | |
#endif | |
#ifdef WB_GL_USE_MODERN | |
WB_GL__PROC_LIST_MODERN | |
#endif | |
#undef WB_GL__GLPROC | |
WB_GL_LOADER_API | |
int wbgl_load_all(struct wbgl_ErrorContext* in_ctx) | |
{ | |
struct wbgl_ErrorContext* ctx; | |
struct wbgl_ErrorContext lctx; | |
if(!in_ctx) ctx = &lctx; | |
else ctx = in_ctx; | |
#ifdef WB_GL_WIN32 | |
void* userdata = LoadLibraryA("opengl32.dll"); | |
#else | |
void* userdata = NULL; | |
#endif | |
#define WB_GL__GLPROC(ret, name, ...) gl##name = (wbgl_##name##Proc*)wbgl__load_proc("gl" #name, ctx, userdata); | |
#ifdef WB_GL_USE_LEGACY | |
WB_GL__PROC_LIST_LEGACY | |
#endif | |
#ifdef WB_GL_USE_COMPAT | |
WB_GL__PROC_LIST_COMPAT | |
#endif | |
#ifdef WB_GL_USE_CORE | |
WB_GL__PROC_LIST_CORE | |
#endif | |
#ifdef WB_GL_USE_MODERN | |
WB_GL__PROC_LIST_MODERN | |
#endif | |
return ctx->error_count; | |
} | |
#endif | |
#define GL_DEPTH_BUFFER_BIT 0x00000100 | |
#define GL_STENCIL_BUFFER_BIT 0x00000400 | |
#define GL_COLOR_BUFFER_BIT 0x00004000 | |
#define GL_FALSE 0 | |
#define GL_TRUE 1 | |
#define GL_POINTS 0x0000 | |
#define GL_LINES 0x0001 | |
#define GL_LINE_LOOP 0x0002 | |
#define GL_LINE_STRIP 0x0003 | |
#define GL_TRIANGLES 0x0004 | |
#define GL_TRIANGLE_STRIP 0x0005 | |
#define GL_TRIANGLE_FAN 0x0006 | |
#define GL_QUADS 0x0007 | |
#define GL_NEVER 0x0200 | |
#define GL_LESS 0x0201 | |
#define GL_EQUAL 0x0202 | |
#define GL_LEQUAL 0x0203 | |
#define GL_GREATER 0x0204 | |
#define GL_NOTEQUAL 0x0205 | |
#define GL_GEQUAL 0x0206 | |
#define GL_ALWAYS 0x0207 | |
#define GL_ZERO 0 | |
#define GL_ONE 1 | |
#define GL_SRC_COLOR 0x0300 | |
#define GL_ONE_MINUS_SRC_COLOR 0x0301 | |
#define GL_SRC_ALPHA 0x0302 | |
#define GL_ONE_MINUS_SRC_ALPHA 0x0303 | |
#define GL_DST_ALPHA 0x0304 | |
#define GL_ONE_MINUS_DST_ALPHA 0x0305 | |
#define GL_DST_COLOR 0x0306 | |
#define GL_ONE_MINUS_DST_COLOR 0x0307 | |
#define GL_SRC_ALPHA_SATURATE 0x0308 | |
#define GL_NONE 0 | |
#define GL_FRONT_LEFT 0x0400 | |
#define GL_FRONT_RIGHT 0x0401 | |
#define GL_BACK_LEFT 0x0402 | |
#define GL_BACK_RIGHT 0x0403 | |
#define GL_FRONT 0x0404 | |
#define GL_BACK 0x0405 | |
#define GL_LEFT 0x0406 | |
#define GL_RIGHT 0x0407 | |
#define GL_FRONT_AND_BACK 0x0408 | |
#define GL_NO_ERROR 0 | |
#define GL_INVALID_ENUM 0x0500 | |
#define GL_INVALID_VALUE 0x0501 | |
#define GL_INVALID_OPERATION 0x0502 | |
#define GL_OUT_OF_MEMORY 0x0505 | |
#define GL_CW 0x0900 | |
#define GL_CCW 0x0901 | |
#define GL_POINT_SIZE 0x0B11 | |
#define GL_POINT_SIZE_RANGE 0x0B12 | |
#define GL_POINT_SIZE_GRANULARITY 0x0B13 | |
#define GL_LINE_SMOOTH 0x0B20 | |
#define GL_LINE_WIDTH 0x0B21 | |
#define GL_LINE_WIDTH_RANGE 0x0B22 | |
#define GL_LINE_WIDTH_GRANULARITY 0x0B23 | |
#define GL_POLYGON_MODE 0x0B40 | |
#define GL_POLYGON_SMOOTH 0x0B41 | |
#define GL_CULL_FACE 0x0B44 | |
#define GL_CULL_FACE_MODE 0x0B45 | |
#define GL_FRONT_FACE 0x0B46 | |
#define GL_DEPTH_RANGE 0x0B70 | |
#define GL_DEPTH_TEST 0x0B71 | |
#define GL_DEPTH_WRITEMASK 0x0B72 | |
#define GL_DEPTH_CLEAR_VALUE 0x0B73 | |
#define GL_DEPTH_FUNC 0x0B74 | |
#define GL_STENCIL_TEST 0x0B90 | |
#define GL_STENCIL_CLEAR_VALUE 0x0B91 | |
#define GL_STENCIL_FUNC 0x0B92 | |
#define GL_STENCIL_VALUE_MASK 0x0B93 | |
#define GL_STENCIL_FAIL 0x0B94 | |
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 | |
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 | |
#define GL_STENCIL_REF 0x0B97 | |
#define GL_STENCIL_WRITEMASK 0x0B98 | |
#define GL_VIEWPORT 0x0BA2 | |
#define GL_DITHER 0x0BD0 | |
#define GL_BLEND_DST 0x0BE0 | |
#define GL_BLEND_SRC 0x0BE1 | |
#define GL_BLEND 0x0BE2 | |
#define GL_LOGIC_OP_MODE 0x0BF0 | |
#define GL_COLOR_LOGIC_OP 0x0BF2 | |
#define GL_DRAW_BUFFER 0x0C01 | |
#define GL_READ_BUFFER 0x0C02 | |
#define GL_SCISSOR_BOX 0x0C10 | |
#define GL_SCISSOR_TEST 0x0C11 | |
#define GL_COLOR_CLEAR_VALUE 0x0C22 | |
#define GL_COLOR_WRITEMASK 0x0C23 | |
#define GL_DOUBLEBUFFER 0x0C32 | |
#define GL_STEREO 0x0C33 | |
#define GL_LINE_SMOOTH_HINT 0x0C52 | |
#define GL_POLYGON_SMOOTH_HINT 0x0C53 | |
#define GL_UNPACK_SWAP_BYTES 0x0CF0 | |
#define GL_UNPACK_LSB_FIRST 0x0CF1 | |
#define GL_UNPACK_ROW_LENGTH 0x0CF2 | |
#define GL_UNPACK_SKIP_ROWS 0x0CF3 | |
#define GL_UNPACK_SKIP_PIXELS 0x0CF4 | |
#define GL_UNPACK_ALIGNMENT 0x0CF5 | |
#define GL_PACK_SWAP_BYTES 0x0D00 | |
#define GL_PACK_LSB_FIRST 0x0D01 | |
#define GL_PACK_ROW_LENGTH 0x0D02 | |
#define GL_PACK_SKIP_ROWS 0x0D03 | |
#define GL_PACK_SKIP_PIXELS 0x0D04 | |
#define GL_PACK_ALIGNMENT 0x0D05 | |
#define GL_MAX_TEXTURE_SIZE 0x0D33 | |
#define GL_MAX_VIEWPORT_DIMS 0x0D3A | |
#define GL_SUBPIXEL_BITS 0x0D50 | |
#define GL_TEXTURE_1D 0x0DE0 | |
#define GL_TEXTURE_2D 0x0DE1 | |
#define GL_POLYGON_OFFSET_UNITS 0x2A00 | |
#define GL_POLYGON_OFFSET_POINT 0x2A01 | |
#define GL_POLYGON_OFFSET_LINE 0x2A02 | |
#define GL_POLYGON_OFFSET_FILL 0x8037 | |
#define GL_POLYGON_OFFSET_FACTOR 0x8038 | |
#define GL_TEXTURE_BINDING_1D 0x8068 | |
#define GL_TEXTURE_BINDING_2D 0x8069 | |
#define GL_TEXTURE_WIDTH 0x1000 | |
#define GL_TEXTURE_HEIGHT 0x1001 | |
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 | |
#define GL_TEXTURE_BORDER_COLOR 0x1004 | |
#define GL_TEXTURE_RED_SIZE 0x805C | |
#define GL_TEXTURE_GREEN_SIZE 0x805D | |
#define GL_TEXTURE_BLUE_SIZE 0x805E | |
#define GL_TEXTURE_ALPHA_SIZE 0x805F | |
#define GL_DONT_CARE 0x1100 | |
#define GL_FASTEST 0x1101 | |
#define GL_NICEST 0x1102 | |
#define GL_BYTE 0x1400 | |
#define GL_UNSIGNED_BYTE 0x1401 | |
#define GL_SHORT 0x1402 | |
#define GL_UNSIGNED_SHORT 0x1403 | |
#define GL_INT 0x1404 | |
#define GL_UNSIGNED_INT 0x1405 | |
#define GL_FLOAT 0x1406 | |
#define GL_DOUBLE 0x140A | |
#define GL_STACK_OVERFLOW 0x0503 | |
#define GL_STACK_UNDERFLOW 0x0504 | |
#define GL_CLEAR 0x1500 | |
#define GL_AND 0x1501 | |
#define GL_AND_REVERSE 0x1502 | |
#define GL_COPY 0x1503 | |
#define GL_AND_INVERTED 0x1504 | |
#define GL_NOOP 0x1505 | |
#define GL_XOR 0x1506 | |
#define GL_OR 0x1507 | |
#define GL_NOR 0x1508 | |
#define GL_EQUIV 0x1509 | |
#define GL_INVERT 0x150A | |
#define GL_OR_REVERSE 0x150B | |
#define GL_COPY_INVERTED 0x150C | |
#define GL_OR_INVERTED 0x150D | |
#define GL_NAND 0x150E | |
#define GL_SET 0x150F | |
#define GL_TEXTURE 0x1702 | |
#define GL_COLOR 0x1800 | |
#define GL_DEPTH 0x1801 | |
#define GL_STENCIL 0x1802 | |
#define GL_STENCIL_INDEX 0x1901 | |
#define GL_DEPTH_COMPONENT 0x1902 | |
#define GL_RED 0x1903 | |
#define GL_GREEN 0x1904 | |
#define GL_BLUE 0x1905 | |
#define GL_ALPHA 0x1906 | |
#define GL_RGB 0x1907 | |
#define GL_RGBA 0x1908 | |
#define GL_POINT 0x1B00 | |
#define GL_LINE 0x1B01 | |
#define GL_FILL 0x1B02 | |
#define GL_KEEP 0x1E00 | |
#define GL_REPLACE 0x1E01 | |
#define GL_INCR 0x1E02 | |
#define GL_DECR 0x1E03 | |
#define GL_VENDOR 0x1F00 | |
#define GL_RENDERER 0x1F01 | |
#define GL_VERSION 0x1F02 | |
#define GL_EXTENSIONS 0x1F03 | |
#define GL_NEAREST 0x2600 | |
#define GL_LINEAR 0x2601 | |
#define GL_NEAREST_MIPMAP_NEAREST 0x2700 | |
#define GL_LINEAR_MIPMAP_NEAREST 0x2701 | |
#define GL_NEAREST_MIPMAP_LINEAR 0x2702 | |
#define GL_LINEAR_MIPMAP_LINEAR 0x2703 | |
#define GL_TEXTURE_MAG_FILTER 0x2800 | |
#define GL_TEXTURE_MIN_FILTER 0x2801 | |
#define GL_TEXTURE_WRAP_S 0x2802 | |
#define GL_TEXTURE_WRAP_T 0x2803 | |
#define GL_PROXY_TEXTURE_1D 0x8063 | |
#define GL_PROXY_TEXTURE_2D 0x8064 | |
#define GL_REPEAT 0x2901 | |
#define GL_R3_G3_B2 0x2A10 | |
#define GL_RGB4 0x804F | |
#define GL_RGB5 0x8050 | |
#define GL_RGB8 0x8051 | |
#define GL_RGB10 0x8052 | |
#define GL_RGB12 0x8053 | |
#define GL_RGB16 0x8054 | |
#define GL_RGBA2 0x8055 | |
#define GL_RGBA4 0x8056 | |
#define GL_RGB5_A1 0x8057 | |
#define GL_RGBA8 0x8058 | |
#define GL_RGB10_A2 0x8059 | |
#define GL_RGBA12 0x805A | |
#define GL_RGBA16 0x805B | |
#define GL_CURRENT_BIT 0x00000001 | |
#define GL_POINT_BIT 0x00000002 | |
#define GL_LINE_BIT 0x00000004 | |
#define GL_POLYGON_BIT 0x00000008 | |
#define GL_POLYGON_STIPPLE_BIT 0x00000010 | |
#define GL_PIXEL_MODE_BIT 0x00000020 | |
#define GL_LIGHTING_BIT 0x00000040 | |
#define GL_FOG_BIT 0x00000080 | |
#define GL_ACCUM_BUFFER_BIT 0x00000200 | |
#define GL_VIEWPORT_BIT 0x00000800 | |
#define GL_TRANSFORM_BIT 0x00001000 | |
#define GL_ENABLE_BIT 0x00002000 | |
#define GL_HINT_BIT 0x00008000 | |
#define GL_EVAL_BIT 0x00010000 | |
#define GL_LIST_BIT 0x00020000 | |
#define GL_TEXTURE_BIT 0x00040000 | |
#define GL_SCISSOR_BIT 0x00080000 | |
#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF | |
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 | |
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 | |
#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF | |
#define GL_QUAD_STRIP 0x0008 | |
#define GL_POLYGON 0x0009 | |
#define GL_ACCUM 0x0100 | |
#define GL_LOAD 0x0101 | |
#define GL_RETURN 0x0102 | |
#define GL_MULT 0x0103 | |
#define GL_ADD 0x0104 | |
#define GL_AUX0 0x0409 | |
#define GL_AUX1 0x040A | |
#define GL_AUX2 0x040B | |
#define GL_AUX3 0x040C | |
#define GL_2D 0x0600 | |
#define GL_3D 0x0601 | |
#define GL_3D_COLOR 0x0602 | |
#define GL_3D_COLOR_TEXTURE 0x0603 | |
#define GL_4D_COLOR_TEXTURE 0x0604 | |
#define GL_PASS_THROUGH_TOKEN 0x0700 | |
#define GL_POINT_TOKEN 0x0701 | |
#define GL_LINE_TOKEN 0x0702 | |
#define GL_POLYGON_TOKEN 0x0703 | |
#define GL_BITMAP_TOKEN 0x0704 | |
#define GL_DRAW_PIXEL_TOKEN 0x0705 | |
#define GL_COPY_PIXEL_TOKEN 0x0706 | |
#define GL_LINE_RESET_TOKEN 0x0707 | |
#define GL_EXP 0x0800 | |
#define GL_EXP2 0x0801 | |
#define GL_COEFF 0x0A00 | |
#define GL_ORDER 0x0A01 | |
#define GL_DOMAIN 0x0A02 | |
#define GL_PIXEL_MAP_I_TO_I 0x0C70 | |
#define GL_PIXEL_MAP_S_TO_S 0x0C71 | |
#define GL_PIXEL_MAP_I_TO_R 0x0C72 | |
#define GL_PIXEL_MAP_I_TO_G 0x0C73 | |
#define GL_PIXEL_MAP_I_TO_B 0x0C74 | |
#define GL_PIXEL_MAP_I_TO_A 0x0C75 | |
#define GL_PIXEL_MAP_R_TO_R 0x0C76 | |
#define GL_PIXEL_MAP_G_TO_G 0x0C77 | |
#define GL_PIXEL_MAP_B_TO_B 0x0C78 | |
#define GL_PIXEL_MAP_A_TO_A 0x0C79 | |
#define GL_VERTEX_ARRAY_POINTER 0x808E | |
#define GL_NORMAL_ARRAY_POINTER 0x808F | |
#define GL_COLOR_ARRAY_POINTER 0x8090 | |
#define GL_INDEX_ARRAY_POINTER 0x8091 | |
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 | |
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 | |
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 | |
#define GL_SELECTION_BUFFER_POINTER 0x0DF3 | |
#define GL_CURRENT_COLOR 0x0B00 | |
#define GL_CURRENT_INDEX 0x0B01 | |
#define GL_CURRENT_NORMAL 0x0B02 | |
#define GL_CURRENT_TEXTURE_COORDS 0x0B03 | |
#define GL_CURRENT_RASTER_COLOR 0x0B04 | |
#define GL_CURRENT_RASTER_INDEX 0x0B05 | |
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 | |
#define GL_CURRENT_RASTER_POSITION 0x0B07 | |
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 | |
#define GL_CURRENT_RASTER_DISTANCE 0x0B09 | |
#define GL_POINT_SMOOTH 0x0B10 | |
#define GL_LINE_STIPPLE 0x0B24 | |
#define GL_LINE_STIPPLE_PATTERN 0x0B25 | |
#define GL_LINE_STIPPLE_REPEAT 0x0B26 | |
#define GL_LIST_MODE 0x0B30 | |
#define GL_MAX_LIST_NESTING 0x0B31 | |
#define GL_LIST_BASE 0x0B32 | |
#define GL_LIST_INDEX 0x0B33 | |
#define GL_POLYGON_STIPPLE 0x0B42 | |
#define GL_EDGE_FLAG 0x0B43 | |
#define GL_LIGHTING 0x0B50 | |
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 | |
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 | |
#define GL_LIGHT_MODEL_AMBIENT 0x0B53 | |
#define GL_SHADE_MODEL 0x0B54 | |
#define GL_COLOR_MATERIAL_FACE 0x0B55 | |
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 | |
#define GL_COLOR_MATERIAL 0x0B57 | |
#define GL_FOG 0x0B60 | |
#define GL_FOG_INDEX 0x0B61 | |
#define GL_FOG_DENSITY 0x0B62 | |
#define GL_FOG_START 0x0B63 | |
#define GL_FOG_END 0x0B64 | |
#define GL_FOG_MODE 0x0B65 | |
#define GL_FOG_COLOR 0x0B66 | |
#define GL_ACCUM_CLEAR_VALUE 0x0B80 | |
#define GL_MATRIX_MODE 0x0BA0 | |
#define GL_NORMALIZE 0x0BA1 | |
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 | |
#define GL_PROJECTION_STACK_DEPTH 0x0BA4 | |
#define GL_TEXTURE_STACK_DEPTH 0x0BA5 | |
#define GL_MODELVIEW_MATRIX 0x0BA6 | |
#define GL_PROJECTION_MATRIX 0x0BA7 | |
#define GL_TEXTURE_MATRIX 0x0BA8 | |
#define GL_ATTRIB_STACK_DEPTH 0x0BB0 | |
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 | |
#define GL_ALPHA_TEST 0x0BC0 | |
#define GL_ALPHA_TEST_FUNC 0x0BC1 | |
#define GL_ALPHA_TEST_REF 0x0BC2 #define GL_INDEX_LOGIC_OP 0x0BF1 | |
#define GL_LOGIC_OP 0x0BF1 | |
#define GL_AUX_BUFFERS 0x0C00 | |
#define GL_INDEX_CLEAR_VALUE 0x0C20 | |
#define GL_INDEX_WRITEMASK 0x0C21 | |
#define GL_INDEX_MODE 0x0C30 | |
#define GL_RGBA_MODE 0x0C31 | |
#define GL_RENDER_MODE 0x0C40 | |
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 | |
#define GL_POINT_SMOOTH_HINT 0x0C51 | |
#define GL_FOG_HINT 0x0C54 | |
#define GL_TEXTURE_GEN_S 0x0C60 | |
#define GL_TEXTURE_GEN_T 0x0C61 | |
#define GL_TEXTURE_GEN_R 0x0C62 | |
#define GL_TEXTURE_GEN_Q 0x0C63 | |
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 | |
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 | |
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 | |
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 | |
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 | |
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 | |
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 | |
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 | |
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 | |
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 | |
#define GL_MAP_COLOR 0x0D10 | |
#define GL_MAP_STENCIL 0x0D11 | |
#define GL_INDEX_SHIFT 0x0D12 | |
#define GL_INDEX_OFFSET 0x0D13 | |
#define GL_RED_SCALE 0x0D14 | |
#define GL_RED_BIAS 0x0D15 | |
#define GL_ZOOM_X 0x0D16 | |
#define GL_ZOOM_Y 0x0D17 | |
#define GL_GREEN_SCALE 0x0D18 | |
#define GL_GREEN_BIAS 0x0D19 | |
#define GL_BLUE_SCALE 0x0D1A | |
#define GL_BLUE_BIAS 0x0D1B | |
#define GL_ALPHA_SCALE 0x0D1C | |
#define GL_ALPHA_BIAS 0x0D1D | |
#define GL_DEPTH_SCALE 0x0D1E | |
#define GL_DEPTH_BIAS 0x0D1F | |
#define GL_MAX_EVAL_ORDER 0x0D30 | |
#define GL_MAX_LIGHTS 0x0D31 | |
#define GL_MAX_CLIP_PLANES 0x0D32 | |
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 | |
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 | |
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 | |
#define GL_MAX_NAME_STACK_DEPTH 0x0D37 | |
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 | |
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 | |
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B | |
#define GL_INDEX_BITS 0x0D51 | |
#define GL_RED_BITS 0x0D52 | |
#define GL_GREEN_BITS 0x0D53 | |
#define GL_BLUE_BITS 0x0D54 | |
#define GL_ALPHA_BITS 0x0D55 | |
#define GL_DEPTH_BITS 0x0D56 | |
#define GL_STENCIL_BITS 0x0D57 | |
#define GL_ACCUM_RED_BITS 0x0D58 | |
#define GL_ACCUM_GREEN_BITS 0x0D59 | |
#define GL_ACCUM_BLUE_BITS 0x0D5A | |
#define GL_ACCUM_ALPHA_BITS 0x0D5B | |
#define GL_NAME_STACK_DEPTH 0x0D70 | |
#define GL_AUTO_NORMAL 0x0D80 | |
#define GL_MAP1_COLOR_4 0x0D90 | |
#define GL_MAP1_INDEX 0x0D91 | |
#define GL_MAP1_NORMAL 0x0D92 | |
#define GL_MAP1_TEXTURE_COORD_1 0x0D93 | |
#define GL_MAP1_TEXTURE_COORD_2 0x0D94 | |
#define GL_MAP1_TEXTURE_COORD_3 0x0D95 | |
#define GL_MAP1_TEXTURE_COORD_4 0x0D96 | |
#define GL_MAP1_VERTEX_3 0x0D97 | |
#define GL_MAP1_VERTEX_4 0x0D98 | |
#define GL_MAP2_COLOR_4 0x0DB0 | |
#define GL_MAP2_INDEX 0x0DB1 | |
#define GL_MAP2_NORMAL 0x0DB2 | |
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 | |
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 | |
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 | |
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 | |
#define GL_MAP2_VERTEX_3 0x0DB7 | |
#define GL_MAP2_VERTEX_4 0x0DB8 | |
#define GL_MAP1_GRID_DOMAIN 0x0DD0 | |
#define GL_MAP1_GRID_SEGMENTS 0x0DD1 | |
#define GL_MAP2_GRID_DOMAIN 0x0DD2 | |
#define GL_MAP2_GRID_SEGMENTS 0x0DD3 | |
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 | |
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 | |
#define GL_SELECTION_BUFFER_SIZE 0x0DF4 | |
#define GL_VERTEX_ARRAY 0x8074 | |
#define GL_NORMAL_ARRAY 0x8075 | |
#define GL_COLOR_ARRAY 0x8076 | |
#define GL_INDEX_ARRAY 0x8077 | |
#define GL_TEXTURE_COORD_ARRAY 0x8078 | |
#define GL_EDGE_FLAG_ARRAY 0x8079 | |
#define GL_VERTEX_ARRAY_SIZE 0x807A | |
#define GL_VERTEX_ARRAY_TYPE 0x807B | |
#define GL_VERTEX_ARRAY_STRIDE 0x807C | |
#define GL_NORMAL_ARRAY_TYPE 0x807E | |
#define GL_NORMAL_ARRAY_STRIDE 0x807F | |
#define GL_COLOR_ARRAY_SIZE 0x8081 | |
#define GL_COLOR_ARRAY_TYPE 0x8082 | |
#define GL_COLOR_ARRAY_STRIDE 0x8083 | |
#define GL_INDEX_ARRAY_TYPE 0x8085 | |
#define GL_INDEX_ARRAY_STRIDE 0x8086 | |
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 | |
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 | |
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A | |
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C | |
#define GL_TEXTURE_COMPONENTS 0x1003 | |
#define GL_TEXTURE_BORDER 0x1005 | |
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 | |
#define GL_TEXTURE_INTENSITY_SIZE 0x8061 | |
#define GL_TEXTURE_PRIORITY 0x8066 | |
#define GL_TEXTURE_RESIDENT 0x8067 | |
#define GL_AMBIENT 0x1200 | |
#define GL_DIFFUSE 0x1201 | |
#define GL_SPECULAR 0x1202 | |
#define GL_POSITION 0x1203 | |
#define GL_SPOT_DIRECTION 0x1204 | |
#define GL_SPOT_EXPONENT 0x1205 | |
#define GL_SPOT_CUTOFF 0x1206 | |
#define GL_CONSTANT_ATTENUATION 0x1207 | |
#define GL_LINEAR_ATTENUATION 0x1208 | |
#define GL_QUADRATIC_ATTENUATION 0x1209 | |
#define GL_COMPILE 0x1300 | |
#define GL_COMPILE_AND_EXECUTE 0x1301 | |
#define GL_2_BYTES 0x1407 | |
#define GL_3_BYTES 0x1408 | |
#define GL_4_BYTES 0x1409 | |
#define GL_EMISSION 0x1600 | |
#define GL_SHININESS 0x1601 | |
#define GL_AMBIENT_AND_DIFFUSE 0x1602 | |
#define GL_COLOR_INDEXES 0x1603 | |
#define GL_MODELVIEW 0x1700 | |
#define GL_PROJECTION 0x1701 | |
#define GL_COLOR_INDEX 0x1900 | |
#define GL_LUMINANCE 0x1909 | |
#define GL_LUMINANCE_ALPHA 0x190A | |
#define GL_BITMAP 0x1A00 | |
#define GL_RENDER 0x1C00 | |
#define GL_FEEDBACK 0x1C01 | |
#define GL_SELECT 0x1C02 | |
#define GL_FLAT 0x1D00 | |
#define GL_SMOOTH 0x1D01 | |
#define GL_S 0x2000 | |
#define GL_T 0x2001 | |
#define GL_R 0x2002 | |
#define GL_Q 0x2003 | |
#define GL_MODULATE 0x2100 | |
#define GL_DECAL 0x2101 | |
#define GL_TEXTURE_ENV_MODE 0x2200 | |
#define GL_TEXTURE_ENV_COLOR 0x2201 | |
#define GL_TEXTURE_ENV 0x2300 | |
#define GL_EYE_LINEAR 0x2400 | |
#define GL_OBJECT_LINEAR 0x2401 | |
#define GL_SPHERE_MAP 0x2402 | |
#define GL_TEXTURE_GEN_MODE 0x2500 | |
#define GL_OBJECT_PLANE 0x2501 | |
#define GL_EYE_PLANE 0x2502 | |
//#define GL_CLAMP 0x2900 | |
#define GL_ALPHA4 0x803B | |
#define GL_ALPHA8 0x803C | |
#define GL_ALPHA12 0x803D | |
#define GL_ALPHA16 0x803E | |
#define GL_LUMINANCE4 0x803F | |
#define GL_LUMINANCE8 0x8040 | |
#define GL_LUMINANCE12 0x8041 | |
#define GL_LUMINANCE16 0x8042 | |
#define GL_LUMINANCE4_ALPHA4 0x8043 | |
#define GL_LUMINANCE6_ALPHA2 0x8044 | |
#define GL_LUMINANCE8_ALPHA8 0x8045 | |
#define GL_LUMINANCE12_ALPHA4 0x8046 | |
#define GL_LUMINANCE12_ALPHA12 0x8047 | |
#define GL_LUMINANCE16_ALPHA16 0x8048 | |
#define GL_INTENSITY 0x8049 | |
#define GL_INTENSITY4 0x804A | |
#define GL_INTENSITY8 0x804B | |
#define GL_INTENSITY12 0x804C | |
#define GL_INTENSITY16 0x804D | |
#define GL_V2F 0x2A20 | |
#define GL_V3F 0x2A21 | |
#define GL_C4UB_V2F 0x2A22 | |
#define GL_C4UB_V3F 0x2A23 | |
#define GL_C3F_V3F 0x2A24 | |
#define GL_N3F_V3F 0x2A25 | |
#define GL_C4F_N3F_V3F 0x2A26 | |
#define GL_T2F_V3F 0x2A27 | |
#define GL_T4F_V4F 0x2A28 | |
#define GL_T2F_C4UB_V3F 0x2A29 | |
#define GL_T2F_C3F_V3F 0x2A2A | |
#define GL_T2F_N3F_V3F 0x2A2B | |
#define GL_T2F_C4F_N3F_V3F 0x2A2C | |
#define GL_T4F_C4F_N3F_V4F 0x2A2D | |
#define GL_CLIP_PLANE0 0x3000 | |
#define GL_CLIP_PLANE1 0x3001 | |
#define GL_CLIP_PLANE2 0x3002 | |
#define GL_CLIP_PLANE3 0x3003 | |
#define GL_CLIP_PLANE4 0x3004 | |
#define GL_CLIP_PLANE5 0x3005 | |
#define GL_LIGHT0 0x4000 | |
#define GL_LIGHT1 0x4001 | |
#define GL_LIGHT2 0x4002 | |
#define GL_LIGHT3 0x4003 | |
#define GL_LIGHT4 0x4004 | |
#define GL_LIGHT5 0x4005 | |
#define GL_LIGHT6 0x4006 | |
#define GL_LIGHT7 0x4007 | |
#define GL_UNSIGNED_BYTE_3_3_2 0x8032 | |
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 | |
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 | |
#define GL_UNSIGNED_INT_8_8_8_8 0x8035 | |
#define GL_UNSIGNED_INT_10_10_10_2 0x8036 | |
#define GL_TEXTURE_BINDING_3D 0x806A | |
#define GL_PACK_SKIP_IMAGES 0x806B | |
#define GL_PACK_IMAGE_HEIGHT 0x806C | |
#define GL_UNPACK_SKIP_IMAGES 0x806D | |
#define GL_UNPACK_IMAGE_HEIGHT 0x806E | |
#define GL_TEXTURE_3D 0x806F | |
#define GL_PROXY_TEXTURE_3D 0x8070 | |
#define GL_TEXTURE_DEPTH 0x8071 | |
#define GL_TEXTURE_WRAP_R 0x8072 | |
#define GL_MAX_3D_TEXTURE_SIZE 0x8073 | |
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 | |
#define GL_UNSIGNED_SHORT_5_6_5 0x8363 | |
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 | |
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 | |
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 | |
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 | |
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 | |
#define GL_BGR 0x80E0 | |
#define GL_BGRA 0x80E1 | |
#define GL_MAX_ELEMENTS_VERTICES 0x80E8 | |
#define GL_MAX_ELEMENTS_INDICES 0x80E9 | |
#define GL_CLAMP_TO_EDGE 0x812F | |
#define GL_TEXTURE_MIN_LOD 0x813A | |
#define GL_TEXTURE_MAX_LOD 0x813B | |
#define GL_TEXTURE_BASE_LEVEL 0x813C | |
#define GL_TEXTURE_MAX_LEVEL 0x813D | |
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 | |
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 | |
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 | |
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 | |
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E | |
#define GL_RESCALE_NORMAL 0x803A | |
#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 | |
#define GL_SINGLE_COLOR 0x81F9 | |
#define GL_SEPARATE_SPECULAR_COLOR 0x81FA | |
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D | |
#define GL_TEXTURE0 0x84C0 | |
#define GL_TEXTURE1 0x84C1 | |
#define GL_TEXTURE2 0x84C2 | |
#define GL_TEXTURE3 0x84C3 | |
#define GL_TEXTURE4 0x84C4 | |
#define GL_TEXTURE5 0x84C5 | |
#define GL_TEXTURE6 0x84C6 | |
#define GL_TEXTURE7 0x84C7 | |
#define GL_TEXTURE8 0x84C8 | |
#define GL_TEXTURE9 0x84C9 | |
#define GL_TEXTURE10 0x84CA | |
#define GL_TEXTURE11 0x84CB | |
#define GL_TEXTURE12 0x84CC | |
#define GL_TEXTURE13 0x84CD | |
#define GL_TEXTURE14 0x84CE | |
#define GL_TEXTURE15 0x84CF | |
#define GL_TEXTURE16 0x84D0 | |
#define GL_TEXTURE17 0x84D1 | |
#define GL_TEXTURE18 0x84D2 | |
#define GL_TEXTURE19 0x84D3 | |
#define GL_TEXTURE20 0x84D4 | |
#define GL_TEXTURE21 0x84D5 | |
#define GL_TEXTURE22 0x84D6 | |
#define GL_TEXTURE23 0x84D7 | |
#define GL_TEXTURE24 0x84D8 | |
#define GL_TEXTURE25 0x84D9 | |
#define GL_TEXTURE26 0x84DA | |
#define GL_TEXTURE27 0x84DB | |
#define GL_TEXTURE28 0x84DC | |
#define GL_TEXTURE29 0x84DD | |
#define GL_TEXTURE30 0x84DE | |
#define GL_TEXTURE31 0x84DF | |
#define GL_ACTIVE_TEXTURE 0x84E0 | |
#define GL_MULTISAMPLE 0x809D | |
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E | |
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F | |
#define GL_SAMPLE_COVERAGE 0x80A0 | |
#define GL_SAMPLE_BUFFERS 0x80A8 | |
#define GL_SAMPLES 0x80A9 | |
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA | |
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB | |
#define GL_TEXTURE_CUBE_MAP 0x8513 | |
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 | |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 | |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 | |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 | |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 | |
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 | |
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A | |
#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B | |
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C | |
#define GL_COMPRESSED_RGB 0x84ED | |
#define GL_COMPRESSED_RGBA 0x84EE | |
#define GL_TEXTURE_COMPRESSION_HINT 0x84EF | |
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 | |
#define GL_TEXTURE_COMPRESSED 0x86A1 | |
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 | |
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 | |
#define GL_CLAMP_TO_BORDER 0x812D | |
#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 | |
#define GL_MAX_TEXTURE_UNITS 0x84E2 | |
#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 | |
#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 | |
#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 | |
#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 | |
#define GL_MULTISAMPLE_BIT 0x20000000 | |
#define GL_NORMAL_MAP 0x8511 | |
#define GL_REFLECTION_MAP 0x8512 | |
#define GL_COMPRESSED_ALPHA 0x84E9 | |
#define GL_COMPRESSED_LUMINANCE 0x84EA | |
#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB | |
#define GL_COMPRESSED_INTENSITY 0x84EC | |
#define GL_COMBINE 0x8570 | |
#define GL_COMBINE_RGB 0x8571 | |
#define GL_COMBINE_ALPHA 0x8572 | |
#define GL_SOURCE0_RGB 0x8580 | |
#define GL_SOURCE1_RGB 0x8581 | |
#define GL_SOURCE2_RGB 0x8582 | |
#define GL_SOURCE0_ALPHA 0x8588 | |
#define GL_SOURCE1_ALPHA 0x8589 | |
#define GL_SOURCE2_ALPHA 0x858A | |
#define GL_OPERAND0_RGB 0x8590 | |
#define GL_OPERAND1_RGB 0x8591 | |
#define GL_OPERAND2_RGB 0x8592 | |
#define GL_OPERAND0_ALPHA 0x8598 | |
#define GL_OPERAND1_ALPHA 0x8599 | |
#define GL_OPERAND2_ALPHA 0x859A | |
#define GL_RGB_SCALE 0x8573 | |
#define GL_ADD_SIGNED 0x8574 | |
#define GL_INTERPOLATE 0x8575 | |
#define GL_SUBTRACT 0x84E7 | |
#define GL_CONSTANT 0x8576 | |
#define GL_PRIMARY_COLOR 0x8577 | |
#define GL_PREVIOUS 0x8578 | |
#define GL_DOT3_RGB 0x86AE | |
#define GL_DOT3_RGBA 0x86AF | |
#define GL_BLEND_DST_RGB 0x80C8 | |
#define GL_BLEND_SRC_RGB 0x80C9 | |
#define GL_BLEND_DST_ALPHA 0x80CA | |
#define GL_BLEND_SRC_ALPHA 0x80CB | |
#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 | |
#define GL_DEPTH_COMPONENT16 0x81A5 | |
#define GL_DEPTH_COMPONENT24 0x81A6 | |
#define GL_DEPTH_COMPONENT32 0x81A7 | |
#define GL_MIRRORED_REPEAT 0x8370 | |
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD | |
#define GL_TEXTURE_LOD_BIAS 0x8501 | |
#define GL_INCR_WRAP 0x8507 | |
#define GL_DECR_WRAP 0x8508 | |
#define GL_TEXTURE_DEPTH_SIZE 0x884A | |
#define GL_TEXTURE_COMPARE_MODE 0x884C | |
#define GL_TEXTURE_COMPARE_FUNC 0x884D | |
#define GL_POINT_SIZE_MIN 0x8126 | |
#define GL_POINT_SIZE_MAX 0x8127 | |
#define GL_POINT_DISTANCE_ATTENUATION 0x8129 | |
#define GL_GENERATE_MIPMAP 0x8191 | |
#define GL_GENERATE_MIPMAP_HINT 0x8192 | |
#define GL_FOG_COORDINATE_SOURCE 0x8450 | |
#define GL_FOG_COORDINATE 0x8451 | |
#define GL_FRAGMENT_DEPTH 0x8452 | |
#define GL_CURRENT_FOG_COORDINATE 0x8453 | |
#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 | |
#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 | |
#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 | |
#define GL_FOG_COORDINATE_ARRAY 0x8457 | |
#define GL_COLOR_SUM 0x8458 | |
#define GL_CURRENT_SECONDARY_COLOR 0x8459 | |
#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A | |
#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B | |
#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C | |
#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D | |
#define GL_SECONDARY_COLOR_ARRAY 0x845E | |
#define GL_TEXTURE_FILTER_CONTROL 0x8500 | |
#define GL_DEPTH_TEXTURE_MODE 0x884B | |
#define GL_COMPARE_R_TO_TEXTURE 0x884E | |
#define GL_FUNC_ADD 0x8006 | |
#define GL_FUNC_SUBTRACT 0x800A | |
#define GL_FUNC_REVERSE_SUBTRACT 0x800B | |
#define GL_MIN 0x8007 | |
#define GL_MAX 0x8008 | |
#define GL_CONSTANT_COLOR 0x8001 | |
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 | |
#define GL_CONSTANT_ALPHA 0x8003 | |
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 | |
#define GL_BUFFER_SIZE 0x8764 | |
#define GL_BUFFER_USAGE 0x8765 | |
#define GL_QUERY_COUNTER_BITS 0x8864 | |
#define GL_CURRENT_QUERY 0x8865 | |
#define GL_QUERY_RESULT 0x8866 | |
#define GL_QUERY_RESULT_AVAILABLE 0x8867 | |
#define GL_ARRAY_BUFFER 0x8892 | |
#define GL_ELEMENT_ARRAY_BUFFER 0x8893 | |
#define GL_ARRAY_BUFFER_BINDING 0x8894 | |
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 | |
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F | |
#define GL_READ_ONLY 0x88B8 | |
#define GL_WRITE_ONLY 0x88B9 | |
#define GL_READ_WRITE 0x88BA | |
#define GL_BUFFER_ACCESS 0x88BB | |
#define GL_BUFFER_MAPPED 0x88BC | |
#define GL_BUFFER_MAP_POINTER 0x88BD | |
#define GL_STREAM_DRAW 0x88E0 | |
#define GL_STREAM_READ 0x88E1 | |
#define GL_STREAM_COPY 0x88E2 | |
#define GL_STATIC_DRAW 0x88E4 | |
#define GL_STATIC_READ 0x88E5 | |
#define GL_STATIC_COPY 0x88E6 | |
#define GL_DYNAMIC_DRAW 0x88E8 | |
#define GL_DYNAMIC_READ 0x88E9 | |
#define GL_DYNAMIC_COPY 0x88EA | |
#define GL_SAMPLES_PASSED 0x8914 | |
#define GL_SRC1_ALPHA 0x8589 | |
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 | |
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 | |
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 | |
#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 | |
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A | |
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B | |
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C | |
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D | |
#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E | |
#define GL_FOG_COORD_SRC 0x8450 | |
#define GL_FOG_COORD 0x8451 | |
#define GL_CURRENT_FOG_COORD 0x8453 | |
#define GL_FOG_COORD_ARRAY_TYPE 0x8454 | |
#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 | |
#define GL_FOG_COORD_ARRAY_POINTER 0x8456 | |
#define GL_FOG_COORD_ARRAY 0x8457 | |
#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D | |
#define GL_SRC0_RGB 0x8580 | |
#define GL_SRC1_RGB 0x8581 | |
#define GL_SRC2_RGB 0x8582 | |
#define GL_SRC0_ALPHA 0x8588 | |
#define GL_SRC2_ALPHA 0x858A | |
#define GL_BLEND_EQUATION_RGB 0x8009 | |
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 | |
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 | |
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 | |
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 | |
#define GL_CURRENT_VERTEX_ATTRIB 0x8626 | |
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 | |
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 | |
#define GL_STENCIL_BACK_FUNC 0x8800 | |
#define GL_STENCIL_BACK_FAIL 0x8801 | |
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 | |
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 | |
#define GL_MAX_DRAW_BUFFERS 0x8824 | |
#define GL_DRAW_BUFFER0 0x8825 | |
#define GL_DRAW_BUFFER1 0x8826 | |
#define GL_DRAW_BUFFER2 0x8827 | |
#define GL_DRAW_BUFFER3 0x8828 | |
#define GL_DRAW_BUFFER4 0x8829 | |
#define GL_DRAW_BUFFER5 0x882A | |
#define GL_DRAW_BUFFER6 0x882B | |
#define GL_DRAW_BUFFER7 0x882C | |
#define GL_DRAW_BUFFER8 0x882D | |
#define GL_DRAW_BUFFER9 0x882E | |
#define GL_DRAW_BUFFER10 0x882F | |
#define GL_DRAW_BUFFER11 0x8830 | |
#define GL_DRAW_BUFFER12 0x8831 | |
#define GL_DRAW_BUFFER13 0x8832 | |
#define GL_DRAW_BUFFER14 0x8833 | |
#define GL_DRAW_BUFFER15 0x8834 | |
#define GL_BLEND_EQUATION_ALPHA 0x883D | |
#define GL_MAX_VERTEX_ATTRIBS 0x8869 | |
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A | |
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 | |
#define GL_FRAGMENT_SHADER 0x8B30 | |
#define GL_VERTEX_SHADER 0x8B31 | |
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 | |
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A | |
#define GL_MAX_VARYING_FLOATS 0x8B4B | |
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C | |
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D | |
#define GL_SHADER_TYPE 0x8B4F | |
#define GL_FLOAT_VEC2 0x8B50 | |
#define GL_FLOAT_VEC3 0x8B51 | |
#define GL_FLOAT_VEC4 0x8B52 | |
#define GL_INT_VEC2 0x8B53 | |
#define GL_INT_VEC3 0x8B54 | |
#define GL_INT_VEC4 0x8B55 | |
#define GL_BOOL 0x8B56 | |
#define GL_BOOL_VEC2 0x8B57 | |
#define GL_BOOL_VEC3 0x8B58 | |
#define GL_BOOL_VEC4 0x8B59 | |
#define GL_FLOAT_MAT2 0x8B5A | |
#define GL_FLOAT_MAT3 0x8B5B | |
#define GL_FLOAT_MAT4 0x8B5C | |
#define GL_SAMPLER_1D 0x8B5D | |
#define GL_SAMPLER_2D 0x8B5E | |
#define GL_SAMPLER_3D 0x8B5F | |
#define GL_SAMPLER_CUBE 0x8B60 | |
#define GL_SAMPLER_1D_SHADOW 0x8B61 | |
#define GL_SAMPLER_2D_SHADOW 0x8B62 | |
#define GL_DELETE_STATUS 0x8B80 | |
#define GL_COMPILE_STATUS 0x8B81 | |
#define GL_LINK_STATUS 0x8B82 | |
#define GL_VALIDATE_STATUS 0x8B83 | |
#define GL_INFO_LOG_LENGTH 0x8B84 | |
#define GL_ATTACHED_SHADERS 0x8B85 | |
#define GL_ACTIVE_UNIFORMS 0x8B86 | |
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 | |
#define GL_SHADER_SOURCE_LENGTH 0x8B88 | |
#define GL_ACTIVE_ATTRIBUTES 0x8B89 | |
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A | |
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B | |
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C | |
#define GL_CURRENT_PROGRAM 0x8B8D | |
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 | |
#define GL_LOWER_LEFT 0x8CA1 | |
#define GL_UPPER_LEFT 0x8CA2 | |
#define GL_STENCIL_BACK_REF 0x8CA3 | |
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 | |
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 | |
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 | |
#define GL_POINT_SPRITE 0x8861 | |
#define GL_COORD_REPLACE 0x8862 | |
#define GL_MAX_TEXTURE_COORDS 0x8871 | |
#define GL_PIXEL_PACK_BUFFER 0x88EB | |
#define GL_PIXEL_UNPACK_BUFFER 0x88EC | |
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED | |
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF | |
#define GL_FLOAT_MAT2x3 0x8B65 | |
#define GL_FLOAT_MAT2x4 0x8B66 | |
#define GL_FLOAT_MAT3x2 0x8B67 | |
#define GL_FLOAT_MAT3x4 0x8B68 | |
#define GL_FLOAT_MAT4x2 0x8B69 | |
#define GL_FLOAT_MAT4x3 0x8B6A | |
#define GL_SRGB 0x8C40 | |
#define GL_SRGB8 0x8C41 | |
#define GL_SRGB_ALPHA 0x8C42 | |
#define GL_SRGB8_ALPHA8 0x8C43 | |
#define GL_COMPRESSED_SRGB 0x8C48 | |
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 | |
#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F | |
#define GL_SLUMINANCE_ALPHA 0x8C44 | |
#define GL_SLUMINANCE8_ALPHA8 0x8C45 | |
#define GL_SLUMINANCE 0x8C46 | |
#define GL_SLUMINANCE8 0x8C47 | |
#define GL_COMPRESSED_SLUMINANCE 0x8C4A | |
#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B | |
#define GL_COMPARE_REF_TO_TEXTURE 0x884E | |
#define GL_CLIP_DISTANCE0 0x3000 | |
#define GL_CLIP_DISTANCE1 0x3001 | |
#define GL_CLIP_DISTANCE2 0x3002 | |
#define GL_CLIP_DISTANCE3 0x3003 | |
#define GL_CLIP_DISTANCE4 0x3004 | |
#define GL_CLIP_DISTANCE5 0x3005 | |
#define GL_CLIP_DISTANCE6 0x3006 | |
#define GL_CLIP_DISTANCE7 0x3007 | |
#define GL_MAX_CLIP_DISTANCES 0x0D32 | |
#define GL_MAJOR_VERSION 0x821B | |
#define GL_MINOR_VERSION 0x821C | |
#define GL_NUM_EXTENSIONS 0x821D | |
#define GL_CONTEXT_FLAGS 0x821E | |
#define GL_COMPRESSED_RED 0x8225 | |
#define GL_COMPRESSED_RG 0x8226 | |
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 | |
#define GL_RGBA32F 0x8814 | |
#define GL_RGB32F 0x8815 | |
#define GL_RGBA16F 0x881A | |
#define GL_RGB16F 0x881B | |
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD | |
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF | |
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 | |
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 | |
#define GL_CLAMP_READ_COLOR 0x891C | |
#define GL_FIXED_ONLY 0x891D | |
#define GL_MAX_VARYING_COMPONENTS 0x8B4B | |
#define GL_TEXTURE_1D_ARRAY 0x8C18 | |
#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 | |
#define GL_TEXTURE_2D_ARRAY 0x8C1A | |
#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B | |
#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C | |
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D | |
#define GL_R11F_G11F_B10F 0x8C3A | |
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B | |
#define GL_RGB9_E5 0x8C3D | |
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E | |
#define GL_TEXTURE_SHARED_SIZE 0x8C3F | |
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F | |
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 | |
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 | |
#define GL_PRIMITIVES_GENERATED 0x8C87 | |
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 | |
#define GL_RASTERIZER_DISCARD 0x8C89 | |
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A | |
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B | |
#define GL_INTERLEAVED_ATTRIBS 0x8C8C | |
#define GL_SEPARATE_ATTRIBS 0x8C8D | |
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E | |
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F | |
#define GL_RGBA32UI 0x8D70 | |
#define GL_RGB32UI 0x8D71 | |
#define GL_RGBA16UI 0x8D76 | |
#define GL_RGB16UI 0x8D77 | |
#define GL_RGBA8UI 0x8D7C | |
#define GL_RGB8UI 0x8D7D | |
#define GL_RGBA32I 0x8D82 | |
#define GL_RGB32I 0x8D83 | |
#define GL_RGBA16I 0x8D88 | |
#define GL_RGB16I 0x8D89 | |
#define GL_RGBA8I 0x8D8E | |
#define GL_RGB8I 0x8D8F | |
#define GL_RED_INTEGER 0x8D94 | |
#define GL_GREEN_INTEGER 0x8D95 | |
#define GL_BLUE_INTEGER 0x8D96 | |
#define GL_RGB_INTEGER 0x8D98 | |
#define GL_RGBA_INTEGER 0x8D99 | |
#define GL_BGR_INTEGER 0x8D9A | |
#define GL_BGRA_INTEGER 0x8D9B | |
#define GL_SAMPLER_1D_ARRAY 0x8DC0 | |
#define GL_SAMPLER_2D_ARRAY 0x8DC1 | |
#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 | |
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 | |
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 | |
#define GL_UNSIGNED_INT_VEC2 0x8DC6 | |
#define GL_UNSIGNED_INT_VEC3 0x8DC7 | |
#define GL_UNSIGNED_INT_VEC4 0x8DC8 | |
#define GL_INT_SAMPLER_1D 0x8DC9 | |
#define GL_INT_SAMPLER_2D 0x8DCA | |
#define GL_INT_SAMPLER_3D 0x8DCB | |
#define GL_INT_SAMPLER_CUBE 0x8DCC | |
#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE | |
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF | |
#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 | |
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 | |
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 | |
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 | |
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 | |
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 | |
#define GL_QUERY_WAIT 0x8E13 | |
#define GL_QUERY_NO_WAIT 0x8E14 | |
#define GL_QUERY_BY_REGION_WAIT 0x8E15 | |
#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 | |
#define GL_BUFFER_ACCESS_FLAGS 0x911F | |
#define GL_BUFFER_MAP_LENGTH 0x9120 | |
#define GL_BUFFER_MAP_OFFSET 0x9121 | |
#define GL_DEPTH_COMPONENT32F 0x8CAC | |
#define GL_DEPTH32F_STENCIL8 0x8CAD | |
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD | |
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 | |
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 | |
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 | |
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 | |
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 | |
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 | |
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 | |
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 | |
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 | |
#define GL_FRAMEBUFFER_DEFAULT 0x8218 | |
#define GL_FRAMEBUFFER_UNDEFINED 0x8219 | |
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A | |
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 | |
#define GL_DEPTH_STENCIL 0x84F9 | |
#define GL_UNSIGNED_INT_24_8 0x84FA | |
#define GL_DEPTH24_STENCIL8 0x88F0 | |
#define GL_TEXTURE_STENCIL_SIZE 0x88F1 | |
#define GL_TEXTURE_RED_TYPE 0x8C10 | |
#define GL_TEXTURE_GREEN_TYPE 0x8C11 | |
#define GL_TEXTURE_BLUE_TYPE 0x8C12 | |
#define GL_TEXTURE_ALPHA_TYPE 0x8C13 | |
#define GL_TEXTURE_DEPTH_TYPE 0x8C16 | |
#define GL_UNSIGNED_NORMALIZED 0x8C17 | |
#define GL_FRAMEBUFFER_BINDING 0x8CA6 | |
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 | |
#define GL_RENDERBUFFER_BINDING 0x8CA7 | |
#define GL_READ_FRAMEBUFFER 0x8CA8 | |
#define GL_DRAW_FRAMEBUFFER 0x8CA9 | |
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA | |
#define GL_RENDERBUFFER_SAMPLES 0x8CAB | |
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 | |
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 | |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 | |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 | |
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 | |
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 | |
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 | |
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 | |
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB | |
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC | |
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD | |
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF | |
#define GL_COLOR_ATTACHMENT0 0x8CE0 | |
#define GL_COLOR_ATTACHMENT1 0x8CE1 | |
#define GL_COLOR_ATTACHMENT2 0x8CE2 | |
#define GL_COLOR_ATTACHMENT3 0x8CE3 | |
#define GL_COLOR_ATTACHMENT4 0x8CE4 | |
#define GL_COLOR_ATTACHMENT5 0x8CE5 | |
#define GL_COLOR_ATTACHMENT6 0x8CE6 | |
#define GL_COLOR_ATTACHMENT7 0x8CE7 | |
#define GL_COLOR_ATTACHMENT8 0x8CE8 | |
#define GL_COLOR_ATTACHMENT9 0x8CE9 | |
#define GL_COLOR_ATTACHMENT10 0x8CEA | |
#define GL_COLOR_ATTACHMENT11 0x8CEB | |
#define GL_COLOR_ATTACHMENT12 0x8CEC | |
#define GL_COLOR_ATTACHMENT13 0x8CED | |
#define GL_COLOR_ATTACHMENT14 0x8CEE | |
#define GL_COLOR_ATTACHMENT15 0x8CEF | |
#define GL_COLOR_ATTACHMENT16 0x8CF0 | |
#define GL_COLOR_ATTACHMENT17 0x8CF1 | |
#define GL_COLOR_ATTACHMENT18 0x8CF2 | |
#define GL_COLOR_ATTACHMENT19 0x8CF3 | |
#define GL_COLOR_ATTACHMENT20 0x8CF4 | |
#define GL_COLOR_ATTACHMENT21 0x8CF5 | |
#define GL_COLOR_ATTACHMENT22 0x8CF6 | |
#define GL_COLOR_ATTACHMENT23 0x8CF7 | |
#define GL_COLOR_ATTACHMENT24 0x8CF8 | |
#define GL_COLOR_ATTACHMENT25 0x8CF9 | |
#define GL_COLOR_ATTACHMENT26 0x8CFA | |
#define GL_COLOR_ATTACHMENT27 0x8CFB | |
#define GL_COLOR_ATTACHMENT28 0x8CFC | |
#define GL_COLOR_ATTACHMENT29 0x8CFD | |
#define GL_COLOR_ATTACHMENT30 0x8CFE | |
#define GL_COLOR_ATTACHMENT31 0x8CFF | |
#define GL_DEPTH_ATTACHMENT 0x8D00 | |
#define GL_STENCIL_ATTACHMENT 0x8D20 | |
#define GL_FRAMEBUFFER 0x8D40 | |
#define GL_RENDERBUFFER 0x8D41 | |
#define GL_RENDERBUFFER_WIDTH 0x8D42 | |
#define GL_RENDERBUFFER_HEIGHT 0x8D43 | |
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 | |
#define GL_STENCIL_INDEX1 0x8D46 | |
#define GL_STENCIL_INDEX4 0x8D47 | |
#define GL_STENCIL_INDEX8 0x8D48 | |
#define GL_STENCIL_INDEX16 0x8D49 | |
#define GL_RENDERBUFFER_RED_SIZE 0x8D50 | |
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 | |
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 | |
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 | |
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 | |
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 | |
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 | |
#define GL_MAX_SAMPLES 0x8D57 | |
#define GL_INDEX 0x8222 | |
#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 | |
#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 | |
#define GL_FRAMEBUFFER_SRGB 0x8DB9 | |
#define GL_HALF_FLOAT 0x140B | |
#define GL_MAP_READ_BIT 0x0001 | |
#define GL_MAP_WRITE_BIT 0x0002 | |
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 | |
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 | |
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 | |
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 | |
#define GL_COMPRESSED_RED_RGTC1 0x8DBB | |
#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC | |
#define GL_COMPRESSED_RG_RGTC2 0x8DBD | |
#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE | |
#define GL_RG 0x8227 | |
#define GL_RG_INTEGER 0x8228 | |
#define GL_R8 0x8229 | |
#define GL_R16 0x822A | |
#define GL_RG8 0x822B | |
#define GL_RG16 0x822C | |
#define GL_R16F 0x822D | |
#define GL_R32F 0x822E | |
#define GL_RG16F 0x822F | |
#define GL_RG32F 0x8230 | |
#define GL_R8I 0x8231 | |
#define GL_R8UI 0x8232 | |
#define GL_R16I 0x8233 | |
#define GL_R16UI 0x8234 | |
#define GL_R32I 0x8235 | |
#define GL_R32UI 0x8236 | |
#define GL_RG8I 0x8237 | |
#define GL_RG8UI 0x8238 | |
#define GL_RG16I 0x8239 | |
#define GL_RG16UI 0x823A | |
#define GL_RG32I 0x823B | |
#define GL_RG32UI 0x823C | |
#define GL_VERTEX_ARRAY_BINDING 0x85B5 | |
#define GL_CLAMP_VERTEX_COLOR 0x891A | |
#define GL_CLAMP_FRAGMENT_COLOR 0x891B | |
#define GL_ALPHA_INTEGER 0x8D97 | |
#define GL_SAMPLER_2D_RECT 0x8B63 | |
#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 | |
#define GL_SAMPLER_BUFFER 0x8DC2 | |
#define GL_INT_SAMPLER_2D_RECT 0x8DCD | |
#define GL_INT_SAMPLER_BUFFER 0x8DD0 | |
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 | |
#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 | |
#define GL_TEXTURE_BUFFER 0x8C2A | |
#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B | |
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C | |
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D | |
#define GL_TEXTURE_RECTANGLE 0x84F5 | |
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 | |
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 | |
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 | |
#define GL_R8_SNORM 0x8F94 | |
#define GL_RG8_SNORM 0x8F95 | |
#define GL_RGB8_SNORM 0x8F96 | |
#define GL_RGBA8_SNORM 0x8F97 | |
#define GL_R16_SNORM 0x8F98 | |
#define GL_RG16_SNORM 0x8F99 | |
#define GL_RGB16_SNORM 0x8F9A | |
#define GL_RGBA16_SNORM 0x8F9B | |
#define GL_SIGNED_NORMALIZED 0x8F9C | |
#define GL_PRIMITIVE_RESTART 0x8F9D | |
#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E | |
#define GL_COPY_READ_BUFFER 0x8F36 | |
#define GL_COPY_WRITE_BUFFER 0x8F37 | |
#define GL_UNIFORM_BUFFER 0x8A11 | |
#define GL_UNIFORM_BUFFER_BINDING 0x8A28 | |
#define GL_UNIFORM_BUFFER_START 0x8A29 | |
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A | |
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B | |
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C | |
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D | |
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E | |
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F | |
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 | |
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 | |
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 | |
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 | |
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 | |
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 | |
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 | |
#define GL_UNIFORM_TYPE 0x8A37 | |
#define GL_UNIFORM_SIZE 0x8A38 | |
#define GL_UNIFORM_NAME_LENGTH 0x8A39 | |
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A | |
#define GL_UNIFORM_OFFSET 0x8A3B | |
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C | |
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D | |
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E | |
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F | |
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 | |
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 | |
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 | |
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 | |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 | |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 | |
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 | |
#define GL_INVALID_INDEX 0xFFFFFFFF | |
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 | |
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 | |
#define GL_LINES_ADJACENCY 0x000A | |
#define GL_LINE_STRIP_ADJACENCY 0x000B | |
#define GL_TRIANGLES_ADJACENCY 0x000C | |
#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D | |
#define GL_PROGRAM_POINT_SIZE 0x8642 | |
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 | |
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 | |
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 | |
#define GL_GEOMETRY_SHADER 0x8DD9 | |
#define GL_GEOMETRY_VERTICES_OUT 0x8916 | |
#define GL_GEOMETRY_INPUT_TYPE 0x8917 | |
#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 | |
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF | |
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 | |
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 | |
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 | |
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 | |
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 | |
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 | |
#define GL_CONTEXT_PROFILE_MASK 0x9126 | |
#define GL_DEPTH_CLAMP 0x864F | |
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C | |
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D | |
#define GL_LAST_VERTEX_CONVENTION 0x8E4E | |
#define GL_PROVOKING_VERTEX 0x8E4F | |
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F | |
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 | |
#define GL_OBJECT_TYPE 0x9112 | |
#define GL_SYNC_CONDITION 0x9113 | |
#define GL_SYNC_STATUS 0x9114 | |
#define GL_SYNC_FLAGS 0x9115 | |
#define GL_SYNC_FENCE 0x9116 | |
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 | |
#define GL_UNSIGNALED 0x9118 | |
#define GL_SIGNALED 0x9119 | |
#define GL_ALREADY_SIGNALED 0x911A | |
#define GL_TIMEOUT_EXPIRED 0x911B | |
#define GL_CONDITION_SATISFIED 0x911C | |
#define GL_WAIT_FAILED 0x911D | |
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF | |
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 | |
#define GL_SAMPLE_POSITION 0x8E50 | |
#define GL_SAMPLE_MASK 0x8E51 | |
#define GL_SAMPLE_MASK_VALUE 0x8E52 | |
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 | |
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 | |
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 | |
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 | |
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 | |
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 | |
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 | |
#define GL_TEXTURE_SAMPLES 0x9106 | |
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 | |
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 | |
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 | |
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A | |
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B | |
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C | |
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D | |
#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E | |
#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F | |
#define GL_MAX_INTEGER_SAMPLES 0x9110 | |
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE | |
#define GL_SRC1_COLOR 0x88F9 | |
#define GL_ONE_MINUS_SRC1_COLOR 0x88FA | |
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB | |
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC | |
#define GL_ANY_SAMPLES_PASSED 0x8C2F | |
#define GL_SAMPLER_BINDING 0x8919 | |
#define GL_RGB10_A2UI 0x906F | |
#define GL_TEXTURE_SWIZZLE_R 0x8E42 | |
#define GL_TEXTURE_SWIZZLE_G 0x8E43 | |
#define GL_TEXTURE_SWIZZLE_B 0x8E44 | |
#define GL_TEXTURE_SWIZZLE_A 0x8E45 | |
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 | |
#define GL_TIME_ELAPSED 0x88BF | |
#define GL_TIMESTAMP 0x8E28 | |
#define GL_INT_2_10_10_10_REV 0x8D9F |
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