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There is a hidden distribution of ANGLE in windows that (now) you can use

There is an ANGLE driver in every windows 8-11 included in the system32 named edgeangle.dll that seems to be part of the former edge 11 (spartan) that briefly existed in windows (and still exists as in edgehtml.dll and will take a future post)

This distribution reports ANGLE version OpenGL ES 3.0 (ANGLE 2.1.0.d0cdd066eca2) and it seems only D3D11 backend is available. It reports the next extensions:

GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_multiview GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object

For some reason microsoft developers did not want this module to be used by developers and mangled the module in two ways:

  1. The module abort on initialization if the executable name is not one of the browser process
  2. Function exports dont contains names, just ordinals from 100, there are 161 exported functions

On the DllMain we can see the name checking logic is performed on the next condition:

mov     rax, gs:60h ; read PEB
test    byte ptr [rax+3], 10h ; test PEB + 3 (BitField) & 0x10 (IsPackagedProcess)
jnz     short ...

Subsequently we can have this initialization:

    PVOID _msangle_proc[161];
    BOOL msangle_init()
    {
        // TEB* -> PEB* -> BitField (Reserved2: 0x3) -> IsPackagedProcess (5th bit) = 1
        NtCurrentTeb()->ProcessEnvironmentBlock->Reserved2[0] |= (1 << 4);

        // Load module and map its exports
        HINSTANCE _msangle_module = LoadLibraryA("edgeangle.dll");
        if (_msangle_module == NULL) return FALSE;
        for (int i = 0; i <= 160; i++) _msangle_proc[i] = GetProcAddress(_msangle_module, MAKEINTRESOURCEA(100 + i));
        return _msangle_module != NULL;
    }

Now the module loads and a reference to each method is fetched, now its only matter of map the methods. Since microsoft debug servers have PDB for this module, a tiny script dumps the names and match the function signatures.

100 = eglBindAPI; 101 = eglBindTexImage; 102 = eglChooseConfig; 103 = eglCreateContext; 104 = eglCreateDeviceANGLE; 105 = eglCreatePbufferFromClientBuffer; 106 = eglDestroyContext; 107 = eglDestroySurface; 108 = eglGetError; 109 = eglGetPlatformDisplayEXT; 110 = eglInitialize; 111 = eglMakeCurrent; 112 = eglReleaseDeviceANGLE; 113 = eglReleaseTexImage; 114 = eglTerminate; 115 = glActiveTexture; 116 = glAttachShader; 117 = glBindAttribLocation; 118 = glBindBuffer; 119 = glBindFramebuffer; 120 = glBindRenderbuffer; 121 = glBindTexture; 122 = glBlendColor; 123 = glBlendEquation; 124 = glBlendEquationSeparate; 125 = glBlendFunc; 126 = glBlendFuncSeparate; 127 = glBufferData; 128 = glBufferSubData; 129 = glCheckFramebufferStatus; 130 = glClear; 131 = glClearColor; 132 = glClearDepthf; 133 = glClearStencil; 134 = glColorMask; 135 = glCompileShader; 136 = glCompressedTexImage2D; 137 = glCompressedTexSubImage2D; 138 = glCopySubTextureCHROMIUM; 139 = glCopyTexImage2D; 140 = glCopyTexSubImage2D; 141 = glCopyTextureCHROMIUM; 142 = glCreateProgram; 143 = glCreateShader; 144 = glCullFace; 145 = glDebugMessageCallbackKHR; 146 = glDeleteBuffers; 147 = glDeleteFramebuffers; 148 = glDeleteProgram; 149 = glDeleteRenderbuffers; 150 = glDeleteShader; 151 = glDeleteTextures; 152 = glDepthFunc; 153 = glDepthMask; 154 = glDepthRangef; 155 = glDetachShader; 156 = glDisable; 157 = glDisableVertexAttribArray; 158 = glDrawArrays; 159 = glDrawArraysInstancedANGLE; 160 = glDrawElements; 161 = glDrawElementsInstancedANGLE; 162 = glEnable; 163 = glEnableVertexAttribArray; 164 = glFinish; 165 = glFlush; 166 = glFramebufferRenderbuffer; 167 = glFramebufferTexture2D; 168 = glFrontFace; 169 = glGenBuffers; 170 = glGenerateMipmap; 171 = glGenFramebuffers; 172 = glGenRenderbuffers; 173 = glGenTextures; 174 = glGetActiveAttrib; 175 = glGetActiveUniform; 176 = glGetAttribLocation; 177 = glGetBooleanv; 178 = glGetBufferParameteriv; 179 = glGetError; 180 = glGetFloatv; 181 = glGetFramebufferAttachmentParameteriv; 182 = glGetIntegerv; 183 = glGetnUniformfvEXT; 184 = glGetnUniformivEXT; 185 = glGetProgramInfoLog; 186 = glGetProgramiv; 187 = glGetRenderbufferParameteriv; 188 = glGetShaderInfoLog; 189 = glGetShaderiv; 190 = glGetShaderPrecisionFormat; 191 = glGetShaderSource; 192 = glGetString; 193 = glGetTexParameterfv; 194 = glGetTexParameteriv; 195 = glGetUniformLocation; 196 = glGetVertexAttribfv; 197 = glGetVertexAttribiv; 198 = glGetVertexAttribPointerv; 199 = glHint; 200 = glIsBuffer; 201 = glIsEnabled; 202 = glIsFramebuffer; 203 = glIsProgram; 204 = glIsRenderbuffer; 205 = glIsShader; 206 = glIsTexture; 207 = glLineWidth; 208 = glLinkProgram; 209 = glPixelStorei; 210 = glPolygonOffset; 211 = glReadnPixelsEXT; 212 = glRenderbufferStorage; 213 = glRequestExtensionANGLE; 214 = glSampleCoverage; 215 = glScissor; 216 = glShaderSource; 217 = glStencilFunc; 218 = glStencilFuncSeparate; 219 = glStencilMask; 220 = glStencilMaskSeparate; 221 = glStencilOp; 222 = glStencilOpSeparate; 223 = glTexImage2DRobustANGLE; 224 = glTexParameterf; 225 = glTexParameteri; 226 = glTexSubImage2DRobustANGLE; 227 = glUniform1f; 228 = glUniform1fv; 229 = glUniform1i; 230 = glUniform1iv; 231 = glUniform2f; 232 = glUniform2fv; 233 = glUniform2i; 234 = glUniform2iv; 235 = glUniform3f; 236 = glUniform3fv; 237 = glUniform3i; 238 = glUniform3iv; 239 = glUniform4f; 240 = glUniform4fv; 241 = glUniform4i; 242 = glUniform4iv; 243 = glUniformMatrix2fv; 244 = glUniformMatrix3fv; 245 = glUniformMatrix4fv; 246 = glUseProgram; 247 = glValidateProgram; 248 = glValidateReadnPixelsEXT; 249 = glVertexAttrib1f; 250 = glVertexAttrib2f; 251 = glVertexAttrib3f; 252 = glVertexAttrib4f; 253 = glVertexAttribDivisorANGLE; 254 = glVertexAttribPointer; 255 = glViewport; 256 = glGenVertexArraysOES; 257 = glIsVertexArrayOES; 258 = glDeleteVertexArraysOES; 259 = glBindVertexArrayOES; 260 = glDrawBuffersEXT

Next, a single header implementation and example of use are provided:

#include <stdio.h>
#include <d3d11.h>
#pragma comment (lib, "d3d11")
#include "msangle.hpp"
using namespace msangle;
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
if (!_msangle_loaded) return -1;
int width = 800;
int height = 600;
// setup wndclass
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wcex.lpfnWndProc = [](HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) -> LRESULT CALLBACK
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
};
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(0));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = 0;
wcex.lpszClassName = L"ANGLE_WINDOW";
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(0));
if (!RegisterClassExW(&wcex)) return FALSE;
// setup window
HWND hWnd = CreateWindowW(wcex.lpszClassName, L"msangletest", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, width, height, nullptr, nullptr, hInstance, nullptr);
if (!hWnd) return FALSE;
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// setup d3d11
D3D_FEATURE_LEVEL feature_levels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0 };
D3D_FEATURE_LEVEL* ftret = 0;
ID3D11Device* dx_device;
ID3D11DeviceContext* dx_ctx;
D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels, ARRAYSIZE(feature_levels), D3D11_SDK_VERSION, &dx_device, ftret, &dx_ctx);
IDXGIDevice* dxgi_device = nullptr;
dx_device->QueryInterface(IID_PPV_ARGS(&dxgi_device));
IDXGIAdapter* dxgi_adapter = nullptr;
dxgi_device->GetParent(IID_PPV_ARGS(&dxgi_adapter));
dxgi_device->Release();
IDXGIFactory* dxgi_factory = nullptr;
dxgi_adapter->GetParent(IID_PPV_ARGS(&dxgi_factory));
dxgi_adapter->Release();
// setup d3d11 swapchain
DXGI_SWAP_CHAIN_DESC swapchain_desc{};
swapchain_desc.BufferCount = 2; // note, when using >1 buffers you must save and restore RTV/DSV on present
swapchain_desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapchain_desc.BufferDesc.Width = width;
swapchain_desc.BufferDesc.Height = height;
swapchain_desc.BufferDesc.RefreshRate.Numerator = 0;
swapchain_desc.BufferDesc.RefreshRate.Denominator = 0;
swapchain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapchain_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchain_desc.Flags = NULL;
swapchain_desc.OutputWindow = hWnd;
swapchain_desc.SampleDesc.Count = 1;
swapchain_desc.SampleDesc.Quality = 0;
swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapchain_desc.Windowed = true;
IDXGISwapChain* dx_swapchain;
dxgi_factory->CreateSwapChain(dx_device, &swapchain_desc, &dx_swapchain);
dxgi_factory->Release();
// get swapchain surface as texture to render with angle (pbuffer)
ID3D11Texture2D* dxgi_surface = nullptr;
dx_swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&dxgi_surface);
// setup angle
auto egl_device = eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, dx_device, NULL);
auto egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, egl_device, NULL);
if (!eglInitialize(egl_display, NULL, NULL)) return FALSE;
if (!eglBindAPI(EGL_OPENGL_ES_API)) return FALSE;
EGLint attributes[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
EGL_DEPTH_SIZE, 8,
EGL_STENCIL_SIZE, 1,
EGL_SAMPLE_BUFFERS, 0,
EGL_SAMPLES, 0, //CANNOT MSAA ON PBUFFER
EGL_NONE
};
// setup egl config
EGLConfig egl_config = NULL; EGLint num_configs = 0;
if (!eglChooseConfig(egl_display, attributes, &egl_config, 1, &num_configs)) return false;
// setup egl context
EGLint attrs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR,
EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE, EGL_TRUE,
EGL_NONE
};
auto egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, attrs);
// setup pbuffer from d3d11 texture (the swapchain backbuffer)
EGLint pbuffer_attributes[] =
{
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_NONE,
};
auto egl_backbuffer = eglCreatePbufferFromClientBuffer(egl_display, EGL_D3D_TEXTURE_ANGLE, dxgi_surface, egl_config, pbuffer_attributes);
if (!egl_backbuffer) {
return false;
}
// set pbuffer as current
eglMakeCurrent(egl_display, egl_backbuffer, egl_backbuffer, egl_context);
const GLubyte* ext = glGetString(GL_EXTENSIONS);
printf("%s", ext);
const char* vs = "attribute vec2 pos; void main() { gl_Position = vec4(pos, 0, 1); }";
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vs, nullptr);
glCompileShader(vertex_shader);
// fragment shader draws in red
const char* fs = "void main() { gl_FragColor = vec4(1, 1, 1, 1); }";
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fs, nullptr);
glCompileShader(fragment_shader);
// combine fragment and vertex shader
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glUseProgram(program);
static float vertices[] =
{
0.5f, 0.5f,
-0.5f, 0.5f,
0.5f, -0.5f
};
MSG msg;
bool quit = false;
// message loop
while (!quit)
{
// dispatch events
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT) quit = true;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// draw with GL
{
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, width, height);
vertices[2] += 0.005f;
if (vertices[2] > 1.0f) vertices[2] = -0.5f;
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
// present (vsync) (RTV/DSV saved and restored only when texture has several buffers)
{
ID3D11RenderTargetView* rtvs[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = { 0 };
ID3D11DepthStencilView* dsv = NULL;
dx_ctx->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, rtvs, &dsv);
dx_swapchain->Present(1, 0); // Present releases rendertargets. reattach them for next frame
dx_ctx->OMSetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, rtvs, dsv);
for (int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) if (rtvs[i]) rtvs[i]->Release(); else break;
if (dsv) dsv->Release();
}
}
// dispose
eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(egl_display, egl_backbuffer);
eglTerminate(egl_display);
eglReleaseDeviceANGLE(egl_device);
dx_ctx->Flush();
dxgi_surface->Release();
dx_device->Release();
dx_ctx->Release();
dx_swapchain->Release();
return 0;
}
#pragma once
#include <Windows.h>
#include <winternl.h>
namespace msangle
{
PVOID _msangle_proc[161];
BOOL msangle_init()
{
// TEB* -> PEB* -> BitField (Reserved2: 0x3) -> IsPackagedProcess (5th bit) = 1
NtCurrentTeb()->ProcessEnvironmentBlock->Reserved2[0] |= (1 << 4);
// Load module and map its exports
HINSTANCE _msangle_module = LoadLibraryA("edgeangle.dll");
if (_msangle_module == NULL) return FALSE;
for (int i = 0; i <= 160; i++) _msangle_proc[i] = GetProcAddress(_msangle_module, MAKEINTRESOURCEA(100 + i));
return _msangle_module != NULL;
}
// auto loading (optional)
auto _msangle_loaded = msangle_init();
// type definitions (optional)
typedef unsigned int GLenum;
typedef unsigned int GLuint;
typedef int GLint;
typedef char GLchar;
typedef float GLfloat;
typedef size_t GLsizeiptr;
typedef intptr_t GLintptr;
typedef unsigned int GLbitfield;
typedef int GLint;
typedef unsigned char GLboolean;
typedef int GLsizei;
typedef byte GLubyte;
typedef unsigned int EGLBoolean;
typedef void* EGLDisplay;
typedef void* EGLConfig;
typedef void* EGLSurface;
typedef void* EGLContext;
typedef void* EGLDeviceEXT;
typedef int EGLint;
typedef unsigned int EGLenum;
typedef void* EGLClientBuffer;
typedef intptr_t EGLAttrib;
typedef void (*DEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
// glue methods
EGLBoolean eglBindAPI(EGLenum api) { return ((decltype(eglBindAPI)*)_msangle_proc[0])(api); }
EGLBoolean eglBindTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer) { return ((decltype(eglBindTexImage)*)_msangle_proc[1])(dpy, surface, buffer); }
EGLBoolean eglChooseConfig(EGLDisplay dpy, const EGLint* attrib_list, EGLConfig* configs, EGLint config_size, EGLint* num_config) { return ((decltype(eglChooseConfig)*)_msangle_proc[2])(dpy, attrib_list, configs, config_size, num_config); }
EGLContext eglCreateContext(EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint* attrib_list) { return ((decltype(eglCreateContext)*)_msangle_proc[3])(dpy, config, share_context, attrib_list); }
EGLDeviceEXT eglCreateDeviceANGLE(EGLint device_type, void* native_device, const EGLAttrib* attrib_list) { return ((decltype(eglCreateDeviceANGLE)*)_msangle_proc[4])(device_type, native_device, attrib_list); }
EGLSurface eglCreatePbufferFromClientBuffer(EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint* attrib_list) { return ((decltype(eglCreatePbufferFromClientBuffer)*)_msangle_proc[5])(dpy, buftype, buffer, config, attrib_list); }
EGLBoolean eglDestroyContext(EGLDisplay dpy, EGLContext ctx) { return ((decltype(eglDestroyContext)*)_msangle_proc[6])(dpy, ctx); }
EGLBoolean eglDestroySurface(EGLDisplay dpy, EGLSurface surface) { return ((decltype(eglDestroySurface)*)_msangle_proc[7])(dpy, surface); }
EGLint eglGetError(void) { return ((decltype(eglGetError)*)_msangle_proc[8])(); }
EGLDisplay eglGetPlatformDisplayEXT(EGLenum platform, void* native_display, const EGLint* attrib_list) { return ((decltype(eglGetPlatformDisplayEXT)*)_msangle_proc[9])(platform, native_display, attrib_list); }
EGLBoolean eglInitialize(EGLDisplay dpy, EGLint* major, EGLint* minor) { return ((decltype(eglInitialize)*)_msangle_proc[10])(dpy, major, minor); }
EGLBoolean eglMakeCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx) { return ((decltype(eglMakeCurrent)*)_msangle_proc[11])(dpy, draw, read, ctx); }
EGLBoolean eglReleaseDeviceANGLE(EGLDeviceEXT device) { return ((decltype(eglReleaseDeviceANGLE)*)_msangle_proc[12])(device); }
EGLBoolean eglReleaseTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer) { return ((decltype(eglReleaseTexImage)*)_msangle_proc[13])(dpy, surface, buffer); }
EGLBoolean eglTerminate(EGLDisplay dpy) { return ((decltype(eglTerminate)*)_msangle_proc[14])(dpy); }
void glActiveTexture(GLenum texture) { ((decltype(glActiveTexture)*)_msangle_proc[15])(texture); }
void glAttachShader(GLuint program, GLuint shader) { ((decltype(glAttachShader)*)_msangle_proc[16])(program, shader); }
void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) { ((decltype(glBindAttribLocation)*)_msangle_proc[17])(program, index, name); }
void glBindBuffer(GLenum target, GLuint buffer) { ((decltype(glBindBuffer)*)_msangle_proc[18])(target, buffer); }
void glBindFramebuffer(GLenum target, GLuint framebuffer) { ((decltype(glBindFramebuffer)*)_msangle_proc[19])(target, framebuffer); }
void glBindRenderbuffer(GLenum target, GLuint renderbuffer) { ((decltype(glBindRenderbuffer)*)_msangle_proc[20])(target, renderbuffer); }
void glBindTexture(GLenum target, GLuint texture) { ((decltype(glBindTexture)*)_msangle_proc[21])(target, texture); }
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { ((decltype(glBlendColor)*)_msangle_proc[22])(red, green, blue, alpha); }
void glBlendEquation(GLenum mode) { ((decltype(glBlendEquation)*)_msangle_proc[23])(mode); }
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { ((decltype(glBlendEquationSeparate)*)_msangle_proc[24])(modeRGB, modeAlpha); }
void glBlendFunc(GLenum sfactor, GLenum dfactor) { ((decltype(glBlendFunc)*)_msangle_proc[25])(sfactor, dfactor); }
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { ((decltype(glBlendFuncSeparate)*)_msangle_proc[26])(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); }
void glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage) { ((decltype(glBufferData)*)_msangle_proc[27])(target, size, data, usage); }
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { ((decltype(glBufferSubData)*)_msangle_proc[28])(target, offset, size, data); }
GLenum glCheckFramebufferStatus(GLenum target) { return ((decltype(glCheckFramebufferStatus)*)_msangle_proc[29])(target); }
void glClear(GLbitfield mask) { ((decltype(glClear)*)_msangle_proc[30])(mask); }
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { ((decltype(glClearColor)*)_msangle_proc[31])(red, green, blue, alpha); }
void glClearDepthf(GLfloat d) { ((decltype(glClearDepthf)*)_msangle_proc[32])(d); }
void glClearStencil(GLint s) { ((decltype(glClearStencil)*)_msangle_proc[33])(s); }
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { ((decltype(glColorMask)*)_msangle_proc[34])(red, green, blue, alpha); }
void glCompileShader(GLuint shader) { ((decltype(glCompileShader)*)_msangle_proc[35])(shader); }
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { ((decltype(glCompressedTexImage2D)*)_msangle_proc[36])(target, level, internalformat, width, height, border, imageSize, data); }
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { ((decltype(glCompressedTexSubImage2D)*)_msangle_proc[37])(target, level, xoffset, yoffset, width, height, format, imageSize, data); }
void glCopySubTextureCHROMIUM(GLenum source_id, GLenum dest_id, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, GLboolean unpack_flip_y, GLboolean unpack_premultiply_alpha, GLboolean unpack_unmultiply_alpha) { return ((decltype(glCopySubTextureCHROMIUM)*)_msangle_proc[38])(source_id, dest_id, xoffset, yoffset, x, y, width, height, unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha); }
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { ((decltype(glCopyTexImage2D)*)_msangle_proc[39])(target, level, internalformat, x, y, width, height, border); }
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { ((decltype(glCopyTexSubImage2D)*)_msangle_proc[40])(target, level, xoffset, yoffset, x, y, width, height); }
void glCopyTextureCHROMIUM(GLenum source_id, GLenum dest_id, GLint internal_format, GLenum dest_type, GLboolean unpack_flip_y, GLboolean unpack_premultiply_alpha, GLboolean unpack_unmultiply_alpha) { return ((decltype(glCopyTextureCHROMIUM)*)_msangle_proc[41])(source_id, dest_id, internal_format, dest_type, unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha); }
GLuint glCreateProgram(void) { return ((decltype(glCreateProgram)*)_msangle_proc[42])(); }
GLuint glCreateShader(GLenum type) { return ((decltype(glCreateShader)*)_msangle_proc[43])(type); }
void glCullFace(GLenum mode) { ((decltype(glCullFace)*)_msangle_proc[44])(mode); }
void glDebugMessageCallback(DEBUGPROC callback, const void* userParam) { return ((decltype(glDebugMessageCallback)*)_msangle_proc[45])(callback, userParam); }
void glDeleteBuffers(GLsizei n, const GLuint* buffers) { ((decltype(glDeleteBuffers)*)_msangle_proc[46])(n, buffers); }
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { ((decltype(glDeleteFramebuffers)*)_msangle_proc[47])(n, framebuffers); }
void glDeleteProgram(GLuint program) { ((decltype(glDeleteProgram)*)_msangle_proc[48])(program); }
void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { ((decltype(glDeleteRenderbuffers)*)_msangle_proc[49])(n, renderbuffers); }
void glDeleteShader(GLuint shader) { ((decltype(glDeleteShader)*)_msangle_proc[50])(shader); }
void glDeleteTextures(GLsizei n, const GLuint* textures) { ((decltype(glDeleteTextures)*)_msangle_proc[51])(n, textures); }
void glDepthFunc(GLenum func) { ((decltype(glDepthFunc)*)_msangle_proc[52])(func); }
void glDepthMask(GLboolean flag) { ((decltype(glDepthMask)*)_msangle_proc[53])(flag); }
void glDepthRangef(GLfloat n, GLfloat f) { ((decltype(glDepthRangef)*)_msangle_proc[54])(n, f); }
void glDetachShader(GLuint program, GLuint shader) { ((decltype(glDetachShader)*)_msangle_proc[55])(program, shader); }
void glDisable(GLenum cap) { ((decltype(glDisable)*)_msangle_proc[56])(cap); }
void glDisableVertexAttribArray(GLuint index) { ((decltype(glDisableVertexAttribArray)*)_msangle_proc[57])(index); }
void glDrawArrays(GLenum mode, GLint first, GLsizei count) { ((decltype(glDrawArrays)*)_msangle_proc[58])(mode, first, count); }
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) { ((decltype(glDrawArraysInstanced)*)_msangle_proc[59])(mode, first, count, instancecount); }
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) { ((decltype(glDrawElements)*)_msangle_proc[60])(mode, count, type, indices); }
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount) { ((decltype(glDrawElementsInstanced)*)_msangle_proc[61])(mode, count, type, indices, instancecount); }
void glEnable(GLenum cap) { ((decltype(glEnable)*)_msangle_proc[62])(cap); }
void glEnableVertexAttribArray(GLuint index) { ((decltype(glEnableVertexAttribArray)*)_msangle_proc[63])(index); }
void glFinish(void) { ((decltype(glFinish)*)_msangle_proc[64])(); }
void glFlush(void) { ((decltype(glFlush)*)_msangle_proc[65])(); }
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { ((decltype(glFramebufferRenderbuffer)*)_msangle_proc[66])(target, attachment, renderbuffertarget, renderbuffer); }
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { ((decltype(glFramebufferTexture2D)*)_msangle_proc[67])(target, attachment, textarget, texture, level); }
void glFrontFace(GLenum mode) { ((decltype(glFrontFace)*)_msangle_proc[68])(mode); }
void glGenBuffers(GLsizei n, GLuint* buffers) { ((decltype(glGenBuffers)*)_msangle_proc[69])(n, buffers); }
void glGenerateMipmap(GLenum target) { ((decltype(glGenerateMipmap)*)_msangle_proc[70])(target); }
void glGenFramebuffers(GLsizei n, GLuint* framebuffers) { ((decltype(glGenFramebuffers)*)_msangle_proc[71])(n, framebuffers); }
void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { ((decltype(glGenRenderbuffers)*)_msangle_proc[72])(n, renderbuffers); }
void glGenTextures(GLsizei n, GLuint* textures) { ((decltype(glGenTextures)*)_msangle_proc[73])(n, textures); }
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { ((decltype(glGetActiveAttrib)*)_msangle_proc[74])(program, index, bufSize, length, size, type, name); }
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { ((decltype(glGetActiveUniform)*)_msangle_proc[75])(program, index, bufSize, length, size, type, name); }
GLint glGetAttribLocation(GLuint program, const GLchar* name) { return ((decltype(glGetAttribLocation)*)_msangle_proc[76])(program, name); }
void glGetBooleanv(GLenum pname, GLboolean* data) { ((decltype(glGetBooleanv)*)_msangle_proc[77])(pname, data); }
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { ((decltype(glGetBufferParameteriv)*)_msangle_proc[78])(target, pname, params); }
GLenum glGetError(void) { return ((decltype(glGetError)*)_msangle_proc[79])(); }
void glGetFloatv(GLenum pname, GLfloat* data) { ((decltype(glGetFloatv)*)_msangle_proc[80])(pname, data); }
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { ((decltype(glGetFramebufferAttachmentParameteriv)*)_msangle_proc[81])(target, attachment, pname, params); }
void glGetIntegerv(GLenum pname, GLint* data) { ((decltype(glGetIntegerv)*)_msangle_proc[82])(pname, data); }
void glGetUniformfv(GLuint program, GLint location, GLfloat* params) { ((decltype(glGetUniformfv)*)_msangle_proc[83])(program, location, params); }
void glGetUniformiv(GLuint program, GLint location, GLint* params) { ((decltype(glGetUniformiv)*)_msangle_proc[84])(program, location, params); }
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { ((decltype(glGetProgramInfoLog)*)_msangle_proc[85])(program, bufSize, length, infoLog); }
void glGetProgramiv(GLuint program, GLenum pname, GLint* params) { ((decltype(glGetProgramiv)*)_msangle_proc[86])(program, pname, params); }
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { ((decltype(glGetRenderbufferParameteriv)*)_msangle_proc[87])(target, pname, params); }
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { ((decltype(glGetShaderInfoLog)*)_msangle_proc[88])(shader, bufSize, length, infoLog); }
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { ((decltype(glGetShaderiv)*)_msangle_proc[89])(shader, pname, params); }
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { ((decltype(glGetShaderPrecisionFormat)*)_msangle_proc[90])(shadertype, precisiontype, range, precision); }
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) { ((decltype(glGetShaderSource)*)_msangle_proc[91])(shader, bufSize, length, source); }
const GLubyte* glGetString(GLenum name) { return ((decltype(glGetString)*)_msangle_proc[92])(name); }
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { ((decltype(glGetTexParameterfv)*)_msangle_proc[93])(target, pname, params); }
void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { ((decltype(glGetTexParameteriv)*)_msangle_proc[94])(target, pname, params); }
GLint glGetUniformLocation(GLuint program, const GLchar* name) { return ((decltype(glGetUniformLocation)*)_msangle_proc[95])(program, name); }
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { ((decltype(glGetVertexAttribfv)*)_msangle_proc[96])(index, pname, params); }
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { ((decltype(glGetVertexAttribiv)*)_msangle_proc[97])(index, pname, params); }
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { ((decltype(glGetVertexAttribPointerv)*)_msangle_proc[98])(index, pname, pointer); }
void glHint(GLenum target, GLenum mode) { ((decltype(glHint)*)_msangle_proc[99])(target, mode); }
GLboolean glIsBuffer(GLuint buffer) { return ((decltype(glIsBuffer)*)_msangle_proc[100])(buffer); }
GLboolean glIsEnabled(GLenum cap) { return ((decltype(glIsEnabled)*)_msangle_proc[101])(cap); }
GLboolean glIsFramebuffer(GLuint framebuffer) { return ((decltype(glIsFramebuffer)*)_msangle_proc[102])(framebuffer); }
GLboolean glIsProgram(GLuint program) { return ((decltype(glIsProgram)*)_msangle_proc[103])(program); }
GLboolean glIsRenderbuffer(GLuint renderbuffer) { return ((decltype(glIsRenderbuffer)*)_msangle_proc[104])(renderbuffer); }
GLboolean glIsShader(GLuint shader) { return ((decltype(glIsShader)*)_msangle_proc[105])(shader); }
GLboolean glIsTexture(GLuint texture) { return ((decltype(glIsTexture)*)_msangle_proc[106])(texture); }
void glLineWidth(GLfloat width) { ((decltype(glLineWidth)*)_msangle_proc[107])(width); }
void glLinkProgram(GLuint program) { ((decltype(glLinkProgram)*)_msangle_proc[108])(program); }
void glPixelStorei(GLenum pname, GLint param) { ((decltype(glPixelStorei)*)_msangle_proc[109])(pname, param); }
void glPolygonOffset(GLfloat factor, GLfloat units) { ((decltype(glPolygonOffset)*)_msangle_proc[110])(factor, units); }
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { ((decltype(glReadPixels)*)_msangle_proc[111])(x, y, width, height, format, type, pixels); }
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { ((decltype(glRenderbufferStorage)*)_msangle_proc[112])(target, internalformat, width, height); }
void glRequestExtensionANGLE(const char* name) { return ((decltype(glRequestExtensionANGLE)*)_msangle_proc[113])(name); }
void glSampleCoverage(GLfloat value, GLboolean invert) { ((decltype(glSampleCoverage)*)_msangle_proc[114])(value, invert); }
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { ((decltype(glScissor)*)_msangle_proc[115])(x, y, width, height); }
void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) { ((decltype(glShaderSource)*)_msangle_proc[116])(shader, count, string, length); }
void glStencilFunc(GLenum func, GLint ref, GLuint mask) { ((decltype(glStencilFunc)*)_msangle_proc[117])(func, ref, mask); }
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { ((decltype(glStencilFuncSeparate)*)_msangle_proc[118])(face, func, ref, mask); }
void glStencilMask(GLuint mask) { ((decltype(glStencilMask)*)_msangle_proc[119])(mask); }
void glStencilMaskSeparate(GLenum face, GLuint mask) { ((decltype(glStencilMaskSeparate)*)_msangle_proc[120])(face, mask); }
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { ((decltype(glStencilOp)*)_msangle_proc[121])(fail, zfail, zpass); }
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { ((decltype(glStencilOpSeparate)*)_msangle_proc[122])(face, sfail, dpfail, dppass); }
void glTexParameterf(GLenum target, GLenum pname, GLfloat param) { ((decltype(glTexParameterf)*)_msangle_proc[124])(target, pname, param); }
void glTexParameteri(GLenum target, GLenum pname, GLint param) { ((decltype(glTexParameteri)*)_msangle_proc[125])(target, pname, param); }
void glUniform1f(GLint location, GLfloat v0) { ((decltype(glUniform1f)*)_msangle_proc[127])(location, v0); }
void glUniform1fv(GLint location, GLsizei count, const GLfloat* value) { ((decltype(glUniform1fv)*)_msangle_proc[128])(location, count, value); }
void glUniform1i(GLint location, GLint v0) { ((decltype(glUniform1i)*)_msangle_proc[129])(location, v0); }
void glUniform1iv(GLint location, GLsizei count, const GLint* value) { ((decltype(glUniform1iv)*)_msangle_proc[130])(location, count, value); }
void glUniform2f(GLint location, GLfloat v0, GLfloat v1) { ((decltype(glUniform2f)*)_msangle_proc[131])(location, v0, v1); }
void glUniform2fv(GLint location, GLsizei count, const GLfloat* value) { ((decltype(glUniform2fv)*)_msangle_proc[132])(location, count, value); }
void glUniform2i(GLint location, GLint v0, GLint v1) { ((decltype(glUniform2i)*)_msangle_proc[133])(location, v0, v1); }
void glUniform2iv(GLint location, GLsizei count, const GLint* value) { ((decltype(glUniform2iv)*)_msangle_proc[134])(location, count, value); }
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { ((decltype(glUniform3f)*)_msangle_proc[135])(location, v0, v1, v2); }
void glUniform3fv(GLint location, GLsizei count, const GLfloat* value) { ((decltype(glUniform3fv)*)_msangle_proc[136])(location, count, value); }
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { ((decltype(glUniform3i)*)_msangle_proc[137])(location, v0, v1, v2); }
void glUniform3iv(GLint location, GLsizei count, const GLint* value) { ((decltype(glUniform3iv)*)_msangle_proc[138])(location, count, value); }
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { ((decltype(glUniform4f)*)_msangle_proc[139])(location, v0, v1, v2, v3); }
void glUniform4fv(GLint location, GLsizei count, const GLfloat* value) { ((decltype(glUniform4fv)*)_msangle_proc[140])(location, count, value); }
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { ((decltype(glUniform4i)*)_msangle_proc[141])(location, v0, v1, v2, v3); }
void glUniform4iv(GLint location, GLsizei count, const GLint* value) { ((decltype(glUniform4iv)*)_msangle_proc[142])(location, count, value); }
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { ((decltype(glUniformMatrix2fv)*)_msangle_proc[143])(location, count, transpose, value); }
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { ((decltype(glUniformMatrix3fv)*)_msangle_proc[144])(location, count, transpose, value); }
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { ((decltype(glUniformMatrix4fv)*)_msangle_proc[145])(location, count, transpose, value); }
void glUseProgram(GLuint program) { ((decltype(glUseProgram)*)_msangle_proc[146])(program); }
void glValidateProgram(GLuint program) { ((decltype(glValidateProgram)*)_msangle_proc[147])(program); }
void glVertexAttrib1f(GLuint index, GLfloat x) { ((decltype(glVertexAttrib1f)*)_msangle_proc[149])(index, x); }
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { ((decltype(glVertexAttrib2f)*)_msangle_proc[150])(index, x, y); }
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { ((decltype(glVertexAttrib3f)*)_msangle_proc[151])(index, x, y, z); }
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { ((decltype(glVertexAttrib4f)*)_msangle_proc[152])(index, x, y, z, w); }
void glVertexAttribDivisor(GLuint index, GLuint divisor) { ((decltype(glVertexAttribDivisor)*)_msangle_proc[153])(index, divisor); }
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) { ((decltype(glVertexAttribPointer)*)_msangle_proc[154])(index, size, type, normalized, stride, pointer); }
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { ((decltype(glViewport)*)_msangle_proc[155])(x, y, width, height); }
void glGenVertexArrays(GLsizei n, GLuint* arrays) { ((decltype(glGenVertexArrays)*)_msangle_proc[156])(n, arrays); }
GLboolean glIsVertexArray(GLuint array) { return ((decltype(glIsVertexArray)*)_msangle_proc[157])(array); }
void glDeleteVertexArrays(GLsizei n, const GLuint* arrays) { ((decltype(glDeleteVertexArrays)*)_msangle_proc[158])(n, arrays); }
void glBindVertexArray(GLuint array) { ((decltype(glBindVertexArray)*)_msangle_proc[159])(array); }
void glDrawBuffers(GLsizei n, const GLenum* bufs) { ((decltype(glDrawBuffers)*)_msangle_proc[160])(n, bufs); }
// gl 3 defines (not full) (optional)
#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_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_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#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_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
#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_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
#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_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#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_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#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_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#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_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_GENERATE_MIPMAP_HINT 0x8192
#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_FIXED 0x140C
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
#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_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
#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_TEXTURE 0x1702
#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_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#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_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
#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_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
#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_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#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_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_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_READ_BUFFER 0x0C02
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_RED 0x1903
#define GL_RGB8 0x8051
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#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_MIN 0x8007
#define GL_MAX 0x8008
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#define GL_TEXTURE_COMPARE_MODE 0x884C
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#define GL_CURRENT_QUERY 0x8865
#define GL_QUERY_RESULT 0x8866
#define GL_QUERY_RESULT_AVAILABLE 0x8867
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#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_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#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_SRGB8_ALPHA8 0x8C43
#define GL_COMPARE_REF_TO_TEXTURE 0x884E
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#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_MAX_VARYING_COMPONENTS 0x8B4B
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#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_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_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_RGB_INTEGER 0x8D98
#define GL_RGBA_INTEGER 0x8D99
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#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_2D 0x8DCA
#define GL_INT_SAMPLER_3D 0x8DCB
#define GL_INT_SAMPLER_CUBE 0x8DCC
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#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_2D_ARRAY 0x8DD7
#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_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_DEPTH_STENCIL 0x84F9
#define GL_UNSIGNED_INT_24_8 0x84FA
#define GL_DEPTH24_STENCIL8 0x88F0
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
#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_TEXTURE_LAYER 0x8CD4
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#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_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_MAX_SAMPLES 0x8D57
#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_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_RG8 0x822B
#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_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#define GL_COPY_READ_BUFFER 0x8F36
#define GL_COPY_WRITE_BUFFER 0x8F37
#define GL_COPY_READ_BUFFER_BINDING 0x8F36
#define GL_COPY_WRITE_BUFFER_BINDING 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_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_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_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFFu
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
#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_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
#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_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_INT_2_10_10_10_REV 0x8D9F
#define GL_TRANSFORM_FEEDBACK 0x8E22
#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#define GL_PROGRAM_BINARY_LENGTH 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#define GL_PROGRAM_BINARY_FORMATS 0x87FF
#define GL_COMPRESSED_R11_EAC 0x9270
#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
#define GL_COMPRESSED_RG11_EAC 0x9272
#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#define GL_COMPRESSED_SRGB8_ETC2 0x9275
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
#define GL_MAX_ELEMENT_INDEX 0x8D6B
#define GL_NUM_SAMPLE_COUNTS 0x9380
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
// egl defines (not full) (optional)
#define EGL_CAST(type, value) (static_cast<type>(value))
#define EGL_ALPHA_SIZE 0x3021
#define EGL_BAD_ACCESS 0x3002
#define EGL_BAD_ALLOC 0x3003
#define EGL_BAD_ATTRIBUTE 0x3004
#define EGL_BAD_CONFIG 0x3005
#define EGL_BAD_CONTEXT 0x3006
#define EGL_BAD_CURRENT_SURFACE 0x3007
#define EGL_BAD_DISPLAY 0x3008
#define EGL_BAD_MATCH 0x3009
#define EGL_BAD_NATIVE_PIXMAP 0x300A
#define EGL_BAD_NATIVE_WINDOW 0x300B
#define EGL_BAD_PARAMETER 0x300C
#define EGL_BAD_SURFACE 0x300D
#define EGL_BLUE_SIZE 0x3022
#define EGL_BUFFER_SIZE 0x3020
#define EGL_CONFIG_CAVEAT 0x3027
#define EGL_CONFIG_ID 0x3028
#define EGL_CORE_NATIVE_ENGINE 0x305B
#define EGL_DEPTH_SIZE 0x3025
#define EGL_DONT_CARE EGL_CAST(EGLint,-1)
#define EGL_DRAW 0x3059
#define EGL_EXTENSIONS 0x3055
#define EGL_FALSE 0
#define EGL_GREEN_SIZE 0x3023
#define EGL_HEIGHT 0x3056
#define EGL_LARGEST_PBUFFER 0x3058
#define EGL_LEVEL 0x3029
#define EGL_MAX_PBUFFER_HEIGHT 0x302A
#define EGL_MAX_PBUFFER_PIXELS 0x302B
#define EGL_MAX_PBUFFER_WIDTH 0x302C
#define EGL_NATIVE_RENDERABLE 0x302D
#define EGL_NATIVE_VISUAL_ID 0x302E
#define EGL_NATIVE_VISUAL_TYPE 0x302F
#define EGL_NONE 0x3038
#define EGL_NON_CONFORMANT_CONFIG 0x3051
#define EGL_NOT_INITIALIZED 0x3001
#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0)
#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0)
#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0)
#define EGL_PBUFFER_BIT 0x0001
#define EGL_PIXMAP_BIT 0x0002
#define EGL_READ 0x305A
#define EGL_RED_SIZE 0x3024
#define EGL_SAMPLES 0x3031
#define EGL_SAMPLE_BUFFERS 0x3032
#define EGL_SLOW_CONFIG 0x3050
#define EGL_STENCIL_SIZE 0x3026
#define EGL_SUCCESS 0x3000
#define EGL_SURFACE_TYPE 0x3033
#define EGL_TRANSPARENT_BLUE_VALUE 0x3035
#define EGL_TRANSPARENT_GREEN_VALUE 0x3036
#define EGL_TRANSPARENT_RED_VALUE 0x3037
#define EGL_TRANSPARENT_RGB 0x3052
#define EGL_TRANSPARENT_TYPE 0x3034
#define EGL_TRUE 1
#define EGL_VENDOR 0x3053
#define EGL_VERSION 0x3054
#define EGL_WIDTH 0x3057
#define EGL_WINDOW_BIT 0x0004
#define EGL_BACK_BUFFER 0x3084
#define EGL_BIND_TO_TEXTURE_RGB 0x3039
#define EGL_BIND_TO_TEXTURE_RGBA 0x303A
#define EGL_CONTEXT_LOST 0x300E
#define EGL_MIN_SWAP_INTERVAL 0x303B
#define EGL_MAX_SWAP_INTERVAL 0x303C
#define EGL_MIPMAP_TEXTURE 0x3082
#define EGL_MIPMAP_LEVEL 0x3083
#define EGL_NO_TEXTURE 0x305C
#define EGL_TEXTURE_2D 0x305F
#define EGL_TEXTURE_FORMAT 0x3080
#define EGL_TEXTURE_RGB 0x305D
#define EGL_TEXTURE_RGBA 0x305E
#define EGL_TEXTURE_TARGET 0x3081
#define EGL_ALPHA_FORMAT 0x3088
#define EGL_ALPHA_FORMAT_NONPRE 0x308B
#define EGL_ALPHA_FORMAT_PRE 0x308C
#define EGL_ALPHA_MASK_SIZE 0x303E
#define EGL_BUFFER_PRESERVED 0x3094
#define EGL_BUFFER_DESTROYED 0x3095
#define EGL_CLIENT_APIS 0x308D
#define EGL_COLORSPACE 0x3087
#define EGL_COLORSPACE_sRGB 0x3089
#define EGL_COLORSPACE_LINEAR 0x308A
#define EGL_COLOR_BUFFER_TYPE 0x303F
#define EGL_CONTEXT_CLIENT_TYPE 0x3097
#define EGL_DISPLAY_SCALING 10000
#define EGL_HORIZONTAL_RESOLUTION 0x3090
#define EGL_LUMINANCE_BUFFER 0x308F
#define EGL_LUMINANCE_SIZE 0x303D
#define EGL_OPENGL_ES_BIT 0x0001
#define EGL_OPENVG_BIT 0x0002
#define EGL_OPENGL_ES_API 0x30A0
#define EGL_OPENVG_API 0x30A1
#define EGL_OPENVG_IMAGE 0x3096
#define EGL_PIXEL_ASPECT_RATIO 0x3092
#define EGL_RENDERABLE_TYPE 0x3040
#define EGL_RENDER_BUFFER 0x3086
#define EGL_RGB_BUFFER 0x308E
#define EGL_SINGLE_BUFFER 0x3085
#define EGL_SWAP_BEHAVIOR 0x3093
#define EGL_UNKNOWN EGL_CAST(EGLint,-1)
#define EGL_VERTICAL_RESOLUTION 0x3091
#define EGL_CONTEXT_CLIENT_VERSION 0x3098
#define EGL_MATCH_NATIVE_PIXMAP 0x3041
#define EGL_OPENGL_ES2_BIT 0x0004
#define EGL_VG_ALPHA_FORMAT 0x3088
#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B
#define EGL_VG_ALPHA_FORMAT_PRE 0x308C
#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040
#define EGL_VG_COLORSPACE 0x3087
#define EGL_VG_COLORSPACE_sRGB 0x3089
#define EGL_VG_COLORSPACE_LINEAR 0x308A
#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020
#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0)
#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200
#define EGL_MULTISAMPLE_RESOLVE 0x3099
#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A
#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B
#define EGL_OPENGL_API 0x30A2
#define EGL_OPENGL_BIT 0x0008
#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400
#define EGL_CONTEXT_MAJOR_VERSION 0x3098
#define EGL_CONTEXT_MINOR_VERSION 0x30FB
#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD
#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD
#define EGL_NO_RESET_NOTIFICATION 0x31BE
#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001
#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002
#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0
#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2
#define EGL_OPENGL_ES3_BIT 0x00000040
#define EGL_CL_EVENT_HANDLE 0x309C
#define EGL_SYNC_CL_EVENT 0x30FE
#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF
#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0
#define EGL_SYNC_TYPE 0x30F7
#define EGL_SYNC_STATUS 0x30F1
#define EGL_SYNC_CONDITION 0x30F8
#define EGL_SIGNALED 0x30F2
#define EGL_UNSIGNALED 0x30F3
#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001
#define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull
#define EGL_TIMEOUT_EXPIRED 0x30F5
#define EGL_CONDITION_SATISFIED 0x30F6
#define EGL_NO_SYNC EGL_CAST(EGLSync,0)
#define EGL_SYNC_FENCE 0x30F9
#define EGL_GL_COLORSPACE 0x309D
#define EGL_GL_COLORSPACE_SRGB 0x3089
#define EGL_GL_COLORSPACE_LINEAR 0x308A
#define EGL_GL_RENDERBUFFER 0x30B9
#define EGL_GL_TEXTURE_2D 0x30B1
#define EGL_GL_TEXTURE_LEVEL 0x30BC
#define EGL_GL_TEXTURE_3D 0x30B2
#define EGL_GL_TEXTURE_ZOFFSET 0x30BD
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8
#define EGL_IMAGE_PRESERVED 0x30D2
#define EGL_NO_IMAGE EGL_CAST(EGLImage,0)
#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098
#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB
#define EGL_CONTEXT_FLAGS_KHR 0x30FC
#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD
#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD
#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE
#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF
#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001
#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001
#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002
#define EGL_OPENGL_ES3_BIT_KHR 0x00000040
#define EGL_D3D9_DEVICE_ANGLE 0x33A0
#define EGL_D3D11_DEVICE_ANGLE 0x33A1
#define EGL_PLATFORM_DEVICE_EXT 0x313F
#define EGL_D3D_TEXTURE_ANGLE 0x33A3
#define EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE 0x3AAF
#define EGL_PLATFORM_ANGLE_ANGLE 0x3202
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3204
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3205
#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3206
#define EGL_PLATFORM_ANGLE_DEBUG_LAYERS_ENABLED_ANGLE 0x3451
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE 0x320A
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE 0x345E
#define EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE 0x348F
#define EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3207
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE 0x320B
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_REFERENCE_ANGLE 0x320C
#define EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F
}
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