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|
#ifndef _EVAS_GL_H
#define _EVAS_GL_H
#include <Evas.h>
//#include <GL/gl.h>
#ifdef EAPI
# undef EAPI
#endif
#ifdef _WIN32
# ifdef EFL_EVAS_BUILD
# ifdef DLL_EXPORT
# define EAPI __declspec(dllexport)
# else
# define EAPI
# endif /* ! DLL_EXPORT */
# else
# define EAPI __declspec(dllimport)
# endif /* ! EFL_EVAS_BUILD */
#else
# ifdef __GNUC__
# if __GNUC__ >= 4
# define EAPI __attribute__ ((visibility("default")))
# else
# define EAPI
# endif
# else
# define EAPI
# endif
#endif /* ! _WIN32 */
#ifdef __cplusplus
extern "C" {
#endif
/**
* @defgroup Evas_GL Rendering GL on Evas
* @ingroup Evas_Canvas
*
* @brief This group discusses the functions that are used to do OpenGL rendering on Evas. Evas allows you
* to use OpenGL to render to specially set up image objects (which act as
* render target surfaces).
*
*
* <h2> Evas GL usage example </h2>
*
* Below is an illustrative example of how to use OpenGL to render to an
* object in Evas.
*
* @code
// Simple Evas_GL example
#include <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas_GL.h>
#include <stdio.h>
// GL related data here..
typedef struct _GLData
{
Evas_GL_Context *ctx;
Evas_GL_Surface *sfc;
Evas_GL_Config *cfg;
Evas_GL *evasgl;
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
Eina_Bool initialized : 1;
} GLData;
// Callbacks we need to handle deletion on the object and updates/draws
static void on_del (void *data, Evas *e, Evas_Object *obj, void *event_info);
static void on_pixels (void *data, Evas_Object *obj);
// Demo - animator just to keep ticking over asking to draw the image
static Eina_Bool on_animate (void *data);
// gl stuff
static int init_shaders (GLData *gld);
static GLuint load_shader (GLData *gld, GLenum type, const char *shader_src);
int
main(int argc, char **argv)
{
// A size by default
int w = 256, h = 256;
// Some variables we will use
Ecore_Evas *ee;
Evas *canvas;
Evas_Object *r1;
Evas_Native_Surface ns;
GLData *gld = NULL;
// Regular low-level EFL (ecore+ecore-evas) init. elm is simpler
ecore_init();
ecore_evas_init();
ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512);
ecore_evas_title_set(ee, "Ecore_Evas Template");
canvas = ecore_evas_get(ee);
// Alloc a data struct to hold our relevant gl info in it
if (!(gld = calloc(1, sizeof(GLData)))) return 0;
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// get the evas gl handle for doing gl things
gld->evasgl = evas_gl_new(canvas);
gld->glapi = evas_gl_api_get(gld->evasgl);
// Set a surface config
gld->cfg = evas_gl_config_new();
gld->cfg->color_format = EVAS_GL_RGBA_8888;
//gld->cfg->depth_bits = EVAS_GL_DEPTH_NONE; // Othe config options
//gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
//gld->cfg->options_bits = EVAS_GL_OPTIONS_NONE;
// Create a surface and context
gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, w, h);
gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
//-//
//-//-//-// END GL INIT BLOB
// Set up the image object. A filled one by default
r1 = evas_object_image_filled_add(canvas);
// Attach important data we need to the object using key names. This just
// avoids some global variables which means we can do a good cleanup. You can
// avoid this if you are lazy
evas_object_data_set(r1, "..gld", gld);
// When the object is deleted - call the on_del callback. Like the above,
// this is just being clean
evas_object_event_callback_add(r1, EVAS_CALLBACK_DEL, on_del, NULL);
// Set up an actual pixel size for the buffer data. It may be different
// from the output size. Any windowing system has something like this, only
// evas has 2 sizes, a pixel size and the output object size
evas_object_image_size_set(r1, w, h);
// Set up the native surface info to use the context and surface created
// above
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
evas_object_image_native_surface_set(r1, &ns);
evas_object_image_pixels_get_callback_set(r1, on_pixels, r1);
//-//
//-//-//-// END GL INIT BLOB
// Move the image object somewhere, resize it, and show it. Any windowing
// system would need this kind of thing - place a child "window"
evas_object_move(r1, 128, 128);
evas_object_resize(r1, w, h);
evas_object_show(r1);
// Animating - just a demo. As long as you trigger an update on the image
// object via evas_object_image_pixels_dirty_set(), any display system,
// mainloop system etc., will have something of this kind unless it's making
// you spin infinitely by yourself and invent your own animation mechanism
//
// NOTE: If you delete r1, this animator will keep running and trying to access
// r1 so you'd better delete this animator with ecore_animator_del() or
// structure how you do animation differently. You can also attach it like
// evasgl, sfc, etc., if this animator is specific to this object
// then delete it in the del handler for the obj.
ecore_animator_add(on_animate, r1);
// Finally show the window for the world to see. Windowing system generic
ecore_evas_show(ee);
// Begin the mainloop and tick over the animator, handle events, etc.
// Also windowing system generic
ecore_main_loop_begin();
// Standard EFL shutdown stuff - generic for most systems, EFL or not
ecore_evas_shutdown();
ecore_shutdown();
return 0;
}
static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
// On delete of our object clean up some things that don't get auto
// deleted for us as they are not intrinsically bound to the image
// object as such (you could use the same context and surface across
// multiple image objects and re-use the evasgl handle multiple times.
// Here we bind them to only 1 object though by doing this.
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
evas_object_data_del(obj, "..gld");
// Do a make_current before deleting all the GL stuff.
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
evas_gl_surface_destroy(gld->evasgl, gld->sfc);
evas_gl_context_destroy(gld->evasgl, gld->ctx);
evas_gl_config_free(gld->cfg);
evas_gl_free(gld->evasgl);
free(gld);
}
static void
on_pixels(void *data, Evas_Object *obj)
{
// Get some variable we need from the object data keys
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
GLfloat vVertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
int w, h;
// Get the image size, in case it changed, with evas_object_image_size_set()
evas_object_image_size_get(obj, &w, &h);
// Set up the context and surface as the current one
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
if (!gld->initialized)
{
if (!init_shaders(gld)) printf("Error Initializing Shaders\n");
gld->initialized = EINA_TRUE;
}
// GL Viewport stuff. You can avoid doing this if viewport is all the
// same as the last frame, if you want
gl->glViewport(0, 0, w, h);
// Clear the buffer
gl->glClearColor(1.0, 0.0, 0.0, 1);
gl->glClear(GL_COLOR_BUFFER_BIT);
// Draw a Triangle
gl->glEnable(GL_BLEND);
gl->glUseProgram(gld->program);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
// Optional - Flush the GL pipeline
gl->glFlush();
}
static Eina_Bool
on_animate(void *data)
{
// Just a demo - Animate here whenever an animation tick happens and then
// mark the image as "dirty" meaning it needs an update the next time evas
// renders. It will then call the pixel get callback.
evas_object_image_pixels_dirty_set(data, EINA_TRUE);
return EINA_TRUE; // Keep looping
}
static GLuint
load_shader(GLData *gld, GLenum type, const char *shader_src)
{
Evas_GL_API *gl = gld->glapi;
GLuint shader;
GLint compiled = 0;
// Create the shader object
if (!(shader = gl->glCreateShader(type))) return 0;
gl->glShaderSource(shader, 1, &shader_src, NULL);
// Compile the shader
gl->glCompileShader(shader);
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint len = 0;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetShaderInfoLog(shader, len, NULL, info);
printf("Error compiling shader:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteShader(shader);
return 0;
}
return shader;
}
// Initialize the shader and program object
static int
init_shaders(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char vShaderStr[] =
"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
const char fShaderStr[] =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
"} \n";
GLint linked = 0;
// Load the vertex/fragment shaders
gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, vShaderStr);
gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
if (!(gld->program = gl->glCreateProgram())) return 0;
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
// Bind vPosition to attribute 0
gl->glBindAttribLocation(gld->program, 0, "vPosition");
// Link the program
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint len = 0;
gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetProgramInfoLog(gld->program, len, NULL, info);
printf("Error linking program:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteProgram(gld->program);
return 0;
}
return 1;
}
* @endcode
*
* @ingroup Evas_Canvas
*/
/**
* @addtogroup Evas_GL
* @{
*/
/**
* @typedef Evas_GL
*
* @brief The structure type of the Evas GL object used to render GL in Evas.
*/
typedef struct _Evas_GL Evas_GL;
/**
* @typedef Evas_GL_Surface
*
* @brief The structure type of the Evas GL Surface object, a GL rendering target in Evas GL.
*/
typedef struct _Evas_GL_Surface Evas_GL_Surface;
/**
* @typedef Evas_GL_Context
*
* @brief The structure type of the Evas GL Context object, a GL rendering context in Evas GL.
*/
typedef struct _Evas_GL_Context Evas_GL_Context;
/**
* @typedef Evas_GL_Config
*
* @brief The structure type of the Evas GL Surface configuration object for surface creation.
*/
typedef struct _Evas_GL_Config Evas_GL_Config;
/**
* @typedef Evas_GL_API
*
* @brief The structure type of the Evas GL API object that contains the GL APIs to be used in Evas GL.
*/
typedef struct _Evas_GL_API Evas_GL_API;
/**
* @typedef Evas_GL_Func
*
* @brief Represents a function pointer, that can be used for Evas GL extensions.
*/
typedef void *Evas_GL_Func;
/**
* @typedef EvasGLImage
*
* @brief Represents an Evas GL Image object used with Evas GL Image extensions.
*/
typedef void *EvasGLImage;
/**
* @brief Enumeration that defines the available surface color formats.
*/
typedef enum _Evas_GL_Color_Format
{
EVAS_GL_RGB_888 = 0, /**< Opaque RGB surface */
EVAS_GL_RGBA_8888 = 1, /**< RGBA surface with alpha */
EVAS_GL_NO_FBO = 2 /**< Special value for creating PBuffer surfaces without any attached buffer. @see evas_gl_pbuffer_surface_create. @since 1.12*/
} Evas_GL_Color_Format;
/**
* @brief Enumeration that defines the Surface Depth Format.
*/
typedef enum _Evas_GL_Depth_Bits
{
EVAS_GL_DEPTH_NONE = 0,
EVAS_GL_DEPTH_BIT_8 = 1, /**< 8 bits precision surface depth */
EVAS_GL_DEPTH_BIT_16 = 2, /**< 16 bits precision surface depth */
EVAS_GL_DEPTH_BIT_24 = 3, /**< 24 bits precision surface depth */
EVAS_GL_DEPTH_BIT_32 = 4 /**< 32 bits precision surface depth */
} Evas_GL_Depth_Bits;
/**
* @brief Enumeration that defines the Surface Stencil Format.
*/
typedef enum _Evas_GL_Stencil_Bits
{
EVAS_GL_STENCIL_NONE = 0,
EVAS_GL_STENCIL_BIT_1 = 1, /**< 1 bit precision for stencil buffer */
EVAS_GL_STENCIL_BIT_2 = 2, /**< 2 bits precision for stencil buffer */
EVAS_GL_STENCIL_BIT_4 = 3, /**< 4 bits precision for stencil buffer */
EVAS_GL_STENCIL_BIT_8 = 4, /**< 8 bits precision for stencil buffer */
EVAS_GL_STENCIL_BIT_16 = 5 /**< 16 bits precision for stencil buffer */
} Evas_GL_Stencil_Bits;
/**
* @brief Enumeration that defines the Configuration Options.
*
* @since 1.1
*/
typedef enum _Evas_GL_Options_Bits
{
EVAS_GL_OPTIONS_NONE = 0, /**< No extra options */
EVAS_GL_OPTIONS_DIRECT = (1<<0),/**< Optional hint to allow rendering directly to the Evas window if possible */
EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION = (1<<1) /**< Force direct rendering even if the canvas is rotated.
* In that case, it is the application's role to rotate the contents of
* the Evas_GL view. @see evas_gl_rotation_get. @since 1.12 */
} Evas_GL_Options_Bits;
/**
* @brief Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface.
*
* @since 1.2
*
* @remarks This only works on devices that support the required extensions.
*/
typedef enum _Evas_GL_Multisample_Bits
{
EVAS_GL_MULTISAMPLE_NONE = 0, /**< No multisample rendering */
EVAS_GL_MULTISAMPLE_LOW = 1, /**< MSAA with minimum number of samples */
EVAS_GL_MULTISAMPLE_MED = 2, /**< MSAA with half the maximum number of samples */
EVAS_GL_MULTISAMPLE_HIGH = 3 /**< MSAA with maximum allowed samples */
} Evas_GL_Multisample_Bits;
/**
* @brief Enumeration that defines the available OpenGL ES version numbers.
* They can be used to create OpenGL-ES 1.1 contexts.
*
* @since 1.12
*
* @see evas_gl_context_version_create
*
* @remarks This will only work with EGL/GLES (but not with desktop OpenGL).
*/
typedef enum _Evas_GL_Context_Version
{
EVAS_GL_GLES_1_X = 1, /**< OpenGL-ES 1.x */
EVAS_GL_GLES_2_X = 2, /**< OpenGL-ES 2.x is the default */
EVAS_GL_GLES_3_X = 3 /**< @internal OpenGL-ES 3.x, not implemented yet */
} Evas_GL_Context_Version;
/**
* @struct _Evas_GL_Config
*
* @brief A structure used to specify the configuration of an @ref Evas_GL_Surface.
*
* This structure should be allocated with @ref evas_gl_config_new() and released
* with @ref evas_gl_config_free().
*
* @see evas_gl_surface_create
* @see evas_gl_pbuffer_surface_create
*/
struct _Evas_GL_Config
{
Evas_GL_Color_Format color_format; /**< Surface Color Format */
Evas_GL_Depth_Bits depth_bits; /**< Surface Depth Bits */
Evas_GL_Stencil_Bits stencil_bits; /**< Surface Stencil Bits */
Evas_GL_Options_Bits options_bits; /**< Extra Surface Options */
Evas_GL_Multisample_Bits multisample_bits; /**< Optional Surface MSAA Bits */
Evas_GL_Context_Version gles_version; /**< @internal Special flag for OpenGL-ES 1.1 indirect rendering surfaces (since 1.12) */
};
/** @brief Constant to use when calling @ref evas_gl_string_query to retrieve the available Evas_GL extensions. */
#define EVAS_GL_EXTENSIONS 1
/**
* @brief Creates a new Evas_GL object and returns a handle for GL rendering with the EFL.
*
* @param[in] e The given Evas canvas to use
*
* @return The created Evas_GL object, or @c NULL in case of failure
*/
EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* @brief Frees an Evas_GL object.
*
* @param[in] evas_gl The given Evas_GL object to destroy
*
* @see evas_gl_new
*/
EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
/**
* @brief Allocates a new config object for the user to fill out.
*
* @remarks As long as Evas creates a config object for the user, it takes care
* of the backward compatibility issue.
*
* @see evas_gl_config_free
*/
EAPI Evas_GL_Config *evas_gl_config_new (void);
/**
* @brief Frees a config object created from evas_gl_config_new.
*
* @param[in] cfg The configuration structure to free, it can not be accessed afterwards.
*
* @remarks As long as Evas creates a config object for the user, it takes care
* of the backward compatibility issue.
*
* @see evas_gl_config_new
*/
EAPI void evas_gl_config_free (Evas_GL_Config *cfg) EINA_ARG_NONNULL(1);
/**
* @brief Creates and returns a new @ref Evas_GL_Surface object for GL Rendering.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] cfg The pixel format and configuration of the rendering surface
* @param[in] w The width of the surface
* @param[in] h The height of the surface
*
* @return The created GL surface object,
* otherwise @c NULL on failure
*
* @see evas_gl_surface_destroy
*/
EAPI Evas_GL_Surface *evas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);
/**
* @brief Create a pixel buffer surface
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] cfg Pixel format and configuration of the pixel buffer surface
* @param[in] w Requested width of the buffer
* @param[in] h Requested height of the buffer
* @param[in] attrib_list An optional list of attribute-value pairs terminated by attribute 0, can be @c NULL. Currently, no attributes are supported.
*
* @return The created GL surface object,
* otherwise @c NULL on failure
*
* The surface must be released with @ref evas_gl_surface_destroy.
*
* If the color format in @a cfg is @ref EVAS_GL_RGB_888 or @ref EVAS_GL_RGBA_8888,
* then Evas will automatically generate a framebuffer attached to this PBuffer.
* Its properties can be queried using @ref evas_gl_native_surface_get.
* If you want to attach an FBO yourself, or create a PBuffer surface only,
* please use the color format @ref EVAS_GL_NO_FBO.
*
* Creating a 1x1 PBuffer surface can be useful in order to call
* @ref evas_gl_make_current() from another thread.
*
* @note The attribute list can be terminated by EVAS_GL_NONE or 0.
* As of now, no special attributes are supported yet. Also, only EGL
* is supported at the moment of writing.
*
* @see evas_gl_surface_destroy
*
* @since 1.12
*/
EAPI Evas_GL_Surface *evas_gl_pbuffer_surface_create(Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h, const int *attrib_list) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);
/**
* @brief Destroys an Evas GL Surface.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] surf The given GL surface object
*
* @note This function can also destroy pbuffer surfaces.
*/
EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
/**
* @brief Creates and returns a new Evas GL context object.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] share_ctx An Evas_GL context to share with the new context
*
* @return The created context,
* otherwise @c NULL on failure
*/
EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* @brief Creates and returns a new Evas GL context object for OpenGL-ES 1.1 or 2.0.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] share_ctx A context to share (can be NULL)
* @param[in] version Major OpenGL-ES version number
*
* @return The created context,
* otherwise @c NULL on failure
*
* This function can be used to create OpenGL-ES 1.1 contexts, but OpenGL-ES 3.x
* is not supported yet.
*
* The GL API bound to the created context must be queried using
* @ref evas_gl_context_api_get (instead of @ref evas_gl_api_get).
*
* @note GLES 3.x is not supported yet.
*
* @see Evas_GL_Context_Version
* @see evas_gl_context_api_get
*
* @since 1.12
*/
EAPI Evas_GL_Context *evas_gl_context_version_create(Evas_GL *evas_gl, Evas_GL_Context *share_ctx, Evas_GL_Context_Version version) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* @brief Destroys the given Evas GL context object.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] ctx The given Evas GL context
*
* @see evas_gl_context_create
* @see evas_gl_context_version_create
*/
EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
/**
* @brief Sets the given context as the current context for the given surface.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] surf The given Evas GL surface
* @param[in] ctx The given Evas GL context
* @return @c EINA_TRUE if successful,
* otherwise @c EINA_FALSE if not
*/
EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
/**
* @brief Returns a pointer to a static, null-terminated string describing some aspect of Evas GL.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] name A symbolic constant, only @ref EVAS_GL_EXTENSIONS is supported for now
*/
EAPI const char *evas_gl_string_query (Evas_GL *evas_gl, int name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_PURE;
/**
* @brief Returns a extension function from OpenGL or the Evas_GL glue layer.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] name The name of the function to return
*
* The available extension functions may depend on the backend engine Evas GL is
* running on.
*
* @return A function pointer to the Evas_GL extension.
*/
EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE;
/**
* @brief Fills in the Native Surface information from a given Evas GL surface.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] surf The given Evas GL surface to retrieve the Native Surface information from
* @param[out] ns The native surface structure that the function fills in
* @return @c EINA_TRUE if successful,
* otherwise @c EINA_FALSE if not
*
* @details This function can be called to later set this native surface as
* source of an Evas Object Image. Please refer to
* @ref evas_object_image_native_surface_set.
*
* @warning Applications should not rely on the information set in @p ns
* since its properties are internal to Evas and are not meant to be
* tampered with in any way or form from outside Evas.
*/
EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3);
/**
* @brief Gets the API for rendering using OpenGL.
*
* @details This returns a structure that contains all the OpenGL functions you can
* use to render in Evas. These functions consist of all the standard
* OpenGL-ES2.0 functions and any additional ones that Evas has decided to provide.
* This means that if you have your code ported to OpenGL-ES2.0,
* it is going to be easy to render to Evas.
*
* @param[in] evas_gl The given Evas_GL object
*
* @return The API to use
*
* @note This function will always return an OpenGL-ES 2.0 API, please use
* @ref evas_gl_context_api_get instead to get an OpenGL-ES 1.1 set of APIs.
*
* @see Evas_GL_API
* @see evas_gl_context_api_get
*
*/
EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
/**
* @brief Gets the API for rendering using OpenGL with non standard contexts.
*
* This function is similar to @ref evas_gl_api_get but takes an extra Evas GL
* context argument as it is used to get the real API used by special contexts,
* that have been instanciated with @ref evas_gl_context_version_create().
*
* This function can be used to get the GL API for a OpenGL-ES 1.1 context. When
* using OpenGL-ES 1.1, applications should always use @ref evas_gl_context_api_get
* and never call @ref evas_gl_api_get (this will always return a OpenGL-ES 2+ API).
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] ctx Specifies which context to use, based on this, Evas GL
* will return a 1.1- or a 2.0-compatible OpenGL-ES API.
*
* @return The API to use. Only the available function pointers will be set
* in the structure. All the non compatible functions or unsupported
* extension function pointers will be set to NULL.
*
* @see Evas_GL_API
* @see evas_gl_api_get
* @see evas_gl_context_version_create
*
* @since 1.12
*/
EAPI Evas_GL_API *evas_gl_context_api_get (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1);
/**
* @brief Get the current rotation of the view, in degrees.
*
* This function should be called in order to properly handle the current
* rotation of the view. It will always return 0 unless the option
* @ref EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION has been set.
*
* Indeed, in case of direct rendering to the back buffer, the client
* application is responsible for properly rotating its view. This can generally
* be done by applying a rotation to a view matrix.
*
* @param[in] evas_gl The current Evas_GL object
*
* @note The returned value may not be the same as the window rotation, for
* example if indirect rendering is used as a fallback, or if the GPU supports
* transparent rotation of the buffer during swap.
*
* @return 0, 90, 180 or 270 depending on the Evas canvas' orientation.
*
* @see EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION
*
* @since 1.12
*/
EAPI int evas_gl_rotation_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1) EINA_WARN_UNUSED_RESULT;
/**
* @brief Query a surface for its properties
*
* @param[in] evas_gl The current Evas_GL object
* @param[in] surface An Evas_GL_Surface surface to query
* @param[in] attribute Specifies the attribute to query.
* @param[out] value Returns the requested value (usually an int)
*
* The currently accepted attributes are the following:
* @li @ref EVAS_GL_WIDTH,
* @li @ref EVAS_GL_HEIGHT,
* @li @ref EVAS_GL_TEXTURE_FORMAT,
* @li @ref EVAS_GL_TEXTURE_TARGET
*
* @return EINA_TRUE in case of success, EINA_FALSE in case of error.
*
* @since 1.12
*/
EAPI Eina_Bool evas_gl_surface_query (Evas_GL *evas_gl, Evas_GL_Surface *surface, int attribute, void *value) EINA_ARG_NONNULL(1,2);
/**
* @brief Returns the last error of any evas_gl function called in the current thread.
* Initially, the error is set to @ref EVAS_GL_SUCCESS. A call to @ref evas_gl_error_get
* resets the error to @ref EVAS_GL_SUCCESS.
*
* @param[in] evas_gl The given Evas_GL object
*
* @return @ref EVAS_GL_SUCCESS in case of no error, or any other @c EVAS_GL error code.
*
* Since Evas GL is a glue layer for GL imitating EGL, the error codes returned
* have a similar meaning as those defined in EGL, so please refer to the EGL
* documentation for more information about the various error codes.
*
* @note Evas GL does not specify exactly which error codes will be returned in
* which circumstances. This is because different backends may behave
* differently and Evas GL will try to give the most meaningful error code
* based on the backend's error. Evas GL only tries to provide some
* information, so an application can not expect the exact same error
* codes as EGL would return.
*
* @since 1.12
*/
EAPI int evas_gl_error_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
/**
* @brief Returns the Evas GL context object in use or set by @ref evas_gl_make_current.
*
* @param[in] evas_gl The given Evas_GL object
*
* @return The current context for the calling thread, or @c NULL in case of
* failure and when there is no current context in this thread.
*
* @since 1.12
*/
EAPI Evas_GL_Context *evas_gl_current_context_get (Evas_GL *evas_gl) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* @brief Returns the Evas GL surface object in use or set by @ref evas_gl_make_current
*
* @param[in] evas_gl The given Evas_GL object
*
* @return The current surface for the calling thread, or @c NULL in case of
* failure and when there is no current surface in this thread.
*
* This can be used to get a handle to the current surface, so as to switch
* between contexts back and forth. Note that the OpenGL driver may stall when
* doing so.
*
* @see evas_gl_make_current
*
* @since 1.12
*/
EAPI Evas_GL_Surface *evas_gl_current_surface_get (Evas_GL *evas_gl) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* @brief Get current Evas GL
*
* @param[out] context Optional return value for the current context
* @param[out] surface Optional return value for the current surface
*
* @return The current Evas GL, ie. the last Evas GL passed to evas_gl_make_current
*
* @see evas_gl_make_current
*
* @note This can be used to restore a previous context, for instance if you
* are writing a library that needs to work transparently with Evas GL,
* and may not have control over the other Evas GL objects.
*
* @since 1.16
*/
EAPI Evas_GL *evas_gl_current_evas_gl_get (Evas_GL_Context **context, Evas_GL_Surface **surface) EINA_WARN_UNUSED_RESULT;
/*-------------------------------------------------------------------------
* Data types, definitions and values for use with Evas GL.
*
* The following definitions have been imported from the official GLES/GLES2
* header files. Please do not include the official GL headers along with
* Evas_GL.h as these will conflict.
*-----------------------------------------------------------------------*/
#ifndef KHRONOS_SUPPORT_INT64
typedef unsigned long long khronos_uint64_t;
typedef signed long long khronos_int64_t;
#endif
// Due to build conflicts on various platforms, we can't use GL[u]int64 directly
typedef khronos_int64_t EvasGLint64;
typedef khronos_uint64_t EvasGLuint64;
#if !defined(__gl2_h_)
# define __gl2_h_
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef signed char GLbyte; // Changed khronos_int8_t
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLubyte; // Changed khronos_uint8_t
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef float GLfloat; // Changed khronos_float_t
typedef float GLclampf; // Changed khronos_float_t
typedef signed int GLfixed; // Changed khronos_int32_t
/* OpenGL ES core versions */
//#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#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
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#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
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#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
/* Buffer Objects */
#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
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#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
/* ErrorCode */
#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
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#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
/* GL_SCISSOR_TEST */
#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
/* GL_POLYGON_OFFSET_FILL */
#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
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#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
/* PixelFormat */
#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
/* PixelType */
/* GL_UNSIGNED_BYTE */
#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
/* Shaders */
#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
/* StencilFunction */
#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
/* StencilOp */
/* GL_ZERO */
#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
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#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
/* TextureUnit */
#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
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#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
/* Vertex Arrays */
#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
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#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
/* Framebuffer Object. */
#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_INDEX 0x1901
#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
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
#endif
#ifndef __gl2ext_h_
#define __gl2ext_h_ 1
#ifndef GL_KHR_blend_equation_advanced
#define GL_KHR_blend_equation_advanced 1
#define GL_MULTIPLY_KHR 0x9294
#define GL_SCREEN_KHR 0x9295
#define GL_OVERLAY_KHR 0x9296
#define GL_DARKEN_KHR 0x9297
#define GL_LIGHTEN_KHR 0x9298
#define GL_COLORDODGE_KHR 0x9299
#define GL_COLORBURN_KHR 0x929A
#define GL_HARDLIGHT_KHR 0x929B
#define GL_SOFTLIGHT_KHR 0x929C
#define GL_DIFFERENCE_KHR 0x929E
#define GL_EXCLUSION_KHR 0x92A0
#define GL_HSL_HUE_KHR 0x92AD
#define GL_HSL_SATURATION_KHR 0x92AE
#define GL_HSL_COLOR_KHR 0x92AF
#define GL_HSL_LUMINOSITY_KHR 0x92B0
#endif /* GL_KHR_blend_equation_advanced */
#ifndef GL_KHR_blend_equation_advanced_coherent
#define GL_KHR_blend_equation_advanced_coherent 1
#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285
#endif /* GL_KHR_blend_equation_advanced_coherent */
#ifndef GL_KHR_context_flush_control
#define GL_KHR_context_flush_control 1
#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB
#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x82FC
#endif /* GL_KHR_context_flush_control */
#ifndef GL_KHR_debug
#define GL_KHR_debug 1
#define GL_SAMPLER 0x82E6
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245
#define GL_DEBUG_SOURCE_API_KHR 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249
#define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A
#define GL_DEBUG_SOURCE_OTHER_KHR 0x824B
#define GL_DEBUG_TYPE_ERROR_KHR 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E
#define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250
#define GL_DEBUG_TYPE_OTHER_KHR 0x8251
#define GL_DEBUG_TYPE_MARKER_KHR 0x8268
#define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269
#define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A
#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C
#define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D
#define GL_BUFFER_KHR 0x82E0
#define GL_SHADER_KHR 0x82E1
#define GL_PROGRAM_KHR 0x82E2
#define GL_VERTEX_ARRAY_KHR 0x8074
#define GL_QUERY_KHR 0x82E3
#define GL_PROGRAM_PIPELINE_KHR 0x82E4
#define GL_SAMPLER_KHR 0x82E6
#define GL_MAX_LABEL_LENGTH_KHR 0x82E8
#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145
#define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147
#define GL_DEBUG_SEVERITY_LOW_KHR 0x9148
#define GL_DEBUG_OUTPUT_KHR 0x92E0
#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002
#define GL_STACK_OVERFLOW_KHR 0x0503
#define GL_STACK_UNDERFLOW_KHR 0x0504
#endif /* GL_KHR_debug */
#ifndef GL_KHR_texture_compression_astc_hdr
#define GL_KHR_texture_compression_astc_hdr 1
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#endif /* GL_KHR_texture_compression_astc_hdr */
#ifndef GL_KHR_texture_compression_astc_ldr
#define GL_KHR_texture_compression_astc_ldr 1
#endif /* GL_KHR_texture_compression_astc_ldr */
#ifndef GL_KHR_texture_compression_astc_sliced_3d
#define GL_KHR_texture_compression_astc_sliced_3d 1
#endif /* GL_KHR_texture_compression_astc_sliced_3d */
#ifndef GL_OES_EGL_image
#define GL_OES_EGL_image 1
#endif /* GL_OES_EGL_image */
#ifndef GL_OES_EGL_image_external
#define GL_OES_EGL_image_external 1
#define GL_TEXTURE_EXTERNAL_OES 0x8D65
#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67
#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68
#define GL_SAMPLER_EXTERNAL_OES 0x8D66
#endif /* GL_OES_EGL_image_external */
#ifndef GL_OES_EGL_image_external_essl3
#define GL_OES_EGL_image_external_essl3 1
#endif /* GL_OES_EGL_image_external_essl3 */
#ifndef GL_OES_compressed_ETC1_RGB8_sub_texture
#define GL_OES_compressed_ETC1_RGB8_sub_texture 1
#endif /* GL_OES_compressed_ETC1_RGB8_sub_texture */
#ifndef GL_OES_compressed_ETC1_RGB8_texture
#define GL_OES_compressed_ETC1_RGB8_texture 1
#define GL_ETC1_RGB8_OES 0x8D64
#endif /* GL_OES_compressed_ETC1_RGB8_texture */
#ifndef GL_OES_compressed_paletted_texture
#define GL_OES_compressed_paletted_texture 1
#define GL_PALETTE4_RGB8_OES 0x8B90
#define GL_PALETTE4_RGBA8_OES 0x8B91
#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
#define GL_PALETTE4_RGBA4_OES 0x8B93
#define GL_PALETTE4_RGB5_A1_OES 0x8B94
#define GL_PALETTE8_RGB8_OES 0x8B95
#define GL_PALETTE8_RGBA8_OES 0x8B96
#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
#define GL_PALETTE8_RGBA4_OES 0x8B98
#define GL_PALETTE8_RGB5_A1_OES 0x8B99
#endif /* GL_OES_compressed_paletted_texture */
#ifndef GL_OES_copy_image
#define GL_OES_copy_image 1
#endif /* GL_OES_copy_image */
#ifndef GL_OES_depth24
#define GL_OES_depth24 1
#define GL_DEPTH_COMPONENT24_OES 0x81A6
#endif /* GL_OES_depth24 */
#ifndef GL_OES_depth32
#define GL_OES_depth32 1
#define GL_DEPTH_COMPONENT32_OES 0x81A7
#endif /* GL_OES_depth32 */
#ifndef GL_OES_depth_texture
#define GL_OES_depth_texture 1
#endif /* GL_OES_depth_texture */
#ifndef GL_OES_draw_buffers_indexed
#define GL_OES_draw_buffers_indexed 1
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#endif /* GL_OES_draw_buffers_indexed */
#ifndef GL_OES_draw_elements_base_vertex
#define GL_OES_draw_elements_base_vertex 1
#endif /* GL_OES_draw_elements_base_vertex */
#ifndef GL_OES_element_index_uint
#define GL_OES_element_index_uint 1
#endif /* GL_OES_element_index_uint */
#ifndef GL_OES_fbo_render_mipmap
#define GL_OES_fbo_render_mipmap 1
#endif /* GL_OES_fbo_render_mipmap */
#ifndef GL_OES_fragment_precision_high
#define GL_OES_fragment_precision_high 1
#endif /* GL_OES_fragment_precision_high */
#ifndef GL_OES_geometry_point_size
#define GL_OES_geometry_point_size 1
#endif /* GL_OES_geometry_point_size */
#ifndef GL_OES_geometry_shader
#define GL_OES_geometry_shader 1
#define GL_GEOMETRY_SHADER_OES 0x8DD9
#define GL_GEOMETRY_SHADER_BIT_OES 0x00000004
#define GL_GEOMETRY_LINKED_VERTICES_OUT_OES 0x8916
#define GL_GEOMETRY_LINKED_INPUT_TYPE_OES 0x8917
#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES 0x8918
#define GL_GEOMETRY_SHADER_INVOCATIONS_OES 0x887F
#define GL_LAYER_PROVOKING_VERTEX_OES 0x825E
#define GL_LINES_ADJACENCY_OES 0x000A
#define GL_LINE_STRIP_ADJACENCY_OES 0x000B
#define GL_TRIANGLES_ADJACENCY_OES 0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY_OES 0x000D
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8DDF
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES 0x8A2C
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8A32
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES 0x9123
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES 0x9124
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES 0x8DE1
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES 0x8E5A
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES 0x8C29
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES 0x92CF
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES 0x92D5
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES 0x90CD
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES 0x90D7
#define GL_FIRST_VERTEX_CONVENTION_OES 0x8E4D
#define GL_LAST_VERTEX_CONVENTION_OES 0x8E4E
#define GL_UNDEFINED_VERTEX_OES 0x8260
#define GL_PRIMITIVES_GENERATED_OES 0x8C87
#define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES 0x9312
#define GL_MAX_FRAMEBUFFER_LAYERS_OES 0x9317
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES 0x8DA8
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES 0x8DA7
#define GL_REFERENCED_BY_GEOMETRY_SHADER_OES 0x9309
#endif /* GL_OES_geometry_shader */
#ifndef GL_OES_get_program_binary
#define GL_OES_get_program_binary 1
#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE
#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF
#endif /* GL_OES_get_program_binary */
#ifndef GL_OES_gpu_shader5
#define GL_OES_gpu_shader5 1
#endif /* GL_OES_gpu_shader5 */
#ifndef GL_OES_mapbuffer
#define GL_OES_mapbuffer 1
#define GL_WRITE_ONLY_OES 0x88B9
#define GL_BUFFER_ACCESS_OES 0x88BB
#define GL_BUFFER_MAPPED_OES 0x88BC
#define GL_BUFFER_MAP_POINTER_OES 0x88BD
#endif /* GL_OES_mapbuffer */
#ifndef GL_OES_packed_depth_stencil
#define GL_OES_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_OES 0x84F9
#define GL_UNSIGNED_INT_24_8_OES 0x84FA
#define GL_DEPTH24_STENCIL8_OES 0x88F0
#endif /* GL_OES_packed_depth_stencil */
#ifndef GL_OES_primitive_bounding_box
#define GL_OES_primitive_bounding_box 1
#define GL_PRIMITIVE_BOUNDING_BOX_OES 0x92BE
#endif /* GL_OES_primitive_bounding_box */
#ifndef GL_OES_required_internalformat
#define GL_OES_required_internalformat 1
#define GL_ALPHA8_OES 0x803C
#define GL_DEPTH_COMPONENT16_OES 0x81A5
#define GL_LUMINANCE4_ALPHA4_OES 0x8043
#define GL_LUMINANCE8_ALPHA8_OES 0x8045
#define GL_LUMINANCE8_OES 0x8040
#define GL_RGBA4_OES 0x8056
#define GL_RGB5_A1_OES 0x8057
#define GL_RGB565_OES 0x8D62
#define GL_RGB8_OES 0x8051
#define GL_RGBA8_OES 0x8058
#define GL_RGB10_EXT 0x8052
#define GL_RGB10_A2_EXT 0x8059
#endif /* GL_OES_required_internalformat */
#ifndef GL_OES_rgb8_rgba8
#define GL_OES_rgb8_rgba8 1
#endif /* GL_OES_rgb8_rgba8 */
#ifndef GL_OES_sample_shading
#define GL_OES_sample_shading 1
#define GL_SAMPLE_SHADING_OES 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE_OES 0x8C37
#endif /* GL_OES_sample_shading */
#ifndef GL_OES_sample_variables
#define GL_OES_sample_variables 1
#endif /* GL_OES_sample_variables */
#ifndef GL_OES_shader_image_atomic
#define GL_OES_shader_image_atomic 1
#endif /* GL_OES_shader_image_atomic */
#ifndef GL_OES_shader_io_blocks
#define GL_OES_shader_io_blocks 1
#endif /* GL_OES_shader_io_blocks */
#ifndef GL_OES_shader_multisample_interpolation
#define GL_OES_shader_multisample_interpolation 1
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5C
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES 0x8E5D
#endif /* GL_OES_shader_multisample_interpolation */
#ifndef GL_OES_standard_derivatives
#define GL_OES_standard_derivatives 1
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B
#endif /* GL_OES_standard_derivatives */
#ifndef GL_OES_stencil1
#define GL_OES_stencil1 1
#define GL_STENCIL_INDEX1_OES 0x8D46
#endif /* GL_OES_stencil1 */
#ifndef GL_OES_stencil4
#define GL_OES_stencil4 1
#define GL_STENCIL_INDEX4_OES 0x8D47
#endif /* GL_OES_stencil4 */
#ifndef GL_OES_surfaceless_context
#define GL_OES_surfaceless_context 1
#define GL_FRAMEBUFFER_UNDEFINED_OES 0x8219
#endif /* GL_OES_surfaceless_context */
#ifndef GL_OES_tessellation_point_size
#define GL_OES_tessellation_point_size 1
#endif /* GL_OES_tessellation_point_size */
#ifndef GL_OES_tessellation_shader
#define GL_OES_tessellation_shader 1
#define GL_PATCHES_OES 0x000E
#define GL_PATCH_VERTICES_OES 0x8E72
#define GL_TESS_CONTROL_OUTPUT_VERTICES_OES 0x8E75
#define GL_TESS_GEN_MODE_OES 0x8E76
#define GL_TESS_GEN_SPACING_OES 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER_OES 0x8E78
#define GL_TESS_GEN_POINT_MODE_OES 0x8E79
#define GL_ISOLINES_OES 0x8E7A
#define GL_QUADS_OES 0x0007
#define GL_FRACTIONAL_ODD_OES 0x8E7B
#define GL_FRACTIONAL_EVEN_OES 0x8E7C
#define GL_MAX_PATCH_VERTICES_OES 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL_OES 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES 0x8E81
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES 0x8E82
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES 0x8E83
#define GL_MAX_TESS_PATCH_COMPONENTS_OES 0x8E84
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES 0x8E85
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES 0x8E86
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES 0x8E89
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES 0x8E8A
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES 0x886C
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES 0x886D
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E1E
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E1F
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES 0x92CD
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES 0x92CE
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES 0x92D3
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES 0x92D4
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES 0x90CB
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES 0x90CC
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES 0x90D8
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES 0x90D9
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES 0x8221
#define GL_IS_PER_PATCH_OES 0x92E7
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES 0x9307
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES 0x9308
#define GL_TESS_CONTROL_SHADER_OES 0x8E88
#define GL_TESS_EVALUATION_SHADER_OES 0x8E87
#define GL_TESS_CONTROL_SHADER_BIT_OES 0x00000008
#define GL_TESS_EVALUATION_SHADER_BIT_OES 0x00000010
#endif /* GL_OES_tessellation_shader */
#ifndef GL_OES_texture_3D
#define GL_OES_texture_3D 1
#define GL_TEXTURE_WRAP_R_OES 0x8072
#define GL_TEXTURE_3D_OES 0x806F
#define GL_TEXTURE_BINDING_3D_OES 0x806A
#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073
#define GL_SAMPLER_3D_OES 0x8B5F
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4
#endif /* GL_OES_texture_3D */
#ifndef GL_OES_texture_border_clamp
#define GL_OES_texture_border_clamp 1
#define GL_TEXTURE_BORDER_COLOR_OES 0x1004
#define GL_CLAMP_TO_BORDER_OES 0x812D
#endif /* GL_OES_texture_border_clamp */
#ifndef GL_OES_texture_buffer
#define GL_OES_texture_buffer 1
#define GL_TEXTURE_BUFFER_OES 0x8C2A
#define GL_TEXTURE_BUFFER_BINDING_OES 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE_OES 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER_OES 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES 0x8C2D
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES 0x919F
#define GL_SAMPLER_BUFFER_OES 0x8DC2
#define GL_INT_SAMPLER_BUFFER_OES 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES 0x8DD8
#define GL_IMAGE_BUFFER_OES 0x9051
#define GL_INT_IMAGE_BUFFER_OES 0x905C
#define GL_UNSIGNED_INT_IMAGE_BUFFER_OES 0x9067
#define GL_TEXTURE_BUFFER_OFFSET_OES 0x919D
#define GL_TEXTURE_BUFFER_SIZE_OES 0x919E
#endif /* GL_OES_texture_buffer */
#ifndef GL_OES_texture_compression_astc
#define GL_OES_texture_compression_astc 1
#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0
#define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES 0x93C1
#define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES 0x93C2
#define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES 0x93C3
#define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES 0x93C4
#define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES 0x93C5
#define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES 0x93C6
#define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES 0x93C7
#define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES 0x93C8
#define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES 0x93C9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES 0x93E0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES 0x93E1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES 0x93E2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES 0x93E3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES 0x93E4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES 0x93E5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES 0x93E6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES 0x93E7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES 0x93E8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9
#endif /* GL_OES_texture_compression_astc */
#ifndef GL_OES_texture_cube_map_array
#define GL_OES_texture_cube_map_array 1
#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES 0x900A
#define GL_SAMPLER_CUBE_MAP_ARRAY_OES 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900F
#define GL_IMAGE_CUBE_MAP_ARRAY_OES 0x9054
#define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x905F
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x906A
#endif /* GL_OES_texture_cube_map_array */
#ifndef GL_OES_texture_float
#define GL_OES_texture_float 1
#endif /* GL_OES_texture_float */
#ifndef GL_OES_texture_float_linear
#define GL_OES_texture_float_linear 1
#endif /* GL_OES_texture_float_linear */
#ifndef GL_OES_texture_half_float
#define GL_OES_texture_half_float 1
#define GL_HALF_FLOAT_OES 0x8D61
#endif /* GL_OES_texture_half_float */
#ifndef GL_OES_texture_half_float_linear
#define GL_OES_texture_half_float_linear 1
#endif /* GL_OES_texture_half_float_linear */
#ifndef GL_OES_texture_npot
#define GL_OES_texture_npot 1
#endif /* GL_OES_texture_npot */
#ifndef GL_OES_texture_stencil8
#define GL_OES_texture_stencil8 1
#define GL_STENCIL_INDEX_OES 0x1901
#define GL_STENCIL_INDEX8_OES 0x8D48
#endif /* GL_OES_texture_stencil8 */
#ifndef GL_OES_texture_storage_multisample_2d_array
#define GL_OES_texture_storage_multisample_2d_array 1
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES 0x9102
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES 0x9105
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910B
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910C
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D
#endif /* GL_OES_texture_storage_multisample_2d_array */
#ifndef GL_OES_texture_view
#define GL_OES_texture_view 1
#define GL_TEXTURE_VIEW_MIN_LEVEL_OES 0x82DB
#define GL_TEXTURE_VIEW_NUM_LEVELS_OES 0x82DC
#define GL_TEXTURE_VIEW_MIN_LAYER_OES 0x82DD
#define GL_TEXTURE_VIEW_NUM_LAYERS_OES 0x82DE
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
#endif /* GL_OES_texture_view */
#ifndef GL_OES_vertex_array_object
#define GL_OES_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING_OES 0x85B5
#endif /* GL_OES_vertex_array_object */
#ifndef GL_OES_vertex_half_float
#define GL_OES_vertex_half_float 1
#endif /* GL_OES_vertex_half_float */
#ifndef GL_OES_vertex_type_10_10_10_2
#define GL_OES_vertex_type_10_10_10_2 1
#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6
#define GL_INT_10_10_10_2_OES 0x8DF7
#endif /* GL_OES_vertex_type_10_10_10_2 */
#ifndef GL_AMD_compressed_3DC_texture
#define GL_AMD_compressed_3DC_texture 1
#define GL_3DC_X_AMD 0x87F9
#define GL_3DC_XY_AMD 0x87FA
#endif /* GL_AMD_compressed_3DC_texture */
#ifndef GL_AMD_compressed_ATC_texture
#define GL_AMD_compressed_ATC_texture 1
#define GL_ATC_RGB_AMD 0x8C92
#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
#endif /* GL_AMD_compressed_ATC_texture */
#ifndef GL_AMD_performance_monitor
#define GL_AMD_performance_monitor 1
#define GL_COUNTER_TYPE_AMD 0x8BC0
#define GL_COUNTER_RANGE_AMD 0x8BC1
#define GL_UNSIGNED_INT64_AMD 0x8BC2
#define GL_PERCENTAGE_AMD 0x8BC3
#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4
#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5
#define GL_PERFMON_RESULT_AMD 0x8BC6
#endif /* GL_AMD_performance_monitor */
#ifndef GL_AMD_program_binary_Z400
#define GL_AMD_program_binary_Z400 1
#define GL_Z400_BINARY_AMD 0x8740
#endif /* GL_AMD_program_binary_Z400 */
#ifndef GL_ANDROID_extension_pack_es31a
#define GL_ANDROID_extension_pack_es31a 1
#endif /* GL_ANDROID_extension_pack_es31a */
#ifndef GL_ANGLE_depth_texture
#define GL_ANGLE_depth_texture 1
#endif /* GL_ANGLE_depth_texture */
#ifndef GL_ANGLE_framebuffer_blit
#define GL_ANGLE_framebuffer_blit 1
#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8
#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9
#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA
#endif /* GL_ANGLE_framebuffer_blit */
#ifndef GL_ANGLE_framebuffer_multisample
#define GL_ANGLE_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56
#define GL_MAX_SAMPLES_ANGLE 0x8D57
#endif /* GL_ANGLE_framebuffer_multisample */
#ifndef GL_ANGLE_instanced_arrays
#define GL_ANGLE_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE
#endif /* GL_ANGLE_instanced_arrays */
#ifndef GL_ANGLE_pack_reverse_row_order
#define GL_ANGLE_pack_reverse_row_order 1
#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4
#endif /* GL_ANGLE_pack_reverse_row_order */
#ifndef GL_ANGLE_program_binary
#define GL_ANGLE_program_binary 1
#define GL_PROGRAM_BINARY_ANGLE 0x93A6
#endif /* GL_ANGLE_program_binary */
#ifndef GL_ANGLE_texture_compression_dxt3
#define GL_ANGLE_texture_compression_dxt3 1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2
#endif /* GL_ANGLE_texture_compression_dxt3 */
#ifndef GL_ANGLE_texture_compression_dxt5
#define GL_ANGLE_texture_compression_dxt5 1
#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3
#endif /* GL_ANGLE_texture_compression_dxt5 */
#ifndef GL_ANGLE_texture_usage
#define GL_ANGLE_texture_usage 1
#define GL_TEXTURE_USAGE_ANGLE 0x93A2
#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3
#endif /* GL_ANGLE_texture_usage */
#ifndef GL_ANGLE_translated_shader_source
#define GL_ANGLE_translated_shader_source 1
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
#endif /* GL_ANGLE_translated_shader_source */
#ifndef GL_APPLE_clip_distance
#define GL_APPLE_clip_distance 1
#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32
#define GL_CLIP_DISTANCE0_APPLE 0x3000
#define GL_CLIP_DISTANCE1_APPLE 0x3001
#define GL_CLIP_DISTANCE2_APPLE 0x3002
#define GL_CLIP_DISTANCE3_APPLE 0x3003
#define GL_CLIP_DISTANCE4_APPLE 0x3004
#define GL_CLIP_DISTANCE5_APPLE 0x3005
#define GL_CLIP_DISTANCE6_APPLE 0x3006
#define GL_CLIP_DISTANCE7_APPLE 0x3007
#endif /* GL_APPLE_clip_distance */
#ifndef GL_APPLE_color_buffer_packed_float
#define GL_APPLE_color_buffer_packed_float 1
#endif /* GL_APPLE_color_buffer_packed_float */
#ifndef GL_APPLE_copy_texture_levels
#define GL_APPLE_copy_texture_levels 1
#endif /* GL_APPLE_copy_texture_levels */
#ifndef GL_APPLE_framebuffer_multisample
#define GL_APPLE_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56
#define GL_MAX_SAMPLES_APPLE 0x8D57
#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8
#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9
#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA
#endif /* GL_APPLE_framebuffer_multisample */
#ifndef GL_APPLE_rgb_422
#define GL_APPLE_rgb_422 1
#define GL_RGB_422_APPLE 0x8A1F
#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB
#define GL_RGB_RAW_422_APPLE 0x8A51
#endif /* GL_APPLE_rgb_422 */
#ifndef GL_APPLE_sync
#define GL_APPLE_sync 1
#define GL_SYNC_OBJECT_APPLE 0x8A53
#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111
#define GL_OBJECT_TYPE_APPLE 0x9112
#define GL_SYNC_CONDITION_APPLE 0x9113
#define GL_SYNC_STATUS_APPLE 0x9114
#define GL_SYNC_FLAGS_APPLE 0x9115
#define GL_SYNC_FENCE_APPLE 0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117
#define GL_UNSIGNALED_APPLE 0x9118
#define GL_SIGNALED_APPLE 0x9119
#define GL_ALREADY_SIGNALED_APPLE 0x911A
#define GL_TIMEOUT_EXPIRED_APPLE 0x911B
#define GL_CONDITION_SATISFIED_APPLE 0x911C
#define GL_WAIT_FAILED_APPLE 0x911D
#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001
#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull
#endif /* GL_APPLE_sync */
#ifndef GL_APPLE_texture_format_BGRA8888
#define GL_APPLE_texture_format_BGRA8888 1
#define GL_BGRA_EXT 0x80E1
#define GL_BGRA8_EXT 0x93A1
#endif /* GL_APPLE_texture_format_BGRA8888 */
#ifndef GL_APPLE_texture_max_level
#define GL_APPLE_texture_max_level 1
#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D
#endif /* GL_APPLE_texture_max_level */
#ifndef GL_APPLE_texture_packed_float
#define GL_APPLE_texture_packed_float 1
#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B
#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E
#define GL_R11F_G11F_B10F_APPLE 0x8C3A
#define GL_RGB9_E5_APPLE 0x8C3D
#endif /* GL_APPLE_texture_packed_float */
#ifndef GL_ARM_mali_program_binary
#define GL_ARM_mali_program_binary 1
#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61
#endif /* GL_ARM_mali_program_binary */
#ifndef GL_ARM_mali_shader_binary
#define GL_ARM_mali_shader_binary 1
#define GL_MALI_SHADER_BINARY_ARM 0x8F60
#endif /* GL_ARM_mali_shader_binary */
#ifndef GL_ARM_rgba8
#define GL_ARM_rgba8 1
#endif /* GL_ARM_rgba8 */
#ifndef GL_ARM_shader_framebuffer_fetch
#define GL_ARM_shader_framebuffer_fetch 1
#define GL_FETCH_PER_SAMPLE_ARM 0x8F65
#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66
#endif /* GL_ARM_shader_framebuffer_fetch */
#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil
#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1
#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */
#ifndef GL_DMP_program_binary
#define GL_DMP_program_binary 1
#define GL_SMAPHS30_PROGRAM_BINARY_DMP 0x9251
#define GL_SMAPHS_PROGRAM_BINARY_DMP 0x9252
#define GL_DMP_PROGRAM_BINARY_DMP 0x9253
#endif /* GL_DMP_program_binary */
#ifndef GL_DMP_shader_binary
#define GL_DMP_shader_binary 1
#define GL_SHADER_BINARY_DMP 0x9250
#endif /* GL_DMP_shader_binary */
#ifndef GL_EXT_YUV_target
#define GL_EXT_YUV_target 1
#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7
#endif /* GL_EXT_YUV_target */
#ifndef GL_EXT_base_instance
#define GL_EXT_base_instance 1
#endif /* GL_EXT_base_instance */
#ifndef GL_EXT_blend_func_extended
#define GL_EXT_blend_func_extended 1
#define GL_SRC1_COLOR_EXT 0x88F9
#define GL_SRC1_ALPHA_EXT 0x8589
#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA
#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB
#define GL_SRC_ALPHA_SATURATE_EXT 0x0308
#define GL_LOCATION_INDEX_EXT 0x930F
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC
#endif /* GL_EXT_blend_func_extended */
#ifndef GL_EXT_blend_minmax
#define GL_EXT_blend_minmax 1
#define GL_MIN_EXT 0x8007
#define GL_MAX_EXT 0x8008
#endif /* GL_EXT_blend_minmax */
#ifndef GL_EXT_buffer_storage
#define GL_EXT_buffer_storage 1
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#define GL_MAP_PERSISTENT_BIT_EXT 0x0040
#define GL_MAP_COHERENT_BIT_EXT 0x0080
#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100
#define GL_CLIENT_STORAGE_BIT_EXT 0x0200
#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000
#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F
#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220
#endif /* GL_EXT_buffer_storage */
#ifndef GL_EXT_color_buffer_float
#define GL_EXT_color_buffer_float 1
#endif /* GL_EXT_color_buffer_float */
#ifndef GL_EXT_color_buffer_half_float
#define GL_EXT_color_buffer_half_float 1
#define GL_RGBA16F_EXT 0x881A
#define GL_RGB16F_EXT 0x881B
#define GL_RG16F_EXT 0x822F
#define GL_R16F_EXT 0x822D
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211
#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17
#endif /* GL_EXT_color_buffer_half_float */
#ifndef GL_EXT_copy_image
#define GL_EXT_copy_image 1
#endif /* GL_EXT_copy_image */
#ifndef GL_EXT_debug_label
#define GL_EXT_debug_label 1
#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F
#define GL_PROGRAM_OBJECT_EXT 0x8B40
#define GL_SHADER_OBJECT_EXT 0x8B48
#define GL_BUFFER_OBJECT_EXT 0x9151
#define GL_QUERY_OBJECT_EXT 0x9153
#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154
#define GL_TRANSFORM_FEEDBACK 0x8E22
#endif /* GL_EXT_debug_label */
#ifndef GL_EXT_debug_marker
#define GL_EXT_debug_marker 1
#endif /* GL_EXT_debug_marker */
#ifndef GL_EXT_discard_framebuffer
#define GL_EXT_discard_framebuffer 1
#define GL_COLOR_EXT 0x1800
#define GL_DEPTH_EXT 0x1801
#define GL_STENCIL_EXT 0x1802
#endif /* GL_EXT_discard_framebuffer */
#ifndef GL_EXT_disjoint_timer_query
#define GL_EXT_disjoint_timer_query 1
#define GL_QUERY_COUNTER_BITS_EXT 0x8864
#define GL_CURRENT_QUERY_EXT 0x8865
#define GL_QUERY_RESULT_EXT 0x8866
#define GL_QUERY_RESULT_AVAILABLE_EXT 0x8867
#define GL_TIME_ELAPSED_EXT 0x88BF
#define GL_TIMESTAMP_EXT 0x8E28
#define GL_GPU_DISJOINT_EXT 0x8FBB
#endif /* GL_EXT_disjoint_timer_query */
#ifndef GL_EXT_draw_buffers
#define GL_EXT_draw_buffers 1
#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
#define GL_MAX_DRAW_BUFFERS_EXT 0x8824
#define GL_DRAW_BUFFER0_EXT 0x8825
#define GL_DRAW_BUFFER1_EXT 0x8826
#define GL_DRAW_BUFFER2_EXT 0x8827
#define GL_DRAW_BUFFER3_EXT 0x8828
#define GL_DRAW_BUFFER4_EXT 0x8829
#define GL_DRAW_BUFFER5_EXT 0x882A
#define GL_DRAW_BUFFER6_EXT 0x882B
#define GL_DRAW_BUFFER7_EXT 0x882C
#define GL_DRAW_BUFFER8_EXT 0x882D
#define GL_DRAW_BUFFER9_EXT 0x882E
#define GL_DRAW_BUFFER10_EXT 0x882F
#define GL_DRAW_BUFFER11_EXT 0x8830
#define GL_DRAW_BUFFER12_EXT 0x8831
#define GL_DRAW_BUFFER13_EXT 0x8832
#define GL_DRAW_BUFFER14_EXT 0x8833
#define GL_DRAW_BUFFER15_EXT 0x8834
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
#endif /* GL_EXT_draw_buffers */
#ifndef GL_EXT_draw_buffers_indexed
#define GL_EXT_draw_buffers_indexed 1
#endif /* GL_EXT_draw_buffers_indexed */
#ifndef GL_EXT_draw_elements_base_vertex
#define GL_EXT_draw_elements_base_vertex 1
#endif /* GL_EXT_draw_elements_base_vertex */
#ifndef GL_EXT_draw_instanced
#define GL_EXT_draw_instanced 1
#endif /* GL_EXT_draw_instanced */
#ifndef GL_EXT_float_blend
#define GL_EXT_float_blend 1
#endif /* GL_EXT_float_blend */
#ifndef GL_EXT_geometry_point_size
#define GL_EXT_geometry_point_size 1
#endif /* GL_EXT_geometry_point_size */
#ifndef GL_EXT_geometry_shader
#define GL_EXT_geometry_shader 1
#define GL_GEOMETRY_SHADER_EXT 0x8DD9
#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004
#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916
#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917
#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918
#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F
#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E
#define GL_LINES_ADJACENCY_EXT 0x000A
#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B
#define GL_TRIANGLES_ADJACENCY_EXT 0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7
#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D
#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E
#define GL_UNDEFINED_VERTEX_EXT 0x8260
#define GL_PRIMITIVES_GENERATED_EXT 0x8C87
#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312
#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7
#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309
#endif /* GL_EXT_geometry_shader */
#ifndef GL_EXT_gpu_shader5
#define GL_EXT_gpu_shader5 1
#endif /* GL_EXT_gpu_shader5 */
#ifndef GL_EXT_instanced_arrays
#define GL_EXT_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE
#endif /* GL_EXT_instanced_arrays */
#ifndef GL_EXT_map_buffer_range
#define GL_EXT_map_buffer_range 1
#define GL_MAP_READ_BIT_EXT 0x0001
#define GL_MAP_WRITE_BIT_EXT 0x0002
#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004
#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008
#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010
#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020
#endif /* GL_EXT_map_buffer_range */
#ifndef GL_EXT_multi_draw_arrays
#define GL_EXT_multi_draw_arrays 1
#endif /* GL_EXT_multi_draw_arrays */
#ifndef GL_EXT_multi_draw_indirect
#define GL_EXT_multi_draw_indirect 1
#endif /* GL_EXT_multi_draw_indirect */
#ifndef GL_EXT_multisampled_compatibility
#define GL_EXT_multisampled_compatibility 1
#define GL_MULTISAMPLE_EXT 0x809D
#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F
#endif /* GL_EXT_multisampled_compatibility */
#ifndef GL_EXT_multisampled_render_to_texture
#define GL_EXT_multisampled_render_to_texture 1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C
#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
#define GL_MAX_SAMPLES_EXT 0x8D57
#endif /* GL_EXT_multisampled_render_to_texture */
#ifndef GL_EXT_multiview_draw_buffers
#define GL_EXT_multiview_draw_buffers 1
#define GL_COLOR_ATTACHMENT_EXT 0x90F0
#define GL_MULTIVIEW_EXT 0x90F1
#define GL_DRAW_BUFFER_EXT 0x0C01
#define GL_READ_BUFFER_EXT 0x0C02
#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2
#endif /* GL_EXT_multiview_draw_buffers */
#ifndef GL_EXT_occlusion_query_boolean
#define GL_EXT_occlusion_query_boolean 1
#define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A
#endif /* GL_EXT_occlusion_query_boolean */
#ifndef GL_EXT_polygon_offset_clamp
#define GL_EXT_polygon_offset_clamp 1
#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B
#endif /* GL_EXT_polygon_offset_clamp */
#ifndef GL_EXT_post_depth_coverage
#define GL_EXT_post_depth_coverage 1
#endif /* GL_EXT_post_depth_coverage */
#ifndef GL_EXT_primitive_bounding_box
#define GL_EXT_primitive_bounding_box 1
#define GL_PRIMITIVE_BOUNDING_BOX_EXT 0x92BE
#endif /* GL_EXT_primitive_bounding_box */
#ifndef GL_EXT_pvrtc_sRGB
#define GL_EXT_pvrtc_sRGB 1
#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG 0x93F0
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG 0x93F1
#endif /* GL_EXT_pvrtc_sRGB */
#ifndef GL_EXT_raster_multisample
#define GL_EXT_raster_multisample 1
#define GL_RASTER_MULTISAMPLE_EXT 0x9327
#define GL_RASTER_SAMPLES_EXT 0x9328
#define GL_MAX_RASTER_SAMPLES_EXT 0x9329
#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A
#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B
#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C
#endif /* GL_EXT_raster_multisample */
#ifndef GL_EXT_read_format_bgra
#define GL_EXT_read_format_bgra 1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366
#endif /* GL_EXT_read_format_bgra */
#ifndef GL_EXT_render_snorm
#define GL_EXT_render_snorm 1
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGBA8_SNORM 0x8F97
#define GL_R16_SNORM_EXT 0x8F98
#define GL_RG16_SNORM_EXT 0x8F99
#define GL_RGBA16_SNORM_EXT 0x8F9B
#endif /* GL_EXT_render_snorm */
#ifndef GL_EXT_robustness
#define GL_EXT_robustness 1
#define GL_GUILTY_CONTEXT_RESET_EXT 0x8253
#define GL_INNOCENT_CONTEXT_RESET_EXT 0x8254
#define GL_UNKNOWN_CONTEXT_RESET_EXT 0x8255
#define GL_CONTEXT_ROBUST_ACCESS_EXT 0x90F3
#define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256
#define GL_LOSE_CONTEXT_ON_RESET_EXT 0x8252
#define GL_NO_RESET_NOTIFICATION_EXT 0x8261
#endif /* GL_EXT_robustness */
#ifndef GL_EXT_sRGB
#define GL_EXT_sRGB 1
#define GL_SRGB_EXT 0x8C40
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210
#endif /* GL_EXT_sRGB */
#ifndef GL_EXT_sRGB_write_control
#define GL_EXT_sRGB_write_control 1
#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9
#endif /* GL_EXT_sRGB_write_control */
#ifndef GL_EXT_separate_shader_objects
#define GL_EXT_separate_shader_objects 1
#define GL_ACTIVE_PROGRAM_EXT 0x8259
#define GL_VERTEX_SHADER_BIT_EXT 0x00000001
#define GL_FRAGMENT_SHADER_BIT_EXT 0x00000002
#define GL_ALL_SHADER_BITS_EXT 0xFFFFFFFF
#define GL_PROGRAM_SEPARABLE_EXT 0x8258
#define GL_PROGRAM_PIPELINE_BINDING_EXT 0x825A
#endif /* GL_EXT_separate_shader_objects */
#ifndef GL_EXT_shader_framebuffer_fetch
#define GL_EXT_shader_framebuffer_fetch 1
#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52
#endif /* GL_EXT_shader_framebuffer_fetch */
#ifndef GL_EXT_shader_group_vote
#define GL_EXT_shader_group_vote 1
#endif /* GL_EXT_shader_group_vote */
#ifndef GL_EXT_shader_implicit_conversions
#define GL_EXT_shader_implicit_conversions 1
#endif /* GL_EXT_shader_implicit_conversions */
#ifndef GL_EXT_shader_integer_mix
#define GL_EXT_shader_integer_mix 1
#endif /* GL_EXT_shader_integer_mix */
#ifndef GL_EXT_shader_io_blocks
#define GL_EXT_shader_io_blocks 1
#endif /* GL_EXT_shader_io_blocks */
#ifndef GL_EXT_shader_pixel_local_storage
#define GL_EXT_shader_pixel_local_storage 1
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67
#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64
#endif /* GL_EXT_shader_pixel_local_storage */
#ifndef GL_EXT_shader_pixel_local_storage2
#define GL_EXT_shader_pixel_local_storage2 1
#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650
#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651
#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652
#endif /* GL_EXT_shader_pixel_local_storage2 */
#ifndef GL_EXT_shader_texture_lod
#define GL_EXT_shader_texture_lod 1
#endif /* GL_EXT_shader_texture_lod */
#ifndef GL_EXT_shadow_samplers
#define GL_EXT_shadow_samplers 1
#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C
#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D
#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E
#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62
#endif /* GL_EXT_shadow_samplers */
#ifndef GL_EXT_sparse_texture
#define GL_EXT_sparse_texture 1
#define GL_TEXTURE_SPARSE_EXT 0x91A6
#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7
#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA
#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8
#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195
#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196
#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#define GL_TEXTURE_3D 0x806F
#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198
#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199
#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A
#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9
#endif /* GL_EXT_sparse_texture */
#ifndef GL_EXT_tessellation_point_size
#define GL_EXT_tessellation_point_size 1
#endif /* GL_EXT_tessellation_point_size */
#ifndef GL_EXT_tessellation_shader
#define GL_EXT_tessellation_shader 1
#define GL_PATCHES_EXT 0x000E
#define GL_PATCH_VERTICES_EXT 0x8E72
#define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT 0x8E75
#define GL_TESS_GEN_MODE_EXT 0x8E76
#define GL_TESS_GEN_SPACING_EXT 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER_EXT 0x8E78
#define GL_TESS_GEN_POINT_MODE_EXT 0x8E79
#define GL_ISOLINES_EXT 0x8E7A
#define GL_QUADS_EXT 0x0007
#define GL_FRACTIONAL_ODD_EXT 0x8E7B
#define GL_FRACTIONAL_EVEN_EXT 0x8E7C
#define GL_MAX_PATCH_VERTICES_EXT 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL_EXT 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT 0x8E81
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT 0x8E82
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT 0x8E83
#define GL_MAX_TESS_PATCH_COMPONENTS_EXT 0x8E84
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT 0x8E85
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT 0x8E86
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT 0x8E89
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT 0x8E8A
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT 0x886C
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT 0x886D
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E1E
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E1F
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT 0x92CD
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT 0x92CE
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT 0x92D3
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT 0x92D4
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT 0x90CB
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT 0x90CC
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT 0x90D8
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT 0x90D9
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221
#define GL_IS_PER_PATCH_EXT 0x92E7
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT 0x9307
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT 0x9308
#define GL_TESS_CONTROL_SHADER_EXT 0x8E88
#define GL_TESS_EVALUATION_SHADER_EXT 0x8E87
#define GL_TESS_CONTROL_SHADER_BIT_EXT 0x00000008
#define GL_TESS_EVALUATION_SHADER_BIT_EXT 0x00000010
#endif /* GL_EXT_tessellation_shader */
#ifndef GL_EXT_texture_border_clamp
#define GL_EXT_texture_border_clamp 1
#define GL_TEXTURE_BORDER_COLOR_EXT 0x1004
#define GL_CLAMP_TO_BORDER_EXT 0x812D
#endif /* GL_EXT_texture_border_clamp */
#ifndef GL_EXT_texture_buffer
#define GL_EXT_texture_buffer 1
#define GL_TEXTURE_BUFFER_EXT 0x8C2A
#define GL_TEXTURE_BUFFER_BINDING_EXT 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT 0x919F
#define GL_SAMPLER_BUFFER_EXT 0x8DC2
#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8
#define GL_IMAGE_BUFFER_EXT 0x9051
#define GL_INT_IMAGE_BUFFER_EXT 0x905C
#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067
#define GL_TEXTURE_BUFFER_OFFSET_EXT 0x919D
#define GL_TEXTURE_BUFFER_SIZE_EXT 0x919E
#endif /* GL_EXT_texture_buffer */
#ifndef GL_EXT_texture_compression_dxt1
#define GL_EXT_texture_compression_dxt1 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif /* GL_EXT_texture_compression_dxt1 */
#ifndef GL_EXT_texture_compression_s3tc
#define GL_EXT_texture_compression_s3tc 1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif /* GL_EXT_texture_compression_s3tc */
#ifndef GL_EXT_texture_cube_map_array
#define GL_EXT_texture_cube_map_array 1
#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A
#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F
#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054
#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A
#endif /* GL_EXT_texture_cube_map_array */
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif /* GL_EXT_texture_filter_anisotropic */
#ifndef GL_EXT_texture_filter_minmax
#define GL_EXT_texture_filter_minmax 1
#endif /* GL_EXT_texture_filter_minmax */
#ifndef GL_EXT_texture_format_BGRA8888
#define GL_EXT_texture_format_BGRA8888 1
#endif /* GL_EXT_texture_format_BGRA8888 */
#ifndef GL_EXT_texture_norm16
#define GL_EXT_texture_norm16 1
#define GL_R16_EXT 0x822A
#define GL_RG16_EXT 0x822C
#define GL_RGBA16_EXT 0x805B
#define GL_RGB16_EXT 0x8054
#define GL_RGB16_SNORM_EXT 0x8F9A
#endif /* GL_EXT_texture_norm16 */
#ifndef GL_EXT_texture_rg
#define GL_EXT_texture_rg 1
#define GL_RED_EXT 0x1903
#define GL_RG_EXT 0x8227
#define GL_R8_EXT 0x8229
#define GL_RG8_EXT 0x822B
#endif /* GL_EXT_texture_rg */
#ifndef GL_EXT_texture_sRGB_R8
#define GL_EXT_texture_sRGB_R8 1
#define GL_SR8_EXT 0x8FBD
#endif /* GL_EXT_texture_sRGB_R8 */
#ifndef GL_EXT_texture_sRGB_RG8
#define GL_EXT_texture_sRGB_RG8 1
#define GL_SRG8_EXT 0x8FBE
#endif /* GL_EXT_texture_sRGB_RG8 */
#ifndef GL_EXT_texture_sRGB_decode
#define GL_EXT_texture_sRGB_decode 1
#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
#define GL_DECODE_EXT 0x8A49
#define GL_SKIP_DECODE_EXT 0x8A4A
#endif /* GL_EXT_texture_sRGB_decode */
#ifndef GL_EXT_texture_storage
#define GL_EXT_texture_storage 1
#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F
#define GL_ALPHA8_EXT 0x803C
#define GL_LUMINANCE8_EXT 0x8040
#define GL_LUMINANCE8_ALPHA8_EXT 0x8045
#define GL_RGBA32F_EXT 0x8814
#define GL_RGB32F_EXT 0x8815
#define GL_ALPHA32F_EXT 0x8816
#define GL_LUMINANCE32F_EXT 0x8818
#define GL_LUMINANCE_ALPHA32F_EXT 0x8819
#define GL_ALPHA16F_EXT 0x881C
#define GL_LUMINANCE16F_EXT 0x881E
#define GL_LUMINANCE_ALPHA16F_EXT 0x881F
#define GL_R32F_EXT 0x822E
#define GL_RG32F_EXT 0x8230
#endif /* GL_EXT_texture_storage */
#ifndef GL_EXT_texture_type_2_10_10_10_REV
#define GL_EXT_texture_type_2_10_10_10_REV 1
#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368
#endif /* GL_EXT_texture_type_2_10_10_10_REV */
#ifndef GL_EXT_texture_view
#define GL_EXT_texture_view 1
#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB
#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC
#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD
#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE
#endif /* GL_EXT_texture_view */
#ifndef GL_EXT_unpack_subimage
#define GL_EXT_unpack_subimage 1
#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2
#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3
#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4
#endif /* GL_EXT_unpack_subimage */
#ifndef GL_FJ_shader_binary_GCCSO
#define GL_FJ_shader_binary_GCCSO 1
#define GL_GCCSO_SHADER_BINARY_FJ 0x9260
#endif /* GL_FJ_shader_binary_GCCSO */
#ifndef GL_IMG_framebuffer_downsample
#define GL_IMG_framebuffer_downsample 1
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG 0x913C
#define GL_NUM_DOWNSAMPLE_SCALES_IMG 0x913D
#define GL_DOWNSAMPLE_SCALES_IMG 0x913E
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG 0x913F
#endif /* GL_IMG_framebuffer_downsample */
#ifndef GL_IMG_multisampled_render_to_texture
#define GL_IMG_multisampled_render_to_texture 1
#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134
#define GL_MAX_SAMPLES_IMG 0x9135
#define GL_TEXTURE_SAMPLES_IMG 0x9136
#endif /* GL_IMG_multisampled_render_to_texture */
#ifndef GL_IMG_program_binary
#define GL_IMG_program_binary 1
#define GL_SGX_PROGRAM_BINARY_IMG 0x9130
#endif /* GL_IMG_program_binary */
#ifndef GL_IMG_read_format
#define GL_IMG_read_format 1
#define GL_BGRA_IMG 0x80E1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365
#endif /* GL_IMG_read_format */
#ifndef GL_IMG_shader_binary
#define GL_IMG_shader_binary 1
#define GL_SGX_BINARY_IMG 0x8C0A
#endif /* GL_IMG_shader_binary */
#ifndef GL_IMG_texture_compression_pvrtc
#define GL_IMG_texture_compression_pvrtc 1
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
#endif /* GL_IMG_texture_compression_pvrtc */
#ifndef GL_IMG_texture_compression_pvrtc2
#define GL_IMG_texture_compression_pvrtc2 1
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138
#endif /* GL_IMG_texture_compression_pvrtc2 */
#ifndef GL_IMG_texture_filter_cubic
#define GL_IMG_texture_filter_cubic 1
#define GL_CUBIC_IMG 0x9139
#define GL_CUBIC_MIPMAP_NEAREST_IMG 0x913A
#define GL_CUBIC_MIPMAP_LINEAR_IMG 0x913B
#endif /* GL_IMG_texture_filter_cubic */
#ifndef GL_INTEL_framebuffer_CMAA
#define GL_INTEL_framebuffer_CMAA 1
#endif /* GL_INTEL_framebuffer_CMAA */
#ifndef GL_INTEL_performance_query
#define GL_INTEL_performance_query 1
#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000
#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001
#define GL_PERFQUERY_WAIT_INTEL 0x83FB
#define GL_PERFQUERY_FLUSH_INTEL 0x83FA
#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9
#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0
#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1
#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2
#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3
#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4
#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5
#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8
#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9
#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA
#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB
#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC
#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD
#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE
#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF
#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500
#endif /* GL_INTEL_performance_query */
#ifndef GL_NV_bindless_texture
#define GL_NV_bindless_texture 1
#endif /* GL_NV_bindless_texture */
#ifndef GL_NV_blend_equation_advanced
#define GL_NV_blend_equation_advanced 1
#define GL_BLEND_OVERLAP_NV 0x9281
#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280
#define GL_BLUE_NV 0x1905
#define GL_COLORBURN_NV 0x929A
#define GL_COLORDODGE_NV 0x9299
#define GL_CONJOINT_NV 0x9284
#define GL_CONTRAST_NV 0x92A1
#define GL_DARKEN_NV 0x9297
#define GL_DIFFERENCE_NV 0x929E
#define GL_DISJOINT_NV 0x9283
#define GL_DST_ATOP_NV 0x928F
#define GL_DST_IN_NV 0x928B
#define GL_DST_NV 0x9287
#define GL_DST_OUT_NV 0x928D
#define GL_DST_OVER_NV 0x9289
#define GL_EXCLUSION_NV 0x92A0
#define GL_GREEN_NV 0x1904
#define GL_HARDLIGHT_NV 0x929B
#define GL_HARDMIX_NV 0x92A9
#define GL_HSL_COLOR_NV 0x92AF
#define GL_HSL_HUE_NV 0x92AD
#define GL_HSL_LUMINOSITY_NV 0x92B0
#define GL_HSL_SATURATION_NV 0x92AE
#define GL_INVERT_OVG_NV 0x92B4
#define GL_INVERT_RGB_NV 0x92A3
#define GL_LIGHTEN_NV 0x9298
#define GL_LINEARBURN_NV 0x92A5
#define GL_LINEARDODGE_NV 0x92A4
#define GL_LINEARLIGHT_NV 0x92A7
#define GL_MINUS_CLAMPED_NV 0x92B3
#define GL_MINUS_NV 0x929F
#define GL_MULTIPLY_NV 0x9294
#define GL_OVERLAY_NV 0x9296
#define GL_PINLIGHT_NV 0x92A8
#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2
#define GL_PLUS_CLAMPED_NV 0x92B1
#define GL_PLUS_DARKER_NV 0x9292
#define GL_PLUS_NV 0x9291
#define GL_RED_NV 0x1903
#define GL_SCREEN_NV 0x9295
#define GL_SOFTLIGHT_NV 0x929C
#define GL_SRC_ATOP_NV 0x928E
#define GL_SRC_IN_NV 0x928A
#define GL_SRC_NV 0x9286
#define GL_SRC_OUT_NV 0x928C
#define GL_SRC_OVER_NV 0x9288
#define GL_UNCORRELATED_NV 0x9282
#define GL_VIVIDLIGHT_NV 0x92A6
#define GL_XOR_NV 0x1506
#endif /* GL_NV_blend_equation_advanced */
#ifndef GL_NV_blend_equation_advanced_coherent
#define GL_NV_blend_equation_advanced_coherent 1
#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285
#endif /* GL_NV_blend_equation_advanced_coherent */
#ifndef GL_NV_conditional_render
#define GL_NV_conditional_render 1
#define GL_QUERY_WAIT_NV 0x8E13
#define GL_QUERY_NO_WAIT_NV 0x8E14
#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15
#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16
#endif /* GL_NV_conditional_render */
#ifndef GL_NV_conservative_raster
#define GL_NV_conservative_raster 1
#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347
#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348
#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349
#endif /* GL_NV_conservative_raster */
#ifndef GL_NV_copy_buffer
#define GL_NV_copy_buffer 1
#define GL_COPY_READ_BUFFER_NV 0x8F36
#define GL_COPY_WRITE_BUFFER_NV 0x8F37
#endif /* GL_NV_copy_buffer */
#ifndef GL_NV_coverage_sample
#define GL_NV_coverage_sample 1
#define GL_COVERAGE_COMPONENT_NV 0x8ED0
#define GL_COVERAGE_COMPONENT4_NV 0x8ED1
#define GL_COVERAGE_ATTACHMENT_NV 0x8ED2
#define GL_COVERAGE_BUFFERS_NV 0x8ED3
#ifdef GL_COVERAGE_SAMPLES_NV
# undef GL_COVERAGE_SAMPLES_NV
/* Extract from the multisample_coverage spec:
* (Note: Earlier versions of this extension included a token
* COVERAGE_SAMPLES_NV that was an alias for SAMPLES/SAMPLES_ARB. This was
* removed to avoid a name collision with a similar COVERAGE_SAMPLES_NV
* token from the NV_coverage_sample extension to OpenGL ES.)
*/
#endif
#define GL_COVERAGE_SAMPLES_NV 0x8ED4
#define GL_COVERAGE_ALL_FRAGMENTS_NV 0x8ED5
#define GL_COVERAGE_EDGE_FRAGMENTS_NV 0x8ED6
#define GL_COVERAGE_AUTOMATIC_NV 0x8ED7
#define GL_COVERAGE_BUFFER_BIT_NV 0x00008000
#endif /* GL_NV_coverage_sample */
#ifndef GL_NV_depth_nonlinear
#define GL_NV_depth_nonlinear 1
#define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C
#endif /* GL_NV_depth_nonlinear */
#ifndef GL_NV_draw_buffers
#define GL_NV_draw_buffers 1
#define GL_MAX_DRAW_BUFFERS_NV 0x8824
#define GL_DRAW_BUFFER0_NV 0x8825
#define GL_DRAW_BUFFER1_NV 0x8826
#define GL_DRAW_BUFFER2_NV 0x8827
#define GL_DRAW_BUFFER3_NV 0x8828
#define GL_DRAW_BUFFER4_NV 0x8829
#define GL_DRAW_BUFFER5_NV 0x882A
#define GL_DRAW_BUFFER6_NV 0x882B
#define GL_DRAW_BUFFER7_NV 0x882C
#define GL_DRAW_BUFFER8_NV 0x882D
#define GL_DRAW_BUFFER9_NV 0x882E
#define GL_DRAW_BUFFER10_NV 0x882F
#define GL_DRAW_BUFFER11_NV 0x8830
#define GL_DRAW_BUFFER12_NV 0x8831
#define GL_DRAW_BUFFER13_NV 0x8832
#define GL_DRAW_BUFFER14_NV 0x8833
#define GL_DRAW_BUFFER15_NV 0x8834
#define GL_COLOR_ATTACHMENT0_NV 0x8CE0
#define GL_COLOR_ATTACHMENT1_NV 0x8CE1
#define GL_COLOR_ATTACHMENT2_NV 0x8CE2
#define GL_COLOR_ATTACHMENT3_NV 0x8CE3
#define GL_COLOR_ATTACHMENT4_NV 0x8CE4
#define GL_COLOR_ATTACHMENT5_NV 0x8CE5
#define GL_COLOR_ATTACHMENT6_NV 0x8CE6
#define GL_COLOR_ATTACHMENT7_NV 0x8CE7
#define GL_COLOR_ATTACHMENT8_NV 0x8CE8
#define GL_COLOR_ATTACHMENT9_NV 0x8CE9
#define GL_COLOR_ATTACHMENT10_NV 0x8CEA
#define GL_COLOR_ATTACHMENT11_NV 0x8CEB
#define GL_COLOR_ATTACHMENT12_NV 0x8CEC
#define GL_COLOR_ATTACHMENT13_NV 0x8CED
#define GL_COLOR_ATTACHMENT14_NV 0x8CEE
#define GL_COLOR_ATTACHMENT15_NV 0x8CEF
#endif /* GL_NV_draw_buffers */
#ifndef GL_NV_draw_instanced
#define GL_NV_draw_instanced 1
#endif /* GL_NV_draw_instanced */
#ifndef GL_NV_explicit_attrib_location
#define GL_NV_explicit_attrib_location 1
#endif /* GL_NV_explicit_attrib_location */
#ifndef GL_NV_fbo_color_attachments
#define GL_NV_fbo_color_attachments 1
#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF
#endif /* GL_NV_fbo_color_attachments */
#ifndef GL_NV_fence
#define GL_NV_fence 1
#define GL_ALL_COMPLETED_NV 0x84F2
#define GL_FENCE_STATUS_NV 0x84F3
#define GL_FENCE_CONDITION_NV 0x84F4
#endif /* GL_NV_fence */
#ifndef GL_NV_fill_rectangle
#define GL_NV_fill_rectangle 1
#define GL_FILL_RECTANGLE_NV 0x933C
#endif /* GL_NV_fill_rectangle */
#ifndef GL_NV_fragment_coverage_to_color
#define GL_NV_fragment_coverage_to_color 1
#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD
#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE
#endif /* GL_NV_fragment_coverage_to_color */
#ifndef GL_NV_fragment_shader_interlock
#define GL_NV_fragment_shader_interlock 1
#endif /* GL_NV_fragment_shader_interlock */
#ifndef GL_NV_framebuffer_blit
#define GL_NV_framebuffer_blit 1
#define GL_READ_FRAMEBUFFER_NV 0x8CA8
#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9
#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA
#endif /* GL_NV_framebuffer_blit */
#ifndef GL_NV_framebuffer_mixed_samples
#define GL_NV_framebuffer_mixed_samples 1
#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331
#define GL_COLOR_SAMPLES_NV 0x8E20
#define GL_DEPTH_SAMPLES_NV 0x932D
#define GL_STENCIL_SAMPLES_NV 0x932E
#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F
#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330
#define GL_COVERAGE_MODULATION_NV 0x9332
#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333
#endif /* GL_NV_framebuffer_mixed_samples */
#ifndef GL_NV_framebuffer_multisample
#define GL_NV_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56
#define GL_MAX_SAMPLES_NV 0x8D57
#endif /* GL_NV_framebuffer_multisample */
#ifndef GL_NV_generate_mipmap_sRGB
#define GL_NV_generate_mipmap_sRGB 1
#endif /* GL_NV_generate_mipmap_sRGB */
#ifndef GL_NV_geometry_shader_passthrough
#define GL_NV_geometry_shader_passthrough 1
#endif /* GL_NV_geometry_shader_passthrough */
#ifndef GL_NV_image_formats
#define GL_NV_image_formats 1
#endif /* GL_NV_image_formats */
#ifndef GL_NV_instanced_arrays
#define GL_NV_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE
#endif /* GL_NV_instanced_arrays */
#ifndef GL_NV_internalformat_sample_query
#define GL_NV_internalformat_sample_query 1
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
#define GL_MULTISAMPLES_NV 0x9371
#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372
#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373
#define GL_CONFORMANT_NV 0x9374
#endif /* GL_NV_internalformat_sample_query */
#ifndef GL_NV_non_square_matrices
#define GL_NV_non_square_matrices 1
#define GL_FLOAT_MAT2x3_NV 0x8B65
#define GL_FLOAT_MAT2x4_NV 0x8B66
#define GL_FLOAT_MAT3x2_NV 0x8B67
#define GL_FLOAT_MAT3x4_NV 0x8B68
#define GL_FLOAT_MAT4x2_NV 0x8B69
#define GL_FLOAT_MAT4x3_NV 0x8B6A
#endif /* GL_NV_non_square_matrices */
#ifndef GL_NV_path_rendering
#define GL_NV_path_rendering 1
#define GL_PATH_FORMAT_SVG_NV 0x9070
#define GL_PATH_FORMAT_PS_NV 0x9071
#define GL_STANDARD_FONT_NAME_NV 0x9072
#define GL_SYSTEM_FONT_NAME_NV 0x9073
#define GL_FILE_NAME_NV 0x9074
#define GL_PATH_STROKE_WIDTH_NV 0x9075
#define GL_PATH_END_CAPS_NV 0x9076
#define GL_PATH_INITIAL_END_CAP_NV 0x9077
#define GL_PATH_TERMINAL_END_CAP_NV 0x9078
#define GL_PATH_JOIN_STYLE_NV 0x9079
#define GL_PATH_MITER_LIMIT_NV 0x907A
#define GL_PATH_DASH_CAPS_NV 0x907B
#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C
#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D
#define GL_PATH_DASH_OFFSET_NV 0x907E
#define GL_PATH_CLIENT_LENGTH_NV 0x907F
#define GL_PATH_FILL_MODE_NV 0x9080
#define GL_PATH_FILL_MASK_NV 0x9081
#define GL_PATH_FILL_COVER_MODE_NV 0x9082
#define GL_PATH_STROKE_COVER_MODE_NV 0x9083
#define GL_PATH_STROKE_MASK_NV 0x9084
#define GL_COUNT_UP_NV 0x9088
#define GL_COUNT_DOWN_NV 0x9089
#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A
#define GL_CONVEX_HULL_NV 0x908B
#define GL_BOUNDING_BOX_NV 0x908D
#define GL_TRANSLATE_X_NV 0x908E
#define GL_TRANSLATE_Y_NV 0x908F
#define GL_TRANSLATE_2D_NV 0x9090
#define GL_TRANSLATE_3D_NV 0x9091
#define GL_AFFINE_2D_NV 0x9092
#define GL_AFFINE_3D_NV 0x9094
#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096
#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098
#define GL_UTF8_NV 0x909A
#define GL_UTF16_NV 0x909B
#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C
#define GL_PATH_COMMAND_COUNT_NV 0x909D
#define GL_PATH_COORD_COUNT_NV 0x909E
#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F
#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0
#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1
#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2
#define GL_SQUARE_NV 0x90A3
#define GL_ROUND_NV 0x90A4
#define GL_TRIANGULAR_NV 0x90A5
#define GL_BEVEL_NV 0x90A6
#define GL_MITER_REVERT_NV 0x90A7
#define GL_MITER_TRUNCATE_NV 0x90A8
#define GL_SKIP_MISSING_GLYPH_NV 0x90A9
#define GL_USE_MISSING_GLYPH_NV 0x90AA
#define GL_PATH_ERROR_POSITION_NV 0x90AB
#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD
#define GL_ADJACENT_PAIRS_NV 0x90AE
#define GL_FIRST_TO_REST_NV 0x90AF
#define GL_PATH_GEN_MODE_NV 0x90B0
#define GL_PATH_GEN_COEFF_NV 0x90B1
#define GL_PATH_GEN_COMPONENTS_NV 0x90B3
#define GL_PATH_STENCIL_FUNC_NV 0x90B7
#define GL_PATH_STENCIL_REF_NV 0x90B8
#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9
#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD
#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE
#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF
#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4
#define GL_MOVE_TO_RESETS_NV 0x90B5
#define GL_MOVE_TO_CONTINUES_NV 0x90B6
#define GL_CLOSE_PATH_NV 0x00
#define GL_MOVE_TO_NV 0x02
#define GL_RELATIVE_MOVE_TO_NV 0x03
#define GL_LINE_TO_NV 0x04
#define GL_RELATIVE_LINE_TO_NV 0x05
#define GL_HORIZONTAL_LINE_TO_NV 0x06
#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07
#define GL_VERTICAL_LINE_TO_NV 0x08
#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09
#define GL_QUADRATIC_CURVE_TO_NV 0x0A
#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B
#define GL_CUBIC_CURVE_TO_NV 0x0C
#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D
#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E
#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F
#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10
#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11
#define GL_SMALL_CCW_ARC_TO_NV 0x12
#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13
#define GL_SMALL_CW_ARC_TO_NV 0x14
#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15
#define GL_LARGE_CCW_ARC_TO_NV 0x16
#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17
#define GL_LARGE_CW_ARC_TO_NV 0x18
#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19
#define GL_RESTART_PATH_NV 0xF0
#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2
#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4
#define GL_RECT_NV 0xF6
#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8
#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA
#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC
#define GL_ARC_TO_NV 0xFE
#define GL_RELATIVE_ARC_TO_NV 0xFF
#define GL_BOLD_BIT_NV 0x01
#define GL_ITALIC_BIT_NV 0x02
#define GL_GLYPH_WIDTH_BIT_NV 0x01
#define GL_GLYPH_HEIGHT_BIT_NV 0x02
#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04
#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08
#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10
#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20
#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40
#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80
#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100
#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000
#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000
#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000
#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000
#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000
#define GL_FONT_ASCENDER_BIT_NV 0x00200000
#define GL_FONT_DESCENDER_BIT_NV 0x00400000
#define GL_FONT_HEIGHT_BIT_NV 0x00800000
#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000
#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000
#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000
#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000
#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000
#define GL_ROUNDED_RECT_NV 0xE8
#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9
#define GL_ROUNDED_RECT2_NV 0xEA
#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB
#define GL_ROUNDED_RECT4_NV 0xEC
#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED
#define GL_ROUNDED_RECT8_NV 0xEE
#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF
#define GL_RELATIVE_RECT_NV 0xF7
#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368
#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369
#define GL_FONT_UNAVAILABLE_NV 0x936A
#define GL_FONT_UNINTELLIGIBLE_NV 0x936B
#define GL_CONIC_CURVE_TO_NV 0x1A
#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B
#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000
#define GL_STANDARD_FONT_FORMAT_NV 0x936C
#define GL_PATH_PROJECTION_NV 0x1701
#define GL_PATH_MODELVIEW_NV 0x1700
#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3
#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6
#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36
#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3
#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4
#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7
#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38
#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4
#define GL_FRAGMENT_INPUT_NV 0x936D
#endif /* GL_NV_path_rendering */
#ifndef GL_NV_path_rendering_shared_edge
#define GL_NV_path_rendering_shared_edge 1
#define GL_SHARED_EDGE_NV 0xC0
#endif /* GL_NV_path_rendering_shared_edge */
#ifndef GL_NV_polygon_mode
#define GL_NV_polygon_mode 1
#define GL_POLYGON_MODE_NV 0x0B40
#define GL_POLYGON_OFFSET_POINT_NV 0x2A01
#define GL_POLYGON_OFFSET_LINE_NV 0x2A02
#define GL_POINT_NV 0x1B00
#define GL_LINE_NV 0x1B01
#define GL_FILL_NV 0x1B02
#endif /* GL_NV_polygon_mode */
#ifndef GL_NV_read_buffer
#define GL_NV_read_buffer 1
#define GL_READ_BUFFER_NV 0x0C02
#endif /* GL_NV_read_buffer */
#ifndef GL_NV_read_buffer_front
#define GL_NV_read_buffer_front 1
#endif /* GL_NV_read_buffer_front */
#ifndef GL_NV_read_depth
#define GL_NV_read_depth 1
#endif /* GL_NV_read_depth */
#ifndef GL_NV_read_depth_stencil
#define GL_NV_read_depth_stencil 1
#endif /* GL_NV_read_depth_stencil */
#ifndef GL_NV_read_stencil
#define GL_NV_read_stencil 1
#endif /* GL_NV_read_stencil */
#ifndef GL_NV_sRGB_formats
#define GL_NV_sRGB_formats 1
#define GL_SLUMINANCE_NV 0x8C46
#define GL_SLUMINANCE_ALPHA_NV 0x8C44
#define GL_SRGB8_NV 0x8C41
#define GL_SLUMINANCE8_NV 0x8C47
#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45
#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
#define GL_ETC1_SRGB8_NV 0x88EE
#endif /* GL_NV_sRGB_formats */
#ifndef GL_NV_sample_locations
#define GL_NV_sample_locations 1
#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D
#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E
#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340
#define GL_SAMPLE_LOCATION_NV 0x8E50
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341
#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342
#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343
#endif /* GL_NV_sample_locations */
#ifndef GL_NV_sample_mask_override_coverage
#define GL_NV_sample_mask_override_coverage 1
#endif /* GL_NV_sample_mask_override_coverage */
#ifndef GL_NV_shader_noperspective_interpolation
#define GL_NV_shader_noperspective_interpolation 1
#endif /* GL_NV_shader_noperspective_interpolation */
#ifndef GL_NV_shadow_samplers_array
#define GL_NV_shadow_samplers_array 1
#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4
#endif /* GL_NV_shadow_samplers_array */
#ifndef GL_NV_shadow_samplers_cube
#define GL_NV_shadow_samplers_cube 1
#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5
#endif /* GL_NV_shadow_samplers_cube */
#ifndef GL_NV_texture_border_clamp
#define GL_NV_texture_border_clamp 1
#define GL_TEXTURE_BORDER_COLOR_NV 0x1004
#define GL_CLAMP_TO_BORDER_NV 0x812D
#endif /* GL_NV_texture_border_clamp */
#ifndef GL_NV_texture_compression_s3tc_update
#define GL_NV_texture_compression_s3tc_update 1
#endif /* GL_NV_texture_compression_s3tc_update */
#ifndef GL_NV_texture_npot_2D_mipmap
#define GL_NV_texture_npot_2D_mipmap 1
#endif /* GL_NV_texture_npot_2D_mipmap */
#ifndef GL_NV_viewport_array
#define GL_NV_viewport_array 1
#define GL_MAX_VIEWPORTS_NV 0x825B
#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C
#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F
#endif /* GL_NV_viewport_array */
#ifndef GL_NV_viewport_array2
#define GL_NV_viewport_array2 1
#endif /* GL_NV_viewport_array2 */
#ifndef GL_OVR_multiview
#define GL_OVR_multiview 1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632
#define GL_MAX_VIEWS_OVR 0x9631
#endif /* GL_OVR_multiview */
#ifndef GL_OVR_multiview2
#define GL_OVR_multiview2 1
#endif /* GL_OVR_multiview2 */
#ifndef GL_OVR_multiview_multisampled_render_to_texture
#define GL_OVR_multiview_multisampled_render_to_texture 1
#endif /* GL_OVR_multiview_multisampled_render_to_texture */
#ifndef GL_QCOM_alpha_test
#define GL_QCOM_alpha_test 1
#define GL_ALPHA_TEST_QCOM 0x0BC0
#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1
#define GL_ALPHA_TEST_REF_QCOM 0x0BC2
#endif /* GL_QCOM_alpha_test */
#ifndef GL_QCOM_binning_control
#define GL_QCOM_binning_control 1
#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0
#define GL_CPU_OPTIMIZED_QCOM 0x8FB1
#define GL_GPU_OPTIMIZED_QCOM 0x8FB2
#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3
#endif /* GL_QCOM_binning_control */
#ifndef GL_QCOM_driver_control
#define GL_QCOM_driver_control 1
#endif /* GL_QCOM_driver_control */
#ifndef GL_QCOM_extended_get
#define GL_QCOM_extended_get 1
#define GL_TEXTURE_WIDTH_QCOM 0x8BD2
#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3
#define GL_TEXTURE_DEPTH_QCOM 0x8BD4
#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5
#define GL_TEXTURE_FORMAT_QCOM 0x8BD6
#define GL_TEXTURE_TYPE_QCOM 0x8BD7
#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8
#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9
#define GL_TEXTURE_TARGET_QCOM 0x8BDA
#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB
#define GL_STATE_RESTORE 0x8BDC
#endif /* GL_QCOM_extended_get */
#ifndef GL_QCOM_extended_get2
#define GL_QCOM_extended_get2 1
#endif /* GL_QCOM_extended_get2 */
#ifndef GL_QCOM_perfmon_global_mode
#define GL_QCOM_perfmon_global_mode 1
#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0
#endif /* GL_QCOM_perfmon_global_mode */
#ifndef GL_QCOM_tiled_rendering
#define GL_QCOM_tiled_rendering 1
#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001
#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002
#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004
#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008
#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010
#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020
#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040
#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080
#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100
#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200
#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400
#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800
#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000
#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000
#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000
#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000
#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000
#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000
#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000
#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000
#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000
#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000
#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000
#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000
#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000
#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000
#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000
#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000
#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000
#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000
#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000
#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000
#endif /* GL_QCOM_tiled_rendering */
#ifndef GL_QCOM_writeonly_rendering
#define GL_QCOM_writeonly_rendering 1
#define GL_WRITEONLY_RENDERING_QCOM 0x8823
#endif /* GL_QCOM_writeonly_rendering */
#ifndef GL_VIV_shader_binary
#define GL_VIV_shader_binary 1
#define GL_SHADER_BINARY_VIV 0x8FC4
#endif /* GL_VIV_shader_binary */
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native GLES2 headers. If you use Evas to do GL, then you cannot use the native GLES2 headers."
# endif
#endif
/* OpenGLES 1.0 */
#ifndef __gl_h_
# define __gl_h_ 1
/* Note: This should redefine a lot of the macros already defined above,
* but the compiler shouldn't raise any warning since the definitions are
* exactly the same.
*/
/* OpenGL ES core versions */
#define GL_VERSION_ES_CM_1_0 1
#define GL_VERSION_ES_CL_1_0 1
#define GL_VERSION_ES_CM_1_1 1
#define GL_VERSION_ES_CL_1_1 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#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
/* AlphaFunction */
#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
/* BlendingFactorDest */
#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
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* ClipPlaneName */
#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
/* ColorMaterialFace */
/* GL_FRONT_AND_BACK */
/* ColorMaterialParameter */
/* GL_AMBIENT_AND_DIFFUSE */
/* ColorPointerType */
/* GL_UNSIGNED_BYTE */
/* GL_FLOAT */
/* GL_FIXED */
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_FOG 0x0B60
#define GL_LIGHTING 0x0B50
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_ALPHA_TEST 0x0BC0
#define GL_BLEND 0x0BE2
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
/* GL_LIGHT0 */
/* GL_LIGHT1 */
/* GL_LIGHT2 */
/* GL_LIGHT3 */
/* GL_LIGHT4 */
/* GL_LIGHT5 */
/* GL_LIGHT6 */
/* GL_LIGHT7 */
#define GL_POINT_SMOOTH 0x0B10
#define GL_LINE_SMOOTH 0x0B20
#define GL_SCISSOR_TEST 0x0C11
#define GL_COLOR_MATERIAL 0x0B57
#define GL_NORMALIZE 0x0BA1
#define GL_RESCALE_NORMAL 0x803A
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_MULTISAMPLE 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
/* FogMode */
/* GL_LINEAR */
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
/* FogParameter */
#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
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_MIN 0x8126
#define GL_POINT_SIZE_MAX 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
#define GL_POINT_DISTANCE_ATTENUATION 0x8129
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_LINE_WIDTH 0x0B21
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#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_SHADE_MODEL 0x0B54
#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_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_MATRIX_MODE 0x0BA0
#define GL_VIEWPORT 0x0BA2
#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_ALPHA_TEST_FUNC 0x0BC1
#define GL_ALPHA_TEST_REF 0x0BC2
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_TEXTURE_UNITS 0x84E2
#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_FILL 0x8037
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#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_TEXTURE_COORD_ARRAY_SIZE 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_NORMAL_ARRAY_POINTER 0x808F
#define GL_COLOR_ARRAY_POINTER 0x8090
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_FOG_HINT 0x0C54
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* LightModelParameter */
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
/* LightParameter */
#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
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* LogicOp */
#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
/* MaterialFace */
/* GL_FRONT_AND_BACK */
/* MaterialParameter */
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
/* GL_AMBIENT */
/* GL_DIFFUSE */
/* GL_SPECULAR */
/* MatrixMode */
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
/* NormalPointerType */
/* GL_BYTE */
/* GL_SHORT */
/* GL_FLOAT */
/* GL_FIXED */
/* PixelFormat */
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelStoreParameter */
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
/* PixelType */
/* GL_UNSIGNED_BYTE */
#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
/* ShadingModel */
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
/* StencilFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
/* GL_INVERT */
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TexCoordPointerType */
/* GL_SHORT */
/* GL_FLOAT */
/* GL_FIXED */
/* GL_BYTE */
/* TextureEnvMode */
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
/* GL_BLEND */
#define GL_ADD 0x0104
/* GL_REPLACE */
/* TextureEnvParameter */
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
/* TextureEnvTarget */
#define GL_TEXTURE_ENV 0x2300
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#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_GENERATE_MIPMAP 0x8191
/* TextureTarget */
/* GL_TEXTURE_2D */
/* TextureUnit */
#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_CLIENT_ACTIVE_TEXTURE 0x84E1
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
/* VertexPointerType */
/* GL_SHORT */
/* GL_FLOAT */
/* GL_FIXED */
/* GL_BYTE */
/* LightName */
#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
/* Buffer Objects */
#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_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
/* Texture combine + dot3 */
#define GL_SUBTRACT 0x84E7
#define GL_COMBINE 0x8570
#define GL_COMBINE_RGB 0x8571
#define GL_COMBINE_ALPHA 0x8572
#define GL_RGB_SCALE 0x8573
#define GL_ADD_SIGNED 0x8574
#define GL_INTERPOLATE 0x8575
#define GL_CONSTANT 0x8576
#define GL_PRIMARY_COLOR 0x8577
#define GL_PREVIOUS 0x8578
#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_ALPHA_SCALE 0x0D1C
#define GL_SRC0_RGB 0x8580
#define GL_SRC1_RGB 0x8581
#define GL_SRC2_RGB 0x8582
#define GL_SRC0_ALPHA 0x8588
#define GL_SRC1_ALPHA 0x8589
#define GL_SRC2_ALPHA 0x858A
#define GL_DOT3_RGB 0x86AE
#define GL_DOT3_RGBA 0x86AF
/*------------------------------------------------------------------------*
* required OES extension tokens
*------------------------------------------------------------------------*/
/* OES_read_format */
#ifndef GL_OES_read_format
#define GL_OES_read_format 1
#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B
#endif
/* OES_point_size_array */
#ifndef GL_OES_point_size_array
#define GL_OES_point_size_array 1
#define GL_POINT_SIZE_ARRAY_OES 0x8B9C
#define GL_POINT_SIZE_ARRAY_TYPE_OES 0x898A
#define GL_POINT_SIZE_ARRAY_STRIDE_OES 0x898B
#define GL_POINT_SIZE_ARRAY_POINTER_OES 0x898C
#define GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES 0x8B9F
#endif
/* GL_OES_point_sprite */
#ifndef GL_OES_point_sprite
#define GL_OES_point_sprite 1
#define GL_POINT_SPRITE_OES 0x8861
#define GL_COORD_REPLACE_OES 0x8862
#endif
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native GLES headers. If you use Evas to do GL, then you cannot use the native GLES headers."
# endif
#endif
#ifndef __glext_h_
#define __glext_h_ 1
/*------------------------------------------------------------------------*
* OES extension tokens
*------------------------------------------------------------------------*/
/* GL_OES_blend_equation_separate */
#ifndef GL_OES_blend_equation_separate
/* BLEND_EQUATION_RGB_OES same as BLEND_EQUATION_OES */
#define GL_BLEND_EQUATION_RGB_OES 0x8009
#define GL_BLEND_EQUATION_ALPHA_OES 0x883D
#endif
/* GL_OES_blend_func_separate */
#ifndef GL_OES_blend_func_separate
#define GL_BLEND_DST_RGB_OES 0x80C8
#define GL_BLEND_SRC_RGB_OES 0x80C9
#define GL_BLEND_DST_ALPHA_OES 0x80CA
#define GL_BLEND_SRC_ALPHA_OES 0x80CB
#endif
/* GL_OES_blend_subtract */
#ifndef GL_OES_blend_subtract
#define GL_BLEND_EQUATION_OES 0x8009
#define GL_FUNC_ADD_OES 0x8006
#define GL_FUNC_SUBTRACT_OES 0x800A
#define GL_FUNC_REVERSE_SUBTRACT_OES 0x800B
#endif
/* GL_OES_draw_texture */
#ifndef GL_OES_draw_texture
#define GL_TEXTURE_CROP_RECT_OES 0x8B9D
#endif
/* GL_OES_EGL_image */
#ifndef GL_OES_EGL_image
#endif
/* GL_OES_fixed_point */
#ifndef GL_OES_fixed_point
#define GL_FIXED_OES 0x140C
#endif
/* GL_OES_framebuffer_object */
#ifndef GL_OES_framebuffer_object
#define GL_NONE_OES 0
#define GL_FRAMEBUFFER_OES 0x8D40
#define GL_RENDERBUFFER_OES 0x8D41
#define GL_RGBA4_OES 0x8056
#define GL_RGB5_A1_OES 0x8057
#define GL_RGB565_OES 0x8D62
#define GL_DEPTH_COMPONENT16_OES 0x81A5
#define GL_RENDERBUFFER_WIDTH_OES 0x8D42
#define GL_RENDERBUFFER_HEIGHT_OES 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT_OES 0x8D44
#define GL_RENDERBUFFER_RED_SIZE_OES 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE_OES 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE_OES 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE_OES 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE_OES 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE_OES 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_OES 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_OES 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_OES 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_OES 0x8CD3
#define GL_COLOR_ATTACHMENT0_OES 0x8CE0
#define GL_DEPTH_ATTACHMENT_OES 0x8D00
#define GL_STENCIL_ATTACHMENT_OES 0x8D20
#define GL_FRAMEBUFFER_COMPLETE_OES 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES 0x8CD9
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES 0x8CDA
#define GL_FRAMEBUFFER_UNSUPPORTED_OES 0x8CDD
#define GL_FRAMEBUFFER_BINDING_OES 0x8CA6
#define GL_RENDERBUFFER_BINDING_OES 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE_OES 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION_OES 0x0506
#endif
/* GL_OES_matrix_get */
#ifndef GL_OES_matrix_get
#define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES 0x898D
#define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES 0x898E
#define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES 0x898F
#endif
/* GL_OES_matrix_palette */
#ifndef GL_OES_matrix_palette
#define GL_MAX_VERTEX_UNITS_OES 0x86A4
#define GL_MAX_PALETTE_MATRICES_OES 0x8842
#define GL_MATRIX_PALETTE_OES 0x8840
#define GL_MATRIX_INDEX_ARRAY_OES 0x8844
#define GL_WEIGHT_ARRAY_OES 0x86AD
#define GL_CURRENT_PALETTE_MATRIX_OES 0x8843
#define GL_MATRIX_INDEX_ARRAY_SIZE_OES 0x8846
#define GL_MATRIX_INDEX_ARRAY_TYPE_OES 0x8847
#define GL_MATRIX_INDEX_ARRAY_STRIDE_OES 0x8848
#define GL_MATRIX_INDEX_ARRAY_POINTER_OES 0x8849
#define GL_MATRIX_INDEX_ARRAY_BUFFER_BINDING_OES 0x8B9E
#define GL_WEIGHT_ARRAY_SIZE_OES 0x86AB
#define GL_WEIGHT_ARRAY_TYPE_OES 0x86A9
#define GL_WEIGHT_ARRAY_STRIDE_OES 0x86AA
#define GL_WEIGHT_ARRAY_POINTER_OES 0x86AC
#define GL_WEIGHT_ARRAY_BUFFER_BINDING_OES 0x889E
#endif
/* GL_OES_stencil8 */
#ifndef GL_OES_stencil8
#define GL_STENCIL_INDEX8_OES 0x8D48
#endif
/* GL_OES_stencil_wrap */
#ifndef GL_OES_stencil_wrap
#define GL_INCR_WRAP_OES 0x8507
#define GL_DECR_WRAP_OES 0x8508
#endif
/* GL_OES_texture_cube_map */
#ifndef GL_OES_texture_cube_map
#define GL_NORMAL_MAP_OES 0x8511
#define GL_REFLECTION_MAP_OES 0x8512
#define GL_TEXTURE_CUBE_MAP_OES 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP_OES 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_OES 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_OES 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_OES 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_OES 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_OES 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES 0x851C
#define GL_TEXTURE_GEN_MODE_OES 0x2500
#define GL_TEXTURE_GEN_STR_OES 0x8D60
#endif
/* GL_OES_texture_mirrored_repeat */
#ifndef GL_OES_texture_mirrored_repeat
#define GL_MIRRORED_REPEAT_OES 0x8370
#endif
/*------------------------------------------------------------------------*
* EXT extension tokens
*------------------------------------------------------------------------*/
/* GL_EXT_texture_lod_bias */
#ifndef GL_EXT_texture_lod_bias
#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD
#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500
#define GL_TEXTURE_LOD_BIAS_EXT 0x8501
#endif
/*------------------------------------------------------------------------*
* IMG extension tokens
*------------------------------------------------------------------------*/
/* GL_IMG_texture_env_enhanced_fixed_function */
#ifndef GL_IMG_texture_env_enhanced_fixed_function
#define GL_MODULATE_COLOR_IMG 0x8C04
#define GL_RECIP_ADD_SIGNED_ALPHA_IMG 0x8C05
#define GL_TEXTURE_ALPHA_MODULATE_IMG 0x8C06
#define GL_FACTOR_ALPHA_MODULATE_IMG 0x8C07
#define GL_FRAGMENT_ALPHA_MODULATE_IMG 0x8C08
#define GL_ADD_BLEND_IMG 0x8C09
#define GL_DOT3_RGBA_IMG 0x86AF
#endif
/* GL_IMG_user_clip_plane */
#ifndef GL_IMG_user_clip_plane
#define GL_CLIP_PLANE0_IMG 0x3000
#define GL_CLIP_PLANE1_IMG 0x3001
#define GL_CLIP_PLANE2_IMG 0x3002
#define GL_CLIP_PLANE3_IMG 0x3003
#define GL_CLIP_PLANE4_IMG 0x3004
#define GL_CLIP_PLANE5_IMG 0x3005
#define GL_MAX_CLIP_PLANES_IMG 0x0D32
#endif
/*------------------------------------------------------------------------*
* OES extension functions
*------------------------------------------------------------------------*/
/* GL_OES_blend_equation_separate */
#ifndef GL_OES_blend_equation_separate
#define GL_OES_blend_equation_separate 1
#endif
/* GL_OES_blend_func_separate */
#ifndef GL_OES_blend_func_separate
#define GL_OES_blend_func_separate 1
#endif
/* GL_OES_blend_subtract */
#ifndef GL_OES_blend_subtract
#define GL_OES_blend_subtract 1
#endif
/* GL_OES_byte_coordinates */
#ifndef GL_OES_byte_coordinates
#define GL_OES_byte_coordinates 1
#endif
/* GL_OES_draw_texture */
#ifndef GL_OES_draw_texture
#define GL_OES_draw_texture 1
#endif
/* GL_OES_extended_matrix_palette */
#ifndef GL_OES_extended_matrix_palette
#define GL_OES_extended_matrix_palette 1
#endif
/* GL_OES_fixed_point */
#ifndef GL_OES_fixed_point
#define GL_OES_fixed_point 1
#endif
/* GL_OES_framebuffer_object */
#ifndef GL_OES_framebuffer_object
#define GL_OES_framebuffer_object 1
#endif
/* GL_OES_matrix_get */
#ifndef GL_OES_matrix_get
#define GL_OES_matrix_get 1
#endif
/* GL_OES_matrix_palette */
#ifndef GL_OES_matrix_palette
#define GL_OES_matrix_palette 1
#endif
/* GL_OES_query_matrix */
#ifndef GL_OES_query_matrix
#define GL_OES_query_matrix 1
#endif
/* GL_OES_single_precision */
#ifndef GL_OES_single_precision
#define GL_OES_single_precision 1
#endif
/* GL_OES_stencil8 */
#ifndef GL_OES_stencil8
#define GL_OES_stencil8 1
#endif
/* GL_OES_stencil_wrap */
#ifndef GL_OES_stencil_wrap
#define GL_OES_stencil_wrap 1
#endif
/* GL_OES_texture_cube_map */
#ifndef GL_OES_texture_cube_map
#define GL_OES_texture_cube_map 1
#endif
/* GL_OES_texture_env_crossbar */
#ifndef GL_OES_texture_env_crossbar
#define GL_OES_texture_env_crossbar 1
#endif
/* GL_OES_texture_mirrored_repeat */
#ifndef GL_OES_texture_mirrored_repeat
#define GL_OES_texture_mirrored_repeat 1
#endif
/*------------------------------------------------------------------------*
* APPLE extension functions
*------------------------------------------------------------------------*/
/* GL_APPLE_texture_2D_limited_npot */
#ifndef GL_APPLE_texture_2D_limited_npot
#define GL_APPLE_texture_2D_limited_npot 1
#endif
/*------------------------------------------------------------------------*
* EXT extension functions
*------------------------------------------------------------------------*/
/* GL_EXT_texture_lod_bias */
#ifndef GL_EXT_texture_lod_bias
#define GL_EXT_texture_lod_bias 1
#endif
/*------------------------------------------------------------------------*
* IMG extension functions
*------------------------------------------------------------------------*/
/* GL_IMG_texture_env_enhanced_fixed_function */
#ifndef GL_IMG_texture_env_enhanced_fixed_function
#define GL_IMG_texture_env_enhanced_fixed_function 1
#endif
/* GL_IMG_user_clip_plane */
#ifndef GL_IMG_user_clip_plane
#define GL_IMG_user_clip_plane 1
#endif
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native GLES headers. If you use Evas to do GL, then you cannot use the native GLES headers."
# endif
#endif
#ifndef GL_ES_VERSION_2_0
/* GL types for handling large vertex buffer objects */
#include <stddef.h>
typedef ptrdiff_t GLintptr; // Changed khronos_intptr_t
typedef ptrdiff_t GLsizeiptr; // Changed khronos_ssize_t
#endif
/* Some definitions from GLES 3.0.
* Note: Evas_GL does NOT support GLES 3.
*/
/* Evas can use RGB8_ETC2 and RGBA8_ETC2_EAC internally, depending on the driver */
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
// These types are required since we can't include GLES/gl.h or gl2.h
typedef signed int GLclampx; // Changed khronos_int32_t
typedef struct __GLsync* GLsync;
/* OpenGLES 3.0 */
#ifndef __gl3_h_
# define __gl3_h_ 1
#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_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
#endif
/*
* EGL-related definitions
*
* Note the names have been changed from EGL to EvasGL so as to be
* platform independent. Except for the error codes, the following
* EVAS_GL_x definitions have the same values as their EGL_x counterparts.
* Please note that the error codes have been reset to start from 0 (success).
*/
/* EGL/EvasGL Types */
typedef void *EvasGLSync;
typedef unsigned long long EvasGLTime;
/* @brief Attribute list terminator
* 0 is also accepted as an attribute terminator.
* Evas_GL will ensure that the attribute list is always properly terminated
* (eg. using EGL_NONE for EGL backends) and the values are supported by the
* backends.
*/
#define EVAS_GL_NONE 0x3038
/* EGL_KHR_image_base */
#define EVAS_GL_image_base 1
#define EVAS_GL_IMAGE_PRESERVED 0x30D2 /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext, the default is @c EINA_FALSE. Please refer to @c EGL_IMAGE_PRESERVED_KHR. */
/* EGL_KHR_image */
#define EVAS_GL_image 1
#define EVAS_GL_NATIVE_PIXMAP 0x30B0 /**< @internal A target for @ref evasglCreateImage or @ref evasglCreateImageForContext. Since it is X11-specific, it should not be used by Tizen applications. */
/* EGL_KHR_vg_parent_image */
#define EVAS_VG_PARENT_IMAGE 0x30BA /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_texture_2D_image */
#define EVAS_GL_TEXTURE_2D 0x30B1 /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_LEVEL 0x30BC /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_texture_cubemap_image */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_texture_3D_image */
#define EVAS_GL_TEXTURE_3D 0x30B2 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_ZOFFSET 0x30BD /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_renderbuffer_image */
#define EVAS_GL_RENDERBUFFER 0x30B9 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* Out-of-band attribute value */
#define EVAS_GL_DONT_CARE (-1)
/* EGL_TIZEN_image_native_surface */
#define EVAS_GL_TIZEN_image_native_surface 1
#define EVAS_GL_NATIVE_SURFACE_TIZEN 0x32A1 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext. This is a Tizen specific feature. */
/**
* @name Evas GL error codes
*
* These are the possible return values of @ref evas_gl_error_get.
* The values are the same as EGL error codes - @c EGL_SUCCESS.
*
* Some of the values may be set directly by Evas GL when an obvious error was
* detected (eg. @c NULL pointers or invalid dimensions), otherwise Evas GL will
* call the backend's GetError() function and translate to a valid @c EVAS_GL_
* error code.
*
* @since 1.12
*
* @{
*/
#define EVAS_GL_SUCCESS 0x0000 /**< @brief The last evas_gl_ operation succeeded. A call to @c evas_gl_error_get() will reset the error. */
#define EVAS_GL_NOT_INITIALIZED 0x0001 /**< @brief Evas GL was not initialized or a @c NULL pointer was passed */
#define EVAS_GL_BAD_ACCESS 0x0002 /**< @brief Bad access; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_ALLOC 0x0003 /**< @brief Bad allocation; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_ATTRIBUTE 0x0004 /**< @brief Bad attribute; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CONFIG 0x0005 /**< @brief Bad configuration; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CONTEXT 0x0006 /**< @brief Bad context; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CURRENT_SURFACE 0x0007 /**< @brief Bad current surface; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_DISPLAY 0x0008 /**< @brief Bad display; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_MATCH 0x0009 /**< @brief Bad match; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_NATIVE_PIXMAP 0x000A /**< @internal Bad native pixmap; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_NATIVE_WINDOW 0x000B /**< @brief Bad native window; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_PARAMETER 0x000C /**< @brief Bad parameter; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_SURFACE 0x000D /**< @brief Bad surface; for more information, please refer to its EGL counterpart */
/* EGL 1.1 - IMG_power_management */
#define EVAS_GL_CONTEXT_LOST 0x000E /**< @brief Context lost; for more information, please refer to its EGL counterpart */
/** @} */
/* EGL_KHR_fence_sync - EVAS_GL_fence_sync */
#define EVAS_GL_fence_sync 1
/* EGL_KHR_reusable_sync - EVAS_GL_reusable_sync */
#define EVAS_GL_reusable_sync 1
/* EGL_KHR_wait_sync - EVAS_GL_wait_sync */
#define EVAS_GL_KHR_wait_sync 1
/**
* @anchor evasgl_sync_values
* @name Constants used to define and wait for Sync objects.
* @{
*/
#define EVAS_GL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_CONDITION */
#define EVAS_GL_SYNC_STATUS 0x30F1 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SIGNALED 0x30F2 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_STATUS */
#define EVAS_GL_UNSIGNALED 0x30F3 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_STATUS */
#define EVAS_GL_TIMEOUT_EXPIRED 0x30F5 /**< @brief A returned by @ref evasglClientWaitSync */
#define EVAS_GL_CONDITION_SATISFIED 0x30F6 /**< @brief A returned by @ref evasglClientWaitSync */
#define EVAS_GL_SYNC_TYPE 0x30F7 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SYNC_CONDITION 0x30F8 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SYNC_FENCE 0x30F9 /**< @brief A type for @ref evasglCreateSync */
#define EVAS_GL_SYNC_REUSABLE 0x30FA /**< @brief A type for @ref evasglCreateSync */
#define EVAS_GL_SYNC_FLUSH_COMMANDS_BIT 0x0001 /**< @brief A flag for @ref evasglClientWaitSync */
#define EVAS_GL_FOREVER 0xFFFFFFFFFFFFFFFFull /**< @brief Disable wait timeout */
#define EVAS_GL_NO_SYNC ((EvasGLSync) NULL) /**< @brief Empty sync object, see @ref evasglCreateSync */
/** @} */
/**
* @name Surface attributes
* The attributes can be queried using @ref evas_gl_surface_query
* @{
*/
#define EVAS_GL_HEIGHT 0x3056 /**< @brief Attribute for @ref evas_gl_surface_query, returns the surface width in pixels (@c value should be an @c int) */
#define EVAS_GL_WIDTH 0x3057 /**< @brief Attribute for @ref evas_gl_surface_query, returns the surface width in pixels (@c value should be an @c int) */
#define EVAS_GL_TEXTURE_FORMAT 0x3080 /**< @brief Attribute for @ref evas_gl_surface_query, returns an @ref Evas_GL_Color_Format */
#define EVAS_GL_TEXTURE_TARGET 0x3081 /**< @brief Attribute for @ref evas_gl_surface_query, returns @ref EVAS_GL_TEXTURE_2D (if format is @c EVAS_GL_RGB_888 or @c EVAS_GL_RGBA_8888) or 0 (meaning @c NO_TEXTURE, from @c EVAS_GL_NO_FBO) (@c value should be an @c int) */
/** @} */
/**
* @brief Defines the version of the API structure.
*
* This helps applications know at runtime whether a function pointer exists
* or not.
*
* Version 1: GLES 2.0 + GLES2 extensions only
* Version 2: GLES 2.0 + GLES2 extensions + GLES1 + GLES1.1 extensions
* Version 3: [version 2] + Wayland extensions
* Version 4: [version 3] + GLES3.0 + GLES3.0 extensions
* Version 5: [version 4] + GLES3.1
*/
#define EVAS_GL_API_VERSION 5
/**
* @brief The Evas GL API
* This structure contains function pointers to the available GL functions.
* Some of these functions may be wrapped internally by Evas GL.
*/
struct _Evas_GL_API
{
/**
* The current version number is @c EVAS_GL_API_VERSION (4).
* This should not be confused with the OpenGL-ES context version.
*/
int version;
/**
* @anchor gles2
* @name OpenGL-ES 2.0.
*
* Evas_GL_API version 1.
*
* The following functions are supported in all OpenGL-ES 2.0 contexts.
* @{
*/
void (*glActiveTexture) (GLenum texture);
void (*glAttachShader) (GLuint program, GLuint shader);
void (*glBindAttribLocation) (GLuint program, GLuint index, const char* name);
void (*glBindBuffer) (GLenum target, GLuint buffer);
void (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
void (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
void (*glBindTexture) (GLenum target, GLuint texture);
void (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glBlendEquation) ( GLenum mode );
void (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha);
void (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
void (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
void (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
GLenum (*glCheckFramebufferStatus) (GLenum target);
void (*glClear) (GLbitfield mask);
void (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glClearDepthf) (GLclampf depth);
void (*glClearStencil) (GLint s);
void (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (*glCompileShader) (GLuint shader);
void (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
void (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
void (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint (*glCreateProgram) (void);
GLuint (*glCreateShader) (GLenum type);
void (*glCullFace) (GLenum mode);
void (*glDeleteBuffers) (GLsizei n, const GLuint* buffers);
void (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
void (*glDeleteProgram) (GLuint program);
void (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
void (*glDeleteShader) (GLuint shader);
void (*glDeleteTextures) (GLsizei n, const GLuint* textures);
void (*glDepthFunc) (GLenum func);
void (*glDepthMask) (GLboolean flag);
void (*glDepthRangef) (GLclampf zNear, GLclampf zFar);
void (*glDetachShader) (GLuint program, GLuint shader);
void (*glDisable) (GLenum cap);
void (*glDisableVertexAttribArray) (GLuint index);
void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices);
void (*glEnable) (GLenum cap);
void (*glEnableVertexAttribArray) (GLuint index);
void (*glFinish) (void);
void (*glFlush) (void);
void (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glFrontFace) (GLenum mode);
void (*glGenBuffers) (GLsizei n, GLuint* buffers);
void (*glGenerateMipmap) (GLenum target);
void (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
void (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
void (*glGenTextures) (GLsizei n, GLuint* textures);
void (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int (*glGetAttribLocation) (GLuint program, const char* name);
void (*glGetBooleanv) (GLenum pname, GLboolean* params);
void (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params);
GLenum (*glGetError) (void);
void (*glGetFloatv) (GLenum pname, GLfloat* params);
void (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (*glGetIntegerv) (GLenum pname, GLint* params);
void (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params);
void (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
void (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params);
void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
void (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
const GLubyte* (*glGetString) (GLenum name);
void (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
void (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
void (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params);
void (*glGetUniformiv) (GLuint program, GLint location, GLint* params);
int (*glGetUniformLocation) (GLuint program, const char* name);
void (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params);
void (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params);
void (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer);
void (*glHint) (GLenum target, GLenum mode);
GLboolean (*glIsBuffer) (GLuint buffer);
GLboolean (*glIsEnabled) (GLenum cap);
GLboolean (*glIsFramebuffer) (GLuint framebuffer);
GLboolean (*glIsProgram) (GLuint program);
GLboolean (*glIsRenderbuffer) (GLuint renderbuffer);
GLboolean (*glIsShader) (GLuint shader);
GLboolean (*glIsTexture) (GLuint texture);
void (*glLineWidth) (GLfloat width);
void (*glLinkProgram) (GLuint program);
void (*glPixelStorei) (GLenum pname, GLint param);
void (*glPolygonOffset) (GLfloat factor, GLfloat units);
void (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
void (*glReleaseShaderCompiler) (void);
void (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glSampleCoverage) (GLclampf value, GLboolean invert);
void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
void (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
void (*glShaderSource) (GLuint shader, GLsizei count, const char* const * string, const GLint* length);
void (*glStencilFunc) (GLenum func, GLint ref, GLuint mask);
void (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
void (*glStencilMask) (GLuint mask);
void (*glStencilMaskSeparate) (GLenum face, GLuint mask);
void (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
void (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
void (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
void (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
void (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
void (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
void (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
void (*glUniform1f) (GLint location, GLfloat x);
void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform1i) (GLint location, GLint x);
void (*glUniform1iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform2f) (GLint location, GLfloat x, GLfloat y);
void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform2i) (GLint location, GLint x, GLint y);
void (*glUniform2iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform3i) (GLint location, GLint x, GLint y, GLint z);
void (*glUniform3iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w);
void (*glUniform4iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUseProgram) (GLuint program);
void (*glValidateProgram) (GLuint program);
void (*glVertexAttrib1f) (GLuint indx, GLfloat x);
void (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y);
void (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
/** @} */
/**
* @name OpenGL-ES 2.0 extensions.
*
* Evas_GL_API version 1
*
* The following functions may be supported in OpenGL-ES 2.0 contexts,
* depending on which extensions Evas has decided to support.
*
* @{
*/
/* GL_OES_EGL_image */
// Notice these two names have been changed to fit Evas GL and not EGL!
/** @brief Requires the @c GL_OES_EGL_image extension, similar to @c glEGLImageTargetTexture2DOES. */
void (*glEvasGLImageTargetTexture2DOES) (GLenum target, EvasGLImage image);
/** @brief Requires the @c GL_OES_EGL_image extension, similar to @c glEGLImageTargetRenderbufferStorageOES. */
void (*glEvasGLImageTargetRenderbufferStorageOES) (GLenum target, EvasGLImage image);
/* GL_OES_get_program_binary */
void (*glGetProgramBinaryOES) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
void (*glProgramBinaryOES) (GLuint program, GLenum binaryFormat, const void *binary, GLint length);
/* GL_OES_mapbuffer */
void* (*glMapBufferOES) (GLenum target, GLenum access);
GLboolean (*glUnmapBufferOES) (GLenum target);
void (*glGetBufferPointervOES) (GLenum target, GLenum pname, void** params);
/* GL_OES_texture_3D */
void (*glTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
void (*glTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
void (*glCopyTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (*glCompressedTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
void (*glCompressedTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
void (*glFramebufferTexture3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
/* AMD_performance_monitor */
void (*glGetPerfMonitorGroupsAMD) (GLint* numGroups, GLsizei groupsSize, GLuint* groups);
void (*glGetPerfMonitorCountersAMD) (GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
void (*glGetPerfMonitorGroupStringAMD) (GLuint group, GLsizei bufSize, GLsizei* length, char* groupString);
void (*glGetPerfMonitorCounterStringAMD) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char* counterString);
void (*glGetPerfMonitorCounterInfoAMD) (GLuint group, GLuint counter, GLenum pname, void* data);
void (*glGenPerfMonitorsAMD) (GLsizei n, GLuint* monitors);
void (*glDeletePerfMonitorsAMD) (GLsizei n, GLuint* monitors);
void (*glSelectPerfMonitorCountersAMD) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
void (*glBeginPerfMonitorAMD) (GLuint monitor);
void (*glEndPerfMonitorAMD) (GLuint monitor);
void (*glGetPerfMonitorCounterDataAMD) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
/* GL_EXT_discard_framebuffer */
void (*glDiscardFramebufferEXT) (GLenum target, GLsizei numAttachments, const GLenum* attachments);
/* GL_EXT_multi_draw_arrays */
void (*glMultiDrawArraysEXT) (GLenum mode, GLint* first, GLsizei* count, GLsizei primcount);
void (*glMultiDrawElementsEXT) (GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount);
/* GL_NV_fence */
void (*glDeleteFencesNV) (GLsizei n, const GLuint* fences);
void (*glGenFencesNV) (GLsizei n, GLuint* fences);
GLboolean (*glIsFenceNV) (GLuint fence);
GLboolean (*glTestFenceNV) (GLuint fence);
void (*glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params);
void (*glFinishFenceNV) (GLuint fence);
void (*glSetFenceNV) (GLuint, GLenum);
/* GL_QCOM_driver_control */
void (*glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls);
void (*glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString);
void (*glEnableDriverControlQCOM) (GLuint driverControl);
void (*glDisableDriverControlQCOM) (GLuint driverControl);
/* GL_QCOM_extended_get */
void (*glExtGetTexturesQCOM) (GLuint* textures, GLint maxTextures, GLint* numTextures);
void (*glExtGetBuffersQCOM) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
void (*glExtGetRenderbuffersQCOM) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
void (*glExtGetFramebuffersQCOM) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
void (*glExtGetTexLevelParameterivQCOM) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
void (*glExtTexObjectStateOverrideiQCOM) (GLenum target, GLenum pname, GLint param);
void (*glExtGetTexSubImageQCOM) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void* texels);
void (*glExtGetBufferPointervQCOM) (GLenum target, void** params);
/* GL_QCOM_extended_get2 */
void (*glExtGetShadersQCOM) (GLuint* shaders, GLint maxShaders, GLint* numShaders);
void (*glExtGetProgramsQCOM) (GLuint* programs, GLint maxPrograms, GLint* numPrograms);
GLboolean (*glExtIsProgramBinaryQCOM) (GLuint program);
void (*glExtGetProgramBinarySourceQCOM) (GLuint program, GLenum shadertype, char* source, GLint* length);
/** @} */
/**
* @name EGL-related extensions
*
* Evas_GL_API version 1.
*
* @{
*/
/* EGL_KHR_image - #ifdef EVAS_GL_image */
/**
* @anchor evasglCreateImage
* @brief Create an EvasGLImage for the current context.
*
* Common targets are:
* @li @c EVAS_GL_TEXTURE_2D:<br/>
* In case of @c EVAS_GL_TEXTURE_2D on EGL, the currently bound EGLContext
* will be used to create the image. The buffer argument must be a texture
* ID cast down to a void* pointer.<br/>
* Requires the @c EVAS_GL_image extension.
*
* @li @c EVAS_GL_NATIVE_SURFACE_TIZEN (Tizen platform only):<br/>
* Requires the @c EVAS_GL_TIZEN_image_native_surface extension.
*
* @deprecated
* @note Please consider using @ref evasglCreateImageForContext instead.
*/
EvasGLImage (*evasglCreateImage) (int target, void* buffer, const int* attrib_list) EINA_WARN_UNUSED_RESULT EINA_DEPRECATED;
/**
* @anchor evasglDestroyImage
* @brief Destroys an EvasGLImage.
* Destroy an image created by either @ref evasglCreateImage or @ref evasglCreateImageForContext.
*
* Requires the @c EVAS_GL_image extension.
*
* @note Unlike in pure EGL, the display pointer needs not be passed in, as
* Evas GL will use the same EGLDisplay as used in the create function.
*/
void (*evasglDestroyImage) (EvasGLImage image);
// ---------------------------------------------------------------------- //
/* Evas_GL_API version 2: */
/**
* @anchor evasglCreateImageForContext
* @brief Create an EvasGLImage for a given context.
*
* @param[in] evas_gl The current Evas GL object,
* @param[in] ctx A context to create this image for,
* @param[in] target One of @c EVAS_GL_TEXTURE_2D and @c EVAS_GL_NATIVE_SURFACE_TIZEN,
* @param[in] buffer A pointer to a buffer, see below,
* @param[in] attrib_list An array of key-value pairs terminated by 0 (see @ref EVAS_GL_IMAGE_PRESERVED)
*
* Common targets are:
* @li @c EVAS_GL_TEXTURE_2D:<br/>
* In case of @c EVAS_GL_TEXTURE_2D, the buffer argument must be a texture
* ID cast down to a void* pointer.<br/>
* Requires the @c EVAS_GL_image extension.
*
* @code
EvasGLImage *img = glapi->evasglCreateImageForContext
(evasgl, ctx, EVAS_GL_TEXTURE_2D, (void*)(intptr_t)texture_id, NULL);
* @endcode
*
* @li @c EVAS_GL_NATIVE_SURFACE_TIZEN (Tizen platform only):<br/>
* Requires the @c EVAS_GL_TIZEN_image_native_surface extension.
*
* @note Evas_GL_API must have version 2 or more.
*
* @since 1.12
*/
EvasGLImage (*evasglCreateImageForContext) (Evas_GL *evas_gl, Evas_GL_Context *ctx, int target, void* buffer, const int* attrib_list) EINA_WARN_UNUSED_RESULT;
/* This defines shows that Evas_GL_API supports GLES1 APIs */
#define EVAS_GL_GLES1 1
/**
* @name OpenGL-ES 1.1
*
* Evas_GL_API version 2 or more.
*
* The following functions are some of the standard OpenGL-ES 1.0 functions,
* that are not also present in the @ref gles2 "OpenGL-ES 2.0 APIs".
* @{
*/
/* Available only in Common profile */
void (*glAlphaFunc) (GLenum func, GLclampf ref);
void (*glClipPlanef) (GLenum plane, const GLfloat *equation);
void (*glColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void (*glFogf) (GLenum pname, GLfloat param);
void (*glFogfv) (GLenum pname, const GLfloat *params);
void (*glFrustumf) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
void (*glGetClipPlanef) (GLenum pname, GLfloat eqn[4]);
void (*glGetLightfv) (GLenum light, GLenum pname, GLfloat *params);
void (*glGetMaterialfv) (GLenum face, GLenum pname, GLfloat *params);
void (*glGetTexEnvfv) (GLenum env, GLenum pname, GLfloat *params);
void (*glLightModelf) (GLenum pname, GLfloat param);
void (*glLightModelfv) (GLenum pname, const GLfloat *params);
void (*glLightf) (GLenum light, GLenum pname, GLfloat param);
void (*glLightfv) (GLenum light, GLenum pname, const GLfloat *params);
void (*glLoadMatrixf) (const GLfloat *m);
void (*glMaterialf) (GLenum face, GLenum pname, GLfloat param);
void (*glMaterialfv) (GLenum face, GLenum pname, const GLfloat *params);
void (*glMultMatrixf) (const GLfloat *m);
void (*glMultiTexCoord4f) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void (*glNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz);
void (*glOrthof) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
void (*glPointParameterf) (GLenum pname, GLfloat param);
void (*glPointParameterfv) (GLenum pname, const GLfloat *params);
void (*glPointSize) (GLfloat size);
void (*glPointSizePointerOES) (GLenum type, GLsizei stride, const GLvoid * pointer);
void (*glRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void (*glScalef) (GLfloat x, GLfloat y, GLfloat z);
void (*glTexEnvf) (GLenum target, GLenum pname, GLfloat param);
void (*glTexEnvfv) (GLenum target, GLenum pname, const GLfloat *params);
void (*glTranslatef) (GLfloat x, GLfloat y, GLfloat z);
/* Available in both Common and Common-Lite profiles */
void (*glAlphaFuncx) (GLenum func, GLclampx ref);
void (*glClearColorx) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
void (*glClearDepthx) (GLclampx depth);
void (*glClientActiveTexture) (GLenum texture);
void (*glClipPlanex) (GLenum plane, const GLfixed *equation);
void (*glColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void (*glColor4x) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
void (*glColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (*glDepthRangex) (GLclampx zNear, GLclampx zFar);
void (*glDisableClientState) (GLenum array);
void (*glEnableClientState) (GLenum array);
void (*glFogx) (GLenum pname, GLfixed param);
void (*glFogxv) (GLenum pname, const GLfixed *params);
void (*glFrustumx) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
void (*glGetClipPlanex) (GLenum pname, GLfixed eqn[4]);
void (*glGetFixedv) (GLenum pname, GLfixed *params);
void (*glGetLightxv) (GLenum light, GLenum pname, GLfixed *params);
void (*glGetMaterialxv) (GLenum face, GLenum pname, GLfixed *params);
void (*glGetPointerv) (GLenum pname, GLvoid **params);
void (*glGetTexEnviv) (GLenum env, GLenum pname, GLint *params);
void (*glGetTexEnvxv) (GLenum env, GLenum pname, GLfixed *params);
void (*glGetTexParameterxv) (GLenum target, GLenum pname, GLfixed *params);
void (*glLightModelx) (GLenum pname, GLfixed param);
void (*glLightModelxv) (GLenum pname, const GLfixed *params);
void (*glLightx) (GLenum light, GLenum pname, GLfixed param);
void (*glLightxv) (GLenum light, GLenum pname, const GLfixed *params);
void (*glLineWidthx) (GLfixed width);
void (*glLoadIdentity) (void);
void (*glLoadMatrixx) (const GLfixed *m);
void (*glLogicOp) (GLenum opcode);
void (*glMaterialx) (GLenum face, GLenum pname, GLfixed param);
void (*glMaterialxv) (GLenum face, GLenum pname, const GLfixed *params);
void (*glMatrixMode) (GLenum mode);
void (*glMultMatrixx) (const GLfixed *m);
void (*glMultiTexCoord4x) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
void (*glNormal3x) (GLfixed nx, GLfixed ny, GLfixed nz);
void (*glNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
void (*glOrthox) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
void (*glPointParameterx) (GLenum pname, GLfixed param);
void (*glPointParameterxv) (GLenum pname, const GLfixed *params);
void (*glPointSizex) (GLfixed size);
void (*glPolygonOffsetx) (GLfixed factor, GLfixed units);
void (*glPopMatrix) (void);
void (*glPushMatrix) (void);
void (*glRotatex) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
void (*glSampleCoveragex) (GLclampx value, GLboolean invert);
void (*glScalex) (GLfixed x, GLfixed y, GLfixed z);
void (*glShadeModel) (GLenum mode);
void (*glTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (*glTexEnvi) (GLenum target, GLenum pname, GLint param);
void (*glTexEnvx) (GLenum target, GLenum pname, GLfixed param);
void (*glTexEnviv) (GLenum target, GLenum pname, const GLint *params);
void (*glTexEnvxv) (GLenum target, GLenum pname, const GLfixed *params);
void (*glTexParameterx) (GLenum target, GLenum pname, GLfixed param);
void (*glTexParameterxv) (GLenum target, GLenum pname, const GLfixed *params);
void (*glTranslatex) (GLfixed x, GLfixed y, GLfixed z);
void (*glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
/** @} */
/**
* @name OpenGL-ES 1.1 extensions
*
* Evas_GL_API version 2 or more.
*
* OpenGL-ES 1.1 specifies a set of extensions on top of OpenGL-ES 1.0.
* When available, Evas GL will expose these extensions with the following
* function pointers.
* @{
*/
/* GL_OES_blend_equation_separate */
void (*glBlendEquationSeparateOES) (GLenum modeRGB, GLenum modeAlpha);
/* GL_OES_blend_func_separate */
void (*glBlendFuncSeparateOES) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
/* GL_OES_blend_subtract */
void (*glBlendEquationOES) (GLenum mode);
/* GL_OES_draw_texture */
void (*glDrawTexsOES) (GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
void (*glDrawTexiOES) (GLint x, GLint y, GLint z, GLint width, GLint height);
void (*glDrawTexxOES) (GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
void (*glDrawTexsvOES) (const GLshort *coords);
void (*glDrawTexivOES) (const GLint *coords);
void (*glDrawTexxvOES) (const GLfixed *coords);
void (*glDrawTexfOES) (GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
void (*glDrawTexfvOES) (const GLfloat *coords);
/* GL_OES_fixed_point */
void (*glAlphaFuncxOES) (GLenum func, GLclampx ref);
void (*glClearColorxOES) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
void (*glClearDepthxOES) (GLclampx depth);
void (*glClipPlanexOES) (GLenum plane, const GLfixed *equation);
void (*glColor4xOES) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
void (*glDepthRangexOES) (GLclampx zNear, GLclampx zFar);
void (*glFogxOES) (GLenum pname, GLfixed param);
void (*glFogxvOES) (GLenum pname, const GLfixed *params);
void (*glFrustumxOES) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
void (*glGetClipPlanexOES) (GLenum pname, GLfixed eqn[4]);
void (*glGetFixedvOES) (GLenum pname, GLfixed *params);
void (*glGetLightxvOES) (GLenum light, GLenum pname, GLfixed *params);
void (*glGetMaterialxvOES) (GLenum face, GLenum pname, GLfixed *params);
void (*glGetTexEnvxvOES) (GLenum env, GLenum pname, GLfixed *params);
void (*glGetTexParameterxvOES) (GLenum target, GLenum pname, GLfixed *params);
void (*glLightModelxOES) (GLenum pname, GLfixed param);
void (*glLightModelxvOES) (GLenum pname, const GLfixed *params);
void (*glLightxOES) (GLenum light, GLenum pname, GLfixed param);
void (*glLightxvOES) (GLenum light, GLenum pname, const GLfixed *params);
void (*glLineWidthxOES) (GLfixed width);
void (*glLoadMatrixxOES) (const GLfixed *m);
void (*glMaterialxOES) (GLenum face, GLenum pname, GLfixed param);
void (*glMaterialxvOES) (GLenum face, GLenum pname, const GLfixed *params);
void (*glMultMatrixxOES) (const GLfixed *m);
void (*glMultiTexCoord4xOES) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
void (*glNormal3xOES) (GLfixed nx, GLfixed ny, GLfixed nz);
void (*glOrthoxOES) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
void (*glPointParameterxOES) (GLenum pname, GLfixed param);
void (*glPointParameterxvOES) (GLenum pname, const GLfixed *params);
void (*glPointSizexOES) (GLfixed size);
void (*glPolygonOffsetxOES) (GLfixed factor, GLfixed units);
void (*glRotatexOES) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
void (*glSampleCoveragexOES) (GLclampx value, GLboolean invert);
void (*glScalexOES) (GLfixed x, GLfixed y, GLfixed z);
void (*glTexEnvxOES) (GLenum target, GLenum pname, GLfixed param);
void (*glTexEnvxvOES) (GLenum target, GLenum pname, const GLfixed *params);
void (*glTexParameterxOES) (GLenum target, GLenum pname, GLfixed param);
void (*glTexParameterxvOES) (GLenum target, GLenum pname, const GLfixed *params);
void (*glTranslatexOES) (GLfixed x, GLfixed y, GLfixed z);
/* GL_OES_framebuffer_object */
GLboolean (*glIsRenderbufferOES) (GLuint renderbuffer);
void (*glBindRenderbufferOES) (GLenum target, GLuint renderbuffer);
void (*glDeleteRenderbuffersOES) (GLsizei n, const GLuint* renderbuffers);
void (*glGenRenderbuffersOES) (GLsizei n, GLuint* renderbuffers);
void (*glRenderbufferStorageOES) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glGetRenderbufferParameterivOES) (GLenum target, GLenum pname, GLint* params);
GLboolean (*glIsFramebufferOES) (GLuint framebuffer);
void (*glBindFramebufferOES) (GLenum target, GLuint framebuffer);
void (*glDeleteFramebuffersOES) (GLsizei n, const GLuint* framebuffers);
void (*glGenFramebuffersOES) (GLsizei n, GLuint* framebuffers);
GLenum (*glCheckFramebufferStatusOES) (GLenum target);
void (*glFramebufferRenderbufferOES) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glGetFramebufferAttachmentParameterivOES) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (*glGenerateMipmapOES) (GLenum target);
/* GL_OES_matrix_palette */
void (*glCurrentPaletteMatrixOES) (GLuint matrixpaletteindex);
void (*glLoadPaletteFromModelViewMatrixOES) (void);
void (*glMatrixIndexPointerOES) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (*glWeightPointerOES) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
/* GL_OES_query_matrix */
GLbitfield (*glQueryMatrixxOES) (GLfixed mantissa[16], GLint exponent[16]);
/* GL_OES_single_precision */
void (*glDepthRangefOES) (GLclampf zNear, GLclampf zFar);
void (*glFrustumfOES) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
void (*glOrthofOES) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
void (*glClipPlanefOES) (GLenum plane, const GLfloat *equation);
void (*glGetClipPlanefOES) (GLenum pname, GLfloat eqn[4]);
void (*glClearDepthfOES) (GLclampf depth);
/* GL_OES_texture_cube_map */
void (*glTexGenfOES) (GLenum coord, GLenum pname, GLfloat param);
void (*glTexGenfvOES) (GLenum coord, GLenum pname, const GLfloat *params);
void (*glTexGeniOES) (GLenum coord, GLenum pname, GLint param);
void (*glTexGenivOES) (GLenum coord, GLenum pname, const GLint *params);
void (*glTexGenxOES) (GLenum coord, GLenum pname, GLfixed param);
void (*glTexGenxvOES) (GLenum coord, GLenum pname, const GLfixed *params);
void (*glGetTexGenfvOES) (GLenum coord, GLenum pname, GLfloat *params);
void (*glGetTexGenivOES) (GLenum coord, GLenum pname, GLint *params);
void (*glGetTexGenxvOES) (GLenum coord, GLenum pname, GLfixed *params);
/* GL_OES_vertex_array_object */
void (*glBindVertexArrayOES) (GLuint array);
void (*glDeleteVertexArraysOES) (GLsizei n, const GLuint *arrays);
void (*glGenVertexArraysOES) (GLsizei n, GLuint *arrays);
GLboolean (*glIsVertexArrayOES) (GLuint array);
/* GL_APPLE_copy_texture_levels */
void (*glCopyTextureLevelsAPPLE) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount);
void (*glRenderbufferStorageMultisampleAPPLE) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
void (*glResolveMultisampleFramebufferAPPLE) (void);
GLsync (*glFenceSyncAPPLE) (GLenum condition, GLbitfield flags);
GLboolean (*glIsSyncAPPLE) (GLsync sync);
void (*glDeleteSyncAPPLE) (GLsync sync);
GLenum (*glClientWaitSyncAPPLE) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
void (*glWaitSyncAPPLE) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
void (*glGetInteger64vAPPLE) (GLenum pname, EvasGLint64 *params);
void (*glGetSyncivAPPLE) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
/* GL_EXT_map_buffer_range */
void* (*glMapBufferRangeEXT) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
void (*glFlushMappedBufferRangeEXT) (GLenum target, GLintptr offset, GLsizeiptr length);
/* GL_EXT_multisampled_render_to_texture */
void (*glRenderbufferStorageMultisampleEXT) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
void (*glFramebufferTexture2DMultisampleEXT) (GLenum, GLenum, GLenum, GLuint, GLint, GLsizei);
/* GL_EXT_robustness */
GLenum (*glGetGraphicsResetStatusEXT) (void);
void (*glReadnPixelsEXT) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);
void (*glGetnUniformfvEXT) (GLuint program, GLint location, GLsizei bufSize, float *params);
void (*glGetnUniformivEXT) (GLuint program, GLint location, GLsizei bufSize, GLint *params);
/* GL_EXT_texture_storage */
void (*glTexStorage1DEXT) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
void (*glTexStorage2DEXT) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
void (*glTexStorage3DEXT) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void (*glTextureStorage1DEXT) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
void (*glTextureStorage2DEXT) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
void (*glTextureStorage3DEXT) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
/* GL_IMG_user_clip_plane */
void (*glClipPlanefIMG) (GLenum, const GLfloat *);
void (*glClipPlanexIMG) (GLenum, const GLfixed *);
/* GL_IMG_multisampled_render_to_texture */
void (*glRenderbufferStorageMultisampleIMG) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
void (*glFramebufferTexture2DMultisampleIMG) (GLenum, GLenum, GLenum, GLuint, GLint, GLsizei);
/* GL_QCOM_tiled_rendering */
void (*glStartTilingQCOM) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);
void (*glEndTilingQCOM) (GLbitfield preserveMask);
/*------- EvasGL / EGL-related functions -------*/
/**
* @name Evas GL Sync object functions
* @since_tizen 2.3
* @since 1.12
* @{ */
/**
* @anchor evasglCreateSync
* @brief Create a synchronization primitive which can be tested or waited upon.
*
* @note Requires the extension @c EGL_KHR_fence_sync, similar to eglCreateSyncKHR.
*
* @param evas_gl The current Evas_GL connection
* @param type One of: @c EVAS_GL_SYNC_FENCE or @c EVAS_GL_SYNC_REUSABLE
* @param attrib_list Optional attributes list, terminated by @c EVAS_GL_NONE
* The supported attributes depend on the driver extensions,
* please refer to the EGL specifications for more information.
*
* @return A new sync object (EvasGLSync)
* @since 1.12
*/
EvasGLSync (*evasglCreateSync) (Evas_GL *evas_gl, unsigned int type, const int *attrib_list);
/**
* @anchor evasglDestroySync
* @brief Destroys a sync object created by @c evasglCreateSync.
*
* @note Requires the extension @c EGL_KHR_fence_sync, similar to eglDestroySyncKHR.
*
* @param evas_gl The current Evas_GL connection
* @param sync A valid sync object created by @c evasglCreateSync
*
* @return @c EINA_TRUE in case of success, @c EINA_FALSE in case of failure
* (in which case evas_gl_error_get() should return an error code)
* @since 1.12
*/
Eina_Bool (*evasglDestroySync) (Evas_GL *evas_gl, EvasGLSync sync);
/**
* @anchor evasglClientWaitSync
* @brief Block and wait until for sync object is signaled or timeout is reached
*
* @param evas_gl The current Evas_GL connection
* @param sync A valid sync object created by evasglCreateSync
* @param timeout A relative timeout in nanoseconds
*
* @note Requires the extension @c EGL_KHR_reusable_sync, similarly to eglClientWaitSyncKHR.
*
* @return @c EVAS_GL_TIMEOUT_EXPIRED if the sync failed and timeout was reached,
* @c EVAS_GL_CONDITION_SATISFIED if the sync was signaled,
* or 0 in case of failure (in which case evas_gl_error_get() should return an error code)
* @since 1.12
*/
int (*evasglClientWaitSync) (Evas_GL *evas_gl, EvasGLSync sync, int flags, EvasGLTime timeout);
/**
* @anchor evasglSignalSync
* @brief Signal a sync object, unlocking all threads waiting on it
*
* @param evas_gl The current Evas_GL connection
* @param sync A valid sync object created by evasglCreateSync
*
* @note Requires the extension @c EGL_KHR_reusable_sync or @c EGL_KHR_wait_sync, similarly to eglSignalSyncKHR.
*
* @return @c EINA_TRUE in case of success, or
* @c EINA_FALSE in case of failure (in which case evas_gl_error_get() should return an error code)
* @since 1.12
*/
Eina_Bool (*evasglSignalSync) (Evas_GL *evas_gl, EvasGLSync sync, unsigned mode);
/**
* @anchor evasglGetSyncAttrib
* @brief Query a sync object for its properties
*
* @param evas_gl The current Evas_GL connection
* @param sync A valid sync object created by evasglCreateSync
* @param attribute Which attribute to query, can be one of: @c EVAS_GL_SYNC_STATUS, @c EVAS_GL_SYNC_TYPE or @c EVAS_GL_SYNC_CONDITION
* @param value Return value or the query, see @ref evasgl_sync_values "sync object".
*
* @note Requires the extension @c EGL_KHR_fence_sync, similar to eglGetSyncAttribKHR.
*
* @return @c EINA_TRUE in case of success, or
* @c EINA_FALSE in case of failure (in which case evas_gl_error_get() should return an error code)
* @since 1.12
*/
Eina_Bool (*evasglGetSyncAttrib) (Evas_GL *evas_gl, EvasGLSync sync, int attribute, int *value);
/**
* @anchor evasglWaitSync
* @brief Wait on an EvasGLSync without blocking, see @c EGL_KHR_wait_sync for more information
*
* @param evas_gl The current Evas_GL connection
* @param sync A valid sync object created by evasglCreateSync
* @param flags Must be 0
*
* @note Requires the extension @c EGL_KHR_wait_sync, similar to eglWaitSyncKHR.
*
* @return @c EINA_TRUE in case of success, or
* @c EINA_FALSE in case of failure (in which case evas_gl_error_get() should return an error code)
* @since 1.12
*/
int (*evasglWaitSync) (Evas_GL *evas_gl, EvasGLSync sync, int flags);
/** @} */
// ---------------------------------------------------------------------- //
/* Evas_GL_API version 3: */
/**
* @name Evas GL Wayland functions
*
* Evas_GL_API version 3 or more.
*
* @since 1.13
* @{ */
/**
* @anchor evasglBindWaylandDisplay
* @brief Requires the extension @c EGL_WL_bind_wayland_display, similar to eglBindWaylandDisplayWL.
*/
Eina_Bool (*evasglBindWaylandDisplay) (Evas_GL *evas_gl, void *wl_display);
/**
* @anchor evasglUnbindWaylandDisplay
* @brief Requires the extension @c EGL_WL_bind_wayland_display, similar to eglUnbindWaylandDisplayWL.
*/
Eina_Bool (*evasglUnbindWaylandDisplay) (Evas_GL *evas_gl, void *wl_display);
/**
* @anchor evasglQueryWaylandBuffer
* @brief Requires the extension @c EGL_WL_bind_wayland_display, similar to eglQueryWaylandBufferWL.
*/
Eina_Bool (*evasglQueryWaylandBuffer) (Evas_GL *evas_gl, void *buffer, int attribute, int *value);
/** @} */
// ---------------------------------------------------------------------- //
/**
* @anchor gles3
* @name OpenGL-ES 3.0.
*
* Evas_GL_API version 4.
*
* The following functions are supported in all OpenGL-ES 3.0 contexts.
* @{
*/
/* This defines shows that Evas_GL_API supports GLES3 APIs */
#define EVAS_GL_GLES3 1
void (*glBeginQuery) (GLenum target, GLuint id);
void (*glBeginTransformFeedback) (GLenum primitiveMode);
void (*glBindBufferBase) (GLenum target, GLuint index, GLuint buffer);
void (*glBindBufferRange) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
void (*glBindSampler) (GLuint unit, GLuint sampler);
void (*glBindTransformFeedback) (GLenum target, GLuint id);
void (*glBindVertexArray) (GLuint array);
void (*glBlitFramebuffer) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (*glClearBufferfi) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil);
void (*glClearBufferfv) (GLenum buffer, GLint drawBuffer, const GLfloat * value);
void (*glClearBufferiv) (GLenum buffer, GLint drawBuffer, const GLint * value);
void (*glClearBufferuiv) (GLenum buffer, GLint drawBuffer, const GLuint * value);
GLenum (*glClientWaitSync) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
void (*glCompressedTexImage3D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);
void (*glCompressedTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);
void (*glCopyBufferSubData) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);
void (*glCopyTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (*glDeleteQueries) (GLsizei n, const GLuint * ids);
void (*glDeleteSamplers) (GLsizei n, const GLuint * samplers);
void (*glDeleteSync) (GLsync sync);
void (*glDeleteTransformFeedbacks) (GLsizei n, const GLuint *ids);
void (*glDeleteVertexArrays) (GLsizei n, const GLuint *arrays);
void (*glDrawArraysInstanced) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
void (*glDrawBuffers) (GLsizei n, const GLenum *bufs);
void (*glDrawElementsInstanced) (GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount);
void (*glDrawRangeElements) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);
void (*glEndQuery) (GLenum target);
void (*glEndTransformFeedback) (void);
GLsync (*glFenceSync) (GLenum condition, GLbitfield flags);
GLsync (*glFlushMappedBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length);
void (*glFramebufferTextureLayer) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
void (*glGenQueries) (GLsizei n, GLuint * ids);
void (*glGenSamplers) (GLsizei n, GLuint *samplers);
void (*glGenTransformFeedbacks) (GLsizei n, GLuint *ids);
void (*glGenVertexArrays) (GLsizei n, GLuint *arrays);
void (*glGetActiveUniformBlockiv) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
void (*glGetActiveUniformBlockName) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
void (*glGetActiveUniformsiv) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
void (*glGetBufferParameteri64v) (GLenum target, GLenum value, EvasGLint64 * data);
void (*glGetBufferPointerv) (GLenum target, GLenum pname, GLvoid ** params);
GLint (*glGetFragDataLocation) (GLuint program, const char * name);
void (*glGetInteger64i_v) (GLenum target, GLuint index, EvasGLint64 * data);
void (*glGetInteger64v) (GLenum pname, EvasGLint64 * data);
void (*glGetIntegeri_v) (GLenum target, GLuint index, GLint * data);
void (*glGetInternalformativ) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
void (*glGetProgramBinary) (GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary);
void (*glGetQueryiv) (GLenum target, GLenum pname, GLint * params);
void (*glGetQueryObjectuiv) (GLuint id, GLenum pname, GLuint * params);
void (*glGetSamplerParameterfv) (GLuint sampler, GLenum pname, GLfloat * params);
void (*glGetSamplerParameteriv) (GLuint sampler, GLenum pname, GLint * params);
const GLubyte* (*glGetStringi) (GLenum name, GLuint index);
void (*glGetSynciv) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
void (*glGetTransformFeedbackVarying) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, char * name);
GLuint (*glGetUniformBlockIndex) (GLuint program, const GLchar *uniformBlockName);
void (*glGetUniformIndices) (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices);
void (*glGetUniformuiv) (GLuint program, GLint location, GLuint* params);
void (*glGetVertexAttribIiv) (GLuint index, GLenum pname, GLint *params);
void (*glGetVertexAttribIuiv) (GLuint index, GLenum pname, GLuint *params);
void (*glInvalidateFramebuffer) (GLenum target, GLsizei numAttachments, const GLenum *attachments);
void (*glInvalidateSubFramebuffer) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
GLboolean (*glIsQuery) (GLuint id);
GLboolean (*glIsSampler) (GLuint id);
GLboolean (*glIsSync) (GLsync sync);
GLboolean (*glIsTransformFeedback) (GLuint id);
GLboolean (*glIsVertexArray) (GLuint array);
void * (*glMapBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
void (*glPauseTransformFeedback) (void);
void (*glProgramBinary) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
void (*glProgramParameteri) (GLuint program, GLenum pname, GLint value);
void (*glReadBuffer) (GLenum src);
void (*glRenderbufferStorageMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void (*glResumeTransformFeedback) (void);
void (*glSamplerParameterf) (GLuint sampler, GLenum pname, GLfloat param);
void (*glSamplerParameterfv) (GLuint sampler, GLenum pname, const GLfloat * params);
void (*glSamplerParameteri) (GLuint sampler, GLenum pname, GLint param);
void (*glSamplerParameteriv) (GLuint sampler, GLenum pname, const GLint * params);
void (*glTexImage3D) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);
void (*glTexStorage2D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
void (*glTexStorage3D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void (*glTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data);
void (*glTransformFeedbackVaryings) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);
void (*glUniform1ui) (GLint location, GLuint v0);
void (*glUniform1uiv) (GLint location, GLsizei count, const GLuint *value);
void (*glUniform2ui) (GLint location, GLuint v0, GLuint v1);
void (*glUniform2uiv) (GLint location, GLsizei count, const GLuint *value);
void (*glUniform3ui) (GLint location, GLuint v0, GLuint v1, GLuint v2);
void (*glUniform3uiv) (GLint location, GLsizei count, const GLuint *value);
void (*glUniform4ui) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void (*glUniform4uiv) (GLint location, GLsizei count, const GLuint *value);
void (*glUniformBlockBinding) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
void (*glUniformMatrix2x3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glUniformMatrix3x2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glUniformMatrix2x4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glUniformMatrix4x2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glUniformMatrix3x4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glUniformMatrix4x3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLboolean (*glUnmapBuffer) (GLenum target);
void (*glVertexAttribDivisor) (GLuint index, GLuint divisor);
void (*glVertexAttribI4i) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);
void (*glVertexAttribI4iv) (GLuint index, const GLint *v);
void (*glVertexAttribI4ui) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void (*glVertexAttribI4uiv) (GLuint index, const GLuint *v);
void (*glVertexAttribIPointer) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (*glWaitSync) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
/** @} */
/**
* @anchor gles3.1
* @name OpenGL-ES 3.1.
*
* Evas_GL_API version 5.
*
* The following functions are supported in all OpenGL-ES 3.1 contexts.
* @{
*/
/* This defines shows that Evas_GL_API supports GLES3.1 APIs */
void (*glDispatchCompute) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
void (*glDispatchComputeIndirect) (GLintptr indirect);
void (*glDrawArraysIndirect) (GLenum mode, const void *indirect);
void (*glDrawElementsIndirect) (GLenum mode, GLenum type, const void *indirect);
void (*glFramebufferParameteri) (GLenum target, GLenum pname, GLint param);
void (*glGetFramebufferParameteriv) (GLenum target, GLenum pname, GLint *params);
void (*glGetProgramInterfaceiv) (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
GLuint (*glGetProgramResourceIndex) (GLuint program, GLenum programInterface, const GLchar *name);
void (*glGetProgramResourceName) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
void (*glGetProgramResourceiv) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
GLint (*glGetProgramResourceLocation) (GLuint program, GLenum programInterface, const GLchar *name);
void (*glUseProgramStages) (GLuint pipeline, GLbitfield stages, GLuint program);
void (*glActiveShaderProgram) (GLuint pipeline, GLuint program);
GLuint (*glCreateShaderProgramv) (GLenum type, GLsizei count, const GLchar *const*strings);
void (*glBindProgramPipeline) (GLuint pipeline);
void (*glDeleteProgramPipelines) (GLsizei n, const GLuint *pipelines);
void (*glGenProgramPipelines) (GLsizei n, GLuint *pipelines);
GLboolean (*glIsProgramPipeline) (GLuint pipeline);
void (*glGetProgramPipelineiv) (GLuint pipeline, GLenum pname, GLint *params);
void (*glProgramUniform1i) (GLuint program, GLint location, GLint v0);
void (*glProgramUniform2i) (GLuint program, GLint location, GLint v0, GLint v1);
void (*glProgramUniform3i) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
void (*glProgramUniform4i) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void (*glProgramUniform1ui) (GLuint program, GLint location, GLuint v0);
void (*glProgramUniform2ui) (GLuint program, GLint location, GLuint v0, GLuint v1);
void (*glProgramUniform3ui) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
void (*glProgramUniform4ui) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void (*glProgramUniform1f) (GLuint program, GLint location, GLfloat v0);
void (*glProgramUniform2f) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
void (*glProgramUniform3f) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void (*glProgramUniform4f) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void (*glProgramUniform1iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
void (*glProgramUniform2iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
void (*glProgramUniform3iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
void (*glProgramUniform4iv) (GLuint program, GLint location, GLsizei count, const GLint *value);
void (*glProgramUniform1uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
void (*glProgramUniform2uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
void (*glProgramUniform3uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
void (*glProgramUniform4uiv) (GLuint program, GLint location, GLsizei count, const GLuint *value);
void (*glProgramUniform1fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
void (*glProgramUniform2fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
void (*glProgramUniform3fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
void (*glProgramUniform4fv) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
void (*glProgramUniformMatrix2fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix3fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix4fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix2x3fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix3x2fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix2x4fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix4x2fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix3x4fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glProgramUniformMatrix4x3fv) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (*glValidateProgramPipeline) (GLuint pipeline);
void (*glGetProgramPipelineInfoLog) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void (*glBindImageTexture) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
void (*glGetBooleani_v) (GLenum target, GLuint index, GLboolean *data);
void (*glMemoryBarrier) (GLbitfield barriers);
void (*glMemoryBarrierByRegion) (GLbitfield barriers);
void (*glTexStorage2DMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
void (*glGetMultisamplefv) (GLenum pname, GLuint index, GLfloat *val);
void (*glSampleMaski) (GLuint maskNumber, GLbitfield mask);
void (*glGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params);
void (*glGetTexLevelParameterfv) (GLenum target, GLint level, GLenum pname, GLfloat *params);
void (*glBindVertexBuffer) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
void (*glVertexAttribFormat) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
void (*glVertexAttribIFormat) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void (*glVertexAttribBinding) (GLuint attribindex, GLuint bindingindex);
void (*glVertexBindingDivisor) (GLuint bindingindex, GLuint divisor);
/** @} */
/* Future calls will be added down here for expansion, when adding
* new APIs here, please bump the struct version number (together with
* the EFL version bump).
*/
};
#ifdef __cplusplus
}
#endif
#undef EAPI
#define EAPI
#endif
/**
* @}
*/
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