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  1. ; /*
  2. ; ** Copyright (c) 2007-2009 The Khronos Group Inc.
  3. ; **
  4. ; ** Permission is hereby granted, free of charge, To any person obtaining a
  5. ; ** copy of this software And/Or associated documentation files (the
  6. ; ** "Materials"), To deal in the Materials without restriction, including
  7. ; ** without limitation the rights To use, copy, modify, merge, publish,
  8. ; ** distribute, sublicense, And/Or sell copies of the Materials, And To
  9. ; ** permit persons To whom the Materials are furnished To do so, subject To
  10. ; ** the following conditions:
  11. ; **
  12. ; ** The above copyright notice And this permission notice shall be included
  13. ; ** in all copies Or substantial portions of the Materials.
  14. ; **
  15. ; ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  16. ; ** EXPRESS Or IMPLIED, INCLUDING BUT Not LIMITED To THE WARRANTIES OF
  17. ; ** MERCHANTABILITY, FITNESS For A PARTICULAR PURPOSE And NONINFRINGEMENT.
  18. ; ** IN NO EVENT SHALL THE AUTHORS Or COPYRIGHT HOLDERS BE LIABLE For ANY
  19. ; ** CLAIM, DAMAGES Or OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  20. ; ** TORT Or OTHERWISE, ARISING FROM, OUT OF Or IN CONNECTION With THE
  21. ; ** MATERIALS Or THE USE Or OTHER DEALINGS IN THE MATERIALS.
  22. ; */
  23.  
  24.  
  25. ; *************************************************************************
  26. ; OpenGL3.pbi wrapped by Cpl.Bator for PureBasic 4.3 / 4.4x Beta
  27. ;
  28. ; Please , report any error on the official forum or by PM
  29. ; The file is not wrapped automaticaly , i write this one by one...
  30. ; with copy/paste , but i write the parameters manualy
  31. ; *************************************************************************
  32.  
  33.  
  34. ; Warning , verify with GlGetString() all of this version is supported by you hardware.
  35. #GL_VERSION_1_0 = 1
  36. #GL_VERSION_1_1 = 1
  37. #GL_VERSION_1_2 = 1
  38. #GL_VERSION_1_3 = 1
  39. #GL_VERSION_1_4 = 1
  40. #GL_VERSION_1_5 = 1
  41. #GL_VERSION_2_0 = 1
  42. #GL_VERSION_2_1 = 1
  43. #GL_VERSION_3_0 = 1
  44. #GL_VERSION_3_1 = 1
  45. #GL_VERSION_3_2 = 1
  46.  
  47. ; Warning , verify with GlGetString() all of this extention is supported by you hardware.
  48. #GL_ARB_framebuffer_object = 1
  49. #GL_ARB_map_buffer_range = 1
  50. #GL_ARB_vertex_array_object = 1
  51. #GL_ARB_uniform_buffer_object = 1
  52. #GL_ARB_copy_buffer = 1
  53. #GL_ARB_draw_elements_base_vertex = 1
  54. #GL_ARB_provoking_vertex = 1
  55. #GL_ARB_sync = 1
  56. #GL_ARB_texture_multisample = 1
  57. #GL_ARB_draw_buffers_blend = 1
  58. #GL_ARB_sample_shading = 1
  59.  
  60.  
  61.  
  62. CompilerIf Defined(GL_VERSION_1_1,#PB_Constant)
  63. ; /* AttribMask */
  64. #GL_DEPTH_BUFFER_BIT = $00000100
  65. #GL_STENCIL_BUFFER_BIT = $00000400
  66. #GL_COLOR_BUFFER_BIT = $00004000
  67. ; /* Boolean */
  68. #GL_FALSE = 0
  69. #GL_TRUE = 1
  70. ; /* BeginMode */
  71. #GL_POINTS = $0000
  72. #GL_LINES = $0001
  73. #GL_LINE_LOOP = $0002
  74. #GL_LINE_STRIP = $0003
  75. #GL_TRIANGLES = $0004
  76. #GL_TRIANGLE_STRIP = $0005
  77. #GL_TRIANGLE_FAN = $0006
  78. ; /* AlphaFunction */
  79. #GL_NEVER = $0200
  80. #GL_LESS = $0201
  81. #GL_EQUAL = $0202
  82. #GL_LEQUAL = $0203
  83. #GL_GREATER = $0204
  84. #GL_NOTEQUAL = $0205
  85. #GL_GEQUAL = $0206
  86. #GL_ALWAYS = $0207
  87. ; /* BlendingFactorDest */
  88. #GL_ZERO =0
  89. #GL_ONE =1
  90. #GL_SRC_COLOR = $0300
  91. #GL_ONE_MINUS_SRC_COLOR = $0301
  92. #GL_SRC_ALPHA = $0302
  93. #GL_ONE_MINUS_SRC_ALPHA = $0303
  94. #GL_DST_ALPHA = $0304
  95. #GL_ONE_MINUS_DST_ALPHA = $0305
  96. ; /* BlendingFactorSrc */
  97. #GL_DST_COLOR = $0306
  98. #GL_ONE_MINUS_DST_COLOR = $0307
  99. #GL_SRC_ALPHA_SATURATE = $0308
  100. ; /* DrawBufferMode */
  101. #GL_NONE =0
  102. #GL_FRONT_LEFT = $0400
  103. #GL_FRONT_RIGHT = $0401
  104. #GL_BACK_LEFT = $0402
  105. #GL_BACK_RIGHT = $0403
  106. #GL_FRONT = $0404
  107. #GL_BACK = $0405
  108. #GL_LEFT = $0406
  109. #GL_RIGHT = $0407
  110. #GL_FRONT_AND_BACK = $0408
  111. ; /* ErrorCode */
  112. #GL_NO_ERROR =0
  113. #GL_INVALID_ENUM = $0500
  114. #GL_INVALID_VALUE = $0501
  115. #GL_INVALID_OPERATION = $0502
  116. #GL_OUT_OF_MEMORY = $0505
  117. ; /* FrontFaceDirection */
  118. #GL_CW = $0900
  119. #GL_CCW = $0901
  120. ; /* GetPName */
  121. #GL_POINT_SIZE = $0B11
  122. #GL_POINT_SIZE_RANGE = $0B12
  123. #GL_POINT_SIZE_GRANULARITY = $0B13
  124. #GL_LINE_SMOOTH = $0B20
  125. #GL_LINE_WIDTH = $0B21
  126. #GL_LINE_WIDTH_RANGE = $0B22
  127. #GL_LINE_WIDTH_GRANULARITY = $0B23
  128. #GL_POLYGON_SMOOTH = $0B41
  129. #GL_CULL_FACE = $0B44
  130. #GL_CULL_FACE_MODE = $0B45
  131. #GL_FRONT_FACE = $0B46
  132. #GL_DEPTH_RANGE = $0B70
  133. #GL_DEPTH_TEST = $0B71
  134. #GL_DEPTH_WRITEMASK = $0B72
  135. #GL_DEPTH_CLEAR_VALUE = $0B73
  136. #GL_DEPTH_FUNC = $0B74
  137. #GL_STENCIL_TEST = $0B90
  138. #GL_STENCIL_CLEAR_VALUE = $0B91
  139. #GL_STENCIL_FUNC = $0B92
  140. #GL_STENCIL_VALUE_MASK = $0B93
  141. #GL_STENCIL_FAIL = $0B94
  142. #GL_STENCIL_PASS_DEPTH_FAIL = $0B95
  143. #GL_STENCIL_PASS_DEPTH_PASS = $0B96
  144. #GL_STENCIL_REF = $0B97
  145. #GL_STENCIL_WRITEMASK = $0B98
  146. #GL_VIEWPORT = $0BA2
  147. #GL_DITHER = $0BD0
  148. #GL_BLEND_DST = $0BE0
  149. #GL_BLEND_SRC = $0BE1
  150. #GL_BLEND = $0BE2
  151. #GL_LOGIC_OP_MODE = $0BF0
  152. #GL_COLOR_LOGIC_OP = $0BF2
  153. #GL_DRAW_BUFFER = $0C01
  154. #GL_READ_BUFFER = $0C02
  155. #GL_SCISSOR_BOX = $0C10
  156. #GL_SCISSOR_TEST = $0C11
  157. #GL_COLOR_CLEAR_VALUE = $0C22
  158. #GL_COLOR_WRITEMASK = $0C23
  159. #GL_DOUBLEBUFFER = $0C32
  160. #GL_STEREO = $0C33
  161. #GL_LINE_SMOOTH_HINT = $0C52
  162. #GL_POLYGON_SMOOTH_HINT = $0C53
  163. #GL_UNPACK_SWAP_BYTES = $0CF0
  164. #GL_UNPACK_LSB_FIRST = $0CF1
  165. #GL_UNPACK_ROW_LENGTH = $0CF2
  166. #GL_UNPACK_SKIP_ROWS = $0CF3
  167. #GL_UNPACK_SKIP_PIXELS = $0CF4
  168. #GL_UNPACK_ALIGNMENT = $0CF5
  169. #GL_PACK_SWAP_BYTES = $0D00
  170. #GL_PACK_LSB_FIRST = $0D01
  171. #GL_PACK_ROW_LENGTH = $0D02
  172. #GL_PACK_SKIP_ROWS = $0D03
  173. #GL_PACK_SKIP_PIXELS = $0D04
  174. #GL_PACK_ALIGNMENT = $0D05
  175. #GL_MAX_TEXTURE_SIZE = $0D33
  176. #GL_MAX_VIEWPORT_DIMS = $0D3A
  177. #GL_SUBPIXEL_BITS = $0D50
  178. #GL_TEXTURE_1D = $0DE0
  179. #GL_TEXTURE_2D = $0DE1
  180. #GL_POLYGON_OFFSET_UNITS = $2A00
  181. #GL_POLYGON_OFFSET_POINT = $2A01
  182. #GL_POLYGON_OFFSET_LINE = $2A02
  183. #GL_POLYGON_OFFSET_FILL = $8037
  184. #GL_POLYGON_OFFSET_FACTOR = $8038
  185. #GL_TEXTURE_BINDING_1D = $8068
  186. #GL_TEXTURE_BINDING_2D = $8069
  187. ; /* GetTextureParameter */
  188. #GL_TEXTURE_WIDTH = $1000
  189. #GL_TEXTURE_HEIGHT = $1001
  190. #GL_TEXTURE_INTERNAL_FORMAT = $1003
  191. #GL_TEXTURE_BORDER_COLOR = $1004
  192. #GL_TEXTURE_BORDER = $1005
  193. #GL_TEXTURE_RED_SIZE = $805C
  194. #GL_TEXTURE_GREEN_SIZE = $805D
  195. #GL_TEXTURE_BLUE_SIZE = $805E
  196. #GL_TEXTURE_ALPHA_SIZE = $805F
  197. ; /* HintMode */
  198. #GL_DONT_CARE = $1100
  199. #GL_FASTEST = $1101
  200. #GL_NICEST = $1102
  201. ; /* DataType */
  202. #GL_BYTE = $1400
  203. #GL_UNSIGNED_BYTE = $1401
  204. #GL_SHORT = $1402
  205. #GL_UNSIGNED_SHORT = $1403
  206. #GL_INT = $1404
  207. #GL_UNSIGNED_INT = $1405
  208. #GL_FLOAT = $1406
  209. #GL_DOUBLE = $140A
  210. ; /* LogicOp */
  211. #GL_CLEAR = $1500
  212. #GL_AND = $1501
  213. #GL_AND_REVERSE = $1502
  214. #GL_COPY = $1503
  215. #GL_AND_INVERTED = $1504
  216. #GL_NOOP = $1505
  217. #GL_XOR = $1506
  218. #GL_OR = $1507
  219. #GL_NOR = $1508
  220. #GL_EQUIV = $1509
  221. #GL_INVERT = $150A
  222. #GL_OR_REVERSE = $150B
  223. #GL_COPY_INVERTED = $150C
  224. #GL_OR_INVERTED = $150D
  225. #GL_NAND = $150E
  226. #GL_SET = $150F
  227. ; /* MatrixMode (For gl3.h, FBO attachment type) */
  228. #GL_TEXTURE = $1702
  229. ; /* PixelCopyType */
  230. #GL_COLOR = $1800
  231. #GL_DEPTH = $1801
  232. #GL_STENCIL = $1802
  233. ; /* PixelFormat */
  234. #GL_STENCIL_INDEX = $1901
  235. #GL_DEPTH_COMPONENT = $1902
  236. #GL_RED = $1903
  237. #GL_GREEN = $1904
  238. #GL_BLUE = $1905
  239. #GL_ALPHA = $1906
  240. #GL_RGB = $1907
  241. #GL_RGBA = $1908
  242. ; /* PolygonMode */
  243. #GL_POINT = $1B00
  244. #GL_LINE = $1B01
  245. #GL_FILL = $1B02
  246. ; /* StencilOp */
  247. #GL_KEEP = $1E00
  248. #GL_REPLACE = $1E01
  249. #GL_INCR = $1E02
  250. #GL_DECR = $1E03
  251. ; /* StringName */
  252. #GL_VENDOR = $1F00
  253. #GL_RENDERER = $1F01
  254. #GL_VERSION = $1F02
  255. #GL_EXTENSIONS = $1F03
  256. ; /* TextureMagFilter */
  257. #GL_NEAREST = $2600
  258. #GL_LINEAR = $2601
  259. ; /* TextureMinFilter */
  260. #GL_NEAREST_MIPMAP_NEAREST = $2700
  261. #GL_LINEAR_MIPMAP_NEAREST = $2701
  262. #GL_NEAREST_MIPMAP_LINEAR = $2702
  263. #GL_LINEAR_MIPMAP_LINEAR = $2703
  264. ; /* TextureParameterName */
  265. #GL_TEXTURE_MAG_FILTER = $2800
  266. #GL_TEXTURE_MIN_FILTER = $2801
  267. #GL_TEXTURE_WRAP_S = $2802
  268. #GL_TEXTURE_WRAP_T = $2803
  269. ; /* TextureTarget */
  270. #GL_PROXY_TEXTURE_1D = $8063
  271. #GL_PROXY_TEXTURE_2D = $8064
  272. ; /* TextureWrapMode */
  273. #GL_REPEAT = $2901
  274. ; /* PixelInternalFormat */
  275. #GL_R3_G3_B2 = $2A10
  276. #GL_RGB4 = $804F
  277. #GL_RGB5 = $8050
  278. #GL_RGB8 = $8051
  279. #GL_RGB10 = $8052
  280. #GL_RGB12 = $8053
  281. #GL_RGB16 = $8054
  282. #GL_RGBA2 = $8055
  283. #GL_RGBA4 = $8056
  284. #GL_RGB5_A1 = $8057
  285. #GL_RGBA8 = $8058
  286. #GL_RGB10_A2 = $8059
  287. #GL_RGBA12 = $805A
  288. #GL_RGBA16 = $805B
  289. CompilerEndIf
  290.  
  291. CompilerIf Defined(GL_VERSION_1_2,#PB_Constant)
  292. #GL_UNSIGNED_BYTE_3_3_2 = $8032
  293. #GL_UNSIGNED_SHORT_4_4_4_4 = $8033
  294. #GL_UNSIGNED_SHORT_5_5_5_1 = $8034
  295. #GL_UNSIGNED_INT_8_8_8_8 = $8035
  296. #GL_UNSIGNED_INT_10_10_10_2 = $8036
  297. #GL_TEXTURE_BINDING_3D = $806A
  298. #GL_PACK_SKIP_IMAGES = $806B
  299. #GL_PACK_IMAGE_HEIGHT = $806C
  300. #GL_UNPACK_SKIP_IMAGES = $806D
  301. #GL_UNPACK_IMAGE_HEIGHT = $806E
  302. #GL_TEXTURE_3D = $806F
  303. #GL_PROXY_TEXTURE_3D = $8070
  304. #GL_TEXTURE_DEPTH = $8071
  305. #GL_TEXTURE_WRAP_R = $8072
  306. #GL_MAX_3D_TEXTURE_SIZE = $8073
  307. #GL_UNSIGNED_BYTE_2_3_3_REV = $8362
  308. #GL_UNSIGNED_SHORT_5_6_5 = $8363
  309. #GL_UNSIGNED_SHORT_5_6_5_REV = $8364
  310. #GL_UNSIGNED_SHORT_4_4_4_4_REV = $8365
  311. #GL_UNSIGNED_SHORT_1_5_5_5_REV = $8366
  312. #GL_UNSIGNED_INT_8_8_8_8_REV = $8367
  313. #GL_UNSIGNED_INT_2_10_10_10_REV = $8368
  314. #GL_BGR = $80E0
  315. #GL_BGRA = $80E1
  316. #GL_MAX_ELEMENTS_VERTICES = $80E8
  317. #GL_MAX_ELEMENTS_INDICES = $80E9
  318. #GL_CLAMP_TO_EDGE = $812F
  319. #GL_TEXTURE_MIN_LOD = $813A
  320. #GL_TEXTURE_MAX_LOD = $813B
  321. #GL_TEXTURE_BASE_LEVEL = $813C
  322. #GL_TEXTURE_MAX_LEVEL = $813D
  323. #GL_SMOOTH_POINT_SIZE_RANGE = $0B12
  324. #GL_SMOOTH_POINT_SIZE_GRANULARITY = $0B13
  325. #GL_SMOOTH_LINE_WIDTH_RANGE = $0B22
  326. #GL_SMOOTH_LINE_WIDTH_GRANULARITY = $0B23
  327. #GL_ALIASED_LINE_WIDTH_RANGE = $846E
  328. CompilerEndIf
  329.  
  330. CompilerIf Defined(GL_ARB_imaging,#PB_Constant)
  331. #GL_CONSTANT_COLOR = $8001
  332. #GL_ONE_MINUS_CONSTANT_COLOR = $8002
  333. #GL_CONSTANT_ALPHA = $8003
  334. #GL_ONE_MINUS_CONSTANT_ALPHA = $8004
  335. #GL_BLEND_COLOR = $8005
  336. #GL_FUNC_ADD = $8006
  337. #GL_MIN = $8007
  338. #GL_MAX = $8008
  339. #GL_BLEND_EQUATION = $8009
  340. #GL_FUNC_SUBTRACT = $800A
  341. #GL_FUNC_REVERSE_SUBTRACT = $800B
  342. CompilerEndIf
  343.  
  344. CompilerIf Defined(GL_VERSION_1_3,#PB_Constant)
  345. #GL_TEXTURE0 = $84C0
  346. #GL_TEXTURE1 = $84C1
  347. #GL_TEXTURE2 = $84C2
  348. #GL_TEXTURE3 = $84C3
  349. #GL_TEXTURE4 = $84C4
  350. #GL_TEXTURE5 = $84C5
  351. #GL_TEXTURE6 = $84C6
  352. #GL_TEXTURE7 = $84C7
  353. #GL_TEXTURE8 = $84C8
  354. #GL_TEXTURE9 = $84C9
  355. #GL_TEXTURE10 = $84CA
  356. #GL_TEXTURE11 = $84CB
  357. #GL_TEXTURE12 = $84CC
  358. #GL_TEXTURE13 = $84CD
  359. #GL_TEXTURE14 = $84CE
  360. #GL_TEXTURE15 = $84CF
  361. #GL_TEXTURE16 = $84D0
  362. #GL_TEXTURE17 = $84D1
  363. #GL_TEXTURE18 = $84D2
  364. #GL_TEXTURE19 = $84D3
  365. #GL_TEXTURE20 = $84D4
  366. #GL_TEXTURE21 = $84D5
  367. #GL_TEXTURE22 = $84D6
  368. #GL_TEXTURE23 = $84D7
  369. #GL_TEXTURE24 = $84D8
  370. #GL_TEXTURE25 = $84D9
  371. #GL_TEXTURE26 = $84DA
  372. #GL_TEXTURE27 = $84DB
  373. #GL_TEXTURE28 = $84DC
  374. #GL_TEXTURE29 = $84DD
  375. #GL_TEXTURE30 = $84DE
  376. #GL_TEXTURE31 = $84DF
  377. #GL_ACTIVE_TEXTURE = $84E0
  378. #GL_MULTISAMPLE = $809D
  379. #GL_SAMPLE_ALPHA_TO_COVERAGE = $809E
  380. #GL_SAMPLE_ALPHA_TO_ONE = $809F
  381. #GL_SAMPLE_COVERAGE = $80A0
  382. #GL_SAMPLE_BUFFERS = $80A8
  383. #GL_SAMPLES = $80A9
  384. #GL_SAMPLE_COVERAGE_VALUE = $80AA
  385. #GL_SAMPLE_COVERAGE_INVERT = $80AB
  386. #GL_TEXTURE_CUBE_MAP = $8513
  387. #GL_TEXTURE_BINDING_CUBE_MAP = $8514
  388. #GL_TEXTURE_CUBE_MAP_POSITIVE_X = $8515
  389. #GL_TEXTURE_CUBE_MAP_NEGATIVE_X = $8516
  390. #GL_TEXTURE_CUBE_MAP_POSITIVE_Y = $8517
  391. #GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = $8518
  392. #GL_TEXTURE_CUBE_MAP_POSITIVE_Z = $8519
  393. #GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = $851A
  394. #GL_PROXY_TEXTURE_CUBE_MAP = $851B
  395. #GL_MAX_CUBE_MAP_TEXTURE_SIZE = $851C
  396. #GL_COMPRESSED_RGB = $84ED
  397. #GL_COMPRESSED_RGBA = $84EE
  398. #GL_TEXTURE_COMPRESSION_HINT = $84EF
  399. #GL_TEXTURE_COMPRESSED_IMAGE_SIZE = $86A0
  400. #GL_TEXTURE_COMPRESSED = $86A1
  401. #GL_NUM_COMPRESSED_TEXTURE_FORMATS = $86A2
  402. #GL_COMPRESSED_TEXTURE_FORMATS = $86A3
  403. #GL_CLAMP_TO_BORDER = $812D
  404. CompilerEndIf
  405.  
  406. CompilerIf Defined(GL_VERSION_1_4,#PB_Constant)
  407. #GL_BLEND_DST_RGB = $80C8
  408. #GL_BLEND_SRC_RGB = $80C9
  409. #GL_BLEND_DST_ALPHA = $80CA
  410. #GL_BLEND_SRC_ALPHA = $80CB
  411. #GL_POINT_FADE_THRESHOLD_SIZE = $8128
  412. #GL_DEPTH_COMPONENT16 = $81A5
  413. #GL_DEPTH_COMPONENT24 = $81A6
  414. #GL_DEPTH_COMPONENT32 = $81A7
  415. #GL_MIRRORED_REPEAT = $8370
  416. #GL_MAX_TEXTURE_LOD_BIAS = $84FD
  417. #GL_TEXTURE_LOD_BIAS = $8501
  418. #GL_INCR_WRAP = $8507
  419. #GL_DECR_WRAP = $8508
  420. #GL_TEXTURE_DEPTH_SIZE = $884A
  421. #GL_TEXTURE_COMPARE_MODE = $884C
  422. #GL_TEXTURE_COMPARE_FUNC = $884D
  423. CompilerEndIf
  424.  
  425. CompilerIf Defined(GL_VERSION_1_5,#PB_Constant)
  426. #GL_BUFFER_SIZE = $8764
  427. #GL_BUFFER_USAGE = $8765
  428. #GL_QUERY_COUNTER_BITS = $8864
  429. #GL_CURRENT_QUERY = $8865
  430. #GL_QUERY_RESULT = $8866
  431. #GL_QUERY_RESULT_AVAILABLE = $8867
  432. #GL_ARRAY_BUFFER = $8892
  433. #GL_ELEMENT_ARRAY_BUFFER = $8893
  434. #GL_ARRAY_BUFFER_BINDING = $8894
  435. #GL_ELEMENT_ARRAY_BUFFER_BINDING = $8895
  436. #GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = $889F
  437. #GL_READ_ONLY = $88B8
  438. #GL_WRITE_ONLY = $88B9
  439. #GL_READ_WRITE = $88BA
  440. #GL_BUFFER_ACCESS = $88BB
  441. #GL_BUFFER_MAPPED = $88BC
  442. #GL_BUFFER_MAP_POINTER = $88BD
  443. #GL_STREAM_DRAW = $88E0
  444. #GL_STREAM_READ = $88E1
  445. #GL_STREAM_COPY = $88E2
  446. #GL_STATIC_DRAW = $88E4
  447. #GL_STATIC_READ = $88E5
  448. #GL_STATIC_COPY = $88E6
  449. #GL_DYNAMIC_DRAW = $88E8
  450. #GL_DYNAMIC_READ = $88E9
  451. #GL_DYNAMIC_COPY = $88EA
  452. #GL_SAMPLES_PASSED = $8914
  453. CompilerEndIf
  454.  
  455. CompilerIf Defined(GL_VERSION_2_0,#PB_Constant)
  456. #GL_BLEND_EQUATION_RGB = $8009
  457. #GL_VERTEX_ATTRIB_ARRAY_ENABLED = $8622
  458. #GL_VERTEX_ATTRIB_ARRAY_SIZE = $8623
  459. #GL_VERTEX_ATTRIB_ARRAY_STRIDE = $8624
  460. #GL_VERTEX_ATTRIB_ARRAY_TYPE = $8625
  461. #GL_CURRENT_VERTEX_ATTRIB = $8626
  462. #GL_VERTEX_PROGRAM_POINT_SIZE = $8642
  463. #GL_VERTEX_ATTRIB_ARRAY_POINTER = $8645
  464. #GL_STENCIL_BACK_FUNC = $8800
  465. #GL_STENCIL_BACK_FAIL = $8801
  466. #GL_STENCIL_BACK_PASS_DEPTH_FAIL = $8802
  467. #GL_STENCIL_BACK_PASS_DEPTH_PASS = $8803
  468. #GL_MAX_DRAW_BUFFERS = $8824
  469. #GL_DRAW_BUFFER0 = $8825
  470. #GL_DRAW_BUFFER1 = $8826
  471. #GL_DRAW_BUFFER2 = $8827
  472. #GL_DRAW_BUFFER3 = $8828
  473. #GL_DRAW_BUFFER4 = $8829
  474. #GL_DRAW_BUFFER5 = $882A
  475. #GL_DRAW_BUFFER6 = $882B
  476. #GL_DRAW_BUFFER7 = $882C
  477. #GL_DRAW_BUFFER8 = $882D
  478. #GL_DRAW_BUFFER9 = $882E
  479. #GL_DRAW_BUFFER10 = $882F
  480. #GL_DRAW_BUFFER11 = $8830
  481. #GL_DRAW_BUFFER12 = $8831
  482. #GL_DRAW_BUFFER13 = $8832
  483. #GL_DRAW_BUFFER14 = $8833
  484. #GL_DRAW_BUFFER15 = $8834
  485. #GL_BLEND_EQUATION_ALPHA = $883D
  486. #GL_MAX_VERTEX_ATTRIBS = $8869
  487. #GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = $886A
  488. #GL_MAX_TEXTURE_IMAGE_UNITS = $8872
  489. #GL_FRAGMENT_SHADER = $8B30
  490. #GL_VERTEX_SHADER = $8B31
  491. #GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = $8B49
  492. #GL_MAX_VERTEX_UNIFORM_COMPONENTS = $8B4A
  493. #GL_MAX_VARYING_FLOATS = $8B4B
  494. #GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = $8B4C
  495. #GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = $8B4D
  496. #GL_SHADER_TYPE = $8B4F
  497. #GL_FLOAT_VEC2 = $8B50
  498. #GL_FLOAT_VEC3 = $8B51
  499. #GL_FLOAT_VEC4 = $8B52
  500. #GL_INT_VEC2 = $8B53
  501. #GL_INT_VEC3 = $8B54
  502. #GL_INT_VEC4 = $8B55
  503. #GL_BOOL = $8B56
  504. #GL_BOOL_VEC2 = $8B57
  505. #GL_BOOL_VEC3 = $8B58
  506. #GL_BOOL_VEC4 = $8B59
  507. #GL_FLOAT_MAT2 = $8B5A
  508. #GL_FLOAT_MAT3 = $8B5B
  509. #GL_FLOAT_MAT4 = $8B5C
  510. #GL_SAMPLER_1D = $8B5D
  511. #GL_SAMPLER_2D = $8B5E
  512. #GL_SAMPLER_3D = $8B5F
  513. #GL_SAMPLER_CUBE = $8B60
  514. #GL_SAMPLER_1D_SHADOW = $8B61
  515. #GL_SAMPLER_2D_SHADOW = $8B62
  516. #GL_DELETE_STATUS = $8B80
  517. #GL_COMPILE_STATUS = $8B81
  518. #GL_LINK_STATUS = $8B82
  519. #GL_VALIDATE_STATUS = $8B83
  520. #GL_INFO_LOG_LENGTH = $8B84
  521. #GL_ATTACHED_SHADERS = $8B85
  522. #GL_ACTIVE_UNIFORMS = $8B86
  523. #GL_ACTIVE_UNIFORM_MAX_LENGTH = $8B87
  524. #GL_SHADER_SOURCE_LENGTH = $8B88
  525. #GL_ACTIVE_ATTRIBUTES = $8B89
  526. #GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = $8B8A
  527. #GL_FRAGMENT_SHADER_DERIVATIVE_HINT = $8B8B
  528. #GL_SHADING_LANGUAGE_VERSION = $8B8C
  529. #GL_CURRENT_PROGRAM = $8B8D
  530. #GL_POINT_SPRITE_COORD_ORIGIN = $8CA0
  531. #GL_LOWER_LEFT = $8CA1
  532. #GL_UPPER_LEFT = $8CA2
  533. #GL_STENCIL_BACK_REF = $8CA3
  534. #GL_STENCIL_BACK_VALUE_MASK = $8CA4
  535. #GL_STENCIL_BACK_WRITEMASK = $8CA5
  536. CompilerEndIf
  537.  
  538. CompilerIf Defined(GL_VERSION_2_1,#PB_Constant)
  539. #GL_PIXEL_PACK_BUFFER = $88EB
  540. #GL_PIXEL_UNPACK_BUFFER = $88EC
  541. #GL_PIXEL_PACK_BUFFER_BINDING = $88ED
  542. #GL_PIXEL_UNPACK_BUFFER_BINDING = $88EF
  543. #GL_FLOAT_MAT2x3 = $8B65
  544. #GL_FLOAT_MAT2x4 = $8B66
  545. #GL_FLOAT_MAT3x2 = $8B67
  546. #GL_FLOAT_MAT3x4 = $8B68
  547. #GL_FLOAT_MAT4x2 = $8B69
  548. #GL_FLOAT_MAT4x3 = $8B6A
  549. #GL_SRGB = $8C40
  550. #GL_SRGB8 = $8C41
  551. #GL_SRGB_ALPHA = $8C42
  552. #GL_SRGB8_ALPHA8 = $8C43
  553. #GL_COMPRESSED_SRGB = $8C48
  554. #GL_COMPRESSED_SRGB_ALPHA = $8C49
  555. CompilerEndIf
  556.  
  557. CompilerIf Defined(GL_VERSION_3_0,#PB_Constant)
  558. #GL_COMPARE_REF_TO_TEXTURE = $884E
  559. #GL_CLIP_DISTANCE0 = $3000
  560. #GL_CLIP_DISTANCE1 = $3001
  561. #GL_CLIP_DISTANCE2 = $3002
  562. #GL_CLIP_DISTANCE3 = $3003
  563. #GL_CLIP_DISTANCE4 = $3004
  564. #GL_CLIP_DISTANCE5 = $3005
  565. #GL_CLIP_DISTANCE6 = $3006
  566. #GL_CLIP_DISTANCE7 = $3007
  567. #GL_MAX_CLIP_DISTANCES = $0D32
  568. #GL_MAJOR_VERSION = $821B
  569. #GL_MINOR_VERSION = $821C
  570. #GL_NUM_EXTENSIONS = $821D
  571. #GL_CONTEXT_FLAGS = $821E
  572. #GL_DEPTH_BUFFER = $8223
  573. #GL_STENCIL_BUFFER = $8224
  574. #GL_COMPRESSED_RED = $8225
  575. #GL_COMPRESSED_RG = $8226
  576. #GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = $0001
  577. #GL_RGBA32F = $8814
  578. #GL_RGB32F = $8815
  579. #GL_RGBA16F = $881A
  580. #GL_RGB16F = $881B
  581. #GL_VERTEX_ATTRIB_ARRAY_INTEGER = $88FD
  582. #GL_MAX_ARRAY_TEXTURE_LAYERS = $88FF
  583. #GL_MIN_PROGRAM_TEXEL_OFFSET = $8904
  584. #GL_MAX_PROGRAM_TEXEL_OFFSET = $8905
  585. #GL_CLAMP_READ_COLOR = $891C
  586. #GL_FIXED_ONLY = $891D
  587. #GL_MAX_VARYING_COMPONENTS = $8B4B
  588. #GL_TEXTURE_1D_ARRAY = $8C18
  589. #GL_PROXY_TEXTURE_1D_ARRAY = $8C19
  590. #GL_TEXTURE_2D_ARRAY = $8C1A
  591. #GL_PROXY_TEXTURE_2D_ARRAY = $8C1B
  592. #GL_TEXTURE_BINDING_1D_ARRAY = $8C1C
  593. #GL_TEXTURE_BINDING_2D_ARRAY = $8C1D
  594. #GL_R11F_G11F_B10F = $8C3A
  595. #GL_UNSIGNED_INT_10F_11F_11F_REV = $8C3B
  596. #GL_RGB9_E5 = $8C3D
  597. #GL_UNSIGNED_INT_5_9_9_9_REV = $8C3E
  598. #GL_TEXTURE_SHARED_SIZE = $8C3F
  599. #GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = $8C76
  600. #GL_TRANSFORM_FEEDBACK_BUFFER_MODE = $8C7F
  601. #GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = $8C80
  602. #GL_TRANSFORM_FEEDBACK_VARYINGS = $8C83
  603. #GL_TRANSFORM_FEEDBACK_BUFFER_START = $8C84
  604. #GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = $8C85
  605. #GL_PRIMITIVES_GENERATED = $8C87
  606. #GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = $8C88
  607. #GL_RASTERIZER_DISCARD = $8C89
  608. #GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = $8C8A
  609. #GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = $8C8B
  610. #GL_INTERLEAVED_ATTRIBS = $8C8C
  611. #GL_SEPARATE_ATTRIBS = $8C8D
  612. #GL_TRANSFORM_FEEDBACK_BUFFER = $8C8E
  613. #GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = $8C8F
  614. #GL_RGBA32UI = $8D70
  615. #GL_RGB32UI = $8D71
  616. #GL_RGBA16UI = $8D76
  617. #GL_RGB16UI = $8D77
  618. #GL_RGBA8UI = $8D7C
  619. #GL_RGB8UI = $8D7D
  620. #GL_RGBA32I = $8D82
  621. #GL_RGB32I = $8D83
  622. #GL_RGBA16I = $8D88
  623. #GL_RGB16I = $8D89
  624. #GL_RGBA8I = $8D8E
  625. #GL_RGB8I = $8D8F
  626. #GL_RED_INTEGER = $8D94
  627. #GL_GREEN_INTEGER = $8D95
  628. #GL_BLUE_INTEGER = $8D96
  629. #GL_RGB_INTEGER = $8D98
  630. #GL_RGBA_INTEGER = $8D99
  631. #GL_BGR_INTEGER = $8D9A
  632. #GL_BGRA_INTEGER = $8D9B
  633. #GL_SAMPLER_1D_ARRAY = $8DC0
  634. #GL_SAMPLER_2D_ARRAY = $8DC1
  635. #GL_SAMPLER_1D_ARRAY_SHADOW = $8DC3
  636. #GL_SAMPLER_2D_ARRAY_SHADOW = $8DC4
  637. #GL_SAMPLER_CUBE_SHADOW = $8DC5
  638. #GL_UNSIGNED_INT_VEC2 = $8DC6
  639. #GL_UNSIGNED_INT_VEC3 = $8DC7
  640. #GL_UNSIGNED_INT_VEC4 = $8DC8
  641. #GL_INT_SAMPLER_1D = $8DC9
  642. #GL_INT_SAMPLER_2D = $8DCA
  643. #GL_INT_SAMPLER_3D = $8DCB
  644. #GL_INT_SAMPLER_CUBE = $8DCC
  645. #GL_INT_SAMPLER_1D_ARRAY = $8DCE
  646. #GL_INT_SAMPLER_2D_ARRAY = $8DCF
  647. #GL_UNSIGNED_INT_SAMPLER_1D = $8DD1
  648. #GL_UNSIGNED_INT_SAMPLER_2D = $8DD2
  649. #GL_UNSIGNED_INT_SAMPLER_3D = $8DD3
  650. #GL_UNSIGNED_INT_SAMPLER_CUBE = $8DD4
  651. #GL_UNSIGNED_INT_SAMPLER_1D_ARRAY = $8DD6
  652. #GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = $8DD7
  653. #GL_QUERY_WAIT = $8E13
  654. #GL_QUERY_NO_WAIT = $8E14
  655. #GL_QUERY_BY_REGION_WAIT = $8E15
  656. #GL_QUERY_BY_REGION_NO_WAIT = $8E16
  657. #GL_BUFFER_ACCESS_FLAGS = $911F
  658. #GL_BUFFER_MAP_LENGTH = $9120
  659. #GL_BUFFER_MAP_OFFSET = $9121
  660. ; /* Reuse tokens from ARB_depth_buffer_float */
  661. ; /* reuse GL_DEPTH_COMPONENT32F */
  662. ; /* reuse GL_DEPTH32F_STENCIL8 */
  663. ; /* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */
  664. ; /* Reuse tokens from ARB_framebuffer_object */
  665. ; /* reuse GL_INVALID_FRAMEBUFFER_OPERATION */
  666. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */
  667. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */
  668. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */
  669. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */
  670. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */
  671. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */
  672. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */
  673. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */
  674. ; /* reuse GL_FRAMEBUFFER_DEFAULT */
  675. ; /* reuse GL_FRAMEBUFFER_UNDEFINED */
  676. ; /* reuse GL_DEPTH_STENCIL_ATTACHMENT */
  677. ; /* reuse GL_INDEX */
  678. ; /* reuse GL_MAX_RENDERBUFFER_SIZE */
  679. ; /* reuse GL_DEPTH_STENCIL */
  680. ; /* reuse GL_UNSIGNED_INT_24_8 */
  681. ; /* reuse GL_DEPTH24_STENCIL8 */
  682. ; /* reuse GL_TEXTURE_STENCIL_SIZE */
  683. ; /* reuse GL_TEXTURE_RED_TYPE */
  684. ; /* reuse GL_TEXTURE_GREEN_TYPE */
  685. ; /* reuse GL_TEXTURE_BLUE_TYPE */
  686. ; /* reuse GL_TEXTURE_ALPHA_TYPE */
  687. ; /* reuse GL_TEXTURE_DEPTH_TYPE */
  688. ; /* reuse GL_UNSIGNED_NORMALIZED */
  689. ; /* reuse GL_FRAMEBUFFER_BINDING */
  690. ; /* reuse GL_DRAW_FRAMEBUFFER_BINDING */
  691. ; /* reuse GL_RENDERBUFFER_BINDING */
  692. ; /* reuse GL_READ_FRAMEBUFFER */
  693. ; /* reuse GL_DRAW_FRAMEBUFFER */
  694. ; /* reuse GL_READ_FRAMEBUFFER_BINDING */
  695. ; /* reuse GL_RENDERBUFFER_SAMPLES */
  696. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */
  697. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */
  698. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */
  699. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */
  700. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
  701. ; /* reuse GL_FRAMEBUFFER_COMPLETE */
  702. ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */
  703. ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */
  704. ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */
  705. ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */
  706. ; /* reuse GL_FRAMEBUFFER_UNSUPPORTED */
  707. ; /* reuse GL_MAX_COLOR_ATTACHMENTS */
  708. ; /* reuse GL_COLOR_ATTACHMENT0 */
  709. ; /* reuse GL_COLOR_ATTACHMENT1 */
  710. ; /* reuse GL_COLOR_ATTACHMENT2 */
  711. ; /* reuse GL_COLOR_ATTACHMENT3 */
  712. ; /* reuse GL_COLOR_ATTACHMENT4 */
  713. ; /* reuse GL_COLOR_ATTACHMENT5 */
  714. ; /* reuse GL_COLOR_ATTACHMENT6 */
  715. ; /* reuse GL_COLOR_ATTACHMENT7 */
  716. ; /* reuse GL_COLOR_ATTACHMENT8 */
  717. ; /* reuse GL_COLOR_ATTACHMENT9 */
  718. ; /* reuse GL_COLOR_ATTACHMENT10 */
  719. ; /* reuse GL_COLOR_ATTACHMENT11 */
  720. ; /* reuse GL_COLOR_ATTACHMENT12 */
  721. ; /* reuse GL_COLOR_ATTACHMENT13 */
  722. ; /* reuse GL_COLOR_ATTACHMENT14 */
  723. ; /* reuse GL_COLOR_ATTACHMENT15 */
  724. ; /* reuse GL_DEPTH_ATTACHMENT */
  725. ; /* reuse GL_STENCIL_ATTACHMENT */
  726. ; /* reuse GL_FRAMEBUFFER */
  727. ; /* reuse GL_RENDERBUFFER */
  728. ; /* reuse GL_RENDERBUFFER_WIDTH */
  729. ; /* reuse GL_RENDERBUFFER_HEIGHT */
  730. ; /* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */
  731. ; /* reuse GL_STENCIL_INDEX1 */
  732. ; /* reuse GL_STENCIL_INDEX4 */
  733. ; /* reuse GL_STENCIL_INDEX8 */
  734. ; /* reuse GL_STENCIL_INDEX16 */
  735. ; /* reuse GL_RENDERBUFFER_RED_SIZE */
  736. ; /* reuse GL_RENDERBUFFER_GREEN_SIZE */
  737. ; /* reuse GL_RENDERBUFFER_BLUE_SIZE */
  738. ; /* reuse GL_RENDERBUFFER_ALPHA_SIZE */
  739. ; /* reuse GL_RENDERBUFFER_DEPTH_SIZE */
  740. ; /* reuse GL_RENDERBUFFER_STENCIL_SIZE */
  741. ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */
  742. ; /* reuse GL_MAX_SAMPLES */
  743. ; /* Reuse tokens from ARB_framebuffer_sRGB */
  744. ; /* reuse GL_FRAMEBUFFER_SRGB */
  745. ; /* Reuse tokens from ARB_half_float_vertex */
  746. ; /* reuse GL_HALF_FLOAT */
  747. ; /* Reuse tokens from ARB_map_buffer_range */
  748. ; /* reuse GL_MAP_READ_BIT */
  749. ; /* reuse GL_MAP_WRITE_BIT */
  750. ; /* reuse GL_MAP_INVALIDATE_RANGE_BIT */
  751. ; /* reuse GL_MAP_INVALIDATE_BUFFER_BIT */
  752. ; /* reuse GL_MAP_FLUSH_EXPLICIT_BIT */
  753. ; /* reuse GL_MAP_UNSYNCHRONIZED_BIT */
  754. ; /* Reuse tokens from ARB_texture_compression_rgtc */
  755. ; /* reuse GL_COMPRESSED_RED_RGTC1 */
  756. ; /* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */
  757. ; /* reuse GL_COMPRESSED_RG_RGTC2 */
  758. ; /* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */
  759. ; /* Reuse tokens from ARB_texture_rg */
  760. ; /* reuse GL_RG */
  761. ; /* reuse GL_RG_INTEGER */
  762. ; /* reuse GL_R8 */
  763. ; /* reuse GL_R16 */
  764. ; /* reuse GL_RG8 */
  765. ; /* reuse GL_RG16 */
  766. ; /* reuse GL_R16F */
  767. ; /* reuse GL_R32F */
  768. ; /* reuse GL_RG16F */
  769. ; /* reuse GL_RG32F */
  770. ; /* reuse GL_R8I */
  771. ; /* reuse GL_R8UI */
  772. ; /* reuse GL_R16I */
  773. ; /* reuse GL_R16UI */
  774. ; /* reuse GL_R32I */
  775. ; /* reuse GL_R32UI */
  776. ; /* reuse GL_RG8I */
  777. ; /* reuse GL_RG8UI */
  778. ; /* reuse GL_RG16I */
  779. ; /* reuse GL_RG16UI */
  780. ; /* reuse GL_RG32I */
  781. ; /* reuse GL_RG32UI */
  782. ; /* Reuse tokens from ARB_vertex_array_object */
  783. ; /* reuse GL_VERTEX_ARRAY_BINDING */
  784. CompilerEndIf
  785.  
  786. CompilerIf Defined(GL_VERSION_3_1,#PB_Constant)
  787. #GL_SAMPLER_2D_RECT = $8B63
  788. #GL_SAMPLER_2D_RECT_SHADOW = $8B64
  789. #GL_SAMPLER_BUFFER = $8DC2
  790. #GL_INT_SAMPLER_2D_RECT = $8DCD
  791. #GL_INT_SAMPLER_BUFFER = $8DD0
  792. #GL_UNSIGNED_INT_SAMPLER_2D_RECT = $8DD5
  793. #GL_UNSIGNED_INT_SAMPLER_BUFFER = $8DD8
  794. #GL_TEXTURE_BUFFER = $8C2A
  795. #GL_MAX_TEXTURE_BUFFER_SIZE = $8C2B
  796. #GL_TEXTURE_BINDING_BUFFER = $8C2C
  797. #GL_TEXTURE_BUFFER_DATA_STORE_BINDING = $8C2D
  798. #GL_TEXTURE_BUFFER_FORMAT = $8C2E
  799. #GL_TEXTURE_RECTANGLE = $84F5
  800. #GL_TEXTURE_BINDING_RECTANGLE = $84F6
  801. #GL_PROXY_TEXTURE_RECTANGLE = $84F7
  802. #GL_MAX_RECTANGLE_TEXTURE_SIZE = $84F8
  803. #GL_RED_SNORM = $8F90
  804. #GL_RG_SNORM = $8F91
  805. #GL_RGB_SNORM = $8F92
  806. #GL_RGBA_SNORM = $8F93
  807. #GL_R8_SNORM = $8F94
  808. #GL_RG8_SNORM = $8F95
  809. #GL_RGB8_SNORM = $8F96
  810. #GL_RGBA8_SNORM = $8F97
  811. #GL_R16_SNORM = $8F98
  812. #GL_RG16_SNORM = $8F99
  813. #GL_RGB16_SNORM = $8F9A
  814. #GL_RGBA16_SNORM = $8F9B
  815. #GL_SIGNED_NORMALIZED = $8F9C
  816. #GL_PRIMITIVE_RESTART = $8F9D
  817. #GL_PRIMITIVE_RESTART_INDEX = $8F9E
  818. ; /* Reuse tokens from ARB_copy_buffer */
  819. ; /* reuse GL_COPY_READ_BUFFER */
  820. ; /* reuse GL_COPY_WRITE_BUFFER */
  821. ; /* Would reuse tokens from ARB_draw_instanced, but it has none */
  822. ; /* Reuse tokens from ARB_uniform_buffer_object */
  823. ; /* reuse GL_UNIFORM_BUFFER */
  824. ; /* reuse GL_UNIFORM_BUFFER_BINDING */
  825. ; /* reuse GL_UNIFORM_BUFFER_START */
  826. ; /* reuse GL_UNIFORM_BUFFER_SIZE */
  827. ; /* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */
  828. ; /* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */
  829. ; /* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */
  830. ; /* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */
  831. ; /* reuse GL_MAX_UNIFORM_BLOCK_SIZE */
  832. ; /* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */
  833. ; /* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */
  834. ; /* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */
  835. ; /* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */
  836. ; /* reuse GL_ACTIVE_UNIFORM_BLOCKS */
  837. ; /* reuse GL_UNIFORM_TYPE */
  838. ; /* reuse GL_UNIFORM_SIZE */
  839. ; /* reuse GL_UNIFORM_NAME_LENGTH */
  840. ; /* reuse GL_UNIFORM_BLOCK_INDEX */
  841. ; /* reuse GL_UNIFORM_OFFSET */
  842. ; /* reuse GL_UNIFORM_ARRAY_STRIDE */
  843. ; /* reuse GL_UNIFORM_MATRIX_STRIDE */
  844. ; /* reuse GL_UNIFORM_IS_ROW_MAJOR */
  845. ; /* reuse GL_UNIFORM_BLOCK_BINDING */
  846. ; /* reuse GL_UNIFORM_BLOCK_DATA_SIZE */
  847. ; /* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */
  848. ; /* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */
  849. ; /* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */
  850. ; /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */
  851. ; /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */
  852. ; /* reuse GL_INVALID_INDEX */
  853. CompilerEndIf
  854.  
  855. CompilerIf Defined(GL_VERSION_3_2,#PB_Constant)
  856. #GL_CONTEXT_CORE_PROFILE_BIT = $00000001
  857. #GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = $00000002
  858. #GL_LINES_ADJACENCY = $000A
  859. #GL_LINE_STRIP_ADJACENCY = $000B
  860. #GL_TRIANGLES_ADJACENCY = $000C
  861. #GL_TRIANGLE_STRIP_ADJACENCY = $000D
  862. #GL_PROGRAM_POINT_SIZE = $8642
  863. #GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = $8C29
  864. #GL_FRAMEBUFFER_ATTACHMENT_LAYERED = $8DA7
  865. #GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = $8DA8
  866. #GL_GEOMETRY_SHADER = $8DD9
  867. #GL_GEOMETRY_VERTICES_OUT = $8916
  868. #GL_GEOMETRY_INPUT_TYPE = $8917
  869. #GL_GEOMETRY_OUTPUT_TYPE = $8918
  870. #GL_MAX_GEOMETRY_UNIFORM_COMPONENTS = $8DDF
  871. #GL_MAX_GEOMETRY_OUTPUT_VERTICES = $8DE0
  872. #GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = $8DE1
  873. #GL_MAX_VERTEX_OUTPUT_COMPONENTS = $9122
  874. #GL_MAX_GEOMETRY_INPUT_COMPONENTS = $9123
  875. #GL_MAX_GEOMETRY_OUTPUT_COMPONENTS = $9124
  876. #GL_MAX_FRAGMENT_INPUT_COMPONENTS = $9125
  877. #GL_CONTEXT_PROFILE_MASK = $9126
  878. ; /* reuse GL_MAX_VARYING_COMPONENTS */
  879. ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
  880. ; /* Reuse tokens from ARB_depth_clamp */
  881. ; /* reuse GL_DEPTH_CLAMP */
  882. ; /* Would reuse tokens from ARB_draw_elements_base_vertex, but it has none */
  883. ; /* Would reuse tokens from ARB_fragment_coord_conventions, but it has none */
  884. ; /* Reuse tokens from ARB_provoking_vertex */
  885. ; /* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */
  886. ; /* reuse GL_FIRST_VERTEX_CONVENTION */
  887. ; /* reuse GL_LAST_VERTEX_CONVENTION */
  888. ; /* reuse GL_PROVOKING_VERTEX */
  889. ; /* Reuse tokens from ARB_seamless_cube_map */
  890. ; /* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */
  891. ; /* Reuse tokens from ARB_sync */
  892. ; /* reuse GL_MAX_SERVER_WAIT_TIMEOUT */
  893. ; /* reuse GL_OBJECT_TYPE */
  894. ; /* reuse GL_SYNC_CONDITION */
  895. ; /* reuse GL_SYNC_STATUS */
  896. ; /* reuse GL_SYNC_FLAGS */
  897. ; /* reuse GL_SYNC_FENCE */
  898. ; /* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */
  899. ; /* reuse GL_UNSIGNALED */
  900. ; /* reuse GL_SIGNALED */
  901. ; /* reuse GL_ALREADY_SIGNALED */
  902. ; /* reuse GL_TIMEOUT_EXPIRED */
  903. ; /* reuse GL_CONDITION_SATISFIED */
  904. ; /* reuse GL_WAIT_FAILED */
  905. ; /* reuse GL_TIMEOUT_IGNORED */
  906. ; /* reuse GL_SYNC_FLUSH_COMMANDS_BIT */
  907. ; /* reuse GL_TIMEOUT_IGNORED */
  908. ; /* Reuse tokens from ARB_texture_multisample */
  909. ; /* reuse GL_SAMPLE_POSITION */
  910. ; /* reuse GL_SAMPLE_MASK */
  911. ; /* reuse GL_SAMPLE_MASK_VALUE */
  912. ; /* reuse GL_MAX_SAMPLE_MASK_WORDS */
  913. ; /* reuse GL_TEXTURE_2D_MULTISAMPLE */
  914. ; /* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */
  915. ; /* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
  916. ; /* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */
  917. ; /* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */
  918. ; /* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */
  919. ; /* reuse GL_TEXTURE_SAMPLES */
  920. ; /* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */
  921. ; /* reuse GL_SAMPLER_2D_MULTISAMPLE */
  922. ; /* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */
  923. ; /* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */
  924. ; /* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */
  925. ; /* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
  926. ; /* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
  927. ; /* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */
  928. ; /* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */
  929. ; /* reuse GL_MAX_INTEGER_SAMPLES */
  930. ; /* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */
  931. CompilerEndIf
  932.  
  933. CompilerIf Defined(GL_ARB_depth_buffer_float,#PB_Constant)
  934. #GL_DEPTH_COMPONENT32F = $8CAC
  935. #GL_DEPTH32F_STENCIL8 = $8CAD
  936. #GL_FLOAT_32_UNSIGNED_INT_24_8_REV = $8DAD
  937. CompilerEndIf
  938.  
  939. CompilerIf Defined(GL_ARB_framebuffer_object,#PB_Constant)
  940. #GL_INVALID_FRAMEBUFFER_OPERATION = $0506
  941. #GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = $8210
  942. #GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = $8211
  943. #GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = $8212
  944. #GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = $8213
  945. #GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = $8214
  946. #GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = $8215
  947. #GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = $8216
  948. #GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = $8217
  949. #GL_FRAMEBUFFER_DEFAULT = $8218
  950. #GL_FRAMEBUFFER_UNDEFINED = $8219
  951. #GL_DEPTH_STENCIL_ATTACHMENT = $821A
  952. #GL_MAX_RENDERBUFFER_SIZE = $84E8
  953. #GL_DEPTH_STENCIL = $84F9
  954. #GL_UNSIGNED_INT_24_8 = $84FA
  955. #GL_DEPTH24_STENCIL8 = $88F0
  956. #GL_TEXTURE_STENCIL_SIZE = $88F1
  957. #GL_TEXTURE_RED_TYPE = $8C10
  958. #GL_TEXTURE_GREEN_TYPE = $8C11
  959. #GL_TEXTURE_BLUE_TYPE = $8C12
  960. #GL_TEXTURE_ALPHA_TYPE = $8C13
  961. #GL_TEXTURE_DEPTH_TYPE = $8C16
  962. #GL_UNSIGNED_NORMALIZED = $8C17
  963. #GL_FRAMEBUFFER_BINDING = $8CA6
  964. #GL_DRAW_FRAMEBUFFER_BINDING = #GL_FRAMEBUFFER_BINDING
  965. #GL_RENDERBUFFER_BINDING = $8CA7
  966. #GL_READ_FRAMEBUFFER = $8CA8
  967. #GL_DRAW_FRAMEBUFFER = $8CA9
  968. #GL_READ_FRAMEBUFFER_BINDING = $8CAA
  969. #GL_RENDERBUFFER_SAMPLES = $8CAB
  970. #GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = $8CD0
  971. #GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = $8CD1
  972. #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = $8CD2
  973. #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = $8CD3
  974. #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = $8CD4
  975. #GL_FRAMEBUFFER_COMPLETE = $8CD5
  976. #GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = $8CD6
  977. #GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = $8CD7
  978. #GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = $8CDB
  979. #GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = $8CDC
  980. #GL_FRAMEBUFFER_UNSUPPORTED = $8CDD
  981. #GL_MAX_COLOR_ATTACHMENTS = $8CDF
  982. #GL_COLOR_ATTACHMENT0 = $8CE0
  983. #GL_COLOR_ATTACHMENT1 = $8CE1
  984. #GL_COLOR_ATTACHMENT2 = $8CE2
  985. #GL_COLOR_ATTACHMENT3 = $8CE3
  986. #GL_COLOR_ATTACHMENT4 = $8CE4
  987. #GL_COLOR_ATTACHMENT5 = $8CE5
  988. #GL_COLOR_ATTACHMENT6 = $8CE6
  989. #GL_COLOR_ATTACHMENT7 = $8CE7
  990. #GL_COLOR_ATTACHMENT8 = $8CE8
  991. #GL_COLOR_ATTACHMENT9 = $8CE9
  992. #GL_COLOR_ATTACHMENT10 = $8CEA
  993. #GL_COLOR_ATTACHMENT11 = $8CEB
  994. #GL_COLOR_ATTACHMENT12 = $8CEC
  995. #GL_COLOR_ATTACHMENT13 = $8CED
  996. #GL_COLOR_ATTACHMENT14 = $8CEE
  997. #GL_COLOR_ATTACHMENT15 = $8CEF
  998. #GL_DEPTH_ATTACHMENT = $8D00
  999. #GL_STENCIL_ATTACHMENT = $8D20
  1000. #GL_FRAMEBUFFER = $8D40
  1001. #GL_RENDERBUFFER = $8D41
  1002. #GL_RENDERBUFFER_WIDTH = $8D42
  1003. #GL_RENDERBUFFER_HEIGHT = $8D43
  1004. #GL_RENDERBUFFER_INTERNAL_FORMAT = $8D44
  1005. #GL_STENCIL_INDEX1 = $8D46
  1006. #GL_STENCIL_INDEX4 = $8D47
  1007. #GL_STENCIL_INDEX8 = $8D48
  1008. #GL_STENCIL_INDEX16 = $8D49
  1009. #GL_RENDERBUFFER_RED_SIZE = $8D50
  1010. #GL_RENDERBUFFER_GREEN_SIZE = $8D51
  1011. #GL_RENDERBUFFER_BLUE_SIZE = $8D52
  1012. #GL_RENDERBUFFER_ALPHA_SIZE = $8D53
  1013. #GL_RENDERBUFFER_DEPTH_SIZE = $8D54
  1014. #GL_RENDERBUFFER_STENCIL_SIZE = $8D55
  1015. #GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = $8D56
  1016. #GL_MAX_SAMPLES = $8D57
  1017. CompilerEndIf
  1018.  
  1019. CompilerIf Defined(GL_ARB_framebuffer_sRGB,#PB_Constant)
  1020. #GL_FRAMEBUFFER_SRGB = $8DB9
  1021. CompilerEndIf
  1022.  
  1023. CompilerIf Defined(GL_ARB_half_float_vertex,#PB_Constant)
  1024. #GL_HALF_FLOAT = $140B
  1025. CompilerEndIf
  1026.  
  1027. CompilerIf Defined(GL_ARB_map_buffer_range,#PB_Constant)
  1028. #GL_MAP_READ_BIT = $0001
  1029. #GL_MAP_WRITE_BIT = $0002
  1030. #GL_MAP_INVALIDATE_RANGE_BIT = $0004
  1031. #GL_MAP_INVALIDATE_BUFFER_BIT = $0008
  1032. #GL_MAP_FLUSH_EXPLICIT_BIT = $0010
  1033. #GL_MAP_UNSYNCHRONIZED_BIT = $0020
  1034. CompilerEndIf
  1035.  
  1036. CompilerIf Defined(GL_ARB_texture_compression_rgtc,#PB_Constant)
  1037. #GL_COMPRESSED_RED_RGTC1 = $8DBB
  1038. #GL_COMPRESSED_SIGNED_RED_RGTC1 = $8DBC
  1039. #GL_COMPRESSED_RG_RGTC2 = $8DBD
  1040. #GL_COMPRESSED_SIGNED_RG_RGTC2 = $8DBE
  1041. CompilerEndIf
  1042.  
  1043. CompilerIf Defined(GL_ARB_texture_rg,#PB_Constant)
  1044. #GL_RG = $8227
  1045. #GL_RG_INTEGER = $8228
  1046. #GL_R8 = $8229
  1047. #GL_R16 = $822A
  1048. #GL_RG8 = $822B
  1049. #GL_RG16 = $822C
  1050. #GL_R16F = $822D
  1051. #GL_R32F = $822E
  1052. #GL_RG16F = $822F
  1053. #GL_RG32F = $8230
  1054. #GL_R8I = $8231
  1055. #GL_R8UI = $8232
  1056. #GL_R16I = $8233
  1057. #GL_R16UI = $8234
  1058. #GL_R32I = $8235
  1059. #GL_R32UI = $8236
  1060. #GL_RG8I = $8237
  1061. #GL_RG8UI = $8238
  1062. #GL_RG16I = $8239
  1063. #GL_RG16UI = $823A
  1064. #GL_RG32I = $823B
  1065. #GL_RG32UI = $823C
  1066. CompilerEndIf
  1067.  
  1068. CompilerIf Defined(GL_ARB_vertex_array_object,#PB_Constant)
  1069. #GL_VERTEX_ARRAY_BINDING = $85B5
  1070. CompilerEndIf
  1071.  
  1072. CompilerIf Defined(GL_ARB_uniform_buffer_object,#PB_Constant)
  1073. #GL_UNIFORM_BUFFER = $8A11
  1074. #GL_UNIFORM_BUFFER_BINDING = $8A28
  1075. #GL_UNIFORM_BUFFER_START = $8A29
  1076. #GL_UNIFORM_BUFFER_SIZE = $8A2A
  1077. #GL_MAX_VERTEX_UNIFORM_BLOCKS = $8A2B
  1078. #GL_MAX_GEOMETRY_UNIFORM_BLOCKS = $8A2C
  1079. #GL_MAX_FRAGMENT_UNIFORM_BLOCKS = $8A2D
  1080. #GL_MAX_COMBINED_UNIFORM_BLOCKS = $8A2E
  1081. #GL_MAX_UNIFORM_BUFFER_BINDINGS = $8A2F
  1082. #GL_MAX_UNIFORM_BLOCK_SIZE = $8A30
  1083. #GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = $8A31
  1084. #GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = $8A32
  1085. #GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = $8A33
  1086. #GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = $8A34
  1087. #GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = $8A35
  1088. #GL_ACTIVE_UNIFORM_BLOCKS = $8A36
  1089. #GL_UNIFORM_TYPE = $8A37
  1090. #GL_UNIFORM_SIZE = $8A38
  1091. #GL_UNIFORM_NAME_LENGTH = $8A39
  1092. #GL_UNIFORM_BLOCK_INDEX = $8A3A
  1093. #GL_UNIFORM_OFFSET = $8A3B
  1094. #GL_UNIFORM_ARRAY_STRIDE = $8A3C
  1095. #GL_UNIFORM_MATRIX_STRIDE = $8A3D
  1096. #GL_UNIFORM_IS_ROW_MAJOR = $8A3E
  1097. #GL_UNIFORM_BLOCK_BINDING = $8A3F
  1098. #GL_UNIFORM_BLOCK_DATA_SIZE = $8A40
  1099. #GL_UNIFORM_BLOCK_NAME_LENGTH = $8A41
  1100. #GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = $8A42
  1101. #GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = $8A43
  1102. #GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = $8A44
  1103. #GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = $8A45
  1104. #GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = $8A46
  1105. #GL_INVALID_INDEX = $FFFFFFFF
  1106. CompilerEndIf
  1107.  
  1108. CompilerIf Defined(GL_ARB_copy_buffer,#PB_Constant)
  1109. #GL_COPY_READ_BUFFER = $8F36
  1110. #GL_COPY_WRITE_BUFFER = $8F37
  1111. CompilerEndIf
  1112.  
  1113. CompilerIf Defined(GL_ARB_depth_clamp,#PB_Constant)
  1114. #GL_DEPTH_CLAMP = $864F
  1115. CompilerEndIf
  1116.  
  1117. CompilerIf Defined(GL_ARB_draw_elements_base_vertex,#PB_Constant)
  1118. CompilerEndIf
  1119.  
  1120. CompilerIf Defined(GL_ARB_fragment_coord_conventions,#PB_Constant)
  1121. CompilerEndIf
  1122.  
  1123. CompilerIf Defined(GL_ARB_provoking_vertex,#PB_Constant)
  1124. #GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = $8E4C
  1125. #GL_FIRST_VERTEX_CONVENTION = $8E4D
  1126. #GL_LAST_VERTEX_CONVENTION = $8E4E
  1127. #GL_PROVOKING_VERTEX = $8E4F
  1128. CompilerEndIf
  1129.  
  1130. CompilerIf Defined(GL_ARB_seamless_cube_map,#PB_Constant)
  1131. #GL_TEXTURE_CUBE_MAP_SEAMLESS = $884F
  1132. CompilerEndIf
  1133.  
  1134. CompilerIf Defined(GL_ARB_sync,#PB_Constant)
  1135. #GL_MAX_SERVER_WAIT_TIMEOUT = $9111
  1136. #GL_OBJECT_TYPE = $9112
  1137. #GL_SYNC_CONDITION = $9113
  1138. #GL_SYNC_STATUS = $9114
  1139. #GL_SYNC_FLAGS = $9115
  1140. #GL_SYNC_FENCE = $9116
  1141. #GL_SYNC_GPU_COMMANDS_COMPLETE = $9117
  1142. #GL_UNSIGNALED = $9118
  1143. #GL_SIGNALED = $9119
  1144. #GL_ALREADY_SIGNALED = $911A
  1145. #GL_TIMEOUT_EXPIRED = $911B
  1146. #GL_CONDITION_SATISFIED = $911C
  1147. #GL_WAIT_FAILED = $911D
  1148. #GL_SYNC_FLUSH_COMMANDS_BIT = $00000001
  1149. #GL_TIMEOUT_IGNORED = $FFFFFFFFFFFFFFFF
  1150. CompilerEndIf
  1151.  
  1152. CompilerIf Defined(GL_ARB_texture_multisample,#PB_Constant)
  1153. #GL_SAMPLE_POSITION = $8E50
  1154. #GL_SAMPLE_MASK = $8E51
  1155. #GL_SAMPLE_MASK_VALUE = $8E52
  1156. #GL_MAX_SAMPLE_MASK_WORDS = $8E59
  1157. #GL_TEXTURE_2D_MULTISAMPLE = $9100
  1158. #GL_PROXY_TEXTURE_2D_MULTISAMPLE = $9101
  1159. #GL_TEXTURE_2D_MULTISAMPLE_ARRAY = $9102
  1160. #GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = $9103
  1161. #GL_TEXTURE_BINDING_2D_MULTISAMPLE = $9104
  1162. #GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = $9105
  1163. #GL_TEXTURE_SAMPLES = $9106
  1164. #GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = $9107
  1165. #GL_SAMPLER_2D_MULTISAMPLE = $9108
  1166. #GL_INT_SAMPLER_2D_MULTISAMPLE = $9109
  1167. #GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = $910A
  1168. #GL_SAMPLER_2D_MULTISAMPLE_ARRAY = $910B
  1169. #GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910C
  1170. #GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910D
  1171. #GL_MAX_COLOR_TEXTURE_SAMPLES = $910E
  1172. #GL_MAX_DEPTH_TEXTURE_SAMPLES = $910F
  1173. #GL_MAX_INTEGER_SAMPLES = $9110
  1174. CompilerEndIf
  1175.  
  1176. CompilerIf Defined(GL_ARB_vertex_array_bgra,#PB_Constant)
  1177. /* reuse GL_BGRA */
  1178. CompilerEndIf
  1179.  
  1180. CompilerIf Defined(GL_ARB_draw_buffers_blend,#PB_Constant)
  1181. CompilerEndIf
  1182.  
  1183. CompilerIf Defined(GL_ARB_sample_shading,#PB_Constant)
  1184. #GL_SAMPLE_SHADING = $8C36
  1185. #GL_MIN_SAMPLE_SHADING_VALUE = $8C37
  1186. CompilerEndIf
  1187.  
  1188. CompilerIf Defined(GL_ARB_texture_cube_map_array,#PB_Constant)
  1189. #GL_TEXTURE_CUBE_MAP_ARRAY = $9009
  1190. #GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = $900A
  1191. #GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = $900B
  1192. #GL_SAMPLER_CUBE_MAP_ARRAY = $900C
  1193. #GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = $900D
  1194. #GL_INT_SAMPLER_CUBE_MAP_ARRAY = $900E
  1195. #GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = $900F
  1196. CompilerEndIf
  1197.  
  1198. CompilerIf Defined(GL_ARB_texture_gather,#PB_Constant)
  1199. #GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5E
  1200. #GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5F
  1201. #GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS = $8F9F
  1202. CompilerEndIf
  1203.  
  1204. ;- Linux
  1205. CompilerIf #PB_Compiler_OS = #PB_OS_Linux
  1206. ImportC "-lGL"
  1207. CompilerEndIf
  1208. ;- Apple
  1209. CompilerIf #PB_Compiler_OS = #PB_OS_MacOS
  1210. ImportC "-lGL"
  1211. CompilerEndIf
  1212. ;- Microsoft
  1213. CompilerIf #PB_Compiler_OS = #PB_OS_Windows
  1214. ImportC "OpenGL32.lib"
  1215. CompilerEndIf
  1216.  
  1217. CompilerIf Defined(GL_VERSION_1_0,#PB_Constant)
  1218. glCullFace(a.l)
  1219. glFrontFace(a.l)
  1220. glHint(a.l,b.l)
  1221. glLineWidth(a.f)
  1222. glPointSize(a.f)
  1223. glPolygonMode(a.l,b.l)
  1224. glScissor(a.l,b.l,c.l,d.l)
  1225. glTexParameterf(a.l,b.l,c.f)
  1226. glTexParameterfv(a.l,b.l,*c.f)
  1227. glTexParameteri(a.l,b.l,c.l)
  1228. glTexParameteriv(a.l,b.l,*c.l)
  1229. glTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,*h)
  1230. glTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
  1231. glDrawBuffer(a.l)
  1232. glClear(a.l)
  1233. glClearColor(a.f,b.f,c.f,d.f)
  1234. glClearStencil(a.l)
  1235. glClearDepth(a.d)
  1236. glStencilMask(a.l)
  1237. glColorMask(a.c,b.c,c.c,d.c)
  1238. glDepthMask(a.c)
  1239. glDisable(a.l)
  1240. glEnable(a.l)
  1241. glFinish(a)
  1242. glFlush(a)
  1243. glBlendFunc(a.l,b.l)
  1244. glLogicOp(a.l)
  1245. glStencilFunc(a.l,b.l,c.l)
  1246. glStencilOp(a.l,b.l,c.l)
  1247. glDepthFunc(a.l)
  1248. glPixelStoref(a.l,b.f)
  1249. glPixelStorei(a.l,b.l)
  1250. glReadBuffer(a.l)
  1251. glReadPixels(a.l,b.l,c.l,d.l,e.l,f.l,*g)
  1252. glGetBooleanv(a.l,*b.c)
  1253. glGetDoublev(a.l,*b.d)
  1254. glGetError.l()
  1255. glGetFloatv(a.l,*b.f)
  1256. glGetIntegerv(a.l,*b.l)
  1257. ;glGetString.c(a.l)
  1258. glGetTexImage(a.l,b.l,c.l,d.l,*e)
  1259. glGetTexParameterfv(a.l,b.l,*c.f)
  1260. glGetTexParameteriv(a.l,b.l,*c.l)
  1261. glGetTexLevelParameterfv(a.l,b.l,c.l,*d.f)
  1262. glGetTexLevelParameteriv(a.l,b.l,c.l,*d.l)
  1263. glIsEnabled.c(a.l)
  1264. glDepthRange(a.d,b.d)
  1265. glViewport(a.l,b.l,c.l,d.l)
  1266. CompilerEndIf
  1267.  
  1268. CompilerIf Defined(GL_VERSION_1_1,#PB_Constant)
  1269. glDrawArrays(a.l,b.l,c.l)
  1270. glDrawElements(a.l,b.l,c.l,*d)
  1271. glGetPointerv(a.l,*b)
  1272. glPolygonOffset(a.f,b.f)
  1273. glCopyTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
  1274. glCopyTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
  1275. glCopyTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l)
  1276. glCopyTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
  1277. glTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g)
  1278. glTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
  1279. glBindTexture(a.l,b.l)
  1280. glDeleteTextures(a.l,*b.l)
  1281. glGenTextures(a.l,*b.l)
  1282. glIsTexture.c(a.l)
  1283. glBegin(mode.l)
  1284. glEnd()
  1285. glVertex2d( x.d, y.d )
  1286. glVertex2f( x.f, y.f )
  1287. glVertex2i( x.i, y.i )
  1288. ; glVertex2s( GLshort x, GLshort y );
  1289. ; glVertex3d( GLdouble x, GLdouble y, GLdouble z );
  1290. ; glVertex3f( GLfloat x, GLfloat y, GLfloat z );
  1291. ; glVertex3i( GLint x, GLint y, GLint z );
  1292. ; glVertex3s( GLshort x, GLshort y, GLshort z );
  1293. ; glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
  1294. ; glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
  1295. ; glVertex4i( GLint x, GLint y, GLint z, GLint w );
  1296. ; glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w );
  1297. ; glVertex2dv( const GLdouble *v );
  1298. ; glVertex2fv( const GLfloat *v );
  1299. ; glVertex2iv( const GLint *v );
  1300. ; glVertex2sv( const GLshort *v );
  1301. ; glVertex3dv( const GLdouble *v );
  1302. ; glVertex3fv( const GLfloat *v );
  1303. ; glVertex3iv( const GLint *v );
  1304. ; glVertex3sv( const GLshort *v );
  1305. ; glVertex4dv( const GLdouble *v );
  1306. ; glVertex4fv( const GLfloat *v );
  1307. ; glVertex4iv( const GLint *v );
  1308. ; glVertex4sv( const GLshort *v );
  1309. ; glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz );
  1310. ; glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz );
  1311. ; glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz );
  1312. ; glNormal3i( GLint nx, GLint ny, GLint nz );
  1313. ; glNormal3s( GLshort nx, GLshort ny, GLshort nz );
  1314. ; glNormal3bv( const GLbyte *v );
  1315. ; glNormal3dv( const GLdouble *v );
  1316. ; glNormal3fv( const GLfloat *v );
  1317. ; glNormal3iv( const GLint *v );
  1318. ; glNormal3sv( const GLshort *v );
  1319. ; glIndexd( GLdouble c );
  1320. ; glIndexf( GLfloat c );
  1321. ; glIndexi( GLint c );
  1322. ; glIndexs( GLshort c );
  1323. ; glIndexub( GLubyte c ); /* 1.1 */
  1324. ; glIndexdv( const GLdouble *c );
  1325. ; glIndexfv( const GLfloat *c );
  1326. ; glIndexiv( const GLint *c );
  1327. ; glIndexsv( const GLshort *c );
  1328. ; glIndexubv( const GLubyte *c ); /* 1.1 */
  1329. ; glColor3b( GLbyte red, GLbyte green, GLbyte blue );
  1330. ; glColor3d( GLdouble red, GLdouble green, GLdouble blue );
  1331. glColor3f( red.f, green.f, blue.f );
  1332. ; glColor3i( GLint red, GLint green, GLint blue );
  1333. ; glColor3s( GLshort red, GLshort green, GLshort blue );
  1334. ; glColor3ub( GLubyte red, GLubyte green, GLubyte blue );
  1335. ; glColor3ui( GLuint red, GLuint green, GLuint blue );
  1336. ; glColor3us( GLushort red, GLushort green, GLushort blue );
  1337. ; glColor4b( GLbyte red, GLbyte green,GLbyte blue, GLbyte alpha );
  1338. ; glColor4d( GLdouble red, GLdouble green,GLdouble blue, GLdouble alpha );
  1339. ; glColor4f( GLfloat red, GLfloat green,GLfloat blue, GLfloat alpha );
  1340. ; glColor4i( GLint red, GLint green,GLint blue, GLint alpha );
  1341. ; glColor4s( GLshort red, GLshort green,GLshort blue, GLshort alpha );
  1342. ; glColor4ub( GLubyte red, GLubyte green,GLubyte blue, GLubyte alpha );
  1343. ; glColor4ui( GLuint red, GLuint green,GLuint blue, GLuint alpha );
  1344. ; glColor4us( GLushort red, GLushort green,GLushort blue, GLushort alpha );
  1345. ; glColor3bv( const GLbyte *v );
  1346. ; glColor3dv( const GLdouble *v );
  1347. ; glColor3fv( const GLfloat *v );
  1348. ; glColor3iv( const GLint *v );
  1349. ; glColor3sv( const GLshort *v );
  1350. ; glColor3ubv( const GLubyte *v );
  1351. ; glColor3uiv( const GLuint *v );
  1352. ; glColor3usv( const GLushort *v );
  1353. ; glColor4bv( const GLbyte *v );
  1354. ; glColor4dv( const GLdouble *v );
  1355. ; glColor4fv( const GLfloat *v );
  1356. ; glColor4iv( const GLint *v );
  1357. ; glColor4sv( const GLshort *v );
  1358. ; glColor4ubv( const GLubyte *v );
  1359. ; glColor4uiv( const GLuint *v );
  1360. ; glColor4usv( const GLushort *v );
  1361. ; glTexCoord1d( GLdouble s );
  1362. ; glTexCoord1f( GLfloat s );
  1363. ; glTexCoord1i( GLint s );
  1364. ; glTexCoord1s( GLshort s );
  1365. ; glTexCoord2d( GLdouble s, GLdouble t );
  1366. ; glTexCoord2f( GLfloat s, GLfloat t );
  1367. ; glTexCoord2i( GLint s, GLint t );
  1368. ; glTexCoord2s( GLshort s, GLshort t );
  1369. ; glTexCoord3d( GLdouble s, GLdouble t, GLdouble r );
  1370. ; glTexCoord3f( GLfloat s, GLfloat t, GLfloat r );
  1371. ; glTexCoord3i( GLint s, GLint t, GLint r );
  1372. ; glTexCoord3s( GLshort s, GLshort t, GLshort r );
  1373. ; glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q );
  1374. ; glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q );
  1375. ; glTexCoord4i( GLint s, GLint t, GLint r, GLint q );
  1376. ; glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q );
  1377. ; glTexCoord1dv( const GLdouble *v );
  1378. ; glTexCoord1fv( const GLfloat *v );
  1379. ; glTexCoord1iv( const GLint *v );
  1380. ; glTexCoord1sv( const GLshort *v );
  1381. ; glTexCoord2dv( const GLdouble *v );
  1382. ; glTexCoord2fv( const GLfloat *v );
  1383. ; glTexCoord2iv( const GLint *v );
  1384. ; glTexCoord2sv( const GLshort *v );
  1385. ; glTexCoord3dv( const GLdouble *v );
  1386. ; glTexCoord3fv( const GLfloat *v );
  1387. ; glTexCoord3iv( const GLint *v );
  1388. ; glTexCoord3sv( const GLshort *v );
  1389. ; glTexCoord4dv( const GLdouble *v );
  1390. ; glTexCoord4fv( const GLfloat *v );
  1391. ; glTexCoord4iv( const GLint *v );
  1392. ; glTexCoord4sv( const GLshort *v );
  1393. ; glRasterPos2d( GLdouble x, GLdouble y );
  1394. ; glRasterPos2f( GLfloat x, GLfloat y );
  1395. ; glRasterPos2i( GLint x, GLint y );
  1396. ; glRasterPos2s( GLshort x, GLshort y );
  1397. ; glRasterPos3d( GLdouble x, GLdouble y, GLdouble z );
  1398. ; glRasterPos3f( GLfloat x, GLfloat y, GLfloat z );
  1399. ; glRasterPos3i( GLint x, GLint y, GLint z );
  1400. ; glRasterPos3s( GLshort x, GLshort y, GLshort z );
  1401. ; glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
  1402. ; glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
  1403. ; glRasterPos4i( GLint x, GLint y, GLint z, GLint w );
  1404. ; glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w );
  1405. ; glRasterPos2dv( const GLdouble *v );
  1406. ; glRasterPos2fv( const GLfloat *v );
  1407. ; glRasterPos2iv( const GLint *v );
  1408. ; glRasterPos2sv( const GLshort *v );
  1409. ; glRasterPos3dv( const GLdouble *v );
  1410. ; glRasterPos3fv( const GLfloat *v );
  1411. ; glRasterPos3iv( const GLint *v );
  1412. ; glRasterPos3sv( const GLshort *v );
  1413. ; glRasterPos4dv( const GLdouble *v );
  1414. ; glRasterPos4fv( const GLfloat *v );
  1415. ; glRasterPos4iv( const GLint *v );
  1416. ; glRasterPos4sv( const GLshort *v );
  1417. ; glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 );
  1418. ; glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
  1419. ; glRecti( GLint x1, GLint y1, GLint x2, GLint y2 );
  1420. ; glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 );
  1421. ; glRectdv( const GLdouble *v1, const GLdouble *v2 );
  1422. ; glRectfv( const GLfloat *v1, const GLfloat *v2 );
  1423. ; glRectiv( const GLint *v1, const GLint *v2 );
  1424. ; glRectsv( const GLshort *v1, const GLshort *v2 );
  1425. CompilerEndIf
  1426.  
  1427. CompilerIf Defined(GL_VERSION_1_2,#PB_Constant)
  1428. glBlendColor(a.f,b.f,c.f,d.f)
  1429. glBlendEquation(a.l)
  1430. glDrawRangeElements(a.l,b.l,c.l,d.l,e.l,*f)
  1431. glTexImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,*j)
  1432. glTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,*k)
  1433. glCopyTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l)
  1434. CompilerEndIf
  1435.  
  1436.  
  1437. CompilerIf Defined(GL_VERSION_1_3,#PB_Constant)
  1438. glActiveTexture(a.l)
  1439. glSampleCoverage(a.f,b.c)
  1440. glCompressedTexImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
  1441. glCompressedTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,*h)
  1442. glCompressedTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g)
  1443. glCompressedTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,*k)
  1444. glCompressedTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
  1445. glCompressedTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g)
  1446. glGetCompressedTexImage(a.l,b.l,*c)
  1447. CompilerEndIf
  1448.  
  1449. CompilerIf Defined(GL_VERSION_1_4,#PB_Constant)
  1450. glBlendFuncSeparate(a.l,b.l,c.l,d.l)
  1451. glMultiDrawArrays(a.l,*b.l,*c.l,d.l)
  1452. glMultiDrawElements(a.l,*b.l,c.l,*d,e.l)
  1453. glPointParameterf(a.l,b.f)
  1454. glPointParameterfv(a.l,*b.f)
  1455. glPointParameteri(a.l,b.l)
  1456. glPointParameteriv(a.l,*b.l)
  1457. CompilerEndIf
  1458.  
  1459. CompilerIf Defined(GL_VERSION_1_5,#PB_Constant)
  1460. glGenQueries(a.l,*b.l)
  1461. glDeleteQueries(a.l,*b.l)
  1462. glIsQuery.c(a.l)
  1463. glBeginQuery(a.l,b.l)
  1464. glEndQuery(a.l)
  1465. glGetQueryiv(a.l,b.l,*c.l)
  1466. glGetQueryObjectiv(a.l,b.l,*c.l)
  1467. glGetQueryObjectuiv(a.l,b.l,*c.l)
  1468. glBindBuffer(a.l,b.l)
  1469. glDeleteBuffers(a.l,*b.l)
  1470. glGenBuffers(a.l,*b.l)
  1471. glIsBuffer.c(a.l)
  1472. glBufferData(a.l,b,*c,d.l)
  1473. glBufferSubData(a.l,b,c,*d)
  1474. glGetBufferSubData(a.l,b,c,*d)
  1475. glMapBuffer(a.l,b.l)
  1476. glUnmapBuffer.c(a.l)
  1477. glGetBufferParameteriv(a.l,b.l,*c.l)
  1478. glGetBufferPointerv(a.l,b.l,*c)
  1479. CompilerEndIf
  1480.  
  1481. CompilerIf Defined(GL_VERSION_2_0,#PB_Constant)
  1482. glBlendEquationSeparate(a.l,b.l)
  1483. glDrawBuffers(a.l,*b.l)
  1484. glStencilOpSeparate(a.l,b.l,c.l,d.l)
  1485. glStencilFuncSeparate(a.l,b.l,c.l,d.l)
  1486. glStencilMaskSeparate(a.l,b.l)
  1487. glAttachShader(a.l,b.l)
  1488. glBindAttribLocation(a.l,b.l,c)
  1489. glCompileShader(a.l)
  1490. glCreateProgram.l()
  1491. glCreateShader.l(a.l)
  1492. glDeleteProgram(a.l)
  1493. glDeleteShader(a.l)
  1494. glDetachShader(a.l,b.l)
  1495. glDisableVertexAttribArray(a.l)
  1496. glEnableVertexAttribArray(a.l)
  1497. glGetActiveAttrib(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g)
  1498. glGetActiveUniform(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g)
  1499. glGetAttachedShaders(a.l,b.l,*c.l,*d.l)
  1500. glGetAttribLocation.l(a.l,b.s)
  1501. glGetProgramiv(a.l,b.l,*c.l)
  1502. glGetProgramInfoLog(a.l,b.l,*c.l,*d)
  1503. glGetShaderiv(a.l,b.l,*c.l)
  1504. glGetShaderInfoLog(a.l,b.l,*c.l,*d)
  1505. glGetShaderSource(a.l,b.l,*c.l,*d)
  1506. glGetUniformLocation.l(a.l,b.s)
  1507. glGetUniformfv(a.l,b.l,*c.f)
  1508. glGetUniformiv(a.l,b.l,*c.l)
  1509. glGetVertexAttribdv(a.l,b.l,*c.d)
  1510. glGetVertexAttribfv(a.l,b.l,*c.f)
  1511. glGetVertexAttribiv(a.l,b.l,*c.l)
  1512. glGetVertexAttribPointerv(a.l,b.l,*c)
  1513. glIsProgram.c(a.l)
  1514. glIsShader.c(a.l)
  1515. glLinkProgram(a.l)
  1516. glShaderSource(a.l,b.l,c,*d.l)
  1517. glUseProgram(a.l)
  1518. glUniform1f(a.l,b.f)
  1519. glUniform2f(a.l,b.f,c.f)
  1520. glUniform3f(a.l,b.f,c.f,d.f)
  1521. glUniform4f(a.l,b.f,c.f,d.f,e.f)
  1522. glUniform1i(a.l,b.l)
  1523. glUniform2i(a.l,b.l,c.l)
  1524. glUniform3i(a.l,b.l,c.l,d.l)
  1525. glUniform4i(a.l,b.l,c.l,d.l,e.l)
  1526. glUniform1fv(a.l,b.l,*c.f)
  1527. glUniform2fv(a.l,b.l,*c.f)
  1528. glUniform3fv(a.l,b.l,*c.f)
  1529. glUniform4fv(a.l,b.l,*c.f)
  1530. glUniform1iv(a.l,b.l,*c.l)
  1531. glUniform2iv(a.l,b.l,*c.l)
  1532. glUniform3iv(a.l,b.l,*c.l)
  1533. glUniform4iv(a.l,b.l,*c.l)
  1534. glUniformMatrix2fv(a.l,b.l,c.c,*d.f)
  1535. glUniformMatrix3fv(a.l,b.l,c.c,*d.f)
  1536. glUniformMatrix4fv(a.l,b.l,c.c,*d.f)
  1537. glValidateProgram(a.l)
  1538. glVertexAttrib1d(a.l,b.d)
  1539. glVertexAttrib1dv(a.l,*b.d)
  1540. glVertexAttrib1f(a.l,b.f)
  1541. glVertexAttrib1fv(a.l,*b.f)
  1542. glVertexAttrib1s(a.l,b.w)
  1543. glVertexAttrib1sv(a.l,*b.w)
  1544. glVertexAttrib2d(a.l,b.d,c.d)
  1545. glVertexAttrib2dv(a.l,*b.d)
  1546. glVertexAttrib2f(a.l,b.f,c.f)
  1547. glVertexAttrib2fv(a.l,*b.f)
  1548. glVertexAttrib2s(a.l,b.w,c.w)
  1549. glVertexAttrib2sv(a.l,*b.w)
  1550. glVertexAttrib3d(a.l,b.d,c.d,d.d)
  1551. glVertexAttrib3dv(a.l,*b.d)
  1552. glVertexAttrib3f(a.l,b.f,c.f,d.f)
  1553. glVertexAttrib3fv(a.l,*b.f)
  1554. glVertexAttrib3s(a.l,b.w,c.w,d.w)
  1555. glVertexAttrib3sv(a.l,*b.w)
  1556. glVertexAttrib4Nbv(a.l,*b.b)
  1557. glVertexAttrib4Niv(a.l,*b.l)
  1558. glVertexAttrib4Nsv(a.l,*b.w)
  1559. glVertexAttrib4Nub(a.l,b.c,c.c,d.c,e.c)
  1560. glVertexAttrib4Nubv(a.l,*b.c)
  1561. glVertexAttrib4Nuiv(a.l,*b.l)
  1562. glVertexAttrib4Nusv(a.l,*b.l)
  1563. glVertexAttrib4bv(a.l,*b.b)
  1564. glVertexAttrib4d(a.l,b.d,c.d,d.d,e.d)
  1565. glVertexAttrib4dv(a.l,*b.d)
  1566. glVertexAttrib4f(a.l,b.f,c.f,d.f,e.f)
  1567. glVertexAttrib4fv(a.l,*b.f)
  1568. glVertexAttrib4iv(a.l,*b.l)
  1569. glVertexAttrib4s(a.l,b.w,c.w,d.w,e.w)
  1570. glVertexAttrib4sv(a.l,*b.w)
  1571. glVertexAttrib4ubv(a.l,*b.c)
  1572. glVertexAttrib4uiv(a.l,*b.l)
  1573. glVertexAttrib4usv(a.l,*b.l)
  1574. glVertexAttribPointer(a.l,b.l,c.l,d.c,e.l,*f)
  1575. CompilerEndIf
  1576.  
  1577. CompilerIf Defined(GL_VERSION_2_1,#PB_Constant)
  1578. glUniformMatrix2x3fv(a.l,b.l,c.c,*d.f)
  1579. glUniformMatrix3x2fv(a.l,b.l,c.c,*d.f)
  1580. glUniformMatrix2x4fv(a.l,b.l,c.c,*d.f)
  1581. glUniformMatrix4x2fv(a.l,b.l,c.c,*d.f)
  1582. glUniformMatrix3x4fv(a.l,b.l,c.c,*d.f)
  1583. glUniformMatrix4x3fv(a.l,b.l,c.c,*d.f)
  1584. CompilerEndIf
  1585.  
  1586. CompilerIf Defined(GL_VERSION_3_0,#PB_Constant)
  1587. glColorMaski(a.l,b.c,c.c,d.c,e.c)
  1588. glGetBooleani_v(a.l,b.l,*c.c)
  1589. glGetIntegeri_v(a.l,b.l,*c.l)
  1590. glEnablei(a.l,b.l)
  1591. glDisablei(a.l,b.l)
  1592. glIsEnabledi.c(a.l,b.l)
  1593. glBeginTransformFeedback(a.l)
  1594. glEndTransformFeedback(a)
  1595. glBindBufferRange(a.l,b.l,c.l,d,e)
  1596. glBindBufferBase(a.l,b.l,c.l)
  1597. glTransformFeedbackVaryings(a.l,b.l,c,d.l)
  1598. glGetTransformFeedbackVarying(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g)
  1599. glClampColor(a.l,b.l)
  1600. glBeginConditionalRender(a.l,b.l)
  1601. glEndConditionalRender(a)
  1602. glVertexAttribIPointer(a.l,b.l,c.l,d.l,*e)
  1603. glGetVertexAttribIiv(a.l,b.l,*c.l)
  1604. glGetVertexAttribIuiv(a.l,b.l,*c.l)
  1605. glVertexAttribI1i(a.l,b.l)
  1606. glVertexAttribI2i(a.l,b.l,c.l)
  1607. glVertexAttribI3i(a.l,b.l,c.l,d.l)
  1608. glVertexAttribI4i(a.l,b.l,c.l,d.l,e.l)
  1609. glVertexAttribI1ui(a.l,b.l)
  1610. glVertexAttribI2ui(a.l,b.l,c.l)
  1611. glVertexAttribI3ui(a.l,b.l,c.l,d.l)
  1612. glVertexAttribI4ui(a.l,b.l,c.l,d.l,e.l)
  1613. glVertexAttribI1iv(a.l,*b.l)
  1614. glVertexAttribI2iv(a.l,*b.l)
  1615. glVertexAttribI3iv(a.l,*b.l)
  1616. glVertexAttribI4iv(a.l,*b.l)
  1617. glVertexAttribI1uiv(a.l,*b.l)
  1618. glVertexAttribI2uiv(a.l,*b.l)
  1619. glVertexAttribI3uiv(a.l,*b.l)
  1620. glVertexAttribI4uiv(a.l,*b.l)
  1621. glVertexAttribI4bv(a.l,*b.b)
  1622. glVertexAttribI4sv(a.l,*b.w)
  1623. glVertexAttribI4ubv(a.l,*b.c)
  1624. glVertexAttribI4usv(a.l,*b.l)
  1625. glGetUniformuiv(a.l,b.l,*c.l)
  1626. glBindFragDataLocation(a.l,b.l,c)
  1627. glGetFragDataLocation.l(a.l,b)
  1628. glUniform1ui(a.l,b.l)
  1629. glUniform2ui(a.l,b.l,c.l)
  1630. glUniform3ui(a.l,b.l,c.l,d.l)
  1631. glUniform4ui(a.l,b.l,c.l,d.l,e.l)
  1632. glUniform1uiv(a.l,b.l,*c.l)
  1633. glUniform2uiv(a.l,b.l,*c.l)
  1634. glUniform3uiv(a.l,b.l,*c.l)
  1635. glUniform4uiv(a.l,b.l,*c.l)
  1636. glTexParameterIiv(a.l,b.l,*c.l)
  1637. glTexParameterIuiv(a.l,b.l,*c.l)
  1638. glGetTexParameterIiv(a.l,b.l,*c.l)
  1639. glGetTexParameterIuiv(a.l,b.l,*c.l)
  1640. glClearBufferiv(a.l,b.l,*c.l)
  1641. glClearBufferuiv(a.l,b.l,*c.l)
  1642. glClearBufferfv(a.l,b.l,*c.f)
  1643. glClearBufferfi(a.l,b.l,c.f,d.l)
  1644. glGetStringi.c(a.l,b.l)
  1645. CompilerEndIf
  1646.  
  1647. CompilerIf Defined(GL_VERSION_3_1,#PB_Constant)
  1648. glDrawArraysInstanced(a.l,b.l,c.l,d.l)
  1649. glDrawElementsInstanced(a.l,b.l,c.l,*d,e.l)
  1650. glTexBuffer(a.l,b.l,c.l)
  1651. glPrimitiveRestartIndex(a.l)
  1652. CompilerEndIf
  1653.  
  1654. CompilerIf Defined(GL_VERSION_3_2,#PB_Constant)
  1655. glGetInteger64i_v(a.l,b.l,*c)
  1656. glGetBufferParameteri64v(a.l,b.l,*c)
  1657. glProgramParameteri(a.l,b.l,c.l)
  1658. glFramebufferTexture(a.l,b.l,c.l,d.l)
  1659. glFramebufferTextureFace(a.l,b.l,c.l,d.l,e.l)
  1660. CompilerEndIf
  1661.  
  1662. CompilerIf Defined(GL_ARB_framebuffer_object,#PB_Constant)
  1663. glIsRenderbuffer.c(a.l)
  1664. glBindRenderbuffer(a.l,b.l)
  1665. glDeleteRenderbuffers(a.l,*b.l)
  1666. glGenRenderbuffers(a.l,*b.l)
  1667. glRenderbufferStorage(a.l,b.l,c.l,d.l)
  1668. glGetRenderbufferParameteriv(a.l,b.l,*c.l)
  1669. glIsFramebuffer.c(a.l)
  1670. glBindFramebuffer(a.l,b.l)
  1671. glDeleteFramebuffers(a.l,*b.l)
  1672. glGenFramebuffers(a.l,*b.l)
  1673. glCheckFramebufferStatus.l(a.l)
  1674. glFramebufferTexture1D(a.l,b.l,c.l,d.l,e.l)
  1675. glFramebufferTexture2D(a.l,b.l,c.l,d.l,e.l)
  1676. glFramebufferTexture3D(a.l,b.l,c.l,d.l,e.l,f.l)
  1677. glFramebufferRenderbuffer(a.l,b.l,c.l,d.l)
  1678. glGetFramebufferAttachmentParameteriv(a.l,b.l,c.l,*d.l)
  1679. glGenerateMipmap(a.l)
  1680. glBlitFramebuffer(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l)
  1681. glRenderbufferStorageMultisample(a.l,b.l,c.l,d.l,e.l)
  1682. glFramebufferTextureLayer(a.l,b.l,c.l,d.l,e.l)
  1683. CompilerEndIf
  1684.  
  1685. CompilerIf Defined(GL_ARB_map_buffer_range,#PB_Constant)
  1686. glMapBufferRange(a.l,b,c,d.l)
  1687. glFlushMappedBufferRange(a.l,b,c)
  1688. CompilerEndIf
  1689.  
  1690. CompilerIf Defined(GL_ARB_vertex_array_object,#PB_Constant)
  1691. glBindVertexArray(a.l)
  1692. glDeleteVertexArrays(a.l,*b.l)
  1693. glGenVertexArrays(a.l,*b.l)
  1694. glIsVertexArray.c(a.l)
  1695. CompilerEndIf
  1696.  
  1697. CompilerIf Defined(GL_ARB_uniform_buffer_object,#PB_Constant)
  1698. glGetUniformIndices(a.l,b.l,c,*d.l)
  1699. glGetActiveUniformsiv(a.l,b.l,*c.l,d.l,*e.l)
  1700. glGetActiveUniformName(a.l,b.l,c.l,*d.l,*e)
  1701. glGetUniformBlockIndex.l(a.l,b)
  1702. glGetActiveUniformBlockiv(a.l,b.l,c.l,*d.l)
  1703. glGetActiveUniformBlockName(a.l,b.l,c.l,*d.l,*e)
  1704. glUniformBlockBinding(a.l,b.l,c.l)
  1705. CompilerEndIf
  1706.  
  1707. CompilerIf Defined(GL_ARB_copy_buffer,#PB_Constant)
  1708. glCopyBufferSubData(a.l,b.l,c,d,e)
  1709. CompilerEndIf
  1710.  
  1711. CompilerIf Defined(GL_ARB_draw_elements_base_vertex,#PB_Constant)
  1712. glDrawElementsBaseVertex(a.l,b.l,c.l,*d,e.l)
  1713. glDrawRangeElementsBaseVertex(a.l,b.l,c.l,d.l,e.l,*f,g.l)
  1714. glDrawElementsInstancedBaseVertex(a.l,b.l,c.l,*d,e.l,f.l)
  1715. glMultiDrawElementsBaseVertex(a.l,*b.l,c.l,*d,e.l,*f.l)
  1716. CompilerEndIf
  1717.  
  1718. CompilerIf Defined(GL_ARB_provoking_vertex,#PB_Constant)
  1719. glProvokingVertex(a.l)
  1720. CompilerEndIf
  1721.  
  1722. CompilerIf Defined(GL_ARB_sync,#PB_Constant)
  1723. glFenceSync(a.l,b.l)
  1724. glIsSync.c(a)
  1725. glDeleteSync(a)
  1726. glClientWaitSync.l(a,b.l,c)
  1727. glWaitSync(a,b.l,c)
  1728. glGetInteger64v(a.l,*b)
  1729. glGetSynciv(a,b.l,c.l,*d.l,*e.l)
  1730. CompilerEndIf
  1731.  
  1732. CompilerIf Defined(GL_ARB_texture_multisample,#PB_Constant)
  1733. glTexImage2DMultisample(a.l,b.l,c.l,d.l,e.l,f.c)
  1734. glTexImage3DMultisample(a.l,b.l,c.l,d.l,e.l,f.l,g.c)
  1735. glGetMultisamplefv(a.l,b.l,*c.f)
  1736. glSampleMaski(a.l,b.l)
  1737. CompilerEndIf
  1738.  
  1739. CompilerIf Defined(GL_ARB_draw_buffers_blend,#PB_Constant)
  1740. glBlendEquationi(a.l,b.l)
  1741. glBlendEquationSeparatei(a.l,b.l,c.l)
  1742. glBlendFunci(a.l,b.l,c.l)
  1743. glBlendFuncSeparatei(a.l,b.l,c.l,d.l,e.l)
  1744. CompilerEndIf
  1745.  
  1746. CompilerIf Defined(GL_ARB_sample_shading,#PB_Constant)
  1747. glMinSampleShading(a.f)
  1748. CompilerEndIf
  1749.  
  1750. EndImport
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