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- ; /*
- ; ** Copyright (c) 2007-2009 The Khronos Group Inc.
- ; **
- ; ** Permission is hereby granted, free of charge, To any person obtaining a
- ; ** copy of this software And/Or associated documentation files (the
- ; ** "Materials"), To deal in the Materials without restriction, including
- ; ** without limitation the rights To use, copy, modify, merge, publish,
- ; ** distribute, sublicense, And/Or sell copies of the Materials, And To
- ; ** permit persons To whom the Materials are furnished To do so, subject To
- ; ** the following conditions:
- ; **
- ; ** The above copyright notice And this permission notice shall be included
- ; ** in all copies Or substantial portions of the Materials.
- ; **
- ; ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- ; ** EXPRESS Or IMPLIED, INCLUDING BUT Not LIMITED To THE WARRANTIES OF
- ; ** MERCHANTABILITY, FITNESS For A PARTICULAR PURPOSE And NONINFRINGEMENT.
- ; ** IN NO EVENT SHALL THE AUTHORS Or COPYRIGHT HOLDERS BE LIABLE For ANY
- ; ** CLAIM, DAMAGES Or OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- ; ** TORT Or OTHERWISE, ARISING FROM, OUT OF Or IN CONNECTION With THE
- ; ** MATERIALS Or THE USE Or OTHER DEALINGS IN THE MATERIALS.
- ; */
- ; *************************************************************************
- ; OpenGL3.pbi wrapped by Cpl.Bator for PureBasic 4.3 / 4.4x Beta
- ;
- ; Please , report any error on the official forum or by PM
- ; The file is not wrapped automaticaly , i write this one by one...
- ; with copy/paste , but i write the parameters manualy
- ; *************************************************************************
- ; Warning , verify with GlGetString() all of this version is supported by you hardware.
- #GL_VERSION_1_0 = 1
- #GL_VERSION_1_1 = 1
- #GL_VERSION_1_2 = 1
- #GL_VERSION_1_3 = 1
- #GL_VERSION_1_4 = 1
- #GL_VERSION_1_5 = 1
- #GL_VERSION_2_0 = 1
- #GL_VERSION_2_1 = 1
- #GL_VERSION_3_0 = 1
- #GL_VERSION_3_1 = 1
- #GL_VERSION_3_2 = 1
- ; Warning , verify with GlGetString() all of this extention is supported by you hardware.
- #GL_ARB_framebuffer_object = 1
- #GL_ARB_map_buffer_range = 1
- #GL_ARB_vertex_array_object = 1
- #GL_ARB_uniform_buffer_object = 1
- #GL_ARB_copy_buffer = 1
- #GL_ARB_draw_elements_base_vertex = 1
- #GL_ARB_provoking_vertex = 1
- #GL_ARB_sync = 1
- #GL_ARB_texture_multisample = 1
- #GL_ARB_draw_buffers_blend = 1
- #GL_ARB_sample_shading = 1
- CompilerIf Defined(GL_VERSION_1_1,#PB_Constant)
- ; /* AttribMask */
- #GL_DEPTH_BUFFER_BIT = $00000100
- #GL_STENCIL_BUFFER_BIT = $00000400
- #GL_COLOR_BUFFER_BIT = $00004000
- ; /* Boolean */
- #GL_FALSE = 0
- #GL_TRUE = 1
- ; /* BeginMode */
- #GL_POINTS = $0000
- #GL_LINES = $0001
- #GL_LINE_LOOP = $0002
- #GL_LINE_STRIP = $0003
- #GL_TRIANGLES = $0004
- #GL_TRIANGLE_STRIP = $0005
- #GL_TRIANGLE_FAN = $0006
- ; /* AlphaFunction */
- #GL_NEVER = $0200
- #GL_LESS = $0201
- #GL_EQUAL = $0202
- #GL_LEQUAL = $0203
- #GL_GREATER = $0204
- #GL_NOTEQUAL = $0205
- #GL_GEQUAL = $0206
- #GL_ALWAYS = $0207
- ; /* BlendingFactorDest */
- #GL_ZERO =0
- #GL_ONE =1
- #GL_SRC_COLOR = $0300
- #GL_ONE_MINUS_SRC_COLOR = $0301
- #GL_SRC_ALPHA = $0302
- #GL_ONE_MINUS_SRC_ALPHA = $0303
- #GL_DST_ALPHA = $0304
- #GL_ONE_MINUS_DST_ALPHA = $0305
- ; /* BlendingFactorSrc */
- #GL_DST_COLOR = $0306
- #GL_ONE_MINUS_DST_COLOR = $0307
- #GL_SRC_ALPHA_SATURATE = $0308
- ; /* DrawBufferMode */
- #GL_NONE =0
- #GL_FRONT_LEFT = $0400
- #GL_FRONT_RIGHT = $0401
- #GL_BACK_LEFT = $0402
- #GL_BACK_RIGHT = $0403
- #GL_FRONT = $0404
- #GL_BACK = $0405
- #GL_LEFT = $0406
- #GL_RIGHT = $0407
- #GL_FRONT_AND_BACK = $0408
- ; /* ErrorCode */
- #GL_NO_ERROR =0
- #GL_INVALID_ENUM = $0500
- #GL_INVALID_VALUE = $0501
- #GL_INVALID_OPERATION = $0502
- #GL_OUT_OF_MEMORY = $0505
- ; /* FrontFaceDirection */
- #GL_CW = $0900
- #GL_CCW = $0901
- ; /* GetPName */
- #GL_POINT_SIZE = $0B11
- #GL_POINT_SIZE_RANGE = $0B12
- #GL_POINT_SIZE_GRANULARITY = $0B13
- #GL_LINE_SMOOTH = $0B20
- #GL_LINE_WIDTH = $0B21
- #GL_LINE_WIDTH_RANGE = $0B22
- #GL_LINE_WIDTH_GRANULARITY = $0B23
- #GL_POLYGON_SMOOTH = $0B41
- #GL_CULL_FACE = $0B44
- #GL_CULL_FACE_MODE = $0B45
- #GL_FRONT_FACE = $0B46
- #GL_DEPTH_RANGE = $0B70
- #GL_DEPTH_TEST = $0B71
- #GL_DEPTH_WRITEMASK = $0B72
- #GL_DEPTH_CLEAR_VALUE = $0B73
- #GL_DEPTH_FUNC = $0B74
- #GL_STENCIL_TEST = $0B90
- #GL_STENCIL_CLEAR_VALUE = $0B91
- #GL_STENCIL_FUNC = $0B92
- #GL_STENCIL_VALUE_MASK = $0B93
- #GL_STENCIL_FAIL = $0B94
- #GL_STENCIL_PASS_DEPTH_FAIL = $0B95
- #GL_STENCIL_PASS_DEPTH_PASS = $0B96
- #GL_STENCIL_REF = $0B97
- #GL_STENCIL_WRITEMASK = $0B98
- #GL_VIEWPORT = $0BA2
- #GL_DITHER = $0BD0
- #GL_BLEND_DST = $0BE0
- #GL_BLEND_SRC = $0BE1
- #GL_BLEND = $0BE2
- #GL_LOGIC_OP_MODE = $0BF0
- #GL_COLOR_LOGIC_OP = $0BF2
- #GL_DRAW_BUFFER = $0C01
- #GL_READ_BUFFER = $0C02
- #GL_SCISSOR_BOX = $0C10
- #GL_SCISSOR_TEST = $0C11
- #GL_COLOR_CLEAR_VALUE = $0C22
- #GL_COLOR_WRITEMASK = $0C23
- #GL_DOUBLEBUFFER = $0C32
- #GL_STEREO = $0C33
- #GL_LINE_SMOOTH_HINT = $0C52
- #GL_POLYGON_SMOOTH_HINT = $0C53
- #GL_UNPACK_SWAP_BYTES = $0CF0
- #GL_UNPACK_LSB_FIRST = $0CF1
- #GL_UNPACK_ROW_LENGTH = $0CF2
- #GL_UNPACK_SKIP_ROWS = $0CF3
- #GL_UNPACK_SKIP_PIXELS = $0CF4
- #GL_UNPACK_ALIGNMENT = $0CF5
- #GL_PACK_SWAP_BYTES = $0D00
- #GL_PACK_LSB_FIRST = $0D01
- #GL_PACK_ROW_LENGTH = $0D02
- #GL_PACK_SKIP_ROWS = $0D03
- #GL_PACK_SKIP_PIXELS = $0D04
- #GL_PACK_ALIGNMENT = $0D05
- #GL_MAX_TEXTURE_SIZE = $0D33
- #GL_MAX_VIEWPORT_DIMS = $0D3A
- #GL_SUBPIXEL_BITS = $0D50
- #GL_TEXTURE_1D = $0DE0
- #GL_TEXTURE_2D = $0DE1
- #GL_POLYGON_OFFSET_UNITS = $2A00
- #GL_POLYGON_OFFSET_POINT = $2A01
- #GL_POLYGON_OFFSET_LINE = $2A02
- #GL_POLYGON_OFFSET_FILL = $8037
- #GL_POLYGON_OFFSET_FACTOR = $8038
- #GL_TEXTURE_BINDING_1D = $8068
- #GL_TEXTURE_BINDING_2D = $8069
- ; /* GetTextureParameter */
- #GL_TEXTURE_WIDTH = $1000
- #GL_TEXTURE_HEIGHT = $1001
- #GL_TEXTURE_INTERNAL_FORMAT = $1003
- #GL_TEXTURE_BORDER_COLOR = $1004
- #GL_TEXTURE_BORDER = $1005
- #GL_TEXTURE_RED_SIZE = $805C
- #GL_TEXTURE_GREEN_SIZE = $805D
- #GL_TEXTURE_BLUE_SIZE = $805E
- #GL_TEXTURE_ALPHA_SIZE = $805F
- ; /* HintMode */
- #GL_DONT_CARE = $1100
- #GL_FASTEST = $1101
- #GL_NICEST = $1102
- ; /* DataType */
- #GL_BYTE = $1400
- #GL_UNSIGNED_BYTE = $1401
- #GL_SHORT = $1402
- #GL_UNSIGNED_SHORT = $1403
- #GL_INT = $1404
- #GL_UNSIGNED_INT = $1405
- #GL_FLOAT = $1406
- #GL_DOUBLE = $140A
- ; /* LogicOp */
- #GL_CLEAR = $1500
- #GL_AND = $1501
- #GL_AND_REVERSE = $1502
- #GL_COPY = $1503
- #GL_AND_INVERTED = $1504
- #GL_NOOP = $1505
- #GL_XOR = $1506
- #GL_OR = $1507
- #GL_NOR = $1508
- #GL_EQUIV = $1509
- #GL_INVERT = $150A
- #GL_OR_REVERSE = $150B
- #GL_COPY_INVERTED = $150C
- #GL_OR_INVERTED = $150D
- #GL_NAND = $150E
- #GL_SET = $150F
- ; /* MatrixMode (For gl3.h, FBO attachment type) */
- #GL_TEXTURE = $1702
- ; /* PixelCopyType */
- #GL_COLOR = $1800
- #GL_DEPTH = $1801
- #GL_STENCIL = $1802
- ; /* PixelFormat */
- #GL_STENCIL_INDEX = $1901
- #GL_DEPTH_COMPONENT = $1902
- #GL_RED = $1903
- #GL_GREEN = $1904
- #GL_BLUE = $1905
- #GL_ALPHA = $1906
- #GL_RGB = $1907
- #GL_RGBA = $1908
- ; /* PolygonMode */
- #GL_POINT = $1B00
- #GL_LINE = $1B01
- #GL_FILL = $1B02
- ; /* StencilOp */
- #GL_KEEP = $1E00
- #GL_REPLACE = $1E01
- #GL_INCR = $1E02
- #GL_DECR = $1E03
- ; /* StringName */
- #GL_VENDOR = $1F00
- #GL_RENDERER = $1F01
- #GL_VERSION = $1F02
- #GL_EXTENSIONS = $1F03
- ; /* TextureMagFilter */
- #GL_NEAREST = $2600
- #GL_LINEAR = $2601
- ; /* TextureMinFilter */
- #GL_NEAREST_MIPMAP_NEAREST = $2700
- #GL_LINEAR_MIPMAP_NEAREST = $2701
- #GL_NEAREST_MIPMAP_LINEAR = $2702
- #GL_LINEAR_MIPMAP_LINEAR = $2703
- ; /* TextureParameterName */
- #GL_TEXTURE_MAG_FILTER = $2800
- #GL_TEXTURE_MIN_FILTER = $2801
- #GL_TEXTURE_WRAP_S = $2802
- #GL_TEXTURE_WRAP_T = $2803
- ; /* TextureTarget */
- #GL_PROXY_TEXTURE_1D = $8063
- #GL_PROXY_TEXTURE_2D = $8064
- ; /* TextureWrapMode */
- #GL_REPEAT = $2901
- ; /* PixelInternalFormat */
- #GL_R3_G3_B2 = $2A10
- #GL_RGB4 = $804F
- #GL_RGB5 = $8050
- #GL_RGB8 = $8051
- #GL_RGB10 = $8052
- #GL_RGB12 = $8053
- #GL_RGB16 = $8054
- #GL_RGBA2 = $8055
- #GL_RGBA4 = $8056
- #GL_RGB5_A1 = $8057
- #GL_RGBA8 = $8058
- #GL_RGB10_A2 = $8059
- #GL_RGBA12 = $805A
- #GL_RGBA16 = $805B
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_2,#PB_Constant)
- #GL_UNSIGNED_BYTE_3_3_2 = $8032
- #GL_UNSIGNED_SHORT_4_4_4_4 = $8033
- #GL_UNSIGNED_SHORT_5_5_5_1 = $8034
- #GL_UNSIGNED_INT_8_8_8_8 = $8035
- #GL_UNSIGNED_INT_10_10_10_2 = $8036
- #GL_TEXTURE_BINDING_3D = $806A
- #GL_PACK_SKIP_IMAGES = $806B
- #GL_PACK_IMAGE_HEIGHT = $806C
- #GL_UNPACK_SKIP_IMAGES = $806D
- #GL_UNPACK_IMAGE_HEIGHT = $806E
- #GL_TEXTURE_3D = $806F
- #GL_PROXY_TEXTURE_3D = $8070
- #GL_TEXTURE_DEPTH = $8071
- #GL_TEXTURE_WRAP_R = $8072
- #GL_MAX_3D_TEXTURE_SIZE = $8073
- #GL_UNSIGNED_BYTE_2_3_3_REV = $8362
- #GL_UNSIGNED_SHORT_5_6_5 = $8363
- #GL_UNSIGNED_SHORT_5_6_5_REV = $8364
- #GL_UNSIGNED_SHORT_4_4_4_4_REV = $8365
- #GL_UNSIGNED_SHORT_1_5_5_5_REV = $8366
- #GL_UNSIGNED_INT_8_8_8_8_REV = $8367
- #GL_UNSIGNED_INT_2_10_10_10_REV = $8368
- #GL_BGR = $80E0
- #GL_BGRA = $80E1
- #GL_MAX_ELEMENTS_VERTICES = $80E8
- #GL_MAX_ELEMENTS_INDICES = $80E9
- #GL_CLAMP_TO_EDGE = $812F
- #GL_TEXTURE_MIN_LOD = $813A
- #GL_TEXTURE_MAX_LOD = $813B
- #GL_TEXTURE_BASE_LEVEL = $813C
- #GL_TEXTURE_MAX_LEVEL = $813D
- #GL_SMOOTH_POINT_SIZE_RANGE = $0B12
- #GL_SMOOTH_POINT_SIZE_GRANULARITY = $0B13
- #GL_SMOOTH_LINE_WIDTH_RANGE = $0B22
- #GL_SMOOTH_LINE_WIDTH_GRANULARITY = $0B23
- #GL_ALIASED_LINE_WIDTH_RANGE = $846E
- CompilerEndIf
- CompilerIf Defined(GL_ARB_imaging,#PB_Constant)
- #GL_CONSTANT_COLOR = $8001
- #GL_ONE_MINUS_CONSTANT_COLOR = $8002
- #GL_CONSTANT_ALPHA = $8003
- #GL_ONE_MINUS_CONSTANT_ALPHA = $8004
- #GL_BLEND_COLOR = $8005
- #GL_FUNC_ADD = $8006
- #GL_MIN = $8007
- #GL_MAX = $8008
- #GL_BLEND_EQUATION = $8009
- #GL_FUNC_SUBTRACT = $800A
- #GL_FUNC_REVERSE_SUBTRACT = $800B
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_3,#PB_Constant)
- #GL_TEXTURE0 = $84C0
- #GL_TEXTURE1 = $84C1
- #GL_TEXTURE2 = $84C2
- #GL_TEXTURE3 = $84C3
- #GL_TEXTURE4 = $84C4
- #GL_TEXTURE5 = $84C5
- #GL_TEXTURE6 = $84C6
- #GL_TEXTURE7 = $84C7
- #GL_TEXTURE8 = $84C8
- #GL_TEXTURE9 = $84C9
- #GL_TEXTURE10 = $84CA
- #GL_TEXTURE11 = $84CB
- #GL_TEXTURE12 = $84CC
- #GL_TEXTURE13 = $84CD
- #GL_TEXTURE14 = $84CE
- #GL_TEXTURE15 = $84CF
- #GL_TEXTURE16 = $84D0
- #GL_TEXTURE17 = $84D1
- #GL_TEXTURE18 = $84D2
- #GL_TEXTURE19 = $84D3
- #GL_TEXTURE20 = $84D4
- #GL_TEXTURE21 = $84D5
- #GL_TEXTURE22 = $84D6
- #GL_TEXTURE23 = $84D7
- #GL_TEXTURE24 = $84D8
- #GL_TEXTURE25 = $84D9
- #GL_TEXTURE26 = $84DA
- #GL_TEXTURE27 = $84DB
- #GL_TEXTURE28 = $84DC
- #GL_TEXTURE29 = $84DD
- #GL_TEXTURE30 = $84DE
- #GL_TEXTURE31 = $84DF
- #GL_ACTIVE_TEXTURE = $84E0
- #GL_MULTISAMPLE = $809D
- #GL_SAMPLE_ALPHA_TO_COVERAGE = $809E
- #GL_SAMPLE_ALPHA_TO_ONE = $809F
- #GL_SAMPLE_COVERAGE = $80A0
- #GL_SAMPLE_BUFFERS = $80A8
- #GL_SAMPLES = $80A9
- #GL_SAMPLE_COVERAGE_VALUE = $80AA
- #GL_SAMPLE_COVERAGE_INVERT = $80AB
- #GL_TEXTURE_CUBE_MAP = $8513
- #GL_TEXTURE_BINDING_CUBE_MAP = $8514
- #GL_TEXTURE_CUBE_MAP_POSITIVE_X = $8515
- #GL_TEXTURE_CUBE_MAP_NEGATIVE_X = $8516
- #GL_TEXTURE_CUBE_MAP_POSITIVE_Y = $8517
- #GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = $8518
- #GL_TEXTURE_CUBE_MAP_POSITIVE_Z = $8519
- #GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = $851A
- #GL_PROXY_TEXTURE_CUBE_MAP = $851B
- #GL_MAX_CUBE_MAP_TEXTURE_SIZE = $851C
- #GL_COMPRESSED_RGB = $84ED
- #GL_COMPRESSED_RGBA = $84EE
- #GL_TEXTURE_COMPRESSION_HINT = $84EF
- #GL_TEXTURE_COMPRESSED_IMAGE_SIZE = $86A0
- #GL_TEXTURE_COMPRESSED = $86A1
- #GL_NUM_COMPRESSED_TEXTURE_FORMATS = $86A2
- #GL_COMPRESSED_TEXTURE_FORMATS = $86A3
- #GL_CLAMP_TO_BORDER = $812D
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_4,#PB_Constant)
- #GL_BLEND_DST_RGB = $80C8
- #GL_BLEND_SRC_RGB = $80C9
- #GL_BLEND_DST_ALPHA = $80CA
- #GL_BLEND_SRC_ALPHA = $80CB
- #GL_POINT_FADE_THRESHOLD_SIZE = $8128
- #GL_DEPTH_COMPONENT16 = $81A5
- #GL_DEPTH_COMPONENT24 = $81A6
- #GL_DEPTH_COMPONENT32 = $81A7
- #GL_MIRRORED_REPEAT = $8370
- #GL_MAX_TEXTURE_LOD_BIAS = $84FD
- #GL_TEXTURE_LOD_BIAS = $8501
- #GL_INCR_WRAP = $8507
- #GL_DECR_WRAP = $8508
- #GL_TEXTURE_DEPTH_SIZE = $884A
- #GL_TEXTURE_COMPARE_MODE = $884C
- #GL_TEXTURE_COMPARE_FUNC = $884D
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_5,#PB_Constant)
- #GL_BUFFER_SIZE = $8764
- #GL_BUFFER_USAGE = $8765
- #GL_QUERY_COUNTER_BITS = $8864
- #GL_CURRENT_QUERY = $8865
- #GL_QUERY_RESULT = $8866
- #GL_QUERY_RESULT_AVAILABLE = $8867
- #GL_ARRAY_BUFFER = $8892
- #GL_ELEMENT_ARRAY_BUFFER = $8893
- #GL_ARRAY_BUFFER_BINDING = $8894
- #GL_ELEMENT_ARRAY_BUFFER_BINDING = $8895
- #GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = $889F
- #GL_READ_ONLY = $88B8
- #GL_WRITE_ONLY = $88B9
- #GL_READ_WRITE = $88BA
- #GL_BUFFER_ACCESS = $88BB
- #GL_BUFFER_MAPPED = $88BC
- #GL_BUFFER_MAP_POINTER = $88BD
- #GL_STREAM_DRAW = $88E0
- #GL_STREAM_READ = $88E1
- #GL_STREAM_COPY = $88E2
- #GL_STATIC_DRAW = $88E4
- #GL_STATIC_READ = $88E5
- #GL_STATIC_COPY = $88E6
- #GL_DYNAMIC_DRAW = $88E8
- #GL_DYNAMIC_READ = $88E9
- #GL_DYNAMIC_COPY = $88EA
- #GL_SAMPLES_PASSED = $8914
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_2_0,#PB_Constant)
- #GL_BLEND_EQUATION_RGB = $8009
- #GL_VERTEX_ATTRIB_ARRAY_ENABLED = $8622
- #GL_VERTEX_ATTRIB_ARRAY_SIZE = $8623
- #GL_VERTEX_ATTRIB_ARRAY_STRIDE = $8624
- #GL_VERTEX_ATTRIB_ARRAY_TYPE = $8625
- #GL_CURRENT_VERTEX_ATTRIB = $8626
- #GL_VERTEX_PROGRAM_POINT_SIZE = $8642
- #GL_VERTEX_ATTRIB_ARRAY_POINTER = $8645
- #GL_STENCIL_BACK_FUNC = $8800
- #GL_STENCIL_BACK_FAIL = $8801
- #GL_STENCIL_BACK_PASS_DEPTH_FAIL = $8802
- #GL_STENCIL_BACK_PASS_DEPTH_PASS = $8803
- #GL_MAX_DRAW_BUFFERS = $8824
- #GL_DRAW_BUFFER0 = $8825
- #GL_DRAW_BUFFER1 = $8826
- #GL_DRAW_BUFFER2 = $8827
- #GL_DRAW_BUFFER3 = $8828
- #GL_DRAW_BUFFER4 = $8829
- #GL_DRAW_BUFFER5 = $882A
- #GL_DRAW_BUFFER6 = $882B
- #GL_DRAW_BUFFER7 = $882C
- #GL_DRAW_BUFFER8 = $882D
- #GL_DRAW_BUFFER9 = $882E
- #GL_DRAW_BUFFER10 = $882F
- #GL_DRAW_BUFFER11 = $8830
- #GL_DRAW_BUFFER12 = $8831
- #GL_DRAW_BUFFER13 = $8832
- #GL_DRAW_BUFFER14 = $8833
- #GL_DRAW_BUFFER15 = $8834
- #GL_BLEND_EQUATION_ALPHA = $883D
- #GL_MAX_VERTEX_ATTRIBS = $8869
- #GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = $886A
- #GL_MAX_TEXTURE_IMAGE_UNITS = $8872
- #GL_FRAGMENT_SHADER = $8B30
- #GL_VERTEX_SHADER = $8B31
- #GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = $8B49
- #GL_MAX_VERTEX_UNIFORM_COMPONENTS = $8B4A
- #GL_MAX_VARYING_FLOATS = $8B4B
- #GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = $8B4C
- #GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = $8B4D
- #GL_SHADER_TYPE = $8B4F
- #GL_FLOAT_VEC2 = $8B50
- #GL_FLOAT_VEC3 = $8B51
- #GL_FLOAT_VEC4 = $8B52
- #GL_INT_VEC2 = $8B53
- #GL_INT_VEC3 = $8B54
- #GL_INT_VEC4 = $8B55
- #GL_BOOL = $8B56
- #GL_BOOL_VEC2 = $8B57
- #GL_BOOL_VEC3 = $8B58
- #GL_BOOL_VEC4 = $8B59
- #GL_FLOAT_MAT2 = $8B5A
- #GL_FLOAT_MAT3 = $8B5B
- #GL_FLOAT_MAT4 = $8B5C
- #GL_SAMPLER_1D = $8B5D
- #GL_SAMPLER_2D = $8B5E
- #GL_SAMPLER_3D = $8B5F
- #GL_SAMPLER_CUBE = $8B60
- #GL_SAMPLER_1D_SHADOW = $8B61
- #GL_SAMPLER_2D_SHADOW = $8B62
- #GL_DELETE_STATUS = $8B80
- #GL_COMPILE_STATUS = $8B81
- #GL_LINK_STATUS = $8B82
- #GL_VALIDATE_STATUS = $8B83
- #GL_INFO_LOG_LENGTH = $8B84
- #GL_ATTACHED_SHADERS = $8B85
- #GL_ACTIVE_UNIFORMS = $8B86
- #GL_ACTIVE_UNIFORM_MAX_LENGTH = $8B87
- #GL_SHADER_SOURCE_LENGTH = $8B88
- #GL_ACTIVE_ATTRIBUTES = $8B89
- #GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = $8B8A
- #GL_FRAGMENT_SHADER_DERIVATIVE_HINT = $8B8B
- #GL_SHADING_LANGUAGE_VERSION = $8B8C
- #GL_CURRENT_PROGRAM = $8B8D
- #GL_POINT_SPRITE_COORD_ORIGIN = $8CA0
- #GL_LOWER_LEFT = $8CA1
- #GL_UPPER_LEFT = $8CA2
- #GL_STENCIL_BACK_REF = $8CA3
- #GL_STENCIL_BACK_VALUE_MASK = $8CA4
- #GL_STENCIL_BACK_WRITEMASK = $8CA5
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_2_1,#PB_Constant)
- #GL_PIXEL_PACK_BUFFER = $88EB
- #GL_PIXEL_UNPACK_BUFFER = $88EC
- #GL_PIXEL_PACK_BUFFER_BINDING = $88ED
- #GL_PIXEL_UNPACK_BUFFER_BINDING = $88EF
- #GL_FLOAT_MAT2x3 = $8B65
- #GL_FLOAT_MAT2x4 = $8B66
- #GL_FLOAT_MAT3x2 = $8B67
- #GL_FLOAT_MAT3x4 = $8B68
- #GL_FLOAT_MAT4x2 = $8B69
- #GL_FLOAT_MAT4x3 = $8B6A
- #GL_SRGB = $8C40
- #GL_SRGB8 = $8C41
- #GL_SRGB_ALPHA = $8C42
- #GL_SRGB8_ALPHA8 = $8C43
- #GL_COMPRESSED_SRGB = $8C48
- #GL_COMPRESSED_SRGB_ALPHA = $8C49
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_3_0,#PB_Constant)
- #GL_COMPARE_REF_TO_TEXTURE = $884E
- #GL_CLIP_DISTANCE0 = $3000
- #GL_CLIP_DISTANCE1 = $3001
- #GL_CLIP_DISTANCE2 = $3002
- #GL_CLIP_DISTANCE3 = $3003
- #GL_CLIP_DISTANCE4 = $3004
- #GL_CLIP_DISTANCE5 = $3005
- #GL_CLIP_DISTANCE6 = $3006
- #GL_CLIP_DISTANCE7 = $3007
- #GL_MAX_CLIP_DISTANCES = $0D32
- #GL_MAJOR_VERSION = $821B
- #GL_MINOR_VERSION = $821C
- #GL_NUM_EXTENSIONS = $821D
- #GL_CONTEXT_FLAGS = $821E
- #GL_DEPTH_BUFFER = $8223
- #GL_STENCIL_BUFFER = $8224
- #GL_COMPRESSED_RED = $8225
- #GL_COMPRESSED_RG = $8226
- #GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = $0001
- #GL_RGBA32F = $8814
- #GL_RGB32F = $8815
- #GL_RGBA16F = $881A
- #GL_RGB16F = $881B
- #GL_VERTEX_ATTRIB_ARRAY_INTEGER = $88FD
- #GL_MAX_ARRAY_TEXTURE_LAYERS = $88FF
- #GL_MIN_PROGRAM_TEXEL_OFFSET = $8904
- #GL_MAX_PROGRAM_TEXEL_OFFSET = $8905
- #GL_CLAMP_READ_COLOR = $891C
- #GL_FIXED_ONLY = $891D
- #GL_MAX_VARYING_COMPONENTS = $8B4B
- #GL_TEXTURE_1D_ARRAY = $8C18
- #GL_PROXY_TEXTURE_1D_ARRAY = $8C19
- #GL_TEXTURE_2D_ARRAY = $8C1A
- #GL_PROXY_TEXTURE_2D_ARRAY = $8C1B
- #GL_TEXTURE_BINDING_1D_ARRAY = $8C1C
- #GL_TEXTURE_BINDING_2D_ARRAY = $8C1D
- #GL_R11F_G11F_B10F = $8C3A
- #GL_UNSIGNED_INT_10F_11F_11F_REV = $8C3B
- #GL_RGB9_E5 = $8C3D
- #GL_UNSIGNED_INT_5_9_9_9_REV = $8C3E
- #GL_TEXTURE_SHARED_SIZE = $8C3F
- #GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = $8C76
- #GL_TRANSFORM_FEEDBACK_BUFFER_MODE = $8C7F
- #GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = $8C80
- #GL_TRANSFORM_FEEDBACK_VARYINGS = $8C83
- #GL_TRANSFORM_FEEDBACK_BUFFER_START = $8C84
- #GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = $8C85
- #GL_PRIMITIVES_GENERATED = $8C87
- #GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = $8C88
- #GL_RASTERIZER_DISCARD = $8C89
- #GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = $8C8A
- #GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = $8C8B
- #GL_INTERLEAVED_ATTRIBS = $8C8C
- #GL_SEPARATE_ATTRIBS = $8C8D
- #GL_TRANSFORM_FEEDBACK_BUFFER = $8C8E
- #GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = $8C8F
- #GL_RGBA32UI = $8D70
- #GL_RGB32UI = $8D71
- #GL_RGBA16UI = $8D76
- #GL_RGB16UI = $8D77
- #GL_RGBA8UI = $8D7C
- #GL_RGB8UI = $8D7D
- #GL_RGBA32I = $8D82
- #GL_RGB32I = $8D83
- #GL_RGBA16I = $8D88
- #GL_RGB16I = $8D89
- #GL_RGBA8I = $8D8E
- #GL_RGB8I = $8D8F
- #GL_RED_INTEGER = $8D94
- #GL_GREEN_INTEGER = $8D95
- #GL_BLUE_INTEGER = $8D96
- #GL_RGB_INTEGER = $8D98
- #GL_RGBA_INTEGER = $8D99
- #GL_BGR_INTEGER = $8D9A
- #GL_BGRA_INTEGER = $8D9B
- #GL_SAMPLER_1D_ARRAY = $8DC0
- #GL_SAMPLER_2D_ARRAY = $8DC1
- #GL_SAMPLER_1D_ARRAY_SHADOW = $8DC3
- #GL_SAMPLER_2D_ARRAY_SHADOW = $8DC4
- #GL_SAMPLER_CUBE_SHADOW = $8DC5
- #GL_UNSIGNED_INT_VEC2 = $8DC6
- #GL_UNSIGNED_INT_VEC3 = $8DC7
- #GL_UNSIGNED_INT_VEC4 = $8DC8
- #GL_INT_SAMPLER_1D = $8DC9
- #GL_INT_SAMPLER_2D = $8DCA
- #GL_INT_SAMPLER_3D = $8DCB
- #GL_INT_SAMPLER_CUBE = $8DCC
- #GL_INT_SAMPLER_1D_ARRAY = $8DCE
- #GL_INT_SAMPLER_2D_ARRAY = $8DCF
- #GL_UNSIGNED_INT_SAMPLER_1D = $8DD1
- #GL_UNSIGNED_INT_SAMPLER_2D = $8DD2
- #GL_UNSIGNED_INT_SAMPLER_3D = $8DD3
- #GL_UNSIGNED_INT_SAMPLER_CUBE = $8DD4
- #GL_UNSIGNED_INT_SAMPLER_1D_ARRAY = $8DD6
- #GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = $8DD7
- #GL_QUERY_WAIT = $8E13
- #GL_QUERY_NO_WAIT = $8E14
- #GL_QUERY_BY_REGION_WAIT = $8E15
- #GL_QUERY_BY_REGION_NO_WAIT = $8E16
- #GL_BUFFER_ACCESS_FLAGS = $911F
- #GL_BUFFER_MAP_LENGTH = $9120
- #GL_BUFFER_MAP_OFFSET = $9121
- ; /* Reuse tokens from ARB_depth_buffer_float */
- ; /* reuse GL_DEPTH_COMPONENT32F */
- ; /* reuse GL_DEPTH32F_STENCIL8 */
- ; /* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */
- ; /* Reuse tokens from ARB_framebuffer_object */
- ; /* reuse GL_INVALID_FRAMEBUFFER_OPERATION */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */
- ; /* reuse GL_FRAMEBUFFER_DEFAULT */
- ; /* reuse GL_FRAMEBUFFER_UNDEFINED */
- ; /* reuse GL_DEPTH_STENCIL_ATTACHMENT */
- ; /* reuse GL_INDEX */
- ; /* reuse GL_MAX_RENDERBUFFER_SIZE */
- ; /* reuse GL_DEPTH_STENCIL */
- ; /* reuse GL_UNSIGNED_INT_24_8 */
- ; /* reuse GL_DEPTH24_STENCIL8 */
- ; /* reuse GL_TEXTURE_STENCIL_SIZE */
- ; /* reuse GL_TEXTURE_RED_TYPE */
- ; /* reuse GL_TEXTURE_GREEN_TYPE */
- ; /* reuse GL_TEXTURE_BLUE_TYPE */
- ; /* reuse GL_TEXTURE_ALPHA_TYPE */
- ; /* reuse GL_TEXTURE_DEPTH_TYPE */
- ; /* reuse GL_UNSIGNED_NORMALIZED */
- ; /* reuse GL_FRAMEBUFFER_BINDING */
- ; /* reuse GL_DRAW_FRAMEBUFFER_BINDING */
- ; /* reuse GL_RENDERBUFFER_BINDING */
- ; /* reuse GL_READ_FRAMEBUFFER */
- ; /* reuse GL_DRAW_FRAMEBUFFER */
- ; /* reuse GL_READ_FRAMEBUFFER_BINDING */
- ; /* reuse GL_RENDERBUFFER_SAMPLES */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
- ; /* reuse GL_FRAMEBUFFER_COMPLETE */
- ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */
- ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */
- ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */
- ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */
- ; /* reuse GL_FRAMEBUFFER_UNSUPPORTED */
- ; /* reuse GL_MAX_COLOR_ATTACHMENTS */
- ; /* reuse GL_COLOR_ATTACHMENT0 */
- ; /* reuse GL_COLOR_ATTACHMENT1 */
- ; /* reuse GL_COLOR_ATTACHMENT2 */
- ; /* reuse GL_COLOR_ATTACHMENT3 */
- ; /* reuse GL_COLOR_ATTACHMENT4 */
- ; /* reuse GL_COLOR_ATTACHMENT5 */
- ; /* reuse GL_COLOR_ATTACHMENT6 */
- ; /* reuse GL_COLOR_ATTACHMENT7 */
- ; /* reuse GL_COLOR_ATTACHMENT8 */
- ; /* reuse GL_COLOR_ATTACHMENT9 */
- ; /* reuse GL_COLOR_ATTACHMENT10 */
- ; /* reuse GL_COLOR_ATTACHMENT11 */
- ; /* reuse GL_COLOR_ATTACHMENT12 */
- ; /* reuse GL_COLOR_ATTACHMENT13 */
- ; /* reuse GL_COLOR_ATTACHMENT14 */
- ; /* reuse GL_COLOR_ATTACHMENT15 */
- ; /* reuse GL_DEPTH_ATTACHMENT */
- ; /* reuse GL_STENCIL_ATTACHMENT */
- ; /* reuse GL_FRAMEBUFFER */
- ; /* reuse GL_RENDERBUFFER */
- ; /* reuse GL_RENDERBUFFER_WIDTH */
- ; /* reuse GL_RENDERBUFFER_HEIGHT */
- ; /* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */
- ; /* reuse GL_STENCIL_INDEX1 */
- ; /* reuse GL_STENCIL_INDEX4 */
- ; /* reuse GL_STENCIL_INDEX8 */
- ; /* reuse GL_STENCIL_INDEX16 */
- ; /* reuse GL_RENDERBUFFER_RED_SIZE */
- ; /* reuse GL_RENDERBUFFER_GREEN_SIZE */
- ; /* reuse GL_RENDERBUFFER_BLUE_SIZE */
- ; /* reuse GL_RENDERBUFFER_ALPHA_SIZE */
- ; /* reuse GL_RENDERBUFFER_DEPTH_SIZE */
- ; /* reuse GL_RENDERBUFFER_STENCIL_SIZE */
- ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */
- ; /* reuse GL_MAX_SAMPLES */
- ; /* Reuse tokens from ARB_framebuffer_sRGB */
- ; /* reuse GL_FRAMEBUFFER_SRGB */
- ; /* Reuse tokens from ARB_half_float_vertex */
- ; /* reuse GL_HALF_FLOAT */
- ; /* Reuse tokens from ARB_map_buffer_range */
- ; /* reuse GL_MAP_READ_BIT */
- ; /* reuse GL_MAP_WRITE_BIT */
- ; /* reuse GL_MAP_INVALIDATE_RANGE_BIT */
- ; /* reuse GL_MAP_INVALIDATE_BUFFER_BIT */
- ; /* reuse GL_MAP_FLUSH_EXPLICIT_BIT */
- ; /* reuse GL_MAP_UNSYNCHRONIZED_BIT */
- ; /* Reuse tokens from ARB_texture_compression_rgtc */
- ; /* reuse GL_COMPRESSED_RED_RGTC1 */
- ; /* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */
- ; /* reuse GL_COMPRESSED_RG_RGTC2 */
- ; /* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */
- ; /* Reuse tokens from ARB_texture_rg */
- ; /* reuse GL_RG */
- ; /* reuse GL_RG_INTEGER */
- ; /* reuse GL_R8 */
- ; /* reuse GL_R16 */
- ; /* reuse GL_RG8 */
- ; /* reuse GL_RG16 */
- ; /* reuse GL_R16F */
- ; /* reuse GL_R32F */
- ; /* reuse GL_RG16F */
- ; /* reuse GL_RG32F */
- ; /* reuse GL_R8I */
- ; /* reuse GL_R8UI */
- ; /* reuse GL_R16I */
- ; /* reuse GL_R16UI */
- ; /* reuse GL_R32I */
- ; /* reuse GL_R32UI */
- ; /* reuse GL_RG8I */
- ; /* reuse GL_RG8UI */
- ; /* reuse GL_RG16I */
- ; /* reuse GL_RG16UI */
- ; /* reuse GL_RG32I */
- ; /* reuse GL_RG32UI */
- ; /* Reuse tokens from ARB_vertex_array_object */
- ; /* reuse GL_VERTEX_ARRAY_BINDING */
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_3_1,#PB_Constant)
- #GL_SAMPLER_2D_RECT = $8B63
- #GL_SAMPLER_2D_RECT_SHADOW = $8B64
- #GL_SAMPLER_BUFFER = $8DC2
- #GL_INT_SAMPLER_2D_RECT = $8DCD
- #GL_INT_SAMPLER_BUFFER = $8DD0
- #GL_UNSIGNED_INT_SAMPLER_2D_RECT = $8DD5
- #GL_UNSIGNED_INT_SAMPLER_BUFFER = $8DD8
- #GL_TEXTURE_BUFFER = $8C2A
- #GL_MAX_TEXTURE_BUFFER_SIZE = $8C2B
- #GL_TEXTURE_BINDING_BUFFER = $8C2C
- #GL_TEXTURE_BUFFER_DATA_STORE_BINDING = $8C2D
- #GL_TEXTURE_BUFFER_FORMAT = $8C2E
- #GL_TEXTURE_RECTANGLE = $84F5
- #GL_TEXTURE_BINDING_RECTANGLE = $84F6
- #GL_PROXY_TEXTURE_RECTANGLE = $84F7
- #GL_MAX_RECTANGLE_TEXTURE_SIZE = $84F8
- #GL_RED_SNORM = $8F90
- #GL_RG_SNORM = $8F91
- #GL_RGB_SNORM = $8F92
- #GL_RGBA_SNORM = $8F93
- #GL_R8_SNORM = $8F94
- #GL_RG8_SNORM = $8F95
- #GL_RGB8_SNORM = $8F96
- #GL_RGBA8_SNORM = $8F97
- #GL_R16_SNORM = $8F98
- #GL_RG16_SNORM = $8F99
- #GL_RGB16_SNORM = $8F9A
- #GL_RGBA16_SNORM = $8F9B
- #GL_SIGNED_NORMALIZED = $8F9C
- #GL_PRIMITIVE_RESTART = $8F9D
- #GL_PRIMITIVE_RESTART_INDEX = $8F9E
- ; /* Reuse tokens from ARB_copy_buffer */
- ; /* reuse GL_COPY_READ_BUFFER */
- ; /* reuse GL_COPY_WRITE_BUFFER */
- ; /* Would reuse tokens from ARB_draw_instanced, but it has none */
- ; /* Reuse tokens from ARB_uniform_buffer_object */
- ; /* reuse GL_UNIFORM_BUFFER */
- ; /* reuse GL_UNIFORM_BUFFER_BINDING */
- ; /* reuse GL_UNIFORM_BUFFER_START */
- ; /* reuse GL_UNIFORM_BUFFER_SIZE */
- ; /* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */
- ; /* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */
- ; /* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */
- ; /* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */
- ; /* reuse GL_MAX_UNIFORM_BLOCK_SIZE */
- ; /* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */
- ; /* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */
- ; /* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */
- ; /* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */
- ; /* reuse GL_ACTIVE_UNIFORM_BLOCKS */
- ; /* reuse GL_UNIFORM_TYPE */
- ; /* reuse GL_UNIFORM_SIZE */
- ; /* reuse GL_UNIFORM_NAME_LENGTH */
- ; /* reuse GL_UNIFORM_BLOCK_INDEX */
- ; /* reuse GL_UNIFORM_OFFSET */
- ; /* reuse GL_UNIFORM_ARRAY_STRIDE */
- ; /* reuse GL_UNIFORM_MATRIX_STRIDE */
- ; /* reuse GL_UNIFORM_IS_ROW_MAJOR */
- ; /* reuse GL_UNIFORM_BLOCK_BINDING */
- ; /* reuse GL_UNIFORM_BLOCK_DATA_SIZE */
- ; /* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */
- ; /* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */
- ; /* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */
- ; /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */
- ; /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */
- ; /* reuse GL_INVALID_INDEX */
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_3_2,#PB_Constant)
- #GL_CONTEXT_CORE_PROFILE_BIT = $00000001
- #GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = $00000002
- #GL_LINES_ADJACENCY = $000A
- #GL_LINE_STRIP_ADJACENCY = $000B
- #GL_TRIANGLES_ADJACENCY = $000C
- #GL_TRIANGLE_STRIP_ADJACENCY = $000D
- #GL_PROGRAM_POINT_SIZE = $8642
- #GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = $8C29
- #GL_FRAMEBUFFER_ATTACHMENT_LAYERED = $8DA7
- #GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = $8DA8
- #GL_GEOMETRY_SHADER = $8DD9
- #GL_GEOMETRY_VERTICES_OUT = $8916
- #GL_GEOMETRY_INPUT_TYPE = $8917
- #GL_GEOMETRY_OUTPUT_TYPE = $8918
- #GL_MAX_GEOMETRY_UNIFORM_COMPONENTS = $8DDF
- #GL_MAX_GEOMETRY_OUTPUT_VERTICES = $8DE0
- #GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = $8DE1
- #GL_MAX_VERTEX_OUTPUT_COMPONENTS = $9122
- #GL_MAX_GEOMETRY_INPUT_COMPONENTS = $9123
- #GL_MAX_GEOMETRY_OUTPUT_COMPONENTS = $9124
- #GL_MAX_FRAGMENT_INPUT_COMPONENTS = $9125
- #GL_CONTEXT_PROFILE_MASK = $9126
- ; /* reuse GL_MAX_VARYING_COMPONENTS */
- ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
- ; /* Reuse tokens from ARB_depth_clamp */
- ; /* reuse GL_DEPTH_CLAMP */
- ; /* Would reuse tokens from ARB_draw_elements_base_vertex, but it has none */
- ; /* Would reuse tokens from ARB_fragment_coord_conventions, but it has none */
- ; /* Reuse tokens from ARB_provoking_vertex */
- ; /* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */
- ; /* reuse GL_FIRST_VERTEX_CONVENTION */
- ; /* reuse GL_LAST_VERTEX_CONVENTION */
- ; /* reuse GL_PROVOKING_VERTEX */
- ; /* Reuse tokens from ARB_seamless_cube_map */
- ; /* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */
- ; /* Reuse tokens from ARB_sync */
- ; /* reuse GL_MAX_SERVER_WAIT_TIMEOUT */
- ; /* reuse GL_OBJECT_TYPE */
- ; /* reuse GL_SYNC_CONDITION */
- ; /* reuse GL_SYNC_STATUS */
- ; /* reuse GL_SYNC_FLAGS */
- ; /* reuse GL_SYNC_FENCE */
- ; /* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */
- ; /* reuse GL_UNSIGNALED */
- ; /* reuse GL_SIGNALED */
- ; /* reuse GL_ALREADY_SIGNALED */
- ; /* reuse GL_TIMEOUT_EXPIRED */
- ; /* reuse GL_CONDITION_SATISFIED */
- ; /* reuse GL_WAIT_FAILED */
- ; /* reuse GL_TIMEOUT_IGNORED */
- ; /* reuse GL_SYNC_FLUSH_COMMANDS_BIT */
- ; /* reuse GL_TIMEOUT_IGNORED */
- ; /* Reuse tokens from ARB_texture_multisample */
- ; /* reuse GL_SAMPLE_POSITION */
- ; /* reuse GL_SAMPLE_MASK */
- ; /* reuse GL_SAMPLE_MASK_VALUE */
- ; /* reuse GL_MAX_SAMPLE_MASK_WORDS */
- ; /* reuse GL_TEXTURE_2D_MULTISAMPLE */
- ; /* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */
- ; /* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
- ; /* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */
- ; /* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */
- ; /* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */
- ; /* reuse GL_TEXTURE_SAMPLES */
- ; /* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */
- ; /* reuse GL_SAMPLER_2D_MULTISAMPLE */
- ; /* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */
- ; /* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */
- ; /* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */
- ; /* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
- ; /* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
- ; /* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */
- ; /* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */
- ; /* reuse GL_MAX_INTEGER_SAMPLES */
- ; /* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */
- CompilerEndIf
- CompilerIf Defined(GL_ARB_depth_buffer_float,#PB_Constant)
- #GL_DEPTH_COMPONENT32F = $8CAC
- #GL_DEPTH32F_STENCIL8 = $8CAD
- #GL_FLOAT_32_UNSIGNED_INT_24_8_REV = $8DAD
- CompilerEndIf
- CompilerIf Defined(GL_ARB_framebuffer_object,#PB_Constant)
- #GL_INVALID_FRAMEBUFFER_OPERATION = $0506
- #GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = $8210
- #GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = $8211
- #GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = $8212
- #GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = $8213
- #GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = $8214
- #GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = $8215
- #GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = $8216
- #GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = $8217
- #GL_FRAMEBUFFER_DEFAULT = $8218
- #GL_FRAMEBUFFER_UNDEFINED = $8219
- #GL_DEPTH_STENCIL_ATTACHMENT = $821A
- #GL_MAX_RENDERBUFFER_SIZE = $84E8
- #GL_DEPTH_STENCIL = $84F9
- #GL_UNSIGNED_INT_24_8 = $84FA
- #GL_DEPTH24_STENCIL8 = $88F0
- #GL_TEXTURE_STENCIL_SIZE = $88F1
- #GL_TEXTURE_RED_TYPE = $8C10
- #GL_TEXTURE_GREEN_TYPE = $8C11
- #GL_TEXTURE_BLUE_TYPE = $8C12
- #GL_TEXTURE_ALPHA_TYPE = $8C13
- #GL_TEXTURE_DEPTH_TYPE = $8C16
- #GL_UNSIGNED_NORMALIZED = $8C17
- #GL_FRAMEBUFFER_BINDING = $8CA6
- #GL_DRAW_FRAMEBUFFER_BINDING = #GL_FRAMEBUFFER_BINDING
- #GL_RENDERBUFFER_BINDING = $8CA7
- #GL_READ_FRAMEBUFFER = $8CA8
- #GL_DRAW_FRAMEBUFFER = $8CA9
- #GL_READ_FRAMEBUFFER_BINDING = $8CAA
- #GL_RENDERBUFFER_SAMPLES = $8CAB
- #GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = $8CD0
- #GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = $8CD1
- #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = $8CD2
- #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = $8CD3
- #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = $8CD4
- #GL_FRAMEBUFFER_COMPLETE = $8CD5
- #GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = $8CD6
- #GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = $8CD7
- #GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = $8CDB
- #GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = $8CDC
- #GL_FRAMEBUFFER_UNSUPPORTED = $8CDD
- #GL_MAX_COLOR_ATTACHMENTS = $8CDF
- #GL_COLOR_ATTACHMENT0 = $8CE0
- #GL_COLOR_ATTACHMENT1 = $8CE1
- #GL_COLOR_ATTACHMENT2 = $8CE2
- #GL_COLOR_ATTACHMENT3 = $8CE3
- #GL_COLOR_ATTACHMENT4 = $8CE4
- #GL_COLOR_ATTACHMENT5 = $8CE5
- #GL_COLOR_ATTACHMENT6 = $8CE6
- #GL_COLOR_ATTACHMENT7 = $8CE7
- #GL_COLOR_ATTACHMENT8 = $8CE8
- #GL_COLOR_ATTACHMENT9 = $8CE9
- #GL_COLOR_ATTACHMENT10 = $8CEA
- #GL_COLOR_ATTACHMENT11 = $8CEB
- #GL_COLOR_ATTACHMENT12 = $8CEC
- #GL_COLOR_ATTACHMENT13 = $8CED
- #GL_COLOR_ATTACHMENT14 = $8CEE
- #GL_COLOR_ATTACHMENT15 = $8CEF
- #GL_DEPTH_ATTACHMENT = $8D00
- #GL_STENCIL_ATTACHMENT = $8D20
- #GL_FRAMEBUFFER = $8D40
- #GL_RENDERBUFFER = $8D41
- #GL_RENDERBUFFER_WIDTH = $8D42
- #GL_RENDERBUFFER_HEIGHT = $8D43
- #GL_RENDERBUFFER_INTERNAL_FORMAT = $8D44
- #GL_STENCIL_INDEX1 = $8D46
- #GL_STENCIL_INDEX4 = $8D47
- #GL_STENCIL_INDEX8 = $8D48
- #GL_STENCIL_INDEX16 = $8D49
- #GL_RENDERBUFFER_RED_SIZE = $8D50
- #GL_RENDERBUFFER_GREEN_SIZE = $8D51
- #GL_RENDERBUFFER_BLUE_SIZE = $8D52
- #GL_RENDERBUFFER_ALPHA_SIZE = $8D53
- #GL_RENDERBUFFER_DEPTH_SIZE = $8D54
- #GL_RENDERBUFFER_STENCIL_SIZE = $8D55
- #GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = $8D56
- #GL_MAX_SAMPLES = $8D57
- CompilerEndIf
- CompilerIf Defined(GL_ARB_framebuffer_sRGB,#PB_Constant)
- #GL_FRAMEBUFFER_SRGB = $8DB9
- CompilerEndIf
- CompilerIf Defined(GL_ARB_half_float_vertex,#PB_Constant)
- #GL_HALF_FLOAT = $140B
- CompilerEndIf
- CompilerIf Defined(GL_ARB_map_buffer_range,#PB_Constant)
- #GL_MAP_READ_BIT = $0001
- #GL_MAP_WRITE_BIT = $0002
- #GL_MAP_INVALIDATE_RANGE_BIT = $0004
- #GL_MAP_INVALIDATE_BUFFER_BIT = $0008
- #GL_MAP_FLUSH_EXPLICIT_BIT = $0010
- #GL_MAP_UNSYNCHRONIZED_BIT = $0020
- CompilerEndIf
- CompilerIf Defined(GL_ARB_texture_compression_rgtc,#PB_Constant)
- #GL_COMPRESSED_RED_RGTC1 = $8DBB
- #GL_COMPRESSED_SIGNED_RED_RGTC1 = $8DBC
- #GL_COMPRESSED_RG_RGTC2 = $8DBD
- #GL_COMPRESSED_SIGNED_RG_RGTC2 = $8DBE
- CompilerEndIf
- CompilerIf Defined(GL_ARB_texture_rg,#PB_Constant)
- #GL_RG = $8227
- #GL_RG_INTEGER = $8228
- #GL_R8 = $8229
- #GL_R16 = $822A
- #GL_RG8 = $822B
- #GL_RG16 = $822C
- #GL_R16F = $822D
- #GL_R32F = $822E
- #GL_RG16F = $822F
- #GL_RG32F = $8230
- #GL_R8I = $8231
- #GL_R8UI = $8232
- #GL_R16I = $8233
- #GL_R16UI = $8234
- #GL_R32I = $8235
- #GL_R32UI = $8236
- #GL_RG8I = $8237
- #GL_RG8UI = $8238
- #GL_RG16I = $8239
- #GL_RG16UI = $823A
- #GL_RG32I = $823B
- #GL_RG32UI = $823C
- CompilerEndIf
- CompilerIf Defined(GL_ARB_vertex_array_object,#PB_Constant)
- #GL_VERTEX_ARRAY_BINDING = $85B5
- CompilerEndIf
- CompilerIf Defined(GL_ARB_uniform_buffer_object,#PB_Constant)
- #GL_UNIFORM_BUFFER = $8A11
- #GL_UNIFORM_BUFFER_BINDING = $8A28
- #GL_UNIFORM_BUFFER_START = $8A29
- #GL_UNIFORM_BUFFER_SIZE = $8A2A
- #GL_MAX_VERTEX_UNIFORM_BLOCKS = $8A2B
- #GL_MAX_GEOMETRY_UNIFORM_BLOCKS = $8A2C
- #GL_MAX_FRAGMENT_UNIFORM_BLOCKS = $8A2D
- #GL_MAX_COMBINED_UNIFORM_BLOCKS = $8A2E
- #GL_MAX_UNIFORM_BUFFER_BINDINGS = $8A2F
- #GL_MAX_UNIFORM_BLOCK_SIZE = $8A30
- #GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = $8A31
- #GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = $8A32
- #GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = $8A33
- #GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = $8A34
- #GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = $8A35
- #GL_ACTIVE_UNIFORM_BLOCKS = $8A36
- #GL_UNIFORM_TYPE = $8A37
- #GL_UNIFORM_SIZE = $8A38
- #GL_UNIFORM_NAME_LENGTH = $8A39
- #GL_UNIFORM_BLOCK_INDEX = $8A3A
- #GL_UNIFORM_OFFSET = $8A3B
- #GL_UNIFORM_ARRAY_STRIDE = $8A3C
- #GL_UNIFORM_MATRIX_STRIDE = $8A3D
- #GL_UNIFORM_IS_ROW_MAJOR = $8A3E
- #GL_UNIFORM_BLOCK_BINDING = $8A3F
- #GL_UNIFORM_BLOCK_DATA_SIZE = $8A40
- #GL_UNIFORM_BLOCK_NAME_LENGTH = $8A41
- #GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = $8A42
- #GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = $8A43
- #GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = $8A44
- #GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = $8A45
- #GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = $8A46
- #GL_INVALID_INDEX = $FFFFFFFF
- CompilerEndIf
- CompilerIf Defined(GL_ARB_copy_buffer,#PB_Constant)
- #GL_COPY_READ_BUFFER = $8F36
- #GL_COPY_WRITE_BUFFER = $8F37
- CompilerEndIf
- CompilerIf Defined(GL_ARB_depth_clamp,#PB_Constant)
- #GL_DEPTH_CLAMP = $864F
- CompilerEndIf
- CompilerIf Defined(GL_ARB_draw_elements_base_vertex,#PB_Constant)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_fragment_coord_conventions,#PB_Constant)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_provoking_vertex,#PB_Constant)
- #GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = $8E4C
- #GL_FIRST_VERTEX_CONVENTION = $8E4D
- #GL_LAST_VERTEX_CONVENTION = $8E4E
- #GL_PROVOKING_VERTEX = $8E4F
- CompilerEndIf
- CompilerIf Defined(GL_ARB_seamless_cube_map,#PB_Constant)
- #GL_TEXTURE_CUBE_MAP_SEAMLESS = $884F
- CompilerEndIf
- CompilerIf Defined(GL_ARB_sync,#PB_Constant)
- #GL_MAX_SERVER_WAIT_TIMEOUT = $9111
- #GL_OBJECT_TYPE = $9112
- #GL_SYNC_CONDITION = $9113
- #GL_SYNC_STATUS = $9114
- #GL_SYNC_FLAGS = $9115
- #GL_SYNC_FENCE = $9116
- #GL_SYNC_GPU_COMMANDS_COMPLETE = $9117
- #GL_UNSIGNALED = $9118
- #GL_SIGNALED = $9119
- #GL_ALREADY_SIGNALED = $911A
- #GL_TIMEOUT_EXPIRED = $911B
- #GL_CONDITION_SATISFIED = $911C
- #GL_WAIT_FAILED = $911D
- #GL_SYNC_FLUSH_COMMANDS_BIT = $00000001
- #GL_TIMEOUT_IGNORED = $FFFFFFFFFFFFFFFF
- CompilerEndIf
- CompilerIf Defined(GL_ARB_texture_multisample,#PB_Constant)
- #GL_SAMPLE_POSITION = $8E50
- #GL_SAMPLE_MASK = $8E51
- #GL_SAMPLE_MASK_VALUE = $8E52
- #GL_MAX_SAMPLE_MASK_WORDS = $8E59
- #GL_TEXTURE_2D_MULTISAMPLE = $9100
- #GL_PROXY_TEXTURE_2D_MULTISAMPLE = $9101
- #GL_TEXTURE_2D_MULTISAMPLE_ARRAY = $9102
- #GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = $9103
- #GL_TEXTURE_BINDING_2D_MULTISAMPLE = $9104
- #GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = $9105
- #GL_TEXTURE_SAMPLES = $9106
- #GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = $9107
- #GL_SAMPLER_2D_MULTISAMPLE = $9108
- #GL_INT_SAMPLER_2D_MULTISAMPLE = $9109
- #GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = $910A
- #GL_SAMPLER_2D_MULTISAMPLE_ARRAY = $910B
- #GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910C
- #GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910D
- #GL_MAX_COLOR_TEXTURE_SAMPLES = $910E
- #GL_MAX_DEPTH_TEXTURE_SAMPLES = $910F
- #GL_MAX_INTEGER_SAMPLES = $9110
- CompilerEndIf
- CompilerIf Defined(GL_ARB_vertex_array_bgra,#PB_Constant)
- /* reuse GL_BGRA */
- CompilerEndIf
- CompilerIf Defined(GL_ARB_draw_buffers_blend,#PB_Constant)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_sample_shading,#PB_Constant)
- #GL_SAMPLE_SHADING = $8C36
- #GL_MIN_SAMPLE_SHADING_VALUE = $8C37
- CompilerEndIf
- CompilerIf Defined(GL_ARB_texture_cube_map_array,#PB_Constant)
- #GL_TEXTURE_CUBE_MAP_ARRAY = $9009
- #GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = $900A
- #GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = $900B
- #GL_SAMPLER_CUBE_MAP_ARRAY = $900C
- #GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = $900D
- #GL_INT_SAMPLER_CUBE_MAP_ARRAY = $900E
- #GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = $900F
- CompilerEndIf
- CompilerIf Defined(GL_ARB_texture_gather,#PB_Constant)
- #GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5E
- #GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5F
- #GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS = $8F9F
- CompilerEndIf
- ;- Linux
- CompilerIf #PB_Compiler_OS = #PB_OS_Linux
- ImportC "-lGL"
- CompilerEndIf
- ;- Apple
- CompilerIf #PB_Compiler_OS = #PB_OS_MacOS
- ImportC "-lGL"
- CompilerEndIf
- ;- Microsoft
- CompilerIf #PB_Compiler_OS = #PB_OS_Windows
- ImportC "OpenGL32.lib"
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_0,#PB_Constant)
- glCullFace(a.l)
- glFrontFace(a.l)
- glHint(a.l,b.l)
- glLineWidth(a.f)
- glPointSize(a.f)
- glPolygonMode(a.l,b.l)
- glScissor(a.l,b.l,c.l,d.l)
- glTexParameterf(a.l,b.l,c.f)
- glTexParameterfv(a.l,b.l,*c.f)
- glTexParameteri(a.l,b.l,c.l)
- glTexParameteriv(a.l,b.l,*c.l)
- glTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,*h)
- glTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
- glDrawBuffer(a.l)
- glClear(a.l)
- glClearColor(a.f,b.f,c.f,d.f)
- glClearStencil(a.l)
- glClearDepth(a.d)
- glStencilMask(a.l)
- glColorMask(a.c,b.c,c.c,d.c)
- glDepthMask(a.c)
- glDisable(a.l)
- glEnable(a.l)
- glFinish(a)
- glFlush(a)
- glBlendFunc(a.l,b.l)
- glLogicOp(a.l)
- glStencilFunc(a.l,b.l,c.l)
- glStencilOp(a.l,b.l,c.l)
- glDepthFunc(a.l)
- glPixelStoref(a.l,b.f)
- glPixelStorei(a.l,b.l)
- glReadBuffer(a.l)
- glReadPixels(a.l,b.l,c.l,d.l,e.l,f.l,*g)
- glGetBooleanv(a.l,*b.c)
- glGetDoublev(a.l,*b.d)
- glGetError.l()
- glGetFloatv(a.l,*b.f)
- glGetIntegerv(a.l,*b.l)
- ;glGetString.c(a.l)
- glGetTexImage(a.l,b.l,c.l,d.l,*e)
- glGetTexParameterfv(a.l,b.l,*c.f)
- glGetTexParameteriv(a.l,b.l,*c.l)
- glGetTexLevelParameterfv(a.l,b.l,c.l,*d.f)
- glGetTexLevelParameteriv(a.l,b.l,c.l,*d.l)
- glIsEnabled.c(a.l)
- glDepthRange(a.d,b.d)
- glViewport(a.l,b.l,c.l,d.l)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_1,#PB_Constant)
- glDrawArrays(a.l,b.l,c.l)
- glDrawElements(a.l,b.l,c.l,*d)
- glGetPointerv(a.l,*b)
- glPolygonOffset(a.f,b.f)
- glCopyTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
- glCopyTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
- glCopyTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l)
- glCopyTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
- glTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g)
- glTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
- glBindTexture(a.l,b.l)
- glDeleteTextures(a.l,*b.l)
- glGenTextures(a.l,*b.l)
- glIsTexture.c(a.l)
- glBegin(mode.l)
- glEnd()
- glVertex2d( x.d, y.d )
- glVertex2f( x.f, y.f )
- glVertex2i( x.i, y.i )
- ; glVertex2s( GLshort x, GLshort y );
- ; glVertex3d( GLdouble x, GLdouble y, GLdouble z );
- ; glVertex3f( GLfloat x, GLfloat y, GLfloat z );
- ; glVertex3i( GLint x, GLint y, GLint z );
- ; glVertex3s( GLshort x, GLshort y, GLshort z );
- ; glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
- ; glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
- ; glVertex4i( GLint x, GLint y, GLint z, GLint w );
- ; glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w );
- ; glVertex2dv( const GLdouble *v );
- ; glVertex2fv( const GLfloat *v );
- ; glVertex2iv( const GLint *v );
- ; glVertex2sv( const GLshort *v );
- ; glVertex3dv( const GLdouble *v );
- ; glVertex3fv( const GLfloat *v );
- ; glVertex3iv( const GLint *v );
- ; glVertex3sv( const GLshort *v );
- ; glVertex4dv( const GLdouble *v );
- ; glVertex4fv( const GLfloat *v );
- ; glVertex4iv( const GLint *v );
- ; glVertex4sv( const GLshort *v );
- ; glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz );
- ; glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz );
- ; glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz );
- ; glNormal3i( GLint nx, GLint ny, GLint nz );
- ; glNormal3s( GLshort nx, GLshort ny, GLshort nz );
- ; glNormal3bv( const GLbyte *v );
- ; glNormal3dv( const GLdouble *v );
- ; glNormal3fv( const GLfloat *v );
- ; glNormal3iv( const GLint *v );
- ; glNormal3sv( const GLshort *v );
- ; glIndexd( GLdouble c );
- ; glIndexf( GLfloat c );
- ; glIndexi( GLint c );
- ; glIndexs( GLshort c );
- ; glIndexub( GLubyte c ); /* 1.1 */
- ; glIndexdv( const GLdouble *c );
- ; glIndexfv( const GLfloat *c );
- ; glIndexiv( const GLint *c );
- ; glIndexsv( const GLshort *c );
- ; glIndexubv( const GLubyte *c ); /* 1.1 */
- ; glColor3b( GLbyte red, GLbyte green, GLbyte blue );
- ; glColor3d( GLdouble red, GLdouble green, GLdouble blue );
- glColor3f( red.f, green.f, blue.f );
- ; glColor3i( GLint red, GLint green, GLint blue );
- ; glColor3s( GLshort red, GLshort green, GLshort blue );
- ; glColor3ub( GLubyte red, GLubyte green, GLubyte blue );
- ; glColor3ui( GLuint red, GLuint green, GLuint blue );
- ; glColor3us( GLushort red, GLushort green, GLushort blue );
- ; glColor4b( GLbyte red, GLbyte green,GLbyte blue, GLbyte alpha );
- ; glColor4d( GLdouble red, GLdouble green,GLdouble blue, GLdouble alpha );
- ; glColor4f( GLfloat red, GLfloat green,GLfloat blue, GLfloat alpha );
- ; glColor4i( GLint red, GLint green,GLint blue, GLint alpha );
- ; glColor4s( GLshort red, GLshort green,GLshort blue, GLshort alpha );
- ; glColor4ub( GLubyte red, GLubyte green,GLubyte blue, GLubyte alpha );
- ; glColor4ui( GLuint red, GLuint green,GLuint blue, GLuint alpha );
- ; glColor4us( GLushort red, GLushort green,GLushort blue, GLushort alpha );
- ; glColor3bv( const GLbyte *v );
- ; glColor3dv( const GLdouble *v );
- ; glColor3fv( const GLfloat *v );
- ; glColor3iv( const GLint *v );
- ; glColor3sv( const GLshort *v );
- ; glColor3ubv( const GLubyte *v );
- ; glColor3uiv( const GLuint *v );
- ; glColor3usv( const GLushort *v );
- ; glColor4bv( const GLbyte *v );
- ; glColor4dv( const GLdouble *v );
- ; glColor4fv( const GLfloat *v );
- ; glColor4iv( const GLint *v );
- ; glColor4sv( const GLshort *v );
- ; glColor4ubv( const GLubyte *v );
- ; glColor4uiv( const GLuint *v );
- ; glColor4usv( const GLushort *v );
- ; glTexCoord1d( GLdouble s );
- ; glTexCoord1f( GLfloat s );
- ; glTexCoord1i( GLint s );
- ; glTexCoord1s( GLshort s );
- ; glTexCoord2d( GLdouble s, GLdouble t );
- ; glTexCoord2f( GLfloat s, GLfloat t );
- ; glTexCoord2i( GLint s, GLint t );
- ; glTexCoord2s( GLshort s, GLshort t );
- ; glTexCoord3d( GLdouble s, GLdouble t, GLdouble r );
- ; glTexCoord3f( GLfloat s, GLfloat t, GLfloat r );
- ; glTexCoord3i( GLint s, GLint t, GLint r );
- ; glTexCoord3s( GLshort s, GLshort t, GLshort r );
- ; glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q );
- ; glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q );
- ; glTexCoord4i( GLint s, GLint t, GLint r, GLint q );
- ; glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q );
- ; glTexCoord1dv( const GLdouble *v );
- ; glTexCoord1fv( const GLfloat *v );
- ; glTexCoord1iv( const GLint *v );
- ; glTexCoord1sv( const GLshort *v );
- ; glTexCoord2dv( const GLdouble *v );
- ; glTexCoord2fv( const GLfloat *v );
- ; glTexCoord2iv( const GLint *v );
- ; glTexCoord2sv( const GLshort *v );
- ; glTexCoord3dv( const GLdouble *v );
- ; glTexCoord3fv( const GLfloat *v );
- ; glTexCoord3iv( const GLint *v );
- ; glTexCoord3sv( const GLshort *v );
- ; glTexCoord4dv( const GLdouble *v );
- ; glTexCoord4fv( const GLfloat *v );
- ; glTexCoord4iv( const GLint *v );
- ; glTexCoord4sv( const GLshort *v );
- ; glRasterPos2d( GLdouble x, GLdouble y );
- ; glRasterPos2f( GLfloat x, GLfloat y );
- ; glRasterPos2i( GLint x, GLint y );
- ; glRasterPos2s( GLshort x, GLshort y );
- ; glRasterPos3d( GLdouble x, GLdouble y, GLdouble z );
- ; glRasterPos3f( GLfloat x, GLfloat y, GLfloat z );
- ; glRasterPos3i( GLint x, GLint y, GLint z );
- ; glRasterPos3s( GLshort x, GLshort y, GLshort z );
- ; glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
- ; glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
- ; glRasterPos4i( GLint x, GLint y, GLint z, GLint w );
- ; glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w );
- ; glRasterPos2dv( const GLdouble *v );
- ; glRasterPos2fv( const GLfloat *v );
- ; glRasterPos2iv( const GLint *v );
- ; glRasterPos2sv( const GLshort *v );
- ; glRasterPos3dv( const GLdouble *v );
- ; glRasterPos3fv( const GLfloat *v );
- ; glRasterPos3iv( const GLint *v );
- ; glRasterPos3sv( const GLshort *v );
- ; glRasterPos4dv( const GLdouble *v );
- ; glRasterPos4fv( const GLfloat *v );
- ; glRasterPos4iv( const GLint *v );
- ; glRasterPos4sv( const GLshort *v );
- ; glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 );
- ; glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
- ; glRecti( GLint x1, GLint y1, GLint x2, GLint y2 );
- ; glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 );
- ; glRectdv( const GLdouble *v1, const GLdouble *v2 );
- ; glRectfv( const GLfloat *v1, const GLfloat *v2 );
- ; glRectiv( const GLint *v1, const GLint *v2 );
- ; glRectsv( const GLshort *v1, const GLshort *v2 );
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_2,#PB_Constant)
- glBlendColor(a.f,b.f,c.f,d.f)
- glBlendEquation(a.l)
- glDrawRangeElements(a.l,b.l,c.l,d.l,e.l,*f)
- glTexImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,*j)
- glTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,*k)
- glCopyTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_3,#PB_Constant)
- glActiveTexture(a.l)
- glSampleCoverage(a.f,b.c)
- glCompressedTexImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
- glCompressedTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,*h)
- glCompressedTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g)
- glCompressedTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,*k)
- glCompressedTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i)
- glCompressedTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g)
- glGetCompressedTexImage(a.l,b.l,*c)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_4,#PB_Constant)
- glBlendFuncSeparate(a.l,b.l,c.l,d.l)
- glMultiDrawArrays(a.l,*b.l,*c.l,d.l)
- glMultiDrawElements(a.l,*b.l,c.l,*d,e.l)
- glPointParameterf(a.l,b.f)
- glPointParameterfv(a.l,*b.f)
- glPointParameteri(a.l,b.l)
- glPointParameteriv(a.l,*b.l)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_1_5,#PB_Constant)
- glGenQueries(a.l,*b.l)
- glDeleteQueries(a.l,*b.l)
- glIsQuery.c(a.l)
- glBeginQuery(a.l,b.l)
- glEndQuery(a.l)
- glGetQueryiv(a.l,b.l,*c.l)
- glGetQueryObjectiv(a.l,b.l,*c.l)
- glGetQueryObjectuiv(a.l,b.l,*c.l)
- glBindBuffer(a.l,b.l)
- glDeleteBuffers(a.l,*b.l)
- glGenBuffers(a.l,*b.l)
- glIsBuffer.c(a.l)
- glBufferData(a.l,b,*c,d.l)
- glBufferSubData(a.l,b,c,*d)
- glGetBufferSubData(a.l,b,c,*d)
- glMapBuffer(a.l,b.l)
- glUnmapBuffer.c(a.l)
- glGetBufferParameteriv(a.l,b.l,*c.l)
- glGetBufferPointerv(a.l,b.l,*c)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_2_0,#PB_Constant)
- glBlendEquationSeparate(a.l,b.l)
- glDrawBuffers(a.l,*b.l)
- glStencilOpSeparate(a.l,b.l,c.l,d.l)
- glStencilFuncSeparate(a.l,b.l,c.l,d.l)
- glStencilMaskSeparate(a.l,b.l)
- glAttachShader(a.l,b.l)
- glBindAttribLocation(a.l,b.l,c)
- glCompileShader(a.l)
- glCreateProgram.l()
- glCreateShader.l(a.l)
- glDeleteProgram(a.l)
- glDeleteShader(a.l)
- glDetachShader(a.l,b.l)
- glDisableVertexAttribArray(a.l)
- glEnableVertexAttribArray(a.l)
- glGetActiveAttrib(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g)
- glGetActiveUniform(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g)
- glGetAttachedShaders(a.l,b.l,*c.l,*d.l)
- glGetAttribLocation.l(a.l,b.s)
- glGetProgramiv(a.l,b.l,*c.l)
- glGetProgramInfoLog(a.l,b.l,*c.l,*d)
- glGetShaderiv(a.l,b.l,*c.l)
- glGetShaderInfoLog(a.l,b.l,*c.l,*d)
- glGetShaderSource(a.l,b.l,*c.l,*d)
- glGetUniformLocation.l(a.l,b.s)
- glGetUniformfv(a.l,b.l,*c.f)
- glGetUniformiv(a.l,b.l,*c.l)
- glGetVertexAttribdv(a.l,b.l,*c.d)
- glGetVertexAttribfv(a.l,b.l,*c.f)
- glGetVertexAttribiv(a.l,b.l,*c.l)
- glGetVertexAttribPointerv(a.l,b.l,*c)
- glIsProgram.c(a.l)
- glIsShader.c(a.l)
- glLinkProgram(a.l)
- glShaderSource(a.l,b.l,c,*d.l)
- glUseProgram(a.l)
- glUniform1f(a.l,b.f)
- glUniform2f(a.l,b.f,c.f)
- glUniform3f(a.l,b.f,c.f,d.f)
- glUniform4f(a.l,b.f,c.f,d.f,e.f)
- glUniform1i(a.l,b.l)
- glUniform2i(a.l,b.l,c.l)
- glUniform3i(a.l,b.l,c.l,d.l)
- glUniform4i(a.l,b.l,c.l,d.l,e.l)
- glUniform1fv(a.l,b.l,*c.f)
- glUniform2fv(a.l,b.l,*c.f)
- glUniform3fv(a.l,b.l,*c.f)
- glUniform4fv(a.l,b.l,*c.f)
- glUniform1iv(a.l,b.l,*c.l)
- glUniform2iv(a.l,b.l,*c.l)
- glUniform3iv(a.l,b.l,*c.l)
- glUniform4iv(a.l,b.l,*c.l)
- glUniformMatrix2fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix3fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix4fv(a.l,b.l,c.c,*d.f)
- glValidateProgram(a.l)
- glVertexAttrib1d(a.l,b.d)
- glVertexAttrib1dv(a.l,*b.d)
- glVertexAttrib1f(a.l,b.f)
- glVertexAttrib1fv(a.l,*b.f)
- glVertexAttrib1s(a.l,b.w)
- glVertexAttrib1sv(a.l,*b.w)
- glVertexAttrib2d(a.l,b.d,c.d)
- glVertexAttrib2dv(a.l,*b.d)
- glVertexAttrib2f(a.l,b.f,c.f)
- glVertexAttrib2fv(a.l,*b.f)
- glVertexAttrib2s(a.l,b.w,c.w)
- glVertexAttrib2sv(a.l,*b.w)
- glVertexAttrib3d(a.l,b.d,c.d,d.d)
- glVertexAttrib3dv(a.l,*b.d)
- glVertexAttrib3f(a.l,b.f,c.f,d.f)
- glVertexAttrib3fv(a.l,*b.f)
- glVertexAttrib3s(a.l,b.w,c.w,d.w)
- glVertexAttrib3sv(a.l,*b.w)
- glVertexAttrib4Nbv(a.l,*b.b)
- glVertexAttrib4Niv(a.l,*b.l)
- glVertexAttrib4Nsv(a.l,*b.w)
- glVertexAttrib4Nub(a.l,b.c,c.c,d.c,e.c)
- glVertexAttrib4Nubv(a.l,*b.c)
- glVertexAttrib4Nuiv(a.l,*b.l)
- glVertexAttrib4Nusv(a.l,*b.l)
- glVertexAttrib4bv(a.l,*b.b)
- glVertexAttrib4d(a.l,b.d,c.d,d.d,e.d)
- glVertexAttrib4dv(a.l,*b.d)
- glVertexAttrib4f(a.l,b.f,c.f,d.f,e.f)
- glVertexAttrib4fv(a.l,*b.f)
- glVertexAttrib4iv(a.l,*b.l)
- glVertexAttrib4s(a.l,b.w,c.w,d.w,e.w)
- glVertexAttrib4sv(a.l,*b.w)
- glVertexAttrib4ubv(a.l,*b.c)
- glVertexAttrib4uiv(a.l,*b.l)
- glVertexAttrib4usv(a.l,*b.l)
- glVertexAttribPointer(a.l,b.l,c.l,d.c,e.l,*f)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_2_1,#PB_Constant)
- glUniformMatrix2x3fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix3x2fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix2x4fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix4x2fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix3x4fv(a.l,b.l,c.c,*d.f)
- glUniformMatrix4x3fv(a.l,b.l,c.c,*d.f)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_3_0,#PB_Constant)
- glColorMaski(a.l,b.c,c.c,d.c,e.c)
- glGetBooleani_v(a.l,b.l,*c.c)
- glGetIntegeri_v(a.l,b.l,*c.l)
- glEnablei(a.l,b.l)
- glDisablei(a.l,b.l)
- glIsEnabledi.c(a.l,b.l)
- glBeginTransformFeedback(a.l)
- glEndTransformFeedback(a)
- glBindBufferRange(a.l,b.l,c.l,d,e)
- glBindBufferBase(a.l,b.l,c.l)
- glTransformFeedbackVaryings(a.l,b.l,c,d.l)
- glGetTransformFeedbackVarying(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g)
- glClampColor(a.l,b.l)
- glBeginConditionalRender(a.l,b.l)
- glEndConditionalRender(a)
- glVertexAttribIPointer(a.l,b.l,c.l,d.l,*e)
- glGetVertexAttribIiv(a.l,b.l,*c.l)
- glGetVertexAttribIuiv(a.l,b.l,*c.l)
- glVertexAttribI1i(a.l,b.l)
- glVertexAttribI2i(a.l,b.l,c.l)
- glVertexAttribI3i(a.l,b.l,c.l,d.l)
- glVertexAttribI4i(a.l,b.l,c.l,d.l,e.l)
- glVertexAttribI1ui(a.l,b.l)
- glVertexAttribI2ui(a.l,b.l,c.l)
- glVertexAttribI3ui(a.l,b.l,c.l,d.l)
- glVertexAttribI4ui(a.l,b.l,c.l,d.l,e.l)
- glVertexAttribI1iv(a.l,*b.l)
- glVertexAttribI2iv(a.l,*b.l)
- glVertexAttribI3iv(a.l,*b.l)
- glVertexAttribI4iv(a.l,*b.l)
- glVertexAttribI1uiv(a.l,*b.l)
- glVertexAttribI2uiv(a.l,*b.l)
- glVertexAttribI3uiv(a.l,*b.l)
- glVertexAttribI4uiv(a.l,*b.l)
- glVertexAttribI4bv(a.l,*b.b)
- glVertexAttribI4sv(a.l,*b.w)
- glVertexAttribI4ubv(a.l,*b.c)
- glVertexAttribI4usv(a.l,*b.l)
- glGetUniformuiv(a.l,b.l,*c.l)
- glBindFragDataLocation(a.l,b.l,c)
- glGetFragDataLocation.l(a.l,b)
- glUniform1ui(a.l,b.l)
- glUniform2ui(a.l,b.l,c.l)
- glUniform3ui(a.l,b.l,c.l,d.l)
- glUniform4ui(a.l,b.l,c.l,d.l,e.l)
- glUniform1uiv(a.l,b.l,*c.l)
- glUniform2uiv(a.l,b.l,*c.l)
- glUniform3uiv(a.l,b.l,*c.l)
- glUniform4uiv(a.l,b.l,*c.l)
- glTexParameterIiv(a.l,b.l,*c.l)
- glTexParameterIuiv(a.l,b.l,*c.l)
- glGetTexParameterIiv(a.l,b.l,*c.l)
- glGetTexParameterIuiv(a.l,b.l,*c.l)
- glClearBufferiv(a.l,b.l,*c.l)
- glClearBufferuiv(a.l,b.l,*c.l)
- glClearBufferfv(a.l,b.l,*c.f)
- glClearBufferfi(a.l,b.l,c.f,d.l)
- glGetStringi.c(a.l,b.l)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_3_1,#PB_Constant)
- glDrawArraysInstanced(a.l,b.l,c.l,d.l)
- glDrawElementsInstanced(a.l,b.l,c.l,*d,e.l)
- glTexBuffer(a.l,b.l,c.l)
- glPrimitiveRestartIndex(a.l)
- CompilerEndIf
- CompilerIf Defined(GL_VERSION_3_2,#PB_Constant)
- glGetInteger64i_v(a.l,b.l,*c)
- glGetBufferParameteri64v(a.l,b.l,*c)
- glProgramParameteri(a.l,b.l,c.l)
- glFramebufferTexture(a.l,b.l,c.l,d.l)
- glFramebufferTextureFace(a.l,b.l,c.l,d.l,e.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_framebuffer_object,#PB_Constant)
- glIsRenderbuffer.c(a.l)
- glBindRenderbuffer(a.l,b.l)
- glDeleteRenderbuffers(a.l,*b.l)
- glGenRenderbuffers(a.l,*b.l)
- glRenderbufferStorage(a.l,b.l,c.l,d.l)
- glGetRenderbufferParameteriv(a.l,b.l,*c.l)
- glIsFramebuffer.c(a.l)
- glBindFramebuffer(a.l,b.l)
- glDeleteFramebuffers(a.l,*b.l)
- glGenFramebuffers(a.l,*b.l)
- glCheckFramebufferStatus.l(a.l)
- glFramebufferTexture1D(a.l,b.l,c.l,d.l,e.l)
- glFramebufferTexture2D(a.l,b.l,c.l,d.l,e.l)
- glFramebufferTexture3D(a.l,b.l,c.l,d.l,e.l,f.l)
- glFramebufferRenderbuffer(a.l,b.l,c.l,d.l)
- glGetFramebufferAttachmentParameteriv(a.l,b.l,c.l,*d.l)
- glGenerateMipmap(a.l)
- glBlitFramebuffer(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l)
- glRenderbufferStorageMultisample(a.l,b.l,c.l,d.l,e.l)
- glFramebufferTextureLayer(a.l,b.l,c.l,d.l,e.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_map_buffer_range,#PB_Constant)
- glMapBufferRange(a.l,b,c,d.l)
- glFlushMappedBufferRange(a.l,b,c)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_vertex_array_object,#PB_Constant)
- glBindVertexArray(a.l)
- glDeleteVertexArrays(a.l,*b.l)
- glGenVertexArrays(a.l,*b.l)
- glIsVertexArray.c(a.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_uniform_buffer_object,#PB_Constant)
- glGetUniformIndices(a.l,b.l,c,*d.l)
- glGetActiveUniformsiv(a.l,b.l,*c.l,d.l,*e.l)
- glGetActiveUniformName(a.l,b.l,c.l,*d.l,*e)
- glGetUniformBlockIndex.l(a.l,b)
- glGetActiveUniformBlockiv(a.l,b.l,c.l,*d.l)
- glGetActiveUniformBlockName(a.l,b.l,c.l,*d.l,*e)
- glUniformBlockBinding(a.l,b.l,c.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_copy_buffer,#PB_Constant)
- glCopyBufferSubData(a.l,b.l,c,d,e)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_draw_elements_base_vertex,#PB_Constant)
- glDrawElementsBaseVertex(a.l,b.l,c.l,*d,e.l)
- glDrawRangeElementsBaseVertex(a.l,b.l,c.l,d.l,e.l,*f,g.l)
- glDrawElementsInstancedBaseVertex(a.l,b.l,c.l,*d,e.l,f.l)
- glMultiDrawElementsBaseVertex(a.l,*b.l,c.l,*d,e.l,*f.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_provoking_vertex,#PB_Constant)
- glProvokingVertex(a.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_sync,#PB_Constant)
- glFenceSync(a.l,b.l)
- glIsSync.c(a)
- glDeleteSync(a)
- glClientWaitSync.l(a,b.l,c)
- glWaitSync(a,b.l,c)
- glGetInteger64v(a.l,*b)
- glGetSynciv(a,b.l,c.l,*d.l,*e.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_texture_multisample,#PB_Constant)
- glTexImage2DMultisample(a.l,b.l,c.l,d.l,e.l,f.c)
- glTexImage3DMultisample(a.l,b.l,c.l,d.l,e.l,f.l,g.c)
- glGetMultisamplefv(a.l,b.l,*c.f)
- glSampleMaski(a.l,b.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_draw_buffers_blend,#PB_Constant)
- glBlendEquationi(a.l,b.l)
- glBlendEquationSeparatei(a.l,b.l,c.l)
- glBlendFunci(a.l,b.l,c.l)
- glBlendFuncSeparatei(a.l,b.l,c.l,d.l,e.l)
- CompilerEndIf
- CompilerIf Defined(GL_ARB_sample_shading,#PB_Constant)
- glMinSampleShading(a.f)
- CompilerEndIf
- EndImport
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