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glcorearb
// #ifndef __glcorearb_h_
// #define __glcorearb_h_
// #ifdef __cplusplus
// extern "C" {
// #endif
/*
** Copyright (c) 2007-2012 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.
*/
/* glcorearb.h replaces gl3.h. It is for use with OpenGL core
* profile implementations.
*
* glcorearb.h last updated on $Date: 2012-09-19 19:02:24 -0700 (Wed, 19 Sep 2012) $
*
* RELEASE NOTES - 2012/09/19
*
* glcorearb.h should be placed in the same directory as gl.h and
* included as
* '<GL/glcorearb.h>'.
*
* glcorearb.h includes only APIs in the latest OpenGL core profile
* implementation together with APIs in newer ARB extensions which can be
* can be supported by the core profile. It does not, and never will
* include functionality removed from the core profile, such as
* fixed-function vertex and fragment processing.
*
* It is not possible to #include both <GL/glcorearb.h> and either of
* <GL/gl.h> or <GL/glext.h> in the same source file.
*
* Feedback can be given by registering for the Khronos Bugzilla
* (www.khronos.org/bugzilla) and filing issues there under product
* "OpenGL", category "Registry".
*/
use libc::*;
// Linking
#[nolink]
#[link_args="-framework OpenGL"]
#[cfg(target_os = "macos")]
extern mod linkhack { }
#[nolink]
#[link_args="-lGL"]
#[cfg(target_os = "linux")]
extern mod linkhack { }
// /* Function declaration macros - to move into glplatform.h */
// #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
// #define WIN32_LEAN_AND_MEAN 1
// #include <windows.h>
// #endif
// #ifndef APIENTRY
// #define APIENTRY
// #endif
// #ifndef APIENTRYP
// #define APIENTRYP APIENTRY *
// #endif
// #ifndef GLAPI
// #define GLAPI extern
// #endif
// /* Base GL types */
type GLenum = c_uint; // typedef unsigned int GLenum;
type GLboolean = c_uchar; // typedef unsigned char GLboolean;
type GLbitfield = c_uint; // typedef unsigned int GLbitfield;
type GLbyte = c_schar; // typedef signed char GLbyte;
type GLshort = c_short; // typedef short GLshort;
type GLint = c_int; // typedef int GLint;
type GLsizei = c_int; // typedef int GLsizei;
type GLubyte = c_uchar; // typedef unsigned char GLubyte;
type GLushort = c_ushort; // typedef unsigned short GLushort;
type GLuint = c_uint; // typedef unsigned int GLuint;
type GLhalf = c_ushort; // typedef unsigned short GLhalf;
type GLfloat = c_float; // typedef float GLfloat;
type GLclampf = c_float; // typedef float GLclampf;
type GLdouble = c_double; // typedef double GLdouble;
type GLclampd = c_double; // typedef double GLclampd;
type GLvoid = c_void; // typedef void GLvoid;
/*************************************************************/ // /*************************************************************/
pub mod consts {
#[cfg(GL_VERSION_1_1)] pub mod version_1_1 { // #ifndef GL_VERSION_1_1
/* AttribMask */ // /* AttribMask */
pub const GL_DEPTH_BUFFER_BIT : int = 0x00000100; // #define GL_DEPTH_BUFFER_BIT 0x00000100
pub const GL_STENCIL_BUFFER_BIT : int = 0x00000400; // #define GL_STENCIL_BUFFER_BIT 0x00000400
pub const GL_COLOR_BUFFER_BIT : int = 0x00004000; // #define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */ // /* Boolean */
pub const GL_FALSE : int = 0; // #define GL_FALSE 0
pub const GL_TRUE : int = 1; // #define GL_TRUE 1
/* BeginMode */ // /* BeginMode */
pub const GL_POINTS : int = 0x0000; // #define GL_POINTS 0x0000
pub const GL_LINES : int = 0x0001; // #define GL_LINES 0x0001
pub const GL_LINE_LOOP : int = 0x0002; // #define GL_LINE_LOOP 0x0002
pub const GL_LINE_STRIP : int = 0x0003; // #define GL_LINE_STRIP 0x0003
pub const GL_TRIANGLES : int = 0x0004; // #define GL_TRIANGLES 0x0004
pub const GL_TRIANGLE_STRIP : int = 0x0005; // #define GL_TRIANGLE_STRIP 0x0005
pub const GL_TRIANGLE_FAN : int = 0x0006; // #define GL_TRIANGLE_FAN 0x0006
pub const GL_QUADS : int = 0x0007; // #define GL_QUADS 0x0007
/* AlphaFunction */ // /* AlphaFunction */
pub const GL_NEVER : int = 0x0200; // #define GL_NEVER 0x0200
pub const GL_LESS : int = 0x0201; // #define GL_LESS 0x0201
pub const GL_EQUAL : int = 0x0202; // #define GL_EQUAL 0x0202
pub const GL_LEQUAL : int = 0x0203; // #define GL_LEQUAL 0x0203
pub const GL_GREATER : int = 0x0204; // #define GL_GREATER 0x0204
pub const GL_NOTEQUAL : int = 0x0205; // #define GL_NOTEQUAL 0x0205
pub const GL_GEQUAL : int = 0x0206; // #define GL_GEQUAL 0x0206
pub const GL_ALWAYS : int = 0x0207; // #define GL_ALWAYS 0x0207
/* BlendingFactorDest */ // /* BlendingFactorDest */
pub const GL_ZERO : int = 0; // #define GL_ZERO 0
pub const GL_ONE : int = 1; // #define GL_ONE 1
pub const GL_SRC_COLOR : int = 0x0300; // #define GL_SRC_COLOR 0x0300
pub const GL_ONE_MINUS_SRC_COLOR : int = 0x0301; // #define GL_ONE_MINUS_SRC_COLOR 0x0301
pub const GL_SRC_ALPHA : int = 0x0302; // #define GL_SRC_ALPHA 0x0302
pub const GL_ONE_MINUS_SRC_ALPHA : int = 0x0303; // #define GL_ONE_MINUS_SRC_ALPHA 0x0303
pub const GL_DST_ALPHA : int = 0x0304; // #define GL_DST_ALPHA 0x0304
pub const GL_ONE_MINUS_DST_ALPHA : int = 0x0305; // #define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */ // /* BlendingFactorSrc */
pub const GL_DST_COLOR : int = 0x0306; // #define GL_DST_COLOR 0x0306
pub const GL_ONE_MINUS_DST_COLOR : int = 0x0307; // #define GL_ONE_MINUS_DST_COLOR 0x0307
pub const GL_SRC_ALPHA_SATURATE : int = 0x0308; // #define GL_SRC_ALPHA_SATURATE 0x0308
/* DrawBufferMode */ // /* DrawBufferMode */
pub const GL_NONE : int = 0; // #define GL_NONE 0
pub const GL_FRONT_LEFT : int = 0x0400; // #define GL_FRONT_LEFT 0x0400
pub const GL_FRONT_RIGHT : int = 0x0401; // #define GL_FRONT_RIGHT 0x0401
pub const GL_BACK_LEFT : int = 0x0402; // #define GL_BACK_LEFT 0x0402
pub const GL_BACK_RIGHT : int = 0x0403; // #define GL_BACK_RIGHT 0x0403
pub const GL_FRONT : int = 0x0404; // #define GL_FRONT 0x0404
pub const GL_BACK : int = 0x0405; // #define GL_BACK 0x0405
pub const GL_LEFT : int = 0x0406; // #define GL_LEFT 0x0406
pub const GL_RIGHT : int = 0x0407; // #define GL_RIGHT 0x0407
pub const GL_FRONT_AND_BACK : int = 0x0408; // #define GL_FRONT_AND_BACK 0x0408
/* ErrorCode */ // /* ErrorCode */
pub const GL_NO_ERROR : int = 0; // #define GL_NO_ERROR 0
pub const GL_INVALID_ENUM : int = 0x0500; // #define GL_INVALID_ENUM 0x0500
pub const GL_INVALID_VALUE : int = 0x0501; // #define GL_INVALID_VALUE 0x0501
pub const GL_INVALID_OPERATION : int = 0x0502; // #define GL_INVALID_OPERATION 0x0502
pub const GL_OUT_OF_MEMORY : int = 0x0505; // #define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */ // /* FrontFaceDirection */
pub const GL_CW : int = 0x0900; // #define GL_CW 0x0900
pub const GL_CCW : int = 0x0901; // #define GL_CCW 0x0901
/* GetPName */ // /* GetPName */
pub const GL_POINT_SIZE : int = 0x0B11; // #define GL_POINT_SIZE 0x0B11
pub const GL_POINT_SIZE_RANGE : int = 0x0B12; // #define GL_POINT_SIZE_RANGE 0x0B12
pub const GL_POINT_SIZE_GRANULARITY : int = 0x0B13; // #define GL_POINT_SIZE_GRANULARITY 0x0B13
pub const GL_LINE_SMOOTH : int = 0x0B20; // #define GL_LINE_SMOOTH 0x0B20
pub const GL_LINE_WIDTH : int = 0x0B21; // #define GL_LINE_WIDTH 0x0B21
pub const GL_LINE_WIDTH_RANGE : int = 0x0B22; // #define GL_LINE_WIDTH_RANGE 0x0B22
pub const GL_LINE_WIDTH_GRANULARITY : int = 0x0B23; // #define GL_LINE_WIDTH_GRANULARITY 0x0B23
pub const GL_POLYGON_MODE : int = 0x0B40; // #define GL_POLYGON_MODE 0x0B40
pub const GL_POLYGON_SMOOTH : int = 0x0B41; // #define GL_POLYGON_SMOOTH 0x0B41
pub const GL_CULL_FACE : int = 0x0B44; // #define GL_CULL_FACE 0x0B44
pub const GL_CULL_FACE_MODE : int = 0x0B45; // #define GL_CULL_FACE_MODE 0x0B45
pub const GL_FRONT_FACE : int = 0x0B46; // #define GL_FRONT_FACE 0x0B46
pub const GL_DEPTH_RANGE : int = 0x0B70; // #define GL_DEPTH_RANGE 0x0B70
pub const GL_DEPTH_TEST : int = 0x0B71; // #define GL_DEPTH_TEST 0x0B71
pub const GL_DEPTH_WRITEMASK : int = 0x0B72; // #define GL_DEPTH_WRITEMASK 0x0B72
pub const GL_DEPTH_CLEAR_VALUE : int = 0x0B73; // #define GL_DEPTH_CLEAR_VALUE 0x0B73
pub const GL_DEPTH_FUNC : int = 0x0B74; // #define GL_DEPTH_FUNC 0x0B74
pub const GL_STENCIL_TEST : int = 0x0B90; // #define GL_STENCIL_TEST 0x0B90
pub const GL_STENCIL_CLEAR_VALUE : int = 0x0B91; // #define GL_STENCIL_CLEAR_VALUE 0x0B91
pub const GL_STENCIL_FUNC : int = 0x0B92; // #define GL_STENCIL_FUNC 0x0B92
pub const GL_STENCIL_VALUE_MASK : int = 0x0B93; // #define GL_STENCIL_VALUE_MASK 0x0B93
pub const GL_STENCIL_FAIL : int = 0x0B94; // #define GL_STENCIL_FAIL 0x0B94
pub const GL_STENCIL_PASS_DEPTH_FAIL : int = 0x0B95; // #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
pub const GL_STENCIL_PASS_DEPTH_PASS : int = 0x0B96; // #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
pub const GL_STENCIL_REF : int = 0x0B97; // #define GL_STENCIL_REF 0x0B97
pub const GL_STENCIL_WRITEMASK : int = 0x0B98; // #define GL_STENCIL_WRITEMASK 0x0B98
pub const GL_VIEWPORT : int = 0x0BA2; // #define GL_VIEWPORT 0x0BA2
pub const GL_DITHER : int = 0x0BD0; // #define GL_DITHER 0x0BD0
pub const GL_BLEND_DST : int = 0x0BE0; // #define GL_BLEND_DST 0x0BE0
pub const GL_BLEND_SRC : int = 0x0BE1; // #define GL_BLEND_SRC 0x0BE1
pub const GL_BLEND : int = 0x0BE2; // #define GL_BLEND 0x0BE2
pub const GL_LOGIC_OP_MODE : int = 0x0BF0; // #define GL_LOGIC_OP_MODE 0x0BF0
pub const GL_COLOR_LOGIC_OP : int = 0x0BF2; // #define GL_COLOR_LOGIC_OP 0x0BF2
pub const GL_DRAW_BUFFER : int = 0x0C01; // #define GL_DRAW_BUFFER 0x0C01
pub const GL_READ_BUFFER : int = 0x0C02; // #define GL_READ_BUFFER 0x0C02
pub const GL_SCISSOR_BOX : int = 0x0C10; // #define GL_SCISSOR_BOX 0x0C10
pub const GL_SCISSOR_TEST : int = 0x0C11; // #define GL_SCISSOR_TEST 0x0C11
pub const GL_COLOR_CLEAR_VALUE : int = 0x0C22; // #define GL_COLOR_CLEAR_VALUE 0x0C22
pub const GL_COLOR_WRITEMASK : int = 0x0C23; // #define GL_COLOR_WRITEMASK 0x0C23
pub const GL_DOUBLEBUFFER : int = 0x0C32; // #define GL_DOUBLEBUFFER 0x0C32
pub const GL_STEREO : int = 0x0C33; // #define GL_STEREO 0x0C33
pub const GL_LINE_SMOOTH_HINT : int = 0x0C52; // #define GL_LINE_SMOOTH_HINT 0x0C52
pub const GL_POLYGON_SMOOTH_HINT : int = 0x0C53; // #define GL_POLYGON_SMOOTH_HINT 0x0C53
pub const GL_UNPACK_SWAP_BYTES : int = 0x0CF0; // #define GL_UNPACK_SWAP_BYTES 0x0CF0
pub const GL_UNPACK_LSB_FIRST : int = 0x0CF1; // #define GL_UNPACK_LSB_FIRST 0x0CF1
pub const GL_UNPACK_ROW_LENGTH : int = 0x0CF2; // #define GL_UNPACK_ROW_LENGTH 0x0CF2
pub const GL_UNPACK_SKIP_ROWS : int = 0x0CF3; // #define GL_UNPACK_SKIP_ROWS 0x0CF3
pub const GL_UNPACK_SKIP_PIXELS : int = 0x0CF4; // #define GL_UNPACK_SKIP_PIXELS 0x0CF4
pub const GL_UNPACK_ALIGNMENT : int = 0x0CF5; // #define GL_UNPACK_ALIGNMENT 0x0CF5
pub const GL_PACK_SWAP_BYTES : int = 0x0D00; // #define GL_PACK_SWAP_BYTES 0x0D00
pub const GL_PACK_LSB_FIRST : int = 0x0D01; // #define GL_PACK_LSB_FIRST 0x0D01
pub const GL_PACK_ROW_LENGTH : int = 0x0D02; // #define GL_PACK_ROW_LENGTH 0x0D02
pub const GL_PACK_SKIP_ROWS : int = 0x0D03; // #define GL_PACK_SKIP_ROWS 0x0D03
pub const GL_PACK_SKIP_PIXELS : int = 0x0D04; // #define GL_PACK_SKIP_PIXELS 0x0D04
pub const GL_PACK_ALIGNMENT : int = 0x0D05; // #define GL_PACK_ALIGNMENT 0x0D05
pub const GL_MAX_TEXTURE_SIZE : int = 0x0D33; // #define GL_MAX_TEXTURE_SIZE 0x0D33
pub const GL_MAX_VIEWPORT_DIMS : int = 0x0D3A; // #define GL_MAX_VIEWPORT_DIMS 0x0D3A
pub const GL_SUBPIXEL_BITS : int = 0x0D50; // #define GL_SUBPIXEL_BITS 0x0D50
pub const GL_TEXTURE_1D : int = 0x0DE0; // #define GL_TEXTURE_1D 0x0DE0
pub const GL_TEXTURE_2D : int = 0x0DE1; // #define GL_TEXTURE_2D 0x0DE1
pub const GL_POLYGON_OFFSET_UNITS : int = 0x2A00; // #define GL_POLYGON_OFFSET_UNITS 0x2A00
pub const GL_POLYGON_OFFSET_POINT : int = 0x2A01; // #define GL_POLYGON_OFFSET_POINT 0x2A01
pub const GL_POLYGON_OFFSET_LINE : int = 0x2A02; // #define GL_POLYGON_OFFSET_LINE 0x2A02
pub const GL_POLYGON_OFFSET_FILL : int = 0x8037; // #define GL_POLYGON_OFFSET_FILL 0x8037
pub const GL_POLYGON_OFFSET_FACTOR : int = 0x8038; // #define GL_POLYGON_OFFSET_FACTOR 0x8038
pub const GL_TEXTURE_BINDING_1D : int = 0x8068; // #define GL_TEXTURE_BINDING_1D 0x8068
pub const GL_TEXTURE_BINDING_2D : int = 0x8069; // #define GL_TEXTURE_BINDING_2D 0x8069
/* GetTextureParameter */ // /* GetTextureParameter */
pub const GL_TEXTURE_WIDTH : int = 0x1000; // #define GL_TEXTURE_WIDTH 0x1000
pub const GL_TEXTURE_HEIGHT : int = 0x1001; // #define GL_TEXTURE_HEIGHT 0x1001
pub const GL_TEXTURE_INTERNAL_FORMAT : int = 0x1003; // #define GL_TEXTURE_INTERNAL_FORMAT 0x1003
pub const GL_TEXTURE_BORDER_COLOR : int = 0x1004; // #define GL_TEXTURE_BORDER_COLOR 0x1004
pub const GL_TEXTURE_RED_SIZE : int = 0x805C; // #define GL_TEXTURE_RED_SIZE 0x805C
pub const GL_TEXTURE_GREEN_SIZE : int = 0x805D; // #define GL_TEXTURE_GREEN_SIZE 0x805D
pub const GL_TEXTURE_BLUE_SIZE : int = 0x805E; // #define GL_TEXTURE_BLUE_SIZE 0x805E
pub const GL_TEXTURE_ALPHA_SIZE : int = 0x805F; // #define GL_TEXTURE_ALPHA_SIZE 0x805F
/* HintMode */ // /* HintMode */
pub const GL_DONT_CARE : int = 0x1100; // #define GL_DONT_CARE 0x1100
pub const GL_FASTEST : int = 0x1101; // #define GL_FASTEST 0x1101
pub const GL_NICEST : int = 0x1102; // #define GL_NICEST 0x1102
/* DataType */ // /* DataType */
pub const GL_BYTE : int = 0x1400; // #define GL_BYTE 0x1400
pub const GL_UNSIGNED_BYTE : int = 0x1401; // #define GL_UNSIGNED_BYTE 0x1401
pub const GL_SHORT : int = 0x1402; // #define GL_SHORT 0x1402
pub const GL_UNSIGNED_SHORT : int = 0x1403; // #define GL_UNSIGNED_SHORT 0x1403
pub const GL_INT : int = 0x1404; // #define GL_INT 0x1404
pub const GL_UNSIGNED_INT : int = 0x1405; // #define GL_UNSIGNED_INT 0x1405
pub const GL_FLOAT : int = 0x1406; // #define GL_FLOAT 0x1406
pub const GL_DOUBLE : int = 0x140A; // #define GL_DOUBLE 0x140A
/* ErrorCode */ // /* ErrorCode */
pub const GL_STACK_OVERFLOW : int = 0x0503; // #define GL_STACK_OVERFLOW 0x0503
pub const GL_STACK_UNDERFLOW : int = 0x0504; // #define GL_STACK_UNDERFLOW 0x0504
/* LogicOp */ // /* LogicOp */
pub const GL_CLEAR : int = 0x1500; // #define GL_CLEAR 0x1500
pub const GL_AND : int = 0x1501; // #define GL_AND 0x1501
pub const GL_AND_REVERSE : int = 0x1502; // #define GL_AND_REVERSE 0x1502
pub const GL_COPY : int = 0x1503; // #define GL_COPY 0x1503
pub const GL_AND_INVERTED : int = 0x1504; // #define GL_AND_INVERTED 0x1504
pub const GL_NOOP : int = 0x1505; // #define GL_NOOP 0x1505
pub const GL_XOR : int = 0x1506; // #define GL_XOR 0x1506
pub const GL_OR : int = 0x1507; // #define GL_OR 0x1507
pub const GL_NOR : int = 0x1508; // #define GL_NOR 0x1508
pub const GL_EQUIV : int = 0x1509; // #define GL_EQUIV 0x1509
pub const GL_INVERT : int = 0x150A; // #define GL_INVERT 0x150A
pub const GL_OR_REVERSE : int = 0x150B; // #define GL_OR_REVERSE 0x150B
pub const GL_COPY_INVERTED : int = 0x150C; // #define GL_COPY_INVERTED 0x150C
pub const GL_OR_INVERTED : int = 0x150D; // #define GL_OR_INVERTED 0x150D
pub const GL_NAND : int = 0x150E; // #define GL_NAND 0x150E
pub const GL_SET : int = 0x150F; // #define GL_SET 0x150F
/* MatrixMode (for gl3.h, FBO attachment type) */ // /* MatrixMode (for gl3.h, FBO attachment type) */
pub const GL_TEXTURE : int = 0x1702; // #define GL_TEXTURE 0x1702
/* PixelCopyType */ // /* PixelCopyType */
pub const GL_COLOR : int = 0x1800; // #define GL_COLOR 0x1800
pub const GL_DEPTH : int = 0x1801; // #define GL_DEPTH 0x1801
pub const GL_STENCIL : int = 0x1802; // #define GL_STENCIL 0x1802
/* PixelFormat */ // /* PixelFormat */
pub const GL_STENCIL_INDEX : int = 0x1901; // #define GL_STENCIL_INDEX 0x1901
pub const GL_DEPTH_COMPONENT : int = 0x1902; // #define GL_DEPTH_COMPONENT 0x1902
pub const GL_RED : int = 0x1903; // #define GL_RED 0x1903
pub const GL_GREEN : int = 0x1904; // #define GL_GREEN 0x1904
pub const GL_BLUE : int = 0x1905; // #define GL_BLUE 0x1905
pub const GL_ALPHA : int = 0x1906; // #define GL_ALPHA 0x1906
pub const GL_RGB : int = 0x1907; // #define GL_RGB 0x1907
pub const GL_RGBA : int = 0x1908; // #define GL_RGBA 0x1908
/* PolygonMode */ // /* PolygonMode */
pub const GL_POINT : int = 0x1B00; // #define GL_POINT 0x1B00
pub const GL_LINE : int = 0x1B01; // #define GL_LINE 0x1B01
pub const GL_FILL : int = 0x1B02; // #define GL_FILL 0x1B02
/* StencilOp */ // /* StencilOp */
pub const GL_KEEP : int = 0x1E00; // #define GL_KEEP 0x1E00
pub const GL_REPLACE : int = 0x1E01; // #define GL_REPLACE 0x1E01
pub const GL_INCR : int = 0x1E02; // #define GL_INCR 0x1E02
pub const GL_DECR : int = 0x1E03; // #define GL_DECR 0x1E03
/* StringName */ // /* StringName */
pub const GL_VENDOR : int = 0x1F00; // #define GL_VENDOR 0x1F00
pub const GL_RENDERER : int = 0x1F01; // #define GL_RENDERER 0x1F01
pub const GL_VERSION : int = 0x1F02; // #define GL_VERSION 0x1F02
pub const GL_EXTENSIONS : int = 0x1F03; // #define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */ // /* TextureMagFilter */
pub const GL_NEAREST : int = 0x2600; // #define GL_NEAREST 0x2600
pub const GL_LINEAR : int = 0x2601; // #define GL_LINEAR 0x2601
/* TextureMinFilter */ // /* TextureMinFilter */
pub const GL_NEAREST_MIPMAP_NEAREST : int = 0x2700; // #define GL_NEAREST_MIPMAP_NEAREST 0x2700
pub const GL_LINEAR_MIPMAP_NEAREST : int = 0x2701; // #define GL_LINEAR_MIPMAP_NEAREST 0x2701
pub const GL_NEAREST_MIPMAP_LINEAR : int = 0x2702; // #define GL_NEAREST_MIPMAP_LINEAR 0x2702
pub const GL_LINEAR_MIPMAP_LINEAR : int = 0x2703; // #define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */ // /* TextureParameterName */
pub const GL_TEXTURE_MAG_FILTER : int = 0x2800; // #define GL_TEXTURE_MAG_FILTER 0x2800
pub const GL_TEXTURE_MIN_FILTER : int = 0x2801; // #define GL_TEXTURE_MIN_FILTER 0x2801
pub const GL_TEXTURE_WRAP_S : int = 0x2802; // #define GL_TEXTURE_WRAP_S 0x2802
pub const GL_TEXTURE_WRAP_T : int = 0x2803; // #define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */ // /* TextureTarget */
pub const GL_PROXY_TEXTURE_1D : int = 0x8063; // #define GL_PROXY_TEXTURE_1D 0x8063
pub const GL_PROXY_TEXTURE_2D : int = 0x8064; // #define GL_PROXY_TEXTURE_2D 0x8064
/* TextureWrapMode */ // /* TextureWrapMode */
pub const GL_REPEAT : int = 0x2901; // #define GL_REPEAT 0x2901
/* PixelInternalFormat */ // /* PixelInternalFormat */
pub const GL_R3_G3_B2 : int = 0x2A10; // #define GL_R3_G3_B2 0x2A10
pub const GL_RGB4 : int = 0x804F; // #define GL_RGB4 0x804F
pub const GL_RGB5 : int = 0x8050; // #define GL_RGB5 0x8050
pub const GL_RGB8 : int = 0x8051; // #define GL_RGB8 0x8051
pub const GL_RGB10 : int = 0x8052; // #define GL_RGB10 0x8052
pub const GL_RGB12 : int = 0x8053; // #define GL_RGB12 0x8053
pub const GL_RGB16 : int = 0x8054; // #define GL_RGB16 0x8054
pub const GL_RGBA2 : int = 0x8055; // #define GL_RGBA2 0x8055
pub const GL_RGBA4 : int = 0x8056; // #define GL_RGBA4 0x8056
pub const GL_RGB5_A1 : int = 0x8057; // #define GL_RGB5_A1 0x8057
pub const GL_RGBA8 : int = 0x8058; // #define GL_RGBA8 0x8058
pub const GL_RGB10_A2 : int = 0x8059; // #define GL_RGB10_A2 0x8059
pub const GL_RGBA12 : int = 0x805A; // #define GL_RGBA12 0x805A
pub const GL_RGBA16 : int = 0x805B; // #define GL_RGBA16 0x805B
} // #endif
#[cfg(GL_VERSION_1_2)] pub mod version_1_2 { // #ifndef GL_VERSION_1_2
pub const GL_UNSIGNED_BYTE_3_3_2 : int = 0x8032; // #define GL_UNSIGNED_BYTE_3_3_2 0x8032
pub const GL_UNSIGNED_SHORT_4_4_4_4 : int = 0x8033; // #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
pub const GL_UNSIGNED_SHORT_5_5_5_1 : int = 0x8034; // #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
pub const GL_UNSIGNED_INT_8_8_8_8 : int = 0x8035; // #define GL_UNSIGNED_INT_8_8_8_8 0x8035
pub const GL_UNSIGNED_INT_10_10_10_2 : int = 0x8036; // #define GL_UNSIGNED_INT_10_10_10_2 0x8036
pub const GL_TEXTURE_BINDING_3D : int = 0x806A; // #define GL_TEXTURE_BINDING_3D 0x806A
pub const GL_PACK_SKIP_IMAGES : int = 0x806B; // #define GL_PACK_SKIP_IMAGES 0x806B
pub const GL_PACK_IMAGE_HEIGHT : int = 0x806C; // #define GL_PACK_IMAGE_HEIGHT 0x806C
pub const GL_UNPACK_SKIP_IMAGES : int = 0x806D; // #define GL_UNPACK_SKIP_IMAGES 0x806D
pub const GL_UNPACK_IMAGE_HEIGHT : int = 0x806E; // #define GL_UNPACK_IMAGE_HEIGHT 0x806E
pub const GL_TEXTURE_3D : int = 0x806F; // #define GL_TEXTURE_3D 0x806F
pub const GL_PROXY_TEXTURE_3D : int = 0x8070; // #define GL_PROXY_TEXTURE_3D 0x8070
pub const GL_TEXTURE_DEPTH : int = 0x8071; // #define GL_TEXTURE_DEPTH 0x8071
pub const GL_TEXTURE_WRAP_R : int = 0x8072; // #define GL_TEXTURE_WRAP_R 0x8072
pub const GL_MAX_3D_TEXTURE_SIZE : int = 0x8073; // #define GL_MAX_3D_TEXTURE_SIZE 0x8073
pub const GL_UNSIGNED_BYTE_2_3_3_REV : int = 0x8362; // #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
pub const GL_UNSIGNED_SHORT_5_6_5 : int = 0x8363; // #define GL_UNSIGNED_SHORT_5_6_5 0x8363
pub const GL_UNSIGNED_SHORT_5_6_5_REV : int = 0x8364; // #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
pub const GL_UNSIGNED_SHORT_4_4_4_4_REV : int = 0x8365; // #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
pub const GL_UNSIGNED_SHORT_1_5_5_5_REV : int = 0x8366; // #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
pub const GL_UNSIGNED_INT_8_8_8_8_REV : int = 0x8367; // #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
pub const GL_UNSIGNED_INT_2_10_10_10_REV : int = 0x8368; // #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
pub const GL_BGR : int = 0x80E0; // #define GL_BGR 0x80E0
pub const GL_BGRA : int = 0x80E1; // #define GL_BGRA 0x80E1
pub const GL_MAX_ELEMENTS_VERTICES : int = 0x80E8; // #define GL_MAX_ELEMENTS_VERTICES 0x80E8
pub const GL_MAX_ELEMENTS_INDICES : int = 0x80E9; // #define GL_MAX_ELEMENTS_INDICES 0x80E9
pub const GL_CLAMP_TO_EDGE : int = 0x812F; // #define GL_CLAMP_TO_EDGE 0x812F
pub const GL_TEXTURE_MIN_LOD : int = 0x813A; // #define GL_TEXTURE_MIN_LOD 0x813A
pub const GL_TEXTURE_MAX_LOD : int = 0x813B; // #define GL_TEXTURE_MAX_LOD 0x813B
pub const GL_TEXTURE_BASE_LEVEL : int = 0x813C; // #define GL_TEXTURE_BASE_LEVEL 0x813C
pub const GL_TEXTURE_MAX_LEVEL : int = 0x813D; // #define GL_TEXTURE_MAX_LEVEL 0x813D
pub const GL_SMOOTH_POINT_SIZE_RANGE : int = 0x0B12; // #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
pub const GL_SMOOTH_POINT_SIZE_GRANULARITY : int = 0x0B13; // #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
pub const GL_SMOOTH_LINE_WIDTH_RANGE : int = 0x0B22; // #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
pub const GL_SMOOTH_LINE_WIDTH_GRANULARITY : int = 0x0B23; // #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
pub const GL_ALIASED_LINE_WIDTH_RANGE : int = 0x846E; // #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
} // #endif
#[cfg(gl_arb_imaging)] pub mod arb_imaging { // #ifndef GL_ARB_imaging
pub const GL_CONSTANT_COLOR : int = 0x8001; // #define GL_CONSTANT_COLOR 0x8001
pub const GL_ONE_MINUS_CONSTANT_COLOR : int = 0x8002; // #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
pub const GL_CONSTANT_ALPHA : int = 0x8003; // #define GL_CONSTANT_ALPHA 0x8003
pub const GL_ONE_MINUS_CONSTANT_ALPHA : int = 0x8004; // #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
pub const GL_BLEND_COLOR : int = 0x8005; // #define GL_BLEND_COLOR 0x8005
pub const GL_FUNC_ADD : int = 0x8006; // #define GL_FUNC_ADD 0x8006
pub const GL_MIN : int = 0x8007; // #define GL_MIN 0x8007
pub const GL_MAX : int = 0x8008; // #define GL_MAX 0x8008
pub const GL_BLEND_EQUATION : int = 0x8009; // #define GL_BLEND_EQUATION 0x8009
pub const GL_FUNC_SUBTRACT : int = 0x800A; // #define GL_FUNC_SUBTRACT 0x800A
pub const GL_FUNC_REVERSE_SUBTRACT : int = 0x800B; // #define GL_FUNC_REVERSE_SUBTRACT 0x800B
} // #endif
#[cfg(GL_VERSION_1_3)] pub mod version_1_3 { // #ifndef GL_VERSION_1_3
pub const GL_TEXTURE0 : int = 0x84C0; // #define GL_TEXTURE0 0x84C0
pub const GL_TEXTURE1 : int = 0x84C1; // #define GL_TEXTURE1 0x84C1
pub const GL_TEXTURE2 : int = 0x84C2; // #define GL_TEXTURE2 0x84C2
pub const GL_TEXTURE3 : int = 0x84C3; // #define GL_TEXTURE3 0x84C3
pub const GL_TEXTURE4 : int = 0x84C4; // #define GL_TEXTURE4 0x84C4
pub const GL_TEXTURE5 : int = 0x84C5; // #define GL_TEXTURE5 0x84C5
pub const GL_TEXTURE6 : int = 0x84C6; // #define GL_TEXTURE6 0x84C6
pub const GL_TEXTURE7 : int = 0x84C7; // #define GL_TEXTURE7 0x84C7
pub const GL_TEXTURE8 : int = 0x84C8; // #define GL_TEXTURE8 0x84C8
pub const GL_TEXTURE9 : int = 0x84C9; // #define GL_TEXTURE9 0x84C9
pub const GL_TEXTURE10 : int = 0x84CA; // #define GL_TEXTURE10 0x84CA
pub const GL_TEXTURE11 : int = 0x84CB; // #define GL_TEXTURE11 0x84CB
pub const GL_TEXTURE12 : int = 0x84CC; // #define GL_TEXTURE12 0x84CC
pub const GL_TEXTURE13 : int = 0x84CD; // #define GL_TEXTURE13 0x84CD
pub const GL_TEXTURE14 : int = 0x84CE; // #define GL_TEXTURE14 0x84CE
pub const GL_TEXTURE15 : int = 0x84CF; // #define GL_TEXTURE15 0x84CF
pub const GL_TEXTURE16 : int = 0x84D0; // #define GL_TEXTURE16 0x84D0
pub const GL_TEXTURE17 : int = 0x84D1; // #define GL_TEXTURE17 0x84D1
pub const GL_TEXTURE18 : int = 0x84D2; // #define GL_TEXTURE18 0x84D2
pub const GL_TEXTURE19 : int = 0x84D3; // #define GL_TEXTURE19 0x84D3
pub const GL_TEXTURE20 : int = 0x84D4; // #define GL_TEXTURE20 0x84D4
pub const GL_TEXTURE21 : int = 0x84D5; // #define GL_TEXTURE21 0x84D5
pub const GL_TEXTURE22 : int = 0x84D6; // #define GL_TEXTURE22 0x84D6
pub const GL_TEXTURE23 : int = 0x84D7; // #define GL_TEXTURE23 0x84D7
pub const GL_TEXTURE24 : int = 0x84D8; // #define GL_TEXTURE24 0x84D8
pub const GL_TEXTURE25 : int = 0x84D9; // #define GL_TEXTURE25 0x84D9
pub const GL_TEXTURE26 : int = 0x84DA; // #define GL_TEXTURE26 0x84DA
pub const GL_TEXTURE27 : int = 0x84DB; // #define GL_TEXTURE27 0x84DB
pub const GL_TEXTURE28 : int = 0x84DC; // #define GL_TEXTURE28 0x84DC
pub const GL_TEXTURE29 : int = 0x84DD; // #define GL_TEXTURE29 0x84DD
pub const GL_TEXTURE30 : int = 0x84DE; // #define GL_TEXTURE30 0x84DE
pub const GL_TEXTURE31 : int = 0x84DF; // #define GL_TEXTURE31 0x84DF
pub const GL_ACTIVE_TEXTURE : int = 0x84E0; // #define GL_ACTIVE_TEXTURE 0x84E0
pub const GL_MULTISAMPLE : int = 0x809D; // #define GL_MULTISAMPLE 0x809D
pub const GL_SAMPLE_ALPHA_TO_COVERAGE : int = 0x809E; // #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
pub const GL_SAMPLE_ALPHA_TO_ONE : int = 0x809F; // #define GL_SAMPLE_ALPHA_TO_ONE 0x809F
pub const GL_SAMPLE_COVERAGE : int = 0x80A0; // #define GL_SAMPLE_COVERAGE 0x80A0
pub const GL_SAMPLE_BUFFERS : int = 0x80A8; // #define GL_SAMPLE_BUFFERS 0x80A8
pub const GL_SAMPLES : int = 0x80A9; // #define GL_SAMPLES 0x80A9
pub const GL_SAMPLE_COVERAGE_VALUE : int = 0x80AA; // #define GL_SAMPLE_COVERAGE_VALUE 0x80AA
pub const GL_SAMPLE_COVERAGE_INVERT : int = 0x80AB; // #define GL_SAMPLE_COVERAGE_INVERT 0x80AB
pub const GL_TEXTURE_CUBE_MAP : int = 0x8513; // #define GL_TEXTURE_CUBE_MAP 0x8513
pub const GL_TEXTURE_BINDING_CUBE_MAP : int = 0x8514; // #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
pub const GL_TEXTURE_CUBE_MAP_POSITIVE_X : int = 0x8515; // #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
pub const GL_TEXTURE_CUBE_MAP_NEGATIVE_X : int = 0x8516; // #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
pub const GL_TEXTURE_CUBE_MAP_POSITIVE_Y : int = 0x8517; // #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
pub const GL_TEXTURE_CUBE_MAP_NEGATIVE_Y : int = 0x8518; // #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
pub const GL_TEXTURE_CUBE_MAP_POSITIVE_Z : int = 0x8519; // #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
pub const GL_TEXTURE_CUBE_MAP_NEGATIVE_Z : int = 0x851A; // #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
pub const GL_PROXY_TEXTURE_CUBE_MAP : int = 0x851B; // #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
pub const GL_MAX_CUBE_MAP_TEXTURE_SIZE : int = 0x851C; // #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
pub const GL_COMPRESSED_RGB : int = 0x84ED; // #define GL_COMPRESSED_RGB 0x84ED
pub const GL_COMPRESSED_RGBA : int = 0x84EE; // #define GL_COMPRESSED_RGBA 0x84EE
pub const GL_TEXTURE_COMPRESSION_HINT : int = 0x84EF; // #define GL_TEXTURE_COMPRESSION_HINT 0x84EF
pub const GL_TEXTURE_COMPRESSED_IMAGE_SIZE : int = 0x86A0; // #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
pub const GL_TEXTURE_COMPRESSED : int = 0x86A1; // #define GL_TEXTURE_COMPRESSED 0x86A1
pub const GL_NUM_COMPRESSED_TEXTURE_FORMATS : int = 0x86A2; // #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
pub const GL_COMPRESSED_TEXTURE_FORMATS : int = 0x86A3; // #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
pub const GL_CLAMP_TO_BORDER : int = 0x812D; // #define GL_CLAMP_TO_BORDER 0x812D
} // #endif
#[cfg(GL_VERSION_1_4)] pub mod version_1_4 { // #ifndef GL_VERSION_1_4
pub const GL_BLEND_DST_RGB : int = 0x80C8; // #define GL_BLEND_DST_RGB 0x80C8
pub const GL_BLEND_SRC_RGB : int = 0x80C9; // #define GL_BLEND_SRC_RGB 0x80C9
pub const GL_BLEND_DST_ALPHA : int = 0x80CA; // #define GL_BLEND_DST_ALPHA 0x80CA
pub const GL_BLEND_SRC_ALPHA : int = 0x80CB; // #define GL_BLEND_SRC_ALPHA 0x80CB
pub const GL_POINT_FADE_THRESHOLD_SIZE : int = 0x8128; // #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
pub const GL_DEPTH_COMPONENT16 : int = 0x81A5; // #define GL_DEPTH_COMPONENT16 0x81A5
pub const GL_DEPTH_COMPONENT24 : int = 0x81A6; // #define GL_DEPTH_COMPONENT24 0x81A6
pub const GL_DEPTH_COMPONENT32 : int = 0x81A7; // #define GL_DEPTH_COMPONENT32 0x81A7
pub const GL_MIRRORED_REPEAT : int = 0x8370; // #define GL_MIRRORED_REPEAT 0x8370
pub const GL_MAX_TEXTURE_LOD_BIAS : int = 0x84FD; // #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
pub const GL_TEXTURE_LOD_BIAS : int = 0x8501; // #define GL_TEXTURE_LOD_BIAS 0x8501
pub const GL_INCR_WRAP : int = 0x8507; // #define GL_INCR_WRAP 0x8507
pub const GL_DECR_WRAP : int = 0x8508; // #define GL_DECR_WRAP 0x8508
pub const GL_TEXTURE_DEPTH_SIZE : int = 0x884A; // #define GL_TEXTURE_DEPTH_SIZE 0x884A
pub const GL_TEXTURE_COMPARE_MODE : int = 0x884C; // #define GL_TEXTURE_COMPARE_MODE 0x884C
pub const GL_TEXTURE_COMPARE_FUNC : int = 0x884D; // #define GL_TEXTURE_COMPARE_FUNC 0x884D
} // #endif
#[cfg(GL_VERSION_1_5)] pub mod version_1_5 { // #ifndef GL_VERSION_1_5
pub const GL_BUFFER_SIZE : int = 0x8764; // #define GL_BUFFER_SIZE 0x8764
pub const GL_BUFFER_USAGE : int = 0x8765; // #define GL_BUFFER_USAGE 0x8765
pub const GL_QUERY_COUNTER_BITS : int = 0x8864; // #define GL_QUERY_COUNTER_BITS 0x8864
pub const GL_CURRENT_QUERY : int = 0x8865; // #define GL_CURRENT_QUERY 0x8865
pub const GL_QUERY_RESULT : int = 0x8866; // #define GL_QUERY_RESULT 0x8866
pub const GL_QUERY_RESULT_AVAILABLE : int = 0x8867; // #define GL_QUERY_RESULT_AVAILABLE 0x8867
pub const GL_ARRAY_BUFFER : int = 0x8892; // #define GL_ARRAY_BUFFER 0x8892
pub const GL_ELEMENT_ARRAY_BUFFER : int = 0x8893; // #define GL_ELEMENT_ARRAY_BUFFER 0x8893
pub const GL_ARRAY_BUFFER_BINDING : int = 0x8894; // #define GL_ARRAY_BUFFER_BINDING 0x8894
pub const GL_ELEMENT_ARRAY_BUFFER_BINDING : int = 0x8895; // #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
pub const GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING : int = 0x889F; // #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
pub const GL_READ_ONLY : int = 0x88B8; // #define GL_READ_ONLY 0x88B8
pub const GL_WRITE_ONLY : int = 0x88B9; // #define GL_WRITE_ONLY 0x88B9
pub const GL_READ_WRITE : int = 0x88BA; // #define GL_READ_WRITE 0x88BA
pub const GL_BUFFER_ACCESS : int = 0x88BB; // #define GL_BUFFER_ACCESS 0x88BB
pub const GL_BUFFER_MAPPED : int = 0x88BC; // #define GL_BUFFER_MAPPED 0x88BC
pub const GL_BUFFER_MAP_POINTER : int = 0x88BD; // #define GL_BUFFER_MAP_POINTER 0x88BD
pub const GL_STREAM_DRAW : int = 0x88E0; // #define GL_STREAM_DRAW 0x88E0
pub const GL_STREAM_READ : int = 0x88E1; // #define GL_STREAM_READ 0x88E1
pub const GL_STREAM_COPY : int = 0x88E2; // #define GL_STREAM_COPY 0x88E2
pub const GL_STATIC_DRAW : int = 0x88E4; // #define GL_STATIC_DRAW 0x88E4
pub const GL_STATIC_READ : int = 0x88E5; // #define GL_STATIC_READ 0x88E5
pub const GL_STATIC_COPY : int = 0x88E6; // #define GL_STATIC_COPY 0x88E6
pub const GL_DYNAMIC_DRAW : int = 0x88E8; // #define GL_DYNAMIC_DRAW 0x88E8
pub const GL_DYNAMIC_READ : int = 0x88E9; // #define GL_DYNAMIC_READ 0x88E9
pub const GL_DYNAMIC_COPY : int = 0x88EA; // #define GL_DYNAMIC_COPY 0x88EA
pub const GL_SAMPLES_PASSED : int = 0x8914; // #define GL_SAMPLES_PASSED 0x8914
pub const GL_SRC1_ALPHA : int = 0x8589; // #define GL_SRC1_ALPHA 0x8589
} // #endif
#[cfg(GL_VERSION_2_0)] pub mod version_2_0 { // #ifndef GL_VERSION_2_0
pub const GL_BLEND_EQUATION_RGB : int = 0x8009; // #define GL_BLEND_EQUATION_RGB 0x8009
pub const GL_VERTEX_ATTRIB_ARRAY_ENABLED : int = 0x8622; // #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
pub const GL_VERTEX_ATTRIB_ARRAY_SIZE : int = 0x8623; // #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
pub const GL_VERTEX_ATTRIB_ARRAY_STRIDE : int = 0x8624; // #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
pub const GL_VERTEX_ATTRIB_ARRAY_TYPE : int = 0x8625; // #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
pub const GL_CURRENT_VERTEX_ATTRIB : int = 0x8626; // #define GL_CURRENT_VERTEX_ATTRIB 0x8626
pub const GL_VERTEX_PROGRAM_POINT_SIZE : int = 0x8642; // #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
pub const GL_VERTEX_ATTRIB_ARRAY_POINTER : int = 0x8645; // #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
pub const GL_STENCIL_BACK_FUNC : int = 0x8800; // #define GL_STENCIL_BACK_FUNC 0x8800
pub const GL_STENCIL_BACK_FAIL : int = 0x8801; // #define GL_STENCIL_BACK_FAIL 0x8801
pub const GL_STENCIL_BACK_PASS_DEPTH_FAIL : int = 0x8802; // #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
pub const GL_STENCIL_BACK_PASS_DEPTH_PASS : int = 0x8803; // #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
pub const GL_MAX_DRAW_BUFFERS : int = 0x8824; // #define GL_MAX_DRAW_BUFFERS 0x8824
pub const GL_DRAW_BUFFER0 : int = 0x8825; // #define GL_DRAW_BUFFER0 0x8825
pub const GL_DRAW_BUFFER1 : int = 0x8826; // #define GL_DRAW_BUFFER1 0x8826
pub const GL_DRAW_BUFFER2 : int = 0x8827; // #define GL_DRAW_BUFFER2 0x8827
pub const GL_DRAW_BUFFER3 : int = 0x8828; // #define GL_DRAW_BUFFER3 0x8828
pub const GL_DRAW_BUFFER4 : int = 0x8829; // #define GL_DRAW_BUFFER4 0x8829
pub const GL_DRAW_BUFFER5 : int = 0x882A; // #define GL_DRAW_BUFFER5 0x882A
pub const GL_DRAW_BUFFER6 : int = 0x882B; // #define GL_DRAW_BUFFER6 0x882B
pub const GL_DRAW_BUFFER7 : int = 0x882C; // #define GL_DRAW_BUFFER7 0x882C
pub const GL_DRAW_BUFFER8 : int = 0x882D; // #define GL_DRAW_BUFFER8 0x882D
pub const GL_DRAW_BUFFER9 : int = 0x882E; // #define GL_DRAW_BUFFER9 0x882E
pub const GL_DRAW_BUFFER10 : int = 0x882F; // #define GL_DRAW_BUFFER10 0x882F
pub const GL_DRAW_BUFFER11 : int = 0x8830; // #define GL_DRAW_BUFFER11 0x8830
pub const GL_DRAW_BUFFER12 : int = 0x8831; // #define GL_DRAW_BUFFER12 0x8831
pub const GL_DRAW_BUFFER13 : int = 0x8832; // #define GL_DRAW_BUFFER13 0x8832
pub const GL_DRAW_BUFFER14 : int = 0x8833; // #define GL_DRAW_BUFFER14 0x8833
pub const GL_DRAW_BUFFER15 : int = 0x8834; // #define GL_DRAW_BUFFER15 0x8834
pub const GL_BLEND_EQUATION_ALPHA : int = 0x883D; // #define GL_BLEND_EQUATION_ALPHA 0x883D
pub const GL_MAX_VERTEX_ATTRIBS : int = 0x8869; // #define GL_MAX_VERTEX_ATTRIBS 0x8869
pub const GL_VERTEX_ATTRIB_ARRAY_NORMALIZED : int = 0x886A; // #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
pub const GL_MAX_TEXTURE_IMAGE_UNITS : int = 0x8872; // #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
pub const GL_FRAGMENT_SHADER : int = 0x8B30; // #define GL_FRAGMENT_SHADER 0x8B30
pub const GL_VERTEX_SHADER : int = 0x8B31; // #define GL_VERTEX_SHADER 0x8B31
pub const GL_MAX_FRAGMENT_UNIFORM_COMPONENTS : int = 0x8B49; // #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
pub const GL_MAX_VERTEX_UNIFORM_COMPONENTS : int = 0x8B4A; // #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
pub const GL_MAX_VARYING_FLOATS : int = 0x8B4B; // #define GL_MAX_VARYING_FLOATS 0x8B4B
pub const GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS : int = 0x8B4C; // #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
pub const GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS : int = 0x8B4D; // #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
pub const GL_SHADER_TYPE : int = 0x8B4F; // #define GL_SHADER_TYPE 0x8B4F
pub const GL_FLOAT_VEC2 : int = 0x8B50; // #define GL_FLOAT_VEC2 0x8B50
pub const GL_FLOAT_VEC3 : int = 0x8B51; // #define GL_FLOAT_VEC3 0x8B51
pub const GL_FLOAT_VEC4 : int = 0x8B52; // #define GL_FLOAT_VEC4 0x8B52
pub const GL_INT_VEC2 : int = 0x8B53; // #define GL_INT_VEC2 0x8B53
pub const GL_INT_VEC3 : int = 0x8B54; // #define GL_INT_VEC3 0x8B54
pub const GL_INT_VEC4 : int = 0x8B55; // #define GL_INT_VEC4 0x8B55
pub const GL_BOOL : int = 0x8B56; // #define GL_BOOL 0x8B56
pub const GL_BOOL_VEC2 : int = 0x8B57; // #define GL_BOOL_VEC2 0x8B57
pub const GL_BOOL_VEC3 : int = 0x8B58; // #define GL_BOOL_VEC3 0x8B58
pub const GL_BOOL_VEC4 : int = 0x8B59; // #define GL_BOOL_VEC4 0x8B59
pub const GL_FLOAT_MAT2 : int = 0x8B5A; // #define GL_FLOAT_MAT2 0x8B5A
pub const GL_FLOAT_MAT3 : int = 0x8B5B; // #define GL_FLOAT_MAT3 0x8B5B
pub const GL_FLOAT_MAT4 : int = 0x8B5C; // #define GL_FLOAT_MAT4 0x8B5C
pub const GL_SAMPLER_1D : int = 0x8B5D; // #define GL_SAMPLER_1D 0x8B5D
pub const GL_SAMPLER_2D : int = 0x8B5E; // #define GL_SAMPLER_2D 0x8B5E
pub const GL_SAMPLER_3D : int = 0x8B5F; // #define GL_SAMPLER_3D 0x8B5F
pub const GL_SAMPLER_CUBE : int = 0x8B60; // #define GL_SAMPLER_CUBE 0x8B60
pub const GL_SAMPLER_1D_SHADOW : int = 0x8B61; // #define GL_SAMPLER_1D_SHADOW 0x8B61
pub const GL_SAMPLER_2D_SHADOW : int = 0x8B62; // #define GL_SAMPLER_2D_SHADOW 0x8B62
pub const GL_DELETE_STATUS : int = 0x8B80; // #define GL_DELETE_STATUS 0x8B80
pub const GL_COMPILE_STATUS : int = 0x8B81; // #define GL_COMPILE_STATUS 0x8B81
pub const GL_LINK_STATUS : int = 0x8B82; // #define GL_LINK_STATUS 0x8B82
pub const GL_VALIDATE_STATUS : int = 0x8B83; // #define GL_VALIDATE_STATUS 0x8B83
pub const GL_INFO_LOG_LENGTH : int = 0x8B84; // #define GL_INFO_LOG_LENGTH 0x8B84
pub const GL_ATTACHED_SHADERS : int = 0x8B85; // #define GL_ATTACHED_SHADERS 0x8B85
pub const GL_ACTIVE_UNIFORMS : int = 0x8B86; // #define GL_ACTIVE_UNIFORMS 0x8B86
pub const GL_ACTIVE_UNIFORM_MAX_LENGTH : int = 0x8B87; // #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
pub const GL_SHADER_SOURCE_LENGTH : int = 0x8B88; // #define GL_SHADER_SOURCE_LENGTH 0x8B88
pub const GL_ACTIVE_ATTRIBUTES : int = 0x8B89; // #define GL_ACTIVE_ATTRIBUTES 0x8B89
pub const GL_ACTIVE_ATTRIBUTE_MAX_LENGTH : int = 0x8B8A; // #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
pub const GL_FRAGMENT_SHADER_DERIVATIVE_HINT : int = 0x8B8B; // #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
pub const GL_SHADING_LANGUAGE_VERSION : int = 0x8B8C; // #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
pub const GL_CURRENT_PROGRAM : int = 0x8B8D; // #define GL_CURRENT_PROGRAM 0x8B8D
pub const GL_POINT_SPRITE_COORD_ORIGIN : int = 0x8CA0; // #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
pub const GL_LOWER_LEFT : int = 0x8CA1; // #define GL_LOWER_LEFT 0x8CA1
pub const GL_UPPER_LEFT : int = 0x8CA2; // #define GL_UPPER_LEFT 0x8CA2
pub const GL_STENCIL_BACK_REF : int = 0x8CA3; // #define GL_STENCIL_BACK_REF 0x8CA3
pub const GL_STENCIL_BACK_VALUE_MASK : int = 0x8CA4; // #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
pub const GL_STENCIL_BACK_WRITEMASK : int = 0x8CA5; // #define GL_STENCIL_BACK_WRITEMASK 0x8CA5
} // #endif
#[cfg(GL_VERSION_2_1)] pub mod version_2_1 { // #ifndef GL_VERSION_2_1
pub const GL_PIXEL_PACK_BUFFER : int = 0x88EB; // #define GL_PIXEL_PACK_BUFFER 0x88EB
pub const GL_PIXEL_UNPACK_BUFFER : int = 0x88EC; // #define GL_PIXEL_UNPACK_BUFFER 0x88EC
pub const GL_PIXEL_PACK_BUFFER_BINDING : int = 0x88ED; // #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
pub const GL_PIXEL_UNPACK_BUFFER_BINDING : int = 0x88EF; // #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
pub const GL_FLOAT_MAT2x3 : int = 0x8B65; // #define GL_FLOAT_MAT2x3 0x8B65
pub const GL_FLOAT_MAT2x4 : int = 0x8B66; // #define GL_FLOAT_MAT2x4 0x8B66
pub const GL_FLOAT_MAT3x2 : int = 0x8B67; // #define GL_FLOAT_MAT3x2 0x8B67
pub const GL_FLOAT_MAT3x4 : int = 0x8B68; // #define GL_FLOAT_MAT3x4 0x8B68
pub const GL_FLOAT_MAT4x2 : int = 0x8B69; // #define GL_FLOAT_MAT4x2 0x8B69
pub const GL_FLOAT_MAT4x3 : int = 0x8B6A; // #define GL_FLOAT_MAT4x3 0x8B6A
pub const GL_SRGB : int = 0x8C40; // #define GL_SRGB 0x8C40
pub const GL_SRGB8 : int = 0x8C41; // #define GL_SRGB8 0x8C41
pub const GL_SRGB_ALPHA : int = 0x8C42; // #define GL_SRGB_ALPHA 0x8C42
pub const GL_SRGB8_ALPHA8 : int = 0x8C43; // #define GL_SRGB8_ALPHA8 0x8C43
pub const GL_COMPRESSED_SRGB : int = 0x8C48; // #define GL_COMPRESSED_SRGB 0x8C48
pub const GL_COMPRESSED_SRGB_ALPHA : int = 0x8C49; // #define GL_COMPRESSED_SRGB_ALPHA 0x8C49
} // #endif
#[cfg(GL_VERSION_3_0)] pub mod version_3_0 { // #ifndef GL_VERSION_3_0
pub const GL_COMPARE_REF_TO_TEXTURE : int = 0x884E; // #define GL_COMPARE_REF_TO_TEXTURE 0x884E
pub const GL_CLIP_DISTANCE0 : int = 0x3000; // #define GL_CLIP_DISTANCE0 0x3000
pub const GL_CLIP_DISTANCE1 : int = 0x3001; // #define GL_CLIP_DISTANCE1 0x3001
pub const GL_CLIP_DISTANCE2 : int = 0x3002; // #define GL_CLIP_DISTANCE2 0x3002
pub const GL_CLIP_DISTANCE3 : int = 0x3003; // #define GL_CLIP_DISTANCE3 0x3003
pub const GL_CLIP_DISTANCE4 : int = 0x3004; // #define GL_CLIP_DISTANCE4 0x3004
pub const GL_CLIP_DISTANCE5 : int = 0x3005; // #define GL_CLIP_DISTANCE5 0x3005
pub const GL_CLIP_DISTANCE6 : int = 0x3006; // #define GL_CLIP_DISTANCE6 0x3006
pub const GL_CLIP_DISTANCE7 : int = 0x3007; // #define GL_CLIP_DISTANCE7 0x3007
pub const GL_MAX_CLIP_DISTANCES : int = 0x0D32; // #define GL_MAX_CLIP_DISTANCES 0x0D32
pub const GL_MAJOR_VERSION : int = 0x821B; // #define GL_MAJOR_VERSION 0x821B
pub const GL_MINOR_VERSION : int = 0x821C; // #define GL_MINOR_VERSION 0x821C
pub const GL_NUM_EXTENSIONS : int = 0x821D; // #define GL_NUM_EXTENSIONS 0x821D
pub const GL_CONTEXT_FLAGS : int = 0x821E; // #define GL_CONTEXT_FLAGS 0x821E
pub const GL_COMPRESSED_RED : int = 0x8225; // #define GL_COMPRESSED_RED 0x8225
pub const GL_COMPRESSED_RG : int = 0x8226; // #define GL_COMPRESSED_RG 0x8226
pub const GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT : int = 0x0001; // #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
pub const GL_RGBA32F : int = 0x8814; // #define GL_RGBA32F 0x8814
pub const GL_RGB32F : int = 0x8815; // #define GL_RGB32F 0x8815
pub const GL_RGBA16F : int = 0x881A; // #define GL_RGBA16F 0x881A
pub const GL_RGB16F : int = 0x881B; // #define GL_RGB16F 0x881B
pub const GL_VERTEX_ATTRIB_ARRAY_INTEGER : int = 0x88FD; // #define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
pub const GL_MAX_ARRAY_TEXTURE_LAYERS : int = 0x88FF; // #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
pub const GL_MIN_PROGRAM_TEXEL_OFFSET : int = 0x8904; // #define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
pub const GL_MAX_PROGRAM_TEXEL_OFFSET : int = 0x8905; // #define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
pub const GL_CLAMP_READ_COLOR : int = 0x891C; // #define GL_CLAMP_READ_COLOR 0x891C
pub const GL_FIXED_ONLY : int = 0x891D; // #define GL_FIXED_ONLY 0x891D
pub const GL_MAX_VARYING_COMPONENTS : int = 0x8B4B; // #define GL_MAX_VARYING_COMPONENTS 0x8B4B
pub const GL_TEXTURE_1D_ARRAY : int = 0x8C18; // #define GL_TEXTURE_1D_ARRAY 0x8C18
pub const GL_PROXY_TEXTURE_1D_ARRAY : int = 0x8C19; // #define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
pub const GL_TEXTURE_2D_ARRAY : int = 0x8C1A; // #define GL_TEXTURE_2D_ARRAY 0x8C1A
pub const GL_PROXY_TEXTURE_2D_ARRAY : int = 0x8C1B; // #define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
pub const GL_TEXTURE_BINDING_1D_ARRAY : int = 0x8C1C; // #define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
pub const GL_TEXTURE_BINDING_2D_ARRAY : int = 0x8C1D; // #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
pub const GL_R11F_G11F_B10F : int = 0x8C3A; // #define GL_R11F_G11F_B10F 0x8C3A
pub const GL_UNSIGNED_INT_10F_11F_11F_REV : int = 0x8C3B; // #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
pub const GL_RGB9_E5 : int = 0x8C3D; // #define GL_RGB9_E5 0x8C3D
pub const GL_UNSIGNED_INT_5_9_9_9_REV : int = 0x8C3E; // #define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
pub const GL_TEXTURE_SHARED_SIZE : int = 0x8C3F; // #define GL_TEXTURE_SHARED_SIZE 0x8C3F
pub const GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH : int = 0x8C76; // #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
pub const GL_TRANSFORM_FEEDBACK_BUFFER_MODE : int = 0x8C7F; // #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
pub const GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS : int = 0x8C80; // #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
pub const GL_TRANSFORM_FEEDBACK_VARYINGS : int = 0x8C83; // #define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
pub const GL_TRANSFORM_FEEDBACK_BUFFER_START : int = 0x8C84; // #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
pub const GL_TRANSFORM_FEEDBACK_BUFFER_SIZE : int = 0x8C85; // #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
pub const GL_PRIMITIVES_GENERATED : int = 0x8C87; // #define GL_PRIMITIVES_GENERATED 0x8C87
pub const GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN : int = 0x8C88; // #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
pub const GL_RASTERIZER_DISCARD : int = 0x8C89; // #define GL_RASTERIZER_DISCARD 0x8C89
pub const GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS : int = 0x8C8A; // #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
pub const GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS : int = 0x8C8B; // #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
pub const GL_INTERLEAVED_ATTRIBS : int = 0x8C8C; // #define GL_INTERLEAVED_ATTRIBS 0x8C8C
pub const GL_SEPARATE_ATTRIBS : int = 0x8C8D; // #define GL_SEPARATE_ATTRIBS 0x8C8D
pub const GL_TRANSFORM_FEEDBACK_BUFFER : int = 0x8C8E; // #define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
pub const GL_TRANSFORM_FEEDBACK_BUFFER_BINDING : int = 0x8C8F; // #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
pub const GL_RGBA32UI : int = 0x8D70; // #define GL_RGBA32UI 0x8D70
pub const GL_RGB32UI : int = 0x8D71; // #define GL_RGB32UI 0x8D71
pub const GL_RGBA16UI : int = 0x8D76; // #define GL_RGBA16UI 0x8D76
pub const GL_RGB16UI : int = 0x8D77; // #define GL_RGB16UI 0x8D77
pub const GL_RGBA8UI : int = 0x8D7C; // #define GL_RGBA8UI 0x8D7C
pub const GL_RGB8UI : int = 0x8D7D; // #define GL_RGB8UI 0x8D7D
pub const GL_RGBA32I : int = 0x8D82; // #define GL_RGBA32I 0x8D82
pub const GL_RGB32I : int = 0x8D83; // #define GL_RGB32I 0x8D83
pub const GL_RGBA16I : int = 0x8D88; // #define GL_RGBA16I 0x8D88
pub const GL_RGB16I : int = 0x8D89; // #define GL_RGB16I 0x8D89
pub const GL_RGBA8I : int = 0x8D8E; // #define GL_RGBA8I 0x8D8E
pub const GL_RGB8I : int = 0x8D8F; // #define GL_RGB8I 0x8D8F
pub const GL_RED_INTEGER : int = 0x8D94; // #define GL_RED_INTEGER 0x8D94
pub const GL_GREEN_INTEGER : int = 0x8D95; // #define GL_GREEN_INTEGER 0x8D95
pub const GL_BLUE_INTEGER : int = 0x8D96; // #define GL_BLUE_INTEGER 0x8D96
pub const GL_RGB_INTEGER : int = 0x8D98; // #define GL_RGB_INTEGER 0x8D98
pub const GL_RGBA_INTEGER : int = 0x8D99; // #define GL_RGBA_INTEGER 0x8D99
pub const GL_BGR_INTEGER : int = 0x8D9A; // #define GL_BGR_INTEGER 0x8D9A
pub const GL_BGRA_INTEGER : int = 0x8D9B; // #define GL_BGRA_INTEGER 0x8D9B
pub const GL_SAMPLER_1D_ARRAY : int = 0x8DC0; // #define GL_SAMPLER_1D_ARRAY 0x8DC0
pub const GL_SAMPLER_2D_ARRAY : int = 0x8DC1; // #define GL_SAMPLER_2D_ARRAY 0x8DC1
pub const GL_SAMPLER_1D_ARRAY_SHADOW : int = 0x8DC3; // #define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
pub const GL_SAMPLER_2D_ARRAY_SHADOW : int = 0x8DC4; // #define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
pub const GL_SAMPLER_CUBE_SHADOW : int = 0x8DC5; // #define GL_SAMPLER_CUBE_SHADOW 0x8DC5
pub const GL_UNSIGNED_INT_VEC2 : int = 0x8DC6; // #define GL_UNSIGNED_INT_VEC2 0x8DC6
pub const GL_UNSIGNED_INT_VEC3 : int = 0x8DC7; // #define GL_UNSIGNED_INT_VEC3 0x8DC7
pub const GL_UNSIGNED_INT_VEC4 : int = 0x8DC8; // #define GL_UNSIGNED_INT_VEC4 0x8DC8
pub const GL_INT_SAMPLER_1D : int = 0x8DC9; // #define GL_INT_SAMPLER_1D 0x8DC9
pub const GL_INT_SAMPLER_2D : int = 0x8DCA; // #define GL_INT_SAMPLER_2D 0x8DCA
pub const GL_INT_SAMPLER_3D : int = 0x8DCB; // #define GL_INT_SAMPLER_3D 0x8DCB
pub const GL_INT_SAMPLER_CUBE : int = 0x8DCC; // #define GL_INT_SAMPLER_CUBE 0x8DCC
pub const GL_INT_SAMPLER_1D_ARRAY : int = 0x8DCE; // #define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
pub const GL_INT_SAMPLER_2D_ARRAY : int = 0x8DCF; // #define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
pub const GL_UNSIGNED_INT_SAMPLER_1D : int = 0x8DD1; // #define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
pub const GL_UNSIGNED_INT_SAMPLER_2D : int = 0x8DD2; // #define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
pub const GL_UNSIGNED_INT_SAMPLER_3D : int = 0x8DD3; // #define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
pub const GL_UNSIGNED_INT_SAMPLER_CUBE : int = 0x8DD4; // #define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
pub const GL_UNSIGNED_INT_SAMPLER_1D_ARRAY : int = 0x8DD6; // #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
pub const GL_UNSIGNED_INT_SAMPLER_2D_ARRAY : int = 0x8DD7; // #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
pub const GL_QUERY_WAIT : int = 0x8E13; // #define GL_QUERY_WAIT 0x8E13
pub const GL_QUERY_NO_WAIT : int = 0x8E14; // #define GL_QUERY_NO_WAIT 0x8E14
pub const GL_QUERY_BY_REGION_WAIT : int = 0x8E15; // #define GL_QUERY_BY_REGION_WAIT 0x8E15
pub const GL_QUERY_BY_REGION_NO_WAIT : int = 0x8E16; // #define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
pub const GL_BUFFER_ACCESS_FLAGS : int = 0x911F; // #define GL_BUFFER_ACCESS_FLAGS 0x911F
pub const GL_BUFFER_MAP_LENGTH : int = 0x9120; // #define GL_BUFFER_MAP_LENGTH 0x9120
pub const GL_BUFFER_MAP_OFFSET : int = 0x9121; // #define GL_BUFFER_MAP_OFFSET 0x9121
// /* 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 */
} // #endif
#[cfg(GL_VERSION_3_1)] pub mod version_3_1 { // #ifndef GL_VERSION_3_1
pub const GL_SAMPLER_2D_RECT : int = 0x8B63; // #define GL_SAMPLER_2D_RECT 0x8B63
pub const GL_SAMPLER_2D_RECT_SHADOW : int = 0x8B64; // #define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
pub const GL_SAMPLER_BUFFER : int = 0x8DC2; // #define GL_SAMPLER_BUFFER 0x8DC2
pub const GL_INT_SAMPLER_2D_RECT : int = 0x8DCD; // #define GL_INT_SAMPLER_2D_RECT 0x8DCD
pub const GL_INT_SAMPLER_BUFFER : int = 0x8DD0; // #define GL_INT_SAMPLER_BUFFER 0x8DD0
pub const GL_UNSIGNED_INT_SAMPLER_2D_RECT : int = 0x8DD5; // #define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
pub const GL_UNSIGNED_INT_SAMPLER_BUFFER : int = 0x8DD8; // #define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
pub const GL_TEXTURE_BUFFER : int = 0x8C2A; // #define GL_TEXTURE_BUFFER 0x8C2A
pub const GL_MAX_TEXTURE_BUFFER_SIZE : int = 0x8C2B; // #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
pub const GL_TEXTURE_BINDING_BUFFER : int = 0x8C2C; // #define GL_TEXTURE_BINDING_BUFFER 0x8C2C
pub const GL_TEXTURE_BUFFER_DATA_STORE_BINDING : int = 0x8C2D; // #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
pub const GL_TEXTURE_RECTANGLE : int = 0x84F5; // #define GL_TEXTURE_RECTANGLE 0x84F5
pub const GL_TEXTURE_BINDING_RECTANGLE : int = 0x84F6; // #define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
pub const GL_PROXY_TEXTURE_RECTANGLE : int = 0x84F7; // #define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
pub const GL_MAX_RECTANGLE_TEXTURE_SIZE : int = 0x84F8; // #define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
pub const GL_RED_SNORM : int = 0x8F90; // #define GL_RED_SNORM 0x8F90
pub const GL_RG_SNORM : int = 0x8F91; // #define GL_RG_SNORM 0x8F91
pub const GL_RGB_SNORM : int = 0x8F92; // #define GL_RGB_SNORM 0x8F92
pub const GL_RGBA_SNORM : int = 0x8F93; // #define GL_RGBA_SNORM 0x8F93
pub const GL_R8_SNORM : int = 0x8F94; // #define GL_R8_SNORM 0x8F94
pub const GL_RG8_SNORM : int = 0x8F95; // #define GL_RG8_SNORM 0x8F95
pub const GL_RGB8_SNORM : int = 0x8F96; // #define GL_RGB8_SNORM 0x8F96
pub const GL_RGBA8_SNORM : int = 0x8F97; // #define GL_RGBA8_SNORM 0x8F97
pub const GL_R16_SNORM : int = 0x8F98; // #define GL_R16_SNORM 0x8F98
pub const GL_RG16_SNORM : int = 0x8F99; // #define GL_RG16_SNORM 0x8F99
pub const GL_RGB16_SNORM : int = 0x8F9A; // #define GL_RGB16_SNORM 0x8F9A
pub const GL_RGBA16_SNORM : int = 0x8F9B; // #define GL_RGBA16_SNORM 0x8F9B
pub const GL_SIGNED_NORMALIZED : int = 0x8F9C; // #define GL_SIGNED_NORMALIZED 0x8F9C
pub const GL_PRIMITIVE_RESTART : int = 0x8F9D; // #define GL_PRIMITIVE_RESTART 0x8F9D
pub const GL_PRIMITIVE_RESTART_INDEX : int = 0x8F9E; // #define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
// /* Reuse tokens from ARB_copy_buffer */
// /* reuse GL_COPY_READ_BUFFER */
// /* reuse GL_COPY_WRITE_BUFFER */
// /* Reuse tokens from ARB_draw_instanced (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 */
} // #endif
#[cfg(GL_VERSION_3_2)] pub mod version_3_2 { // #ifndef GL_VERSION_3_2
pub const GL_CONTEXT_CORE_PROFILE_BIT : int = 0x00000001; // #define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
pub const GL_CONTEXT_COMPATIBILITY_PROFILE_BIT : int = 0x00000002; // #define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
pub const GL_LINES_ADJACENCY : int = 0x000A; // #define GL_LINES_ADJACENCY 0x000A
pub const GL_LINE_STRIP_ADJACENCY : int = 0x000B; // #define GL_LINE_STRIP_ADJACENCY 0x000B
pub const GL_TRIANGLES_ADJACENCY : int = 0x000C; // #define GL_TRIANGLES_ADJACENCY 0x000C
pub const GL_TRIANGLE_STRIP_ADJACENCY : int = 0x000D; // #define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
pub const GL_PROGRAM_POINT_SIZE : int = 0x8642; // #define GL_PROGRAM_POINT_SIZE 0x8642
pub const GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS : int = 0x8C29; // #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
pub const GL_FRAMEBUFFER_ATTACHMENT_LAYERED : int = 0x8DA7; // #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
pub const GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS : int = 0x8DA8; // #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
pub const GL_GEOMETRY_SHADER : int = 0x8DD9; // #define GL_GEOMETRY_SHADER 0x8DD9
pub const GL_GEOMETRY_VERTICES_OUT : int = 0x8916; // #define GL_GEOMETRY_VERTICES_OUT 0x8916
pub const GL_GEOMETRY_INPUT_TYPE : int = 0x8917; // #define GL_GEOMETRY_INPUT_TYPE 0x8917
pub const GL_GEOMETRY_OUTPUT_TYPE : int = 0x8918; // #define GL_GEOMETRY_OUTPUT_TYPE 0x8918
pub const GL_MAX_GEOMETRY_UNIFORM_COMPONENTS : int = 0x8DDF; // #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
pub const GL_MAX_GEOMETRY_OUTPUT_VERTICES : int = 0x8DE0; // #define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
pub const GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS : int = 0x8DE1; // #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
pub const GL_MAX_VERTEX_OUTPUT_COMPONENTS : int = 0x9122; // #define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
pub const GL_MAX_GEOMETRY_INPUT_COMPONENTS : int = 0x9123; // #define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
pub const GL_MAX_GEOMETRY_OUTPUT_COMPONENTS : int = 0x9124; // #define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
pub const GL_MAX_FRAGMENT_INPUT_COMPONENTS : int = 0x9125; // #define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
pub const GL_CONTEXT_PROFILE_MASK : int = 0x9126; // #define GL_CONTEXT_PROFILE_MASK 0x9126
// /* reuse GL_MAX_VARYING_COMPONENTS */
// /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
// /* Reuse tokens from ARB_depth_clamp */
// /* reuse GL_DEPTH_CLAMP */
// /* Reuse tokens from ARB_draw_elements_base_vertex (none) */
// /* Reuse tokens from ARB_fragment_coord_conventions (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 */
} // #endif
#[cfg(GL_VERSION_3_3)] pub mod version_3_3 { // #ifndef GL_VERSION_3_3
pub const GL_VERTEX_ATTRIB_ARRAY_DIVISOR : int = 0x88FE; // #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
// /* Reuse tokens from ARB_blend_func_extended */
// /* reuse GL_SRC1_COLOR */
// /* reuse GL_ONE_MINUS_SRC1_COLOR */
// /* reuse GL_ONE_MINUS_SRC1_ALPHA */
// /* reuse GL_MAX_DUAL_SOURCE_DRAW_BUFFERS */
// /* Reuse tokens from ARB_explicit_attrib_location (none) */
// /* Reuse tokens from ARB_occlusion_query2 */
// /* reuse GL_ANY_SAMPLES_PASSED */
// /* Reuse tokens from ARB_sampler_objects */
// /* reuse GL_SAMPLER_BINDING */
// /* Reuse tokens from ARB_shader_bit_encoding (none) */
// /* Reuse tokens from ARB_texture_rgb10_a2ui */
// /* reuse GL_RGB10_A2UI */
// /* Reuse tokens from ARB_texture_swizzle */
// /* reuse GL_TEXTURE_SWIZZLE_R */
// /* reuse GL_TEXTURE_SWIZZLE_G */
// /* reuse GL_TEXTURE_SWIZZLE_B */
// /* reuse GL_TEXTURE_SWIZZLE_A */
// /* reuse GL_TEXTURE_SWIZZLE_RGBA */
// /* Reuse tokens from ARB_timer_query */
// /* reuse GL_TIME_ELAPSED */
// /* reuse GL_TIMESTAMP */
// /* Reuse tokens from ARB_vertex_type_2_10_10_10_rev */
// /* reuse GL_INT_2_10_10_10_REV */
} // #endif
#[cfg(GL_VERSION_4_0)] pub mod version_4_0 { // #ifndef GL_VERSION_4_0
pub const GL_SAMPLE_SHADING : int = 0x8C36; // #define GL_SAMPLE_SHADING 0x8C36
pub const GL_MIN_SAMPLE_SHADING_VALUE : int = 0x8C37; // #define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37
pub const GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET : int = 0x8E5E; // #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
pub const GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET : int = 0x8E5F; // #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
pub const GL_TEXTURE_CUBE_MAP_ARRAY : int = 0x9009; // #define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
pub const GL_TEXTURE_BINDING_CUBE_MAP_ARRAY : int = 0x900A; // #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
pub const GL_PROXY_TEXTURE_CUBE_MAP_ARRAY : int = 0x900B; // #define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
pub const GL_SAMPLER_CUBE_MAP_ARRAY : int = 0x900C; // #define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
pub const GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW : int = 0x900D; // #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
pub const GL_INT_SAMPLER_CUBE_MAP_ARRAY : int = 0x900E; // #define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
pub const GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY : int = 0x900F; // #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
// /* Reuse tokens from ARB_texture_query_lod (none) */
// /* Reuse tokens from ARB_draw_buffers_blend (none) */
// /* Reuse tokens from ARB_draw_indirect */
// /* reuse GL_DRAW_INDIRECT_BUFFER */
// /* reuse GL_DRAW_INDIRECT_BUFFER_BINDING */
// /* Reuse tokens from ARB_gpu_shader5 */
// /* reuse GL_GEOMETRY_SHADER_INVOCATIONS */
// /* reuse GL_MAX_GEOMETRY_SHADER_INVOCATIONS */
// /* reuse GL_MIN_FRAGMENT_INTERPOLATION_OFFSET */
// /* reuse GL_MAX_FRAGMENT_INTERPOLATION_OFFSET */
// /* reuse GL_FRAGMENT_INTERPOLATION_OFFSET_BITS */
// /* reuse GL_MAX_VERTEX_STREAMS */
// /* Reuse tokens from ARB_gpu_shader_fp64 */
// /* reuse GL_DOUBLE_VEC2 */
// /* reuse GL_DOUBLE_VEC3 */
// /* reuse GL_DOUBLE_VEC4 */
// /* reuse GL_DOUBLE_MAT2 */
// /* reuse GL_DOUBLE_MAT3 */
// /* reuse GL_DOUBLE_MAT4 */
// /* reuse GL_DOUBLE_MAT2x3 */
// /* reuse GL_DOUBLE_MAT2x4 */
// /* reuse GL_DOUBLE_MAT3x2 */
// /* reuse GL_DOUBLE_MAT3x4 */
// /* reuse GL_DOUBLE_MAT4x2 */
// /* reuse GL_DOUBLE_MAT4x3 */
// /* Reuse tokens from ARB_shader_subroutine */
// /* reuse GL_ACTIVE_SUBROUTINES */
// /* reuse GL_ACTIVE_SUBROUTINE_UNIFORMS */
// /* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS */
// /* reuse GL_ACTIVE_SUBROUTINE_MAX_LENGTH */
// /* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH */
// /* reuse GL_MAX_SUBROUTINES */
// /* reuse GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS */
// /* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
// /* reuse GL_COMPATIBLE_SUBROUTINES */
// /* Reuse tokens from ARB_tessellation_shader */
// /* reuse GL_PATCHES */
// /* reuse GL_PATCH_VERTICES */
// /* reuse GL_PATCH_DEFAULT_INNER_LEVEL */
// /* reuse GL_PATCH_DEFAULT_OUTER_LEVEL */
// /* reuse GL_TESS_CONTROL_OUTPUT_VERTICES */
// /* reuse GL_TESS_GEN_MODE */
// /* reuse GL_TESS_GEN_SPACING */
// /* reuse GL_TESS_GEN_VERTEX_ORDER */
// /* reuse GL_TESS_GEN_POINT_MODE */
// /* reuse GL_ISOLINES */
// /* reuse GL_FRACTIONAL_ODD */
// /* reuse GL_FRACTIONAL_EVEN */
// /* reuse GL_MAX_PATCH_VERTICES */
// /* reuse GL_MAX_TESS_GEN_LEVEL */
// /* reuse GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS */
// /* reuse GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS */
// /* reuse GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS */
// /* reuse GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS */
// /* reuse GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS */
// /* reuse GL_MAX_TESS_PATCH_COMPONENTS */
// /* reuse GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS */
// /* reuse GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS */
// /* reuse GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS */
// /* reuse GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS */
// /* reuse GL_MAX_TESS_CONTROL_INPUT_COMPONENTS */
// /* reuse GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS */
// /* reuse GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS */
// /* reuse GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS */
// /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER */
// /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER */
// /* reuse GL_TESS_EVALUATION_SHADER */
// /* reuse GL_TESS_CONTROL_SHADER */
// /* Reuse tokens from ARB_texture_buffer_object_rgb32 (none) */
// /* Reuse tokens from ARB_transform_feedback2 */
// /* reuse GL_TRANSFORM_FEEDBACK */
// /* reuse GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED */
// /* reuse GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE */
// /* reuse GL_TRANSFORM_FEEDBACK_BINDING */
// /* Reuse tokens from ARB_transform_feedback3 */
// /* reuse GL_MAX_TRANSFORM_FEEDBACK_BUFFERS */
// /* reuse GL_MAX_VERTEX_STREAMS */
} // #endif
#[cfg(GL_VERSION_4_1)] pub mod version_4_1 { // #ifndef GL_VERSION_4_1
// /* Reuse tokens from ARB_ES2_compatibility */
// /* reuse GL_FIXED */
// /* reuse GL_IMPLEMENTATION_COLOR_READ_TYPE */
// /* reuse GL_IMPLEMENTATION_COLOR_READ_FORMAT */
// /* reuse GL_LOW_FLOAT */
// /* reuse GL_MEDIUM_FLOAT */
// /* reuse GL_HIGH_FLOAT */
// /* reuse GL_LOW_INT */
// /* reuse GL_MEDIUM_INT */
// /* reuse GL_HIGH_INT */
// /* reuse GL_SHADER_COMPILER */
// /* reuse GL_SHADER_BINARY_FORMATS */
// /* reuse GL_NUM_SHADER_BINARY_FORMATS */
// /* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */
// /* reuse GL_MAX_VARYING_VECTORS */
// /* reuse GL_MAX_FRAGMENT_UNIFORM_VECTORS */
// /* reuse GL_RGB565 */
// /* Reuse tokens from ARB_get_program_binary */
// /* reuse GL_PROGRAM_BINARY_RETRIEVABLE_HINT */
// /* reuse GL_PROGRAM_BINARY_LENGTH */
// /* reuse GL_NUM_PROGRAM_BINARY_FORMATS */
// /* reuse GL_PROGRAM_BINARY_FORMATS */
// /* Reuse tokens from ARB_separate_shader_objects */
// /* reuse GL_VERTEX_SHADER_BIT */
// /* reuse GL_FRAGMENT_SHADER_BIT */
// /* reuse GL_GEOMETRY_SHADER_BIT */
// /* reuse GL_TESS_CONTROL_SHADER_BIT */
// /* reuse GL_TESS_EVALUATION_SHADER_BIT */
// /* reuse GL_ALL_SHADER_BITS */
// /* reuse GL_PROGRAM_SEPARABLE */
// /* reuse GL_ACTIVE_PROGRAM */
// /* reuse GL_PROGRAM_PIPELINE_BINDING */
// /* Reuse tokens from ARB_shader_precision (none) */
// /* Reuse tokens from ARB_vertex_attrib_64bit - all are in GL 3.0 and 4.0 already */
// /* Reuse tokens from ARB_viewport_array - some are in GL 1.1 and ARB_provoking_vertex already */
// /* reuse GL_MAX_VIEWPORTS */
// /* reuse GL_VIEWPORT_SUBPIXEL_BITS */
// /* reuse GL_VIEWPORT_BOUNDS_RANGE */
// /* reuse GL_LAYER_PROVOKING_VERTEX */
// /* reuse GL_VIEWPORT_INDEX_PROVOKING_VERTEX */
// /* reuse GL_UNDEFINED_VERTEX */
} // #endif
#[cfg(GL_VERSION_4_2)] pub mod version_4_2 { // #ifndef GL_VERSION_4_2
// /* Reuse tokens from ARB_base_instance (none) */
// /* Reuse tokens from ARB_shading_language_420pack (none) */
// /* Reuse tokens from ARB_transform_feedback_instanced (none) */
// /* Reuse tokens from ARB_compressed_texture_pixel_storage */
// /* reuse GL_UNPACK_COMPRESSED_BLOCK_WIDTH */
// /* reuse GL_UNPACK_COMPRESSED_BLOCK_HEIGHT */
// /* reuse GL_UNPACK_COMPRESSED_BLOCK_DEPTH */
// /* reuse GL_UNPACK_COMPRESSED_BLOCK_SIZE */
// /* reuse GL_PACK_COMPRESSED_BLOCK_WIDTH */
// /* reuse GL_PACK_COMPRESSED_BLOCK_HEIGHT */
// /* reuse GL_PACK_COMPRESSED_BLOCK_DEPTH */
// /* reuse GL_PACK_COMPRESSED_BLOCK_SIZE */
// /* Reuse tokens from ARB_conservative_depth (none) */
// /* Reuse tokens from ARB_internalformat_query */
// /* reuse GL_NUM_SAMPLE_COUNTS */
// /* Reuse tokens from ARB_map_buffer_alignment */
// /* reuse GL_MIN_MAP_BUFFER_ALIGNMENT */
// /* Reuse tokens from ARB_shader_atomic_counters */
// /* reuse GL_ATOMIC_COUNTER_BUFFER */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_BINDING */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_START */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_SIZE */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER */
// /* reuse GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_VERTEX_ATOMIC_COUNTERS */
// /* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS */
// /* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS */
// /* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTERS */
// /* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTERS */
// /* reuse GL_MAX_COMBINED_ATOMIC_COUNTERS */
// /* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE */
// /* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS */
// /* reuse GL_ACTIVE_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX */
// /* reuse GL_UNSIGNED_INT_ATOMIC_COUNTER */
// /* Reuse tokens from ARB_shader_image_load_store */
// /* reuse GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT */
// /* reuse GL_ELEMENT_ARRAY_BARRIER_BIT */
// /* reuse GL_UNIFORM_BARRIER_BIT */
// /* reuse GL_TEXTURE_FETCH_BARRIER_BIT */
// /* reuse GL_SHADER_IMAGE_ACCESS_BARRIER_BIT */
// /* reuse GL_COMMAND_BARRIER_BIT */
// /* reuse GL_PIXEL_BUFFER_BARRIER_BIT */
// /* reuse GL_TEXTURE_UPDATE_BARRIER_BIT */
// /* reuse GL_BUFFER_UPDATE_BARRIER_BIT */
// /* reuse GL_FRAMEBUFFER_BARRIER_BIT */
// /* reuse GL_TRANSFORM_FEEDBACK_BARRIER_BIT */
// /* reuse GL_ATOMIC_COUNTER_BARRIER_BIT */
// /* reuse GL_ALL_BARRIER_BITS */
// /* reuse GL_MAX_IMAGE_UNITS */
// /* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
// /* reuse GL_IMAGE_BINDING_NAME */
// /* reuse GL_IMAGE_BINDING_LEVEL */
// /* reuse GL_IMAGE_BINDING_LAYERED */
// /* reuse GL_IMAGE_BINDING_LAYER */
// /* reuse GL_IMAGE_BINDING_ACCESS */
// /* reuse GL_IMAGE_1D */
// /* reuse GL_IMAGE_2D */
// /* reuse GL_IMAGE_3D */
// /* reuse GL_IMAGE_2D_RECT */
// /* reuse GL_IMAGE_CUBE */
// /* reuse GL_IMAGE_BUFFER */
// /* reuse GL_IMAGE_1D_ARRAY */
// /* reuse GL_IMAGE_2D_ARRAY */
// /* reuse GL_IMAGE_CUBE_MAP_ARRAY */
// /* reuse GL_IMAGE_2D_MULTISAMPLE */
// /* reuse GL_IMAGE_2D_MULTISAMPLE_ARRAY */
// /* reuse GL_INT_IMAGE_1D */
// /* reuse GL_INT_IMAGE_2D */
// /* reuse GL_INT_IMAGE_3D */
// /* reuse GL_INT_IMAGE_2D_RECT */
// /* reuse GL_INT_IMAGE_CUBE */
// /* reuse GL_INT_IMAGE_BUFFER */
// /* reuse GL_INT_IMAGE_1D_ARRAY */
// /* reuse GL_INT_IMAGE_2D_ARRAY */
// /* reuse GL_INT_IMAGE_CUBE_MAP_ARRAY */
// /* reuse GL_INT_IMAGE_2D_MULTISAMPLE */
// /* reuse GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
// /* reuse GL_UNSIGNED_INT_IMAGE_1D */
// /* reuse GL_UNSIGNED_INT_IMAGE_2D */
// /* reuse GL_UNSIGNED_INT_IMAGE_3D */
// /* reuse GL_UNSIGNED_INT_IMAGE_2D_RECT */
// /* reuse GL_UNSIGNED_INT_IMAGE_CUBE */
// /* reuse GL_UNSIGNED_INT_IMAGE_BUFFER */
// /* reuse GL_UNSIGNED_INT_IMAGE_1D_ARRAY */
// /* reuse GL_UNSIGNED_INT_IMAGE_2D_ARRAY */
// /* reuse GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY */
// /* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE */
// /* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
// /* reuse GL_MAX_IMAGE_SAMPLES */
// /* reuse GL_IMAGE_BINDING_FORMAT */
// /* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
// /* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE */
// /* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS */
// /* reuse GL_MAX_VERTEX_IMAGE_UNIFORMS */
// /* reuse GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS */
// /* reuse GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS */
// /* reuse GL_MAX_GEOMETRY_IMAGE_UNIFORMS */
// /* reuse GL_MAX_FRAGMENT_IMAGE_UNIFORMS */
// /* reuse GL_MAX_COMBINED_IMAGE_UNIFORMS */
// /* Reuse tokens from ARB_shading_language_packing (none) */
// /* Reuse tokens from ARB_texture_storage */
// /* reuse GL_TEXTURE_IMMUTABLE_FORMAT */
} // #endif
#[cfg(GL_VERSION_4_3)] pub mod version_4_3 { // #ifndef GL_VERSION_4_3
pub const GL_NUM_SHADING_LANGUAGE_VERSIONS : int = 0x82E9; // #define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9
pub const GL_VERTEX_ATTRIB_ARRAY_LONG : int = 0x874E; // #define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E
// /* Reuse tokens from ARB_arrays_of_arrays (none, GLSL only) */
// /* Reuse tokens from ARB_fragment_layer_viewport (none, GLSL only) */
// /* Reuse tokens from ARB_shader_image_size (none, GLSL only) */
// /* Reuse tokens from ARB_ES3_compatibility */
// /* reuse GL_COMPRESSED_RGB8_ETC2 */
// /* reuse GL_COMPRESSED_SRGB8_ETC2 */
// /* reuse GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
// /* reuse GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
// /* reuse GL_COMPRESSED_RGBA8_ETC2_EAC */
// /* reuse GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */
// /* reuse GL_COMPRESSED_R11_EAC */
// /* reuse GL_COMPRESSED_SIGNED_R11_EAC */
// /* reuse GL_COMPRESSED_RG11_EAC */
// /* reuse GL_COMPRESSED_SIGNED_RG11_EAC */
// /* reuse GL_PRIMITIVE_RESTART_FIXED_INDEX */
// /* reuse GL_ANY_SAMPLES_PASSED_CONSERVATIVE */
// /* reuse GL_MAX_ELEMENT_INDEX */
// /* Reuse tokens from ARB_clear_buffer_object (none) */
// /* Reuse tokens from ARB_compute_shader */
// /* reuse GL_COMPUTE_SHADER */
// /* reuse GL_MAX_COMPUTE_UNIFORM_BLOCKS */
// /* reuse GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS */
// /* reuse GL_MAX_COMPUTE_IMAGE_UNIFORMS */
// /* reuse GL_MAX_COMPUTE_SHARED_MEMORY_SIZE */
// /* reuse GL_MAX_COMPUTE_UNIFORM_COMPONENTS */
// /* reuse GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS */
// /* reuse GL_MAX_COMPUTE_ATOMIC_COUNTERS */
// /* reuse GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS */
// /* reuse GL_MAX_COMPUTE_LOCAL_INVOCATIONS */
// /* reuse GL_MAX_COMPUTE_WORK_GROUP_COUNT */
// /* reuse GL_MAX_COMPUTE_WORK_GROUP_SIZE */
// /* reuse GL_COMPUTE_LOCAL_WORK_SIZE */
// /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER */
// /* reuse GL_DISPATCH_INDIRECT_BUFFER */
// /* reuse GL_DISPATCH_INDIRECT_BUFFER_BINDING */
// /* Reuse tokens from ARB_copy_image (none) */
// /* Reuse tokens from KHR_debug */
// /* reuse GL_DEBUG_OUTPUT_SYNCHRONOUS */
// /* reuse GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH */
// /* reuse GL_DEBUG_CALLBACK_FUNCTION */
// /* reuse GL_DEBUG_CALLBACK_USER_PARAM */
// /* reuse GL_DEBUG_SOURCE_API */
// /* reuse GL_DEBUG_SOURCE_WINDOW_SYSTEM */
// /* reuse GL_DEBUG_SOURCE_SHADER_COMPILER */
// /* reuse GL_DEBUG_SOURCE_THIRD_PARTY */
// /* reuse GL_DEBUG_SOURCE_APPLICATION */
// /* reuse GL_DEBUG_SOURCE_OTHER */
// /* reuse GL_DEBUG_TYPE_ERROR */
// /* reuse GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR */
// /* reuse GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR */
// /* reuse GL_DEBUG_TYPE_PORTABILITY */
// /* reuse GL_DEBUG_TYPE_PERFORMANCE */
// /* reuse GL_DEBUG_TYPE_OTHER */
// /* reuse GL_MAX_DEBUG_MESSAGE_LENGTH */
// /* reuse GL_MAX_DEBUG_LOGGED_MESSAGES */
// /* reuse GL_DEBUG_LOGGED_MESSAGES */
// /* reuse GL_DEBUG_SEVERITY_HIGH */
// /* reuse GL_DEBUG_SEVERITY_MEDIUM */
// /* reuse GL_DEBUG_SEVERITY_LOW */
// /* reuse GL_DEBUG_TYPE_MARKER */
// /* reuse GL_DEBUG_TYPE_PUSH_GROUP */
// /* reuse GL_DEBUG_TYPE_POP_GROUP */
// /* reuse GL_DEBUG_SEVERITY_NOTIFICATION */
// /* reuse GL_MAX_DEBUG_GROUP_STACK_DEPTH */
// /* reuse GL_DEBUG_GROUP_STACK_DEPTH */
// /* reuse GL_BUFFER */
// /* reuse GL_SHADER */
// /* reuse GL_PROGRAM */
// /* reuse GL_QUERY */
// /* reuse GL_PROGRAM_PIPELINE */
// /* reuse GL_SAMPLER */
// /* reuse GL_DISPLAY_LIST */
// /* reuse GL_MAX_LABEL_LENGTH */
// /* reuse GL_DEBUG_OUTPUT */
// /* reuse GL_CONTEXT_FLAG_DEBUG_BIT */
// /* reuse GL_STACK_UNDERFLOW */
// /* reuse GL_STACK_OVERFLOW */
// /* Reuse tokens from ARB_explicit_uniform_location */
// /* reuse GL_MAX_UNIFORM_LOCATIONS */
// /* Reuse tokens from ARB_framebuffer_no_attachments */
// /* reuse GL_FRAMEBUFFER_DEFAULT_WIDTH */
// /* reuse GL_FRAMEBUFFER_DEFAULT_HEIGHT */
// /* reuse GL_FRAMEBUFFER_DEFAULT_LAYERS */
// /* reuse GL_FRAMEBUFFER_DEFAULT_SAMPLES */
// /* reuse GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS */
// /* reuse GL_MAX_FRAMEBUFFER_WIDTH */
// /* reuse GL_MAX_FRAMEBUFFER_HEIGHT */
// /* reuse GL_MAX_FRAMEBUFFER_LAYERS */
// /* reuse GL_MAX_FRAMEBUFFER_SAMPLES */
// /* Reuse tokens from ARB_internalformat_query2 */
// /* reuse GL_INTERNALFORMAT_SUPPORTED */
// /* reuse GL_INTERNALFORMAT_PREFERRED */
// /* reuse GL_INTERNALFORMAT_RED_SIZE */
// /* reuse GL_INTERNALFORMAT_GREEN_SIZE */
// /* reuse GL_INTERNALFORMAT_BLUE_SIZE */
// /* reuse GL_INTERNALFORMAT_ALPHA_SIZE */
// /* reuse GL_INTERNALFORMAT_DEPTH_SIZE */
// /* reuse GL_INTERNALFORMAT_STENCIL_SIZE */
// /* reuse GL_INTERNALFORMAT_SHARED_SIZE */
// /* reuse GL_INTERNALFORMAT_RED_TYPE */
// /* reuse GL_INTERNALFORMAT_GREEN_TYPE */
// /* reuse GL_INTERNALFORMAT_BLUE_TYPE */
// /* reuse GL_INTERNALFORMAT_ALPHA_TYPE */
// /* reuse GL_INTERNALFORMAT_DEPTH_TYPE */
// /* reuse GL_INTERNALFORMAT_STENCIL_TYPE */
// /* reuse GL_MAX_WIDTH */
// /* reuse GL_MAX_HEIGHT */
// /* reuse GL_MAX_DEPTH */
// /* reuse GL_MAX_LAYERS */
// /* reuse GL_MAX_COMBINED_DIMENSIONS */
// /* reuse GL_COLOR_COMPONENTS */
// /* reuse GL_DEPTH_COMPONENTS */
// /* reuse GL_STENCIL_COMPONENTS */
// /* reuse GL_COLOR_RENDERABLE */
// /* reuse GL_DEPTH_RENDERABLE */
// /* reuse GL_STENCIL_RENDERABLE */
// /* reuse GL_FRAMEBUFFER_RENDERABLE */
// /* reuse GL_FRAMEBUFFER_RENDERABLE_LAYERED */
// /* reuse GL_FRAMEBUFFER_BLEND */
// /* reuse GL_READ_PIXELS */
// /* reuse GL_READ_PIXELS_FORMAT */
// /* reuse GL_READ_PIXELS_TYPE */
// /* reuse GL_TEXTURE_IMAGE_FORMAT */
// /* reuse GL_TEXTURE_IMAGE_TYPE */
// /* reuse GL_GET_TEXTURE_IMAGE_FORMAT */
// /* reuse GL_GET_TEXTURE_IMAGE_TYPE */
// /* reuse GL_MIPMAP */
// /* reuse GL_MANUAL_GENERATE_MIPMAP */
// /* reuse GL_AUTO_GENERATE_MIPMAP */
// /* reuse GL_COLOR_ENCODING */
// /* reuse GL_SRGB_READ */
// /* reuse GL_SRGB_WRITE */
// /* reuse GL_FILTER */
// /* reuse GL_VERTEX_TEXTURE */
// /* reuse GL_TESS_CONTROL_TEXTURE */
// /* reuse GL_TESS_EVALUATION_TEXTURE */
// /* reuse GL_GEOMETRY_TEXTURE */
// /* reuse GL_FRAGMENT_TEXTURE */
// /* reuse GL_COMPUTE_TEXTURE */
// /* reuse GL_TEXTURE_SHADOW */
// /* reuse GL_TEXTURE_GATHER */
// /* reuse GL_TEXTURE_GATHER_SHADOW */
// /* reuse GL_SHADER_IMAGE_LOAD */
// /* reuse GL_SHADER_IMAGE_STORE */
// /* reuse GL_SHADER_IMAGE_ATOMIC */
// /* reuse GL_IMAGE_TEXEL_SIZE */
// /* reuse GL_IMAGE_COMPATIBILITY_CLASS */
// /* reuse GL_IMAGE_PIXEL_FORMAT */
// /* reuse GL_IMAGE_PIXEL_TYPE */
// /* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST */
// /* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST */
// /* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE */
// /* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE */
// /* reuse GL_TEXTURE_COMPRESSED_BLOCK_WIDTH */
// /* reuse GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT */
// /* reuse GL_TEXTURE_COMPRESSED_BLOCK_SIZE */
// /* reuse GL_CLEAR_BUFFER */
// /* reuse GL_TEXTURE_VIEW */
// /* reuse GL_VIEW_COMPATIBILITY_CLASS */
// /* reuse GL_FULL_SUPPORT */
// /* reuse GL_CAVEAT_SUPPORT */
// /* reuse GL_IMAGE_CLASS_4_X_32 */
// /* reuse GL_IMAGE_CLASS_2_X_32 */
// /* reuse GL_IMAGE_CLASS_1_X_32 */
// /* reuse GL_IMAGE_CLASS_4_X_16 */
// /* reuse GL_IMAGE_CLASS_2_X_16 */
// /* reuse GL_IMAGE_CLASS_1_X_16 */
// /* reuse GL_IMAGE_CLASS_4_X_8 */
// /* reuse GL_IMAGE_CLASS_2_X_8 */
// /* reuse GL_IMAGE_CLASS_1_X_8 */
// /* reuse GL_IMAGE_CLASS_11_11_10 */
// /* reuse GL_IMAGE_CLASS_10_10_10_2 */
// /* reuse GL_VIEW_CLASS_128_BITS */
// /* reuse GL_VIEW_CLASS_96_BITS */
// /* reuse GL_VIEW_CLASS_64_BITS */
// /* reuse GL_VIEW_CLASS_48_BITS */
// /* reuse GL_VIEW_CLASS_32_BITS */
// /* reuse GL_VIEW_CLASS_24_BITS */
// /* reuse GL_VIEW_CLASS_16_BITS */
// /* reuse GL_VIEW_CLASS_8_BITS */
// /* reuse GL_VIEW_CLASS_S3TC_DXT1_RGB */
// /* reuse GL_VIEW_CLASS_S3TC_DXT1_RGBA */
// /* reuse GL_VIEW_CLASS_S3TC_DXT3_RGBA */
// /* reuse GL_VIEW_CLASS_S3TC_DXT5_RGBA */
// /* reuse GL_VIEW_CLASS_RGTC1_RED */
// /* reuse GL_VIEW_CLASS_RGTC2_RG */
// /* reuse GL_VIEW_CLASS_BPTC_UNORM */
// /* reuse GL_VIEW_CLASS_BPTC_FLOAT */
// /* Reuse tokens from ARB_invalidate_subdata (none) */
// /* Reuse tokens from ARB_multi_draw_indirect (none) */
// /* Reuse tokens from ARB_program_interface_query */
// /* reuse GL_UNIFORM */
// /* reuse GL_UNIFORM_BLOCK */
// /* reuse GL_PROGRAM_INPUT */
// /* reuse GL_PROGRAM_OUTPUT */
// /* reuse GL_BUFFER_VARIABLE */
// /* reuse GL_SHADER_STORAGE_BLOCK */
// /* reuse GL_VERTEX_SUBROUTINE */
// /* reuse GL_TESS_CONTROL_SUBROUTINE */
// /* reuse GL_TESS_EVALUATION_SUBROUTINE */
// /* reuse GL_GEOMETRY_SUBROUTINE */
// /* reuse GL_FRAGMENT_SUBROUTINE */
// /* reuse GL_COMPUTE_SUBROUTINE */
// /* reuse GL_VERTEX_SUBROUTINE_UNIFORM */
// /* reuse GL_TESS_CONTROL_SUBROUTINE_UNIFORM */
// /* reuse GL_TESS_EVALUATION_SUBROUTINE_UNIFORM */
// /* reuse GL_GEOMETRY_SUBROUTINE_UNIFORM */
// /* reuse GL_FRAGMENT_SUBROUTINE_UNIFORM */
// /* reuse GL_COMPUTE_SUBROUTINE_UNIFORM */
// /* reuse GL_TRANSFORM_FEEDBACK_VARYING */
// /* reuse GL_ACTIVE_RESOURCES */
// /* reuse GL_MAX_NAME_LENGTH */
// /* reuse GL_MAX_NUM_ACTIVE_VARIABLES */
// /* reuse GL_MAX_NUM_COMPATIBLE_SUBROUTINES */
// /* reuse GL_NAME_LENGTH */
// /* reuse GL_TYPE */
// /* reuse GL_ARRAY_SIZE */
// /* reuse GL_OFFSET */
// /* reuse GL_BLOCK_INDEX */
// /* reuse GL_ARRAY_STRIDE */
// /* reuse GL_MATRIX_STRIDE */
// /* reuse GL_IS_ROW_MAJOR */
// /* reuse GL_ATOMIC_COUNTER_BUFFER_INDEX */
// /* reuse GL_BUFFER_BINDING */
// /* reuse GL_BUFFER_DATA_SIZE */
// /* reuse GL_NUM_ACTIVE_VARIABLES */
// /* reuse GL_ACTIVE_VARIABLES */
// /* reuse GL_REFERENCED_BY_VERTEX_SHADER */
// /* reuse GL_REFERENCED_BY_TESS_CONTROL_SHADER */
// /* reuse GL_REFERENCED_BY_TESS_EVALUATION_SHADER */
// /* reuse GL_REFERENCED_BY_GEOMETRY_SHADER */
// /* reuse GL_REFERENCED_BY_FRAGMENT_SHADER */
// /* reuse GL_REFERENCED_BY_COMPUTE_SHADER */
// /* reuse GL_TOP_LEVEL_ARRAY_SIZE */
// /* reuse GL_TOP_LEVEL_ARRAY_STRIDE */
// /* reuse GL_LOCATION */
// /* reuse GL_LOCATION_INDEX */
// /* reuse GL_IS_PER_PATCH */
// /* Reuse tokens from ARB_robust_buffer_access_behavior (none) */
// /* Reuse tokens from ARB_shader_storage_buffer_object */
// /* reuse GL_SHADER_STORAGE_BUFFER */
// /* reuse GL_SHADER_STORAGE_BUFFER_BINDING */
// /* reuse GL_SHADER_STORAGE_BUFFER_START */
// /* reuse GL_SHADER_STORAGE_BUFFER_SIZE */
// /* reuse GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS */
// /* reuse GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS */
// /* reuse GL_MAX_SHADER_STORAGE_BLOCK_SIZE */
// /* reuse GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT */
// /* reuse GL_SHADER_STORAGE_BARRIER_BIT */
// /* reuse GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES */
// /* Reuse tokens from ARB_stencil_texturing */
// /* reuse GL_DEPTH_STENCIL_TEXTURE_MODE */
// /* Reuse tokens from ARB_texture_buffer_range */
// /* reuse GL_TEXTURE_BUFFER_OFFSET */
// /* reuse GL_TEXTURE_BUFFER_SIZE */
// /* reuse GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT */
// /* Reuse tokens from ARB_texture_query_levels (none) */
// /* Reuse tokens from ARB_texture_storage_multisample (none) */
// /* Reuse tokens from ARB_texture_view */
// /* reuse GL_TEXTURE_VIEW_MIN_LEVEL */
// /* reuse GL_TEXTURE_VIEW_NUM_LEVELS */
// /* reuse GL_TEXTURE_VIEW_MIN_LAYER */
// /* reuse GL_TEXTURE_VIEW_NUM_LAYERS */
// /* reuse GL_TEXTURE_IMMUTABLE_LEVELS */
// /* Reuse tokens from ARB_vertex_attrib_binding */
// /* reuse GL_VERTEX_ATTRIB_BINDING */
// /* reuse GL_VERTEX_ATTRIB_RELATIVE_OFFSET */
// /* reuse GL_VERTEX_BINDING_DIVISOR */
// /* reuse GL_VERTEX_BINDING_OFFSET */
// /* reuse GL_VERTEX_BINDING_STRIDE */
// /* reuse GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET */
// /* reuse GL_MAX_VERTEX_ATTRIB_BINDINGS */
} // #endif
#[cfg(GL_ARB_depth_buffer_float)] pub mod arb_depth_buffer_float { // #ifndef GL_ARB_depth_buffer_float
pub const GL_DEPTH_COMPONENT32F : int = 0x8CAC; // #define GL_DEPTH_COMPONENT32F 0x8CAC
pub const GL_DEPTH32F_STENCIL8 : int = 0x8CAD; // #define GL_DEPTH32F_STENCIL8 0x8CAD
pub const GL_FLOAT_32_UNSIGNED_INT_24_8_REV : int = 0x8DAD; // #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
} // #endif
#[cfg(GL_ARB_framebuffer_object)] pub mod arb_framebuffer_object { // #ifndef GL_ARB_framebuffer_object
pub const GL_INVALID_FRAMEBUFFER_OPERATION : int = 0x0506; // #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
pub const GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING : int = 0x8210; // #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
pub const GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE : int = 0x8211; // #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
pub const GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE : int = 0x8212; // #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
pub const GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE : int = 0x8213; // #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
pub const GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE : int = 0x8214; // #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
pub const GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE : int = 0x8215; // #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
pub const GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE : int = 0x8216; // #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
pub const GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE : int = 0x8217; // #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
pub const GL_FRAMEBUFFER_DEFAULT : int = 0x8218; // #define GL_FRAMEBUFFER_DEFAULT 0x8218
pub const GL_FRAMEBUFFER_UNDEFINED : int = 0x8219; // #define GL_FRAMEBUFFER_UNDEFINED 0x8219
pub const GL_DEPTH_STENCIL_ATTACHMENT : int = 0x821A; // #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
pub const GL_MAX_RENDERBUFFER_SIZE : int = 0x84E8; // #define GL_MAX_RENDERBUFFER_SIZE 0x84E8
pub const GL_DEPTH_STENCIL : int = 0x84F9; // #define GL_DEPTH_STENCIL 0x84F9
pub const GL_UNSIGNED_INT_24_8 : int = 0x84FA; // #define GL_UNSIGNED_INT_24_8 0x84FA
pub const GL_DEPTH24_STENCIL8 : int = 0x88F0; // #define GL_DEPTH24_STENCIL8 0x88F0
pub const GL_TEXTURE_STENCIL_SIZE : int = 0x88F1; // #define GL_TEXTURE_STENCIL_SIZE 0x88F1
pub const GL_TEXTURE_RED_TYPE : int = 0x8C10; // #define GL_TEXTURE_RED_TYPE 0x8C10
pub const GL_TEXTURE_GREEN_TYPE : int = 0x8C11; // #define GL_TEXTURE_GREEN_TYPE 0x8C11
pub const GL_TEXTURE_BLUE_TYPE : int = 0x8C12; // #define GL_TEXTURE_BLUE_TYPE 0x8C12
pub const GL_TEXTURE_ALPHA_TYPE : int = 0x8C13; // #define GL_TEXTURE_ALPHA_TYPE 0x8C13
pub const GL_TEXTURE_DEPTH_TYPE : int = 0x8C16; // #define GL_TEXTURE_DEPTH_TYPE 0x8C16
pub const GL_UNSIGNED_NORMALIZED : int = 0x8C17; // #define GL_UNSIGNED_NORMALIZED 0x8C17
pub const GL_FRAMEBUFFER_BINDING : int = 0x8CA6; // #define GL_FRAMEBUFFER_BINDING 0x8CA6
pub const GL_DRAW_FRAMEBUFFER_BINDING : int = GL_FRAMEBUFFER_BINDING; // #define GL_DRAW_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING
pub const GL_RENDERBUFFER_BINDING : int = 0x8CA7; // #define GL_RENDERBUFFER_BINDING 0x8CA7
pub const GL_READ_FRAMEBUFFER : int = 0x8CA8; // #define GL_READ_FRAMEBUFFER 0x8CA8
pub const GL_DRAW_FRAMEBUFFER : int = 0x8CA9; // #define GL_DRAW_FRAMEBUFFER 0x8CA9
pub const GL_READ_FRAMEBUFFER_BINDING : int = 0x8CAA; // #define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
pub const GL_RENDERBUFFER_SAMPLES : int = 0x8CAB; // #define GL_RENDERBUFFER_SAMPLES 0x8CAB
pub const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE : int = 0x8CD0; // #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
pub const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME : int = 0x8CD1; // #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
pub const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL : int = 0x8CD2; // #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
pub const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE : int = 0x8CD3; // #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
pub const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER : int = 0x8CD4; // #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
pub const GL_FRAMEBUFFER_COMPLETE : int = 0x8CD5; // #define GL_FRAMEBUFFER_COMPLETE 0x8CD5
pub const GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT : int = 0x8CD6; // #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
pub const GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT : int = 0x8CD7; // #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
pub const GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER : int = 0x8CDB; // #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
pub const GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER : int = 0x8CDC; // #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
pub const GL_FRAMEBUFFER_UNSUPPORTED : int = 0x8CDD; // #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
pub const GL_MAX_COLOR_ATTACHMENTS : int = 0x8CDF; // #define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
pub const GL_COLOR_ATTACHMENT0 : int = 0x8CE0; // #define GL_COLOR_ATTACHMENT0 0x8CE0
pub const GL_COLOR_ATTACHMENT1 : int = 0x8CE1; // #define GL_COLOR_ATTACHMENT1 0x8CE1
pub const GL_COLOR_ATTACHMENT2 : int = 0x8CE2; // #define GL_COLOR_ATTACHMENT2 0x8CE2
pub const GL_COLOR_ATTACHMENT3 : int = 0x8CE3; // #define GL_COLOR_ATTACHMENT3 0x8CE3
pub const GL_COLOR_ATTACHMENT4 : int = 0x8CE4; // #define GL_COLOR_ATTACHMENT4 0x8CE4
pub const GL_COLOR_ATTACHMENT5 : int = 0x8CE5; // #define GL_COLOR_ATTACHMENT5 0x8CE5
pub const GL_COLOR_ATTACHMENT6 : int = 0x8CE6; // #define GL_COLOR_ATTACHMENT6 0x8CE6
pub const GL_COLOR_ATTACHMENT7 : int = 0x8CE7; // #define GL_COLOR_ATTACHMENT7 0x8CE7
pub const GL_COLOR_ATTACHMENT8 : int = 0x8CE8; // #define GL_COLOR_ATTACHMENT8 0x8CE8
pub const GL_COLOR_ATTACHMENT9 : int = 0x8CE9; // #define GL_COLOR_ATTACHMENT9 0x8CE9
pub const GL_COLOR_ATTACHMENT10 : int = 0x8CEA; // #define GL_COLOR_ATTACHMENT10 0x8CEA
pub const GL_COLOR_ATTACHMENT11 : int = 0x8CEB; // #define GL_COLOR_ATTACHMENT11 0x8CEB
pub const GL_COLOR_ATTACHMENT12 : int = 0x8CEC; // #define GL_COLOR_ATTACHMENT12 0x8CEC
pub const GL_COLOR_ATTACHMENT13 : int = 0x8CED; // #define GL_COLOR_ATTACHMENT13 0x8CED
pub const GL_COLOR_ATTACHMENT14 : int = 0x8CEE; // #define GL_COLOR_ATTACHMENT14 0x8CEE
pub const GL_COLOR_ATTACHMENT15 : int = 0x8CEF; // #define GL_COLOR_ATTACHMENT15 0x8CEF
pub const GL_DEPTH_ATTACHMENT : int = 0x8D00; // #define GL_DEPTH_ATTACHMENT 0x8D00
pub const GL_STENCIL_ATTACHMENT : int = 0x8D20; // #define GL_STENCIL_ATTACHMENT 0x8D20
pub const GL_FRAMEBUFFER : int = 0x8D40; // #define GL_FRAMEBUFFER 0x8D40
pub const GL_RENDERBUFFER : int = 0x8D41; // #define GL_RENDERBUFFER 0x8D41
pub const GL_RENDERBUFFER_WIDTH : int = 0x8D42; // #define GL_RENDERBUFFER_WIDTH 0x8D42
pub const GL_RENDERBUFFER_HEIGHT : int = 0x8D43; // #define GL_RENDERBUFFER_HEIGHT 0x8D43
pub const GL_RENDERBUFFER_INTERNAL_FORMAT : int = 0x8D44; // #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
pub const GL_STENCIL_INDEX1 : int = 0x8D46; // #define GL_STENCIL_INDEX1 0x8D46
pub const GL_STENCIL_INDEX4 : int = 0x8D47; // #define GL_STENCIL_INDEX4 0x8D47
pub const GL_STENCIL_INDEX8 : int = 0x8D48; // #define GL_STENCIL_INDEX8 0x8D48
pub const GL_STENCIL_INDEX16 : int = 0x8D49; // #define GL_STENCIL_INDEX16 0x8D49
pub const GL_RENDERBUFFER_RED_SIZE : int = 0x8D50; // #define GL_RENDERBUFFER_RED_SIZE 0x8D50
pub const GL_RENDERBUFFER_GREEN_SIZE : int = 0x8D51; // #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
pub const GL_RENDERBUFFER_BLUE_SIZE : int = 0x8D52; // #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
pub const GL_RENDERBUFFER_ALPHA_SIZE : int = 0x8D53; // #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
pub const GL_RENDERBUFFER_DEPTH_SIZE : int = 0x8D54; // #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
pub const GL_RENDERBUFFER_STENCIL_SIZE : int = 0x8D55; // #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
pub const GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE : int = 0x8D56; // #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
pub const GL_MAX_SAMPLES : int = 0x8D57; // #define GL_MAX_SAMPLES 0x8D57
} // #endif
#[cfg(GL_ARB_framebuffer_sRGB)] pub mod arb_framebuffer_sRGB { // #ifndef GL_ARB_framebuffer_sRGB
pub const GL_FRAMEBUFFER_SRGB : int = 0x8DB9; // #define GL_FRAMEBUFFER_SRGB 0x8DB9
} // #endif
#[cfg(GL_ARB_half_float_vertex)] pub mod arb_half_float_vertex { // #ifndef GL_ARB_half_float_vertex
pub const GL_HALF_FLOAT : int = 0x140B; // #define GL_HALF_FLOAT 0x140B
} // #endif
#[cfg(GL_ARB_map_buffer_range)] pub mod arb_map_buffer_range { // #ifndef GL_ARB_map_buffer_range
pub const GL_MAP_READ_BIT : int = 0x0001; // #define GL_MAP_READ_BIT 0x0001
pub const GL_MAP_WRITE_BIT : int = 0x0002; // #define GL_MAP_WRITE_BIT 0x0002
pub const GL_MAP_INVALIDATE_RANGE_BIT : int = 0x0004; // #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
pub const GL_MAP_INVALIDATE_BUFFER_BIT : int = 0x0008; // #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
pub const GL_MAP_FLUSH_EXPLICIT_BIT : int = 0x0010; // #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
pub const GL_MAP_UNSYNCHRONIZED_BIT : int = 0x0020; // #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
} // #endif
#[cfg(GL_ARB_texture_compression_rgtc)] pub mod arb_texture_compression_rgtc { // #ifndef GL_ARB_texture_compression_rgtc
pub const GL_COMPRESSED_RED_RGTC1 : int = 0x8DBB; // #define GL_COMPRESSED_RED_RGTC1 0x8DBB
pub const GL_COMPRESSED_SIGNED_RED_RGTC1 : int = 0x8DBC; // #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
pub const GL_COMPRESSED_RG_RGTC2 : int = 0x8DBD; // #define GL_COMPRESSED_RG_RGTC2 0x8DBD
pub const GL_COMPRESSED_SIGNED_RG_RGTC2 : int = 0x8DBE; // #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
} // #endif
#[cfg(GL_ARB_texture_rg)] pub mod arb_texture_rg { // #ifndef GL_ARB_texture_rg
pub const GL_RG : int = 0x8227; // #define GL_RG 0x8227
pub const GL_RG_INTEGER : int = 0x8228; // #define GL_RG_INTEGER 0x8228
pub const GL_R8 : int = 0x8229; // #define GL_R8 0x8229
pub const GL_R16 : int = 0x822A; // #define GL_R16 0x822A
pub const GL_RG8 : int = 0x822B; // #define GL_RG8 0x822B
pub const GL_RG16 : int = 0x822C; // #define GL_RG16 0x822C
pub const GL_R16F : int = 0x822D; // #define GL_R16F 0x822D
pub const GL_R32F : int = 0x822E; // #define GL_R32F 0x822E
pub const GL_RG16F : int = 0x822F; // #define GL_RG16F 0x822F
pub const GL_RG32F : int = 0x8230; // #define GL_RG32F 0x8230
pub const GL_R8I : int = 0x8231; // #define GL_R8I 0x8231
pub const GL_R8UI : int = 0x8232; // #define GL_R8UI 0x8232
pub const GL_R16I : int = 0x8233; // #define GL_R16I 0x8233
pub const GL_R16UI : int = 0x8234; // #define GL_R16UI 0x8234
pub const GL_R32I : int = 0x8235; // #define GL_R32I 0x8235
pub const GL_R32UI : int = 0x8236; // #define GL_R32UI 0x8236
pub const GL_RG8I : int = 0x8237; // #define GL_RG8I 0x8237
pub const GL_RG8UI : int = 0x8238; // #define GL_RG8UI 0x8238
pub const GL_RG16I : int = 0x8239; // #define GL_RG16I 0x8239
pub const GL_RG16UI : int = 0x823A; // #define GL_RG16UI 0x823A
pub const GL_RG32I : int = 0x823B; // #define GL_RG32I 0x823B
pub const GL_RG32UI : int = 0x823C; // #define GL_RG32UI 0x823C
} // #endif
#[cfg(GL_ARB_vertex_array_object)] pub mod arb_vertex_array_object { // #ifndef GL_ARB_vertex_array_object
pub const GL_VERTEX_ARRAY_BINDING : int = 0x85B5; // #define GL_VERTEX_ARRAY_BINDING 0x85B5
} // #endif
#[cfg(GL_ARB_uniform_buffer_object)] pub mod arb_uniform_buffer_object { // #ifndef GL_ARB_uniform_buffer_object
pub const GL_UNIFORM_BUFFER : int = 0x8A11; // #define GL_UNIFORM_BUFFER 0x8A11
pub const GL_UNIFORM_BUFFER_BINDING : int = 0x8A28; // #define GL_UNIFORM_BUFFER_BINDING 0x8A28
pub const GL_UNIFORM_BUFFER_START : int = 0x8A29; // #define GL_UNIFORM_BUFFER_START 0x8A29
pub const GL_UNIFORM_BUFFER_SIZE : int = 0x8A2A; // #define GL_UNIFORM_BUFFER_SIZE 0x8A2A
pub const GL_MAX_VERTEX_UNIFORM_BLOCKS : int = 0x8A2B; // #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
pub const GL_MAX_GEOMETRY_UNIFORM_BLOCKS : int = 0x8A2C; // #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
pub const GL_MAX_FRAGMENT_UNIFORM_BLOCKS : int = 0x8A2D; // #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
pub const GL_MAX_COMBINED_UNIFORM_BLOCKS : int = 0x8A2E; // #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
pub const GL_MAX_UNIFORM_BUFFER_BINDINGS : int = 0x8A2F; // #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
pub const GL_MAX_UNIFORM_BLOCK_SIZE : int = 0x8A30; // #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
pub const GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS : int = 0x8A31; // #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
pub const GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS : int = 0x8A32; // #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
pub const GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS : int = 0x8A33; // #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
pub const GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT : int = 0x8A34; // #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
pub const GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH : int = 0x8A35; // #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
pub const GL_ACTIVE_UNIFORM_BLOCKS : int = 0x8A36; // #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
pub const GL_UNIFORM_TYPE : int = 0x8A37; // #define GL_UNIFORM_TYPE 0x8A37
pub const GL_UNIFORM_SIZE : int = 0x8A38; // #define GL_UNIFORM_SIZE 0x8A38
pub const GL_UNIFORM_NAME_LENGTH : int = 0x8A39; // #define GL_UNIFORM_NAME_LENGTH 0x8A39
pub const GL_UNIFORM_BLOCK_INDEX : int = 0x8A3A; // #define GL_UNIFORM_BLOCK_INDEX 0x8A3A
pub const GL_UNIFORM_OFFSET : int = 0x8A3B; // #define GL_UNIFORM_OFFSET 0x8A3B
pub const GL_UNIFORM_ARRAY_STRIDE : int = 0x8A3C; // #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
pub const GL_UNIFORM_MATRIX_STRIDE : int = 0x8A3D; // #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
pub const GL_UNIFORM_IS_ROW_MAJOR : int = 0x8A3E; // #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
pub const GL_UNIFORM_BLOCK_BINDING : int = 0x8A3F; // #define GL_UNIFORM_BLOCK_BINDING 0x8A3F
pub const GL_UNIFORM_BLOCK_DATA_SIZE : int = 0x8A40; // #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
pub const GL_UNIFORM_BLOCK_NAME_LENGTH : int = 0x8A41; // #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
pub const GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS : int = 0x8A42; // #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
pub const GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES : int = 0x8A43; // #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
pub const GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER : int = 0x8A44; // #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
pub const GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER : int = 0x8A45; // #define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
pub const GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER : int = 0x8A46; // #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
pub const GL_INVALID_INDEX : int = 0xFFFFFFFFu; // #define GL_INVALID_INDEX 0xFFFFFFFFu
} // #endif
#[cfg(GL_ARB_copy_buffer)] pub mod arb_copy_buffer { // #ifndef GL_ARB_copy_buffer
pub const GL_COPY_READ_BUFFER_BINDING : int = 0x8F36; // #define GL_COPY_READ_BUFFER_BINDING 0x8F36
pub const GL_COPY_READ_BUFFER : int = GL_COPY_READ_BUFFER_BINDING; // #define GL_COPY_READ_BUFFER GL_COPY_READ_BUFFER_BINDING
pub const GL_COPY_WRITE_BUFFER_BINDING : int = 0x8F37; // #define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
pub const GL_COPY_WRITE_BUFFER : int = GL_COPY_WRITE_BUFFER_BINDING; // #define GL_COPY_WRITE_BUFFER GL_COPY_WRITE_BUFFER_BINDING
} // #endif
#[cfg(GL_ARB_depth_clamp)] pub mod arb_depth_clamp { // #ifndef GL_ARB_depth_clamp
pub const GL_DEPTH_CLAMP : int = 0x864F; // #define GL_DEPTH_CLAMP 0x864F
} // #endif
#[cfg(GL_ARB_draw_elements_base_vertex)] pub mod arb_draw_elements_base_vertex { // #ifndef GL_ARB_draw_elements_base_vertex
} // #endif
#[cfg(GL_ARB_fragment_coord_conventions)] pub mod arb_fragment_coord_conventions { // #ifndef GL_ARB_fragment_coord_conventions
} // #endif
#[cfg(GL_ARB_provoking_vertex)] pub mod arb_provoking_vertex { // #ifndef GL_ARB_provoking_vertex
pub const GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION : int = 0x8E4C; // #define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
pub const GL_FIRST_VERTEX_CONVENTION : int = 0x8E4D; // #define GL_FIRST_VERTEX_CONVENTION 0x8E4D
pub const GL_LAST_VERTEX_CONVENTION : int = 0x8E4E; // #define GL_LAST_VERTEX_CONVENTION 0x8E4E
pub const GL_PROVOKING_VERTEX : int = 0x8E4F; // #define GL_PROVOKING_VERTEX 0x8E4F
} // #endif
#[cfg(GL_ARB_seamless_cube_map)] pub mod arb_seamless_cube_map { // #ifndef GL_ARB_seamless_cube_map
pub const GL_TEXTURE_CUBE_MAP_SEAMLESS : int = 0x884F; // #define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
} // #endif
#[cfg(GL_ARB_sync)] pub mod arb_sync { // #ifndef GL_ARB_sync
pub const GL_MAX_SERVER_WAIT_TIMEOUT : int = 0x9111; // #define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
pub const GL_OBJECT_TYPE : int = 0x9112; // #define GL_OBJECT_TYPE 0x9112
pub const GL_SYNC_CONDITION : int = 0x9113; // #define GL_SYNC_CONDITION 0x9113
pub const GL_SYNC_STATUS : int = 0x9114; // #define GL_SYNC_STATUS 0x9114
pub const GL_SYNC_FLAGS : int = 0x9115; // #define GL_SYNC_FLAGS 0x9115
pub const GL_SYNC_FENCE : int = 0x9116; // #define GL_SYNC_FENCE 0x9116
pub const GL_SYNC_GPU_COMMANDS_COMPLETE : int = 0x9117; // #define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
pub const GL_UNSIGNALED : int = 0x9118; // #define GL_UNSIGNALED 0x9118
pub const GL_SIGNALED : int = 0x9119; // #define GL_SIGNALED 0x9119
pub const GL_ALREADY_SIGNALED : int = 0x911A; // #define GL_ALREADY_SIGNALED 0x911A
pub const GL_TIMEOUT_EXPIRED : int = 0x911B; // #define GL_TIMEOUT_EXPIRED 0x911B
pub const GL_CONDITION_SATISFIED : int = 0x911C; // #define GL_CONDITION_SATISFIED 0x911C
pub const GL_WAIT_FAILED : int = 0x911D; // #define GL_WAIT_FAILED 0x911D
pub const GL_SYNC_FLUSH_COMMANDS_BIT : int = 0x00000001; // #define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
pub const GL_TIMEOUT_IGNORED : u64 = 0xFFFFFFFFFFFFFFFFu64; // #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
} // #endif
#[cfg(GL_ARB_texture_multisample)] pub mod arb_texture_multisample { // #ifndef GL_ARB_texture_multisample
pub const GL_SAMPLE_POSITION : int = 0x8E50; // #define GL_SAMPLE_POSITION 0x8E50
pub const GL_SAMPLE_MASK : int = 0x8E51; // #define GL_SAMPLE_MASK 0x8E51
pub const GL_SAMPLE_MASK_VALUE : int = 0x8E52; // #define GL_SAMPLE_MASK_VALUE 0x8E52
pub const GL_MAX_SAMPLE_MASK_WORDS : int = 0x8E59; // #define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
pub const GL_TEXTURE_2D_MULTISAMPLE : int = 0x9100; // #define GL_TEXTURE_2D_MULTISAMPLE 0x9100
pub const GL_PROXY_TEXTURE_2D_MULTISAMPLE : int = 0x9101; // #define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
pub const GL_TEXTURE_2D_MULTISAMPLE_ARRAY : int = 0x9102; // #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
pub const GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY : int = 0x9103; // #define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
pub const GL_TEXTURE_BINDING_2D_MULTISAMPLE : int = 0x9104; // #define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
pub const GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY : int = 0x9105; // #define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
pub const GL_TEXTURE_SAMPLES : int = 0x9106; // #define GL_TEXTURE_SAMPLES 0x9106
pub const GL_TEXTURE_FIXED_SAMPLE_LOCATIONS : int = 0x9107; // #define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
pub const GL_SAMPLER_2D_MULTISAMPLE : int = 0x9108; // #define GL_SAMPLER_2D_MULTISAMPLE 0x9108
pub const GL_INT_SAMPLER_2D_MULTISAMPLE : int = 0x9109; // #define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
pub const GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE : int = 0x910A; // #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
pub const GL_SAMPLER_2D_MULTISAMPLE_ARRAY : int = 0x910B; // #define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
pub const GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY : int = 0x910C; // #define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
pub const GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY : int = 0x910D; // #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
pub const GL_MAX_COLOR_TEXTURE_SAMPLES : int = 0x910E; // #define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
pub const GL_MAX_DEPTH_TEXTURE_SAMPLES : int = 0x910F; // #define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
pub const GL_MAX_INTEGER_SAMPLES : int = 0x9110; // #define GL_MAX_INTEGER_SAMPLES 0x9110
} // #endif
#[cfg(GL_ARB_vertex_array_bgra)] pub mod arb_vertex_array_bgra { // #ifndef GL_ARB_vertex_array_bgra
// /* reuse GL_BGRA */
} // #endif
#[cfg(GL_ARB_draw_buffers_blend)] pub mod arb_draw_buffers_blend { // #ifndef GL_ARB_draw_buffers_blend
} // #endif
#[cfg(GL_ARB_sample_shading)] pub mod arb_sample_shading { // #ifndef GL_ARB_sample_shading
pub const GL_SAMPLE_SHADING_ARB : int = 0x8C36; // #define GL_SAMPLE_SHADING_ARB 0x8C36
pub const GL_MIN_SAMPLE_SHADING_VALUE_ARB : int = 0x8C37; // #define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37
} // #endif
#[cfg(GL_ARB_texture_cube_map_array)] pub mod arb_texture_cube_map_array { // #ifndef GL_ARB_texture_cube_map_array
pub const GL_TEXTURE_CUBE_MAP_ARRAY_ARB : int = 0x9009; // #define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009
pub const GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB : int = 0x900A; // #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
pub const GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB : int = 0x900B; // #define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
pub const GL_SAMPLER_CUBE_MAP_ARRAY_ARB : int = 0x900C; // #define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C
pub const GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB : int = 0x900D; // #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
pub const GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB : int = 0x900E; // #define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
pub const GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB : int = 0x900F; // #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
} // #endif
#[cfg(GL_ARB_texture_gather)] pub mod arb_texture_gather { // #ifndef GL_ARB_texture_gather
pub const GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB : int = 0x8E5E; // #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
pub const GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB : int = 0x8E5F; // #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
pub const GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB : int = 0x8F9F; // #define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F
} // #endif
#[cfg(GL_ARB_texture_query_lod)] pub mod arb_texture_query_lod { // #ifndef GL_ARB_texture_query_lod
} // #endif
#[cfg(GL_ARB_shading_language_include)] pub mod arb_shading_language_include { // #ifndef GL_ARB_shading_language_include
pub const GL_SHADER_INCLUDE_ARB : int = 0x8DAE; // #define GL_SHADER_INCLUDE_ARB 0x8DAE
pub const GL_NAMED_STRING_LENGTH_ARB : int = 0x8DE9; // #define GL_NAMED_STRING_LENGTH_ARB 0x8DE9
pub const GL_NAMED_STRING_TYPE_ARB : int = 0x8DEA; // #define GL_NAMED_STRING_TYPE_ARB 0x8DEA
} // #endif
#[cfg(GL_ARB_texture_compression_bptc)] pub mod arb_texture_compression_bptc { // #ifndef GL_ARB_texture_compression_bptc
pub const GL_COMPRESSED_RGBA_BPTC_UNORM_ARB : int = 0x8E8C; // #define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
pub const GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB : int = 0x8E8D; // #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
pub const GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB : int = 0x8E8E; // #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
pub const GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB : int = 0x8E8F; // #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
} // #endif
#[cfg(GL_ARB_blend_func_extended)] pub mod arb_blend_func_extended { // #ifndef GL_ARB_blend_func_extended
pub const GL_SRC1_COLOR : int = 0x88F9; // #define GL_SRC1_COLOR 0x88F9
// /* reuse GL_SRC1_ALPHA */
pub const GL_ONE_MINUS_SRC1_COLOR : int = 0x88FA; // #define GL_ONE_MINUS_SRC1_COLOR 0x88FA
pub const GL_ONE_MINUS_SRC1_ALPHA : int = 0x88FB; // #define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
pub const GL_MAX_DUAL_SOURCE_DRAW_BUFFERS : int = 0x88FC; // #define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
} // #endif
#[cfg(GL_ARB_explicit_attrib_location)] pub mod arb_explicit_attrib_location { // #ifndef GL_ARB_explicit_attrib_location
} // #endif
#[cfg(GL_ARB_occlusion_query2)] pub mod arb_occlusion_query2 { // #ifndef GL_ARB_occlusion_query2
pub const GL_ANY_SAMPLES_PASSED : int = 0x8C2F; // #define GL_ANY_SAMPLES_PASSED 0x8C2F
} // #endif
#[cfg(GL_ARB_sampler_objects)] pub mod arb_sampler_objects { // #ifndef GL_ARB_sampler_objects
pub const GL_SAMPLER_BINDING : int = 0x8919; // #define GL_SAMPLER_BINDING 0x8919
} // #endif
#[cfg(GL_ARB_shader_bit_encoding)] pub mod arb_shader_bit_encoding { // #ifndef GL_ARB_shader_bit_encoding
} // #endif
#[cfg(GL_ARB_texture_rgb10_a2ui)] pub mod arb_texture_rgb10_a2ui { // #ifndef GL_ARB_texture_rgb10_a2ui
pub const GL_RGB10_A2UI : int = 0x906F; // #define GL_RGB10_A2UI 0x906F
} // #endif
#[cfg(GL_ARB_texture_swizzle)] pub mod arb_texture_swizzle { // #ifndef GL_ARB_texture_swizzle
pub const GL_TEXTURE_SWIZZLE_R : int = 0x8E42; // #define GL_TEXTURE_SWIZZLE_R 0x8E42
pub const GL_TEXTURE_SWIZZLE_G : int = 0x8E43; // #define GL_TEXTURE_SWIZZLE_G 0x8E43
pub const GL_TEXTURE_SWIZZLE_B : int = 0x8E44; // #define GL_TEXTURE_SWIZZLE_B 0x8E44
pub const GL_TEXTURE_SWIZZLE_A : int = 0x8E45; // #define GL_TEXTURE_SWIZZLE_A 0x8E45
pub const GL_TEXTURE_SWIZZLE_RGBA : int = 0x8E46; // #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
} // #endif
#[cfg(GL_ARB_timer_query)] pub mod arb_timer_query { // #ifndef GL_ARB_timer_query
pub const GL_TIME_ELAPSED : int = 0x88BF; // #define GL_TIME_ELAPSED 0x88BF
pub const GL_TIMESTAMP : int = 0x8E28; // #define GL_TIMESTAMP 0x8E28
} // #endif
#[cfg(GL_ARB_vertex_type_2_10_10_10_rev)] pub mod arb_vertex_type_2_10_10_10_rev { // #ifndef GL_ARB_vertex_type_2_10_10_10_rev
// /* reuse GL_UNSIGNED_INT_2_10_10_10_REV */
pub const GL_INT_2_10_10_10_REV : int = 0x8D9F; // #define GL_INT_2_10_10_10_REV 0x8D9F
} // #endif
#[cfg(GL_ARB_draw_indirect)] pub mod arb_draw_indirect { // #ifndef GL_ARB_draw_indirect
pub const GL_DRAW_INDIRECT_BUFFER : int = 0x8F3F; // #define GL_DRAW_INDIRECT_BUFFER 0x8F3F
pub const GL_DRAW_INDIRECT_BUFFER_BINDING : int = 0x8F43; // #define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
} // #endif
#[cfg(GL_ARB_gpu_shader5)] pub mod arb_gpu_shader5 { // #ifndef GL_ARB_gpu_shader5
pub const GL_GEOMETRY_SHADER_INVOCATIONS : int = 0x887F; // #define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
pub const GL_MAX_GEOMETRY_SHADER_INVOCATIONS : int = 0x8E5A; // #define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
pub const GL_MIN_FRAGMENT_INTERPOLATION_OFFSET : int = 0x8E5B; // #define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
pub const GL_MAX_FRAGMENT_INTERPOLATION_OFFSET : int = 0x8E5C; // #define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
pub const GL_FRAGMENT_INTERPOLATION_OFFSET_BITS : int = 0x8E5D; // #define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
// /* reuse GL_MAX_VERTEX_STREAMS */
} // #endif
#[cfg(GL_ARB_gpu_shader_fp64)] pub mod arb_gpu_shader_fp64 { // #ifndef GL_ARB_gpu_shader_fp64
// /* reuse GL_DOUBLE */
pub const GL_DOUBLE_VEC2 : int = 0x8FFC; // #define GL_DOUBLE_VEC2 0x8FFC
pub const GL_DOUBLE_VEC3 : int = 0x8FFD; // #define GL_DOUBLE_VEC3 0x8FFD
pub const GL_DOUBLE_VEC4 : int = 0x8FFE; // #define GL_DOUBLE_VEC4 0x8FFE
pub const GL_DOUBLE_MAT2 : int = 0x8F46; // #define GL_DOUBLE_MAT2 0x8F46
pub const GL_DOUBLE_MAT3 : int = 0x8F47; // #define GL_DOUBLE_MAT3 0x8F47
pub const GL_DOUBLE_MAT4 : int = 0x8F48; // #define GL_DOUBLE_MAT4 0x8F48
pub const GL_DOUBLE_MAT2x3 : int = 0x8F49; // #define GL_DOUBLE_MAT2x3 0x8F49
pub const GL_DOUBLE_MAT2x4 : int = 0x8F4A; // #define GL_DOUBLE_MAT2x4 0x8F4A
pub const GL_DOUBLE_MAT3x2 : int = 0x8F4B; // #define GL_DOUBLE_MAT3x2 0x8F4B
pub const GL_DOUBLE_MAT3x4 : int = 0x8F4C; // #define GL_DOUBLE_MAT3x4 0x8F4C
pub const GL_DOUBLE_MAT4x2 : int = 0x8F4D; // #define GL_DOUBLE_MAT4x2 0x8F4D
pub const GL_DOUBLE_MAT4x3 : int = 0x8F4E; // #define GL_DOUBLE_MAT4x3 0x8F4E
} // #endif
#[cfg(GL_ARB_shader_subroutine)] pub mod arb_shader_subroutine { // #ifndef GL_ARB_shader_subroutine
pub const GL_ACTIVE_SUBROUTINES : int = 0x8DE5; // #define GL_ACTIVE_SUBROUTINES 0x8DE5
pub const GL_ACTIVE_SUBROUTINE_UNIFORMS : int = 0x8DE6; // #define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6
pub const GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS : int = 0x8E47; // #define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
pub const GL_ACTIVE_SUBROUTINE_MAX_LENGTH : int = 0x8E48; // #define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48
pub const GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH : int = 0x8E49; // #define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
pub const GL_MAX_SUBROUTINES : int = 0x8DE7; // #define GL_MAX_SUBROUTINES 0x8DE7
pub const GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS : int = 0x8DE8; // #define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
pub const GL_NUM_COMPATIBLE_SUBROUTINES : int = 0x8E4A; // #define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A
pub const GL_COMPATIBLE_SUBROUTINES : int = 0x8E4B; // #define GL_COMPATIBLE_SUBROUTINES 0x8E4B
// /* reuse GL_UNIFORM_SIZE */
// /* reuse GL_UNIFORM_NAME_LENGTH */
} // #endif
#[cfg(GL_ARB_tessellation_shader)] pub mod arb_tessellation_shader { // #ifndef GL_ARB_tessellation_shader
pub const GL_PATCHES : int = 0x000E; // #define GL_PATCHES 0x000E
pub const GL_PATCH_VERTICES : int = 0x8E72; // #define GL_PATCH_VERTICES 0x8E72
pub const GL_PATCH_DEFAULT_INNER_LEVEL : int = 0x8E73; // #define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
pub const GL_PATCH_DEFAULT_OUTER_LEVEL : int = 0x8E74; // #define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
pub const GL_TESS_CONTROL_OUTPUT_VERTICES : int = 0x8E75; // #define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
pub const GL_TESS_GEN_MODE : int = 0x8E76; // #define GL_TESS_GEN_MODE 0x8E76
pub const GL_TESS_GEN_SPACING : int = 0x8E77; // #define GL_TESS_GEN_SPACING 0x8E77
pub const GL_TESS_GEN_VERTEX_ORDER : int = 0x8E78; // #define GL_TESS_GEN_VERTEX_ORDER 0x8E78
pub const GL_TESS_GEN_POINT_MODE : int = 0x8E79; // #define GL_TESS_GEN_POINT_MODE 0x8E79
// /* reuse GL_TRIANGLES */
// /* reuse GL_QUADS */
pub const GL_ISOLINES : int = 0x8E7A; // #define GL_ISOLINES 0x8E7A
// /* reuse GL_EQUAL */
pub const GL_FRACTIONAL_ODD : int = 0x8E7B; // #define GL_FRACTIONAL_ODD 0x8E7B
pub const GL_FRACTIONAL_EVEN : int = 0x8E7C; // #define GL_FRACTIONAL_EVEN 0x8E7C
// /* reuse GL_CCW */
// /* reuse GL_CW */
pub const GL_MAX_PATCH_VERTICES : int = 0x8E7D; // #define GL_MAX_PATCH_VERTICES 0x8E7D
pub const GL_MAX_TESS_GEN_LEVEL : int = 0x8E7E; // #define GL_MAX_TESS_GEN_LEVEL 0x8E7E
pub const GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS : int = 0x8E7F; // #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
pub const GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS : int = 0x8E80; // #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
pub const GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS : int = 0x8E81; // #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
pub const GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS : int = 0x8E82; // #define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
pub const GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS : int = 0x8E83; // #define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
pub const GL_MAX_TESS_PATCH_COMPONENTS : int = 0x8E84; // #define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84
pub const GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS : int = 0x8E85; // #define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
pub const GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS : int = 0x8E86; // #define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
pub const GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS : int = 0x8E89; // #define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
pub const GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS : int = 0x8E8A; // #define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
pub const GL_MAX_TESS_CONTROL_INPUT_COMPONENTS : int = 0x886C; // #define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
pub const GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS : int = 0x886D; // #define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
pub const GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS : int = 0x8E1E; // #define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
pub const GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS : int = 0x8E1F; // #define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
pub const GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER : int = 0x84F0; // #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
pub const GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER : int = 0x84F1; // #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
pub const GL_TESS_EVALUATION_SHADER : int = 0x8E87; // #define GL_TESS_EVALUATION_SHADER 0x8E87
pub const GL_TESS_CONTROL_SHADER : int = 0x8E88; // #define GL_TESS_CONTROL_SHADER 0x8E88
} // #endif
#[cfg(GL_ARB_texture_buffer_object_rgb32)] pub mod arb_texture_buffer_object_rgb32 { // #ifndef GL_ARB_texture_buffer_object_rgb32
// /* reuse GL_RGB32F */
// /* reuse GL_RGB32UI */
// /* reuse GL_RGB32I */
} // #endif
#[cfg(GL_ARB_transform_feedback2)] pub mod arb_transform_feedback2 { // #ifndef GL_ARB_transform_feedback2
pub const GL_TRANSFORM_FEEDBACK : int = 0x8E22; // #define GL_TRANSFORM_FEEDBACK 0x8E22
pub const GL_TRANSFORM_FEEDBACK_PAUSED : int = 0x8E23; // #define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
pub const GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED : int = GL_TRANSFORM_FEEDBACK_PAUSED; // #define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED GL_TRANSFORM_FEEDBACK_PAUSED
pub const GL_TRANSFORM_FEEDBACK_ACTIVE : int = 0x8E24; // #define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
pub const GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE : int = GL_TRANSFORM_FEEDBACK_ACTIVE; // #define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE GL_TRANSFORM_FEEDBACK_ACTIVE
pub const GL_TRANSFORM_FEEDBACK_BINDING : int = 0x8E25; // #define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
} // #endif
#[cfg(GL_ARB_transform_feedback3)] pub mod arb_transform_feedback3 { // #ifndef GL_ARB_transform_feedback3
pub const GL_MAX_TRANSFORM_FEEDBACK_BUFFERS : int = 0x8E70; // #define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
pub const GL_MAX_VERTEX_STREAMS : int = 0x8E71; // #define GL_MAX_VERTEX_STREAMS 0x8E71
} // #endif
#[cfg(GL_ARB_ES2_compatibility)] pub mod arb_es2_compatibility { // #ifndef GL_ARB_ES2_compatibility
pub const GL_FIXED : int = 0x140C; // #define GL_FIXED 0x140C
pub const GL_IMPLEMENTATION_COLOR_READ_TYPE : int = 0x8B9A; // #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
pub const GL_IMPLEMENTATION_COLOR_READ_FORMAT : int = 0x8B9B; // #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
pub const GL_LOW_FLOAT : int = 0x8DF0; // #define GL_LOW_FLOAT 0x8DF0
pub const GL_MEDIUM_FLOAT : int = 0x8DF1; // #define GL_MEDIUM_FLOAT 0x8DF1
pub const GL_HIGH_FLOAT : int = 0x8DF2; // #define GL_HIGH_FLOAT 0x8DF2
pub const GL_LOW_INT : int = 0x8DF3; // #define GL_LOW_INT 0x8DF3
pub const GL_MEDIUM_INT : int = 0x8DF4; // #define GL_MEDIUM_INT 0x8DF4
pub const GL_HIGH_INT : int = 0x8DF5; // #define GL_HIGH_INT 0x8DF5
pub const GL_SHADER_COMPILER : int = 0x8DFA; // #define GL_SHADER_COMPILER 0x8DFA
pub const GL_SHADER_BINARY_FORMATS : int = 0x8DF8; // #define GL_SHADER_BINARY_FORMATS 0x8DF8
pub const GL_NUM_SHADER_BINARY_FORMATS : int = 0x8DF9; // #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
pub const GL_MAX_VERTEX_UNIFORM_VECTORS : int = 0x8DFB; // #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
pub const GL_MAX_VARYING_VECTORS : int = 0x8DFC; // #define GL_MAX_VARYING_VECTORS 0x8DFC
pub const GL_MAX_FRAGMENT_UNIFORM_VECTORS : int = 0x8DFD; // #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
pub const GL_RGB565 : int = 0x8D62; // #define GL_RGB565 0x8D62
} // #endif
#[cfg(GL_ARB_get_program_binary)] pub mod arb_get_program_binary { // #ifndef GL_ARB_get_program_binary
pub const GL_PROGRAM_BINARY_RETRIEVABLE_HINT : int = 0x8257; // #define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
pub const GL_PROGRAM_BINARY_LENGTH : int = 0x8741; // #define GL_PROGRAM_BINARY_LENGTH 0x8741
pub const GL_NUM_PROGRAM_BINARY_FORMATS : int = 0x87FE; // #define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
pub const GL_PROGRAM_BINARY_FORMATS : int = 0x87FF; // #define GL_PROGRAM_BINARY_FORMATS 0x87FF
} // #endif
#[cfg(GL_ARB_separate_shader_objects)] pub mod arb_separate_shader_objects { // #ifndef GL_ARB_separate_shader_objects
pub const GL_VERTEX_SHADER_BIT : int = 0x00000001; // #define GL_VERTEX_SHADER_BIT 0x00000001
pub const GL_FRAGMENT_SHADER_BIT : int = 0x00000002; // #define GL_FRAGMENT_SHADER_BIT 0x00000002
pub const GL_GEOMETRY_SHADER_BIT : int = 0x00000004; // #define GL_GEOMETRY_SHADER_BIT 0x00000004
pub const GL_TESS_CONTROL_SHADER_BIT : int = 0x00000008; // #define GL_TESS_CONTROL_SHADER_BIT 0x00000008
pub const GL_TESS_EVALUATION_SHADER_BIT : int = 0x00000010; // #define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
pub const GL_ALL_SHADER_BITS : int = 0xFFFFFFFF; // #define GL_ALL_SHADER_BITS 0xFFFFFFFF
pub const GL_PROGRAM_SEPARABLE : int = 0x8258; // #define GL_PROGRAM_SEPARABLE 0x8258
pub const GL_ACTIVE_PROGRAM : int = 0x8259; // #define GL_ACTIVE_PROGRAM 0x8259
pub const GL_PROGRAM_PIPELINE_BINDING : int = 0x825A; // #define GL_PROGRAM_PIPELINE_BINDING 0x825A
} // #endif
#[cfg(GL_ARB_shader_precision)] pub mod arb_shader_precision { // #ifndef GL_ARB_shader_precision
} // #endif
#[cfg(GL_ARB_separate_shader_objects)] pub mod arb_separate_shader_objects { // #ifndef GL_ARB_vertex_attrib_64bit
// /* reuse GL_RGB32I */
// /* reuse GL_DOUBLE_VEC2 */
// /* reuse GL_DOUBLE_VEC3 */
// /* reuse GL_DOUBLE_VEC4 */
// /* reuse GL_DOUBLE_MAT2 */
// /* reuse GL_DOUBLE_MAT3 */
// /* reuse GL_DOUBLE_MAT4 */
// /* reuse GL_DOUBLE_MAT2x3 */
// /* reuse GL_DOUBLE_MAT2x4 */
// /* reuse GL_DOUBLE_MAT3x2 */
// /* reuse GL_DOUBLE_MAT3x4 */
// /* reuse GL_DOUBLE_MAT4x2 */
// /* reuse GL_DOUBLE_MAT4x3 */
} // #endif
#[cfg(GL_ARB_viewport_array)] pub mod arb_viewport_array { // #ifndef GL_ARB_viewport_array
// /* reuse GL_SCISSOR_BOX */
// /* reuse GL_VIEWPORT */
// /* reuse GL_DEPTH_RANGE */
// /* reuse GL_SCISSOR_TEST */
pub const GL_MAX_VIEWPORTS : int = 0x825B; // #define GL_MAX_VIEWPORTS 0x825B
pub const GL_VIEWPORT_SUBPIXEL_BITS : int = 0x825C; // #define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
pub const GL_VIEWPORT_BOUNDS_RANGE : int = 0x825D; // #define GL_VIEWPORT_BOUNDS_RANGE 0x825D
pub const GL_LAYER_PROVOKING_VERTEX : int = 0x825E; // #define GL_LAYER_PROVOKING_VERTEX 0x825E
pub const GL_VIEWPORT_INDEX_PROVOKING_VERTEX : int = 0x825F; // #define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
pub const GL_UNDEFINED_VERTEX : int = 0x8260; // #define GL_UNDEFINED_VERTEX 0x8260
// /* reuse GL_FIRST_VERTEX_CONVENTION */
// /* reuse GL_LAST_VERTEX_CONVENTION */
// /* reuse GL_PROVOKING_VERTEX */
} // #endif
#[cfg(GL_ARB_cl_event)] pub mod arb_cl_event { // #ifndef GL_ARB_cl_event
pub const GL_SYNC_CL_EVENT_ARB : int = 0x8240; // #define GL_SYNC_CL_EVENT_ARB 0x8240
pub const GL_SYNC_CL_EVENT_COMPLETE_ARB : int = 0x8241; // #define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241
} // #endif
#[cfg(GL_ARB_debug_output)] pub mod arb_debug_output { // #ifndef GL_ARB_debug_output
pub const GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB : int = 0x8242; // #define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
pub const GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB : int = 0x8243; // #define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
pub const GL_DEBUG_CALLBACK_FUNCTION_ARB : int = 0x8244; // #define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
pub const GL_DEBUG_CALLBACK_USER_PARAM_ARB : int = 0x8245; // #define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
pub const GL_DEBUG_SOURCE_API_ARB : int = 0x8246; // #define GL_DEBUG_SOURCE_API_ARB 0x8246
pub const GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB : int = 0x8247; // #define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
pub const GL_DEBUG_SOURCE_SHADER_COMPILER_ARB : int = 0x8248; // #define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
pub const GL_DEBUG_SOURCE_THIRD_PARTY_ARB : int = 0x8249; // #define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
pub const GL_DEBUG_SOURCE_APPLICATION_ARB : int = 0x824A; // #define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
pub const GL_DEBUG_SOURCE_OTHER_ARB : int = 0x824B; // #define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
pub const GL_DEBUG_TYPE_ERROR_ARB : int = 0x824C; // #define GL_DEBUG_TYPE_ERROR_ARB 0x824C
pub const GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB : int = 0x824D; // #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
pub const GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB : int = 0x824E; // #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
pub const GL_DEBUG_TYPE_PORTABILITY_ARB : int = 0x824F; // #define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
pub const GL_DEBUG_TYPE_PERFORMANCE_ARB : int = 0x8250; // #define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
pub const GL_DEBUG_TYPE_OTHER_ARB : int = 0x8251; // #define GL_DEBUG_TYPE_OTHER_ARB 0x8251
pub const GL_MAX_DEBUG_MESSAGE_LENGTH_ARB : int = 0x9143; // #define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
pub const GL_MAX_DEBUG_LOGGED_MESSAGES_ARB : int = 0x9144; // #define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
pub const GL_DEBUG_LOGGED_MESSAGES_ARB : int = 0x9145; // #define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
pub const GL_DEBUG_SEVERITY_HIGH_ARB : int = 0x9146; // #define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
pub const GL_DEBUG_SEVERITY_MEDIUM_ARB : int = 0x9147; // #define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
pub const GL_DEBUG_SEVERITY_LOW_ARB : int = 0x9148; // #define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
} // #endif
#[cfg(GL_ARB_robustness)] pub mod arb_robustness { // #ifndef GL_ARB_robustness
// /* reuse GL_NO_ERROR */
pub const GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB : int = 0x00000004; // #define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
pub const GL_LOSE_CONTEXT_ON_RESET_ARB : int = 0x8252; // #define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
pub const GL_GUILTY_CONTEXT_RESET_ARB : int = 0x8253; // #define GL_GUILTY_CONTEXT_RESET_ARB 0x8253
pub const GL_INNOCENT_CONTEXT_RESET_ARB : int = 0x8254; // #define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254
pub const GL_UNKNOWN_CONTEXT_RESET_ARB : int = 0x8255; // #define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255
pub const GL_RESET_NOTIFICATION_STRATEGY_ARB : int = 0x8256; // #define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
pub const GL_NO_RESET_NOTIFICATION_ARB : int = 0x8261; // #define GL_NO_RESET_NOTIFICATION_ARB 0x8261
} // #endif
#[cfg(GL_ARB_shader_stencil_export)] pub mod arb_shader_stencil_export { // #ifndef GL_ARB_shader_stencil_export
} // #endif
#[cfg(GL_ARB_base_instance)] pub mod arb_base_instance { // #ifndef GL_ARB_base_instance
} // #endif
#[cfg(GL_ARB_shading_language_420pack)] pub mod arb_shading_language_420pack { // #ifndef GL_ARB_shading_language_420pack
} // #endif
#[cfg(GL_ARB_transform_feedback_instanced)] pub mod arb_transform_feedback_instanced { // #ifndef GL_ARB_transform_feedback_instanced
} // #endif
#[cfg(GL_ARB_compressed_texture_pixel_storage)] pub mod arb_compressed_texture_pixel_storage { // #ifndef GL_ARB_compressed_texture_pixel_storage
pub const GL_UNPACK_COMPRESSED_BLOCK_WIDTH : int = 0x9127; // #define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127
pub const GL_UNPACK_COMPRESSED_BLOCK_HEIGHT : int = 0x9128; // #define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
pub const GL_UNPACK_COMPRESSED_BLOCK_DEPTH : int = 0x9129; // #define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129
pub const GL_UNPACK_COMPRESSED_BLOCK_SIZE : int = 0x912A; // #define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A
pub const GL_PACK_COMPRESSED_BLOCK_WIDTH : int = 0x912B; // #define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B
pub const GL_PACK_COMPRESSED_BLOCK_HEIGHT : int = 0x912C; // #define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C
pub const GL_PACK_COMPRESSED_BLOCK_DEPTH : int = 0x912D; // #define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D
pub const GL_PACK_COMPRESSED_BLOCK_SIZE : int = 0x912E; // #define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E
} // #endif
#[cfg(GL_ARB_conservative_depth)] pub mod arb_conservative_depth { // #ifndef GL_ARB_conservative_depth
} // #endif
#[cfg(GL_ARB_internalformat_query)] pub mod arb_internalformat_query { // #ifndef GL_ARB_internalformat_query
pub const GL_NUM_SAMPLE_COUNTS : int = 0x9380; // #define GL_NUM_SAMPLE_COUNTS 0x9380
} // #endif
#[cfg(GL_ARB_map_buffer_alignment)] pub mod arb_map_buffer_alignment { // #ifndef GL_ARB_map_buffer_alignment
pub const GL_MIN_MAP_BUFFER_ALIGNMENT : int = 0x90BC; // #define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC
} // #endif
#[cfg(GL_ARB_shader_atomic_counters)] pub mod arb_shader_atomic_counters { // #ifndef GL_ARB_shader_atomic_counters
pub const GL_ATOMIC_COUNTER_BUFFER : int = 0x92C0; // #define GL_ATOMIC_COUNTER_BUFFER 0x92C0
pub const GL_ATOMIC_COUNTER_BUFFER_BINDING : int = 0x92C1; // #define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
pub const GL_ATOMIC_COUNTER_BUFFER_START : int = 0x92C2; // #define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
pub const GL_ATOMIC_COUNTER_BUFFER_SIZE : int = 0x92C3; // #define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
pub const GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE : int = 0x92C4; // #define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
pub const GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS : int = 0x92C5; // #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
pub const GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES : int = 0x92C6; // #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
pub const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER : int = 0x92C7; // #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
pub const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER : int = 0x92C8; // #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
pub const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER : int = 0x92C9; // #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
pub const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER : int = 0x92CA; // #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
pub const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER : int = 0x92CB; // #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
pub const GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS : int = 0x92CC; // #define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
pub const GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS : int = 0x92CD; // #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
pub const GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS : int = 0x92CE; // #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
pub const GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS : int = 0x92CF; // #define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
pub const GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS : int = 0x92D0; // #define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
pub const GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS : int = 0x92D1; // #define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
pub const GL_MAX_VERTEX_ATOMIC_COUNTERS : int = 0x92D2; // #define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
pub const GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS : int = 0x92D3; // #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
pub const GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS : int = 0x92D4; // #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
pub const GL_MAX_GEOMETRY_ATOMIC_COUNTERS : int = 0x92D5; // #define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
pub const GL_MAX_FRAGMENT_ATOMIC_COUNTERS : int = 0x92D6; // #define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
pub const GL_MAX_COMBINED_ATOMIC_COUNTERS : int = 0x92D7; // #define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
pub const GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE : int = 0x92D8; // #define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
pub const GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS : int = 0x92DC; // #define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
pub const GL_ACTIVE_ATOMIC_COUNTER_BUFFERS : int = 0x92D9; // #define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
pub const GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX : int = 0x92DA; // #define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
pub const GL_UNSIGNED_INT_ATOMIC_COUNTER : int = 0x92DB; // #define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
} // #endif
#[cfg(GL_ARB_shader_image_load_store)] pub mod arb_shader_image_load_store { // #ifndef GL_ARB_shader_image_load_store
pub const GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT : int = 0x00000001; // #define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
pub const GL_ELEMENT_ARRAY_BARRIER_BIT : int = 0x00000002; // #define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
pub const GL_UNIFORM_BARRIER_BIT : int = 0x00000004; // #define GL_UNIFORM_BARRIER_BIT 0x00000004
pub const GL_TEXTURE_FETCH_BARRIER_BIT : int = 0x00000008; // #define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
pub const GL_SHADER_IMAGE_ACCESS_BARRIER_BIT : int = 0x00000020; // #define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
pub const GL_COMMAND_BARRIER_BIT : int = 0x00000040; // #define GL_COMMAND_BARRIER_BIT 0x00000040
pub const GL_PIXEL_BUFFER_BARRIER_BIT : int = 0x00000080; // #define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
pub const GL_TEXTURE_UPDATE_BARRIER_BIT : int = 0x00000100; // #define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
pub const GL_BUFFER_UPDATE_BARRIER_BIT : int = 0x00000200; // #define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
pub const GL_FRAMEBUFFER_BARRIER_BIT : int = 0x00000400; // #define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
pub const GL_TRANSFORM_FEEDBACK_BARRIER_BIT : int = 0x00000800; // #define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
pub const GL_ATOMIC_COUNTER_BARRIER_BIT : int = 0x00001000; // #define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
pub const GL_ALL_BARRIER_BITS : int = 0xFFFFFFFF; // #define GL_ALL_BARRIER_BITS 0xFFFFFFFF
pub const GL_MAX_IMAGE_UNITS : int = 0x8F38; // #define GL_MAX_IMAGE_UNITS 0x8F38
pub const GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS : int = 0x8F39; // #define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
pub const GL_IMAGE_BINDING_NAME : int = 0x8F3A; // #define GL_IMAGE_BINDING_NAME 0x8F3A
pub const GL_IMAGE_BINDING_LEVEL : int = 0x8F3B; // #define GL_IMAGE_BINDING_LEVEL 0x8F3B
pub const GL_IMAGE_BINDING_LAYERED : int = 0x8F3C; // #define GL_IMAGE_BINDING_LAYERED 0x8F3C
pub const GL_IMAGE_BINDING_LAYER : int = 0x8F3D; // #define GL_IMAGE_BINDING_LAYER 0x8F3D
pub const GL_IMAGE_BINDING_ACCESS : int = 0x8F3E; // #define GL_IMAGE_BINDING_ACCESS 0x8F3E
pub const GL_IMAGE_1D : int = 0x904C; // #define GL_IMAGE_1D 0x904C
pub const GL_IMAGE_2D : int = 0x904D; // #define GL_IMAGE_2D 0x904D
pub const GL_IMAGE_3D : int = 0x904E; // #define GL_IMAGE_3D 0x904E
pub const GL_IMAGE_2D_RECT : int = 0x904F; // #define GL_IMAGE_2D_RECT 0x904F
pub const GL_IMAGE_CUBE : int = 0x9050; // #define GL_IMAGE_CUBE 0x9050
pub const GL_IMAGE_BUFFER : int = 0x9051; // #define GL_IMAGE_BUFFER 0x9051
pub const GL_IMAGE_1D_ARRAY : int = 0x9052; // #define GL_IMAGE_1D_ARRAY 0x9052
pub const GL_IMAGE_2D_ARRAY : int = 0x9053; // #define GL_IMAGE_2D_ARRAY 0x9053
pub const GL_IMAGE_CUBE_MAP_ARRAY : int = 0x9054; // #define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
pub const GL_IMAGE_2D_MULTISAMPLE : int = 0x9055; // #define GL_IMAGE_2D_MULTISAMPLE 0x9055
pub const GL_IMAGE_2D_MULTISAMPLE_ARRAY : int = 0x9056; // #define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
pub const GL_INT_IMAGE_1D : int = 0x9057; // #define GL_INT_IMAGE_1D 0x9057
pub const GL_INT_IMAGE_2D : int = 0x9058; // #define GL_INT_IMAGE_2D 0x9058
pub const GL_INT_IMAGE_3D : int = 0x9059; // #define GL_INT_IMAGE_3D 0x9059
pub const GL_INT_IMAGE_2D_RECT : int = 0x905A; // #define GL_INT_IMAGE_2D_RECT 0x905A
pub const GL_INT_IMAGE_CUBE : int = 0x905B; // #define GL_INT_IMAGE_CUBE 0x905B
pub const GL_INT_IMAGE_BUFFER : int = 0x905C; // #define GL_INT_IMAGE_BUFFER 0x905C
pub const GL_INT_IMAGE_1D_ARRAY : int = 0x905D; // #define GL_INT_IMAGE_1D_ARRAY 0x905D
pub const GL_INT_IMAGE_2D_ARRAY : int = 0x905E; // #define GL_INT_IMAGE_2D_ARRAY 0x905E
pub const GL_INT_IMAGE_CUBE_MAP_ARRAY : int = 0x905F; // #define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
pub const GL_INT_IMAGE_2D_MULTISAMPLE : int = 0x9060; // #define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
pub const GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY : int = 0x9061; // #define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
pub const GL_UNSIGNED_INT_IMAGE_1D : int = 0x9062; // #define GL_UNSIGNED_INT_IMAGE_1D 0x9062
pub const GL_UNSIGNED_INT_IMAGE_2D : int = 0x9063; // #define GL_UNSIGNED_INT_IMAGE_2D 0x9063
pub const GL_UNSIGNED_INT_IMAGE_3D : int = 0x9064; // #define GL_UNSIGNED_INT_IMAGE_3D 0x9064
pub const GL_UNSIGNED_INT_IMAGE_2D_RECT : int = 0x9065; // #define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
pub const GL_UNSIGNED_INT_IMAGE_CUBE : int = 0x9066; // #define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
pub const GL_UNSIGNED_INT_IMAGE_BUFFER : int = 0x9067; // #define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
pub const GL_UNSIGNED_INT_IMAGE_1D_ARRAY : int = 0x9068; // #define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
pub const GL_UNSIGNED_INT_IMAGE_2D_ARRAY : int = 0x9069; // #define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
pub const GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY : int = 0x906A; // #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
pub const GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE : int = 0x906B; // #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
pub const GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY : int = 0x906C; // #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
pub const GL_MAX_IMAGE_SAMPLES : int = 0x906D; // #define GL_MAX_IMAGE_SAMPLES 0x906D
pub const GL_IMAGE_BINDING_FORMAT : int = 0x906E; // #define GL_IMAGE_BINDING_FORMAT 0x906E
pub const GL_IMAGE_FORMAT_COMPATIBILITY_TYPE : int = 0x90C7; // #define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
pub const GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE : int = 0x90C8; // #define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
pub const GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS : int = 0x90C9; // #define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
pub const GL_MAX_VERTEX_IMAGE_UNIFORMS : int = 0x90CA; // #define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
pub const GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS : int = 0x90CB; // #define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
pub const GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS : int = 0x90CC; // #define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
pub const GL_MAX_GEOMETRY_IMAGE_UNIFORMS : int = 0x90CD; // #define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
pub const GL_MAX_FRAGMENT_IMAGE_UNIFORMS : int = 0x90CE; // #define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
pub const GL_MAX_COMBINED_IMAGE_UNIFORMS : int = 0x90CF; // #define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
} // #endif
#[cfg(GL_ARB_shading_language_packing)] pub mod arb_shading_language_packing { // #ifndef GL_ARB_shading_language_packing
} // #endif
#[cfg(GL_ARB_texture_storage)] pub mod arb_texture_storage { // #ifndef GL_ARB_texture_storage
pub const GL_TEXTURE_IMMUTABLE_FORMAT : int = 0x912F; // #define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
} // #endif
#[cfg(GL_KHR_texture_compression_astc_ldr)] pub mod khr_texture_compression_astc_ldr { // #ifndef GL_KHR_texture_compression_astc_ldr
pub const GL_COMPRESSED_RGBA_ASTC_4x4_KHR : int = 0x93B0; // #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
pub const GL_COMPRESSED_RGBA_ASTC_5x4_KHR : int = 0x93B1; // #define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
pub const GL_COMPRESSED_RGBA_ASTC_5x5_KHR : int = 0x93B2; // #define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
pub const GL_COMPRESSED_RGBA_ASTC_6x5_KHR : int = 0x93B3; // #define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
pub const GL_COMPRESSED_RGBA_ASTC_6x6_KHR : int = 0x93B4; // #define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
pub const GL_COMPRESSED_RGBA_ASTC_8x5_KHR : int = 0x93B5; // #define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
pub const GL_COMPRESSED_RGBA_ASTC_8x6_KHR : int = 0x93B6; // #define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
pub const GL_COMPRESSED_RGBA_ASTC_8x8_KHR : int = 0x93B7; // #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
pub const GL_COMPRESSED_RGBA_ASTC_10x5_KHR : int = 0x93B8; // #define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
pub const GL_COMPRESSED_RGBA_ASTC_10x6_KHR : int = 0x93B9; // #define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
pub const GL_COMPRESSED_RGBA_ASTC_10x8_KHR : int = 0x93BA; // #define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
pub const GL_COMPRESSED_RGBA_ASTC_10x10_KHR : int = 0x93BB; // #define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
pub const GL_COMPRESSED_RGBA_ASTC_12x10_KHR : int = 0x93BC; // #define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
pub const GL_COMPRESSED_RGBA_ASTC_12x12_KHR : int = 0x93BD; // #define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : int = 0x93D0; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : int = 0x93D1; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : int = 0x93D2; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : int = 0x93D3; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : int = 0x93D4; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : int = 0x93D5; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : int = 0x93D6; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : int = 0x93D7; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : int = 0x93D8; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : int = 0x93D9; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : int = 0x93DA; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : int = 0x93DB; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : int = 0x93DC; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
pub const GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : int = 0x93DD; // #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
} // #endif
#[cfg(GL_KHR_debug)] pub mod khr_debug { // #ifndef GL_KHR_debug
pub const GL_DEBUG_OUTPUT_SYNCHRONOUS : int = 0x8242; // #define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
pub const GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH : int = 0x8243; // #define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
pub const GL_DEBUG_CALLBACK_FUNCTION : int = 0x8244; // #define GL_DEBUG_CALLBACK_FUNCTION 0x8244
pub const GL_DEBUG_CALLBACK_USER_PARAM : int = 0x8245; // #define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
pub const GL_DEBUG_SOURCE_API : int = 0x8246; // #define GL_DEBUG_SOURCE_API 0x8246
pub const GL_DEBUG_SOURCE_WINDOW_SYSTEM : int = 0x8247; // #define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
pub const GL_DEBUG_SOURCE_SHADER_COMPILER : int = 0x8248; // #define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
pub const GL_DEBUG_SOURCE_THIRD_PARTY : int = 0x8249; // #define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
pub const GL_DEBUG_SOURCE_APPLICATION : int = 0x824A; // #define GL_DEBUG_SOURCE_APPLICATION 0x824A
pub const GL_DEBUG_SOURCE_OTHER : int = 0x824B; // #define GL_DEBUG_SOURCE_OTHER 0x824B
pub const GL_DEBUG_TYPE_ERROR : int = 0x824C; // #define GL_DEBUG_TYPE_ERROR 0x824C
pub const GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR : int = 0x824D; // #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
pub const GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR : int = 0x824E; // #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
pub const GL_DEBUG_TYPE_PORTABILITY : int = 0x824F; // #define GL_DEBUG_TYPE_PORTABILITY 0x824F
pub const GL_DEBUG_TYPE_PERFORMANCE : int = 0x8250; // #define GL_DEBUG_TYPE_PERFORMANCE 0x8250
pub const GL_DEBUG_TYPE_OTHER : int = 0x8251; // #define GL_DEBUG_TYPE_OTHER 0x8251
pub const GL_DEBUG_TYPE_MARKER : int = 0x8268; // #define GL_DEBUG_TYPE_MARKER 0x8268
pub const GL_DEBUG_TYPE_PUSH_GROUP : int = 0x8269; // #define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
pub const GL_DEBUG_TYPE_POP_GROUP : int = 0x826A; // #define GL_DEBUG_TYPE_POP_GROUP 0x826A
pub const GL_DEBUG_SEVERITY_NOTIFICATION : int = 0x826B; // #define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
pub const GL_MAX_DEBUG_GROUP_STACK_DEPTH : int = 0x826C; // #define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
pub const GL_DEBUG_GROUP_STACK_DEPTH : int = 0x826D; // #define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
pub const GL_BUFFER : int = 0x82E0; // #define GL_BUFFER 0x82E0
pub const GL_SHADER : int = 0x82E1; // #define GL_SHADER 0x82E1
pub const GL_PROGRAM : int = 0x82E2; // #define GL_PROGRAM 0x82E2
pub const GL_QUERY : int = 0x82E3; // #define GL_QUERY 0x82E3
pub const GL_PROGRAM_PIPELINE : int = 0x82E4; // #define GL_PROGRAM_PIPELINE 0x82E4
pub const GL_SAMPLER : int = 0x82E6; // #define GL_SAMPLER 0x82E6
pub const GL_DISPLAY_LIST : int = 0x82E7; // #define GL_DISPLAY_LIST 0x82E7
/* DISPLAY_LIST used in compatibility profile only */ // /* DISPLAY_LIST used in compatibility profile only */
pub const GL_MAX_LABEL_LENGTH : int = 0x82E8; // #define GL_MAX_LABEL_LENGTH 0x82E8
pub const GL_MAX_DEBUG_MESSAGE_LENGTH : int = 0x9143; // #define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
pub const GL_MAX_DEBUG_LOGGED_MESSAGES : int = 0x9144; // #define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
pub const GL_DEBUG_LOGGED_MESSAGES : int = 0x9145; // #define GL_DEBUG_LOGGED_MESSAGES 0x9145
pub const GL_DEBUG_SEVERITY_HIGH : int = 0x9146; // #define GL_DEBUG_SEVERITY_HIGH 0x9146
pub const GL_DEBUG_SEVERITY_MEDIUM : int = 0x9147; // #define GL_DEBUG_SEVERITY_MEDIUM 0x9147
pub const GL_DEBUG_SEVERITY_LOW : int = 0x9148; // #define GL_DEBUG_SEVERITY_LOW 0x9148
pub const GL_DEBUG_OUTPUT : int = 0x92E0; // #define GL_DEBUG_OUTPUT 0x92E0
pub const GL_CONTEXT_FLAG_DEBUG_BIT : int = 0x00000002; // #define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
// /* reuse GL_STACK_UNDERFLOW */
// /* reuse GL_STACK_OVERFLOW */
} // #endif
#[cfg(GL_ARB_arrays_of_arrays)] pub mod arb_arrays_of_arrays { // #ifndef GL_ARB_arrays_of_arrays
} // #endif
#[cfg(GL_ARB_clear_buffer_object)] pub mod arb_clear_buffer_object { // #ifndef GL_ARB_clear_buffer_object
} // #endif
#[cfg(GL_ARB_compute_shader)] pub mod arb_compute_shader { // #ifndef GL_ARB_compute_shader
pub const GL_COMPUTE_SHADER : int = 0x91B9; // #define GL_COMPUTE_SHADER 0x91B9
pub const GL_MAX_COMPUTE_UNIFORM_BLOCKS : int = 0x91BB; // #define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
pub const GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS : int = 0x91BC; // #define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
pub const GL_MAX_COMPUTE_IMAGE_UNIFORMS : int = 0x91BD; // #define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
pub const GL_MAX_COMPUTE_SHARED_MEMORY_SIZE : int = 0x8262; // #define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
pub const GL_MAX_COMPUTE_UNIFORM_COMPONENTS : int = 0x8263; // #define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
pub const GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS : int = 0x8264; // #define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
pub const GL_MAX_COMPUTE_ATOMIC_COUNTERS : int = 0x8265; // #define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
pub const GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS : int = 0x8266; // #define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
pub const GL_MAX_COMPUTE_LOCAL_INVOCATIONS : int = 0x90EB; // #define GL_MAX_COMPUTE_LOCAL_INVOCATIONS 0x90EB
pub const GL_MAX_COMPUTE_WORK_GROUP_COUNT : int = 0x91BE; // #define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
pub const GL_MAX_COMPUTE_WORK_GROUP_SIZE : int = 0x91BF; // #define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
pub const GL_COMPUTE_LOCAL_WORK_SIZE : int = 0x8267; // #define GL_COMPUTE_LOCAL_WORK_SIZE 0x8267
pub const GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER : int = 0x90EC; // #define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
pub const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER : int = 0x90ED; // #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
pub const GL_DISPATCH_INDIRECT_BUFFER : int = 0x90EE; // #define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
pub const GL_DISPATCH_INDIRECT_BUFFER_BINDING : int = 0x90EF; // #define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
pub const GL_COMPUTE_SHADER_BIT : int = 0x00000020; // #define GL_COMPUTE_SHADER_BIT 0x00000020
} // #endif
#[cfg(GL_ARB_copy_image)] pub mod arb_copy_image { // #ifndef GL_ARB_copy_image
} // #endif
#[cfg(GL_ARB_texture_view)] pub mod arb_texture_view { // #ifndef GL_ARB_texture_view
pub const GL_TEXTURE_VIEW_MIN_LEVEL : int = 0x82DB; // #define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB
pub const GL_TEXTURE_VIEW_NUM_LEVELS : int = 0x82DC; // #define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC
pub const GL_TEXTURE_VIEW_MIN_LAYER : int = 0x82DD; // #define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD
pub const GL_TEXTURE_VIEW_NUM_LAYERS : int = 0x82DE; // #define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE
pub const GL_TEXTURE_IMMUTABLE_LEVELS : int = 0x82DF; // #define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
} // #endif
#[cfg(GL_ARB_vertex_attrib_binding)] pub mod arb_vertex_attrib_binding { // #ifndef GL_ARB_vertex_attrib_binding
pub const GL_VERTEX_ATTRIB_BINDING : int = 0x82D4; // #define GL_VERTEX_ATTRIB_BINDING 0x82D4
pub const GL_VERTEX_ATTRIB_RELATIVE_OFFSET : int = 0x82D5; // #define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5
pub const GL_VERTEX_BINDING_DIVISOR : int = 0x82D6; // #define GL_VERTEX_BINDING_DIVISOR 0x82D6
pub const GL_VERTEX_BINDING_OFFSET : int = 0x82D7; // #define GL_VERTEX_BINDING_OFFSET 0x82D7
pub const GL_VERTEX_BINDING_STRIDE : int = 0x82D8; // #define GL_VERTEX_BINDING_STRIDE 0x82D8
pub const GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET : int = 0x82D9; // #define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
pub const GL_MAX_VERTEX_ATTRIB_BINDINGS : int = 0x82DA; // #define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
} // #endif
#[cfg(GL_ARB_robustness_isolation)] pub mod arb_robustness_isolation { // #ifndef GL_ARB_robustness_isolation
} // #endif
#[cfg(GL_ARB_ES3_compatibility)] pub mod arb_es3_compatibility { // #ifndef GL_ARB_ES3_compatibility
pub const GL_COMPRESSED_RGB8_ETC2 : int = 0x9274; // #define GL_COMPRESSED_RGB8_ETC2 0x9274
pub const GL_COMPRESSED_SRGB8_ETC2 : int = 0x9275; // #define GL_COMPRESSED_SRGB8_ETC2 0x9275
pub const GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 : int = 0x9276; // #define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
pub const GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : int = 0x9277; // #define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
pub const GL_COMPRESSED_RGBA8_ETC2_EAC : int = 0x9278; // #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
pub const GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : int = 0x9279; // #define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
pub const GL_COMPRESSED_R11_EAC : int = 0x9270; // #define GL_COMPRESSED_R11_EAC 0x9270
pub const GL_COMPRESSED_SIGNED_R11_EAC : int = 0x9271; // #define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
pub const GL_COMPRESSED_RG11_EAC : int = 0x9272; // #define GL_COMPRESSED_RG11_EAC 0x9272
pub const GL_COMPRESSED_SIGNED_RG11_EAC : int = 0x9273; // #define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
pub const GL_PRIMITIVE_RESTART_FIXED_INDEX : int = 0x8D69; // #define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
pub const GL_ANY_SAMPLES_PASSED_CONSERVATIVE : int = 0x8D6A; // #define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
pub const GL_MAX_ELEMENT_INDEX : int = 0x8D6B; // #define GL_MAX_ELEMENT_INDEX 0x8D6B
} // #endif
#[cfg(GL_ARB_explicit_uniform_location)] pub mod arb_explicit_uniform_location { // #ifndef GL_ARB_explicit_uniform_location
pub const GL_MAX_UNIFORM_LOCATIONS : int = 0x826E; // #define GL_MAX_UNIFORM_LOCATIONS 0x826E
} // #endif
#[cfg(GL_ARB_fragment_layer_viewport)] pub mod arb_fragment_layer_viewport { // #ifndef GL_ARB_fragment_layer_viewport
} // #endif
#[cfg(GL_ARB_framebuffer_no_attachments)] pub mod arb_framebuffer_no_attachments { // #ifndef GL_ARB_framebuffer_no_attachments
pub const GL_FRAMEBUFFER_DEFAULT_WIDTH : int = 0x9310; // #define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
pub const GL_FRAMEBUFFER_DEFAULT_HEIGHT : int = 0x9311; // #define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
pub const GL_FRAMEBUFFER_DEFAULT_LAYERS : int = 0x9312; // #define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312
pub const GL_FRAMEBUFFER_DEFAULT_SAMPLES : int = 0x9313; // #define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
pub const GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS : int = 0x9314; // #define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
pub const GL_MAX_FRAMEBUFFER_WIDTH : int = 0x9315; // #define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
pub const GL_MAX_FRAMEBUFFER_HEIGHT : int = 0x9316; // #define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
pub const GL_MAX_FRAMEBUFFER_LAYERS : int = 0x9317; // #define GL_MAX_FRAMEBUFFER_LAYERS 0x9317
pub const GL_MAX_FRAMEBUFFER_SAMPLES : int = 0x9318; // #define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
} // #endif
#[cfg(GL_ARB_internalformat_query2)] pub mod arb_internalformat_query2 { // #ifndef GL_ARB_internalformat_query2
// /* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
// /* reuse GL_NUM_SAMPLE_COUNTS */
// /* reuse GL_RENDERBUFFER */
// /* reuse GL_SAMPLES */
// /* reuse GL_TEXTURE_1D */
// /* reuse GL_TEXTURE_1D_ARRAY */
// /* reuse GL_TEXTURE_2D */
// /* reuse GL_TEXTURE_2D_ARRAY */
// /* reuse GL_TEXTURE_3D */
// /* reuse GL_TEXTURE_CUBE_MAP */
// /* reuse GL_TEXTURE_CUBE_MAP_ARRAY */
// /* reuse GL_TEXTURE_RECTANGLE */
// /* reuse GL_TEXTURE_BUFFER */
// /* reuse GL_TEXTURE_2D_MULTISAMPLE */
// /* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
// /* reuse GL_TEXTURE_COMPRESSED */
pub const GL_INTERNALFORMAT_SUPPORTED : int = 0x826F; // #define GL_INTERNALFORMAT_SUPPORTED 0x826F
pub const GL_INTERNALFORMAT_PREFERRED : int = 0x8270; // #define GL_INTERNALFORMAT_PREFERRED 0x8270
pub const GL_INTERNALFORMAT_RED_SIZE : int = 0x8271; // #define GL_INTERNALFORMAT_RED_SIZE 0x8271
pub const GL_INTERNALFORMAT_GREEN_SIZE : int = 0x8272; // #define GL_INTERNALFORMAT_GREEN_SIZE 0x8272
pub const GL_INTERNALFORMAT_BLUE_SIZE : int = 0x8273; // #define GL_INTERNALFORMAT_BLUE_SIZE 0x8273
pub const GL_INTERNALFORMAT_ALPHA_SIZE : int = 0x8274; // #define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274
pub const GL_INTERNALFORMAT_DEPTH_SIZE : int = 0x8275; // #define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275
pub const GL_INTERNALFORMAT_STENCIL_SIZE : int = 0x8276; // #define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276
pub const GL_INTERNALFORMAT_SHARED_SIZE : int = 0x8277; // #define GL_INTERNALFORMAT_SHARED_SIZE 0x8277
pub const GL_INTERNALFORMAT_RED_TYPE : int = 0x8278; // #define GL_INTERNALFORMAT_RED_TYPE 0x8278
pub const GL_INTERNALFORMAT_GREEN_TYPE : int = 0x8279; // #define GL_INTERNALFORMAT_GREEN_TYPE 0x8279
pub const GL_INTERNALFORMAT_BLUE_TYPE : int = 0x827A; // #define GL_INTERNALFORMAT_BLUE_TYPE 0x827A
pub const GL_INTERNALFORMAT_ALPHA_TYPE : int = 0x827B; // #define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B
pub const GL_INTERNALFORMAT_DEPTH_TYPE : int = 0x827C; // #define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C
pub const GL_INTERNALFORMAT_STENCIL_TYPE : int = 0x827D; // #define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D
pub const GL_MAX_WIDTH : int = 0x827E; // #define GL_MAX_WIDTH 0x827E
pub const GL_MAX_HEIGHT : int = 0x827F; // #define GL_MAX_HEIGHT 0x827F
pub const GL_MAX_DEPTH : int = 0x8280; // #define GL_MAX_DEPTH 0x8280
pub const GL_MAX_LAYERS : int = 0x8281; // #define GL_MAX_LAYERS 0x8281
pub const GL_MAX_COMBINED_DIMENSIONS : int = 0x8282; // #define GL_MAX_COMBINED_DIMENSIONS 0x8282
pub const GL_COLOR_COMPONENTS : int = 0x8283; // #define GL_COLOR_COMPONENTS 0x8283
pub const GL_DEPTH_COMPONENTS : int = 0x8284; // #define GL_DEPTH_COMPONENTS 0x8284
pub const GL_STENCIL_COMPONENTS : int = 0x8285; // #define GL_STENCIL_COMPONENTS 0x8285
pub const GL_COLOR_RENDERABLE : int = 0x8286; // #define GL_COLOR_RENDERABLE 0x8286
pub const GL_DEPTH_RENDERABLE : int = 0x8287; // #define GL_DEPTH_RENDERABLE 0x8287
pub const GL_STENCIL_RENDERABLE : int = 0x8288; // #define GL_STENCIL_RENDERABLE 0x8288
pub const GL_FRAMEBUFFER_RENDERABLE : int = 0x8289; // #define GL_FRAMEBUFFER_RENDERABLE 0x8289
pub const GL_FRAMEBUFFER_RENDERABLE_LAYERED : int = 0x828A; // #define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A
pub const GL_FRAMEBUFFER_BLEND : int = 0x828B; // #define GL_FRAMEBUFFER_BLEND 0x828B
pub const GL_READ_PIXELS : int = 0x828C; // #define GL_READ_PIXELS 0x828C
pub const GL_READ_PIXELS_FORMAT : int = 0x828D; // #define GL_READ_PIXELS_FORMAT 0x828D
pub const GL_READ_PIXELS_TYPE : int = 0x828E; // #define GL_READ_PIXELS_TYPE 0x828E
pub const GL_TEXTURE_IMAGE_FORMAT : int = 0x828F; // #define GL_TEXTURE_IMAGE_FORMAT 0x828F
pub const GL_TEXTURE_IMAGE_TYPE : int = 0x8290; // #define GL_TEXTURE_IMAGE_TYPE 0x8290
pub const GL_GET_TEXTURE_IMAGE_FORMAT : int = 0x8291; // #define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291
pub const GL_GET_TEXTURE_IMAGE_TYPE : int = 0x8292; // #define GL_GET_TEXTURE_IMAGE_TYPE 0x8292
pub const GL_MIPMAP : int = 0x8293; // #define GL_MIPMAP 0x8293
pub const GL_MANUAL_GENERATE_MIPMAP : int = 0x8294; // #define GL_MANUAL_GENERATE_MIPMAP 0x8294
pub const GL_AUTO_GENERATE_MIPMAP : int = 0x8295; // #define GL_AUTO_GENERATE_MIPMAP 0x8295
pub const GL_COLOR_ENCODING : int = 0x8296; // #define GL_COLOR_ENCODING 0x8296
pub const GL_SRGB_READ : int = 0x8297; // #define GL_SRGB_READ 0x8297
pub const GL_SRGB_WRITE : int = 0x8298; // #define GL_SRGB_WRITE 0x8298
pub const GL_SRGB_DECODE_ARB : int = 0x8299; // #define GL_SRGB_DECODE_ARB 0x8299
pub const GL_FILTER : int = 0x829A; // #define GL_FILTER 0x829A
pub const GL_VERTEX_TEXTURE : int = 0x829B; // #define GL_VERTEX_TEXTURE 0x829B
pub const GL_TESS_CONTROL_TEXTURE : int = 0x829C; // #define GL_TESS_CONTROL_TEXTURE 0x829C
pub const GL_TESS_EVALUATION_TEXTURE : int = 0x829D; // #define GL_TESS_EVALUATION_TEXTURE 0x829D
pub const GL_GEOMETRY_TEXTURE : int = 0x829E; // #define GL_GEOMETRY_TEXTURE 0x829E
pub const GL_FRAGMENT_TEXTURE : int = 0x829F; // #define GL_FRAGMENT_TEXTURE 0x829F
pub const GL_COMPUTE_TEXTURE : int = 0x82A0; // #define GL_COMPUTE_TEXTURE 0x82A0
pub const GL_TEXTURE_SHADOW : int = 0x82A1; // #define GL_TEXTURE_SHADOW 0x82A1
pub const GL_TEXTURE_GATHER : int = 0x82A2; // #define GL_TEXTURE_GATHER 0x82A2
pub const GL_TEXTURE_GATHER_SHADOW : int = 0x82A3; // #define GL_TEXTURE_GATHER_SHADOW 0x82A3
pub const GL_SHADER_IMAGE_LOAD : int = 0x82A4; // #define GL_SHADER_IMAGE_LOAD 0x82A4
pub const GL_SHADER_IMAGE_STORE : int = 0x82A5; // #define GL_SHADER_IMAGE_STORE 0x82A5
pub const GL_SHADER_IMAGE_ATOMIC : int = 0x82A6; // #define GL_SHADER_IMAGE_ATOMIC 0x82A6
pub const GL_IMAGE_TEXEL_SIZE : int = 0x82A7; // #define GL_IMAGE_TEXEL_SIZE 0x82A7
pub const GL_IMAGE_COMPATIBILITY_CLASS : int = 0x82A8; // #define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8
pub const GL_IMAGE_PIXEL_FORMAT : int = 0x82A9; // #define GL_IMAGE_PIXEL_FORMAT 0x82A9
pub const GL_IMAGE_PIXEL_TYPE : int = 0x82AA; // #define GL_IMAGE_PIXEL_TYPE 0x82AA
pub const GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST : int = 0x82AC; // #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC
pub const GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST : int = 0x82AD; // #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD
pub const GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE : int = 0x82AE; // #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE
pub const GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE : int = 0x82AF; // #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF
pub const GL_TEXTURE_COMPRESSED_BLOCK_WIDTH : int = 0x82B1; // #define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1
pub const GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT : int = 0x82B2; // #define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2
pub const GL_TEXTURE_COMPRESSED_BLOCK_SIZE : int = 0x82B3; // #define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3
pub const GL_CLEAR_BUFFER : int = 0x82B4; // #define GL_CLEAR_BUFFER 0x82B4
pub const GL_TEXTURE_VIEW : int = 0x82B5; // #define GL_TEXTURE_VIEW 0x82B5
pub const GL_VIEW_COMPATIBILITY_CLASS : int = 0x82B6; // #define GL_VIEW_COMPATIBILITY_CLASS 0x82B6
pub const GL_FULL_SUPPORT : int = 0x82B7; // #define GL_FULL_SUPPORT 0x82B7
pub const GL_CAVEAT_SUPPORT : int = 0x82B8; // #define GL_CAVEAT_SUPPORT 0x82B8
pub const GL_IMAGE_CLASS_4_X_32 : int = 0x82B9; // #define GL_IMAGE_CLASS_4_X_32 0x82B9
pub const GL_IMAGE_CLASS_2_X_32 : int = 0x82BA; // #define GL_IMAGE_CLASS_2_X_32 0x82BA
pub const GL_IMAGE_CLASS_1_X_32 : int = 0x82BB; // #define GL_IMAGE_CLASS_1_X_32 0x82BB
pub const GL_IMAGE_CLASS_4_X_16 : int = 0x82BC; // #define GL_IMAGE_CLASS_4_X_16 0x82BC
pub const GL_IMAGE_CLASS_2_X_16 : int = 0x82BD; // #define GL_IMAGE_CLASS_2_X_16 0x82BD
pub const GL_IMAGE_CLASS_1_X_16 : int = 0x82BE; // #define GL_IMAGE_CLASS_1_X_16 0x82BE
pub const GL_IMAGE_CLASS_4_X_8 : int = 0x82BF; // #define GL_IMAGE_CLASS_4_X_8 0x82BF
pub const GL_IMAGE_CLASS_2_X_8 : int = 0x82C0; // #define GL_IMAGE_CLASS_2_X_8 0x82C0
pub const GL_IMAGE_CLASS_1_X_8 : int = 0x82C1; // #define GL_IMAGE_CLASS_1_X_8 0x82C1
pub const GL_IMAGE_CLASS_11_11_10 : int = 0x82C2; // #define GL_IMAGE_CLASS_11_11_10 0x82C2
pub const GL_IMAGE_CLASS_10_10_10_2 : int = 0x82C3; // #define GL_IMAGE_CLASS_10_10_10_2 0x82C3
pub const GL_VIEW_CLASS_128_BITS : int = 0x82C4; // #define GL_VIEW_CLASS_128_BITS 0x82C4
pub const GL_VIEW_CLASS_96_BITS : int = 0x82C5; // #define GL_VIEW_CLASS_96_BITS 0x82C5
pub const GL_VIEW_CLASS_64_BITS : int = 0x82C6; // #define GL_VIEW_CLASS_64_BITS 0x82C6
pub const GL_VIEW_CLASS_48_BITS : int = 0x82C7; // #define GL_VIEW_CLASS_48_BITS 0x82C7
pub const GL_VIEW_CLASS_32_BITS : int = 0x82C8; // #define GL_VIEW_CLASS_32_BITS 0x82C8
pub const GL_VIEW_CLASS_24_BITS : int = 0x82C9; // #define GL_VIEW_CLASS_24_BITS 0x82C9
pub const GL_VIEW_CLASS_16_BITS : int = 0x82CA; // #define GL_VIEW_CLASS_16_BITS 0x82CA
pub const GL_VIEW_CLASS_8_BITS : int = 0x82CB; // #define GL_VIEW_CLASS_8_BITS 0x82CB
pub const GL_VIEW_CLASS_S3TC_DXT1_RGB : int = 0x82CC; // #define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC
pub const GL_VIEW_CLASS_S3TC_DXT1_RGBA : int = 0x82CD; // #define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD
pub const GL_VIEW_CLASS_S3TC_DXT3_RGBA : int = 0x82CE; // #define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE
pub const GL_VIEW_CLASS_S3TC_DXT5_RGBA : int = 0x82CF; // #define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF
pub const GL_VIEW_CLASS_RGTC1_RED : int = 0x82D0; // #define GL_VIEW_CLASS_RGTC1_RED 0x82D0
pub const GL_VIEW_CLASS_RGTC2_RG : int = 0x82D1; // #define GL_VIEW_CLASS_RGTC2_RG 0x82D1
pub const GL_VIEW_CLASS_BPTC_UNORM : int = 0x82D2; // #define GL_VIEW_CLASS_BPTC_UNORM 0x82D2
pub const GL_VIEW_CLASS_BPTC_FLOAT : int = 0x82D3; // #define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3
} // #endif
#[cfg(GL_ARB_invalidate_subdata)] pub mod arb_invalidate_subdata { // #ifndef GL_ARB_invalidate_subdata
} // #endif
#[cfg(GL_ARB_multi_draw_indirect)] pub mod arb_multi_draw_indirect { // #ifndef GL_ARB_multi_draw_indirect
} // #endif
#[cfg(GL_ARB_program_interface_query)] pub mod arb_program_interface_query { // #ifndef GL_ARB_program_interface_query
pub const GL_UNIFORM : int = 0x92E1; // #define GL_UNIFORM 0x92E1
pub const GL_UNIFORM_BLOCK : int = 0x92E2; // #define GL_UNIFORM_BLOCK 0x92E2
pub const GL_PROGRAM_INPUT : int = 0x92E3; // #define GL_PROGRAM_INPUT 0x92E3
pub const GL_PROGRAM_OUTPUT : int = 0x92E4; // #define GL_PROGRAM_OUTPUT 0x92E4
pub const GL_BUFFER_VARIABLE : int = 0x92E5; // #define GL_BUFFER_VARIABLE 0x92E5
pub const GL_SHADER_STORAGE_BLOCK : int = 0x92E6; // #define GL_SHADER_STORAGE_BLOCK 0x92E6
// /* reuse GL_ATOMIC_COUNTER_BUFFER */
pub const GL_VERTEX_SUBROUTINE : int = 0x92E8; // #define GL_VERTEX_SUBROUTINE 0x92E8
pub const GL_TESS_CONTROL_SUBROUTINE : int = 0x92E9; // #define GL_TESS_CONTROL_SUBROUTINE 0x92E9
pub const GL_TESS_EVALUATION_SUBROUTINE : int = 0x92EA; // #define GL_TESS_EVALUATION_SUBROUTINE 0x92EA
pub const GL_GEOMETRY_SUBROUTINE : int = 0x92EB; // #define GL_GEOMETRY_SUBROUTINE 0x92EB
pub const GL_FRAGMENT_SUBROUTINE : int = 0x92EC; // #define GL_FRAGMENT_SUBROUTINE 0x92EC
pub const GL_COMPUTE_SUBROUTINE : int = 0x92ED; // #define GL_COMPUTE_SUBROUTINE 0x92ED
pub const GL_VERTEX_SUBROUTINE_UNIFORM : int = 0x92EE; // #define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE
pub const GL_TESS_CONTROL_SUBROUTINE_UNIFORM : int = 0x92EF; // #define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
pub const GL_TESS_EVALUATION_SUBROUTINE_UNIFORM : int = 0x92F0; // #define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
pub const GL_GEOMETRY_SUBROUTINE_UNIFORM : int = 0x92F1; // #define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1
pub const GL_FRAGMENT_SUBROUTINE_UNIFORM : int = 0x92F2; // #define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2
pub const GL_COMPUTE_SUBROUTINE_UNIFORM : int = 0x92F3; // #define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3
pub const GL_TRANSFORM_FEEDBACK_VARYING : int = 0x92F4; // #define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
pub const GL_ACTIVE_RESOURCES : int = 0x92F5; // #define GL_ACTIVE_RESOURCES 0x92F5
pub const GL_MAX_NAME_LENGTH : int = 0x92F6; // #define GL_MAX_NAME_LENGTH 0x92F6
pub const GL_MAX_NUM_ACTIVE_VARIABLES : int = 0x92F7; // #define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
pub const GL_MAX_NUM_COMPATIBLE_SUBROUTINES : int = 0x92F8; // #define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
pub const GL_NAME_LENGTH : int = 0x92F9; // #define GL_NAME_LENGTH 0x92F9
pub const GL_TYPE : int = 0x92FA; // #define GL_TYPE 0x92FA
pub const GL_ARRAY_SIZE : int = 0x92FB; // #define GL_ARRAY_SIZE 0x92FB
pub const GL_OFFSET : int = 0x92FC; // #define GL_OFFSET 0x92FC
pub const GL_BLOCK_INDEX : int = 0x92FD; // #define GL_BLOCK_INDEX 0x92FD
pub const GL_ARRAY_STRIDE : int = 0x92FE; // #define GL_ARRAY_STRIDE 0x92FE
pub const GL_MATRIX_STRIDE : int = 0x92FF; // #define GL_MATRIX_STRIDE 0x92FF
pub const GL_IS_ROW_MAJOR : int = 0x9300; // #define GL_IS_ROW_MAJOR 0x9300
pub const GL_ATOMIC_COUNTER_BUFFER_INDEX : int = 0x9301; // #define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
pub const GL_BUFFER_BINDING : int = 0x9302; // #define GL_BUFFER_BINDING 0x9302
pub const GL_BUFFER_DATA_SIZE : int = 0x9303; // #define GL_BUFFER_DATA_SIZE 0x9303
pub const GL_NUM_ACTIVE_VARIABLES : int = 0x9304; // #define GL_NUM_ACTIVE_VARIABLES 0x9304
pub const GL_ACTIVE_VARIABLES : int = 0x9305; // #define GL_ACTIVE_VARIABLES 0x9305
pub const GL_REFERENCED_BY_VERTEX_SHADER : int = 0x9306; // #define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
pub const GL_REFERENCED_BY_TESS_CONTROL_SHADER : int = 0x9307; // #define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
pub const GL_REFERENCED_BY_TESS_EVALUATION_SHADER : int = 0x9308; // #define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
pub const GL_REFERENCED_BY_GEOMETRY_SHADER : int = 0x9309; // #define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309
pub const GL_REFERENCED_BY_FRAGMENT_SHADER : int = 0x930A; // #define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
pub const GL_REFERENCED_BY_COMPUTE_SHADER : int = 0x930B; // #define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
pub const GL_TOP_LEVEL_ARRAY_SIZE : int = 0x930C; // #define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
pub const GL_TOP_LEVEL_ARRAY_STRIDE : int = 0x930D; // #define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
pub const GL_LOCATION : int = 0x930E; // #define GL_LOCATION 0x930E
pub const GL_LOCATION_INDEX : int = 0x930F; // #define GL_LOCATION_INDEX 0x930F
pub const GL_IS_PER_PATCH : int = 0x92E7; // #define GL_IS_PER_PATCH 0x92E7
// /* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
// /* reuse GL_COMPATIBLE_SUBROUTINES */
} // #endif
#[cfg(GL_ARB_robust_buffer_access_behavior)] pub mod arb_robust_buffer_access_behavior { // #ifndef GL_ARB_robust_buffer_access_behavior
} // #endif
#[cfg(GL_ARB_shader_image_size)] pub mod arb_shader_image_size { // #ifndef GL_ARB_shader_image_size
} // #endif
#[cfg(GL_ARB_shader_storage_buffer_object)] pub mod arb_shader_storage_buffer_object { // #ifndef GL_ARB_shader_storage_buffer_object
pub const GL_SHADER_STORAGE_BUFFER : int = 0x90D2; // #define GL_SHADER_STORAGE_BUFFER 0x90D2
pub const GL_SHADER_STORAGE_BUFFER_BINDING : int = 0x90D3; // #define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
pub const GL_SHADER_STORAGE_BUFFER_START : int = 0x90D4; // #define GL_SHADER_STORAGE_BUFFER_START 0x90D4
pub const GL_SHADER_STORAGE_BUFFER_SIZE : int = 0x90D5; // #define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
pub const GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS : int = 0x90D6; // #define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
pub const GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS : int = 0x90D7; // #define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
pub const GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS : int = 0x90D8; // #define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
pub const GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS : int = 0x90D9; // #define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
pub const GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS : int = 0x90DA; // #define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
pub const GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS : int = 0x90DB; // #define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
pub const GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS : int = 0x90DC; // #define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
pub const GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS : int = 0x90DD; // #define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
pub const GL_MAX_SHADER_STORAGE_BLOCK_SIZE : int = 0x90DE; // #define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
pub const GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT : int = 0x90DF; // #define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
pub const GL_SHADER_STORAGE_BARRIER_BIT : int = 0x2000; // #define GL_SHADER_STORAGE_BARRIER_BIT 0x2000
pub const GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES : int = GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS; // #define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS
// /* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
} // #endif
#[cfg(GL_ARB_stencil_texturing)] pub mod arb_stencil_texturing { // #ifndef GL_ARB_stencil_texturing
pub const GL_DEPTH_STENCIL_TEXTURE_MODE : int = 0x90EA; // #define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
} // #endif
#[cfg(GL_ARB_texture_buffer_range)] pub mod arb_texture_buffer_range { // #ifndef GL_ARB_texture_buffer_range
pub const GL_TEXTURE_BUFFER_OFFSET : int = 0x919D; // #define GL_TEXTURE_BUFFER_OFFSET 0x919D
pub const GL_TEXTURE_BUFFER_SIZE : int = 0x919E; // #define GL_TEXTURE_BUFFER_SIZE 0x919E
pub const GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT : int = 0x919F; // #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
} // #endif
#[cfg(GL_ARB_texture_query_levels)] pub mod arb_texture_query_levels { // #ifndef GL_ARB_texture_query_levels
} // #endif
#[cfg(GL_ARB_texture_storage_multisample)] pub mod arb_texture_storage_multisample { // #ifndef GL_ARB_texture_storage_multisample
} // #endif
}
// *********************************************************** // /*************************************************************/
// #include <stddef.h>
// #ifndef GL_VERSION_2_0
// /* GL type for program/shader text */
// typedef char GLchar;
// #endif
// #ifndef GL_VERSION_1_5
// /* GL types for handling large vertex buffer objects */
// typedef ptrdiff_t GLintptr;
// typedef ptrdiff_t GLsizeiptr;
// #endif
// #ifndef GL_ARB_vertex_buffer_object
// /* GL types for handling large vertex buffer objects */
// typedef ptrdiff_t GLintptrARB;
// typedef ptrdiff_t GLsizeiptrARB;
// #endif
// #ifndef GL_ARB_shader_objects
// /* GL types for program/shader text and shader object handles */
// typedef char GLcharARB;
// typedef unsigned int GLhandleARB;
// #endif
// /* GL type for "half" precision (s10e5) float data in host memory */
// #ifndef GL_ARB_half_float_pixel
// typedef unsigned short GLhalfARB;
// #endif
// #ifndef GL_NV_half_float
// typedef unsigned short GLhalfNV;
// #endif
// #ifndef GLEXT_64_TYPES_DEFINED
// /* This code block is duplicated in glxext.h, so must be protected */
// #define GLEXT_64_TYPES_DEFINED
// /* Define int32_t, int64_t, and uint64_t types for UST/MSC */
// /* (as used in the GL_EXT_timer_query extension). */
// #if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
// #include <inttypes.h>
// #elif defined(__sun__) || defined(__digital__)
// #include <inttypes.h>
// #if defined(__STDC__)
// #if defined(__arch64__) || defined(_LP64)
// typedef long int int64_t;
// typedef unsigned long int uint64_t;
// #else
// typedef long long int int64_t;
// typedef unsigned long long int uint64_t;
// #endif /* __arch64__ */
// #endif /* __STDC__ */
// #elif defined( __VMS ) || defined(__sgi)
// #include <inttypes.h>
// #elif defined(__SCO__) || defined(__USLC__)
// #include <stdint.h>
// #elif defined(__UNIXOS2__) || defined(__SOL64__)
// typedef long int int32_t;
// typedef long long int int64_t;
// typedef unsigned long long int uint64_t;
// #elif defined(_WIN32) && defined(__GNUC__)
// #include <stdint.h>
// #elif defined(_WIN32)
// typedef __int32 int32_t;
// typedef __int64 int64_t;
// typedef unsigned __int64 uint64_t;
// #else
// /* Fallback if nothing above works */
// #include <inttypes.h>
// #endif
// #endif
// #ifndef GL_EXT_timer_query
// typedef int64_t GLint64EXT;
// typedef uint64_t GLuint64EXT;
// #endif
// #ifndef GL_ARB_sync
// typedef int64_t GLint64;
// typedef uint64_t GLuint64;
// typedef struct __GLsync *GLsync;
// #endif
// #ifndef GL_ARB_cl_event
// /* These incomplete types let us declare types compatible with OpenCL's cl_context and cl_event */
// struct _cl_context;
// struct _cl_event;
// #endif
// #ifndef GL_ARB_debug_output
// typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
// #endif
// #ifndef GL_AMD_debug_output
// typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
// #endif
// #ifndef GL_KHR_debug
// typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
// #endif
// #ifndef GL_NV_vdpau_interop
// typedef GLintptr GLvdpauSurfaceNV;
// #endif
pub mod gl {
/*#[cfg(!GL_VERSION_1_0)]*/ pub mod gl_version_1_0 { // #ifndef GL_VERSION_1_0
pub const GL_VERSION_1_0 :int = 1; // #define GL_VERSION_1_0 1
#[cfg(GLCOREARB_PROTOTYPES)] extern { // #ifdef GLCOREARB_PROTOTYPES
fn glCullFace(mode: GLenum); // GLAPI void APIENTRY glCullFace (GLenum mode);
fn glFrontFace(mode: GLenum); // GLAPI void APIENTRY glFrontFace (GLenum mode);
fn glHint(target: GLenum, mode: GLenum); // GLAPI void APIENTRY glHint (GLenum target, GLenum mode);
fn glLineWidth(width: GLfloat); // GLAPI void APIENTRY glLineWidth (GLfloat width);
fn glPointSize(size: GLfloat); // GLAPI void APIENTRY glPointSize (GLfloat size);
fn glPolygonMode(face: GLenum, mode: GLenum); // GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
fn glScissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei); // GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
fn glTexParameterf(target: GLenum, pname: GLenum, param: GLfloat); // GLAPI void APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
fn glTexParameterfv(target: GLenum, pname: GLenum, params: &GLfloat); // GLAPI void APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
fn glTexParameteri(target: GLenum, pname: GLenum, param: GLint); // GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
fn glTexParameteriv(target: GLenum, pname: GLenum, params: & GLint); // GLAPI void APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
fn glTexImage1D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, gltype: GLenum, pixels: &GLvoid); // GLAPI void APIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
fn glTexImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, gltype: GLenum, pixels: &GLvoid); // GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
fn glDrawBuffer(mode: GLenum); // GLAPI void APIENTRY glDrawBuffer (GLenum mode);
fn glClear(mask: GLbitfield); // GLAPI void APIENTRY glClear (GLbitfield mask);
fn glClearColor(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat); // GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
fn glClearStencil(s: GLint); // GLAPI void APIENTRY glClearStencil (GLint s);
fn glClearDepth(depth: GLdouble); // GLAPI void APIENTRY glClearDepth (GLdouble depth);
fn glStencilMask(mask: GLuint); // GLAPI void APIENTRY glStencilMask (GLuint mask);
fn glColorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean); // GLAPI void APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
fn glDepthMask(flag: GLboolean); // GLAPI void APIENTRY glDepthMask (GLboolean flag);
fn glDisable(cap: GLenum); // GLAPI void APIENTRY glDisable (GLenum cap);
fn glEnable(cap: GLenum); // GLAPI void APIENTRY glEnable (GLenum cap);
fn glFinish(); // GLAPI void APIENTRY glFinish (void);
fn glFlush(); // GLAPI void APIENTRY glFlush (void);
fn glBlendFunc(sfactor: GLenum, dfactor: GLenum); // GLAPI void APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
fn glLogicOp(opcode: GLenum); // GLAPI void APIENTRY glLogicOp (GLenum opcode);
fn glStencilFunc(func: GLenum, glref: GLint, mask: GLuint); // GLAPI void APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
fn glStencilOp(glfail: GLenum, zfail: GLenum, zpass: GLenum); // GLAPI void APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
fn glDepthFunc(func: GLenum); // GLAPI void APIENTRY glDepthFunc (GLenum func);
fn glPixelStoref(pname: GLenum, param: GLfloat); // GLAPI void APIENTRY glPixelStoref (GLenum pname, GLfloat param);
fn glPixelStorei(pname: GLenum, param: GLint); // GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
fn glReadBuffer(mode: GLenum); // GLAPI void APIENTRY glReadBuffer (GLenum mode);
fn glReadPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, gltype: GLenum, pixels: &mut GLvoid); // GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
fn glGetBooleanv(pname: GLenum, params: &mut GLboolean); // GLAPI void APIENTRY glGetBooleanv (GLenum pname, GLboolean *params);
fn glGetDoublev(pname: GLenum, params: &mut GLdouble); // GLAPI void APIENTRY glGetDoublev (GLenum pname, GLdouble *params);
fn glGetError() -> GLenum; // GLAPI GLenum APIENTRY glGetError (void);
fn glGetFloatv(pname: GLenum, params: &mut GLfloat); // GLAPI void APIENTRY glGetFloatv (GLenum pname, GLfloat *params);
fn glGetIntegerv(pname: GLenum, params: &mut GLint); // GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *params);
fn glGetString(name: GLenum) -> *GLubyte; // GLAPI const GLubyte * APIENTRY glGetString (GLenum name);
fn glGetTexImage(target: GLenum, level: GLint, format: GLenum, gltype: GLenum, pixels: &mut GLvoid); // GLAPI void APIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
fn glGetTexParameterfv(target: GLenum, pname: GLenum, params: &mut GLfloat); // GLAPI void APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
fn glGetTexParameteriv(target: GLenum, pname: GLenum, params: &mut GLint); // GLAPI void APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
fn glGetTexLevelParameterfv(target: GLenum, level: GLint, pname: GLenum, params: &mut GLfloat); // GLAPI void APIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);
fn glGetTexLevelParameteriv(target: GLenum, level: GLint, pname: GLenum, params: &mut GLint); // GLAPI void APIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);
fn glIsEnabled(cap: GLenum) -> GLboolean; // GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
fn glDepthRange(near: GLdouble, far: GLdouble); // GLAPI void APIENTRY glDepthRange (GLdouble near, GLdouble far);
fn glViewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei); // GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
} // #endif /* GLCOREARB_PROTOTYPES */
type PFNGLCULLFACEPROC = *u8; // typedef void (APIENTRYP PFNGLCULLFACEPROC) (GLenum mode);
type PFNGLFRONTFACEPROC = *u8; // typedef void (APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode);
type PFNGLHINTPROC = *u8; // typedef void (APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode);
type PFNGLLINEWIDTHPROC = *u8; // typedef void (APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width);
type PFNGLPOINTSIZEPROC = *u8; // typedef void (APIENTRYP PFNGLPOINTSIZEPROC) (GLfloat size);
type PFNGLPOLYGONMODEPROC = *u8; // typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
type PFNGLSCISSORPROC = *u8; // typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
type PFNGLTEXPARAMETERFPROC = *u8; // typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param);
type PFNGLTEXPARAMETERFVPROC = *u8; // typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
type PFNGLTEXPARAMETERIPROC = *u8; // typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
type PFNGLTEXPARAMETERIVPROC = *u8; // typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
type PFNGLTEXIMAGE1DPROC = *u8; // typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
type PFNGLTEXIMAGE2DPROC = *u8; // typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
type PFNGLDRAWBUFFERPROC = *u8; // typedef void (APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum mode);
type PFNGLCLEARPROC = *u8; // typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
type PFNGLCLEARCOLORPROC = *u8; // typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
type PFNGLCLEARSTENCILPROC = *u8; // typedef void (APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s);
type PFNGLCLEARDEPTHPROC = *u8; // typedef void (APIENTRYP PFNGLCLEARDEPTHPROC) (GLdouble depth);
type PFNGLSTENCILMASKPROC = *u8; // typedef void (APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask);
type PFNGLCOLORMASKPROC = *u8; // typedef void (APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
type PFNGLDEPTHMASKPROC = *u8; // typedef void (APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag);
type PFNGLDISABLEPROC = *u8; // typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
type PFNGLENABLEPROC = *u8; // typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
type PFNGLFINISHPROC = *u8; // typedef void (APIENTRYP PFNGLFINISHPROC) (void);
type PFNGLFLUSHPROC = *u8; // typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
type PFNGLBLENDFUNCPROC = *u8; // typedef void (APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor);
type PFNGLLOGICOPPROC = *u8; // typedef void (APIENTRYP PFNGLLOGICOPPROC) (GLenum opcode);
type PFNGLSTENCILFUNCPROC = *u8; // typedef void (APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask);
type PFNGLSTENCILOPPROC = *u8; // typedef void (APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass);
type PFNGLDEPTHFUNCPROC = *u8; // typedef void (APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func);
type PFNGLPIXELSTOREFPROC = *u8; // typedef void (APIENTRYP PFNGLPIXELSTOREFPROC) (GLenum pname, GLfloat param);
type PFNGLPIXELSTOREIPROC = *u8; // typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
type PFNGLREADBUFFERPROC = *u8; // typedef void (APIENTRYP PFNGLREADBUFFERPROC) (GLenum mode);
type PFNGLREADPIXELSPROC = *u8; // typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
type PFNGLGETBOOLEANVPROC = *u8; // typedef void (APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *params);
type PFNGLGETDOUBLEVPROC = *u8; // typedef void (APIENTRYP PFNGLGETDOUBLEVPROC) (GLenum pname, GLdouble *params);
type PFNGLGETERRORPROC = *u8; // typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
type PFNGLGETFLOATVPROC = *u8; // typedef void (APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *params);
type PFNGLGETINTEGERVPROC = *u8; // typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
type PFNGLGETSTRINGPROC = *u8; // typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
type PFNGLGETTEXIMAGEPROC = *u8; // typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
type PFNGLGETTEXPARAMETERFVPROC = *u8; // typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
type PFNGLGETTEXPARAMETERIVPROC = *u8; // typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
type PFNGLGETTEXLEVELPARAMETERFVPROC = *u8; // typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC) (GLenum target, GLint level, GLenum pname, GLfloat *params);
type PFNGLGETTEXLEVELPARAMETERIVPROC = *u8; // typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC) (GLenum target, GLint level, GLenum pname, GLint *params);
type PFNGLISENABLEDPROC = *u8; // typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
type PFNGLDEPTHRANGEPROC = *u8; // typedef void (APIENTRYP PFNGLDEPTHRANGEPROC) (GLdouble near, GLdouble far);
type PFNGLVIEWPORTPROC = *u8; // typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
} // #endif
// #ifndef GL_VERSION_1_1
// #define GL_VERSION_1_1 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
// GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
// GLAPI void APIENTRY glGetPointerv (GLenum pname, GLvoid* *params);
// GLAPI void APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
// GLAPI void APIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
// GLAPI void APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
// GLAPI void APIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
// GLAPI void APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
// GLAPI void APIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
// GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
// GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
// GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
// GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
// GLAPI GLboolean APIENTRY glIsTexture (GLuint texture);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
// typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
// typedef void (APIENTRYP PFNGLGETPOINTERVPROC) (GLenum pname, GLvoid* *params);
// typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units);
// typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
// typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
// typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
// typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
// typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
// typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
// typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
// typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
// typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
// typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture);
// #endif
// #ifndef GL_VERSION_1_2
// #define GL_VERSION_1_2 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
// GLAPI void APIENTRY glBlendEquation (GLenum mode);
// GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
// GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
// GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
// GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
// typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
// typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
// typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
// typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
// typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
// #endif
// #ifndef GL_VERSION_1_3
// #define GL_VERSION_1_3 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glActiveTexture (GLenum texture);
// GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert);
// GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
// GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
// GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
// GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
// GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
// GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
// GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, GLvoid *img);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
// typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert);
// typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
// typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
// typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
// typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
// typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
// typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
// typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img);
// #endif
// #ifndef GL_VERSION_1_4
// #define GL_VERSION_1_4 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
// GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
// GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
// GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param);
// GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params);
// GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param);
// GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
// typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
// typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
// typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
// typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
// typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
// typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
// #endif
// #ifndef GL_VERSION_1_5
// #define GL_VERSION_1_5 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids);
// GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids);
// GLAPI GLboolean APIENTRY glIsQuery (GLuint id);
// GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id);
// GLAPI void APIENTRY glEndQuery (GLenum target);
// GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params);
// GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
// GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
// GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
// GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer);
// GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
// GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
// GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
// GLAPI GLvoid* APIENTRY glMapBuffer (GLenum target, GLenum access);
// GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target);
// GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, GLvoid* *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids);
// typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids);
// typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id);
// typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
// typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target);
// typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params);
// typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
// typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
// typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
// typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
// typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
// typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
// typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
// typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
// typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target);
// typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params);
// #endif
// #ifndef GL_VERSION_2_0
// #define GL_VERSION_2_0 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
// GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
// GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
// GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
// GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
// GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
// GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name);
// GLAPI void APIENTRY glCompileShader (GLuint shader);
// GLAPI GLuint APIENTRY glCreateProgram (void);
// GLAPI GLuint APIENTRY glCreateShader (GLenum type);
// GLAPI void APIENTRY glDeleteProgram (GLuint program);
// GLAPI void APIENTRY glDeleteShader (GLuint shader);
// GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
// GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
// GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
// GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
// GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
// GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
// GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
// GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
// GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
// GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
// GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
// GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params);
// GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params);
// GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params);
// GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params);
// GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid* *pointer);
// GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
// GLAPI GLboolean APIENTRY glIsShader (GLuint shader);
// GLAPI void APIENTRY glLinkProgram (GLuint program);
// GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
// GLAPI void APIENTRY glUseProgram (GLuint program);
// GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0);
// GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1);
// GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
// GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
// GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
// GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1);
// GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2);
// GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
// GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glValidateProgram (GLuint program);
// GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x);
// GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x);
// GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v);
// GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x);
// GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v);
// GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y);
// GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y);
// GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v);
// GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y);
// GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v);
// GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z);
// GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z);
// GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v);
// GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z);
// GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v);
// GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v);
// GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v);
// GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
// GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v);
// GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v);
// GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v);
// GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v);
// GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
// GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
// GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v);
// GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
// GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v);
// GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v);
// GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v);
// GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v);
// GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
// typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs);
// typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
// typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask);
// typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
// typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
// typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
// typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
// typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
// typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
// typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
// typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
// typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
// typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
// typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
// typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
// typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
// typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
// typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
// typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
// typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
// typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
// typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
// typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
// typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
// typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
// typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
// typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
// typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
// typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
// typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
// typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
// typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
// typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
// typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
// typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
// typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
// typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
// typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
// #endif
// #ifndef GL_VERSION_2_1
// #define GL_VERSION_2_1 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// #endif
// #ifndef GL_VERSION_3_0
// #define GL_VERSION_3_0 1
// /* OpenGL 3.0 also reuses entry points from these extensions: */
// /* ARB_framebuffer_object */
// /* ARB_map_buffer_range */
// /* ARB_vertex_array_object */
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
// GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data);
// GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data);
// GLAPI void APIENTRY glEnablei (GLenum target, GLuint index);
// GLAPI void APIENTRY glDisablei (GLenum target, GLuint index);
// GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index);
// GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode);
// GLAPI void APIENTRY glEndTransformFeedback (void);
// GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
// GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer);
// GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
// GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
// GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp);
// GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode);
// GLAPI void APIENTRY glEndConditionalRender (void);
// GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
// GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params);
// GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x);
// GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y);
// GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z);
// GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w);
// GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x);
// GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y);
// GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z);
// GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
// GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v);
// GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v);
// GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v);
// GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v);
// GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v);
// GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v);
// GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v);
// GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v);
// GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params);
// GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name);
// GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name);
// GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0);
// GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1);
// GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2);
// GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params);
// GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params);
// GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params);
// GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value);
// GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value);
// GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value);
// GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
// GLAPI const GLubyte * APIENTRY glGetStringi (GLenum name, GLuint index);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
// typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
// typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
// typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index);
// typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index);
// typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index);
// typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode);
// typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void);
// typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
// typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
// typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
// typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
// typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp);
// typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode);
// typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v);
// typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params);
// typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name);
// typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name);
// typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0);
// typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1);
// typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);
// typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params);
// typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params);
// typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params);
// typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value);
// typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value);
// typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value);
// typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
// typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
// #endif
// #ifndef GL_VERSION_3_1
// #define GL_VERSION_3_1 1
// /* OpenGL 3.1 also reuses entry points from these extensions: */
// /* ARB_copy_buffer */
// /* ARB_uniform_buffer_object */
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
// GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
// GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer);
// GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
// typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
// typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer);
// typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index);
// #endif
// #ifndef GL_VERSION_3_2
// #define GL_VERSION_3_2 1
// /* OpenGL 3.2 also reuses entry points from these extensions: */
// /* ARB_draw_elements_base_vertex */
// /* ARB_provoking_vertex */
// /* ARB_sync */
// /* ARB_texture_multisample */
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data);
// GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params);
// GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
// typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params);
// typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
// #endif
// #ifndef GL_VERSION_3_3
// #define GL_VERSION_3_3 1
// /* OpenGL 3.3 also reuses entry points from these extensions: */
// /* ARB_blend_func_extended */
// /* ARB_sampler_objects */
// /* ARB_explicit_attrib_location, but it has none */
// /* ARB_occlusion_query2 (no entry points) */
// /* ARB_shader_bit_encoding (no entry points) */
// /* ARB_texture_rgb10_a2ui (no entry points) */
// /* ARB_texture_swizzle (no entry points) */
// /* ARB_timer_query */
// /* ARB_vertex_type_2_10_10_10_rev */
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);
// #endif
// #ifndef GL_VERSION_4_0
// #define GL_VERSION_4_0 1
// /* OpenGL 4.0 also reuses entry points from these extensions: */
// /* ARB_texture_query_lod (no entry points) */
// /* ARB_draw_indirect */
// /* ARB_gpu_shader5 (no entry points) */
// /* ARB_gpu_shader_fp64 */
// /* ARB_shader_subroutine */
// /* ARB_tessellation_shader */
// /* ARB_texture_buffer_object_rgb32 (no entry points) */
// /* ARB_texture_cube_map_array (no entry points) */
// /* ARB_texture_gather (no entry points) */
// /* ARB_transform_feedback2 */
// /* ARB_transform_feedback3 */
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glMinSampleShading (GLfloat value);
// GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode);
// GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
// GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst);
// GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value);
// typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);
// typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
// typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);
// typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
// #endif
// #ifndef GL_VERSION_4_1
// #define GL_VERSION_4_1 1
// /* OpenGL 4.1 reuses entry points from these extensions: */
// /* ARB_ES2_compatibility */
// /* ARB_get_program_binary */
// /* ARB_separate_shader_objects */
// /* ARB_shader_precision (no entry points) */
// /* ARB_vertex_attrib_64bit */
// /* ARB_viewport_array */
// #endif
// #ifndef GL_VERSION_4_2
// #define GL_VERSION_4_2 1
// /* OpenGL 4.2 reuses entry points from these extensions: */
// /* ARB_base_instance */
// /* ARB_shading_language_420pack (no entry points) */
// /* ARB_transform_feedback_instanced */
// /* ARB_compressed_texture_pixel_storage (no entry points) */
// /* ARB_conservative_depth (no entry points) */
// /* ARB_internalformat_query */
// /* ARB_map_buffer_alignment (no entry points) */
// /* ARB_shader_atomic_counters */
// /* ARB_shader_image_load_store */
// /* ARB_shading_language_packing (no entry points) */
// /* ARB_texture_storage */
// #endif
// #ifndef GL_VERSION_4_3
// #define GL_VERSION_4_3 1
// /* OpenGL 4.3 reuses entry points from these extensions: */
// /* ARB_arrays_of_arrays (no entry points, GLSL only) */
// /* ARB_fragment_layer_viewport (no entry points, GLSL only) */
// /* ARB_shader_image_size (no entry points, GLSL only) */
// /* ARB_ES3_compatibility (no entry points) */
// /* ARB_clear_buffer_object */
// /* ARB_compute_shader */
// /* ARB_copy_image */
// /* KHR_debug (includes ARB_debug_output commands promoted to KHR without suffixes) */
// /* ARB_explicit_uniform_location (no entry points) */
// /* ARB_framebuffer_no_attachments */
// /* ARB_internalformat_query2 */
// /* ARB_invalidate_subdata */
// /* ARB_multi_draw_indirect */
// /* ARB_program_interface_query */
// /* ARB_robust_buffer_access_behavior (no entry points) */
// /* ARB_shader_storage_buffer_object */
// /* ARB_stencil_texturing (no entry points) */
// /* ARB_texture_buffer_range */
// /* ARB_texture_query_levels (no entry points) */
// /* ARB_texture_storage_multisample */
// /* ARB_texture_view */
// /* ARB_vertex_attrib_binding */
// #endif
// #ifndef GL_ARB_depth_buffer_float
// #define GL_ARB_depth_buffer_float 1
// #endif
// #ifndef GL_ARB_framebuffer_object
// #define GL_ARB_framebuffer_object 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer);
// GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
// GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
// GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
// GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
// GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params);
// GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer);
// GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
// GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
// GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
// GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
// GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
// GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
// GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
// GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
// GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGenerateMipmap (GLenum target);
// GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
// GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
// GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
// typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
// typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers);
// typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers);
// typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
// typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
// typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
// typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
// typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers);
// typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers);
// typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
// typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
// typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
// typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
// typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
// typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target);
// typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
// typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
// typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
// #endif
// #ifndef GL_ARB_framebuffer_sRGB
// #define GL_ARB_framebuffer_sRGB 1
// #endif
// #ifndef GL_ARB_half_float_vertex
// #define GL_ARB_half_float_vertex 1
// #endif
// #ifndef GL_ARB_map_buffer_range
// #define GL_ARB_map_buffer_range 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI GLvoid* APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
// GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
// typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);
// #endif
// #ifndef GL_ARB_texture_compression_rgtc
// #define GL_ARB_texture_compression_rgtc 1
// #endif
// #ifndef GL_ARB_texture_rg
// #define GL_ARB_texture_rg 1
// #endif
// #ifndef GL_ARB_vertex_array_object
// #define GL_ARB_vertex_array_object 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBindVertexArray (GLuint array);
// GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
// GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
// GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
// typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
// typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
// typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array);
// #endif
// #ifndef GL_ARB_uniform_buffer_object
// #define GL_ARB_uniform_buffer_object 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
// GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
// GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName);
// GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
// GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
// typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
// typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName);
// typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
// typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
// #endif
// #ifndef GL_ARB_copy_buffer
// #define GL_ARB_copy_buffer 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
// #endif
// #ifndef GL_ARB_depth_clamp
// #define GL_ARB_depth_clamp 1
// #endif
// #ifndef GL_ARB_draw_elements_base_vertex
// #define GL_ARB_draw_elements_base_vertex 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
// GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
// GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
// GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
// typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
// typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
// typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
// #endif
// #ifndef GL_ARB_fragment_coord_conventions
// #define GL_ARB_fragment_coord_conventions 1
// #endif
// #ifndef GL_ARB_provoking_vertex
// #define GL_ARB_provoking_vertex 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glProvokingVertex (GLenum mode);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode);
// #endif
// #ifndef GL_ARB_seamless_cube_map
// #define GL_ARB_seamless_cube_map 1
// #endif
// #ifndef GL_ARB_sync
// #define GL_ARB_sync 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags);
// GLAPI GLboolean APIENTRY glIsSync (GLsync sync);
// GLAPI void APIENTRY glDeleteSync (GLsync sync);
// GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout);
// GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout);
// GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *params);
// GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags);
// typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync);
// typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync);
// typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout);
// typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout);
// typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *params);
// typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
// #endif
// #ifndef GL_ARB_texture_multisample
// #define GL_ARB_texture_multisample 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
// GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
// GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val);
// GLAPI void APIENTRY glSampleMaski (GLuint index, GLbitfield mask);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
// typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
// typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val);
// typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);
// #endif
// #ifndef GL_ARB_vertex_array_bgra
// #define GL_ARB_vertex_array_bgra 1
// #endif
// #ifndef GL_ARB_draw_buffers_blend
// #define GL_ARB_draw_buffers_blend 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode);
// GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
// GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst);
// GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);
// typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
// typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);
// typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
// #endif
// #ifndef GL_ARB_sample_shading
// #define GL_ARB_sample_shading 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value);
// #endif
// #ifndef GL_ARB_texture_cube_map_array
// #define GL_ARB_texture_cube_map_array 1
// #endif
// #ifndef GL_ARB_texture_gather
// #define GL_ARB_texture_gather 1
// #endif
// #ifndef GL_ARB_texture_query_lod
// #define GL_ARB_texture_query_lod 1
// #endif
// #ifndef GL_ARB_shading_language_include
// #define GL_ARB_shading_language_include 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string);
// GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name);
// GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length);
// GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name);
// GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string);
// GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string);
// typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name);
// typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length);
// typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name);
// typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string);
// typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params);
// #endif
// #ifndef GL_ARB_texture_compression_bptc
// #define GL_ARB_texture_compression_bptc 1
// #endif
// #ifndef GL_ARB_blend_func_extended
// #define GL_ARB_blend_func_extended 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
// GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
// typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name);
// #endif
// #ifndef GL_ARB_explicit_attrib_location
// #define GL_ARB_explicit_attrib_location 1
// #endif
// #ifndef GL_ARB_occlusion_query2
// #define GL_ARB_occlusion_query2 1
// #endif
// #ifndef GL_ARB_sampler_objects
// #define GL_ARB_sampler_objects 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);
// GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);
// GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler);
// GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
// GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);
// GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param);
// GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param);
// GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param);
// GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param);
// GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param);
// GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params);
// GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params);
// GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);
// typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);
// typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler);
// typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
// typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
// typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param);
// typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
// typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param);
// typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param);
// typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param);
// typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params);
// typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params);
// #endif
// #ifndef GL_ARB_shader_bit_encoding
// #define GL_ARB_shader_bit_encoding 1
// #endif
// #ifndef GL_ARB_texture_rgb10_a2ui
// #define GL_ARB_texture_rgb10_a2ui 1
// #endif
// #ifndef GL_ARB_texture_swizzle
// #define GL_ARB_texture_swizzle 1
// #endif
// #ifndef GL_ARB_timer_query
// #define GL_ARB_timer_query 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target);
// GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params);
// GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);
// typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params);
// typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params);
// #endif
// #ifndef GL_ARB_vertex_type_2_10_10_10_rev
// #define GL_ARB_vertex_type_2_10_10_10_rev 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value);
// GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value);
// GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value);
// GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value);
// GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value);
// GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value);
// GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords);
// GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords);
// GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords);
// GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords);
// GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords);
// GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords);
// GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords);
// GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords);
// GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords);
// GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords);
// GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color);
// GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color);
// GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color);
// GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color);
// GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color);
// GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color);
// GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value);
// typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value);
// typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value);
// typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);
// typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords);
// typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);
// typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color);
// typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);
// typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color);
// typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);
// typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
// #endif
// #ifndef GL_ARB_draw_indirect
// #define GL_ARB_draw_indirect 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const GLvoid *indirect);
// GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const GLvoid *indirect);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const GLvoid *indirect);
// typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const GLvoid *indirect);
// #endif
// #ifndef GL_ARB_gpu_shader5
// #define GL_ARB_gpu_shader5 1
// #endif
// #ifndef GL_ARB_gpu_shader_fp64
// #define GL_ARB_gpu_shader_fp64 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x);
// GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y);
// GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z);
// GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
// GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);
// typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);
// typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);
// typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
// typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params);
// #endif
// #ifndef GL_ARB_shader_subroutine
// #define GL_ARB_shader_subroutine 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name);
// GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name);
// GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
// GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
// GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
// GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices);
// GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params);
// GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name);
// typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name);
// typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
// typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
// typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
// typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices);
// typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params);
// typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
// #endif
// #ifndef GL_ARB_tessellation_shader
// #define GL_ARB_tessellation_shader 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value);
// GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);
// typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values);
// #endif
// #ifndef GL_ARB_texture_buffer_object_rgb32
// #define GL_ARB_texture_buffer_object_rgb32 1
// #endif
// #ifndef GL_ARB_transform_feedback2
// #define GL_ARB_transform_feedback2 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id);
// GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids);
// GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids);
// GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id);
// GLAPI void APIENTRY glPauseTransformFeedback (void);
// GLAPI void APIENTRY glResumeTransformFeedback (void);
// GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);
// typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids);
// typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids);
// typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);
// typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);
// typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);
// typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);
// #endif
// #ifndef GL_ARB_transform_feedback3
// #define GL_ARB_transform_feedback3 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream);
// GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id);
// GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index);
// GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);
// typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);
// typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);
// typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params);
// #endif
// #ifndef GL_ARB_ES2_compatibility
// #define GL_ARB_ES2_compatibility 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glReleaseShaderCompiler (void);
// GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
// GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
// GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f);
// GLAPI void APIENTRY glClearDepthf (GLfloat d);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void);
// typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
// typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
// typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f);
// typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d);
// #endif
// #ifndef GL_ARB_get_program_binary
// #define GL_ARB_get_program_binary 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
// GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
// GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
// typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
// typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
// #endif
// #ifndef GL_ARB_separate_shader_objects
// #define GL_ARB_separate_shader_objects 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program);
// GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program);
// GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar* const *strings);
// GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline);
// GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines);
// GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines);
// GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline);
// GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params);
// GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0);
// GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0);
// GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0);
// GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0);
// GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1);
// GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1);
// GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1);
// GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1);
// GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
// GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
// GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
// GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
// GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
// GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value);
// GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
// GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
// GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
// GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline);
// GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);
// typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);
// typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar* const *strings);
// typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);
// typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines);
// typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines);
// typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);
// typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
// typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);
// typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
// #endif
// #ifndef GL_ARB_vertex_attrib_64bit
// #define GL_ARB_vertex_attrib_64bit 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x);
// GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y);
// GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z);
// GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
// GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v);
// GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
// GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
// typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params);
// #endif
// #ifndef GL_ARB_viewport_array
// #define GL_ARB_viewport_array 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v);
// GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
// GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v);
// GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v);
// GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
// GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v);
// GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v);
// GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f);
// GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data);
// GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v);
// typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
// typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v);
// typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v);
// typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
// typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v);
// typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v);
// typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f);
// typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
// typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
// #endif
// #ifndef GL_ARB_cl_event
// #define GL_ARB_cl_event 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context * context, struct _cl_event * event, GLbitfield flags);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context * context, struct _cl_event * event, GLbitfield flags);
// #endif
// #ifndef GL_ARB_debug_output
// #define GL_ARB_debug_output 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
// GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
// GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const GLvoid *userParam);
// GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
// typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
// typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const GLvoid *userParam);
// typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
// #endif
// #ifndef GL_ARB_robustness
// #define GL_ARB_robustness 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void);
// GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
// GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
// GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
// GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
// GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params);
// GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params);
// GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);
// typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
// typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
// typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
// typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
// typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params);
// typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params);
// typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
// #endif
// #ifndef GL_ARB_shader_stencil_export
// #define GL_ARB_shader_stencil_export 1
// #endif
// #ifndef GL_ARB_base_instance
// #define GL_ARB_base_instance 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
// GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
// GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
// typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
// typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
// #endif
// #ifndef GL_ARB_shading_language_420pack
// #define GL_ARB_shading_language_420pack 1
// #endif
// #ifndef GL_ARB_transform_feedback_instanced
// #define GL_ARB_transform_feedback_instanced 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount);
// GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount);
// typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
// #endif
// #ifndef GL_ARB_compressed_texture_pixel_storage
// #define GL_ARB_compressed_texture_pixel_storage 1
// #endif
// #ifndef GL_ARB_conservative_depth
// #define GL_ARB_conservative_depth 1
// #endif
// #ifndef GL_ARB_internalformat_query
// #define GL_ARB_internalformat_query 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
// #endif
// #ifndef GL_ARB_map_buffer_alignment
// #define GL_ARB_map_buffer_alignment 1
// #endif
// #ifndef GL_ARB_shader_atomic_counters
// #define GL_ARB_shader_atomic_counters 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
// #endif
// #ifndef GL_ARB_shader_image_load_store
// #define GL_ARB_shader_image_load_store 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
// GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
// typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);
// #endif
// #ifndef GL_ARB_shading_language_packing
// #define GL_ARB_shading_language_packing 1
// #endif
// #ifndef GL_ARB_texture_storage
// #define GL_ARB_texture_storage 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
// GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
// GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
// GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
// GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
// GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
// typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
// typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
// typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
// typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
// typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
// #endif
// #ifndef GL_KHR_texture_compression_astc_ldr
// #define GL_KHR_texture_compression_astc_ldr 1
// #endif
// #ifndef GL_KHR_debug
// #define GL_KHR_debug 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
// GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
// GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam);
// GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
// GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message);
// GLAPI void APIENTRY glPopDebugGroup (void);
// GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
// GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
// GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label);
// GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
// typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
// typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);
// typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
// typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message);
// typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void);
// typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
// typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
// typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label);
// typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
// #endif
// #ifndef GL_ARB_arrays_of_arrays
// #define GL_ARB_arrays_of_arrays 1
// #endif
// #ifndef GL_ARB_clear_buffer_object
// #define GL_ARB_clear_buffer_object 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
// GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
// GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
// GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
// typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
// typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
// typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data);
// #endif
// #ifndef GL_ARB_compute_shader
// #define GL_ARB_compute_shader 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
// GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
// typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);
// #endif
// #ifndef GL_ARB_copy_image
// #define GL_ARB_copy_image 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
// #endif
// #ifndef GL_ARB_texture_view
// #define GL_ARB_texture_view 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
// #endif
// #ifndef GL_ARB_vertex_attrib_binding
// #define GL_ARB_vertex_attrib_binding 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
// GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
// GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex);
// GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor);
// GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
// GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
// GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
// GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex);
// typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor);
// typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
// typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
// typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
// typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);
// #endif
// #ifndef GL_ARB_robustness_isolation
// #define GL_ARB_robustness_isolation 1
// #endif
// #ifndef GL_ARB_ES3_compatibility
// #define GL_ARB_ES3_compatibility 1
// #endif
// #ifndef GL_ARB_explicit_uniform_location
// #define GL_ARB_explicit_uniform_location 1
// #endif
// #ifndef GL_ARB_fragment_layer_viewport
// #define GL_ARB_fragment_layer_viewport 1
// #endif
// #ifndef GL_ARB_framebuffer_no_attachments
// #define GL_ARB_framebuffer_no_attachments 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param);
// GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params);
// GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param);
// GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
// typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
// typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param);
// typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params);
// #endif
// #ifndef GL_ARB_internalformat_query2
// #define GL_ARB_internalformat_query2 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
// #endif
// #ifndef GL_ARB_invalidate_subdata
// #define GL_ARB_invalidate_subdata 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
// GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level);
// GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length);
// GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer);
// GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments);
// GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
// typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level);
// typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
// typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer);
// typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments);
// typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
// #endif
// #ifndef GL_ARB_multi_draw_indirect
// #define GL_ARB_multi_draw_indirect 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
// GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
// typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
// #endif
// #ifndef GL_ARB_program_interface_query
// #define GL_ARB_program_interface_query 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
// GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name);
// GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
// GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
// GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name);
// GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
// typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
// typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
// typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
// typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name);
// typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
// #endif
// #ifndef GL_ARB_robust_buffer_access_behavior
// #define GL_ARB_robust_buffer_access_behavior 1
// #endif
// #ifndef GL_ARB_shader_image_size
// #define GL_ARB_shader_image_size 1
// #endif
// #ifndef GL_ARB_shader_storage_buffer_object
// #define GL_ARB_shader_storage_buffer_object 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
// #endif
// #ifndef GL_ARB_stencil_texturing
// #define GL_ARB_stencil_texturing 1
// #endif
// #ifndef GL_ARB_texture_buffer_range
// #define GL_ARB_texture_buffer_range 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
// GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
// typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
// #endif
// #ifndef GL_ARB_texture_query_levels
// #define GL_ARB_texture_query_levels 1
// #endif
// #ifndef GL_ARB_texture_storage_multisample
// #define GL_ARB_texture_storage_multisample 1
// #ifdef GLCOREARB_PROTOTYPES
// GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
// GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
// GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
// GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
// #endif /* GLCOREARB_PROTOTYPES */
// typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
// typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
// typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
// typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
// #endif
// #ifdef __cplusplus
// }
// #endif
// #endif
}
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