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-rw-r--r--make/stub_includes/opengl/GL3/gl3ext.h348
1 files changed, 348 insertions, 0 deletions
diff --git a/make/stub_includes/opengl/GL3/gl3ext.h b/make/stub_includes/opengl/GL3/gl3ext.h
index 2042a3acd..7d391921f 100644
--- a/make/stub_includes/opengl/GL3/gl3ext.h
+++ b/make/stub_includes/opengl/GL3/gl3ext.h
@@ -1,6 +1,354 @@
#ifndef __gl3ext_h_
#define __gl3ext_h_
+#include "gl3-64bit-types.h"
+
+/*
+ * ------------------------------------------------
+ * Everything here and below was added manually
+ * to the version of glext.h obtained from:
+ * http://oss.sgi.com/projects/ogl-sample/registry/index.html
+ * ------------------------------------------------
+ *
+ * Structure is:
+ * #ifndef GL_EXTENSION_NAME
+ * Add DEFINES here
+ * #endif
+ * #ifndef GL_EXTENSION_NAME
+ * Add TYPEDEFS here
+ * #endif
+ * #ifndef GL_EXTENSION_NAME
+ * #define GL_EXTENSION_NAME 1
+ * #ifdef GL_GL3EXT_PROTOTYPES
+ * Add FUNCTION DECLARATIONS here
+ * #endif
+ * FUNCTION POINTER DECLARATIONS NOT NEEDED
+ * #endif
+ */
+
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+/* OpenGL 3.2 also reuses entry points from these extensions: */
+/* ARB_vertex_array_bgra */
+/* ARB_draw_elements_base_vertex */
+/* ARB_fragment_coord_conventions */
+/* ARB_provoking_vertex */
+/* ARB_seamless_cube_map */
+/* ARB_texture_multisample */
+/* ARB_depth_clamp */
+/* ARB_geometry_shader4 */
+/* ARB_sync */
+#ifdef GL_GL3EXT_PROTOTYPES
+#endif /* GL3_PROTOTYPES */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/vertex_array_bgra.txt
+ */
+#ifndef GL_ARB_vertex_array_bgra
+#define GL_BGRA 0x80E1
+#endif
+#ifndef GL_ARB_vertex_array_bgra
+#define GL_ARB_vertex_array_bgra 1
+#ifdef GL_GL3EXT_PROTOTYPES
+/* No FUNCTIONS */
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/draw_elements_base_vertex.txt
+ */
+#ifndef GL_ARB_draw_elements_base_vertex
+/* No TOKENS */
+#endif
+#ifndef GL_ARB_draw_elements_base_vertex
+#define GL_ARB_draw_elements_base_vertex 1
+#ifdef GL_GL3EXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
+ GLvoid *indices, GLint basevertex);
+GLAPI void APIENTRY glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end,
+ GLsizei count, GLenum type, GLvoid *indices, GLint basevertex);
+GLAPI void APIENTRY glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count,
+ GLenum type, const GLvoid *indices, GLsizei primcount, GLint basevertex);
+GLAPI void APIENTRY glMultiDrawElementsBaseVertex(GLenum mode, GLsizei *count, GLenum type,
+ GLvoid **indices, GLsizei primcount, GLint *basevertex);
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt
+ */
+#ifndef GL_ARB_fragment_coord_conventions
+/* No Tokens */
+#endif
+#ifndef GL_ARB_fragment_coord_conventions
+#define GL_ARB_fragment_coord_conventions 1
+#ifdef GL_GL3EXT_PROTOTYPES
+/* No Functions */
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/provoking_vertex.txt
+ */
+#ifndef GL_ARB_provoking_vertex
+#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION 0x8E4E
+#define GL_PROVOKING_VERTEX 0x8E4F
+#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
+#endif
+#ifndef GL_ARB_provoking_vertex
+#define GL_ARB_provoking_vertex 1
+#ifdef GL_GL3EXT_PROTOTYPES
+GLAPI void APIENTRY glProvokingVertex(GLenum mode);
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt
+ */
+#ifndef GL_ARB_seamless_cube_map
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#endif
+#ifndef GL_ARB_seamless_cube_map
+#define GL_ARB_seamless_cube_map 1
+#ifdef GL_GL3EXT_PROTOTYPES
+/* No Functions */
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/texture_multisample.txt
+ */
+#ifndef GL_ARB_texture_multisample
+#define GL_SAMPLE_POSITION 0x8E50
+#define GL_SAMPLE_MASK 0x8E51
+#define GL_SAMPLE_MASK_VALUE 0x8E52
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
+#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
+#define GL_MAX_INTEGER_SAMPLES 0x9110
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES 0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#endif
+#ifndef GL_ARB_texture_multisample
+#define GL_ARB_texture_multisample 1
+#ifdef GL_GL3EXT_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
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/depth_clamp.txt
+ */
+#ifndef GL_ARB_depth_clamp
+#define GL_DEPTH_CLAMP 0x864F
+#endif
+#ifndef GL_ARB_depth_clamp
+#define GL_ARB_depth_clamp 1
+#ifdef GL_GL3EXT_PROTOTYPES
+/* No FUNCTIONS */
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
+ */
+#ifndef GL_ARB_geometry_shader4
+#define GL_LINES_ADJACENCY_ARB 0x000A
+#define GL_LINE_STRIP_ADJACENCY_ARB 0x000B
+#define GL_TRIANGLES_ADJACENCY_ARB 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0x000D
+#define GL_PROGRAM_POINT_SIZE_ARB 0x8642
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9
+#define GL_GEOMETRY_SHADER_ARB 0x8DD9
+#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA
+#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB
+#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC
+#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD
+#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1
+/* reuse GL_MAX_VARYING_COMPONENTS */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
+#endif
+#ifndef GL_ARB_geometry_shader4
+#define GL_ARB_geometry_shader4 1
+#ifdef GL_GL3EXT_PROTOTYPES
+GLAPI void APIENTRY glProgramParameteriARB (GLuint, GLenum, GLint);
+GLAPI void APIENTRY glFramebufferTextureARB (GLenum, GLenum, GLuint, GLint);
+GLAPI void APIENTRY glFramebufferTextureLayerARB (GLenum, GLenum, GLuint, GLint, GLint);
+GLAPI void APIENTRY glFramebufferTextureFaceARB (GLenum, GLenum, GLuint, GLint, GLenum);
+#endif
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/ARB/sync.txt
+ */
+#ifndef GL_ARB_sync
+#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
+#define GL_OBJECT_TYPE 0x9112
+#define GL_SYNC_CONDITION 0x9113
+#define GL_SYNC_STATUS 0x9114
+#define GL_SYNC_FLAGS 0x9115
+#define GL_SYNC_FENCE 0x9116
+#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
+#define GL_UNSIGNALED 0x9118
+#define GL_SIGNALED 0x9119
+#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
+/* Manual: #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFul */
+#define GL_ALREADY_SIGNALED 0x911A
+#define GL_TIMEOUT_EXPIRED 0x911B
+#define GL_CONDITION_SATISFIED 0x911C
+#define GL_WAIT_FAILED 0x911D
+#endif
+#ifndef GL_ARB_sync
+typedef int64_t GLint64;
+typedef uint64_t GLuint64;
+typedef struct __GLsync *GLsync;
+#endif
+#ifndef GL_ARB_sync
+#define GL_ARB_sync 1
+#ifdef GL_GL3EXT_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
+/* No need for explicit function pointer: we force generation of ProcAddress .. */
+#endif
+
+/**
+ * Convenient names only .. actually subsumed into core
+ */
+#ifndef GL_ARB_texture_rectangle
+#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
+#endif
+
+#ifndef GL_ARB_texture_rectangle
+#define GL_ARB_texture_rectangle 1
+#endif
+
+/**
+ * http://www.opengl.org/registry/specs/AMD/vertex_shader_tessellator.txt
+ */
+#ifndef GL_AMD_vertex_shader_tessellator
+#define GL_SAMPLER_BUFFER_AMD 0x9001
+#define GL_INT_SAMPLER_BUFFER_AMD 0x9002
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003
+#define GL_DISCRETE_AMD 0x9006
+#define GL_CONTINUOUS_AMD 0x9007
+#define GL_TESSELLATION_MODE_AMD 0x9004
+#define GL_TESSELLATION_FACTOR_AMD 0x9005
+#endif
+#ifndef GL_AMD_vertex_shader_tessellator
+#define GL_AMD_vertex_shader_tessellator 1
+#ifdef GL_GL3EXT_PROTOTYPES
+GLAPI void APIENTRY glTessellationFactorAMD(GLfloat factor);
+GLAPI void APIENTRY glTessellationModeAMD(GLenum mode);
+#endif
+typedef void (APIENTRYP PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor);
+typedef void (APIENTRYP PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode);
+#endif
+
+#ifndef GL_APPLE_float_pixels
+#define GL_HALF_APPLE 0x140B
+#define GL_COLOR_FLOAT_APPLE 0x8A0F
+#define GL_RGBA_FLOAT32_APPLE 0x8814
+#define GL_RGB_FLOAT32_APPLE 0x8815
+#define GL_ALPHA_FLOAT32_APPLE 0x8816
+#define GL_INTENSITY_FLOAT32_APPLE 0x8817
+#define GL_LUMINANCE_FLOAT32_APPLE 0x8818
+#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819
+#define GL_RGBA_FLOAT16_APPLE 0x881A
+#define GL_RGB_FLOAT16_APPLE 0x881B
+#define GL_ALPHA_FLOAT16_APPLE 0x881C
+#define GL_INTENSITY_FLOAT16_APPLE 0x881D
+#define GL_LUMINANCE_FLOAT16_APPLE 0x881E
+#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F
+#endif
+
+#ifndef GL_APPLE_float_pixels
+#define GL_APPLE_float_pixels 1
+#endif
+
+#ifndef GL_ATI_texture_float
+#define GL_RGBA_FLOAT32_ATI 0x8814
+#define GL_RGB_FLOAT32_ATI 0x8815
+#define GL_ALPHA_FLOAT32_ATI 0x8816
+#define GL_INTENSITY_FLOAT32_ATI 0x8817
+#define GL_LUMINANCE_FLOAT32_ATI 0x8818
+#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819
+#define GL_RGBA_FLOAT16_ATI 0x881A
+#define GL_RGB_FLOAT16_ATI 0x881B
+#define GL_ALPHA_FLOAT16_ATI 0x881C
+#define GL_INTENSITY_FLOAT16_ATI 0x881D
+#define GL_LUMINANCE_FLOAT16_ATI 0x881E
+#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F
+#endif
+
+#ifndef GL_ATI_texture_float
+#define GL_ATI_texture_float 1
+#endif
+
+#ifndef GL_NV_float_buffer
+#define GL_FLOAT_R_NV 0x8880
+#define GL_FLOAT_RG_NV 0x8881
+#define GL_FLOAT_RGB_NV 0x8882
+#define GL_FLOAT_RGBA_NV 0x8883
+#define GL_FLOAT_R16_NV 0x8884
+#define GL_FLOAT_R32_NV 0x8885
+#define GL_FLOAT_RG16_NV 0x8886
+#define GL_FLOAT_RG32_NV 0x8887
+#define GL_FLOAT_RGB16_NV 0x8888
+#define GL_FLOAT_RGB32_NV 0x8889
+#define GL_FLOAT_RGBA16_NV 0x888A
+#define GL_FLOAT_RGBA32_NV 0x888B
+#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C
+#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D
+#define GL_FLOAT_RGBA_MODE_NV 0x888E
+#endif
+
+#ifndef GL_NV_float_buffer
+#define GL_NV_float_buffer 1
#endif
+#endif /* __gl3ext_h_ */