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#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_ */
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