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1477 lines (1118 loc) · 40.3 KB
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/*
* Copyright 2019-2024 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#pragma once
#include "Errors.hpp"
#include "GraphicsTypes.h"
// clang-format off
#ifndef GLAPIENTRY
# define GLAPIENTRY GL_APIENTRY
#endif
// Define unsupported formats for OpenGL ES
#ifndef GL_RGBA16
# define GL_RGBA16 0x805B
#endif
#ifndef GL_RGBA16_SNORM
# define GL_RGBA16_SNORM 0x8F9B
#endif
#ifndef GL_RG16
# define GL_RG16 0x822C
#endif
#ifndef GL_RG16_SNORM
# define GL_RG16_SNORM 0x8F99
#endif
#ifndef GL_R16
# define GL_R16 0x822A
#endif
#ifndef GL_R16_SNORM
# define GL_R16_SNORM 0x8F98
#endif
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
# define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
# define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
# define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#endif
#ifndef GL_COMPRESSED_RED_RGTC1
# define GL_COMPRESSED_RED_RGTC1 0x8DBB
#endif
#ifndef GL_COMPRESSED_SIGNED_RED_RGTC1
# define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#endif
#ifndef GL_COMPRESSED_RG_RGTC2
# define GL_COMPRESSED_RG_RGTC2 0x8DBD
#endif
#ifndef GL_COMPRESSED_SIGNED_RG_RGTC2
# define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#endif
#ifndef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
# define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#endif
#ifndef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
# define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#endif
#ifndef GL_COMPRESSED_RGBA_BPTC_UNORM
# define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#endif
#ifndef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
# define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#endif
#ifndef GL_UNSIGNED_SHORT_5_6_5_REV
# define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#endif
#ifndef GL_UNSIGNED_INT_10_10_10_2
# define GL_UNSIGNED_INT_10_10_10_2 0x8036
#endif
#ifndef GL_UNSIGNED_SHORT_5_6_5_REV
# define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#endif
#ifndef GL_UNSIGNED_SHORT_1_5_5_5_REV
# define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#endif
// Define unsupported shaders
#ifndef GL_GEOMETRY_SHADER
# define GL_GEOMETRY_SHADER 0x8DD9
#endif
#ifndef GL_TESS_CONTROL_SHADER
# define GL_TESS_CONTROL_SHADER 0x8E88
#endif
#ifndef GL_TESS_EVALUATION_SHADER
# define GL_TESS_EVALUATION_SHADER 0x8E87
#endif
// Define unsupported texture filtering modes
#ifndef GL_CLAMP_TO_BORDER
# define GL_CLAMP_TO_BORDER 0
#endif
#ifndef GL_MIRROR_CLAMP_TO_EDGE
# define GL_MIRROR_CLAMP_TO_EDGE 0
#endif
// Define unsupported texture parameters
#ifndef GL_DEPTH_STENCIL_TEXTURE_MODE
# define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
#endif
#ifndef GL_STENCIL_INDEX
# define GL_STENCIL_INDEX 0x1901
#endif
// Define unsupported bind points
#ifndef GL_ARB_draw_indirect
# define GL_ARB_draw_indirect 1
#endif
#ifndef GL_DRAW_INDIRECT_BUFFER
# define GL_DRAW_INDIRECT_BUFFER 0x8F3F
#endif
#ifndef GL_DISPATCH_INDIRECT_BUFFER
# define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
#endif
#ifndef GL_TEXTURE_1D_ARRAY
# define GL_TEXTURE_1D_ARRAY 0x8C18
#endif
#ifndef GL_TEXTURE_BINDING_1D_ARRAY
# define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
#endif
#ifndef GL_TEXTURE_1D
# define GL_TEXTURE_1D 0x0DE0
#endif
#ifndef GL_TEXTURE_BINDING_1D
# define GL_TEXTURE_BINDING_1D 0x8068
#endif
#ifndef GL_ARB_texture_storage_multisample
# define GL_ARB_texture_storage_multisample 1
#endif
#ifndef GL_TEXTURE_2D_MULTISAMPLE
# define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#endif
#ifndef GL_TEXTURE_BINDING_2D_MULTISAMPLE
# define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
#endif
#ifndef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
# define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
#endif
#ifndef GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
# define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
#endif
#ifndef GL_TEXTURE_CUBE_MAP_ARRAY
# define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
#endif
#ifndef GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
# define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
#endif
#ifndef GL_TEXTURE_BUFFER
# define GL_TEXTURE_BUFFER 0x8C2A
#endif
// Define unsupported pipeline bind flags
#ifndef GL_VERTEX_SHADER_BIT
# define GL_VERTEX_SHADER_BIT 0x00000001
#endif
#ifndef GL_FRAGMENT_SHADER_BIT
# define GL_FRAGMENT_SHADER_BIT 0x00000002
#endif
#ifndef GL_GEOMETRY_SHADER_BIT
# define GL_GEOMETRY_SHADER_BIT 0x00000004
#endif
#ifndef GL_TESS_CONTROL_SHADER_BIT
# define GL_TESS_CONTROL_SHADER_BIT 0x00000008
#endif
#ifndef GL_TESS_EVALUATION_SHADER_BIT
# define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
#endif
#ifndef GL_COMPUTE_SHADER_BIT
# define GL_COMPUTE_SHADER_BIT 0x00000020
#endif
// Define unsupported sampler attributes
#ifndef GL_TEXTURE_LOD_BIAS
# define GL_TEXTURE_LOD_BIAS 0
#endif
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY
# define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF
#endif
#ifndef GL_TEXTURE_BORDER_COLOR
# define GL_TEXTURE_BORDER_COLOR 0
#endif
// Other unsupported attributes
#ifndef GL_PROGRAM_SEPARABLE
# define GL_PROGRAM_SEPARABLE 0x8258
#endif
// Define unsupported uniform data types
#ifndef GL_SAMPLER_1D
#define GL_SAMPLER_1D 0x8B5D
#endif
#ifndef GL_SAMPLER_1D_SHADOW
#define GL_SAMPLER_1D_SHADOW 0x8B61
#endif
#ifndef GL_SAMPLER_1D_ARRAY
#define GL_SAMPLER_1D_ARRAY 0x8DC0
#endif
#ifndef GL_SAMPLER_1D_ARRAY_SHADOW
#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
#endif
#ifndef GL_INT_SAMPLER_1D
#define GL_INT_SAMPLER_1D 0x8DC9
#endif
#ifndef GL_INT_SAMPLER_1D_ARRAY
#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_1D
#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
#endif
#ifndef GL_SAMPLER_CUBE_MAP_ARRAY
#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
#endif
#ifndef GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
#endif
#ifndef GL_INT_SAMPLER_CUBE_MAP_ARRAY
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
#endif
#ifndef GL_SAMPLER_BUFFER
#define GL_SAMPLER_BUFFER 0x8DC2
#endif
#ifndef GL_INT_SAMPLER_BUFFER
#define GL_INT_SAMPLER_BUFFER 0x8DD0
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_BUFFER
#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
#endif
#ifndef GL_SAMPLER_2D_MULTISAMPLE
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
#endif
#ifndef GL_INT_SAMPLER_2D_MULTISAMPLE
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
#endif
#ifndef GL_SAMPLER_2D_MULTISAMPLE_ARRAY
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
#endif
#ifndef GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
#endif
#ifndef GL_SAMPLER_EXTERNAL_OES
#define GL_SAMPLER_EXTERNAL_OES 0x8D66
#endif
#ifndef GL_IMAGE_1D
#define GL_IMAGE_1D 0x904C
#endif
#ifndef GL_IMAGE_2D
#define GL_IMAGE_2D 0x904D
#endif
#ifndef GL_IMAGE_3D
#define GL_IMAGE_3D 0x904E
#endif
#ifndef GL_IMAGE_2D_RECT
#define GL_IMAGE_2D_RECT 0x904F
#endif
#ifndef GL_IMAGE_CUBE
#define GL_IMAGE_CUBE 0x9050
#endif
#ifndef GL_IMAGE_BUFFER
#define GL_IMAGE_BUFFER 0x9051
#endif
#ifndef GL_IMAGE_1D_ARRAY
#define GL_IMAGE_1D_ARRAY 0x9052
#endif
#ifndef GL_IMAGE_2D_ARRAY
#define GL_IMAGE_2D_ARRAY 0x9053
#endif
#ifndef GL_IMAGE_CUBE_MAP_ARRAY
#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
#endif
#ifndef GL_IMAGE_2D_MULTISAMPLE
#define GL_IMAGE_2D_MULTISAMPLE 0x9055
#endif
#ifndef GL_IMAGE_2D_MULTISAMPLE_ARRAY
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
#endif
#ifndef GL_INT_IMAGE_1D
#define GL_INT_IMAGE_1D 0x9057
#endif
#ifndef GL_INT_IMAGE_2D
#define GL_INT_IMAGE_2D 0x9058
#endif
#ifndef GL_INT_IMAGE_3D
#define GL_INT_IMAGE_3D 0x9059
#endif
#ifndef GL_INT_IMAGE_2D_RECT
#define GL_INT_IMAGE_2D_RECT 0x905A
#endif
#ifndef GL_INT_IMAGE_CUBE
#define GL_INT_IMAGE_CUBE 0x905B
#endif
#ifndef GL_INT_IMAGE_BUFFER
#define GL_INT_IMAGE_BUFFER 0x905C
#endif
#ifndef GL_INT_IMAGE_1D_ARRAY
#define GL_INT_IMAGE_1D_ARRAY 0x905D
#endif
#ifndef GL_INT_IMAGE_2D_ARRAY
#define GL_INT_IMAGE_2D_ARRAY 0x905E
#endif
#ifndef GL_INT_IMAGE_CUBE_MAP_ARRAY
#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
#endif
#ifndef GL_INT_IMAGE_2D_MULTISAMPLE
#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
#endif
#ifndef GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_1D
#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_2D
#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_3D
#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_2D_RECT
#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_CUBE
#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_BUFFER
#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_1D_ARRAY
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_2D_ARRAY
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
#endif
#ifndef GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
#endif
// Primitive types
#ifndef GL_LINES_ADJACENCY
# define GL_LINES_ADJACENCY 0x000A
#endif
#ifndef GL_LINE_STRIP_ADJACENCY
# define GL_LINE_STRIP_ADJACENCY 0x000B
#endif
#ifndef GL_TRIANGLES_ADJACENCY
# define GL_TRIANGLES_ADJACENCY 0x000C
#endif
#ifndef GL_TRIANGLE_STRIP_ADJACENCY
# define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
#endif
// Compute shader stubs
#ifndef GL_ARB_compute_shader
# define GL_ARB_compute_shader 1
#endif
#ifndef GL_READ_ONLY
# define GL_READ_ONLY 0x88B8
#endif
#ifndef GL_WRITE_ONLY
# define GL_WRITE_ONLY 0x88B9
#endif
#ifndef GL_READ_WRITE
# define GL_READ_WRITE 0x88BA
#endif
#ifndef GL_COMPUTE_SHADER
# define GL_COMPUTE_SHADER 0x91B9
#endif
#ifndef GL_ARB_shader_image_load_store
# define GL_ARB_shader_image_load_store 1
#endif
#ifndef GL_MAX_IMAGE_UNITS
# define GL_MAX_IMAGE_UNITS 0x8F38
#endif
#ifndef GL_ARB_shader_storage_buffer_object
# define GL_ARB_shader_storage_buffer_object 1
#endif
#ifndef GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
# define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
#endif
#ifndef GL_ELEMENT_ARRAY_BARRIER_BIT
# define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
#endif
#ifndef GL_UNIFORM_BARRIER_BIT
# define GL_UNIFORM_BARRIER_BIT 0x00000004
#endif
#ifndef GL_TEXTURE_FETCH_BARRIER_BIT
# define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
#endif
#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
# define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#endif
#ifndef GL_COMMAND_BARRIER_BIT
# define GL_COMMAND_BARRIER_BIT 0x00000040
#endif
#ifndef GL_PIXEL_BUFFER_BARRIER_BIT
# define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
#endif
#ifndef GL_TEXTURE_UPDATE_BARRIER_BIT
# define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
#endif
#ifndef GL_BUFFER_UPDATE_BARRIER_BIT
# define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
#endif
#ifndef GL_FRAMEBUFFER_BARRIER_BIT
# define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
#endif
#ifndef GL_TRANSFORM_FEEDBACK_BARRIER_BIT
# define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
#endif
#ifndef GL_ATOMIC_COUNTER_BARRIER_BIT
# define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
#endif
#ifndef GL_SHADER_STORAGE_BARRIER_BIT
# define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
#endif
#ifndef GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT
# define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000
#endif
#ifndef GL_QUERY_BUFFER_BARRIER_BIT
# define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000
#endif
#ifndef GL_ALL_BARRIER_BITS
# define GL_ALL_BARRIER_BITS 0xFFFFFFFF
#endif
//--------------------------- Texture queries -----------------------------
#ifndef GL_TEXTURE_WIDTH
# define GL_TEXTURE_WIDTH 0x1000
#endif
#ifndef GL_TEXTURE_HEIGHT
# define GL_TEXTURE_HEIGHT 0x1001
#endif
#ifndef GL_TEXTURE_DEPTH
# define GL_TEXTURE_DEPTH 0x8071
#endif
#ifndef GL_TEXTURE_INTERNAL_FORMAT
# define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#endif
//------------------------ Program interface query ------------------------
#ifndef GL_UNIFORM
# define GL_UNIFORM 0x92E1
#endif
#ifndef GL_UNIFORM_BLOCK
# define GL_UNIFORM_BLOCK 0x92E2
#endif
#ifndef GL_PROGRAM_INPUT
# define GL_PROGRAM_INPUT 0x92E3
#endif
#ifndef GL_PROGRAM_OUTPUT
# define GL_PROGRAM_OUTPUT 0x92E4
#endif
#ifndef GL_BUFFER_VARIABLE
# define GL_BUFFER_VARIABLE 0x92E5
#endif
#ifndef GL_ARB_program_interface_query
# define GL_ARB_program_interface_query 1
#endif
#ifndef GL_SHADER_STORAGE_BLOCK
# define GL_SHADER_STORAGE_BLOCK 0x92E6
#endif
#ifndef GL_IS_PER_PATCH
# define GL_IS_PER_PATCH 0x92E7
#endif
#ifndef GL_VERTEX_SUBROUTINE
# define GL_VERTEX_SUBROUTINE 0x92E8
#endif
#ifndef GL_TESS_CONTROL_SUBROUTINE
# define GL_TESS_CONTROL_SUBROUTINE 0x92E9
#endif
#ifndef GL_TESS_EVALUATION_SUBROUTINE
# define GL_TESS_EVALUATION_SUBROUTINE 0x92EA
#endif
#ifndef GL_GEOMETRY_SUBROUTINE
# define GL_GEOMETRY_SUBROUTINE 0x92EB
#endif
#ifndef GL_FRAGMENT_SUBROUTINE
# define GL_FRAGMENT_SUBROUTINE 0x92EC
#endif
#ifndef GL_COMPUTE_SUBROUTINE
# define GL_COMPUTE_SUBROUTINE 0x92ED
#endif
#ifndef GL_VERTEX_SUBROUTINE_UNIFORM
# define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE
#endif
#ifndef GL_TESS_CONTROL_SUBROUTINE_UNIFORM
# define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
#endif
#ifndef GL_TESS_EVALUATION_SUBROUTINE_UNIFORM
# define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
#endif
#ifndef GL_GEOMETRY_SUBROUTINE_UNIFORM
# define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1
#endif
#ifndef GL_FRAGMENT_SUBROUTINE_UNIFORM
# define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2
#endif
#ifndef GL_COMPUTE_SUBROUTINE_UNIFORM
# define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3
#endif
#ifndef GL_TRANSFORM_FEEDBACK_VARYING
# define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
#endif
#ifndef GL_ACTIVE_RESOURCES
# define GL_ACTIVE_RESOURCES 0x92F5
#endif
#ifndef GL_MAX_NAME_LENGTH
# define GL_MAX_NAME_LENGTH 0x92F6
#endif
#ifndef GL_MAX_NUM_ACTIVE_VARIABLES
# define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
#endif
#ifndef GL_MAX_NUM_COMPATIBLE_SUBROUTINES
# define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
#endif
#ifndef GL_NAME_LENGTH
# define GL_NAME_LENGTH 0x92F9
#endif
#ifndef GL_TYPE
# define GL_TYPE 0x92FA
#endif
#ifndef GL_ARRAY_SIZE
# define GL_ARRAY_SIZE 0x92FB
#endif
#ifndef GL_OFFSET
# define GL_OFFSET 0x92FC
#endif
#ifndef GL_BLOCK_INDEX
# define GL_BLOCK_INDEX 0x92FD
#endif
#ifndef GL_ARRAY_STRIDE
# define GL_ARRAY_STRIDE 0x92FE
#endif
#ifndef GL_MATRIX_STRIDE
# define GL_MATRIX_STRIDE 0x92FF
#endif
#ifndef GL_IS_ROW_MAJOR
# define GL_IS_ROW_MAJOR 0x9300
#endif
#ifndef GL_ATOMIC_COUNTER_BUFFER_INDEX
# define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
#endif
#ifndef GL_BUFFER_BINDING
# define GL_BUFFER_BINDING 0x9302
#endif
#ifndef GL_BUFFER_DATA_SIZE
# define GL_BUFFER_DATA_SIZE 0x9303
#endif
#ifndef GL_NUM_ACTIVE_VARIABLES
# define GL_NUM_ACTIVE_VARIABLES 0x9304
#endif
#ifndef GL_ACTIVE_VARIABLES
# define GL_ACTIVE_VARIABLES 0x9305
#endif
#ifndef GL_REFERENCED_BY_VERTEX_SHADER
# define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
#endif
#ifndef GL_REFERENCED_BY_TESS_CONTROL_SHADER
# define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
#endif
#ifndef GL_REFERENCED_BY_TESS_EVALUATION_SHADER
# define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
#endif
#ifndef GL_REFERENCED_BY_GEOMETRY_SHADER
# define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309
#endif
#ifndef GL_REFERENCED_BY_FRAGMENT_SHADER
# define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
#endif
#ifndef GL_REFERENCED_BY_COMPUTE_SHADER
# define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
#endif
#ifndef GL_TOP_LEVEL_ARRAY_SIZE
# define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
#endif
#ifndef GL_TOP_LEVEL_ARRAY_STRIDE
# define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
#endif
#ifndef GL_LOCATION
# define GL_LOCATION 0x930E
#endif
#ifndef GL_LOCATION_INDEX
# define GL_LOCATION_INDEX 0x930F
#endif
// --------------------- Shader storage buffer -----------------------
#ifndef GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES
# define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39
#endif
#ifndef GL_SHADER_STORAGE_BUFFER
# define GL_SHADER_STORAGE_BUFFER 0x90D2
#endif
#ifndef GL_SHADER_STORAGE_BUFFER_BINDING
# define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
#endif
#ifndef GL_SHADER_STORAGE_BUFFER_START
# define GL_SHADER_STORAGE_BUFFER_START 0x90D4
#endif
#ifndef GL_SHADER_STORAGE_BUFFER_SIZE
# define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
#endif
#ifndef GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS
# define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
#endif
#ifndef GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS
# define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
#endif
#ifndef GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS
# define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
#endif
#ifndef GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS
# define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
#endif
#ifndef GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS
# define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
#endif
#ifndef GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
# define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
#endif
#ifndef GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS
# define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
#endif
#ifndef GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
# define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
#endif
#ifndef GL_MAX_SHADER_STORAGE_BLOCK_SIZE
# define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
#endif
#ifndef GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT
# define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
#endif
// Polygon mode
#ifndef GL_POINT
# define GL_POINT 0x1B00
#endif
#ifndef GL_LINE
# define GL_LINE 0x1B01
#endif
#ifndef GL_FILL
# define GL_FILL 0x1B02
#endif
#ifndef GL_DEPTH_CLAMP
# define GL_DEPTH_CLAMP 0x864F
#endif
// Blend functions
#ifndef GL_SRC1_COLOR
# define GL_SRC1_COLOR 0x88F9
#endif
#ifndef GL_ONE_MINUS_SRC1_COLOR
# define GL_ONE_MINUS_SRC1_COLOR 0x88FA
#endif
#ifndef GL_SOURCE1_ALPHA
# define GL_SOURCE1_ALPHA 0x8589
#endif
#ifndef GL_SRC1_ALPHA
# define GL_SRC1_ALPHA GL_SOURCE1_ALPHA
#endif
#ifndef GL_ONE_MINUS_SRC1_ALPHA
# define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
#endif
/* ---------------------- GL_ARB_internalformat_query2 --------------------- */
#ifndef GL_ARB_internalformat_query2
# define GL_ARB_internalformat_query2 1
#endif
#ifndef GL_INTERNALFORMAT_SUPPORTED
# define GL_INTERNALFORMAT_SUPPORTED 0x826F
#endif
// --------------------- Framebuffer SRGB -----------------------
#ifndef GL_FRAMEBUFFER_SRGB
# define GL_FRAMEBUFFER_SRGB 0x8DB9
#endif
// -------------------- Incomplete FBO error codes ---------------
#ifndef GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
# define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
# define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
# define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#endif
/* ---------------------- ARB_tessellation_shader --------------------- */
#ifndef GL_ARB_tessellation_shader
# define GL_ARB_tessellation_shader 1
#endif
#ifndef GL_PATCHES
# define GL_PATCHES 0xE
#endif
#ifndef GL_PATCH_VERTICES
# define GL_PATCH_VERTICES 0x8E72
#endif
/* ------------------------------ GL_KHR_debug ----------------------------- */
#ifndef GL_KHR_debug
# define GL_KHR_debug 1
#endif
#ifndef GL_DEBUG_OUTPUT
# define GL_DEBUG_OUTPUT 0x92E0
#endif
#ifndef GL_DEBUG_OUTPUT_SYNCHRONOUS
# define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#endif
#ifndef GL_DEBUG_SOURCE_API
# define GL_DEBUG_SOURCE_API 0x8246
#endif
#ifndef GL_DEBUG_SOURCE_WINDOW_SYSTEM
# define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
#endif
#ifndef GL_DEBUG_SOURCE_SHADER_COMPILER
# define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
#endif
#ifndef GL_DEBUG_SOURCE_THIRD_PARTY
# define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
#endif
#ifndef GL_DEBUG_SOURCE_APPLICATION
# define GL_DEBUG_SOURCE_APPLICATION 0x824A
#endif
#ifndef GL_DEBUG_SOURCE_OTHER
# define GL_DEBUG_SOURCE_OTHER 0x824B
#endif
#ifndef GL_DEBUG_TYPE_ERROR
# define GL_DEBUG_TYPE_ERROR 0x824C
#endif
#ifndef GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
# define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
#endif