From 20b2aae0c881421085a85ef96e63446f5021f0e7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mario=20Do=CC=88ring?= Date: Mon, 6 Mar 2023 20:01:13 +0100 Subject: [PATCH] Testing 46 build --- generator/build | 2 +- phpglfw.stub.php | 579 ++++++++++- phpglfw_constants.c | 1338 +++++++++++++++++++++++++ phpglfw_constants.h | 1864 ++++++++++++++++++++++++++++++++++- phpglfw_functions.c | 2282 +++++++++++++++++++++++++++++++++++++++++++ stubs/phpglfw.php | 2129 +++++++++++++++++++++++++++++++++++++++- 6 files changed, 8175 insertions(+), 19 deletions(-) diff --git a/generator/build b/generator/build index c47bfa64..ee5b48ad 100755 --- a/generator/build +++ b/generator/build @@ -18,7 +18,7 @@ $gen = new ExtGenerator; $reader->parse($spec, __DIR__ . '/data/gl.xml', __DIR__ . '/data/glrefs.json'); // import the gl spec into the generator -$gen->import($spec, 'gl', '4.1', [ +$gen->import($spec, 'gl', '4.6', [ 'glShaderSource', // custom implementation 'glBufferData', // custom implementation 'glGetSynciv', // currently not supported diff --git a/phpglfw.stub.php b/phpglfw.stub.php index e33120f5..f981d5d7 100644 --- a/phpglfw.stub.php +++ b/phpglfw.stub.php @@ -317,7 +317,7 @@ public function reserve(int $size) : void {} * ---------------------------------------------------------------------------- */ // const PHPGLFW_COMPILED_API = 'gl'; - // const PHPGLFW_COMPILED_API_VERSION = '4.1'; + // const PHPGLFW_COMPILED_API_VERSION = '4.6'; // const GL_SIZEOF_BYTE = 1; // const GL_SIZEOF_UNSIGNED_BYTE = 1; // const GL_SIZEOF_SHORT = 2; @@ -804,6 +804,8 @@ public function reserve(int $size) : void {} // const GL_TRIANGLE_STRIP_ADJACENCY = 0x000D; // const GL_PATCHES = 0x000E; // const GL_FIXED = 0x140C; + // const GL_CONTEXT_LOST = 0x0507; + // const GL_TEXTURE_TARGET = 0x1006; // const GL_POLYGON_OFFSET_FILL = 0x8037; // const GL_POLYGON_OFFSET_FACTOR = 0x8038; // const GL_TEXTURE_BINDING_1D = 0x8068; @@ -912,6 +914,12 @@ public function reserve(int $size) : void {} // const GL_MIN = 0x8007; // const GL_MAX = 0x8008; // const GL_BLEND_EQUATION_RGB = 0x8009; + // const GL_CONVOLUTION_1D = 0x8010; + // const GL_CONVOLUTION_2D = 0x8011; + // const GL_SEPARABLE_2D = 0x8012; + // const GL_HISTOGRAM = 0x8024; + // const GL_PROXY_HISTOGRAM = 0x8025; + // const GL_MINMAX = 0x802E; // const GL_CLIENT_PIXEL_STORE_BIT = 0x00000001; // const GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002; // const GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF; @@ -926,6 +934,8 @@ public function reserve(int $size) : void {} // const GL_BGRA = 0x80E1; // const GL_MAX_ELEMENTS_VERTICES = 0x80E8; // const GL_MAX_ELEMENTS_INDICES = 0x80E9; + // const GL_PARAMETER_BUFFER = 0x80EE; + // const GL_PARAMETER_BUFFER_BINDING = 0x80EF; // const GL_CLAMP_TO_EDGE = 0x812F; // const GL_TEXTURE_MIN_LOD = 0x813A; // const GL_TEXTURE_MAX_LOD = 0x813B; @@ -1037,6 +1047,8 @@ public function reserve(int $size) : void {} // const GL_MAX_RECTANGLE_TEXTURE_SIZE = 0x84F8; // const GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER = 0x84F0; // const GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x84F1; + // const GL_TEXTURE_MAX_ANISOTROPY = 0x84FE; + // const GL_MAX_TEXTURE_MAX_ANISOTROPY = 0x84FF; // const GL_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0; // const GL_TEXTURE_COMPRESSED = 0x86A1; // const GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2; @@ -1314,6 +1326,7 @@ public function reserve(int $size) : void {} // const GL_ANY_SAMPLES_PASSED = 0x8C2F; // const GL_SAMPLE_SHADING = 0x8C36; // const GL_MIN_SAMPLE_SHADING_VALUE = 0x8C37; + // const GL_TEXTURE_BUFFER_BINDING = 0x8C2A; // const GL_MAJOR_VERSION = 0x821B; // const GL_MINOR_VERSION = 0x821C; // const GL_NUM_EXTENSIONS = 0x821D; @@ -1354,7 +1367,13 @@ public function reserve(int $size) : void {} // const GL_RG16UI = 0x823A; // const GL_RG32I = 0x823B; // const GL_RG32UI = 0x823C; + // const GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED = 0x8221; + // const GL_BUFFER_IMMUTABLE_STORAGE = 0x821F; + // const GL_BUFFER_STORAGE_FLAGS = 0x8220; // const GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x00000001; + // const GL_CONTEXT_FLAG_DEBUG_BIT = 0x00000002; + // const GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT = 0x00000004; + // const GL_CONTEXT_FLAG_NO_ERROR_BIT = 0x00000008; // const GL_RGBA32UI = 0x8D70; // const GL_RGB32UI = 0x8D71; // const GL_RGBA16UI = 0x8D76; @@ -1479,6 +1498,17 @@ public function reserve(int $size) : void {} // const GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = 0x8E24; // const GL_TRANSFORM_FEEDBACK_BINDING = 0x8E25; // const GL_MAX_TRANSFORM_FEEDBACK_BUFFERS = 0x8E70; + // const GL_TRANSFORM_FEEDBACK_ACTIVE = 0x8E24; + // const GL_TRANSFORM_FEEDBACK_PAUSED = 0x8E23; + // const GL_COMPRESSED_RGBA_BPTC_UNORM = 0x8E8C; + // const GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM = 0x8E8D; + // const GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT = 0x8E8E; + // const GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT = 0x8E8F; + // const GL_QUERY_WAIT_INVERTED = 0x8E17; + // const GL_QUERY_NO_WAIT_INVERTED = 0x8E18; + // const GL_QUERY_BY_REGION_WAIT_INVERTED = 0x8E19; + // const GL_QUERY_BY_REGION_NO_WAIT_INVERTED = 0x8E1A; + // const GL_POLYGON_OFFSET_CLAMP = 0x8E1B; // const GL_BUFFER_ACCESS_FLAGS = 0x911F; // const GL_BUFFER_MAP_LENGTH = 0x9120; // const GL_BUFFER_MAP_OFFSET = 0x9121; @@ -1517,6 +1547,15 @@ public function reserve(int $size) : void {} // const GL_MAX_COLOR_TEXTURE_SAMPLES = 0x910E; // const GL_MAX_DEPTH_TEXTURE_SAMPLES = 0x910F; // const GL_MAX_INTEGER_SAMPLES = 0x9110; + // const GL_UNPACK_COMPRESSED_BLOCK_WIDTH = 0x9127; + // const GL_UNPACK_COMPRESSED_BLOCK_HEIGHT = 0x9128; + // const GL_UNPACK_COMPRESSED_BLOCK_DEPTH = 0x9129; + // const GL_UNPACK_COMPRESSED_BLOCK_SIZE = 0x912A; + // const GL_PACK_COMPRESSED_BLOCK_WIDTH = 0x912B; + // const GL_PACK_COMPRESSED_BLOCK_HEIGHT = 0x912C; + // const GL_PACK_COMPRESSED_BLOCK_DEPTH = 0x912D; + // const GL_PACK_COMPRESSED_BLOCK_SIZE = 0x912E; + // const GL_TEXTURE_IMMUTABLE_FORMAT = 0x912F; // const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0; // const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1; // const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2; @@ -1586,6 +1625,8 @@ public function reserve(int $size) : void {} // const GL_MAP_INVALIDATE_BUFFER_BIT = 0x0008; // const GL_MAP_FLUSH_EXPLICIT_BIT = 0x0010; // const GL_MAP_UNSYNCHRONIZED_BIT = 0x0020; + // const GL_MAP_PERSISTENT_BIT = 0x0040; + // const GL_MAP_COHERENT_BIT = 0x0080; // const GL_VERTEX_ARRAY_BINDING = 0x85B5; // const GL_R8_SNORM = 0x8F94; // const GL_RG8_SNORM = 0x8F95; @@ -1611,6 +1652,17 @@ public function reserve(int $size) : void {} // const GL_DOUBLE_MAT3x4 = 0x8F4C; // const GL_DOUBLE_MAT4x2 = 0x8F4D; // const GL_DOUBLE_MAT4x3 = 0x8F4E; + // const GL_COPY_READ_BUFFER_BINDING = 0x8F36; + // const GL_COPY_WRITE_BUFFER_BINDING = 0x8F37; + // const GL_MAX_IMAGE_UNITS = 0x8F38; + // const GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS = 0x8F39; + // const GL_IMAGE_BINDING_NAME = 0x8F3A; + // const GL_IMAGE_BINDING_LEVEL = 0x8F3B; + // const GL_IMAGE_BINDING_LAYERED = 0x8F3C; + // const GL_IMAGE_BINDING_LAYER = 0x8F3D; + // const GL_IMAGE_BINDING_ACCESS = 0x8F3E; + // const GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES = 0x8F39; + // const GL_VERTEX_BINDING_BUFFER = 0x8F4F; // const GL_UNIFORM_BUFFER = 0x8A11; // const GL_UNIFORM_BUFFER_BINDING = 0x8A28; // const GL_UNIFORM_BUFFER_START = 0x8A29; @@ -1647,6 +1699,71 @@ public function reserve(int $size) : void {} // const GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = 0x00000002; // const GL_SYNC_FLUSH_COMMANDS_BIT = 0x00000001; // const GL_RGB10_A2UI = 0x906F; + // const GL_MIN_MAP_BUFFER_ALIGNMENT = 0x90BC; + // const GL_IMAGE_1D = 0x904C; + // const GL_IMAGE_2D = 0x904D; + // const GL_IMAGE_3D = 0x904E; + // const GL_IMAGE_2D_RECT = 0x904F; + // const GL_IMAGE_CUBE = 0x9050; + // const GL_IMAGE_BUFFER = 0x9051; + // const GL_IMAGE_1D_ARRAY = 0x9052; + // const GL_IMAGE_2D_ARRAY = 0x9053; + // const GL_IMAGE_CUBE_MAP_ARRAY = 0x9054; + // const GL_IMAGE_2D_MULTISAMPLE = 0x9055; + // const GL_IMAGE_2D_MULTISAMPLE_ARRAY = 0x9056; + // const GL_INT_IMAGE_1D = 0x9057; + // const GL_INT_IMAGE_2D = 0x9058; + // const GL_INT_IMAGE_3D = 0x9059; + // const GL_INT_IMAGE_2D_RECT = 0x905A; + // const GL_INT_IMAGE_CUBE = 0x905B; + // const GL_INT_IMAGE_BUFFER = 0x905C; + // const GL_INT_IMAGE_1D_ARRAY = 0x905D; + // const GL_INT_IMAGE_2D_ARRAY = 0x905E; + // const GL_INT_IMAGE_CUBE_MAP_ARRAY = 0x905F; + // const GL_INT_IMAGE_2D_MULTISAMPLE = 0x9060; + // const GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY = 0x9061; + // const GL_UNSIGNED_INT_IMAGE_1D = 0x9062; + // const GL_UNSIGNED_INT_IMAGE_2D = 0x9063; + // const GL_UNSIGNED_INT_IMAGE_3D = 0x9064; + // const GL_UNSIGNED_INT_IMAGE_2D_RECT = 0x9065; + // const GL_UNSIGNED_INT_IMAGE_CUBE = 0x9066; + // const GL_UNSIGNED_INT_IMAGE_BUFFER = 0x9067; + // const GL_UNSIGNED_INT_IMAGE_1D_ARRAY = 0x9068; + // const GL_UNSIGNED_INT_IMAGE_2D_ARRAY = 0x9069; + // const GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY = 0x906A; + // const GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE = 0x906B; + // const GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY = 0x906C; + // const GL_MAX_IMAGE_SAMPLES = 0x906D; + // const GL_IMAGE_BINDING_FORMAT = 0x906E; + // const GL_IMAGE_FORMAT_COMPATIBILITY_TYPE = 0x90C7; + // const GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE = 0x90C8; + // const GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS = 0x90C9; + // const GL_MAX_VERTEX_IMAGE_UNIFORMS = 0x90CA; + // const GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS = 0x90CB; + // const GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS = 0x90CC; + // const GL_MAX_GEOMETRY_IMAGE_UNIFORMS = 0x90CD; + // const GL_MAX_FRAGMENT_IMAGE_UNIFORMS = 0x90CE; + // const GL_MAX_COMBINED_IMAGE_UNIFORMS = 0x90CF; + // const GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS = 0x90EB; + // const GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER = 0x90EC; + // const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER = 0x90ED; + // const GL_DISPATCH_INDIRECT_BUFFER = 0x90EE; + // const GL_DISPATCH_INDIRECT_BUFFER_BINDING = 0x90EF; + // const GL_SHADER_STORAGE_BUFFER = 0x90D2; + // const GL_SHADER_STORAGE_BUFFER_BINDING = 0x90D3; + // const GL_SHADER_STORAGE_BUFFER_START = 0x90D4; + // const GL_SHADER_STORAGE_BUFFER_SIZE = 0x90D5; + // const GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = 0x90D6; + // const GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS = 0x90D7; + // const GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS = 0x90D8; + // const GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = 0x90D9; + // const GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS = 0x90DA; + // const GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS = 0x90DB; + // const GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS = 0x90DC; + // const GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 0x90DD; + // const GL_MAX_SHADER_STORAGE_BLOCK_SIZE = 0x90DE; + // const GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT = 0x90DF; + // const GL_DEPTH_STENCIL_TEXTURE_MODE = 0x90EA; // const GL_TEXTURE_CUBE_MAP_ARRAY = 0x9009; // const GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = 0x900A; // const GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = 0x900B; @@ -1672,6 +1789,9 @@ public function reserve(int $size) : void {} // const GL_MAX_VARYING_VECTORS = 0x8DFC; // const GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD; // const GL_RGB565 = 0x8D62; + // const GL_PRIMITIVE_RESTART_FIXED_INDEX = 0x8D69; + // const GL_ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A; + // const GL_MAX_ELEMENT_INDEX = 0x8D6B; // const GL_PROGRAM_BINARY_RETRIEVABLE_HINT = 0x8257; // const GL_PROGRAM_SEPARABLE = 0x8258; // const GL_ACTIVE_PROGRAM = 0x8259; @@ -1682,13 +1802,339 @@ public function reserve(int $size) : void {} // const GL_LAYER_PROVOKING_VERTEX = 0x825E; // const GL_VIEWPORT_INDEX_PROVOKING_VERTEX = 0x825F; // const GL_UNDEFINED_VERTEX = 0x8260; + // const GL_MAX_COMPUTE_SHARED_MEMORY_SIZE = 0x8262; + // const GL_MAX_COMPUTE_UNIFORM_COMPONENTS = 0x8263; + // const GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS = 0x8264; + // const GL_MAX_COMPUTE_ATOMIC_COUNTERS = 0x8265; + // const GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS = 0x8266; + // const GL_COMPUTE_WORK_GROUP_SIZE = 0x8267; + // const GL_DEBUG_OUTPUT_SYNCHRONOUS = 0x8242; + // const GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH = 0x8243; + // const GL_DEBUG_CALLBACK_FUNCTION = 0x8244; + // const GL_DEBUG_CALLBACK_USER_PARAM = 0x8245; + // const GL_DEBUG_SOURCE_API = 0x8246; + // const GL_DEBUG_SOURCE_WINDOW_SYSTEM = 0x8247; + // const GL_DEBUG_SOURCE_SHADER_COMPILER = 0x8248; + // const GL_DEBUG_SOURCE_THIRD_PARTY = 0x8249; + // const GL_DEBUG_SOURCE_APPLICATION = 0x824A; + // const GL_DEBUG_SOURCE_OTHER = 0x824B; + // const GL_DEBUG_TYPE_ERROR = 0x824C; + // const GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR = 0x824D; + // const GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR = 0x824E; + // const GL_DEBUG_TYPE_PORTABILITY = 0x824F; + // const GL_DEBUG_TYPE_PERFORMANCE = 0x8250; + // const GL_DEBUG_TYPE_OTHER = 0x8251; + // const GL_DEBUG_TYPE_MARKER = 0x8268; + // const GL_DEBUG_TYPE_PUSH_GROUP = 0x8269; + // const GL_DEBUG_TYPE_POP_GROUP = 0x826A; + // const GL_DEBUG_SEVERITY_NOTIFICATION = 0x826B; + // const GL_MAX_DEBUG_GROUP_STACK_DEPTH = 0x826C; + // const GL_DEBUG_GROUP_STACK_DEPTH = 0x826D; + // const GL_MAX_UNIFORM_LOCATIONS = 0x826E; + // const GL_INTERNALFORMAT_SUPPORTED = 0x826F; + // const GL_INTERNALFORMAT_PREFERRED = 0x8270; + // const GL_INTERNALFORMAT_RED_SIZE = 0x8271; + // const GL_INTERNALFORMAT_GREEN_SIZE = 0x8272; + // const GL_INTERNALFORMAT_BLUE_SIZE = 0x8273; + // const GL_INTERNALFORMAT_ALPHA_SIZE = 0x8274; + // const GL_INTERNALFORMAT_DEPTH_SIZE = 0x8275; + // const GL_INTERNALFORMAT_STENCIL_SIZE = 0x8276; + // const GL_INTERNALFORMAT_SHARED_SIZE = 0x8277; + // const GL_INTERNALFORMAT_RED_TYPE = 0x8278; + // const GL_INTERNALFORMAT_GREEN_TYPE = 0x8279; + // const GL_INTERNALFORMAT_BLUE_TYPE = 0x827A; + // const GL_INTERNALFORMAT_ALPHA_TYPE = 0x827B; + // const GL_INTERNALFORMAT_DEPTH_TYPE = 0x827C; + // const GL_INTERNALFORMAT_STENCIL_TYPE = 0x827D; + // const GL_MAX_WIDTH = 0x827E; + // const GL_MAX_HEIGHT = 0x827F; + // const GL_MAX_DEPTH = 0x8280; + // const GL_MAX_LAYERS = 0x8281; + // const GL_MAX_COMBINED_DIMENSIONS = 0x8282; + // const GL_COLOR_COMPONENTS = 0x8283; + // const GL_DEPTH_COMPONENTS = 0x8284; + // const GL_STENCIL_COMPONENTS = 0x8285; + // const GL_COLOR_RENDERABLE = 0x8286; + // const GL_DEPTH_RENDERABLE = 0x8287; + // const GL_STENCIL_RENDERABLE = 0x8288; + // const GL_FRAMEBUFFER_RENDERABLE = 0x8289; + // const GL_FRAMEBUFFER_RENDERABLE_LAYERED = 0x828A; + // const GL_FRAMEBUFFER_BLEND = 0x828B; + // const GL_READ_PIXELS = 0x828C; + // const GL_READ_PIXELS_FORMAT = 0x828D; + // const GL_READ_PIXELS_TYPE = 0x828E; + // const GL_TEXTURE_IMAGE_FORMAT = 0x828F; + // const GL_TEXTURE_IMAGE_TYPE = 0x8290; + // const GL_GET_TEXTURE_IMAGE_FORMAT = 0x8291; + // const GL_GET_TEXTURE_IMAGE_TYPE = 0x8292; + // const GL_MIPMAP = 0x8293; + // const GL_MANUAL_GENERATE_MIPMAP = 0x8294; + // const GL_AUTO_GENERATE_MIPMAP = 0x8295; + // const GL_COLOR_ENCODING = 0x8296; + // const GL_SRGB_READ = 0x8297; + // const GL_SRGB_WRITE = 0x8298; + // const GL_FILTER = 0x829A; + // const GL_VERTEX_TEXTURE = 0x829B; + // const GL_TESS_CONTROL_TEXTURE = 0x829C; + // const GL_TESS_EVALUATION_TEXTURE = 0x829D; + // const GL_GEOMETRY_TEXTURE = 0x829E; + // const GL_FRAGMENT_TEXTURE = 0x829F; + // const GL_COMPUTE_TEXTURE = 0x82A0; + // const GL_TEXTURE_SHADOW = 0x82A1; + // const GL_TEXTURE_GATHER = 0x82A2; + // const GL_TEXTURE_GATHER_SHADOW = 0x82A3; + // const GL_SHADER_IMAGE_LOAD = 0x82A4; + // const GL_SHADER_IMAGE_STORE = 0x82A5; + // const GL_SHADER_IMAGE_ATOMIC = 0x82A6; + // const GL_IMAGE_TEXEL_SIZE = 0x82A7; + // const GL_IMAGE_COMPATIBILITY_CLASS = 0x82A8; + // const GL_IMAGE_PIXEL_FORMAT = 0x82A9; + // const GL_IMAGE_PIXEL_TYPE = 0x82AA; + // const GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST = 0x82AC; + // const GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST = 0x82AD; + // const GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE = 0x82AE; + // const GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE = 0x82AF; + // const GL_GUILTY_CONTEXT_RESET = 0x8253; + // const GL_INNOCENT_CONTEXT_RESET = 0x8254; + // const GL_UNKNOWN_CONTEXT_RESET = 0x8255; + // const GL_RESET_NOTIFICATION_STRATEGY = 0x8256; + // const GL_LOSE_CONTEXT_ON_RESET = 0x8252; + // const GL_NO_RESET_NOTIFICATION = 0x8261; // const GL_PROGRAM_BINARY_LENGTH = 0x8741; + // const GL_VERTEX_ATTRIB_ARRAY_LONG = 0x874E; + // const GL_MIRROR_CLAMP_TO_EDGE = 0x8743; // const GL_VERTEX_SHADER_BIT = 0x00000001; // const GL_FRAGMENT_SHADER_BIT = 0x00000002; // const GL_GEOMETRY_SHADER_BIT = 0x00000004; // const GL_TESS_CONTROL_SHADER_BIT = 0x00000008; // const GL_TESS_EVALUATION_SHADER_BIT = 0x00000010; // const GL_ALL_SHADER_BITS = 0xFFFFFFFF; + // const GL_COMPUTE_SHADER_BIT = 0x00000020; + // const GL_NUM_SAMPLE_COUNTS = 0x9380; + // const GL_ATOMIC_COUNTER_BUFFER = 0x92C0; + // const GL_ATOMIC_COUNTER_BUFFER_BINDING = 0x92C1; + // const GL_ATOMIC_COUNTER_BUFFER_START = 0x92C2; + // const GL_ATOMIC_COUNTER_BUFFER_SIZE = 0x92C3; + // const GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE = 0x92C4; + // const GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS = 0x92C5; + // const GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES = 0x92C6; + // const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER = 0x92C7; + // const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER = 0x92C8; + // const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x92C9; + // const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER = 0x92CA; + // const GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER = 0x92CB; + // const GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS = 0x92CC; + // const GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS = 0x92CD; + // const GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS = 0x92CE; + // const GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS = 0x92CF; + // const GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS = 0x92D0; + // const GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS = 0x92D1; + // const GL_MAX_VERTEX_ATOMIC_COUNTERS = 0x92D2; + // const GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS = 0x92D3; + // const GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS = 0x92D4; + // const GL_MAX_GEOMETRY_ATOMIC_COUNTERS = 0x92D5; + // const GL_MAX_FRAGMENT_ATOMIC_COUNTERS = 0x92D6; + // const GL_MAX_COMBINED_ATOMIC_COUNTERS = 0x92D7; + // const GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE = 0x92D8; + // const GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 0x92DC; + // const GL_ACTIVE_ATOMIC_COUNTER_BUFFERS = 0x92D9; + // const GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX = 0x92DA; + // const GL_UNSIGNED_INT_ATOMIC_COUNTER = 0x92DB; + // const GL_DEBUG_OUTPUT = 0x92E0; + // const GL_FRAMEBUFFER_DEFAULT_WIDTH = 0x9310; + // const GL_FRAMEBUFFER_DEFAULT_HEIGHT = 0x9311; + // const GL_FRAMEBUFFER_DEFAULT_LAYERS = 0x9312; + // const GL_FRAMEBUFFER_DEFAULT_SAMPLES = 0x9313; + // const GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS = 0x9314; + // const GL_MAX_FRAMEBUFFER_WIDTH = 0x9315; + // const GL_MAX_FRAMEBUFFER_HEIGHT = 0x9316; + // const GL_MAX_FRAMEBUFFER_LAYERS = 0x9317; + // const GL_MAX_FRAMEBUFFER_SAMPLES = 0x9318; + // const GL_UNIFORM = 0x92E1; + // const GL_UNIFORM_BLOCK = 0x92E2; + // const GL_PROGRAM_INPUT = 0x92E3; + // const GL_PROGRAM_OUTPUT = 0x92E4; + // const GL_BUFFER_VARIABLE = 0x92E5; + // const GL_SHADER_STORAGE_BLOCK = 0x92E6; + // const GL_VERTEX_SUBROUTINE = 0x92E8; + // const GL_TESS_CONTROL_SUBROUTINE = 0x92E9; + // const GL_TESS_EVALUATION_SUBROUTINE = 0x92EA; + // const GL_GEOMETRY_SUBROUTINE = 0x92EB; + // const GL_FRAGMENT_SUBROUTINE = 0x92EC; + // const GL_COMPUTE_SUBROUTINE = 0x92ED; + // const GL_VERTEX_SUBROUTINE_UNIFORM = 0x92EE; + // const GL_TESS_CONTROL_SUBROUTINE_UNIFORM = 0x92EF; + // const GL_TESS_EVALUATION_SUBROUTINE_UNIFORM = 0x92F0; + // const GL_GEOMETRY_SUBROUTINE_UNIFORM = 0x92F1; + // const GL_FRAGMENT_SUBROUTINE_UNIFORM = 0x92F2; + // const GL_COMPUTE_SUBROUTINE_UNIFORM = 0x92F3; + // const GL_TRANSFORM_FEEDBACK_VARYING = 0x92F4; + // const GL_ACTIVE_RESOURCES = 0x92F5; + // const GL_MAX_NAME_LENGTH = 0x92F6; + // const GL_MAX_NUM_ACTIVE_VARIABLES = 0x92F7; + // const GL_MAX_NUM_COMPATIBLE_SUBROUTINES = 0x92F8; + // const GL_NAME_LENGTH = 0x92F9; + // const GL_TYPE = 0x92FA; + // const GL_ARRAY_SIZE = 0x92FB; + // const GL_OFFSET = 0x92FC; + // const GL_BLOCK_INDEX = 0x92FD; + // const GL_ARRAY_STRIDE = 0x92FE; + // const GL_MATRIX_STRIDE = 0x92FF; + // const GL_IS_ROW_MAJOR = 0x9300; + // const GL_ATOMIC_COUNTER_BUFFER_INDEX = 0x9301; + // const GL_BUFFER_BINDING = 0x9302; + // const GL_BUFFER_DATA_SIZE = 0x9303; + // const GL_NUM_ACTIVE_VARIABLES = 0x9304; + // const GL_ACTIVE_VARIABLES = 0x9305; + // const GL_REFERENCED_BY_VERTEX_SHADER = 0x9306; + // const GL_REFERENCED_BY_TESS_CONTROL_SHADER = 0x9307; + // const GL_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x9308; + // const GL_REFERENCED_BY_GEOMETRY_SHADER = 0x9309; + // const GL_REFERENCED_BY_FRAGMENT_SHADER = 0x930A; + // const GL_REFERENCED_BY_COMPUTE_SHADER = 0x930B; + // const GL_TOP_LEVEL_ARRAY_SIZE = 0x930C; + // const GL_TOP_LEVEL_ARRAY_STRIDE = 0x930D; + // const GL_LOCATION = 0x930E; + // const GL_LOCATION_INDEX = 0x930F; + // const GL_IS_PER_PATCH = 0x92E7; + // const GL_CLEAR_TEXTURE = 0x9365; + // const GL_LOCATION_COMPONENT = 0x934A; + // const GL_TRANSFORM_FEEDBACK_BUFFER_INDEX = 0x934B; + // const GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE = 0x934C; + // const GL_NEGATIVE_ONE_TO_ONE = 0x935E; + // const GL_ZERO_TO_ONE = 0x935F; + // const GL_CLIP_ORIGIN = 0x935C; + // const GL_CLIP_DEPTH_MODE = 0x935D; + // const GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT = 0x00000001; + // const GL_ELEMENT_ARRAY_BARRIER_BIT = 0x00000002; + // const GL_UNIFORM_BARRIER_BIT = 0x00000004; + // const GL_TEXTURE_FETCH_BARRIER_BIT = 0x00000008; + // const GL_SHADER_IMAGE_ACCESS_BARRIER_BIT = 0x00000020; + // const GL_COMMAND_BARRIER_BIT = 0x00000040; + // const GL_PIXEL_BUFFER_BARRIER_BIT = 0x00000080; + // const GL_TEXTURE_UPDATE_BARRIER_BIT = 0x00000100; + // const GL_BUFFER_UPDATE_BARRIER_BIT = 0x00000200; + // const GL_FRAMEBUFFER_BARRIER_BIT = 0x00000400; + // const GL_TRANSFORM_FEEDBACK_BARRIER_BIT = 0x00000800; + // const GL_ATOMIC_COUNTER_BARRIER_BIT = 0x00001000; + // const GL_ALL_BARRIER_BITS = 0xFFFFFFFF; + // const GL_SHADER_STORAGE_BARRIER_BIT = 0x00002000; + // const GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT = 0x00004000; + // const GL_QUERY_BUFFER_BARRIER_BIT = 0x00008000; + // const GL_NUM_SHADING_LANGUAGE_VERSIONS = 0x82E9; + // const GL_BUFFER = 0x82E0; + // const GL_SHADER = 0x82E1; + // const GL_PROGRAM = 0x82E2; + // const GL_QUERY = 0x82E3; + // const GL_PROGRAM_PIPELINE = 0x82E4; + // const GL_SAMPLER = 0x82E6; + // const GL_MAX_LABEL_LENGTH = 0x82E8; + // const GL_TEXTURE_COMPRESSED_BLOCK_WIDTH = 0x82B1; + // const GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT = 0x82B2; + // const GL_TEXTURE_COMPRESSED_BLOCK_SIZE = 0x82B3; + // const GL_CLEAR_BUFFER = 0x82B4; + // const GL_TEXTURE_VIEW = 0x82B5; + // const GL_VIEW_COMPATIBILITY_CLASS = 0x82B6; + // const GL_FULL_SUPPORT = 0x82B7; + // const GL_CAVEAT_SUPPORT = 0x82B8; + // const GL_IMAGE_CLASS_4_X_32 = 0x82B9; + // const GL_IMAGE_CLASS_2_X_32 = 0x82BA; + // const GL_IMAGE_CLASS_1_X_32 = 0x82BB; + // const GL_IMAGE_CLASS_4_X_16 = 0x82BC; + // const GL_IMAGE_CLASS_2_X_16 = 0x82BD; + // const GL_IMAGE_CLASS_1_X_16 = 0x82BE; + // const GL_IMAGE_CLASS_4_X_8 = 0x82BF; + // const GL_IMAGE_CLASS_2_X_8 = 0x82C0; + // const GL_IMAGE_CLASS_1_X_8 = 0x82C1; + // const GL_IMAGE_CLASS_11_11_10 = 0x82C2; + // const GL_IMAGE_CLASS_10_10_10_2 = 0x82C3; + // const GL_VIEW_CLASS_128_BITS = 0x82C4; + // const GL_VIEW_CLASS_96_BITS = 0x82C5; + // const GL_VIEW_CLASS_64_BITS = 0x82C6; + // const GL_VIEW_CLASS_48_BITS = 0x82C7; + // const GL_VIEW_CLASS_32_BITS = 0x82C8; + // const GL_VIEW_CLASS_24_BITS = 0x82C9; + // const GL_VIEW_CLASS_16_BITS = 0x82CA; + // const GL_VIEW_CLASS_8_BITS = 0x82CB; + // const GL_VIEW_CLASS_S3TC_DXT1_RGB = 0x82CC; + // const GL_VIEW_CLASS_S3TC_DXT1_RGBA = 0x82CD; + // const GL_VIEW_CLASS_S3TC_DXT3_RGBA = 0x82CE; + // const GL_VIEW_CLASS_S3TC_DXT5_RGBA = 0x82CF; + // const GL_VIEW_CLASS_RGTC1_RED = 0x82D0; + // const GL_VIEW_CLASS_RGTC2_RG = 0x82D1; + // const GL_VIEW_CLASS_BPTC_UNORM = 0x82D2; + // const GL_VIEW_CLASS_BPTC_FLOAT = 0x82D3; + // const GL_TEXTURE_VIEW_MIN_LEVEL = 0x82DB; + // const GL_TEXTURE_VIEW_NUM_LEVELS = 0x82DC; + // const GL_TEXTURE_VIEW_MIN_LAYER = 0x82DD; + // const GL_TEXTURE_VIEW_NUM_LAYERS = 0x82DE; + // const GL_TEXTURE_IMMUTABLE_LEVELS = 0x82DF; + // const GL_VERTEX_ATTRIB_BINDING = 0x82D4; + // const GL_VERTEX_ATTRIB_RELATIVE_OFFSET = 0x82D5; + // const GL_VERTEX_BINDING_DIVISOR = 0x82D6; + // const GL_VERTEX_BINDING_OFFSET = 0x82D7; + // const GL_VERTEX_BINDING_STRIDE = 0x82D8; + // const GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET = 0x82D9; + // const GL_MAX_VERTEX_ATTRIB_BINDINGS = 0x82DA; + // const GL_DISPLAY_LIST = 0x82E7; + // const GL_MAX_VERTEX_ATTRIB_STRIDE = 0x82E5; + // const GL_MAX_CULL_DISTANCES = 0x82F9; + // const GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES = 0x82FA; + // const GL_QUERY_TARGET = 0x82EA; + // const GL_CONTEXT_RELEASE_BEHAVIOR = 0x82FB; + // const GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x82FC; + // const GL_VERTICES_SUBMITTED = 0x82EE; + // const GL_PRIMITIVES_SUBMITTED = 0x82EF; + // const GL_VERTEX_SHADER_INVOCATIONS = 0x82F0; + // const GL_TESS_CONTROL_SHADER_PATCHES = 0x82F1; + // const GL_TESS_EVALUATION_SHADER_INVOCATIONS = 0x82F2; + // const GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED = 0x82F3; + // const GL_FRAGMENT_SHADER_INVOCATIONS = 0x82F4; + // const GL_COMPUTE_SHADER_INVOCATIONS = 0x82F5; + // const GL_CLIPPING_INPUT_PRIMITIVES = 0x82F6; + // const GL_CLIPPING_OUTPUT_PRIMITIVES = 0x82F7; + // const GL_TRANSFORM_FEEDBACK_OVERFLOW = 0x82EC; + // const GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW = 0x82ED; + // const GL_COMPRESSED_RGB8_ETC2 = 0x9274; + // const GL_COMPRESSED_SRGB8_ETC2 = 0x9275; + // const GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276; + // const GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277; + // const GL_COMPRESSED_RGBA8_ETC2_EAC = 0x9278; + // const GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279; + // const GL_COMPRESSED_R11_EAC = 0x9270; + // const GL_COMPRESSED_SIGNED_R11_EAC = 0x9271; + // const GL_COMPRESSED_RG11_EAC = 0x9272; + // const GL_COMPRESSED_SIGNED_RG11_EAC = 0x9273; + // const GL_COMPUTE_SHADER = 0x91B9; + // const GL_MAX_COMPUTE_UNIFORM_BLOCKS = 0x91BB; + // const GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS = 0x91BC; + // const GL_MAX_COMPUTE_IMAGE_UNIFORMS = 0x91BD; + // const GL_MAX_COMPUTE_WORK_GROUP_COUNT = 0x91BE; + // const GL_MAX_COMPUTE_WORK_GROUP_SIZE = 0x91BF; + // const GL_MAX_DEBUG_MESSAGE_LENGTH = 0x9143; + // const GL_MAX_DEBUG_LOGGED_MESSAGES = 0x9144; + // const GL_DEBUG_LOGGED_MESSAGES = 0x9145; + // const GL_DEBUG_SEVERITY_HIGH = 0x9146; + // const GL_DEBUG_SEVERITY_MEDIUM = 0x9147; + // const GL_DEBUG_SEVERITY_LOW = 0x9148; + // const GL_TEXTURE_BUFFER_OFFSET = 0x919D; + // const GL_TEXTURE_BUFFER_SIZE = 0x919E; + // const GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT = 0x919F; + // const GL_QUERY_BUFFER = 0x9192; + // const GL_QUERY_BUFFER_BINDING = 0x9193; + // const GL_QUERY_RESULT_NO_WAIT = 0x9194; + // const GL_DYNAMIC_STORAGE_BIT = 0x0100; + // const GL_CLIENT_STORAGE_BIT = 0x0200; + // const GL_COLOR_TABLE = 0x80D0; + // const GL_POST_CONVOLUTION_COLOR_TABLE = 0x80D1; + // const GL_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D2; + // const GL_PROXY_COLOR_TABLE = 0x80D3; + // const GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = 0x80D4; + // const GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D5; + // const GL_SHADER_BINARY_FORMAT_SPIR_V = 0x9551; + // const GL_SPIR_V_BINARY = 0x9552; + // const GL_SPIR_V_EXTENSIONS = 0x9553; + // const GL_NUM_SPIR_V_EXTENSIONS = 0x9554; // const GLFW_VERSION_MAJOR = 3; // const GLFW_VERSION_MINOR = 3; // const GLFW_VERSION_REVISION = 8; @@ -2435,6 +2881,137 @@ function glDepthRangeArrayv(int $first, \GL\Buffer\DoubleBuffer|array $v) : void function glDepthRangeIndexed(int $index, float $n, float $f) : void {}; function glGetFloati_v(int $target, int $index, ?bool &...$data) : void {}; function glGetDoublei_v(int $target, int $index, ?bool &...$data) : void {}; + function glDrawArraysInstancedBaseInstance(int $mode, int $first, int $count, int $instancecount, int $baseinstance) : void {}; + function glGetInternalformativ(int $target, int $internalformat, int $pname, int $count, int &$params) : void {}; + function glGetActiveAtomicCounterBufferiv(int $program, int $bufferIndex, int $pname, int &$params) : void {}; + function glBindImageTexture(int $unit, int $texture, int $level, bool $layered, int $layer, int $access, int $format) : void {}; + function glMemoryBarrier(int $barriers) : void {}; + function glTexStorage1D(int $target, int $levels, int $internalformat, int $width) : void {}; + function glTexStorage2D(int $target, int $levels, int $internalformat, int $width, int $height) : void {}; + function glTexStorage3D(int $target, int $levels, int $internalformat, int $width, int $height, int $depth) : void {}; + function glDrawTransformFeedbackInstanced(int $mode, int $id, int $instancecount) : void {}; + function glDrawTransformFeedbackStreamInstanced(int $mode, int $id, int $stream, int $instancecount) : void {}; + function glDispatchCompute(int $num_groups_x, int $num_groups_y, int $num_groups_z) : void {}; + function glDispatchComputeIndirect(int $indirect) : void {}; + function glCopyImageSubData(int $srcName, int $srcTarget, int $srcLevel, int $srcX, int $srcY, int $srcZ, int $dstName, int $dstTarget, int $dstLevel, int $dstX, int $dstY, int $dstZ, int $srcWidth, int $srcHeight, int $srcDepth) : void {}; + function glFramebufferParameteri(int $target, int $pname, int $param) : void {}; + function glGetFramebufferParameteriv(int $target, int $pname, int &$params) : void {}; + function glGetInternalformati64v(int $target, int $internalformat, int $pname, int $count, int &$params) : void {}; + function glInvalidateTexSubImage(int $texture, int $level, int $xoffset, int $yoffset, int $zoffset, int $width, int $height, int $depth) : void {}; + function glInvalidateTexImage(int $texture, int $level) : void {}; + function glInvalidateBufferSubData(int $buffer, int $offset, int $length) : void {}; + function glInvalidateBufferData(int $buffer) : void {}; + function glGetProgramInterfaceiv(int $program, int $programInterface, int $pname, int &$params) : void {}; + function glGetProgramResourceIndex(int $program, int $programInterface, string $name) : int {}; + function glGetProgramResourceLocation(int $program, int $programInterface, string $name) : int {}; + function glGetProgramResourceLocationIndex(int $program, int $programInterface, string $name) : int {}; + function glShaderStorageBlockBinding(int $program, int $storageBlockIndex, int $storageBlockBinding) : void {}; + function glTexBufferRange(int $target, int $internalformat, int $buffer, int $offset, int $size) : void {}; + function glTexStorage2DMultisample(int $target, int $samples, int $internalformat, int $width, int $height, bool $fixedsamplelocations) : void {}; + function glTexStorage3DMultisample(int $target, int $samples, int $internalformat, int $width, int $height, int $depth, bool $fixedsamplelocations) : void {}; + function glTextureView(int $texture, int $target, int $origtexture, int $internalformat, int $minlevel, int $numlevels, int $minlayer, int $numlayers) : void {}; + function glBindVertexBuffer(int $bindingindex, int $buffer, int $offset, int $stride) : void {}; + function glVertexAttribFormat(int $attribindex, int $size, int $type, bool $normalized, int $relativeoffset) : void {}; + function glVertexAttribIFormat(int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + function glVertexAttribLFormat(int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + function glVertexAttribBinding(int $attribindex, int $bindingindex) : void {}; + function glVertexBindingDivisor(int $bindingindex, int $divisor) : void {}; + function glDebugMessageInsert(int $source, int $type, int $id, int $severity, int $length, string $buf) : void {}; + function glPushDebugGroup(int $source, int $id, int $length, string $message) : void {}; + function glPopDebugGroup() : void {}; + function glObjectLabel(int $identifier, int $name, int $length, string $label) : void {}; + function glClipControl(int $origin, int $depth) : void {}; + function glCreateTransformFeedbacks(int $n, ?int &...$ids) : void {}; + function glTransformFeedbackBufferBase(int $xfb, int $index, int $buffer) : void {}; + function glTransformFeedbackBufferRange(int $xfb, int $index, int $buffer, int $offset, int $size) : void {}; + function glGetTransformFeedbackiv(int $xfb, int $pname, int &$param) : void {}; + function glGetTransformFeedbacki_v(int $xfb, int $pname, int $index, int &$param) : void {}; + function glGetTransformFeedbacki64_v(int $xfb, int $pname, int $index, int &$param) : void {}; + function glCreateBuffers(int $n, ?int &...$buffers) : void {}; + function glCopyNamedBufferSubData(int $readBuffer, int $writeBuffer, int $readOffset, int $writeOffset, int $size) : void {}; + function glUnmapNamedBuffer(int $buffer) : bool {}; + function glFlushMappedNamedBufferRange(int $buffer, int $offset, int $length) : void {}; + function glGetNamedBufferParameteriv(int $buffer, int $pname, int &$params) : void {}; + function glGetNamedBufferParameteri64v(int $buffer, int $pname, int &$params) : void {}; + function glCreateFramebuffers(int $n, ?int &...$framebuffers) : void {}; + function glNamedFramebufferRenderbuffer(int $framebuffer, int $attachment, int $renderbuffertarget, int $renderbuffer) : void {}; + function glNamedFramebufferParameteri(int $framebuffer, int $pname, int $param) : void {}; + function glNamedFramebufferTexture(int $framebuffer, int $attachment, int $texture, int $level) : void {}; + function glNamedFramebufferTextureLayer(int $framebuffer, int $attachment, int $texture, int $level, int $layer) : void {}; + function glNamedFramebufferDrawBuffer(int $framebuffer, int $buf) : void {}; + function glNamedFramebufferReadBuffer(int $framebuffer, int $src) : void {}; + function glClearNamedFramebufferiv(int $framebuffer, int $buffer, int $drawbuffer, \GL\Buffer\IntBuffer|array $value) : void {}; + function glClearNamedFramebufferuiv(int $framebuffer, int $buffer, int $drawbuffer, \GL\Buffer\UIntBuffer|array $value) : void {}; + function glClearNamedFramebufferfv(int $framebuffer, int $buffer, int $drawbuffer, \GL\Buffer\FloatBuffer|array $value) : void {}; + function glClearNamedFramebufferfi(int $framebuffer, int $buffer, int $drawbuffer, float $depth, int $stencil) : void {}; + function glBlitNamedFramebuffer(int $readFramebuffer, int $drawFramebuffer, int $srcX0, int $srcY0, int $srcX1, int $srcY1, int $dstX0, int $dstY0, int $dstX1, int $dstY1, int $mask, int $filter) : void {}; + function glCheckNamedFramebufferStatus(int $framebuffer, int $target) : int {}; + function glGetNamedFramebufferParameteriv(int $framebuffer, int $pname, int &$param) : void {}; + function glGetNamedFramebufferAttachmentParameteriv(int $framebuffer, int $attachment, int $pname, int &$params) : void {}; + function glCreateRenderbuffers(int $n, ?int &...$renderbuffers) : void {}; + function glNamedRenderbufferStorage(int $renderbuffer, int $internalformat, int $width, int $height) : void {}; + function glNamedRenderbufferStorageMultisample(int $renderbuffer, int $samples, int $internalformat, int $width, int $height) : void {}; + function glGetNamedRenderbufferParameteriv(int $renderbuffer, int $pname, int &$params) : void {}; + function glCreateTextures(int $target, int $n, int &$textures) : void {}; + function glTextureBuffer(int $texture, int $internalformat, int $buffer) : void {}; + function glTextureBufferRange(int $texture, int $internalformat, int $buffer, int $offset, int $size) : void {}; + function glTextureStorage1D(int $texture, int $levels, int $internalformat, int $width) : void {}; + function glTextureStorage2D(int $texture, int $levels, int $internalformat, int $width, int $height) : void {}; + function glTextureStorage3D(int $texture, int $levels, int $internalformat, int $width, int $height, int $depth) : void {}; + function glTextureStorage2DMultisample(int $texture, int $samples, int $internalformat, int $width, int $height, bool $fixedsamplelocations) : void {}; + function glTextureStorage3DMultisample(int $texture, int $samples, int $internalformat, int $width, int $height, int $depth, bool $fixedsamplelocations) : void {}; + function glCopyTextureSubImage1D(int $texture, int $level, int $xoffset, int $x, int $y, int $width) : void {}; + function glCopyTextureSubImage2D(int $texture, int $level, int $xoffset, int $yoffset, int $x, int $y, int $width, int $height) : void {}; + function glCopyTextureSubImage3D(int $texture, int $level, int $xoffset, int $yoffset, int $zoffset, int $x, int $y, int $width, int $height) : void {}; + function glTextureParameterf(int $texture, int $pname, float $param) : void {}; + function glTextureParameterfv(int $texture, int $pname, \GL\Buffer\FloatBuffer|array $param) : void {}; + function glTextureParameteri(int $texture, int $pname, int $param) : void {}; + function glTextureParameterIiv(int $texture, int $pname, \GL\Buffer\IntBuffer|array $params) : void {}; + function glTextureParameterIuiv(int $texture, int $pname, \GL\Buffer\UIntBuffer|array $params) : void {}; + function glTextureParameteriv(int $texture, int $pname, \GL\Buffer\IntBuffer|array $param) : void {}; + function glGenerateTextureMipmap(int $texture) : void {}; + function glBindTextureUnit(int $unit, int $texture) : void {}; + function glGetTextureLevelParameterfv(int $texture, int $level, int $pname, float &$params) : void {}; + function glGetTextureLevelParameteriv(int $texture, int $level, int $pname, int &$params) : void {}; + function glGetTextureParameterfv(int $texture, int $pname, float &$params) : void {}; + function glGetTextureParameterIiv(int $texture, int $pname, int &$params) : void {}; + function glGetTextureParameterIuiv(int $texture, int $pname, int &$params) : void {}; + function glGetTextureParameteriv(int $texture, int $pname, int &$params) : void {}; + function glCreateVertexArrays(int $n, ?int &...$arrays) : void {}; + function glDisableVertexArrayAttrib(int $vaobj, int $index) : void {}; + function glEnableVertexArrayAttrib(int $vaobj, int $index) : void {}; + function glVertexArrayElementBuffer(int $vaobj, int $buffer) : void {}; + function glVertexArrayVertexBuffer(int $vaobj, int $bindingindex, int $buffer, int $offset, int $stride) : void {}; + function glVertexArrayAttribBinding(int $vaobj, int $attribindex, int $bindingindex) : void {}; + function glVertexArrayAttribFormat(int $vaobj, int $attribindex, int $size, int $type, bool $normalized, int $relativeoffset) : void {}; + function glVertexArrayAttribIFormat(int $vaobj, int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + function glVertexArrayAttribLFormat(int $vaobj, int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + function glVertexArrayBindingDivisor(int $vaobj, int $bindingindex, int $divisor) : void {}; + function glGetVertexArrayiv(int $vaobj, int $pname, int &$param) : void {}; + function glGetVertexArrayIndexediv(int $vaobj, int $index, int $pname, int &$param) : void {}; + function glGetVertexArrayIndexed64iv(int $vaobj, int $index, int $pname, int &$param) : void {}; + function glCreateSamplers(int $n, ?int &...$samplers) : void {}; + function glCreateProgramPipelines(int $n, ?int &...$pipelines) : void {}; + function glCreateQueries(int $target, int $n, int &$ids) : void {}; + function glGetQueryBufferObjecti64v(int $id, int $buffer, int $pname, int $offset) : void {}; + function glGetQueryBufferObjectiv(int $id, int $buffer, int $pname, int $offset) : void {}; + function glGetQueryBufferObjectui64v(int $id, int $buffer, int $pname, int $offset) : void {}; + function glGetQueryBufferObjectuiv(int $id, int $buffer, int $pname, int $offset) : void {}; + function glMemoryBarrierByRegion(int $barriers) : void {}; + function glGetGraphicsResetStatus() : int {}; + function glGetnUniformdv(int $program, int $location, int $bufSize, float &$params) : void {}; + function glGetnUniformfv(int $program, int $location, int $bufSize, float &$params) : void {}; + function glGetnUniformiv(int $program, int $location, int $bufSize, int &$params) : void {}; + function glGetnUniformuiv(int $program, int $location, int $bufSize, int &$params) : void {}; + function glGetnMapdv(int $target, int $query, int $bufSize, float &$v) : void {}; + function glGetnMapfv(int $target, int $query, int $bufSize, float &$v) : void {}; + function glGetnMapiv(int $target, int $query, int $bufSize, int &$v) : void {}; + function glGetnPixelMapfv(int $map, int $bufSize, float &$values) : void {}; + function glGetnPixelMapuiv(int $map, int $bufSize, int &$values) : void {}; + function glGetnPixelMapusv(int $map, int $bufSize, int &$values) : void {}; + function glGetnPolygonStipple(int $bufSize, int &$pattern) : void {}; + function glTextureBarrier() : void {}; + function glPolygonOffsetClamp(float $factor, float $units, float $clamp) : void {}; function glfwInit() : int {}; function glfwTerminate() : void {}; function glfwInitHint(int $hint, int $value) : void {}; diff --git a/phpglfw_constants.c b/phpglfw_constants.c index f6ee814e..5301be85 100644 --- a/phpglfw_constants.c +++ b/phpglfw_constants.c @@ -1495,6 +1495,12 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_FIXED REGISTER_LONG_CONSTANT("GL_FIXED", PHPGLFW_C_GL_FIXED, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_CONTEXT_LOST + REGISTER_LONG_CONSTANT("GL_CONTEXT_LOST", PHPGLFW_C_GL_CONTEXT_LOST, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_TARGET + REGISTER_LONG_CONSTANT("GL_TEXTURE_TARGET", PHPGLFW_C_GL_TEXTURE_TARGET, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_POLYGON_OFFSET_FILL REGISTER_LONG_CONSTANT("GL_POLYGON_OFFSET_FILL", PHPGLFW_C_GL_POLYGON_OFFSET_FILL, CONST_CS|CONST_PERSISTENT); #endif @@ -1819,6 +1825,24 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_BLEND_EQUATION_RGB REGISTER_LONG_CONSTANT("GL_BLEND_EQUATION_RGB", PHPGLFW_C_GL_BLEND_EQUATION_RGB, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_CONVOLUTION_1D + REGISTER_LONG_CONSTANT("GL_CONVOLUTION_1D", PHPGLFW_C_GL_CONVOLUTION_1D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CONVOLUTION_2D + REGISTER_LONG_CONSTANT("GL_CONVOLUTION_2D", PHPGLFW_C_GL_CONVOLUTION_2D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SEPARABLE_2D + REGISTER_LONG_CONSTANT("GL_SEPARABLE_2D", PHPGLFW_C_GL_SEPARABLE_2D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_HISTOGRAM + REGISTER_LONG_CONSTANT("GL_HISTOGRAM", PHPGLFW_C_GL_HISTOGRAM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROXY_HISTOGRAM + REGISTER_LONG_CONSTANT("GL_PROXY_HISTOGRAM", PHPGLFW_C_GL_PROXY_HISTOGRAM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MINMAX + REGISTER_LONG_CONSTANT("GL_MINMAX", PHPGLFW_C_GL_MINMAX, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_CLIENT_PIXEL_STORE_BIT REGISTER_LONG_CONSTANT("GL_CLIENT_PIXEL_STORE_BIT", PHPGLFW_C_GL_CLIENT_PIXEL_STORE_BIT, CONST_CS|CONST_PERSISTENT); #endif @@ -1861,6 +1885,12 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_MAX_ELEMENTS_INDICES REGISTER_LONG_CONSTANT("GL_MAX_ELEMENTS_INDICES", PHPGLFW_C_GL_MAX_ELEMENTS_INDICES, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_PARAMETER_BUFFER + REGISTER_LONG_CONSTANT("GL_PARAMETER_BUFFER", PHPGLFW_C_GL_PARAMETER_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PARAMETER_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_PARAMETER_BUFFER_BINDING", PHPGLFW_C_GL_PARAMETER_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_CLAMP_TO_EDGE REGISTER_LONG_CONSTANT("GL_CLAMP_TO_EDGE", PHPGLFW_C_GL_CLAMP_TO_EDGE, CONST_CS|CONST_PERSISTENT); #endif @@ -2194,6 +2224,12 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER REGISTER_LONG_CONSTANT("GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER", PHPGLFW_C_GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_TEXTURE_MAX_ANISOTROPY + REGISTER_LONG_CONSTANT("GL_TEXTURE_MAX_ANISOTROPY", PHPGLFW_C_GL_TEXTURE_MAX_ANISOTROPY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TEXTURE_MAX_ANISOTROPY + REGISTER_LONG_CONSTANT("GL_MAX_TEXTURE_MAX_ANISOTROPY", PHPGLFW_C_GL_MAX_TEXTURE_MAX_ANISOTROPY, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_TEXTURE_COMPRESSED_IMAGE_SIZE REGISTER_LONG_CONSTANT("GL_TEXTURE_COMPRESSED_IMAGE_SIZE", PHPGLFW_C_GL_TEXTURE_COMPRESSED_IMAGE_SIZE, CONST_CS|CONST_PERSISTENT); #endif @@ -3025,6 +3061,9 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_MIN_SAMPLE_SHADING_VALUE REGISTER_LONG_CONSTANT("GL_MIN_SAMPLE_SHADING_VALUE", PHPGLFW_C_GL_MIN_SAMPLE_SHADING_VALUE, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_TEXTURE_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_TEXTURE_BUFFER_BINDING", PHPGLFW_C_GL_TEXTURE_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_MAJOR_VERSION REGISTER_LONG_CONSTANT("GL_MAJOR_VERSION", PHPGLFW_C_GL_MAJOR_VERSION, CONST_CS|CONST_PERSISTENT); #endif @@ -3145,9 +3184,27 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_RG32UI REGISTER_LONG_CONSTANT("GL_RG32UI", PHPGLFW_C_GL_RG32UI, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED + REGISTER_LONG_CONSTANT("GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED", PHPGLFW_C_GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER_IMMUTABLE_STORAGE + REGISTER_LONG_CONSTANT("GL_BUFFER_IMMUTABLE_STORAGE", PHPGLFW_C_GL_BUFFER_IMMUTABLE_STORAGE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER_STORAGE_FLAGS + REGISTER_LONG_CONSTANT("GL_BUFFER_STORAGE_FLAGS", PHPGLFW_C_GL_BUFFER_STORAGE_FLAGS, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT REGISTER_LONG_CONSTANT("GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT", PHPGLFW_C_GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_CONTEXT_FLAG_DEBUG_BIT + REGISTER_LONG_CONSTANT("GL_CONTEXT_FLAG_DEBUG_BIT", PHPGLFW_C_GL_CONTEXT_FLAG_DEBUG_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT + REGISTER_LONG_CONSTANT("GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT", PHPGLFW_C_GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CONTEXT_FLAG_NO_ERROR_BIT + REGISTER_LONG_CONSTANT("GL_CONTEXT_FLAG_NO_ERROR_BIT", PHPGLFW_C_GL_CONTEXT_FLAG_NO_ERROR_BIT, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_RGBA32UI REGISTER_LONG_CONSTANT("GL_RGBA32UI", PHPGLFW_C_GL_RGBA32UI, CONST_CS|CONST_PERSISTENT); #endif @@ -3520,6 +3577,39 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_MAX_TRANSFORM_FEEDBACK_BUFFERS REGISTER_LONG_CONSTANT("GL_MAX_TRANSFORM_FEEDBACK_BUFFERS", PHPGLFW_C_GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_ACTIVE + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_ACTIVE", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_ACTIVE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_PAUSED + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_PAUSED", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_PAUSED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RGBA_BPTC_UNORM + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RGBA_BPTC_UNORM", PHPGLFW_C_GL_COMPRESSED_RGBA_BPTC_UNORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM + REGISTER_LONG_CONSTANT("GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM", PHPGLFW_C_GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT", PHPGLFW_C_GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT", PHPGLFW_C_GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_WAIT_INVERTED + REGISTER_LONG_CONSTANT("GL_QUERY_WAIT_INVERTED", PHPGLFW_C_GL_QUERY_WAIT_INVERTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_NO_WAIT_INVERTED + REGISTER_LONG_CONSTANT("GL_QUERY_NO_WAIT_INVERTED", PHPGLFW_C_GL_QUERY_NO_WAIT_INVERTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_BY_REGION_WAIT_INVERTED + REGISTER_LONG_CONSTANT("GL_QUERY_BY_REGION_WAIT_INVERTED", PHPGLFW_C_GL_QUERY_BY_REGION_WAIT_INVERTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_BY_REGION_NO_WAIT_INVERTED + REGISTER_LONG_CONSTANT("GL_QUERY_BY_REGION_NO_WAIT_INVERTED", PHPGLFW_C_GL_QUERY_BY_REGION_NO_WAIT_INVERTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_POLYGON_OFFSET_CLAMP + REGISTER_LONG_CONSTANT("GL_POLYGON_OFFSET_CLAMP", PHPGLFW_C_GL_POLYGON_OFFSET_CLAMP, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_BUFFER_ACCESS_FLAGS REGISTER_LONG_CONSTANT("GL_BUFFER_ACCESS_FLAGS", PHPGLFW_C_GL_BUFFER_ACCESS_FLAGS, CONST_CS|CONST_PERSISTENT); #endif @@ -3634,6 +3724,33 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_MAX_INTEGER_SAMPLES REGISTER_LONG_CONSTANT("GL_MAX_INTEGER_SAMPLES", PHPGLFW_C_GL_MAX_INTEGER_SAMPLES, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_WIDTH + REGISTER_LONG_CONSTANT("GL_UNPACK_COMPRESSED_BLOCK_WIDTH", PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_WIDTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_HEIGHT + REGISTER_LONG_CONSTANT("GL_UNPACK_COMPRESSED_BLOCK_HEIGHT", PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_HEIGHT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_DEPTH + REGISTER_LONG_CONSTANT("GL_UNPACK_COMPRESSED_BLOCK_DEPTH", PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_DEPTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_SIZE + REGISTER_LONG_CONSTANT("GL_UNPACK_COMPRESSED_BLOCK_SIZE", PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_WIDTH + REGISTER_LONG_CONSTANT("GL_PACK_COMPRESSED_BLOCK_WIDTH", PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_WIDTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_HEIGHT + REGISTER_LONG_CONSTANT("GL_PACK_COMPRESSED_BLOCK_HEIGHT", PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_HEIGHT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_DEPTH + REGISTER_LONG_CONSTANT("GL_PACK_COMPRESSED_BLOCK_DEPTH", PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_DEPTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_SIZE + REGISTER_LONG_CONSTANT("GL_PACK_COMPRESSED_BLOCK_SIZE", PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_IMMUTABLE_FORMAT + REGISTER_LONG_CONSTANT("GL_TEXTURE_IMMUTABLE_FORMAT", PHPGLFW_C_GL_TEXTURE_IMMUTABLE_FORMAT, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE", PHPGLFW_C_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, CONST_CS|CONST_PERSISTENT); #endif @@ -3841,6 +3958,12 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_MAP_UNSYNCHRONIZED_BIT REGISTER_LONG_CONSTANT("GL_MAP_UNSYNCHRONIZED_BIT", PHPGLFW_C_GL_MAP_UNSYNCHRONIZED_BIT, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_MAP_PERSISTENT_BIT + REGISTER_LONG_CONSTANT("GL_MAP_PERSISTENT_BIT", PHPGLFW_C_GL_MAP_PERSISTENT_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAP_COHERENT_BIT + REGISTER_LONG_CONSTANT("GL_MAP_COHERENT_BIT", PHPGLFW_C_GL_MAP_COHERENT_BIT, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_VERTEX_ARRAY_BINDING REGISTER_LONG_CONSTANT("GL_VERTEX_ARRAY_BINDING", PHPGLFW_C_GL_VERTEX_ARRAY_BINDING, CONST_CS|CONST_PERSISTENT); #endif @@ -3916,6 +4039,39 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_DOUBLE_MAT4x3 REGISTER_LONG_CONSTANT("GL_DOUBLE_MAT4x3", PHPGLFW_C_GL_DOUBLE_MAT4x3, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_COPY_READ_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_COPY_READ_BUFFER_BINDING", PHPGLFW_C_GL_COPY_READ_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COPY_WRITE_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_COPY_WRITE_BUFFER_BINDING", PHPGLFW_C_GL_COPY_WRITE_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_IMAGE_UNITS + REGISTER_LONG_CONSTANT("GL_MAX_IMAGE_UNITS", PHPGLFW_C_GL_MAX_IMAGE_UNITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS", PHPGLFW_C_GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BINDING_NAME + REGISTER_LONG_CONSTANT("GL_IMAGE_BINDING_NAME", PHPGLFW_C_GL_IMAGE_BINDING_NAME, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BINDING_LEVEL + REGISTER_LONG_CONSTANT("GL_IMAGE_BINDING_LEVEL", PHPGLFW_C_GL_IMAGE_BINDING_LEVEL, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BINDING_LAYERED + REGISTER_LONG_CONSTANT("GL_IMAGE_BINDING_LAYERED", PHPGLFW_C_GL_IMAGE_BINDING_LAYERED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BINDING_LAYER + REGISTER_LONG_CONSTANT("GL_IMAGE_BINDING_LAYER", PHPGLFW_C_GL_IMAGE_BINDING_LAYER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BINDING_ACCESS + REGISTER_LONG_CONSTANT("GL_IMAGE_BINDING_ACCESS", PHPGLFW_C_GL_IMAGE_BINDING_ACCESS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES", PHPGLFW_C_GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_BINDING_BUFFER + REGISTER_LONG_CONSTANT("GL_VERTEX_BINDING_BUFFER", PHPGLFW_C_GL_VERTEX_BINDING_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_UNIFORM_BUFFER REGISTER_LONG_CONSTANT("GL_UNIFORM_BUFFER", PHPGLFW_C_GL_UNIFORM_BUFFER, CONST_CS|CONST_PERSISTENT); #endif @@ -4024,6 +4180,201 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_RGB10_A2UI REGISTER_LONG_CONSTANT("GL_RGB10_A2UI", PHPGLFW_C_GL_RGB10_A2UI, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_MIN_MAP_BUFFER_ALIGNMENT + REGISTER_LONG_CONSTANT("GL_MIN_MAP_BUFFER_ALIGNMENT", PHPGLFW_C_GL_MIN_MAP_BUFFER_ALIGNMENT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_1D + REGISTER_LONG_CONSTANT("GL_IMAGE_1D", PHPGLFW_C_GL_IMAGE_1D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_2D + REGISTER_LONG_CONSTANT("GL_IMAGE_2D", PHPGLFW_C_GL_IMAGE_2D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_3D + REGISTER_LONG_CONSTANT("GL_IMAGE_3D", PHPGLFW_C_GL_IMAGE_3D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_2D_RECT + REGISTER_LONG_CONSTANT("GL_IMAGE_2D_RECT", PHPGLFW_C_GL_IMAGE_2D_RECT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CUBE + REGISTER_LONG_CONSTANT("GL_IMAGE_CUBE", PHPGLFW_C_GL_IMAGE_CUBE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BUFFER + REGISTER_LONG_CONSTANT("GL_IMAGE_BUFFER", PHPGLFW_C_GL_IMAGE_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_1D_ARRAY + REGISTER_LONG_CONSTANT("GL_IMAGE_1D_ARRAY", PHPGLFW_C_GL_IMAGE_1D_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_2D_ARRAY + REGISTER_LONG_CONSTANT("GL_IMAGE_2D_ARRAY", PHPGLFW_C_GL_IMAGE_2D_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CUBE_MAP_ARRAY + REGISTER_LONG_CONSTANT("GL_IMAGE_CUBE_MAP_ARRAY", PHPGLFW_C_GL_IMAGE_CUBE_MAP_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_2D_MULTISAMPLE + REGISTER_LONG_CONSTANT("GL_IMAGE_2D_MULTISAMPLE", PHPGLFW_C_GL_IMAGE_2D_MULTISAMPLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_2D_MULTISAMPLE_ARRAY + REGISTER_LONG_CONSTANT("GL_IMAGE_2D_MULTISAMPLE_ARRAY", PHPGLFW_C_GL_IMAGE_2D_MULTISAMPLE_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_1D + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_1D", PHPGLFW_C_GL_INT_IMAGE_1D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_2D + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_2D", PHPGLFW_C_GL_INT_IMAGE_2D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_3D + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_3D", PHPGLFW_C_GL_INT_IMAGE_3D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_2D_RECT + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_2D_RECT", PHPGLFW_C_GL_INT_IMAGE_2D_RECT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_CUBE + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_CUBE", PHPGLFW_C_GL_INT_IMAGE_CUBE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_BUFFER + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_BUFFER", PHPGLFW_C_GL_INT_IMAGE_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_1D_ARRAY + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_1D_ARRAY", PHPGLFW_C_GL_INT_IMAGE_1D_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_2D_ARRAY + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_2D_ARRAY", PHPGLFW_C_GL_INT_IMAGE_2D_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_CUBE_MAP_ARRAY + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_CUBE_MAP_ARRAY", PHPGLFW_C_GL_INT_IMAGE_CUBE_MAP_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_2D_MULTISAMPLE + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_2D_MULTISAMPLE", PHPGLFW_C_GL_INT_IMAGE_2D_MULTISAMPLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY + REGISTER_LONG_CONSTANT("GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY", PHPGLFW_C_GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_1D + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_1D", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_1D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_2D", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_3D + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_3D", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_3D, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_RECT + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_2D_RECT", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_RECT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_CUBE + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_CUBE", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_CUBE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_BUFFER + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_BUFFER", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_1D_ARRAY + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_1D_ARRAY", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_1D_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_ARRAY + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_2D_ARRAY", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY", PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_IMAGE_SAMPLES + REGISTER_LONG_CONSTANT("GL_MAX_IMAGE_SAMPLES", PHPGLFW_C_GL_MAX_IMAGE_SAMPLES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_BINDING_FORMAT + REGISTER_LONG_CONSTANT("GL_IMAGE_BINDING_FORMAT", PHPGLFW_C_GL_IMAGE_BINDING_FORMAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_TYPE + REGISTER_LONG_CONSTANT("GL_IMAGE_FORMAT_COMPATIBILITY_TYPE", PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE + REGISTER_LONG_CONSTANT("GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE", PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS + REGISTER_LONG_CONSTANT("GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS", PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_VERTEX_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_GEOMETRY_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_GEOMETRY_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_GEOMETRY_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAGMENT_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_FRAGMENT_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_FRAGMENT_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_COMBINED_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS", PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER + REGISTER_LONG_CONSTANT("GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER", PHPGLFW_C_GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DISPATCH_INDIRECT_BUFFER + REGISTER_LONG_CONSTANT("GL_DISPATCH_INDIRECT_BUFFER", PHPGLFW_C_GL_DISPATCH_INDIRECT_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DISPATCH_INDIRECT_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_DISPATCH_INDIRECT_BUFFER_BINDING", PHPGLFW_C_GL_DISPATCH_INDIRECT_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BUFFER + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BUFFER", PHPGLFW_C_GL_SHADER_STORAGE_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BUFFER_BINDING", PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_START + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BUFFER_START", PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_START, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_SIZE + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BUFFER_SIZE", PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS", PHPGLFW_C_GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS + REGISTER_LONG_CONSTANT("GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS", PHPGLFW_C_GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_SHADER_STORAGE_BLOCK_SIZE + REGISTER_LONG_CONSTANT("GL_MAX_SHADER_STORAGE_BLOCK_SIZE", PHPGLFW_C_GL_MAX_SHADER_STORAGE_BLOCK_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT", PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEPTH_STENCIL_TEXTURE_MODE + REGISTER_LONG_CONSTANT("GL_DEPTH_STENCIL_TEXTURE_MODE", PHPGLFW_C_GL_DEPTH_STENCIL_TEXTURE_MODE, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_TEXTURE_CUBE_MAP_ARRAY REGISTER_LONG_CONSTANT("GL_TEXTURE_CUBE_MAP_ARRAY", PHPGLFW_C_GL_TEXTURE_CUBE_MAP_ARRAY, CONST_CS|CONST_PERSISTENT); #endif @@ -4099,6 +4450,15 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_RGB565 REGISTER_LONG_CONSTANT("GL_RGB565", PHPGLFW_C_GL_RGB565, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_PRIMITIVE_RESTART_FIXED_INDEX + REGISTER_LONG_CONSTANT("GL_PRIMITIVE_RESTART_FIXED_INDEX", PHPGLFW_C_GL_PRIMITIVE_RESTART_FIXED_INDEX, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ANY_SAMPLES_PASSED_CONSERVATIVE + REGISTER_LONG_CONSTANT("GL_ANY_SAMPLES_PASSED_CONSERVATIVE", PHPGLFW_C_GL_ANY_SAMPLES_PASSED_CONSERVATIVE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_ELEMENT_INDEX + REGISTER_LONG_CONSTANT("GL_MAX_ELEMENT_INDEX", PHPGLFW_C_GL_MAX_ELEMENT_INDEX, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_PROGRAM_BINARY_RETRIEVABLE_HINT REGISTER_LONG_CONSTANT("GL_PROGRAM_BINARY_RETRIEVABLE_HINT", PHPGLFW_C_GL_PROGRAM_BINARY_RETRIEVABLE_HINT, CONST_CS|CONST_PERSISTENT); #endif @@ -4129,9 +4489,309 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_UNDEFINED_VERTEX REGISTER_LONG_CONSTANT("GL_UNDEFINED_VERTEX", PHPGLFW_C_GL_UNDEFINED_VERTEX, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_SHARED_MEMORY_SIZE + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_SHARED_MEMORY_SIZE", PHPGLFW_C_GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_UNIFORM_COMPONENTS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_UNIFORM_COMPONENTS", PHPGLFW_C_GL_MAX_COMPUTE_UNIFORM_COMPONENTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_COMPUTE_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS", PHPGLFW_C_GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPUTE_WORK_GROUP_SIZE + REGISTER_LONG_CONSTANT("GL_COMPUTE_WORK_GROUP_SIZE", PHPGLFW_C_GL_COMPUTE_WORK_GROUP_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_OUTPUT_SYNCHRONOUS + REGISTER_LONG_CONSTANT("GL_DEBUG_OUTPUT_SYNCHRONOUS", PHPGLFW_C_GL_DEBUG_OUTPUT_SYNCHRONOUS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH + REGISTER_LONG_CONSTANT("GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH", PHPGLFW_C_GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_CALLBACK_FUNCTION + REGISTER_LONG_CONSTANT("GL_DEBUG_CALLBACK_FUNCTION", PHPGLFW_C_GL_DEBUG_CALLBACK_FUNCTION, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_CALLBACK_USER_PARAM + REGISTER_LONG_CONSTANT("GL_DEBUG_CALLBACK_USER_PARAM", PHPGLFW_C_GL_DEBUG_CALLBACK_USER_PARAM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SOURCE_API + REGISTER_LONG_CONSTANT("GL_DEBUG_SOURCE_API", PHPGLFW_C_GL_DEBUG_SOURCE_API, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SOURCE_WINDOW_SYSTEM + REGISTER_LONG_CONSTANT("GL_DEBUG_SOURCE_WINDOW_SYSTEM", PHPGLFW_C_GL_DEBUG_SOURCE_WINDOW_SYSTEM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SOURCE_SHADER_COMPILER + REGISTER_LONG_CONSTANT("GL_DEBUG_SOURCE_SHADER_COMPILER", PHPGLFW_C_GL_DEBUG_SOURCE_SHADER_COMPILER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SOURCE_THIRD_PARTY + REGISTER_LONG_CONSTANT("GL_DEBUG_SOURCE_THIRD_PARTY", PHPGLFW_C_GL_DEBUG_SOURCE_THIRD_PARTY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SOURCE_APPLICATION + REGISTER_LONG_CONSTANT("GL_DEBUG_SOURCE_APPLICATION", PHPGLFW_C_GL_DEBUG_SOURCE_APPLICATION, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SOURCE_OTHER + REGISTER_LONG_CONSTANT("GL_DEBUG_SOURCE_OTHER", PHPGLFW_C_GL_DEBUG_SOURCE_OTHER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_ERROR + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_ERROR", PHPGLFW_C_GL_DEBUG_TYPE_ERROR, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR", PHPGLFW_C_GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR", PHPGLFW_C_GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_PORTABILITY + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_PORTABILITY", PHPGLFW_C_GL_DEBUG_TYPE_PORTABILITY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_PERFORMANCE + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_PERFORMANCE", PHPGLFW_C_GL_DEBUG_TYPE_PERFORMANCE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_OTHER + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_OTHER", PHPGLFW_C_GL_DEBUG_TYPE_OTHER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_MARKER + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_MARKER", PHPGLFW_C_GL_DEBUG_TYPE_MARKER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_PUSH_GROUP + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_PUSH_GROUP", PHPGLFW_C_GL_DEBUG_TYPE_PUSH_GROUP, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_TYPE_POP_GROUP + REGISTER_LONG_CONSTANT("GL_DEBUG_TYPE_POP_GROUP", PHPGLFW_C_GL_DEBUG_TYPE_POP_GROUP, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SEVERITY_NOTIFICATION + REGISTER_LONG_CONSTANT("GL_DEBUG_SEVERITY_NOTIFICATION", PHPGLFW_C_GL_DEBUG_SEVERITY_NOTIFICATION, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_DEBUG_GROUP_STACK_DEPTH + REGISTER_LONG_CONSTANT("GL_MAX_DEBUG_GROUP_STACK_DEPTH", PHPGLFW_C_GL_MAX_DEBUG_GROUP_STACK_DEPTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_GROUP_STACK_DEPTH + REGISTER_LONG_CONSTANT("GL_DEBUG_GROUP_STACK_DEPTH", PHPGLFW_C_GL_DEBUG_GROUP_STACK_DEPTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_UNIFORM_LOCATIONS + REGISTER_LONG_CONSTANT("GL_MAX_UNIFORM_LOCATIONS", PHPGLFW_C_GL_MAX_UNIFORM_LOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_SUPPORTED + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_SUPPORTED", PHPGLFW_C_GL_INTERNALFORMAT_SUPPORTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_PREFERRED + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_PREFERRED", PHPGLFW_C_GL_INTERNALFORMAT_PREFERRED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_RED_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_RED_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_RED_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_GREEN_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_GREEN_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_GREEN_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_BLUE_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_BLUE_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_BLUE_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_ALPHA_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_ALPHA_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_ALPHA_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_DEPTH_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_DEPTH_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_DEPTH_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_STENCIL_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_STENCIL_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_STENCIL_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_SHARED_SIZE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_SHARED_SIZE", PHPGLFW_C_GL_INTERNALFORMAT_SHARED_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_RED_TYPE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_RED_TYPE", PHPGLFW_C_GL_INTERNALFORMAT_RED_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_GREEN_TYPE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_GREEN_TYPE", PHPGLFW_C_GL_INTERNALFORMAT_GREEN_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_BLUE_TYPE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_BLUE_TYPE", PHPGLFW_C_GL_INTERNALFORMAT_BLUE_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_ALPHA_TYPE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_ALPHA_TYPE", PHPGLFW_C_GL_INTERNALFORMAT_ALPHA_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_DEPTH_TYPE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_DEPTH_TYPE", PHPGLFW_C_GL_INTERNALFORMAT_DEPTH_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INTERNALFORMAT_STENCIL_TYPE + REGISTER_LONG_CONSTANT("GL_INTERNALFORMAT_STENCIL_TYPE", PHPGLFW_C_GL_INTERNALFORMAT_STENCIL_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_WIDTH + REGISTER_LONG_CONSTANT("GL_MAX_WIDTH", PHPGLFW_C_GL_MAX_WIDTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_HEIGHT + REGISTER_LONG_CONSTANT("GL_MAX_HEIGHT", PHPGLFW_C_GL_MAX_HEIGHT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_DEPTH + REGISTER_LONG_CONSTANT("GL_MAX_DEPTH", PHPGLFW_C_GL_MAX_DEPTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_LAYERS + REGISTER_LONG_CONSTANT("GL_MAX_LAYERS", PHPGLFW_C_GL_MAX_LAYERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_DIMENSIONS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_DIMENSIONS", PHPGLFW_C_GL_MAX_COMBINED_DIMENSIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COLOR_COMPONENTS + REGISTER_LONG_CONSTANT("GL_COLOR_COMPONENTS", PHPGLFW_C_GL_COLOR_COMPONENTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEPTH_COMPONENTS + REGISTER_LONG_CONSTANT("GL_DEPTH_COMPONENTS", PHPGLFW_C_GL_DEPTH_COMPONENTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_STENCIL_COMPONENTS + REGISTER_LONG_CONSTANT("GL_STENCIL_COMPONENTS", PHPGLFW_C_GL_STENCIL_COMPONENTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COLOR_RENDERABLE + REGISTER_LONG_CONSTANT("GL_COLOR_RENDERABLE", PHPGLFW_C_GL_COLOR_RENDERABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEPTH_RENDERABLE + REGISTER_LONG_CONSTANT("GL_DEPTH_RENDERABLE", PHPGLFW_C_GL_DEPTH_RENDERABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_STENCIL_RENDERABLE + REGISTER_LONG_CONSTANT("GL_STENCIL_RENDERABLE", PHPGLFW_C_GL_STENCIL_RENDERABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_RENDERABLE + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_RENDERABLE", PHPGLFW_C_GL_FRAMEBUFFER_RENDERABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_RENDERABLE_LAYERED + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_RENDERABLE_LAYERED", PHPGLFW_C_GL_FRAMEBUFFER_RENDERABLE_LAYERED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_BLEND + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_BLEND", PHPGLFW_C_GL_FRAMEBUFFER_BLEND, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_READ_PIXELS + REGISTER_LONG_CONSTANT("GL_READ_PIXELS", PHPGLFW_C_GL_READ_PIXELS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_READ_PIXELS_FORMAT + REGISTER_LONG_CONSTANT("GL_READ_PIXELS_FORMAT", PHPGLFW_C_GL_READ_PIXELS_FORMAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_READ_PIXELS_TYPE + REGISTER_LONG_CONSTANT("GL_READ_PIXELS_TYPE", PHPGLFW_C_GL_READ_PIXELS_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_IMAGE_FORMAT + REGISTER_LONG_CONSTANT("GL_TEXTURE_IMAGE_FORMAT", PHPGLFW_C_GL_TEXTURE_IMAGE_FORMAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_IMAGE_TYPE + REGISTER_LONG_CONSTANT("GL_TEXTURE_IMAGE_TYPE", PHPGLFW_C_GL_TEXTURE_IMAGE_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GET_TEXTURE_IMAGE_FORMAT + REGISTER_LONG_CONSTANT("GL_GET_TEXTURE_IMAGE_FORMAT", PHPGLFW_C_GL_GET_TEXTURE_IMAGE_FORMAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GET_TEXTURE_IMAGE_TYPE + REGISTER_LONG_CONSTANT("GL_GET_TEXTURE_IMAGE_TYPE", PHPGLFW_C_GL_GET_TEXTURE_IMAGE_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MIPMAP + REGISTER_LONG_CONSTANT("GL_MIPMAP", PHPGLFW_C_GL_MIPMAP, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MANUAL_GENERATE_MIPMAP + REGISTER_LONG_CONSTANT("GL_MANUAL_GENERATE_MIPMAP", PHPGLFW_C_GL_MANUAL_GENERATE_MIPMAP, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_AUTO_GENERATE_MIPMAP + REGISTER_LONG_CONSTANT("GL_AUTO_GENERATE_MIPMAP", PHPGLFW_C_GL_AUTO_GENERATE_MIPMAP, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COLOR_ENCODING + REGISTER_LONG_CONSTANT("GL_COLOR_ENCODING", PHPGLFW_C_GL_COLOR_ENCODING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SRGB_READ + REGISTER_LONG_CONSTANT("GL_SRGB_READ", PHPGLFW_C_GL_SRGB_READ, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SRGB_WRITE + REGISTER_LONG_CONSTANT("GL_SRGB_WRITE", PHPGLFW_C_GL_SRGB_WRITE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FILTER + REGISTER_LONG_CONSTANT("GL_FILTER", PHPGLFW_C_GL_FILTER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_TEXTURE + REGISTER_LONG_CONSTANT("GL_VERTEX_TEXTURE", PHPGLFW_C_GL_VERTEX_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_CONTROL_TEXTURE + REGISTER_LONG_CONSTANT("GL_TESS_CONTROL_TEXTURE", PHPGLFW_C_GL_TESS_CONTROL_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_EVALUATION_TEXTURE + REGISTER_LONG_CONSTANT("GL_TESS_EVALUATION_TEXTURE", PHPGLFW_C_GL_TESS_EVALUATION_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GEOMETRY_TEXTURE + REGISTER_LONG_CONSTANT("GL_GEOMETRY_TEXTURE", PHPGLFW_C_GL_GEOMETRY_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAGMENT_TEXTURE + REGISTER_LONG_CONSTANT("GL_FRAGMENT_TEXTURE", PHPGLFW_C_GL_FRAGMENT_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPUTE_TEXTURE + REGISTER_LONG_CONSTANT("GL_COMPUTE_TEXTURE", PHPGLFW_C_GL_COMPUTE_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_SHADOW + REGISTER_LONG_CONSTANT("GL_TEXTURE_SHADOW", PHPGLFW_C_GL_TEXTURE_SHADOW, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_GATHER + REGISTER_LONG_CONSTANT("GL_TEXTURE_GATHER", PHPGLFW_C_GL_TEXTURE_GATHER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_GATHER_SHADOW + REGISTER_LONG_CONSTANT("GL_TEXTURE_GATHER_SHADOW", PHPGLFW_C_GL_TEXTURE_GATHER_SHADOW, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_IMAGE_LOAD + REGISTER_LONG_CONSTANT("GL_SHADER_IMAGE_LOAD", PHPGLFW_C_GL_SHADER_IMAGE_LOAD, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_IMAGE_STORE + REGISTER_LONG_CONSTANT("GL_SHADER_IMAGE_STORE", PHPGLFW_C_GL_SHADER_IMAGE_STORE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_IMAGE_ATOMIC + REGISTER_LONG_CONSTANT("GL_SHADER_IMAGE_ATOMIC", PHPGLFW_C_GL_SHADER_IMAGE_ATOMIC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_TEXEL_SIZE + REGISTER_LONG_CONSTANT("GL_IMAGE_TEXEL_SIZE", PHPGLFW_C_GL_IMAGE_TEXEL_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_COMPATIBILITY_CLASS + REGISTER_LONG_CONSTANT("GL_IMAGE_COMPATIBILITY_CLASS", PHPGLFW_C_GL_IMAGE_COMPATIBILITY_CLASS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_PIXEL_FORMAT + REGISTER_LONG_CONSTANT("GL_IMAGE_PIXEL_FORMAT", PHPGLFW_C_GL_IMAGE_PIXEL_FORMAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_PIXEL_TYPE + REGISTER_LONG_CONSTANT("GL_IMAGE_PIXEL_TYPE", PHPGLFW_C_GL_IMAGE_PIXEL_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST + REGISTER_LONG_CONSTANT("GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST", PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST + REGISTER_LONG_CONSTANT("GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST", PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE + REGISTER_LONG_CONSTANT("GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE", PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE + REGISTER_LONG_CONSTANT("GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE", PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GUILTY_CONTEXT_RESET + REGISTER_LONG_CONSTANT("GL_GUILTY_CONTEXT_RESET", PHPGLFW_C_GL_GUILTY_CONTEXT_RESET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_INNOCENT_CONTEXT_RESET + REGISTER_LONG_CONSTANT("GL_INNOCENT_CONTEXT_RESET", PHPGLFW_C_GL_INNOCENT_CONTEXT_RESET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNKNOWN_CONTEXT_RESET + REGISTER_LONG_CONSTANT("GL_UNKNOWN_CONTEXT_RESET", PHPGLFW_C_GL_UNKNOWN_CONTEXT_RESET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_RESET_NOTIFICATION_STRATEGY + REGISTER_LONG_CONSTANT("GL_RESET_NOTIFICATION_STRATEGY", PHPGLFW_C_GL_RESET_NOTIFICATION_STRATEGY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_LOSE_CONTEXT_ON_RESET + REGISTER_LONG_CONSTANT("GL_LOSE_CONTEXT_ON_RESET", PHPGLFW_C_GL_LOSE_CONTEXT_ON_RESET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NO_RESET_NOTIFICATION + REGISTER_LONG_CONSTANT("GL_NO_RESET_NOTIFICATION", PHPGLFW_C_GL_NO_RESET_NOTIFICATION, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_PROGRAM_BINARY_LENGTH REGISTER_LONG_CONSTANT("GL_PROGRAM_BINARY_LENGTH", PHPGLFW_C_GL_PROGRAM_BINARY_LENGTH, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_VERTEX_ATTRIB_ARRAY_LONG + REGISTER_LONG_CONSTANT("GL_VERTEX_ATTRIB_ARRAY_LONG", PHPGLFW_C_GL_VERTEX_ATTRIB_ARRAY_LONG, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MIRROR_CLAMP_TO_EDGE + REGISTER_LONG_CONSTANT("GL_MIRROR_CLAMP_TO_EDGE", PHPGLFW_C_GL_MIRROR_CLAMP_TO_EDGE, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GL_VERTEX_SHADER_BIT REGISTER_LONG_CONSTANT("GL_VERTEX_SHADER_BIT", PHPGLFW_C_GL_VERTEX_SHADER_BIT, CONST_CS|CONST_PERSISTENT); #endif @@ -4150,6 +4810,684 @@ void phpglfw_register_constants(INIT_FUNC_ARGS) #ifdef PHPGLFW_C_GL_ALL_SHADER_BITS REGISTER_LONG_CONSTANT("GL_ALL_SHADER_BITS", PHPGLFW_C_GL_ALL_SHADER_BITS, CONST_CS|CONST_PERSISTENT); #endif +#ifdef PHPGLFW_C_GL_COMPUTE_SHADER_BIT + REGISTER_LONG_CONSTANT("GL_COMPUTE_SHADER_BIT", PHPGLFW_C_GL_COMPUTE_SHADER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NUM_SAMPLE_COUNTS + REGISTER_LONG_CONSTANT("GL_NUM_SAMPLE_COUNTS", PHPGLFW_C_GL_NUM_SAMPLE_COUNTS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_BINDING", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_START + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_START", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_START, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_SIZE + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_SIZE", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_VERTEX_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_GEOMETRY_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_GEOMETRY_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_GEOMETRY_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAGMENT_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_FRAGMENT_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_FRAGMENT_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_ATOMIC_COUNTERS + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_ATOMIC_COUNTERS", PHPGLFW_C_GL_MAX_COMBINED_ATOMIC_COUNTERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE + REGISTER_LONG_CONSTANT("GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE", PHPGLFW_C_GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS + REGISTER_LONG_CONSTANT("GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS", PHPGLFW_C_GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ACTIVE_ATOMIC_COUNTER_BUFFERS + REGISTER_LONG_CONSTANT("GL_ACTIVE_ATOMIC_COUNTER_BUFFERS", PHPGLFW_C_GL_ACTIVE_ATOMIC_COUNTER_BUFFERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX + REGISTER_LONG_CONSTANT("GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX", PHPGLFW_C_GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNSIGNED_INT_ATOMIC_COUNTER + REGISTER_LONG_CONSTANT("GL_UNSIGNED_INT_ATOMIC_COUNTER", PHPGLFW_C_GL_UNSIGNED_INT_ATOMIC_COUNTER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_OUTPUT + REGISTER_LONG_CONSTANT("GL_DEBUG_OUTPUT", PHPGLFW_C_GL_DEBUG_OUTPUT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_WIDTH + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_DEFAULT_WIDTH", PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_WIDTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_HEIGHT + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_DEFAULT_HEIGHT", PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_HEIGHT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_LAYERS + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_DEFAULT_LAYERS", PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_LAYERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_SAMPLES + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_DEFAULT_SAMPLES", PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_SAMPLES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS", PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAMEBUFFER_WIDTH + REGISTER_LONG_CONSTANT("GL_MAX_FRAMEBUFFER_WIDTH", PHPGLFW_C_GL_MAX_FRAMEBUFFER_WIDTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAMEBUFFER_HEIGHT + REGISTER_LONG_CONSTANT("GL_MAX_FRAMEBUFFER_HEIGHT", PHPGLFW_C_GL_MAX_FRAMEBUFFER_HEIGHT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAMEBUFFER_LAYERS + REGISTER_LONG_CONSTANT("GL_MAX_FRAMEBUFFER_LAYERS", PHPGLFW_C_GL_MAX_FRAMEBUFFER_LAYERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_FRAMEBUFFER_SAMPLES + REGISTER_LONG_CONSTANT("GL_MAX_FRAMEBUFFER_SAMPLES", PHPGLFW_C_GL_MAX_FRAMEBUFFER_SAMPLES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNIFORM + REGISTER_LONG_CONSTANT("GL_UNIFORM", PHPGLFW_C_GL_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNIFORM_BLOCK + REGISTER_LONG_CONSTANT("GL_UNIFORM_BLOCK", PHPGLFW_C_GL_UNIFORM_BLOCK, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROGRAM_INPUT + REGISTER_LONG_CONSTANT("GL_PROGRAM_INPUT", PHPGLFW_C_GL_PROGRAM_INPUT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROGRAM_OUTPUT + REGISTER_LONG_CONSTANT("GL_PROGRAM_OUTPUT", PHPGLFW_C_GL_PROGRAM_OUTPUT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER_VARIABLE + REGISTER_LONG_CONSTANT("GL_BUFFER_VARIABLE", PHPGLFW_C_GL_BUFFER_VARIABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BLOCK + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BLOCK", PHPGLFW_C_GL_SHADER_STORAGE_BLOCK, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_SUBROUTINE + REGISTER_LONG_CONSTANT("GL_VERTEX_SUBROUTINE", PHPGLFW_C_GL_VERTEX_SUBROUTINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_CONTROL_SUBROUTINE + REGISTER_LONG_CONSTANT("GL_TESS_CONTROL_SUBROUTINE", PHPGLFW_C_GL_TESS_CONTROL_SUBROUTINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_EVALUATION_SUBROUTINE + REGISTER_LONG_CONSTANT("GL_TESS_EVALUATION_SUBROUTINE", PHPGLFW_C_GL_TESS_EVALUATION_SUBROUTINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GEOMETRY_SUBROUTINE + REGISTER_LONG_CONSTANT("GL_GEOMETRY_SUBROUTINE", PHPGLFW_C_GL_GEOMETRY_SUBROUTINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAGMENT_SUBROUTINE + REGISTER_LONG_CONSTANT("GL_FRAGMENT_SUBROUTINE", PHPGLFW_C_GL_FRAGMENT_SUBROUTINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPUTE_SUBROUTINE + REGISTER_LONG_CONSTANT("GL_COMPUTE_SUBROUTINE", PHPGLFW_C_GL_COMPUTE_SUBROUTINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_SUBROUTINE_UNIFORM + REGISTER_LONG_CONSTANT("GL_VERTEX_SUBROUTINE_UNIFORM", PHPGLFW_C_GL_VERTEX_SUBROUTINE_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_CONTROL_SUBROUTINE_UNIFORM + REGISTER_LONG_CONSTANT("GL_TESS_CONTROL_SUBROUTINE_UNIFORM", PHPGLFW_C_GL_TESS_CONTROL_SUBROUTINE_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_EVALUATION_SUBROUTINE_UNIFORM + REGISTER_LONG_CONSTANT("GL_TESS_EVALUATION_SUBROUTINE_UNIFORM", PHPGLFW_C_GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GEOMETRY_SUBROUTINE_UNIFORM + REGISTER_LONG_CONSTANT("GL_GEOMETRY_SUBROUTINE_UNIFORM", PHPGLFW_C_GL_GEOMETRY_SUBROUTINE_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAGMENT_SUBROUTINE_UNIFORM + REGISTER_LONG_CONSTANT("GL_FRAGMENT_SUBROUTINE_UNIFORM", PHPGLFW_C_GL_FRAGMENT_SUBROUTINE_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPUTE_SUBROUTINE_UNIFORM + REGISTER_LONG_CONSTANT("GL_COMPUTE_SUBROUTINE_UNIFORM", PHPGLFW_C_GL_COMPUTE_SUBROUTINE_UNIFORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_VARYING + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_VARYING", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_VARYING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ACTIVE_RESOURCES + REGISTER_LONG_CONSTANT("GL_ACTIVE_RESOURCES", PHPGLFW_C_GL_ACTIVE_RESOURCES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_NAME_LENGTH + REGISTER_LONG_CONSTANT("GL_MAX_NAME_LENGTH", PHPGLFW_C_GL_MAX_NAME_LENGTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_NUM_ACTIVE_VARIABLES + REGISTER_LONG_CONSTANT("GL_MAX_NUM_ACTIVE_VARIABLES", PHPGLFW_C_GL_MAX_NUM_ACTIVE_VARIABLES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_NUM_COMPATIBLE_SUBROUTINES + REGISTER_LONG_CONSTANT("GL_MAX_NUM_COMPATIBLE_SUBROUTINES", PHPGLFW_C_GL_MAX_NUM_COMPATIBLE_SUBROUTINES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NAME_LENGTH + REGISTER_LONG_CONSTANT("GL_NAME_LENGTH", PHPGLFW_C_GL_NAME_LENGTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TYPE + REGISTER_LONG_CONSTANT("GL_TYPE", PHPGLFW_C_GL_TYPE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ARRAY_SIZE + REGISTER_LONG_CONSTANT("GL_ARRAY_SIZE", PHPGLFW_C_GL_ARRAY_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_OFFSET + REGISTER_LONG_CONSTANT("GL_OFFSET", PHPGLFW_C_GL_OFFSET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BLOCK_INDEX + REGISTER_LONG_CONSTANT("GL_BLOCK_INDEX", PHPGLFW_C_GL_BLOCK_INDEX, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ARRAY_STRIDE + REGISTER_LONG_CONSTANT("GL_ARRAY_STRIDE", PHPGLFW_C_GL_ARRAY_STRIDE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MATRIX_STRIDE + REGISTER_LONG_CONSTANT("GL_MATRIX_STRIDE", PHPGLFW_C_GL_MATRIX_STRIDE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IS_ROW_MAJOR + REGISTER_LONG_CONSTANT("GL_IS_ROW_MAJOR", PHPGLFW_C_GL_IS_ROW_MAJOR, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_INDEX + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BUFFER_INDEX", PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_INDEX, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_BUFFER_BINDING", PHPGLFW_C_GL_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER_DATA_SIZE + REGISTER_LONG_CONSTANT("GL_BUFFER_DATA_SIZE", PHPGLFW_C_GL_BUFFER_DATA_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NUM_ACTIVE_VARIABLES + REGISTER_LONG_CONSTANT("GL_NUM_ACTIVE_VARIABLES", PHPGLFW_C_GL_NUM_ACTIVE_VARIABLES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ACTIVE_VARIABLES + REGISTER_LONG_CONSTANT("GL_ACTIVE_VARIABLES", PHPGLFW_C_GL_ACTIVE_VARIABLES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_REFERENCED_BY_VERTEX_SHADER + REGISTER_LONG_CONSTANT("GL_REFERENCED_BY_VERTEX_SHADER", PHPGLFW_C_GL_REFERENCED_BY_VERTEX_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_REFERENCED_BY_TESS_CONTROL_SHADER + REGISTER_LONG_CONSTANT("GL_REFERENCED_BY_TESS_CONTROL_SHADER", PHPGLFW_C_GL_REFERENCED_BY_TESS_CONTROL_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_REFERENCED_BY_TESS_EVALUATION_SHADER + REGISTER_LONG_CONSTANT("GL_REFERENCED_BY_TESS_EVALUATION_SHADER", PHPGLFW_C_GL_REFERENCED_BY_TESS_EVALUATION_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_REFERENCED_BY_GEOMETRY_SHADER + REGISTER_LONG_CONSTANT("GL_REFERENCED_BY_GEOMETRY_SHADER", PHPGLFW_C_GL_REFERENCED_BY_GEOMETRY_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_REFERENCED_BY_FRAGMENT_SHADER + REGISTER_LONG_CONSTANT("GL_REFERENCED_BY_FRAGMENT_SHADER", PHPGLFW_C_GL_REFERENCED_BY_FRAGMENT_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_REFERENCED_BY_COMPUTE_SHADER + REGISTER_LONG_CONSTANT("GL_REFERENCED_BY_COMPUTE_SHADER", PHPGLFW_C_GL_REFERENCED_BY_COMPUTE_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TOP_LEVEL_ARRAY_SIZE + REGISTER_LONG_CONSTANT("GL_TOP_LEVEL_ARRAY_SIZE", PHPGLFW_C_GL_TOP_LEVEL_ARRAY_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TOP_LEVEL_ARRAY_STRIDE + REGISTER_LONG_CONSTANT("GL_TOP_LEVEL_ARRAY_STRIDE", PHPGLFW_C_GL_TOP_LEVEL_ARRAY_STRIDE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_LOCATION + REGISTER_LONG_CONSTANT("GL_LOCATION", PHPGLFW_C_GL_LOCATION, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_LOCATION_INDEX + REGISTER_LONG_CONSTANT("GL_LOCATION_INDEX", PHPGLFW_C_GL_LOCATION_INDEX, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IS_PER_PATCH + REGISTER_LONG_CONSTANT("GL_IS_PER_PATCH", PHPGLFW_C_GL_IS_PER_PATCH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLEAR_TEXTURE + REGISTER_LONG_CONSTANT("GL_CLEAR_TEXTURE", PHPGLFW_C_GL_CLEAR_TEXTURE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_LOCATION_COMPONENT + REGISTER_LONG_CONSTANT("GL_LOCATION_COMPONENT", PHPGLFW_C_GL_LOCATION_COMPONENT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BUFFER_INDEX + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_BUFFER_INDEX", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BUFFER_INDEX, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NEGATIVE_ONE_TO_ONE + REGISTER_LONG_CONSTANT("GL_NEGATIVE_ONE_TO_ONE", PHPGLFW_C_GL_NEGATIVE_ONE_TO_ONE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ZERO_TO_ONE + REGISTER_LONG_CONSTANT("GL_ZERO_TO_ONE", PHPGLFW_C_GL_ZERO_TO_ONE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLIP_ORIGIN + REGISTER_LONG_CONSTANT("GL_CLIP_ORIGIN", PHPGLFW_C_GL_CLIP_ORIGIN, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLIP_DEPTH_MODE + REGISTER_LONG_CONSTANT("GL_CLIP_DEPTH_MODE", PHPGLFW_C_GL_CLIP_DEPTH_MODE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT", PHPGLFW_C_GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ELEMENT_ARRAY_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_ELEMENT_ARRAY_BARRIER_BIT", PHPGLFW_C_GL_ELEMENT_ARRAY_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_UNIFORM_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_UNIFORM_BARRIER_BIT", PHPGLFW_C_GL_UNIFORM_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_FETCH_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_TEXTURE_FETCH_BARRIER_BIT", PHPGLFW_C_GL_TEXTURE_FETCH_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_IMAGE_ACCESS_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_SHADER_IMAGE_ACCESS_BARRIER_BIT", PHPGLFW_C_GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMMAND_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_COMMAND_BARRIER_BIT", PHPGLFW_C_GL_COMMAND_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PIXEL_BUFFER_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_PIXEL_BUFFER_BARRIER_BIT", PHPGLFW_C_GL_PIXEL_BUFFER_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_UPDATE_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_TEXTURE_UPDATE_BARRIER_BIT", PHPGLFW_C_GL_TEXTURE_UPDATE_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER_UPDATE_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_BUFFER_UPDATE_BARRIER_BIT", PHPGLFW_C_GL_BUFFER_UPDATE_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAMEBUFFER_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_FRAMEBUFFER_BARRIER_BIT", PHPGLFW_C_GL_FRAMEBUFFER_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_BARRIER_BIT", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ATOMIC_COUNTER_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_ATOMIC_COUNTER_BARRIER_BIT", PHPGLFW_C_GL_ATOMIC_COUNTER_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_ALL_BARRIER_BITS + REGISTER_LONG_CONSTANT("GL_ALL_BARRIER_BITS", PHPGLFW_C_GL_ALL_BARRIER_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_STORAGE_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_SHADER_STORAGE_BARRIER_BIT", PHPGLFW_C_GL_SHADER_STORAGE_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT", PHPGLFW_C_GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_BUFFER_BARRIER_BIT + REGISTER_LONG_CONSTANT("GL_QUERY_BUFFER_BARRIER_BIT", PHPGLFW_C_GL_QUERY_BUFFER_BARRIER_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NUM_SHADING_LANGUAGE_VERSIONS + REGISTER_LONG_CONSTANT("GL_NUM_SHADING_LANGUAGE_VERSIONS", PHPGLFW_C_GL_NUM_SHADING_LANGUAGE_VERSIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_BUFFER + REGISTER_LONG_CONSTANT("GL_BUFFER", PHPGLFW_C_GL_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER + REGISTER_LONG_CONSTANT("GL_SHADER", PHPGLFW_C_GL_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROGRAM + REGISTER_LONG_CONSTANT("GL_PROGRAM", PHPGLFW_C_GL_PROGRAM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY + REGISTER_LONG_CONSTANT("GL_QUERY", PHPGLFW_C_GL_QUERY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROGRAM_PIPELINE + REGISTER_LONG_CONSTANT("GL_PROGRAM_PIPELINE", PHPGLFW_C_GL_PROGRAM_PIPELINE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SAMPLER + REGISTER_LONG_CONSTANT("GL_SAMPLER", PHPGLFW_C_GL_SAMPLER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_LABEL_LENGTH + REGISTER_LONG_CONSTANT("GL_MAX_LABEL_LENGTH", PHPGLFW_C_GL_MAX_LABEL_LENGTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_WIDTH + REGISTER_LONG_CONSTANT("GL_TEXTURE_COMPRESSED_BLOCK_WIDTH", PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_WIDTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT + REGISTER_LONG_CONSTANT("GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT", PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_SIZE + REGISTER_LONG_CONSTANT("GL_TEXTURE_COMPRESSED_BLOCK_SIZE", PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLEAR_BUFFER + REGISTER_LONG_CONSTANT("GL_CLEAR_BUFFER", PHPGLFW_C_GL_CLEAR_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_VIEW + REGISTER_LONG_CONSTANT("GL_TEXTURE_VIEW", PHPGLFW_C_GL_TEXTURE_VIEW, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_COMPATIBILITY_CLASS + REGISTER_LONG_CONSTANT("GL_VIEW_COMPATIBILITY_CLASS", PHPGLFW_C_GL_VIEW_COMPATIBILITY_CLASS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FULL_SUPPORT + REGISTER_LONG_CONSTANT("GL_FULL_SUPPORT", PHPGLFW_C_GL_FULL_SUPPORT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CAVEAT_SUPPORT + REGISTER_LONG_CONSTANT("GL_CAVEAT_SUPPORT", PHPGLFW_C_GL_CAVEAT_SUPPORT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_4_X_32 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_4_X_32", PHPGLFW_C_GL_IMAGE_CLASS_4_X_32, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_2_X_32 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_2_X_32", PHPGLFW_C_GL_IMAGE_CLASS_2_X_32, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_1_X_32 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_1_X_32", PHPGLFW_C_GL_IMAGE_CLASS_1_X_32, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_4_X_16 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_4_X_16", PHPGLFW_C_GL_IMAGE_CLASS_4_X_16, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_2_X_16 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_2_X_16", PHPGLFW_C_GL_IMAGE_CLASS_2_X_16, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_1_X_16 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_1_X_16", PHPGLFW_C_GL_IMAGE_CLASS_1_X_16, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_4_X_8 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_4_X_8", PHPGLFW_C_GL_IMAGE_CLASS_4_X_8, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_2_X_8 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_2_X_8", PHPGLFW_C_GL_IMAGE_CLASS_2_X_8, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_1_X_8 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_1_X_8", PHPGLFW_C_GL_IMAGE_CLASS_1_X_8, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_11_11_10 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_11_11_10", PHPGLFW_C_GL_IMAGE_CLASS_11_11_10, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_IMAGE_CLASS_10_10_10_2 + REGISTER_LONG_CONSTANT("GL_IMAGE_CLASS_10_10_10_2", PHPGLFW_C_GL_IMAGE_CLASS_10_10_10_2, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_128_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_128_BITS", PHPGLFW_C_GL_VIEW_CLASS_128_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_96_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_96_BITS", PHPGLFW_C_GL_VIEW_CLASS_96_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_64_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_64_BITS", PHPGLFW_C_GL_VIEW_CLASS_64_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_48_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_48_BITS", PHPGLFW_C_GL_VIEW_CLASS_48_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_32_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_32_BITS", PHPGLFW_C_GL_VIEW_CLASS_32_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_24_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_24_BITS", PHPGLFW_C_GL_VIEW_CLASS_24_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_16_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_16_BITS", PHPGLFW_C_GL_VIEW_CLASS_16_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_8_BITS + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_8_BITS", PHPGLFW_C_GL_VIEW_CLASS_8_BITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT1_RGB + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_S3TC_DXT1_RGB", PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT1_RGB, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT1_RGBA + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_S3TC_DXT1_RGBA", PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT1_RGBA, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT3_RGBA + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_S3TC_DXT3_RGBA", PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT3_RGBA, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT5_RGBA + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_S3TC_DXT5_RGBA", PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT5_RGBA, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_RGTC1_RED + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_RGTC1_RED", PHPGLFW_C_GL_VIEW_CLASS_RGTC1_RED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_RGTC2_RG + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_RGTC2_RG", PHPGLFW_C_GL_VIEW_CLASS_RGTC2_RG, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_BPTC_UNORM + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_BPTC_UNORM", PHPGLFW_C_GL_VIEW_CLASS_BPTC_UNORM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VIEW_CLASS_BPTC_FLOAT + REGISTER_LONG_CONSTANT("GL_VIEW_CLASS_BPTC_FLOAT", PHPGLFW_C_GL_VIEW_CLASS_BPTC_FLOAT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_VIEW_MIN_LEVEL + REGISTER_LONG_CONSTANT("GL_TEXTURE_VIEW_MIN_LEVEL", PHPGLFW_C_GL_TEXTURE_VIEW_MIN_LEVEL, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_VIEW_NUM_LEVELS + REGISTER_LONG_CONSTANT("GL_TEXTURE_VIEW_NUM_LEVELS", PHPGLFW_C_GL_TEXTURE_VIEW_NUM_LEVELS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_VIEW_MIN_LAYER + REGISTER_LONG_CONSTANT("GL_TEXTURE_VIEW_MIN_LAYER", PHPGLFW_C_GL_TEXTURE_VIEW_MIN_LAYER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_VIEW_NUM_LAYERS + REGISTER_LONG_CONSTANT("GL_TEXTURE_VIEW_NUM_LAYERS", PHPGLFW_C_GL_TEXTURE_VIEW_NUM_LAYERS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_IMMUTABLE_LEVELS + REGISTER_LONG_CONSTANT("GL_TEXTURE_IMMUTABLE_LEVELS", PHPGLFW_C_GL_TEXTURE_IMMUTABLE_LEVELS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_ATTRIB_BINDING + REGISTER_LONG_CONSTANT("GL_VERTEX_ATTRIB_BINDING", PHPGLFW_C_GL_VERTEX_ATTRIB_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_ATTRIB_RELATIVE_OFFSET + REGISTER_LONG_CONSTANT("GL_VERTEX_ATTRIB_RELATIVE_OFFSET", PHPGLFW_C_GL_VERTEX_ATTRIB_RELATIVE_OFFSET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_BINDING_DIVISOR + REGISTER_LONG_CONSTANT("GL_VERTEX_BINDING_DIVISOR", PHPGLFW_C_GL_VERTEX_BINDING_DIVISOR, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_BINDING_OFFSET + REGISTER_LONG_CONSTANT("GL_VERTEX_BINDING_OFFSET", PHPGLFW_C_GL_VERTEX_BINDING_OFFSET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_BINDING_STRIDE + REGISTER_LONG_CONSTANT("GL_VERTEX_BINDING_STRIDE", PHPGLFW_C_GL_VERTEX_BINDING_STRIDE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET", PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_BINDINGS + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_ATTRIB_BINDINGS", PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_BINDINGS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DISPLAY_LIST + REGISTER_LONG_CONSTANT("GL_DISPLAY_LIST", PHPGLFW_C_GL_DISPLAY_LIST, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_STRIDE + REGISTER_LONG_CONSTANT("GL_MAX_VERTEX_ATTRIB_STRIDE", PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_STRIDE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_CULL_DISTANCES + REGISTER_LONG_CONSTANT("GL_MAX_CULL_DISTANCES", PHPGLFW_C_GL_MAX_CULL_DISTANCES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES + REGISTER_LONG_CONSTANT("GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES", PHPGLFW_C_GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_TARGET + REGISTER_LONG_CONSTANT("GL_QUERY_TARGET", PHPGLFW_C_GL_QUERY_TARGET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CONTEXT_RELEASE_BEHAVIOR + REGISTER_LONG_CONSTANT("GL_CONTEXT_RELEASE_BEHAVIOR", PHPGLFW_C_GL_CONTEXT_RELEASE_BEHAVIOR, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH + REGISTER_LONG_CONSTANT("GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH", PHPGLFW_C_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTICES_SUBMITTED + REGISTER_LONG_CONSTANT("GL_VERTICES_SUBMITTED", PHPGLFW_C_GL_VERTICES_SUBMITTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PRIMITIVES_SUBMITTED + REGISTER_LONG_CONSTANT("GL_PRIMITIVES_SUBMITTED", PHPGLFW_C_GL_PRIMITIVES_SUBMITTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_VERTEX_SHADER_INVOCATIONS + REGISTER_LONG_CONSTANT("GL_VERTEX_SHADER_INVOCATIONS", PHPGLFW_C_GL_VERTEX_SHADER_INVOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_CONTROL_SHADER_PATCHES + REGISTER_LONG_CONSTANT("GL_TESS_CONTROL_SHADER_PATCHES", PHPGLFW_C_GL_TESS_CONTROL_SHADER_PATCHES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TESS_EVALUATION_SHADER_INVOCATIONS + REGISTER_LONG_CONSTANT("GL_TESS_EVALUATION_SHADER_INVOCATIONS", PHPGLFW_C_GL_TESS_EVALUATION_SHADER_INVOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED + REGISTER_LONG_CONSTANT("GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED", PHPGLFW_C_GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_FRAGMENT_SHADER_INVOCATIONS + REGISTER_LONG_CONSTANT("GL_FRAGMENT_SHADER_INVOCATIONS", PHPGLFW_C_GL_FRAGMENT_SHADER_INVOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPUTE_SHADER_INVOCATIONS + REGISTER_LONG_CONSTANT("GL_COMPUTE_SHADER_INVOCATIONS", PHPGLFW_C_GL_COMPUTE_SHADER_INVOCATIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLIPPING_INPUT_PRIMITIVES + REGISTER_LONG_CONSTANT("GL_CLIPPING_INPUT_PRIMITIVES", PHPGLFW_C_GL_CLIPPING_INPUT_PRIMITIVES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLIPPING_OUTPUT_PRIMITIVES + REGISTER_LONG_CONSTANT("GL_CLIPPING_OUTPUT_PRIMITIVES", PHPGLFW_C_GL_CLIPPING_OUTPUT_PRIMITIVES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_OVERFLOW + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_OVERFLOW", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_OVERFLOW, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW + REGISTER_LONG_CONSTANT("GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW", PHPGLFW_C_GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RGB8_ETC2 + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RGB8_ETC2", PHPGLFW_C_GL_COMPRESSED_RGB8_ETC2, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_SRGB8_ETC2 + REGISTER_LONG_CONSTANT("GL_COMPRESSED_SRGB8_ETC2", PHPGLFW_C_GL_COMPRESSED_SRGB8_ETC2, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2", PHPGLFW_C_GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 + REGISTER_LONG_CONSTANT("GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2", PHPGLFW_C_GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RGBA8_ETC2_EAC + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RGBA8_ETC2_EAC", PHPGLFW_C_GL_COMPRESSED_RGBA8_ETC2_EAC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC + REGISTER_LONG_CONSTANT("GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC", PHPGLFW_C_GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_R11_EAC + REGISTER_LONG_CONSTANT("GL_COMPRESSED_R11_EAC", PHPGLFW_C_GL_COMPRESSED_R11_EAC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_SIGNED_R11_EAC + REGISTER_LONG_CONSTANT("GL_COMPRESSED_SIGNED_R11_EAC", PHPGLFW_C_GL_COMPRESSED_SIGNED_R11_EAC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_RG11_EAC + REGISTER_LONG_CONSTANT("GL_COMPRESSED_RG11_EAC", PHPGLFW_C_GL_COMPRESSED_RG11_EAC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPRESSED_SIGNED_RG11_EAC + REGISTER_LONG_CONSTANT("GL_COMPRESSED_SIGNED_RG11_EAC", PHPGLFW_C_GL_COMPRESSED_SIGNED_RG11_EAC, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COMPUTE_SHADER + REGISTER_LONG_CONSTANT("GL_COMPUTE_SHADER", PHPGLFW_C_GL_COMPUTE_SHADER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_UNIFORM_BLOCKS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_UNIFORM_BLOCKS", PHPGLFW_C_GL_MAX_COMPUTE_UNIFORM_BLOCKS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS", PHPGLFW_C_GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_IMAGE_UNIFORMS + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_IMAGE_UNIFORMS", PHPGLFW_C_GL_MAX_COMPUTE_IMAGE_UNIFORMS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_COUNT + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_WORK_GROUP_COUNT", PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_COUNT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_SIZE + REGISTER_LONG_CONSTANT("GL_MAX_COMPUTE_WORK_GROUP_SIZE", PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_DEBUG_MESSAGE_LENGTH + REGISTER_LONG_CONSTANT("GL_MAX_DEBUG_MESSAGE_LENGTH", PHPGLFW_C_GL_MAX_DEBUG_MESSAGE_LENGTH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_MAX_DEBUG_LOGGED_MESSAGES + REGISTER_LONG_CONSTANT("GL_MAX_DEBUG_LOGGED_MESSAGES", PHPGLFW_C_GL_MAX_DEBUG_LOGGED_MESSAGES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_LOGGED_MESSAGES + REGISTER_LONG_CONSTANT("GL_DEBUG_LOGGED_MESSAGES", PHPGLFW_C_GL_DEBUG_LOGGED_MESSAGES, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SEVERITY_HIGH + REGISTER_LONG_CONSTANT("GL_DEBUG_SEVERITY_HIGH", PHPGLFW_C_GL_DEBUG_SEVERITY_HIGH, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SEVERITY_MEDIUM + REGISTER_LONG_CONSTANT("GL_DEBUG_SEVERITY_MEDIUM", PHPGLFW_C_GL_DEBUG_SEVERITY_MEDIUM, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DEBUG_SEVERITY_LOW + REGISTER_LONG_CONSTANT("GL_DEBUG_SEVERITY_LOW", PHPGLFW_C_GL_DEBUG_SEVERITY_LOW, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_BUFFER_OFFSET + REGISTER_LONG_CONSTANT("GL_TEXTURE_BUFFER_OFFSET", PHPGLFW_C_GL_TEXTURE_BUFFER_OFFSET, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_BUFFER_SIZE + REGISTER_LONG_CONSTANT("GL_TEXTURE_BUFFER_SIZE", PHPGLFW_C_GL_TEXTURE_BUFFER_SIZE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT + REGISTER_LONG_CONSTANT("GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT", PHPGLFW_C_GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_BUFFER + REGISTER_LONG_CONSTANT("GL_QUERY_BUFFER", PHPGLFW_C_GL_QUERY_BUFFER, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_BUFFER_BINDING + REGISTER_LONG_CONSTANT("GL_QUERY_BUFFER_BINDING", PHPGLFW_C_GL_QUERY_BUFFER_BINDING, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_QUERY_RESULT_NO_WAIT + REGISTER_LONG_CONSTANT("GL_QUERY_RESULT_NO_WAIT", PHPGLFW_C_GL_QUERY_RESULT_NO_WAIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_DYNAMIC_STORAGE_BIT + REGISTER_LONG_CONSTANT("GL_DYNAMIC_STORAGE_BIT", PHPGLFW_C_GL_DYNAMIC_STORAGE_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_CLIENT_STORAGE_BIT + REGISTER_LONG_CONSTANT("GL_CLIENT_STORAGE_BIT", PHPGLFW_C_GL_CLIENT_STORAGE_BIT, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_COLOR_TABLE + REGISTER_LONG_CONSTANT("GL_COLOR_TABLE", PHPGLFW_C_GL_COLOR_TABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_POST_CONVOLUTION_COLOR_TABLE + REGISTER_LONG_CONSTANT("GL_POST_CONVOLUTION_COLOR_TABLE", PHPGLFW_C_GL_POST_CONVOLUTION_COLOR_TABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_POST_COLOR_MATRIX_COLOR_TABLE + REGISTER_LONG_CONSTANT("GL_POST_COLOR_MATRIX_COLOR_TABLE", PHPGLFW_C_GL_POST_COLOR_MATRIX_COLOR_TABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROXY_COLOR_TABLE + REGISTER_LONG_CONSTANT("GL_PROXY_COLOR_TABLE", PHPGLFW_C_GL_PROXY_COLOR_TABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROXY_POST_CONVOLUTION_COLOR_TABLE + REGISTER_LONG_CONSTANT("GL_PROXY_POST_CONVOLUTION_COLOR_TABLE", PHPGLFW_C_GL_PROXY_POST_CONVOLUTION_COLOR_TABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE + REGISTER_LONG_CONSTANT("GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE", PHPGLFW_C_GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SHADER_BINARY_FORMAT_SPIR_V + REGISTER_LONG_CONSTANT("GL_SHADER_BINARY_FORMAT_SPIR_V", PHPGLFW_C_GL_SHADER_BINARY_FORMAT_SPIR_V, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SPIR_V_BINARY + REGISTER_LONG_CONSTANT("GL_SPIR_V_BINARY", PHPGLFW_C_GL_SPIR_V_BINARY, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_SPIR_V_EXTENSIONS + REGISTER_LONG_CONSTANT("GL_SPIR_V_EXTENSIONS", PHPGLFW_C_GL_SPIR_V_EXTENSIONS, CONST_CS|CONST_PERSISTENT); +#endif +#ifdef PHPGLFW_C_GL_NUM_SPIR_V_EXTENSIONS + REGISTER_LONG_CONSTANT("GL_NUM_SPIR_V_EXTENSIONS", PHPGLFW_C_GL_NUM_SPIR_V_EXTENSIONS, CONST_CS|CONST_PERSISTENT); +#endif #ifdef PHPGLFW_C_GLFW_VERSION_MAJOR REGISTER_LONG_CONSTANT("GLFW_VERSION_MAJOR", PHPGLFW_C_GLFW_VERSION_MAJOR, CONST_CS|CONST_PERSISTENT); #endif diff --git a/phpglfw_constants.h b/phpglfw_constants.h index 3ec42619..b848fcf6 100644 --- a/phpglfw_constants.h +++ b/phpglfw_constants.h @@ -43,7 +43,7 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); * */ #define PHPGLFW_C_PHPGLFW_COMPILED_API "gl" -#define PHPGLFW_C_PHPGLFW_COMPILED_API_VERSION "4.1" +#define PHPGLFW_C_PHPGLFW_COMPILED_API_VERSION "4.6" #define PHPGLFW_C_GL_SIZEOF_BYTE sizeof(GLbyte) #define PHPGLFW_C_GL_SIZEOF_UNSIGNED_BYTE sizeof(GLubyte) #define PHPGLFW_C_GL_SIZEOF_SHORT sizeof(GLshort) @@ -1976,6 +1976,14 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_FIXED #define PHPGLFW_C_GL_FIXED GL_FIXED // => 0x140C #endif + +#ifdef GL_CONTEXT_LOST +#define PHPGLFW_C_GL_CONTEXT_LOST GL_CONTEXT_LOST // => 0x0507 +#endif + +#ifdef GL_TEXTURE_TARGET +#define PHPGLFW_C_GL_TEXTURE_TARGET GL_TEXTURE_TARGET // => 0x1006 +#endif /** * @vendor ARB @@ -2415,6 +2423,30 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_BLEND_EQUATION_RGB #define PHPGLFW_C_GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION_RGB // => 0x8009 #endif + +#ifdef GL_CONVOLUTION_1D +#define PHPGLFW_C_GL_CONVOLUTION_1D GL_CONVOLUTION_1D // => 0x8010 +#endif + +#ifdef GL_CONVOLUTION_2D +#define PHPGLFW_C_GL_CONVOLUTION_2D GL_CONVOLUTION_2D // => 0x8011 +#endif + +#ifdef GL_SEPARABLE_2D +#define PHPGLFW_C_GL_SEPARABLE_2D GL_SEPARABLE_2D // => 0x8012 +#endif + +#ifdef GL_HISTOGRAM +#define PHPGLFW_C_GL_HISTOGRAM GL_HISTOGRAM // => 0x8024 +#endif + +#ifdef GL_PROXY_HISTOGRAM +#define PHPGLFW_C_GL_PROXY_HISTOGRAM GL_PROXY_HISTOGRAM // => 0x8025 +#endif + +#ifdef GL_MINMAX +#define PHPGLFW_C_GL_MINMAX GL_MINMAX // => 0x802E +#endif /** @@ -2486,6 +2518,14 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_MAX_ELEMENTS_INDICES #define PHPGLFW_C_GL_MAX_ELEMENTS_INDICES GL_MAX_ELEMENTS_INDICES // => 0x80E9 #endif + +#ifdef GL_PARAMETER_BUFFER +#define PHPGLFW_C_GL_PARAMETER_BUFFER GL_PARAMETER_BUFFER // => 0x80EE +#endif + +#ifdef GL_PARAMETER_BUFFER_BINDING +#define PHPGLFW_C_GL_PARAMETER_BUFFER_BINDING GL_PARAMETER_BUFFER_BINDING // => 0x80EF +#endif /** * @vendor SGI @@ -2950,6 +2990,14 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER #define PHPGLFW_C_GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER // => 0x84F1 #endif + +#ifdef GL_TEXTURE_MAX_ANISOTROPY +#define PHPGLFW_C_GL_TEXTURE_MAX_ANISOTROPY GL_TEXTURE_MAX_ANISOTROPY // => 0x84FE +#endif + +#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY +#define PHPGLFW_C_GL_MAX_TEXTURE_MAX_ANISOTROPY GL_MAX_TEXTURE_MAX_ANISOTROPY // => 0x84FF +#endif /** * @vendor ARB @@ -4128,6 +4176,10 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_MIN_SAMPLE_SHADING_VALUE #define PHPGLFW_C_GL_MIN_SAMPLE_SHADING_VALUE GL_MIN_SAMPLE_SHADING_VALUE // => 0x8C37 #endif + +#ifdef GL_TEXTURE_BUFFER_BINDING +#define PHPGLFW_C_GL_TEXTURE_BUFFER_BINDING GL_TEXTURE_BUFFER_BINDING // => 0x8C2A +#endif /** * @vendor ARB @@ -4292,6 +4344,18 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_RG32UI #define PHPGLFW_C_GL_RG32UI GL_RG32UI // => 0x823C #endif + +#ifdef GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED +#define PHPGLFW_C_GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED // => 0x8221 +#endif + +#ifdef GL_BUFFER_IMMUTABLE_STORAGE +#define PHPGLFW_C_GL_BUFFER_IMMUTABLE_STORAGE GL_BUFFER_IMMUTABLE_STORAGE // => 0x821F +#endif + +#ifdef GL_BUFFER_STORAGE_FLAGS +#define PHPGLFW_C_GL_BUFFER_STORAGE_FLAGS GL_BUFFER_STORAGE_FLAGS // => 0x8220 +#endif /** @@ -4304,6 +4368,18 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT #define PHPGLFW_C_GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT // => 0x00000001 #endif + +#ifdef GL_CONTEXT_FLAG_DEBUG_BIT +#define PHPGLFW_C_GL_CONTEXT_FLAG_DEBUG_BIT GL_CONTEXT_FLAG_DEBUG_BIT // => 0x00000002 +#endif + +#ifdef GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT +#define PHPGLFW_C_GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT // => 0x00000004 +#endif + +#ifdef GL_CONTEXT_FLAG_NO_ERROR_BIT +#define PHPGLFW_C_GL_CONTEXT_FLAG_NO_ERROR_BIT GL_CONTEXT_FLAG_NO_ERROR_BIT // => 0x00000008 +#endif /** * @vendor NV @@ -4810,6 +4886,50 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_MAX_TRANSFORM_FEEDBACK_BUFFERS #define PHPGLFW_C_GL_MAX_TRANSFORM_FEEDBACK_BUFFERS GL_MAX_TRANSFORM_FEEDBACK_BUFFERS // => 0x8E70 #endif + +#ifdef GL_TRANSFORM_FEEDBACK_ACTIVE +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_ACTIVE GL_TRANSFORM_FEEDBACK_ACTIVE // => 0x8E24 +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_PAUSED +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_PAUSED GL_TRANSFORM_FEEDBACK_PAUSED // => 0x8E23 +#endif + +#ifdef GL_COMPRESSED_RGBA_BPTC_UNORM +#define PHPGLFW_C_GL_COMPRESSED_RGBA_BPTC_UNORM GL_COMPRESSED_RGBA_BPTC_UNORM // => 0x8E8C +#endif + +#ifdef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM +#define PHPGLFW_C_GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM // => 0x8E8D +#endif + +#ifdef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT +#define PHPGLFW_C_GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT // => 0x8E8E +#endif + +#ifdef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT +#define PHPGLFW_C_GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT // => 0x8E8F +#endif + +#ifdef GL_QUERY_WAIT_INVERTED +#define PHPGLFW_C_GL_QUERY_WAIT_INVERTED GL_QUERY_WAIT_INVERTED // => 0x8E17 +#endif + +#ifdef GL_QUERY_NO_WAIT_INVERTED +#define PHPGLFW_C_GL_QUERY_NO_WAIT_INVERTED GL_QUERY_NO_WAIT_INVERTED // => 0x8E18 +#endif + +#ifdef GL_QUERY_BY_REGION_WAIT_INVERTED +#define PHPGLFW_C_GL_QUERY_BY_REGION_WAIT_INVERTED GL_QUERY_BY_REGION_WAIT_INVERTED // => 0x8E19 +#endif + +#ifdef GL_QUERY_BY_REGION_NO_WAIT_INVERTED +#define PHPGLFW_C_GL_QUERY_BY_REGION_NO_WAIT_INVERTED GL_QUERY_BY_REGION_NO_WAIT_INVERTED // => 0x8E1A +#endif + +#ifdef GL_POLYGON_OFFSET_CLAMP +#define PHPGLFW_C_GL_POLYGON_OFFSET_CLAMP GL_POLYGON_OFFSET_CLAMP // => 0x8E1B +#endif /** * @vendor ARB @@ -4966,6 +5086,42 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_MAX_INTEGER_SAMPLES #define PHPGLFW_C_GL_MAX_INTEGER_SAMPLES GL_MAX_INTEGER_SAMPLES // => 0x9110 #endif + +#ifdef GL_UNPACK_COMPRESSED_BLOCK_WIDTH +#define PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_WIDTH GL_UNPACK_COMPRESSED_BLOCK_WIDTH // => 0x9127 +#endif + +#ifdef GL_UNPACK_COMPRESSED_BLOCK_HEIGHT +#define PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_HEIGHT GL_UNPACK_COMPRESSED_BLOCK_HEIGHT // => 0x9128 +#endif + +#ifdef GL_UNPACK_COMPRESSED_BLOCK_DEPTH +#define PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_DEPTH GL_UNPACK_COMPRESSED_BLOCK_DEPTH // => 0x9129 +#endif + +#ifdef GL_UNPACK_COMPRESSED_BLOCK_SIZE +#define PHPGLFW_C_GL_UNPACK_COMPRESSED_BLOCK_SIZE GL_UNPACK_COMPRESSED_BLOCK_SIZE // => 0x912A +#endif + +#ifdef GL_PACK_COMPRESSED_BLOCK_WIDTH +#define PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_WIDTH GL_PACK_COMPRESSED_BLOCK_WIDTH // => 0x912B +#endif + +#ifdef GL_PACK_COMPRESSED_BLOCK_HEIGHT +#define PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_HEIGHT GL_PACK_COMPRESSED_BLOCK_HEIGHT // => 0x912C +#endif + +#ifdef GL_PACK_COMPRESSED_BLOCK_DEPTH +#define PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_DEPTH GL_PACK_COMPRESSED_BLOCK_DEPTH // => 0x912D +#endif + +#ifdef GL_PACK_COMPRESSED_BLOCK_SIZE +#define PHPGLFW_C_GL_PACK_COMPRESSED_BLOCK_SIZE GL_PACK_COMPRESSED_BLOCK_SIZE // => 0x912E +#endif + +#ifdef GL_TEXTURE_IMMUTABLE_FORMAT +#define PHPGLFW_C_GL_TEXTURE_IMMUTABLE_FORMAT GL_TEXTURE_IMMUTABLE_FORMAT // => 0x912F +#endif /** * @vendor ARB @@ -5254,6 +5410,14 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_MAP_UNSYNCHRONIZED_BIT #define PHPGLFW_C_GL_MAP_UNSYNCHRONIZED_BIT GL_MAP_UNSYNCHRONIZED_BIT // => 0x0020 #endif + +#ifdef GL_MAP_PERSISTENT_BIT +#define PHPGLFW_C_GL_MAP_PERSISTENT_BIT GL_MAP_PERSISTENT_BIT // => 0x0040 +#endif + +#ifdef GL_MAP_COHERENT_BIT +#define PHPGLFW_C_GL_MAP_COHERENT_BIT GL_MAP_COHERENT_BIT // => 0x0080 +#endif /** * @vendor APPLE @@ -5367,6 +5531,50 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_DOUBLE_MAT4x3 #define PHPGLFW_C_GL_DOUBLE_MAT4x3 GL_DOUBLE_MAT4x3 // => 0x8F4E #endif + +#ifdef GL_COPY_READ_BUFFER_BINDING +#define PHPGLFW_C_GL_COPY_READ_BUFFER_BINDING GL_COPY_READ_BUFFER_BINDING // => 0x8F36 +#endif + +#ifdef GL_COPY_WRITE_BUFFER_BINDING +#define PHPGLFW_C_GL_COPY_WRITE_BUFFER_BINDING GL_COPY_WRITE_BUFFER_BINDING // => 0x8F37 +#endif + +#ifdef GL_MAX_IMAGE_UNITS +#define PHPGLFW_C_GL_MAX_IMAGE_UNITS GL_MAX_IMAGE_UNITS // => 0x8F38 +#endif + +#ifdef GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS +#define PHPGLFW_C_GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS // => 0x8F39 +#endif + +#ifdef GL_IMAGE_BINDING_NAME +#define PHPGLFW_C_GL_IMAGE_BINDING_NAME GL_IMAGE_BINDING_NAME // => 0x8F3A +#endif + +#ifdef GL_IMAGE_BINDING_LEVEL +#define PHPGLFW_C_GL_IMAGE_BINDING_LEVEL GL_IMAGE_BINDING_LEVEL // => 0x8F3B +#endif + +#ifdef GL_IMAGE_BINDING_LAYERED +#define PHPGLFW_C_GL_IMAGE_BINDING_LAYERED GL_IMAGE_BINDING_LAYERED // => 0x8F3C +#endif + +#ifdef GL_IMAGE_BINDING_LAYER +#define PHPGLFW_C_GL_IMAGE_BINDING_LAYER GL_IMAGE_BINDING_LAYER // => 0x8F3D +#endif + +#ifdef GL_IMAGE_BINDING_ACCESS +#define PHPGLFW_C_GL_IMAGE_BINDING_ACCESS GL_IMAGE_BINDING_ACCESS // => 0x8F3E +#endif + +#ifdef GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES +#define PHPGLFW_C_GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES // => 0x8F39 +#endif + +#ifdef GL_VERTEX_BINDING_BUFFER +#define PHPGLFW_C_GL_VERTEX_BINDING_BUFFER GL_VERTEX_BINDING_BUFFER // => 0x8F4F +#endif /** * @vendor APPLE @@ -5534,6 +5742,266 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_RGB10_A2UI #define PHPGLFW_C_GL_RGB10_A2UI GL_RGB10_A2UI // => 0x906F #endif + +#ifdef GL_MIN_MAP_BUFFER_ALIGNMENT +#define PHPGLFW_C_GL_MIN_MAP_BUFFER_ALIGNMENT GL_MIN_MAP_BUFFER_ALIGNMENT // => 0x90BC +#endif + +#ifdef GL_IMAGE_1D +#define PHPGLFW_C_GL_IMAGE_1D GL_IMAGE_1D // => 0x904C +#endif + +#ifdef GL_IMAGE_2D +#define PHPGLFW_C_GL_IMAGE_2D GL_IMAGE_2D // => 0x904D +#endif + +#ifdef GL_IMAGE_3D +#define PHPGLFW_C_GL_IMAGE_3D GL_IMAGE_3D // => 0x904E +#endif + +#ifdef GL_IMAGE_2D_RECT +#define PHPGLFW_C_GL_IMAGE_2D_RECT GL_IMAGE_2D_RECT // => 0x904F +#endif + +#ifdef GL_IMAGE_CUBE +#define PHPGLFW_C_GL_IMAGE_CUBE GL_IMAGE_CUBE // => 0x9050 +#endif + +#ifdef GL_IMAGE_BUFFER +#define PHPGLFW_C_GL_IMAGE_BUFFER GL_IMAGE_BUFFER // => 0x9051 +#endif + +#ifdef GL_IMAGE_1D_ARRAY +#define PHPGLFW_C_GL_IMAGE_1D_ARRAY GL_IMAGE_1D_ARRAY // => 0x9052 +#endif + +#ifdef GL_IMAGE_2D_ARRAY +#define PHPGLFW_C_GL_IMAGE_2D_ARRAY GL_IMAGE_2D_ARRAY // => 0x9053 +#endif + +#ifdef GL_IMAGE_CUBE_MAP_ARRAY +#define PHPGLFW_C_GL_IMAGE_CUBE_MAP_ARRAY GL_IMAGE_CUBE_MAP_ARRAY // => 0x9054 +#endif + +#ifdef GL_IMAGE_2D_MULTISAMPLE +#define PHPGLFW_C_GL_IMAGE_2D_MULTISAMPLE GL_IMAGE_2D_MULTISAMPLE // => 0x9055 +#endif + +#ifdef GL_IMAGE_2D_MULTISAMPLE_ARRAY +#define PHPGLFW_C_GL_IMAGE_2D_MULTISAMPLE_ARRAY GL_IMAGE_2D_MULTISAMPLE_ARRAY // => 0x9056 +#endif + +#ifdef GL_INT_IMAGE_1D +#define PHPGLFW_C_GL_INT_IMAGE_1D GL_INT_IMAGE_1D // => 0x9057 +#endif + +#ifdef GL_INT_IMAGE_2D +#define PHPGLFW_C_GL_INT_IMAGE_2D GL_INT_IMAGE_2D // => 0x9058 +#endif + +#ifdef GL_INT_IMAGE_3D +#define PHPGLFW_C_GL_INT_IMAGE_3D GL_INT_IMAGE_3D // => 0x9059 +#endif + +#ifdef GL_INT_IMAGE_2D_RECT +#define PHPGLFW_C_GL_INT_IMAGE_2D_RECT GL_INT_IMAGE_2D_RECT // => 0x905A +#endif + +#ifdef GL_INT_IMAGE_CUBE +#define PHPGLFW_C_GL_INT_IMAGE_CUBE GL_INT_IMAGE_CUBE // => 0x905B +#endif + +#ifdef GL_INT_IMAGE_BUFFER +#define PHPGLFW_C_GL_INT_IMAGE_BUFFER GL_INT_IMAGE_BUFFER // => 0x905C +#endif + +#ifdef GL_INT_IMAGE_1D_ARRAY +#define PHPGLFW_C_GL_INT_IMAGE_1D_ARRAY GL_INT_IMAGE_1D_ARRAY // => 0x905D +#endif + +#ifdef GL_INT_IMAGE_2D_ARRAY +#define PHPGLFW_C_GL_INT_IMAGE_2D_ARRAY GL_INT_IMAGE_2D_ARRAY // => 0x905E +#endif + +#ifdef GL_INT_IMAGE_CUBE_MAP_ARRAY +#define PHPGLFW_C_GL_INT_IMAGE_CUBE_MAP_ARRAY GL_INT_IMAGE_CUBE_MAP_ARRAY // => 0x905F +#endif + +#ifdef GL_INT_IMAGE_2D_MULTISAMPLE +#define PHPGLFW_C_GL_INT_IMAGE_2D_MULTISAMPLE GL_INT_IMAGE_2D_MULTISAMPLE // => 0x9060 +#endif + +#ifdef GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY +#define PHPGLFW_C_GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY // => 0x9061 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_1D +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_1D GL_UNSIGNED_INT_IMAGE_1D // => 0x9062 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_2D +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D GL_UNSIGNED_INT_IMAGE_2D // => 0x9063 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_3D +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_3D GL_UNSIGNED_INT_IMAGE_3D // => 0x9064 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_2D_RECT +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_RECT GL_UNSIGNED_INT_IMAGE_2D_RECT // => 0x9065 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_CUBE +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_CUBE GL_UNSIGNED_INT_IMAGE_CUBE // => 0x9066 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_BUFFER +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_BUFFER GL_UNSIGNED_INT_IMAGE_BUFFER // => 0x9067 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_1D_ARRAY +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_1D_ARRAY GL_UNSIGNED_INT_IMAGE_1D_ARRAY // => 0x9068 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_2D_ARRAY +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_ARRAY GL_UNSIGNED_INT_IMAGE_2D_ARRAY // => 0x9069 +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY // => 0x906A +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE // => 0x906B +#endif + +#ifdef GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY +#define PHPGLFW_C_GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY // => 0x906C +#endif + +#ifdef GL_MAX_IMAGE_SAMPLES +#define PHPGLFW_C_GL_MAX_IMAGE_SAMPLES GL_MAX_IMAGE_SAMPLES // => 0x906D +#endif + +#ifdef GL_IMAGE_BINDING_FORMAT +#define PHPGLFW_C_GL_IMAGE_BINDING_FORMAT GL_IMAGE_BINDING_FORMAT // => 0x906E +#endif + +#ifdef GL_IMAGE_FORMAT_COMPATIBILITY_TYPE +#define PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_TYPE GL_IMAGE_FORMAT_COMPATIBILITY_TYPE // => 0x90C7 +#endif + +#ifdef GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE +#define PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE // => 0x90C8 +#endif + +#ifdef GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS +#define PHPGLFW_C_GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS // => 0x90C9 +#endif + +#ifdef GL_MAX_VERTEX_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_VERTEX_IMAGE_UNIFORMS GL_MAX_VERTEX_IMAGE_UNIFORMS // => 0x90CA +#endif + +#ifdef GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS // => 0x90CB +#endif + +#ifdef GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS // => 0x90CC +#endif + +#ifdef GL_MAX_GEOMETRY_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_GEOMETRY_IMAGE_UNIFORMS GL_MAX_GEOMETRY_IMAGE_UNIFORMS // => 0x90CD +#endif + +#ifdef GL_MAX_FRAGMENT_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_FRAGMENT_IMAGE_UNIFORMS GL_MAX_FRAGMENT_IMAGE_UNIFORMS // => 0x90CE +#endif + +#ifdef GL_MAX_COMBINED_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_COMBINED_IMAGE_UNIFORMS GL_MAX_COMBINED_IMAGE_UNIFORMS // => 0x90CF +#endif + +#ifdef GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS +#define PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS // => 0x90EB +#endif + +#ifdef GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER +#define PHPGLFW_C_GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER // => 0x90EC +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER // => 0x90ED +#endif + +#ifdef GL_DISPATCH_INDIRECT_BUFFER +#define PHPGLFW_C_GL_DISPATCH_INDIRECT_BUFFER GL_DISPATCH_INDIRECT_BUFFER // => 0x90EE +#endif + +#ifdef GL_DISPATCH_INDIRECT_BUFFER_BINDING +#define PHPGLFW_C_GL_DISPATCH_INDIRECT_BUFFER_BINDING GL_DISPATCH_INDIRECT_BUFFER_BINDING // => 0x90EF +#endif + +#ifdef GL_SHADER_STORAGE_BUFFER +#define PHPGLFW_C_GL_SHADER_STORAGE_BUFFER GL_SHADER_STORAGE_BUFFER // => 0x90D2 +#endif + +#ifdef GL_SHADER_STORAGE_BUFFER_BINDING +#define PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_BINDING GL_SHADER_STORAGE_BUFFER_BINDING // => 0x90D3 +#endif + +#ifdef GL_SHADER_STORAGE_BUFFER_START +#define PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_START GL_SHADER_STORAGE_BUFFER_START // => 0x90D4 +#endif + +#ifdef GL_SHADER_STORAGE_BUFFER_SIZE +#define PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_SIZE GL_SHADER_STORAGE_BUFFER_SIZE // => 0x90D5 +#endif + +#ifdef GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS // => 0x90D6 +#endif + +#ifdef GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS // => 0x90D7 +#endif + +#ifdef GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS // => 0x90D8 +#endif + +#ifdef GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS // => 0x90D9 +#endif + +#ifdef GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS // => 0x90DA +#endif + +#ifdef GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS // => 0x90DB +#endif + +#ifdef GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS +#define PHPGLFW_C_GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS // => 0x90DC +#endif + +#ifdef GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS +#define PHPGLFW_C_GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS // => 0x90DD +#endif + +#ifdef GL_MAX_SHADER_STORAGE_BLOCK_SIZE +#define PHPGLFW_C_GL_MAX_SHADER_STORAGE_BLOCK_SIZE GL_MAX_SHADER_STORAGE_BLOCK_SIZE // => 0x90DE +#endif + +#ifdef GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT +#define PHPGLFW_C_GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT // => 0x90DF +#endif + +#ifdef GL_DEPTH_STENCIL_TEXTURE_MODE +#define PHPGLFW_C_GL_DEPTH_STENCIL_TEXTURE_MODE GL_DEPTH_STENCIL_TEXTURE_MODE // => 0x90EA +#endif /** * @vendor AMD @@ -5656,6 +6124,18 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_RGB565 #define PHPGLFW_C_GL_RGB565 GL_RGB565 // => 0x8D62 #endif + +#ifdef GL_PRIMITIVE_RESTART_FIXED_INDEX +#define PHPGLFW_C_GL_PRIMITIVE_RESTART_FIXED_INDEX GL_PRIMITIVE_RESTART_FIXED_INDEX // => 0x8D69 +#endif + +#ifdef GL_ANY_SAMPLES_PASSED_CONSERVATIVE +#define PHPGLFW_C_GL_ANY_SAMPLES_PASSED_CONSERVATIVE GL_ANY_SAMPLES_PASSED_CONSERVATIVE // => 0x8D6A +#endif + +#ifdef GL_MAX_ELEMENT_INDEX +#define PHPGLFW_C_GL_MAX_ELEMENT_INDEX GL_MAX_ELEMENT_INDEX // => 0x8D6B +#endif /** * @vendor ARB @@ -5701,27 +6181,427 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_UNDEFINED_VERTEX #define PHPGLFW_C_GL_UNDEFINED_VERTEX GL_UNDEFINED_VERTEX // => 0x8260 #endif - -/** - * @vendor AMD - */ -#ifdef GL_PROGRAM_BINARY_LENGTH -#define PHPGLFW_C_GL_PROGRAM_BINARY_LENGTH GL_PROGRAM_BINARY_LENGTH // => 0x8741 +#ifdef GL_MAX_COMPUTE_SHARED_MEMORY_SIZE +#define PHPGLFW_C_GL_MAX_COMPUTE_SHARED_MEMORY_SIZE GL_MAX_COMPUTE_SHARED_MEMORY_SIZE // => 0x8262 #endif - -/** - * UseProgramStageMask - * ---------------------------------------------------------------------------- - * - */ +#ifdef GL_MAX_COMPUTE_UNIFORM_COMPONENTS +#define PHPGLFW_C_GL_MAX_COMPUTE_UNIFORM_COMPONENTS GL_MAX_COMPUTE_UNIFORM_COMPONENTS // => 0x8263 +#endif -#ifdef GL_VERTEX_SHADER_BIT -#define PHPGLFW_C_GL_VERTEX_SHADER_BIT GL_VERTEX_SHADER_BIT // => 0x00000001 +#ifdef GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS // => 0x8264 #endif -#ifdef GL_FRAGMENT_SHADER_BIT +#ifdef GL_MAX_COMPUTE_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_COMPUTE_ATOMIC_COUNTERS GL_MAX_COMPUTE_ATOMIC_COUNTERS // => 0x8265 +#endif + +#ifdef GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS +#define PHPGLFW_C_GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS // => 0x8266 +#endif + +#ifdef GL_COMPUTE_WORK_GROUP_SIZE +#define PHPGLFW_C_GL_COMPUTE_WORK_GROUP_SIZE GL_COMPUTE_WORK_GROUP_SIZE // => 0x8267 +#endif + +#ifdef GL_DEBUG_OUTPUT_SYNCHRONOUS +#define PHPGLFW_C_GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_OUTPUT_SYNCHRONOUS // => 0x8242 +#endif + +#ifdef GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH +#define PHPGLFW_C_GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH // => 0x8243 +#endif + +#ifdef GL_DEBUG_CALLBACK_FUNCTION +#define PHPGLFW_C_GL_DEBUG_CALLBACK_FUNCTION GL_DEBUG_CALLBACK_FUNCTION // => 0x8244 +#endif + +#ifdef GL_DEBUG_CALLBACK_USER_PARAM +#define PHPGLFW_C_GL_DEBUG_CALLBACK_USER_PARAM GL_DEBUG_CALLBACK_USER_PARAM // => 0x8245 +#endif + +#ifdef GL_DEBUG_SOURCE_API +#define PHPGLFW_C_GL_DEBUG_SOURCE_API GL_DEBUG_SOURCE_API // => 0x8246 +#endif + +#ifdef GL_DEBUG_SOURCE_WINDOW_SYSTEM +#define PHPGLFW_C_GL_DEBUG_SOURCE_WINDOW_SYSTEM GL_DEBUG_SOURCE_WINDOW_SYSTEM // => 0x8247 +#endif + +#ifdef GL_DEBUG_SOURCE_SHADER_COMPILER +#define PHPGLFW_C_GL_DEBUG_SOURCE_SHADER_COMPILER GL_DEBUG_SOURCE_SHADER_COMPILER // => 0x8248 +#endif + +#ifdef GL_DEBUG_SOURCE_THIRD_PARTY +#define PHPGLFW_C_GL_DEBUG_SOURCE_THIRD_PARTY GL_DEBUG_SOURCE_THIRD_PARTY // => 0x8249 +#endif + +#ifdef GL_DEBUG_SOURCE_APPLICATION +#define PHPGLFW_C_GL_DEBUG_SOURCE_APPLICATION GL_DEBUG_SOURCE_APPLICATION // => 0x824A +#endif + +#ifdef GL_DEBUG_SOURCE_OTHER +#define PHPGLFW_C_GL_DEBUG_SOURCE_OTHER GL_DEBUG_SOURCE_OTHER // => 0x824B +#endif + +#ifdef GL_DEBUG_TYPE_ERROR +#define PHPGLFW_C_GL_DEBUG_TYPE_ERROR GL_DEBUG_TYPE_ERROR // => 0x824C +#endif + +#ifdef GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR +#define PHPGLFW_C_GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR // => 0x824D +#endif + +#ifdef GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR +#define PHPGLFW_C_GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR // => 0x824E +#endif + +#ifdef GL_DEBUG_TYPE_PORTABILITY +#define PHPGLFW_C_GL_DEBUG_TYPE_PORTABILITY GL_DEBUG_TYPE_PORTABILITY // => 0x824F +#endif + +#ifdef GL_DEBUG_TYPE_PERFORMANCE +#define PHPGLFW_C_GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_PERFORMANCE // => 0x8250 +#endif + +#ifdef GL_DEBUG_TYPE_OTHER +#define PHPGLFW_C_GL_DEBUG_TYPE_OTHER GL_DEBUG_TYPE_OTHER // => 0x8251 +#endif + +#ifdef GL_DEBUG_TYPE_MARKER +#define PHPGLFW_C_GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_MARKER // => 0x8268 +#endif + +#ifdef GL_DEBUG_TYPE_PUSH_GROUP +#define PHPGLFW_C_GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_PUSH_GROUP // => 0x8269 +#endif + +#ifdef GL_DEBUG_TYPE_POP_GROUP +#define PHPGLFW_C_GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_POP_GROUP // => 0x826A +#endif + +#ifdef GL_DEBUG_SEVERITY_NOTIFICATION +#define PHPGLFW_C_GL_DEBUG_SEVERITY_NOTIFICATION GL_DEBUG_SEVERITY_NOTIFICATION // => 0x826B +#endif + +#ifdef GL_MAX_DEBUG_GROUP_STACK_DEPTH +#define PHPGLFW_C_GL_MAX_DEBUG_GROUP_STACK_DEPTH GL_MAX_DEBUG_GROUP_STACK_DEPTH // => 0x826C +#endif + +#ifdef GL_DEBUG_GROUP_STACK_DEPTH +#define PHPGLFW_C_GL_DEBUG_GROUP_STACK_DEPTH GL_DEBUG_GROUP_STACK_DEPTH // => 0x826D +#endif + +#ifdef GL_MAX_UNIFORM_LOCATIONS +#define PHPGLFW_C_GL_MAX_UNIFORM_LOCATIONS GL_MAX_UNIFORM_LOCATIONS // => 0x826E +#endif + +#ifdef GL_INTERNALFORMAT_SUPPORTED +#define PHPGLFW_C_GL_INTERNALFORMAT_SUPPORTED GL_INTERNALFORMAT_SUPPORTED // => 0x826F +#endif + +#ifdef GL_INTERNALFORMAT_PREFERRED +#define PHPGLFW_C_GL_INTERNALFORMAT_PREFERRED GL_INTERNALFORMAT_PREFERRED // => 0x8270 +#endif + +#ifdef GL_INTERNALFORMAT_RED_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_RED_SIZE GL_INTERNALFORMAT_RED_SIZE // => 0x8271 +#endif + +#ifdef GL_INTERNALFORMAT_GREEN_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_GREEN_SIZE GL_INTERNALFORMAT_GREEN_SIZE // => 0x8272 +#endif + +#ifdef GL_INTERNALFORMAT_BLUE_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_BLUE_SIZE GL_INTERNALFORMAT_BLUE_SIZE // => 0x8273 +#endif + +#ifdef GL_INTERNALFORMAT_ALPHA_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_ALPHA_SIZE GL_INTERNALFORMAT_ALPHA_SIZE // => 0x8274 +#endif + +#ifdef GL_INTERNALFORMAT_DEPTH_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_DEPTH_SIZE GL_INTERNALFORMAT_DEPTH_SIZE // => 0x8275 +#endif + +#ifdef GL_INTERNALFORMAT_STENCIL_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_STENCIL_SIZE GL_INTERNALFORMAT_STENCIL_SIZE // => 0x8276 +#endif + +#ifdef GL_INTERNALFORMAT_SHARED_SIZE +#define PHPGLFW_C_GL_INTERNALFORMAT_SHARED_SIZE GL_INTERNALFORMAT_SHARED_SIZE // => 0x8277 +#endif + +#ifdef GL_INTERNALFORMAT_RED_TYPE +#define PHPGLFW_C_GL_INTERNALFORMAT_RED_TYPE GL_INTERNALFORMAT_RED_TYPE // => 0x8278 +#endif + +#ifdef GL_INTERNALFORMAT_GREEN_TYPE +#define PHPGLFW_C_GL_INTERNALFORMAT_GREEN_TYPE GL_INTERNALFORMAT_GREEN_TYPE // => 0x8279 +#endif + +#ifdef GL_INTERNALFORMAT_BLUE_TYPE +#define PHPGLFW_C_GL_INTERNALFORMAT_BLUE_TYPE GL_INTERNALFORMAT_BLUE_TYPE // => 0x827A +#endif + +#ifdef GL_INTERNALFORMAT_ALPHA_TYPE +#define PHPGLFW_C_GL_INTERNALFORMAT_ALPHA_TYPE GL_INTERNALFORMAT_ALPHA_TYPE // => 0x827B +#endif + +#ifdef GL_INTERNALFORMAT_DEPTH_TYPE +#define PHPGLFW_C_GL_INTERNALFORMAT_DEPTH_TYPE GL_INTERNALFORMAT_DEPTH_TYPE // => 0x827C +#endif + +#ifdef GL_INTERNALFORMAT_STENCIL_TYPE +#define PHPGLFW_C_GL_INTERNALFORMAT_STENCIL_TYPE GL_INTERNALFORMAT_STENCIL_TYPE // => 0x827D +#endif + +#ifdef GL_MAX_WIDTH +#define PHPGLFW_C_GL_MAX_WIDTH GL_MAX_WIDTH // => 0x827E +#endif + +#ifdef GL_MAX_HEIGHT +#define PHPGLFW_C_GL_MAX_HEIGHT GL_MAX_HEIGHT // => 0x827F +#endif + +#ifdef GL_MAX_DEPTH +#define PHPGLFW_C_GL_MAX_DEPTH GL_MAX_DEPTH // => 0x8280 +#endif + +#ifdef GL_MAX_LAYERS +#define PHPGLFW_C_GL_MAX_LAYERS GL_MAX_LAYERS // => 0x8281 +#endif + +#ifdef GL_MAX_COMBINED_DIMENSIONS +#define PHPGLFW_C_GL_MAX_COMBINED_DIMENSIONS GL_MAX_COMBINED_DIMENSIONS // => 0x8282 +#endif + +#ifdef GL_COLOR_COMPONENTS +#define PHPGLFW_C_GL_COLOR_COMPONENTS GL_COLOR_COMPONENTS // => 0x8283 +#endif + +#ifdef GL_DEPTH_COMPONENTS +#define PHPGLFW_C_GL_DEPTH_COMPONENTS GL_DEPTH_COMPONENTS // => 0x8284 +#endif + +#ifdef GL_STENCIL_COMPONENTS +#define PHPGLFW_C_GL_STENCIL_COMPONENTS GL_STENCIL_COMPONENTS // => 0x8285 +#endif + +#ifdef GL_COLOR_RENDERABLE +#define PHPGLFW_C_GL_COLOR_RENDERABLE GL_COLOR_RENDERABLE // => 0x8286 +#endif + +#ifdef GL_DEPTH_RENDERABLE +#define PHPGLFW_C_GL_DEPTH_RENDERABLE GL_DEPTH_RENDERABLE // => 0x8287 +#endif + +#ifdef GL_STENCIL_RENDERABLE +#define PHPGLFW_C_GL_STENCIL_RENDERABLE GL_STENCIL_RENDERABLE // => 0x8288 +#endif + +#ifdef GL_FRAMEBUFFER_RENDERABLE +#define PHPGLFW_C_GL_FRAMEBUFFER_RENDERABLE GL_FRAMEBUFFER_RENDERABLE // => 0x8289 +#endif + +#ifdef GL_FRAMEBUFFER_RENDERABLE_LAYERED +#define PHPGLFW_C_GL_FRAMEBUFFER_RENDERABLE_LAYERED GL_FRAMEBUFFER_RENDERABLE_LAYERED // => 0x828A +#endif + +#ifdef GL_FRAMEBUFFER_BLEND +#define PHPGLFW_C_GL_FRAMEBUFFER_BLEND GL_FRAMEBUFFER_BLEND // => 0x828B +#endif + +#ifdef GL_READ_PIXELS +#define PHPGLFW_C_GL_READ_PIXELS GL_READ_PIXELS // => 0x828C +#endif + +#ifdef GL_READ_PIXELS_FORMAT +#define PHPGLFW_C_GL_READ_PIXELS_FORMAT GL_READ_PIXELS_FORMAT // => 0x828D +#endif + +#ifdef GL_READ_PIXELS_TYPE +#define PHPGLFW_C_GL_READ_PIXELS_TYPE GL_READ_PIXELS_TYPE // => 0x828E +#endif + +#ifdef GL_TEXTURE_IMAGE_FORMAT +#define PHPGLFW_C_GL_TEXTURE_IMAGE_FORMAT GL_TEXTURE_IMAGE_FORMAT // => 0x828F +#endif + +#ifdef GL_TEXTURE_IMAGE_TYPE +#define PHPGLFW_C_GL_TEXTURE_IMAGE_TYPE GL_TEXTURE_IMAGE_TYPE // => 0x8290 +#endif + +#ifdef GL_GET_TEXTURE_IMAGE_FORMAT +#define PHPGLFW_C_GL_GET_TEXTURE_IMAGE_FORMAT GL_GET_TEXTURE_IMAGE_FORMAT // => 0x8291 +#endif + +#ifdef GL_GET_TEXTURE_IMAGE_TYPE +#define PHPGLFW_C_GL_GET_TEXTURE_IMAGE_TYPE GL_GET_TEXTURE_IMAGE_TYPE // => 0x8292 +#endif + +#ifdef GL_MIPMAP +#define PHPGLFW_C_GL_MIPMAP GL_MIPMAP // => 0x8293 +#endif + +#ifdef GL_MANUAL_GENERATE_MIPMAP +#define PHPGLFW_C_GL_MANUAL_GENERATE_MIPMAP GL_MANUAL_GENERATE_MIPMAP // => 0x8294 +#endif + +#ifdef GL_AUTO_GENERATE_MIPMAP +#define PHPGLFW_C_GL_AUTO_GENERATE_MIPMAP GL_AUTO_GENERATE_MIPMAP // => 0x8295 +#endif + +#ifdef GL_COLOR_ENCODING +#define PHPGLFW_C_GL_COLOR_ENCODING GL_COLOR_ENCODING // => 0x8296 +#endif + +#ifdef GL_SRGB_READ +#define PHPGLFW_C_GL_SRGB_READ GL_SRGB_READ // => 0x8297 +#endif + +#ifdef GL_SRGB_WRITE +#define PHPGLFW_C_GL_SRGB_WRITE GL_SRGB_WRITE // => 0x8298 +#endif + +#ifdef GL_FILTER +#define PHPGLFW_C_GL_FILTER GL_FILTER // => 0x829A +#endif + +#ifdef GL_VERTEX_TEXTURE +#define PHPGLFW_C_GL_VERTEX_TEXTURE GL_VERTEX_TEXTURE // => 0x829B +#endif + +#ifdef GL_TESS_CONTROL_TEXTURE +#define PHPGLFW_C_GL_TESS_CONTROL_TEXTURE GL_TESS_CONTROL_TEXTURE // => 0x829C +#endif + +#ifdef GL_TESS_EVALUATION_TEXTURE +#define PHPGLFW_C_GL_TESS_EVALUATION_TEXTURE GL_TESS_EVALUATION_TEXTURE // => 0x829D +#endif + +#ifdef GL_GEOMETRY_TEXTURE +#define PHPGLFW_C_GL_GEOMETRY_TEXTURE GL_GEOMETRY_TEXTURE // => 0x829E +#endif + +#ifdef GL_FRAGMENT_TEXTURE +#define PHPGLFW_C_GL_FRAGMENT_TEXTURE GL_FRAGMENT_TEXTURE // => 0x829F +#endif + +#ifdef GL_COMPUTE_TEXTURE +#define PHPGLFW_C_GL_COMPUTE_TEXTURE GL_COMPUTE_TEXTURE // => 0x82A0 +#endif + +#ifdef GL_TEXTURE_SHADOW +#define PHPGLFW_C_GL_TEXTURE_SHADOW GL_TEXTURE_SHADOW // => 0x82A1 +#endif + +#ifdef GL_TEXTURE_GATHER +#define PHPGLFW_C_GL_TEXTURE_GATHER GL_TEXTURE_GATHER // => 0x82A2 +#endif + +#ifdef GL_TEXTURE_GATHER_SHADOW +#define PHPGLFW_C_GL_TEXTURE_GATHER_SHADOW GL_TEXTURE_GATHER_SHADOW // => 0x82A3 +#endif + +#ifdef GL_SHADER_IMAGE_LOAD +#define PHPGLFW_C_GL_SHADER_IMAGE_LOAD GL_SHADER_IMAGE_LOAD // => 0x82A4 +#endif + +#ifdef GL_SHADER_IMAGE_STORE +#define PHPGLFW_C_GL_SHADER_IMAGE_STORE GL_SHADER_IMAGE_STORE // => 0x82A5 +#endif + +#ifdef GL_SHADER_IMAGE_ATOMIC +#define PHPGLFW_C_GL_SHADER_IMAGE_ATOMIC GL_SHADER_IMAGE_ATOMIC // => 0x82A6 +#endif + +#ifdef GL_IMAGE_TEXEL_SIZE +#define PHPGLFW_C_GL_IMAGE_TEXEL_SIZE GL_IMAGE_TEXEL_SIZE // => 0x82A7 +#endif + +#ifdef GL_IMAGE_COMPATIBILITY_CLASS +#define PHPGLFW_C_GL_IMAGE_COMPATIBILITY_CLASS GL_IMAGE_COMPATIBILITY_CLASS // => 0x82A8 +#endif + +#ifdef GL_IMAGE_PIXEL_FORMAT +#define PHPGLFW_C_GL_IMAGE_PIXEL_FORMAT GL_IMAGE_PIXEL_FORMAT // => 0x82A9 +#endif + +#ifdef GL_IMAGE_PIXEL_TYPE +#define PHPGLFW_C_GL_IMAGE_PIXEL_TYPE GL_IMAGE_PIXEL_TYPE // => 0x82AA +#endif + +#ifdef GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST +#define PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST // => 0x82AC +#endif + +#ifdef GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST +#define PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST // => 0x82AD +#endif + +#ifdef GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE +#define PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE // => 0x82AE +#endif + +#ifdef GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE +#define PHPGLFW_C_GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE // => 0x82AF +#endif + +#ifdef GL_GUILTY_CONTEXT_RESET +#define PHPGLFW_C_GL_GUILTY_CONTEXT_RESET GL_GUILTY_CONTEXT_RESET // => 0x8253 +#endif + +#ifdef GL_INNOCENT_CONTEXT_RESET +#define PHPGLFW_C_GL_INNOCENT_CONTEXT_RESET GL_INNOCENT_CONTEXT_RESET // => 0x8254 +#endif + +#ifdef GL_UNKNOWN_CONTEXT_RESET +#define PHPGLFW_C_GL_UNKNOWN_CONTEXT_RESET GL_UNKNOWN_CONTEXT_RESET // => 0x8255 +#endif + +#ifdef GL_RESET_NOTIFICATION_STRATEGY +#define PHPGLFW_C_GL_RESET_NOTIFICATION_STRATEGY GL_RESET_NOTIFICATION_STRATEGY // => 0x8256 +#endif + +#ifdef GL_LOSE_CONTEXT_ON_RESET +#define PHPGLFW_C_GL_LOSE_CONTEXT_ON_RESET GL_LOSE_CONTEXT_ON_RESET // => 0x8252 +#endif + +#ifdef GL_NO_RESET_NOTIFICATION +#define PHPGLFW_C_GL_NO_RESET_NOTIFICATION GL_NO_RESET_NOTIFICATION // => 0x8261 +#endif + +/** + * @vendor AMD + */ + +#ifdef GL_PROGRAM_BINARY_LENGTH +#define PHPGLFW_C_GL_PROGRAM_BINARY_LENGTH GL_PROGRAM_BINARY_LENGTH // => 0x8741 +#endif + +#ifdef GL_VERTEX_ATTRIB_ARRAY_LONG +#define PHPGLFW_C_GL_VERTEX_ATTRIB_ARRAY_LONG GL_VERTEX_ATTRIB_ARRAY_LONG // => 0x874E +#endif + +#ifdef GL_MIRROR_CLAMP_TO_EDGE +#define PHPGLFW_C_GL_MIRROR_CLAMP_TO_EDGE GL_MIRROR_CLAMP_TO_EDGE // => 0x8743 +#endif + +/** + + * UseProgramStageMask + * ---------------------------------------------------------------------------- + * + */ + +#ifdef GL_VERTEX_SHADER_BIT +#define PHPGLFW_C_GL_VERTEX_SHADER_BIT GL_VERTEX_SHADER_BIT // => 0x00000001 +#endif + +#ifdef GL_FRAGMENT_SHADER_BIT #define PHPGLFW_C_GL_FRAGMENT_SHADER_BIT GL_FRAGMENT_SHADER_BIT // => 0x00000002 #endif @@ -5740,6 +6620,958 @@ void phpglfw_register_constants(INIT_FUNC_ARGS); #ifdef GL_ALL_SHADER_BITS #define PHPGLFW_C_GL_ALL_SHADER_BITS GL_ALL_SHADER_BITS // => 0xFFFFFFFF #endif + +#ifdef GL_COMPUTE_SHADER_BIT +#define PHPGLFW_C_GL_COMPUTE_SHADER_BIT GL_COMPUTE_SHADER_BIT // => 0x00000020 +#endif + +/** + * @vendor ARB + */ + +#ifdef GL_NUM_SAMPLE_COUNTS +#define PHPGLFW_C_GL_NUM_SAMPLE_COUNTS GL_NUM_SAMPLE_COUNTS // => 0x9380 +#endif + +/** + * @vendor NV + * Khronos bug 7658 + */ + +#ifdef GL_ATOMIC_COUNTER_BUFFER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER GL_ATOMIC_COUNTER_BUFFER // => 0x92C0 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_BINDING +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_BINDING GL_ATOMIC_COUNTER_BUFFER_BINDING // => 0x92C1 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_START +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_START GL_ATOMIC_COUNTER_BUFFER_START // => 0x92C2 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_SIZE +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_SIZE GL_ATOMIC_COUNTER_BUFFER_SIZE // => 0x92C3 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE // => 0x92C4 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS // => 0x92C5 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES // => 0x92C6 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER // => 0x92C7 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER // => 0x92C8 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER // => 0x92C9 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER // => 0x92CA +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER // => 0x92CB +#endif + +#ifdef GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS // => 0x92CC +#endif + +#ifdef GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS // => 0x92CD +#endif + +#ifdef GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS // => 0x92CE +#endif + +#ifdef GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS // => 0x92CF +#endif + +#ifdef GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS // => 0x92D0 +#endif + +#ifdef GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS // => 0x92D1 +#endif + +#ifdef GL_MAX_VERTEX_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_VERTEX_ATOMIC_COUNTERS GL_MAX_VERTEX_ATOMIC_COUNTERS // => 0x92D2 +#endif + +#ifdef GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS // => 0x92D3 +#endif + +#ifdef GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS // => 0x92D4 +#endif + +#ifdef GL_MAX_GEOMETRY_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_GEOMETRY_ATOMIC_COUNTERS GL_MAX_GEOMETRY_ATOMIC_COUNTERS // => 0x92D5 +#endif + +#ifdef GL_MAX_FRAGMENT_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_FRAGMENT_ATOMIC_COUNTERS GL_MAX_FRAGMENT_ATOMIC_COUNTERS // => 0x92D6 +#endif + +#ifdef GL_MAX_COMBINED_ATOMIC_COUNTERS +#define PHPGLFW_C_GL_MAX_COMBINED_ATOMIC_COUNTERS GL_MAX_COMBINED_ATOMIC_COUNTERS // => 0x92D7 +#endif + +#ifdef GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE +#define PHPGLFW_C_GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE // => 0x92D8 +#endif + +#ifdef GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS +#define PHPGLFW_C_GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS // => 0x92DC +#endif + +#ifdef GL_ACTIVE_ATOMIC_COUNTER_BUFFERS +#define PHPGLFW_C_GL_ACTIVE_ATOMIC_COUNTER_BUFFERS GL_ACTIVE_ATOMIC_COUNTER_BUFFERS // => 0x92D9 +#endif + +#ifdef GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX +#define PHPGLFW_C_GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX // => 0x92DA +#endif + +#ifdef GL_UNSIGNED_INT_ATOMIC_COUNTER +#define PHPGLFW_C_GL_UNSIGNED_INT_ATOMIC_COUNTER GL_UNSIGNED_INT_ATOMIC_COUNTER // => 0x92DB +#endif + +#ifdef GL_DEBUG_OUTPUT +#define PHPGLFW_C_GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT // => 0x92E0 +#endif + +#ifdef GL_FRAMEBUFFER_DEFAULT_WIDTH +#define PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_WIDTH GL_FRAMEBUFFER_DEFAULT_WIDTH // => 0x9310 +#endif + +#ifdef GL_FRAMEBUFFER_DEFAULT_HEIGHT +#define PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_HEIGHT GL_FRAMEBUFFER_DEFAULT_HEIGHT // => 0x9311 +#endif + +#ifdef GL_FRAMEBUFFER_DEFAULT_LAYERS +#define PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_LAYERS GL_FRAMEBUFFER_DEFAULT_LAYERS // => 0x9312 +#endif + +#ifdef GL_FRAMEBUFFER_DEFAULT_SAMPLES +#define PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_SAMPLES GL_FRAMEBUFFER_DEFAULT_SAMPLES // => 0x9313 +#endif + +#ifdef GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS +#define PHPGLFW_C_GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS // => 0x9314 +#endif + +#ifdef GL_MAX_FRAMEBUFFER_WIDTH +#define PHPGLFW_C_GL_MAX_FRAMEBUFFER_WIDTH GL_MAX_FRAMEBUFFER_WIDTH // => 0x9315 +#endif + +#ifdef GL_MAX_FRAMEBUFFER_HEIGHT +#define PHPGLFW_C_GL_MAX_FRAMEBUFFER_HEIGHT GL_MAX_FRAMEBUFFER_HEIGHT // => 0x9316 +#endif + +#ifdef GL_MAX_FRAMEBUFFER_LAYERS +#define PHPGLFW_C_GL_MAX_FRAMEBUFFER_LAYERS GL_MAX_FRAMEBUFFER_LAYERS // => 0x9317 +#endif + +#ifdef GL_MAX_FRAMEBUFFER_SAMPLES +#define PHPGLFW_C_GL_MAX_FRAMEBUFFER_SAMPLES GL_MAX_FRAMEBUFFER_SAMPLES // => 0x9318 +#endif + +#ifdef GL_UNIFORM +#define PHPGLFW_C_GL_UNIFORM GL_UNIFORM // => 0x92E1 +#endif + +#ifdef GL_UNIFORM_BLOCK +#define PHPGLFW_C_GL_UNIFORM_BLOCK GL_UNIFORM_BLOCK // => 0x92E2 +#endif + +#ifdef GL_PROGRAM_INPUT +#define PHPGLFW_C_GL_PROGRAM_INPUT GL_PROGRAM_INPUT // => 0x92E3 +#endif + +#ifdef GL_PROGRAM_OUTPUT +#define PHPGLFW_C_GL_PROGRAM_OUTPUT GL_PROGRAM_OUTPUT // => 0x92E4 +#endif + +#ifdef GL_BUFFER_VARIABLE +#define PHPGLFW_C_GL_BUFFER_VARIABLE GL_BUFFER_VARIABLE // => 0x92E5 +#endif + +#ifdef GL_SHADER_STORAGE_BLOCK +#define PHPGLFW_C_GL_SHADER_STORAGE_BLOCK GL_SHADER_STORAGE_BLOCK // => 0x92E6 +#endif + +#ifdef GL_VERTEX_SUBROUTINE +#define PHPGLFW_C_GL_VERTEX_SUBROUTINE GL_VERTEX_SUBROUTINE // => 0x92E8 +#endif + +#ifdef GL_TESS_CONTROL_SUBROUTINE +#define PHPGLFW_C_GL_TESS_CONTROL_SUBROUTINE GL_TESS_CONTROL_SUBROUTINE // => 0x92E9 +#endif + +#ifdef GL_TESS_EVALUATION_SUBROUTINE +#define PHPGLFW_C_GL_TESS_EVALUATION_SUBROUTINE GL_TESS_EVALUATION_SUBROUTINE // => 0x92EA +#endif + +#ifdef GL_GEOMETRY_SUBROUTINE +#define PHPGLFW_C_GL_GEOMETRY_SUBROUTINE GL_GEOMETRY_SUBROUTINE // => 0x92EB +#endif + +#ifdef GL_FRAGMENT_SUBROUTINE +#define PHPGLFW_C_GL_FRAGMENT_SUBROUTINE GL_FRAGMENT_SUBROUTINE // => 0x92EC +#endif + +#ifdef GL_COMPUTE_SUBROUTINE +#define PHPGLFW_C_GL_COMPUTE_SUBROUTINE GL_COMPUTE_SUBROUTINE // => 0x92ED +#endif + +#ifdef GL_VERTEX_SUBROUTINE_UNIFORM +#define PHPGLFW_C_GL_VERTEX_SUBROUTINE_UNIFORM GL_VERTEX_SUBROUTINE_UNIFORM // => 0x92EE +#endif + +#ifdef GL_TESS_CONTROL_SUBROUTINE_UNIFORM +#define PHPGLFW_C_GL_TESS_CONTROL_SUBROUTINE_UNIFORM GL_TESS_CONTROL_SUBROUTINE_UNIFORM // => 0x92EF +#endif + +#ifdef GL_TESS_EVALUATION_SUBROUTINE_UNIFORM +#define PHPGLFW_C_GL_TESS_EVALUATION_SUBROUTINE_UNIFORM GL_TESS_EVALUATION_SUBROUTINE_UNIFORM // => 0x92F0 +#endif + +#ifdef GL_GEOMETRY_SUBROUTINE_UNIFORM +#define PHPGLFW_C_GL_GEOMETRY_SUBROUTINE_UNIFORM GL_GEOMETRY_SUBROUTINE_UNIFORM // => 0x92F1 +#endif + +#ifdef GL_FRAGMENT_SUBROUTINE_UNIFORM +#define PHPGLFW_C_GL_FRAGMENT_SUBROUTINE_UNIFORM GL_FRAGMENT_SUBROUTINE_UNIFORM // => 0x92F2 +#endif + +#ifdef GL_COMPUTE_SUBROUTINE_UNIFORM +#define PHPGLFW_C_GL_COMPUTE_SUBROUTINE_UNIFORM GL_COMPUTE_SUBROUTINE_UNIFORM // => 0x92F3 +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_VARYING +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_VARYING GL_TRANSFORM_FEEDBACK_VARYING // => 0x92F4 +#endif + +#ifdef GL_ACTIVE_RESOURCES +#define PHPGLFW_C_GL_ACTIVE_RESOURCES GL_ACTIVE_RESOURCES // => 0x92F5 +#endif + +#ifdef GL_MAX_NAME_LENGTH +#define PHPGLFW_C_GL_MAX_NAME_LENGTH GL_MAX_NAME_LENGTH // => 0x92F6 +#endif + +#ifdef GL_MAX_NUM_ACTIVE_VARIABLES +#define PHPGLFW_C_GL_MAX_NUM_ACTIVE_VARIABLES GL_MAX_NUM_ACTIVE_VARIABLES // => 0x92F7 +#endif + +#ifdef GL_MAX_NUM_COMPATIBLE_SUBROUTINES +#define PHPGLFW_C_GL_MAX_NUM_COMPATIBLE_SUBROUTINES GL_MAX_NUM_COMPATIBLE_SUBROUTINES // => 0x92F8 +#endif + +#ifdef GL_NAME_LENGTH +#define PHPGLFW_C_GL_NAME_LENGTH GL_NAME_LENGTH // => 0x92F9 +#endif + +#ifdef GL_TYPE +#define PHPGLFW_C_GL_TYPE GL_TYPE // => 0x92FA +#endif + +#ifdef GL_ARRAY_SIZE +#define PHPGLFW_C_GL_ARRAY_SIZE GL_ARRAY_SIZE // => 0x92FB +#endif + +#ifdef GL_OFFSET +#define PHPGLFW_C_GL_OFFSET GL_OFFSET // => 0x92FC +#endif + +#ifdef GL_BLOCK_INDEX +#define PHPGLFW_C_GL_BLOCK_INDEX GL_BLOCK_INDEX // => 0x92FD +#endif + +#ifdef GL_ARRAY_STRIDE +#define PHPGLFW_C_GL_ARRAY_STRIDE GL_ARRAY_STRIDE // => 0x92FE +#endif + +#ifdef GL_MATRIX_STRIDE +#define PHPGLFW_C_GL_MATRIX_STRIDE GL_MATRIX_STRIDE // => 0x92FF +#endif + +#ifdef GL_IS_ROW_MAJOR +#define PHPGLFW_C_GL_IS_ROW_MAJOR GL_IS_ROW_MAJOR // => 0x9300 +#endif + +#ifdef GL_ATOMIC_COUNTER_BUFFER_INDEX +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BUFFER_INDEX GL_ATOMIC_COUNTER_BUFFER_INDEX // => 0x9301 +#endif + +#ifdef GL_BUFFER_BINDING +#define PHPGLFW_C_GL_BUFFER_BINDING GL_BUFFER_BINDING // => 0x9302 +#endif + +#ifdef GL_BUFFER_DATA_SIZE +#define PHPGLFW_C_GL_BUFFER_DATA_SIZE GL_BUFFER_DATA_SIZE // => 0x9303 +#endif + +#ifdef GL_NUM_ACTIVE_VARIABLES +#define PHPGLFW_C_GL_NUM_ACTIVE_VARIABLES GL_NUM_ACTIVE_VARIABLES // => 0x9304 +#endif + +#ifdef GL_ACTIVE_VARIABLES +#define PHPGLFW_C_GL_ACTIVE_VARIABLES GL_ACTIVE_VARIABLES // => 0x9305 +#endif + +#ifdef GL_REFERENCED_BY_VERTEX_SHADER +#define PHPGLFW_C_GL_REFERENCED_BY_VERTEX_SHADER GL_REFERENCED_BY_VERTEX_SHADER // => 0x9306 +#endif + +#ifdef GL_REFERENCED_BY_TESS_CONTROL_SHADER +#define PHPGLFW_C_GL_REFERENCED_BY_TESS_CONTROL_SHADER GL_REFERENCED_BY_TESS_CONTROL_SHADER // => 0x9307 +#endif + +#ifdef GL_REFERENCED_BY_TESS_EVALUATION_SHADER +#define PHPGLFW_C_GL_REFERENCED_BY_TESS_EVALUATION_SHADER GL_REFERENCED_BY_TESS_EVALUATION_SHADER // => 0x9308 +#endif + +#ifdef GL_REFERENCED_BY_GEOMETRY_SHADER +#define PHPGLFW_C_GL_REFERENCED_BY_GEOMETRY_SHADER GL_REFERENCED_BY_GEOMETRY_SHADER // => 0x9309 +#endif + +#ifdef GL_REFERENCED_BY_FRAGMENT_SHADER +#define PHPGLFW_C_GL_REFERENCED_BY_FRAGMENT_SHADER GL_REFERENCED_BY_FRAGMENT_SHADER // => 0x930A +#endif + +#ifdef GL_REFERENCED_BY_COMPUTE_SHADER +#define PHPGLFW_C_GL_REFERENCED_BY_COMPUTE_SHADER GL_REFERENCED_BY_COMPUTE_SHADER // => 0x930B +#endif + +#ifdef GL_TOP_LEVEL_ARRAY_SIZE +#define PHPGLFW_C_GL_TOP_LEVEL_ARRAY_SIZE GL_TOP_LEVEL_ARRAY_SIZE // => 0x930C +#endif + +#ifdef GL_TOP_LEVEL_ARRAY_STRIDE +#define PHPGLFW_C_GL_TOP_LEVEL_ARRAY_STRIDE GL_TOP_LEVEL_ARRAY_STRIDE // => 0x930D +#endif + +#ifdef GL_LOCATION +#define PHPGLFW_C_GL_LOCATION GL_LOCATION // => 0x930E +#endif + +#ifdef GL_LOCATION_INDEX +#define PHPGLFW_C_GL_LOCATION_INDEX GL_LOCATION_INDEX // => 0x930F +#endif + +#ifdef GL_IS_PER_PATCH +#define PHPGLFW_C_GL_IS_PER_PATCH GL_IS_PER_PATCH // => 0x92E7 +#endif + +#ifdef GL_CLEAR_TEXTURE +#define PHPGLFW_C_GL_CLEAR_TEXTURE GL_CLEAR_TEXTURE // => 0x9365 +#endif + +#ifdef GL_LOCATION_COMPONENT +#define PHPGLFW_C_GL_LOCATION_COMPONENT GL_LOCATION_COMPONENT // => 0x934A +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_BUFFER_INDEX +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BUFFER_INDEX GL_TRANSFORM_FEEDBACK_BUFFER_INDEX // => 0x934B +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE // => 0x934C +#endif + +#ifdef GL_NEGATIVE_ONE_TO_ONE +#define PHPGLFW_C_GL_NEGATIVE_ONE_TO_ONE GL_NEGATIVE_ONE_TO_ONE // => 0x935E +#endif + +#ifdef GL_ZERO_TO_ONE +#define PHPGLFW_C_GL_ZERO_TO_ONE GL_ZERO_TO_ONE // => 0x935F +#endif + +#ifdef GL_CLIP_ORIGIN +#define PHPGLFW_C_GL_CLIP_ORIGIN GL_CLIP_ORIGIN // => 0x935C +#endif + +#ifdef GL_CLIP_DEPTH_MODE +#define PHPGLFW_C_GL_CLIP_DEPTH_MODE GL_CLIP_DEPTH_MODE // => 0x935D +#endif + +/** + + * MemoryBarrierMask + * ---------------------------------------------------------------------------- + * + */ + +#ifdef GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT +#define PHPGLFW_C_GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT // => 0x00000001 +#endif + +#ifdef GL_ELEMENT_ARRAY_BARRIER_BIT +#define PHPGLFW_C_GL_ELEMENT_ARRAY_BARRIER_BIT GL_ELEMENT_ARRAY_BARRIER_BIT // => 0x00000002 +#endif + +#ifdef GL_UNIFORM_BARRIER_BIT +#define PHPGLFW_C_GL_UNIFORM_BARRIER_BIT GL_UNIFORM_BARRIER_BIT // => 0x00000004 +#endif + +#ifdef GL_TEXTURE_FETCH_BARRIER_BIT +#define PHPGLFW_C_GL_TEXTURE_FETCH_BARRIER_BIT GL_TEXTURE_FETCH_BARRIER_BIT // => 0x00000008 +#endif + +#ifdef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT +#define PHPGLFW_C_GL_SHADER_IMAGE_ACCESS_BARRIER_BIT GL_SHADER_IMAGE_ACCESS_BARRIER_BIT // => 0x00000020 +#endif + +#ifdef GL_COMMAND_BARRIER_BIT +#define PHPGLFW_C_GL_COMMAND_BARRIER_BIT GL_COMMAND_BARRIER_BIT // => 0x00000040 +#endif + +#ifdef GL_PIXEL_BUFFER_BARRIER_BIT +#define PHPGLFW_C_GL_PIXEL_BUFFER_BARRIER_BIT GL_PIXEL_BUFFER_BARRIER_BIT // => 0x00000080 +#endif + +#ifdef GL_TEXTURE_UPDATE_BARRIER_BIT +#define PHPGLFW_C_GL_TEXTURE_UPDATE_BARRIER_BIT GL_TEXTURE_UPDATE_BARRIER_BIT // => 0x00000100 +#endif + +#ifdef GL_BUFFER_UPDATE_BARRIER_BIT +#define PHPGLFW_C_GL_BUFFER_UPDATE_BARRIER_BIT GL_BUFFER_UPDATE_BARRIER_BIT // => 0x00000200 +#endif + +#ifdef GL_FRAMEBUFFER_BARRIER_BIT +#define PHPGLFW_C_GL_FRAMEBUFFER_BARRIER_BIT GL_FRAMEBUFFER_BARRIER_BIT // => 0x00000400 +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_BARRIER_BIT +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_BARRIER_BIT GL_TRANSFORM_FEEDBACK_BARRIER_BIT // => 0x00000800 +#endif + +#ifdef GL_ATOMIC_COUNTER_BARRIER_BIT +#define PHPGLFW_C_GL_ATOMIC_COUNTER_BARRIER_BIT GL_ATOMIC_COUNTER_BARRIER_BIT // => 0x00001000 +#endif + +#ifdef GL_ALL_BARRIER_BITS +#define PHPGLFW_C_GL_ALL_BARRIER_BITS GL_ALL_BARRIER_BITS // => 0xFFFFFFFF +#endif + +#ifdef GL_SHADER_STORAGE_BARRIER_BIT +#define PHPGLFW_C_GL_SHADER_STORAGE_BARRIER_BIT GL_SHADER_STORAGE_BARRIER_BIT // => 0x00002000 +#endif + +#ifdef GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT +#define PHPGLFW_C_GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT // => 0x00004000 +#endif + +#ifdef GL_QUERY_BUFFER_BARRIER_BIT +#define PHPGLFW_C_GL_QUERY_BUFFER_BARRIER_BIT GL_QUERY_BUFFER_BARRIER_BIT // => 0x00008000 +#endif + +/** + * @vendor ARB + * Range reclaimed from ADD on 2012/05/10 + */ + +#ifdef GL_NUM_SHADING_LANGUAGE_VERSIONS +#define PHPGLFW_C_GL_NUM_SHADING_LANGUAGE_VERSIONS GL_NUM_SHADING_LANGUAGE_VERSIONS // => 0x82E9 +#endif + +#ifdef GL_BUFFER +#define PHPGLFW_C_GL_BUFFER GL_BUFFER // => 0x82E0 +#endif + +#ifdef GL_SHADER +#define PHPGLFW_C_GL_SHADER GL_SHADER // => 0x82E1 +#endif + +#ifdef GL_PROGRAM +#define PHPGLFW_C_GL_PROGRAM GL_PROGRAM // => 0x82E2 +#endif + +#ifdef GL_QUERY +#define PHPGLFW_C_GL_QUERY GL_QUERY // => 0x82E3 +#endif + +#ifdef GL_PROGRAM_PIPELINE +#define PHPGLFW_C_GL_PROGRAM_PIPELINE GL_PROGRAM_PIPELINE // => 0x82E4 +#endif + +#ifdef GL_SAMPLER +#define PHPGLFW_C_GL_SAMPLER GL_SAMPLER // => 0x82E6 +#endif + +#ifdef GL_MAX_LABEL_LENGTH +#define PHPGLFW_C_GL_MAX_LABEL_LENGTH GL_MAX_LABEL_LENGTH // => 0x82E8 +#endif + +#ifdef GL_TEXTURE_COMPRESSED_BLOCK_WIDTH +#define PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_WIDTH GL_TEXTURE_COMPRESSED_BLOCK_WIDTH // => 0x82B1 +#endif + +#ifdef GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT +#define PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT // => 0x82B2 +#endif + +#ifdef GL_TEXTURE_COMPRESSED_BLOCK_SIZE +#define PHPGLFW_C_GL_TEXTURE_COMPRESSED_BLOCK_SIZE GL_TEXTURE_COMPRESSED_BLOCK_SIZE // => 0x82B3 +#endif + +#ifdef GL_CLEAR_BUFFER +#define PHPGLFW_C_GL_CLEAR_BUFFER GL_CLEAR_BUFFER // => 0x82B4 +#endif + +#ifdef GL_TEXTURE_VIEW +#define PHPGLFW_C_GL_TEXTURE_VIEW GL_TEXTURE_VIEW // => 0x82B5 +#endif + +#ifdef GL_VIEW_COMPATIBILITY_CLASS +#define PHPGLFW_C_GL_VIEW_COMPATIBILITY_CLASS GL_VIEW_COMPATIBILITY_CLASS // => 0x82B6 +#endif + +#ifdef GL_FULL_SUPPORT +#define PHPGLFW_C_GL_FULL_SUPPORT GL_FULL_SUPPORT // => 0x82B7 +#endif + +#ifdef GL_CAVEAT_SUPPORT +#define PHPGLFW_C_GL_CAVEAT_SUPPORT GL_CAVEAT_SUPPORT // => 0x82B8 +#endif + +#ifdef GL_IMAGE_CLASS_4_X_32 +#define PHPGLFW_C_GL_IMAGE_CLASS_4_X_32 GL_IMAGE_CLASS_4_X_32 // => 0x82B9 +#endif + +#ifdef GL_IMAGE_CLASS_2_X_32 +#define PHPGLFW_C_GL_IMAGE_CLASS_2_X_32 GL_IMAGE_CLASS_2_X_32 // => 0x82BA +#endif + +#ifdef GL_IMAGE_CLASS_1_X_32 +#define PHPGLFW_C_GL_IMAGE_CLASS_1_X_32 GL_IMAGE_CLASS_1_X_32 // => 0x82BB +#endif + +#ifdef GL_IMAGE_CLASS_4_X_16 +#define PHPGLFW_C_GL_IMAGE_CLASS_4_X_16 GL_IMAGE_CLASS_4_X_16 // => 0x82BC +#endif + +#ifdef GL_IMAGE_CLASS_2_X_16 +#define PHPGLFW_C_GL_IMAGE_CLASS_2_X_16 GL_IMAGE_CLASS_2_X_16 // => 0x82BD +#endif + +#ifdef GL_IMAGE_CLASS_1_X_16 +#define PHPGLFW_C_GL_IMAGE_CLASS_1_X_16 GL_IMAGE_CLASS_1_X_16 // => 0x82BE +#endif + +#ifdef GL_IMAGE_CLASS_4_X_8 +#define PHPGLFW_C_GL_IMAGE_CLASS_4_X_8 GL_IMAGE_CLASS_4_X_8 // => 0x82BF +#endif + +#ifdef GL_IMAGE_CLASS_2_X_8 +#define PHPGLFW_C_GL_IMAGE_CLASS_2_X_8 GL_IMAGE_CLASS_2_X_8 // => 0x82C0 +#endif + +#ifdef GL_IMAGE_CLASS_1_X_8 +#define PHPGLFW_C_GL_IMAGE_CLASS_1_X_8 GL_IMAGE_CLASS_1_X_8 // => 0x82C1 +#endif + +#ifdef GL_IMAGE_CLASS_11_11_10 +#define PHPGLFW_C_GL_IMAGE_CLASS_11_11_10 GL_IMAGE_CLASS_11_11_10 // => 0x82C2 +#endif + +#ifdef GL_IMAGE_CLASS_10_10_10_2 +#define PHPGLFW_C_GL_IMAGE_CLASS_10_10_10_2 GL_IMAGE_CLASS_10_10_10_2 // => 0x82C3 +#endif + +#ifdef GL_VIEW_CLASS_128_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_128_BITS GL_VIEW_CLASS_128_BITS // => 0x82C4 +#endif + +#ifdef GL_VIEW_CLASS_96_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_96_BITS GL_VIEW_CLASS_96_BITS // => 0x82C5 +#endif + +#ifdef GL_VIEW_CLASS_64_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_64_BITS GL_VIEW_CLASS_64_BITS // => 0x82C6 +#endif + +#ifdef GL_VIEW_CLASS_48_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_48_BITS GL_VIEW_CLASS_48_BITS // => 0x82C7 +#endif + +#ifdef GL_VIEW_CLASS_32_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_32_BITS GL_VIEW_CLASS_32_BITS // => 0x82C8 +#endif + +#ifdef GL_VIEW_CLASS_24_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_24_BITS GL_VIEW_CLASS_24_BITS // => 0x82C9 +#endif + +#ifdef GL_VIEW_CLASS_16_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_16_BITS GL_VIEW_CLASS_16_BITS // => 0x82CA +#endif + +#ifdef GL_VIEW_CLASS_8_BITS +#define PHPGLFW_C_GL_VIEW_CLASS_8_BITS GL_VIEW_CLASS_8_BITS // => 0x82CB +#endif + +#ifdef GL_VIEW_CLASS_S3TC_DXT1_RGB +#define PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT1_RGB GL_VIEW_CLASS_S3TC_DXT1_RGB // => 0x82CC +#endif + +#ifdef GL_VIEW_CLASS_S3TC_DXT1_RGBA +#define PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT1_RGBA GL_VIEW_CLASS_S3TC_DXT1_RGBA // => 0x82CD +#endif + +#ifdef GL_VIEW_CLASS_S3TC_DXT3_RGBA +#define PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT3_RGBA GL_VIEW_CLASS_S3TC_DXT3_RGBA // => 0x82CE +#endif + +#ifdef GL_VIEW_CLASS_S3TC_DXT5_RGBA +#define PHPGLFW_C_GL_VIEW_CLASS_S3TC_DXT5_RGBA GL_VIEW_CLASS_S3TC_DXT5_RGBA // => 0x82CF +#endif + +#ifdef GL_VIEW_CLASS_RGTC1_RED +#define PHPGLFW_C_GL_VIEW_CLASS_RGTC1_RED GL_VIEW_CLASS_RGTC1_RED // => 0x82D0 +#endif + +#ifdef GL_VIEW_CLASS_RGTC2_RG +#define PHPGLFW_C_GL_VIEW_CLASS_RGTC2_RG GL_VIEW_CLASS_RGTC2_RG // => 0x82D1 +#endif + +#ifdef GL_VIEW_CLASS_BPTC_UNORM +#define PHPGLFW_C_GL_VIEW_CLASS_BPTC_UNORM GL_VIEW_CLASS_BPTC_UNORM // => 0x82D2 +#endif + +#ifdef GL_VIEW_CLASS_BPTC_FLOAT +#define PHPGLFW_C_GL_VIEW_CLASS_BPTC_FLOAT GL_VIEW_CLASS_BPTC_FLOAT // => 0x82D3 +#endif + +#ifdef GL_TEXTURE_VIEW_MIN_LEVEL +#define PHPGLFW_C_GL_TEXTURE_VIEW_MIN_LEVEL GL_TEXTURE_VIEW_MIN_LEVEL // => 0x82DB +#endif + +#ifdef GL_TEXTURE_VIEW_NUM_LEVELS +#define PHPGLFW_C_GL_TEXTURE_VIEW_NUM_LEVELS GL_TEXTURE_VIEW_NUM_LEVELS // => 0x82DC +#endif + +#ifdef GL_TEXTURE_VIEW_MIN_LAYER +#define PHPGLFW_C_GL_TEXTURE_VIEW_MIN_LAYER GL_TEXTURE_VIEW_MIN_LAYER // => 0x82DD +#endif + +#ifdef GL_TEXTURE_VIEW_NUM_LAYERS +#define PHPGLFW_C_GL_TEXTURE_VIEW_NUM_LAYERS GL_TEXTURE_VIEW_NUM_LAYERS // => 0x82DE +#endif + +#ifdef GL_TEXTURE_IMMUTABLE_LEVELS +#define PHPGLFW_C_GL_TEXTURE_IMMUTABLE_LEVELS GL_TEXTURE_IMMUTABLE_LEVELS // => 0x82DF +#endif + +#ifdef GL_VERTEX_ATTRIB_BINDING +#define PHPGLFW_C_GL_VERTEX_ATTRIB_BINDING GL_VERTEX_ATTRIB_BINDING // => 0x82D4 +#endif + +#ifdef GL_VERTEX_ATTRIB_RELATIVE_OFFSET +#define PHPGLFW_C_GL_VERTEX_ATTRIB_RELATIVE_OFFSET GL_VERTEX_ATTRIB_RELATIVE_OFFSET // => 0x82D5 +#endif + +#ifdef GL_VERTEX_BINDING_DIVISOR +#define PHPGLFW_C_GL_VERTEX_BINDING_DIVISOR GL_VERTEX_BINDING_DIVISOR // => 0x82D6 +#endif + +#ifdef GL_VERTEX_BINDING_OFFSET +#define PHPGLFW_C_GL_VERTEX_BINDING_OFFSET GL_VERTEX_BINDING_OFFSET // => 0x82D7 +#endif + +#ifdef GL_VERTEX_BINDING_STRIDE +#define PHPGLFW_C_GL_VERTEX_BINDING_STRIDE GL_VERTEX_BINDING_STRIDE // => 0x82D8 +#endif + +#ifdef GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET +#define PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET // => 0x82D9 +#endif + +#ifdef GL_MAX_VERTEX_ATTRIB_BINDINGS +#define PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_BINDINGS GL_MAX_VERTEX_ATTRIB_BINDINGS // => 0x82DA +#endif + +#ifdef GL_DISPLAY_LIST +#define PHPGLFW_C_GL_DISPLAY_LIST GL_DISPLAY_LIST // => 0x82E7 +#endif + +#ifdef GL_MAX_VERTEX_ATTRIB_STRIDE +#define PHPGLFW_C_GL_MAX_VERTEX_ATTRIB_STRIDE GL_MAX_VERTEX_ATTRIB_STRIDE // => 0x82E5 +#endif + +#ifdef GL_MAX_CULL_DISTANCES +#define PHPGLFW_C_GL_MAX_CULL_DISTANCES GL_MAX_CULL_DISTANCES // => 0x82F9 +#endif + +#ifdef GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES +#define PHPGLFW_C_GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES // => 0x82FA +#endif + +#ifdef GL_QUERY_TARGET +#define PHPGLFW_C_GL_QUERY_TARGET GL_QUERY_TARGET // => 0x82EA +#endif + +#ifdef GL_CONTEXT_RELEASE_BEHAVIOR +#define PHPGLFW_C_GL_CONTEXT_RELEASE_BEHAVIOR GL_CONTEXT_RELEASE_BEHAVIOR // => 0x82FB +#endif + +#ifdef GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH +#define PHPGLFW_C_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH // => 0x82FC +#endif + +#ifdef GL_VERTICES_SUBMITTED +#define PHPGLFW_C_GL_VERTICES_SUBMITTED GL_VERTICES_SUBMITTED // => 0x82EE +#endif + +#ifdef GL_PRIMITIVES_SUBMITTED +#define PHPGLFW_C_GL_PRIMITIVES_SUBMITTED GL_PRIMITIVES_SUBMITTED // => 0x82EF +#endif + +#ifdef GL_VERTEX_SHADER_INVOCATIONS +#define PHPGLFW_C_GL_VERTEX_SHADER_INVOCATIONS GL_VERTEX_SHADER_INVOCATIONS // => 0x82F0 +#endif + +#ifdef GL_TESS_CONTROL_SHADER_PATCHES +#define PHPGLFW_C_GL_TESS_CONTROL_SHADER_PATCHES GL_TESS_CONTROL_SHADER_PATCHES // => 0x82F1 +#endif + +#ifdef GL_TESS_EVALUATION_SHADER_INVOCATIONS +#define PHPGLFW_C_GL_TESS_EVALUATION_SHADER_INVOCATIONS GL_TESS_EVALUATION_SHADER_INVOCATIONS // => 0x82F2 +#endif + +#ifdef GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED +#define PHPGLFW_C_GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED // => 0x82F3 +#endif + +#ifdef GL_FRAGMENT_SHADER_INVOCATIONS +#define PHPGLFW_C_GL_FRAGMENT_SHADER_INVOCATIONS GL_FRAGMENT_SHADER_INVOCATIONS // => 0x82F4 +#endif + +#ifdef GL_COMPUTE_SHADER_INVOCATIONS +#define PHPGLFW_C_GL_COMPUTE_SHADER_INVOCATIONS GL_COMPUTE_SHADER_INVOCATIONS // => 0x82F5 +#endif + +#ifdef GL_CLIPPING_INPUT_PRIMITIVES +#define PHPGLFW_C_GL_CLIPPING_INPUT_PRIMITIVES GL_CLIPPING_INPUT_PRIMITIVES // => 0x82F6 +#endif + +#ifdef GL_CLIPPING_OUTPUT_PRIMITIVES +#define PHPGLFW_C_GL_CLIPPING_OUTPUT_PRIMITIVES GL_CLIPPING_OUTPUT_PRIMITIVES // => 0x82F7 +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_OVERFLOW +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_OVERFLOW GL_TRANSFORM_FEEDBACK_OVERFLOW // => 0x82EC +#endif + +#ifdef GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW +#define PHPGLFW_C_GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW // => 0x82ED +#endif + +/** + * @vendor OES + * Khronos bug 7625 + */ + +#ifdef GL_COMPRESSED_RGB8_ETC2 +#define PHPGLFW_C_GL_COMPRESSED_RGB8_ETC2 GL_COMPRESSED_RGB8_ETC2 // => 0x9274 +#endif + +#ifdef GL_COMPRESSED_SRGB8_ETC2 +#define PHPGLFW_C_GL_COMPRESSED_SRGB8_ETC2 GL_COMPRESSED_SRGB8_ETC2 // => 0x9275 +#endif + +#ifdef GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 +#define PHPGLFW_C_GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 // => 0x9276 +#endif + +#ifdef GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 +#define PHPGLFW_C_GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 // => 0x9277 +#endif + +#ifdef GL_COMPRESSED_RGBA8_ETC2_EAC +#define PHPGLFW_C_GL_COMPRESSED_RGBA8_ETC2_EAC GL_COMPRESSED_RGBA8_ETC2_EAC // => 0x9278 +#endif + +#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC +#define PHPGLFW_C_GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC // => 0x9279 +#endif + +#ifdef GL_COMPRESSED_R11_EAC +#define PHPGLFW_C_GL_COMPRESSED_R11_EAC GL_COMPRESSED_R11_EAC // => 0x9270 +#endif + +#ifdef GL_COMPRESSED_SIGNED_R11_EAC +#define PHPGLFW_C_GL_COMPRESSED_SIGNED_R11_EAC GL_COMPRESSED_SIGNED_R11_EAC // => 0x9271 +#endif + +#ifdef GL_COMPRESSED_RG11_EAC +#define PHPGLFW_C_GL_COMPRESSED_RG11_EAC GL_COMPRESSED_RG11_EAC // => 0x9272 +#endif + +#ifdef GL_COMPRESSED_SIGNED_RG11_EAC +#define PHPGLFW_C_GL_COMPRESSED_SIGNED_RG11_EAC GL_COMPRESSED_SIGNED_RG11_EAC // => 0x9273 +#endif + +/** + * @vendor AMD + * Khronos bugs 5899, 6004 + */ + +#ifdef GL_COMPUTE_SHADER +#define PHPGLFW_C_GL_COMPUTE_SHADER GL_COMPUTE_SHADER // => 0x91B9 +#endif + +#ifdef GL_MAX_COMPUTE_UNIFORM_BLOCKS +#define PHPGLFW_C_GL_MAX_COMPUTE_UNIFORM_BLOCKS GL_MAX_COMPUTE_UNIFORM_BLOCKS // => 0x91BB +#endif + +#ifdef GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS +#define PHPGLFW_C_GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS // => 0x91BC +#endif + +#ifdef GL_MAX_COMPUTE_IMAGE_UNIFORMS +#define PHPGLFW_C_GL_MAX_COMPUTE_IMAGE_UNIFORMS GL_MAX_COMPUTE_IMAGE_UNIFORMS // => 0x91BD +#endif + +#ifdef GL_MAX_COMPUTE_WORK_GROUP_COUNT +#define PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_COUNT GL_MAX_COMPUTE_WORK_GROUP_COUNT // => 0x91BE +#endif + +#ifdef GL_MAX_COMPUTE_WORK_GROUP_SIZE +#define PHPGLFW_C_GL_MAX_COMPUTE_WORK_GROUP_SIZE GL_MAX_COMPUTE_WORK_GROUP_SIZE // => 0x91BF +#endif + +#ifdef GL_MAX_DEBUG_MESSAGE_LENGTH +#define PHPGLFW_C_GL_MAX_DEBUG_MESSAGE_LENGTH GL_MAX_DEBUG_MESSAGE_LENGTH // => 0x9143 +#endif + +#ifdef GL_MAX_DEBUG_LOGGED_MESSAGES +#define PHPGLFW_C_GL_MAX_DEBUG_LOGGED_MESSAGES GL_MAX_DEBUG_LOGGED_MESSAGES // => 0x9144 +#endif + +#ifdef GL_DEBUG_LOGGED_MESSAGES +#define PHPGLFW_C_GL_DEBUG_LOGGED_MESSAGES GL_DEBUG_LOGGED_MESSAGES // => 0x9145 +#endif + +#ifdef GL_DEBUG_SEVERITY_HIGH +#define PHPGLFW_C_GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_HIGH // => 0x9146 +#endif + +#ifdef GL_DEBUG_SEVERITY_MEDIUM +#define PHPGLFW_C_GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_MEDIUM // => 0x9147 +#endif + +#ifdef GL_DEBUG_SEVERITY_LOW +#define PHPGLFW_C_GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_LOW // => 0x9148 +#endif + +#ifdef GL_TEXTURE_BUFFER_OFFSET +#define PHPGLFW_C_GL_TEXTURE_BUFFER_OFFSET GL_TEXTURE_BUFFER_OFFSET // => 0x919D +#endif + +#ifdef GL_TEXTURE_BUFFER_SIZE +#define PHPGLFW_C_GL_TEXTURE_BUFFER_SIZE GL_TEXTURE_BUFFER_SIZE // => 0x919E +#endif + +#ifdef GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT +#define PHPGLFW_C_GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT // => 0x919F +#endif + +#ifdef GL_QUERY_BUFFER +#define PHPGLFW_C_GL_QUERY_BUFFER GL_QUERY_BUFFER // => 0x9192 +#endif + +#ifdef GL_QUERY_BUFFER_BINDING +#define PHPGLFW_C_GL_QUERY_BUFFER_BINDING GL_QUERY_BUFFER_BINDING // => 0x9193 +#endif + +#ifdef GL_QUERY_RESULT_NO_WAIT +#define PHPGLFW_C_GL_QUERY_RESULT_NO_WAIT GL_QUERY_RESULT_NO_WAIT // => 0x9194 +#endif + +/** + + * BufferStorageMask + * ---------------------------------------------------------------------------- + * GL_MAP_{COHERENT,PERSISTENT,READ,WRITE}_{BIT,BIT_EXT} also lie in this + * namespace + */ + +#ifdef GL_DYNAMIC_STORAGE_BIT +#define PHPGLFW_C_GL_DYNAMIC_STORAGE_BIT GL_DYNAMIC_STORAGE_BIT // => 0x0100 +#endif + +#ifdef GL_CLIENT_STORAGE_BIT +#define PHPGLFW_C_GL_CLIENT_STORAGE_BIT GL_CLIENT_STORAGE_BIT // => 0x0200 +#endif + +/** + * @vendor SGI + */ + +#ifdef GL_COLOR_TABLE +#define PHPGLFW_C_GL_COLOR_TABLE GL_COLOR_TABLE // => 0x80D0 +#endif + +#ifdef GL_POST_CONVOLUTION_COLOR_TABLE +#define PHPGLFW_C_GL_POST_CONVOLUTION_COLOR_TABLE GL_POST_CONVOLUTION_COLOR_TABLE // => 0x80D1 +#endif + +#ifdef GL_POST_COLOR_MATRIX_COLOR_TABLE +#define PHPGLFW_C_GL_POST_COLOR_MATRIX_COLOR_TABLE GL_POST_COLOR_MATRIX_COLOR_TABLE // => 0x80D2 +#endif + +#ifdef GL_PROXY_COLOR_TABLE +#define PHPGLFW_C_GL_PROXY_COLOR_TABLE GL_PROXY_COLOR_TABLE // => 0x80D3 +#endif + +#ifdef GL_PROXY_POST_CONVOLUTION_COLOR_TABLE +#define PHPGLFW_C_GL_PROXY_POST_CONVOLUTION_COLOR_TABLE GL_PROXY_POST_CONVOLUTION_COLOR_TABLE // => 0x80D4 +#endif + +#ifdef GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE +#define PHPGLFW_C_GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE // => 0x80D5 +#endif + +/** + * @vendor NV + * Khronos bug 12977 + */ + +#ifdef GL_SHADER_BINARY_FORMAT_SPIR_V +#define PHPGLFW_C_GL_SHADER_BINARY_FORMAT_SPIR_V GL_SHADER_BINARY_FORMAT_SPIR_V // => 0x9551 +#endif + +#ifdef GL_SPIR_V_BINARY +#define PHPGLFW_C_GL_SPIR_V_BINARY GL_SPIR_V_BINARY // => 0x9552 +#endif + +#ifdef GL_SPIR_V_EXTENSIONS +#define PHPGLFW_C_GL_SPIR_V_EXTENSIONS GL_SPIR_V_EXTENSIONS // => 0x9553 +#endif + +#ifdef GL_NUM_SPIR_V_EXTENSIONS +#define PHPGLFW_C_GL_NUM_SPIR_V_EXTENSIONS GL_NUM_SPIR_V_EXTENSIONS // => 0x9554 +#endif /** diff --git a/phpglfw_functions.c b/phpglfw_functions.c index 59337006..73c54150 100644 --- a/phpglfw_functions.c +++ b/phpglfw_functions.c @@ -10363,6 +10363,2288 @@ PHP_FUNCTION(glGetDoublei_v) efree(data_zval_tmp);; } +/** + * glDrawArraysInstancedBaseInstance + */ +PHP_FUNCTION(glDrawArraysInstancedBaseInstance) +{ + zend_long mode; + zend_long first; + zend_long count; + zend_long instancecount; + zend_long baseinstance; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &mode, &first, &count, &instancecount, &baseinstance) == FAILURE) { + return; + } + glDrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance); +} + +/** + * glGetInternalformativ + */ +PHP_FUNCTION(glGetInternalformativ) +{ + zend_long target; + zend_long internalformat; + zend_long pname; + zend_long count; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllz", &target, &internalformat, &pname, &count, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetInternalformativ(target, internalformat, pname, count, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetActiveAtomicCounterBufferiv + */ +PHP_FUNCTION(glGetActiveAtomicCounterBufferiv) +{ + zend_long program; + zend_long bufferIndex; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &program, &bufferIndex, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetActiveAtomicCounterBufferiv(program, bufferIndex, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glBindImageTexture + */ +PHP_FUNCTION(glBindImageTexture) +{ + zend_long unit; + zend_long texture; + zend_long level; + bool layered; + zend_long layer; + zend_long access; + zend_long format; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllblll", &unit, &texture, &level, &layered, &layer, &access, &format) == FAILURE) { + return; + } + glBindImageTexture(unit, texture, level, layered, layer, access, format); +} + +/** + * glMemoryBarrier + */ +PHP_FUNCTION(glMemoryBarrier) +{ + zend_long barriers; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l", &barriers) == FAILURE) { + return; + } + glMemoryBarrier(barriers); +} + +/** + * glTexStorage1D + */ +PHP_FUNCTION(glTexStorage1D) +{ + zend_long target; + zend_long levels; + zend_long internalformat; + zend_long width; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &target, &levels, &internalformat, &width) == FAILURE) { + return; + } + glTexStorage1D(target, levels, internalformat, width); +} + +/** + * glTexStorage2D + */ +PHP_FUNCTION(glTexStorage2D) +{ + zend_long target; + zend_long levels; + zend_long internalformat; + zend_long width; + zend_long height; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &target, &levels, &internalformat, &width, &height) == FAILURE) { + return; + } + glTexStorage2D(target, levels, internalformat, width, height); +} + +/** + * glTexStorage3D + */ +PHP_FUNCTION(glTexStorage3D) +{ + zend_long target; + zend_long levels; + zend_long internalformat; + zend_long width; + zend_long height; + zend_long depth; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllll", &target, &levels, &internalformat, &width, &height, &depth) == FAILURE) { + return; + } + glTexStorage3D(target, levels, internalformat, width, height, depth); +} + +/** + * glDrawTransformFeedbackInstanced + */ +PHP_FUNCTION(glDrawTransformFeedbackInstanced) +{ + zend_long mode; + zend_long id; + zend_long instancecount; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &mode, &id, &instancecount) == FAILURE) { + return; + } + glDrawTransformFeedbackInstanced(mode, id, instancecount); +} + +/** + * glDrawTransformFeedbackStreamInstanced + */ +PHP_FUNCTION(glDrawTransformFeedbackStreamInstanced) +{ + zend_long mode; + zend_long id; + zend_long stream; + zend_long instancecount; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &mode, &id, &stream, &instancecount) == FAILURE) { + return; + } + glDrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount); +} + +/** + * glDispatchCompute + */ +PHP_FUNCTION(glDispatchCompute) +{ + zend_long num_groups_x; + zend_long num_groups_y; + zend_long num_groups_z; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &num_groups_x, &num_groups_y, &num_groups_z) == FAILURE) { + return; + } + glDispatchCompute(num_groups_x, num_groups_y, num_groups_z); +} + +/** + * glDispatchComputeIndirect + */ +PHP_FUNCTION(glDispatchComputeIndirect) +{ + zend_long indirect; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l", &indirect) == FAILURE) { + return; + } + glDispatchComputeIndirect(indirect); +} + +/** + * glCopyImageSubData + */ +PHP_FUNCTION(glCopyImageSubData) +{ + zend_long srcName; + zend_long srcTarget; + zend_long srcLevel; + zend_long srcX; + zend_long srcY; + zend_long srcZ; + zend_long dstName; + zend_long dstTarget; + zend_long dstLevel; + zend_long dstX; + zend_long dstY; + zend_long dstZ; + zend_long srcWidth; + zend_long srcHeight; + zend_long srcDepth; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllllllllllllll", &srcName, &srcTarget, &srcLevel, &srcX, &srcY, &srcZ, &dstName, &dstTarget, &dstLevel, &dstX, &dstY, &dstZ, &srcWidth, &srcHeight, &srcDepth) == FAILURE) { + return; + } + glCopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth); +} + +/** + * glFramebufferParameteri + */ +PHP_FUNCTION(glFramebufferParameteri) +{ + zend_long target; + zend_long pname; + zend_long param; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &target, &pname, ¶m) == FAILURE) { + return; + } + glFramebufferParameteri(target, pname, param); +} + +/** + * glGetFramebufferParameteriv + */ +PHP_FUNCTION(glGetFramebufferParameteriv) +{ + zend_long target; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &target, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetFramebufferParameteriv(target, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetInternalformati64v + */ +PHP_FUNCTION(glGetInternalformati64v) +{ + zend_long target; + zend_long internalformat; + zend_long pname; + zend_long count; + zval *params_zval; + GLint64 params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllz", &target, &internalformat, &pname, &count, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetInternalformati64v(target, internalformat, pname, count, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glInvalidateTexSubImage + */ +PHP_FUNCTION(glInvalidateTexSubImage) +{ + zend_long texture; + zend_long level; + zend_long xoffset; + zend_long yoffset; + zend_long zoffset; + zend_long width; + zend_long height; + zend_long depth; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllllll", &texture, &level, &xoffset, &yoffset, &zoffset, &width, &height, &depth) == FAILURE) { + return; + } + glInvalidateTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth); +} + +/** + * glInvalidateTexImage + */ +PHP_FUNCTION(glInvalidateTexImage) +{ + zend_long texture; + zend_long level; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &texture, &level) == FAILURE) { + return; + } + glInvalidateTexImage(texture, level); +} + +/** + * glInvalidateBufferSubData + */ +PHP_FUNCTION(glInvalidateBufferSubData) +{ + zend_long buffer; + zend_long offset; + zend_long length; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &buffer, &offset, &length) == FAILURE) { + return; + } + glInvalidateBufferSubData(buffer, offset, length); +} + +/** + * glInvalidateBufferData + */ +PHP_FUNCTION(glInvalidateBufferData) +{ + zend_long buffer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l", &buffer) == FAILURE) { + return; + } + glInvalidateBufferData(buffer); +} + +/** + * glGetProgramInterfaceiv + */ +PHP_FUNCTION(glGetProgramInterfaceiv) +{ + zend_long program; + zend_long programInterface; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &program, &programInterface, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetProgramInterfaceiv(program, programInterface, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetProgramResourceIndex + */ +PHP_FUNCTION(glGetProgramResourceIndex) +{ + zend_long program; + zend_long programInterface; + const char *name; + size_t name_size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lls", &program, &programInterface, &name, &name_size) == FAILURE) { + return; + } + RETURN_LONG(glGetProgramResourceIndex(program, programInterface, name)); +} + +/** + * glGetProgramResourceLocation + */ +PHP_FUNCTION(glGetProgramResourceLocation) +{ + zend_long program; + zend_long programInterface; + const char *name; + size_t name_size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lls", &program, &programInterface, &name, &name_size) == FAILURE) { + return; + } + RETURN_LONG(glGetProgramResourceLocation(program, programInterface, name)); +} + +/** + * glGetProgramResourceLocationIndex + */ +PHP_FUNCTION(glGetProgramResourceLocationIndex) +{ + zend_long program; + zend_long programInterface; + const char *name; + size_t name_size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lls", &program, &programInterface, &name, &name_size) == FAILURE) { + return; + } + RETURN_LONG(glGetProgramResourceLocationIndex(program, programInterface, name)); +} + +/** + * glShaderStorageBlockBinding + */ +PHP_FUNCTION(glShaderStorageBlockBinding) +{ + zend_long program; + zend_long storageBlockIndex; + zend_long storageBlockBinding; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &program, &storageBlockIndex, &storageBlockBinding) == FAILURE) { + return; + } + glShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding); +} + +/** + * glTexBufferRange + */ +PHP_FUNCTION(glTexBufferRange) +{ + zend_long target; + zend_long internalformat; + zend_long buffer; + zend_long offset; + zend_long size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &target, &internalformat, &buffer, &offset, &size) == FAILURE) { + return; + } + glTexBufferRange(target, internalformat, buffer, offset, size); +} + +/** + * glTexStorage2DMultisample + */ +PHP_FUNCTION(glTexStorage2DMultisample) +{ + zend_long target; + zend_long samples; + zend_long internalformat; + zend_long width; + zend_long height; + bool fixedsamplelocations; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllllb", &target, &samples, &internalformat, &width, &height, &fixedsamplelocations) == FAILURE) { + return; + } + glTexStorage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations); +} + +/** + * glTexStorage3DMultisample + */ +PHP_FUNCTION(glTexStorage3DMultisample) +{ + zend_long target; + zend_long samples; + zend_long internalformat; + zend_long width; + zend_long height; + zend_long depth; + bool fixedsamplelocations; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllllb", &target, &samples, &internalformat, &width, &height, &depth, &fixedsamplelocations) == FAILURE) { + return; + } + glTexStorage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations); +} + +/** + * glTextureView + */ +PHP_FUNCTION(glTextureView) +{ + zend_long texture; + zend_long target; + zend_long origtexture; + zend_long internalformat; + zend_long minlevel; + zend_long numlevels; + zend_long minlayer; + zend_long numlayers; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllllll", &texture, &target, &origtexture, &internalformat, &minlevel, &numlevels, &minlayer, &numlayers) == FAILURE) { + return; + } + glTextureView(texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers); +} + +/** + * glBindVertexBuffer + */ +PHP_FUNCTION(glBindVertexBuffer) +{ + zend_long bindingindex; + zend_long buffer; + zend_long offset; + zend_long stride; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &bindingindex, &buffer, &offset, &stride) == FAILURE) { + return; + } + glBindVertexBuffer(bindingindex, buffer, offset, stride); +} + +/** + * glVertexAttribFormat + */ +PHP_FUNCTION(glVertexAttribFormat) +{ + zend_long attribindex; + zend_long size; + zend_long type; + bool normalized; + zend_long relativeoffset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllbl", &attribindex, &size, &type, &normalized, &relativeoffset) == FAILURE) { + return; + } + glVertexAttribFormat(attribindex, size, type, normalized, relativeoffset); +} + +/** + * glVertexAttribIFormat + */ +PHP_FUNCTION(glVertexAttribIFormat) +{ + zend_long attribindex; + zend_long size; + zend_long type; + zend_long relativeoffset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &attribindex, &size, &type, &relativeoffset) == FAILURE) { + return; + } + glVertexAttribIFormat(attribindex, size, type, relativeoffset); +} + +/** + * glVertexAttribLFormat + */ +PHP_FUNCTION(glVertexAttribLFormat) +{ + zend_long attribindex; + zend_long size; + zend_long type; + zend_long relativeoffset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &attribindex, &size, &type, &relativeoffset) == FAILURE) { + return; + } + glVertexAttribLFormat(attribindex, size, type, relativeoffset); +} + +/** + * glVertexAttribBinding + */ +PHP_FUNCTION(glVertexAttribBinding) +{ + zend_long attribindex; + zend_long bindingindex; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &attribindex, &bindingindex) == FAILURE) { + return; + } + glVertexAttribBinding(attribindex, bindingindex); +} + +/** + * glVertexBindingDivisor + */ +PHP_FUNCTION(glVertexBindingDivisor) +{ + zend_long bindingindex; + zend_long divisor; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &bindingindex, &divisor) == FAILURE) { + return; + } + glVertexBindingDivisor(bindingindex, divisor); +} + +/** + * glDebugMessageInsert + */ +PHP_FUNCTION(glDebugMessageInsert) +{ + zend_long source; + zend_long type; + zend_long id; + zend_long severity; + zend_long length; + const char *buf; + size_t buf_size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllls", &source, &type, &id, &severity, &length, &buf, &buf_size) == FAILURE) { + return; + } + glDebugMessageInsert(source, type, id, severity, length, buf); +} + +/** + * glPushDebugGroup + */ +PHP_FUNCTION(glPushDebugGroup) +{ + zend_long source; + zend_long id; + zend_long length; + const char *message; + size_t message_size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llls", &source, &id, &length, &message, &message_size) == FAILURE) { + return; + } + glPushDebugGroup(source, id, length, message); +} + +/** + * glPopDebugGroup + */ +PHP_FUNCTION(glPopDebugGroup) +{ + glPopDebugGroup(); +} + +/** + * glObjectLabel + */ +PHP_FUNCTION(glObjectLabel) +{ + zend_long identifier; + zend_long name; + zend_long length; + const char *label; + size_t label_size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llls", &identifier, &name, &length, &label, &label_size) == FAILURE) { + return; + } + glObjectLabel(identifier, name, length, label); +} + +/** + * glClipControl + */ +PHP_FUNCTION(glClipControl) +{ + zend_long origin; + zend_long depth; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &origin, &depth) == FAILURE) { + return; + } + glClipControl(origin, depth); +} + +/** + * glCreateTransformFeedbacks + */ +PHP_FUNCTION(glCreateTransformFeedbacks) +{ + zend_long n; + zval *ids_zval; + size_t ids_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &ids_zval, &ids_zval_num) == FAILURE) { + return; + } + if (n != ids_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *ids_zval_ids = malloc(n * sizeof(GLuint)); + glCreateTransformFeedbacks(n, ids_zval_ids); + zval *data; + for (size_t i = 0; i < ids_zval_num; i++) { + data = &ids_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = ids_zval_ids[i]; + }; +} + +/** + * glTransformFeedbackBufferBase + */ +PHP_FUNCTION(glTransformFeedbackBufferBase) +{ + zend_long xfb; + zend_long index; + zend_long buffer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &xfb, &index, &buffer) == FAILURE) { + return; + } + glTransformFeedbackBufferBase(xfb, index, buffer); +} + +/** + * glTransformFeedbackBufferRange + */ +PHP_FUNCTION(glTransformFeedbackBufferRange) +{ + zend_long xfb; + zend_long index; + zend_long buffer; + zend_long offset; + zend_long size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &xfb, &index, &buffer, &offset, &size) == FAILURE) { + return; + } + glTransformFeedbackBufferRange(xfb, index, buffer, offset, size); +} + +/** + * glGetTransformFeedbackiv + */ +PHP_FUNCTION(glGetTransformFeedbackiv) +{ + zend_long xfb; + zend_long pname; + zval *param_zval; + GLint param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &xfb, &pname, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetTransformFeedbackiv(xfb, pname, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glGetTransformFeedbacki_v + */ +PHP_FUNCTION(glGetTransformFeedbacki_v) +{ + zend_long xfb; + zend_long pname; + zend_long index; + zval *param_zval; + GLint param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &xfb, &pname, &index, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetTransformFeedbacki_v(xfb, pname, index, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glGetTransformFeedbacki64_v + */ +PHP_FUNCTION(glGetTransformFeedbacki64_v) +{ + zend_long xfb; + zend_long pname; + zend_long index; + zval *param_zval; + GLint64 param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &xfb, &pname, &index, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetTransformFeedbacki64_v(xfb, pname, index, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glCreateBuffers + */ +PHP_FUNCTION(glCreateBuffers) +{ + zend_long n; + zval *buffers_zval; + size_t buffers_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &buffers_zval, &buffers_zval_num) == FAILURE) { + return; + } + if (n != buffers_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *buffers_zval_ids = malloc(n * sizeof(GLuint)); + glCreateBuffers(n, buffers_zval_ids); + zval *data; + for (size_t i = 0; i < buffers_zval_num; i++) { + data = &buffers_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = buffers_zval_ids[i]; + }; +} + +/** + * glCopyNamedBufferSubData + */ +PHP_FUNCTION(glCopyNamedBufferSubData) +{ + zend_long readBuffer; + zend_long writeBuffer; + zend_long readOffset; + zend_long writeOffset; + zend_long size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &readBuffer, &writeBuffer, &readOffset, &writeOffset, &size) == FAILURE) { + return; + } + glCopyNamedBufferSubData(readBuffer, writeBuffer, readOffset, writeOffset, size); +} + +/** + * glUnmapNamedBuffer + */ +PHP_FUNCTION(glUnmapNamedBuffer) +{ + zend_long buffer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l", &buffer) == FAILURE) { + return; + } + RETURN_BOOL(glUnmapNamedBuffer(buffer)); +} + +/** + * glFlushMappedNamedBufferRange + */ +PHP_FUNCTION(glFlushMappedNamedBufferRange) +{ + zend_long buffer; + zend_long offset; + zend_long length; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &buffer, &offset, &length) == FAILURE) { + return; + } + glFlushMappedNamedBufferRange(buffer, offset, length); +} + +/** + * glGetNamedBufferParameteriv + */ +PHP_FUNCTION(glGetNamedBufferParameteriv) +{ + zend_long buffer; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &buffer, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetNamedBufferParameteriv(buffer, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetNamedBufferParameteri64v + */ +PHP_FUNCTION(glGetNamedBufferParameteri64v) +{ + zend_long buffer; + zend_long pname; + zval *params_zval; + GLint64 params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &buffer, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetNamedBufferParameteri64v(buffer, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glCreateFramebuffers + */ +PHP_FUNCTION(glCreateFramebuffers) +{ + zend_long n; + zval *framebuffers_zval; + size_t framebuffers_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &framebuffers_zval, &framebuffers_zval_num) == FAILURE) { + return; + } + if (n != framebuffers_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *framebuffers_zval_ids = malloc(n * sizeof(GLuint)); + glCreateFramebuffers(n, framebuffers_zval_ids); + zval *data; + for (size_t i = 0; i < framebuffers_zval_num; i++) { + data = &framebuffers_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = framebuffers_zval_ids[i]; + }; +} + +/** + * glNamedFramebufferRenderbuffer + */ +PHP_FUNCTION(glNamedFramebufferRenderbuffer) +{ + zend_long framebuffer; + zend_long attachment; + zend_long renderbuffertarget; + zend_long renderbuffer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &framebuffer, &attachment, &renderbuffertarget, &renderbuffer) == FAILURE) { + return; + } + glNamedFramebufferRenderbuffer(framebuffer, attachment, renderbuffertarget, renderbuffer); +} + +/** + * glNamedFramebufferParameteri + */ +PHP_FUNCTION(glNamedFramebufferParameteri) +{ + zend_long framebuffer; + zend_long pname; + zend_long param; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &framebuffer, &pname, ¶m) == FAILURE) { + return; + } + glNamedFramebufferParameteri(framebuffer, pname, param); +} + +/** + * glNamedFramebufferTexture + */ +PHP_FUNCTION(glNamedFramebufferTexture) +{ + zend_long framebuffer; + zend_long attachment; + zend_long texture; + zend_long level; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &framebuffer, &attachment, &texture, &level) == FAILURE) { + return; + } + glNamedFramebufferTexture(framebuffer, attachment, texture, level); +} + +/** + * glNamedFramebufferTextureLayer + */ +PHP_FUNCTION(glNamedFramebufferTextureLayer) +{ + zend_long framebuffer; + zend_long attachment; + zend_long texture; + zend_long level; + zend_long layer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &framebuffer, &attachment, &texture, &level, &layer) == FAILURE) { + return; + } + glNamedFramebufferTextureLayer(framebuffer, attachment, texture, level, layer); +} + +/** + * glNamedFramebufferDrawBuffer + */ +PHP_FUNCTION(glNamedFramebufferDrawBuffer) +{ + zend_long framebuffer; + zend_long buf; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &framebuffer, &buf) == FAILURE) { + return; + } + glNamedFramebufferDrawBuffer(framebuffer, buf); +} + +/** + * glNamedFramebufferReadBuffer + */ +PHP_FUNCTION(glNamedFramebufferReadBuffer) +{ + zend_long framebuffer; + zend_long src; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &framebuffer, &src) == FAILURE) { + return; + } + glNamedFramebufferReadBuffer(framebuffer, src); +} + +/** + * glClearNamedFramebufferiv + */ +PHP_FUNCTION(glClearNamedFramebufferiv) +{ + zend_long framebuffer; + zend_long buffer; + zend_long drawbuffer; + zval *value_zval; + HashTable *value_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllO", &framebuffer, &buffer, &drawbuffer, &value_zval, phpglfw_get_buffer_glint_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllh", &framebuffer, &buffer, &drawbuffer, &value_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLint) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(value_ht, data) + if (Z_TYPE_P(data) == IS_LONG) { + cvector_push_back(tmpvec, Z_LVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: int"); + } + ZEND_HASH_FOREACH_END(); + glClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_glint_object *bufferobj = phpglfw_buffer_glint_objectptr_from_zobj_p(Z_OBJ_P(value_zval)); + glClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, bufferobj->vec); +} + +/** + * glClearNamedFramebufferuiv + */ +PHP_FUNCTION(glClearNamedFramebufferuiv) +{ + zend_long framebuffer; + zend_long buffer; + zend_long drawbuffer; + zval *value_zval; + HashTable *value_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllO", &framebuffer, &buffer, &drawbuffer, &value_zval, phpglfw_get_buffer_gluint_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllh", &framebuffer, &buffer, &drawbuffer, &value_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLuint) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(value_ht, data) + if (Z_TYPE_P(data) == IS_LONG) { + cvector_push_back(tmpvec, Z_LVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: int"); + } + ZEND_HASH_FOREACH_END(); + glClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_gluint_object *bufferobj = phpglfw_buffer_gluint_objectptr_from_zobj_p(Z_OBJ_P(value_zval)); + glClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, bufferobj->vec); +} + +/** + * glClearNamedFramebufferfv + */ +PHP_FUNCTION(glClearNamedFramebufferfv) +{ + zend_long framebuffer; + zend_long buffer; + zend_long drawbuffer; + zval *value_zval; + HashTable *value_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllO", &framebuffer, &buffer, &drawbuffer, &value_zval, phpglfw_get_buffer_glfloat_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllh", &framebuffer, &buffer, &drawbuffer, &value_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLfloat) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(value_ht, data) + if (Z_TYPE_P(data) == IS_DOUBLE) { + cvector_push_back(tmpvec, Z_DVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: float"); + } + ZEND_HASH_FOREACH_END(); + glClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_glfloat_object *bufferobj = phpglfw_buffer_glfloat_objectptr_from_zobj_p(Z_OBJ_P(value_zval)); + glClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, bufferobj->vec); +} + +/** + * glClearNamedFramebufferfi + */ +PHP_FUNCTION(glClearNamedFramebufferfi) +{ + zend_long framebuffer; + zend_long buffer; + zend_long drawbuffer; + double depth; + zend_long stencil; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llldl", &framebuffer, &buffer, &drawbuffer, &depth, &stencil) == FAILURE) { + return; + } + glClearNamedFramebufferfi(framebuffer, buffer, drawbuffer, depth, stencil); +} + +/** + * glBlitNamedFramebuffer + */ +PHP_FUNCTION(glBlitNamedFramebuffer) +{ + zend_long readFramebuffer; + zend_long drawFramebuffer; + zend_long srcX0; + zend_long srcY0; + zend_long srcX1; + zend_long srcY1; + zend_long dstX0; + zend_long dstY0; + zend_long dstX1; + zend_long dstY1; + zend_long mask; + zend_long filter; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllllllllll", &readFramebuffer, &drawFramebuffer, &srcX0, &srcY0, &srcX1, &srcY1, &dstX0, &dstY0, &dstX1, &dstY1, &mask, &filter) == FAILURE) { + return; + } + glBlitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); +} + +/** + * glCheckNamedFramebufferStatus + */ +PHP_FUNCTION(glCheckNamedFramebufferStatus) +{ + zend_long framebuffer; + zend_long target; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &framebuffer, &target) == FAILURE) { + return; + } + RETURN_LONG(glCheckNamedFramebufferStatus(framebuffer, target)); +} + +/** + * glGetNamedFramebufferParameteriv + */ +PHP_FUNCTION(glGetNamedFramebufferParameteriv) +{ + zend_long framebuffer; + zend_long pname; + zval *param_zval; + GLint param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &framebuffer, &pname, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetNamedFramebufferParameteriv(framebuffer, pname, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glGetNamedFramebufferAttachmentParameteriv + */ +PHP_FUNCTION(glGetNamedFramebufferAttachmentParameteriv) +{ + zend_long framebuffer; + zend_long attachment; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &framebuffer, &attachment, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetNamedFramebufferAttachmentParameteriv(framebuffer, attachment, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glCreateRenderbuffers + */ +PHP_FUNCTION(glCreateRenderbuffers) +{ + zend_long n; + zval *renderbuffers_zval; + size_t renderbuffers_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &renderbuffers_zval, &renderbuffers_zval_num) == FAILURE) { + return; + } + if (n != renderbuffers_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *renderbuffers_zval_ids = malloc(n * sizeof(GLuint)); + glCreateRenderbuffers(n, renderbuffers_zval_ids); + zval *data; + for (size_t i = 0; i < renderbuffers_zval_num; i++) { + data = &renderbuffers_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = renderbuffers_zval_ids[i]; + }; +} + +/** + * glNamedRenderbufferStorage + */ +PHP_FUNCTION(glNamedRenderbufferStorage) +{ + zend_long renderbuffer; + zend_long internalformat; + zend_long width; + zend_long height; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &renderbuffer, &internalformat, &width, &height) == FAILURE) { + return; + } + glNamedRenderbufferStorage(renderbuffer, internalformat, width, height); +} + +/** + * glNamedRenderbufferStorageMultisample + */ +PHP_FUNCTION(glNamedRenderbufferStorageMultisample) +{ + zend_long renderbuffer; + zend_long samples; + zend_long internalformat; + zend_long width; + zend_long height; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &renderbuffer, &samples, &internalformat, &width, &height) == FAILURE) { + return; + } + glNamedRenderbufferStorageMultisample(renderbuffer, samples, internalformat, width, height); +} + +/** + * glGetNamedRenderbufferParameteriv + */ +PHP_FUNCTION(glGetNamedRenderbufferParameteriv) +{ + zend_long renderbuffer; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &renderbuffer, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetNamedRenderbufferParameteriv(renderbuffer, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glCreateTextures + */ +PHP_FUNCTION(glCreateTextures) +{ + zend_long target; + zend_long n; + zval *textures_zval; + GLuint textures_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &target, &n, &textures_zval) == FAILURE) { + return; + } + ZVAL_DEREF(textures_zval); + convert_to_long(textures_zval); + glCreateTextures(target, n, &textures_tmp); + ZVAL_LONG(textures_zval, textures_tmp); +} + +/** + * glTextureBuffer + */ +PHP_FUNCTION(glTextureBuffer) +{ + zend_long texture; + zend_long internalformat; + zend_long buffer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &texture, &internalformat, &buffer) == FAILURE) { + return; + } + glTextureBuffer(texture, internalformat, buffer); +} + +/** + * glTextureBufferRange + */ +PHP_FUNCTION(glTextureBufferRange) +{ + zend_long texture; + zend_long internalformat; + zend_long buffer; + zend_long offset; + zend_long size; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &texture, &internalformat, &buffer, &offset, &size) == FAILURE) { + return; + } + glTextureBufferRange(texture, internalformat, buffer, offset, size); +} + +/** + * glTextureStorage1D + */ +PHP_FUNCTION(glTextureStorage1D) +{ + zend_long texture; + zend_long levels; + zend_long internalformat; + zend_long width; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &texture, &levels, &internalformat, &width) == FAILURE) { + return; + } + glTextureStorage1D(texture, levels, internalformat, width); +} + +/** + * glTextureStorage2D + */ +PHP_FUNCTION(glTextureStorage2D) +{ + zend_long texture; + zend_long levels; + zend_long internalformat; + zend_long width; + zend_long height; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &texture, &levels, &internalformat, &width, &height) == FAILURE) { + return; + } + glTextureStorage2D(texture, levels, internalformat, width, height); +} + +/** + * glTextureStorage3D + */ +PHP_FUNCTION(glTextureStorage3D) +{ + zend_long texture; + zend_long levels; + zend_long internalformat; + zend_long width; + zend_long height; + zend_long depth; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllll", &texture, &levels, &internalformat, &width, &height, &depth) == FAILURE) { + return; + } + glTextureStorage3D(texture, levels, internalformat, width, height, depth); +} + +/** + * glTextureStorage2DMultisample + */ +PHP_FUNCTION(glTextureStorage2DMultisample) +{ + zend_long texture; + zend_long samples; + zend_long internalformat; + zend_long width; + zend_long height; + bool fixedsamplelocations; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllllb", &texture, &samples, &internalformat, &width, &height, &fixedsamplelocations) == FAILURE) { + return; + } + glTextureStorage2DMultisample(texture, samples, internalformat, width, height, fixedsamplelocations); +} + +/** + * glTextureStorage3DMultisample + */ +PHP_FUNCTION(glTextureStorage3DMultisample) +{ + zend_long texture; + zend_long samples; + zend_long internalformat; + zend_long width; + zend_long height; + zend_long depth; + bool fixedsamplelocations; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllllb", &texture, &samples, &internalformat, &width, &height, &depth, &fixedsamplelocations) == FAILURE) { + return; + } + glTextureStorage3DMultisample(texture, samples, internalformat, width, height, depth, fixedsamplelocations); +} + +/** + * glCopyTextureSubImage1D + */ +PHP_FUNCTION(glCopyTextureSubImage1D) +{ + zend_long texture; + zend_long level; + zend_long xoffset; + zend_long x; + zend_long y; + zend_long width; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllll", &texture, &level, &xoffset, &x, &y, &width) == FAILURE) { + return; + } + glCopyTextureSubImage1D(texture, level, xoffset, x, y, width); +} + +/** + * glCopyTextureSubImage2D + */ +PHP_FUNCTION(glCopyTextureSubImage2D) +{ + zend_long texture; + zend_long level; + zend_long xoffset; + zend_long yoffset; + zend_long x; + zend_long y; + zend_long width; + zend_long height; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllllll", &texture, &level, &xoffset, &yoffset, &x, &y, &width, &height) == FAILURE) { + return; + } + glCopyTextureSubImage2D(texture, level, xoffset, yoffset, x, y, width, height); +} + +/** + * glCopyTextureSubImage3D + */ +PHP_FUNCTION(glCopyTextureSubImage3D) +{ + zend_long texture; + zend_long level; + zend_long xoffset; + zend_long yoffset; + zend_long zoffset; + zend_long x; + zend_long y; + zend_long width; + zend_long height; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllllllll", &texture, &level, &xoffset, &yoffset, &zoffset, &x, &y, &width, &height) == FAILURE) { + return; + } + glCopyTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, x, y, width, height); +} + +/** + * glTextureParameterf + */ +PHP_FUNCTION(glTextureParameterf) +{ + zend_long texture; + zend_long pname; + double param; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lld", &texture, &pname, ¶m) == FAILURE) { + return; + } + glTextureParameterf(texture, pname, param); +} + +/** + * glTextureParameterfv + */ +PHP_FUNCTION(glTextureParameterfv) +{ + zend_long texture; + zend_long pname; + zval *param_zval; + HashTable *param_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llO", &texture, &pname, ¶m_zval, phpglfw_get_buffer_glfloat_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llh", &texture, &pname, ¶m_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLfloat) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(param_ht, data) + if (Z_TYPE_P(data) == IS_DOUBLE) { + cvector_push_back(tmpvec, Z_DVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: float"); + } + ZEND_HASH_FOREACH_END(); + glTextureParameterfv(texture, pname, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_glfloat_object *bufferobj = phpglfw_buffer_glfloat_objectptr_from_zobj_p(Z_OBJ_P(param_zval)); + glTextureParameterfv(texture, pname, bufferobj->vec); +} + +/** + * glTextureParameteri + */ +PHP_FUNCTION(glTextureParameteri) +{ + zend_long texture; + zend_long pname; + zend_long param; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &texture, &pname, ¶m) == FAILURE) { + return; + } + glTextureParameteri(texture, pname, param); +} + +/** + * glTextureParameterIiv + */ +PHP_FUNCTION(glTextureParameterIiv) +{ + zend_long texture; + zend_long pname; + zval *params_zval; + HashTable *params_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llO", &texture, &pname, ¶ms_zval, phpglfw_get_buffer_glint_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llh", &texture, &pname, ¶ms_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLint) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(params_ht, data) + if (Z_TYPE_P(data) == IS_LONG) { + cvector_push_back(tmpvec, Z_LVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: int"); + } + ZEND_HASH_FOREACH_END(); + glTextureParameterIiv(texture, pname, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_glint_object *bufferobj = phpglfw_buffer_glint_objectptr_from_zobj_p(Z_OBJ_P(params_zval)); + glTextureParameterIiv(texture, pname, bufferobj->vec); +} + +/** + * glTextureParameterIuiv + */ +PHP_FUNCTION(glTextureParameterIuiv) +{ + zend_long texture; + zend_long pname; + zval *params_zval; + HashTable *params_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llO", &texture, &pname, ¶ms_zval, phpglfw_get_buffer_gluint_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llh", &texture, &pname, ¶ms_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLuint) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(params_ht, data) + if (Z_TYPE_P(data) == IS_LONG) { + cvector_push_back(tmpvec, Z_LVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: int"); + } + ZEND_HASH_FOREACH_END(); + glTextureParameterIuiv(texture, pname, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_gluint_object *bufferobj = phpglfw_buffer_gluint_objectptr_from_zobj_p(Z_OBJ_P(params_zval)); + glTextureParameterIuiv(texture, pname, bufferobj->vec); +} + +/** + * glTextureParameteriv + */ +PHP_FUNCTION(glTextureParameteriv) +{ + zend_long texture; + zend_long pname; + zval *param_zval; + HashTable *param_ht = NULL; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llO", &texture, &pname, ¶m_zval, phpglfw_get_buffer_glint_ce()) == FAILURE) { + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llh", &texture, &pname, ¶m_ht) == FAILURE) { + return; + } + + zval *data; + cvector_vector_type(GLint) tmpvec = NULL; + ZEND_HASH_FOREACH_VAL(param_ht, data) + if (Z_TYPE_P(data) == IS_LONG) { + cvector_push_back(tmpvec, Z_LVAL_P(data)); + } else { + zend_throw_error(NULL, "All elements of the given array have to be of type: int"); + } + ZEND_HASH_FOREACH_END(); + glTextureParameteriv(texture, pname, tmpvec); + cvector_free(tmpvec); + return; + } + phpglfw_buffer_glint_object *bufferobj = phpglfw_buffer_glint_objectptr_from_zobj_p(Z_OBJ_P(param_zval)); + glTextureParameteriv(texture, pname, bufferobj->vec); +} + +/** + * glGenerateTextureMipmap + */ +PHP_FUNCTION(glGenerateTextureMipmap) +{ + zend_long texture; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l", &texture) == FAILURE) { + return; + } + glGenerateTextureMipmap(texture); +} + +/** + * glBindTextureUnit + */ +PHP_FUNCTION(glBindTextureUnit) +{ + zend_long unit; + zend_long texture; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &unit, &texture) == FAILURE) { + return; + } + glBindTextureUnit(unit, texture); +} + +/** + * glGetTextureLevelParameterfv + */ +PHP_FUNCTION(glGetTextureLevelParameterfv) +{ + zend_long texture; + zend_long level; + zend_long pname; + zval *params_zval; + GLfloat params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &texture, &level, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_double(params_zval); + glGetTextureLevelParameterfv(texture, level, pname, ¶ms_tmp); + ZVAL_DOUBLE(params_zval, params_tmp); +} + +/** + * glGetTextureLevelParameteriv + */ +PHP_FUNCTION(glGetTextureLevelParameteriv) +{ + zend_long texture; + zend_long level; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &texture, &level, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetTextureLevelParameteriv(texture, level, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetTextureParameterfv + */ +PHP_FUNCTION(glGetTextureParameterfv) +{ + zend_long texture; + zend_long pname; + zval *params_zval; + GLfloat params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &texture, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_double(params_zval); + glGetTextureParameterfv(texture, pname, ¶ms_tmp); + ZVAL_DOUBLE(params_zval, params_tmp); +} + +/** + * glGetTextureParameterIiv + */ +PHP_FUNCTION(glGetTextureParameterIiv) +{ + zend_long texture; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &texture, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetTextureParameterIiv(texture, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetTextureParameterIuiv + */ +PHP_FUNCTION(glGetTextureParameterIuiv) +{ + zend_long texture; + zend_long pname; + zval *params_zval; + GLuint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &texture, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetTextureParameterIuiv(texture, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetTextureParameteriv + */ +PHP_FUNCTION(glGetTextureParameteriv) +{ + zend_long texture; + zend_long pname; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &texture, &pname, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetTextureParameteriv(texture, pname, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glCreateVertexArrays + */ +PHP_FUNCTION(glCreateVertexArrays) +{ + zend_long n; + zval *arrays_zval; + size_t arrays_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &arrays_zval, &arrays_zval_num) == FAILURE) { + return; + } + if (n != arrays_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *arrays_zval_ids = malloc(n * sizeof(GLuint)); + glCreateVertexArrays(n, arrays_zval_ids); + zval *data; + for (size_t i = 0; i < arrays_zval_num; i++) { + data = &arrays_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = arrays_zval_ids[i]; + }; +} + +/** + * glDisableVertexArrayAttrib + */ +PHP_FUNCTION(glDisableVertexArrayAttrib) +{ + zend_long vaobj; + zend_long index; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &vaobj, &index) == FAILURE) { + return; + } + glDisableVertexArrayAttrib(vaobj, index); +} + +/** + * glEnableVertexArrayAttrib + */ +PHP_FUNCTION(glEnableVertexArrayAttrib) +{ + zend_long vaobj; + zend_long index; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &vaobj, &index) == FAILURE) { + return; + } + glEnableVertexArrayAttrib(vaobj, index); +} + +/** + * glVertexArrayElementBuffer + */ +PHP_FUNCTION(glVertexArrayElementBuffer) +{ + zend_long vaobj; + zend_long buffer; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ll", &vaobj, &buffer) == FAILURE) { + return; + } + glVertexArrayElementBuffer(vaobj, buffer); +} + +/** + * glVertexArrayVertexBuffer + */ +PHP_FUNCTION(glVertexArrayVertexBuffer) +{ + zend_long vaobj; + zend_long bindingindex; + zend_long buffer; + zend_long offset; + zend_long stride; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &vaobj, &bindingindex, &buffer, &offset, &stride) == FAILURE) { + return; + } + glVertexArrayVertexBuffer(vaobj, bindingindex, buffer, offset, stride); +} + +/** + * glVertexArrayAttribBinding + */ +PHP_FUNCTION(glVertexArrayAttribBinding) +{ + zend_long vaobj; + zend_long attribindex; + zend_long bindingindex; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &vaobj, &attribindex, &bindingindex) == FAILURE) { + return; + } + glVertexArrayAttribBinding(vaobj, attribindex, bindingindex); +} + +/** + * glVertexArrayAttribFormat + */ +PHP_FUNCTION(glVertexArrayAttribFormat) +{ + zend_long vaobj; + zend_long attribindex; + zend_long size; + zend_long type; + bool normalized; + zend_long relativeoffset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llllbl", &vaobj, &attribindex, &size, &type, &normalized, &relativeoffset) == FAILURE) { + return; + } + glVertexArrayAttribFormat(vaobj, attribindex, size, type, normalized, relativeoffset); +} + +/** + * glVertexArrayAttribIFormat + */ +PHP_FUNCTION(glVertexArrayAttribIFormat) +{ + zend_long vaobj; + zend_long attribindex; + zend_long size; + zend_long type; + zend_long relativeoffset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &vaobj, &attribindex, &size, &type, &relativeoffset) == FAILURE) { + return; + } + glVertexArrayAttribIFormat(vaobj, attribindex, size, type, relativeoffset); +} + +/** + * glVertexArrayAttribLFormat + */ +PHP_FUNCTION(glVertexArrayAttribLFormat) +{ + zend_long vaobj; + zend_long attribindex; + zend_long size; + zend_long type; + zend_long relativeoffset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllll", &vaobj, &attribindex, &size, &type, &relativeoffset) == FAILURE) { + return; + } + glVertexArrayAttribLFormat(vaobj, attribindex, size, type, relativeoffset); +} + +/** + * glVertexArrayBindingDivisor + */ +PHP_FUNCTION(glVertexArrayBindingDivisor) +{ + zend_long vaobj; + zend_long bindingindex; + zend_long divisor; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lll", &vaobj, &bindingindex, &divisor) == FAILURE) { + return; + } + glVertexArrayBindingDivisor(vaobj, bindingindex, divisor); +} + +/** + * glGetVertexArrayiv + */ +PHP_FUNCTION(glGetVertexArrayiv) +{ + zend_long vaobj; + zend_long pname; + zval *param_zval; + GLint param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &vaobj, &pname, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetVertexArrayiv(vaobj, pname, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glGetVertexArrayIndexediv + */ +PHP_FUNCTION(glGetVertexArrayIndexediv) +{ + zend_long vaobj; + zend_long index; + zend_long pname; + zval *param_zval; + GLint param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &vaobj, &index, &pname, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetVertexArrayIndexediv(vaobj, index, pname, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glGetVertexArrayIndexed64iv + */ +PHP_FUNCTION(glGetVertexArrayIndexed64iv) +{ + zend_long vaobj; + zend_long index; + zend_long pname; + zval *param_zval; + GLint64 param_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &vaobj, &index, &pname, ¶m_zval) == FAILURE) { + return; + } + ZVAL_DEREF(param_zval); + convert_to_long(param_zval); + glGetVertexArrayIndexed64iv(vaobj, index, pname, ¶m_tmp); + ZVAL_LONG(param_zval, param_tmp); +} + +/** + * glCreateSamplers + */ +PHP_FUNCTION(glCreateSamplers) +{ + zend_long n; + zval *samplers_zval; + size_t samplers_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &samplers_zval, &samplers_zval_num) == FAILURE) { + return; + } + if (n != samplers_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *samplers_zval_ids = malloc(n * sizeof(GLuint)); + glCreateSamplers(n, samplers_zval_ids); + zval *data; + for (size_t i = 0; i < samplers_zval_num; i++) { + data = &samplers_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = samplers_zval_ids[i]; + }; +} + +/** + * glCreateProgramPipelines + */ +PHP_FUNCTION(glCreateProgramPipelines) +{ + zend_long n; + zval *pipelines_zval; + size_t pipelines_zval_num = 0; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l+", &n, &pipelines_zval, &pipelines_zval_num) == FAILURE) { + return; + } + if (n != pipelines_zval_num) { + zend_throw_error(NULL, "The given number of elements needs to match the actual amount of given variadic vars."); + return; + } + GLuint *pipelines_zval_ids = malloc(n * sizeof(GLuint)); + glCreateProgramPipelines(n, pipelines_zval_ids); + zval *data; + for (size_t i = 0; i < pipelines_zval_num; i++) { + data = &pipelines_zval[i]; + ZVAL_DEREF(data); + convert_to_long(data); + Z_LVAL_P(data) = pipelines_zval_ids[i]; + }; +} + +/** + * glCreateQueries + */ +PHP_FUNCTION(glCreateQueries) +{ + zend_long target; + zend_long n; + zval *ids_zval; + GLuint ids_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &target, &n, &ids_zval) == FAILURE) { + return; + } + ZVAL_DEREF(ids_zval); + convert_to_long(ids_zval); + glCreateQueries(target, n, &ids_tmp); + ZVAL_LONG(ids_zval, ids_tmp); +} + +/** + * glGetQueryBufferObjecti64v + */ +PHP_FUNCTION(glGetQueryBufferObjecti64v) +{ + zend_long id; + zend_long buffer; + zend_long pname; + zend_long offset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &id, &buffer, &pname, &offset) == FAILURE) { + return; + } + glGetQueryBufferObjecti64v(id, buffer, pname, offset); +} + +/** + * glGetQueryBufferObjectiv + */ +PHP_FUNCTION(glGetQueryBufferObjectiv) +{ + zend_long id; + zend_long buffer; + zend_long pname; + zend_long offset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &id, &buffer, &pname, &offset) == FAILURE) { + return; + } + glGetQueryBufferObjectiv(id, buffer, pname, offset); +} + +/** + * glGetQueryBufferObjectui64v + */ +PHP_FUNCTION(glGetQueryBufferObjectui64v) +{ + zend_long id; + zend_long buffer; + zend_long pname; + zend_long offset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &id, &buffer, &pname, &offset) == FAILURE) { + return; + } + glGetQueryBufferObjectui64v(id, buffer, pname, offset); +} + +/** + * glGetQueryBufferObjectuiv + */ +PHP_FUNCTION(glGetQueryBufferObjectuiv) +{ + zend_long id; + zend_long buffer; + zend_long pname; + zend_long offset; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llll", &id, &buffer, &pname, &offset) == FAILURE) { + return; + } + glGetQueryBufferObjectuiv(id, buffer, pname, offset); +} + +/** + * glMemoryBarrierByRegion + */ +PHP_FUNCTION(glMemoryBarrierByRegion) +{ + zend_long barriers; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "l", &barriers) == FAILURE) { + return; + } + glMemoryBarrierByRegion(barriers); +} + +/** + * glGetGraphicsResetStatus + */ +PHP_FUNCTION(glGetGraphicsResetStatus) +{ + RETURN_LONG(glGetGraphicsResetStatus()); +} + +/** + * glGetnUniformdv + */ +PHP_FUNCTION(glGetnUniformdv) +{ + zend_long program; + zend_long location; + zend_long bufSize; + zval *params_zval; + GLdouble params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &program, &location, &bufSize, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_double(params_zval); + glGetnUniformdv(program, location, bufSize, ¶ms_tmp); + ZVAL_DOUBLE(params_zval, params_tmp); +} + +/** + * glGetnUniformfv + */ +PHP_FUNCTION(glGetnUniformfv) +{ + zend_long program; + zend_long location; + zend_long bufSize; + zval *params_zval; + GLfloat params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &program, &location, &bufSize, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_double(params_zval); + glGetnUniformfv(program, location, bufSize, ¶ms_tmp); + ZVAL_DOUBLE(params_zval, params_tmp); +} + +/** + * glGetnUniformiv + */ +PHP_FUNCTION(glGetnUniformiv) +{ + zend_long program; + zend_long location; + zend_long bufSize; + zval *params_zval; + GLint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &program, &location, &bufSize, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetnUniformiv(program, location, bufSize, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetnUniformuiv + */ +PHP_FUNCTION(glGetnUniformuiv) +{ + zend_long program; + zend_long location; + zend_long bufSize; + zval *params_zval; + GLuint params_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &program, &location, &bufSize, ¶ms_zval) == FAILURE) { + return; + } + ZVAL_DEREF(params_zval); + convert_to_long(params_zval); + glGetnUniformuiv(program, location, bufSize, ¶ms_tmp); + ZVAL_LONG(params_zval, params_tmp); +} + +/** + * glGetnMapdv + */ +PHP_FUNCTION(glGetnMapdv) +{ + zend_long target; + zend_long query; + zend_long bufSize; + zval *v_zval; + GLdouble v_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &target, &query, &bufSize, &v_zval) == FAILURE) { + return; + } + ZVAL_DEREF(v_zval); + convert_to_double(v_zval); + glGetnMapdv(target, query, bufSize, &v_tmp); + ZVAL_DOUBLE(v_zval, v_tmp); +} + +/** + * glGetnMapfv + */ +PHP_FUNCTION(glGetnMapfv) +{ + zend_long target; + zend_long query; + zend_long bufSize; + zval *v_zval; + GLfloat v_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &target, &query, &bufSize, &v_zval) == FAILURE) { + return; + } + ZVAL_DEREF(v_zval); + convert_to_double(v_zval); + glGetnMapfv(target, query, bufSize, &v_tmp); + ZVAL_DOUBLE(v_zval, v_tmp); +} + +/** + * glGetnMapiv + */ +PHP_FUNCTION(glGetnMapiv) +{ + zend_long target; + zend_long query; + zend_long bufSize; + zval *v_zval; + GLint v_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lllz", &target, &query, &bufSize, &v_zval) == FAILURE) { + return; + } + ZVAL_DEREF(v_zval); + convert_to_long(v_zval); + glGetnMapiv(target, query, bufSize, &v_tmp); + ZVAL_LONG(v_zval, v_tmp); +} + +/** + * glGetnPixelMapfv + */ +PHP_FUNCTION(glGetnPixelMapfv) +{ + zend_long map; + zend_long bufSize; + zval *values_zval; + GLfloat values_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &map, &bufSize, &values_zval) == FAILURE) { + return; + } + ZVAL_DEREF(values_zval); + convert_to_double(values_zval); + glGetnPixelMapfv(map, bufSize, &values_tmp); + ZVAL_DOUBLE(values_zval, values_tmp); +} + +/** + * glGetnPixelMapuiv + */ +PHP_FUNCTION(glGetnPixelMapuiv) +{ + zend_long map; + zend_long bufSize; + zval *values_zval; + GLuint values_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &map, &bufSize, &values_zval) == FAILURE) { + return; + } + ZVAL_DEREF(values_zval); + convert_to_long(values_zval); + glGetnPixelMapuiv(map, bufSize, &values_tmp); + ZVAL_LONG(values_zval, values_tmp); +} + +/** + * glGetnPixelMapusv + */ +PHP_FUNCTION(glGetnPixelMapusv) +{ + zend_long map; + zend_long bufSize; + zval *values_zval; + GLushort values_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "llz", &map, &bufSize, &values_zval) == FAILURE) { + return; + } + ZVAL_DEREF(values_zval); + convert_to_long(values_zval); + glGetnPixelMapusv(map, bufSize, &values_tmp); + ZVAL_LONG(values_zval, values_tmp); +} + +/** + * glGetnPolygonStipple + */ +PHP_FUNCTION(glGetnPolygonStipple) +{ + zend_long bufSize; + zval *pattern_zval; + GLubyte pattern_tmp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "lz", &bufSize, &pattern_zval) == FAILURE) { + return; + } + ZVAL_DEREF(pattern_zval); + convert_to_long(pattern_zval); + glGetnPolygonStipple(bufSize, &pattern_tmp); + ZVAL_LONG(pattern_zval, pattern_tmp); +} + +/** + * glTextureBarrier + */ +PHP_FUNCTION(glTextureBarrier) +{ + glTextureBarrier(); +} + +/** + * glPolygonOffsetClamp + */ +PHP_FUNCTION(glPolygonOffsetClamp) +{ + double factor; + double units; + double clamp; + if (zend_parse_parameters(ZEND_NUM_ARGS() , "ddd", &factor, &units, &clamp) == FAILURE) { + return; + } + glPolygonOffsetClamp(factor, units, clamp); +} + /** * glfwInit */ diff --git a/stubs/phpglfw.php b/stubs/phpglfw.php index 28433c78..a8a784dc 100644 --- a/stubs/phpglfw.php +++ b/stubs/phpglfw.php @@ -7465,6 +7465,1687 @@ function glGetFloati_v(int $target, int $index, ?bool &...$data) : void {}; */ function glGetDoublei_v(int $target, int $index, ?bool &...$data) : void {}; + /** + * draw multiple instances of a range of elements with offset applied to + * instanced attributes + * + * @param int $mode Specifies what kind of primitives to render. Symbolic + * constants GL_POINTS, GL_LINE_STRIP, + * GL_LINE_LOOP, GL_LINES, + * GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, + * GL_TRIANGLES GL_LINES_ADJACENCY, + * GL_LINE_STRIP_ADJACENCY, + * GL_TRIANGLES_ADJACENCY, + * GL_TRIANGLE_STRIP_ADJACENCY and + * GL_PATCHES are accepted. + * @param int $first Specifies the starting index in the enabled arrays. + * @param int $count Specifies the number of indices to be rendered. + * @param int $instancecount Specifies the number of instances of the specified + * range of indices to be rendered. + * @param int $baseinstance Specifies the base instance for use in fetching + * instanced vertex attributes. + * + * @return void + */ + function glDrawArraysInstancedBaseInstance(int $mode, int $first, int $count, int $instancecount, int $baseinstance) : void {}; + + /** + * glGetInternalformativ + * + * @param int $target + * @param int $internalformat + * @param int $pname + * @param int $count + * @param int &$params + * + * @return void + */ + function glGetInternalformativ(int $target, int $internalformat, int $pname, int $count, int &$params) : void {}; + + /** + * retrieve information about the set of active atomic counter buffers for a + * program + * + * @param int $program The name of a program object from which to retrieve + * information. + * @param int $bufferIndex Specifies index of an active atomic counter buffer. + * @param int $pname Specifies which parameter of the atomic counter buffer to + * retrieve. + * @param int &$params Specifies the address of a variable into which to write + * the retrieved information. + * + * @return void + */ + function glGetActiveAtomicCounterBufferiv(int $program, int $bufferIndex, int $pname, int &$params) : void {}; + + /** + * bind a level of a texture to an image unit + * + * @param int $unit Specifies the index of the image unit to which to bind the + * texture + * @param int $texture Specifies the name of the texture to bind to the image + * unit. + * @param int $level Specifies the level of the texture that is to be bound. + * @param bool $layered Specifies whether a layered texture binding is to be + * established. + * @param int $layer If layered is GL_FALSE, specifies the + * layer of texture to be bound to the image unit. Ignored otherwise. + * @param int $access Specifies a token indicating the type of access that will + * be performed on the image. + * @param int $format Specifies the format that the elements of the image will + * be treated as for the purposes of formatted stores. + * + * @return void + */ + function glBindImageTexture(int $unit, int $texture, int $level, bool $layered, int $layer, int $access, int $format) : void {}; + + /** + * defines a barrier ordering memory transactions + * + * @param int $barriers Specifies the barriers to insert. + * + * @return void + */ + function glMemoryBarrier(int $barriers) : void {}; + + /** + * simultaneously specify storage for all levels of a one-dimensional texture + * + * @param int $target Specifies the target to which the texture object is bound + * for glTexStorage1D. Must be one of GL_TEXTURE_1D or + * GL_PROXY_TEXTURE_1D. + * @param int $levels Specify the number of texture levels. + * @param int $internalformat Specifies the sized internal format to be used to + * store texture image data. + * @param int $width Specifies the width of the texture, in texels. + * + * @return void + */ + function glTexStorage1D(int $target, int $levels, int $internalformat, int $width) : void {}; + + /** + * simultaneously specify storage for all levels of a two-dimensional or + * one-dimensional array texture + * + * @param int $target Specifies the target to which the texture object is bound + * for glTexStorage2D. Must be one of GL_TEXTURE_2D, + * GL_TEXTURE_1D_ARRAY, + * GL_TEXTURE_RECTANGLE, + * GL_TEXTURE_CUBE_MAP, + * GL_PROXY_TEXTURE_2D, + * GL_PROXY_TEXTURE_1D_ARRAY, + * GL_PROXY_TEXTURE_RECTANGLE, or + * GL_PROXY_TEXTURE_CUBE_MAP. + * @param int $levels Specify the number of texture levels. + * @param int $internalformat Specifies the sized internal format to be used to + * store texture image data. + * @param int $width Specifies the width of the texture, in texels. + * @param int $height Specifies the height of the texture, in texels. + * + * @return void + */ + function glTexStorage2D(int $target, int $levels, int $internalformat, int $width, int $height) : void {}; + + /** + * simultaneously specify storage for all levels of a three-dimensional, + * two-dimensional array or cube-map array texture + * + * @param int $target Specifies the target to which the texture object is bound + * for glTexStorage3D. Must be one of GL_TEXTURE_3D, + * GL_TEXTURE_2D_ARRAY, + * GL_TEXTURE_CUBE_MAP_ARRAY, + * GL_PROXY_TEXTURE_3D, + * GL_PROXY_TEXTURE_2D_ARRAY or + * GL_PROXY_TEXTURE_CUBE_MAP_ARRAY. + * @param int $levels Specify the number of texture levels. + * @param int $internalformat Specifies the sized internal format to be used to + * store texture image data. + * @param int $width Specifies the width of the texture, in texels. + * @param int $height Specifies the height of the texture, in texels. + * @param int $depth Specifies the depth of the texture, in texels. + * + * @return void + */ + function glTexStorage3D(int $target, int $levels, int $internalformat, int $width, int $height, int $depth) : void {}; + + /** + * render multiple instances of primitives using a count derived from a + * transform feedback object + * + * @param int $mode Specifies what kind of primitives to render. Symbolic + * constants GL_POINTS, GL_LINE_STRIP, + * GL_LINE_LOOP, GL_LINES, + * GL_LINE_STRIP_ADJACENCY, + * GL_LINES_ADJACENCY, + * GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, + * GL_TRIANGLES, + * GL_TRIANGLE_STRIP_ADJACENCY, + * GL_TRIANGLES_ADJACENCY, and + * GL_PATCHES are accepted. + * @param int $id Specifies the name of a transform feedback object from which + * to retrieve a primitive count. + * @param int $instancecount Specifies the number of instances of the geometry + * to render. + * + * @return void + */ + function glDrawTransformFeedbackInstanced(int $mode, int $id, int $instancecount) : void {}; + + /** + * render multiple instances of primitives using a count derived from a specifed + * stream of a transform feedback object + * + * @param int $mode Specifies what kind of primitives to render. Symbolic + * constants GL_POINTS, GL_LINE_STRIP, + * GL_LINE_LOOP, GL_LINES, + * GL_LINE_STRIP_ADJACENCY, + * GL_LINES_ADJACENCY, + * GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, + * GL_TRIANGLES, + * GL_TRIANGLE_STRIP_ADJACENCY, + * GL_TRIANGLES_ADJACENCY, and + * GL_PATCHES are accepted. + * @param int $id Specifies the name of a transform feedback object from which + * to retrieve a primitive count. + * @param int $stream Specifies the index of the transform feedback stream from + * which to retrieve a primitive count. + * @param int $instancecount Specifies the number of instances of the geometry + * to render. + * + * @return void + */ + function glDrawTransformFeedbackStreamInstanced(int $mode, int $id, int $stream, int $instancecount) : void {}; + + /** + * launch one or more compute work groups + * + * @param int $num_groups_x The number of work groups to be launched in the X + * dimension. + * @param int $num_groups_y The number of work groups to be launched in the Y + * dimension. + * @param int $num_groups_z The number of work groups to be launched in the Z + * dimension. + * + * @return void + */ + function glDispatchCompute(int $num_groups_x, int $num_groups_y, int $num_groups_z) : void {}; + + /** + * launch one or more compute work groups using parameters stored in a buffer + * + * @param int $indirect The offset into the buffer object currently bound to the + * GL_DISPATCH_INDIRECT_BUFFER buffer target at which the + * dispatch parameters are stored. + * + * @return void + */ + function glDispatchComputeIndirect(int $indirect) : void {}; + + /** + * perform a raw data copy between two images + * + * @param int $srcName The name of a texture or renderbuffer object from which + * to copy. + * @param int $srcTarget The target representing the namespace of the source + * name srcName. + * @param int $srcLevel The mipmap level to read from the source. + * @param int $srcX The X coordinate of the left edge of the souce region to + * copy. + * @param int $srcY The Y coordinate of the top edge of the souce region to + * copy. + * @param int $srcZ The Z coordinate of the near edge of the souce region to + * copy. + * @param int $dstName The name of a texture or renderbuffer object to which to + * copy. + * @param int $dstTarget The target representing the namespace of the + * destination name dstName. + * @param int $dstLevel + * @param int $dstX The X coordinate of the left edge of the destination region. + * @param int $dstY The Y coordinate of the top edge of the destination region. + * @param int $dstZ The Z coordinate of the near edge of the destination region. + * @param int $srcWidth The width of the region to be copied. + * @param int $srcHeight The height of the region to be copied. + * @param int $srcDepth The depth of the region to be copied. + * + * @return void + */ + function glCopyImageSubData(int $srcName, int $srcTarget, int $srcLevel, int $srcX, int $srcY, int $srcZ, int $dstName, int $dstTarget, int $dstLevel, int $dstX, int $dstY, int $dstZ, int $srcWidth, int $srcHeight, int $srcDepth) : void {}; + + /** + * set a named parameter of a framebuffer object + * + * @param int $target Specifies the target to which the framebuffer is bound for + * glFramebufferParameteri. + * @param int $pname Specifies the framebuffer parameter to be modified. + * @param int $param The new value for the parameter named pname. + * + * @return void + */ + function glFramebufferParameteri(int $target, int $pname, int $param) : void {}; + + /** + * glGetFramebufferParameteriv + * + * @param int $target + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetFramebufferParameteriv(int $target, int $pname, int &$params) : void {}; + + /** + * glGetInternalformati64v + * + * @param int $target + * @param int $internalformat + * @param int $pname + * @param int $count + * @param int &$params + * + * @return void + */ + function glGetInternalformati64v(int $target, int $internalformat, int $pname, int $count, int &$params) : void {}; + + /** + * invalidate a region of a texture image + * + * @param int $texture The name of a texture object a subregion of which to + * invalidate. + * @param int $level The level of detail of the texture object within which the + * region resides. + * @param int $xoffset The X offset of the region to be invalidated. + * @param int $yoffset The Y offset of the region to be invalidated. + * @param int $zoffset The Z offset of the region to be invalidated. + * @param int $width The width of the region to be invalidated. + * @param int $height The height of the region to be invalidated. + * @param int $depth The depth of the region to be invalidated. + * + * @return void + */ + function glInvalidateTexSubImage(int $texture, int $level, int $xoffset, int $yoffset, int $zoffset, int $width, int $height, int $depth) : void {}; + + /** + * invalidate the entirety a texture image + * + * @param int $texture The name of a texture object to invalidate. + * @param int $level The level of detail of the texture object to invalidate. + * + * @return void + */ + function glInvalidateTexImage(int $texture, int $level) : void {}; + + /** + * invalidate a region of a buffer object's data store + * + * @param int $buffer The name of a buffer object, a subrange of whose data + * store to invalidate. + * @param int $offset The offset within the buffer's data store of the start of + * the range to be invalidated. + * @param int $length The length of the range within the buffer's data store to + * be invalidated. + * + * @return void + */ + function glInvalidateBufferSubData(int $buffer, int $offset, int $length) : void {}; + + /** + * invalidate the content of a buffer object's data store + * + * @param int $buffer The name of a buffer object whose data store to + * invalidate. + * + * @return void + */ + function glInvalidateBufferData(int $buffer) : void {}; + + /** + * glGetProgramInterfaceiv + * + * @param int $program + * @param int $programInterface + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetProgramInterfaceiv(int $program, int $programInterface, int $pname, int &$params) : void {}; + + /** + * query the index of a named resource within a program + * + * @param int $program The name of a program object whose resources to query. + * @param int $programInterface A token identifying the interface within program + * containing the resource named name. + * @param string $name The name of the resource to query the index of. + * + * @return int + */ + function glGetProgramResourceIndex(int $program, int $programInterface, string $name) : int {}; + + /** + * query the location of a named resource within a program + * + * @param int $program The name of a program object whose resources to query. + * @param int $programInterface A token identifying the interface within program + * containing the resource named name. + * @param string $name The name of the resource to query the location of. + * + * @return int + */ + function glGetProgramResourceLocation(int $program, int $programInterface, string $name) : int {}; + + /** + * query the fragment color index of a named variable within a program + * + * @param int $program The name of a program object whose resources to query. + * @param int $programInterface A token identifying the interface within program + * containing the resource named name. + * @param string $name The name of the resource to query the location of. + * + * @return int + */ + function glGetProgramResourceLocationIndex(int $program, int $programInterface, string $name) : int {}; + + /** + * change an active shader storage block binding + * + * @param int $program The name of the program containing the block whose + * binding to change. + * @param int $storageBlockIndex The index storage block within the program. + * @param int $storageBlockBinding The index storage block binding to associate + * with the specified storage block. + * + * @return void + */ + function glShaderStorageBlockBinding(int $program, int $storageBlockIndex, int $storageBlockBinding) : void {}; + + /** + * attach a range of a buffer object's data store to a buffer texture object + * + * @param int $target Specifies the target to which the texture object is bound + * for glTexBufferRange. Must be GL_TEXTURE_BUFFER. + * @param int $internalformat Specifies the internal format of the data in the + * store belonging to buffer. + * @param int $buffer Specifies the name of the buffer object whose storage to + * attach to the active buffer texture. + * @param int $offset Specifies the offset of the start of the range of the + * buffer's data store to attach. + * @param int $size Specifies the size of the range of the buffer's data store + * to attach. + * + * @return void + */ + function glTexBufferRange(int $target, int $internalformat, int $buffer, int $offset, int $size) : void {}; + + /** + * specify storage for a two-dimensional multisample texture + * + * @param int $target Specifies the target to which the texture object is bound + * for glTexStorage2DMultisample. Must be one of + * GL_TEXTURE_2D_MULTISAMPLE or + * GL_PROXY_TEXTURE_2D_MULTISAMPLE. + * @param int $samples Specify the number of samples in the texture. + * @param int $internalformat Specifies the sized internal format to be used to + * store texture image data. + * @param int $width Specifies the width of the texture, in texels. + * @param int $height Specifies the height of the texture, in texels. + * @param bool $fixedsamplelocations Specifies whether the image will use + * identical sample locations and the same number of samples for all texels in + * the image, and the sample locations will not depend on the internal format or + * size of the image. + * + * @return void + */ + function glTexStorage2DMultisample(int $target, int $samples, int $internalformat, int $width, int $height, bool $fixedsamplelocations) : void {}; + + /** + * specify storage for a two-dimensional multisample array texture + * + * @param int $target Specifies the target to which the texture object is bound + * for glTexStorage3DMultisample. Must be one of + * GL_TEXTURE_2D_MULTISAMPLE_ARRAY or + * GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY. + * @param int $samples Specify the number of samples in the texture. + * @param int $internalformat Specifies the sized internal format to be used to + * store texture image data. + * @param int $width Specifies the width of the texture, in texels. + * @param int $height Specifies the height of the texture, in texels. + * @param int $depth Specifies the depth of the texture, in layers. + * @param bool $fixedsamplelocations Specifies whether the image will use + * identical sample locations and the same number of samples for all texels in + * the image, and the sample locations will not depend on the internal format or + * size of the image. + * + * @return void + */ + function glTexStorage3DMultisample(int $target, int $samples, int $internalformat, int $width, int $height, int $depth, bool $fixedsamplelocations) : void {}; + + /** + * initialize a texture as a data alias of another texture's data store + * + * @param int $texture Specifies the texture object to be initialized as a view. + * @param int $target Specifies the target to be used for the newly initialized + * texture. + * @param int $origtexture Specifies the name of a texture object of which to + * make a view. + * @param int $internalformat Specifies the internal format for the newly + * created view. + * @param int $minlevel Specifies lowest level of detail of the view. + * @param int $numlevels Specifies the number of levels of detail to include in + * the view. + * @param int $minlayer Specifies the index of the first layer to include in the + * view. + * @param int $numlayers Specifies the number of layers to include in the view. + * + * @return void + */ + function glTextureView(int $texture, int $target, int $origtexture, int $internalformat, int $minlevel, int $numlevels, int $minlayer, int $numlayers) : void {}; + + /** + * bind a buffer to a vertex buffer bind point + * + * @param int $bindingindex The index of the vertex buffer binding point to + * which to bind the buffer. + * @param int $buffer The name of a buffer to bind to the vertex buffer binding + * point. + * @param int $offset The offset of the first element of the buffer. + * @param int $stride The distance between elements within the buffer. + * + * @return void + */ + function glBindVertexBuffer(int $bindingindex, int $buffer, int $offset, int $stride) : void {}; + + /** + * specify the organization of vertex arrays + * + * @param int $attribindex The generic vertex attribute array being described. + * @param int $size The number of values per vertex that are stored in the + * array. + * @param int $type The type of the data stored in the array. + * @param bool $normalized Specifies whether fixed-point data values should be + * normalized (GL_TRUE) or converted directly as + * fixed-point values (GL_FALSE) when they are accessed. + * This parameter is ignored if type is GL_FIXED. + * @param int $relativeoffset The distance between elements within the buffer. + * + * @return void + */ + function glVertexAttribFormat(int $attribindex, int $size, int $type, bool $normalized, int $relativeoffset) : void {}; + + /** + * glVertexAttribIFormat + * + * @param int $attribindex + * @param int $size + * @param int $type + * @param int $relativeoffset + * + * @return void + */ + function glVertexAttribIFormat(int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + + /** + * glVertexAttribLFormat + * + * @param int $attribindex + * @param int $size + * @param int $type + * @param int $relativeoffset + * + * @return void + */ + function glVertexAttribLFormat(int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + + /** + * associate a vertex attribute and a vertex buffer binding for a vertex array + * object + * + * @param int $attribindex The index of the attribute to associate with a vertex + * buffer binding. + * @param int $bindingindex The index of the vertex buffer binding with which to + * associate the generic vertex attribute. + * + * @return void + */ + function glVertexAttribBinding(int $attribindex, int $bindingindex) : void {}; + + /** + * modify the rate at which generic vertex attributes + * advance + * + * @param int $bindingindex The index of the binding whose divisor to modify. + * @param int $divisor The new value for the instance step rate to apply. + * + * @return void + */ + function glVertexBindingDivisor(int $bindingindex, int $divisor) : void {}; + + /** + * inject an application-supplied message into the debug message queue + * + * @param int $source The source of the debug message to insert. + * @param int $type The type of the debug message insert. + * @param int $id The user-supplied identifier of the message to insert. + * @param int $severity The severity of the debug messages to insert. + * @param int $length The length string contained in the character array whose + * address is given by message. + * @param string $buf + * + * @return void + */ + function glDebugMessageInsert(int $source, int $type, int $id, int $severity, int $length, string $buf) : void {}; + + /** + * push a named debug group into the command stream + * + * @param int $source The source of the debug message. + * @param int $id The identifier of the message. + * @param int $length The length of the message to be sent to the debug output + * stream. + * @param string $message The a string containing the message to be sent to the + * debug output stream. + * + * @return void + */ + function glPushDebugGroup(int $source, int $id, int $length, string $message) : void {}; + + /** + * pop the active debug group + * @return void + */ + function glPopDebugGroup() : void {}; + + /** + * label a named object identified within a namespace + * + * @param int $identifier The namespace from which the name of the object is + * allocated. + * @param int $name The name of the object to label. + * @param int $length The length of the label to be used for the object. + * @param string $label The address of a string containing the label to assign + * to the object. + * + * @return void + */ + function glObjectLabel(int $identifier, int $name, int $length, string $label) : void {}; + + /** + * control clip coordinate to window coordinate behavior + * + * @param int $origin Specifies the clip control origin. Must be one of + * GL_LOWER_LEFT or GL_UPPER_LEFT. + * @param int $depth Specifies the clip control depth mode. Must be one of + * GL_NEGATIVE_ONE_TO_ONE or + * GL_ZERO_TO_ONE. + * + * @return void + */ + function glClipControl(int $origin, int $depth) : void {}; + + /** + * create transform feedback objects + * + * @param int $n Number of transform feedback objects to create. + * @param ?int &...$ids + * + * @return void + */ + function glCreateTransformFeedbacks(int $n, ?int &...$ids) : void {}; + + /** + * bind a buffer object to a transform feedback buffer object + * + * @param int $xfb Name of the transform feedback buffer object. + * @param int $index Index of the binding point within xfb. + * @param int $buffer Name of the buffer object to bind to the specified binding + * point. + * + * @return void + */ + function glTransformFeedbackBufferBase(int $xfb, int $index, int $buffer) : void {}; + + /** + * bind a range within a buffer object to a transform feedback buffer object + * + * @param int $xfb Name of the transform feedback buffer object. + * @param int $index Index of the binding point within xfb. + * @param int $buffer Name of the buffer object to bind to the specified binding + * point. + * @param int $offset The starting offset in basic machine units into the buffer + * object. + * @param int $size The amount of data in basic machine units that can be read + * from or written to the buffer object while used as an indexed target. + * + * @return void + */ + function glTransformFeedbackBufferRange(int $xfb, int $index, int $buffer, int $offset, int $size) : void {}; + + /** + * glGetTransformFeedbackiv + * + * @param int $xfb + * @param int $pname + * @param int &$param + * + * @return void + */ + function glGetTransformFeedbackiv(int $xfb, int $pname, int &$param) : void {}; + + /** + * glGetTransformFeedbacki_v + * + * @param int $xfb + * @param int $pname + * @param int $index + * @param int &$param + * + * @return void + */ + function glGetTransformFeedbacki_v(int $xfb, int $pname, int $index, int &$param) : void {}; + + /** + * glGetTransformFeedbacki64_v + * + * @param int $xfb + * @param int $pname + * @param int $index + * @param int &$param + * + * @return void + */ + function glGetTransformFeedbacki64_v(int $xfb, int $pname, int $index, int &$param) : void {}; + + /** + * create buffer objects + * + * @param int $n Specifies the number of buffer objects to create. + * @param ?int &...$buffers + * + * @return void + */ + function glCreateBuffers(int $n, ?int &...$buffers) : void {}; + + /** + * glCopyNamedBufferSubData + * + * @param int $readBuffer + * @param int $writeBuffer + * @param int $readOffset + * @param int $writeOffset + * @param int $size + * + * @return void + */ + function glCopyNamedBufferSubData(int $readBuffer, int $writeBuffer, int $readOffset, int $writeOffset, int $size) : void {}; + + /** + * glUnmapNamedBuffer + * + * @param int $buffer + * + * @return bool + */ + function glUnmapNamedBuffer(int $buffer) : bool {}; + + /** + * glFlushMappedNamedBufferRange + * + * @param int $buffer + * @param int $offset + * @param int $length + * + * @return void + */ + function glFlushMappedNamedBufferRange(int $buffer, int $offset, int $length) : void {}; + + /** + * glGetNamedBufferParameteriv + * + * @param int $buffer + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetNamedBufferParameteriv(int $buffer, int $pname, int &$params) : void {}; + + /** + * glGetNamedBufferParameteri64v + * + * @param int $buffer + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetNamedBufferParameteri64v(int $buffer, int $pname, int &$params) : void {}; + + /** + * create framebuffer objects + * + * @param int $n Number of framebuffer objects to create. + * @param ?int &...$framebuffers + * + * @return void + */ + function glCreateFramebuffers(int $n, ?int &...$framebuffers) : void {}; + + /** + * glNamedFramebufferRenderbuffer + * + * @param int $framebuffer + * @param int $attachment + * @param int $renderbuffertarget + * @param int $renderbuffer + * + * @return void + */ + function glNamedFramebufferRenderbuffer(int $framebuffer, int $attachment, int $renderbuffertarget, int $renderbuffer) : void {}; + + /** + * glNamedFramebufferParameteri + * + * @param int $framebuffer + * @param int $pname + * @param int $param + * + * @return void + */ + function glNamedFramebufferParameteri(int $framebuffer, int $pname, int $param) : void {}; + + /** + * glNamedFramebufferTexture + * + * @param int $framebuffer + * @param int $attachment + * @param int $texture + * @param int $level + * + * @return void + */ + function glNamedFramebufferTexture(int $framebuffer, int $attachment, int $texture, int $level) : void {}; + + /** + * glNamedFramebufferTextureLayer + * + * @param int $framebuffer + * @param int $attachment + * @param int $texture + * @param int $level + * @param int $layer + * + * @return void + */ + function glNamedFramebufferTextureLayer(int $framebuffer, int $attachment, int $texture, int $level, int $layer) : void {}; + + /** + * glNamedFramebufferDrawBuffer + * + * @param int $framebuffer + * @param int $buf + * + * @return void + */ + function glNamedFramebufferDrawBuffer(int $framebuffer, int $buf) : void {}; + + /** + * glNamedFramebufferReadBuffer + * + * @param int $framebuffer + * @param int $src + * + * @return void + */ + function glNamedFramebufferReadBuffer(int $framebuffer, int $src) : void {}; + + /** + * glClearNamedFramebufferiv + * + * @param int $framebuffer + * @param int $buffer + * @param int $drawbuffer + * @param \GL\Buffer\IntBuffer|array $value + * + * @return void + */ + function glClearNamedFramebufferiv(int $framebuffer, int $buffer, int $drawbuffer, \GL\Buffer\IntBuffer|array $value) : void {}; + + /** + * glClearNamedFramebufferuiv + * + * @param int $framebuffer + * @param int $buffer + * @param int $drawbuffer + * @param \GL\Buffer\UIntBuffer|array $value + * + * @return void + */ + function glClearNamedFramebufferuiv(int $framebuffer, int $buffer, int $drawbuffer, \GL\Buffer\UIntBuffer|array $value) : void {}; + + /** + * glClearNamedFramebufferfv + * + * @param int $framebuffer + * @param int $buffer + * @param int $drawbuffer + * @param \GL\Buffer\FloatBuffer|array $value + * + * @return void + */ + function glClearNamedFramebufferfv(int $framebuffer, int $buffer, int $drawbuffer, \GL\Buffer\FloatBuffer|array $value) : void {}; + + /** + * glClearNamedFramebufferfi + * + * @param int $framebuffer + * @param int $buffer + * @param int $drawbuffer + * @param float $depth + * @param int $stencil + * + * @return void + */ + function glClearNamedFramebufferfi(int $framebuffer, int $buffer, int $drawbuffer, float $depth, int $stencil) : void {}; + + /** + * glBlitNamedFramebuffer + * + * @param int $readFramebuffer + * @param int $drawFramebuffer + * @param int $srcX0 + * @param int $srcY0 + * @param int $srcX1 + * @param int $srcY1 + * @param int $dstX0 + * @param int $dstY0 + * @param int $dstX1 + * @param int $dstY1 + * @param int $mask + * @param int $filter + * + * @return void + */ + function glBlitNamedFramebuffer(int $readFramebuffer, int $drawFramebuffer, int $srcX0, int $srcY0, int $srcX1, int $srcY1, int $dstX0, int $dstY0, int $dstX1, int $dstY1, int $mask, int $filter) : void {}; + + /** + * glCheckNamedFramebufferStatus + * + * @param int $framebuffer + * @param int $target + * + * @return int + */ + function glCheckNamedFramebufferStatus(int $framebuffer, int $target) : int {}; + + /** + * glGetNamedFramebufferParameteriv + * + * @param int $framebuffer + * @param int $pname + * @param int &$param + * + * @return void + */ + function glGetNamedFramebufferParameteriv(int $framebuffer, int $pname, int &$param) : void {}; + + /** + * glGetNamedFramebufferAttachmentParameteriv + * + * @param int $framebuffer + * @param int $attachment + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetNamedFramebufferAttachmentParameteriv(int $framebuffer, int $attachment, int $pname, int &$params) : void {}; + + /** + * create renderbuffer objects + * + * @param int $n Number of renderbuffer objects to create. + * @param ?int &...$renderbuffers + * + * @return void + */ + function glCreateRenderbuffers(int $n, ?int &...$renderbuffers) : void {}; + + /** + * glNamedRenderbufferStorage + * + * @param int $renderbuffer + * @param int $internalformat + * @param int $width + * @param int $height + * + * @return void + */ + function glNamedRenderbufferStorage(int $renderbuffer, int $internalformat, int $width, int $height) : void {}; + + /** + * glNamedRenderbufferStorageMultisample + * + * @param int $renderbuffer + * @param int $samples + * @param int $internalformat + * @param int $width + * @param int $height + * + * @return void + */ + function glNamedRenderbufferStorageMultisample(int $renderbuffer, int $samples, int $internalformat, int $width, int $height) : void {}; + + /** + * glGetNamedRenderbufferParameteriv + * + * @param int $renderbuffer + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetNamedRenderbufferParameteriv(int $renderbuffer, int $pname, int &$params) : void {}; + + /** + * create texture objects + * + * @param int $target Specifies the effective texture target of each created + * texture. + * @param int $n Number of texture objects to create. + * @param int &$textures Specifies an array in which names of the new texture + * objects are stored. + * + * @return void + */ + function glCreateTextures(int $target, int $n, int &$textures) : void {}; + + /** + * glTextureBuffer + * + * @param int $texture + * @param int $internalformat + * @param int $buffer + * + * @return void + */ + function glTextureBuffer(int $texture, int $internalformat, int $buffer) : void {}; + + /** + * glTextureBufferRange + * + * @param int $texture + * @param int $internalformat + * @param int $buffer + * @param int $offset + * @param int $size + * + * @return void + */ + function glTextureBufferRange(int $texture, int $internalformat, int $buffer, int $offset, int $size) : void {}; + + /** + * glTextureStorage1D + * + * @param int $texture + * @param int $levels + * @param int $internalformat + * @param int $width + * + * @return void + */ + function glTextureStorage1D(int $texture, int $levels, int $internalformat, int $width) : void {}; + + /** + * glTextureStorage2D + * + * @param int $texture + * @param int $levels + * @param int $internalformat + * @param int $width + * @param int $height + * + * @return void + */ + function glTextureStorage2D(int $texture, int $levels, int $internalformat, int $width, int $height) : void {}; + + /** + * glTextureStorage3D + * + * @param int $texture + * @param int $levels + * @param int $internalformat + * @param int $width + * @param int $height + * @param int $depth + * + * @return void + */ + function glTextureStorage3D(int $texture, int $levels, int $internalformat, int $width, int $height, int $depth) : void {}; + + /** + * glTextureStorage2DMultisample + * + * @param int $texture + * @param int $samples + * @param int $internalformat + * @param int $width + * @param int $height + * @param bool $fixedsamplelocations + * + * @return void + */ + function glTextureStorage2DMultisample(int $texture, int $samples, int $internalformat, int $width, int $height, bool $fixedsamplelocations) : void {}; + + /** + * glTextureStorage3DMultisample + * + * @param int $texture + * @param int $samples + * @param int $internalformat + * @param int $width + * @param int $height + * @param int $depth + * @param bool $fixedsamplelocations + * + * @return void + */ + function glTextureStorage3DMultisample(int $texture, int $samples, int $internalformat, int $width, int $height, int $depth, bool $fixedsamplelocations) : void {}; + + /** + * glCopyTextureSubImage1D + * + * @param int $texture + * @param int $level + * @param int $xoffset + * @param int $x + * @param int $y + * @param int $width + * + * @return void + */ + function glCopyTextureSubImage1D(int $texture, int $level, int $xoffset, int $x, int $y, int $width) : void {}; + + /** + * glCopyTextureSubImage2D + * + * @param int $texture + * @param int $level + * @param int $xoffset + * @param int $yoffset + * @param int $x + * @param int $y + * @param int $width + * @param int $height + * + * @return void + */ + function glCopyTextureSubImage2D(int $texture, int $level, int $xoffset, int $yoffset, int $x, int $y, int $width, int $height) : void {}; + + /** + * glCopyTextureSubImage3D + * + * @param int $texture + * @param int $level + * @param int $xoffset + * @param int $yoffset + * @param int $zoffset + * @param int $x + * @param int $y + * @param int $width + * @param int $height + * + * @return void + */ + function glCopyTextureSubImage3D(int $texture, int $level, int $xoffset, int $yoffset, int $zoffset, int $x, int $y, int $width, int $height) : void {}; + + /** + * glTextureParameterf + * + * @param int $texture + * @param int $pname + * @param float $param + * + * @return void + */ + function glTextureParameterf(int $texture, int $pname, float $param) : void {}; + + /** + * glTextureParameterfv + * + * @param int $texture + * @param int $pname + * @param \GL\Buffer\FloatBuffer|array $param + * + * @return void + */ + function glTextureParameterfv(int $texture, int $pname, \GL\Buffer\FloatBuffer|array $param) : void {}; + + /** + * glTextureParameteri + * + * @param int $texture + * @param int $pname + * @param int $param + * + * @return void + */ + function glTextureParameteri(int $texture, int $pname, int $param) : void {}; + + /** + * glTextureParameterIiv + * + * @param int $texture + * @param int $pname + * @param \GL\Buffer\IntBuffer|array $params + * + * @return void + */ + function glTextureParameterIiv(int $texture, int $pname, \GL\Buffer\IntBuffer|array $params) : void {}; + + /** + * glTextureParameterIuiv + * + * @param int $texture + * @param int $pname + * @param \GL\Buffer\UIntBuffer|array $params + * + * @return void + */ + function glTextureParameterIuiv(int $texture, int $pname, \GL\Buffer\UIntBuffer|array $params) : void {}; + + /** + * glTextureParameteriv + * + * @param int $texture + * @param int $pname + * @param \GL\Buffer\IntBuffer|array $param + * + * @return void + */ + function glTextureParameteriv(int $texture, int $pname, \GL\Buffer\IntBuffer|array $param) : void {}; + + /** + * glGenerateTextureMipmap + * + * @param int $texture + * + * @return void + */ + function glGenerateTextureMipmap(int $texture) : void {}; + + /** + * bind an existing texture object to the specified texture unit + * + * @param int $unit + * @param int $texture + * + * @return void + */ + function glBindTextureUnit(int $unit, int $texture) : void {}; + + /** + * glGetTextureLevelParameterfv + * + * @param int $texture + * @param int $level + * @param int $pname + * @param float &$params + * + * @return void + */ + function glGetTextureLevelParameterfv(int $texture, int $level, int $pname, float &$params) : void {}; + + /** + * glGetTextureLevelParameteriv + * + * @param int $texture + * @param int $level + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetTextureLevelParameteriv(int $texture, int $level, int $pname, int &$params) : void {}; + + /** + * glGetTextureParameterfv + * + * @param int $texture + * @param int $pname + * @param float &$params + * + * @return void + */ + function glGetTextureParameterfv(int $texture, int $pname, float &$params) : void {}; + + /** + * glGetTextureParameterIiv + * + * @param int $texture + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetTextureParameterIiv(int $texture, int $pname, int &$params) : void {}; + + /** + * glGetTextureParameterIuiv + * + * @param int $texture + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetTextureParameterIuiv(int $texture, int $pname, int &$params) : void {}; + + /** + * glGetTextureParameteriv + * + * @param int $texture + * @param int $pname + * @param int &$params + * + * @return void + */ + function glGetTextureParameteriv(int $texture, int $pname, int &$params) : void {}; + + /** + * create vertex array objects + * + * @param int $n Number of vertex array objects to create. + * @param ?int &...$arrays + * + * @return void + */ + function glCreateVertexArrays(int $n, ?int &...$arrays) : void {}; + + /** + * glDisableVertexArrayAttrib + * + * @param int $vaobj + * @param int $index + * + * @return void + */ + function glDisableVertexArrayAttrib(int $vaobj, int $index) : void {}; + + /** + * glEnableVertexArrayAttrib + * + * @param int $vaobj + * @param int $index + * + * @return void + */ + function glEnableVertexArrayAttrib(int $vaobj, int $index) : void {}; + + /** + * configures element array buffer binding of a vertex array object + * + * @param int $vaobj Specifies the name of the vertex array object. + * @param int $buffer Specifies the name of the buffer object to use for the + * element array buffer binding. + * + * @return void + */ + function glVertexArrayElementBuffer(int $vaobj, int $buffer) : void {}; + + /** + * glVertexArrayVertexBuffer + * + * @param int $vaobj + * @param int $bindingindex + * @param int $buffer + * @param int $offset + * @param int $stride + * + * @return void + */ + function glVertexArrayVertexBuffer(int $vaobj, int $bindingindex, int $buffer, int $offset, int $stride) : void {}; + + /** + * glVertexArrayAttribBinding + * + * @param int $vaobj + * @param int $attribindex + * @param int $bindingindex + * + * @return void + */ + function glVertexArrayAttribBinding(int $vaobj, int $attribindex, int $bindingindex) : void {}; + + /** + * glVertexArrayAttribFormat + * + * @param int $vaobj + * @param int $attribindex + * @param int $size + * @param int $type + * @param bool $normalized + * @param int $relativeoffset + * + * @return void + */ + function glVertexArrayAttribFormat(int $vaobj, int $attribindex, int $size, int $type, bool $normalized, int $relativeoffset) : void {}; + + /** + * glVertexArrayAttribIFormat + * + * @param int $vaobj + * @param int $attribindex + * @param int $size + * @param int $type + * @param int $relativeoffset + * + * @return void + */ + function glVertexArrayAttribIFormat(int $vaobj, int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + + /** + * glVertexArrayAttribLFormat + * + * @param int $vaobj + * @param int $attribindex + * @param int $size + * @param int $type + * @param int $relativeoffset + * + * @return void + */ + function glVertexArrayAttribLFormat(int $vaobj, int $attribindex, int $size, int $type, int $relativeoffset) : void {}; + + /** + * glVertexArrayBindingDivisor + * + * @param int $vaobj + * @param int $bindingindex + * @param int $divisor + * + * @return void + */ + function glVertexArrayBindingDivisor(int $vaobj, int $bindingindex, int $divisor) : void {}; + + /** + * retrieve parameters of a vertex array object + * + * @param int $vaobj specifies the name of the vertex array object to use for + * the query. + * @param int $pname Name of the property to use for the query. Must be + * GL_ELEMENT_ARRAY_BUFFER_BINDING. + * @param int &$param Returns the requested value. + * + * @return void + */ + function glGetVertexArrayiv(int $vaobj, int $pname, int &$param) : void {}; + + /** + * glGetVertexArrayIndexediv + * + * @param int $vaobj + * @param int $index + * @param int $pname + * @param int &$param + * + * @return void + */ + function glGetVertexArrayIndexediv(int $vaobj, int $index, int $pname, int &$param) : void {}; + + /** + * glGetVertexArrayIndexed64iv + * + * @param int $vaobj + * @param int $index + * @param int $pname + * @param int &$param + * + * @return void + */ + function glGetVertexArrayIndexed64iv(int $vaobj, int $index, int $pname, int &$param) : void {}; + + /** + * create sampler objects + * + * @param int $n Number of sampler objects to create. + * @param ?int &...$samplers + * + * @return void + */ + function glCreateSamplers(int $n, ?int &...$samplers) : void {}; + + /** + * create program pipeline objects + * + * @param int $n Number of program pipeline objects to create. + * @param ?int &...$pipelines + * + * @return void + */ + function glCreateProgramPipelines(int $n, ?int &...$pipelines) : void {}; + + /** + * create query objects + * + * @param int $target Specifies the target of each created query object. + * @param int $n Number of query objects to create. + * @param int &$ids Specifies an array in which names of the new query objects + * are stored. + * + * @return void + */ + function glCreateQueries(int $target, int $n, int &$ids) : void {}; + + /** + * glGetQueryBufferObjecti64v + * + * @param int $id + * @param int $buffer + * @param int $pname + * @param int $offset + * + * @return void + */ + function glGetQueryBufferObjecti64v(int $id, int $buffer, int $pname, int $offset) : void {}; + + /** + * glGetQueryBufferObjectiv + * + * @param int $id + * @param int $buffer + * @param int $pname + * @param int $offset + * + * @return void + */ + function glGetQueryBufferObjectiv(int $id, int $buffer, int $pname, int $offset) : void {}; + + /** + * glGetQueryBufferObjectui64v + * + * @param int $id + * @param int $buffer + * @param int $pname + * @param int $offset + * + * @return void + */ + function glGetQueryBufferObjectui64v(int $id, int $buffer, int $pname, int $offset) : void {}; + + /** + * glGetQueryBufferObjectuiv + * + * @param int $id + * @param int $buffer + * @param int $pname + * @param int $offset + * + * @return void + */ + function glGetQueryBufferObjectuiv(int $id, int $buffer, int $pname, int $offset) : void {}; + + /** + * glMemoryBarrierByRegion + * + * @param int $barriers + * + * @return void + */ + function glMemoryBarrierByRegion(int $barriers) : void {}; + + /** + * check if the rendering context has not been lost due to software or hardware + * issues + * @return int + */ + function glGetGraphicsResetStatus() : int {}; + + /** + * glGetnUniformdv + * + * @param int $program + * @param int $location + * @param int $bufSize + * @param float &$params + * + * @return void + */ + function glGetnUniformdv(int $program, int $location, int $bufSize, float &$params) : void {}; + + /** + * glGetnUniformfv + * + * @param int $program + * @param int $location + * @param int $bufSize + * @param float &$params + * + * @return void + */ + function glGetnUniformfv(int $program, int $location, int $bufSize, float &$params) : void {}; + + /** + * glGetnUniformiv + * + * @param int $program + * @param int $location + * @param int $bufSize + * @param int &$params + * + * @return void + */ + function glGetnUniformiv(int $program, int $location, int $bufSize, int &$params) : void {}; + + /** + * glGetnUniformuiv + * + * @param int $program + * @param int $location + * @param int $bufSize + * @param int &$params + * + * @return void + */ + function glGetnUniformuiv(int $program, int $location, int $bufSize, int &$params) : void {}; + + /** + * glGetnMapdv + * + * @param int $target + * @param int $query + * @param int $bufSize + * @param float &$v + * + * @return void + */ + function glGetnMapdv(int $target, int $query, int $bufSize, float &$v) : void {}; + + /** + * glGetnMapfv + * + * @param int $target + * @param int $query + * @param int $bufSize + * @param float &$v + * + * @return void + */ + function glGetnMapfv(int $target, int $query, int $bufSize, float &$v) : void {}; + + /** + * glGetnMapiv + * + * @param int $target + * @param int $query + * @param int $bufSize + * @param int &$v + * + * @return void + */ + function glGetnMapiv(int $target, int $query, int $bufSize, int &$v) : void {}; + + /** + * glGetnPixelMapfv + * + * @param int $map + * @param int $bufSize + * @param float &$values + * + * @return void + */ + function glGetnPixelMapfv(int $map, int $bufSize, float &$values) : void {}; + + /** + * glGetnPixelMapuiv + * + * @param int $map + * @param int $bufSize + * @param int &$values + * + * @return void + */ + function glGetnPixelMapuiv(int $map, int $bufSize, int &$values) : void {}; + + /** + * glGetnPixelMapusv + * + * @param int $map + * @param int $bufSize + * @param int &$values + * + * @return void + */ + function glGetnPixelMapusv(int $map, int $bufSize, int &$values) : void {}; + + /** + * glGetnPolygonStipple + * + * @param int $bufSize + * @param int &$pattern + * + * @return void + */ + function glGetnPolygonStipple(int $bufSize, int &$pattern) : void {}; + + /** + * controls the ordering of reads and writes to rendered fragments across + * drawing commands + * @return void + */ + function glTextureBarrier() : void {}; + + /** + * glPolygonOffsetClamp + * + * @param float $factor + * @param float $units + * @param float $clamp + * + * @return void + */ + function glPolygonOffsetClamp(float $factor, float $units, float $clamp) : void {}; + /** * Initializes the GLFW library. * @@ -9638,7 +11319,7 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; * ---------------------------------------------------------------------------- */ define('PHPGLFW_COMPILED_API', 'gl'); - define('PHPGLFW_COMPILED_API_VERSION', '4.1'); + define('PHPGLFW_COMPILED_API_VERSION', '4.6'); define('GL_SIZEOF_BYTE', 1); define('GL_SIZEOF_UNSIGNED_BYTE', 1); define('GL_SIZEOF_SHORT', 2); @@ -10125,6 +11806,8 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_TRIANGLE_STRIP_ADJACENCY', 0x000D); define('GL_PATCHES', 0x000E); define('GL_FIXED', 0x140C); + define('GL_CONTEXT_LOST', 0x0507); + define('GL_TEXTURE_TARGET', 0x1006); define('GL_POLYGON_OFFSET_FILL', 0x8037); define('GL_POLYGON_OFFSET_FACTOR', 0x8038); define('GL_TEXTURE_BINDING_1D', 0x8068); @@ -10233,6 +11916,12 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_MIN', 0x8007); define('GL_MAX', 0x8008); define('GL_BLEND_EQUATION_RGB', 0x8009); + define('GL_CONVOLUTION_1D', 0x8010); + define('GL_CONVOLUTION_2D', 0x8011); + define('GL_SEPARABLE_2D', 0x8012); + define('GL_HISTOGRAM', 0x8024); + define('GL_PROXY_HISTOGRAM', 0x8025); + define('GL_MINMAX', 0x802E); define('GL_CLIENT_PIXEL_STORE_BIT', 0x00000001); define('GL_CLIENT_VERTEX_ARRAY_BIT', 0x00000002); define('GL_CLIENT_ALL_ATTRIB_BITS', 0xFFFFFFFF); @@ -10247,6 +11936,8 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_BGRA', 0x80E1); define('GL_MAX_ELEMENTS_VERTICES', 0x80E8); define('GL_MAX_ELEMENTS_INDICES', 0x80E9); + define('GL_PARAMETER_BUFFER', 0x80EE); + define('GL_PARAMETER_BUFFER_BINDING', 0x80EF); define('GL_CLAMP_TO_EDGE', 0x812F); define('GL_TEXTURE_MIN_LOD', 0x813A); define('GL_TEXTURE_MAX_LOD', 0x813B); @@ -10358,6 +12049,8 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_MAX_RECTANGLE_TEXTURE_SIZE', 0x84F8); define('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER', 0x84F0); define('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER', 0x84F1); + define('GL_TEXTURE_MAX_ANISOTROPY', 0x84FE); + define('GL_MAX_TEXTURE_MAX_ANISOTROPY', 0x84FF); define('GL_TEXTURE_COMPRESSED_IMAGE_SIZE', 0x86A0); define('GL_TEXTURE_COMPRESSED', 0x86A1); define('GL_NUM_COMPRESSED_TEXTURE_FORMATS', 0x86A2); @@ -10635,6 +12328,7 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_ANY_SAMPLES_PASSED', 0x8C2F); define('GL_SAMPLE_SHADING', 0x8C36); define('GL_MIN_SAMPLE_SHADING_VALUE', 0x8C37); + define('GL_TEXTURE_BUFFER_BINDING', 0x8C2A); define('GL_MAJOR_VERSION', 0x821B); define('GL_MINOR_VERSION', 0x821C); define('GL_NUM_EXTENSIONS', 0x821D); @@ -10675,7 +12369,13 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_RG16UI', 0x823A); define('GL_RG32I', 0x823B); define('GL_RG32UI', 0x823C); + define('GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED', 0x8221); + define('GL_BUFFER_IMMUTABLE_STORAGE', 0x821F); + define('GL_BUFFER_STORAGE_FLAGS', 0x8220); define('GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT', 0x00000001); + define('GL_CONTEXT_FLAG_DEBUG_BIT', 0x00000002); + define('GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT', 0x00000004); + define('GL_CONTEXT_FLAG_NO_ERROR_BIT', 0x00000008); define('GL_RGBA32UI', 0x8D70); define('GL_RGB32UI', 0x8D71); define('GL_RGBA16UI', 0x8D76); @@ -10800,6 +12500,17 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE', 0x8E24); define('GL_TRANSFORM_FEEDBACK_BINDING', 0x8E25); define('GL_MAX_TRANSFORM_FEEDBACK_BUFFERS', 0x8E70); + define('GL_TRANSFORM_FEEDBACK_ACTIVE', 0x8E24); + define('GL_TRANSFORM_FEEDBACK_PAUSED', 0x8E23); + define('GL_COMPRESSED_RGBA_BPTC_UNORM', 0x8E8C); + define('GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM', 0x8E8D); + define('GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT', 0x8E8E); + define('GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT', 0x8E8F); + define('GL_QUERY_WAIT_INVERTED', 0x8E17); + define('GL_QUERY_NO_WAIT_INVERTED', 0x8E18); + define('GL_QUERY_BY_REGION_WAIT_INVERTED', 0x8E19); + define('GL_QUERY_BY_REGION_NO_WAIT_INVERTED', 0x8E1A); + define('GL_POLYGON_OFFSET_CLAMP', 0x8E1B); define('GL_BUFFER_ACCESS_FLAGS', 0x911F); define('GL_BUFFER_MAP_LENGTH', 0x9120); define('GL_BUFFER_MAP_OFFSET', 0x9121); @@ -10838,6 +12549,15 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_MAX_COLOR_TEXTURE_SAMPLES', 0x910E); define('GL_MAX_DEPTH_TEXTURE_SAMPLES', 0x910F); define('GL_MAX_INTEGER_SAMPLES', 0x9110); + define('GL_UNPACK_COMPRESSED_BLOCK_WIDTH', 0x9127); + define('GL_UNPACK_COMPRESSED_BLOCK_HEIGHT', 0x9128); + define('GL_UNPACK_COMPRESSED_BLOCK_DEPTH', 0x9129); + define('GL_UNPACK_COMPRESSED_BLOCK_SIZE', 0x912A); + define('GL_PACK_COMPRESSED_BLOCK_WIDTH', 0x912B); + define('GL_PACK_COMPRESSED_BLOCK_HEIGHT', 0x912C); + define('GL_PACK_COMPRESSED_BLOCK_DEPTH', 0x912D); + define('GL_PACK_COMPRESSED_BLOCK_SIZE', 0x912E); + define('GL_TEXTURE_IMMUTABLE_FORMAT', 0x912F); define('GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE', 0x8CD0); define('GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME', 0x8CD1); define('GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL', 0x8CD2); @@ -10907,6 +12627,8 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_MAP_INVALIDATE_BUFFER_BIT', 0x0008); define('GL_MAP_FLUSH_EXPLICIT_BIT', 0x0010); define('GL_MAP_UNSYNCHRONIZED_BIT', 0x0020); + define('GL_MAP_PERSISTENT_BIT', 0x0040); + define('GL_MAP_COHERENT_BIT', 0x0080); define('GL_VERTEX_ARRAY_BINDING', 0x85B5); define('GL_R8_SNORM', 0x8F94); define('GL_RG8_SNORM', 0x8F95); @@ -10932,6 +12654,17 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_DOUBLE_MAT3x4', 0x8F4C); define('GL_DOUBLE_MAT4x2', 0x8F4D); define('GL_DOUBLE_MAT4x3', 0x8F4E); + define('GL_COPY_READ_BUFFER_BINDING', 0x8F36); + define('GL_COPY_WRITE_BUFFER_BINDING', 0x8F37); + define('GL_MAX_IMAGE_UNITS', 0x8F38); + define('GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS', 0x8F39); + define('GL_IMAGE_BINDING_NAME', 0x8F3A); + define('GL_IMAGE_BINDING_LEVEL', 0x8F3B); + define('GL_IMAGE_BINDING_LAYERED', 0x8F3C); + define('GL_IMAGE_BINDING_LAYER', 0x8F3D); + define('GL_IMAGE_BINDING_ACCESS', 0x8F3E); + define('GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES', 0x8F39); + define('GL_VERTEX_BINDING_BUFFER', 0x8F4F); define('GL_UNIFORM_BUFFER', 0x8A11); define('GL_UNIFORM_BUFFER_BINDING', 0x8A28); define('GL_UNIFORM_BUFFER_START', 0x8A29); @@ -10968,6 +12701,71 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_CONTEXT_COMPATIBILITY_PROFILE_BIT', 0x00000002); define('GL_SYNC_FLUSH_COMMANDS_BIT', 0x00000001); define('GL_RGB10_A2UI', 0x906F); + define('GL_MIN_MAP_BUFFER_ALIGNMENT', 0x90BC); + define('GL_IMAGE_1D', 0x904C); + define('GL_IMAGE_2D', 0x904D); + define('GL_IMAGE_3D', 0x904E); + define('GL_IMAGE_2D_RECT', 0x904F); + define('GL_IMAGE_CUBE', 0x9050); + define('GL_IMAGE_BUFFER', 0x9051); + define('GL_IMAGE_1D_ARRAY', 0x9052); + define('GL_IMAGE_2D_ARRAY', 0x9053); + define('GL_IMAGE_CUBE_MAP_ARRAY', 0x9054); + define('GL_IMAGE_2D_MULTISAMPLE', 0x9055); + define('GL_IMAGE_2D_MULTISAMPLE_ARRAY', 0x9056); + define('GL_INT_IMAGE_1D', 0x9057); + define('GL_INT_IMAGE_2D', 0x9058); + define('GL_INT_IMAGE_3D', 0x9059); + define('GL_INT_IMAGE_2D_RECT', 0x905A); + define('GL_INT_IMAGE_CUBE', 0x905B); + define('GL_INT_IMAGE_BUFFER', 0x905C); + define('GL_INT_IMAGE_1D_ARRAY', 0x905D); + define('GL_INT_IMAGE_2D_ARRAY', 0x905E); + define('GL_INT_IMAGE_CUBE_MAP_ARRAY', 0x905F); + define('GL_INT_IMAGE_2D_MULTISAMPLE', 0x9060); + define('GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY', 0x9061); + define('GL_UNSIGNED_INT_IMAGE_1D', 0x9062); + define('GL_UNSIGNED_INT_IMAGE_2D', 0x9063); + define('GL_UNSIGNED_INT_IMAGE_3D', 0x9064); + define('GL_UNSIGNED_INT_IMAGE_2D_RECT', 0x9065); + define('GL_UNSIGNED_INT_IMAGE_CUBE', 0x9066); + define('GL_UNSIGNED_INT_IMAGE_BUFFER', 0x9067); + define('GL_UNSIGNED_INT_IMAGE_1D_ARRAY', 0x9068); + define('GL_UNSIGNED_INT_IMAGE_2D_ARRAY', 0x9069); + define('GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY', 0x906A); + define('GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE', 0x906B); + define('GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY', 0x906C); + define('GL_MAX_IMAGE_SAMPLES', 0x906D); + define('GL_IMAGE_BINDING_FORMAT', 0x906E); + define('GL_IMAGE_FORMAT_COMPATIBILITY_TYPE', 0x90C7); + define('GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE', 0x90C8); + define('GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS', 0x90C9); + define('GL_MAX_VERTEX_IMAGE_UNIFORMS', 0x90CA); + define('GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS', 0x90CB); + define('GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS', 0x90CC); + define('GL_MAX_GEOMETRY_IMAGE_UNIFORMS', 0x90CD); + define('GL_MAX_FRAGMENT_IMAGE_UNIFORMS', 0x90CE); + define('GL_MAX_COMBINED_IMAGE_UNIFORMS', 0x90CF); + define('GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS', 0x90EB); + define('GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER', 0x90EC); + define('GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER', 0x90ED); + define('GL_DISPATCH_INDIRECT_BUFFER', 0x90EE); + define('GL_DISPATCH_INDIRECT_BUFFER_BINDING', 0x90EF); + define('GL_SHADER_STORAGE_BUFFER', 0x90D2); + define('GL_SHADER_STORAGE_BUFFER_BINDING', 0x90D3); + define('GL_SHADER_STORAGE_BUFFER_START', 0x90D4); + define('GL_SHADER_STORAGE_BUFFER_SIZE', 0x90D5); + define('GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS', 0x90D6); + define('GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS', 0x90D7); + define('GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS', 0x90D8); + define('GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS', 0x90D9); + define('GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS', 0x90DA); + define('GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS', 0x90DB); + define('GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS', 0x90DC); + define('GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS', 0x90DD); + define('GL_MAX_SHADER_STORAGE_BLOCK_SIZE', 0x90DE); + define('GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT', 0x90DF); + define('GL_DEPTH_STENCIL_TEXTURE_MODE', 0x90EA); define('GL_TEXTURE_CUBE_MAP_ARRAY', 0x9009); define('GL_TEXTURE_BINDING_CUBE_MAP_ARRAY', 0x900A); define('GL_PROXY_TEXTURE_CUBE_MAP_ARRAY', 0x900B); @@ -10993,6 +12791,9 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_MAX_VARYING_VECTORS', 0x8DFC); define('GL_MAX_FRAGMENT_UNIFORM_VECTORS', 0x8DFD); define('GL_RGB565', 0x8D62); + define('GL_PRIMITIVE_RESTART_FIXED_INDEX', 0x8D69); + define('GL_ANY_SAMPLES_PASSED_CONSERVATIVE', 0x8D6A); + define('GL_MAX_ELEMENT_INDEX', 0x8D6B); define('GL_PROGRAM_BINARY_RETRIEVABLE_HINT', 0x8257); define('GL_PROGRAM_SEPARABLE', 0x8258); define('GL_ACTIVE_PROGRAM', 0x8259); @@ -11003,13 +12804,339 @@ function glUniformVec4f(int $location, \GL\Math\Vec4 $vec) : void {}; define('GL_LAYER_PROVOKING_VERTEX', 0x825E); define('GL_VIEWPORT_INDEX_PROVOKING_VERTEX', 0x825F); define('GL_UNDEFINED_VERTEX', 0x8260); + define('GL_MAX_COMPUTE_SHARED_MEMORY_SIZE', 0x8262); + define('GL_MAX_COMPUTE_UNIFORM_COMPONENTS', 0x8263); + define('GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS', 0x8264); + define('GL_MAX_COMPUTE_ATOMIC_COUNTERS', 0x8265); + define('GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS', 0x8266); + define('GL_COMPUTE_WORK_GROUP_SIZE', 0x8267); + define('GL_DEBUG_OUTPUT_SYNCHRONOUS', 0x8242); + define('GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH', 0x8243); + define('GL_DEBUG_CALLBACK_FUNCTION', 0x8244); + define('GL_DEBUG_CALLBACK_USER_PARAM', 0x8245); + define('GL_DEBUG_SOURCE_API', 0x8246); + define('GL_DEBUG_SOURCE_WINDOW_SYSTEM', 0x8247); + define('GL_DEBUG_SOURCE_SHADER_COMPILER', 0x8248); + define('GL_DEBUG_SOURCE_THIRD_PARTY', 0x8249); + define('GL_DEBUG_SOURCE_APPLICATION', 0x824A); + define('GL_DEBUG_SOURCE_OTHER', 0x824B); + define('GL_DEBUG_TYPE_ERROR', 0x824C); + define('GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR', 0x824D); + define('GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR', 0x824E); + define('GL_DEBUG_TYPE_PORTABILITY', 0x824F); + define('GL_DEBUG_TYPE_PERFORMANCE', 0x8250); + define('GL_DEBUG_TYPE_OTHER', 0x8251); + define('GL_DEBUG_TYPE_MARKER', 0x8268); + define('GL_DEBUG_TYPE_PUSH_GROUP', 0x8269); + define('GL_DEBUG_TYPE_POP_GROUP', 0x826A); + define('GL_DEBUG_SEVERITY_NOTIFICATION', 0x826B); + define('GL_MAX_DEBUG_GROUP_STACK_DEPTH', 0x826C); + define('GL_DEBUG_GROUP_STACK_DEPTH', 0x826D); + define('GL_MAX_UNIFORM_LOCATIONS', 0x826E); + define('GL_INTERNALFORMAT_SUPPORTED', 0x826F); + define('GL_INTERNALFORMAT_PREFERRED', 0x8270); + define('GL_INTERNALFORMAT_RED_SIZE', 0x8271); + define('GL_INTERNALFORMAT_GREEN_SIZE', 0x8272); + define('GL_INTERNALFORMAT_BLUE_SIZE', 0x8273); + define('GL_INTERNALFORMAT_ALPHA_SIZE', 0x8274); + define('GL_INTERNALFORMAT_DEPTH_SIZE', 0x8275); + define('GL_INTERNALFORMAT_STENCIL_SIZE', 0x8276); + define('GL_INTERNALFORMAT_SHARED_SIZE', 0x8277); + define('GL_INTERNALFORMAT_RED_TYPE', 0x8278); + define('GL_INTERNALFORMAT_GREEN_TYPE', 0x8279); + define('GL_INTERNALFORMAT_BLUE_TYPE', 0x827A); + define('GL_INTERNALFORMAT_ALPHA_TYPE', 0x827B); + define('GL_INTERNALFORMAT_DEPTH_TYPE', 0x827C); + define('GL_INTERNALFORMAT_STENCIL_TYPE', 0x827D); + define('GL_MAX_WIDTH', 0x827E); + define('GL_MAX_HEIGHT', 0x827F); + define('GL_MAX_DEPTH', 0x8280); + define('GL_MAX_LAYERS', 0x8281); + define('GL_MAX_COMBINED_DIMENSIONS', 0x8282); + define('GL_COLOR_COMPONENTS', 0x8283); + define('GL_DEPTH_COMPONENTS', 0x8284); + define('GL_STENCIL_COMPONENTS', 0x8285); + define('GL_COLOR_RENDERABLE', 0x8286); + define('GL_DEPTH_RENDERABLE', 0x8287); + define('GL_STENCIL_RENDERABLE', 0x8288); + define('GL_FRAMEBUFFER_RENDERABLE', 0x8289); + define('GL_FRAMEBUFFER_RENDERABLE_LAYERED', 0x828A); + define('GL_FRAMEBUFFER_BLEND', 0x828B); + define('GL_READ_PIXELS', 0x828C); + define('GL_READ_PIXELS_FORMAT', 0x828D); + define('GL_READ_PIXELS_TYPE', 0x828E); + define('GL_TEXTURE_IMAGE_FORMAT', 0x828F); + define('GL_TEXTURE_IMAGE_TYPE', 0x8290); + define('GL_GET_TEXTURE_IMAGE_FORMAT', 0x8291); + define('GL_GET_TEXTURE_IMAGE_TYPE', 0x8292); + define('GL_MIPMAP', 0x8293); + define('GL_MANUAL_GENERATE_MIPMAP', 0x8294); + define('GL_AUTO_GENERATE_MIPMAP', 0x8295); + define('GL_COLOR_ENCODING', 0x8296); + define('GL_SRGB_READ', 0x8297); + define('GL_SRGB_WRITE', 0x8298); + define('GL_FILTER', 0x829A); + define('GL_VERTEX_TEXTURE', 0x829B); + define('GL_TESS_CONTROL_TEXTURE', 0x829C); + define('GL_TESS_EVALUATION_TEXTURE', 0x829D); + define('GL_GEOMETRY_TEXTURE', 0x829E); + define('GL_FRAGMENT_TEXTURE', 0x829F); + define('GL_COMPUTE_TEXTURE', 0x82A0); + define('GL_TEXTURE_SHADOW', 0x82A1); + define('GL_TEXTURE_GATHER', 0x82A2); + define('GL_TEXTURE_GATHER_SHADOW', 0x82A3); + define('GL_SHADER_IMAGE_LOAD', 0x82A4); + define('GL_SHADER_IMAGE_STORE', 0x82A5); + define('GL_SHADER_IMAGE_ATOMIC', 0x82A6); + define('GL_IMAGE_TEXEL_SIZE', 0x82A7); + define('GL_IMAGE_COMPATIBILITY_CLASS', 0x82A8); + define('GL_IMAGE_PIXEL_FORMAT', 0x82A9); + define('GL_IMAGE_PIXEL_TYPE', 0x82AA); + define('GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST', 0x82AC); + define('GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST', 0x82AD); + define('GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE', 0x82AE); + define('GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE', 0x82AF); + define('GL_GUILTY_CONTEXT_RESET', 0x8253); + define('GL_INNOCENT_CONTEXT_RESET', 0x8254); + define('GL_UNKNOWN_CONTEXT_RESET', 0x8255); + define('GL_RESET_NOTIFICATION_STRATEGY', 0x8256); + define('GL_LOSE_CONTEXT_ON_RESET', 0x8252); + define('GL_NO_RESET_NOTIFICATION', 0x8261); define('GL_PROGRAM_BINARY_LENGTH', 0x8741); + define('GL_VERTEX_ATTRIB_ARRAY_LONG', 0x874E); + define('GL_MIRROR_CLAMP_TO_EDGE', 0x8743); define('GL_VERTEX_SHADER_BIT', 0x00000001); define('GL_FRAGMENT_SHADER_BIT', 0x00000002); define('GL_GEOMETRY_SHADER_BIT', 0x00000004); define('GL_TESS_CONTROL_SHADER_BIT', 0x00000008); define('GL_TESS_EVALUATION_SHADER_BIT', 0x00000010); define('GL_ALL_SHADER_BITS', 0xFFFFFFFF); + define('GL_COMPUTE_SHADER_BIT', 0x00000020); + define('GL_NUM_SAMPLE_COUNTS', 0x9380); + define('GL_ATOMIC_COUNTER_BUFFER', 0x92C0); + define('GL_ATOMIC_COUNTER_BUFFER_BINDING', 0x92C1); + define('GL_ATOMIC_COUNTER_BUFFER_START', 0x92C2); + define('GL_ATOMIC_COUNTER_BUFFER_SIZE', 0x92C3); + define('GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE', 0x92C4); + define('GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS', 0x92C5); + define('GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES', 0x92C6); + define('GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER', 0x92C7); + define('GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER', 0x92C8); + define('GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER', 0x92C9); + define('GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER', 0x92CA); + define('GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER', 0x92CB); + define('GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS', 0x92CC); + define('GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS', 0x92CD); + define('GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS', 0x92CE); + define('GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS', 0x92CF); + define('GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS', 0x92D0); + define('GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS', 0x92D1); + define('GL_MAX_VERTEX_ATOMIC_COUNTERS', 0x92D2); + define('GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS', 0x92D3); + define('GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS', 0x92D4); + define('GL_MAX_GEOMETRY_ATOMIC_COUNTERS', 0x92D5); + define('GL_MAX_FRAGMENT_ATOMIC_COUNTERS', 0x92D6); + define('GL_MAX_COMBINED_ATOMIC_COUNTERS', 0x92D7); + define('GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE', 0x92D8); + define('GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS', 0x92DC); + define('GL_ACTIVE_ATOMIC_COUNTER_BUFFERS', 0x92D9); + define('GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX', 0x92DA); + define('GL_UNSIGNED_INT_ATOMIC_COUNTER', 0x92DB); + define('GL_DEBUG_OUTPUT', 0x92E0); + define('GL_FRAMEBUFFER_DEFAULT_WIDTH', 0x9310); + define('GL_FRAMEBUFFER_DEFAULT_HEIGHT', 0x9311); + define('GL_FRAMEBUFFER_DEFAULT_LAYERS', 0x9312); + define('GL_FRAMEBUFFER_DEFAULT_SAMPLES', 0x9313); + define('GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS', 0x9314); + define('GL_MAX_FRAMEBUFFER_WIDTH', 0x9315); + define('GL_MAX_FRAMEBUFFER_HEIGHT', 0x9316); + define('GL_MAX_FRAMEBUFFER_LAYERS', 0x9317); + define('GL_MAX_FRAMEBUFFER_SAMPLES', 0x9318); + define('GL_UNIFORM', 0x92E1); + define('GL_UNIFORM_BLOCK', 0x92E2); + define('GL_PROGRAM_INPUT', 0x92E3); + define('GL_PROGRAM_OUTPUT', 0x92E4); + define('GL_BUFFER_VARIABLE', 0x92E5); + define('GL_SHADER_STORAGE_BLOCK', 0x92E6); + define('GL_VERTEX_SUBROUTINE', 0x92E8); + define('GL_TESS_CONTROL_SUBROUTINE', 0x92E9); + define('GL_TESS_EVALUATION_SUBROUTINE', 0x92EA); + define('GL_GEOMETRY_SUBROUTINE', 0x92EB); + define('GL_FRAGMENT_SUBROUTINE', 0x92EC); + define('GL_COMPUTE_SUBROUTINE', 0x92ED); + define('GL_VERTEX_SUBROUTINE_UNIFORM', 0x92EE); + define('GL_TESS_CONTROL_SUBROUTINE_UNIFORM', 0x92EF); + define('GL_TESS_EVALUATION_SUBROUTINE_UNIFORM', 0x92F0); + define('GL_GEOMETRY_SUBROUTINE_UNIFORM', 0x92F1); + define('GL_FRAGMENT_SUBROUTINE_UNIFORM', 0x92F2); + define('GL_COMPUTE_SUBROUTINE_UNIFORM', 0x92F3); + define('GL_TRANSFORM_FEEDBACK_VARYING', 0x92F4); + define('GL_ACTIVE_RESOURCES', 0x92F5); + define('GL_MAX_NAME_LENGTH', 0x92F6); + define('GL_MAX_NUM_ACTIVE_VARIABLES', 0x92F7); + define('GL_MAX_NUM_COMPATIBLE_SUBROUTINES', 0x92F8); + define('GL_NAME_LENGTH', 0x92F9); + define('GL_TYPE', 0x92FA); + define('GL_ARRAY_SIZE', 0x92FB); + define('GL_OFFSET', 0x92FC); + define('GL_BLOCK_INDEX', 0x92FD); + define('GL_ARRAY_STRIDE', 0x92FE); + define('GL_MATRIX_STRIDE', 0x92FF); + define('GL_IS_ROW_MAJOR', 0x9300); + define('GL_ATOMIC_COUNTER_BUFFER_INDEX', 0x9301); + define('GL_BUFFER_BINDING', 0x9302); + define('GL_BUFFER_DATA_SIZE', 0x9303); + define('GL_NUM_ACTIVE_VARIABLES', 0x9304); + define('GL_ACTIVE_VARIABLES', 0x9305); + define('GL_REFERENCED_BY_VERTEX_SHADER', 0x9306); + define('GL_REFERENCED_BY_TESS_CONTROL_SHADER', 0x9307); + define('GL_REFERENCED_BY_TESS_EVALUATION_SHADER', 0x9308); + define('GL_REFERENCED_BY_GEOMETRY_SHADER', 0x9309); + define('GL_REFERENCED_BY_FRAGMENT_SHADER', 0x930A); + define('GL_REFERENCED_BY_COMPUTE_SHADER', 0x930B); + define('GL_TOP_LEVEL_ARRAY_SIZE', 0x930C); + define('GL_TOP_LEVEL_ARRAY_STRIDE', 0x930D); + define('GL_LOCATION', 0x930E); + define('GL_LOCATION_INDEX', 0x930F); + define('GL_IS_PER_PATCH', 0x92E7); + define('GL_CLEAR_TEXTURE', 0x9365); + define('GL_LOCATION_COMPONENT', 0x934A); + define('GL_TRANSFORM_FEEDBACK_BUFFER_INDEX', 0x934B); + define('GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE', 0x934C); + define('GL_NEGATIVE_ONE_TO_ONE', 0x935E); + define('GL_ZERO_TO_ONE', 0x935F); + define('GL_CLIP_ORIGIN', 0x935C); + define('GL_CLIP_DEPTH_MODE', 0x935D); + define('GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT', 0x00000001); + define('GL_ELEMENT_ARRAY_BARRIER_BIT', 0x00000002); + define('GL_UNIFORM_BARRIER_BIT', 0x00000004); + define('GL_TEXTURE_FETCH_BARRIER_BIT', 0x00000008); + define('GL_SHADER_IMAGE_ACCESS_BARRIER_BIT', 0x00000020); + define('GL_COMMAND_BARRIER_BIT', 0x00000040); + define('GL_PIXEL_BUFFER_BARRIER_BIT', 0x00000080); + define('GL_TEXTURE_UPDATE_BARRIER_BIT', 0x00000100); + define('GL_BUFFER_UPDATE_BARRIER_BIT', 0x00000200); + define('GL_FRAMEBUFFER_BARRIER_BIT', 0x00000400); + define('GL_TRANSFORM_FEEDBACK_BARRIER_BIT', 0x00000800); + define('GL_ATOMIC_COUNTER_BARRIER_BIT', 0x00001000); + define('GL_ALL_BARRIER_BITS', 0xFFFFFFFF); + define('GL_SHADER_STORAGE_BARRIER_BIT', 0x00002000); + define('GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT', 0x00004000); + define('GL_QUERY_BUFFER_BARRIER_BIT', 0x00008000); + define('GL_NUM_SHADING_LANGUAGE_VERSIONS', 0x82E9); + define('GL_BUFFER', 0x82E0); + define('GL_SHADER', 0x82E1); + define('GL_PROGRAM', 0x82E2); + define('GL_QUERY', 0x82E3); + define('GL_PROGRAM_PIPELINE', 0x82E4); + define('GL_SAMPLER', 0x82E6); + define('GL_MAX_LABEL_LENGTH', 0x82E8); + define('GL_TEXTURE_COMPRESSED_BLOCK_WIDTH', 0x82B1); + define('GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT', 0x82B2); + define('GL_TEXTURE_COMPRESSED_BLOCK_SIZE', 0x82B3); + define('GL_CLEAR_BUFFER', 0x82B4); + define('GL_TEXTURE_VIEW', 0x82B5); + define('GL_VIEW_COMPATIBILITY_CLASS', 0x82B6); + define('GL_FULL_SUPPORT', 0x82B7); + define('GL_CAVEAT_SUPPORT', 0x82B8); + define('GL_IMAGE_CLASS_4_X_32', 0x82B9); + define('GL_IMAGE_CLASS_2_X_32', 0x82BA); + define('GL_IMAGE_CLASS_1_X_32', 0x82BB); + define('GL_IMAGE_CLASS_4_X_16', 0x82BC); + define('GL_IMAGE_CLASS_2_X_16', 0x82BD); + define('GL_IMAGE_CLASS_1_X_16', 0x82BE); + define('GL_IMAGE_CLASS_4_X_8', 0x82BF); + define('GL_IMAGE_CLASS_2_X_8', 0x82C0); + define('GL_IMAGE_CLASS_1_X_8', 0x82C1); + define('GL_IMAGE_CLASS_11_11_10', 0x82C2); + define('GL_IMAGE_CLASS_10_10_10_2', 0x82C3); + define('GL_VIEW_CLASS_128_BITS', 0x82C4); + define('GL_VIEW_CLASS_96_BITS', 0x82C5); + define('GL_VIEW_CLASS_64_BITS', 0x82C6); + define('GL_VIEW_CLASS_48_BITS', 0x82C7); + define('GL_VIEW_CLASS_32_BITS', 0x82C8); + define('GL_VIEW_CLASS_24_BITS', 0x82C9); + define('GL_VIEW_CLASS_16_BITS', 0x82CA); + define('GL_VIEW_CLASS_8_BITS', 0x82CB); + define('GL_VIEW_CLASS_S3TC_DXT1_RGB', 0x82CC); + define('GL_VIEW_CLASS_S3TC_DXT1_RGBA', 0x82CD); + define('GL_VIEW_CLASS_S3TC_DXT3_RGBA', 0x82CE); + define('GL_VIEW_CLASS_S3TC_DXT5_RGBA', 0x82CF); + define('GL_VIEW_CLASS_RGTC1_RED', 0x82D0); + define('GL_VIEW_CLASS_RGTC2_RG', 0x82D1); + define('GL_VIEW_CLASS_BPTC_UNORM', 0x82D2); + define('GL_VIEW_CLASS_BPTC_FLOAT', 0x82D3); + define('GL_TEXTURE_VIEW_MIN_LEVEL', 0x82DB); + define('GL_TEXTURE_VIEW_NUM_LEVELS', 0x82DC); + define('GL_TEXTURE_VIEW_MIN_LAYER', 0x82DD); + define('GL_TEXTURE_VIEW_NUM_LAYERS', 0x82DE); + define('GL_TEXTURE_IMMUTABLE_LEVELS', 0x82DF); + define('GL_VERTEX_ATTRIB_BINDING', 0x82D4); + define('GL_VERTEX_ATTRIB_RELATIVE_OFFSET', 0x82D5); + define('GL_VERTEX_BINDING_DIVISOR', 0x82D6); + define('GL_VERTEX_BINDING_OFFSET', 0x82D7); + define('GL_VERTEX_BINDING_STRIDE', 0x82D8); + define('GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET', 0x82D9); + define('GL_MAX_VERTEX_ATTRIB_BINDINGS', 0x82DA); + define('GL_DISPLAY_LIST', 0x82E7); + define('GL_MAX_VERTEX_ATTRIB_STRIDE', 0x82E5); + define('GL_MAX_CULL_DISTANCES', 0x82F9); + define('GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES', 0x82FA); + define('GL_QUERY_TARGET', 0x82EA); + define('GL_CONTEXT_RELEASE_BEHAVIOR', 0x82FB); + define('GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH', 0x82FC); + define('GL_VERTICES_SUBMITTED', 0x82EE); + define('GL_PRIMITIVES_SUBMITTED', 0x82EF); + define('GL_VERTEX_SHADER_INVOCATIONS', 0x82F0); + define('GL_TESS_CONTROL_SHADER_PATCHES', 0x82F1); + define('GL_TESS_EVALUATION_SHADER_INVOCATIONS', 0x82F2); + define('GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED', 0x82F3); + define('GL_FRAGMENT_SHADER_INVOCATIONS', 0x82F4); + define('GL_COMPUTE_SHADER_INVOCATIONS', 0x82F5); + define('GL_CLIPPING_INPUT_PRIMITIVES', 0x82F6); + define('GL_CLIPPING_OUTPUT_PRIMITIVES', 0x82F7); + define('GL_TRANSFORM_FEEDBACK_OVERFLOW', 0x82EC); + define('GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW', 0x82ED); + define('GL_COMPRESSED_RGB8_ETC2', 0x9274); + define('GL_COMPRESSED_SRGB8_ETC2', 0x9275); + define('GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2', 0x9276); + define('GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2', 0x9277); + define('GL_COMPRESSED_RGBA8_ETC2_EAC', 0x9278); + define('GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC', 0x9279); + define('GL_COMPRESSED_R11_EAC', 0x9270); + define('GL_COMPRESSED_SIGNED_R11_EAC', 0x9271); + define('GL_COMPRESSED_RG11_EAC', 0x9272); + define('GL_COMPRESSED_SIGNED_RG11_EAC', 0x9273); + define('GL_COMPUTE_SHADER', 0x91B9); + define('GL_MAX_COMPUTE_UNIFORM_BLOCKS', 0x91BB); + define('GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS', 0x91BC); + define('GL_MAX_COMPUTE_IMAGE_UNIFORMS', 0x91BD); + define('GL_MAX_COMPUTE_WORK_GROUP_COUNT', 0x91BE); + define('GL_MAX_COMPUTE_WORK_GROUP_SIZE', 0x91BF); + define('GL_MAX_DEBUG_MESSAGE_LENGTH', 0x9143); + define('GL_MAX_DEBUG_LOGGED_MESSAGES', 0x9144); + define('GL_DEBUG_LOGGED_MESSAGES', 0x9145); + define('GL_DEBUG_SEVERITY_HIGH', 0x9146); + define('GL_DEBUG_SEVERITY_MEDIUM', 0x9147); + define('GL_DEBUG_SEVERITY_LOW', 0x9148); + define('GL_TEXTURE_BUFFER_OFFSET', 0x919D); + define('GL_TEXTURE_BUFFER_SIZE', 0x919E); + define('GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT', 0x919F); + define('GL_QUERY_BUFFER', 0x9192); + define('GL_QUERY_BUFFER_BINDING', 0x9193); + define('GL_QUERY_RESULT_NO_WAIT', 0x9194); + define('GL_DYNAMIC_STORAGE_BIT', 0x0100); + define('GL_CLIENT_STORAGE_BIT', 0x0200); + define('GL_COLOR_TABLE', 0x80D0); + define('GL_POST_CONVOLUTION_COLOR_TABLE', 0x80D1); + define('GL_POST_COLOR_MATRIX_COLOR_TABLE', 0x80D2); + define('GL_PROXY_COLOR_TABLE', 0x80D3); + define('GL_PROXY_POST_CONVOLUTION_COLOR_TABLE', 0x80D4); + define('GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE', 0x80D5); + define('GL_SHADER_BINARY_FORMAT_SPIR_V', 0x9551); + define('GL_SPIR_V_BINARY', 0x9552); + define('GL_SPIR_V_EXTENSIONS', 0x9553); + define('GL_NUM_SPIR_V_EXTENSIONS', 0x9554); define('GLFW_VERSION_MAJOR', 3); define('GLFW_VERSION_MINOR', 3); define('GLFW_VERSION_REVISION', 8);