; **************************************************************************** ; * By PBFrance : http://www.pbfrance.com/?url=source&cmd=viewer&val=43 ; **************************************************************************** ; /* ; ** Copyright (c) 2007-2009 The Khronos Group Inc. ; ** ; ** Permission is hereby granted, free of charge, To any person obtaining a ; ** copy of this software And/Or associated documentation files (the ; ** "Materials"), To deal in the Materials without restriction, including ; ** without limitation the rights To use, copy, modify, merge, publish, ; ** distribute, sublicense, And/Or sell copies of the Materials, And To ; ** permit persons To whom the Materials are furnished To do so, subject To ; ** the following conditions: ; ** ; ** The above copyright notice And this permission notice shall be included ; ** in all copies Or substantial portions of the Materials. ; ** ; ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ; ** EXPRESS Or IMPLIED, INCLUDING BUT Not LIMITED To THE WARRANTIES OF ; ** MERCHANTABILITY, FITNESS For A PARTICULAR PURPOSE And NONINFRINGEMENT. ; ** IN NO EVENT SHALL THE AUTHORS Or COPYRIGHT HOLDERS BE LIABLE For ANY ; ** CLAIM, DAMAGES Or OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ; ** TORT Or OTHERWISE, ARISING FROM, OUT OF Or IN CONNECTION With THE ; ** MATERIALS Or THE USE Or OTHER DEALINGS IN THE MATERIALS. ; */ ; ************************************************************************* ; OpenGL3.pbi wrapped by Cpl.Bator for PureBasic 4.3 / 4.4x Beta ; ; Please , report any error on the official forum or by PM ; The file is not wrapped automaticaly , i write this one by one... ; with copy/paste , but i write the parameters manualy ; ************************************************************************* ; Warning , verify with GlGetString() all of this version is supported by you hardware. #GL_VERSION_1_0 = 1 #GL_VERSION_1_1 = 1 #GL_VERSION_1_2 = 1 #GL_VERSION_1_3 = 1 #GL_VERSION_1_4 = 1 #GL_VERSION_1_5 = 1 #GL_VERSION_2_0 = 1 #GL_VERSION_2_1 = 1 #GL_VERSION_3_0 = 1 #GL_VERSION_3_1 = 1 #GL_VERSION_3_2 = 1 ; Warning , verify with GlGetString() all of this extention is supported by you hardware. #GL_ARB_framebuffer_object = 1 #GL_ARB_map_buffer_range = 1 #GL_ARB_vertex_array_object = 1 #GL_ARB_uniform_buffer_object = 1 #GL_ARB_copy_buffer = 1 #GL_ARB_draw_elements_base_vertex = 1 #GL_ARB_provoking_vertex = 1 #GL_ARB_sync = 1 #GL_ARB_texture_multisample = 1 #GL_ARB_draw_buffers_blend = 1 #GL_ARB_sample_shading = 1 CompilerIf Defined(GL_VERSION_1_1,#PB_Constant) ; /* AttribMask */ #GL_DEPTH_BUFFER_BIT = $00000100 #GL_STENCIL_BUFFER_BIT = $00000400 #GL_COLOR_BUFFER_BIT = $00004000 ; /* Boolean */ #GL_FALSE = 0 #GL_TRUE = 1 ; /* BeginMode */ #GL_POINTS = $0000 #GL_LINES = $0001 #GL_LINE_LOOP = $0002 #GL_LINE_STRIP = $0003 #GL_TRIANGLES = $0004 #GL_TRIANGLE_STRIP = $0005 #GL_TRIANGLE_FAN = $0006 ; /* AlphaFunction */ #GL_NEVER = $0200 #GL_LESS = $0201 #GL_EQUAL = $0202 #GL_LEQUAL = $0203 #GL_GREATER = $0204 #GL_NOTEQUAL = $0205 #GL_GEQUAL = $0206 #GL_ALWAYS = $0207 ; /* BlendingFactorDest */ #GL_ZERO =0 #GL_ONE =1 #GL_SRC_COLOR = $0300 #GL_ONE_MINUS_SRC_COLOR = $0301 #GL_SRC_ALPHA = $0302 #GL_ONE_MINUS_SRC_ALPHA = $0303 #GL_DST_ALPHA = $0304 #GL_ONE_MINUS_DST_ALPHA = $0305 ; /* BlendingFactorSrc */ #GL_DST_COLOR = $0306 #GL_ONE_MINUS_DST_COLOR = $0307 #GL_SRC_ALPHA_SATURATE = $0308 ; /* DrawBufferMode */ #GL_NONE =0 #GL_FRONT_LEFT = $0400 #GL_FRONT_RIGHT = $0401 #GL_BACK_LEFT = $0402 #GL_BACK_RIGHT = $0403 #GL_FRONT = $0404 #GL_BACK = $0405 #GL_LEFT = $0406 #GL_RIGHT = $0407 #GL_FRONT_AND_BACK = $0408 ; /* ErrorCode */ #GL_NO_ERROR =0 #GL_INVALID_ENUM = $0500 #GL_INVALID_VALUE = $0501 #GL_INVALID_OPERATION = $0502 #GL_OUT_OF_MEMORY = $0505 ; /* FrontFaceDirection */ #GL_CW = $0900 #GL_CCW = $0901 ; /* GetPName */ #GL_POINT_SIZE = $0B11 #GL_POINT_SIZE_RANGE = $0B12 #GL_POINT_SIZE_GRANULARITY = $0B13 #GL_LINE_SMOOTH = $0B20 #GL_LINE_WIDTH = $0B21 #GL_LINE_WIDTH_RANGE = $0B22 #GL_LINE_WIDTH_GRANULARITY = $0B23 #GL_POLYGON_SMOOTH = $0B41 #GL_CULL_FACE = $0B44 #GL_CULL_FACE_MODE = $0B45 #GL_FRONT_FACE = $0B46 #GL_DEPTH_RANGE = $0B70 #GL_DEPTH_TEST = $0B71 #GL_DEPTH_WRITEMASK = $0B72 #GL_DEPTH_CLEAR_VALUE = $0B73 #GL_DEPTH_FUNC = $0B74 #GL_STENCIL_TEST = $0B90 #GL_STENCIL_CLEAR_VALUE = $0B91 #GL_STENCIL_FUNC = $0B92 #GL_STENCIL_VALUE_MASK = $0B93 #GL_STENCIL_FAIL = $0B94 #GL_STENCIL_PASS_DEPTH_FAIL = $0B95 #GL_STENCIL_PASS_DEPTH_PASS = $0B96 #GL_STENCIL_REF = $0B97 #GL_STENCIL_WRITEMASK = $0B98 #GL_VIEWPORT = $0BA2 #GL_DITHER = $0BD0 #GL_BLEND_DST = $0BE0 #GL_BLEND_SRC = $0BE1 #GL_BLEND = $0BE2 #GL_LOGIC_OP_MODE = $0BF0 #GL_COLOR_LOGIC_OP = $0BF2 #GL_DRAW_BUFFER = $0C01 #GL_READ_BUFFER = $0C02 #GL_SCISSOR_BOX = $0C10 #GL_SCISSOR_TEST = $0C11 #GL_COLOR_CLEAR_VALUE = $0C22 #GL_COLOR_WRITEMASK = $0C23 #GL_DOUBLEBUFFER = $0C32 #GL_STEREO = $0C33 #GL_LINE_SMOOTH_HINT = $0C52 #GL_POLYGON_SMOOTH_HINT = $0C53 #GL_UNPACK_SWAP_BYTES = $0CF0 #GL_UNPACK_LSB_FIRST = $0CF1 #GL_UNPACK_ROW_LENGTH = $0CF2 #GL_UNPACK_SKIP_ROWS = $0CF3 #GL_UNPACK_SKIP_PIXELS = $0CF4 #GL_UNPACK_ALIGNMENT = $0CF5 #GL_PACK_SWAP_BYTES = $0D00 #GL_PACK_LSB_FIRST = $0D01 #GL_PACK_ROW_LENGTH = $0D02 #GL_PACK_SKIP_ROWS = $0D03 #GL_PACK_SKIP_PIXELS = $0D04 #GL_PACK_ALIGNMENT = $0D05 #GL_MAX_TEXTURE_SIZE = $0D33 #GL_MAX_VIEWPORT_DIMS = $0D3A #GL_SUBPIXEL_BITS = $0D50 #GL_TEXTURE_1D = $0DE0 #GL_TEXTURE_2D = $0DE1 #GL_POLYGON_OFFSET_UNITS = $2A00 #GL_POLYGON_OFFSET_POINT = $2A01 #GL_POLYGON_OFFSET_LINE = $2A02 #GL_POLYGON_OFFSET_FILL = $8037 #GL_POLYGON_OFFSET_FACTOR = $8038 #GL_TEXTURE_BINDING_1D = $8068 #GL_TEXTURE_BINDING_2D = $8069 ; /* GetTextureParameter */ #GL_TEXTURE_WIDTH = $1000 #GL_TEXTURE_HEIGHT = $1001 #GL_TEXTURE_INTERNAL_FORMAT = $1003 #GL_TEXTURE_BORDER_COLOR = $1004 #GL_TEXTURE_BORDER = $1005 #GL_TEXTURE_RED_SIZE = $805C #GL_TEXTURE_GREEN_SIZE = $805D #GL_TEXTURE_BLUE_SIZE = $805E #GL_TEXTURE_ALPHA_SIZE = $805F ; /* HintMode */ #GL_DONT_CARE = $1100 #GL_FASTEST = $1101 #GL_NICEST = $1102 ; /* DataType */ #GL_BYTE = $1400 #GL_UNSIGNED_BYTE = $1401 #GL_SHORT = $1402 #GL_UNSIGNED_SHORT = $1403 #GL_INT = $1404 #GL_UNSIGNED_INT = $1405 #GL_FLOAT = $1406 #GL_DOUBLE = $140A ; /* LogicOp */ #GL_CLEAR = $1500 #GL_AND = $1501 #GL_AND_REVERSE = $1502 #GL_COPY = $1503 #GL_AND_INVERTED = $1504 #GL_NOOP = $1505 #GL_XOR = $1506 #GL_OR = $1507 #GL_NOR = $1508 #GL_EQUIV = $1509 #GL_INVERT = $150A #GL_OR_REVERSE = $150B #GL_COPY_INVERTED = $150C #GL_OR_INVERTED = $150D #GL_NAND = $150E #GL_SET = $150F ; /* MatrixMode (For gl3.h, FBO attachment type) */ #GL_TEXTURE = $1702 ; /* PixelCopyType */ #GL_COLOR = $1800 #GL_DEPTH = $1801 #GL_STENCIL = $1802 ; /* PixelFormat */ #GL_STENCIL_INDEX = $1901 #GL_DEPTH_COMPONENT = $1902 #GL_RED = $1903 #GL_GREEN = $1904 #GL_BLUE = $1905 #GL_ALPHA = $1906 #GL_RGB = $1907 #GL_RGBA = $1908 ; /* PolygonMode */ #GL_POINT = $1B00 #GL_LINE = $1B01 #GL_FILL = $1B02 ; /* StencilOp */ #GL_KEEP = $1E00 #GL_REPLACE = $1E01 #GL_INCR = $1E02 #GL_DECR = $1E03 ; /* StringName */ #GL_VENDOR = $1F00 #GL_RENDERER = $1F01 #GL_VERSION = $1F02 #GL_EXTENSIONS = $1F03 ; /* TextureMagFilter */ #GL_NEAREST = $2600 #GL_LINEAR = $2601 ; /* TextureMinFilter */ #GL_NEAREST_MIPMAP_NEAREST = $2700 #GL_LINEAR_MIPMAP_NEAREST = $2701 #GL_NEAREST_MIPMAP_LINEAR = $2702 #GL_LINEAR_MIPMAP_LINEAR = $2703 ; /* TextureParameterName */ #GL_TEXTURE_MAG_FILTER = $2800 #GL_TEXTURE_MIN_FILTER = $2801 #GL_TEXTURE_WRAP_S = $2802 #GL_TEXTURE_WRAP_T = $2803 ; /* TextureTarget */ #GL_PROXY_TEXTURE_1D = $8063 #GL_PROXY_TEXTURE_2D = $8064 ; /* TextureWrapMode */ #GL_REPEAT = $2901 ; /* PixelInternalFormat */ #GL_R3_G3_B2 = $2A10 #GL_RGB4 = $804F #GL_RGB5 = $8050 #GL_RGB8 = $8051 #GL_RGB10 = $8052 #GL_RGB12 = $8053 #GL_RGB16 = $8054 #GL_RGBA2 = $8055 #GL_RGBA4 = $8056 #GL_RGB5_A1 = $8057 #GL_RGBA8 = $8058 #GL_RGB10_A2 = $8059 #GL_RGBA12 = $805A #GL_RGBA16 = $805B CompilerEndIf CompilerIf Defined(GL_VERSION_1_2,#PB_Constant) #GL_UNSIGNED_BYTE_3_3_2 = $8032 #GL_UNSIGNED_SHORT_4_4_4_4 = $8033 #GL_UNSIGNED_SHORT_5_5_5_1 = $8034 #GL_UNSIGNED_INT_8_8_8_8 = $8035 #GL_UNSIGNED_INT_10_10_10_2 = $8036 #GL_TEXTURE_BINDING_3D = $806A #GL_PACK_SKIP_IMAGES = $806B #GL_PACK_IMAGE_HEIGHT = $806C #GL_UNPACK_SKIP_IMAGES = $806D #GL_UNPACK_IMAGE_HEIGHT = $806E #GL_TEXTURE_3D = $806F #GL_PROXY_TEXTURE_3D = $8070 #GL_TEXTURE_DEPTH = $8071 #GL_TEXTURE_WRAP_R = $8072 #GL_MAX_3D_TEXTURE_SIZE = $8073 #GL_UNSIGNED_BYTE_2_3_3_REV = $8362 #GL_UNSIGNED_SHORT_5_6_5 = $8363 #GL_UNSIGNED_SHORT_5_6_5_REV = $8364 #GL_UNSIGNED_SHORT_4_4_4_4_REV = $8365 #GL_UNSIGNED_SHORT_1_5_5_5_REV = $8366 #GL_UNSIGNED_INT_8_8_8_8_REV = $8367 #GL_UNSIGNED_INT_2_10_10_10_REV = $8368 #GL_BGR = $80E0 #GL_BGRA = $80E1 #GL_MAX_ELEMENTS_VERTICES = $80E8 #GL_MAX_ELEMENTS_INDICES = $80E9 #GL_CLAMP_TO_EDGE = $812F #GL_TEXTURE_MIN_LOD = $813A #GL_TEXTURE_MAX_LOD = $813B #GL_TEXTURE_BASE_LEVEL = $813C #GL_TEXTURE_MAX_LEVEL = $813D #GL_SMOOTH_POINT_SIZE_RANGE = $0B12 #GL_SMOOTH_POINT_SIZE_GRANULARITY = $0B13 #GL_SMOOTH_LINE_WIDTH_RANGE = $0B22 #GL_SMOOTH_LINE_WIDTH_GRANULARITY = $0B23 #GL_ALIASED_LINE_WIDTH_RANGE = $846E CompilerEndIf CompilerIf Defined(GL_ARB_imaging,#PB_Constant) #GL_CONSTANT_COLOR = $8001 #GL_ONE_MINUS_CONSTANT_COLOR = $8002 #GL_CONSTANT_ALPHA = $8003 #GL_ONE_MINUS_CONSTANT_ALPHA = $8004 #GL_BLEND_COLOR = $8005 #GL_FUNC_ADD = $8006 #GL_MIN = $8007 #GL_MAX = $8008 #GL_BLEND_EQUATION = $8009 #GL_FUNC_SUBTRACT = $800A #GL_FUNC_REVERSE_SUBTRACT = $800B CompilerEndIf CompilerIf Defined(GL_VERSION_1_3,#PB_Constant) #GL_TEXTURE0 = $84C0 #GL_TEXTURE1 = $84C1 #GL_TEXTURE2 = $84C2 #GL_TEXTURE3 = $84C3 #GL_TEXTURE4 = $84C4 #GL_TEXTURE5 = $84C5 #GL_TEXTURE6 = $84C6 #GL_TEXTURE7 = $84C7 #GL_TEXTURE8 = $84C8 #GL_TEXTURE9 = $84C9 #GL_TEXTURE10 = $84CA #GL_TEXTURE11 = $84CB #GL_TEXTURE12 = $84CC #GL_TEXTURE13 = $84CD #GL_TEXTURE14 = $84CE #GL_TEXTURE15 = $84CF #GL_TEXTURE16 = $84D0 #GL_TEXTURE17 = $84D1 #GL_TEXTURE18 = $84D2 #GL_TEXTURE19 = $84D3 #GL_TEXTURE20 = $84D4 #GL_TEXTURE21 = $84D5 #GL_TEXTURE22 = $84D6 #GL_TEXTURE23 = $84D7 #GL_TEXTURE24 = $84D8 #GL_TEXTURE25 = $84D9 #GL_TEXTURE26 = $84DA #GL_TEXTURE27 = $84DB #GL_TEXTURE28 = $84DC #GL_TEXTURE29 = $84DD #GL_TEXTURE30 = $84DE #GL_TEXTURE31 = $84DF #GL_ACTIVE_TEXTURE = $84E0 #GL_MULTISAMPLE = $809D #GL_SAMPLE_ALPHA_TO_COVERAGE = $809E #GL_SAMPLE_ALPHA_TO_ONE = $809F #GL_SAMPLE_COVERAGE = $80A0 #GL_SAMPLE_BUFFERS = $80A8 #GL_SAMPLES = $80A9 #GL_SAMPLE_COVERAGE_VALUE = $80AA #GL_SAMPLE_COVERAGE_INVERT = $80AB #GL_TEXTURE_CUBE_MAP = $8513 #GL_TEXTURE_BINDING_CUBE_MAP = $8514 #GL_TEXTURE_CUBE_MAP_POSITIVE_X = $8515 #GL_TEXTURE_CUBE_MAP_NEGATIVE_X = $8516 #GL_TEXTURE_CUBE_MAP_POSITIVE_Y = $8517 #GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = $8518 #GL_TEXTURE_CUBE_MAP_POSITIVE_Z = $8519 #GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = $851A #GL_PROXY_TEXTURE_CUBE_MAP = $851B #GL_MAX_CUBE_MAP_TEXTURE_SIZE = $851C #GL_COMPRESSED_RGB = $84ED #GL_COMPRESSED_RGBA = $84EE #GL_TEXTURE_COMPRESSION_HINT = $84EF #GL_TEXTURE_COMPRESSED_IMAGE_SIZE = $86A0 #GL_TEXTURE_COMPRESSED = $86A1 #GL_NUM_COMPRESSED_TEXTURE_FORMATS = $86A2 #GL_COMPRESSED_TEXTURE_FORMATS = $86A3 #GL_CLAMP_TO_BORDER = $812D CompilerEndIf CompilerIf Defined(GL_VERSION_1_4,#PB_Constant) #GL_BLEND_DST_RGB = $80C8 #GL_BLEND_SRC_RGB = $80C9 #GL_BLEND_DST_ALPHA = $80CA #GL_BLEND_SRC_ALPHA = $80CB #GL_POINT_FADE_THRESHOLD_SIZE = $8128 #GL_DEPTH_COMPONENT16 = $81A5 #GL_DEPTH_COMPONENT24 = $81A6 #GL_DEPTH_COMPONENT32 = $81A7 #GL_MIRRORED_REPEAT = $8370 #GL_MAX_TEXTURE_LOD_BIAS = $84FD #GL_TEXTURE_LOD_BIAS = $8501 #GL_INCR_WRAP = $8507 #GL_DECR_WRAP = $8508 #GL_TEXTURE_DEPTH_SIZE = $884A #GL_TEXTURE_COMPARE_MODE = $884C #GL_TEXTURE_COMPARE_FUNC = $884D CompilerEndIf CompilerIf Defined(GL_VERSION_1_5,#PB_Constant) #GL_BUFFER_SIZE = $8764 #GL_BUFFER_USAGE = $8765 #GL_QUERY_COUNTER_BITS = $8864 #GL_CURRENT_QUERY = $8865 #GL_QUERY_RESULT = $8866 #GL_QUERY_RESULT_AVAILABLE = $8867 #GL_ARRAY_BUFFER = $8892 #GL_ELEMENT_ARRAY_BUFFER = $8893 #GL_ARRAY_BUFFER_BINDING = $8894 #GL_ELEMENT_ARRAY_BUFFER_BINDING = $8895 #GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = $889F #GL_READ_ONLY = $88B8 #GL_WRITE_ONLY = $88B9 #GL_READ_WRITE = $88BA #GL_BUFFER_ACCESS = $88BB #GL_BUFFER_MAPPED = $88BC #GL_BUFFER_MAP_POINTER = $88BD #GL_STREAM_DRAW = $88E0 #GL_STREAM_READ = $88E1 #GL_STREAM_COPY = $88E2 #GL_STATIC_DRAW = $88E4 #GL_STATIC_READ = $88E5 #GL_STATIC_COPY = $88E6 #GL_DYNAMIC_DRAW = $88E8 #GL_DYNAMIC_READ = $88E9 #GL_DYNAMIC_COPY = $88EA #GL_SAMPLES_PASSED = $8914 CompilerEndIf CompilerIf Defined(GL_VERSION_2_0,#PB_Constant) #GL_BLEND_EQUATION_RGB = $8009 #GL_VERTEX_ATTRIB_ARRAY_ENABLED = $8622 #GL_VERTEX_ATTRIB_ARRAY_SIZE = $8623 #GL_VERTEX_ATTRIB_ARRAY_STRIDE = $8624 #GL_VERTEX_ATTRIB_ARRAY_TYPE = $8625 #GL_CURRENT_VERTEX_ATTRIB = $8626 #GL_VERTEX_PROGRAM_POINT_SIZE = $8642 #GL_VERTEX_ATTRIB_ARRAY_POINTER = $8645 #GL_STENCIL_BACK_FUNC = $8800 #GL_STENCIL_BACK_FAIL = $8801 #GL_STENCIL_BACK_PASS_DEPTH_FAIL = $8802 #GL_STENCIL_BACK_PASS_DEPTH_PASS = $8803 #GL_MAX_DRAW_BUFFERS = $8824 #GL_DRAW_BUFFER0 = $8825 #GL_DRAW_BUFFER1 = $8826 #GL_DRAW_BUFFER2 = $8827 #GL_DRAW_BUFFER3 = $8828 #GL_DRAW_BUFFER4 = $8829 #GL_DRAW_BUFFER5 = $882A #GL_DRAW_BUFFER6 = $882B #GL_DRAW_BUFFER7 = $882C #GL_DRAW_BUFFER8 = $882D #GL_DRAW_BUFFER9 = $882E #GL_DRAW_BUFFER10 = $882F #GL_DRAW_BUFFER11 = $8830 #GL_DRAW_BUFFER12 = $8831 #GL_DRAW_BUFFER13 = $8832 #GL_DRAW_BUFFER14 = $8833 #GL_DRAW_BUFFER15 = $8834 #GL_BLEND_EQUATION_ALPHA = $883D #GL_MAX_VERTEX_ATTRIBS = $8869 #GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = $886A #GL_MAX_TEXTURE_IMAGE_UNITS = $8872 #GL_FRAGMENT_SHADER = $8B30 #GL_VERTEX_SHADER = $8B31 #GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = $8B49 #GL_MAX_VERTEX_UNIFORM_COMPONENTS = $8B4A #GL_MAX_VARYING_FLOATS = $8B4B #GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = $8B4C #GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = $8B4D #GL_SHADER_TYPE = $8B4F #GL_FLOAT_VEC2 = $8B50 #GL_FLOAT_VEC3 = $8B51 #GL_FLOAT_VEC4 = $8B52 #GL_INT_VEC2 = $8B53 #GL_INT_VEC3 = $8B54 #GL_INT_VEC4 = $8B55 #GL_BOOL = $8B56 #GL_BOOL_VEC2 = $8B57 #GL_BOOL_VEC3 = $8B58 #GL_BOOL_VEC4 = $8B59 #GL_FLOAT_MAT2 = $8B5A #GL_FLOAT_MAT3 = $8B5B #GL_FLOAT_MAT4 = $8B5C #GL_SAMPLER_1D = $8B5D #GL_SAMPLER_2D = $8B5E #GL_SAMPLER_3D = $8B5F #GL_SAMPLER_CUBE = $8B60 #GL_SAMPLER_1D_SHADOW = $8B61 #GL_SAMPLER_2D_SHADOW = $8B62 #GL_DELETE_STATUS = $8B80 #GL_COMPILE_STATUS = $8B81 #GL_LINK_STATUS = $8B82 #GL_VALIDATE_STATUS = $8B83 #GL_INFO_LOG_LENGTH = $8B84 #GL_ATTACHED_SHADERS = $8B85 #GL_ACTIVE_UNIFORMS = $8B86 #GL_ACTIVE_UNIFORM_MAX_LENGTH = $8B87 #GL_SHADER_SOURCE_LENGTH = $8B88 #GL_ACTIVE_ATTRIBUTES = $8B89 #GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = $8B8A #GL_FRAGMENT_SHADER_DERIVATIVE_HINT = $8B8B #GL_SHADING_LANGUAGE_VERSION = $8B8C #GL_CURRENT_PROGRAM = $8B8D #GL_POINT_SPRITE_COORD_ORIGIN = $8CA0 #GL_LOWER_LEFT = $8CA1 #GL_UPPER_LEFT = $8CA2 #GL_STENCIL_BACK_REF = $8CA3 #GL_STENCIL_BACK_VALUE_MASK = $8CA4 #GL_STENCIL_BACK_WRITEMASK = $8CA5 CompilerEndIf CompilerIf Defined(GL_VERSION_2_1,#PB_Constant) #GL_PIXEL_PACK_BUFFER = $88EB #GL_PIXEL_UNPACK_BUFFER = $88EC #GL_PIXEL_PACK_BUFFER_BINDING = $88ED #GL_PIXEL_UNPACK_BUFFER_BINDING = $88EF #GL_FLOAT_MAT2x3 = $8B65 #GL_FLOAT_MAT2x4 = $8B66 #GL_FLOAT_MAT3x2 = $8B67 #GL_FLOAT_MAT3x4 = $8B68 #GL_FLOAT_MAT4x2 = $8B69 #GL_FLOAT_MAT4x3 = $8B6A #GL_SRGB = $8C40 #GL_SRGB8 = $8C41 #GL_SRGB_ALPHA = $8C42 #GL_SRGB8_ALPHA8 = $8C43 #GL_COMPRESSED_SRGB = $8C48 #GL_COMPRESSED_SRGB_ALPHA = $8C49 CompilerEndIf CompilerIf Defined(GL_VERSION_3_0,#PB_Constant) #GL_COMPARE_REF_TO_TEXTURE = $884E #GL_CLIP_DISTANCE0 = $3000 #GL_CLIP_DISTANCE1 = $3001 #GL_CLIP_DISTANCE2 = $3002 #GL_CLIP_DISTANCE3 = $3003 #GL_CLIP_DISTANCE4 = $3004 #GL_CLIP_DISTANCE5 = $3005 #GL_CLIP_DISTANCE6 = $3006 #GL_CLIP_DISTANCE7 = $3007 #GL_MAX_CLIP_DISTANCES = $0D32 #GL_MAJOR_VERSION = $821B #GL_MINOR_VERSION = $821C #GL_NUM_EXTENSIONS = $821D #GL_CONTEXT_FLAGS = $821E #GL_DEPTH_BUFFER = $8223 #GL_STENCIL_BUFFER = $8224 #GL_COMPRESSED_RED = $8225 #GL_COMPRESSED_RG = $8226 #GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = $0001 #GL_RGBA32F = $8814 #GL_RGB32F = $8815 #GL_RGBA16F = $881A #GL_RGB16F = $881B #GL_VERTEX_ATTRIB_ARRAY_INTEGER = $88FD #GL_MAX_ARRAY_TEXTURE_LAYERS = $88FF #GL_MIN_PROGRAM_TEXEL_OFFSET = $8904 #GL_MAX_PROGRAM_TEXEL_OFFSET = $8905 #GL_CLAMP_READ_COLOR = $891C #GL_FIXED_ONLY = $891D #GL_MAX_VARYING_COMPONENTS = $8B4B #GL_TEXTURE_1D_ARRAY = $8C18 #GL_PROXY_TEXTURE_1D_ARRAY = $8C19 #GL_TEXTURE_2D_ARRAY = $8C1A #GL_PROXY_TEXTURE_2D_ARRAY = $8C1B #GL_TEXTURE_BINDING_1D_ARRAY = $8C1C #GL_TEXTURE_BINDING_2D_ARRAY = $8C1D #GL_R11F_G11F_B10F = $8C3A #GL_UNSIGNED_INT_10F_11F_11F_REV = $8C3B #GL_RGB9_E5 = $8C3D #GL_UNSIGNED_INT_5_9_9_9_REV = $8C3E #GL_TEXTURE_SHARED_SIZE = $8C3F #GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = $8C76 #GL_TRANSFORM_FEEDBACK_BUFFER_MODE = $8C7F #GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = $8C80 #GL_TRANSFORM_FEEDBACK_VARYINGS = $8C83 #GL_TRANSFORM_FEEDBACK_BUFFER_START = $8C84 #GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = $8C85 #GL_PRIMITIVES_GENERATED = $8C87 #GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = $8C88 #GL_RASTERIZER_DISCARD = $8C89 #GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = $8C8A #GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = $8C8B #GL_INTERLEAVED_ATTRIBS = $8C8C #GL_SEPARATE_ATTRIBS = $8C8D #GL_TRANSFORM_FEEDBACK_BUFFER = $8C8E #GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = $8C8F #GL_RGBA32UI = $8D70 #GL_RGB32UI = $8D71 #GL_RGBA16UI = $8D76 #GL_RGB16UI = $8D77 #GL_RGBA8UI = $8D7C #GL_RGB8UI = $8D7D #GL_RGBA32I = $8D82 #GL_RGB32I = $8D83 #GL_RGBA16I = $8D88 #GL_RGB16I = $8D89 #GL_RGBA8I = $8D8E #GL_RGB8I = $8D8F #GL_RED_INTEGER = $8D94 #GL_GREEN_INTEGER = $8D95 #GL_BLUE_INTEGER = $8D96 #GL_RGB_INTEGER = $8D98 #GL_RGBA_INTEGER = $8D99 #GL_BGR_INTEGER = $8D9A #GL_BGRA_INTEGER = $8D9B #GL_SAMPLER_1D_ARRAY = $8DC0 #GL_SAMPLER_2D_ARRAY = $8DC1 #GL_SAMPLER_1D_ARRAY_SHADOW = $8DC3 #GL_SAMPLER_2D_ARRAY_SHADOW = $8DC4 #GL_SAMPLER_CUBE_SHADOW = $8DC5 #GL_UNSIGNED_INT_VEC2 = $8DC6 #GL_UNSIGNED_INT_VEC3 = $8DC7 #GL_UNSIGNED_INT_VEC4 = $8DC8 #GL_INT_SAMPLER_1D = $8DC9 #GL_INT_SAMPLER_2D = $8DCA #GL_INT_SAMPLER_3D = $8DCB #GL_INT_SAMPLER_CUBE = $8DCC #GL_INT_SAMPLER_1D_ARRAY = $8DCE #GL_INT_SAMPLER_2D_ARRAY = $8DCF #GL_UNSIGNED_INT_SAMPLER_1D = $8DD1 #GL_UNSIGNED_INT_SAMPLER_2D = $8DD2 #GL_UNSIGNED_INT_SAMPLER_3D = $8DD3 #GL_UNSIGNED_INT_SAMPLER_CUBE = $8DD4 #GL_UNSIGNED_INT_SAMPLER_1D_ARRAY = $8DD6 #GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = $8DD7 #GL_QUERY_WAIT = $8E13 #GL_QUERY_NO_WAIT = $8E14 #GL_QUERY_BY_REGION_WAIT = $8E15 #GL_QUERY_BY_REGION_NO_WAIT = $8E16 #GL_BUFFER_ACCESS_FLAGS = $911F #GL_BUFFER_MAP_LENGTH = $9120 #GL_BUFFER_MAP_OFFSET = $9121 ; /* Reuse tokens from ARB_depth_buffer_float */ ; /* reuse GL_DEPTH_COMPONENT32F */ ; /* reuse GL_DEPTH32F_STENCIL8 */ ; /* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */ ; /* Reuse tokens from ARB_framebuffer_object */ ; /* reuse GL_INVALID_FRAMEBUFFER_OPERATION */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */ ; /* reuse GL_FRAMEBUFFER_DEFAULT */ ; /* reuse GL_FRAMEBUFFER_UNDEFINED */ ; /* reuse GL_DEPTH_STENCIL_ATTACHMENT */ ; /* reuse GL_INDEX */ ; /* reuse GL_MAX_RENDERBUFFER_SIZE */ ; /* reuse GL_DEPTH_STENCIL */ ; /* reuse GL_UNSIGNED_INT_24_8 */ ; /* reuse GL_DEPTH24_STENCIL8 */ ; /* reuse GL_TEXTURE_STENCIL_SIZE */ ; /* reuse GL_TEXTURE_RED_TYPE */ ; /* reuse GL_TEXTURE_GREEN_TYPE */ ; /* reuse GL_TEXTURE_BLUE_TYPE */ ; /* reuse GL_TEXTURE_ALPHA_TYPE */ ; /* reuse GL_TEXTURE_DEPTH_TYPE */ ; /* reuse GL_UNSIGNED_NORMALIZED */ ; /* reuse GL_FRAMEBUFFER_BINDING */ ; /* reuse GL_DRAW_FRAMEBUFFER_BINDING */ ; /* reuse GL_RENDERBUFFER_BINDING */ ; /* reuse GL_READ_FRAMEBUFFER */ ; /* reuse GL_DRAW_FRAMEBUFFER */ ; /* reuse GL_READ_FRAMEBUFFER_BINDING */ ; /* reuse GL_RENDERBUFFER_SAMPLES */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */ ; /* reuse GL_FRAMEBUFFER_COMPLETE */ ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */ ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */ ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */ ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */ ; /* reuse GL_FRAMEBUFFER_UNSUPPORTED */ ; /* reuse GL_MAX_COLOR_ATTACHMENTS */ ; /* reuse GL_COLOR_ATTACHMENT0 */ ; /* reuse GL_COLOR_ATTACHMENT1 */ ; /* reuse GL_COLOR_ATTACHMENT2 */ ; /* reuse GL_COLOR_ATTACHMENT3 */ ; /* reuse GL_COLOR_ATTACHMENT4 */ ; /* reuse GL_COLOR_ATTACHMENT5 */ ; /* reuse GL_COLOR_ATTACHMENT6 */ ; /* reuse GL_COLOR_ATTACHMENT7 */ ; /* reuse GL_COLOR_ATTACHMENT8 */ ; /* reuse GL_COLOR_ATTACHMENT9 */ ; /* reuse GL_COLOR_ATTACHMENT10 */ ; /* reuse GL_COLOR_ATTACHMENT11 */ ; /* reuse GL_COLOR_ATTACHMENT12 */ ; /* reuse GL_COLOR_ATTACHMENT13 */ ; /* reuse GL_COLOR_ATTACHMENT14 */ ; /* reuse GL_COLOR_ATTACHMENT15 */ ; /* reuse GL_DEPTH_ATTACHMENT */ ; /* reuse GL_STENCIL_ATTACHMENT */ ; /* reuse GL_FRAMEBUFFER */ ; /* reuse GL_RENDERBUFFER */ ; /* reuse GL_RENDERBUFFER_WIDTH */ ; /* reuse GL_RENDERBUFFER_HEIGHT */ ; /* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */ ; /* reuse GL_STENCIL_INDEX1 */ ; /* reuse GL_STENCIL_INDEX4 */ ; /* reuse GL_STENCIL_INDEX8 */ ; /* reuse GL_STENCIL_INDEX16 */ ; /* reuse GL_RENDERBUFFER_RED_SIZE */ ; /* reuse GL_RENDERBUFFER_GREEN_SIZE */ ; /* reuse GL_RENDERBUFFER_BLUE_SIZE */ ; /* reuse GL_RENDERBUFFER_ALPHA_SIZE */ ; /* reuse GL_RENDERBUFFER_DEPTH_SIZE */ ; /* reuse GL_RENDERBUFFER_STENCIL_SIZE */ ; /* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */ ; /* reuse GL_MAX_SAMPLES */ ; /* Reuse tokens from ARB_framebuffer_sRGB */ ; /* reuse GL_FRAMEBUFFER_SRGB */ ; /* Reuse tokens from ARB_half_float_vertex */ ; /* reuse GL_HALF_FLOAT */ ; /* Reuse tokens from ARB_map_buffer_range */ ; /* reuse GL_MAP_READ_BIT */ ; /* reuse GL_MAP_WRITE_BIT */ ; /* reuse GL_MAP_INVALIDATE_RANGE_BIT */ ; /* reuse GL_MAP_INVALIDATE_BUFFER_BIT */ ; /* reuse GL_MAP_FLUSH_EXPLICIT_BIT */ ; /* reuse GL_MAP_UNSYNCHRONIZED_BIT */ ; /* Reuse tokens from ARB_texture_compression_rgtc */ ; /* reuse GL_COMPRESSED_RED_RGTC1 */ ; /* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */ ; /* reuse GL_COMPRESSED_RG_RGTC2 */ ; /* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */ ; /* Reuse tokens from ARB_texture_rg */ ; /* reuse GL_RG */ ; /* reuse GL_RG_INTEGER */ ; /* reuse GL_R8 */ ; /* reuse GL_R16 */ ; /* reuse GL_RG8 */ ; /* reuse GL_RG16 */ ; /* reuse GL_R16F */ ; /* reuse GL_R32F */ ; /* reuse GL_RG16F */ ; /* reuse GL_RG32F */ ; /* reuse GL_R8I */ ; /* reuse GL_R8UI */ ; /* reuse GL_R16I */ ; /* reuse GL_R16UI */ ; /* reuse GL_R32I */ ; /* reuse GL_R32UI */ ; /* reuse GL_RG8I */ ; /* reuse GL_RG8UI */ ; /* reuse GL_RG16I */ ; /* reuse GL_RG16UI */ ; /* reuse GL_RG32I */ ; /* reuse GL_RG32UI */ ; /* Reuse tokens from ARB_vertex_array_object */ ; /* reuse GL_VERTEX_ARRAY_BINDING */ CompilerEndIf CompilerIf Defined(GL_VERSION_3_1,#PB_Constant) #GL_SAMPLER_2D_RECT = $8B63 #GL_SAMPLER_2D_RECT_SHADOW = $8B64 #GL_SAMPLER_BUFFER = $8DC2 #GL_INT_SAMPLER_2D_RECT = $8DCD #GL_INT_SAMPLER_BUFFER = $8DD0 #GL_UNSIGNED_INT_SAMPLER_2D_RECT = $8DD5 #GL_UNSIGNED_INT_SAMPLER_BUFFER = $8DD8 #GL_TEXTURE_BUFFER = $8C2A #GL_MAX_TEXTURE_BUFFER_SIZE = $8C2B #GL_TEXTURE_BINDING_BUFFER = $8C2C #GL_TEXTURE_BUFFER_DATA_STORE_BINDING = $8C2D #GL_TEXTURE_BUFFER_FORMAT = $8C2E #GL_TEXTURE_RECTANGLE = $84F5 #GL_TEXTURE_BINDING_RECTANGLE = $84F6 #GL_PROXY_TEXTURE_RECTANGLE = $84F7 #GL_MAX_RECTANGLE_TEXTURE_SIZE = $84F8 #GL_RED_SNORM = $8F90 #GL_RG_SNORM = $8F91 #GL_RGB_SNORM = $8F92 #GL_RGBA_SNORM = $8F93 #GL_R8_SNORM = $8F94 #GL_RG8_SNORM = $8F95 #GL_RGB8_SNORM = $8F96 #GL_RGBA8_SNORM = $8F97 #GL_R16_SNORM = $8F98 #GL_RG16_SNORM = $8F99 #GL_RGB16_SNORM = $8F9A #GL_RGBA16_SNORM = $8F9B #GL_SIGNED_NORMALIZED = $8F9C #GL_PRIMITIVE_RESTART = $8F9D #GL_PRIMITIVE_RESTART_INDEX = $8F9E ; /* Reuse tokens from ARB_copy_buffer */ ; /* reuse GL_COPY_READ_BUFFER */ ; /* reuse GL_COPY_WRITE_BUFFER */ ; /* Would reuse tokens from ARB_draw_instanced, but it has none */ ; /* Reuse tokens from ARB_uniform_buffer_object */ ; /* reuse GL_UNIFORM_BUFFER */ ; /* reuse GL_UNIFORM_BUFFER_BINDING */ ; /* reuse GL_UNIFORM_BUFFER_START */ ; /* reuse GL_UNIFORM_BUFFER_SIZE */ ; /* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */ ; /* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */ ; /* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */ ; /* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */ ; /* reuse GL_MAX_UNIFORM_BLOCK_SIZE */ ; /* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */ ; /* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */ ; /* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */ ; /* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */ ; /* reuse GL_ACTIVE_UNIFORM_BLOCKS */ ; /* reuse GL_UNIFORM_TYPE */ ; /* reuse GL_UNIFORM_SIZE */ ; /* reuse GL_UNIFORM_NAME_LENGTH */ ; /* reuse GL_UNIFORM_BLOCK_INDEX */ ; /* reuse GL_UNIFORM_OFFSET */ ; /* reuse GL_UNIFORM_ARRAY_STRIDE */ ; /* reuse GL_UNIFORM_MATRIX_STRIDE */ ; /* reuse GL_UNIFORM_IS_ROW_MAJOR */ ; /* reuse GL_UNIFORM_BLOCK_BINDING */ ; /* reuse GL_UNIFORM_BLOCK_DATA_SIZE */ ; /* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */ ; /* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */ ; /* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */ ; /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */ ; /* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */ ; /* reuse GL_INVALID_INDEX */ CompilerEndIf CompilerIf Defined(GL_VERSION_3_2,#PB_Constant) #GL_CONTEXT_CORE_PROFILE_BIT = $00000001 #GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = $00000002 #GL_LINES_ADJACENCY = $000A #GL_LINE_STRIP_ADJACENCY = $000B #GL_TRIANGLES_ADJACENCY = $000C #GL_TRIANGLE_STRIP_ADJACENCY = $000D #GL_PROGRAM_POINT_SIZE = $8642 #GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = $8C29 #GL_FRAMEBUFFER_ATTACHMENT_LAYERED = $8DA7 #GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = $8DA8 #GL_GEOMETRY_SHADER = $8DD9 #GL_GEOMETRY_VERTICES_OUT = $8916 #GL_GEOMETRY_INPUT_TYPE = $8917 #GL_GEOMETRY_OUTPUT_TYPE = $8918 #GL_MAX_GEOMETRY_UNIFORM_COMPONENTS = $8DDF #GL_MAX_GEOMETRY_OUTPUT_VERTICES = $8DE0 #GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = $8DE1 #GL_MAX_VERTEX_OUTPUT_COMPONENTS = $9122 #GL_MAX_GEOMETRY_INPUT_COMPONENTS = $9123 #GL_MAX_GEOMETRY_OUTPUT_COMPONENTS = $9124 #GL_MAX_FRAGMENT_INPUT_COMPONENTS = $9125 #GL_CONTEXT_PROFILE_MASK = $9126 ; /* reuse GL_MAX_VARYING_COMPONENTS */ ; /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */ ; /* Reuse tokens from ARB_depth_clamp */ ; /* reuse GL_DEPTH_CLAMP */ ; /* Would reuse tokens from ARB_draw_elements_base_vertex, but it has none */ ; /* Would reuse tokens from ARB_fragment_coord_conventions, but it has none */ ; /* Reuse tokens from ARB_provoking_vertex */ ; /* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */ ; /* reuse GL_FIRST_VERTEX_CONVENTION */ ; /* reuse GL_LAST_VERTEX_CONVENTION */ ; /* reuse GL_PROVOKING_VERTEX */ ; /* Reuse tokens from ARB_seamless_cube_map */ ; /* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */ ; /* Reuse tokens from ARB_sync */ ; /* reuse GL_MAX_SERVER_WAIT_TIMEOUT */ ; /* reuse GL_OBJECT_TYPE */ ; /* reuse GL_SYNC_CONDITION */ ; /* reuse GL_SYNC_STATUS */ ; /* reuse GL_SYNC_FLAGS */ ; /* reuse GL_SYNC_FENCE */ ; /* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */ ; /* reuse GL_UNSIGNALED */ ; /* reuse GL_SIGNALED */ ; /* reuse GL_ALREADY_SIGNALED */ ; /* reuse GL_TIMEOUT_EXPIRED */ ; /* reuse GL_CONDITION_SATISFIED */ ; /* reuse GL_WAIT_FAILED */ ; /* reuse GL_TIMEOUT_IGNORED */ ; /* reuse GL_SYNC_FLUSH_COMMANDS_BIT */ ; /* reuse GL_TIMEOUT_IGNORED */ ; /* Reuse tokens from ARB_texture_multisample */ ; /* reuse GL_SAMPLE_POSITION */ ; /* reuse GL_SAMPLE_MASK */ ; /* reuse GL_SAMPLE_MASK_VALUE */ ; /* reuse GL_MAX_SAMPLE_MASK_WORDS */ ; /* reuse GL_TEXTURE_2D_MULTISAMPLE */ ; /* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */ ; /* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */ ; /* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */ ; /* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */ ; /* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */ ; /* reuse GL_TEXTURE_SAMPLES */ ; /* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */ ; /* reuse GL_SAMPLER_2D_MULTISAMPLE */ ; /* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */ ; /* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */ ; /* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */ ; /* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */ ; /* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */ ; /* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */ ; /* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */ ; /* reuse GL_MAX_INTEGER_SAMPLES */ ; /* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */ CompilerEndIf CompilerIf Defined(GL_ARB_depth_buffer_float,#PB_Constant) #GL_DEPTH_COMPONENT32F = $8CAC #GL_DEPTH32F_STENCIL8 = $8CAD #GL_FLOAT_32_UNSIGNED_INT_24_8_REV = $8DAD CompilerEndIf CompilerIf Defined(GL_ARB_framebuffer_object,#PB_Constant) #GL_INVALID_FRAMEBUFFER_OPERATION = $0506 #GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = $8210 #GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = $8211 #GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = $8212 #GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = $8213 #GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = $8214 #GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = $8215 #GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = $8216 #GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = $8217 #GL_FRAMEBUFFER_DEFAULT = $8218 #GL_FRAMEBUFFER_UNDEFINED = $8219 #GL_DEPTH_STENCIL_ATTACHMENT = $821A #GL_MAX_RENDERBUFFER_SIZE = $84E8 #GL_DEPTH_STENCIL = $84F9 #GL_UNSIGNED_INT_24_8 = $84FA #GL_DEPTH24_STENCIL8 = $88F0 #GL_TEXTURE_STENCIL_SIZE = $88F1 #GL_TEXTURE_RED_TYPE = $8C10 #GL_TEXTURE_GREEN_TYPE = $8C11 #GL_TEXTURE_BLUE_TYPE = $8C12 #GL_TEXTURE_ALPHA_TYPE = $8C13 #GL_TEXTURE_DEPTH_TYPE = $8C16 #GL_UNSIGNED_NORMALIZED = $8C17 #GL_FRAMEBUFFER_BINDING = $8CA6 #GL_DRAW_FRAMEBUFFER_BINDING = #GL_FRAMEBUFFER_BINDING #GL_RENDERBUFFER_BINDING = $8CA7 #GL_READ_FRAMEBUFFER = $8CA8 #GL_DRAW_FRAMEBUFFER = $8CA9 #GL_READ_FRAMEBUFFER_BINDING = $8CAA #GL_RENDERBUFFER_SAMPLES = $8CAB #GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = $8CD0 #GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = $8CD1 #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = $8CD2 #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = $8CD3 #GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = $8CD4 #GL_FRAMEBUFFER_COMPLETE = $8CD5 #GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = $8CD6 #GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = $8CD7 #GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = $8CDB #GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = $8CDC #GL_FRAMEBUFFER_UNSUPPORTED = $8CDD #GL_MAX_COLOR_ATTACHMENTS = $8CDF #GL_COLOR_ATTACHMENT0 = $8CE0 #GL_COLOR_ATTACHMENT1 = $8CE1 #GL_COLOR_ATTACHMENT2 = $8CE2 #GL_COLOR_ATTACHMENT3 = $8CE3 #GL_COLOR_ATTACHMENT4 = $8CE4 #GL_COLOR_ATTACHMENT5 = $8CE5 #GL_COLOR_ATTACHMENT6 = $8CE6 #GL_COLOR_ATTACHMENT7 = $8CE7 #GL_COLOR_ATTACHMENT8 = $8CE8 #GL_COLOR_ATTACHMENT9 = $8CE9 #GL_COLOR_ATTACHMENT10 = $8CEA #GL_COLOR_ATTACHMENT11 = $8CEB #GL_COLOR_ATTACHMENT12 = $8CEC #GL_COLOR_ATTACHMENT13 = $8CED #GL_COLOR_ATTACHMENT14 = $8CEE #GL_COLOR_ATTACHMENT15 = $8CEF #GL_DEPTH_ATTACHMENT = $8D00 #GL_STENCIL_ATTACHMENT = $8D20 #GL_FRAMEBUFFER = $8D40 #GL_RENDERBUFFER = $8D41 #GL_RENDERBUFFER_WIDTH = $8D42 #GL_RENDERBUFFER_HEIGHT = $8D43 #GL_RENDERBUFFER_INTERNAL_FORMAT = $8D44 #GL_STENCIL_INDEX1 = $8D46 #GL_STENCIL_INDEX4 = $8D47 #GL_STENCIL_INDEX8 = $8D48 #GL_STENCIL_INDEX16 = $8D49 #GL_RENDERBUFFER_RED_SIZE = $8D50 #GL_RENDERBUFFER_GREEN_SIZE = $8D51 #GL_RENDERBUFFER_BLUE_SIZE = $8D52 #GL_RENDERBUFFER_ALPHA_SIZE = $8D53 #GL_RENDERBUFFER_DEPTH_SIZE = $8D54 #GL_RENDERBUFFER_STENCIL_SIZE = $8D55 #GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = $8D56 #GL_MAX_SAMPLES = $8D57 CompilerEndIf CompilerIf Defined(GL_ARB_framebuffer_sRGB,#PB_Constant) #GL_FRAMEBUFFER_SRGB = $8DB9 CompilerEndIf CompilerIf Defined(GL_ARB_half_float_vertex,#PB_Constant) #GL_HALF_FLOAT = $140B CompilerEndIf CompilerIf Defined(GL_ARB_map_buffer_range,#PB_Constant) #GL_MAP_READ_BIT = $0001 #GL_MAP_WRITE_BIT = $0002 #GL_MAP_INVALIDATE_RANGE_BIT = $0004 #GL_MAP_INVALIDATE_BUFFER_BIT = $0008 #GL_MAP_FLUSH_EXPLICIT_BIT = $0010 #GL_MAP_UNSYNCHRONIZED_BIT = $0020 CompilerEndIf CompilerIf Defined(GL_ARB_texture_compression_rgtc,#PB_Constant) #GL_COMPRESSED_RED_RGTC1 = $8DBB #GL_COMPRESSED_SIGNED_RED_RGTC1 = $8DBC #GL_COMPRESSED_RG_RGTC2 = $8DBD #GL_COMPRESSED_SIGNED_RG_RGTC2 = $8DBE CompilerEndIf CompilerIf Defined(GL_ARB_texture_rg,#PB_Constant) #GL_RG = $8227 #GL_RG_INTEGER = $8228 #GL_R8 = $8229 #GL_R16 = $822A #GL_RG8 = $822B #GL_RG16 = $822C #GL_R16F = $822D #GL_R32F = $822E #GL_RG16F = $822F #GL_RG32F = $8230 #GL_R8I = $8231 #GL_R8UI = $8232 #GL_R16I = $8233 #GL_R16UI = $8234 #GL_R32I = $8235 #GL_R32UI = $8236 #GL_RG8I = $8237 #GL_RG8UI = $8238 #GL_RG16I = $8239 #GL_RG16UI = $823A #GL_RG32I = $823B #GL_RG32UI = $823C CompilerEndIf CompilerIf Defined(GL_ARB_vertex_array_object,#PB_Constant) #GL_VERTEX_ARRAY_BINDING = $85B5 CompilerEndIf CompilerIf Defined(GL_ARB_uniform_buffer_object,#PB_Constant) #GL_UNIFORM_BUFFER = $8A11 #GL_UNIFORM_BUFFER_BINDING = $8A28 #GL_UNIFORM_BUFFER_START = $8A29 #GL_UNIFORM_BUFFER_SIZE = $8A2A #GL_MAX_VERTEX_UNIFORM_BLOCKS = $8A2B #GL_MAX_GEOMETRY_UNIFORM_BLOCKS = $8A2C #GL_MAX_FRAGMENT_UNIFORM_BLOCKS = $8A2D #GL_MAX_COMBINED_UNIFORM_BLOCKS = $8A2E #GL_MAX_UNIFORM_BUFFER_BINDINGS = $8A2F #GL_MAX_UNIFORM_BLOCK_SIZE = $8A30 #GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = $8A31 #GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = $8A32 #GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = $8A33 #GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = $8A34 #GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = $8A35 #GL_ACTIVE_UNIFORM_BLOCKS = $8A36 #GL_UNIFORM_TYPE = $8A37 #GL_UNIFORM_SIZE = $8A38 #GL_UNIFORM_NAME_LENGTH = $8A39 #GL_UNIFORM_BLOCK_INDEX = $8A3A #GL_UNIFORM_OFFSET = $8A3B #GL_UNIFORM_ARRAY_STRIDE = $8A3C #GL_UNIFORM_MATRIX_STRIDE = $8A3D #GL_UNIFORM_IS_ROW_MAJOR = $8A3E #GL_UNIFORM_BLOCK_BINDING = $8A3F #GL_UNIFORM_BLOCK_DATA_SIZE = $8A40 #GL_UNIFORM_BLOCK_NAME_LENGTH = $8A41 #GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = $8A42 #GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = $8A43 #GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = $8A44 #GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = $8A45 #GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = $8A46 #GL_INVALID_INDEX = $FFFFFFFF CompilerEndIf CompilerIf Defined(GL_ARB_copy_buffer,#PB_Constant) #GL_COPY_READ_BUFFER = $8F36 #GL_COPY_WRITE_BUFFER = $8F37 CompilerEndIf CompilerIf Defined(GL_ARB_depth_clamp,#PB_Constant) #GL_DEPTH_CLAMP = $864F CompilerEndIf CompilerIf Defined(GL_ARB_draw_elements_base_vertex,#PB_Constant) CompilerEndIf CompilerIf Defined(GL_ARB_fragment_coord_conventions,#PB_Constant) CompilerEndIf CompilerIf Defined(GL_ARB_provoking_vertex,#PB_Constant) #GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = $8E4C #GL_FIRST_VERTEX_CONVENTION = $8E4D #GL_LAST_VERTEX_CONVENTION = $8E4E #GL_PROVOKING_VERTEX = $8E4F CompilerEndIf CompilerIf Defined(GL_ARB_seamless_cube_map,#PB_Constant) #GL_TEXTURE_CUBE_MAP_SEAMLESS = $884F CompilerEndIf CompilerIf Defined(GL_ARB_sync,#PB_Constant) #GL_MAX_SERVER_WAIT_TIMEOUT = $9111 #GL_OBJECT_TYPE = $9112 #GL_SYNC_CONDITION = $9113 #GL_SYNC_STATUS = $9114 #GL_SYNC_FLAGS = $9115 #GL_SYNC_FENCE = $9116 #GL_SYNC_GPU_COMMANDS_COMPLETE = $9117 #GL_UNSIGNALED = $9118 #GL_SIGNALED = $9119 #GL_ALREADY_SIGNALED = $911A #GL_TIMEOUT_EXPIRED = $911B #GL_CONDITION_SATISFIED = $911C #GL_WAIT_FAILED = $911D #GL_SYNC_FLUSH_COMMANDS_BIT = $00000001 #GL_TIMEOUT_IGNORED = $FFFFFFFFFFFFFFFF CompilerEndIf CompilerIf Defined(GL_ARB_texture_multisample,#PB_Constant) #GL_SAMPLE_POSITION = $8E50 #GL_SAMPLE_MASK = $8E51 #GL_SAMPLE_MASK_VALUE = $8E52 #GL_MAX_SAMPLE_MASK_WORDS = $8E59 #GL_TEXTURE_2D_MULTISAMPLE = $9100 #GL_PROXY_TEXTURE_2D_MULTISAMPLE = $9101 #GL_TEXTURE_2D_MULTISAMPLE_ARRAY = $9102 #GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = $9103 #GL_TEXTURE_BINDING_2D_MULTISAMPLE = $9104 #GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = $9105 #GL_TEXTURE_SAMPLES = $9106 #GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = $9107 #GL_SAMPLER_2D_MULTISAMPLE = $9108 #GL_INT_SAMPLER_2D_MULTISAMPLE = $9109 #GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = $910A #GL_SAMPLER_2D_MULTISAMPLE_ARRAY = $910B #GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910C #GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910D #GL_MAX_COLOR_TEXTURE_SAMPLES = $910E #GL_MAX_DEPTH_TEXTURE_SAMPLES = $910F #GL_MAX_INTEGER_SAMPLES = $9110 CompilerEndIf CompilerIf Defined(GL_ARB_vertex_array_bgra,#PB_Constant) /* reuse GL_BGRA */ CompilerEndIf CompilerIf Defined(GL_ARB_draw_buffers_blend,#PB_Constant) CompilerEndIf CompilerIf Defined(GL_ARB_sample_shading,#PB_Constant) #GL_SAMPLE_SHADING = $8C36 #GL_MIN_SAMPLE_SHADING_VALUE = $8C37 CompilerEndIf CompilerIf Defined(GL_ARB_texture_cube_map_array,#PB_Constant) #GL_TEXTURE_CUBE_MAP_ARRAY = $9009 #GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = $900A #GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = $900B #GL_SAMPLER_CUBE_MAP_ARRAY = $900C #GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = $900D #GL_INT_SAMPLER_CUBE_MAP_ARRAY = $900E #GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = $900F CompilerEndIf CompilerIf Defined(GL_ARB_texture_gather,#PB_Constant) #GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5E #GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5F #GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS = $8F9F CompilerEndIf ;- Linux CompilerIf #PB_Compiler_OS = #PB_OS_Linux ImportC "-lGL" CompilerEndIf ;- Apple CompilerIf #PB_Compiler_OS = #PB_OS_MacOS ImportC "-lGL" CompilerEndIf ;- Microsoft CompilerIf #PB_Compiler_OS = #PB_OS_Windows ImportC "OpenGL32.lib" CompilerEndIf CompilerIf Defined(GL_VERSION_1_0,#PB_Constant) glCullFace(a.l) glFrontFace(a.l) glHint(a.l,b.l) glLineWidth(a.f) glPointSize(a.f) glPolygonMode(a.l,b.l) glScissor(a.l,b.l,c.l,d.l) glTexParameterf(a.l,b.l,c.f) glTexParameterfv(a.l,b.l,*c.f) glTexParameteri(a.l,b.l,c.l) glTexParameteriv(a.l,b.l,*c.l) glTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,*h) glTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i) glDrawBuffer(a.l) glClear(a.l) glClearColor(a.f,b.f,c.f,d.f) glClearStencil(a.l) glClearDepth(a.d) glStencilMask(a.l) glColorMask(a.c,b.c,c.c,d.c) glDepthMask(a.c) glDisable(a.l) glEnable(a.l) glFinish(a) glFlush(a) glBlendFunc(a.l,b.l) glLogicOp(a.l) glStencilFunc(a.l,b.l,c.l) glStencilOp(a.l,b.l,c.l) glDepthFunc(a.l) glPixelStoref(a.l,b.f) glPixelStorei(a.l,b.l) glReadBuffer(a.l) glReadPixels(a.l,b.l,c.l,d.l,e.l,f.l,*g) glGetBooleanv(a.l,*b.c) glGetDoublev(a.l,*b.d) glGetError.l() glGetFloatv(a.l,*b.f) glGetIntegerv(a.l,*b.l) ;glGetString.c(a.l) glGetTexImage(a.l,b.l,c.l,d.l,*e) glGetTexParameterfv(a.l,b.l,*c.f) glGetTexParameteriv(a.l,b.l,*c.l) glGetTexLevelParameterfv(a.l,b.l,c.l,*d.f) glGetTexLevelParameteriv(a.l,b.l,c.l,*d.l) glIsEnabled.c(a.l) glDepthRange(a.d,b.d) glViewport(a.l,b.l,c.l,d.l) CompilerEndIf CompilerIf Defined(GL_VERSION_1_1,#PB_Constant) glDrawArrays(a.l,b.l,c.l) glDrawElements(a.l,b.l,c.l,*d) glGetPointerv(a.l,*b) glPolygonOffset(a.f,b.f) glCopyTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l) glCopyTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) glCopyTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l) glCopyTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) glTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g) glTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i) glBindTexture(a.l,b.l) glDeleteTextures(a.l,*b.l) glGenTextures(a.l,*b.l) glIsTexture.c(a.l) CompilerEndIf CompilerIf Defined(GL_VERSION_1_2,#PB_Constant) glBlendColor(a.f,b.f,c.f,d.f) glBlendEquation(a.l) glDrawRangeElements(a.l,b.l,c.l,d.l,e.l,*f) glTexImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,*j) glTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,*k) glCopyTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) CompilerEndIf CompilerIf Defined(GL_VERSION_1_3,#PB_Constant) glActiveTexture(a.l) glSampleCoverage(a.f,b.c) glCompressedTexImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i) glCompressedTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,*h) glCompressedTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g) glCompressedTexSubImage3D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,*k) glCompressedTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,*i) glCompressedTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,*g) glGetCompressedTexImage(a.l,b.l,*c) CompilerEndIf CompilerIf Defined(GL_VERSION_1_4,#PB_Constant) glBlendFuncSeparate(a.l,b.l,c.l,d.l) glMultiDrawArrays(a.l,*b.l,*c.l,d.l) glMultiDrawElements(a.l,*b.l,c.l,*d,e.l) glPointParameterf(a.l,b.f) glPointParameterfv(a.l,*b.f) glPointParameteri(a.l,b.l) glPointParameteriv(a.l,*b.l) CompilerEndIf CompilerIf Defined(GL_VERSION_1_5,#PB_Constant) glGenQueries(a.l,*b.l) glDeleteQueries(a.l,*b.l) glIsQuery.c(a.l) glBeginQuery(a.l,b.l) glEndQuery(a.l) glGetQueryiv(a.l,b.l,*c.l) glGetQueryObjectiv(a.l,b.l,*c.l) glGetQueryObjectuiv(a.l,b.l,*c.l) glBindBuffer(a.l,b.l) glDeleteBuffers(a.l,*b.l) glGenBuffers(a.l,*b.l) glIsBuffer.c(a.l) glBufferData(a.l,b,*c,d.l) glBufferSubData(a.l,b,c,*d) glGetBufferSubData(a.l,b,c,*d) glMapBuffer(a.l,b.l) glUnmapBuffer.c(a.l) glGetBufferParameteriv(a.l,b.l,*c.l) glGetBufferPointerv(a.l,b.l,*c) CompilerEndIf CompilerIf Defined(GL_VERSION_2_0,#PB_Constant) glBlendEquationSeparate(a.l,b.l) glDrawBuffers(a.l,*b.l) glStencilOpSeparate(a.l,b.l,c.l,d.l) glStencilFuncSeparate(a.l,b.l,c.l,d.l) glStencilMaskSeparate(a.l,b.l) glAttachShader(a.l,b.l) glBindAttribLocation(a.l,b.l,c) glCompileShader(a.l) glCreateProgram.l() glCreateShader.l(a.l) glDeleteProgram(a.l) glDeleteShader(a.l) glDetachShader(a.l,b.l) glDisableVertexAttribArray(a.l) glEnableVertexAttribArray(a.l) glGetActiveAttrib(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g) glGetActiveUniform(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g) glGetAttachedShaders(a.l,b.l,*c.l,*d.l) glGetAttribLocation.l(a.l,b.s) glGetProgramiv(a.l,b.l,*c.l) glGetProgramInfoLog(a.l,b.l,*c.l,*d) glGetShaderiv(a.l,b.l,*c.l) glGetShaderInfoLog(a.l,b.l,*c.l,*d) glGetShaderSource(a.l,b.l,*c.l,*d) glGetUniformLocation.l(a.l,b.s) glGetUniformfv(a.l,b.l,*c.f) glGetUniformiv(a.l,b.l,*c.l) glGetVertexAttribdv(a.l,b.l,*c.d) glGetVertexAttribfv(a.l,b.l,*c.f) glGetVertexAttribiv(a.l,b.l,*c.l) glGetVertexAttribPointerv(a.l,b.l,*c) glIsProgram.c(a.l) glIsShader.c(a.l) glLinkProgram(a.l) glShaderSource(a.l,b.l,c,*d.l) glUseProgram(a.l) glUniform1f(a.l,b.f) glUniform2f(a.l,b.f,c.f) glUniform3f(a.l,b.f,c.f,d.f) glUniform4f(a.l,b.f,c.f,d.f,e.f) glUniform1i(a.l,b.l) glUniform2i(a.l,b.l,c.l) glUniform3i(a.l,b.l,c.l,d.l) glUniform4i(a.l,b.l,c.l,d.l,e.l) glUniform1fv(a.l,b.l,*c.f) glUniform2fv(a.l,b.l,*c.f) glUniform3fv(a.l,b.l,*c.f) glUniform4fv(a.l,b.l,*c.f) glUniform1iv(a.l,b.l,*c.l) glUniform2iv(a.l,b.l,*c.l) glUniform3iv(a.l,b.l,*c.l) glUniform4iv(a.l,b.l,*c.l) glUniformMatrix2fv(a.l,b.l,c.c,*d.f) glUniformMatrix3fv(a.l,b.l,c.c,*d.f) glUniformMatrix4fv(a.l,b.l,c.c,*d.f) glValidateProgram(a.l) glVertexAttrib1d(a.l,b.d) glVertexAttrib1dv(a.l,*b.d) glVertexAttrib1f(a.l,b.f) glVertexAttrib1fv(a.l,*b.f) glVertexAttrib1s(a.l,b.w) glVertexAttrib1sv(a.l,*b.w) glVertexAttrib2d(a.l,b.d,c.d) glVertexAttrib2dv(a.l,*b.d) glVertexAttrib2f(a.l,b.f,c.f) glVertexAttrib2fv(a.l,*b.f) glVertexAttrib2s(a.l,b.w,c.w) glVertexAttrib2sv(a.l,*b.w) glVertexAttrib3d(a.l,b.d,c.d,d.d) glVertexAttrib3dv(a.l,*b.d) glVertexAttrib3f(a.l,b.f,c.f,d.f) glVertexAttrib3fv(a.l,*b.f) glVertexAttrib3s(a.l,b.w,c.w,d.w) glVertexAttrib3sv(a.l,*b.w) glVertexAttrib4Nbv(a.l,*b.b) glVertexAttrib4Niv(a.l,*b.l) glVertexAttrib4Nsv(a.l,*b.w) glVertexAttrib4Nub(a.l,b.c,c.c,d.c,e.c) glVertexAttrib4Nubv(a.l,*b.c) glVertexAttrib4Nuiv(a.l,*b.l) glVertexAttrib4Nusv(a.l,*b.l) glVertexAttrib4bv(a.l,*b.b) glVertexAttrib4d(a.l,b.d,c.d,d.d,e.d) glVertexAttrib4dv(a.l,*b.d) glVertexAttrib4f(a.l,b.f,c.f,d.f,e.f) glVertexAttrib4fv(a.l,*b.f) glVertexAttrib4iv(a.l,*b.l) glVertexAttrib4s(a.l,b.w,c.w,d.w,e.w) glVertexAttrib4sv(a.l,*b.w) glVertexAttrib4ubv(a.l,*b.c) glVertexAttrib4uiv(a.l,*b.l) glVertexAttrib4usv(a.l,*b.l) glVertexAttribPointer(a.l,b.l,c.l,d.c,e.l,*f) CompilerEndIf CompilerIf Defined(GL_VERSION_2_1,#PB_Constant) glUniformMatrix2x3fv(a.l,b.l,c.c,*d.f) glUniformMatrix3x2fv(a.l,b.l,c.c,*d.f) glUniformMatrix2x4fv(a.l,b.l,c.c,*d.f) glUniformMatrix4x2fv(a.l,b.l,c.c,*d.f) glUniformMatrix3x4fv(a.l,b.l,c.c,*d.f) glUniformMatrix4x3fv(a.l,b.l,c.c,*d.f) CompilerEndIf CompilerIf Defined(GL_VERSION_3_0,#PB_Constant) glColorMaski(a.l,b.c,c.c,d.c,e.c) glGetBooleani_v(a.l,b.l,*c.c) glGetIntegeri_v(a.l,b.l,*c.l) glEnablei(a.l,b.l) glDisablei(a.l,b.l) glIsEnabledi.c(a.l,b.l) glBeginTransformFeedback(a.l) glEndTransformFeedback(a) glBindBufferRange(a.l,b.l,c.l,d,e) glBindBufferBase(a.l,b.l,c.l) glTransformFeedbackVaryings(a.l,b.l,c,d.l) glGetTransformFeedbackVarying(a.l,b.l,c.l,*d.l,*e.l,*f.l,*g) glClampColor(a.l,b.l) glBeginConditionalRender(a.l,b.l) glEndConditionalRender(a) glVertexAttribIPointer(a.l,b.l,c.l,d.l,*e) glGetVertexAttribIiv(a.l,b.l,*c.l) glGetVertexAttribIuiv(a.l,b.l,*c.l) glVertexAttribI1i(a.l,b.l) glVertexAttribI2i(a.l,b.l,c.l) glVertexAttribI3i(a.l,b.l,c.l,d.l) glVertexAttribI4i(a.l,b.l,c.l,d.l,e.l) glVertexAttribI1ui(a.l,b.l) glVertexAttribI2ui(a.l,b.l,c.l) glVertexAttribI3ui(a.l,b.l,c.l,d.l) glVertexAttribI4ui(a.l,b.l,c.l,d.l,e.l) glVertexAttribI1iv(a.l,*b.l) glVertexAttribI2iv(a.l,*b.l) glVertexAttribI3iv(a.l,*b.l) glVertexAttribI4iv(a.l,*b.l) glVertexAttribI1uiv(a.l,*b.l) glVertexAttribI2uiv(a.l,*b.l) glVertexAttribI3uiv(a.l,*b.l) glVertexAttribI4uiv(a.l,*b.l) glVertexAttribI4bv(a.l,*b.b) glVertexAttribI4sv(a.l,*b.w) glVertexAttribI4ubv(a.l,*b.c) glVertexAttribI4usv(a.l,*b.l) glGetUniformuiv(a.l,b.l,*c.l) glBindFragDataLocation(a.l,b.l,c) glGetFragDataLocation.l(a.l,b) glUniform1ui(a.l,b.l) glUniform2ui(a.l,b.l,c.l) glUniform3ui(a.l,b.l,c.l,d.l) glUniform4ui(a.l,b.l,c.l,d.l,e.l) glUniform1uiv(a.l,b.l,*c.l) glUniform2uiv(a.l,b.l,*c.l) glUniform3uiv(a.l,b.l,*c.l) glUniform4uiv(a.l,b.l,*c.l) glTexParameterIiv(a.l,b.l,*c.l) glTexParameterIuiv(a.l,b.l,*c.l) glGetTexParameterIiv(a.l,b.l,*c.l) glGetTexParameterIuiv(a.l,b.l,*c.l) glClearBufferiv(a.l,b.l,*c.l) glClearBufferuiv(a.l,b.l,*c.l) glClearBufferfv(a.l,b.l,*c.f) glClearBufferfi(a.l,b.l,c.f,d.l) glGetStringi.c(a.l,b.l) CompilerEndIf CompilerIf Defined(GL_VERSION_3_1,#PB_Constant) glDrawArraysInstanced(a.l,b.l,c.l,d.l) glDrawElementsInstanced(a.l,b.l,c.l,*d,e.l) glTexBuffer(a.l,b.l,c.l) glPrimitiveRestartIndex(a.l) CompilerEndIf CompilerIf Defined(GL_VERSION_3_2,#PB_Constant) glGetInteger64i_v(a.l,b.l,*c) glGetBufferParameteri64v(a.l,b.l,*c) glProgramParameteri(a.l,b.l,c.l) glFramebufferTexture(a.l,b.l,c.l,d.l) glFramebufferTextureFace(a.l,b.l,c.l,d.l,e.l) CompilerEndIf CompilerIf Defined(GL_ARB_framebuffer_object,#PB_Constant) glIsRenderbuffer.c(a.l) glBindRenderbuffer(a.l,b.l) glDeleteRenderbuffers(a.l,*b.l) glGenRenderbuffers(a.l,*b.l) glRenderbufferStorage(a.l,b.l,c.l,d.l) glGetRenderbufferParameteriv(a.l,b.l,*c.l) glIsFramebuffer.c(a.l) glBindFramebuffer(a.l,b.l) glDeleteFramebuffers(a.l,*b.l) glGenFramebuffers(a.l,*b.l) glCheckFramebufferStatus.l(a.l) glFramebufferTexture1D(a.l,b.l,c.l,d.l,e.l) glFramebufferTexture2D(a.l,b.l,c.l,d.l,e.l) glFramebufferTexture3D(a.l,b.l,c.l,d.l,e.l,f.l) glFramebufferRenderbuffer(a.l,b.l,c.l,d.l) glGetFramebufferAttachmentParameteriv(a.l,b.l,c.l,*d.l) glGenerateMipmap(a.l) glBlitFramebuffer(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l) glRenderbufferStorageMultisample(a.l,b.l,c.l,d.l,e.l) glFramebufferTextureLayer(a.l,b.l,c.l,d.l,e.l) CompilerEndIf CompilerIf Defined(GL_ARB_map_buffer_range,#PB_Constant) glMapBufferRange(a.l,b,c,d.l) glFlushMappedBufferRange(a.l,b,c) CompilerEndIf CompilerIf Defined(GL_ARB_vertex_array_object,#PB_Constant) glBindVertexArray(a.l) glDeleteVertexArrays(a.l,*b.l) glGenVertexArrays(a.l,*b.l) glIsVertexArray.c(a.l) CompilerEndIf CompilerIf Defined(GL_ARB_uniform_buffer_object,#PB_Constant) glGetUniformIndices(a.l,b.l,c,*d.l) glGetActiveUniformsiv(a.l,b.l,*c.l,d.l,*e.l) glGetActiveUniformName(a.l,b.l,c.l,*d.l,*e) glGetUniformBlockIndex.l(a.l,b) glGetActiveUniformBlockiv(a.l,b.l,c.l,*d.l) glGetActiveUniformBlockName(a.l,b.l,c.l,*d.l,*e) glUniformBlockBinding(a.l,b.l,c.l) CompilerEndIf CompilerIf Defined(GL_ARB_copy_buffer,#PB_Constant) glCopyBufferSubData(a.l,b.l,c,d,e) CompilerEndIf CompilerIf Defined(GL_ARB_draw_elements_base_vertex,#PB_Constant) glDrawElementsBaseVertex(a.l,b.l,c.l,*d,e.l) glDrawRangeElementsBaseVertex(a.l,b.l,c.l,d.l,e.l,*f,g.l) glDrawElementsInstancedBaseVertex(a.l,b.l,c.l,*d,e.l,f.l) glMultiDrawElementsBaseVertex(a.l,*b.l,c.l,*d,e.l,*f.l) CompilerEndIf CompilerIf Defined(GL_ARB_provoking_vertex,#PB_Constant) glProvokingVertex(a.l) CompilerEndIf CompilerIf Defined(GL_ARB_sync,#PB_Constant) glFenceSync(a.l,b.l) glIsSync.c(a) glDeleteSync(a) glClientWaitSync.l(a,b.l,c) glWaitSync(a,b.l,c) glGetInteger64v(a.l,*b) glGetSynciv(a,b.l,c.l,*d.l,*e.l) CompilerEndIf CompilerIf Defined(GL_ARB_texture_multisample,#PB_Constant) glTexImage2DMultisample(a.l,b.l,c.l,d.l,e.l,f.c) glTexImage3DMultisample(a.l,b.l,c.l,d.l,e.l,f.l,g.c) glGetMultisamplefv(a.l,b.l,*c.f) glSampleMaski(a.l,b.l) CompilerEndIf CompilerIf Defined(GL_ARB_draw_buffers_blend,#PB_Constant) glBlendEquationi(a.l,b.l) glBlendEquationSeparatei(a.l,b.l,c.l) glBlendFunci(a.l,b.l,c.l) glBlendFuncSeparatei(a.l,b.l,c.l,d.l,e.l) CompilerEndIf CompilerIf Defined(GL_ARB_sample_shading,#PB_Constant) glMinSampleShading(a.f) CompilerEndIf EndImport