include: update GL headers from the registry
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
This commit is contained in:
@@ -44,7 +44,7 @@ extern "C" {
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#define GL_GLES_PROTOTYPES 1
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#endif
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/* Generated on date 20180725 */
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/* Generated on date 20190611 */
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/* Generated C header for:
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* API: gles2
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@@ -62,8 +62,8 @@ extern "C" {
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typedef khronos_int8_t GLbyte;
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typedef khronos_float_t GLclampf;
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typedef khronos_int32_t GLfixed;
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typedef short GLshort;
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typedef unsigned short GLushort;
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typedef khronos_int16_t GLshort;
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typedef khronos_uint16_t GLushort;
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typedef void GLvoid;
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typedef struct __GLsync *GLsync;
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typedef khronos_int64_t GLint64;
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@@ -38,7 +38,7 @@ extern "C" {
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#define GL_APIENTRYP GL_APIENTRY*
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#endif
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/* Generated on date 20180725 */
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/* Generated on date 20190611 */
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/* Generated C header for:
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* API: gles2
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@@ -1246,6 +1246,11 @@ GL_APICALL void GL_APIENTRY glPopGroupMarkerEXT (void);
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#endif
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#endif /* GL_EXT_debug_marker */
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#ifndef GL_EXT_depth_clamp
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#define GL_EXT_depth_clamp 1
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#define GL_DEPTH_CLAMP_EXT 0x864F
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#endif /* GL_EXT_depth_clamp */
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#ifndef GL_EXT_discard_framebuffer
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#define GL_EXT_discard_framebuffer 1
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#define GL_COLOR_EXT 0x1800
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@@ -1613,6 +1618,18 @@ GL_APICALL void GL_APIENTRY glGetIntegeri_vEXT (GLenum target, GLuint index, GLi
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#endif
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#endif /* GL_EXT_multiview_draw_buffers */
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#ifndef GL_EXT_multiview_tessellation_geometry_shader
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#define GL_EXT_multiview_tessellation_geometry_shader 1
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#endif /* GL_EXT_multiview_tessellation_geometry_shader */
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#ifndef GL_EXT_multiview_texture_multisample
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#define GL_EXT_multiview_texture_multisample 1
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#endif /* GL_EXT_multiview_texture_multisample */
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#ifndef GL_EXT_multiview_timer_query
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#define GL_EXT_multiview_timer_query 1
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#endif /* GL_EXT_multiview_timer_query */
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#ifndef GL_EXT_occlusion_query_boolean
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#define GL_EXT_occlusion_query_boolean 1
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#define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F
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@@ -2154,6 +2171,10 @@ GL_APICALL void GL_APIENTRY glTexBufferRangeEXT (GLenum target, GLenum internalf
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#define GL_RGB16_SNORM_EXT 0x8F9A
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#endif /* GL_EXT_texture_norm16 */
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#ifndef GL_EXT_texture_query_lod
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#define GL_EXT_texture_query_lod 1
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#endif /* GL_EXT_texture_query_lod */
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#ifndef GL_EXT_texture_rg
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#define GL_EXT_texture_rg 1
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#define GL_RED_EXT 0x1903
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@@ -2179,6 +2200,10 @@ GL_APICALL void GL_APIENTRY glTexBufferRangeEXT (GLenum target, GLenum internalf
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#define GL_SKIP_DECODE_EXT 0x8A4A
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#endif /* GL_EXT_texture_sRGB_decode */
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#ifndef GL_EXT_texture_shadow_lod
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#define GL_EXT_texture_shadow_lod 1
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#endif /* GL_EXT_texture_shadow_lod */
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#ifndef GL_EXT_texture_storage
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#define GL_EXT_texture_storage 1
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#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F
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@@ -2542,6 +2567,10 @@ GL_APICALL void GL_APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xc
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#endif
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#endif /* GL_NV_clip_space_w_scaling */
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#ifndef GL_NV_compute_shader_derivatives
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#define GL_NV_compute_shader_derivatives 1
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#endif /* GL_NV_compute_shader_derivatives */
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#ifndef GL_NV_conditional_render
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#define GL_NV_conditional_render 1
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#define GL_QUERY_WAIT_NV 0x8E13
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@@ -2733,6 +2762,10 @@ GL_APICALL void GL_APIENTRY glFragmentCoverageColorNV (GLuint color);
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#endif
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#endif /* GL_NV_fragment_coverage_to_color */
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#ifndef GL_NV_fragment_shader_barycentric
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#define GL_NV_fragment_shader_barycentric 1
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#endif /* GL_NV_fragment_shader_barycentric */
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#ifndef GL_NV_fragment_shader_interlock
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#define GL_NV_fragment_shader_interlock 1
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#endif /* GL_NV_fragment_shader_interlock */
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@@ -2918,6 +2951,96 @@ GL_APICALL void GL_APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum
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#endif
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#endif /* GL_NV_internalformat_sample_query */
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#ifndef GL_NV_memory_attachment
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#define GL_NV_memory_attachment 1
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#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4
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#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5
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#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6
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#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7
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#define GL_MEMORY_ATTACHABLE_NV 0x95A8
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#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9
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#define GL_DETACHED_TEXTURES_NV 0x95AA
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#define GL_DETACHED_BUFFERS_NV 0x95AB
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#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC
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#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD
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typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params);
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typedef void (GL_APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname);
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typedef void (GL_APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset);
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typedef void (GL_APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset);
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typedef void (GL_APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset);
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typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset);
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#ifdef GL_GLEXT_PROTOTYPES
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GL_APICALL void GL_APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params);
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GL_APICALL void GL_APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname);
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GL_APICALL void GL_APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset);
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GL_APICALL void GL_APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset);
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GL_APICALL void GL_APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset);
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GL_APICALL void GL_APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset);
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#endif
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#endif /* GL_NV_memory_attachment */
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#ifndef GL_NV_mesh_shader
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#define GL_NV_mesh_shader 1
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#define GL_MESH_SHADER_NV 0x9559
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#define GL_TASK_SHADER_NV 0x955A
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#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60
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#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61
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#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62
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#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63
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#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64
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#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65
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#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66
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#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67
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#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68
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#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69
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#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A
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#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B
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#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C
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#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D
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#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E
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#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F
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#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2
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#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3
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#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536
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#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537
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#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538
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#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539
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#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A
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#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D
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#define GL_MAX_MESH_VIEWS_NV 0x9557
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#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF
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#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543
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#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B
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#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C
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#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E
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#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F
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#define GL_MESH_VERTICES_OUT_NV 0x9579
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#define GL_MESH_PRIMITIVES_OUT_NV 0x957A
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#define GL_MESH_OUTPUT_TYPE_NV 0x957B
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D
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#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0
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#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1
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#define GL_MESH_SHADER_BIT_NV 0x00000040
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#define GL_TASK_SHADER_BIT_NV 0x00000080
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#define GL_MESH_SUBROUTINE_NV 0x957C
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#define GL_TASK_SUBROUTINE_NV 0x957D
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#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E
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#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F
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typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count);
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typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect);
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typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride);
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typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
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#ifdef GL_GLEXT_PROTOTYPES
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GL_APICALL void GL_APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count);
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GL_APICALL void GL_APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect);
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GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride);
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GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
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#endif
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#endif /* GL_NV_mesh_shader */
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#ifndef GL_NV_non_square_matrices
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#define GL_NV_non_square_matrices 1
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#define GL_FLOAT_MAT2x3_NV 0x8B65
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@@ -3306,6 +3429,11 @@ GL_APICALL void GL_APIENTRY glReadBufferNV (GLenum mode);
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#define GL_NV_read_stencil 1
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#endif /* GL_NV_read_stencil */
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#ifndef GL_NV_representative_fragment_test
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#define GL_NV_representative_fragment_test 1
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#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F
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#endif /* GL_NV_representative_fragment_test */
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#ifndef GL_NV_sRGB_formats
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#define GL_NV_sRGB_formats 1
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#define GL_SLUMINANCE_NV 0x8C46
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@@ -3344,6 +3472,18 @@ GL_APICALL void GL_APIENTRY glResolveDepthValuesNV (void);
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#define GL_NV_sample_mask_override_coverage 1
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#endif /* GL_NV_sample_mask_override_coverage */
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#ifndef GL_NV_scissor_exclusive
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#define GL_NV_scissor_exclusive 1
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#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555
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#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556
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typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
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typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v);
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#ifdef GL_GLEXT_PROTOTYPES
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GL_APICALL void GL_APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height);
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GL_APICALL void GL_APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v);
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#endif
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#endif /* GL_NV_scissor_exclusive */
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#ifndef GL_NV_shader_atomic_fp16_vector
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#define GL_NV_shader_atomic_fp16_vector 1
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#endif /* GL_NV_shader_atomic_fp16_vector */
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@@ -3352,6 +3492,51 @@ GL_APICALL void GL_APIENTRY glResolveDepthValuesNV (void);
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#define GL_NV_shader_noperspective_interpolation 1
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#endif /* GL_NV_shader_noperspective_interpolation */
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#ifndef GL_NV_shader_texture_footprint
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#define GL_NV_shader_texture_footprint 1
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#endif /* GL_NV_shader_texture_footprint */
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#ifndef GL_NV_shading_rate_image
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#define GL_NV_shading_rate_image 1
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#define GL_SHADING_RATE_IMAGE_NV 0x9563
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#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564
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#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565
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#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566
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#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567
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#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568
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#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569
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#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A
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#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B
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#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C
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#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D
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#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E
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#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F
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#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B
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#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C
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#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D
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#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E
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#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F
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#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE
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#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF
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#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0
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typedef void (GL_APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture);
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typedef void (GL_APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate);
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typedef void (GL_APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location);
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typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize);
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typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates);
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typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order);
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typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations);
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#ifdef GL_GLEXT_PROTOTYPES
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GL_APICALL void GL_APIENTRY glBindShadingRateImageNV (GLuint texture);
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GL_APICALL void GL_APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate);
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GL_APICALL void GL_APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location);
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GL_APICALL void GL_APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize);
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GL_APICALL void GL_APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates);
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GL_APICALL void GL_APIENTRY glShadingRateSampleOrderNV (GLenum order);
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GL_APICALL void GL_APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations);
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#endif
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#endif /* GL_NV_shading_rate_image */
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#ifndef GL_NV_shadow_samplers_array
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#define GL_NV_shadow_samplers_array 1
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#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4
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@@ -3462,6 +3647,10 @@ GL_APICALL void GL_APIENTRY glFramebufferTextureMultisampleMultiviewOVR (GLenum
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#endif
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#endif /* GL_OVR_multiview_multisampled_render_to_texture */
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#ifndef GL_QCOM_YUV_texture_gather
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#define GL_QCOM_YUV_texture_gather 1
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#endif /* GL_QCOM_YUV_texture_gather */
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#ifndef GL_QCOM_alpha_test
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#define GL_QCOM_alpha_test 1
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#define GL_ALPHA_TEST_QCOM 0x0BC0
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@@ -3568,6 +3757,10 @@ GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierQCOM (void);
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#endif
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#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */
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#ifndef GL_QCOM_shader_framebuffer_fetch_rate
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#define GL_QCOM_shader_framebuffer_fetch_rate 1
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#endif /* GL_QCOM_shader_framebuffer_fetch_rate */
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#ifndef GL_QCOM_texture_foveated
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||||
#define GL_QCOM_texture_foveated 1
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#define GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM 0x8BFB
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||||
@@ -3581,6 +3774,12 @@ GL_APICALL void GL_APIENTRY glTextureFoveationParametersQCOM (GLuint texture, GL
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||||
#endif
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#endif /* GL_QCOM_texture_foveated */
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#ifndef GL_QCOM_texture_foveated_subsampled_layout
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||||
#define GL_QCOM_texture_foveated_subsampled_layout 1
|
||||
#define GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM 0x00000004
|
||||
#define GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM 0x8FA1
|
||||
#endif /* GL_QCOM_texture_foveated_subsampled_layout */
|
||||
|
||||
#ifndef GL_QCOM_tiled_rendering
|
||||
#define GL_QCOM_tiled_rendering 1
|
||||
#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001
|
||||
|
Reference in New Issue
Block a user