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author | Lioncash <mathew1800@gmail.com> | 2018-07-20 07:54:24 +0200 |
---|---|---|
committer | Lioncash <mathew1800@gmail.com> | 2018-07-20 08:00:05 +0200 |
commit | 6a9cd172273755f7d49644bc49c0e42c1a80a2fd (patch) | |
tree | 2c166fb69f710791da998033e0e757e1d84971ea /externals/glad/src/glad.c | |
parent | Merge pull request #726 from lioncash/overload (diff) | |
download | yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.tar yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.tar.gz yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.tar.bz2 yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.tar.lz yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.tar.xz yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.tar.zst yuzu-6a9cd172273755f7d49644bc49c0e42c1a80a2fd.zip |
Diffstat (limited to 'externals/glad/src/glad.c')
-rw-r--r-- | externals/glad/src/glad.c | 1846 |
1 files changed, 943 insertions, 903 deletions
diff --git a/externals/glad/src/glad.c b/externals/glad/src/glad.c index 81ce88fac..13607e449 100644 --- a/externals/glad/src/glad.c +++ b/externals/glad/src/glad.c @@ -1,6 +1,6 @@ /* - OpenGL loader generated by glad 0.1.16a0 on Thu Dec 21 14:56:57 2017. + OpenGL loader generated by glad 0.1.25 on Fri Jul 20 07:59:28 2018. Language/Generator: C/C++ Specification: gl @@ -32,6 +32,7 @@ GL_AMD_shader_atomic_counter_ops, GL_AMD_shader_ballot, GL_AMD_shader_explicit_vertex_parameter, + GL_AMD_shader_gpu_shader_half_float_fetch, GL_AMD_shader_image_load_store_lod, GL_AMD_shader_stencil_export, GL_AMD_shader_trinary_minmax, @@ -248,6 +249,7 @@ GL_ATI_vertex_attrib_array_object, GL_ATI_vertex_streams, GL_EXT_422_pixels, + GL_EXT_EGL_image_storage, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, @@ -314,6 +316,8 @@ GL_EXT_semaphore_win32, GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color, + GL_EXT_shader_framebuffer_fetch, + GL_EXT_shader_framebuffer_fetch_non_coherent, GL_EXT_shader_image_load_formatted, GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, @@ -372,6 +376,7 @@ GL_INGR_blend_func_separate, GL_INGR_color_clamp, GL_INGR_interlace_read, + GL_INTEL_blackhole_render, GL_INTEL_conservative_rasterization, GL_INTEL_fragment_shader_ordering, GL_INTEL_framebuffer_CMAA, @@ -595,7 +600,7 @@ Omit khrplatform: False Commandline: - --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_3DFX_multisample,GL_3DFX_tbuffer,GL_3DFX_texture_compression_FXT1,GL_AMD_blend_minmax_factor,GL_AMD_conservative_depth,GL_AMD_debug_output,GL_AMD_depth_clamp_separate,GL_AMD_draw_buffers_blend,GL_AMD_framebuffer_sample_positions,GL_AMD_gcn_shader,GL_AMD_gpu_shader_half_float,GL_AMD_gpu_shader_int16,GL_AMD_gpu_shader_int64,GL_AMD_interleaved_elements,GL_AMD_multi_draw_indirect,GL_AMD_name_gen_delete,GL_AMD_occlusion_query_event,GL_AMD_performance_monitor,GL_AMD_pinned_memory,GL_AMD_query_buffer_object,GL_AMD_sample_positions,GL_AMD_seamless_cubemap_per_texture,GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_ballot,GL_AMD_shader_explicit_vertex_parameter,GL_AMD_shader_image_load_store_lod,GL_AMD_shader_stencil_export,GL_AMD_shader_trinary_minmax,GL_AMD_sparse_texture,GL_AMD_stencil_operation_extended,GL_AMD_texture_gather_bias_lod,GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles,GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer,GL_AMD_vertex_shader_tessellator,GL_AMD_vertex_shader_viewport_index,GL_APPLE_aux_depth_stencil,GL_APPLE_client_storage,GL_APPLE_element_array,GL_APPLE_fence,GL_APPLE_float_pixels,GL_APPLE_flush_buffer_range,GL_APPLE_object_purgeable,GL_APPLE_rgb_422,GL_APPLE_row_bytes,GL_APPLE_specular_vector,GL_APPLE_texture_range,GL_APPLE_transform_hint,GL_APPLE_vertex_array_object,GL_APPLE_vertex_array_range,GL_APPLE_vertex_program_evaluators,GL_APPLE_ycbcr_422,GL_ARB_ES2_compatibility,GL_ARB_ES3_1_compatibility,GL_ARB_ES3_2_compatibility,GL_ARB_ES3_compatibility,GL_ARB_arrays_of_arrays,GL_ARB_base_instance,GL_ARB_bindless_texture,GL_ARB_blend_func_extended,GL_ARB_buffer_storage,GL_ARB_cl_event,GL_ARB_clear_buffer_object,GL_ARB_clear_texture,GL_ARB_clip_control,GL_ARB_color_buffer_float,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_compute_shader,GL_ARB_compute_variable_group_size,GL_ARB_conditional_render_inverted,GL_ARB_conservative_depth,GL_ARB_copy_buffer,GL_ARB_copy_image,GL_ARB_cull_distance,GL_ARB_debug_output,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_derivative_control,GL_ARB_direct_state_access,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_draw_indirect,GL_ARB_draw_instanced,GL_ARB_enhanced_layouts,GL_ARB_explicit_attrib_location,GL_ARB_explicit_uniform_location,GL_ARB_fragment_coord_conventions,GL_ARB_fragment_layer_viewport,GL_ARB_fragment_program,GL_ARB_fragment_program_shadow,GL_ARB_fragment_shader,GL_ARB_fragment_shader_interlock,GL_ARB_framebuffer_no_attachments,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_geometry_shader4,GL_ARB_get_program_binary,GL_ARB_get_texture_sub_image,GL_ARB_gl_spirv,GL_ARB_gpu_shader5,GL_ARB_gpu_shader_fp64,GL_ARB_gpu_shader_int64,GL_ARB_half_float_pixel,GL_ARB_half_float_vertex,GL_ARB_imaging,GL_ARB_indirect_parameters,GL_ARB_instanced_arrays,GL_ARB_internalformat_query,GL_ARB_internalformat_query2,GL_ARB_invalidate_subdata,GL_ARB_map_buffer_alignment,GL_ARB_map_buffer_range,GL_ARB_matrix_palette,GL_ARB_multi_bind,GL_ARB_multi_draw_indirect,GL_ARB_multisample,GL_ARB_multitexture,GL_ARB_occlusion_query,GL_ARB_occlusion_query2,GL_ARB_parallel_shader_compile,GL_ARB_pipeline_statistics_query,GL_ARB_pixel_buffer_object,GL_ARB_point_parameters,GL_ARB_point_sprite,GL_ARB_polygon_offset_clamp,GL_ARB_post_depth_coverage,GL_ARB_program_interface_query,GL_ARB_provoking_vertex,GL_ARB_query_buffer_object,GL_ARB_robust_buffer_access_behavior,GL_ARB_robustness,GL_ARB_robustness_isolation,GL_ARB_sample_locations,GL_ARB_sample_shading,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture,GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counter_ops,GL_ARB_shader_atomic_counters,GL_ARB_shader_ballot,GL_ARB_shader_bit_encoding,GL_ARB_shader_clock,GL_ARB_shader_draw_parameters,GL_ARB_shader_group_vote,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_precision,GL_ARB_shader_stencil_export,GL_ARB_shader_storage_buffer_object,GL_ARB_shader_subroutine,GL_ARB_shader_texture_image_samples,GL_ARB_shader_texture_lod,GL_ARB_shader_viewport_layer_array,GL_ARB_shading_language_100,GL_ARB_shading_language_420pack,GL_ARB_shading_language_include,GL_ARB_shading_language_packing,GL_ARB_shadow,GL_ARB_shadow_ambient,GL_ARB_sparse_buffer,GL_ARB_sparse_texture,GL_ARB_sparse_texture2,GL_ARB_sparse_texture_clamp,GL_ARB_spirv_extensions,GL_ARB_stencil_texturing,GL_ARB_sync,GL_ARB_tessellation_shader,GL_ARB_texture_barrier,GL_ARB_texture_border_clamp,GL_ARB_texture_buffer_object,GL_ARB_texture_buffer_object_rgb32,GL_ARB_texture_buffer_range,GL_ARB_texture_compression,GL_ARB_texture_compression_bptc,GL_ARB_texture_compression_rgtc,GL_ARB_texture_cube_map,GL_ARB_texture_cube_map_array,GL_ARB_texture_env_add,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_filter_minmax,GL_ARB_texture_float,GL_ARB_texture_gather,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_texture_mirrored_repeat,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_query_levels,GL_ARB_texture_query_lod,GL_ARB_texture_rectangle,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_texture_stencil8,GL_ARB_texture_storage,GL_ARB_texture_storage_multisample,GL_ARB_texture_swizzle,GL_ARB_texture_view,GL_ARB_timer_query,GL_ARB_transform_feedback2,GL_ARB_transform_feedback3,GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query,GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_bgra,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_64bit,GL_ARB_vertex_attrib_binding,GL_ARB_vertex_blend,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_10f_11f_11f_rev,GL_ARB_vertex_type_2_10_10_10_rev,GL_ARB_viewport_array,GL_ARB_window_pos,GL_ATI_draw_buffers,GL_ATI_element_array,GL_ATI_envmap_bumpmap,GL_ATI_fragment_shader,GL_ATI_map_object_buffer,GL_ATI_meminfo,GL_ATI_pixel_format_float,GL_ATI_pn_triangles,GL_ATI_separate_stencil,GL_ATI_text_fragment_shader,GL_ATI_texture_env_combine3,GL_ATI_texture_float,GL_ATI_texture_mirror_once,GL_ATI_vertex_array_object,GL_ATI_vertex_attrib_array_object,GL_ATI_vertex_streams,GL_EXT_422_pixels,GL_EXT_abgr,GL_EXT_bgra,GL_EXT_bindable_uniform,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_separate,GL_EXT_blend_logic_op,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_clip_volume_hint,GL_EXT_cmyka,GL_EXT_color_subtable,GL_EXT_compiled_vertex_array,GL_EXT_convolution,GL_EXT_coordinate_frame,GL_EXT_copy_texture,GL_EXT_cull_vertex,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_bounds_test,GL_EXT_direct_state_access,GL_EXT_draw_buffers2,GL_EXT_draw_instanced,GL_EXT_draw_range_elements,GL_EXT_external_buffer,GL_EXT_fog_coord,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_shader4,GL_EXT_gpu_program_parameters,GL_EXT_gpu_shader4,GL_EXT_histogram,GL_EXT_index_array_formats,GL_EXT_index_func,GL_EXT_index_material,GL_EXT_index_texture,GL_EXT_light_texture,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_misc_attribute,GL_EXT_multi_draw_arrays,GL_EXT_multisample,GL_EXT_packed_depth_stencil,GL_EXT_packed_float,GL_EXT_packed_pixels,GL_EXT_paletted_texture,GL_EXT_pixel_buffer_object,GL_EXT_pixel_transform,GL_EXT_pixel_transform_color_table,GL_EXT_point_parameters,GL_EXT_polygon_offset,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_provoking_vertex,GL_EXT_raster_multisample,GL_EXT_rescale_normal,GL_EXT_secondary_color,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_shader_objects,GL_EXT_separate_specular_color,GL_EXT_shader_image_load_formatted,GL_EXT_shader_image_load_store,GL_EXT_shader_integer_mix,GL_EXT_shadow_funcs,GL_EXT_shared_texture_palette,GL_EXT_sparse_texture2,GL_EXT_stencil_clear_tag,GL_EXT_stencil_two_side,GL_EXT_stencil_wrap,GL_EXT_subtexture,GL_EXT_texture,GL_EXT_texture3D,GL_EXT_texture_array,GL_EXT_texture_buffer_object,GL_EXT_texture_compression_latc,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_cube_map,GL_EXT_texture_env_add,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_integer,GL_EXT_texture_lod_bias,GL_EXT_texture_mirror_clamp,GL_EXT_texture_object,GL_EXT_texture_perturb_normal,GL_EXT_texture_sRGB,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shared_exponent,GL_EXT_texture_snorm,GL_EXT_texture_swizzle,GL_EXT_timer_query,GL_EXT_transform_feedback,GL_EXT_vertex_array,GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit,GL_EXT_vertex_shader,GL_EXT_vertex_weighting,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_EXT_x11_sync_object,GL_GREMEDY_frame_terminator,GL_GREMEDY_string_marker,GL_HP_convolution_border_modes,GL_HP_image_transform,GL_HP_occlusion_test,GL_HP_texture_lighting,GL_IBM_cull_vertex,GL_IBM_multimode_draw_arrays,GL_IBM_rasterpos_clip,GL_IBM_static_data,GL_IBM_texture_mirrored_repeat,GL_IBM_vertex_array_lists,GL_INGR_blend_func_separate,GL_INGR_color_clamp,GL_INGR_interlace_read,GL_INTEL_conservative_rasterization,GL_INTEL_fragment_shader_ordering,GL_INTEL_framebuffer_CMAA,GL_INTEL_map_texture,GL_INTEL_parallel_arrays,GL_INTEL_performance_query,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_MESAX_texture_stack,GL_MESA_pack_invert,GL_MESA_program_binary_formats,GL_MESA_resize_buffers,GL_MESA_shader_integer_functions,GL_MESA_tile_raster_order,GL_MESA_window_pos,GL_MESA_ycbcr_texture,GL_NVX_blend_equation_advanced_multi_draw_buffers,GL_NVX_conditional_render,GL_NVX_gpu_memory_info,GL_NVX_linked_gpu_multicast,GL_NV_alpha_to_coverage_dither_control,GL_NV_bindless_multi_draw_indirect,GL_NV_bindless_multi_draw_indirect_count,GL_NV_bindless_texture,GL_NV_blend_equation_advanced,GL_NV_blend_equation_advanced_coherent,GL_NV_blend_minmax_factor,GL_NV_blend_square,GL_NV_clip_space_w_scaling,GL_NV_command_list,GL_NV_compute_program5,GL_NV_conditional_render,GL_NV_conservative_raster,GL_NV_conservative_raster_dilate,GL_NV_conservative_raster_pre_snap,GL_NV_conservative_raster_pre_snap_triangles,GL_NV_conservative_raster_underestimation,GL_NV_copy_depth_to_color,GL_NV_copy_image,GL_NV_deep_texture3D,GL_NV_depth_buffer_float,GL_NV_depth_clamp,GL_NV_draw_texture,GL_NV_draw_vulkan_image,GL_NV_evaluators,GL_NV_explicit_multisample,GL_NV_fence,GL_NV_fill_rectangle,GL_NV_float_buffer,GL_NV_fog_distance,GL_NV_fragment_coverage_to_color,GL_NV_fragment_program,GL_NV_fragment_program2,GL_NV_fragment_program4,GL_NV_fragment_program_option,GL_NV_fragment_shader_interlock,GL_NV_framebuffer_mixed_samples,GL_NV_framebuffer_multisample_coverage,GL_NV_geometry_program4,GL_NV_geometry_shader4,GL_NV_geometry_shader_passthrough,GL_NV_gpu_multicast,GL_NV_gpu_program4,GL_NV_gpu_program5,GL_NV_gpu_program5_mem_extended,GL_NV_gpu_shader5,GL_NV_half_float,GL_NV_internalformat_sample_query,GL_NV_light_max_exponent,GL_NV_multisample_coverage,GL_NV_multisample_filter_hint,GL_NV_occlusion_query,GL_NV_packed_depth_stencil,GL_NV_parameter_buffer_object,GL_NV_parameter_buffer_object2,GL_NV_path_rendering,GL_NV_path_rendering_shared_edge,GL_NV_pixel_data_range,GL_NV_point_sprite,GL_NV_present_video,GL_NV_primitive_restart,GL_NV_query_resource,GL_NV_query_resource_tag,GL_NV_register_combiners,GL_NV_register_combiners2,GL_NV_robustness_video_memory_purge,GL_NV_sample_locations,GL_NV_sample_mask_override_coverage,GL_NV_shader_atomic_counters,GL_NV_shader_atomic_float,GL_NV_shader_atomic_float64,GL_NV_shader_atomic_fp16_vector,GL_NV_shader_atomic_int64,GL_NV_shader_buffer_load,GL_NV_shader_buffer_store,GL_NV_shader_storage_buffer_object,GL_NV_shader_thread_group,GL_NV_shader_thread_shuffle,GL_NV_stereo_view_rendering,GL_NV_tessellation_program5,GL_NV_texgen_emboss,GL_NV_texgen_reflection,GL_NV_texture_barrier,GL_NV_texture_compression_vtc,GL_NV_texture_env_combine4,GL_NV_texture_expand_normal,GL_NV_texture_multisample,GL_NV_texture_rectangle,GL_NV_texture_rectangle_compressed,GL_NV_texture_shader,GL_NV_texture_shader2,GL_NV_texture_shader3,GL_NV_transform_feedback,GL_NV_transform_feedback2,GL_NV_uniform_buffer_unified_memory,GL_NV_vdpau_interop,GL_NV_vertex_array_range,GL_NV_vertex_array_range2,GL_NV_vertex_attrib_integer_64bit,GL_NV_vertex_buffer_unified_memory,GL_NV_vertex_program,GL_NV_vertex_program1_1,GL_NV_vertex_program2,GL_NV_vertex_program2_option,GL_NV_vertex_program3,GL_NV_vertex_program4,GL_NV_video_capture,GL_NV_viewport_array2,GL_NV_viewport_swizzle,GL_OES_byte_coordinates,GL_OES_compressed_paletted_texture,GL_OES_fixed_point,GL_OES_query_matrix,GL_OES_read_format,GL_OES_single_precision,GL_OML_interlace,GL_OML_resample,GL_OML_subsample,GL_OVR_multiview,GL_OVR_multiview2,GL_PGI_misc_hints,GL_PGI_vertex_hints,GL_REND_screen_coordinates,GL_S3_s3tc,GL_SGIS_detail_texture,GL_SGIS_fog_function,GL_SGIS_generate_mipmap,GL_SGIS_multisample,GL_SGIS_pixel_texture,GL_SGIS_point_line_texgen,GL_SGIS_point_parameters,GL_SGIS_sharpen_texture,GL_SGIS_texture4D,GL_SGIS_texture_border_clamp,GL_SGIS_texture_color_mask,GL_SGIS_texture_edge_clamp,GL_SGIS_texture_filter4,GL_SGIS_texture_lod,GL_SGIS_texture_select,GL_SGIX_async,GL_SGIX_async_histogram,GL_SGIX_async_pixel,GL_SGIX_blend_alpha_minmax,GL_SGIX_calligraphic_fragment,GL_SGIX_clipmap,GL_SGIX_convolution_accuracy,GL_SGIX_depth_pass_instrument,GL_SGIX_depth_texture,GL_SGIX_flush_raster,GL_SGIX_fog_offset,GL_SGIX_fragment_lighting,GL_SGIX_framezoom,GL_SGIX_igloo_interface,GL_SGIX_instruments,GL_SGIX_interlace,GL_SGIX_ir_instrument1,GL_SGIX_list_priority,GL_SGIX_pixel_texture,GL_SGIX_pixel_tiles,GL_SGIX_polynomial_ffd,GL_SGIX_reference_plane,GL_SGIX_resample,GL_SGIX_scalebias_hint,GL_SGIX_shadow,GL_SGIX_shadow_ambient,GL_SGIX_sprite,GL_SGIX_subsample,GL_SGIX_tag_sample_buffer,GL_SGIX_texture_add_env,GL_SGIX_texture_coordinate_clamp,GL_SGIX_texture_lod_bias,GL_SGIX_texture_multi_buffer,GL_SGIX_texture_scale_bias,GL_SGIX_vertex_preclip,GL_SGIX_ycrcb,GL_SGIX_ycrcb_subsample,GL_SGIX_ycrcba,GL_SGI_color_matrix,GL_SGI_color_table,GL_SGI_texture_color_table,GL_SUNX_constant_data,GL_SUN_convolution_border_modes,GL_SUN_global_alpha,GL_SUN_mesh_array,GL_SUN_slice_accum,GL_SUN_triangle_list,GL_SUN_vertex,GL_WIN_phong_shading,GL_WIN_specular_fog" + --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_3DFX_multisample,GL_3DFX_tbuffer,GL_3DFX_texture_compression_FXT1,GL_AMD_blend_minmax_factor,GL_AMD_conservative_depth,GL_AMD_debug_output,GL_AMD_depth_clamp_separate,GL_AMD_draw_buffers_blend,GL_AMD_framebuffer_sample_positions,GL_AMD_gcn_shader,GL_AMD_gpu_shader_half_float,GL_AMD_gpu_shader_int16,GL_AMD_gpu_shader_int64,GL_AMD_interleaved_elements,GL_AMD_multi_draw_indirect,GL_AMD_name_gen_delete,GL_AMD_occlusion_query_event,GL_AMD_performance_monitor,GL_AMD_pinned_memory,GL_AMD_query_buffer_object,GL_AMD_sample_positions,GL_AMD_seamless_cubemap_per_texture,GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_ballot,GL_AMD_shader_explicit_vertex_parameter,GL_AMD_shader_gpu_shader_half_float_fetch,GL_AMD_shader_image_load_store_lod,GL_AMD_shader_stencil_export,GL_AMD_shader_trinary_minmax,GL_AMD_sparse_texture,GL_AMD_stencil_operation_extended,GL_AMD_texture_gather_bias_lod,GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles,GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer,GL_AMD_vertex_shader_tessellator,GL_AMD_vertex_shader_viewport_index,GL_APPLE_aux_depth_stencil,GL_APPLE_client_storage,GL_APPLE_element_array,GL_APPLE_fence,GL_APPLE_float_pixels,GL_APPLE_flush_buffer_range,GL_APPLE_object_purgeable,GL_APPLE_rgb_422,GL_APPLE_row_bytes,GL_APPLE_specular_vector,GL_APPLE_texture_range,GL_APPLE_transform_hint,GL_APPLE_vertex_array_object,GL_APPLE_vertex_array_range,GL_APPLE_vertex_program_evaluators,GL_APPLE_ycbcr_422,GL_ARB_ES2_compatibility,GL_ARB_ES3_1_compatibility,GL_ARB_ES3_2_compatibility,GL_ARB_ES3_compatibility,GL_ARB_arrays_of_arrays,GL_ARB_base_instance,GL_ARB_bindless_texture,GL_ARB_blend_func_extended,GL_ARB_buffer_storage,GL_ARB_cl_event,GL_ARB_clear_buffer_object,GL_ARB_clear_texture,GL_ARB_clip_control,GL_ARB_color_buffer_float,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_compute_shader,GL_ARB_compute_variable_group_size,GL_ARB_conditional_render_inverted,GL_ARB_conservative_depth,GL_ARB_copy_buffer,GL_ARB_copy_image,GL_ARB_cull_distance,GL_ARB_debug_output,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_derivative_control,GL_ARB_direct_state_access,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_draw_indirect,GL_ARB_draw_instanced,GL_ARB_enhanced_layouts,GL_ARB_explicit_attrib_location,GL_ARB_explicit_uniform_location,GL_ARB_fragment_coord_conventions,GL_ARB_fragment_layer_viewport,GL_ARB_fragment_program,GL_ARB_fragment_program_shadow,GL_ARB_fragment_shader,GL_ARB_fragment_shader_interlock,GL_ARB_framebuffer_no_attachments,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_geometry_shader4,GL_ARB_get_program_binary,GL_ARB_get_texture_sub_image,GL_ARB_gl_spirv,GL_ARB_gpu_shader5,GL_ARB_gpu_shader_fp64,GL_ARB_gpu_shader_int64,GL_ARB_half_float_pixel,GL_ARB_half_float_vertex,GL_ARB_imaging,GL_ARB_indirect_parameters,GL_ARB_instanced_arrays,GL_ARB_internalformat_query,GL_ARB_internalformat_query2,GL_ARB_invalidate_subdata,GL_ARB_map_buffer_alignment,GL_ARB_map_buffer_range,GL_ARB_matrix_palette,GL_ARB_multi_bind,GL_ARB_multi_draw_indirect,GL_ARB_multisample,GL_ARB_multitexture,GL_ARB_occlusion_query,GL_ARB_occlusion_query2,GL_ARB_parallel_shader_compile,GL_ARB_pipeline_statistics_query,GL_ARB_pixel_buffer_object,GL_ARB_point_parameters,GL_ARB_point_sprite,GL_ARB_polygon_offset_clamp,GL_ARB_post_depth_coverage,GL_ARB_program_interface_query,GL_ARB_provoking_vertex,GL_ARB_query_buffer_object,GL_ARB_robust_buffer_access_behavior,GL_ARB_robustness,GL_ARB_robustness_isolation,GL_ARB_sample_locations,GL_ARB_sample_shading,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture,GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counter_ops,GL_ARB_shader_atomic_counters,GL_ARB_shader_ballot,GL_ARB_shader_bit_encoding,GL_ARB_shader_clock,GL_ARB_shader_draw_parameters,GL_ARB_shader_group_vote,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_precision,GL_ARB_shader_stencil_export,GL_ARB_shader_storage_buffer_object,GL_ARB_shader_subroutine,GL_ARB_shader_texture_image_samples,GL_ARB_shader_texture_lod,GL_ARB_shader_viewport_layer_array,GL_ARB_shading_language_100,GL_ARB_shading_language_420pack,GL_ARB_shading_language_include,GL_ARB_shading_language_packing,GL_ARB_shadow,GL_ARB_shadow_ambient,GL_ARB_sparse_buffer,GL_ARB_sparse_texture,GL_ARB_sparse_texture2,GL_ARB_sparse_texture_clamp,GL_ARB_spirv_extensions,GL_ARB_stencil_texturing,GL_ARB_sync,GL_ARB_tessellation_shader,GL_ARB_texture_barrier,GL_ARB_texture_border_clamp,GL_ARB_texture_buffer_object,GL_ARB_texture_buffer_object_rgb32,GL_ARB_texture_buffer_range,GL_ARB_texture_compression,GL_ARB_texture_compression_bptc,GL_ARB_texture_compression_rgtc,GL_ARB_texture_cube_map,GL_ARB_texture_cube_map_array,GL_ARB_texture_env_add,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_filter_minmax,GL_ARB_texture_float,GL_ARB_texture_gather,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_texture_mirrored_repeat,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_query_levels,GL_ARB_texture_query_lod,GL_ARB_texture_rectangle,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_texture_stencil8,GL_ARB_texture_storage,GL_ARB_texture_storage_multisample,GL_ARB_texture_swizzle,GL_ARB_texture_view,GL_ARB_timer_query,GL_ARB_transform_feedback2,GL_ARB_transform_feedback3,GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query,GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_bgra,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_64bit,GL_ARB_vertex_attrib_binding,GL_ARB_vertex_blend,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_10f_11f_11f_rev,GL_ARB_vertex_type_2_10_10_10_rev,GL_ARB_viewport_array,GL_ARB_window_pos,GL_ATI_draw_buffers,GL_ATI_element_array,GL_ATI_envmap_bumpmap,GL_ATI_fragment_shader,GL_ATI_map_object_buffer,GL_ATI_meminfo,GL_ATI_pixel_format_float,GL_ATI_pn_triangles,GL_ATI_separate_stencil,GL_ATI_text_fragment_shader,GL_ATI_texture_env_combine3,GL_ATI_texture_float,GL_ATI_texture_mirror_once,GL_ATI_vertex_array_object,GL_ATI_vertex_attrib_array_object,GL_ATI_vertex_streams,GL_EXT_422_pixels,GL_EXT_EGL_image_storage,GL_EXT_abgr,GL_EXT_bgra,GL_EXT_bindable_uniform,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_separate,GL_EXT_blend_logic_op,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_clip_volume_hint,GL_EXT_cmyka,GL_EXT_color_subtable,GL_EXT_compiled_vertex_array,GL_EXT_convolution,GL_EXT_coordinate_frame,GL_EXT_copy_texture,GL_EXT_cull_vertex,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_bounds_test,GL_EXT_direct_state_access,GL_EXT_draw_buffers2,GL_EXT_draw_instanced,GL_EXT_draw_range_elements,GL_EXT_external_buffer,GL_EXT_fog_coord,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_shader4,GL_EXT_gpu_program_parameters,GL_EXT_gpu_shader4,GL_EXT_histogram,GL_EXT_index_array_formats,GL_EXT_index_func,GL_EXT_index_material,GL_EXT_index_texture,GL_EXT_light_texture,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_misc_attribute,GL_EXT_multi_draw_arrays,GL_EXT_multisample,GL_EXT_packed_depth_stencil,GL_EXT_packed_float,GL_EXT_packed_pixels,GL_EXT_paletted_texture,GL_EXT_pixel_buffer_object,GL_EXT_pixel_transform,GL_EXT_pixel_transform_color_table,GL_EXT_point_parameters,GL_EXT_polygon_offset,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_provoking_vertex,GL_EXT_raster_multisample,GL_EXT_rescale_normal,GL_EXT_secondary_color,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_shader_objects,GL_EXT_separate_specular_color,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_image_load_formatted,GL_EXT_shader_image_load_store,GL_EXT_shader_integer_mix,GL_EXT_shadow_funcs,GL_EXT_shared_texture_palette,GL_EXT_sparse_texture2,GL_EXT_stencil_clear_tag,GL_EXT_stencil_two_side,GL_EXT_stencil_wrap,GL_EXT_subtexture,GL_EXT_texture,GL_EXT_texture3D,GL_EXT_texture_array,GL_EXT_texture_buffer_object,GL_EXT_texture_compression_latc,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_cube_map,GL_EXT_texture_env_add,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_integer,GL_EXT_texture_lod_bias,GL_EXT_texture_mirror_clamp,GL_EXT_texture_object,GL_EXT_texture_perturb_normal,GL_EXT_texture_sRGB,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shared_exponent,GL_EXT_texture_snorm,GL_EXT_texture_swizzle,GL_EXT_timer_query,GL_EXT_transform_feedback,GL_EXT_vertex_array,GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit,GL_EXT_vertex_shader,GL_EXT_vertex_weighting,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_EXT_x11_sync_object,GL_GREMEDY_frame_terminator,GL_GREMEDY_string_marker,GL_HP_convolution_border_modes,GL_HP_image_transform,GL_HP_occlusion_test,GL_HP_texture_lighting,GL_IBM_cull_vertex,GL_IBM_multimode_draw_arrays,GL_IBM_rasterpos_clip,GL_IBM_static_data,GL_IBM_texture_mirrored_repeat,GL_IBM_vertex_array_lists,GL_INGR_blend_func_separate,GL_INGR_color_clamp,GL_INGR_interlace_read,GL_INTEL_blackhole_render,GL_INTEL_conservative_rasterization,GL_INTEL_fragment_shader_ordering,GL_INTEL_framebuffer_CMAA,GL_INTEL_map_texture,GL_INTEL_parallel_arrays,GL_INTEL_performance_query,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_MESAX_texture_stack,GL_MESA_pack_invert,GL_MESA_program_binary_formats,GL_MESA_resize_buffers,GL_MESA_shader_integer_functions,GL_MESA_tile_raster_order,GL_MESA_window_pos,GL_MESA_ycbcr_texture,GL_NVX_blend_equation_advanced_multi_draw_buffers,GL_NVX_conditional_render,GL_NVX_gpu_memory_info,GL_NVX_linked_gpu_multicast,GL_NV_alpha_to_coverage_dither_control,GL_NV_bindless_multi_draw_indirect,GL_NV_bindless_multi_draw_indirect_count,GL_NV_bindless_texture,GL_NV_blend_equation_advanced,GL_NV_blend_equation_advanced_coherent,GL_NV_blend_minmax_factor,GL_NV_blend_square,GL_NV_clip_space_w_scaling,GL_NV_command_list,GL_NV_compute_program5,GL_NV_conditional_render,GL_NV_conservative_raster,GL_NV_conservative_raster_dilate,GL_NV_conservative_raster_pre_snap,GL_NV_conservative_raster_pre_snap_triangles,GL_NV_conservative_raster_underestimation,GL_NV_copy_depth_to_color,GL_NV_copy_image,GL_NV_deep_texture3D,GL_NV_depth_buffer_float,GL_NV_depth_clamp,GL_NV_draw_texture,GL_NV_draw_vulkan_image,GL_NV_evaluators,GL_NV_explicit_multisample,GL_NV_fence,GL_NV_fill_rectangle,GL_NV_float_buffer,GL_NV_fog_distance,GL_NV_fragment_coverage_to_color,GL_NV_fragment_program,GL_NV_fragment_program2,GL_NV_fragment_program4,GL_NV_fragment_program_option,GL_NV_fragment_shader_interlock,GL_NV_framebuffer_mixed_samples,GL_NV_framebuffer_multisample_coverage,GL_NV_geometry_program4,GL_NV_geometry_shader4,GL_NV_geometry_shader_passthrough,GL_NV_gpu_multicast,GL_NV_gpu_program4,GL_NV_gpu_program5,GL_NV_gpu_program5_mem_extended,GL_NV_gpu_shader5,GL_NV_half_float,GL_NV_internalformat_sample_query,GL_NV_light_max_exponent,GL_NV_multisample_coverage,GL_NV_multisample_filter_hint,GL_NV_occlusion_query,GL_NV_packed_depth_stencil,GL_NV_parameter_buffer_object,GL_NV_parameter_buffer_object2,GL_NV_path_rendering,GL_NV_path_rendering_shared_edge,GL_NV_pixel_data_range,GL_NV_point_sprite,GL_NV_present_video,GL_NV_primitive_restart,GL_NV_query_resource,GL_NV_query_resource_tag,GL_NV_register_combiners,GL_NV_register_combiners2,GL_NV_robustness_video_memory_purge,GL_NV_sample_locations,GL_NV_sample_mask_override_coverage,GL_NV_shader_atomic_counters,GL_NV_shader_atomic_float,GL_NV_shader_atomic_float64,GL_NV_shader_atomic_fp16_vector,GL_NV_shader_atomic_int64,GL_NV_shader_buffer_load,GL_NV_shader_buffer_store,GL_NV_shader_storage_buffer_object,GL_NV_shader_thread_group,GL_NV_shader_thread_shuffle,GL_NV_stereo_view_rendering,GL_NV_tessellation_program5,GL_NV_texgen_emboss,GL_NV_texgen_reflection,GL_NV_texture_barrier,GL_NV_texture_compression_vtc,GL_NV_texture_env_combine4,GL_NV_texture_expand_normal,GL_NV_texture_multisample,GL_NV_texture_rectangle,GL_NV_texture_rectangle_compressed,GL_NV_texture_shader,GL_NV_texture_shader2,GL_NV_texture_shader3,GL_NV_transform_feedback,GL_NV_transform_feedback2,GL_NV_uniform_buffer_unified_memory,GL_NV_vdpau_interop,GL_NV_vertex_array_range,GL_NV_vertex_array_range2,GL_NV_vertex_attrib_integer_64bit,GL_NV_vertex_buffer_unified_memory,GL_NV_vertex_program,GL_NV_vertex_program1_1,GL_NV_vertex_program2,GL_NV_vertex_program2_option,GL_NV_vertex_program3,GL_NV_vertex_program4,GL_NV_video_capture,GL_NV_viewport_array2,GL_NV_viewport_swizzle,GL_OES_byte_coordinates,GL_OES_compressed_paletted_texture,GL_OES_fixed_point,GL_OES_query_matrix,GL_OES_read_format,GL_OES_single_precision,GL_OML_interlace,GL_OML_resample,GL_OML_subsample,GL_OVR_multiview,GL_OVR_multiview2,GL_PGI_misc_hints,GL_PGI_vertex_hints,GL_REND_screen_coordinates,GL_S3_s3tc,GL_SGIS_detail_texture,GL_SGIS_fog_function,GL_SGIS_generate_mipmap,GL_SGIS_multisample,GL_SGIS_pixel_texture,GL_SGIS_point_line_texgen,GL_SGIS_point_parameters,GL_SGIS_sharpen_texture,GL_SGIS_texture4D,GL_SGIS_texture_border_clamp,GL_SGIS_texture_color_mask,GL_SGIS_texture_edge_clamp,GL_SGIS_texture_filter4,GL_SGIS_texture_lod,GL_SGIS_texture_select,GL_SGIX_async,GL_SGIX_async_histogram,GL_SGIX_async_pixel,GL_SGIX_blend_alpha_minmax,GL_SGIX_calligraphic_fragment,GL_SGIX_clipmap,GL_SGIX_convolution_accuracy,GL_SGIX_depth_pass_instrument,GL_SGIX_depth_texture,GL_SGIX_flush_raster,GL_SGIX_fog_offset,GL_SGIX_fragment_lighting,GL_SGIX_framezoom,GL_SGIX_igloo_interface,GL_SGIX_instruments,GL_SGIX_interlace,GL_SGIX_ir_instrument1,GL_SGIX_list_priority,GL_SGIX_pixel_texture,GL_SGIX_pixel_tiles,GL_SGIX_polynomial_ffd,GL_SGIX_reference_plane,GL_SGIX_resample,GL_SGIX_scalebias_hint,GL_SGIX_shadow,GL_SGIX_shadow_ambient,GL_SGIX_sprite,GL_SGIX_subsample,GL_SGIX_tag_sample_buffer,GL_SGIX_texture_add_env,GL_SGIX_texture_coordinate_clamp,GL_SGIX_texture_lod_bias,GL_SGIX_texture_multi_buffer,GL_SGIX_texture_scale_bias,GL_SGIX_vertex_preclip,GL_SGIX_ycrcb,GL_SGIX_ycrcb_subsample,GL_SGIX_ycrcba,GL_SGI_color_matrix,GL_SGI_color_table,GL_SGI_texture_color_table,GL_SUNX_constant_data,GL_SUN_convolution_border_modes,GL_SUN_global_alpha,GL_SUN_mesh_array,GL_SUN_slice_accum,GL_SUN_triangle_list,GL_SUN_vertex,GL_WIN_phong_shading,GL_WIN_specular_fog" Online: Too many extensions */ @@ -607,21 +612,41 @@ static void* get_proc(const char *namez); -#ifdef _WIN32 +#if defined(_WIN32) || defined(__CYGWIN__) #include <windows.h> static HMODULE libGL; typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; +#ifdef _MSC_VER +#ifdef __has_include + #if __has_include(<winapifamily.h>) + #define HAVE_WINAPIFAMILY 1 + #endif +#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define HAVE_WINAPIFAMILY 1 +#endif +#endif + +#ifdef HAVE_WINAPIFAMILY + #include <winapifamily.h> + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define IS_UWP 1 + #endif +#endif + static int open_gl(void) { +#ifndef IS_UWP libGL = LoadLibraryW(L"opengl32.dll"); if(libGL != NULL) { - gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE)GetProcAddress( - libGL, "wglGetProcAddress"); + void (* tmp)(void); + tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress"); + gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp; return gladGetProcAddressPtr != NULL; } +#endif return 0; } @@ -629,7 +654,7 @@ int open_gl(void) { static void close_gl(void) { if(libGL != NULL) { - FreeLibrary(libGL); + FreeLibrary((HMODULE) libGL); libGL = NULL; } } @@ -693,8 +718,8 @@ void* get_proc(const char *namez) { } #endif if(result == NULL) { -#ifdef _WIN32 - result = (void*)GetProcAddress(libGL, namez); +#if defined(_WIN32) || defined(__CYGWIN__) + result = (void*)GetProcAddress((HMODULE) libGL, namez); #else result = dlsym(libGL, namez); #endif @@ -725,7 +750,7 @@ static int max_loaded_minor; static const char *exts = NULL; static int num_exts_i = 0; -static const char **exts_i = NULL; +static char **exts_i = NULL; static int get_exts(void) { #ifdef _GLAD_IS_SOME_NEW_VERSION @@ -739,7 +764,7 @@ static int get_exts(void) { num_exts_i = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); if (num_exts_i > 0) { - exts_i = (const char **)realloc((void *)exts_i, (size_t)num_exts_i * (sizeof *exts_i)); + exts_i = (char **)realloc((void *)exts_i, (size_t)num_exts_i * (sizeof *exts_i)); } if (exts_i == NULL) { @@ -750,13 +775,9 @@ static int get_exts(void) { const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); size_t len = strlen(gl_str_tmp); - char *local_str = (char*)malloc((len+1) * sizeof(*exts_i)); + char *local_str = (char*)malloc((len+1) * sizeof(char)); if(local_str != NULL) { -#if _MSC_VER >= 1400 - strncpy_s(local_str, len+1, gl_str_tmp, len); -#else - strncpy(local_str, gl_str_tmp, len+1); -#endif + memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); } exts_i[index] = local_str; } @@ -829,963 +850,968 @@ int GLAD_GL_VERSION_3_0; int GLAD_GL_VERSION_3_1; int GLAD_GL_VERSION_3_2; int GLAD_GL_VERSION_3_3; -PFNGLDISABLEPROC glad_glDisable; -PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; -PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; -PFNGLCLEARDEPTHPROC glad_glClearDepth; -PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; -PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; -PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; -PFNGLENABLEPROC glad_glEnable; -PFNGLUSEPROGRAMPROC glad_glUseProgram; -PFNGLSTENCILFUNCPROC glad_glStencilFunc; -PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; -PFNGLFRONTFACEPROC glad_glFrontFace; -PFNGLGETTEXIMAGEPROC glad_glGetTexImage; -PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; -PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; -PFNGLUNIFORM4IVPROC glad_glUniform4iv; -PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; -PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; -PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; -PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; -PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; -PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; -PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; -PFNGLUNIFORM1FVPROC glad_glUniform1fv; -PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; -PFNGLUNIFORM1IPROC glad_glUniform1i; -PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; -PFNGLUNIFORM4FPROC glad_glUniform4f; -PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; -PFNGLGENTEXTURESPROC glad_glGenTextures; -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; -PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; -PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; -PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; -PFNGLGETERRORPROC glad_glGetError; -PFNGLBINDBUFFERPROC glad_glBindBuffer; -PFNGLISSYNCPROC glad_glIsSync; -PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; -PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; -PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; -PFNGLCOLORP4UIVPROC glad_glColorP4uiv; -PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; -PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; -PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; -PFNGLDEPTHMASKPROC glad_glDepthMask; -PFNGLCREATESHADERPROC glad_glCreateShader; -PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; -PFNGLDISABLEIPROC glad_glDisablei; -PFNGLENDQUERYPROC glad_glEndQuery; -PFNGLISSHADERPROC glad_glIsShader; -PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; -PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; -PFNGLPIXELSTOREFPROC glad_glPixelStoref; -PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; -PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; -PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; -PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; -PFNGLFENCESYNCPROC glad_glFenceSync; -PFNGLDELETEQUERIESPROC glad_glDeleteQueries; -PFNGLENABLEIPROC glad_glEnablei; -PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; -PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; -PFNGLUNIFORM3UIPROC glad_glUniform3ui; -PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; -PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; -PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; -PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; -PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; -PFNGLTEXIMAGE2DPROC glad_glTexImage2D; -PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; -PFNGLUNIFORM2UIPROC glad_glUniform2ui; -PFNGLFLUSHPROC glad_glFlush; -PFNGLISTEXTUREPROC glad_glIsTexture; -PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; -PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; -PFNGLISENABLEDIPROC glad_glIsEnabledi; -PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; -PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; -PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; -PFNGLCOLORMASKIPROC glad_glColorMaski; -PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +PFNGLBINDSAMPLERPROC glad_glBindSampler; PFNGLLINEWIDTHPROC glad_glLineWidth; -PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; -PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; -PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; -PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; -PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; -PFNGLCLEARSTENCILPROC glad_glClearStencil; -PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; -PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv; PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +PFNGLCOMPILESHADERPROC glad_glCompileShader; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +PFNGLENABLEIPROC glad_glEnablei; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +PFNGLCREATESHADERPROC glad_glCreateShader; +PFNGLISBUFFERPROC glad_glIsBuffer; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; -PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; -PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; -PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; -PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; -PFNGLATTACHSHADERPROC glad_glAttachShader; -PFNGLNORMALP3UIPROC glad_glNormalP3ui; -PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; -PFNGLBLENDFUNCPROC glad_glBlendFunc; -PFNGLUNIFORM2IVPROC glad_glUniform2iv; -PFNGLSTENCILOPPROC glad_glStencilOp; -PFNGLUNIFORM1IVPROC glad_glUniform1iv; -PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; -PFNGLSTENCILMASKPROC glad_glStencilMask; -PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; -PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; -PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; -PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; -PFNGLFINISHPROC glad_glFinish; -PFNGLVERTEXP3UIPROC glad_glVertexP3ui; -PFNGLGETSTRINGPROC glad_glGetString; -PFNGLUNIFORM3IPROC glad_glUniform3i; -PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; -PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; -PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; -PFNGLTEXIMAGE3DPROC glad_glTexImage3D; -PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; -PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; -PFNGLCREATEPROGRAMPROC glad_glCreateProgram; -PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; -PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; -PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; -PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; -PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; -PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; -PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; -PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; -PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; -PFNGLGETBOOLEANVPROC glad_glGetBooleanv; -PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; -PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; -PFNGLGETSYNCIVPROC glad_glGetSynciv; -PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; -PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; -PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +PFNGLHINTPROC glad_glHint; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; PFNGLSAMPLEMASKIPROC glad_glSampleMaski; -PFNGLISQUERYPROC glad_glIsQuery; -PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; -PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; -PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; -PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +PFNGLPOINTSIZEPROC glad_glPointSize; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; PFNGLWAITSYNCPROC glad_glWaitSync; -PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +PFNGLUNIFORM3IPROC glad_glUniform3i; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +PFNGLUNIFORM3FPROC glad_glUniform3f; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +PFNGLCOLORMASKIPROC glad_glColorMaski; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; -PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; -PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; -PFNGLTEXPARAMETERFPROC glad_glTexParameterf; -PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; -PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; -PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; -PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; -PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; -PFNGLBLENDEQUATIONPROC glad_glBlendEquation; -PFNGLCULLFACEPROC glad_glCullFace; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; -PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; -PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; -PFNGLGENBUFFERSPROC glad_glGenBuffers; -PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; -PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; -PFNGLCOLORP4UIPROC glad_glColorP4ui; -PFNGLUNIFORM4FVPROC glad_glUniform4fv; -PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; -PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; -PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; -PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; -PFNGLREADPIXELSPROC glad_glReadPixels; -PFNGLGETSTRINGIPROC glad_glGetStringi; -PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; -PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; -PFNGLSCISSORPROC glad_glScissor; -PFNGLVERTEXP4UIPROC glad_glVertexP4ui; -PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; -PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; -PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; -PFNGLBUFFERDATAPROC glad_glBufferData; -PFNGLCOLORP3UIVPROC glad_glColorP3uiv; -PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; -PFNGLDRAWBUFFERPROC glad_glDrawBuffer; -PFNGLUNIFORM3FVPROC glad_glUniform3fv; -PFNGLGETQUERYIVPROC glad_glGetQueryiv; -PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; PFNGLDRAWARRAYSPROC glad_glDrawArrays; -PFNGLDRAWELEMENTSPROC glad_glDrawElements; -PFNGLUNIFORM3FPROC glad_glUniform3f; -PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; -PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; -PFNGLCOLORP3UIPROC glad_glColorP3ui; -PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; -PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; -PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; -PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; -PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; -PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; -PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; -PFNGLCLEARPROC glad_glClear; -PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; -PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; -PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; -PFNGLDELETESHADERPROC glad_glDeleteShader; -PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; -PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; -PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; -PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; -PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; -PFNGLQUERYCOUNTERPROC glad_glQueryCounter; -PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; -PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; -PFNGLUNIFORM2FVPROC glad_glUniform2fv; -PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; -PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; -PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; -PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; -PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; -PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; -PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; -PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +PFNGLUNIFORM1UIPROC glad_glUniform1ui; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; -PFNGLTEXBUFFERPROC glad_glTexBuffer; -PFNGLUNIFORM3IVPROC glad_glUniform3iv; +PFNGLCLEARPROC glad_glClear; PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; -PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; -PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; -PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; PFNGLISENABLEDPROC glad_glIsEnabled; -PFNGLBEGINQUERYPROC glad_glBeginQuery; -PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; -PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; -PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +PFNGLSTENCILOPPROC glad_glStencilOp; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; -PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; -PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; -PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; -PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; -PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; -PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; -PFNGLUNIFORM1UIPROC glad_glUniform1ui; -PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; -PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; -PFNGLDETACHSHADERPROC glad_glDetachShader; -PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; -PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; -PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; -PFNGLREADBUFFERPROC glad_glReadBuffer; -PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; -PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; -PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; -PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; -PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; -PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; -PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; -PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; -PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; -PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; -PFNGLDEPTHFUNCPROC glad_glDepthFunc; -PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; -PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; -PFNGLDELETESYNCPROC glad_glDeleteSync; -PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; -PFNGLGETSHADERIVPROC glad_glGetShaderiv; -PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; -PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; -PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; -PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; -PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; -PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; -PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; -PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; -PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; -PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; -PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; -PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; -PFNGLGETINTEGERVPROC glad_glGetIntegerv; -PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; -PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; -PFNGLISBUFFERPROC glad_glIsBuffer; -PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; -PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; -PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; -PFNGLUNIFORM2FPROC glad_glUniform2f; -PFNGLBINDTEXTUREPROC glad_glBindTexture; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +PFNGLGETQUERYIVPROC glad_glGetQueryiv; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; -PFNGLCOMPILESHADERPROC glad_glCompileShader; -PFNGLUNIFORM1FPROC glad_glUniform1f; +PFNGLISSHADERPROC glad_glIsShader; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +PFNGLENABLEPROC glad_glEnable; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +PFNGLFLUSHPROC glad_glFlush; PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; -PFNGLCOLORMASKPROC glad_glColorMask; -PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; -PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +PFNGLFENCESYNCPROC glad_glFenceSync; +PFNGLCOLORP3UIPROC glad_glColorP3ui; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +PFNGLGENSAMPLERSPROC glad_glGenSamplers; +PFNGLCLAMPCOLORPROC glad_glClampColor; +PFNGLUNIFORM4IVPROC glad_glUniform4iv; +PFNGLCLEARSTENCILPROC glad_glClearStencil; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +PFNGLGENTEXTURESPROC glad_glGenTextures; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; -PFNGLISSAMPLERPROC glad_glIsSampler; -PFNGLACTIVETEXTUREPROC glad_glActiveTexture; -PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +PFNGLISSYNCPROC glad_glIsSync; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +PFNGLUNIFORM2IPROC glad_glUniform2i; +PFNGLUNIFORM2FPROC glad_glUniform2f; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; PFNGLGENQUERIESPROC glad_glGenQueries; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; -PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +PFNGLISENABLEDIPROC glad_glIsEnabledi; PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; -PFNGLBLENDCOLORPROC glad_glBlendColor; -PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; -PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; -PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; -PFNGLCLAMPCOLORPROC glad_glClampColor; -PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; -PFNGLDELETETEXTURESPROC glad_glDeleteTextures; -PFNGLUNIFORM4IPROC glad_glUniform4i; -PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; -PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; -PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; -PFNGLGENSAMPLERSPROC glad_glGenSamplers; -PFNGLISPROGRAMPROC glad_glIsProgram; -PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; -PFNGLHINTPROC glad_glHint; -PFNGLPOINTSIZEPROC glad_glPointSize; -PFNGLUNIFORM2IPROC glad_glUniform2i; -PFNGLLINKPROGRAMPROC glad_glLinkProgram; -PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; -PFNGLGETINTEGER64VPROC glad_glGetInteger64v; -PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; -PFNGLLOGICOPPROC glad_glLogicOp; -PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; -PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; -PFNGLTEXIMAGE1DPROC glad_glTexImage1D; -PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; -PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; -PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; -PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +PFNGLUNIFORM2IVPROC glad_glUniform2iv; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +PFNGLGETSHADERIVPROC glad_glGetShaderiv; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +PFNGLGETDOUBLEVPROC glad_glGetDoublev; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +PFNGLUNIFORM3FVPROC glad_glUniform3fv; +PFNGLDEPTHRANGEPROC glad_glDepthRange; PFNGLMAPBUFFERPROC glad_glMapBuffer; -PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; -PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; -PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; -PFNGLTEXPARAMETERIPROC glad_glTexParameteri; -PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; -PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; -PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +PFNGLDELETESYNCPROC glad_glDeleteSync; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +PFNGLUNIFORM3IVPROC glad_glUniform3iv; PFNGLPOLYGONMODEPROC glad_glPolygonMode; -PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; -PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; -PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; -PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; -PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; -PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +PFNGLUSEPROGRAMPROC glad_glUseProgram; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; -PFNGLBINDSAMPLERPROC glad_glBindSampler; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +PFNGLFINISHPROC glad_glFinish; +PFNGLDELETESHADERPROC glad_glDeleteShader; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +PFNGLVIEWPORTPROC glad_glViewport; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +PFNGLUNIFORM2UIPROC glad_glUniform2ui; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +PFNGLCLEARDEPTHPROC glad_glClearDepth; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +PFNGLTEXBUFFERPROC glad_glTexBuffer; +PFNGLPIXELSTOREIPROC glad_glPixelStorei; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +PFNGLPIXELSTOREFPROC glad_glPixelStoref; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +PFNGLLINKPROGRAMPROC glad_glLinkProgram; +PFNGLBINDTEXTUREPROC glad_glBindTexture; +PFNGLGETSTRINGPROC glad_glGetString; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +PFNGLDETACHSHADERPROC glad_glDetachShader; +PFNGLENDQUERYPROC glad_glEndQuery; +PFNGLNORMALP3UIPROC glad_glNormalP3ui; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +PFNGLUNIFORM1FPROC glad_glUniform1f; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +PFNGLUNIFORM1IPROC glad_glUniform1i; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +PFNGLDISABLEPROC glad_glDisable; +PFNGLLOGICOPPROC glad_glLogicOp; PFNGLUNIFORM4UIPROC glad_glUniform4ui; -PFNGLDEPTHRANGEPROC glad_glDepthRange; -PFNGLPIXELSTOREIPROC glad_glPixelStorei; -PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +PFNGLCULLFACEPROC glad_glCullFace; +PFNGLGETSTRINGIPROC glad_glGetStringi; +PFNGLATTACHSHADERPROC glad_glAttachShader; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +PFNGLDRAWELEMENTSPROC glad_glDrawElements; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +PFNGLUNIFORM1IVPROC glad_glUniform1iv; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +PFNGLREADBUFFERPROC glad_glReadBuffer; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +PFNGLBLENDCOLORPROC glad_glBlendColor; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +PFNGLISPROGRAMPROC glad_glIsProgram; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +PFNGLUNIFORM4IPROC glad_glUniform4i; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +PFNGLREADPIXELSPROC glad_glReadPixels; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +PFNGLUNIFORM4FPROC glad_glUniform4f; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +PFNGLSTENCILFUNCPROC glad_glStencilFunc; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +PFNGLCOLORP4UIPROC glad_glColorP4ui; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +PFNGLGENBUFFERSPROC glad_glGenBuffers; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +PFNGLBLENDFUNCPROC glad_glBlendFunc; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +PFNGLSCISSORPROC glad_glScissor; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +PFNGLCLEARCOLORPROC glad_glClearColor; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; -PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +PFNGLUNIFORM3UIPROC glad_glUniform3ui; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +PFNGLUNIFORM2FVPROC glad_glUniform2fv; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +PFNGLDEPTHFUNCPROC glad_glDepthFunc; PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; -PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; -PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; -PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; -PFNGLVIEWPORTPROC glad_glViewport; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +PFNGLCOLORMASKPROC glad_glColorMask; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +PFNGLUNIFORM4FVPROC glad_glUniform4fv; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +PFNGLISSAMPLERPROC glad_glIsSampler; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +PFNGLDISABLEIPROC glad_glDisablei; +PFNGLSHADERSOURCEPROC glad_glShaderSource; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +PFNGLGETSYNCIVPROC glad_glGetSynciv; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +PFNGLBEGINQUERYPROC glad_glBeginQuery; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +PFNGLBINDBUFFERPROC glad_glBindBuffer; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +PFNGLBUFFERDATAPROC glad_glBufferData; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +PFNGLGETERRORPROC glad_glGetError; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; PFNGLGETFLOATVPROC glad_glGetFloatv; -PFNGLGETDOUBLEVPROC glad_glGetDoublev; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +PFNGLGETINTEGERVPROC glad_glGetIntegerv; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +PFNGLISQUERYPROC glad_glIsQuery; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +PFNGLSTENCILMASKPROC glad_glStencilMask; PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; -PFNGLSHADERSOURCEPROC glad_glShaderSource; +PFNGLISTEXTUREPROC glad_glIsTexture; +PFNGLUNIFORM1FVPROC glad_glUniform1fv; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; -PFNGLCLEARCOLORPROC glad_glClearColor; -PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; -PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; -PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; -PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; -PFNGLVERTEXP2UIPROC glad_glVertexP2ui; -PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; -PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; -PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; -PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; -int GLAD_GL_EXT_texture_snorm; +PFNGLDEPTHMASKPROC glad_glDepthMask; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +PFNGLFRONTFACEPROC glad_glFrontFace; +int GLAD_GL_SGIX_pixel_tiles; +int GLAD_GL_EXT_post_depth_coverage; +int GLAD_GL_APPLE_element_array; +int GLAD_GL_AMD_multi_draw_indirect; +int GLAD_GL_EXT_blend_subtract; +int GLAD_GL_SGIX_tag_sample_buffer; +int GLAD_GL_NV_point_sprite; +int GLAD_GL_IBM_texture_mirrored_repeat; +int GLAD_GL_APPLE_transform_hint; +int GLAD_GL_ATI_separate_stencil; +int GLAD_GL_NV_shader_atomic_int64; +int GLAD_GL_EXT_semaphore_win32; +int GLAD_GL_NV_vertex_program2_option; +int GLAD_GL_EXT_texture_buffer_object; +int GLAD_GL_ARB_vertex_blend; +int GLAD_GL_OVR_multiview; +int GLAD_GL_AMD_shader_gpu_shader_half_float_fetch; +int GLAD_GL_NV_vertex_program2; +int GLAD_GL_ARB_program_interface_query; +int GLAD_GL_EXT_misc_attribute; +int GLAD_GL_NV_multisample_coverage; +int GLAD_GL_ARB_shading_language_packing; +int GLAD_GL_EXT_texture_cube_map; +int GLAD_GL_NV_viewport_array2; +int GLAD_GL_ARB_texture_stencil8; +int GLAD_GL_EXT_index_func; +int GLAD_GL_EXT_memory_object_fd; +int GLAD_GL_OES_compressed_paletted_texture; +int GLAD_GL_MESA_shader_integer_functions; +int GLAD_GL_NV_shader_buffer_load; +int GLAD_GL_EXT_color_subtable; +int GLAD_GL_SUNX_constant_data; +int GLAD_GL_EXT_texture_compression_s3tc; +int GLAD_GL_EXT_multi_draw_arrays; +int GLAD_GL_ARB_shader_atomic_counters; +int GLAD_GL_ARB_arrays_of_arrays; +int GLAD_GL_NV_conditional_render; +int GLAD_GL_EXT_texture_env_combine; +int GLAD_GL_NV_fog_distance; +int GLAD_GL_SGIX_async_histogram; int GLAD_GL_MESA_resize_buffers; -int GLAD_GL_NV_clip_space_w_scaling; -int GLAD_GL_SGIS_point_parameters; -int GLAD_GL_EXT_draw_range_elements; +int GLAD_GL_NV_light_max_exponent; +int GLAD_GL_NV_texture_env_combine4; +int GLAD_GL_ARB_spirv_extensions; +int GLAD_GL_ARB_texture_view; +int GLAD_GL_ARB_texture_env_combine; +int GLAD_GL_ARB_map_buffer_range; +int GLAD_GL_EXT_convolution; +int GLAD_GL_NV_compute_program5; +int GLAD_GL_NV_vertex_attrib_integer_64bit; +int GLAD_GL_EXT_paletted_texture; +int GLAD_GL_ARB_texture_buffer_object; +int GLAD_GL_ATI_pn_triangles; +int GLAD_GL_SGIX_resample; +int GLAD_GL_SGIX_flush_raster; +int GLAD_GL_EXT_light_texture; +int GLAD_GL_ARB_point_sprite; +int GLAD_GL_SUN_convolution_border_modes; +int GLAD_GL_EXT_semaphore_fd; +int GLAD_GL_NV_parameter_buffer_object2; +int GLAD_GL_ARB_half_float_pixel; +int GLAD_GL_NV_tessellation_program5; int GLAD_GL_REND_screen_coordinates; -int GLAD_GL_AMD_gpu_shader_int16; -int GLAD_GL_NV_command_list; -int GLAD_GL_NV_stereo_view_rendering; -int GLAD_GL_ARB_instanced_arrays; -int GLAD_GL_ARB_pipeline_statistics_query; +int GLAD_GL_EXT_shared_texture_palette; +int GLAD_GL_EXT_packed_float; +int GLAD_GL_OML_subsample; +int GLAD_GL_SGIX_vertex_preclip; +int GLAD_GL_SGIX_texture_scale_bias; +int GLAD_GL_AMD_draw_buffers_blend; +int GLAD_GL_APPLE_texture_range; +int GLAD_GL_EXT_texture_array; +int GLAD_GL_NV_texture_barrier; +int GLAD_GL_ARB_texture_query_levels; +int GLAD_GL_NV_texgen_emboss; +int GLAD_GL_EXT_texture_swizzle; +int GLAD_GL_ARB_texture_rg; +int GLAD_GL_ARB_vertex_type_2_10_10_10_rev; +int GLAD_GL_ARB_fragment_shader; +int GLAD_GL_3DFX_tbuffer; int GLAD_GL_GREMEDY_frame_terminator; -int GLAD_GL_EXT_pixel_transform; -int GLAD_GL_ARB_fragment_program_shadow; -int GLAD_GL_MESA_window_pos; -int GLAD_GL_NV_texture_compression_vtc; -int GLAD_GL_ARB_point_parameters; -int GLAD_GL_MESA_pack_invert; -int GLAD_GL_ATI_texture_env_combine3; -int GLAD_GL_NV_transform_feedback; -int GLAD_GL_NV_viewport_array2; -int GLAD_GL_EXT_bindable_uniform; -int GLAD_GL_NV_primitive_restart; -int GLAD_GL_KHR_debug; -int GLAD_GL_ARB_shader_ballot; -int GLAD_GL_AMD_shader_stencil_export; -int GLAD_GL_NV_query_resource_tag; -int GLAD_GL_NV_shader_atomic_fp16_vector; -int GLAD_GL_NV_tessellation_program5; -int GLAD_GL_EXT_window_rectangles; +int GLAD_GL_IBM_cull_vertex; +int GLAD_GL_EXT_separate_shader_objects; int GLAD_GL_NV_texture_multisample; +int GLAD_GL_ARB_shader_objects; +int GLAD_GL_ARB_framebuffer_object; +int GLAD_GL_EXT_external_buffer; +int GLAD_GL_ATI_envmap_bumpmap; +int GLAD_GL_AMD_shader_explicit_vertex_parameter; +int GLAD_GL_ARB_robust_buffer_access_behavior; +int GLAD_GL_ARB_shader_stencil_export; +int GLAD_GL_NV_texture_rectangle; +int GLAD_GL_ARB_enhanced_layouts; +int GLAD_GL_ARB_texture_rectangle; +int GLAD_GL_SGI_texture_color_table; +int GLAD_GL_NV_viewport_swizzle; +int GLAD_GL_ATI_map_object_buffer; +int GLAD_GL_ARB_robustness; +int GLAD_GL_NV_pixel_data_range; +int GLAD_GL_EXT_framebuffer_blit; +int GLAD_GL_ARB_gpu_shader_fp64; +int GLAD_GL_NV_command_list; +int GLAD_GL_SGIX_depth_texture; +int GLAD_GL_AMD_framebuffer_sample_positions; +int GLAD_GL_GREMEDY_string_marker; +int GLAD_GL_ARB_texture_compression_bptc; +int GLAD_GL_EXT_subtexture; +int GLAD_GL_EXT_pixel_transform_color_table; +int GLAD_GL_EXT_texture_compression_rgtc; +int GLAD_GL_ARB_shader_atomic_counter_ops; +int GLAD_GL_SGIX_depth_pass_instrument; +int GLAD_GL_EXT_gpu_program_parameters; +int GLAD_GL_NV_evaluators; +int GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent; +int GLAD_GL_SGIS_texture_filter4; +int GLAD_GL_AMD_performance_monitor; +int GLAD_GL_NV_geometry_shader4; +int GLAD_GL_EXT_stencil_clear_tag; +int GLAD_GL_NV_vertex_program1_1; +int GLAD_GL_NV_present_video; +int GLAD_GL_ARB_texture_compression_rgtc; int GLAD_GL_HP_convolution_border_modes; -int GLAD_GL_NV_conservative_raster_pre_snap; int GLAD_GL_EXT_shader_integer_mix; -int GLAD_GL_APPLE_aux_depth_stencil; -int GLAD_GL_ARB_fragment_shader; +int GLAD_GL_SGIX_framezoom; +int GLAD_GL_ARB_stencil_texturing; +int GLAD_GL_ARB_shader_clock; +int GLAD_GL_NV_shader_atomic_fp16_vector; +int GLAD_GL_SGIX_fog_offset; +int GLAD_GL_ARB_draw_elements_base_vertex; +int GLAD_GL_INGR_interlace_read; +int GLAD_GL_NV_transform_feedback; +int GLAD_GL_NV_fragment_program; +int GLAD_GL_AMD_stencil_operation_extended; +int GLAD_GL_ARB_seamless_cubemap_per_texture; +int GLAD_GL_ARB_instanced_arrays; +int GLAD_GL_ARB_get_texture_sub_image; +int GLAD_GL_NV_vertex_array_range2; +int GLAD_GL_KHR_robustness; +int GLAD_GL_AMD_sparse_texture; +int GLAD_GL_ARB_clip_control; +int GLAD_GL_NV_fragment_coverage_to_color; +int GLAD_GL_NV_fence; +int GLAD_GL_ARB_texture_buffer_range; +int GLAD_GL_SUN_mesh_array; +int GLAD_GL_ARB_vertex_attrib_binding; +int GLAD_GL_ARB_framebuffer_no_attachments; +int GLAD_GL_ARB_cl_event; +int GLAD_GL_EXT_vertex_weighting; +int GLAD_GL_ARB_derivative_control; +int GLAD_GL_NV_packed_depth_stencil; +int GLAD_GL_OES_single_precision; +int GLAD_GL_NV_primitive_restart; +int GLAD_GL_SUN_global_alpha; +int GLAD_GL_ARB_fragment_shader_interlock; +int GLAD_GL_EXT_texture_object; +int GLAD_GL_AMD_name_gen_delete; +int GLAD_GL_NV_texture_compression_vtc; +int GLAD_GL_NV_sample_mask_override_coverage; +int GLAD_GL_NV_texture_shader3; +int GLAD_GL_MESA_tile_raster_order; +int GLAD_GL_ARB_texture_filter_anisotropic; +int GLAD_GL_EXT_texture; +int GLAD_GL_ARB_buffer_storage; +int GLAD_GL_AMD_shader_atomic_counter_ops; +int GLAD_GL_APPLE_vertex_program_evaluators; +int GLAD_GL_AMD_texture_gather_bias_lod; +int GLAD_GL_NV_texgen_reflection; +int GLAD_GL_ARB_explicit_uniform_location; +int GLAD_GL_ARB_depth_buffer_float; +int GLAD_GL_NV_path_rendering_shared_edge; +int GLAD_GL_SGIX_shadow_ambient; +int GLAD_GL_ARB_texture_cube_map; +int GLAD_GL_AMD_vertex_shader_viewport_index; +int GLAD_GL_SGIX_list_priority; +int GLAD_GL_NV_vertex_buffer_unified_memory; +int GLAD_GL_NV_uniform_buffer_unified_memory; +int GLAD_GL_ARB_clear_texture; +int GLAD_GL_ATI_texture_env_combine3; +int GLAD_GL_NV_depth_clamp; +int GLAD_GL_ARB_map_buffer_alignment; +int GLAD_GL_EXT_memory_object; +int GLAD_GL_NV_blend_equation_advanced; +int GLAD_GL_SGIS_sharpen_texture; +int GLAD_GL_KHR_robust_buffer_access_behavior; +int GLAD_GL_ARB_pipeline_statistics_query; +int GLAD_GL_ARB_vertex_program; +int GLAD_GL_ARB_texture_rgb10_a2ui; +int GLAD_GL_OML_interlace; +int GLAD_GL_ATI_pixel_format_float; +int GLAD_GL_NV_clip_space_w_scaling; +int GLAD_GL_ARB_vertex_buffer_object; +int GLAD_GL_EXT_shadow_funcs; +int GLAD_GL_ATI_text_fragment_shader; +int GLAD_GL_NV_vertex_array_range; +int GLAD_GL_SGIX_fragment_lighting; +int GLAD_GL_AMD_shader_ballot; +int GLAD_GL_NV_texture_expand_normal; int GLAD_GL_NV_framebuffer_multisample_coverage; -int GLAD_GL_ARB_multi_bind; -int GLAD_GL_AMD_shader_trinary_minmax; -int GLAD_GL_NV_sample_locations; -int GLAD_GL_NV_video_capture; -int GLAD_GL_AMD_transform_feedback4; -int GLAD_GL_NV_bindless_multi_draw_indirect; -int GLAD_GL_EXT_packed_float; -int GLAD_GL_EXT_shared_texture_palette; -int GLAD_GL_EXT_cmyka; -int GLAD_GL_AMD_sample_positions; -int GLAD_GL_NV_multisample_coverage; -int GLAD_GL_ARB_copy_buffer; -int GLAD_GL_EXT_sparse_texture2; -int GLAD_GL_EXT_index_array_formats; +int GLAD_GL_EXT_timer_query; +int GLAD_GL_EXT_vertex_array_bgra; +int GLAD_GL_NV_bindless_texture; +int GLAD_GL_KHR_debug; +int GLAD_GL_SGIS_texture_border_clamp; +int GLAD_GL_ATI_vertex_attrib_array_object; +int GLAD_GL_SGIX_clipmap; +int GLAD_GL_EXT_geometry_shader4; +int GLAD_GL_ARB_shader_texture_image_samples; +int GLAD_GL_MESA_ycbcr_texture; +int GLAD_GL_MESAX_texture_stack; int GLAD_GL_AMD_seamless_cubemap_per_texture; -int GLAD_GL_NV_texture_shader2; -int GLAD_GL_AMD_multi_draw_indirect; -int GLAD_GL_NV_shader_atomic_int64; -int GLAD_GL_ARB_program_interface_query; -int GLAD_GL_EXT_texture_shared_exponent; -int GLAD_GL_NV_depth_clamp; -int GLAD_GL_NV_shader_buffer_load; +int GLAD_GL_EXT_bindable_uniform; +int GLAD_GL_KHR_texture_compression_astc_hdr; +int GLAD_GL_ARB_shader_ballot; +int GLAD_GL_KHR_blend_equation_advanced; +int GLAD_GL_ARB_fragment_program_shadow; +int GLAD_GL_ATI_element_array; +int GLAD_GL_AMD_texture_texture4; +int GLAD_GL_SGIX_reference_plane; +int GLAD_GL_EXT_stencil_two_side; +int GLAD_GL_ARB_transform_feedback_overflow_query; +int GLAD_GL_SGIX_texture_lod_bias; +int GLAD_GL_KHR_no_error; +int GLAD_GL_NV_explicit_multisample; +int GLAD_GL_NV_stereo_view_rendering; int GLAD_GL_IBM_static_data; -int GLAD_GL_ARB_occlusion_query; -int GLAD_GL_EXT_raster_multisample; -int GLAD_GL_ARB_sparse_texture; -int GLAD_GL_ARB_conditional_render_inverted; -int GLAD_GL_KHR_context_flush_control; -int GLAD_GL_AMD_sparse_texture; +int GLAD_GL_EXT_clip_volume_hint; +int GLAD_GL_EXT_texture_perturb_normal; +int GLAD_GL_NV_fragment_program2; +int GLAD_GL_NV_fragment_program4; +int GLAD_GL_EXT_point_parameters; +int GLAD_GL_PGI_misc_hints; +int GLAD_GL_EXT_EGL_image_storage; +int GLAD_GL_SGIX_subsample; +int GLAD_GL_AMD_shader_stencil_export; +int GLAD_GL_ARB_shader_texture_lod; +int GLAD_GL_ARB_vertex_shader; +int GLAD_GL_ARB_depth_clamp; +int GLAD_GL_SGIS_texture_select; +int GLAD_GL_NV_texture_shader; +int GLAD_GL_ARB_tessellation_shader; +int GLAD_GL_EXT_draw_buffers2; +int GLAD_GL_ARB_vertex_attrib_64bit; +int GLAD_GL_EXT_texture_filter_minmax; int GLAD_GL_NV_query_resource; -int GLAD_GL_ARB_cull_distance; -int GLAD_GL_EXT_texture_integer; -int GLAD_GL_EXT_separate_specular_color; +int GLAD_GL_AMD_interleaved_elements; +int GLAD_GL_ARB_fragment_program; +int GLAD_GL_OML_resample; +int GLAD_GL_APPLE_ycbcr_422; +int GLAD_GL_SGIX_texture_add_env; +int GLAD_GL_ARB_shadow_ambient; +int GLAD_GL_ARB_texture_storage; +int GLAD_GL_EXT_pixel_buffer_object; +int GLAD_GL_ARB_copy_image; +int GLAD_GL_SGIS_pixel_texture; int GLAD_GL_SGIS_generate_mipmap; -int GLAD_GL_SUNX_constant_data; -int GLAD_GL_ARB_compute_variable_group_size; -int GLAD_GL_ARB_imaging; -int GLAD_GL_NV_bindless_multi_draw_indirect_count; -int GLAD_GL_OES_read_format; -int GLAD_GL_ARB_shader_draw_parameters; -int GLAD_GL_ATI_pn_triangles; -int GLAD_GL_EXT_framebuffer_object; -int GLAD_GL_MESA_ycbcr_texture; -int GLAD_GL_NV_shader_atomic_float64; -int GLAD_GL_NV_conditional_render; -int GLAD_GL_SGIS_texture_border_clamp; -int GLAD_GL_OES_fixed_point; -int GLAD_GL_ARB_robust_buffer_access_behavior; -int GLAD_GL_EXT_external_buffer; -int GLAD_GL_ARB_seamless_cube_map; -int GLAD_GL_ARB_depth_clamp; -int GLAD_GL_EXT_framebuffer_blit; -int GLAD_GL_AMD_gcn_shader; -int GLAD_GL_AMD_transform_feedback3_lines_triangles; -int GLAD_GL_EXT_timer_query; -int GLAD_GL_ARB_shader_subroutine; -int GLAD_GL_NV_vertex_program; -int GLAD_GL_ARB_texture_query_levels; -int GLAD_GL_IBM_rasterpos_clip; -int GLAD_GL_NV_gpu_program5_mem_extended; -int GLAD_GL_NV_draw_texture; -int GLAD_GL_SGIX_texture_lod_bias; -int GLAD_GL_ARB_transpose_matrix; -int GLAD_GL_ATI_map_object_buffer; -int GLAD_GL_SGIS_texture_edge_clamp; -int GLAD_GL_APPLE_rgb_422; -int GLAD_GL_NV_light_max_exponent; -int GLAD_GL_S3_s3tc; -int GLAD_GL_EXT_vertex_attrib_64bit; -int GLAD_GL_ARB_get_texture_sub_image; +int GLAD_GL_SGIX_instruments; +int GLAD_GL_ARB_fragment_layer_viewport; +int GLAD_GL_ARB_shader_storage_buffer_object; +int GLAD_GL_EXT_sparse_texture2; int GLAD_GL_EXT_blend_minmax; +int GLAD_GL_MESA_pack_invert; +int GLAD_GL_ARB_base_instance; +int GLAD_GL_SGIX_convolution_accuracy; +int GLAD_GL_PGI_vertex_hints; +int GLAD_GL_AMD_transform_feedback4; +int GLAD_GL_ARB_ES3_1_compatibility; +int GLAD_GL_EXT_memory_object_win32; +int GLAD_GL_EXT_texture_integer; +int GLAD_GL_ARB_texture_multisample; +int GLAD_GL_ATI_vertex_streams; +int GLAD_GL_AMD_gpu_shader_int64; +int GLAD_GL_S3_s3tc; int GLAD_GL_ARB_query_buffer_object; -int GLAD_GL_MESA_shader_integer_functions; -int GLAD_GL_EXT_422_pixels; -int GLAD_GL_ARB_texture_cube_map; -int GLAD_GL_NV_pixel_data_range; +int GLAD_GL_AMD_vertex_shader_tessellator; int GLAD_GL_ARB_invalidate_subdata; -int GLAD_GL_ARB_shader_texture_lod; -int GLAD_GL_KHR_no_error; -int GLAD_GL_NV_gpu_multicast; -int GLAD_GL_NV_fragment_program2; -int GLAD_GL_EXT_geometry_shader4; -int GLAD_GL_SGIX_scalebias_hint; -int GLAD_GL_AMD_blend_minmax_factor; -int GLAD_GL_NV_packed_depth_stencil; -int GLAD_GL_SGIX_shadow; -int GLAD_GL_EXT_post_depth_coverage; -int GLAD_GL_NV_half_float; -int GLAD_GL_NV_texture_shader; -int GLAD_GL_EXT_texture_cube_map; -int GLAD_GL_ARB_conservative_depth; -int GLAD_GL_SGIS_fog_function; -int GLAD_GL_ARB_map_buffer_range; -int GLAD_GL_ARB_uniform_buffer_object; +int GLAD_GL_NV_draw_vulkan_image; +int GLAD_GL_EXT_index_material; +int GLAD_GL_NVX_linked_gpu_multicast; +int GLAD_GL_NV_blend_equation_advanced_coherent; +int GLAD_GL_KHR_texture_compression_astc_sliced_3d; +int GLAD_GL_INTEL_parallel_arrays; int GLAD_GL_ATI_draw_buffers; -int GLAD_GL_NV_geometry_shader4; +int GLAD_GL_WIN_specular_fog; +int GLAD_GL_EXT_cmyka; +int GLAD_GL_SGIX_pixel_texture; +int GLAD_GL_APPLE_specular_vector; +int GLAD_GL_ARB_compatibility; +int GLAD_GL_ARB_timer_query; +int GLAD_GL_SGIX_interlace; +int GLAD_GL_NV_parameter_buffer_object; +int GLAD_GL_AMD_shader_trinary_minmax; +int GLAD_GL_ARB_direct_state_access; +int GLAD_GL_EXT_rescale_normal; +int GLAD_GL_ARB_pixel_buffer_object; +int GLAD_GL_ARB_uniform_buffer_object; +int GLAD_GL_ARB_vertex_type_10f_11f_11f_rev; +int GLAD_GL_ARB_texture_swizzle; +int GLAD_GL_NV_transform_feedback2; +int GLAD_GL_SGIX_async_pixel; +int GLAD_GL_NV_fragment_program_option; +int GLAD_GL_ARB_explicit_attrib_location; +int GLAD_GL_EXT_blend_color; +int GLAD_GL_NV_shader_thread_group; +int GLAD_GL_EXT_stencil_wrap; +int GLAD_GL_EXT_index_array_formats; +int GLAD_GL_OVR_multiview2; int GLAD_GL_EXT_histogram; -int GLAD_GL_AMD_vertex_shader_layer; -int GLAD_GL_SGIX_ir_instrument1; -int GLAD_GL_APPLE_object_purgeable; -int GLAD_GL_EXT_texture_env_dot3; -int GLAD_GL_EXT_packed_pixels; -int GLAD_GL_ARB_vertex_buffer_object; -int GLAD_GL_NV_fragment_program4; -int GLAD_GL_EXT_coordinate_frame; -int GLAD_GL_SGIX_subsample; -int GLAD_GL_3DFX_tbuffer; -int GLAD_GL_IBM_texture_mirrored_repeat; +int GLAD_GL_EXT_polygon_offset; +int GLAD_GL_SGIS_point_parameters; +int GLAD_GL_SGIX_ycrcb; +int GLAD_GL_EXT_direct_state_access; +int GLAD_GL_ARB_cull_distance; +int GLAD_GL_AMD_sample_positions; +int GLAD_GL_NV_vertex_program; +int GLAD_GL_NV_shader_thread_shuffle; +int GLAD_GL_ARB_shader_precision; +int GLAD_GL_EXT_vertex_shader; +int GLAD_GL_EXT_blend_func_separate; +int GLAD_GL_APPLE_fence; +int GLAD_GL_NV_query_resource_tag; +int GLAD_GL_OES_byte_coordinates; +int GLAD_GL_ARB_transpose_matrix; +int GLAD_GL_ARB_provoking_vertex; +int GLAD_GL_EXT_fog_coord; +int GLAD_GL_EXT_vertex_array; +int GLAD_GL_ARB_half_float_vertex; +int GLAD_GL_EXT_blend_equation_separate; +int GLAD_GL_NV_framebuffer_mixed_samples; +int GLAD_GL_NVX_conditional_render; +int GLAD_GL_ARB_multi_draw_indirect; +int GLAD_GL_EXT_raster_multisample; +int GLAD_GL_NV_copy_image; +int GLAD_GL_HP_texture_lighting; +int GLAD_GL_INTEL_framebuffer_CMAA; +int GLAD_GL_ARB_transform_feedback2; +int GLAD_GL_ARB_transform_feedback3; int GLAD_GL_SGIX_ycrcba; -int GLAD_GL_SGIS_texture_color_mask; -int GLAD_GL_INTEL_parallel_arrays; -int GLAD_GL_ARB_depth_buffer_float; -int GLAD_GL_SGIX_interlace; -int GLAD_GL_ARB_internalformat_query; -int GLAD_GL_ARB_shader_atomic_counter_ops; -int GLAD_GL_ARB_spirv_extensions; -int GLAD_GL_NV_texgen_reflection; -int GLAD_GL_ARB_occlusion_query2; -int GLAD_GL_ARB_derivative_control; -int GLAD_GL_ARB_framebuffer_no_attachments; -int GLAD_GL_SGIX_fragment_lighting; +int GLAD_GL_EXT_debug_marker; +int GLAD_GL_EXT_bgra; +int GLAD_GL_ARB_sparse_texture_clamp; +int GLAD_GL_EXT_pixel_transform; +int GLAD_GL_ARB_conservative_depth; +int GLAD_GL_ATI_fragment_shader; int GLAD_GL_ARB_vertex_array_object; -int GLAD_GL_EXT_cull_vertex; +int GLAD_GL_SUN_triangle_list; +int GLAD_GL_EXT_texture_env_add; +int GLAD_GL_EXT_packed_depth_stencil; +int GLAD_GL_EXT_texture_mirror_clamp; +int GLAD_GL_NV_multisample_filter_hint; +int GLAD_GL_APPLE_float_pixels; int GLAD_GL_ARB_transform_feedback_instanced; -int GLAD_GL_ARB_texture_multisample; -int GLAD_GL_SGIS_texture_select; -int GLAD_GL_ARB_gpu_shader_int64; -int GLAD_GL_ARB_copy_image; -int GLAD_GL_ATI_vertex_attrib_array_object; -int GLAD_GL_EXT_win32_keyed_mutex; -int GLAD_GL_ARB_texture_border_clamp; -int GLAD_GL_ARB_shader_atomic_counters; -int GLAD_GL_ARB_separate_shader_objects; -int GLAD_GL_SGIX_pixel_texture; -int GLAD_GL_SGIX_async_histogram; -int GLAD_GL_NV_blend_minmax_factor; -int GLAD_GL_ARB_fragment_layer_viewport; -int GLAD_GL_EXT_index_texture; -int GLAD_GL_IBM_cull_vertex; -int GLAD_GL_IBM_vertex_array_lists; -int GLAD_GL_NV_framebuffer_mixed_samples; -int GLAD_GL_ARB_get_program_binary; -int GLAD_GL_EXT_direct_state_access; -int GLAD_GL_ATI_texture_float; -int GLAD_GL_EXT_texture_compression_s3tc; -int GLAD_GL_NV_viewport_swizzle; -int GLAD_GL_ARB_shading_language_include; -int GLAD_GL_EXT_texture_sRGB; +int GLAD_GL_SGIX_async; +int GLAD_GL_EXT_texture_compression_latc; +int GLAD_GL_NV_robustness_video_memory_purge; +int GLAD_GL_ARB_shading_language_100; +int GLAD_GL_INTEL_performance_query; int GLAD_GL_ARB_texture_mirror_clamp_to_edge; -int GLAD_GL_SGIX_polynomial_ffd; int GLAD_GL_NV_gpu_shader5; -int GLAD_GL_NV_path_rendering; -int GLAD_GL_ARB_framebuffer_sRGB; -int GLAD_GL_ARB_texture_float; -int GLAD_GL_ARB_draw_elements_base_vertex; -int GLAD_GL_ARB_vertex_program; -int GLAD_GL_SGIX_clipmap; -int GLAD_GL_NV_fence; -int GLAD_GL_HP_occlusion_test; -int GLAD_GL_ARB_clip_control; -int GLAD_GL_ARB_texture_stencil8; -int GLAD_GL_SUN_triangle_list; -int GLAD_GL_EXT_blend_logic_op; -int GLAD_GL_NV_present_video; -int GLAD_GL_NV_fill_rectangle; -int GLAD_GL_NV_parameter_buffer_object; -int GLAD_GL_NV_evaluators; -int GLAD_GL_NV_texgen_emboss; -int GLAD_GL_ARB_multisample; +int GLAD_GL_NV_bindless_multi_draw_indirect_count; +int GLAD_GL_ARB_ES2_compatibility; +int GLAD_GL_ARB_indirect_parameters; +int GLAD_GL_EXT_window_rectangles; +int GLAD_GL_NV_half_float; +int GLAD_GL_ARB_ES3_2_compatibility; +int GLAD_GL_ATI_texture_mirror_once; +int GLAD_GL_IBM_rasterpos_clip; +int GLAD_GL_EXT_semaphore; +int GLAD_GL_SGIX_shadow; int GLAD_GL_EXT_polygon_offset_clamp; -int GLAD_GL_SGI_color_table; -int GLAD_GL_SGIS_multisample; -int GLAD_GL_EXT_texture_env_add; -int GLAD_GL_NV_conservative_raster_underestimation; -int GLAD_GL_ARB_fragment_shader_interlock; -int GLAD_GL_ARB_gpu_shader_fp64; -int GLAD_GL_NV_gpu_program5; -int GLAD_GL_EXT_debug_label; -int GLAD_GL_ARB_shading_language_100; -int GLAD_GL_ARB_sparse_texture2; -int GLAD_GL_NV_vertex_program3; -int GLAD_GL_PGI_vertex_hints; -int GLAD_GL_INTEL_conservative_rasterization; -int GLAD_GL_EXT_paletted_texture; -int GLAD_GL_ATI_vertex_streams; -int GLAD_GL_NV_alpha_to_coverage_dither_control; -int GLAD_GL_EXT_shader_image_load_store; -int GLAD_GL_NV_bindless_texture; +int GLAD_GL_NV_deep_texture3D; +int GLAD_GL_ARB_shader_draw_parameters; +int GLAD_GL_SGIX_calligraphic_fragment; +int GLAD_GL_ARB_shader_bit_encoding; +int GLAD_GL_EXT_compiled_vertex_array; +int GLAD_GL_NV_depth_buffer_float; int GLAD_GL_NV_occlusion_query; -int GLAD_GL_AMD_query_buffer_object; +int GLAD_GL_APPLE_flush_buffer_range; +int GLAD_GL_ARB_imaging; +int GLAD_GL_NV_shader_atomic_float; int GLAD_GL_ARB_draw_buffers_blend; -int GLAD_GL_ARB_shader_image_size; -int GLAD_GL_ARB_transform_feedback_overflow_query; -int GLAD_GL_ARB_debug_output; -int GLAD_GL_ARB_shader_storage_buffer_object; -int GLAD_GL_SGIX_framezoom; -int GLAD_GL_APPLE_vertex_program_evaluators; -int GLAD_GL_NV_texture_env_combine4; -int GLAD_GL_AMD_gpu_shader_int64; +int GLAD_GL_AMD_gcn_shader; +int GLAD_GL_AMD_blend_minmax_factor; +int GLAD_GL_EXT_texture_sRGB_decode; +int GLAD_GL_ARB_shading_language_420pack; int GLAD_GL_ARB_shader_viewport_layer_array; -int GLAD_GL_ARB_window_pos; -int GLAD_GL_ARB_vertex_array_bgra; -int GLAD_GL_KHR_robust_buffer_access_behavior; -int GLAD_GL_ARB_sparse_texture_clamp; -int GLAD_GL_SGIX_instruments; -int GLAD_GL_SGIX_resample; -int GLAD_GL_EXT_stencil_wrap; -int GLAD_GL_NV_texture_expand_normal; -int GLAD_GL_EXT_texture_filter_anisotropic; -int GLAD_GL_INTEL_fragment_shader_ordering; -int GLAD_GL_ARB_texture_env_combine; -int GLAD_GL_ARB_fragment_coord_conventions; -int GLAD_GL_AMD_shader_image_load_store_lod; -int GLAD_GL_EXT_stencil_two_side; -int GLAD_GL_ARB_texture_rgb10_a2ui; -int GLAD_GL_APPLE_row_bytes; -int GLAD_GL_EXT_index_material; -int GLAD_GL_ARB_texture_rectangle; -int GLAD_GL_NV_explicit_multisample; -int GLAD_GL_ARB_texture_non_power_of_two; -int GLAD_GL_EXT_texture; -int GLAD_GL_SGIX_texture_multi_buffer; -int GLAD_GL_NV_transform_feedback2; -int GLAD_GL_APPLE_ycbcr_422; -int GLAD_GL_APPLE_client_storage; -int GLAD_GL_ARB_geometry_shader4; +int GLAD_GL_ATI_meminfo; +int GLAD_GL_EXT_abgr; +int GLAD_GL_AMD_pinned_memory; +int GLAD_GL_EXT_texture_snorm; +int GLAD_GL_SGIX_texture_coordinate_clamp; +int GLAD_GL_ARB_clear_buffer_object; +int GLAD_GL_ARB_multisample; +int GLAD_GL_EXT_debug_label; int GLAD_GL_ARB_sample_shading; -int GLAD_GL_NV_fragment_shader_interlock; -int GLAD_GL_ARB_compressed_texture_pixel_storage; -int GLAD_GL_AMD_vertex_shader_viewport_index; -int GLAD_GL_AMD_shader_explicit_vertex_parameter; -int GLAD_GL_ARB_texture_storage; -int GLAD_GL_SGIX_flush_raster; -int GLAD_GL_ATI_texture_mirror_once; -int GLAD_GL_NV_robustness_video_memory_purge; -int GLAD_GL_ATI_vertex_array_object; -int GLAD_GL_ARB_arrays_of_arrays; -int GLAD_GL_EXT_texture_buffer_object; -int GLAD_GL_SGIS_pixel_texture; -int GLAD_GL_ARB_vertex_shader; -int GLAD_GL_EXT_texture_perturb_normal; -int GLAD_GL_ARB_multitexture; -int GLAD_GL_IBM_multimode_draw_arrays; -int GLAD_GL_OML_subsample; -int GLAD_GL_AMD_occlusion_query_event; +int GLAD_GL_NV_internalformat_sample_query; +int GLAD_GL_INTEL_map_texture; +int GLAD_GL_ARB_texture_env_crossbar; +int GLAD_GL_EXT_422_pixels; +int GLAD_GL_NV_blend_minmax_factor; int GLAD_GL_NV_conservative_raster_pre_snap_triangles; -int GLAD_GL_ARB_texture_filter_minmax; -int GLAD_GL_ARB_sync; -int GLAD_GL_ARB_clear_buffer_object; -int GLAD_GL_EXT_gpu_shader4; -int GLAD_GL_ARB_transform_feedback3; -int GLAD_GL_KHR_blend_equation_advanced; -int GLAD_GL_SGIX_async; -int GLAD_GL_ARB_seamless_cubemap_per_texture; -int GLAD_GL_AMD_framebuffer_sample_positions; -int GLAD_GL_NV_uniform_buffer_unified_memory; -int GLAD_GL_NV_texture_barrier; -int GLAD_GL_ARB_buffer_storage; -int GLAD_GL_WIN_phong_shading; -int GLAD_GL_ARB_viewport_array; -int GLAD_GL_SGIX_pixel_tiles; -int GLAD_GL_ARB_draw_buffers; -int GLAD_GL_KHR_texture_compression_astc_hdr; -int GLAD_GL_PGI_misc_hints; -int GLAD_GL_NV_sample_mask_override_coverage; -int GLAD_GL_ARB_vertex_type_10f_11f_11f_rev; -int GLAD_GL_EXT_texture_object; -int GLAD_GL_NV_parameter_buffer_object2; -int GLAD_GL_EXT_provoking_vertex; -int GLAD_GL_OES_compressed_paletted_texture; -int GLAD_GL_SGIX_texture_add_env; -int GLAD_GL_EXT_texture_lod_bias; -int GLAD_GL_AMD_conservative_depth; -int GLAD_GL_AMD_performance_monitor; -int GLAD_GL_ARB_matrix_palette; -int GLAD_GL_OES_single_precision; -int GLAD_GL_SGIX_convolution_accuracy; -int GLAD_GL_NV_point_sprite; -int GLAD_GL_MESA_tile_raster_order; -int GLAD_GL_ARB_shadow; -int GLAD_GL_EXT_bgra; -int GLAD_GL_ARB_tessellation_shader; -int GLAD_GL_ARB_ES3_compatibility; -int GLAD_GL_NV_vdpau_interop; -int GLAD_GL_SGIX_texture_coordinate_clamp; -int GLAD_GL_EXT_debug_marker; -int GLAD_GL_HP_image_transform; -int GLAD_GL_EXT_blend_func_separate; -int GLAD_GL_EXT_blend_equation_separate; -int GLAD_GL_AMD_gpu_shader_half_float; +int GLAD_GL_ARB_compute_shader; +int GLAD_GL_EXT_blend_logic_op; +int GLAD_GL_ARB_blend_func_extended; +int GLAD_GL_IBM_vertex_array_lists; +int GLAD_GL_ARB_color_buffer_float; int GLAD_GL_ARB_bindless_texture; +int GLAD_GL_ARB_window_pos; +int GLAD_GL_ARB_internalformat_query; +int GLAD_GL_ARB_shadow; +int GLAD_GL_ARB_texture_mirrored_repeat; +int GLAD_GL_EXT_shader_image_load_store; +int GLAD_GL_EXT_copy_texture; +int GLAD_GL_NV_register_combiners2; +int GLAD_GL_SGIX_ycrcb_subsample; +int GLAD_GL_NV_alpha_to_coverage_dither_control; +int GLAD_GL_SGIX_ir_instrument1; +int GLAD_GL_NV_draw_texture; +int GLAD_GL_EXT_texture_shared_exponent; +int GLAD_GL_NV_texture_shader2; int GLAD_GL_EXT_draw_instanced; -int GLAD_GL_ARB_sampler_objects; -int GLAD_GL_EXT_semaphore; +int GLAD_GL_NV_copy_depth_to_color; +int GLAD_GL_ARB_viewport_array; +int GLAD_GL_ARB_separate_shader_objects; +int GLAD_GL_NV_conservative_raster_pre_snap; +int GLAD_GL_EXT_depth_bounds_test; +int GLAD_GL_HP_image_transform; int GLAD_GL_ARB_texture_env_add; -int GLAD_GL_NV_fog_distance; -int GLAD_GL_SGIS_texture_filter4; -int GLAD_GL_EXT_stencil_clear_tag; -int GLAD_GL_ARB_texture_barrier; -int GLAD_GL_OVR_multiview; -int GLAD_GL_NV_shader_thread_shuffle; -int GLAD_GL_EXT_framebuffer_sRGB; -int GLAD_GL_NVX_linked_gpu_multicast; -int GLAD_GL_EXT_vertex_array_bgra; -int GLAD_GL_SGIX_vertex_preclip; -int GLAD_GL_EXT_x11_sync_object; -int GLAD_GL_ARB_ES3_2_compatibility; -int GLAD_GL_EXT_light_texture; -int GLAD_GL_ARB_texture_filter_anisotropic; -int GLAD_GL_ARB_shader_precision; -int GLAD_GL_INGR_blend_func_separate; +int GLAD_GL_NV_video_capture; +int GLAD_GL_ARB_sampler_objects; +int GLAD_GL_ARB_matrix_palette; +int GLAD_GL_SGIS_texture_color_mask; +int GLAD_GL_EXT_packed_pixels; +int GLAD_GL_EXT_coordinate_frame; int GLAD_GL_ARB_texture_compression; -int GLAD_GL_NV_fragment_coverage_to_color; -int GLAD_GL_WIN_specular_fog; -int GLAD_GL_ARB_framebuffer_object; -int GLAD_GL_EXT_shader_image_load_formatted; -int GLAD_GL_NV_vertex_program1_1; -int GLAD_GL_ARB_color_buffer_float; -int GLAD_GL_NV_geometry_shader_passthrough; -int GLAD_GL_3DFX_multisample; -int GLAD_GL_SGIX_depth_pass_instrument; -int GLAD_GL_EXT_transform_feedback; -int GLAD_GL_ARB_shader_group_vote; -int GLAD_GL_EXT_draw_buffers2; -int GLAD_GL_AMD_shader_ballot; -int GLAD_GL_ARB_texture_mirrored_repeat; -int GLAD_GL_KHR_parallel_shader_compile; -int GLAD_GL_APPLE_fence; -int GLAD_GL_SGIX_reference_plane; -int GLAD_GL_SGIS_detail_texture; -int GLAD_GL_ARB_sparse_buffer; -int GLAD_GL_SGIX_texture_scale_bias; -int GLAD_GL_SGIS_sharpen_texture; -int GLAD_GL_EXT_compiled_vertex_array; +int GLAD_GL_ARB_multi_bind; +int GLAD_GL_APPLE_aux_depth_stencil; +int GLAD_GL_ARB_shader_subroutine; +int GLAD_GL_EXT_framebuffer_sRGB; +int GLAD_GL_ARB_texture_storage_multisample; +int GLAD_GL_KHR_blend_equation_advanced_coherent; +int GLAD_GL_EXT_vertex_attrib_64bit; +int GLAD_GL_NV_shader_atomic_float64; int GLAD_GL_ARB_depth_texture; -int GLAD_GL_APPLE_vertex_array_object; -int GLAD_GL_NV_shader_thread_group; -int GLAD_GL_ARB_compute_shader; -int GLAD_GL_SGIX_async_pixel; -int GLAD_GL_INTEL_framebuffer_CMAA; -int GLAD_GL_EXT_semaphore_win32; -int GLAD_GL_AMD_shader_atomic_counter_ops; -int GLAD_GL_ARB_gl_spirv; -int GLAD_GL_NV_vertex_program4; -int GLAD_GL_ARB_shader_clock; -int GLAD_GL_ARB_shader_image_load_store; -int GLAD_GL_ARB_vertex_attrib_binding; -int GLAD_GL_ARB_vertex_attrib_64bit; -int GLAD_GL_EXT_rescale_normal; -int GLAD_GL_ARB_shader_objects; +int GLAD_GL_NV_shader_buffer_store; +int GLAD_GL_OES_query_matrix; +int GLAD_GL_MESA_window_pos; +int GLAD_GL_NV_fill_rectangle; +int GLAD_GL_NV_shader_storage_buffer_object; +int GLAD_GL_ARB_texture_query_lod; +int GLAD_GL_ARB_copy_buffer; +int GLAD_GL_ARB_shader_image_size; +int GLAD_GL_NV_shader_atomic_counters; +int GLAD_GL_APPLE_object_purgeable; +int GLAD_GL_ARB_occlusion_query; +int GLAD_GL_INGR_color_clamp; +int GLAD_GL_SGI_color_table; +int GLAD_GL_NV_gpu_program5_mem_extended; int GLAD_GL_ARB_texture_cube_map_array; -int GLAD_GL_ATI_separate_stencil; -int GLAD_GL_OES_byte_coordinates; -int GLAD_GL_EXT_memory_object_win32; -int GLAD_GL_SGIS_point_line_texgen; -int GLAD_GL_SUN_mesh_array; -int GLAD_GL_NV_shader_atomic_float; -int GLAD_GL_ARB_timer_query; -int GLAD_GL_ARB_texture_buffer_object; -int GLAD_GL_ARB_ES2_compatibility; +int GLAD_GL_SGIX_scalebias_hint; +int GLAD_GL_EXT_gpu_shader4; +int GLAD_GL_NV_geometry_program4; +int GLAD_GL_EXT_framebuffer_multisample_blit_scaled; +int GLAD_GL_AMD_debug_output; +int GLAD_GL_ARB_texture_border_clamp; +int GLAD_GL_EXT_win32_keyed_mutex; +int GLAD_GL_ARB_fragment_coord_conventions; +int GLAD_GL_ARB_multitexture; +int GLAD_GL_SGIX_polynomial_ffd; +int GLAD_GL_EXT_texture_env_dot3; +int GLAD_GL_EXT_provoking_vertex; +int GLAD_GL_ARB_point_parameters; +int GLAD_GL_ARB_shader_image_load_store; +int GLAD_GL_ARB_conditional_render_inverted; +int GLAD_GL_HP_occlusion_test; +int GLAD_GL_ARB_ES3_compatibility; +int GLAD_GL_ARB_texture_barrier; +int GLAD_GL_ARB_texture_buffer_object_rgb32; +int GLAD_GL_NV_bindless_multi_draw_indirect; +int GLAD_GL_SGIX_texture_multi_buffer; +int GLAD_GL_INTEL_blackhole_render; +int GLAD_GL_AMD_shader_image_load_store_lod; +int GLAD_GL_KHR_texture_compression_astc_ldr; +int GLAD_GL_3DFX_multisample; +int GLAD_GL_INTEL_fragment_shader_ordering; +int GLAD_GL_ARB_texture_env_dot3; +int GLAD_GL_NV_gpu_program4; +int GLAD_GL_NV_gpu_program5; int GLAD_GL_NV_float_buffer; -int GLAD_GL_SGI_texture_color_table; -int GLAD_GL_SGIX_depth_texture; -int GLAD_GL_NV_path_rendering_shared_edge; -int GLAD_GL_ARB_vertex_blend; -int GLAD_GL_ARB_texture_buffer_range; -int GLAD_GL_ARB_robustness; -int GLAD_GL_ARB_gpu_shader5; -int GLAD_GL_NV_fragment_program_option; -int GLAD_GL_ARB_fragment_program; -int GLAD_GL_NV_texture_rectangle; -int GLAD_GL_ARB_direct_state_access; -int GLAD_GL_INGR_interlace_read; -int GLAD_GL_AMD_pinned_memory; -int GLAD_GL_APPLE_flush_buffer_range; -int GLAD_GL_ARB_parallel_shader_compile; -int GLAD_GL_ARB_blend_func_extended; -int GLAD_GL_ARB_pixel_buffer_object; -int GLAD_GL_EXT_blend_subtract; -int GLAD_GL_ARB_base_instance; -int GLAD_GL_INTEL_performance_query; -int GLAD_GL_APPLE_specular_vector; -int GLAD_GL_EXT_texture3D; -int GLAD_GL_EXT_gpu_program_parameters; -int GLAD_GL_SGIX_igloo_interface; +int GLAD_GL_SGIS_texture_edge_clamp; +int GLAD_GL_ARB_framebuffer_sRGB; +int GLAD_GL_SUN_slice_accum; +int GLAD_GL_EXT_index_texture; +int GLAD_GL_EXT_shader_image_load_formatted; +int GLAD_GL_ARB_geometry_shader4; +int GLAD_GL_EXT_separate_specular_color; int GLAD_GL_AMD_depth_clamp_separate; -int GLAD_GL_ARB_stencil_texturing; -int GLAD_GL_EXT_vertex_array; -int GLAD_GL_SGIX_ycrcb; -int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers; -int GLAD_GL_SUN_global_alpha; -int GLAD_GL_APPLE_element_array; -int GLAD_GL_ARB_internalformat_query2; -int GLAD_GL_AMD_interleaved_elements; -int GLAD_GL_INTEL_map_texture; -int GLAD_GL_INGR_color_clamp; -int GLAD_GL_SGIX_shadow_ambient; -int GLAD_GL_ARB_compatibility; -int GLAD_GL_NV_multisample_filter_hint; -int GLAD_GL_EXT_pixel_buffer_object; -int GLAD_GL_EXT_multisample; -int GLAD_GL_AMD_name_gen_delete; -int GLAD_GL_NV_internalformat_sample_query; -int GLAD_GL_ARB_robustness_isolation; -int GLAD_GL_ARB_enhanced_layouts; -int GLAD_GL_NV_vertex_array_range2; -int GLAD_GL_NV_texture_rectangle_compressed; -int GLAD_GL_SGIX_blend_alpha_minmax; -int GLAD_GL_EXT_memory_object; -int GLAD_GL_ARB_sample_locations; -int GLAD_GL_EXT_blend_color; -int GLAD_GL_ARB_post_depth_coverage; -int GLAD_GL_AMD_vertex_shader_tessellator; -int GLAD_GL_KHR_texture_compression_astc_ldr; -int GLAD_GL_NV_vertex_attrib_integer_64bit; -int GLAD_GL_SUN_convolution_border_modes; -int GLAD_GL_EXT_texture_env_combine; -int GLAD_GL_ATI_fragment_shader; int GLAD_GL_NV_conservative_raster; -int GLAD_GL_SGIS_texture4D; -int GLAD_GL_EXT_separate_shader_objects; -int GLAD_GL_EXT_multi_draw_arrays; -int GLAD_GL_ARB_clear_texture; -int GLAD_GL_ARB_texture_gather; -int GLAD_GL_ATI_element_array; +int GLAD_GL_ARB_sparse_texture2; +int GLAD_GL_SGIX_sprite; +int GLAD_GL_ARB_get_program_binary; +int GLAD_GL_AMD_occlusion_query_event; +int GLAD_GL_SGIS_multisample; +int GLAD_GL_EXT_framebuffer_object; +int GLAD_GL_ARB_robustness_isolation; +int GLAD_GL_ARB_vertex_array_bgra; int GLAD_GL_APPLE_vertex_array_range; -int GLAD_GL_NVX_conditional_render; -int GLAD_GL_EXT_memory_object_fd; -int GLAD_GL_EXT_pixel_transform_color_table; -int GLAD_GL_EXT_fog_coord; -int GLAD_GL_NV_draw_vulkan_image; -int GLAD_GL_ARB_shadow_ambient; -int GLAD_GL_ATI_meminfo; -int GLAD_GL_MESAX_texture_stack; -int GLAD_GL_EXT_framebuffer_multisample; -int GLAD_GL_AMD_draw_buffers_blend; +int GLAD_GL_AMD_query_buffer_object; +int GLAD_GL_NV_register_combiners; +int GLAD_GL_ARB_draw_buffers; +int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers; +int GLAD_GL_AMD_gpu_shader_int16; +int GLAD_GL_ARB_debug_output; +int GLAD_GL_EXT_shader_framebuffer_fetch; +int GLAD_GL_SGI_color_matrix; +int GLAD_GL_EXT_cull_vertex; +int GLAD_GL_EXT_texture_sRGB; +int GLAD_GL_APPLE_row_bytes; +int GLAD_GL_NV_conservative_raster_underestimation; +int GLAD_GL_IBM_multimode_draw_arrays; +int GLAD_GL_KHR_parallel_shader_compile; +int GLAD_GL_APPLE_vertex_array_object; +int GLAD_GL_3DFX_texture_compression_FXT1; +int GLAD_GL_NV_fragment_shader_interlock; +int GLAD_GL_AMD_conservative_depth; +int GLAD_GL_ARB_texture_float; +int GLAD_GL_ARB_compressed_texture_pixel_storage; +int GLAD_GL_SGIS_detail_texture; +int GLAD_GL_NV_geometry_shader_passthrough; int GLAD_GL_ARB_draw_instanced; -int GLAD_GL_ARB_texture_compression_rgtc; -int GLAD_GL_EXT_polygon_offset; -int GLAD_GL_EXT_point_parameters; -int GLAD_GL_NV_shader_buffer_store; -int GLAD_GL_NV_register_combiners2; +int GLAD_GL_OES_read_format; +int GLAD_GL_ATI_texture_float; +int GLAD_GL_ARB_texture_gather; +int GLAD_GL_AMD_vertex_shader_layer; +int GLAD_GL_ARB_shading_language_include; +int GLAD_GL_APPLE_client_storage; +int GLAD_GL_WIN_phong_shading; +int GLAD_GL_INGR_blend_func_separate; +int GLAD_GL_NV_path_rendering; +int GLAD_GL_NV_conservative_raster_dilate; +int GLAD_GL_AMD_gpu_shader_half_float; +int GLAD_GL_ARB_post_depth_coverage; +int GLAD_GL_ARB_texture_non_power_of_two; +int GLAD_GL_APPLE_rgb_422; +int GLAD_GL_EXT_texture_lod_bias; +int GLAD_GL_ARB_gpu_shader_int64; +int GLAD_GL_ARB_seamless_cube_map; +int GLAD_GL_ARB_shader_group_vote; +int GLAD_GL_NV_vdpau_interop; +int GLAD_GL_ARB_occlusion_query2; +int GLAD_GL_ARB_internalformat_query2; +int GLAD_GL_EXT_texture_filter_anisotropic; int GLAD_GL_SUN_vertex; -int GLAD_GL_ARB_explicit_uniform_location; -int GLAD_GL_ARB_multi_draw_indirect; -int GLAD_GL_ARB_shader_bit_encoding; -int GLAD_GL_NV_vertex_array_range; -int GLAD_GL_ARB_texture_buffer_object_rgb32; -int GLAD_GL_ARB_map_buffer_alignment; -int GLAD_GL_EXT_texture_mirror_clamp; -int GLAD_GL_EXT_secondary_color; -int GLAD_GL_ARB_texture_view; -int GLAD_GL_EXT_texture_swizzle; -int GLAD_GL_EXT_packed_depth_stencil; -int GLAD_GL_EXT_copy_texture; -int GLAD_GL_NV_copy_image; -int GLAD_GL_ATI_envmap_bumpmap; +int GLAD_GL_EXT_transform_feedback; +int GLAD_GL_SGIX_igloo_interface; int GLAD_GL_SGIS_texture_lod; -int GLAD_GL_SGIX_sprite; -int GLAD_GL_ARB_texture_storage_multisample; -int GLAD_GL_EXT_color_subtable; -int GLAD_GL_AMD_debug_output; -int GLAD_GL_ARB_point_sprite; -int GLAD_GL_NV_gpu_program4; -int GLAD_GL_SGIX_tag_sample_buffer; -int GLAD_GL_HP_texture_lighting; -int GLAD_GL_EXT_clip_volume_hint; -int GLAD_GL_ARB_polygon_offset_clamp; -int GLAD_GL_ARB_shader_texture_image_samples; -int GLAD_GL_ARB_texture_swizzle; -int GLAD_GL_ARB_texture_env_crossbar; -int GLAD_GL_NV_compute_program5; -int GLAD_GL_EXT_texture_sRGB_decode; -int GLAD_GL_SGIX_calligraphic_fragment; -int GLAD_GL_NV_shader_atomic_counters; -int GLAD_GL_ARB_cl_event; -int GLAD_GL_ARB_transform_feedback2; -int GLAD_GL_EXT_convolution; -int GLAD_GL_NV_conservative_raster_dilate; -int GLAD_GL_APPLE_texture_range; -int GLAD_GL_OML_interlace; -int GLAD_GL_EXT_abgr; -int GLAD_GL_NV_register_combiners; -int GLAD_GL_ARB_texture_rg; -int GLAD_GL_ARB_ES3_1_compatibility; -int GLAD_GL_ARB_half_float_vertex; -int GLAD_GL_3DFX_texture_compression_FXT1; -int GLAD_GL_EXT_texture_compression_latc; +int GLAD_GL_NV_vertex_program3; int GLAD_GL_ARB_draw_indirect; -int GLAD_GL_NV_copy_depth_to_color; -int GLAD_GL_SGIX_fog_offset; -int GLAD_GL_NV_blend_square; -int GLAD_GL_ARB_explicit_attrib_location; -int GLAD_GL_ATI_text_fragment_shader; -int GLAD_GL_SGIX_ycrcb_subsample; -int GLAD_GL_EXT_vertex_weighting; -int GLAD_GL_EXT_depth_bounds_test; -int GLAD_GL_EXT_misc_attribute; -int GLAD_GL_EXT_semaphore_fd; -int GLAD_GL_NV_vertex_buffer_unified_memory; -int GLAD_GL_ARB_texture_query_lod; -int GLAD_GL_EXT_vertex_shader; +int GLAD_GL_NV_vertex_program4; +int GLAD_GL_AMD_transform_feedback3_lines_triangles; +int GLAD_GL_SGIS_fog_function; +int GLAD_GL_EXT_x11_sync_object; +int GLAD_GL_ARB_sync; +int GLAD_GL_NV_texture_rectangle_compressed; +int GLAD_GL_NV_sample_locations; +int GLAD_GL_NV_gpu_multicast; +int GLAD_GL_ARB_gl_spirv; +int GLAD_GL_ARB_compute_variable_group_size; +int GLAD_GL_OES_fixed_point; int GLAD_GL_MESA_program_binary_formats; -int GLAD_GL_ARB_shading_language_packing; -int GLAD_GL_ATI_pixel_format_float; -int GLAD_GL_ARB_shading_language_420pack; -int GLAD_GL_EXT_index_func; -int GLAD_GL_NV_deep_texture3D; -int GLAD_GL_EXT_shadow_funcs; -int GLAD_GL_NV_blend_equation_advanced; -int GLAD_GL_EXT_texture_filter_minmax; -int GLAD_GL_NV_vertex_program2; -int GLAD_GL_AMD_texture_texture4; -int GLAD_GL_EXT_subtexture; -int GLAD_GL_AMD_stencil_operation_extended; -int GLAD_GL_NV_blend_equation_advanced_coherent; -int GLAD_GL_ARB_vertex_type_2_10_10_10_rev; -int GLAD_GL_GREMEDY_string_marker; -int GLAD_GL_OML_resample; -int GLAD_GL_KHR_robustness; -int GLAD_GL_EXT_texture_compression_rgtc; -int GLAD_GL_SGIX_list_priority; -int GLAD_GL_ARB_texture_env_dot3; -int GLAD_GL_APPLE_transform_hint; -int GLAD_GL_NV_geometry_program4; -int GLAD_GL_NV_texture_shader3; -int GLAD_GL_ARB_texture_compression_bptc; -int GLAD_GL_SGI_color_matrix; -int GLAD_GL_AMD_texture_gather_bias_lod; -int GLAD_GL_EXT_framebuffer_multisample_blit_scaled; -int GLAD_GL_APPLE_float_pixels; -int GLAD_GL_OVR_multiview2; -int GLAD_GL_SUN_slice_accum; +int GLAD_GL_NV_blend_square; +int GLAD_GL_EXT_framebuffer_multisample; +int GLAD_GL_ARB_gpu_shader5; +int GLAD_GL_SGIS_texture4D; +int GLAD_GL_EXT_texture3D; +int GLAD_GL_EXT_multisample; +int GLAD_GL_EXT_secondary_color; +int GLAD_GL_INTEL_conservative_rasterization; +int GLAD_GL_ARB_texture_filter_minmax; +int GLAD_GL_ATI_vertex_array_object; +int GLAD_GL_ARB_parallel_shader_compile; int GLAD_GL_NVX_gpu_memory_info; -int GLAD_GL_KHR_texture_compression_astc_sliced_3d; -int GLAD_GL_NV_depth_buffer_float; -int GLAD_GL_NV_vertex_program2_option; -int GLAD_GL_ARB_shader_stencil_export; -int GLAD_GL_ARB_half_float_pixel; -int GLAD_GL_EXT_texture_array; -int GLAD_GL_NV_shader_storage_buffer_object; -int GLAD_GL_ARB_indirect_parameters; -int GLAD_GL_OES_query_matrix; -int GLAD_GL_ARB_provoking_vertex; -int GLAD_GL_NV_fragment_program; -int GLAD_GL_KHR_blend_equation_advanced_coherent; +int GLAD_GL_ARB_sparse_texture; +int GLAD_GL_SGIS_point_line_texgen; +int GLAD_GL_ARB_sample_locations; +int GLAD_GL_ARB_sparse_buffer; +int GLAD_GL_ARB_polygon_offset_clamp; +int GLAD_GL_EXT_draw_range_elements; +int GLAD_GL_SGIX_blend_alpha_minmax; +int GLAD_GL_KHR_context_flush_control; PFNGLTBUFFERMASK3DFXPROC glad_glTbufferMask3DFX; PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD; PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD; @@ -2610,6 +2636,8 @@ PFNGLNORMALSTREAM3DVATIPROC glad_glNormalStream3dvATI; PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC glad_glClientActiveVertexStreamATI; PFNGLVERTEXBLENDENVIATIPROC glad_glVertexBlendEnviATI; PFNGLVERTEXBLENDENVFATIPROC glad_glVertexBlendEnvfATI; +PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC glad_glEGLImageTargetTexStorageEXT; +PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC glad_glEGLImageTargetTextureStorageEXT; PFNGLUNIFORMBUFFEREXTPROC glad_glUniformBufferEXT; PFNGLGETUNIFORMBUFFERSIZEEXTPROC glad_glGetUniformBufferSizeEXT; PFNGLGETUNIFORMOFFSETEXTPROC glad_glGetUniformOffsetEXT; @@ -3065,6 +3093,7 @@ PFNGLGETPROGRAMPIPELINEIVEXTPROC glad_glGetProgramPipelineivEXT; PFNGLISPROGRAMPIPELINEEXTPROC glad_glIsProgramPipelineEXT; PFNGLUSEPROGRAMSTAGESEXTPROC glad_glUseProgramStagesEXT; PFNGLVALIDATEPROGRAMPIPELINEEXTPROC glad_glValidateProgramPipelineEXT; +PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC glad_glFramebufferFetchBarrierEXT; PFNGLBINDIMAGETEXTUREEXTPROC glad_glBindImageTextureEXT; PFNGLMEMORYBARRIEREXTPROC glad_glMemoryBarrierEXT; PFNGLSTENCILCLEARTAGEXTPROC glad_glStencilClearTagEXT; @@ -5768,6 +5797,11 @@ static void load_GL_ATI_vertex_streams(GLADloadproc load) { glad_glVertexBlendEnviATI = (PFNGLVERTEXBLENDENVIATIPROC)load("glVertexBlendEnviATI"); glad_glVertexBlendEnvfATI = (PFNGLVERTEXBLENDENVFATIPROC)load("glVertexBlendEnvfATI"); } +static void load_GL_EXT_EGL_image_storage(GLADloadproc load) { + if(!GLAD_GL_EXT_EGL_image_storage) return; + glad_glEGLImageTargetTexStorageEXT = (PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC)load("glEGLImageTargetTexStorageEXT"); + glad_glEGLImageTargetTextureStorageEXT = (PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC)load("glEGLImageTargetTextureStorageEXT"); +} static void load_GL_EXT_bindable_uniform(GLADloadproc load) { if(!GLAD_GL_EXT_bindable_uniform) return; glad_glUniformBufferEXT = (PFNGLUNIFORMBUFFEREXTPROC)load("glUniformBufferEXT"); @@ -6406,6 +6440,10 @@ static void load_GL_EXT_separate_shader_objects(GLADloadproc load) { glad_glProgramUniformMatrix3x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)load("glProgramUniformMatrix3x4fvEXT"); glad_glProgramUniformMatrix4x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)load("glProgramUniformMatrix4x3fvEXT"); } +static void load_GL_EXT_shader_framebuffer_fetch_non_coherent(GLADloadproc load) { + if(!GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent) return; + glad_glFramebufferFetchBarrierEXT = (PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC)load("glFramebufferFetchBarrierEXT"); +} static void load_GL_EXT_shader_image_load_store(GLADloadproc load) { if(!GLAD_GL_EXT_shader_image_load_store) return; glad_glBindImageTextureEXT = (PFNGLBINDIMAGETEXTUREEXTPROC)load("glBindImageTextureEXT"); @@ -6437,10 +6475,6 @@ static void load_GL_EXT_texture_buffer_object(GLADloadproc load) { if(!GLAD_GL_EXT_texture_buffer_object) return; glad_glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC)load("glTexBufferEXT"); } -static void load_GL_EXT_texture_filter_minmax(GLADloadproc load) { - if(!GLAD_GL_EXT_texture_filter_minmax) return; - glad_glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC)load("glRasterSamplesEXT"); -} static void load_GL_EXT_texture_integer(GLADloadproc load) { if(!GLAD_GL_EXT_texture_integer) return; glad_glTexParameterIivEXT = (PFNGLTEXPARAMETERIIVEXTPROC)load("glTexParameterIivEXT"); @@ -7795,6 +7829,7 @@ static int find_extensionsGL(void) { GLAD_GL_AMD_shader_atomic_counter_ops = has_ext("GL_AMD_shader_atomic_counter_ops"); GLAD_GL_AMD_shader_ballot = has_ext("GL_AMD_shader_ballot"); GLAD_GL_AMD_shader_explicit_vertex_parameter = has_ext("GL_AMD_shader_explicit_vertex_parameter"); + GLAD_GL_AMD_shader_gpu_shader_half_float_fetch = has_ext("GL_AMD_shader_gpu_shader_half_float_fetch"); GLAD_GL_AMD_shader_image_load_store_lod = has_ext("GL_AMD_shader_image_load_store_lod"); GLAD_GL_AMD_shader_stencil_export = has_ext("GL_AMD_shader_stencil_export"); GLAD_GL_AMD_shader_trinary_minmax = has_ext("GL_AMD_shader_trinary_minmax"); @@ -8011,6 +8046,7 @@ static int find_extensionsGL(void) { GLAD_GL_ATI_vertex_attrib_array_object = has_ext("GL_ATI_vertex_attrib_array_object"); GLAD_GL_ATI_vertex_streams = has_ext("GL_ATI_vertex_streams"); GLAD_GL_EXT_422_pixels = has_ext("GL_EXT_422_pixels"); + GLAD_GL_EXT_EGL_image_storage = has_ext("GL_EXT_EGL_image_storage"); GLAD_GL_EXT_abgr = has_ext("GL_EXT_abgr"); GLAD_GL_EXT_bgra = has_ext("GL_EXT_bgra"); GLAD_GL_EXT_bindable_uniform = has_ext("GL_EXT_bindable_uniform"); @@ -8077,6 +8113,8 @@ static int find_extensionsGL(void) { GLAD_GL_EXT_semaphore_win32 = has_ext("GL_EXT_semaphore_win32"); GLAD_GL_EXT_separate_shader_objects = has_ext("GL_EXT_separate_shader_objects"); GLAD_GL_EXT_separate_specular_color = has_ext("GL_EXT_separate_specular_color"); + GLAD_GL_EXT_shader_framebuffer_fetch = has_ext("GL_EXT_shader_framebuffer_fetch"); + GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent = has_ext("GL_EXT_shader_framebuffer_fetch_non_coherent"); GLAD_GL_EXT_shader_image_load_formatted = has_ext("GL_EXT_shader_image_load_formatted"); GLAD_GL_EXT_shader_image_load_store = has_ext("GL_EXT_shader_image_load_store"); GLAD_GL_EXT_shader_integer_mix = has_ext("GL_EXT_shader_integer_mix"); @@ -8135,6 +8173,7 @@ static int find_extensionsGL(void) { GLAD_GL_INGR_blend_func_separate = has_ext("GL_INGR_blend_func_separate"); GLAD_GL_INGR_color_clamp = has_ext("GL_INGR_color_clamp"); GLAD_GL_INGR_interlace_read = has_ext("GL_INGR_interlace_read"); + GLAD_GL_INTEL_blackhole_render = has_ext("GL_INTEL_blackhole_render"); GLAD_GL_INTEL_conservative_rasterization = has_ext("GL_INTEL_conservative_rasterization"); GLAD_GL_INTEL_fragment_shader_ordering = has_ext("GL_INTEL_fragment_shader_ordering"); GLAD_GL_INTEL_framebuffer_CMAA = has_ext("GL_INTEL_framebuffer_CMAA"); @@ -8552,6 +8591,7 @@ int gladLoadGLLoader(GLADloadproc load) { load_GL_ATI_vertex_array_object(load); load_GL_ATI_vertex_attrib_array_object(load); load_GL_ATI_vertex_streams(load); + load_GL_EXT_EGL_image_storage(load); load_GL_EXT_bindable_uniform(load); load_GL_EXT_blend_color(load); load_GL_EXT_blend_equation_separate(load); @@ -8599,6 +8639,7 @@ int gladLoadGLLoader(GLADloadproc load) { load_GL_EXT_semaphore_fd(load); load_GL_EXT_semaphore_win32(load); load_GL_EXT_separate_shader_objects(load); + load_GL_EXT_shader_framebuffer_fetch_non_coherent(load); load_GL_EXT_shader_image_load_store(load); load_GL_EXT_stencil_clear_tag(load); load_GL_EXT_stencil_two_side(load); @@ -8606,7 +8647,6 @@ int gladLoadGLLoader(GLADloadproc load) { load_GL_EXT_texture3D(load); load_GL_EXT_texture_array(load); load_GL_EXT_texture_buffer_object(load); - load_GL_EXT_texture_filter_minmax(load); load_GL_EXT_texture_integer(load); load_GL_EXT_texture_object(load); load_GL_EXT_texture_perturb_normal(load); |