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-rw-r--r--externals/glad/src/glad.c1846
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);