#ifndef GrGLDefines_DEFINED
#define GrGLDefines_DEFINED
#define GR_GL_CONTEXT_PROFILE_MASK …
#define GR_GL_CONTEXT_CORE_PROFILE_BIT …
#define GR_GL_CONTEXT_COMPATIBILITY_PROFILE_BIT …
#define GR_GL_DEPTH_BUFFER_BIT …
#define GR_GL_STENCIL_BUFFER_BIT …
#define GR_GL_COLOR_BUFFER_BIT …
#define GR_GL_FALSE …
#define GR_GL_TRUE …
#define GR_GL_POINTS …
#define GR_GL_LINES …
#define GR_GL_LINE_LOOP …
#define GR_GL_LINE_STRIP …
#define GR_GL_TRIANGLES …
#define GR_GL_TRIANGLE_STRIP …
#define GR_GL_TRIANGLE_FAN …
#define GR_GL_PATCHES …
#define GR_GL_FUNC_ADD …
#define GR_GL_FUNC_SUBTRACT …
#define GR_GL_FUNC_REVERSE_SUBTRACT …
#define GR_GL_SCREEN …
#define GR_GL_OVERLAY …
#define GR_GL_DARKEN …
#define GR_GL_LIGHTEN …
#define GR_GL_COLORDODGE …
#define GR_GL_COLORBURN …
#define GR_GL_HARDLIGHT …
#define GR_GL_SOFTLIGHT …
#define GR_GL_DIFFERENCE …
#define GR_GL_EXCLUSION …
#define GR_GL_MULTIPLY …
#define GR_GL_HSL_HUE …
#define GR_GL_HSL_SATURATION …
#define GR_GL_HSL_COLOR …
#define GR_GL_HSL_LUMINOSITY …
#define GR_GL_ZERO …
#define GR_GL_ONE …
#define GR_GL_SRC_COLOR …
#define GR_GL_ONE_MINUS_SRC_COLOR …
#define GR_GL_SRC_ALPHA …
#define GR_GL_ONE_MINUS_SRC_ALPHA …
#define GR_GL_DST_ALPHA …
#define GR_GL_ONE_MINUS_DST_ALPHA …
#define GR_GL_DST_COLOR …
#define GR_GL_ONE_MINUS_DST_COLOR …
#define GR_GL_SRC_ALPHA_SATURATE …
#define GR_GL_SRC1_COLOR …
#define GR_GL_ONE_MINUS_SRC1_COLOR …
#define GR_GL_ONE_MINUS_SRC1_ALPHA …
#define GR_GL_BLEND_DST_RGB …
#define GR_GL_BLEND_SRC_RGB …
#define GR_GL_BLEND_DST_ALPHA …
#define GR_GL_BLEND_SRC_ALPHA …
#define GR_GL_CONSTANT_COLOR …
#define GR_GL_ONE_MINUS_CONSTANT_COLOR …
#define GR_GL_CONSTANT_ALPHA …
#define GR_GL_ONE_MINUS_CONSTANT_ALPHA …
#define GR_GL_BLEND_COLOR …
#define GR_GL_ARRAY_BUFFER …
#define GR_GL_ELEMENT_ARRAY_BUFFER …
#define GR_GL_DRAW_INDIRECT_BUFFER …
#define GR_GL_TEXTURE_BUFFER …
#define GR_GL_ARRAY_BUFFER_BINDING …
#define GR_GL_ELEMENT_ARRAY_BUFFER_BINDING …
#define GR_GL_DRAW_INDIRECT_BUFFER_BINDING …
#define GR_GL_PIXEL_PACK_BUFFER …
#define GR_GL_PIXEL_UNPACK_BUFFER …
#define GR_GL_PIXEL_UNPACK_TRANSFER_BUFFER_CHROMIUM …
#define GR_GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM …
#define GR_GL_STREAM_DRAW …
#define GR_GL_STREAM_READ …
#define GR_GL_STATIC_DRAW …
#define GR_GL_STATIC_READ …
#define GR_GL_DYNAMIC_DRAW …
#define GR_GL_DYNAMIC_READ …
#define GR_GL_BUFFER_SIZE …
#define GR_GL_BUFFER_USAGE …
#define GR_GL_CURRENT_VERTEX_ATTRIB …
#define GR_GL_FRONT …
#define GR_GL_BACK …
#define GR_GL_FRONT_AND_BACK …
#define GR_GL_TEXTURE_NONE …
#define GR_GL_TEXTURE_2D …
#define GR_GL_CULL_FACE …
#define GR_GL_BLEND …
#define GR_GL_DITHER …
#define GR_GL_STENCIL_TEST …
#define GR_GL_DEPTH_TEST …
#define GR_GL_SCISSOR_TEST …
#define GR_GL_POLYGON_OFFSET_FILL …
#define GR_GL_SAMPLE_ALPHA_TO_COVERAGE …
#define GR_GL_SAMPLE_COVERAGE …
#define GR_GL_POLYGON_OFFSET_FILL …
#define GR_GL_POLYGON_SMOOTH …
#define GR_GL_POLYGON_STIPPLE …
#define GR_GL_COLOR_LOGIC_OP …
#define GR_GL_COLOR_TABLE …
#define GR_GL_INDEX_LOGIC_OP …
#define GR_GL_VERTEX_PROGRAM_POINT_SIZE …
#define GR_GL_LINE_STIPPLE …
#define GR_GL_FRAMEBUFFER_SRGB …
#define GR_GL_SHADER_PIXEL_LOCAL_STORAGE …
#define GR_GL_SAMPLE_SHADING …
#define GR_GL_NO_ERROR …
#define GR_GL_INVALID_ENUM …
#define GR_GL_INVALID_VALUE …
#define GR_GL_INVALID_OPERATION …
#define GR_GL_OUT_OF_MEMORY …
#define GR_GL_CONTEXT_LOST …
#define GR_GL_CW …
#define GR_GL_CCW …
#define GR_GL_LINE_WIDTH …
#define GR_GL_ALIASED_POINT_SIZE_RANGE …
#define GR_GL_ALIASED_LINE_WIDTH_RANGE …
#define GR_GL_CULL_FACE_MODE …
#define GR_GL_FRONT_FACE …
#define GR_GL_DEPTH_RANGE …
#define GR_GL_DEPTH_WRITEMASK …
#define GR_GL_DEPTH_CLEAR_VALUE …
#define GR_GL_DEPTH_FUNC …
#define GR_GL_STENCIL_CLEAR_VALUE …
#define GR_GL_STENCIL_FUNC …
#define GR_GL_STENCIL_FAIL …
#define GR_GL_STENCIL_PASS_DEPTH_FAIL …
#define GR_GL_STENCIL_PASS_DEPTH_PASS …
#define GR_GL_STENCIL_REF …
#define GR_GL_STENCIL_VALUE_MASK …
#define GR_GL_STENCIL_WRITEMASK …
#define GR_GL_STENCIL_BACK_FUNC …
#define GR_GL_STENCIL_BACK_FAIL …
#define GR_GL_STENCIL_BACK_PASS_DEPTH_FAIL …
#define GR_GL_STENCIL_BACK_PASS_DEPTH_PASS …
#define GR_GL_STENCIL_BACK_REF …
#define GR_GL_STENCIL_BACK_VALUE_MASK …
#define GR_GL_STENCIL_BACK_WRITEMASK …
#define GR_GL_VIEWPORT …
#define GR_GL_SCISSOR_BOX …
#define GR_GL_COLOR_CLEAR_VALUE …
#define GR_GL_COLOR_WRITEMASK …
#define GR_GL_UNPACK_ALIGNMENT …
#define GR_GL_PACK_ALIGNMENT …
#define GR_GL_PACK_REVERSE_ROW_ORDER …
#define GR_GL_MAX_TEXTURE_SIZE …
#define GR_GL_TEXTURE_MIN_LOD …
#define GR_GL_TEXTURE_MAX_LOD …
#define GR_GL_TEXTURE_BASE_LEVEL …
#define GR_GL_TEXTURE_MAX_LEVEL …
#define GR_GL_MAX_VIEWPORT_DIMS …
#define GR_GL_SUBPIXEL_BITS …
#define GR_GL_RED_BITS …
#define GR_GL_GREEN_BITS …
#define GR_GL_BLUE_BITS …
#define GR_GL_ALPHA_BITS …
#define GR_GL_DEPTH_BITS …
#define GR_GL_STENCIL_BITS …
#define GR_GL_POLYGON_OFFSET_UNITS …
#define GR_GL_POLYGON_OFFSET_FACTOR …
#define GR_GL_TEXTURE_BINDING_2D …
#define GR_GL_SAMPLE_BUFFERS …
#define GR_GL_SAMPLES …
#define GR_GL_SAMPLE_COVERAGE_VALUE …
#define GR_GL_SAMPLE_COVERAGE_INVERT …
#define GR_GL_RENDERBUFFER_COVERAGE_SAMPLES …
#define GR_GL_RENDERBUFFER_COLOR_SAMPLES …
#define GR_GL_MAX_MULTISAMPLE_COVERAGE_MODES …
#define GR_GL_MULTISAMPLE_COVERAGE_MODES …
#define GR_GL_MAX_TEXTURE_BUFFER_SIZE …
#define GR_GL_CONTEXT_FLAGS …
#define GR_GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT …
#define GR_GL_TEXTURE_PROTECTED_EXT …
#define GR_GL_NUM_COMPRESSED_TEXTURE_FORMATS …
#define GR_GL_COMPRESSED_TEXTURE_FORMATS …
#define GR_GL_COMPRESSED_RGB_S3TC_DXT1_EXT …
#define GR_GL_COMPRESSED_RGBA_S3TC_DXT1_EXT …
#define GR_GL_COMPRESSED_RGBA_S3TC_DXT3_EXT …
#define GR_GL_COMPRESSED_RGBA_S3TC_DXT5_EXT …
#define GR_GL_COMPRESSED_SRGB_S3TC_DXT1_EXT …
#define GR_GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT …
#define GR_GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT …
#define GR_GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT …
#define GR_GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG …
#define GR_GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG …
#define GR_GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG …
#define GR_GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG …
#define GR_GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG …
#define GR_GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG …
#define GR_GL_COMPRESSED_ETC1_RGB8 …
#define GR_GL_COMPRESSED_R11_EAC …
#define GR_GL_COMPRESSED_SIGNED_R11_EAC …
#define GR_GL_COMPRESSED_RG11_EAC …
#define GR_GL_COMPRESSED_SIGNED_RG11_EAC …
#define GR_GL_COMPRESSED_RGB8_ETC2 …
#define GR_GL_COMPRESSED_SRGB8_ETC2 …
#define GR_GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1 …
#define GR_GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1 …
#define GR_GL_COMPRESSED_RGBA8_ETC2_EAC …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC …
#define GR_GL_COMPRESSED_LUMINANCE_LATC1 …
#define GR_GL_COMPRESSED_SIGNED_LUMINANCE_LATC1 …
#define GR_GL_COMPRESSED_LUMINANCE_ALPHA_LATC2 …
#define GR_GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2 …
#define GR_GL_COMPRESSED_RED_RGTC1 …
#define GR_GL_COMPRESSED_SIGNED_RED_RGTC1 …
#define GR_GL_COMPRESSED_RED_GREEN_RGTC2 …
#define GR_GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2 …
#define GR_GL_COMPRESSED_3DC_X …
#define GR_GL_COMPRESSED_3DC_XY …
#define GR_GL_COMPRESSED_RGBA_BPTC_UNORM …
#define GR_GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM …
#define GR_GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT …
#define GR_GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT …
#define GR_GL_COMPRESSED_RGBA_ASTC_4x4 …
#define GR_GL_COMPRESSED_RGBA_ASTC_5x4 …
#define GR_GL_COMPRESSED_RGBA_ASTC_5x5 …
#define GR_GL_COMPRESSED_RGBA_ASTC_6x5 …
#define GR_GL_COMPRESSED_RGBA_ASTC_6x6 …
#define GR_GL_COMPRESSED_RGBA_ASTC_8x5 …
#define GR_GL_COMPRESSED_RGBA_ASTC_8x6 …
#define GR_GL_COMPRESSED_RGBA_ASTC_8x8 …
#define GR_GL_COMPRESSED_RGBA_ASTC_10x5 …
#define GR_GL_COMPRESSED_RGBA_ASTC_10x6 …
#define GR_GL_COMPRESSED_RGBA_ASTC_10x8 …
#define GR_GL_COMPRESSED_RGBA_ASTC_10x10 …
#define GR_GL_COMPRESSED_RGBA_ASTC_12x10 …
#define GR_GL_COMPRESSED_RGBA_ASTC_12x12 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 …
#define GR_GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 …
#define GR_GL_DONT_CARE …
#define GR_GL_FASTEST …
#define GR_GL_NICEST …
#define GR_GL_GENERATE_MIPMAP_HINT …
#define GR_GL_BYTE …
#define GR_GL_UNSIGNED_BYTE …
#define GR_GL_SHORT …
#define GR_GL_UNSIGNED_SHORT …
#define GR_GL_INT …
#define GR_GL_UNSIGNED_INT …
#define GR_GL_FLOAT …
#define GR_GL_HALF_FLOAT …
#define GR_GL_FIXED …
#define GR_GL_HALF_FLOAT_OES …
#define GR_GL_LIGHTING …
#define GR_GL_LIGHT0 …
#define GR_GL_LIGHT1 …
#define GR_GL_LIGHT2 …
#define GR_GL_LIGHT3 …
#define GR_GL_LIGHT4 …
#define GR_GL_LIGHT5 …
#define GR_GL_LIGHT6 …
#define GR_GL_LIGHT7 …
#define GR_GL_SPOT_EXPONENT …
#define GR_GL_SPOT_CUTOFF …
#define GR_GL_CONSTANT_ATTENUATION …
#define GR_GL_LINEAR_ATTENUATION …
#define GR_GL_QUADRATIC_ATTENUATION …
#define GR_GL_AMBIENT …
#define GR_GL_DIFFUSE …
#define GR_GL_SPECULAR …
#define GR_GL_SHININESS …
#define GR_GL_EMISSION …
#define GR_GL_POSITION …
#define GR_GL_SPOT_DIRECTION …
#define GR_GL_AMBIENT_AND_DIFFUSE …
#define GR_GL_COLOR_INDEXES …
#define GR_GL_LIGHT_MODEL_TWO_SIDE …
#define GR_GL_LIGHT_MODEL_LOCAL_VIEWER …
#define GR_GL_LIGHT_MODEL_AMBIENT …
#define GR_GL_FRONT_AND_BACK …
#define GR_GL_SHADE_MODEL …
#define GR_GL_FLAT …
#define GR_GL_SMOOTH …
#define GR_GL_COLOR_MATERIAL …
#define GR_GL_COLOR_MATERIAL_FACE …
#define GR_GL_COLOR_MATERIAL_PARAMETER …
#define GR_GL_NORMALIZE …
#define GR_GL_MATRIX_MODE …
#define GR_GL_MODELVIEW …
#define GR_GL_PROJECTION …
#define GR_GL_TEXTURE …
#define GR_GL_MULTISAMPLE …
#define GR_GL_SAMPLE_POSITION …
#define GR_GL_POINT_SMOOTH …
#define GR_GL_POINT_SIZE …
#define GR_GL_POINT_SIZE_GRANULARITY …
#define GR_GL_POINT_SIZE_RANGE …
#define GR_GL_LINE_SMOOTH …
#define GR_GL_LINE_STIPPLE …
#define GR_GL_LINE_STIPPLE_PATTERN …
#define GR_GL_LINE_STIPPLE_REPEAT …
#define GR_GL_LINE_WIDTH …
#define GR_GL_LINE_WIDTH_GRANULARITY …
#define GR_GL_LINE_WIDTH_RANGE …
#define GR_GL_POINT …
#define GR_GL_LINE …
#define GR_GL_FILL …
#define GR_GL_STENCIL_INDEX …
#define GR_GL_DEPTH_COMPONENT …
#define GR_GL_DEPTH_STENCIL …
#define GR_GL_RED …
#define GR_GL_RED_INTEGER …
#define GR_GL_GREEN …
#define GR_GL_BLUE …
#define GR_GL_ALPHA …
#define GR_GL_LUMINANCE …
#define GR_GL_LUMINANCE_ALPHA …
#define GR_GL_RG_INTEGER …
#define GR_GL_RGB …
#define GR_GL_RGB_INTEGER …
#define GR_GL_SRGB …
#define GR_GL_RGBA …
#define GR_GL_RG …
#define GR_GL_SRGB_ALPHA …
#define GR_GL_RGBA_INTEGER …
#define GR_GL_BGRA …
#define GR_GL_STENCIL_INDEX4 …
#define GR_GL_STENCIL_INDEX8 …
#define GR_GL_STENCIL_INDEX16 …
#define GR_GL_DEPTH_COMPONENT16 …
#define GR_GL_DEPTH24_STENCIL8 …
#define GR_GL_R8 …
#define GR_GL_R16 …
#define GR_GL_R16F …
#define GR_GL_R32F …
#define GR_GL_R8I …
#define GR_GL_R8UI …
#define GR_GL_R16I …
#define GR_GL_R16UI …
#define GR_GL_R32I …
#define GR_GL_R32UI …
#define GR_GL_LUMINANCE8 …
#define GR_GL_LUMINANCE8_ALPHA8 …
#define GR_GL_LUMINANCE16F …
#define GR_GL_ALPHA8 …
#define GR_GL_ALPHA16 …
#define GR_GL_ALPHA16F …
#define GR_GL_ALPHA32F …
#define GR_GL_ALPHA8I …
#define GR_GL_ALPHA8UI …
#define GR_GL_ALPHA16I …
#define GR_GL_ALPHA16UI …
#define GR_GL_ALPHA32I …
#define GR_GL_ALPHA32UI …
#define GR_GL_RG8 …
#define GR_GL_RG16 …
#define GR_GL_R16F …
#define GR_GL_R32F …
#define GR_GL_RG16F …
#define GR_GL_RG8I …
#define GR_GL_RG8UI …
#define GR_GL_RG16I …
#define GR_GL_RG16UI …
#define GR_GL_RG32I …
#define GR_GL_RG32UI …
#define GR_GL_RGB5 …
#define GR_GL_RGB565 …
#define GR_GL_RGB8 …
#define GR_GL_SRGB8 …
#define GR_GL_RGBX8 …
#define GR_GL_RGB8I …
#define GR_GL_RGB8UI …
#define GR_GL_RGB16I …
#define GR_GL_RGB16UI …
#define GR_GL_RGB32I …
#define GR_GL_RGB32UI …
#define GR_GL_RGBA4 …
#define GR_GL_RGB5_A1 …
#define GR_GL_RGBA8 …
#define GR_GL_RGB10_A2 …
#define GR_GL_SRGB8_ALPHA8 …
#define GR_GL_RGBA16F …
#define GR_GL_RGBA32F …
#define GR_GL_RG32F …
#define GR_GL_RGBA16 …
#define GR_GL_RGBA8I …
#define GR_GL_RGBA8UI …
#define GR_GL_RGBA16I …
#define GR_GL_RGBA16UI …
#define GR_GL_RGBA32I …
#define GR_GL_RGBA32UI …
#define GR_GL_BGRA8 …
#define GR_GL_UNSIGNED_SHORT_4_4_4_4 …
#define GR_GL_UNSIGNED_SHORT_5_5_5_1 …
#define GR_GL_UNSIGNED_SHORT_5_6_5 …
#define GR_GL_UNSIGNED_INT_2_10_10_10_REV …
#define GR_GL_FRAGMENT_SHADER …
#define GR_GL_VERTEX_SHADER …
#define GR_GL_TESS_CONTROL_SHADER …
#define GR_GL_TESS_EVALUATION_SHADER …
#define GR_GL_MAX_VERTEX_ATTRIBS …
#define GR_GL_MAX_VERTEX_UNIFORM_VECTORS …
#define GR_GL_MAX_VARYING_VECTORS …
#define GR_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS …
#define GR_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS …
#define GR_GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS …
#define GR_GL_MAX_TEXTURE_IMAGE_UNITS …
#define GR_GL_MAX_FRAGMENT_UNIFORM_VECTORS …
#define GR_GL_SHADER_TYPE …
#define GR_GL_DELETE_STATUS …
#define GR_GL_LINK_STATUS …
#define GR_GL_VALIDATE_STATUS …
#define GR_GL_ATTACHED_SHADERS …
#define GR_GL_ACTIVE_UNIFORMS …
#define GR_GL_ACTIVE_UNIFORM_MAX_LENGTH …
#define GR_GL_ACTIVE_ATTRIBUTES …
#define GR_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH …
#define GR_GL_SHADING_LANGUAGE_VERSION …
#define GR_GL_CURRENT_PROGRAM …
#define GR_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS …
#define GR_GL_MAX_VERTEX_UNIFORM_COMPONENTS …
#define GR_GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE …
#define GR_GL_SHADER_BINARY_FORMATS …
#define GR_GL_NEVER …
#define GR_GL_LESS …
#define GR_GL_EQUAL …
#define GR_GL_LEQUAL …
#define GR_GL_GREATER …
#define GR_GL_NOTEQUAL …
#define GR_GL_GEQUAL …
#define GR_GL_ALWAYS …
#define GR_GL_KEEP …
#define GR_GL_REPLACE …
#define GR_GL_INCR …
#define GR_GL_DECR …
#define GR_GL_INVERT …
#define GR_GL_INCR_WRAP …
#define GR_GL_DECR_WRAP …
#define GR_GL_VENDOR …
#define GR_GL_RENDERER …
#define GR_GL_VERSION …
#define GR_GL_EXTENSIONS …
#define GR_GL_NUM_EXTENSIONS …
#define GR_GL_UNPACK_ROW_LENGTH …
#define GR_GL_PACK_ROW_LENGTH …
#define GR_GL_NEAREST …
#define GR_GL_LINEAR …
#define GR_GL_NEAREST_MIPMAP_NEAREST …
#define GR_GL_LINEAR_MIPMAP_NEAREST …
#define GR_GL_NEAREST_MIPMAP_LINEAR …
#define GR_GL_LINEAR_MIPMAP_LINEAR …
#define GR_GL_FRAMEBUFFER_ATTACHMENT …
#define GR_GL_TEXTURE_MAG_FILTER …
#define GR_GL_TEXTURE_MIN_FILTER …
#define GR_GL_TEXTURE_WRAP_S …
#define GR_GL_TEXTURE_WRAP_T …
#define GR_GL_TEXTURE_USAGE …
#define GR_GL_TEXTURE_MAX_ANISOTROPY …
#define GR_GL_MAX_TEXTURE_MAX_ANISOTROPY …
#define GR_GL_TEXTURE …
#define GR_GL_TEXTURE_CUBE_MAP …
#define GR_GL_TEXTURE_BINDING_CUBE_MAP …
#define GR_GL_TEXTURE_CUBE_MAP_POSITIVE_X …
#define GR_GL_TEXTURE_CUBE_MAP_NEGATIVE_X …
#define GR_GL_TEXTURE_CUBE_MAP_POSITIVE_Y …
#define GR_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y …
#define GR_GL_TEXTURE_CUBE_MAP_POSITIVE_Z …
#define GR_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z …
#define GR_GL_MAX_CUBE_MAP_TEXTURE_SIZE …
#define GR_GL_TEXTURE0 …
#define GR_GL_TEXTURE1 …
#define GR_GL_TEXTURE2 …
#define GR_GL_TEXTURE3 …
#define GR_GL_TEXTURE4 …
#define GR_GL_TEXTURE5 …
#define GR_GL_TEXTURE6 …
#define GR_GL_TEXTURE7 …
#define GR_GL_TEXTURE8 …
#define GR_GL_TEXTURE9 …
#define GR_GL_TEXTURE10 …
#define GR_GL_TEXTURE11 …
#define GR_GL_TEXTURE12 …
#define GR_GL_TEXTURE13 …
#define GR_GL_TEXTURE14 …
#define GR_GL_TEXTURE15 …
#define GR_GL_TEXTURE16 …
#define GR_GL_TEXTURE17 …
#define GR_GL_TEXTURE18 …
#define GR_GL_TEXTURE19 …
#define GR_GL_TEXTURE20 …
#define GR_GL_TEXTURE21 …
#define GR_GL_TEXTURE22 …
#define GR_GL_TEXTURE23 …
#define GR_GL_TEXTURE24 …
#define GR_GL_TEXTURE25 …
#define GR_GL_TEXTURE26 …
#define GR_GL_TEXTURE27 …
#define GR_GL_TEXTURE28 …
#define GR_GL_TEXTURE29 …
#define GR_GL_TEXTURE30 …
#define GR_GL_TEXTURE31 …
#define GR_GL_ACTIVE_TEXTURE …
#define GR_GL_MAX_TEXTURE_UNITS …
#define GR_GL_MAX_TEXTURE_COORDS …
#define GR_GL_REPEAT …
#define GR_GL_CLAMP_TO_EDGE …
#define GR_GL_MIRRORED_REPEAT …
#define GR_GL_CLAMP_TO_BORDER …
#define GR_GL_TEXTURE_SWIZZLE_R …
#define GR_GL_TEXTURE_SWIZZLE_G …
#define GR_GL_TEXTURE_SWIZZLE_B …
#define GR_GL_TEXTURE_SWIZZLE_A …
#define GR_GL_TEXTURE_SWIZZLE_RGBA …
#define GR_GL_TEXTURE_ENV …
#define GR_GL_TEXTURE_ENV_MODE …
#define GR_GL_TEXTURE_1D …
#define GR_GL_TEXTURE_ENV_COLOR …
#define GR_GL_TEXTURE_GEN_S …
#define GR_GL_TEXTURE_GEN_T …
#define GR_GL_TEXTURE_GEN_R …
#define GR_GL_TEXTURE_GEN_Q …
#define GR_GL_TEXTURE_GEN_MODE …
#define GR_GL_TEXTURE_BORDER_COLOR …
#define GR_GL_TEXTURE_WIDTH …
#define GR_GL_TEXTURE_HEIGHT …
#define GR_GL_TEXTURE_BORDER …
#define GR_GL_TEXTURE_COMPONENTS …
#define GR_GL_TEXTURE_RED_SIZE …
#define GR_GL_TEXTURE_GREEN_SIZE …
#define GR_GL_TEXTURE_BLUE_SIZE …
#define GR_GL_TEXTURE_ALPHA_SIZE …
#define GR_GL_TEXTURE_LUMINANCE_SIZE …
#define GR_GL_TEXTURE_INTENSITY_SIZE …
#define GR_GL_TEXTURE_INTERNAL_FORMAT …
#define GR_GL_OBJECT_LINEAR …
#define GR_GL_OBJECT_PLANE …
#define GR_GL_EYE_LINEAR …
#define GR_GL_EYE_PLANE …
#define GR_GL_SPHERE_MAP …
#define GR_GL_DECAL …
#define GR_GL_MODULATE …
#define GR_GL_CLAMP …
#define GR_GL_S …
#define GR_GL_T …
#define GR_GL_R …
#define GR_GL_Q …
#define GR_GL_TEXTURE_GEN_R …
#define GR_GL_TEXTURE_GEN_Q …
#define GR_GL_COMBINE …
#define GR_GL_COMBINE_RGB …
#define GR_GL_COMBINE_ALPHA …
#define GR_GL_SOURCE0_RGB …
#define GR_GL_SOURCE1_RGB …
#define GR_GL_SOURCE2_RGB …
#define GR_GL_SOURCE0_ALPHA …
#define GR_GL_SOURCE1_ALPHA …
#define GR_GL_SOURCE2_ALPHA …
#define GR_GL_OPERAND0_RGB …
#define GR_GL_OPERAND1_RGB …
#define GR_GL_OPERAND2_RGB …
#define GR_GL_OPERAND0_ALPHA …
#define GR_GL_OPERAND1_ALPHA …
#define GR_GL_OPERAND2_ALPHA …
#define GR_GL_RGB_SCALE …
#define GR_GL_ADD_SIGNED …
#define GR_GL_INTERPOLATE …
#define GR_GL_SUBTRACT …
#define GR_GL_CONSTANT …
#define GR_GL_PRIMARY_COLOR …
#define GR_GL_PREVIOUS …
#define GR_GL_SRC0_RGB …
#define GR_GL_SRC1_RGB …
#define GR_GL_SRC2_RGB …
#define GR_GL_SRC0_ALPHA …
#define GR_GL_SRC1_ALPHA …
#define GR_GL_SRC2_ALPHA …
#define GR_GL_FLOAT_VEC2 …
#define GR_GL_FLOAT_VEC3 …
#define GR_GL_FLOAT_VEC4 …
#define GR_GL_INT_VEC2 …
#define GR_GL_INT_VEC3 …
#define GR_GL_INT_VEC4 …
#define GR_GL_BOOL …
#define GR_GL_BOOL_VEC2 …
#define GR_GL_BOOL_VEC3 …
#define GR_GL_BOOL_VEC4 …
#define GR_GL_FLOAT_MAT2 …
#define GR_GL_FLOAT_MAT3 …
#define GR_GL_FLOAT_MAT4 …
#define GR_GL_SAMPLER_2D …
#define GR_GL_SAMPLER_CUBE …
#define GR_GL_VERTEX_ATTRIB_ARRAY_ENABLED …
#define GR_GL_VERTEX_ATTRIB_ARRAY_SIZE …
#define GR_GL_VERTEX_ATTRIB_ARRAY_STRIDE …
#define GR_GL_VERTEX_ATTRIB_ARRAY_TYPE …
#define GR_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED …
#define GR_GL_VERTEX_ATTRIB_ARRAY_POINTER …
#define GR_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING …
#define GR_GL_VERTEX_ARRAY …
#define GR_GL_NORMAL_ARRAY …
#define GR_GL_COLOR_ARRAY …
#define GR_GL_SECONDARY_COLOR_ARRAY …
#define GR_GL_INDEX_ARRAY …
#define GR_GL_TEXTURE_COORD_ARRAY …
#define GR_GL_EDGE_FLAG_ARRAY …
#define GR_GL_VERTEX_ARRAY_SIZE …
#define GR_GL_VERTEX_ARRAY_TYPE …
#define GR_GL_VERTEX_ARRAY_STRIDE …
#define GR_GL_NORMAL_ARRAY_TYPE …
#define GR_GL_NORMAL_ARRAY_STRIDE …
#define GR_GL_COLOR_ARRAY_SIZE …
#define GR_GL_COLOR_ARRAY_TYPE …
#define GR_GL_COLOR_ARRAY_STRIDE …
#define GR_GL_INDEX_ARRAY_TYPE …
#define GR_GL_INDEX_ARRAY_STRIDE …
#define GR_GL_TEXTURE_COORD_ARRAY_SIZE …
#define GR_GL_TEXTURE_COORD_ARRAY_TYPE …
#define GR_GL_TEXTURE_COORD_ARRAY_STRIDE …
#define GR_GL_EDGE_FLAG_ARRAY_STRIDE …
#define GR_GL_VERTEX_ARRAY_POINTER …
#define GR_GL_NORMAL_ARRAY_POINTER …
#define GR_GL_COLOR_ARRAY_POINTER …
#define GR_GL_INDEX_ARRAY_POINTER …
#define GR_GL_TEXTURE_COORD_ARRAY_POINTER …
#define GR_GL_EDGE_FLAG_ARRAY_POINTER …
#define GR_GL_V2F …
#define GR_GL_V3F …
#define GR_GL_C4UB_V2F …
#define GR_GL_C4UB_V3F …
#define GR_GL_C3F_V3F …
#define GR_GL_N3F_V3F …
#define GR_GL_C4F_N3F_V3F …
#define GR_GL_T2F_V3F …
#define GR_GL_T4F_V4F …
#define GR_GL_T2F_C4UB_V3F …
#define GR_GL_T2F_C3F_V3F …
#define GR_GL_T2F_N3F_V3F …
#define GR_GL_T2F_C4F_N3F_V3F …
#define GR_GL_T4F_C4F_N3F_V4F …
#define GR_GL_PRIMITIVE_RESTART_FIXED_INDEX …
#define GR_GL_READ_ONLY …
#define GR_GL_WRITE_ONLY …
#define GR_GL_READ_WRITE …
#define GR_GL_BUFFER_MAPPED …
#define GR_GL_MAP_READ_BIT …
#define GR_GL_MAP_WRITE_BIT …
#define GR_GL_MAP_INVALIDATE_RANGE_BIT …
#define GR_GL_MAP_INVALIDATE_BUFFER_BIT …
#define GR_GL_MAP_FLUSH_EXPLICIT_BIT …
#define GR_GL_MAP_UNSYNCHRONIZED_BIT …
#define GR_GL_IMPLEMENTATION_COLOR_READ_TYPE …
#define GR_GL_IMPLEMENTATION_COLOR_READ_FORMAT …
#define GR_GL_COMPILE_STATUS …
#define GR_GL_INFO_LOG_LENGTH …
#define GR_GL_SHADER_SOURCE_LENGTH …
#define GR_GL_SHADER_COMPILER …
#define GR_GL_SHADER_BINARY_FORMATS …
#define GR_GL_NUM_SHADER_BINARY_FORMATS …
#define GR_GL_NUM_PROGRAM_BINARY_FORMATS …
#define GR_GL_PROGRAM_BINARY_FORMATS …
#define GR_GL_LOW_FLOAT …
#define GR_GL_MEDIUM_FLOAT …
#define GR_GL_HIGH_FLOAT …
#define GR_GL_LOW_INT …
#define GR_GL_MEDIUM_INT …
#define GR_GL_HIGH_INT …
#define GR_GL_QUERY_COUNTER_BITS …
#define GR_GL_CURRENT_QUERY …
#define GR_GL_QUERY_RESULT …
#define GR_GL_QUERY_RESULT_AVAILABLE …
#define GR_GL_SAMPLES_PASSED …
#define GR_GL_ANY_SAMPLES_PASSED …
#define GR_GL_TIME_ELAPSED …
#define GR_GL_TIMESTAMP …
#define GR_GL_PRIMITIVES_GENERATED …
#define GR_GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN …
#define GR_GL_FRAMEBUFFER …
#define GR_GL_READ_FRAMEBUFFER …
#define GR_GL_DRAW_FRAMEBUFFER …
#define GR_GL_RENDERBUFFER …
#define GR_GL_MAX_SAMPLES …
#define GR_GL_MAX_SAMPLES_IMG …
#define GR_GL_RENDERBUFFER_WIDTH …
#define GR_GL_RENDERBUFFER_HEIGHT …
#define GR_GL_RENDERBUFFER_INTERNAL_FORMAT …
#define GR_GL_RENDERBUFFER_RED_SIZE …
#define GR_GL_RENDERBUFFER_GREEN_SIZE …
#define GR_GL_RENDERBUFFER_BLUE_SIZE …
#define GR_GL_RENDERBUFFER_ALPHA_SIZE …
#define GR_GL_RENDERBUFFER_DEPTH_SIZE …
#define GR_GL_RENDERBUFFER_STENCIL_SIZE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE …
#define GR_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE …
#define GR_GL_COLOR_ATTACHMENT0 …
#define GR_GL_DEPTH_ATTACHMENT …
#define GR_GL_STENCIL_ATTACHMENT …
#define GR_GL_COLOR …
#define GR_GL_DEPTH …
#define GR_GL_STENCIL …
#define GR_GL_NONE …
#define GR_GL_FRAMEBUFFER_DEFAULT …
#define GR_GL_FRAMEBUFFER_COMPLETE …
#define GR_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT …
#define GR_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT …
#define GR_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS …
#define GR_GL_FRAMEBUFFER_UNSUPPORTED …
#define GR_GL_FRAMEBUFFER_BINDING …
#define GR_GL_RENDERBUFFER_BINDING …
#define GR_GL_MAX_RENDERBUFFER_SIZE …
#define GR_GL_INVALID_FRAMEBUFFER_OPERATION …
#define GR_GL_CLOSE_PATH …
#define GR_GL_MOVE_TO …
#define GR_GL_LINE_TO …
#define GR_GL_QUADRATIC_CURVE_TO …
#define GR_GL_CUBIC_CURVE_TO …
#define GR_GL_CONIC_CURVE_TO …
#define GR_GL_PATH_STROKE_WIDTH …
#define GR_GL_PATH_END_CAPS …
#define GR_GL_PATH_JOIN_STYLE …
#define GR_GL_PATH_MITER_LIMIT …
#define GR_GL_PATH_STROKE_BOUND …
#define GR_GL_COUNT_UP …
#define GR_GL_BOUNDING_BOX …
#define GR_GL_BOUNDING_BOX_OF_BOUNDING_BOXES …
#define GR_GL_TRANSLATE_X …
#define GR_GL_TRANSLATE_Y …
#define GR_GL_TRANSLATE_2D …
#define GR_GL_TRANSPOSE_AFFINE_2D …
#define GR_GL_SQUARE …
#define GR_GL_ROUND …
#define GR_GL_BEVEL …
#define GR_GL_MITER_REVERT …
#define GR_GL_STANDARD_FONT_FORMAT …
#define GR_GL_FONT_GLYPHS_AVAILABLE …
#define GR_GL_FRAGMENT_INPUT …
#define GR_GL_PATH_PROJECTION …
#define GR_GL_PATH_MODELVIEW …
#define GR_GL_FETCH_PER_SAMPLE …
#define GR_GL_DEBUG_OUTPUT …
#define GR_GL_DEBUG_OUTPUT_SYNCHRONOUS …
#define GR_GL_CONTEXT_FLAG_DEBUG_BIT …
#define GR_GL_MAX_DEBUG_MESSAGE_LENGTH …
#define GR_GL_MAX_DEBUG_LOGGED_MESSAGES …
#define GR_GL_DEBUG_LOGGED_MESSAGES …
#define GR_GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH …
#define GR_GL_MAX_DEBUG_GROUP_STACK_DEPTH …
#define GR_GL_DEBUG_GROUP_STACK_DEPTH …
#define GR_GL_MAX_LABEL_LENGTH …
#define GR_GL_DEBUG_SOURCE_API …
#define GR_GL_DEBUG_SOURCE_WINDOW_SYSTEM …
#define GR_GL_DEBUG_SOURCE_SHADER_COMPILER …
#define GR_GL_DEBUG_SOURCE_THIRD_PARTY …
#define GR_GL_DEBUG_SOURCE_APPLICATION …
#define GR_GL_DEBUG_SOURCE_OTHER …
#define GR_GL_DEBUG_TYPE_ERROR …
#define GR_GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR …
#define GR_GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR …
#define GR_GL_DEBUG_TYPE_PORTABILITY …
#define GR_GL_DEBUG_TYPE_PERFORMANCE …
#define GR_GL_DEBUG_TYPE_OTHER …
#define GR_GL_DEBUG_TYPE_MARKER …
#define GR_GL_DEBUG_TYPE_PUSH_GROUP …
#define GR_GL_DEBUG_TYPE_POP_GROUP …
#define GR_GL_DEBUG_SEVERITY_HIGH …
#define GR_GL_DEBUG_SEVERITY_MEDIUM …
#define GR_GL_DEBUG_SEVERITY_LOW …
#define GR_GL_DEBUG_SEVERITY_NOTIFICATION …
#define GR_GL_STACK_UNDERFLOW …
#define GR_GL_STACK_OVERFLOW …
#define GR_GL_BUFFER …
#define GR_GL_SHADER …
#define GR_GL_PROGRAM …
#define GR_GL_QUERY …
#define GR_GL_PROGRAM_PIPELINE …
#define GR_GL_SAMPLER …
#define GR_GL_TEXTURE_EXTERNAL …
#define GR_GL_TEXTURE_BINDING_EXTERNAL …
#define GR_GL_TEXTURE_RECTANGLE …
#define GR_GL_TEXTURE_BINDING_RECTANGLE …
#define GR_GL_MAX_WINDOW_RECTANGLES …
#define GR_GL_INCLUSIVE …
#define GR_GL_EXCLUSIVE …
#define GR_GL_COLOR_BUFFER_BIT0 …
#define GR_GL_COLOR_BUFFER_BIT1 …
#define GR_GL_COLOR_BUFFER_BIT2 …
#define GR_GL_COLOR_BUFFER_BIT3 …
#define GR_GL_COLOR_BUFFER_BIT4 …
#define GR_GL_COLOR_BUFFER_BIT5 …
#define GR_GL_COLOR_BUFFER_BIT6 …
#define GR_GL_COLOR_BUFFER_BIT7 …
#define GR_GL_DEPTH_BUFFER_BIT0 …
#define GR_GL_DEPTH_BUFFER_BIT1 …
#define GR_GL_DEPTH_BUFFER_BIT2 …
#define GR_GL_DEPTH_BUFFER_BIT3 …
#define GR_GL_DEPTH_BUFFER_BIT4 …
#define GR_GL_DEPTH_BUFFER_BIT5 …
#define GR_GL_DEPTH_BUFFER_BIT6 …
#define GR_GL_DEPTH_BUFFER_BIT7 …
#define GR_GL_STENCIL_BUFFER_BIT0 …
#define GR_GL_STENCIL_BUFFER_BIT1 …
#define GR_GL_STENCIL_BUFFER_BIT2 …
#define GR_GL_STENCIL_BUFFER_BIT3 …
#define GR_GL_STENCIL_BUFFER_BIT4 …
#define GR_GL_STENCIL_BUFFER_BIT5 …
#define GR_GL_STENCIL_BUFFER_BIT6 …
#define GR_GL_STENCIL_BUFFER_BIT7 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT0 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT1 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT2 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT3 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT4 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT5 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT6 …
#define GR_GL_MULTISAMPLE_BUFFER_BIT7 …
#define GR_GL_SYNC_GPU_COMMANDS_COMPLETE …
#define GR_GL_ALREADY_SIGNALED …
#define GR_GL_TIMEOUT_EXPIRED …
#define GR_GL_CONDITION_SATISFIED …
#define GR_GL_WAIT_FAILED …
#define GR_GL_SYNC_FLUSH_COMMANDS_BIT …
#define GR_GL_TIMEOUT_IGNORED …
#define GR_GL_LINES_ADJACENCY …
#define GR_GL_PATCH_VERTICES …
#define GR_GL_NUM_SAMPLE_COUNTS …
#define GR_EGL_NO_DISPLAY …
#define GR_EGL_EXTENSIONS …
#define GR_EGL_GL_TEXTURE_2D …
#define GR_EGL_GL_TEXTURE_LEVEL …
#define GR_EGL_IMAGE_PRESERVED …
#define GR_EGL_FALSE …
#define GR_EGL_TRUE …
#define GR_EGL_NONE …
#define GR_EGL_NO_IMAGE …
#define GR_GL_PROGRAM_BINARY_RETRIEVABLE_HINT …
#define GL_PROGRAM_BINARY_LENGTH …
#define GR_GL_CONSERVATIVE_RASTERIZATION …
#define GR_GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT …
#define GR_GL_ELEMENT_ARRAY_BARRIER_BIT …
#define GR_GL_UNIFORM_BARRIER_BIT …
#define GR_GL_TEXTURE_FETCH_BARRIER_BIT …
#define GR_GL_SHADER_IMAGE_ACCESS_BARRIER_BIT …
#define GR_GL_COMMAND_BARRIER_BIT …
#define GR_GL_PIXEL_BUFFER_BARRIER_BIT …
#define GR_GL_TEXTURE_UPDATE_BARRIER_BIT …
#define GR_GL_BUFFER_UPDATE_BARRIER_BIT …
#define GR_GL_FRAMEBUFFER_BARRIER_BIT …
#define GR_GL_TRANSFORM_FEEDBACK_BARRIER_BIT …
#define GR_GL_ATOMIC_COUNTER_BARRIER_BIT …
#define GR_GL_ALL_BARRIER_BITS …
#define GR_GL_ALL_COMPLETED …
#define GR_GL_MAX_TESS_GEN_LEVEL_OES …
#define GR_UNMASKED_VENDOR_WEBGL …
#define GR_UNMASKED_RENDERER_WEBGL …
#define GR_GL_CLIENT_ARRAYS_ANGLE …
#endif