chromium/third_party/angle/src/libANGLE/renderer/gl/functionsgl_enums.h

//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// functionsgl_enums.h: OpenGL enums for versions 1.0 through 4.5.

#ifndef LIBANGLE_RENDERER_GL_FUNCTIONSGLENUMS_H_
#define LIBANGLE_RENDERER_GL_FUNCTIONSGLENUMS_H_

// 1.0
#define GL_ALPHA
#define GL_ALWAYS
#define GL_AND
#define GL_AND_INVERTED
#define GL_AND_REVERSE
#define GL_BACK
#define GL_BACK_LEFT
#define GL_BACK_RIGHT
#define GL_BLEND
#define GL_BLEND_DST
#define GL_BLEND_SRC
#define GL_BLUE
#define GL_BYTE
#define GL_CCW
#define GL_CLEAR
#define GL_COLOR
#define GL_COLOR_BUFFER_BIT
#define GL_COLOR_CLEAR_VALUE
#define GL_COLOR_LOGIC_OP
#define GL_COLOR_WRITEMASK
#define GL_COPY
#define GL_COPY_INVERTED
#define GL_CULL_FACE
#define GL_CULL_FACE_MODE
#define GL_CW
#define GL_DECR
#define GL_DEPTH
#define GL_DEPTH_BUFFER_BIT
#define GL_DEPTH_CLEAR_VALUE
#define GL_DEPTH_COMPONENT
#define GL_DEPTH_FUNC
#define GL_DEPTH_RANGE
#define GL_DEPTH_TEST
#define GL_DEPTH_WRITEMASK
#define GL_DITHER
#define GL_DONT_CARE
#define GL_DOUBLE
#define GL_DOUBLEBUFFER
#define GL_DRAW_BUFFER
#define GL_DST_ALPHA
#define GL_DST_COLOR
#define GL_EQUAL
#define GL_EQUIV
#define GL_EXTENSIONS
#define GL_FALSE
#define GL_FASTEST
#define GL_FILL
#define GL_FLOAT
#define GL_FRONT
#define GL_FRONT_AND_BACK
#define GL_FRONT_FACE
#define GL_FRONT_LEFT
#define GL_FRONT_RIGHT
#define GL_GEQUAL
#define GL_GREATER
#define GL_GREEN
#define GL_INCR
#define GL_INT
#define GL_INVALID_ENUM
#define GL_INVALID_OPERATION
#define GL_INVALID_VALUE
#define GL_INVERT
#define GL_KEEP
#define GL_LEFT
#define GL_LEQUAL
#define GL_LESS
#define GL_LINE
#define GL_LINEAR
#define GL_LINEAR_MIPMAP_LINEAR
#define GL_LINEAR_MIPMAP_NEAREST
#define GL_LINES
#define GL_LINE_LOOP
#define GL_LINE_SMOOTH
#define GL_LINE_SMOOTH_HINT
#define GL_LINE_STRIP
#define GL_LINE_WIDTH
#define GL_LINE_WIDTH_GRANULARITY
#define GL_LINE_WIDTH_RANGE
#define GL_LOGIC_OP_MODE
#define GL_MAX_TEXTURE_SIZE
#define GL_MAX_VIEWPORT_DIMS
#define GL_NAND
#define GL_NEAREST
#define GL_NEAREST_MIPMAP_LINEAR
#define GL_NEAREST_MIPMAP_NEAREST
#define GL_NEVER
#define GL_NICEST
#define GL_NONE
#define GL_NOOP
#define GL_NOR
#define GL_NOTEQUAL
#define GL_NO_ERROR
#define GL_ONE
#define GL_ONE_MINUS_DST_ALPHA
#define GL_ONE_MINUS_DST_COLOR
#define GL_ONE_MINUS_SRC_ALPHA
#define GL_ONE_MINUS_SRC_COLOR
#define GL_OR
#define GL_OR_INVERTED
#define GL_OR_REVERSE
#define GL_OUT_OF_MEMORY
#define GL_PACK_ALIGNMENT
#define GL_PACK_LSB_FIRST
#define GL_PACK_ROW_LENGTH
#define GL_PACK_SKIP_PIXELS
#define GL_PACK_SKIP_ROWS
#define GL_PACK_SWAP_BYTES
#define GL_POINT
#define GL_POINTS
#define GL_POINT_SIZE
#define GL_POINT_SIZE_GRANULARITY
#define GL_POINT_SIZE_RANGE
#define GL_POLYGON_MODE
#define GL_POLYGON_OFFSET_FACTOR
#define GL_POLYGON_OFFSET_FILL
#define GL_POLYGON_OFFSET_LINE
#define GL_POLYGON_OFFSET_POINT
#define GL_POLYGON_OFFSET_UNITS
#define GL_POLYGON_SMOOTH
#define GL_POLYGON_SMOOTH_HINT
#define GL_PROXY_TEXTURE_1D
#define GL_PROXY_TEXTURE_2D
#define GL_QUADS
#define GL_R3_G3_B2
#define GL_READ_BUFFER
#define GL_RED
#define GL_RENDERER
#define GL_REPEAT
#define GL_REPLACE
#define GL_RGB
#define GL_RGB10
#define GL_RGB10_A2
#define GL_RGB12
#define GL_RGB16
#define GL_RGB4
#define GL_RGB5
#define GL_RGB5_A1
#define GL_RGB8
#define GL_RGBA
#define GL_RGBA12
#define GL_RGBA16
#define GL_RGBA2
#define GL_RGBA4
#define GL_RGBA8
#define GL_RIGHT
#define GL_SCISSOR_BOX
#define GL_SCISSOR_TEST
#define GL_SET
#define GL_SHORT
#define GL_SRC_ALPHA
#define GL_SRC_ALPHA_SATURATE
#define GL_SRC_COLOR
#define GL_STENCIL
#define GL_STENCIL_BUFFER_BIT
#define GL_STENCIL_CLEAR_VALUE
#define GL_STENCIL_FAIL
#define GL_STENCIL_FUNC
#define GL_STENCIL_INDEX
#define GL_STENCIL_PASS_DEPTH_FAIL
#define GL_STENCIL_PASS_DEPTH_PASS
#define GL_STENCIL_REF
#define GL_STENCIL_TEST
#define GL_STENCIL_VALUE_MASK
#define GL_STENCIL_WRITEMASK
#define GL_STEREO
#define GL_SUBPIXEL_BITS
#define GL_TEXTURE
#define GL_TEXTURE_1D
#define GL_TEXTURE_2D
#define GL_TEXTURE_ALPHA_SIZE
#define GL_TEXTURE_BINDING_1D
#define GL_TEXTURE_BINDING_2D
#define GL_TEXTURE_BLUE_SIZE
#define GL_TEXTURE_BORDER_COLOR
#define GL_TEXTURE_GREEN_SIZE
#define GL_TEXTURE_HEIGHT
#define GL_TEXTURE_INTERNAL_FORMAT
#define GL_TEXTURE_MAG_FILTER
#define GL_TEXTURE_MIN_FILTER
#define GL_TEXTURE_RED_SIZE
#define GL_TEXTURE_WIDTH
#define GL_TEXTURE_WRAP_S
#define GL_TEXTURE_WRAP_T
#define GL_TRIANGLES
#define GL_TRIANGLE_FAN
#define GL_TRIANGLE_STRIP
#define GL_TRUE
#define GL_UNPACK_ALIGNMENT
#define GL_UNPACK_LSB_FIRST
#define GL_UNPACK_ROW_LENGTH
#define GL_UNPACK_SKIP_PIXELS
#define GL_UNPACK_SKIP_ROWS
#define GL_UNPACK_SWAP_BYTES
#define GL_UNSIGNED_BYTE
#define GL_UNSIGNED_INT
#define GL_UNSIGNED_SHORT
#define GL_VENDOR
#define GL_VERSION
#define GL_VIEWPORT
#define GL_XOR
#define GL_ZERO

// 1.2
#define GL_ALIASED_LINE_WIDTH_RANGE
#define GL_BGR
#define GL_BGRA
#define GL_CLAMP_TO_EDGE
#define GL_MAX_3D_TEXTURE_SIZE
#define GL_MAX_ELEMENTS_INDICES
#define GL_MAX_ELEMENTS_VERTICES
#define GL_PACK_IMAGE_HEIGHT
#define GL_PACK_SKIP_IMAGES
#define GL_PROXY_TEXTURE_3D
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY
#define GL_SMOOTH_LINE_WIDTH_RANGE
#define GL_SMOOTH_POINT_SIZE_GRANULARITY
#define GL_SMOOTH_POINT_SIZE_RANGE
#define GL_TEXTURE_3D
#define GL_TEXTURE_BASE_LEVEL
#define GL_TEXTURE_BINDING_3D
#define GL_TEXTURE_DEPTH
#define GL_TEXTURE_MAX_LEVEL
#define GL_TEXTURE_MAX_LOD
#define GL_TEXTURE_MIN_LOD
#define GL_TEXTURE_WRAP_R
#define GL_UNPACK_IMAGE_HEIGHT
#define GL_UNPACK_SKIP_IMAGES
#define GL_UNSIGNED_BYTE_2_3_3_REV
#define GL_UNSIGNED_BYTE_3_3_2
#define GL_UNSIGNED_INT_10_10_10_2
#define GL_UNSIGNED_INT_2_10_10_10_REV
#define GL_UNSIGNED_INT_8_8_8_8
#define GL_UNSIGNED_INT_8_8_8_8_REV
#define GL_UNSIGNED_SHORT_1_5_5_5_REV
#define GL_UNSIGNED_SHORT_4_4_4_4
#define GL_UNSIGNED_SHORT_4_4_4_4_REV
#define GL_UNSIGNED_SHORT_5_5_5_1
#define GL_UNSIGNED_SHORT_5_6_5
#define GL_UNSIGNED_SHORT_5_6_5_REV

// 1.2 Extensions
#define GL_ALL_COMPLETED_NV
#define GL_FENCE_STATUS_NV
#define GL_FENCE_CONDITION_NV

// 1.3
#define GL_ACTIVE_TEXTURE
#define GL_CLAMP_TO_BORDER
#define GL_COMPRESSED_RGB
#define GL_COMPRESSED_RGBA
#define GL_COMPRESSED_TEXTURE_FORMATS
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE
#define GL_MULTISAMPLE
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS
#define GL_PROXY_TEXTURE_CUBE_MAP
#define GL_SAMPLES
#define GL_SAMPLE_ALPHA_TO_COVERAGE
#define GL_SAMPLE_ALPHA_TO_ONE
#define GL_SAMPLE_BUFFERS
#define GL_SAMPLE_COVERAGE
#define GL_SAMPLE_COVERAGE_INVERT
#define GL_SAMPLE_COVERAGE_VALUE
#define GL_TEXTURE0
#define GL_TEXTURE1
#define GL_TEXTURE10
#define GL_TEXTURE11
#define GL_TEXTURE12
#define GL_TEXTURE13
#define GL_TEXTURE14
#define GL_TEXTURE15
#define GL_TEXTURE16
#define GL_TEXTURE17
#define GL_TEXTURE18
#define GL_TEXTURE19
#define GL_TEXTURE2
#define GL_TEXTURE20
#define GL_TEXTURE21
#define GL_TEXTURE22
#define GL_TEXTURE23
#define GL_TEXTURE24
#define GL_TEXTURE25
#define GL_TEXTURE26
#define GL_TEXTURE27
#define GL_TEXTURE28
#define GL_TEXTURE29
#define GL_TEXTURE3
#define GL_TEXTURE30
#define GL_TEXTURE31
#define GL_TEXTURE4
#define GL_TEXTURE5
#define GL_TEXTURE6
#define GL_TEXTURE7
#define GL_TEXTURE8
#define GL_TEXTURE9
#define GL_TEXTURE_BINDING_CUBE_MAP
#define GL_TEXTURE_COMPRESSED
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE
#define GL_TEXTURE_COMPRESSION_HINT
#define GL_TEXTURE_CUBE_MAP
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z

// 1.5
#define GL_BLEND_COLOR
#define GL_BLEND_DST_ALPHA
#define GL_BLEND_DST_RGB
#define GL_BLEND_EQUATION
#define GL_BLEND_SRC_ALPHA
#define GL_BLEND_SRC_RGB
#define GL_CONSTANT_ALPHA
#define GL_CONSTANT_COLOR
#define GL_DECR_WRAP
#define GL_DEPTH_COMPONENT16
#define GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT32
#define GL_FUNC_ADD
#define GL_FUNC_REVERSE_SUBTRACT
#define GL_FUNC_SUBTRACT
#define GL_INCR_WRAP
#define GL_MAX
#define GL_MAX_TEXTURE_LOD_BIAS
#define GL_MIN
#define GL_MIRRORED_REPEAT
#define GL_ONE_MINUS_CONSTANT_ALPHA
#define GL_ONE_MINUS_CONSTANT_COLOR
#define GL_POINT_FADE_THRESHOLD_SIZE
#define GL_TEXTURE_COMPARE_FUNC
#define GL_TEXTURE_COMPARE_MODE
#define GL_TEXTURE_DEPTH_SIZE
#define GL_TEXTURE_LOD_BIAS

// 1.5
#define GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER_BINDING
#define GL_BUFFER_ACCESS
#define GL_BUFFER_MAPPED
#define GL_BUFFER_MAP_POINTER
#define GL_BUFFER_SIZE
#define GL_BUFFER_USAGE
#define GL_CURRENT_QUERY
#define GL_DYNAMIC_COPY
#define GL_DYNAMIC_DRAW
#define GL_DYNAMIC_READ
#define GL_ELEMENT_ARRAY_BUFFER
#define GL_ELEMENT_ARRAY_BUFFER_BINDING
#define GL_QUERY_COUNTER_BITS
#define GL_QUERY_RESULT
#define GL_QUERY_RESULT_AVAILABLE
#define GL_READ_ONLY
#define GL_READ_WRITE
#define GL_SAMPLES_PASSED
#define GL_SRC1_ALPHA
#define GL_STATIC_COPY
#define GL_STATIC_DRAW
#define GL_STATIC_READ
#define GL_STREAM_COPY
#define GL_STREAM_DRAW
#define GL_STREAM_READ
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
#define GL_WRITE_ONLY

// 2.0
#define GL_ACTIVE_ATTRIBUTES
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
#define GL_ACTIVE_UNIFORMS
#define GL_ACTIVE_UNIFORM_MAX_LENGTH
#define GL_ATTACHED_SHADERS
#define GL_BLEND_EQUATION_ALPHA
#define GL_BLEND_EQUATION_RGB
#define GL_BOOL
#define GL_BOOL_VEC2
#define GL_BOOL_VEC3
#define GL_BOOL_VEC4
#define GL_COMPILE_STATUS
#define GL_CURRENT_PROGRAM
#define GL_CURRENT_VERTEX_ATTRIB
#define GL_DELETE_STATUS
#define GL_DRAW_BUFFER0
#define GL_DRAW_BUFFER1
#define GL_DRAW_BUFFER10
#define GL_DRAW_BUFFER11
#define GL_DRAW_BUFFER12
#define GL_DRAW_BUFFER13
#define GL_DRAW_BUFFER14
#define GL_DRAW_BUFFER15
#define GL_DRAW_BUFFER2
#define GL_DRAW_BUFFER3
#define GL_DRAW_BUFFER4
#define GL_DRAW_BUFFER5
#define GL_DRAW_BUFFER6
#define GL_DRAW_BUFFER7
#define GL_DRAW_BUFFER8
#define GL_DRAW_BUFFER9
#define GL_FLOAT_MAT2
#define GL_FLOAT_MAT3
#define GL_FLOAT_MAT4
#define GL_FLOAT_VEC2
#define GL_FLOAT_VEC3
#define GL_FLOAT_VEC4
#define GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT
#define GL_INFO_LOG_LENGTH
#define GL_INT_VEC2
#define GL_INT_VEC3
#define GL_INT_VEC4
#define GL_LINK_STATUS
#define GL_LOWER_LEFT
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
#define GL_MAX_DRAW_BUFFERS
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
#define GL_MAX_TEXTURE_IMAGE_UNITS
#define GL_MAX_VARYING_FLOATS
#define GL_MAX_VERTEX_ATTRIBS
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS
#define GL_POINT_SPRITE
#define GL_POINT_SPRITE_COORD_ORIGIN
#define GL_SAMPLER_1D
#define GL_SAMPLER_1D_SHADOW
#define GL_SAMPLER_2D
#define GL_SAMPLER_2D_SHADOW
#define GL_SAMPLER_3D
#define GL_SAMPLER_CUBE
#define GL_SHADER_SOURCE_LENGTH
#define GL_SHADER_TYPE
#define GL_SHADING_LANGUAGE_VERSION
#define GL_STENCIL_BACK_FAIL
#define GL_STENCIL_BACK_FUNC
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL
#define GL_STENCIL_BACK_PASS_DEPTH_PASS
#define GL_STENCIL_BACK_REF
#define GL_STENCIL_BACK_VALUE_MASK
#define GL_STENCIL_BACK_WRITEMASK
#define GL_UPPER_LEFT
#define GL_VALIDATE_STATUS
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
#define GL_VERTEX_ATTRIB_ARRAY_POINTER
#define GL_VERTEX_ATTRIB_ARRAY_SIZE
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE
#define GL_VERTEX_ATTRIB_ARRAY_TYPE
#define GL_VERTEX_PROGRAM_POINT_SIZE
#define GL_VERTEX_SHADER

// 2.1
#define GL_COMPRESSED_SRGB
#define GL_COMPRESSED_SRGB_ALPHA
#define GL_FLOAT_MAT2x3
#define GL_FLOAT_MAT2x4
#define GL_FLOAT_MAT3x2
#define GL_FLOAT_MAT3x4
#define GL_FLOAT_MAT4x2
#define GL_FLOAT_MAT4x3
#define GL_PIXEL_PACK_BUFFER
#define GL_PIXEL_PACK_BUFFER_BINDING
#define GL_PIXEL_UNPACK_BUFFER
#define GL_PIXEL_UNPACK_BUFFER_BINDING
#define GL_SRGB
#define GL_SRGB8
#define GL_SRGB8_ALPHA8
#define GL_SRGB_ALPHA

// 3.0
#define GL_BGRA_INTEGER
#define GL_BGR_INTEGER
#define GL_BLUE_INTEGER
#define GL_BUFFER_ACCESS_FLAGS
#define GL_BUFFER_MAP_LENGTH
#define GL_BUFFER_MAP_OFFSET
#define GL_CLAMP_READ_COLOR
#define GL_CLIP_DISTANCE0
#define GL_CLIP_DISTANCE1
#define GL_CLIP_DISTANCE2
#define GL_CLIP_DISTANCE3
#define GL_CLIP_DISTANCE4
#define GL_CLIP_DISTANCE5
#define GL_CLIP_DISTANCE6
#define GL_CLIP_DISTANCE7
#define GL_COLOR_ATTACHMENT0
#define GL_COLOR_ATTACHMENT1
#define GL_COLOR_ATTACHMENT10
#define GL_COLOR_ATTACHMENT11
#define GL_COLOR_ATTACHMENT12
#define GL_COLOR_ATTACHMENT13
#define GL_COLOR_ATTACHMENT14
#define GL_COLOR_ATTACHMENT15
#define GL_COLOR_ATTACHMENT2
#define GL_COLOR_ATTACHMENT3
#define GL_COLOR_ATTACHMENT4
#define GL_COLOR_ATTACHMENT5
#define GL_COLOR_ATTACHMENT6
#define GL_COLOR_ATTACHMENT7
#define GL_COLOR_ATTACHMENT8
#define GL_COLOR_ATTACHMENT9
#define GL_COMPARE_REF_TO_TEXTURE
#define GL_COMPRESSED_RED
#define GL_COMPRESSED_RED_RGTC1
#define GL_COMPRESSED_RG
#define GL_COMPRESSED_RG_RGTC2
#define GL_COMPRESSED_SIGNED_RED_RGTC1
#define GL_COMPRESSED_SIGNED_RG_RGTC2
#define GL_CONTEXT_FLAGS
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
#define GL_DEPTH24_STENCIL8
#define GL_DEPTH32F_STENCIL8
#define GL_DEPTH_ATTACHMENT
#define GL_DEPTH_COMPONENT32F
#define GL_DEPTH_STENCIL
#define GL_DEPTH_STENCIL_ATTACHMENT
#define GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER_BINDING
#define GL_FIXED_ONLY
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV
#define GL_FRAMEBUFFER
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
#define GL_FRAMEBUFFER_BINDING
#define GL_FRAMEBUFFER_COMPLETE
#define GL_FRAMEBUFFER_DEFAULT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
#define GL_FRAMEBUFFER_SRGB
#define GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNSUPPORTED
#define GL_GREEN_INTEGER
#define GL_HALF_FLOAT
#define GL_INTERLEAVED_ATTRIBS
#define GL_INT_SAMPLER_1D
#define GL_INT_SAMPLER_1D_ARRAY
#define GL_INT_SAMPLER_2D
#define GL_INT_SAMPLER_2D_ARRAY
#define GL_INT_SAMPLER_3D
#define GL_INT_SAMPLER_CUBE
#define GL_INVALID_FRAMEBUFFER_OPERATION
#define GL_MAJOR_VERSION
#define GL_MAP_FLUSH_EXPLICIT_BIT
#define GL_MAP_INVALIDATE_BUFFER_BIT
#define GL_MAP_INVALIDATE_RANGE_BIT
#define GL_MAP_READ_BIT
#define GL_MAP_UNSYNCHRONIZED_BIT
#define GL_MAP_WRITE_BIT
#define GL_MAX_ARRAY_TEXTURE_LAYERS
#define GL_MAX_CLIP_DISTANCES
#define GL_MAX_COLOR_ATTACHMENTS
#define GL_MAX_PROGRAM_TEXEL_OFFSET
#define GL_MAX_RENDERBUFFER_SIZE
#define GL_MAX_SAMPLES
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
#define GL_MAX_VARYING_COMPONENTS
#define GL_MINOR_VERSION
#define GL_MIN_PROGRAM_TEXEL_OFFSET
#define GL_NUM_EXTENSIONS
#define GL_PRIMITIVES_GENERATED
#define GL_PROXY_TEXTURE_1D_ARRAY
#define GL_PROXY_TEXTURE_2D_ARRAY
#define GL_QUERY_BY_REGION_NO_WAIT
#define GL_QUERY_BY_REGION_WAIT
#define GL_QUERY_NO_WAIT
#define GL_QUERY_WAIT
#define GL_R11F_G11F_B10F
#define GL_R16
#define GL_R16F
#define GL_R16I
#define GL_R16UI
#define GL_R32F
#define GL_R32I
#define GL_R32UI
#define GL_R8
#define GL_R8I
#define GL_R8UI
#define GL_RASTERIZER_DISCARD
#define GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER_BINDING
#define GL_RED_INTEGER
#define GL_RENDERBUFFER
#define GL_RENDERBUFFER_ALPHA_SIZE
#define GL_RENDERBUFFER_BINDING
#define GL_RENDERBUFFER_BLUE_SIZE
#define GL_RENDERBUFFER_DEPTH_SIZE
#define GL_RENDERBUFFER_GREEN_SIZE
#define GL_RENDERBUFFER_HEIGHT
#define GL_RENDERBUFFER_INTERNAL_FORMAT
#define GL_RENDERBUFFER_RED_SIZE
#define GL_RENDERBUFFER_SAMPLES
#define GL_RENDERBUFFER_STENCIL_SIZE
#define GL_RENDERBUFFER_WIDTH
#define GL_RG
#define GL_RG16
#define GL_RG16F
#define GL_RG16I
#define GL_RG16UI
#define GL_RG32F
#define GL_RG32I
#define GL_RG32UI
#define GL_RG8
#define GL_RG8I
#define GL_RG8UI
#define GL_RGB16F
#define GL_RGB16I
#define GL_RGB16UI
#define GL_RGB32F
#define GL_RGB32I
#define GL_RGB32UI
#define GL_RGB8I
#define GL_RGB8UI
#define GL_RGB9_E5
#define GL_RGBA16F
#define GL_RGBA16I
#define GL_RGBA16UI
#define GL_RGBA32F
#define GL_RGBA32I
#define GL_RGBA32UI
#define GL_RGBA8I
#define GL_RGBA8UI
#define GL_RGBA_INTEGER
#define GL_RGB_INTEGER
#define GL_RG_INTEGER
#define GL_SAMPLER_1D_ARRAY
#define GL_SAMPLER_1D_ARRAY_SHADOW
#define GL_SAMPLER_2D_ARRAY
#define GL_SAMPLER_2D_ARRAY_SHADOW
#define GL_SAMPLER_CUBE_SHADOW
#define GL_SEPARATE_ATTRIBS
#define GL_STENCIL_ATTACHMENT
#define GL_STENCIL_INDEX1
#define GL_STENCIL_INDEX16
#define GL_STENCIL_INDEX4
#define GL_STENCIL_INDEX8
#define GL_TEXTURE_1D_ARRAY
#define GL_TEXTURE_2D_ARRAY
#define GL_TEXTURE_ALPHA_TYPE
#define GL_TEXTURE_BINDING_1D_ARRAY
#define GL_TEXTURE_BINDING_2D_ARRAY
#define GL_TEXTURE_BLUE_TYPE
#define GL_TEXTURE_DEPTH_TYPE
#define GL_TEXTURE_GREEN_TYPE
#define GL_TEXTURE_RED_TYPE
#define GL_TEXTURE_SHARED_SIZE
#define GL_TEXTURE_STENCIL_SIZE
#define GL_TRANSFORM_FEEDBACK_BUFFER
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
#define GL_TRANSFORM_FEEDBACK_BUFFER_START
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
#define GL_TRANSFORM_FEEDBACK_VARYINGS
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
#define GL_UNSIGNED_INT_10F_11F_11F_REV
#define GL_UNSIGNED_INT_24_8
#define GL_UNSIGNED_INT_5_9_9_9_REV
#define GL_UNSIGNED_INT_SAMPLER_1D
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_2D
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_3D
#define GL_UNSIGNED_INT_SAMPLER_CUBE
#define GL_UNSIGNED_INT_VEC2
#define GL_UNSIGNED_INT_VEC3
#define GL_UNSIGNED_INT_VEC4
#define GL_UNSIGNED_NORMALIZED
#define GL_VERTEX_ARRAY_BINDING
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER

// 3.1
#define GL_ACTIVE_UNIFORM_BLOCKS
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
#define GL_COPY_READ_BUFFER
#define GL_COPY_WRITE_BUFFER
#define GL_INT_SAMPLER_2D_RECT
#define GL_INT_SAMPLER_BUFFER
#define GL_INVALID_INDEX
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
#define GL_MAX_COMBINED_UNIFORM_BLOCKS
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS
#define GL_MAX_RECTANGLE_TEXTURE_SIZE
#define GL_MAX_TEXTURE_BUFFER_SIZE
#define GL_MAX_UNIFORM_BLOCK_SIZE
#define GL_MAX_UNIFORM_BUFFER_BINDINGS
#define GL_MAX_VERTEX_UNIFORM_BLOCKS
#define GL_PRIMITIVE_RESTART
#define GL_PRIMITIVE_RESTART_INDEX
#define GL_PROXY_TEXTURE_RECTANGLE
#define GL_R16_SNORM
#define GL_R8_SNORM
#define GL_RG16_SNORM
#define GL_RG8_SNORM
#define GL_RGB16_SNORM
#define GL_RGB8_SNORM
#define GL_RGBA16_SNORM
#define GL_RGBA8_SNORM
#define GL_SAMPLER_2D_RECT
#define GL_SAMPLER_2D_RECT_SHADOW
#define GL_SAMPLER_BUFFER
#define GL_SIGNED_NORMALIZED
#define GL_TEXTURE_BINDING_BUFFER
#define GL_TEXTURE_BINDING_RECTANGLE
#define GL_TEXTURE_BUFFER
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING
#define GL_TEXTURE_RECTANGLE
#define GL_UNIFORM_ARRAY_STRIDE
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES
#define GL_UNIFORM_BLOCK_BINDING
#define GL_UNIFORM_BLOCK_DATA_SIZE
#define GL_UNIFORM_BLOCK_INDEX
#define GL_UNIFORM_BLOCK_NAME_LENGTH
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER
#define GL_UNIFORM_BUFFER
#define GL_UNIFORM_BUFFER_BINDING
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
#define GL_UNIFORM_BUFFER_SIZE
#define GL_UNIFORM_BUFFER_START
#define GL_UNIFORM_IS_ROW_MAJOR
#define GL_UNIFORM_MATRIX_STRIDE
#define GL_UNIFORM_NAME_LENGTH
#define GL_UNIFORM_OFFSET
#define GL_UNIFORM_SIZE
#define GL_UNIFORM_TYPE
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT
#define GL_UNSIGNED_INT_SAMPLER_BUFFER

// 3.2
#define GL_ALREADY_SIGNALED
#define GL_CONDITION_SATISFIED
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
#define GL_CONTEXT_CORE_PROFILE_BIT
#define GL_CONTEXT_PROFILE_MASK
#define GL_DEPTH_CLAMP
#define GL_FIRST_VERTEX_CONVENTION
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
#define GL_GEOMETRY_INPUT_TYPE
#define GL_GEOMETRY_OUTPUT_TYPE
#define GL_GEOMETRY_SHADER
#define GL_GEOMETRY_VERTICES_OUT
#define GL_INT_SAMPLER_2D_MULTISAMPLE
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
#define GL_LAST_VERTEX_CONVENTION
#define GL_LINES_ADJACENCY
#define GL_LINE_STRIP_ADJACENCY
#define GL_MAX_COLOR_TEXTURE_SAMPLES
#define GL_MAX_DEPTH_TEXTURE_SAMPLES
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS
#define GL_MAX_INTEGER_SAMPLES
#define GL_MAX_SAMPLE_MASK_WORDS
#define GL_MAX_SERVER_WAIT_TIMEOUT
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS
#define GL_OBJECT_TYPE
#define GL_PROGRAM_POINT_SIZE
#define GL_PROVOKING_VERTEX
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION
#define GL_SAMPLER_2D_MULTISAMPLE
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY
#define GL_SAMPLE_MASK
#define GL_SAMPLE_MASK_VALUE
#define GL_SAMPLE_POSITION
#define GL_SIGNALED
#define GL_SYNC_CONDITION
#define GL_SYNC_FENCE
#define GL_SYNC_FLAGS
#define GL_SYNC_FLUSH_COMMANDS_BIT
#define GL_SYNC_GPU_COMMANDS_COMPLETE
#define GL_SYNC_STATUS
#define GL_TEXTURE_2D_MULTISAMPLE
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
#define GL_TEXTURE_CUBE_MAP_SEAMLESS
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS
#define GL_TEXTURE_SAMPLES
#define GL_TIMEOUT_EXPIRED
#define GL_TIMEOUT_IGNORED
#define GL_TRIANGLES_ADJACENCY
#define GL_TRIANGLE_STRIP_ADJACENCY
#define GL_UNSIGNALED
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
#define GL_WAIT_FAILED

// 3.3
#define GL_ANY_SAMPLES_PASSED
#define GL_INT_2_10_10_10_REV
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
#define GL_ONE_MINUS_SRC1_ALPHA
#define GL_ONE_MINUS_SRC1_COLOR
#define GL_RGB10_A2UI
#define GL_SAMPLER_BINDING
#define GL_SRC1_COLOR
#define GL_TEXTURE_SWIZZLE_A
#define GL_TEXTURE_SWIZZLE_B
#define GL_TEXTURE_SWIZZLE_G
#define GL_TEXTURE_SWIZZLE_R
#define GL_TEXTURE_SWIZZLE_RGBA
#define GL_TIMESTAMP
#define GL_TIME_ELAPSED
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR

// 4.0
#define GL_ACTIVE_SUBROUTINES
#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH
#define GL_ACTIVE_SUBROUTINE_UNIFORMS
#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS
#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH
#define GL_COMPATIBLE_SUBROUTINES
#define GL_DOUBLE_MAT2
#define GL_DOUBLE_MAT2x3
#define GL_DOUBLE_MAT2x4
#define GL_DOUBLE_MAT3
#define GL_DOUBLE_MAT3x2
#define GL_DOUBLE_MAT3x4
#define GL_DOUBLE_MAT4
#define GL_DOUBLE_MAT4x2
#define GL_DOUBLE_MAT4x3
#define GL_DOUBLE_VEC2
#define GL_DOUBLE_VEC3
#define GL_DOUBLE_VEC4
#define GL_DRAW_INDIRECT_BUFFER
#define GL_DRAW_INDIRECT_BUFFER_BINDING
#define GL_FRACTIONAL_EVEN
#define GL_FRACTIONAL_ODD
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS
#define GL_GEOMETRY_SHADER_INVOCATIONS
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY
#define GL_ISOLINES
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS
#define GL_MAX_PATCH_VERTICES
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
#define GL_MAX_SUBROUTINES
#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS
#define GL_MAX_TESS_GEN_LEVEL
#define GL_MAX_TESS_PATCH_COMPONENTS
#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS
#define GL_MAX_VERTEX_STREAMS
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
#define GL_MIN_SAMPLE_SHADING_VALUE
#define GL_NUM_COMPATIBLE_SUBROUTINES
#define GL_PATCHES
#define GL_PATCH_DEFAULT_INNER_LEVEL
#define GL_PATCH_DEFAULT_OUTER_LEVEL
#define GL_PATCH_VERTICES
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY
#define GL_SAMPLER_CUBE_MAP_ARRAY
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
#define GL_SAMPLE_SHADING
#define GL_TESS_CONTROL_OUTPUT_VERTICES
#define GL_TESS_CONTROL_SHADER
#define GL_TESS_EVALUATION_SHADER
#define GL_TESS_GEN_MODE
#define GL_TESS_GEN_POINT_MODE
#define GL_TESS_GEN_SPACING
#define GL_TESS_GEN_VERTEX_ORDER
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
#define GL_TEXTURE_CUBE_MAP_ARRAY
#define GL_TRANSFORM_FEEDBACK
#define GL_TRANSFORM_FEEDBACK_BINDING
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY

// 4.1
#define GL_ACTIVE_PROGRAM
#define GL_ALL_SHADER_BITS
#define GL_FIXED
#define GL_FRAGMENT_SHADER_BIT
#define GL_GEOMETRY_SHADER_BIT
#define GL_HIGH_FLOAT
#define GL_HIGH_INT
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT
#define GL_IMPLEMENTATION_COLOR_READ_TYPE
#define GL_LAYER_PROVOKING_VERTEX
#define GL_LOW_FLOAT
#define GL_LOW_INT
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS
#define GL_MAX_VARYING_VECTORS
#define GL_MAX_VERTEX_UNIFORM_VECTORS
#define GL_MAX_VIEWPORTS
#define GL_MEDIUM_FLOAT
#define GL_MEDIUM_INT
#define GL_NUM_PROGRAM_BINARY_FORMATS
#define GL_NUM_SHADER_BINARY_FORMATS
#define GL_PROGRAM_BINARY_FORMATS
#define GL_PROGRAM_BINARY_LENGTH
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT
#define GL_PROGRAM_PIPELINE_BINDING
#define GL_PROGRAM_SEPARABLE
#define GL_RGB565
#define GL_SHADER_BINARY_FORMATS
#define GL_SHADER_COMPILER
#define GL_TESS_CONTROL_SHADER_BIT
#define GL_TESS_EVALUATION_SHADER_BIT
#define GL_UNDEFINED_VERTEX
#define GL_VERTEX_SHADER_BIT
#define GL_VIEWPORT_BOUNDS_RANGE
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX
#define GL_VIEWPORT_SUBPIXEL_BITS

// 4.2
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS
#define GL_ALL_BARRIER_BITS
#define GL_ATOMIC_COUNTER_BARRIER_BIT
#define GL_ATOMIC_COUNTER_BUFFER
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES
#define GL_ATOMIC_COUNTER_BUFFER_BINDING
#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER
#define GL_ATOMIC_COUNTER_BUFFER_SIZE
#define GL_ATOMIC_COUNTER_BUFFER_START
#define GL_BUFFER_UPDATE_BARRIER_BIT
#define GL_COMMAND_BARRIER_BIT
#define GL_COMPRESSED_RGBA_BPTC_UNORM
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
#define GL_COPY_READ_BUFFER_BINDING
#define GL_COPY_WRITE_BUFFER_BINDING
#define GL_ELEMENT_ARRAY_BARRIER_BIT
#define GL_FRAMEBUFFER_BARRIER_BIT
#define GL_IMAGE_1D
#define GL_IMAGE_1D_ARRAY
#define GL_IMAGE_2D
#define GL_IMAGE_2D_ARRAY
#define GL_IMAGE_2D_MULTISAMPLE
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY
#define GL_IMAGE_2D_RECT
#define GL_IMAGE_3D
#define GL_IMAGE_BINDING_ACCESS
#define GL_IMAGE_BINDING_FORMAT
#define GL_IMAGE_BINDING_LAYER
#define GL_IMAGE_BINDING_LAYERED
#define GL_IMAGE_BINDING_LEVEL
#define GL_IMAGE_BINDING_NAME
#define GL_IMAGE_BUFFER
#define GL_IMAGE_CUBE
#define GL_IMAGE_CUBE_MAP_ARRAY
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE
#define GL_INT_IMAGE_1D
#define GL_INT_IMAGE_1D_ARRAY
#define GL_INT_IMAGE_2D
#define GL_INT_IMAGE_2D_ARRAY
#define GL_INT_IMAGE_2D_MULTISAMPLE
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY
#define GL_INT_IMAGE_2D_RECT
#define GL_INT_IMAGE_3D
#define GL_INT_IMAGE_BUFFER
#define GL_INT_IMAGE_CUBE
#define GL_INT_IMAGE_CUBE_MAP_ARRAY
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE
#define GL_MAX_COMBINED_ATOMIC_COUNTERS
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_COMBINED_IMAGE_UNIFORMS
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS
#define GL_MAX_IMAGE_SAMPLES
#define GL_MAX_IMAGE_UNITS
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS
#define GL_MAX_VERTEX_ATOMIC_COUNTERS
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_VERTEX_IMAGE_UNIFORMS
#define GL_MIN_MAP_BUFFER_ALIGNMENT
#define GL_NUM_SAMPLE_COUNTS
#define GL_PACK_COMPRESSED_BLOCK_DEPTH
#define GL_PACK_COMPRESSED_BLOCK_HEIGHT
#define GL_PACK_COMPRESSED_BLOCK_SIZE
#define GL_PACK_COMPRESSED_BLOCK_WIDTH
#define GL_PIXEL_BUFFER_BARRIER_BIT
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
#define GL_TEXTURE_FETCH_BARRIER_BIT
#define GL_TEXTURE_IMMUTABLE_FORMAT
#define GL_TEXTURE_UPDATE_BARRIER_BIT
#define GL_TRANSFORM_FEEDBACK_ACTIVE
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT
#define GL_TRANSFORM_FEEDBACK_PAUSED
#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX
#define GL_UNIFORM_BARRIER_BIT
#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH
#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT
#define GL_UNPACK_COMPRESSED_BLOCK_SIZE
#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH
#define GL_UNSIGNED_INT_ATOMIC_COUNTER
#define GL_UNSIGNED_INT_IMAGE_1D
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY
#define GL_UNSIGNED_INT_IMAGE_2D
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY
#define GL_UNSIGNED_INT_IMAGE_2D_RECT
#define GL_UNSIGNED_INT_IMAGE_3D
#define GL_UNSIGNED_INT_IMAGE_BUFFER
#define GL_UNSIGNED_INT_IMAGE_CUBE
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT

// 4.3
#define GL_ACTIVE_RESOURCES
#define GL_ACTIVE_VARIABLES
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE
#define GL_ARRAY_SIZE
#define GL_ARRAY_STRIDE
#define GL_ATOMIC_COUNTER_BUFFER_INDEX
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER
#define GL_AUTO_GENERATE_MIPMAP
#define GL_BLOCK_INDEX
#define GL_BUFFER
#define GL_BUFFER_BINDING
#define GL_BUFFER_DATA_SIZE
#define GL_BUFFER_VARIABLE
#define GL_CAVEAT_SUPPORT
#define GL_CLEAR_BUFFER
#define GL_COLOR_COMPONENTS
#define GL_COLOR_ENCODING
#define GL_COLOR_RENDERABLE
#define GL_COMPRESSED_R11_EAC
#define GL_COMPRESSED_RG11_EAC
#define GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
#define GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_SIGNED_R11_EAC
#define GL_COMPRESSED_SIGNED_RG11_EAC
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
#define GL_COMPRESSED_SRGB8_ETC2
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
#define GL_COMPUTE_SHADER
#define GL_COMPUTE_SHADER_BIT
#define GL_COMPUTE_SUBROUTINE
#define GL_COMPUTE_SUBROUTINE_UNIFORM
#define GL_COMPUTE_TEXTURE
#define GL_COMPUTE_WORK_GROUP_SIZE
#define GL_CONTEXT_FLAG_DEBUG_BIT
#define GL_DEBUG_CALLBACK_FUNCTION
#define GL_DEBUG_CALLBACK_USER_PARAM
#define GL_DEBUG_GROUP_STACK_DEPTH
#define GL_DEBUG_LOGGED_MESSAGES
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH
#define GL_DEBUG_OUTPUT
#define GL_DEBUG_OUTPUT_SYNCHRONOUS
#define GL_DEBUG_SEVERITY_HIGH
#define GL_DEBUG_SEVERITY_LOW
#define GL_DEBUG_SEVERITY_MEDIUM
#define GL_DEBUG_SEVERITY_NOTIFICATION
#define GL_DEBUG_SOURCE_API
#define GL_DEBUG_SOURCE_APPLICATION
#define GL_DEBUG_SOURCE_OTHER
#define GL_DEBUG_SOURCE_SHADER_COMPILER
#define GL_DEBUG_SOURCE_THIRD_PARTY
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
#define GL_DEBUG_TYPE_ERROR
#define GL_DEBUG_TYPE_MARKER
#define GL_DEBUG_TYPE_OTHER
#define GL_DEBUG_TYPE_PERFORMANCE
#define GL_DEBUG_TYPE_POP_GROUP
#define GL_DEBUG_TYPE_PORTABILITY
#define GL_DEBUG_TYPE_PUSH_GROUP
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
#define GL_DEPTH_COMPONENTS
#define GL_DEPTH_RENDERABLE
#define GL_DEPTH_STENCIL_TEXTURE_MODE
#define GL_DISPATCH_INDIRECT_BUFFER
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING
#define GL_FILTER
#define GL_FRAGMENT_SUBROUTINE
#define GL_FRAGMENT_SUBROUTINE_UNIFORM
#define GL_FRAGMENT_TEXTURE
#define GL_FRAMEBUFFER_BLEND
#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS
#define GL_FRAMEBUFFER_DEFAULT_HEIGHT
#define GL_FRAMEBUFFER_DEFAULT_LAYERS
#define GL_FRAMEBUFFER_DEFAULT_SAMPLES
#define GL_FRAMEBUFFER_DEFAULT_WIDTH
#define GL_FRAMEBUFFER_RENDERABLE
#define GL_FRAMEBUFFER_RENDERABLE_LAYERED
#define GL_FULL_SUPPORT
#define GL_GEOMETRY_SUBROUTINE
#define GL_GEOMETRY_SUBROUTINE_UNIFORM
#define GL_GEOMETRY_TEXTURE
#define GL_GET_TEXTURE_IMAGE_FORMAT
#define GL_GET_TEXTURE_IMAGE_TYPE
#define GL_IMAGE_CLASS_10_10_10_2
#define GL_IMAGE_CLASS_11_11_10
#define GL_IMAGE_CLASS_1_X_16
#define GL_IMAGE_CLASS_1_X_32
#define GL_IMAGE_CLASS_1_X_8
#define GL_IMAGE_CLASS_2_X_16
#define GL_IMAGE_CLASS_2_X_32
#define GL_IMAGE_CLASS_2_X_8
#define GL_IMAGE_CLASS_4_X_16
#define GL_IMAGE_CLASS_4_X_32
#define GL_IMAGE_CLASS_4_X_8
#define GL_IMAGE_COMPATIBILITY_CLASS
#define GL_IMAGE_PIXEL_FORMAT
#define GL_IMAGE_PIXEL_TYPE
#define GL_IMAGE_TEXEL_SIZE
#define GL_INTERNALFORMAT_ALPHA_SIZE
#define GL_INTERNALFORMAT_ALPHA_TYPE
#define GL_INTERNALFORMAT_BLUE_SIZE
#define GL_INTERNALFORMAT_BLUE_TYPE
#define GL_INTERNALFORMAT_DEPTH_SIZE
#define GL_INTERNALFORMAT_DEPTH_TYPE
#define GL_INTERNALFORMAT_GREEN_SIZE
#define GL_INTERNALFORMAT_GREEN_TYPE
#define GL_INTERNALFORMAT_PREFERRED
#define GL_INTERNALFORMAT_RED_SIZE
#define GL_INTERNALFORMAT_RED_TYPE
#define GL_INTERNALFORMAT_SHARED_SIZE
#define GL_INTERNALFORMAT_STENCIL_SIZE
#define GL_INTERNALFORMAT_STENCIL_TYPE
#define GL_INTERNALFORMAT_SUPPORTED
#define GL_IS_PER_PATCH
#define GL_IS_ROW_MAJOR
#define GL_LOCATION
#define GL_LOCATION_INDEX
#define GL_MANUAL_GENERATE_MIPMAP
#define GL_MATRIX_STRIDE
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS
#define GL_MAX_COMBINED_DIMENSIONS
#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES
#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS
#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT
#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH
#define GL_MAX_DEBUG_LOGGED_MESSAGES
#define GL_MAX_DEBUG_MESSAGE_LENGTH
#define GL_MAX_DEPTH
#define GL_MAX_ELEMENT_INDEX
#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS
#define GL_MAX_FRAMEBUFFER_HEIGHT
#define GL_MAX_FRAMEBUFFER_LAYERS
#define GL_MAX_FRAMEBUFFER_SAMPLES
#define GL_MAX_FRAMEBUFFER_WIDTH
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS
#define GL_MAX_HEIGHT
#define GL_MAX_LABEL_LENGTH
#define GL_MAX_LAYERS
#define GL_MAX_NAME_LENGTH
#define GL_MAX_NUM_ACTIVE_VARIABLES
#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE
#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS
#define GL_MAX_UNIFORM_LOCATIONS
#define GL_MAX_VERTEX_ATTRIB_BINDINGS
#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS
#define GL_MAX_WIDTH
#define GL_MIPMAP
#define GL_NAME_LENGTH
#define GL_NUM_ACTIVE_VARIABLES
#define GL_NUM_SHADING_LANGUAGE_VERSIONS
#define GL_OFFSET
#define GL_PRIMITIVE_RESTART_FIXED_INDEX
#define GL_PROGRAM
#define GL_PROGRAM_INPUT
#define GL_PROGRAM_OUTPUT
#define GL_PROGRAM_PIPELINE
#define GL_QUERY
#define GL_READ_PIXELS
#define GL_READ_PIXELS_FORMAT
#define GL_READ_PIXELS_TYPE
#define GL_REFERENCED_BY_COMPUTE_SHADER
#define GL_REFERENCED_BY_FRAGMENT_SHADER
#define GL_REFERENCED_BY_GEOMETRY_SHADER
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER
#define GL_REFERENCED_BY_VERTEX_SHADER
#define GL_SAMPLER
#define GL_SHADER
#define GL_SHADER_IMAGE_ATOMIC
#define GL_SHADER_IMAGE_LOAD
#define GL_SHADER_IMAGE_STORE
#define GL_SHADER_STORAGE_BARRIER_BIT
#define GL_SHADER_STORAGE_BLOCK
#define GL_SHADER_STORAGE_BUFFER
#define GL_SHADER_STORAGE_BUFFER_BINDING
#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT
#define GL_SHADER_STORAGE_BUFFER_SIZE
#define GL_SHADER_STORAGE_BUFFER_START
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE
#define GL_SRGB_READ
#define GL_SRGB_WRITE
#define GL_STENCIL_COMPONENTS
#define GL_STENCIL_RENDERABLE
#define GL_TESS_CONTROL_SUBROUTINE
#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM
#define GL_TESS_CONTROL_TEXTURE
#define GL_TESS_EVALUATION_SUBROUTINE
#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM
#define GL_TESS_EVALUATION_TEXTURE
#define GL_TEXTURE_BUFFER_OFFSET
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
#define GL_TEXTURE_BUFFER_SIZE
#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT
#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE
#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH
#define GL_TEXTURE_GATHER
#define GL_TEXTURE_GATHER_SHADOW
#define GL_TEXTURE_IMAGE_FORMAT
#define GL_TEXTURE_IMAGE_TYPE
#define GL_TEXTURE_IMMUTABLE_LEVELS
#define GL_TEXTURE_SHADOW
#define GL_TEXTURE_VIEW
#define GL_TEXTURE_VIEW_MIN_LAYER
#define GL_TEXTURE_VIEW_MIN_LEVEL
#define GL_TEXTURE_VIEW_NUM_LAYERS
#define GL_TEXTURE_VIEW_NUM_LEVELS
#define GL_TOP_LEVEL_ARRAY_SIZE
#define GL_TOP_LEVEL_ARRAY_STRIDE
#define GL_TRANSFORM_FEEDBACK_VARYING
#define GL_TYPE
#define GL_UNIFORM
#define GL_UNIFORM_BLOCK
#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER
#define GL_VERTEX_ATTRIB_ARRAY_LONG
#define GL_VERTEX_ATTRIB_BINDING
#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET
#define GL_VERTEX_BINDING_BUFFER
#define GL_VERTEX_BINDING_DIVISOR
#define GL_VERTEX_BINDING_OFFSET
#define GL_VERTEX_BINDING_STRIDE
#define GL_VERTEX_SUBROUTINE
#define GL_VERTEX_SUBROUTINE_UNIFORM
#define GL_VERTEX_TEXTURE
#define GL_VIEW_CLASS_128_BITS
#define GL_VIEW_CLASS_16_BITS
#define GL_VIEW_CLASS_24_BITS
#define GL_VIEW_CLASS_32_BITS
#define GL_VIEW_CLASS_48_BITS
#define GL_VIEW_CLASS_64_BITS
#define GL_VIEW_CLASS_8_BITS
#define GL_VIEW_CLASS_96_BITS
#define GL_VIEW_CLASS_BPTC_FLOAT
#define GL_VIEW_CLASS_BPTC_UNORM
#define GL_VIEW_CLASS_RGTC1_RED
#define GL_VIEW_CLASS_RGTC2_RG
#define GL_VIEW_CLASS_S3TC_DXT1_RGB
#define GL_VIEW_CLASS_S3TC_DXT1_RGBA
#define GL_VIEW_CLASS_S3TC_DXT3_RGBA
#define GL_VIEW_CLASS_S3TC_DXT5_RGBA
#define GL_VIEW_COMPATIBILITY_CLASS

// 4.4
#define GL_BUFFER_IMMUTABLE_STORAGE
#define GL_BUFFER_STORAGE_FLAGS
#define GL_CLEAR_TEXTURE
#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT
#define GL_CLIENT_STORAGE_BIT
#define GL_DYNAMIC_STORAGE_BIT
#define GL_LOCATION_COMPONENT
#define GL_MAP_COHERENT_BIT
#define GL_MAP_PERSISTENT_BIT
#define GL_MAX_VERTEX_ATTRIB_STRIDE
#define GL_MIRROR_CLAMP_TO_EDGE
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED
#define GL_QUERY_BUFFER
#define GL_QUERY_BUFFER_BARRIER_BIT
#define GL_QUERY_BUFFER_BINDING
#define GL_QUERY_RESULT_NO_WAIT
#define GL_TEXTURE_BUFFER_BINDING
#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX
#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE

// 4.5
#define GL_CLIP_DEPTH_MODE
#define GL_CLIP_ORIGIN
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT
#define GL_CONTEXT_LOST
#define GL_CONTEXT_RELEASE_BEHAVIOR
#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH
#define GL_GUILTY_CONTEXT_RESET
#define GL_INNOCENT_CONTEXT_RESET
#define GL_LOSE_CONTEXT_ON_RESET
#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES
#define GL_MAX_CULL_DISTANCES
#define GL_NEGATIVE_ONE_TO_ONE
#define GL_NO_RESET_NOTIFICATION
#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED
#define GL_QUERY_BY_REGION_WAIT_INVERTED
#define GL_QUERY_NO_WAIT_INVERTED
#define GL_QUERY_TARGET
#define GL_QUERY_WAIT_INVERTED
#define GL_RESET_NOTIFICATION_STRATEGY
#define GL_TEXTURE_TARGET
#define GL_UNKNOWN_CONTEXT_RESET
#define GL_ZERO_TO_ONE
#define GL_COMPLETION_STATUS

#endif  // LIBANGLE_RENDERER_GL_FUNCTIONSGLENUMS_H_