#ifndef LIBANGLE_RENDERER_GL_FUNCTIONSGLENUMS_H_
#define LIBANGLE_RENDERER_GL_FUNCTIONSGLENUMS_H_
#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 …
#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 …
#define GL_ALL_COMPLETED_NV …
#define GL_FENCE_STATUS_NV …
#define GL_FENCE_CONDITION_NV …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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 …
#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