diff --git a/OpenGLAssis/ConsoleApplication1.exe b/OpenGLAssis/ConsoleApplication1.exe
index 10feb32d..dcd96ed9 100644
Binary files a/OpenGLAssis/ConsoleApplication1.exe and b/OpenGLAssis/ConsoleApplication1.exe differ
diff --git a/OpenGLAssis/ConsoleApplication1/x64/Debug/ConsoleApplication1.pdb b/OpenGLAssis/ConsoleApplication1.pdb
similarity index 52%
rename from OpenGLAssis/ConsoleApplication1/x64/Debug/ConsoleApplication1.pdb
rename to OpenGLAssis/ConsoleApplication1.pdb
index bffb5acb..14576954 100644
Binary files a/OpenGLAssis/ConsoleApplication1/x64/Debug/ConsoleApplication1.pdb and b/OpenGLAssis/ConsoleApplication1.pdb differ
diff --git a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/FileContentIndex/7bab8227-e219-4aef-af56-021a0690df1e.vsidx b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/FileContentIndex/7bab8227-e219-4aef-af56-021a0690df1e.vsidx
new file mode 100644
index 00000000..57cefea7
Binary files /dev/null and b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/FileContentIndex/7bab8227-e219-4aef-af56-021a0690df1e.vsidx differ
diff --git a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/FileContentIndex/read.lock b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/FileContentIndex/read.lock
new file mode 100644
index 00000000..e69de29b
diff --git a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/.suo b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/.suo
index f9211223..8fdfb5af 100644
Binary files a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/.suo and b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/.suo differ
diff --git a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/Browse.VC.db b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/Browse.VC.db
index 4b1bbb74..989ae22c 100644
Binary files a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/Browse.VC.db and b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/Browse.VC.db differ
diff --git a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/ipch/AutoPCH/c2e02e359ab7eb8f/CONSOLEAPPLICATION1.ipch b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/ipch/AutoPCH/c2e02e359ab7eb8f/CONSOLEAPPLICATION1.ipch
index b84f4558..b34f12f1 100644
Binary files a/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/ipch/AutoPCH/c2e02e359ab7eb8f/CONSOLEAPPLICATION1.ipch and b/OpenGLAssis/ConsoleApplication1/.vs/ConsoleApplication1/v17/ipch/AutoPCH/c2e02e359ab7eb8f/CONSOLEAPPLICATION1.ipch differ
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.c b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.c
index 8874aa32..c9304f53 100644
--- a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.c
+++ b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.c
@@ -9,7 +9,7 @@ void main()
{
FILE* fpi, * fpo;
fpi = fopen("glew.h", "rt");
- fpo = fopen("gl.txt", "wt");
+ fpo = fopen("glConst.txt", "wt");
while (!feof(fpi))
{
@@ -17,12 +17,28 @@ void main()
char str2[200] = "";
char str3[200] = "";
char str4[200] = "";
- char str5[200] = "";
- char str6[600] = "";
+ //char str5[200] = "";
+ //char str6[600] = "";
- fscanf(fpi, "%s", str1);
+ fgets(str1, 200, fpi);
+ sscanf(str1, "%s%s%s", str2, str3, str4);
+ if (strcmp(str2,"#define") == 0)
+ {
+ char s1[10];
+ strncpy(s1, str3, 3);
+ s1[3] = '\0';
+ if (strcmp("GL_",s1)==0)
+ {
+ char s2[150];
+ sprintf(s2,"%s%s%s%s%s\n","public const uint ",str3,"=",str4,";");
+ fputs(s2, fpo);
+ }
+ }
+
+
+ /*
if (strcmp(str1, "GLAPI") == 0)
{
fscanf(fpi, "%s%s%s", str2, str3, str4);
@@ -42,6 +58,7 @@ void main()
fputs(s, fpo);
fputs(s1, fpo);
}
+ */
}
fclose(fpi);
fclose(fpo);
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.vcxproj b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.vcxproj
index 7c0c9f68..41b099bd 100644
--- a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.vcxproj
+++ b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/ConsoleApplication1.vcxproj
@@ -70,6 +70,9 @@
+
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
+
Level3
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/gl.txt b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/gl.txt
new file mode 100644
index 00000000..e69de29b
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.command.1.tlog b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.command.1.tlog
index 8eb71ce6..0219e7e1 100644
Binary files a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.command.1.tlog and b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.command.1.tlog differ
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.write.1.tlog b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.write.1.tlog
index eaf33ccd..e1a7b920 100644
Binary files a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.write.1.tlog and b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleA.457a0bc0.tlog/link.write.1.tlog differ
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.Build.CppClean.log b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.Build.CppClean.log
new file mode 100644
index 00000000..d71b490e
--- /dev/null
+++ b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.Build.CppClean.log
@@ -0,0 +1,12 @@
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\vc143.pdb
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\vc143.idb
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consoleapplication1.obj
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consoleapplication1.ilk
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1.exe
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1.pdb
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.command.1.tlog
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.read.1.tlog
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.write.1.tlog
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.command.1.tlog
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.read.1.tlog
+d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.write.1.tlog
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe.recipe b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe.recipe
index 07fa653f..2e9b77f4 100644
--- a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe.recipe
+++ b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe.recipe
@@ -2,7 +2,7 @@
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.ilk b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.ilk
index 42e89bf4..54028cce 100644
Binary files a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.ilk and b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.ilk differ
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.log b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.log
index 9d67d712..97420952 100644
--- a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.log
+++ b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.log
@@ -1,4 +1,4 @@
-02:22:38.270 0>将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
+16:35:00.244 0>将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
尝试使用扩展路径 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild 导入 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\$(MSBuildToolsVersion)\Microsoft.Common.props
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Microsoft.Common.props (56,5) 处重新分配属性: $(MSBuildProjectExtensionsPath)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\obj\”(先前值:“obj\”)
将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
@@ -38,16 +38,16 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CodeAnalysis.Extensions.props (33,5) 处重新分配属性: $(EspXtensions)=“ConcurrencyCheck.dll;VariantClear.dll;HResultCheck.dll;EnumIndex.dll;CppCoreCheck.dll;”(先前值:“VariantClear.dll;HResultCheck.dll;EnumIndex.dll;CppCoreCheck.dll;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.unicodesupport.props (15,5) 处重新分配属性: $(_PropertySheetDisplayName)=“Unicode Support”(先前值:“Core Windows Libraries”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Application.props (15,5) 处重新分配属性: $(_PropertySheetDisplayName)=“Application”(先前值:“Unicode Support”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (46,5) 处重新分配属性: $(_IPP1ACPPLibDir)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (46,5) 处重新分配属性: $(_IPP1ACPPLibDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (49,5) 处重新分配属性: $(IPP1AThreadedStatic)=“0”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (52,5) 处重新分配属性: $(IPP1ASingleThreaded)=“0”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (54,5) 处重新分配属性: $(IPP1AMultiThreaded)=“0”(先前值:“”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.props (50,5) 处重新分配属性: $(_EvaluatedoneDALCompilerLibDir)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.props (50,5) 处重新分配属性: $(_EvaluatedoneDALCompilerLibDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.props (56,5) 处重新分配属性: $(_oneDALTBBCombineLibDir)=“vc_mt”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneMKL.v143.props (39,5) 处重新分配属性: $(_oneMKLSubKey)=“2022\{97BB3EEE-44D1-4DB2-B5CB-9761430884E4}”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneMKL.v143.props (41,5) 处重新分配属性: $(oneMKLMajorVersion)=“2022”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneMKL.v143.props (48,5) 处重新分配属性: $(_oneMKLOmpLibDir)=“C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“C:\Program Files (x86)\Intel\oneAPI\mkl\2022.2.1\..\..\compiler\latest\windows\compiler\lib\intel64_win”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneTBB.v143.props (46,5) 处重新分配属性: $(_EvaluatedoneTBBdpstdDir)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\compiler\latest\windows\include”(先前值:“..\..\compiler\latest\windows\include”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneTBB.v143.props (46,5) 处重新分配属性: $(_EvaluatedoneTBBdpstdDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\include”(先前值:“..\..\compiler\latest\windows\include”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (50,5) 处重新分配属性: $(_DPCPPPath)=“bin;lib;bin\intel64;redist\intel64_win\compiler;”(先前值:“bin\intel64;redist\intel64_win\compiler;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (51,5) 处重新分配属性: $(_DPCPPPath)=“lib\ocloc;bin;lib;bin\intel64;redist\intel64_win\compiler;”(先前值:“bin;lib;bin\intel64;redist\intel64_win\compiler;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (55,5) 处重新分配属性: $(_FPGABinPath)=“lib\oclfpga\windows64\bin;lib\oclfpga\bin;”(先前值:“lib\oclfpga\bin;”)
@@ -60,8 +60,10 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (93,5) 处重新分配属性: $(SuiteVer)=“[Intel Compiler is not installed]”(先前值:“2022”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (96,7) 处重新分配属性: $(SuiteVer)=“19.2”(先前值:“[Intel Compiler is not installed]”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (101,7) 处重新分配属性: $(SuiteVer)=“[Intel Compiler is not installed]”(先前值:“19.2”)
+ 在 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj (74,5) 处重新分配属性: $(OutDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis”(先前值:“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\”)
“SolutionExt”属性是全局属性,不能修改。
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets (40,5) 处重新分配属性: $(ExtensionsToDeleteOnClean)=“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.intermediate.manifest;x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt”(先前值:“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets (29,5) 处重新分配属性: $(OutDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\”(先前值:“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets (40,5) 处重新分配属性: $(ExtensionsToDeleteOnClean)=“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.intermediate.manifest;x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt”(先前值:“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets (32,5) 处重新分配属性: $(DebugType)=“none”(先前值:“”)
将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
@@ -85,7 +87,7 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (633,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders}”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx}”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (634,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC}”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders}”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (635,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName}”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC}”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (636,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName}”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (636,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName}”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (3739,5) 处重新分配属性: $(_SGenGenerateSerializationAssembliesConfig)=“Auto”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (3740,5) 处重新分配属性: $(_SGenGenerateSerializationAssembliesConfig)=“Off”(先前值:“Auto”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (4874,5) 处重新分配属性: $(_TargetsThatPrepareProjectReferences)=“
@@ -820,7 +822,7 @@
正在使用项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“GetNativeManifest”重写项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetNativeManifest”。
正在使用项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.targets”中的目标“CheckIntelEnvironmentForVCLibsoneDAL”重写项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportBefore\Intel.Libs.oneDAL.v143.targets”中的目标“CheckIntelEnvironmentForVCLibsoneDAL”。
正在使用项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.DesignTime.targets”中的目标“GetTargetPathWithTargetPlatformMoniker”重写项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetTargetPathWithTargetPlatformMoniker”。
-生成启动时间为 2023/4/29 2:22:38。
+生成启动时间为 2023/4/29 16:35:00。
开始生成时的环境:
ADVISOR_2022_DIR = C:\Program Files (x86)\Intel\oneAPI\advisor\2022.3.1
ALLUSERSPROFILE = C:\ProgramData
@@ -833,7 +835,6 @@
COMPUTERNAME = YOUMUS-DESKTOP
ComSpec = C:\Windows\system32\cmd.exe
DriverData = C:\Windows\System32\Drivers\DriverData
- ForceIdentityAuthenticationType = Embedded
FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer
FPS_BROWSER_USER_PROFILE_STRING = Default
Git = C:\Program Files\Git\git-bash.exe
@@ -868,11 +869,10 @@
ProgramW6432 = C:\Program Files
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\Windows\system32\WindowsPowerShell\v1.0\Modules;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\PowerShell\Modules\
PUBLIC = C:\Users\Public
- ServiceHubLogSessionKey = 2CA23661
+ ServiceHubLogSessionKey = FC7C0ECD
SESSIONNAME = Console
SHFBROOT = C:\Program Files (x86)\EWSoftware\Sandcastle Help File Builder\
SHIM_MCCOMPAT = 0x810000001
- SignInWithHomeTenantOnly = False
SystemDrive = C:
SystemRoot = C:\Windows
TEMP = C:\Users\Nitlo\AppData\Local\Temp
@@ -889,15 +889,13 @@
VSAPPIDDIR = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\IDE\
VSAPPIDNAME = devenv.exe
VSLANG = 2052
- VSLS_SESSION_KEEPALIVE_INTERVAL = 0
VSSKUEDITION = Enterprise
WinAPP = C:\Users\用户名\AppData\Local\Microsoft\WindowsApps
windir = C:\Windows
- WindowsSDKVersion = 10.0.19041.0
ZES_ENABLE_SYSMAN = 1
-日志记录详细程度设置为: Diagnostic。02:22:38.301 1>项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”在节点 2 上(Build 个目标)。
-02:22:38.301 1>初始属性:
+日志记录详细程度设置为: Diagnostic。16:35:00.278 1>项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”在节点 2 上(Rebuild 个目标)。
+16:35:00.278 1>初始属性:
_ApplicableDebuggers = Desktop
_ApplicationTypeAndRevisionFound = true
_BuildActionType = Build
@@ -928,8 +926,8 @@
_DPCpp2022Default =
_DPCPPPath = lib\ocloc;bin;lib;bin\intel64;redist\intel64_win\compiler;
_DPCPPSubKey =
- _EvaluatedoneDALCompilerLibDir = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\compiler\latest\windows\compiler\lib\intel64_win
- _EvaluatedoneTBBdpstdDir = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\compiler\latest\windows\include
+ _EvaluatedoneDALCompilerLibDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win
+ _EvaluatedoneTBBdpstdDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\include
_FPGABinPath = lib\oclfpga\host\windows64\bin;lib\oclfpga\llvm\aocl-bin;lib\oclfpga\windows64\bin;lib\oclfpga\bin;
_FPGARoot = lib\oclfpga
_GenerateAppxManifestDependsOn = ;_FixVCLibs120References
@@ -942,7 +940,7 @@
_InitialMSBuildProjectExtensionsPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\obj\
_INTEL_TARGET_PLATFORM = windows
_INTELFPGAOCLSDKROOT = lib\oclfpga
- _IPP1ACPPLibDir = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\compiler\latest\windows\compiler\lib\intel64_win
+ _IPP1ACPPLibDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win
_IPP1ASubKey =
_IsIncrementalBuildFile = x64\Debug\\_IsIncrementalBuild
_IsNativeEnvironment = true
@@ -1161,7 +1159,7 @@
AssemblyFoldersConfigFileSearchPath = {AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};
AssemblyFoldersSuffix = AssemblyFoldersEx
AssemblyName = ConsoleApplication1
- AssemblySearchPaths = {CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
+ AssemblySearchPaths = {CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
AssignTargetPathsDependsOn =
ATL_KeyFile = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64\atls.lib
Attach = false
@@ -1324,8 +1322,8 @@
CodeAnalysisIgnoreGeneratedCode = true
CodeAnalysisIgnoreInvalidTargets = true
CodeAnalysisIgnoreMissingIndirectReferences = false
- CodeAnalysisInputAssembly = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- CodeAnalysisLogFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.CodeAnalysisLog.xml
+ CodeAnalysisInputAssembly = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ CodeAnalysisLogFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.CodeAnalysisLog.xml
CodeAnalysisModuleSuppressionsFile = GlobalSuppressions.cpp
CodeAnalysisOutputToConsole = false
CodeAnalysisOverrideRuleVisibilities = false
@@ -1337,7 +1335,7 @@
CodeAnalysisSaveMessagesToReport = Active
CodeAnalysisSearchGlobalAssemblyCache = true
CodeAnalysisStaticAnalysisDirectory = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Team Tools\Static Analysis Tools\
- CodeAnalysisSucceededFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.lastcodeanalysissucceeded
+ CodeAnalysisSucceededFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.lastcodeanalysissucceeded
CodeAnalysisSummary = false
CodeAnalysisTargets = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\CodeAnalysis\Microsoft.CodeAnalysis.targets
CodeAnalysisTimeout = 120
@@ -1699,7 +1697,7 @@
ExpandSDKReferencesDependsOn =
ResolveSDKReferences
- ExtensionsToDeleteOnClean = *.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.intermediate.manifest;x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt
+ ExtensionsToDeleteOnClean = *.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.intermediate.manifest;x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt
ExternalIncludePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um;
FakesBinPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\Fakes
FakesCommandLineArguments = /Properties:";PlatformTarget=x64" /msbuildpath:"C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\msbuild.exe"
@@ -1724,7 +1722,6 @@
FindInvalidProjectReferencesDependsOn =
GetReferenceTargetPlatformMonikers
- ForceIdentityAuthenticationType = Embedded
FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer
FPS_BROWSER_USER_PROFILE_STRING = Default
Framework20Dir = @(_TargetFramework20DirectoryItem)
@@ -1867,7 +1864,7 @@
LOCALAPPDATA = C:\Users\Nitlo\AppData\Local
LocalDebuggerAttach = False
- LocalDebuggerCommand = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ LocalDebuggerCommand = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
LocalDebuggerDebuggerType = Auto
LocalDebuggerMergeEnvironment = true
LocalDebuggerSQLDebugging = False
@@ -1922,7 +1919,7 @@
MSBuildRuntimeVersion = 4.0.30319
MSBuildSDKsPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Sdks
MSBuildSemanticVersion = 17.3.1+2badb37d1
- MSBuildStartupDirectory = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\IDE
+ MSBuildStartupDirectory = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1
MSBuildToolsPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64
MSBuildToolsPath32 = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin
MSBuildToolsPath64 = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64
@@ -1982,10 +1979,11 @@
oneTBBProductDir =
OnlyReferenceAndBuildProjectsEnabledInSolutionConfiguration = true
OS = Windows_NT
- OutDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
- OutDirFullPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
+ OutDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
+ OutDirFullPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
+ OutDirTrailingSlashWarning = true
OutDirWasSpecified = false
- OutputPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
+ OutputPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
OutputType = exe
OverwriteReadOnlyFiles = false
PackageDownloadSupported = true
@@ -2055,7 +2053,7 @@
{TargetFrameworkDirectory};
{Registry:Software\Microsoft\,,AssemblyFoldersEx};
{RawFileName};
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
ProjectDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\
ProjectEvaluationFingerprint = Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\|
@@ -2083,7 +2081,7 @@
Build;
PublishOnly
- PublishDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\app.publish\
+ PublishDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\app.publish\
PublishOnlyDependsOn =
SetGenerateManifests;
PublishBuild;
@@ -2171,7 +2169,7 @@
RunAnalyzersDuringLiveAnalysis =
RunClangCppAnalysis = false
RunCodeAnalysis = false
- RunCodeAnalysisInputs = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ RunCodeAnalysisInputs = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
RunCppAnalysis = false
RunDependsOn =
RunMsvcAnalysis = false
@@ -2198,7 +2196,7 @@
SDKReferenceDirectoryRoot = C:\Users\Nitlo\AppData\Local\Microsoft SDKs;C:\Program Files (x86)\Microsoft SDKs
SDKReferenceRegistryRoot = Software\Microsoft\Microsoft SDKs
SDKVersion = 10.0
- ServiceHubLogSessionKey = 2CA23661
+ ServiceHubLogSessionKey = FC7C0ECD
SESSIONNAME = Console
SetBuildDefaultEnvironmentVariablesDependsOn =
AddExternalIncludDirectoriesToPaths;
@@ -2221,7 +2219,6 @@
SHFBROOT = C:\Program Files (x86)\EWSoftware\Sandcastle Help File Builder\
SHIM_MCCOMPAT = 0x810000001
ShouldMarkCertainSDKReferencesAsRuntimeOnly = true
- SignInWithHomeTenantOnly = False
SkipCopyBuildProduct = true
SkipCopyUnchangedFiles = true
SolutionDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\
@@ -2240,7 +2237,7 @@
SystemRoot = C:\Windows
TargetCulture = *
TargetDeployManifestFileName = ConsoleApplication1.application
- TargetDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
+ TargetDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
TargetedFrameworkDir = @(_TargetedFrameworkDirectoryItem)
TargetedSDKArchitecture = amd64
TargetedSDKConfiguration = Debug
@@ -2248,7 +2245,7 @@
TargetFileName = ConsoleApplication1.exe
TargetFrameworkAsMSBuildRuntime = CurrentRuntime
TargetName = ConsoleApplication1
- TargetPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ TargetPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
TargetPlatformDisplayName = Windows 10.0.19041.0
TargetPlatformIdentifier = Windows
TargetPlatformMinVersion =
@@ -2451,10 +2448,9 @@
VSInstallDir = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\
VsInstallRoot = C:\Program Files\Microsoft Visual Studio\2022\Enterprise
VSLANG = 2052
- VSLS_SESSION_KEEPALIVE_INTERVAL = 0
VSSKUEDITION = Enterprise
- VSTEL_CurrentSolutionBuildID = 2096379025
- VSTEL_SolutionSessionID = {B2065E3B-9AE6-4D3B-8493-BCA1473048A7}
+ VSTEL_CurrentSolutionBuildID = 4102684268
+ VSTEL_SolutionSessionID = {61A682CD-E710-4EFB-8205-7E049229BF13}
VSVersion = $(VisualStudioVersion)
WebBrowserDebuggerDebuggerType = Auto
WebReference_EnableLegacyEventingModel = false
@@ -2498,7 +2494,6 @@
WindowsSdkDir_81A =
WindowsSDKProps = C:\Program Files (x86)\Windows Kits\10\\DesignTime\CommonConfiguration\Neutral\UAP\10.0.19041.0\UAP.props
WindowsSDKToolArchitecture = Native64Bit
- WindowsSDKVersion = 10.0.19041.0
WindowsStoreApp = false
WindowsTargetPlatformVersion = 10.0
WinMDAssembly = false
@@ -2519,8 +2514,8 @@
YieldDuringToolExecution = true
ZES_ENABLE_SYSMAN = 1
-02:22:38.301 1>由于条件的计算结果为 false,已跳过目标“EnableIntermediateOutputPathMismatchWarning”;('$(RestoreProjectStyle)' == 'PackageReference')的计算结果为('' == 'PackageReference')。
-02:22:38.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CheckForInvalidConfigurationAndPlatform: (目标 ID: 2)”(目标“SetTelemetryEnvironmentVariables”依赖于它):
+16:35:00.278 1>由于条件的计算结果为 false,已跳过目标“EnableIntermediateOutputPathMismatchWarning”;('$(RestoreProjectStyle)' == 'PackageReference')的计算结果为('' == 'PackageReference')。
+16:35:00.278 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CheckForInvalidConfigurationAndPlatform: (目标 ID: 2)”(目标“SetTelemetryEnvironmentVariables”依赖于它):
设置属性: _InvalidConfigurationMessageText=The BaseOutputPath/OutputPath property is not set for project 'ConsoleApplication1.vcxproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='x64'.
设置属性: _InvalidConfigurationMessageText=The BaseOutputPath/OutputPath property is not set for project 'ConsoleApplication1.vcxproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='x64'. This error may also appear if some other project is trying to follow a project-to-project reference to this project, this project has been unloaded or is not included in the solution, and the referencing project does not build using the same or an equivalent Configuration or Platform.
由于 false 条件,已跳过任务“Error”;( '$(_InvalidConfigurationError)' == 'true' )计算为( '' == 'true' )。
@@ -2536,26 +2531,26 @@
任务参数:Text=Platform=x64 (任务 ID: 3)
Platform=x64 (任务 ID: 3)
已完成执行任务“Message”的操作。 (任务 ID: 3)
- 由于 false 条件,已跳过任务“Error”;('$(OutDir)' != '' and !HasTrailingSlash('$(OutDir)'))计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\' != '' and !HasTrailingSlash('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\'))。
+ 由于 false 条件,已跳过任务“Error”;('$(OutDir)' != '' and !HasTrailingSlash('$(OutDir)'))计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\' != '' and !HasTrailingSlash('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\'))。
由于 false 条件,已跳过任务“Error”;('$(IntermediateOutputPath)' != '' and !HasTrailingSlash('$(IntermediateOutputPath)'))计算为('x64\Debug\' != '' and !HasTrailingSlash('x64\Debug\'))。
由于 false 条件,已跳过任务“Error”;('$(BaseIntermediateOutputPath)' != '' and !HasTrailingSlash('$(BaseIntermediateOutputPath)'))计算为('obj\' != '' and !HasTrailingSlash('obj\'))。
由于 false 条件,已跳过任务“Error”;( '$(_InitialMSBuildProjectExtensionsPath)' != '' And '$(MSBuildProjectExtensionsPath)' != '$(_InitialMSBuildProjectExtensionsPath)' )计算为( 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\obj\' != '' And 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\obj\' != 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\obj\' )。
由于 false 条件,已跳过任务“Warning”;( '$(EnableBaseIntermediateOutputPathMismatchWarning)' == 'true' And '$(_InitialBaseIntermediateOutputPath)' != '$(BaseIntermediateOutputPath)' And '$(BaseIntermediateOutputPath)' != '$(MSBuildProjectExtensionsPath)' )计算为( '' == 'true' And 'obj\' != 'obj\' And 'obj\' != 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\obj\' )。
-02:22:38.304 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CheckForInvalidConfigurationAndPlatform”的操作。: (目标 ID: 2)
+16:35:00.280 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CheckForInvalidConfigurationAndPlatform”的操作。: (目标 ID: 2)
已跳过目标“_CheckForInvalidConfigurationAndPlatform”。以前的生成已成功。
-02:22:38.304 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.DesignTime.targets”中的目标“SetTelemetryEnvironmentVariables: (目标 ID: 3)”(目标“Build”依赖于它):
+16:35:00.280 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.DesignTime.targets”中的目标“SetTelemetryEnvironmentVariables: (目标 ID: 3)”(目标“Rebuild”依赖于它):
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“SetEnv”任务。
任务“SetEnv” (任务 ID: 4)
任务参数:Prefix=False (任务 ID: 4)
- 任务参数:Value={B2065E3B-9AE6-4D3B-8493-BCA1473048A7} (任务 ID: 4)
+ 任务参数:Value={61A682CD-E710-4EFB-8205-7E049229BF13} (任务 ID: 4)
任务参数:Name=VSTEL_SolutionSessionID (任务 ID: 4)
- VSTEL_SolutionSessionID={B2065E3B-9AE6-4D3B-8493-BCA1473048A7} (任务 ID: 4)
+ VSTEL_SolutionSessionID={61A682CD-E710-4EFB-8205-7E049229BF13} (任务 ID: 4)
已完成执行任务“SetEnv”的操作。 (任务 ID: 4)
任务“SetEnv” (任务 ID: 5)
任务参数:Prefix=False (任务 ID: 5)
- 任务参数:Value=2096379025 (任务 ID: 5)
+ 任务参数:Value=4102684268 (任务 ID: 5)
任务参数:Name=VSTEL_CurrentSolutionBuildID (任务 ID: 5)
- VSTEL_CurrentSolutionBuildID=2096379025 (任务 ID: 5)
+ VSTEL_CurrentSolutionBuildID=4102684268 (任务 ID: 5)
已完成执行任务“SetEnv”的操作。 (任务 ID: 5)
任务“SetEnv” (任务 ID: 6)
任务参数:Prefix=False (任务 ID: 6)
@@ -2564,94 +2559,226 @@
VSTEL_ProjectID={457a0bc0-82f3-4ce9-bf64-aefb511974ad} (任务 ID: 6)
输出属性: VSTEL_ProjectID={457a0bc0-82f3-4ce9-bf64-aefb511974ad} (任务 ID: 6)
已完成执行任务“SetEnv”的操作。 (任务 ID: 6)
-02:22:38.304 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SetTelemetryEnvironmentVariables”的操作。: (目标 ID: 3)
-02:22:38.304 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“_PrepareForBuild: (目标 ID: 4)”(目标“Build”依赖于它):
- 设置属性: BuildType=Build
- 设置属性: _BuildActionType=Build
- 由于 false 条件,已跳过任务“CreateItem”;('%(CustomBuild.IncludeFileToTool)'!='')计算为(''!='')。
+16:35:00.280 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SetTelemetryEnvironmentVariables”的操作。: (目标 ID: 3)
+16:35:00.280 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“_PrepareForRebuild: (目标 ID: 4)”(目标“Rebuild”依赖于它):
+ 设置属性: BuildType=Rebuild
+ 设置属性: _BuildActionType=Rebuild
删除的项: CustomBuildStep=ConsoleApplication1
-02:22:38.304 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PrepareForBuild”的操作。: (目标 ID: 4)
-02:22:38.304 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_PrepareForReferenceResolution: (目标 ID: 5)”(目标“ResolveReferences”依赖于它):
- 由于 false 条件,已跳过任务“VCMessage”;('$(WarnAboutIndividualManagedFiles)' == 'true')计算为('' == 'true')。
- 设置属性: TargetFrameworkMoniker=
- 设置属性: _FindDependencies=false
- 设置属性: AdditionalExplicitAssemblyReferences=
- 由于 false 条件,已跳过任务“Message”;('$(_REFERENCE_DEBUG)'=='true')计算为(''=='true')。
-02:22:38.304 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PrepareForReferenceResolution”的操作。: (目标 ID: 5)
- 由于条件的计算结果为 false,已跳过目标“ComputeCrtSDKReference”;('@(ClCompile)'!='' and '$(WindowsAppContainer)'=='true' and '$(UseCrtSDKReference)' != 'false')的计算结果为('ConsoleApplication1.c'!='' and 'false'=='true' and '' != 'false')。
-02:22:38.304 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BeforeResolveReferences: (目标 ID: 6)”(目标“ResolveReferences”依赖于它):
-02:22:38.304 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeResolveReferences”的操作。: (目标 ID: 6)
-02:22:38.304 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AssignProjectConfiguration: (目标 ID: 7)”(目标“ResolveReferences”依赖于它):
+16:35:00.281 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PrepareForRebuild”的操作。: (目标 ID: 4)
+16:35:00.281 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BeforeRebuild: (目标 ID: 5)”(目标“Rebuild”依赖于它):
+16:35:00.281 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeRebuild”的操作。: (目标 ID: 5)
+16:35:00.281 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“_PrepareForClean: (目标 ID: 6)”(目标“Clean”依赖于它):
+ 设置属性: _BuildActionType=Clean
+ 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“Delete”任务。
+ 任务“Delete” (任务 ID: 7)
+ 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 7)
+ 正在删除文件“x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate”。 (任务 ID: 7)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 7)
+16:35:00.281 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PrepareForClean”的操作。: (目标 ID: 6)
+16:35:00.281 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BeforeClean: (目标 ID: 7)”(目标“Clean”依赖于它):
+16:35:00.281 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeClean”的操作。: (目标 ID: 7)
+ 由于条件的计算结果为 false,已跳过目标“UnmanagedUnregistration”;((('$(_AssemblyTimestampBeforeCompile)' != '$(_AssemblyTimestampAfterCompile)' or '$(RegisterForComInterop)' != 'true' or '$(OutputType)' != 'library') or
+ ('$(_AssemblyTimestampBeforeCompile)' == '')) and
+ Exists('@(_UnmanagedRegistrationCache)'))的计算结果为((('' != '' or '' != 'true' or 'exe' != 'library') or
+ ('' == '')) and
+ Exists('obj\ConsoleApplication1.vcxproj.UnmanagedRegistration.cache'))。
+16:35:00.281 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CoreClean: (目标 ID: 8)”(目标“Clean”依赖于它):
+ 任务“Delete” (任务 ID: 8)
+ 任务参数:
+ Files=
+ x64\Debug\\TempCA\ConsoleApplication1.pdb
+ x64\Debug\\TempCA\ConsoleApplication1.exe (任务 ID: 8)
+ 任务参数:TreatErrorsAsWarnings=True (任务 ID: 8)
+ 文件“x64\Debug\\TempCA\ConsoleApplication1.pdb”不存在。正在跳过。 (任务 ID: 8)
+ 文件“x64\Debug\\TempCA\ConsoleApplication1.exe”不存在。正在跳过。 (任务 ID: 8)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 8)
+ 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“ReadLinesFromFile”任务。
+ 任务“ReadLinesFromFile” (任务 ID: 9)
+ 任务参数:File=x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt (任务 ID: 9)
+ 已完成执行任务“ReadLinesFromFile”的操作。 (任务 ID: 9)
+ 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“FindUnderPath”任务。
+ 任务“FindUnderPath” (任务 ID: 10)
+ 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ (任务 ID: 10)
+ 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\”。 (任务 ID: 10)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 10)
+ 任务“FindUnderPath” (任务 ID: 11)
+ 任务参数:Path=x64\Debug\ (任务 ID: 11)
+ 比较路径为“x64\Debug\”。 (任务 ID: 11)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 11)
+ 任务“Delete” (任务 ID: 12)
+ 任务参数:TreatErrorsAsWarnings=True (任务 ID: 12)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 12)
+ 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“RemoveDuplicates”任务。
+ 任务“RemoveDuplicates” (任务 ID: 13)
+ 已完成执行任务“RemoveDuplicates”的操作。 (任务 ID: 13)
+ 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“MakeDir”任务。
+ 任务“MakeDir” (任务 ID: 14)
+ 任务参数:Directories=x64\Debug\ (任务 ID: 14)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 14)
+ 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“WriteLinesToFile”任务。
+ 任务“WriteLinesToFile” (任务 ID: 15)
+ 任务参数:Overwrite=True (任务 ID: 15)
+ 任务参数:File=x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt (任务 ID: 15)
+ 已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 15)
+16:35:00.282 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CoreClean”的操作。: (目标 ID: 8)
+ 由于条件的计算结果为 false,已跳过目标“_CleanMdbFiles”;(Exists('$(TargetPath).mdb'))的计算结果为(Exists('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.mdb'))。
+16:35:00.282 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AssignProjectConfiguration: (目标 ID: 9)”(目标“PrepareProjectReferences”依赖于它):
设置属性: ShouldUnsetParentConfigurationAndPlatform=true
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“AssignProjectConfiguration”任务。
- 任务“AssignProjectConfiguration” (任务 ID: 7)
- 任务参数:OutputType=exe (任务 ID: 7)
- 任务参数:CurrentProjectPlatform=x64 (任务 ID: 7)
- 任务参数:CurrentProject=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj (任务 ID: 7)
- 任务参数:ResolveConfigurationPlatformUsingMappings=False (任务 ID: 7)
+ 任务“AssignProjectConfiguration” (任务 ID: 16)
+ 任务参数:OutputType=exe (任务 ID: 16)
+ 任务参数:CurrentProjectPlatform=x64 (任务 ID: 16)
+ 任务参数:CurrentProject=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj (任务 ID: 16)
+ 任务参数:ResolveConfigurationPlatformUsingMappings=False (任务 ID: 16)
任务参数:SolutionConfigurationContents=
Debug|x64
- (任务 ID: 7)
- 任务参数:ShouldUnsetParentConfigurationAndPlatform=True (任务 ID: 7)
- 任务参数:OnlyReferenceAndBuildProjectsEnabledInSolutionConfiguration=True (任务 ID: 7)
- 任务参数:CurrentProjectConfiguration=Debug (任务 ID: 7)
- 已完成执行任务“AssignProjectConfiguration”的操作。 (任务 ID: 7)
-02:22:38.305 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AssignProjectConfiguration”的操作。: (目标 ID: 7)
- 已跳过目标“AssignProjectConfiguration”。以前的生成已成功。
-02:22:38.305 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_SplitProjectReferencesByFileExistence: (目标 ID: 8)”(目标“PrepareProjectReferences”依赖于它):
+ (任务 ID: 16)
+ 任务参数:ShouldUnsetParentConfigurationAndPlatform=True (任务 ID: 16)
+ 任务参数:OnlyReferenceAndBuildProjectsEnabledInSolutionConfiguration=True (任务 ID: 16)
+ 任务参数:CurrentProjectConfiguration=Debug (任务 ID: 16)
+ 已完成执行任务“AssignProjectConfiguration”的操作。 (任务 ID: 16)
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AssignProjectConfiguration”的操作。: (目标 ID: 9)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_SplitProjectReferencesByFileExistence: (目标 ID: 10)”(目标“PrepareProjectReferences”依赖于它):
由于 false 条件,已跳过任务“ResolveNonMSBuildProjectOutput”;('$(BuildingInsideVisualStudio)'=='true' and '@(ProjectReferenceWithConfiguration)'!='')计算为('true'=='true' and ''!='')。
-02:22:38.305 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_SplitProjectReferencesByFileExistence”的操作。: (目标 ID: 8)
-02:22:38.305 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_AddOutputPathToGlobalPropertiesToRemove: (目标 ID: 9)”(目标“_GetProjectReferenceTargetFrameworkProperties”依赖于它):
-02:22:38.305 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_AddOutputPathToGlobalPropertiesToRemove”的操作。: (目标 ID: 9)
-02:22:38.305 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetProjectReferenceTargetFrameworkProperties: (目标 ID: 10)”(目标“PrepareProjectReferences”依赖于它):
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_SplitProjectReferencesByFileExistence”的操作。: (目标 ID: 10)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_AddOutputPathToGlobalPropertiesToRemove: (目标 ID: 11)”(目标“_GetProjectReferenceTargetFrameworkProperties”依赖于它):
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_AddOutputPathToGlobalPropertiesToRemove”的操作。: (目标 ID: 11)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetProjectReferenceTargetFrameworkProperties: (目标 ID: 12)”(目标“PrepareProjectReferences”依赖于它):
设置属性: ReferringTargetFrameworkForProjectReferences=
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“MSBuild”任务。
- 任务“MSBuild” (任务 ID: 8)
- 任务参数:BuildInParallel=True (任务 ID: 8)
- 任务参数:SkipNonexistentTargets=True (任务 ID: 8)
- 任务参数:RemoveProperties=;TargetFramework;RuntimeIdentifier (任务 ID: 8)
- 任务参数:Targets=GetTargetFrameworks (任务 ID: 8)
- 已完成执行任务“MSBuild”的操作。 (任务 ID: 8)
+ 任务“MSBuild” (任务 ID: 17)
+ 任务参数:BuildInParallel=True (任务 ID: 17)
+ 任务参数:SkipNonexistentTargets=True (任务 ID: 17)
+ 任务参数:RemoveProperties=;TargetFramework;RuntimeIdentifier (任务 ID: 17)
+ 任务参数:Targets=GetTargetFrameworks (任务 ID: 17)
+ 已完成执行任务“MSBuild”的操作。 (任务 ID: 17)
由于 false 条件,已跳过任务“GetReferenceNearestTargetFrameworkTask”;('@(_ProjectReferenceTargetFrameworkPossibilities)' != '' and '$(ReferringTargetFrameworkForProjectReferences)' != ''
And '$(GetReferenceNearestTargetFrameworkTaskSupportsTargetPlatformParameter)' == 'true' and '%(_ProjectReferenceTargetFrameworkPossibilities.IsVcxOrNativeProj)' != 'true')计算为('' != '' and '' != ''
And 'true' == 'true' and '' != 'true')。
由于 false 条件,已跳过任务“GetReferenceNearestTargetFrameworkTask”;('@(_ProjectReferenceTargetFrameworkPossibilities)' != '' and '$(ReferringTargetFrameworkForProjectReferences)' != ''
And '$(GetReferenceNearestTargetFrameworkTaskSupportsTargetPlatformParameter)' != 'true' and '%(_ProjectReferenceTargetFrameworkPossibilities.IsVcxOrNativeProj)' != 'true')计算为('' != '' and '' != ''
And 'true' != 'true' and '' != 'true')。
-02:22:38.306 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GetProjectReferenceTargetFrameworkProperties”的操作。: (目标 ID: 10)
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GetProjectReferenceTargetFrameworkProperties”的操作。: (目标 ID: 12)
由于条件的计算结果为 false,已跳过目标“_GetProjectReferencePlatformProperties”;('$(EnableDynamicPlatformResolution)' == 'true'
and '$(BuildingInsideVisualStudio)' != 'true'
and '@(_MSBuildProjectReferenceExistent)' != '')的计算结果为('' == 'true'
and 'true' != 'true'
and '' != '')。
-02:22:38.306 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareProjectReferences: (目标 ID: 11)”(目标“ResolveProjectReferences”依赖于它):
-02:22:38.306 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareProjectReferences”的操作。: (目标 ID: 11)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareProjectReferences: (目标 ID: 13)”(目标“CleanReferencedProjects”依赖于它):
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareProjectReferences”的操作。: (目标 ID: 13)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CleanReferencedProjects: (目标 ID: 14)”(目标“Clean”依赖于它):
+ 由于 false 条件,已跳过任务“MSBuild”;('$(BuildingInsideVisualStudio)' != 'true' and '$(BuildProjectReferences)' == 'true' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('true' != 'true' and 'true' == 'true' and '' != '')。
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CleanReferencedProjects”的操作。: (目标 ID: 14)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CleanPublishFolder: (目标 ID: 15)”(目标“Clean”依赖于它):
+ 由于 false 条件,已跳过任务“RemoveDir”;('$(PublishDir)'=='$(OutputPath)app.publish\' and Exists('$(PublishDir)'))计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\app.publish\'=='D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\app.publish\' and Exists('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\app.publish\'))。
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CleanPublishFolder”的操作。: (目标 ID: 15)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AfterClean: (目标 ID: 16)”(目标“Clean”依赖于它):
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterClean”的操作。: (目标 ID: 16)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppClean.targets”中的目标“BeforeCppClean: (目标 ID: 17)”(目标“CppClean”依赖于它):
+16:35:00.283 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeCppClean”的操作。: (目标 ID: 17)
+16:35:00.283 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppClean.targets”中的目标“CoreCppClean: (目标 ID: 18)”(目标“CppClean”依赖于它):
+ 任务“MakeDir” (任务 ID: 18)
+ 任务参数:Directories=x64\Debug\ (任务 ID: 18)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 18)
+ 正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“CppClean”任务。
+ 任务“CppClean” (任务 ID: 19)
+ 任务参数:DoDelete=True (任务 ID: 19)
+ 任务参数:FilesExcludedFromClean=ConsoleApplication1.Build.CppClean.log (任务 ID: 19)
+ 任务参数:FoldersToClean=x64\Debug\;x64\Debug\ConsoleA.457a0bc0.tlog\;x64\Debug\ConsoleA.457a0bc0_MD.tlog\ (任务 ID: 19)
+ 任务参数:FilePatternsToDeleteOnClean=*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe.intermediate.manifest;x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt (任务 ID: 19)
+ 输出项:
+ DeletedFilesByCppCleanTask=
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\vc143.pdb
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\vc143.idb
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consoleapplication1.obj
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consoleapplication1.ilk
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1.exe
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1.pdb
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.command.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.read.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.write.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.command.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.read.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.write.1.tlog (任务 ID: 19)
+ 已完成执行任务“CppClean”的操作。 (任务 ID: 19)
+ 任务“WriteLinesToFile” (任务 ID: 20)
+ 任务参数:
+ Lines=
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\vc143.pdb
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\vc143.idb
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consoleapplication1.obj
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consoleapplication1.ilk
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1.exe
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1.pdb
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.command.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.read.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\cl.write.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.command.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.read.1.tlog
+ d:\nitloadindustry\研究项目\1-flagship\th2020\projectfile\openglassis\consoleapplication1\consoleapplication1\x64\debug\consolea.457a0bc0.tlog\link.write.1.tlog (任务 ID: 20)
+ 任务参数:Overwrite=True (任务 ID: 20)
+ 任务参数:File=x64\Debug\ConsoleApplication1.Build.CppClean.log (任务 ID: 20)
+ 已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 20)
+16:35:00.288 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CoreCppClean”的操作。: (目标 ID: 18)
+16:35:00.288 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppClean.targets”中的目标“AfterCppClean: (目标 ID: 19)”(目标“CppClean”依赖于它):
+16:35:00.288 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterCppClean”的操作。: (目标 ID: 19)
+16:35:00.288 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppClean.targets”中的目标“PGInstrumentedClean: (目标 ID: 20)”(目标“CppClean”依赖于它):
+ 任务“Delete” (任务 ID: 21)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 21)
+16:35:00.288 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PGInstrumentedClean”的操作。: (目标 ID: 20)
+16:35:00.288 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppClean.targets”中的目标“CppClean: (目标 ID: 21)”(目标“Clean”依赖于它):
+16:35:00.288 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CppClean”的操作。: (目标 ID: 21)
+16:35:00.288 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“Clean: (目标 ID: 22)”(目标“Rebuild”依赖于它):
+16:35:00.288 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“Clean”的操作。: (目标 ID: 22)
+16:35:00.288 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Xamarin\Xamarin.Sdk.targets”中的目标“_CleanIsIncrementalFile: (目标 ID: 23)”(目标“Rebuild”依赖于它):
+ 任务“Delete” (任务 ID: 22)
+ 任务参数:Files=x64\Debug\\_IsIncrementalBuild (任务 ID: 22)
+ 正在删除文件“x64\Debug\\_IsIncrementalBuild”。 (任务 ID: 22)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 22)
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CleanIsIncrementalFile”的操作。: (目标 ID: 23)
+ 已跳过目标“SetTelemetryEnvironmentVariables”。以前的生成已成功。
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“_PrepareForBuild: (目标 ID: 24)”(目标“Build”依赖于它):
+ 设置属性: _BuildActionType=Build
+ 由于 false 条件,已跳过任务“CreateItem”;('%(CustomBuild.IncludeFileToTool)'!='')计算为(''!='')。
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PrepareForBuild”的操作。: (目标 ID: 24)
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_PrepareForReferenceResolution: (目标 ID: 25)”(目标“ResolveReferences”依赖于它):
+ 由于 false 条件,已跳过任务“VCMessage”;('$(WarnAboutIndividualManagedFiles)' == 'true')计算为('' == 'true')。
+ 设置属性: TargetFrameworkMoniker=
+ 设置属性: _FindDependencies=false
+ 设置属性: AdditionalExplicitAssemblyReferences=
+ 由于 false 条件,已跳过任务“Message”;('$(_REFERENCE_DEBUG)'=='true')计算为(''=='true')。
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PrepareForReferenceResolution”的操作。: (目标 ID: 25)
+ 由于条件的计算结果为 false,已跳过目标“ComputeCrtSDKReference”;('@(ClCompile)'!='' and '$(WindowsAppContainer)'=='true' and '$(UseCrtSDKReference)' != 'false')的计算结果为('ConsoleApplication1.c'!='' and 'false'=='true' and '' != 'false')。
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BeforeResolveReferences: (目标 ID: 26)”(目标“ResolveReferences”依赖于它):
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeResolveReferences”的操作。: (目标 ID: 26)
+ 已跳过目标“AssignProjectConfiguration”。以前的生成已成功。
+ 已跳过目标“PrepareProjectReferences”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“_RemoveNameMetadataFromProjectReferenceItems”;('@(ProjectReference)'!='')的计算结果为(''!='')。
-02:22:38.306 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveProjectReferences: (目标 ID: 12)”(目标“ResolveReferences”依赖于它):
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveProjectReferences: (目标 ID: 27)”(目标“ResolveReferences”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and ('$(BuildingInsideVisualStudio)' == 'true' or '$(BuildProjectReferences)' != 'true') and '$(VisualStudioVersion)' != '10.0' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == 'true' and '' != '' and ('true' == 'true' or 'true' != 'true') and '17.0' != '10.0' and '' != '')。
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '$(BuildingInsideVisualStudio)' != 'true' and '$(BuildProjectReferences)' == 'true' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == 'true' and '' != '' and 'true' != 'true' and 'true' == 'true' and '' != '')。
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '$(BuildingProject)' == 'true' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == 'true' and '' != '' and 'true' == 'true' and '' != '')。
由于 false 条件,已跳过任务“Warning”;('@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceNonexistent)' != '')计算为('' != '' and '' != '')。
-02:22:38.306 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveProjectReferences”的操作。: (目标 ID: 12)
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveProjectReferences”的操作。: (目标 ID: 27)
由于条件的计算结果为 false,已跳过目标“FindInvalidProjectReferences”;('$(FindInvalidProjectReferences)' == 'true')的计算结果为('' == 'true')。
由于条件的计算结果为 false,已跳过目标“ResolveNativeReferences”;('@(NativeReference)'!='')的计算结果为(''!='')。
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
已跳过目标“ResolveProjectReferences”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“FindInvalidProjectReferences”;('$(FindInvalidProjectReferences)' == 'true')的计算结果为('' == 'true')。
-02:22:38.306 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetFrameworkPaths: (目标 ID: 13)”(目标“ResolveAssemblyReferences”依赖于它):
-02:22:38.306 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetFrameworkPaths”的操作。: (目标 ID: 13)
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetFrameworkPaths: (目标 ID: 28)”(目标“ResolveAssemblyReferences”依赖于它):
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetFrameworkPaths”的操作。: (目标 ID: 28)
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
已跳过目标“GetFrameworkPaths”。以前的生成已成功。
-02:22:38.306 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetReferenceAssemblyPaths: (目标 ID: 14)”(目标“ResolveAssemblyReferences”依赖于它):
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetReferenceAssemblyPaths: (目标 ID: 29)”(目标“ResolveAssemblyReferences”依赖于它):
设置属性: TargetFrameworkDirectory=
由于 false 条件,已跳过任务“GetReferenceAssemblyPaths”;('$(TargetFrameworkMoniker)' != '' and ('$(_TargetFrameworkDirectories)' == '' or '$(_FullFrameworkReferenceAssemblyPaths)' == ''))计算为('' != '' and ('' == '' or '' == ''))。
设置属性: TargetFrameworkDirectory=;;
设置属性: TargetFrameworkDirectory=;;;C:\Program Files %28x86%29\Windows Kits\10\References
设置属性: RemoveAssemblyFoldersIfNoTargetFramework=true
- 设置属性: AssemblySearchPaths={CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};;{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
+ 设置属性: AssemblySearchPaths={CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};;{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
设置属性: TargetFrameworkProfile=
-02:22:38.306 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetReferenceAssemblyPaths”的操作。: (目标 ID: 14)
-02:22:38.306 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“AddExternalIncludDirectoriesToPaths: (目标 ID: 15)”(目标“SetBuildDefaultEnvironmentVariables”依赖于它):
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetReferenceAssemblyPaths”的操作。: (目标 ID: 29)
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“AddExternalIncludDirectoriesToPaths: (目标 ID: 30)”(目标“SetBuildDefaultEnvironmentVariables”依赖于它):
添加的项:
_ExternalIncludePathToInclude=
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include
@@ -2696,47 +2823,47 @@
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt
C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um
-02:22:38.306 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AddExternalIncludDirectoriesToPaths”的操作。: (目标 ID: 15)
-02:22:38.306 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“SetBuildDefaultEnvironmentVariables: (目标 ID: 16)”(目标“PrepareForBuild”依赖于它):
- 任务“SetEnv” (任务 ID: 9)
- 任务参数:Prefix=False (任务 ID: 9)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 9)
- 任务参数:Name=PATH (任务 ID: 9)
- PATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 9)
- 输出属性: Path=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x64%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x86%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide%3bC:\Program Files %28x86%29\HTML Help Workshop%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64%3bC:\Windows\Microsoft.NET\Framework64\v4.0.30319\%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3b%3bC:\Program Files %28x86%29\NVIDIA Corporation\PhysX\Common%3bC:\Program Files %28x86%29\VMware\VMware Workstation\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\release\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\utils\%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler%3bC:\Program Files %28x86%29\Common Files\Intel\Shared Libraries\redist\intel64\compiler%3bC:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin%3bC:\Program Files %28x86%29\Common Files\Oracle\Java\javapath%3bC:\WINDOWS\system32%3bC:\WINDOWS%3bC:\WINDOWS\System32\Wbem%3bC:\WINDOWS\System32\WindowsPowerShell\v1.0\%3bC:\WINDOWS\System32\OpenSSH\%3bC:\Program Files\dotnet\%3bC:\Program Files\Wolfram Research\WolframScript\%3bC:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\%3bC:\Program Files %28x86%29\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\DTS\Binn\%3bC:\Program Files %28x86%29\Windows Kits\8.1\Windows Performance Toolkit\%3bC:\Program Files\PolySpace\R2021a\runtime\win64%3bC:\Program Files\PolySpace\R2021a\bin%3bC:\Program Files\PolySpace\R2021a\polyspace\bin%3bC:\Program Files\Microsoft VS Code\bin%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\150\Tools\Binn\%3bC:\Program Files %28x86%29\NoteBook FanControl\%3bC:\Program Files\Git\cmd%3bC:\Program Files\CMake\bin%3bC:\Program Files\IDM Computer Solutions\UltraEdit%3bC:\Program Files\Tailscale\%3bC:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps%3bC:\Users\Nitlo\.dotnet\tools%3b (任务 ID: 9)
- 已完成执行任务“SetEnv”的操作。 (任务 ID: 9)
- 任务“SetEnv” (任务 ID: 10)
- 任务参数:Prefix=False (任务 ID: 10)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64;;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\um\x64;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\lib\um\x64; (任务 ID: 10)
- 任务参数:Name=LIB (任务 ID: 10)
- LIB=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64;;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\um\x64;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\lib\um\x64; (任务 ID: 10)
- 输出属性: LIB=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64%3b%3bC:\Program Files %28x86%29\Windows Kits\10\lib\10.0.19041.0\ucrt\x64%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\lib\10.0.19041.0\um\x64%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\lib\um\x64%3b (任务 ID: 10)
- 已完成执行任务“SetEnv”的操作。 (任务 ID: 10)
- 任务“SetEnv” (任务 ID: 11)
- 任务参数:Prefix=False (任务 ID: 11)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64; (任务 ID: 11)
- 任务参数:Name=LIBPATH (任务 ID: 11)
- LIBPATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64; (任务 ID: 11)
- 输出属性: LIBPATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64%3b (任务 ID: 11)
- 已完成执行任务“SetEnv”的操作。 (任务 ID: 11)
- 任务“SetEnv” (任务 ID: 12)
- 任务参数:Prefix=False (任务 ID: 12)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 12)
- 任务参数:Name=INCLUDE (任务 ID: 12)
- INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 12)
- 输出属性: INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\ucrt%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\um%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\shared%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\winrt%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\cppwinrt%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\Include\um%3b (任务 ID: 12)
- 已完成执行任务“SetEnv”的操作。 (任务 ID: 12)
- 任务“SetEnv” (任务 ID: 13)
- 任务参数:Prefix=False (任务 ID: 13)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 13)
- 任务参数:Name=EXTERNAL_INCLUDE (任务 ID: 13)
- EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 13)
- 输出属性: EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\ucrt%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\um%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\shared%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\winrt%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\cppwinrt%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\Include\um%3b (任务 ID: 13)
- 已完成执行任务“SetEnv”的操作。 (任务 ID: 13)
-02:22:38.307 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SetBuildDefaultEnvironmentVariables”的操作。: (目标 ID: 16)
+16:35:00.289 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AddExternalIncludDirectoriesToPaths”的操作。: (目标 ID: 30)
+16:35:00.289 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“SetBuildDefaultEnvironmentVariables: (目标 ID: 31)”(目标“PrepareForBuild”依赖于它):
+ 任务“SetEnv” (任务 ID: 23)
+ 任务参数:Prefix=False (任务 ID: 23)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 23)
+ 任务参数:Name=PATH (任务 ID: 23)
+ PATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 23)
+ 输出属性: Path=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x64%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x86%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide%3bC:\Program Files %28x86%29\HTML Help Workshop%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64%3bC:\Windows\Microsoft.NET\Framework64\v4.0.30319\%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3b%3bC:\Program Files %28x86%29\NVIDIA Corporation\PhysX\Common%3bC:\Program Files %28x86%29\VMware\VMware Workstation\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\release\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\utils\%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler%3bC:\Program Files %28x86%29\Common Files\Intel\Shared Libraries\redist\intel64\compiler%3bC:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin%3bC:\Program Files %28x86%29\Common Files\Oracle\Java\javapath%3bC:\WINDOWS\system32%3bC:\WINDOWS%3bC:\WINDOWS\System32\Wbem%3bC:\WINDOWS\System32\WindowsPowerShell\v1.0\%3bC:\WINDOWS\System32\OpenSSH\%3bC:\Program Files\dotnet\%3bC:\Program Files\Wolfram Research\WolframScript\%3bC:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\%3bC:\Program Files %28x86%29\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\DTS\Binn\%3bC:\Program Files %28x86%29\Windows Kits\8.1\Windows Performance Toolkit\%3bC:\Program Files\PolySpace\R2021a\runtime\win64%3bC:\Program Files\PolySpace\R2021a\bin%3bC:\Program Files\PolySpace\R2021a\polyspace\bin%3bC:\Program Files\Microsoft VS Code\bin%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\150\Tools\Binn\%3bC:\Program Files %28x86%29\NoteBook FanControl\%3bC:\Program Files\Git\cmd%3bC:\Program Files\CMake\bin%3bC:\Program Files\IDM Computer Solutions\UltraEdit%3bC:\Program Files\Tailscale\%3bC:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps%3bC:\Users\Nitlo\.dotnet\tools%3b (任务 ID: 23)
+ 已完成执行任务“SetEnv”的操作。 (任务 ID: 23)
+ 任务“SetEnv” (任务 ID: 24)
+ 任务参数:Prefix=False (任务 ID: 24)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64;;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\um\x64;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\lib\um\x64; (任务 ID: 24)
+ 任务参数:Name=LIB (任务 ID: 24)
+ LIB=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64;;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\um\x64;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\lib\um\x64; (任务 ID: 24)
+ 输出属性: LIB=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64%3b%3bC:\Program Files %28x86%29\Windows Kits\10\lib\10.0.19041.0\ucrt\x64%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\lib\10.0.19041.0\um\x64%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\lib\um\x64%3b (任务 ID: 24)
+ 已完成执行任务“SetEnv”的操作。 (任务 ID: 24)
+ 任务“SetEnv” (任务 ID: 25)
+ 任务参数:Prefix=False (任务 ID: 25)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64; (任务 ID: 25)
+ 任务参数:Name=LIBPATH (任务 ID: 25)
+ LIBPATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64; (任务 ID: 25)
+ 输出属性: LIBPATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64%3b (任务 ID: 25)
+ 已完成执行任务“SetEnv”的操作。 (任务 ID: 25)
+ 任务“SetEnv” (任务 ID: 26)
+ 任务参数:Prefix=False (任务 ID: 26)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 26)
+ 任务参数:Name=INCLUDE (任务 ID: 26)
+ INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 26)
+ 输出属性: INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\ucrt%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\um%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\shared%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\winrt%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\cppwinrt%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\Include\um%3b (任务 ID: 26)
+ 已完成执行任务“SetEnv”的操作。 (任务 ID: 26)
+ 任务“SetEnv” (任务 ID: 27)
+ 任务参数:Prefix=False (任务 ID: 27)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 27)
+ 任务参数:Name=EXTERNAL_INCLUDE (任务 ID: 27)
+ EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 27)
+ 输出属性: EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\ucrt%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\um%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\shared%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\winrt%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\cppwinrt%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\Include\um%3b (任务 ID: 27)
+ 已完成执行任务“SetEnv”的操作。 (任务 ID: 27)
+16:35:00.290 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SetBuildDefaultEnvironmentVariables”的操作。: (目标 ID: 31)
由于条件的计算结果为 false,已跳过目标“SetUserMacroEnvironmentVariables”;('@(BuildMacro)' != '' and '$(DesignTimeBuild)' != 'true')的计算结果为('' != '' and '' != 'true')。
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
-02:22:38.307 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetResolvedWinMD: (目标 ID: 17)”(目标“PrepareForBuild”依赖于它):
+16:35:00.290 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetResolvedWinMD: (目标 ID: 32)”(目标“PrepareForBuild”依赖于它):
添加的项:
Link=
tmp
@@ -2752,7 +2879,7 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk
KeyFile=
LinkErrorReporting=PromptImmediately
@@ -2761,11 +2888,11 @@
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2795,7 +2922,7 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk
KeyFile=
LinkErrorReporting=PromptImmediately
@@ -2804,11 +2931,11 @@
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2823,8 +2950,8 @@
TypeLibraryResourceID=1
UACExecutionLevel=AsInvoker
UACUIAccess=false
-02:22:38.307 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetResolvedWinMD”的操作。: (目标 ID: 17)
-02:22:38.307 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.targets”中的目标“_CheckWindowsSDKInstalled: (目标 ID: 18)”(目标“PrepareForBuild”依赖于它):
+16:35:00.290 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetResolvedWinMD”的操作。: (目标 ID: 32)
+16:35:00.290 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.targets”中的目标“_CheckWindowsSDKInstalled: (目标 ID: 33)”(目标“PrepareForBuild”依赖于它):
设置属性: WindowsSDKInstalled=false
设置属性: WindowsSDK_UAP_Support=false
设置属性: WindowsSDK_Desktop_Support=false
@@ -2833,39 +2960,38 @@
设置属性: WindowsSDK_Desktop_Support=true
由于 false 条件,已跳过任务“VCMessage”;('$(WindowsSDKInstalled)' != 'true')计算为('true' != 'true')。
由于 false 条件,已跳过任务“VCMessage”;('$(WindowsAppContainer)' != 'true' and '$(WindowsSDK_Desktop_Support)' != true)计算为('false' != 'true' and 'true' != true)。
-02:22:38.307 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CheckWindowsSDKInstalled”的操作。: (目标 ID: 18)
+16:35:00.290 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CheckWindowsSDKInstalled”的操作。: (目标 ID: 33)
已跳过目标“GetFrameworkPaths”。以前的生成已成功。
已跳过目标“GetReferenceAssemblyPaths”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“AssignLinkMetadata”;( '$(SynthesizeLinkMetadata)' == 'true' )的计算结果为( '' == 'true' )。
-02:22:38.308 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\CodeAnalysis\Microsoft.CodeAnalysis.targets”中的目标“SetCABuildNativeEnvironmentVariables: (目标 ID: 19)”(目标“PrepareForBuild”依赖于它):
- 任务“SetEnv” (任务 ID: 14)
- 任务参数:Prefix=False (任务 ID: 14)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 14)
- 任务参数:Name=CAExcludePath (任务 ID: 14)
- CAExcludePath=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 14)
- 已完成执行任务“SetEnv”的操作。 (任务 ID: 14)
+16:35:00.290 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\CodeAnalysis\Microsoft.CodeAnalysis.targets”中的目标“SetCABuildNativeEnvironmentVariables: (目标 ID: 34)”(目标“PrepareForBuild”依赖于它):
+ 任务“SetEnv” (任务 ID: 28)
+ 任务参数:Prefix=False (任务 ID: 28)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 28)
+ 任务参数:Name=CAExcludePath (任务 ID: 28)
+ CAExcludePath=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 28)
+ 已完成执行任务“SetEnv”的操作。 (任务 ID: 28)
由于 false 条件,已跳过任务“SetEnv”;('$(RunMsvcAnalysis)'=='true' and '$(VCCodeAnalysisUX)'=='true')计算为('false'=='true' and 'true'=='true')。
-02:22:38.308 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SetCABuildNativeEnvironmentVariables”的操作。: (目标 ID: 19)
-02:22:38.308 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“PrepareForBuild: (目标 ID: 20)”(目标“ResolveAssemblyReferences”依赖于它):
- 设置属性: TargetDir=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
- 设置属性: LocalDebuggerCommand=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+16:35:00.290 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SetCABuildNativeEnvironmentVariables”的操作。: (目标 ID: 34)
+16:35:00.290 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“PrepareForBuild: (目标 ID: 35)”(目标“ResolveAssemblyReferences”依赖于它):
+ 设置属性: TargetDir=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
+ 设置属性: LocalDebuggerCommand=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
设置属性: BuildProjectReferences=false
设置属性: ConfigurationPlatformExists=true
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)' != 'true' and '$(ConfigurationPlatformExists)' != 'true')计算为('' != 'true' and 'true' != 'true')。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)' != 'true' and '$(_ToolsetFound)' != 'true')计算为('' != 'true' and 'true' != 'true')。
- 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“MakeDir”任务。
- 任务“MakeDir” (任务 ID: 15)
- 任务参数:Directories=x64\Debug\ (任务 ID: 15)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 15)
+ 任务“MakeDir” (任务 ID: 29)
+ 任务参数:Directories=x64\Debug\ (任务 ID: 29)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 29)
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(WindowsAppContainer)'=='true' and '$(ConfigurationType)'!='Application' and '$(ConfigurationType)'!='DynamicLibrary' and '$(ConfigurationType)'!='StaticLibrary')计算为(''!='true' and 'false'=='true' and 'Application'!='Application' and 'Application'!='DynamicLibrary' and 'Application'!='StaticLibrary')。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(VCToolsInstallDir)'=='' and '$(UseEnv)' != 'true' and ('$(TargetFrameworkVersion)'=='v3.5' or '$(TargetFrameworkVersion)'=='v3.0' or '$(TargetFrameworkVersion)'=='v2.0' ))计算为(''!='true' and 'C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\'=='' and '' != 'true' and (''=='v3.5' or ''=='v3.0' or ''=='v2.0' ))。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(VCToolsInstallDir)'=='' and '$(UseEnv)' != 'true' and '$(PlatformToolset)'=='v90')计算为(''!='true' and 'C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\'=='' and '' != 'true' and 'v143'=='v90')。
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“CheckVCToolsetVersion”任务。
- 任务“CheckVCToolsetVersion” (任务 ID: 16)
- 任务参数:PlatformToolset=v143 (任务 ID: 16)
- 任务参数:VCToolsInstallDir=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\ (任务 ID: 16)
- 任务参数:VCToolsVersion=14.33.31629 (任务 ID: 16)
- 已完成执行任务“CheckVCToolsetVersion”的操作。 (任务 ID: 16)
+ 任务“CheckVCToolsetVersion” (任务 ID: 30)
+ 任务参数:PlatformToolset=v143 (任务 ID: 30)
+ 任务参数:VCToolsInstallDir=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\ (任务 ID: 30)
+ 任务参数:VCToolsVersion=14.33.31629 (任务 ID: 30)
+ 已完成执行任务“CheckVCToolsetVersion”的操作。 (任务 ID: 30)
添加的项:
Link=
__Tempfile__
@@ -2880,7 +3006,7 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk
KeyFile=
LinkErrorReporting=PromptImmediately
@@ -2889,11 +3015,11 @@
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2923,7 +3049,7 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk
KeyFile=
LinkErrorReporting=PromptImmediately
@@ -2932,11 +3058,11 @@
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2970,7 +3096,13 @@
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(VCToolsInstallDir)'=='' and '$(UseEnv)' != 'true' and '$(CheckMSVCComponents)'=='true')计算为(''!='true' and 'C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\'=='' and '' != 'true' and 'true'=='true')。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(WindowsSDKDir)'=='' and '$(UseEnv)' != 'true')计算为(''!='true' and 'C:\Program Files (x86)\Windows Kits\10\'=='' and '' != 'true')。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(IntDirTrailingSlashWarning)'=='true')计算为(''!='true' and ''=='true')。
- 由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(OutDirTrailingSlashWarning)'=='true')计算为(''!='true' and ''=='true')。
+ 正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“VCMessage”任务。
+ 任务“VCMessage” (任务 ID: 31)
+ 任务参数:Arguments=Output;Output (任务 ID: 31)
+ 任务参数:Code=MSB8004 (任务 ID: 31)
+ 任务参数:Type=Warning (任务 ID: 31)
+16:35:00.292 1>C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(520,5): warning MSB8004: Output 目录未以斜杠结尾。 此生成实例将添加斜杠,因为必须有这个斜杠才能正确计算 Output 目录。
+ 已完成执行任务“VCMessage”的操作。 (任务 ID: 31)
由于 false 条件,已跳过任务“VCMessage”;('%(CompatibilityIssues.Identity)' != '' and '$(DesignTimeBuild)'!='true')计算为('' != '' and ''!='true')。
由于 false 条件,已跳过任务“VCMessage”;('$(IgnoreWarnIntDirSharingDetected)' != 'true' and '$(IntDirSharingDetected)' == 'true')计算为('' != 'true' and '' == 'true')。
设置属性: _Tmp=C:\Users\Nitlo\AppData\Local\Temp
@@ -2978,27 +3110,27 @@
设置属性: _Tmp=C:\Users\Nitlo\AppData\Local\Temp\
设置属性: _Temp=C:\Users\Nitlo\AppData\Local\Temp\
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(IgnoreWarnIntDirInTempDetected)' != 'true' and ('$(IntDirFullPath.StartsWith($(_Tmp), true, null))' == 'true' or '$(IntDirFullPath.StartsWith($(_Temp), true, null))' == 'true' or '$(OutDirFullPath.StartsWith($(_Tmp), true, null))' == 'true' or '$(OutDirFullPath.StartsWith($(_Temp), true, null))' == 'true'))计算为(''!='true' and '' != 'true' and ('False' == 'true' or 'False' == 'true' or 'False' == 'true' or 'False' == 'true'))。
- 任务“MakeDir” (任务 ID: 17)
+ 任务“MakeDir” (任务 ID: 32)
任务参数:
Directories=
x64\Debug\
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
- x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 17)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 17)
-02:22:38.310 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareForBuild”的操作。: (目标 ID: 20)
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
+ x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 32)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 32)
+16:35:00.293 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareForBuild”的操作。: (目标 ID: 35)
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“ComputeCrtSDKReference”;('@(ClCompile)'!='' and '$(WindowsAppContainer)'=='true' and '$(UseCrtSDKReference)' != 'false')的计算结果为('ConsoleApplication1.c'!='' and 'false'=='true' and '' != 'false')。
由于条件的计算结果为 false,已跳过目标“GetInstalledSDKLocations”;('@(SDKReference)' != '')的计算结果为('' != '')。
-02:22:38.310 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveSDKReferences: (目标 ID: 21)”(目标“ResolveAssemblyReferences”依赖于它):
+16:35:00.293 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveSDKReferences: (目标 ID: 36)”(目标“ResolveAssemblyReferences”依赖于它):
由于 false 条件,已跳过任务“ResolveSDKReference”;('@(SDKReference)'!='')计算为(''!='')。
-02:22:38.310 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveSDKReferences”的操作。: (目标 ID: 21)
+16:35:00.293 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveSDKReferences”的操作。: (目标 ID: 36)
已跳过目标“ResolveSDKReferences”。以前的生成已成功。
-02:22:38.310 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ExpandSDKReferences: (目标 ID: 22)”(目标“ResolveAssemblyReferences”依赖于它):
+16:35:00.293 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ExpandSDKReferences: (目标 ID: 37)”(目标“ResolveAssemblyReferences”依赖于它):
由于 false 条件,已跳过任务“GetSDKReferenceFiles”;('@(ResolvedSDKReference)'!='')计算为(''!='')。
-02:22:38.310 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ExpandSDKReferences”的操作。: (目标 ID: 22)
+16:35:00.293 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ExpandSDKReferences”的操作。: (目标 ID: 37)
由于条件的计算结果为 false,已跳过目标“ResolveNuGetPackageAssets”;('$(ResolveNuGetPackages)' == 'true' and exists('$(ProjectLockFile)'))的计算结果为('true' == 'true' and exists('obj\project.assets.json'))。
由于条件的计算结果为 false,已跳过目标“FakesGenerateBeforeBuild”;(@(Fakes) != '' AND $(BuildingProject) AND $(FakesUseV2Generation) != 'true')的计算结果为( != '' AND true AND != 'true')。
-02:22:38.310 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveAssemblyReferences: (目标 ID: 23)”(目标“ResolveReferences”依赖于它):
+16:35:00.293 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveAssemblyReferences: (目标 ID: 38)”(目标“ResolveReferences”依赖于它):
添加的项: _ReferenceInstalledAssemblyDirectory=C:\Program Files (x86)\Windows Kits\10\References
设置属性: ResolveAssemblyReferencesStateFile=x64\Debug\ConsoleApplication1.vcxproj.AssemblyReference.cache
设置属性: ResolveAssemblyReferencesSilent=false
@@ -3009,187 +3141,181 @@
设置属性: ResolveAssemblyReferenceOutputUnresolvedAssemblyConflicts=false
设置属性: FindDependenciesOfExternallyResolvedReferences=false
由于 false 条件,已跳过任务“ResolveAssemblyReference”;('@(Reference)'!='' or '@(_ResolvedProjectReferencePaths)'!='' or '@(_ExplicitReference)' != '')计算为(''!='' or ''!='' or '' != '')。
-02:22:38.311 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveAssemblyReferences”的操作。: (目标 ID: 23)
+16:35:00.293 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveAssemblyReferences”的操作。: (目标 ID: 38)
由于条件的计算结果为 false,已跳过目标“GenerateFakes”;($(BuildingProject) AND $(FakesUseV2Generation) == 'true')的计算结果为(true AND == 'true')。
由于条件的计算结果为 false,已跳过目标“GenerateBindingRedirects”;('$(AutoGenerateBindingRedirects)' == 'true' and '$(GenerateBindingRedirectsOutputType)' == 'true')的计算结果为('' == 'true' and 'true' == 'true')。
由于条件的计算结果为 false,已跳过目标“GenerateBindingRedirectsUpdateAppConfig”;('$(AutoGenerateBindingRedirects)' == 'true' and '$(GenerateBindingRedirectsOutputType)' == 'true' and Exists('$(_GenerateBindingRedirectsIntermediateAppConfig)'))的计算结果为('' == 'true' and 'true' == 'true' and Exists('x64\Debug\ConsoleApplication1.exe.config'))。
由于条件的计算结果为 false,已跳过目标“ResolveComReferences”;('@(COMReference)'!='' or '@(COMFileReference)'!='')的计算结果为(''!='' or ''!='')。
-02:22:38.311 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AfterResolveReferences: (目标 ID: 24)”(目标“ResolveReferences”依赖于它):
-02:22:38.311 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterResolveReferences”的操作。: (目标 ID: 24)
+16:35:00.293 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AfterResolveReferences: (目标 ID: 39)”(目标“ResolveReferences”依赖于它):
+16:35:00.293 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterResolveReferences”的操作。: (目标 ID: 39)
由于条件的计算结果为 false,已跳过目标“ResolveTestReferences”;('@(Shadow)'!='')的计算结果为(''!='')。
-02:22:38.311 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveReferences: (目标 ID: 25)”(目标“Build”依赖于它):
-02:22:38.311 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveReferences”的操作。: (目标 ID: 25)
+16:35:00.293 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveReferences: (目标 ID: 40)”(目标“Build”依赖于它):
+16:35:00.293 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolveReferences”的操作。: (目标 ID: 40)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“PrepareForBuild”。以前的生成已成功。
-02:22:38.311 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“InitializeBuildStatus: (目标 ID: 26)”(目标“Build”依赖于它):
- 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“ReadLinesFromFile”任务。
- 任务“ReadLinesFromFile” (任务 ID: 18)
- 任务参数:File=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 18)
- 输出项:
- _ReadProjectStateLine=
- PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
- Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\| (任务 ID: 18)
- 已完成执行任务“ReadLinesFromFile”的操作。 (任务 ID: 18)
+16:35:00.293 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“InitializeBuildStatus: (目标 ID: 41)”(目标“Build”依赖于它):
+ 任务“ReadLinesFromFile” (任务 ID: 33)
+ 任务参数:File=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 33)
+ 已完成执行任务“ReadLinesFromFile”的操作。 (任务 ID: 33)
设置属性: ProjectStateLine=TargetPlatformVersion=10.0.19041.0:
设置属性: ProjectStateLine=VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
设置属性: ProjectStateLine=PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
设置属性: StateBuildType=Build
- 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“WriteLinesToFile”任务。
- 任务“WriteLinesToFile” (任务 ID: 19)
+ 任务“WriteLinesToFile” (任务 ID: 34)
任务参数:
Lines=
PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
- Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\| (任务 ID: 19)
- 任务参数:Overwrite=True (任务 ID: 19)
- 任务参数:File=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 19)
- 已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 19)
+ Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\| (任务 ID: 34)
+ 任务参数:Overwrite=True (任务 ID: 34)
+ 任务参数:File=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 34)
+ 已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 34)
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“Touch”任务。
- 任务“Touch” (任务 ID: 20)
- 任务参数:AlwaysCreate=True (任务 ID: 20)
- 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild (任务 ID: 20)
- 正在对“x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild”执行 Touch 任务。 (任务 ID: 20)
- 已完成执行任务“Touch”的操作。 (任务 ID: 20)
-02:22:38.312 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“InitializeBuildStatus”的操作。: (目标 ID: 26)
+ 任务“Touch” (任务 ID: 35)
+ 任务参数:AlwaysCreate=True (任务 ID: 35)
+ 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild (任务 ID: 35)
+ 正在创建“x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild”,因为已指定“AlwaysCreate”。 (任务 ID: 35)
+ 已完成执行任务“Touch”的操作。 (任务 ID: 35)
+16:35:00.294 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“InitializeBuildStatus”的操作。: (目标 ID: 41)
已跳过目标“PrepareProjectReferences”。以前的生成已成功。
-02:22:38.312 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSourcesTraverse: (目标 ID: 27)”(目标“BuildGenerateSources”依赖于它):
+16:35:00.294 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSourcesTraverse: (目标 ID: 42)”(目标“BuildGenerateSources”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('$(BuildPassReferences)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '' and '%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true')计算为('' == 'true' and '' != '' and '' != '' and '' == 'true')。
-02:22:38.312 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildGenerateSourcesTraverse”的操作。: (目标 ID: 27)
+16:35:00.294 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildGenerateSourcesTraverse”的操作。: (目标 ID: 42)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-02:22:38.312 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“BeforeBuildGenerateSources: (目标 ID: 28)”(目标“_BuildGenerateSourcesAction”依赖于它):
-02:22:38.312 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeBuildGenerateSources”的操作。: (目标 ID: 28)
-02:22:38.312 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PreBuildEvent: (目标 ID: 29)”(目标“_BuildGenerateSourcesAction”依赖于它):
+16:35:00.294 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“BeforeBuildGenerateSources: (目标 ID: 43)”(目标“_BuildGenerateSourcesAction”依赖于它):
+16:35:00.294 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeBuildGenerateSources”的操作。: (目标 ID: 43)
+16:35:00.294 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PreBuildEvent: (目标 ID: 44)”(目标“_BuildGenerateSourcesAction”依赖于它):
由于 false 条件,已跳过任务“Message”;('%(PreBuildEvent.Message)' != '' and '%(PreBuildEvent.Command)' != '')计算为('' != '' and '' != '')。
由于 false 条件,已跳过任务“Exec”;('%(PreBuildEvent.Command)' != '')计算为('' != '')。
-02:22:38.313 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PreBuildEvent”的操作。: (目标 ID: 29)
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PreBuildEvent”的操作。: (目标 ID: 44)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“InitializeBuildStatus”。以前的生成已成功。
已跳过目标“SetBuildDefaultEnvironmentVariables”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“SetUserMacroEnvironmentVariables”;('@(BuildMacro)' != '' and '$(DesignTimeBuild)' != 'true')的计算结果为('' != '' and '' != 'true')。
-02:22:38.313 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_SelectedFiles: (目标 ID: 30)”(目标“SelectCustomBuild”依赖于它):
-02:22:38.313 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_SelectedFiles”的操作。: (目标 ID: 30)
-02:22:38.313 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectCustomBuild: (目标 ID: 31)”(目标“CustomBuild”依赖于它):
-02:22:38.313 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SelectCustomBuild”的操作。: (目标 ID: 31)
-02:22:38.313 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCustomBuildOutput: (目标 ID: 32)”(目标“CustomBuild”依赖于它):
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_SelectedFiles: (目标 ID: 45)”(目标“SelectCustomBuild”依赖于它):
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_SelectedFiles”的操作。: (目标 ID: 45)
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectCustomBuild: (目标 ID: 46)”(目标“CustomBuild”依赖于它):
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SelectCustomBuild”的操作。: (目标 ID: 46)
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCustomBuildOutput: (目标 ID: 47)”(目标“CustomBuild”依赖于它):
由于 false 条件,已跳过任务“CreateItem”;('%(CustomBuildOutputs.OutputItemType)'!='')计算为(''!='')。
- 任务“MakeDir” (任务 ID: 21)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 21)
-02:22:38.313 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCustomBuildOutput”的操作。: (目标 ID: 32)
-02:22:38.313 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CustomBuild: (目标 ID: 33)”(目标“_BuildGenerateSourcesAction”依赖于它):
+ 任务“MakeDir” (任务 ID: 36)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 36)
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCustomBuildOutput”的操作。: (目标 ID: 47)
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CustomBuild: (目标 ID: 48)”(目标“_BuildGenerateSourcesAction”依赖于它):
设置属性: CustomBuildToolArchitecture=Native32Bit
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“GetOutOfDateItems”任务。
- 任务“GetOutOfDateItems” (任务 ID: 22)
- 任务参数:TLogNamePrefix=ParallelCustomBuild (任务 ID: 22)
- 任务参数:TLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 22)
- 任务参数:OutputsMetadataName=Outputs (任务 ID: 22)
- 任务参数:CommandMetadataName=Command (任务 ID: 22)
- 任务参数:DependenciesMetadataName=AdditionalInputs (任务 ID: 22)
- 任务参数:TrackFileAccess=True (任务 ID: 22)
- 已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 22)
- 任务“GetOutOfDateItems” (任务 ID: 23)
- 任务参数:TLogNamePrefix=CustomBuild (任务 ID: 23)
- 任务参数:TLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 23)
- 任务参数:CheckForInterdependencies=True (任务 ID: 23)
- 任务参数:OutputsMetadataName=Outputs (任务 ID: 23)
- 任务参数:CommandMetadataName=Command (任务 ID: 23)
- 任务参数:DependenciesMetadataName=AdditionalInputs (任务 ID: 23)
- 任务参数:TrackFileAccess=True (任务 ID: 23)
- 已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 23)
+ 任务“GetOutOfDateItems” (任务 ID: 37)
+ 任务参数:TLogNamePrefix=ParallelCustomBuild (任务 ID: 37)
+ 任务参数:TLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 37)
+ 任务参数:OutputsMetadataName=Outputs (任务 ID: 37)
+ 任务参数:CommandMetadataName=Command (任务 ID: 37)
+ 任务参数:DependenciesMetadataName=AdditionalInputs (任务 ID: 37)
+ 任务参数:TrackFileAccess=True (任务 ID: 37)
+ 已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 37)
+ 任务“GetOutOfDateItems” (任务 ID: 38)
+ 任务参数:TLogNamePrefix=CustomBuild (任务 ID: 38)
+ 任务参数:TLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 38)
+ 任务参数:CheckForInterdependencies=True (任务 ID: 38)
+ 任务参数:OutputsMetadataName=Outputs (任务 ID: 38)
+ 任务参数:CommandMetadataName=Command (任务 ID: 38)
+ 任务参数:DependenciesMetadataName=AdditionalInputs (任务 ID: 38)
+ 任务参数:TrackFileAccess=True (任务 ID: 38)
+ 已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 38)
由于 false 条件,已跳过任务“ParallelCustomBuild”;('@(_ParallelCustomBuild)' != '')计算为('' != '')。
由于 false 条件,已跳过任务“CustomBuild”;('@(_CustomBuild)' != '')计算为('' != '')。
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CustomBuild”的操作。: (目标 ID: 33)
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CustomBuild”的操作。: (目标 ID: 48)
由于条件的计算结果为 false,已跳过目标“FxExport”;('@(FxCompile)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“FxCompile”;('@(FxCompile)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“_CreateCopyFileItems”;('@(CopyFileToFolders)' != '')的计算结果为('' != '')。
已跳过目标“_SelectedFiles”。以前的生成已成功。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CopyFileToFolders: (目标 ID: 34)”(目标“_BuildGenerateSourcesAction”依赖于它):
- 任务“GetOutOfDateItems” (任务 ID: 24)
- 任务参数:TLogNamePrefix=CopyFile (任务 ID: 24)
- 任务参数:TLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 24)
- 任务参数:OutputsMetadataName=FullDestinationPath (任务 ID: 24)
- 任务参数:CommandMetadataName=FullDestinationPath (任务 ID: 24)
- 任务参数:TrackFileAccess=True (任务 ID: 24)
- 已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 24)
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CopyFileToFolders: (目标 ID: 49)”(目标“_BuildGenerateSourcesAction”依赖于它):
+ 任务“GetOutOfDateItems” (任务 ID: 39)
+ 任务参数:TLogNamePrefix=CopyFile (任务 ID: 39)
+ 任务参数:TLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 39)
+ 任务参数:OutputsMetadataName=FullDestinationPath (任务 ID: 39)
+ 任务参数:CommandMetadataName=FullDestinationPath (任务 ID: 39)
+ 任务参数:TrackFileAccess=True (任务 ID: 39)
+ 已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 39)
由于 false 条件,已跳过任务“Copy”;('@(_OutOfDateCopyFile)' != '')计算为('' != '')。
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CopyFileToFolders”的操作。: (目标 ID: 34)
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CopyFileToFolders”的操作。: (目标 ID: 49)
由于条件的计算结果为 false,已跳过目标“Xsd”;('@(Xsd)' != '')的计算结果为('' != '')。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Xsd: (目标 ID: 35)”(目标“_BuildGenerateSourcesAction”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Xsd”的操作。: (目标 ID: 35)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForMidl: (目标 ID: 36)”(目标“_Midl”依赖于它):
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Xsd: (目标 ID: 50)”(目标“_BuildGenerateSourcesAction”依赖于它):
+16:35:00.295 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Xsd”的操作。: (目标 ID: 50)
+16:35:00.295 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForMidl: (目标 ID: 51)”(目标“_Midl”依赖于它):
设置属性: Midl_OutputDir=
- 任务“Makedir” (任务 ID: 25)
- 已完成执行任务“Makedir”的操作。 (任务 ID: 25)
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForMidl”的操作。: (目标 ID: 36)
+ 任务“Makedir” (任务 ID: 40)
+ 已完成执行任务“Makedir”的操作。 (任务 ID: 40)
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForMidl”的操作。: (目标 ID: 51)
由于条件的计算结果为 false,已跳过目标“Midl”;('@(Midl)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“FxExport”;('@(FxCompile)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“FxCompile”;('@(FxCompile)' != '')的计算结果为('' != '')。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeMIDLGeneratedCompileInputs: (目标 ID: 37)”(目标“_Midl”依赖于它):
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeMIDLGeneratedCompileInputs: (目标 ID: 52)”(目标“_Midl”依赖于它):
设置属性: Midl_OutputDir=
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeMIDLGeneratedCompileInputs”的操作。: (目标 ID: 37)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterMidl: (目标 ID: 38)”(目标“_Midl”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterMidl”的操作。: (目标 ID: 38)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Midl: (目标 ID: 39)”(目标“_BuildGenerateSourcesAction”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Midl”的操作。: (目标 ID: 39)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“AfterBuildGenerateSources: (目标 ID: 40)”(目标“_BuildGenerateSourcesAction”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuildGenerateSources”的操作。: (目标 ID: 40)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterBuildGenerateSourcesEvent: (目标 ID: 41)”(目标“_BuildGenerateSourcesAction”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuildGenerateSourcesEvent”的操作。: (目标 ID: 41)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildGenerateSourcesAction: (目标 ID: 42)”(目标“BuildGenerateSources”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BuildGenerateSourcesAction”的操作。: (目标 ID: 42)
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSources: (目标 ID: 43)”(目标“Build”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildGenerateSources”的操作。: (目标 ID: 43)
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeMIDLGeneratedCompileInputs”的操作。: (目标 ID: 52)
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterMidl: (目标 ID: 53)”(目标“_Midl”依赖于它):
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterMidl”的操作。: (目标 ID: 53)
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Midl: (目标 ID: 54)”(目标“_BuildGenerateSourcesAction”依赖于它):
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Midl”的操作。: (目标 ID: 54)
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“AfterBuildGenerateSources: (目标 ID: 55)”(目标“_BuildGenerateSourcesAction”依赖于它):
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuildGenerateSources”的操作。: (目标 ID: 55)
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterBuildGenerateSourcesEvent: (目标 ID: 56)”(目标“_BuildGenerateSourcesAction”依赖于它):
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuildGenerateSourcesEvent”的操作。: (目标 ID: 56)
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildGenerateSourcesAction: (目标 ID: 57)”(目标“BuildGenerateSources”依赖于它):
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BuildGenerateSourcesAction”的操作。: (目标 ID: 57)
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSources: (目标 ID: 58)”(目标“Build”依赖于它):
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildGenerateSources”的操作。: (目标 ID: 58)
已跳过目标“PrepareProjectReferences”。以前的生成已成功。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildCompileTraverse: (目标 ID: 44)”(目标“BuildCompile”依赖于它):
+16:35:00.300 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildCompileTraverse: (目标 ID: 59)”(目标“BuildCompile”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('$(BuildPassReferences)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '' and '%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true')计算为('' == 'true' and '' != '' and '' != '' and '' == 'true')。
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildCompileTraverse”的操作。: (目标 ID: 44)
+16:35:00.300 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildCompileTraverse”的操作。: (目标 ID: 59)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeClCompile: (目标 ID: 45)”(目标“_ClCompile”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeClCompile”的操作。: (目标 ID: 45)
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeClCompile: (目标 ID: 60)”(目标“_ClCompile”依赖于它):
+16:35:00.301 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeClCompile”的操作。: (目标 ID: 60)
由于条件的计算结果为 false,已跳过目标“GenerateTargetFrameworkMonikerAttribute”;('$(GenerateTargetFrameworkAttribute)' == 'true')的计算结果为('false' == 'true')。
已跳过目标“ComputeMIDLGeneratedCompileInputs”。以前的生成已成功。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLInputPDBName: (目标 ID: 46)”(目标“_ClCompile”依赖于它):
-02:22:38.314 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLInputPDBName”的操作。: (目标 ID: 46)
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLInputPDBName: (目标 ID: 61)”(目标“_ClCompile”依赖于它):
+16:35:00.301 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLInputPDBName”的操作。: (目标 ID: 61)
已跳过目标“ResolveReferences”。以前的生成已成功。
-02:22:38.314 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“FindReferenceAssembliesForReferences: (目标 ID: 47)”(目标“ComputeReferenceCLInput”依赖于它):
-02:22:38.315 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“FindReferenceAssembliesForReferences”的操作。: (目标 ID: 47)
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“FindReferenceAssembliesForReferences: (目标 ID: 62)”(目标“ComputeReferenceCLInput”依赖于它):
+16:35:00.301 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“FindReferenceAssembliesForReferences”的操作。: (目标 ID: 62)
由于条件的计算结果为 false,已跳过目标“AppendGeneratedFakesAssemblyReferences”;($(FakesUseV2Generation) == 'true' AND Exists('$(FakesOutputPath)'))的计算结果为( == 'true' AND Exists('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\FakesAssemblies'))。
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-02:22:38.315 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetReferencedVCProjectsInfo: (目标 ID: 48)”(目标“ComputeReferenceCLInput”依赖于它):
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetReferencedVCProjectsInfo: (目标 ID: 63)”(目标“ComputeReferenceCLInput”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.Extension)' == '.vcxproj' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == '.vcxproj' and '' != '' and '' != '')。
-02:22:38.315 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetReferencedVCProjectsInfo”的操作。: (目标 ID: 48)
-02:22:38.315 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeReferenceCLInput: (目标 ID: 49)”(目标“_ClCompile”依赖于它):
+16:35:00.301 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetReferencedVCProjectsInfo”的操作。: (目标 ID: 63)
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeReferenceCLInput: (目标 ID: 64)”(目标“_ClCompile”依赖于它):
由于 false 条件,已跳过任务“WriteLinesToFile”;('@(_ReferenceOutputsToCopyLocally)'!='' and '$(DesignTimeBuild)' != 'true' and '$(TrackFileAccess)' == 'true')计算为(''!='' and '' != 'true' and 'true' == 'true')。
由于 false 条件,已跳过任务“WriteLinesToFile”;('@(_ReferenceOutputsToCopyLocally)'!='' and '$(DesignTimeBuild)' != 'true' and '$(TrackFileAccess)' == 'true')计算为(''!='' and '' != 'true' and 'true' == 'true')。
由于 false 条件,已跳过任务“Message”;('$(_REFERENCE_DEBUG)'=='true')计算为(''=='true')。
-02:22:38.315 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeReferenceCLInput”的操作。: (目标 ID: 49)
-02:22:38.315 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“WarnCompileDuplicatedFilename: (目标 ID: 50)”(目标“_ClCompile”依赖于它):
+16:35:00.301 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeReferenceCLInput”的操作。: (目标 ID: 64)
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“WarnCompileDuplicatedFilename: (目标 ID: 65)”(目标“_ClCompile”依赖于它):
由于 false 条件,已跳过任务“VCMessage”;('%(ClCompile.ExcludedFromBuild)' != 'true' and '%(Filename)%(Extension)' != '@(ClCompile->'%(Filename)%(Extension)')' and '%(ObjectFileName)' == '@(ClCompile->Metadata(ObjectFileName)->Distinct())')计算为('' != 'true' and 'ConsoleApplication1.c' != 'ConsoleApplication1.c' and 'x64\Debug\' == 'x64\Debug\')。
-02:22:38.315 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“WarnCompileDuplicatedFilename”的操作。: (目标 ID: 50)
-02:22:38.315 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“FixupCLCompileOptions: (目标 ID: 51)”(目标“_ClCompile”依赖于它):
+16:35:00.301 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“WarnCompileDuplicatedFilename”的操作。: (目标 ID: 65)
+16:35:00.301 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“FixupCLCompileOptions: (目标 ID: 66)”(目标“_ClCompile”依赖于它):
设置属性: _PCHForceSyncWrite=true
-02:22:38.316 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“FixupCLCompileOptions”的操作。: (目标 ID: 51)
-02:22:38.316 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForCl: (目标 ID: 52)”(目标“_ClCompile”依赖于它):
+16:35:00.302 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“FixupCLCompileOptions”的操作。: (目标 ID: 66)
+16:35:00.302 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForCl: (目标 ID: 67)”(目标“_ClCompile”依赖于它):
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
- 任务“MakeDir” (任务 ID: 26)
+ 任务“MakeDir” (任务 ID: 41)
任务参数:
Directories=
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug (任务 ID: 26)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 26)
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug (任务 ID: 41)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 41)
删除的项:
ClDirsToMake=
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
-02:22:38.316 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForCl”的操作。: (目标 ID: 52)
+16:35:00.302 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForCl”的操作。: (目标 ID: 67)
已跳过目标“_SelectedFiles”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“GenerateTargetFrameworkMonikerAttribute”;('$(GenerateTargetFrameworkAttribute)' == 'true')的计算结果为('false' == 'true')。
已跳过目标“ComputeMIDLGeneratedCompileInputs”。以前的生成已成功。
@@ -3199,8 +3325,8 @@
已跳过目标“FixupCLCompileOptions”。以前的生成已成功。
已跳过目标“SelectCustomBuild”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“SetModuleDependencies”;('$(DesignTimeBuild)' != 'true' and '$(EnableCppModules)' == 'true')的计算结果为('' != 'true' and '' == 'true')。
-02:22:38.316 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectClCompile: (目标 ID: 53)”(目标“ClCompile”依赖于它):
-02:22:38.316 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SelectClCompile”的操作。: (目标 ID: 53)
+16:35:00.302 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectClCompile: (目标 ID: 68)”(目标“ClCompile”依赖于它):
+16:35:00.302 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SelectClCompile”的操作。: (目标 ID: 68)
由于条件的计算结果为 false,已跳过目标“SelectAnalysisManifest”;('$(RunMsvcAnalysis)'=='true' and '$(SelectedFiles)'!='')的计算结果为('false'=='true' and ''!='')。
由于条件的计算结果为 false,已跳过目标“SetVConeMKLEnvironment”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(PlatformToolset)' == 'v143' AND '$(oneMKLProductDir)' != '')的计算结果为('No' != '' AND 'No' != 'No' AND 'v143' == 'v143' AND 'C:\Program Files (x86)\Intel\oneAPI\mkl\2022.2.1' != '')。
由于条件的计算结果为 false,已跳过目标“CheckInstalledVCLibsoneMKL”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(PlatformToolset)' == 'v143')的计算结果为('No' != '' AND 'No' != 'No' AND 'v143' == 'v143')。
@@ -3209,25 +3335,26 @@
由于条件的计算结果为 false,已跳过目标“CheckIntelEnvironmentForVCLibsoneDAL”;('$(UseInteloneDAL)' != '' AND '$(UseInteloneDAL)' != 'false' AND '$(UseEnv)' != 'true' AND '$(PlatformToolset)' == 'v143')的计算结果为('false' != '' AND 'false' != 'false' AND '' != 'true' AND 'v143' == 'v143')。
由于条件的计算结果为 false,已跳过目标“CheckIntelEnvironmentForVCLibsoneMKL”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(UseEnv)' != 'true' AND '$(PlatformToolset)' == 'v143')的计算结果为('No' != '' AND 'No' != 'No' AND '' != 'true' AND 'v143' == 'v143')。
由于条件的计算结果为 false,已跳过目标“CheckIntelEnvironmentForVCLibsoneTBB”;('$(PlatformToolset)' == 'v143' AND '$(UseInteloneTBB)' == 'true' AND '$(UseEnv)' != 'true')的计算结果为('v143' == 'v143' AND 'false' == 'true' AND '' != 'true')。
-02:22:38.322 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.targets”中的目标“CheckMixedPerfLibUsageVC: (目标 ID: 54)”(目标“ClCompile”依赖于它):
+16:35:00.302 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.targets”中的目标“CheckMixedPerfLibUsageVC: (目标 ID: 69)”(目标“ClCompile”依赖于它):
设置属性: oneAPIPerfLibsInstalled=true
由于 false 条件,已跳过任务“ICMessage”;('$(CnLPerfLibsUsed)'=='true' AND '$(oneAPIPerfLibsUsed)'=='true')计算为(''=='true' AND ''=='true')。
-02:22:38.322 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CheckMixedPerfLibUsageVC”的操作。: (目标 ID: 54)
-02:22:38.322 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“ClCompile: (目标 ID: 55)”(目标“_ClCompile”依赖于它):
+16:35:00.303 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CheckMixedPerfLibUsageVC”的操作。: (目标 ID: 69)
+16:35:00.303 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“ClCompile: (目标 ID: 70)”(目标“_ClCompile”依赖于它):
设置属性: CLToolArchitecture=Native64Bit
- 由于 false 条件,已跳过任务“Delete”;('%(ClCompile.DebugInformationFormat)' != '' and '%(ClCompile.DebugInformationFormat)' != 'None' and '%(ClCompile.DebugInformationFormat)' != 'OldStyle' and '%(ClCompile.ProgramDataBaseFileName)' != '' and !Exists(%(ClCompile.ProgramDataBaseFileName)))计算为('EditAndContinue' != '' and 'EditAndContinue' != 'None' and 'EditAndContinue' != 'OldStyle' and 'x64\Debug\vc143.pdb' != '' and !Exists(x64\Debug\vc143.pdb))。
+ 任务“Delete” (任务 ID: 42)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 42)
由于 false 条件,已跳过任务“MultiToolTask”;('%(ClCompile.CompilerIteration)' == 'Modules')计算为('' == 'Modules')。
由于 false 条件,已跳过任务“MultiToolTask”;('%(ClCompile.CompilerIteration)' == '' and '$(MultiProcCL)' == 'true')计算为('' == '' and 'false' == 'true')。
由于 false 条件,已跳过任务“CL”;('%(ClCompile.PrecompiledHeader)' == 'Create' and '%(ClCompile.CompilerIteration)' == '' and '$(MultiProcCL)' != 'true')计算为('NotUsing' == 'Create' and '' == '' and 'false' != 'true')。
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“CL”任务。
- 任务“CL” (任务 ID: 27)
- 任务参数:IgnoreStandardIncludePath=False (任务 ID: 27)
- 任务参数:SmallerTypeCheck=False (任务 ID: 27)
- 任务参数:SupportJustMyCode=True (任务 ID: 27)
- 任务参数:ConformanceMode=true (任务 ID: 27)
- 任务参数:PrecompiledHeader=NotUsing (任务 ID: 27)
- 任务参数:BrowseInformation=False (任务 ID: 27)
- 任务参数:PreprocessSuppressLineNumbers=False (任务 ID: 27)
+ 任务“CL” (任务 ID: 43)
+ 任务参数:IgnoreStandardIncludePath=False (任务 ID: 43)
+ 任务参数:SmallerTypeCheck=False (任务 ID: 43)
+ 任务参数:SupportJustMyCode=True (任务 ID: 43)
+ 任务参数:ConformanceMode=true (任务 ID: 43)
+ 任务参数:PrecompiledHeader=NotUsing (任务 ID: 43)
+ 任务参数:BrowseInformation=False (任务 ID: 43)
+ 任务参数:PreprocessSuppressLineNumbers=False (任务 ID: 43)
任务参数:
ExcludedInputPaths=
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include
@@ -3269,31 +3396,31 @@
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64
- C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64 (任务 ID: 27)
- 任务参数:BufferSecurityCheck=true (任务 ID: 27)
- 任务参数:TreatAngleIncludeAsExternal=False (任务 ID: 27)
- 任务参数:CompileAs=CompileAsC (任务 ID: 27)
- 任务参数:MinimalRebuildFromTracking=True (任务 ID: 27)
- 任务参数:ModuleDependenciesFile=x64\Debug\ (任务 ID: 27)
- 任务参数:BuildingInIde=True (任务 ID: 27)
- 任务参数:WholeProgramOptimization=False (任务 ID: 27)
- 任务参数:ToolArchitecture=Native64Bit (任务 ID: 27)
- 任务参数:TrackerLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 27)
- 任务参数:WarningLevel=Level3 (任务 ID: 27)
- 任务参数:TreatWChar_tAsBuiltInType=True (任务 ID: 27)
- 任务参数:SpectreMitigation=false (任务 ID: 27)
- 任务参数:WinRTNoStdLib=False (任务 ID: 27)
- 任务参数:BrowseInformationFile=x64\Debug\ (任务 ID: 27)
- 任务参数:XMLDocumentationFileName=x64\Debug\ (任务 ID: 27)
- 任务参数:ExpandAttributedSource=False (任务 ID: 27)
- 任务参数:DebugInformationFormat=EditAndContinue (任务 ID: 27)
- 任务参数:EnableFuzzer=False (任务 ID: 27)
- 任务参数:MinimalRebuild=False (任务 ID: 27)
- 任务参数:Optimization=Disabled (任务 ID: 27)
- 任务参数:SourceDependenciesFile=x64\Debug\ (任务 ID: 27)
- 任务参数:InlineFunctionExpansion=Default (任务 ID: 27)
- 任务参数:GenerateModuleDependencies=False (任务 ID: 27)
- 任务参数:SDLCheck=True (任务 ID: 27)
+ C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64 (任务 ID: 43)
+ 任务参数:BufferSecurityCheck=true (任务 ID: 43)
+ 任务参数:TreatAngleIncludeAsExternal=False (任务 ID: 43)
+ 任务参数:CompileAs=CompileAsC (任务 ID: 43)
+ 任务参数:MinimalRebuildFromTracking=True (任务 ID: 43)
+ 任务参数:ModuleDependenciesFile=x64\Debug\ (任务 ID: 43)
+ 任务参数:BuildingInIde=True (任务 ID: 43)
+ 任务参数:WholeProgramOptimization=False (任务 ID: 43)
+ 任务参数:ToolArchitecture=Native64Bit (任务 ID: 43)
+ 任务参数:TrackerLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 43)
+ 任务参数:WarningLevel=Level3 (任务 ID: 43)
+ 任务参数:TreatWChar_tAsBuiltInType=True (任务 ID: 43)
+ 任务参数:SpectreMitigation=false (任务 ID: 43)
+ 任务参数:WinRTNoStdLib=False (任务 ID: 43)
+ 任务参数:BrowseInformationFile=x64\Debug\ (任务 ID: 43)
+ 任务参数:XMLDocumentationFileName=x64\Debug\ (任务 ID: 43)
+ 任务参数:ExpandAttributedSource=False (任务 ID: 43)
+ 任务参数:DebugInformationFormat=EditAndContinue (任务 ID: 43)
+ 任务参数:EnableFuzzer=False (任务 ID: 43)
+ 任务参数:MinimalRebuild=False (任务 ID: 43)
+ 任务参数:Optimization=Disabled (任务 ID: 43)
+ 任务参数:SourceDependenciesFile=x64\Debug\ (任务 ID: 43)
+ 任务参数:InlineFunctionExpansion=Default (任务 ID: 43)
+ 任务参数:GenerateModuleDependencies=False (任务 ID: 43)
+ 任务参数:SDLCheck=True (任务 ID: 43)
任务参数:
Sources=
ConsoleApplication1.c
@@ -3378,101 +3505,98 @@
WarningLevel=Level3
WholeProgramOptimization=false
WinRTNoStdLib=false
- XMLDocumentationFileName=x64\Debug\ (任务 ID: 27)
- 任务参数:ProgramDataBaseFileName=x64\Debug\vc143.pdb (任务 ID: 27)
- 任务参数:RemoveUnreferencedCodeData=True (任务 ID: 27)
- 任务参数:FloatingPointModel=Precise (任务 ID: 27)
- 任务参数:StructMemberAlignment=Default (任务 ID: 27)
- 任务参数:ExternalWarningLevel=Level3 (任务 ID: 27)
+ XMLDocumentationFileName=x64\Debug\ (任务 ID: 43)
+ 任务参数:ProgramDataBaseFileName=x64\Debug\vc143.pdb (任务 ID: 43)
+ 任务参数:RemoveUnreferencedCodeData=True (任务 ID: 43)
+ 任务参数:FloatingPointModel=Precise (任务 ID: 43)
+ 任务参数:StructMemberAlignment=Default (任务 ID: 43)
+ 任务参数:ExternalWarningLevel=Level3 (任务 ID: 43)
任务参数:
PreprocessorDefinitions=
_DEBUG
_CONSOLE
_UNICODE
- UNICODE (任务 ID: 27)
- 任务参数:TranslateIncludes=False (任务 ID: 27)
- 任务参数:YieldDuringToolExecution=True (任务 ID: 27)
- 任务参数:ErrorReporting=Prompt (任务 ID: 27)
- 任务参数:EnableFiberSafeOptimizations=False (任务 ID: 27)
- 任务参数:GenerateXMLDocumentationFiles=False (任务 ID: 27)
- 任务参数:DeleteOutputBeforeExecute=True (任务 ID: 27)
- 任务参数:EnableASAN=False (任务 ID: 27)
- 任务参数:IntelJCCErratum=False (任务 ID: 27)
- 任务参数:TreatWarningAsError=False (任务 ID: 27)
- 任务参数:ForceConformanceInForLoopScope=True (任务 ID: 27)
- 任务参数:BasicRuntimeChecks=EnableFastChecks (任务 ID: 27)
- 任务参数:LanguageStandard_C=Default (任务 ID: 27)
- 任务参数:EnableEnhancedInstructionSet=NotSet (任务 ID: 27)
- 任务参数:CallingConvention=Cdecl (任务 ID: 27)
- 任务参数:PreprocessToFile=False (任务 ID: 27)
- 任务参数:ShowIncludes=False (任务 ID: 27)
- 任务参数:IntrinsicFunctions=False (任务 ID: 27)
- 任务参数:RuntimeLibrary=MultiThreadedDebugDll (任务 ID: 27)
- 任务参数:LanguageStandard=Default (任务 ID: 27)
- 任务参数:UseFullPaths=True (任务 ID: 27)
- 任务参数:TrackFileAccess=True (任务 ID: 27)
- 任务参数:GenerateSourceDependencies=False (任务 ID: 27)
- 任务参数:ExceptionHandling=Sync (任务 ID: 27)
- 任务参数:SuppressStartupBanner=True (任务 ID: 27)
- 任务参数:OmitDefaultLibName=False (任务 ID: 27)
- 任务参数:DisableLanguageExtensions=False (任务 ID: 27)
- 任务参数:ObjectFileName=x64\Debug\ (任务 ID: 27)
- 任务参数:PreprocessKeepComments=False (任务 ID: 27)
- 任务参数:UndefineAllPreprocessorDefinitions=False (任务 ID: 27)
- 任务参数:AssemblerOutput=NoListing (任务 ID: 27)
- 任务参数:FavorSizeOrSpeed=Neither (任务 ID: 27)
- 任务参数:DiagnosticsFormat=Column (任务 ID: 27)
- D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\OPENGLASSIS\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1.C 的输出: (任务 ID: 27)
- D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\OPENGLASSIS\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1\X64\DEBUG\CONSOLEAPPLICATION1.OBJ (任务 ID: 27)
- 将编译 ConsoleApplication1.c,因为跟踪日志不可用。 (任务 ID: 27)
- 写入跟踪日志不可用,将禁用最小重新生成。 (任务 ID: 27)
- 传递给工具的环境变量为: (任务 ID: 27)
- VS_UNICODE_OUTPUT=820 (任务 ID: 27)
- C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D _CONSOLE /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt ConsoleApplication1.c (任务 ID: 27)
- 跟踪命令: (任务 ID: 27)
- C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Tracker.exe /d "C:\Program Files (x86)\MSBuild\15.0\FileTracker\FileTracker32.dll" /i "D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug\ConsoleA.457a0bc0.tlog" /r "D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\OPENGLASSIS\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1.C" /b MSBuildConsole_CancelEvent5a028376e2ff4c8cbbf2f746a65251c7 /c "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe" /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D _CONSOLE /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt ConsoleApplication1.c (任务 ID: 27)
- ConsoleApplication1.c (任务 ID: 27)
- 已完成执行任务“CL”的操作。 (任务 ID: 27)
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ClCompile”的操作。: (目标 ID: 55)
+ UNICODE (任务 ID: 43)
+ 任务参数:TranslateIncludes=False (任务 ID: 43)
+ 任务参数:YieldDuringToolExecution=True (任务 ID: 43)
+ 任务参数:ErrorReporting=Prompt (任务 ID: 43)
+ 任务参数:EnableFiberSafeOptimizations=False (任务 ID: 43)
+ 任务参数:GenerateXMLDocumentationFiles=False (任务 ID: 43)
+ 任务参数:DeleteOutputBeforeExecute=True (任务 ID: 43)
+ 任务参数:EnableASAN=False (任务 ID: 43)
+ 任务参数:IntelJCCErratum=False (任务 ID: 43)
+ 任务参数:TreatWarningAsError=False (任务 ID: 43)
+ 任务参数:ForceConformanceInForLoopScope=True (任务 ID: 43)
+ 任务参数:BasicRuntimeChecks=EnableFastChecks (任务 ID: 43)
+ 任务参数:LanguageStandard_C=Default (任务 ID: 43)
+ 任务参数:EnableEnhancedInstructionSet=NotSet (任务 ID: 43)
+ 任务参数:CallingConvention=Cdecl (任务 ID: 43)
+ 任务参数:PreprocessToFile=False (任务 ID: 43)
+ 任务参数:ShowIncludes=False (任务 ID: 43)
+ 任务参数:IntrinsicFunctions=False (任务 ID: 43)
+ 任务参数:RuntimeLibrary=MultiThreadedDebugDll (任务 ID: 43)
+ 任务参数:LanguageStandard=Default (任务 ID: 43)
+ 任务参数:UseFullPaths=True (任务 ID: 43)
+ 任务参数:TrackFileAccess=True (任务 ID: 43)
+ 任务参数:GenerateSourceDependencies=False (任务 ID: 43)
+ 任务参数:ExceptionHandling=Sync (任务 ID: 43)
+ 任务参数:SuppressStartupBanner=True (任务 ID: 43)
+ 任务参数:OmitDefaultLibName=False (任务 ID: 43)
+ 任务参数:DisableLanguageExtensions=False (任务 ID: 43)
+ 任务参数:ObjectFileName=x64\Debug\ (任务 ID: 43)
+ 任务参数:PreprocessKeepComments=False (任务 ID: 43)
+ 任务参数:UndefineAllPreprocessorDefinitions=False (任务 ID: 43)
+ 任务参数:AssemblerOutput=NoListing (任务 ID: 43)
+ 任务参数:FavorSizeOrSpeed=Neither (任务 ID: 43)
+ 任务参数:DiagnosticsFormat=Column (任务 ID: 43)
+ 因缺少 PDB“x64\Debug\vc143.pdb”而强行要求对所有源文件重新编译。 (任务 ID: 43)
+ 传递给工具的环境变量为: (任务 ID: 43)
+ VS_UNICODE_OUTPUT=1172 (任务 ID: 43)
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D _CONSOLE /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt ConsoleApplication1.c (任务 ID: 43)
+ 跟踪命令: (任务 ID: 43)
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Tracker.exe /d "C:\Program Files (x86)\MSBuild\15.0\FileTracker\FileTracker32.dll" /i "D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug\ConsoleA.457a0bc0.tlog" /r "D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\OPENGLASSIS\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1.C" /b MSBuildConsole_CancelEvent42f98728c2164770a179cf8f98ab8f0e /c "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe" /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D _CONSOLE /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt ConsoleApplication1.c (任务 ID: 43)
+ ConsoleApplication1.c (任务 ID: 43)
+ 已完成执行任务“CL”的操作。 (任务 ID: 43)
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ClCompile”的操作。: (目标 ID: 70)
由于条件的计算结果为 false,已跳过目标“RunSelectedFileNativeCodeAnalysis”;('$(RunMsvcAnalysis)'=='true' and '$(SelectedFiles)'!='')的计算结果为('false'=='true' and ''!='')。
由于条件的计算结果为 false,已跳过目标“ManagedIncrementalBuildPostProcessDependencyGraph”;('@(ClCompile)' != '' and '$(EnableManagedIncrementalBuild)' == 'True')的计算结果为('ConsoleApplication1.c' != '' and 'false' == 'True')。
由于条件的计算结果为 false,已跳过目标“NoAnalysisToolEnabledWarning”;('$(RunCppAnalysis)'=='true' AND '$(EnableMicrosoftCodeAnalysis)'=='false' AND '$(EnableClangTidyCodeAnalysis)'=='false')的计算结果为('false'=='true' AND 'true'=='false' AND 'false'=='false')。
由于条件的计算结果为 false,已跳过目标“RunSelectedFileClangTidy”;('$(RunClangCppAnalysis)'=='true' AND '$(SelectedFiles)'!='')的计算结果为('false'=='true' AND ''!='')。
由于条件的计算结果为 false,已跳过目标“MicrosoftAnalysisIncompatiableWithClangCl”;('$(RunCppAnalysis)'=='true' AND '$(EnableMicrosoftCodeAnalysis)'=='true' AND '$(UseClangCl)'=='true')的计算结果为('false'=='true' AND 'true'=='true' AND ''=='true')。
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterClCompile: (目标 ID: 56)”(目标“_ClCompile”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterClCompile”的操作。: (目标 ID: 56)
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_ClCompile: (目标 ID: 57)”(目标“_BuildCompileAction”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_ClCompile”的操作。: (目标 ID: 57)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterClCompile: (目标 ID: 71)”(目标“_ClCompile”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterClCompile”的操作。: (目标 ID: 71)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_ClCompile: (目标 ID: 72)”(目标“_BuildCompileAction”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_ClCompile”的操作。: (目标 ID: 72)
由于条件的计算结果为 false,已跳过目标“_ResGen”;('@(EmbeddedResource)'!='')的计算结果为(''!='')。
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeResourceCompile: (目标 ID: 58)”(目标“_ResourceCompile”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeResourceCompile”的操作。: (目标 ID: 58)
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForResourceCompile: (目标 ID: 59)”(目标“_ResourceCompile”依赖于它):
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeResourceCompile: (目标 ID: 73)”(目标“_ResourceCompile”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeResourceCompile”的操作。: (目标 ID: 73)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForResourceCompile: (目标 ID: 74)”(目标“_ResourceCompile”依赖于它):
添加的项: RcDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
- 任务“MakeDir” (任务 ID: 28)
- 任务参数:Directories=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug (任务 ID: 28)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 28)
+ 任务“MakeDir” (任务 ID: 44)
+ 任务参数:Directories=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug (任务 ID: 44)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 44)
删除的项: RcDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForResourceCompile”的操作。: (目标 ID: 59)
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForResourceCompile”的操作。: (目标 ID: 74)
由于条件的计算结果为 false,已跳过目标“ResourceCompile”;('@(ResourceCompile)' != '')的计算结果为('' != '')。
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterResourceCompile: (目标 ID: 60)”(目标“_ResourceCompile”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterResourceCompile”的操作。: (目标 ID: 60)
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_ResourceCompile: (目标 ID: 61)”(目标“_BuildCompileAction”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_ResourceCompile”的操作。: (目标 ID: 61)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterResourceCompile: (目标 ID: 75)”(目标“_ResourceCompile”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterResourceCompile”的操作。: (目标 ID: 75)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_ResourceCompile: (目标 ID: 76)”(目标“_BuildCompileAction”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_ResourceCompile”的操作。: (目标 ID: 76)
由于条件的计算结果为 false,已跳过目标“_ImpLib”;('$(ImpLibCompiled)' == 'true')的计算结果为('' == 'true')。
由于条件的计算结果为 false,已跳过目标“_Lib”;('$(LibCompiled)' == 'true')的计算结果为('' == 'true')。
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterBuildCompileEvent: (目标 ID: 62)”(目标“_BuildCompileAction”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuildCompileEvent”的操作。: (目标 ID: 62)
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildCompileAction: (目标 ID: 63)”(目标“BuildCompile”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BuildCompileAction”的操作。: (目标 ID: 63)
-02:22:38.481 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildCompile: (目标 ID: 64)”(目标“Build”依赖于它):
-02:22:38.481 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildCompile”的操作。: (目标 ID: 64)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterBuildCompileEvent: (目标 ID: 77)”(目标“_BuildCompileAction”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuildCompileEvent”的操作。: (目标 ID: 77)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildCompileAction: (目标 ID: 78)”(目标“BuildCompile”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BuildCompileAction”的操作。: (目标 ID: 78)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildCompile: (目标 ID: 79)”(目标“Build”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildCompile”的操作。: (目标 ID: 79)
已跳过目标“PrepareProjectReferences”。以前的生成已成功。
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildLinkTraverse: (目标 ID: 65)”(目标“BuildLink”依赖于它):
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildLinkTraverse: (目标 ID: 80)”(目标“BuildLink”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('$(BuildPassReferences)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '' and '%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true')计算为('' == 'true' and '' != '' and '' != '' and '' == 'true')。
-02:22:38.482 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildLinkTraverse”的操作。: (目标 ID: 65)
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildLinkTraverse”的操作。: (目标 ID: 80)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeLegacyManifestEmbedding: (目标 ID: 66)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeLegacyManifestEmbedding: (目标 ID: 81)”(目标“_BuildLinkAction”依赖于它):
添加的项:
Manifest=
temp
@@ -3502,15 +3626,15 @@
UpdateFileHashes=false
VerboseOutput=true
_LocalVariable=true
-02:22:38.482 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLegacyManifestEmbedding”的操作。: (目标 ID: 66)
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeLink: (目标 ID: 67)”(目标“_Link”依赖于它):
-02:22:38.482 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeLink”的操作。: (目标 ID: 67)
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeRCOutputs: (目标 ID: 68)”(目标“ComputeRCGeneratedLinkInputs”依赖于它):
-02:22:38.482 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeRCOutputs”的操作。: (目标 ID: 68)
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeRCGeneratedLinkInputs: (目标 ID: 69)”(目标“_Link”依赖于它):
-02:22:38.482 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeRCGeneratedLinkInputs”的操作。: (目标 ID: 69)
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeManifestGeneratedLinkerInputs: (目标 ID: 70)”(目标“_Link”依赖于它):
-02:22:38.482 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeManifestGeneratedLinkerInputs”的操作。: (目标 ID: 70)
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLegacyManifestEmbedding”的操作。: (目标 ID: 81)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeLink: (目标 ID: 82)”(目标“_Link”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BeforeLink”的操作。: (目标 ID: 82)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeRCOutputs: (目标 ID: 83)”(目标“ComputeRCGeneratedLinkInputs”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeRCOutputs”的操作。: (目标 ID: 83)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeRCGeneratedLinkInputs: (目标 ID: 84)”(目标“_Link”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeRCGeneratedLinkInputs”的操作。: (目标 ID: 84)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeManifestGeneratedLinkerInputs: (目标 ID: 85)”(目标“_Link”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeManifestGeneratedLinkerInputs”的操作。: (目标 ID: 85)
已跳过目标“ComputeCustomBuildOutput”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“GenerateTargetFrameworkMonikerAttribute”;('$(GenerateTargetFrameworkAttribute)' == 'true')的计算结果为('false' == 'true')。
已跳过目标“ComputeMIDLGeneratedCompileInputs”。以前的生成已成功。
@@ -3518,7 +3642,7 @@
已跳过目标“ComputeReferenceCLInput”。以前的生成已成功。
已跳过目标“WarnCompileDuplicatedFilename”。以前的生成已成功。
已跳过目标“FixupCLCompileOptions”。以前的生成已成功。
-02:22:38.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLOutputs: (目标 ID: 71)”(目标“ComputeCLGeneratedLinkInputs”依赖于它):
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLOutputs: (目标 ID: 86)”(目标“ComputeCLGeneratedLinkInputs”依赖于它):
添加的项:
Obj=
x64\Debug\ConsoleApplication1.obj
@@ -3604,8 +3728,8 @@
WholeProgramOptimization=false
WinRTNoStdLib=false
XMLDocumentationFileName=x64\Debug\
-02:22:38.483 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLOutputs”的操作。: (目标 ID: 71)
-02:22:38.483 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLGeneratedLinkInputs: (目标 ID: 72)”(目标“_Link”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLOutputs”的操作。: (目标 ID: 86)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLGeneratedLinkInputs: (目标 ID: 87)”(目标“_Link”依赖于它):
添加的项:
Link=
x64\Debug\ConsoleApplication1.obj
@@ -3620,7 +3744,7 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk
KeyFile=
LinkErrorReporting=PromptImmediately
@@ -3629,11 +3753,11 @@
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -3648,11 +3772,11 @@
TypeLibraryResourceID=1
UACExecutionLevel=AsInvoker
UACUIAccess=false
-02:22:38.483 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLGeneratedLinkInputs”的操作。: (目标 ID: 72)
-02:22:38.483 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeLinkInputsFromProject: (目标 ID: 73)”(目标“_Link”依赖于它):
-02:22:38.483 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLinkInputsFromProject”的操作。: (目标 ID: 73)
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLGeneratedLinkInputs”的操作。: (目标 ID: 87)
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeLinkInputsFromProject: (目标 ID: 88)”(目标“_Link”依赖于它):
+16:35:00.436 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLinkInputsFromProject”的操作。: (目标 ID: 88)
由于条件的计算结果为 false,已跳过目标“ComputeReferenceLinkInputs”;(@(ProjectReference) != '')的计算结果为( != '')。
-02:22:38.483 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeManifestInputsTargets: (目标 ID: 74)”(目标“_Link”依赖于它):
+16:35:00.436 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeManifestInputsTargets: (目标 ID: 89)”(目标“_Link”依赖于它):
添加的项:
Manifest=
temp
@@ -3683,94 +3807,94 @@
UpdateFileHashes=false
VerboseOutput=true
_LocalVariable=true
-02:22:38.483 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeManifestInputsTargets”的操作。: (目标 ID: 74)
+16:35:00.437 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeManifestInputsTargets”的操作。: (目标 ID: 89)
由于条件的计算结果为 false,已跳过目标“ManifestResourceCompile”;('$(EmbedManifestBy)' == 'LINK' and '@(Manifest)' != '')的计算结果为('LINK' == 'LINK' and '' != '')。
-02:22:38.483 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AssignTargetPaths: (目标 ID: 75)”(目标“PrepareResourceNames”依赖于它):
+16:35:00.437 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AssignTargetPaths: (目标 ID: 90)”(目标“PrepareResourceNames”依赖于它):
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“AssignTargetPath”任务。
- 任务“AssignTargetPath” (任务 ID: 29)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 29)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 29)
- 任务“AssignTargetPath” (任务 ID: 30)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 30)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 30)
- 任务“AssignTargetPath” (任务 ID: 31)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 31)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 31)
- 任务“AssignTargetPath” (任务 ID: 32)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 32)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 32)
+ 任务“AssignTargetPath” (任务 ID: 45)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 45)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 45)
+ 任务“AssignTargetPath” (任务 ID: 46)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 46)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 46)
+ 任务“AssignTargetPath” (任务 ID: 47)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 47)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 47)
+ 任务“AssignTargetPath” (任务 ID: 48)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 48)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 48)
由于 false 条件,已跳过任务“AssignTargetPath”;('@(_DeploymentBaseManifestWithTargetPath)'=='' and '%(None.Extension)'=='.manifest')计算为(''=='' and ''=='.manifest')。
-02:22:38.484 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AssignTargetPaths”的操作。: (目标 ID: 75)
+16:35:00.437 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AssignTargetPaths”的操作。: (目标 ID: 90)
已跳过目标“AssignTargetPaths”。以前的生成已成功。
-02:22:38.484 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“SplitResourcesByCulture: (目标 ID: 76)”(目标“PrepareResourceNames”依赖于它):
+16:35:00.437 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“SplitResourcesByCulture: (目标 ID: 91)”(目标“PrepareResourceNames”依赖于它):
由于 false 条件,已跳过任务“Warning”;('@(ResxWithNoCulture)'!='')计算为(''!='')。
由于 false 条件,已跳过任务“Warning”;('@(ResxWithCulture)'!='')计算为(''!='')。
由于 false 条件,已跳过任务“Warning”;('@(NonResxWithCulture)'!='')计算为(''!='')。
由于 false 条件,已跳过任务“Warning”;('@(NonResxWithNoCulture)'!='')计算为(''!='')。
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“AssignCulture”任务。
- 任务“AssignCulture” (任务 ID: 33)
- 已完成执行任务“AssignCulture”的操作。 (任务 ID: 33)
-02:22:38.485 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SplitResourcesByCulture”的操作。: (目标 ID: 76)
+ 任务“AssignCulture” (任务 ID: 49)
+ 已完成执行任务“AssignCulture”的操作。 (任务 ID: 49)
+16:35:00.437 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SplitResourcesByCulture”的操作。: (目标 ID: 91)
由于条件的计算结果为 false,已跳过目标“CreateManifestResourceNames”;('@(EmbeddedResource)' != '')的计算结果为('' != '')。
-02:22:38.485 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CreateCustomManifestResourceNames: (目标 ID: 77)”(目标“PrepareResourceNames”依赖于它):
-02:22:38.485 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CreateCustomManifestResourceNames”的操作。: (目标 ID: 77)
-02:22:38.485 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareResourceNames: (目标 ID: 78)”(目标“_Link”依赖于它):
-02:22:38.485 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareResourceNames”的操作。: (目标 ID: 78)
-02:22:38.485 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForLink: (目标 ID: 79)”(目标“_Link”依赖于它):
- 设置属性: _LinkImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
- 添加的项: _LinkImportLibraryFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
- 添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug
+16:35:00.437 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CreateCustomManifestResourceNames: (目标 ID: 92)”(目标“PrepareResourceNames”依赖于它):
+16:35:00.437 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CreateCustomManifestResourceNames”的操作。: (目标 ID: 92)
+16:35:00.437 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareResourceNames: (目标 ID: 93)”(目标“_Link”依赖于它):
+16:35:00.437 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareResourceNames”的操作。: (目标 ID: 93)
+16:35:00.437 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForLink: (目标 ID: 94)”(目标“_Link”依赖于它):
+ 设置属性: _LinkImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
+ 添加的项: _LinkImportLibraryFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
+ 添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
- 添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug
- 添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
- 任务“MakeDir” (任务 ID: 34)
+ 添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
+ 添加的项: LinkDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
+ 任务“MakeDir” (任务 ID: 50)
任务参数:
Directories=
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ (任务 ID: 34)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 34)
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ (任务 ID: 50)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 50)
删除的项:
LinkDirsToMake=
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\
- 删除的项: _LinkImportLibraryFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
-02:22:38.486 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForLink”的操作。: (目标 ID: 79)
-02:22:38.486 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“DoLinkOutputFilesMatch: (目标 ID: 80)”(目标“_Link”依赖于它):
- 添加的项: _OutputFileFromLink=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' == '')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe' == '')。
- 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' != '' and '%(_OutputFileFromLink.FullPath)' != '$([System.IO.Path]::GetFullPath($(TargetPath)))')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe' != '' and 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe' != 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe')。
- 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' != '' and '%(_OutputFileFromLink.Extension)' != '' and '%(_OutputFileFromLink.Extension)' != '$(TargetExt)')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe' != '' and '.exe' != '' and '.exe' != '.exe')。
- 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' != '' and '%(_OutputFileFromLink.Filename)' != '' and '%(_OutputFileFromLink.Filename)' != '$(TargetName)')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe' != '' and 'ConsoleApplication1' != '' and 'ConsoleApplication1' != 'ConsoleApplication1')。
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\
+ 删除的项: _LinkImportLibraryFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
+16:35:00.438 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForLink”的操作。: (目标 ID: 94)
+16:35:00.438 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“DoLinkOutputFilesMatch: (目标 ID: 95)”(目标“_Link”依赖于它):
+ 添加的项: _OutputFileFromLink=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' == '')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe' == '')。
+ 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' != '' and '%(_OutputFileFromLink.FullPath)' != '$([System.IO.Path]::GetFullPath($(TargetPath)))')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe' != '' and 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe' != 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe')。
+ 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' != '' and '%(_OutputFileFromLink.Extension)' != '' and '%(_OutputFileFromLink.Extension)' != '$(TargetExt)')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe' != '' and '.exe' != '' and '.exe' != '.exe')。
+ 由于 false 条件,已跳过任务“VCMessage”;('@(_OutputFileFromLink)' != '' and '%(_OutputFileFromLink.Filename)' != '' and '%(_OutputFileFromLink.Filename)' != '$(TargetName)')计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe' != '' and 'ConsoleApplication1' != '' and 'ConsoleApplication1' != 'ConsoleApplication1')。
由于 false 条件,已跳过任务“VCMessage”;('%(Link.MinimumRequiredVersion)' != '' and ('%(Link.Subsystem)' == '' or '%(Link.Subsystem)' == 'NotSet'))计算为('' != '' and ('Console' == '' or 'Console' == 'NotSet'))。
-02:22:38.486 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“DoLinkOutputFilesMatch”的操作。: (目标 ID: 80)
-02:22:38.486 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PreLinkEvent: (目标 ID: 81)”(目标“_Link”依赖于它):
+16:35:00.438 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“DoLinkOutputFilesMatch”的操作。: (目标 ID: 95)
+16:35:00.438 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PreLinkEvent: (目标 ID: 96)”(目标“_Link”依赖于它):
由于 false 条件,已跳过任务“Message”;('%(PreLinkEvent.Message)' != '' and '%(PreLinkEvent.Command)' != '')计算为('' != '' and '' != '')。
由于 false 条件,已跳过任务“Exec”;('%(PreLinkEvent.Command)' != '')计算为('' != '')。
-02:22:38.486 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PreLinkEvent”的操作。: (目标 ID: 81)
-02:22:38.486 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“ComputeLinkSwitches: (目标 ID: 82)”(目标“Link”依赖于它):
+16:35:00.438 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PreLinkEvent”的操作。: (目标 ID: 96)
+16:35:00.438 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“ComputeLinkSwitches: (目标 ID: 97)”(目标“Link”依赖于它):
设置属性: Link_MinimalRebuildFromTracking=true
设置属性: LinkToolArchitecture=Native64Bit
设置属性: _GenerateWindowsMetadata=
-02:22:38.487 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLinkSwitches”的操作。: (目标 ID: 82)
+16:35:00.439 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLinkSwitches”的操作。: (目标 ID: 97)
由于条件的计算结果为 false,已跳过目标“SetVConeMKLEnvironment”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(PlatformToolset)' == 'v143' AND '$(oneMKLProductDir)' != '')的计算结果为('No' != '' AND 'No' != 'No' AND 'v143' == 'v143' AND 'C:\Program Files (x86)\Intel\oneAPI\mkl\2022.2.1' != '')。
由于条件的计算结果为 false,已跳过目标“SetVCLinkLiboneMKLEnvironment”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(PlatformToolset)' == 'v143')的计算结果为('No' != '' AND 'No' != 'No' AND 'v143' == 'v143')。
由于条件的计算结果为 false,已跳过目标“SetMPIEnvironment”;('$(UseIntelMPI)' == 'true')的计算结果为('false' == 'true')。
-02:22:38.487 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“Link: (目标 ID: 83)”(目标“_Link”依赖于它):
+16:35:00.439 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“Link: (目标 ID: 98)”(目标“_Link”依赖于它):
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“Link”任务。
- 任务“Link” (任务 ID: 35)
- 任务参数:OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe (任务 ID: 35)
- 任务参数:SwapRunFromCD=False (任务 ID: 35)
- 任务参数:GenerateManifest=True (任务 ID: 35)
- 任务参数:Profile=False (任务 ID: 35)
- 任务参数:NoEntryPoint=False (任务 ID: 35)
- 任务参数:DataExecutionPrevention=True (任务 ID: 35)
- 任务参数:Driver=NotSet (任务 ID: 35)
- 任务参数:ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb (任务 ID: 35)
- 任务参数:TurnOffAssemblyGeneration=False (任务 ID: 35)
+ 任务“Link” (任务 ID: 51)
+ 任务参数:OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe (任务 ID: 51)
+ 任务参数:SwapRunFromCD=False (任务 ID: 51)
+ 任务参数:GenerateManifest=True (任务 ID: 51)
+ 任务参数:Profile=False (任务 ID: 51)
+ 任务参数:NoEntryPoint=False (任务 ID: 51)
+ 任务参数:DataExecutionPrevention=True (任务 ID: 51)
+ 任务参数:Driver=NotSet (任务 ID: 51)
+ 任务参数:ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb (任务 ID: 51)
+ 任务参数:TurnOffAssemblyGeneration=False (任务 ID: 51)
任务参数:
ExcludedInputPaths=
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include
@@ -3812,9 +3936,9 @@
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64
- C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64 (任务 ID: 35)
- 任务参数:RandomizedBaseAddress=True (任务 ID: 35)
- 任务参数:MapExports=False (任务 ID: 35)
+ C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64 (任务 ID: 51)
+ 任务参数:RandomizedBaseAddress=True (任务 ID: 51)
+ 任务参数:MapExports=False (任务 ID: 51)
任务参数:
AdditionalDependencies=
kernel32.lib
@@ -3828,16 +3952,16 @@
oleaut32.lib
uuid.lib
odbc32.lib
- odbccp32.lib (任务 ID: 35)
- 任务参数:AllowIsolation=True (任务 ID: 35)
- 任务参数:SetChecksum=False (任务 ID: 35)
- 任务参数:MinimalRebuildFromTracking=True (任务 ID: 35)
- 任务参数:BuildingInIde=True (任务 ID: 35)
- 任务参数:ToolArchitecture=Native64Bit (任务 ID: 35)
- 任务参数:TrackerLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 35)
- 任务参数:ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib (任务 ID: 35)
- 任务参数:GenerateDebugInformation=true (任务 ID: 35)
- 任务参数:TargetMachine=MachineX64 (任务 ID: 35)
+ odbccp32.lib (任务 ID: 51)
+ 任务参数:AllowIsolation=True (任务 ID: 51)
+ 任务参数:SetChecksum=False (任务 ID: 51)
+ 任务参数:MinimalRebuildFromTracking=True (任务 ID: 51)
+ 任务参数:BuildingInIde=True (任务 ID: 51)
+ 任务参数:ToolArchitecture=Native64Bit (任务 ID: 51)
+ 任务参数:TrackerLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\ (任务 ID: 51)
+ 任务参数:ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib (任务 ID: 51)
+ 任务参数:GenerateDebugInformation=true (任务 ID: 51)
+ 任务参数:TargetMachine=MachineX64 (任务 ID: 51)
任务参数:
Sources=
x64\Debug\ConsoleApplication1.obj
@@ -3853,7 +3977,7 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib
IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk
KeyFile=
LinkErrorReporting=PromptImmediately
@@ -3864,11 +3988,11 @@
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
PerUserRedirection=false
Profile=false
ProfileGuidedDatabase=
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -3887,72 +4011,72 @@
WindowsMetadataKeyContainer=
WindowsMetadataLinkDelaySign=
WindowsMetadataLinkKeyFile=
- WindowsMetadataSignHash= (任务 ID: 35)
- 任务参数:SwapRunFromNET=False (任务 ID: 35)
- 任务参数:CLRImageType=Default (任务 ID: 35)
- 任务参数:LinkIncremental=True (任务 ID: 35)
- 任务参数:UACExecutionLevel=AsInvoker (任务 ID: 35)
- 任务参数:SubSystem=Console (任务 ID: 35)
- 任务参数:EnableUAC=True (任务 ID: 35)
- 任务参数:LinkTimeCodeGenerationObjectFile=x64\Debug\ConsoleApplication1.iobj (任务 ID: 35)
- 任务参数:GenerateMapFile=False (任务 ID: 35)
- 任务参数:LinkErrorReporting=PromptImmediately (任务 ID: 35)
- 任务参数:TrackFileAccess=True (任务 ID: 35)
- 任务参数:IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk (任务 ID: 35)
- 任务参数:SuppressStartupBanner=True (任务 ID: 35)
- 任务参数:ShowProgress=NotSet (任务 ID: 35)
- 任务参数:UACUIAccess=False (任务 ID: 35)
- 任务参数:ManifestEmbed=True (任务 ID: 35)
- 任务参数:IgnoreEmbeddedIDL=False (任务 ID: 35)
- 任务参数:TypeLibraryResourceID=1 (任务 ID: 35)
- 传递给工具的环境变量为: (任务 ID: 35)
- VS_UNICODE_OUTPUT=1476 (任务 ID: 35)
- C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\link.exe /ERRORREPORT:PROMPT /OUT:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe" /INCREMENTAL /ILK:"x64\Debug\ConsoleApplication1.ilk" /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib" /MACHINE:X64 x64\Debug\ConsoleApplication1.obj (任务 ID: 35)
- 跟踪命令: (任务 ID: 35)
- C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Tracker.exe /a /d "C:\Program Files (x86)\MSBuild\15.0\FileTracker\FileTracker32.dll" /i "D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug\ConsoleA.457a0bc0.tlog" /r "D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\OPENGLASSIS\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1\X64\DEBUG\CONSOLEAPPLICATION1.OBJ" /b MSBuildConsole_CancelEvent12e8ef4d1fd94422be71fe1233205135 /c "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\link.exe" /ERRORREPORT:PROMPT /OUT:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe" /INCREMENTAL /ILK:"x64\Debug\ConsoleApplication1.ilk" /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.lib" /MACHINE:X64 x64\Debug\ConsoleApplication1.obj (任务 ID: 35)
- 输出属性: LinkSkippedExecution=False (任务 ID: 35)
- 已完成执行任务“Link”的操作。 (任务 ID: 35)
- 任务“Message” (任务 ID: 36)
- 任务参数:Importance=High (任务 ID: 36)
- 任务参数:Text=ConsoleApplication1.vcxproj -> D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe (任务 ID: 36)
- ConsoleApplication1.vcxproj -> D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe (任务 ID: 36)
- 已完成执行任务“Message”的操作。 (任务 ID: 36)
+ WindowsMetadataSignHash= (任务 ID: 51)
+ 任务参数:SwapRunFromNET=False (任务 ID: 51)
+ 任务参数:CLRImageType=Default (任务 ID: 51)
+ 任务参数:LinkIncremental=True (任务 ID: 51)
+ 任务参数:UACExecutionLevel=AsInvoker (任务 ID: 51)
+ 任务参数:SubSystem=Console (任务 ID: 51)
+ 任务参数:EnableUAC=True (任务 ID: 51)
+ 任务参数:LinkTimeCodeGenerationObjectFile=x64\Debug\ConsoleApplication1.iobj (任务 ID: 51)
+ 任务参数:GenerateMapFile=False (任务 ID: 51)
+ 任务参数:LinkErrorReporting=PromptImmediately (任务 ID: 51)
+ 任务参数:TrackFileAccess=True (任务 ID: 51)
+ 任务参数:IncrementalLinkDatabaseFile=x64\Debug\ConsoleApplication1.ilk (任务 ID: 51)
+ 任务参数:SuppressStartupBanner=True (任务 ID: 51)
+ 任务参数:ShowProgress=NotSet (任务 ID: 51)
+ 任务参数:UACUIAccess=False (任务 ID: 51)
+ 任务参数:ManifestEmbed=True (任务 ID: 51)
+ 任务参数:IgnoreEmbeddedIDL=False (任务 ID: 51)
+ 任务参数:TypeLibraryResourceID=1 (任务 ID: 51)
+ 传递给工具的环境变量为: (任务 ID: 51)
+ VS_UNICODE_OUTPUT=1852 (任务 ID: 51)
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\link.exe /ERRORREPORT:PROMPT /OUT:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe" /INCREMENTAL /ILK:"x64\Debug\ConsoleApplication1.ilk" /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib" /MACHINE:X64 x64\Debug\ConsoleApplication1.obj (任务 ID: 51)
+ 跟踪命令: (任务 ID: 51)
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Tracker.exe /a /d "C:\Program Files (x86)\MSBuild\15.0\FileTracker\FileTracker32.dll" /i "D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug\ConsoleA.457a0bc0.tlog" /r "D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\OPENGLASSIS\CONSOLEAPPLICATION1\CONSOLEAPPLICATION1\X64\DEBUG\CONSOLEAPPLICATION1.OBJ" /b MSBuildConsole_CancelEvent3c87bb6bc5414f559434cb3c28b9e8b1 /c "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\link.exe" /ERRORREPORT:PROMPT /OUT:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe" /INCREMENTAL /ILK:"x64\Debug\ConsoleApplication1.ilk" /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.lib" /MACHINE:X64 x64\Debug\ConsoleApplication1.obj (任务 ID: 51)
+ 输出属性: LinkSkippedExecution=False (任务 ID: 51)
+ 已完成执行任务“Link”的操作。 (任务 ID: 51)
+ 任务“Message” (任务 ID: 52)
+ 任务参数:Importance=High (任务 ID: 52)
+ 任务参数:Text=ConsoleApplication1.vcxproj -> D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe (任务 ID: 52)
+ ConsoleApplication1.vcxproj -> D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe (任务 ID: 52)
+ 已完成执行任务“Message”的操作。 (任务 ID: 52)
由于 false 条件,已跳过任务“VCMessage”;(('$(EmbedManifestBy)' != 'LINK' or '$(LegacyManifestEmbedding)' != 'true' or '$(LinkSkippedExecution)' == 'true') and
%(Link.GenerateDebugInformation) == 'DebugFastLink' and %(Link.ProgramDataBaseFileName) != '')计算为(('LINK' != 'LINK' or '' != 'true' or 'False' == 'true') and
true == 'DebugFastLink' and != '')。
由于 false 条件,已跳过任务“VCMessage”;(('$(EmbedManifestBy)' != 'LINK' or '$(LegacyManifestEmbedding)' != 'true' or '$(LinkSkippedExecution)' == 'true') and
%(Link.GenerateDebugInformation) == 'true' and %(Link.ProgramDataBaseFileName) != '')计算为(('LINK' != 'LINK' or '' != 'true' or 'False' == 'true') and
true == 'true' and != '')。
-02:22:39.382 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“Link”的操作。: (目标 ID: 83)
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“Link”的操作。: (目标 ID: 98)
由于条件的计算结果为 false,已跳过目标“MetaGenInputsOutputs”;('$(EnableManagedIncrementalBuild)' == 'True')的计算结果为('false' == 'True')。
由于条件的计算结果为 false,已跳过目标“ComputeMetaGenInputs”;('$(CLRSupport)'!='' and '$(CLRSupport)'!='false' and '$(CLRSupport)'!='NetCore')的计算结果为('false'!='' and 'false'!='false' and 'false'!='NetCore')。
由于条件的计算结果为 false,已跳过目标“MetaGen”;('@(MetaGen)' != '')的计算结果为('' != '')。
-02:22:39.382 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeLinkImportLibraryOutputsForClean: (目标 ID: 84)”(目标“_Link”依赖于它):
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeLinkImportLibraryOutputsForClean: (目标 ID: 99)”(目标“_Link”依赖于它):
由于 false 条件,已跳过任务“WriteLinesToFile”;('@(_LinkSecondaryOutput)' != '')计算为('' != '')。
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLinkImportLibraryOutputsForClean”的操作。: (目标 ID: 84)
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterLink: (目标 ID: 85)”(目标“_Link”依赖于它):
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterLink”的操作。: (目标 ID: 85)
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Link: (目标 ID: 86)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Link”的操作。: (目标 ID: 86)
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_ALink: (目标 ID: 87)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_ALink”的操作。: (目标 ID: 87)
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeLinkImportLibraryOutputsForClean”的操作。: (目标 ID: 99)
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterLink: (目标 ID: 100)”(目标“_Link”依赖于它):
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterLink”的操作。: (目标 ID: 100)
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Link: (目标 ID: 101)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Link”的操作。: (目标 ID: 101)
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_ALink: (目标 ID: 102)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_ALink”的操作。: (目标 ID: 102)
已跳过目标“ComputeLegacyManifestEmbedding”。以前的生成已成功。
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Manifest: (目标 ID: 88)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Manifest: (目标 ID: 103)”(目标“_BuildLinkAction”依赖于它):
由于 false 条件,已跳过任务“CallTarget”;('$(LegacyManifestEmbedding)' == 'true')计算为('' == 'true')。
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Manifest”的操作。: (目标 ID: 88)
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“RegisterOutput: (目标 ID: 89)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Manifest”的操作。: (目标 ID: 103)
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“RegisterOutput: (目标 ID: 104)”(目标“_BuildLinkAction”依赖于它):
由于 false 条件,已跳过任务“Exec”;('$(ConfigurationType)'=='DynamicLibrary' and '%(Link.RegisterOutput)'=='true' and '%(Link.PerUserRedirection)'!='true')计算为('Application'=='DynamicLibrary' and 'false'=='true' and 'false'!='true')。
由于 false 条件,已跳过任务“Exec”;('$(ConfigurationType)'=='DynamicLibrary' and '%(Link.RegisterOutput)'=='true' and '%(Link.PerUserRedirection)'=='true')计算为('Application'=='DynamicLibrary' and 'false'=='true' and 'false'=='true')。
由于 false 条件,已跳过任务“Exec”;('$(ConfigurationType)'=='Application' and '%(Link.RegisterOutput)'=='true' and '%(Link.PerUserRedirection)'!='true')计算为('Application'=='Application' and 'false'=='true' and 'false'!='true')。
由于 false 条件,已跳过任务“Exec”;('$(ConfigurationType)'=='Application' and '%(Link.RegisterOutput)'=='true' and '%(Link.PerUserRedirection)'=='true')计算为('Application'=='Application' and 'false'=='true' and 'false'=='true')。
由于 false 条件,已跳过任务“VCMessage”;('$(_RegisterOutputExitCode)' != '' and '$(_RegisterOutputExitCode)' != '0')计算为('' != '' and '' != '0')。
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“RegisterOutput”的操作。: (目标 ID: 89)
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“RegisterOutput”的操作。: (目标 ID: 104)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ResolvedXDCMake: (目标 ID: 90)”(目标“_XdcMake”依赖于它):
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ResolvedXDCMake: (目标 ID: 105)”(目标“_XdcMake”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.Extension)' == '.vcxproj' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '' and '$(_ClCompileGenerateXMLDocumentationFiles)' == 'true')计算为('' == '.vcxproj' and '' != '' and '' != '' and '' == 'true')。
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolvedXDCMake”的操作。: (目标 ID: 90)
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLCompileGeneratedXDCFiles: (目标 ID: 91)”(目标“_XdcMake”依赖于它):
+16:35:00.580 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ResolvedXDCMake”的操作。: (目标 ID: 105)
+16:35:00.580 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLCompileGeneratedXDCFiles: (目标 ID: 106)”(目标“_XdcMake”依赖于它):
添加的项:
XdcMake=
temp
@@ -3960,7 +4084,7 @@
DocumentLibraryDependencies=true
Local=true
MinimalRebuildFromTracking=true
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.xml
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.xml
SuppressStartupBanner=true
TrackerLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\
设置属性: XdcMakeDocumentLibraryDependencies=true
@@ -3972,85 +4096,85 @@
DocumentLibraryDependencies=true
Local=true
MinimalRebuildFromTracking=true
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.xml
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.xml
SuppressStartupBanner=true
TrackerLogDirectory=x64\Debug\ConsoleA.457a0bc0.tlog\
-02:22:39.383 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLCompileGeneratedXDCFiles”的操作。: (目标 ID: 91)
-02:22:39.383 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForXdcMake: (目标 ID: 92)”(目标“_XdcMake”依赖于它):
- 任务“MakeDir” (任务 ID: 37)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 37)
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForXdcMake”的操作。: (目标 ID: 92)
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLCompileGeneratedXDCFiles”的操作。: (目标 ID: 106)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForXdcMake: (目标 ID: 107)”(目标“_XdcMake”依赖于它):
+ 任务“MakeDir” (任务 ID: 53)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 53)
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForXdcMake”的操作。: (目标 ID: 107)
由于条件的计算结果为 false,已跳过目标“XdcMake”;('@(XdcMake)' != '')的计算结果为('' != '')。
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_XdcMake: (目标 ID: 93)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_XdcMake”的操作。: (目标 ID: 93)
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLCompileGeneratedSbrFiles: (目标 ID: 94)”(目标“_BscMake”依赖于它):
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLCompileGeneratedSbrFiles”的操作。: (目标 ID: 94)
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForBscMake: (目标 ID: 95)”(目标“_BscMake”依赖于它):
- 任务“MakeDir” (任务 ID: 38)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 38)
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForBscMake”的操作。: (目标 ID: 95)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_XdcMake: (目标 ID: 108)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_XdcMake”的操作。: (目标 ID: 108)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLCompileGeneratedSbrFiles: (目标 ID: 109)”(目标“_BscMake”依赖于它):
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ComputeCLCompileGeneratedSbrFiles”的操作。: (目标 ID: 109)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForBscMake: (目标 ID: 110)”(目标“_BscMake”依赖于它):
+ 任务“MakeDir” (任务 ID: 54)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 54)
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForBscMake”的操作。: (目标 ID: 110)
由于条件的计算结果为 false,已跳过目标“BscMake”;('@(BscMake)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“CustomBuildStep”;('@(CustomBuildStep)' != '' and '$(SelectedFiles)'=='')的计算结果为('' != '' and ''=='')。
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BscMake: (目标 ID: 96)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BscMake”的操作。: (目标 ID: 96)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BscMake: (目标 ID: 111)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BscMake”的操作。: (目标 ID: 111)
已跳过目标“PrepareForBuild”。以前的生成已成功。
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BuiltProjectOutputGroup: (目标 ID: 97)”(目标“CreateRecipeFile”依赖于它):
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BuiltProjectOutputGroup: (目标 ID: 112)”(目标“CreateRecipeFile”依赖于它):
添加的项:
_BuiltProjectOutputGroupOutputIntermediate=
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- FinalOutputPath=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ FinalOutputPath=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
添加的项:
BuiltProjectOutputGroupOutput=
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- FinalOutputPath=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- OriginalItemSpec=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuiltProjectOutputGroup”的操作。: (目标 ID: 97)
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ FinalOutputPath=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ OriginalItemSpec=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuiltProjectOutputGroup”的操作。: (目标 ID: 112)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“PrepareResourceNames”。以前的生成已成功。
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“SatelliteDllsProjectOutputGroup: (目标 ID: 98)”(目标“CreateRecipeFile”依赖于它):
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SatelliteDllsProjectOutputGroup”的操作。: (目标 ID: 98)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“SatelliteDllsProjectOutputGroup: (目标 ID: 113)”(目标“CreateRecipeFile”依赖于它):
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“SatelliteDllsProjectOutputGroup”的操作。: (目标 ID: 113)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“AssignTargetPaths”。以前的生成已成功。
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“AssignTargetPaths”。以前的生成已成功。
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForFxc: (目标 ID: 99)”(目标“ContentFilesProjectOutputGroup”依赖于它):
- 任务“MakeDir” (任务 ID: 39)
- 已完成执行任务“MakeDir”的操作。 (任务 ID: 39)
-02:22:39.384 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForFxc”的操作。: (目标 ID: 99)
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForFxc: (目标 ID: 114)”(目标“ContentFilesProjectOutputGroup”依赖于它):
+ 任务“MakeDir” (任务 ID: 55)
+ 已完成执行任务“MakeDir”的操作。 (任务 ID: 55)
+16:35:00.581 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“MakeDirsForFxc”的操作。: (目标 ID: 114)
由于条件的计算结果为 false,已跳过目标“_CreateCopyFileItems”;('@(CopyFileToFolders)' != '')的计算结果为('' != '')。
-02:22:39.384 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ContentFilesProjectOutputGroup: (目标 ID: 100)”(目标“CreateRecipeFile”依赖于它):
+16:35:00.581 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ContentFilesProjectOutputGroup: (目标 ID: 115)”(目标“CreateRecipeFile”依赖于它):
由于 false 条件,已跳过任务“AssignTargetPath”;('@(ContentFilesProjectOutputGroupOutputFullPath)' != '' and '%(ContentFilesProjectOutputGroupOutputFullPath.RootFolder)' != '')计算为('' != '' and '' != '')。
由于 false 条件,已跳过任务“AssignTargetPath”;('@(ContentFilesProjectOutputGroupOutputFullPath)' != '' and '%(ContentFilesProjectOutputGroupOutputFullPath.RootFolder)' == '')计算为('' != '' and '' == '')。
-02:22:39.385 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ContentFilesProjectOutputGroup”的操作。: (目标 ID: 100)
+16:35:00.582 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“ContentFilesProjectOutputGroup”的操作。: (目标 ID: 115)
已跳过目标“GetReferencedVCProjectsInfo”。以前的生成已成功。
-02:22:39.385 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“CreateRecipeFile: (目标 ID: 101)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.582 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“CreateRecipeFile: (目标 ID: 116)”(目标“_BuildLinkAction”依赖于它):
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“GenerateDesktopDeployRecipe”任务。
- 任务“GenerateDesktopDeployRecipe” (任务 ID: 40)
+ 任务“GenerateDesktopDeployRecipe” (任务 ID: 56)
任务参数:
BuiltProjectOutputs=
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- FinalOutputPath=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe
- OriginalItemSpec=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe (任务 ID: 40)
- 任务参数:OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.recipe (任务 ID: 40)
- 任务参数:ProjectDir=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ (任务 ID: 40)
- 已完成执行任务“GenerateDesktopDeployRecipe”的操作。 (任务 ID: 40)
-02:22:39.410 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CreateRecipeFile”的操作。: (目标 ID: 101)
-02:22:39.410 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GenerateSatelliteAssemblyInputs: (目标 ID: 102)”(目标“CreateSatelliteAssemblies”依赖于它):
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ FinalOutputPath=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe
+ OriginalItemSpec=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1.exe (任务 ID: 56)
+ 任务参数:OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\x64\Debug\ConsoleApplication1.exe.recipe (任务 ID: 56)
+ 任务参数:ProjectDir=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ (任务 ID: 56)
+ 已完成执行任务“GenerateDesktopDeployRecipe”的操作。 (任务 ID: 56)
+16:35:00.583 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CreateRecipeFile”的操作。: (目标 ID: 116)
+16:35:00.583 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GenerateSatelliteAssemblyInputs: (目标 ID: 117)”(目标“CreateSatelliteAssemblies”依赖于它):
由于 false 条件,已跳过任务“Warning”;('@(ManifestResourceWithCulture)'!='' and '%(ManifestResourceWithCulture.EmittedForCompatibilityOnly)'=='')计算为(''!='' and ''=='')。
由于 false 条件,已跳过任务“Warning”;('@(ManifestNonResxWithCultureOnDisk)'!='' and '%(ManifestNonResxWithCultureOnDisk.EmittedForCompatibilityOnly)'=='')计算为(''!='' and ''=='')。
-02:22:39.410 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GenerateSatelliteAssemblyInputs”的操作。: (目标 ID: 102)
+16:35:00.583 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GenerateSatelliteAssemblyInputs”的操作。: (目标 ID: 117)
由于条件的计算结果为 false,已跳过目标“ComputeIntermediateSatelliteAssemblies”;(@(ReferenceSatellitePaths->'%(DestinationSubDirectory)') != '')的计算结果为( != '')。
由于条件的计算结果为 false,已跳过目标“GenerateSatelliteAssemblies”;('@(_SatelliteAssemblyResourceInputs)' != '')的计算结果为('' != '')。
-02:22:39.410 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CreateSatelliteAssemblies: (目标 ID: 103)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.410 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CreateSatelliteAssemblies”的操作。: (目标 ID: 103)
+16:35:00.583 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CreateSatelliteAssemblies: (目标 ID: 118)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.583 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CreateSatelliteAssemblies”的操作。: (目标 ID: 118)
由于条件的计算结果为 false,已跳过目标“CopyLocalNativeReference”;('$(CopyLocalProjectReference)' == 'true')的计算结果为('false' == 'true')。
-02:22:39.410 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Appverifier: (目标 ID: 104)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.410 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Appverifier”的操作。: (目标 ID: 104)
-02:22:39.410 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Deploy: (目标 ID: 105)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.410 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Deploy”的操作。: (目标 ID: 105)
+16:35:00.583 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Appverifier: (目标 ID: 119)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.583 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Appverifier”的操作。: (目标 ID: 119)
+16:35:00.583 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Deploy: (目标 ID: 120)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.583 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_Deploy”的操作。: (目标 ID: 120)
由于条件的计算结果为 false,已跳过目标“_CollectAndroidTelemetryProperties”;('$(TargetPlatformIdentifier)' == 'Android' or '$(TargetFrameworkIdentifier)' == 'MonoAndroid')的计算结果为('Windows' == 'Android' or '' == 'MonoAndroid')。
由于条件的计算结果为 false,已跳过目标“_CollectIOSTelemetryProperties”;('$(TargetPlatformIdentifier)' == 'iOS' or $(TargetFrameworkIdentifier.StartsWith('Xamarin.')))的计算结果为('Windows' == 'iOS' or False)。
-02:22:39.410 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Xamarin\Xamarin.Sdk.targets”中的目标“_WriteTelemetryProperties: (目标 ID: 106)”(目标“PrepareForRun”依赖于它):
+16:35:00.583 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Xamarin\Xamarin.Sdk.targets”中的目标“_WriteTelemetryProperties: (目标 ID: 121)”(目标“PrepareForRun”依赖于它):
设置属性: IsIncrementalBuild=false
设置属性: UseMaui=false
设置属性: _ProjectCapabilities=;desktop;AssemblyReferences;COMReferences;ProjectReferences;WinRTReferences;SDKReferences;SharedProjectReferences;OutputGroups;AllTargetOutputGroups;VisualStudioWellKnownOutputGroups;ProjectConfigurationsDeclaredAsItems;PropertyManager;native;IntegratedConsoleDebugging;SupportsOnlineEnvironments;
@@ -4086,205 +4210,205 @@
TargetPlatformMoniker=Windows,Version=10.0.19041.0
TargetPlatformVersion=10.0.19041.0
IsImplicitlyTriggeredBuild=
- 任务“WriteLinesToFile” (任务 ID: 41)
- 任务参数:Lines=x64\Debug\\_IsIncrementalBuild (任务 ID: 41)
- 任务参数:File=x64\Debug\\_IsIncrementalBuild (任务 ID: 41)
- 已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 41)
- 任务“Message” (任务 ID: 42)
- 任务参数:Importance=low (任务 ID: 42)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: desktop (任务 ID: 42)
- [ConsoleApplication1 /Windows] Capability: desktop (任务 ID: 42)
- 已完成执行任务“Message”的操作。 (任务 ID: 42)
- 任务“Message” (任务 ID: 43)
- 任务参数:Importance=low (任务 ID: 43)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: AssemblyReferences (任务 ID: 43)
- [ConsoleApplication1 /Windows] Capability: AssemblyReferences (任务 ID: 43)
- 已完成执行任务“Message”的操作。 (任务 ID: 43)
- 任务“Message” (任务 ID: 44)
- 任务参数:Importance=low (任务 ID: 44)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: COMReferences (任务 ID: 44)
- [ConsoleApplication1 /Windows] Capability: COMReferences (任务 ID: 44)
- 已完成执行任务“Message”的操作。 (任务 ID: 44)
- 任务“Message” (任务 ID: 45)
- 任务参数:Importance=low (任务 ID: 45)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: ProjectReferences (任务 ID: 45)
- [ConsoleApplication1 /Windows] Capability: ProjectReferences (任务 ID: 45)
- 已完成执行任务“Message”的操作。 (任务 ID: 45)
- 任务“Message” (任务 ID: 46)
- 任务参数:Importance=low (任务 ID: 46)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: WinRTReferences (任务 ID: 46)
- [ConsoleApplication1 /Windows] Capability: WinRTReferences (任务 ID: 46)
- 已完成执行任务“Message”的操作。 (任务 ID: 46)
- 任务“Message” (任务 ID: 47)
- 任务参数:Importance=low (任务 ID: 47)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: SDKReferences (任务 ID: 47)
- [ConsoleApplication1 /Windows] Capability: SDKReferences (任务 ID: 47)
- 已完成执行任务“Message”的操作。 (任务 ID: 47)
- 任务“Message” (任务 ID: 48)
- 任务参数:Importance=low (任务 ID: 48)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: SharedProjectReferences (任务 ID: 48)
- [ConsoleApplication1 /Windows] Capability: SharedProjectReferences (任务 ID: 48)
- 已完成执行任务“Message”的操作。 (任务 ID: 48)
- 任务“Message” (任务 ID: 49)
- 任务参数:Importance=low (任务 ID: 49)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: OutputGroups (任务 ID: 49)
- [ConsoleApplication1 /Windows] Capability: OutputGroups (任务 ID: 49)
- 已完成执行任务“Message”的操作。 (任务 ID: 49)
- 任务“Message” (任务 ID: 50)
- 任务参数:Importance=low (任务 ID: 50)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: AllTargetOutputGroups (任务 ID: 50)
- [ConsoleApplication1 /Windows] Capability: AllTargetOutputGroups (任务 ID: 50)
- 已完成执行任务“Message”的操作。 (任务 ID: 50)
- 任务“Message” (任务 ID: 51)
- 任务参数:Importance=low (任务 ID: 51)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: VisualStudioWellKnownOutputGroups (任务 ID: 51)
- [ConsoleApplication1 /Windows] Capability: VisualStudioWellKnownOutputGroups (任务 ID: 51)
- 已完成执行任务“Message”的操作。 (任务 ID: 51)
- 任务“Message” (任务 ID: 52)
- 任务参数:Importance=low (任务 ID: 52)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: ProjectConfigurationsDeclaredAsItems (任务 ID: 52)
- [ConsoleApplication1 /Windows] Capability: ProjectConfigurationsDeclaredAsItems (任务 ID: 52)
- 已完成执行任务“Message”的操作。 (任务 ID: 52)
- 任务“Message” (任务 ID: 53)
- 任务参数:Importance=low (任务 ID: 53)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: PropertyManager (任务 ID: 53)
- [ConsoleApplication1 /Windows] Capability: PropertyManager (任务 ID: 53)
- 已完成执行任务“Message”的操作。 (任务 ID: 53)
- 任务“Message” (任务 ID: 54)
- 任务参数:Importance=low (任务 ID: 54)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: native (任务 ID: 54)
- [ConsoleApplication1 /Windows] Capability: native (任务 ID: 54)
- 已完成执行任务“Message”的操作。 (任务 ID: 54)
- 任务“Message” (任务 ID: 55)
- 任务参数:Importance=low (任务 ID: 55)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: IntegratedConsoleDebugging (任务 ID: 55)
- [ConsoleApplication1 /Windows] Capability: IntegratedConsoleDebugging (任务 ID: 55)
- 已完成执行任务“Message”的操作。 (任务 ID: 55)
- 任务“Message” (任务 ID: 56)
- 任务参数:Importance=low (任务 ID: 56)
- 任务参数:Text= [ConsoleApplication1 /Windows] Capability: SupportsOnlineEnvironments (任务 ID: 56)
- [ConsoleApplication1 /Windows] Capability: SupportsOnlineEnvironments (任务 ID: 56)
- 已完成执行任务“Message”的操作。 (任务 ID: 56)
- 任务“Message” (任务 ID: 57)
- 任务参数:Importance=low (任务 ID: 57)
- 任务参数:Text= [ConsoleApplication1 /Windows] IsIncrementalBuild=false (任务 ID: 57)
- [ConsoleApplication1 /Windows] IsIncrementalBuild=false (任务 ID: 57)
- 已完成执行任务“Message”的操作。 (任务 ID: 57)
+ 任务“WriteLinesToFile” (任务 ID: 57)
+ 任务参数:Lines=x64\Debug\\_IsIncrementalBuild (任务 ID: 57)
+ 任务参数:File=x64\Debug\\_IsIncrementalBuild (任务 ID: 57)
+ 已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 57)
任务“Message” (任务 ID: 58)
任务参数:Importance=low (任务 ID: 58)
- 任务参数:Text= [ConsoleApplication1 /Windows] BuildingInsideVisualStudio=true (任务 ID: 58)
- [ConsoleApplication1 /Windows] BuildingInsideVisualStudio=true (任务 ID: 58)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: desktop (任务 ID: 58)
+ [ConsoleApplication1 /Windows] Capability: desktop (任务 ID: 58)
已完成执行任务“Message”的操作。 (任务 ID: 58)
任务“Message” (任务 ID: 59)
任务参数:Importance=low (任务 ID: 59)
- 任务参数:Text= [ConsoleApplication1 /Windows] BuildConfiguration=Debug (任务 ID: 59)
- [ConsoleApplication1 /Windows] BuildConfiguration=Debug (任务 ID: 59)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: AssemblyReferences (任务 ID: 59)
+ [ConsoleApplication1 /Windows] Capability: AssemblyReferences (任务 ID: 59)
已完成执行任务“Message”的操作。 (任务 ID: 59)
任务“Message” (任务 ID: 60)
任务参数:Importance=low (任务 ID: 60)
- 任务参数:Text= [ConsoleApplication1 /Windows] BuildPlatform=x64 (任务 ID: 60)
- [ConsoleApplication1 /Windows] BuildPlatform=x64 (任务 ID: 60)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: COMReferences (任务 ID: 60)
+ [ConsoleApplication1 /Windows] Capability: COMReferences (任务 ID: 60)
已完成执行任务“Message”的操作。 (任务 ID: 60)
任务“Message” (任务 ID: 61)
任务参数:Importance=low (任务 ID: 61)
- 任务参数:Text= [ConsoleApplication1 /Windows] TemplateName= (任务 ID: 61)
- [ConsoleApplication1 /Windows] TemplateName= (任务 ID: 61)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: ProjectReferences (任务 ID: 61)
+ [ConsoleApplication1 /Windows] Capability: ProjectReferences (任务 ID: 61)
已完成执行任务“Message”的操作。 (任务 ID: 61)
任务“Message” (任务 ID: 62)
任务参数:Importance=low (任务 ID: 62)
- 任务参数:Text= [ConsoleApplication1 /Windows] Maui=False (任务 ID: 62)
- [ConsoleApplication1 /Windows] Maui=False (任务 ID: 62)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: WinRTReferences (任务 ID: 62)
+ [ConsoleApplication1 /Windows] Capability: WinRTReferences (任务 ID: 62)
已完成执行任务“Message”的操作。 (任务 ID: 62)
任务“Message” (任务 ID: 63)
任务参数:Importance=low (任务 ID: 63)
- 任务参数:Text= [ConsoleApplication1 /Windows] MauiSingleProject=False (任务 ID: 63)
- [ConsoleApplication1 /Windows] MauiSingleProject=False (任务 ID: 63)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: SDKReferences (任务 ID: 63)
+ [ConsoleApplication1 /Windows] Capability: SDKReferences (任务 ID: 63)
已完成执行任务“Message”的操作。 (任务 ID: 63)
任务“Message” (任务 ID: 64)
任务参数:Importance=low (任务 ID: 64)
- 任务参数:Text= [ConsoleApplication1 /Windows] Mobile=False (任务 ID: 64)
- [ConsoleApplication1 /Windows] Mobile=False (任务 ID: 64)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: SharedProjectReferences (任务 ID: 64)
+ [ConsoleApplication1 /Windows] Capability: SharedProjectReferences (任务 ID: 64)
已完成执行任务“Message”的操作。 (任务 ID: 64)
任务“Message” (任务 ID: 65)
任务参数:Importance=low (任务 ID: 65)
- 任务参数:Text= [ConsoleApplication1 /Windows] Msix=False (任务 ID: 65)
- [ConsoleApplication1 /Windows] Msix=False (任务 ID: 65)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: OutputGroups (任务 ID: 65)
+ [ConsoleApplication1 /Windows] Capability: OutputGroups (任务 ID: 65)
已完成执行任务“Message”的操作。 (任务 ID: 65)
任务“Message” (任务 ID: 66)
任务参数:Importance=low (任务 ID: 66)
- 任务参数:Text= [ConsoleApplication1 /Windows] WinUI=False (任务 ID: 66)
- [ConsoleApplication1 /Windows] WinUI=False (任务 ID: 66)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: AllTargetOutputGroups (任务 ID: 66)
+ [ConsoleApplication1 /Windows] Capability: AllTargetOutputGroups (任务 ID: 66)
已完成执行任务“Message”的操作。 (任务 ID: 66)
任务“Message” (任务 ID: 67)
任务参数:Importance=low (任务 ID: 67)
- 任务参数:Text= [ConsoleApplication1 /Windows] XamarinForms=False (任务 ID: 67)
- [ConsoleApplication1 /Windows] XamarinForms=False (任务 ID: 67)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: VisualStudioWellKnownOutputGroups (任务 ID: 67)
+ [ConsoleApplication1 /Windows] Capability: VisualStudioWellKnownOutputGroups (任务 ID: 67)
已完成执行任务“Message”的操作。 (任务 ID: 67)
任务“Message” (任务 ID: 68)
任务参数:Importance=low (任务 ID: 68)
- 任务参数:Text= [ConsoleApplication1 /Windows] OutputType=exe (任务 ID: 68)
- [ConsoleApplication1 /Windows] OutputType=exe (任务 ID: 68)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: ProjectConfigurationsDeclaredAsItems (任务 ID: 68)
+ [ConsoleApplication1 /Windows] Capability: ProjectConfigurationsDeclaredAsItems (任务 ID: 68)
已完成执行任务“Message”的操作。 (任务 ID: 68)
任务“Message” (任务 ID: 69)
任务参数:Importance=low (任务 ID: 69)
- 任务参数:Text= [ConsoleApplication1 /Windows] TemplateGuid= (任务 ID: 69)
- [ConsoleApplication1 /Windows] TemplateGuid= (任务 ID: 69)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: PropertyManager (任务 ID: 69)
+ [ConsoleApplication1 /Windows] Capability: PropertyManager (任务 ID: 69)
已完成执行任务“Message”的操作。 (任务 ID: 69)
任务“Message” (任务 ID: 70)
任务参数:Importance=low (任务 ID: 70)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworks= (任务 ID: 70)
- [ConsoleApplication1 /Windows] TargetFrameworks= (任务 ID: 70)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: native (任务 ID: 70)
+ [ConsoleApplication1 /Windows] Capability: native (任务 ID: 70)
已完成执行任务“Message”的操作。 (任务 ID: 70)
任务“Message” (任务 ID: 71)
任务参数:Importance=low (任务 ID: 71)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetFramework= (任务 ID: 71)
- [ConsoleApplication1 /Windows] TargetFramework= (任务 ID: 71)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: IntegratedConsoleDebugging (任务 ID: 71)
+ [ConsoleApplication1 /Windows] Capability: IntegratedConsoleDebugging (任务 ID: 71)
已完成执行任务“Message”的操作。 (任务 ID: 71)
任务“Message” (任务 ID: 72)
任务参数:Importance=low (任务 ID: 72)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkIdentifier= (任务 ID: 72)
- [ConsoleApplication1 /Windows] TargetFrameworkIdentifier= (任务 ID: 72)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Capability: SupportsOnlineEnvironments (任务 ID: 72)
+ [ConsoleApplication1 /Windows] Capability: SupportsOnlineEnvironments (任务 ID: 72)
已完成执行任务“Message”的操作。 (任务 ID: 72)
任务“Message” (任务 ID: 73)
任务参数:Importance=low (任务 ID: 73)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkMoniker= (任务 ID: 73)
- [ConsoleApplication1 /Windows] TargetFrameworkMoniker= (任务 ID: 73)
+ 任务参数:Text= [ConsoleApplication1 /Windows] IsIncrementalBuild=false (任务 ID: 73)
+ [ConsoleApplication1 /Windows] IsIncrementalBuild=false (任务 ID: 73)
已完成执行任务“Message”的操作。 (任务 ID: 73)
任务“Message” (任务 ID: 74)
任务参数:Importance=low (任务 ID: 74)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkVersion= (任务 ID: 74)
- [ConsoleApplication1 /Windows] TargetFrameworkVersion= (任务 ID: 74)
+ 任务参数:Text= [ConsoleApplication1 /Windows] BuildingInsideVisualStudio=true (任务 ID: 74)
+ [ConsoleApplication1 /Windows] BuildingInsideVisualStudio=true (任务 ID: 74)
已完成执行任务“Message”的操作。 (任务 ID: 74)
任务“Message” (任务 ID: 75)
任务参数:Importance=low (任务 ID: 75)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkMinVersion= (任务 ID: 75)
- [ConsoleApplication1 /Windows] TargetFrameworkMinVersion= (任务 ID: 75)
+ 任务参数:Text= [ConsoleApplication1 /Windows] BuildConfiguration=Debug (任务 ID: 75)
+ [ConsoleApplication1 /Windows] BuildConfiguration=Debug (任务 ID: 75)
已完成执行任务“Message”的操作。 (任务 ID: 75)
任务“Message” (任务 ID: 76)
任务参数:Importance=low (任务 ID: 76)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformDisplayName=Windows 10.0.19041.0 (任务 ID: 76)
- [ConsoleApplication1 /Windows] TargetPlatformDisplayName=Windows 10.0.19041.0 (任务 ID: 76)
+ 任务参数:Text= [ConsoleApplication1 /Windows] BuildPlatform=x64 (任务 ID: 76)
+ [ConsoleApplication1 /Windows] BuildPlatform=x64 (任务 ID: 76)
已完成执行任务“Message”的操作。 (任务 ID: 76)
任务“Message” (任务 ID: 77)
任务参数:Importance=low (任务 ID: 77)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformIdentifier=Windows (任务 ID: 77)
- [ConsoleApplication1 /Windows] TargetPlatformIdentifier=Windows (任务 ID: 77)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TemplateName= (任务 ID: 77)
+ [ConsoleApplication1 /Windows] TemplateName= (任务 ID: 77)
已完成执行任务“Message”的操作。 (任务 ID: 77)
任务“Message” (任务 ID: 78)
任务参数:Importance=low (任务 ID: 78)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformMoniker=Windows,Version=10.0.19041.0 (任务 ID: 78)
- [ConsoleApplication1 /Windows] TargetPlatformMoniker=Windows,Version=10.0.19041.0 (任务 ID: 78)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Maui=False (任务 ID: 78)
+ [ConsoleApplication1 /Windows] Maui=False (任务 ID: 78)
已完成执行任务“Message”的操作。 (任务 ID: 78)
任务“Message” (任务 ID: 79)
任务参数:Importance=low (任务 ID: 79)
- 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformVersion=10.0.19041.0 (任务 ID: 79)
- [ConsoleApplication1 /Windows] TargetPlatformVersion=10.0.19041.0 (任务 ID: 79)
+ 任务参数:Text= [ConsoleApplication1 /Windows] MauiSingleProject=False (任务 ID: 79)
+ [ConsoleApplication1 /Windows] MauiSingleProject=False (任务 ID: 79)
已完成执行任务“Message”的操作。 (任务 ID: 79)
任务“Message” (任务 ID: 80)
任务参数:Importance=low (任务 ID: 80)
- 任务参数:Text= [ConsoleApplication1 /Windows] IsImplicitlyTriggeredBuild= (任务 ID: 80)
- [ConsoleApplication1 /Windows] IsImplicitlyTriggeredBuild= (任务 ID: 80)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Mobile=False (任务 ID: 80)
+ [ConsoleApplication1 /Windows] Mobile=False (任务 ID: 80)
已完成执行任务“Message”的操作。 (任务 ID: 80)
+ 任务“Message” (任务 ID: 81)
+ 任务参数:Importance=low (任务 ID: 81)
+ 任务参数:Text= [ConsoleApplication1 /Windows] Msix=False (任务 ID: 81)
+ [ConsoleApplication1 /Windows] Msix=False (任务 ID: 81)
+ 已完成执行任务“Message”的操作。 (任务 ID: 81)
+ 任务“Message” (任务 ID: 82)
+ 任务参数:Importance=low (任务 ID: 82)
+ 任务参数:Text= [ConsoleApplication1 /Windows] WinUI=False (任务 ID: 82)
+ [ConsoleApplication1 /Windows] WinUI=False (任务 ID: 82)
+ 已完成执行任务“Message”的操作。 (任务 ID: 82)
+ 任务“Message” (任务 ID: 83)
+ 任务参数:Importance=low (任务 ID: 83)
+ 任务参数:Text= [ConsoleApplication1 /Windows] XamarinForms=False (任务 ID: 83)
+ [ConsoleApplication1 /Windows] XamarinForms=False (任务 ID: 83)
+ 已完成执行任务“Message”的操作。 (任务 ID: 83)
+ 任务“Message” (任务 ID: 84)
+ 任务参数:Importance=low (任务 ID: 84)
+ 任务参数:Text= [ConsoleApplication1 /Windows] OutputType=exe (任务 ID: 84)
+ [ConsoleApplication1 /Windows] OutputType=exe (任务 ID: 84)
+ 已完成执行任务“Message”的操作。 (任务 ID: 84)
+ 任务“Message” (任务 ID: 85)
+ 任务参数:Importance=low (任务 ID: 85)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TemplateGuid= (任务 ID: 85)
+ [ConsoleApplication1 /Windows] TemplateGuid= (任务 ID: 85)
+ 已完成执行任务“Message”的操作。 (任务 ID: 85)
+ 任务“Message” (任务 ID: 86)
+ 任务参数:Importance=low (任务 ID: 86)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworks= (任务 ID: 86)
+ [ConsoleApplication1 /Windows] TargetFrameworks= (任务 ID: 86)
+ 已完成执行任务“Message”的操作。 (任务 ID: 86)
+ 任务“Message” (任务 ID: 87)
+ 任务参数:Importance=low (任务 ID: 87)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetFramework= (任务 ID: 87)
+ [ConsoleApplication1 /Windows] TargetFramework= (任务 ID: 87)
+ 已完成执行任务“Message”的操作。 (任务 ID: 87)
+ 任务“Message” (任务 ID: 88)
+ 任务参数:Importance=low (任务 ID: 88)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkIdentifier= (任务 ID: 88)
+ [ConsoleApplication1 /Windows] TargetFrameworkIdentifier= (任务 ID: 88)
+ 已完成执行任务“Message”的操作。 (任务 ID: 88)
+ 任务“Message” (任务 ID: 89)
+ 任务参数:Importance=low (任务 ID: 89)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkMoniker= (任务 ID: 89)
+ [ConsoleApplication1 /Windows] TargetFrameworkMoniker= (任务 ID: 89)
+ 已完成执行任务“Message”的操作。 (任务 ID: 89)
+ 任务“Message” (任务 ID: 90)
+ 任务参数:Importance=low (任务 ID: 90)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkVersion= (任务 ID: 90)
+ [ConsoleApplication1 /Windows] TargetFrameworkVersion= (任务 ID: 90)
+ 已完成执行任务“Message”的操作。 (任务 ID: 90)
+ 任务“Message” (任务 ID: 91)
+ 任务参数:Importance=low (任务 ID: 91)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetFrameworkMinVersion= (任务 ID: 91)
+ [ConsoleApplication1 /Windows] TargetFrameworkMinVersion= (任务 ID: 91)
+ 已完成执行任务“Message”的操作。 (任务 ID: 91)
+ 任务“Message” (任务 ID: 92)
+ 任务参数:Importance=low (任务 ID: 92)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformDisplayName=Windows 10.0.19041.0 (任务 ID: 92)
+ [ConsoleApplication1 /Windows] TargetPlatformDisplayName=Windows 10.0.19041.0 (任务 ID: 92)
+ 已完成执行任务“Message”的操作。 (任务 ID: 92)
+ 任务“Message” (任务 ID: 93)
+ 任务参数:Importance=low (任务 ID: 93)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformIdentifier=Windows (任务 ID: 93)
+ [ConsoleApplication1 /Windows] TargetPlatformIdentifier=Windows (任务 ID: 93)
+ 已完成执行任务“Message”的操作。 (任务 ID: 93)
+ 任务“Message” (任务 ID: 94)
+ 任务参数:Importance=low (任务 ID: 94)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformMoniker=Windows,Version=10.0.19041.0 (任务 ID: 94)
+ [ConsoleApplication1 /Windows] TargetPlatformMoniker=Windows,Version=10.0.19041.0 (任务 ID: 94)
+ 已完成执行任务“Message”的操作。 (任务 ID: 94)
+ 任务“Message” (任务 ID: 95)
+ 任务参数:Importance=low (任务 ID: 95)
+ 任务参数:Text= [ConsoleApplication1 /Windows] TargetPlatformVersion=10.0.19041.0 (任务 ID: 95)
+ [ConsoleApplication1 /Windows] TargetPlatformVersion=10.0.19041.0 (任务 ID: 95)
+ 已完成执行任务“Message”的操作。 (任务 ID: 95)
+ 任务“Message” (任务 ID: 96)
+ 任务参数:Importance=low (任务 ID: 96)
+ 任务参数:Text= [ConsoleApplication1 /Windows] IsImplicitlyTriggeredBuild= (任务 ID: 96)
+ [ConsoleApplication1 /Windows] IsImplicitlyTriggeredBuild= (任务 ID: 96)
+ 已完成执行任务“Message”的操作。 (任务 ID: 96)
由于 false 条件,已跳过任务“XamarinTelemetry”;($(_MobileCapability)
or $(_MauiCapability)
or $(_XamarinFormsCapability)
@@ -4294,58 +4418,58 @@
or False
or False
or '' == 'MonoAndroid')。
-02:22:39.414 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_WriteTelemetryProperties”的操作。: (目标 ID: 106)
+16:35:00.586 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_WriteTelemetryProperties”的操作。: (目标 ID: 121)
由于条件的计算结果为 false,已跳过目标“ComputeIntermediateSatelliteAssemblies”;(@(ReferenceSatellitePaths->'%(DestinationSubDirectory)') != '')的计算结果为( != '')。
由于条件的计算结果为 false,已跳过目标“_CopyFilesMarkedCopyLocal”;('@(ReferenceCopyLocalPaths)' != '')的计算结果为('' != '')。
已跳过目标“AssignTargetPaths”。以前的生成已成功。
已跳过目标“AssignProjectConfiguration”。以前的生成已成功。
已跳过目标“_SplitProjectReferencesByFileExistence”。以前的生成已成功。
已跳过目标“_GetProjectReferenceTargetFrameworkProperties”。以前的生成已成功。
-02:22:39.414 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_PopulateCommonStateForGetCopyToOutputDirectoryItems: (目标 ID: 107)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
+16:35:00.586 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_PopulateCommonStateForGetCopyToOutputDirectoryItems: (目标 ID: 122)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
设置属性: _GCTODIKeepDuplicates=false
设置属性: _GCTODIKeepMetadata=CopyToOutputDirectory;TargetPath
-02:22:39.414 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PopulateCommonStateForGetCopyToOutputDirectoryItems”的操作。: (目标 ID: 107)
-02:22:39.414 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Windows\Microsoft.NET\Framework\v4.0.30319\Microsoft.Xaml.targets”中的目标“GetCopyToOutputDirectoryXamlAppDefs: (目标 ID: 108)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
- 任务“AssignTargetPath” (任务 ID: 81)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 81)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 81)
-02:22:39.414 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetCopyToOutputDirectoryXamlAppDefs”的操作。: (目标 ID: 108)
-02:22:39.414 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetCopyToOutputDirectoryItems: (目标 ID: 109)”(目标“_CopySourceItemsToOutputDirectory”依赖于它):
+16:35:00.586 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_PopulateCommonStateForGetCopyToOutputDirectoryItems”的操作。: (目标 ID: 122)
+16:35:00.586 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Windows\Microsoft.NET\Framework\v4.0.30319\Microsoft.Xaml.targets”中的目标“GetCopyToOutputDirectoryXamlAppDefs: (目标 ID: 123)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
+ 任务“AssignTargetPath” (任务 ID: 97)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 97)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 97)
+16:35:00.586 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetCopyToOutputDirectoryXamlAppDefs”的操作。: (目标 ID: 123)
+16:35:00.586 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetCopyToOutputDirectoryItems: (目标 ID: 124)”(目标“_CopySourceItemsToOutputDirectory”依赖于它):
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“CallTarget”任务。
- 任务“CallTarget” (任务 ID: 82)
- 任务参数:Targets=_GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences (任务 ID: 82)
+ 任务“CallTarget” (任务 ID: 98)
+ 任务参数:Targets=_GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences (任务 ID: 98)
已跳过目标“_PopulateCommonStateForGetCopyToOutputDirectoryItems”。以前的生成已成功。
已跳过目标“_AddOutputPathToGlobalPropertiesToRemove”。以前的生成已成功。
-02:22:39.416 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences: (目标 ID: 110)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
+16:35:00.587 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences: (目标 ID: 125)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('@(_MSBuildProjectReferenceExistent)' != '' and '$(_GetChildProjectCopyToOutputDirectoryItems)' == 'true' and '%(_MSBuildProjectReferenceExistent.Private)' != 'false' and '$(UseCommonOutputDirectory)' != 'true')计算为('' != '' and 'true' == 'true' and '' != 'false' and 'false' != 'true')。
- 任务“AssignTargetPath” (任务 ID: 83)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 83)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 83)
-02:22:39.416 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences”的操作。: (目标 ID: 110)
- 已完成执行任务“CallTarget”的操作。 (任务 ID: 82)
- 任务“CallTarget” (任务 ID: 84)
- 任务参数:Targets=_GetCopyToOutputDirectoryItemsFromThisProject (任务 ID: 84)
+ 任务“AssignTargetPath” (任务 ID: 99)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 99)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 99)
+16:35:00.587 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences”的操作。: (目标 ID: 125)
+ 已完成执行任务“CallTarget”的操作。 (任务 ID: 98)
+ 任务“CallTarget” (任务 ID: 100)
+ 任务参数:Targets=_GetCopyToOutputDirectoryItemsFromThisProject (任务 ID: 100)
已跳过目标“AssignTargetPaths”。以前的生成已成功。
已跳过目标“_PopulateCommonStateForGetCopyToOutputDirectoryItems”。以前的生成已成功。
-02:22:39.416 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetCopyToOutputDirectoryItemsFromThisProject: (目标 ID: 111)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
- 任务“AssignTargetPath” (任务 ID: 85)
- 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 85)
- 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 85)
-02:22:39.417 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GetCopyToOutputDirectoryItemsFromThisProject”的操作。: (目标 ID: 111)
- 已完成执行任务“CallTarget”的操作。 (任务 ID: 84)
-02:22:39.417 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetCopyToOutputDirectoryItems”的操作。: (目标 ID: 109)
+16:35:00.587 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetCopyToOutputDirectoryItemsFromThisProject: (目标 ID: 126)”(目标“GetCopyToOutputDirectoryItems”依赖于它):
+ 任务“AssignTargetPath” (任务 ID: 101)
+ 任务参数:RootFolder=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 101)
+ 已完成执行任务“AssignTargetPath”的操作。 (任务 ID: 101)
+16:35:00.587 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_GetCopyToOutputDirectoryItemsFromThisProject”的操作。: (目标 ID: 126)
+ 已完成执行任务“CallTarget”的操作。 (任务 ID: 100)
+16:35:00.587 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“GetCopyToOutputDirectoryItems”的操作。: (目标 ID: 124)
由于条件的计算结果为 false,已跳过目标“_CopyOutOfDateSourceItemsToOutputDirectory”;( '@(_SourceItemsToCopyToOutputDirectory)' != '' )的计算结果为( '' != '' )。
由于条件的计算结果为 false,已跳过目标“_CopyOutOfDateSourceItemsToOutputDirectoryAlways”;( '@(_SourceItemsToCopyToOutputDirectoryAlways)' != '' )的计算结果为( '' != '' )。
-02:22:39.417 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CopySourceItemsToOutputDirectory: (目标 ID: 112)”(目标“CopyFilesToOutputDirectory”依赖于它):
-02:22:39.417 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CopySourceItemsToOutputDirectory”的操作。: (目标 ID: 112)
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CopySourceItemsToOutputDirectory: (目标 ID: 127)”(目标“CopyFilesToOutputDirectory”依赖于它):
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CopySourceItemsToOutputDirectory”的操作。: (目标 ID: 127)
由于条件的计算结果为 false,已跳过目标“_CopyAppConfigFile”;( '@(AppConfigWithTargetPath)' != '' )的计算结果为( '' != '' )。
由于条件的计算结果为 false,已跳过目标“_CopyManifestFiles”;( '$(_DeploymentCopyApplicationManifest)'=='true' or '$(GenerateClickOnceManifests)'=='true' )的计算结果为( ''=='true' or ''=='true' )。
-02:22:39.417 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CheckForCompileOutputs: (目标 ID: 113)”(目标“CopyFilesToOutputDirectory”依赖于它):
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CheckForCompileOutputs: (目标 ID: 128)”(目标“CopyFilesToOutputDirectory”依赖于它):
设置属性: _DocumentationFileProduced=false
设置属性: _DebugSymbolsProduced=false
-02:22:39.417 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CheckForCompileOutputs”的操作。: (目标 ID: 113)
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CheckForCompileOutputs”的操作。: (目标 ID: 128)
由于条件的计算结果为 false,已跳过目标“_SGenCheckForOutputs”;('$(_SGenGenerateSerializationAssembliesConfig)' == 'On' or ('@(WebReferenceUrl)'!='' and '$(_SGenGenerateSerializationAssembliesConfig)' == 'Auto'))的计算结果为('Off' == 'On' or (''!='' and 'Off' == 'Auto'))。
-02:22:39.417 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CopyFilesToOutputDirectory: (目标 ID: 114)”(目标“PrepareForRun”依赖于它):
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“CopyFilesToOutputDirectory: (目标 ID: 129)”(目标“PrepareForRun”依赖于它):
设置属性: CreateHardLinksForCopyFilesToOutputDirectoryIfPossible=false
设置属性: CreateSymbolicLinksForCopyFilesToOutputDirectoryIfPossible=false
设置属性: ErrorIfLinkFailsForCopyFilesToOutputDirectory=false
@@ -4363,130 +4487,139 @@
由于 false 条件,已跳过任务“Copy”;('@(ReferenceComWrappersToCopyLocal)' != '' or '@(ResolvedIsolatedComModules)' != '' or '@(_DeploymentLooseManifestFile)' != '' or '@(NativeReferenceFile)' != '' )计算为('' != '' or '' != '' or '' != '' or '' != '' )。
由于 false 条件,已跳过任务“Copy”;('$(SkipCopyWinMDArtifact)' != 'true' and '@(WinMDExpArtifacts)' != '')计算为('' != 'true' and '' != '')。
由于 false 条件,已跳过任务“Message”;('$(SkipCopyWinMDArtifact)' != 'true' and '$(_WindowsMetadataOutputPath)' != '')计算为('' != 'true' and '' != '')。
-02:22:39.417 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CopyFilesToOutputDirectory”的操作。: (目标 ID: 114)
-02:22:39.417 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareForRun: (目标 ID: 115)”(目标“_BuildLinkAction”依赖于它):
-02:22:39.417 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareForRun”的操作。: (目标 ID: 115)
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“CopyFilesToOutputDirectory”的操作。: (目标 ID: 129)
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareForRun: (目标 ID: 130)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PrepareForRun”的操作。: (目标 ID: 130)
由于条件的计算结果为 false,已跳过目标“CustomBuildStep”;('@(CustomBuildStep)' != '' and '$(SelectedFiles)'=='')的计算结果为('' != '' and ''=='')。
-02:22:39.417 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PostBuildEvent: (目标 ID: 116)”(目标“_BuildLinkAction”依赖于它):
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PostBuildEvent: (目标 ID: 131)”(目标“_BuildLinkAction”依赖于它):
由于 false 条件,已跳过任务“Message”;('%(PostBuildEvent.Message)' != '' and '%(PostBuildEvent.Command)' != '')计算为('' != '' and '' != '')。
由于 false 条件,已跳过任务“Exec”;('%(PostBuildEvent.Command)' != '')计算为('' != '')。
-02:22:39.418 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PostBuildEvent”的操作。: (目标 ID: 116)
-02:22:39.418 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildLinkAction: (目标 ID: 117)”(目标“BuildLink”依赖于它):
-02:22:39.418 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BuildLinkAction”的操作。: (目标 ID: 117)
-02:22:39.418 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildLink: (目标 ID: 118)”(目标“Build”依赖于它):
-02:22:39.418 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildLink”的操作。: (目标 ID: 118)
-02:22:39.418 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“AfterBuild: (目标 ID: 119)”(目标“Build”依赖于它):
-02:22:39.418 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuild”的操作。: (目标 ID: 119)
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“PostBuildEvent”的操作。: (目标 ID: 131)
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildLinkAction: (目标 ID: 132)”(目标“BuildLink”依赖于它):
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_BuildLinkAction”的操作。: (目标 ID: 132)
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildLink: (目标 ID: 133)”(目标“Build”依赖于它):
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“BuildLink”的操作。: (目标 ID: 133)
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“AfterBuild: (目标 ID: 134)”(目标“Build”依赖于它):
+16:35:00.588 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterBuild”的操作。: (目标 ID: 134)
已跳过目标“_CheckForCompileOutputs”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“_SGenCheckForOutputs”;('$(_SGenGenerateSerializationAssembliesConfig)' == 'On' or ('@(WebReferenceUrl)'!='' and '$(_SGenGenerateSerializationAssembliesConfig)' == 'Auto'))的计算结果为('Off' == 'On' or (''!='' and 'Off' == 'Auto'))。
-02:22:39.418 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CleanGetCurrentAndPriorFileWrites: (目标 ID: 120)”(目标“IncrementalClean”依赖于它):
- 任务“ReadLinesFromFile” (任务 ID: 86)
- 任务参数:File=x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt (任务 ID: 86)
- 已完成执行任务“ReadLinesFromFile”的操作。 (任务 ID: 86)
+16:35:00.588 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CleanGetCurrentAndPriorFileWrites: (目标 ID: 135)”(目标“IncrementalClean”依赖于它):
+ 任务“ReadLinesFromFile” (任务 ID: 102)
+ 任务参数:File=x64\Debug\ConsoleApplication1.vcxproj.FileListAbsolute.txt (任务 ID: 102)
+ 已完成执行任务“ReadLinesFromFile”的操作。 (任务 ID: 102)
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“ConvertToAbsolutePath”任务。
- 任务“ConvertToAbsolutePath” (任务 ID: 87)
- 已完成执行任务“ConvertToAbsolutePath”的操作。 (任务 ID: 87)
- 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“FindUnderPath”任务。
- 任务“FindUnderPath” (任务 ID: 88)
- 任务参数:UpdateToAbsolutePaths=True (任务 ID: 88)
- 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 88)
- 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1”。 (任务 ID: 88)
- 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 88)
- 任务“FindUnderPath” (任务 ID: 89)
- 任务参数:UpdateToAbsolutePaths=True (任务 ID: 89)
- 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ (任务 ID: 89)
- 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\”。 (任务 ID: 89)
- 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 89)
- 任务“FindUnderPath” (任务 ID: 90)
- 任务参数:UpdateToAbsolutePaths=True (任务 ID: 90)
- 任务参数:Path=x64\Debug\ (任务 ID: 90)
- 比较路径为“x64\Debug\”。 (任务 ID: 90)
- 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 90)
- 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“RemoveDuplicates”任务。
- 任务“RemoveDuplicates” (任务 ID: 91)
- 已完成执行任务“RemoveDuplicates”的操作。 (任务 ID: 91)
-02:22:39.425 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CleanGetCurrentAndPriorFileWrites”的操作。: (目标 ID: 120)
-02:22:39.425 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“IncrementalClean: (目标 ID: 121)”(目标“Build”依赖于它):
- 任务“FindUnderPath” (任务 ID: 92)
- 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\ (任务 ID: 92)
- 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\x64\Debug\”。 (任务 ID: 92)
- 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 92)
- 任务“FindUnderPath” (任务 ID: 93)
- 任务参数:Path=x64\Debug\ (任务 ID: 93)
- 比较路径为“x64\Debug\”。 (任务 ID: 93)
- 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 93)
- 正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“Delete”任务。
- 任务“Delete” (任务 ID: 94)
- 任务参数:TreatErrorsAsWarnings=True (任务 ID: 94)
- 已完成执行任务“Delete”的操作。 (任务 ID: 94)
- 任务“RemoveDuplicates” (任务 ID: 95)
- 已完成执行任务“RemoveDuplicates”的操作。 (任务 ID: 95)
+ 任务“ConvertToAbsolutePath” (任务 ID: 103)
+ 已完成执行任务“ConvertToAbsolutePath”的操作。 (任务 ID: 103)
+ 任务“FindUnderPath” (任务 ID: 104)
+ 任务参数:UpdateToAbsolutePaths=True (任务 ID: 104)
+ 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1 (任务 ID: 104)
+ 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1”。 (任务 ID: 104)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 104)
+ 任务“FindUnderPath” (任务 ID: 105)
+ 任务参数:UpdateToAbsolutePaths=True (任务 ID: 105)
+ 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ (任务 ID: 105)
+ 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\”。 (任务 ID: 105)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 105)
+ 任务“FindUnderPath” (任务 ID: 106)
+ 任务参数:UpdateToAbsolutePaths=True (任务 ID: 106)
+ 任务参数:Path=x64\Debug\ (任务 ID: 106)
+ 比较路径为“x64\Debug\”。 (任务 ID: 106)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 106)
+ 任务“RemoveDuplicates” (任务 ID: 107)
+ 已完成执行任务“RemoveDuplicates”的操作。 (任务 ID: 107)
+16:35:00.592 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“_CleanGetCurrentAndPriorFileWrites”的操作。: (目标 ID: 135)
+16:35:00.592 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“IncrementalClean: (目标 ID: 136)”(目标“Build”依赖于它):
+ 任务“FindUnderPath” (任务 ID: 108)
+ 任务参数:Path=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ (任务 ID: 108)
+ 比较路径为“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\”。 (任务 ID: 108)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 108)
+ 任务“FindUnderPath” (任务 ID: 109)
+ 任务参数:Path=x64\Debug\ (任务 ID: 109)
+ 比较路径为“x64\Debug\”。 (任务 ID: 109)
+ 已完成执行任务“FindUnderPath”的操作。 (任务 ID: 109)
+ 任务“Delete” (任务 ID: 110)
+ 任务参数:TreatErrorsAsWarnings=True (任务 ID: 110)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 110)
+ 任务“RemoveDuplicates” (任务 ID: 111)
+ 已完成执行任务“RemoveDuplicates”的操作。 (任务 ID: 111)
由于 false 条件,已跳过任务“WriteLinesToFile”;('@(_CleanUnfilteredPriorFileWrites)'!='@(_CleanUniqueRemainingFileWritesAfterIncrementalClean)')计算为(''!='')。
-02:22:39.426 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“IncrementalClean”的操作。: (目标 ID: 121)
-02:22:39.426 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“FinalizeBuildStatus: (目标 ID: 122)”(目标“Build”依赖于它):
- 任务“Delete” (任务 ID: 96)
- 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild (任务 ID: 96)
- 正在删除文件“x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild”。 (任务 ID: 96)
- 已完成执行任务“Delete”的操作。 (任务 ID: 96)
- 任务“Touch” (任务 ID: 97)
- 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 97)
- 正在对“x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate”执行 Touch 任务。 (任务 ID: 97)
- 已完成执行任务“Touch”的操作。 (任务 ID: 97)
-02:22:39.427 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“FinalizeBuildStatus”的操作。: (目标 ID: 122)
- 已跳过目标“_CheckForInvalidConfigurationAndPlatform”。以前的生成已成功。
- 已跳过目标“_CheckForInvalidConfigurationAndPlatform”。以前的生成已成功。
-02:22:39.427 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“Build: (目标 ID: 123)”(入口点):
-02:22:39.427 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“Build”的操作。: (目标 ID: 123)
+16:35:00.592 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“IncrementalClean”的操作。: (目标 ID: 136)
+16:35:00.592 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“FinalizeBuildStatus: (目标 ID: 137)”(目标“Build”依赖于它):
+ 任务“Delete” (任务 ID: 112)
+ 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild (任务 ID: 112)
+ 正在删除文件“x64\Debug\ConsoleA.457a0bc0.tlog\unsuccessfulbuild”。 (任务 ID: 112)
+ 已完成执行任务“Delete”的操作。 (任务 ID: 112)
+ 任务“Touch” (任务 ID: 113)
+ 任务参数:Files=x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate (任务 ID: 113)
+ 正在对“x64\Debug\ConsoleA.457a0bc0.tlog\ConsoleApplication1.lastbuildstate”执行 Touch 任务。 (任务 ID: 113)
+ 已完成执行任务“Touch”的操作。 (任务 ID: 113)
+16:35:00.593 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“FinalizeBuildStatus”的操作。: (目标 ID: 137)
+16:35:00.593 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“Build: (目标 ID: 138)”(目标“Rebuild”依赖于它):
+16:35:00.593 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“Build”的操作。: (目标 ID: 138)
已跳过目标“_WriteTelemetryProperties”。以前的生成已成功。
-02:22:39.427 1>已完成生成项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”(Build 个目标)的操作。
+16:35:00.593 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AfterRebuild: (目标 ID: 139)”(目标“Rebuild”依赖于它):
+16:35:00.593 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“AfterRebuild”的操作。: (目标 ID: 139)
+ 已跳过目标“_CheckForInvalidConfigurationAndPlatform”。以前的生成已成功。
+16:35:00.593 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“Rebuild: (目标 ID: 140)”(入口点):
+16:35:00.593 1>已完成在项目“ConsoleApplication1.vcxproj”中生成目标“Rebuild”的操作。: (目标 ID: 140)
+16:35:00.593 1>已完成生成项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”(Rebuild 个目标)的操作。
项目评估性能摘要:
- 30 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj 1 次调用
+ 35 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj 1 次调用
项目性能摘要:
- 1126 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj 1 次调用
- 1126 毫秒 Build 1 次调用
+ 315 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj 1 次调用
+ 315 毫秒 Rebuild 1 次调用
目标性能摘要:
- 0 毫秒 AfterBuildCompileEvent 1 次调用
- 0 毫秒 _Link 1 次调用
- 0 毫秒 AfterLink 1 次调用
+ 0 毫秒 AfterClCompile 1 次调用
+ 0 毫秒 ComputeLinkImportLibraryOutputsForClean 1 次调用
0 毫秒 PreLinkEvent 1 次调用
0 毫秒 DoLinkOutputFilesMatch 1 次调用
0 毫秒 PrepareResourceNames 1 次调用
0 毫秒 CreateCustomManifestResourceNames 1 次调用
- 0 毫秒 ComputeManifestInputsTargets 1 次调用
+ 0 毫秒 SplitResourcesByCulture 1 次调用
+ 0 毫秒 AssignTargetPaths 1 次调用
0 毫秒 ComputeLinkInputsFromProject 1 次调用
0 毫秒 ComputeCLGeneratedLinkInputs 1 次调用
+ 0 毫秒 ComputeCLOutputs 1 次调用
0 毫秒 ComputeManifestGeneratedLinkerInputs 1 次调用
- 0 毫秒 _ALink 1 次调用
0 毫秒 ComputeRCGeneratedLinkInputs 1 次调用
+ 0 毫秒 ComputeRCOutputs 1 次调用
0 毫秒 BeforeLink 1 次调用
0 毫秒 ComputeLegacyManifestEmbedding 1 次调用
0 毫秒 BuildLinkTraverse 1 次调用
0 毫秒 BuildCompile 1 次调用
0 毫秒 _BuildCompileAction 1 次调用
+ 0 毫秒 AfterBuildCompileEvent 1 次调用
0 毫秒 _ResourceCompile 1 次调用
0 毫秒 AfterResourceCompile 1 次调用
0 毫秒 MakeDirsForResourceCompile 1 次调用
0 毫秒 BeforeResourceCompile 1 次调用
0 毫秒 _ClCompile 1 次调用
- 0 毫秒 ComputeRCOutputs 1 次调用
- 0 毫秒 AfterClCompile 1 次调用
+ 0 毫秒 AfterRebuild 1 次调用
+ 0 毫秒 SelectClCompile 1 次调用
+ 0 毫秒 MakeDirsForCl 1 次调用
+ 0 毫秒 AfterLink 1 次调用
+ 0 毫秒 _Link 1 次调用
+ 0 毫秒 _ALink 1 次调用
0 毫秒 _Manifest 1 次调用
- 0 毫秒 ResolvedXDCMake 1 次调用
+ 0 毫秒 Build 1 次调用
+ 0 毫秒 IncrementalClean 1 次调用
0 毫秒 AfterBuild 1 次调用
0 毫秒 BuildLink 1 次调用
0 毫秒 _BuildLinkAction 1 次调用
+ 0 毫秒 PostBuildEvent 1 次调用
0 毫秒 PrepareForRun 1 次调用
0 毫秒 CopyFilesToOutputDirectory 1 次调用
0 毫秒 _CheckForCompileOutputs 1 次调用
0 毫秒 _CopySourceItemsToOutputDirectory 1 次调用
+ 0 毫秒 _GetCopyToOutputDirectoryItemsFromThisProject 1 次调用
0 毫秒 _GetCopyToOutputDirectoryItemsFromTransitiveProjectReferences 1 次调用
0 毫秒 GetCopyToOutputDirectoryXamlAppDefs 1 次调用
+ 0 毫秒 WarnCompileDuplicatedFilename 1 次调用
0 毫秒 _PopulateCommonStateForGetCopyToOutputDirectoryItems 1 次调用
- 0 毫秒 RegisterOutput 1 次调用
- 0 毫秒 _Deploy 1 次调用
+ 0 毫秒 _Appverifier 1 次调用
0 毫秒 CreateSatelliteAssemblies 1 次调用
0 毫秒 _GenerateSatelliteAssemblyInputs 1 次调用
0 毫秒 MakeDirsForFxc 1 次调用
@@ -4496,105 +4629,120 @@
0 毫秒 MakeDirsForBscMake 1 次调用
0 毫秒 ComputeCLCompileGeneratedSbrFiles 1 次调用
0 毫秒 _XdcMake 1 次调用
- 0 毫秒 ComputeCLCompileGeneratedXDCFiles 1 次调用
- 0 毫秒 _Appverifier 1 次调用
- 0 毫秒 CheckMixedPerfLibUsageVC 1 次调用
- 0 毫秒 Build 1 次调用
- 0 毫秒 MakeDirsForCl 1 次调用
- 0 毫秒 SelectCustomBuild 1 次调用
- 0 毫秒 _SelectedFiles 1 次调用
- 0 毫秒 BeforeBuildGenerateSources 1 次调用
- 0 毫秒 SelectClCompile 1 次调用
- 0 毫秒 ResolveReferences 1 次调用
- 0 毫秒 AfterResolveReferences 1 次调用
- 0 毫秒 ExpandSDKReferences 1 次调用
+ 0 毫秒 MakeDirsForXdcMake 1 次调用
+ 0 毫秒 ResolvedXDCMake 1 次调用
+ 0 毫秒 RegisterOutput 1 次调用
+ 0 毫秒 _Deploy 1 次调用
+ 0 毫秒 ComputeReferenceCLInput 1 次调用
+ 0 毫秒 Rebuild 1 次调用
+ 0 毫秒 FindReferenceAssembliesForReferences 1 次调用
0 毫秒 ResolveSDKReferences 1 次调用
0 毫秒 SetCABuildNativeEnvironmentVariables 1 次调用
0 毫秒 _CheckWindowsSDKInstalled 1 次调用
- 0 毫秒 GetResolvedWinMD 1 次调用
+ 0 毫秒 GetReferencedVCProjectsInfo 1 次调用
0 毫秒 AddExternalIncludDirectoriesToPaths 1 次调用
+ 0 毫秒 GetReferenceAssemblyPaths 1 次调用
0 毫秒 GetFrameworkPaths 1 次调用
0 毫秒 ResolveProjectReferences 1 次调用
- 0 毫秒 PrepareProjectReferences 1 次调用
- 0 毫秒 _AddOutputPathToGlobalPropertiesToRemove 1 次调用
0 毫秒 BeforeResolveReferences 1 次调用
0 毫秒 _PrepareForReferenceResolution 1 次调用
0 毫秒 _PrepareForBuild 1 次调用
- 0 毫秒 ComputeCustomBuildOutput 1 次调用
- 0 毫秒 CopyFileToFolders 1 次调用
- 0 毫秒 BuildGenerateSourcesTraverse 1 次调用
- 0 毫秒 ComputeMIDLGeneratedCompileInputs 1 次调用
- 0 毫秒 AfterBuildGenerateSources 1 次调用
- 0 毫秒 _Midl 1 次调用
- 0 毫秒 _BuildGenerateSourcesAction 1 次调用
+ 0 毫秒 Clean 1 次调用
+ 0 毫秒 CppClean 1 次调用
+ 0 毫秒 PGInstrumentedClean 1 次调用
+ 0 毫秒 AfterCppClean 1 次调用
+ 0 毫秒 BeforeCppClean 1 次调用
+ 0 毫秒 AfterClean 1 次调用
+ 0 毫秒 CleanPublishFolder 1 次调用
+ 0 毫秒 CleanReferencedProjects 1 次调用
+ 0 毫秒 PrepareProjectReferences 1 次调用
+ 0 毫秒 _GetProjectReferenceTargetFrameworkProperties 1 次调用
+ 0 毫秒 _AddOutputPathToGlobalPropertiesToRemove 1 次调用
+ 0 毫秒 _SplitProjectReferencesByFileExistence 1 次调用
+ 0 毫秒 BeforeClean 1 次调用
+ 0 毫秒 BeforeRebuild 1 次调用
+ 0 毫秒 ExpandSDKReferences 1 次调用
+ 0 毫秒 ResolveAssemblyReferences 1 次调用
+ 0 毫秒 GetResolvedWinMD 1 次调用
0 毫秒 AfterMidl 1 次调用
- 0 毫秒 WarnCompileDuplicatedFilename 1 次调用
- 0 毫秒 BuildGenerateSources 1 次调用
+ 0 毫秒 AfterBuildGenerateSources 1 次调用
+ 0 毫秒 ComputeMIDLGeneratedCompileInputs 1 次调用
0 毫秒 AfterBuildGenerateSourcesEvent 1 次调用
- 0 毫秒 GetReferencedVCProjectsInfo 1 次调用
- 0 毫秒 BuildCompileTraverse 1 次调用
- 0 毫秒 MakeDirsForMidl 1 次调用
+ 0 毫秒 _BuildGenerateSourcesAction 1 次调用
0 毫秒 _Xsd 1 次调用
- 0 毫秒 ComputeCLInputPDBName 1 次调用
+ 0 毫秒 CopyFileToFolders 1 次调用
+ 0 毫秒 CustomBuild 1 次调用
+ 0 毫秒 ComputeCustomBuildOutput 1 次调用
+ 0 毫秒 SelectCustomBuild 1 次调用
+ 0 毫秒 BuildGenerateSources 1 次调用
+ 0 毫秒 _SelectedFiles 1 次调用
+ 0 毫秒 BuildCompileTraverse 1 次调用
0 毫秒 BeforeClCompile 1 次调用
- 0 毫秒 ComputeReferenceCLInput 1 次调用
- 0 毫秒 GetReferenceAssemblyPaths 1 次调用
- 1 毫秒 SetBuildDefaultEnvironmentVariables 1 次调用
- 1 毫秒 _SplitProjectReferencesByFileExistence 1 次调用
+ 0 毫秒 BeforeBuildGenerateSources 1 次调用
+ 0 毫秒 BuildGenerateSourcesTraverse 1 次调用
+ 0 毫秒 ComputeCLInputPDBName 1 次调用
+ 0 毫秒 ResolveReferences 1 次调用
+ 0 毫秒 _Midl 1 次调用
+ 0 毫秒 AfterResolveReferences 1 次调用
+ 1 毫秒 _PrepareForRebuild 1 次调用
1 毫秒 AssignProjectConfiguration 1 次调用
1 毫秒 SetTelemetryEnvironmentVariables 1 次调用
- 1 毫秒 _GetProjectReferenceTargetFrameworkProperties 1 次调用
- 1 毫秒 ComputeCLOutputs 1 次调用
- 1 毫秒 MakeDirsForXdcMake 1 次调用
- 1 毫秒 IncrementalClean 1 次调用
- 1 毫秒 _GetCopyToOutputDirectoryItemsFromThisProject 1 次调用
- 1 毫秒 AssignTargetPaths 1 次调用
- 1 毫秒 ComputeLinkSwitches 1 次调用
+ 1 毫秒 _PrepareForClean 1 次调用
1 毫秒 MakeDirsForLink 1 次调用
- 1 毫秒 CustomBuild 1 次调用
- 1 毫秒 ComputeLinkImportLibraryOutputsForClean 1 次调用
- 1 毫秒 InitializeBuildStatus 1 次调用
- 1 毫秒 ResolveAssemblyReferences 1 次调用
- 1 毫秒 FindReferenceAssembliesForReferences 1 次调用
- 1 毫秒 ContentFilesProjectOutputGroup 1 次调用
- 1 毫秒 FinalizeBuildStatus 1 次调用
- 1 毫秒 PreBuildEvent 1 次调用
1 毫秒 FixupCLCompileOptions 1 次调用
- 1 毫秒 SplitResourcesByCulture 1 次调用
- 1 毫秒 PostBuildEvent 1 次调用
- 2 毫秒 PrepareForBuild 1 次调用
+ 1 毫秒 ContentFilesProjectOutputGroup 1 次调用
+ 1 毫秒 GetCopyToOutputDirectoryItems 1 次调用
+ 1 毫秒 ComputeCLCompileGeneratedXDCFiles 1 次调用
+ 1 毫秒 _CleanIsIncrementalFile 1 次调用
+ 1 毫秒 CheckMixedPerfLibUsageVC 1 次调用
+ 1 毫秒 ComputeManifestInputsTargets 1 次调用
+ 1 毫秒 FinalizeBuildStatus 1 次调用
+ 1 毫秒 SetBuildDefaultEnvironmentVariables 1 次调用
+ 1 毫秒 InitializeBuildStatus 1 次调用
+ 1 毫秒 CreateRecipeFile 1 次调用
+ 1 毫秒 ComputeLinkSwitches 1 次调用
+ 1 毫秒 PreBuildEvent 1 次调用
+ 1 毫秒 CoreClean 1 次调用
2 毫秒 _CheckForInvalidConfigurationAndPlatform 1 次调用
- 3 毫秒 GetCopyToOutputDirectoryItems 1 次调用
- 4 毫秒 _WriteTelemetryProperties 1 次调用
- 7 毫秒 _CleanGetCurrentAndPriorFileWrites 1 次调用
- 25 毫秒 CreateRecipeFile 1 次调用
- 159 毫秒 ClCompile 1 次调用
- 895 毫秒 Link 1 次调用
+ 3 毫秒 PrepareForBuild 1 次调用
+ 3 毫秒 _WriteTelemetryProperties 1 次调用
+ 4 毫秒 _CleanGetCurrentAndPriorFileWrites 1 次调用
+ 5 毫秒 CoreCppClean 1 次调用
+ 5 毫秒 MakeDirsForMidl 1 次调用
+ 133 毫秒 ClCompile 1 次调用
+ 141 毫秒 Link 1 次调用
任务性能摘要:
- 0 毫秒 AssignProjectConfiguration 1 次调用
- 0 毫秒 ReadLinesFromFile 2 次调用
- 0 毫秒 Touch 2 次调用
- 0 毫秒 RemoveDuplicates 2 次调用
0 毫秒 ConvertToAbsolutePath 1 次调用
- 1 毫秒 MSBuild 1 次调用
- 1 毫秒 MakeDir 10 次调用
- 1 毫秒 GetOutOfDateItems 3 次调用
- 1 毫秒 FindUnderPath 5 次调用
- 1 毫秒 WriteLinesToFile 2 次调用
- 1 毫秒 CheckVCToolsetVersion 1 次调用
- 1 毫秒 Delete 2 次调用
- 1 毫秒 AssignCulture 1 次调用
+ 0 毫秒 GenerateDesktopDeployRecipe 1 次调用
+ 0 毫秒 GetOutOfDateItems 3 次调用
+ 0 毫秒 Touch 2 次调用
+ 0 毫秒 CheckVCToolsetVersion 1 次调用
+ 0 毫秒 CallTarget 2 次调用
+ 0 毫秒 MSBuild 1 次调用
+ 0 毫秒 AssignTargetPath 7 次调用
+ 0 毫秒 AssignProjectConfiguration 1 次调用
+ 0 毫秒 MakeDir 12 次调用
+ 0 毫秒 RemoveDuplicates 3 次调用
+ 0 毫秒 FindUnderPath 7 次调用
+ 0 毫秒 AssignCulture 1 次调用
+ 1 毫秒 VCMessage 1 次调用
1 毫秒 SetEnv 9 次调用
- 2 毫秒 AssignTargetPath 7 次调用
- 2 毫秒 CallTarget 2 次调用
- 2 毫秒 Message 42 次调用
- 25 毫秒 GenerateDesktopDeployRecipe 1 次调用
- 157 毫秒 CL 1 次调用
- 894 毫秒 Link 1 次调用
+ 2 毫秒 WriteLinesToFile 4 次调用
+ 2 毫秒 Delete 8 次调用
+ 3 毫秒 ReadLinesFromFile 3 次调用
+ 4 毫秒 Message 42 次调用
+ 5 毫秒 CppClean 1 次调用
+ 131 毫秒 CL 1 次调用
+ 139 毫秒 Link 1 次调用
已成功生成。
- 0 个警告
+
+ “D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGLAssis\ConsoleApplication1\ConsoleApplication1\ConsoleApplication1.vcxproj”(Rebuild 目标) (1) ->
+ (PrepareForBuild 目标) ->
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(520,5): warning MSB8004: Output 目录未以斜杠结尾。 此生成实例将添加斜杠,因为必须有这个斜杠才能正确计算 Output 目录。
+
+ 1 个警告
0 个错误
-已用时间 00:00:01.12
+已用时间 00:00:00.32
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.obj b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.obj
index b2cbc54a..410ec04e 100644
Binary files a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.obj and b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.obj differ
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.vcxproj.FileListAbsolute.txt b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/ConsoleApplication1.vcxproj.FileListAbsolute.txt
new file mode 100644
index 00000000..e69de29b
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.idb b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.idb
index 764aafee..6044085c 100644
Binary files a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.idb and b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.idb differ
diff --git a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.pdb b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.pdb
index a16a1bf4..f786f796 100644
Binary files a/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.pdb and b/OpenGLAssis/ConsoleApplication1/ConsoleApplication1/x64/Debug/vc143.pdb differ
diff --git a/OpenGLAssis/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe b/OpenGLAssis/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe
deleted file mode 100644
index 10feb32d..00000000
Binary files a/OpenGLAssis/ConsoleApplication1/x64/Debug/ConsoleApplication1.exe and /dev/null differ
diff --git a/OpenGLAssis/glConst.txt b/OpenGLAssis/glConst.txt
new file mode 100644
index 00000000..1e1a4249
--- /dev/null
+++ b/OpenGLAssis/glConst.txt
@@ -0,0 +1,6279 @@
+public const uint GL_VERSION_1_1=1;
+public const uint GL_ZERO=0;
+public const uint GL_FALSE=0;
+public const uint GL_LOGIC_OP=0x0BF1;
+public const uint GL_NONE=0;
+public const uint GL_TEXTURE_COMPONENTS=0x1003;
+public const uint GL_NO_ERROR=0;
+public const uint GL_POINTS=0x0000;
+public const uint GL_CURRENT_BIT=0x00000001;
+public const uint GL_TRUE=1;
+public const uint GL_ONE=1;
+public const uint GL_CLIENT_PIXEL_STORE_BIT=0x00000001;
+public const uint GL_LINES=0x0001;
+public const uint GL_LINE_LOOP=0x0002;
+public const uint GL_POINT_BIT=0x00000002;
+public const uint GL_CLIENT_VERTEX_ARRAY_BIT=0x00000002;
+public const uint GL_LINE_STRIP=0x0003;
+public const uint GL_LINE_BIT=0x00000004;
+public const uint GL_TRIANGLES=0x0004;
+public const uint GL_TRIANGLE_STRIP=0x0005;
+public const uint GL_TRIANGLE_FAN=0x0006;
+public const uint GL_QUADS=0x0007;
+public const uint GL_QUAD_STRIP=0x0008;
+public const uint GL_POLYGON_BIT=0x00000008;
+public const uint GL_POLYGON=0x0009;
+public const uint GL_POLYGON_STIPPLE_BIT=0x00000010;
+public const uint GL_PIXEL_MODE_BIT=0x00000020;
+public const uint GL_LIGHTING_BIT=0x00000040;
+public const uint GL_FOG_BIT=0x00000080;
+public const uint GL_DEPTH_BUFFER_BIT=0x00000100;
+public const uint GL_ACCUM=0x0100;
+public const uint GL_LOAD=0x0101;
+public const uint GL_RETURN=0x0102;
+public const uint GL_MULT=0x0103;
+public const uint GL_ADD=0x0104;
+public const uint GL_NEVER=0x0200;
+public const uint GL_ACCUM_BUFFER_BIT=0x00000200;
+public const uint GL_LESS=0x0201;
+public const uint GL_EQUAL=0x0202;
+public const uint GL_LEQUAL=0x0203;
+public const uint GL_GREATER=0x0204;
+public const uint GL_NOTEQUAL=0x0205;
+public const uint GL_GEQUAL=0x0206;
+public const uint GL_ALWAYS=0x0207;
+public const uint GL_SRC_COLOR=0x0300;
+public const uint GL_ONE_MINUS_SRC_COLOR=0x0301;
+public const uint GL_SRC_ALPHA=0x0302;
+public const uint GL_ONE_MINUS_SRC_ALPHA=0x0303;
+public const uint GL_DST_ALPHA=0x0304;
+public const uint GL_ONE_MINUS_DST_ALPHA=0x0305;
+public const uint GL_DST_COLOR=0x0306;
+public const uint GL_ONE_MINUS_DST_COLOR=0x0307;
+public const uint GL_SRC_ALPHA_SATURATE=0x0308;
+public const uint GL_STENCIL_BUFFER_BIT=0x00000400;
+public const uint GL_FRONT_LEFT=0x0400;
+public const uint GL_FRONT_RIGHT=0x0401;
+public const uint GL_BACK_LEFT=0x0402;
+public const uint GL_BACK_RIGHT=0x0403;
+public const uint GL_FRONT=0x0404;
+public const uint GL_BACK=0x0405;
+public const uint GL_LEFT=0x0406;
+public const uint GL_RIGHT=0x0407;
+public const uint GL_FRONT_AND_BACK=0x0408;
+public const uint GL_AUX0=0x0409;
+public const uint GL_AUX1=0x040A;
+public const uint GL_AUX2=0x040B;
+public const uint GL_AUX3=0x040C;
+public const uint GL_INVALID_ENUM=0x0500;
+public const uint GL_INVALID_VALUE=0x0501;
+public const uint GL_INVALID_OPERATION=0x0502;
+public const uint GL_STACK_OVERFLOW=0x0503;
+public const uint GL_STACK_UNDERFLOW=0x0504;
+public const uint GL_OUT_OF_MEMORY=0x0505;
+public const uint GL_2D=0x0600;
+public const uint GL_3D=0x0601;
+public const uint GL_3D_COLOR=0x0602;
+public const uint GL_3D_COLOR_TEXTURE=0x0603;
+public const uint GL_4D_COLOR_TEXTURE=0x0604;
+public const uint GL_PASS_THROUGH_TOKEN=0x0700;
+public const uint GL_POINT_TOKEN=0x0701;
+public const uint GL_LINE_TOKEN=0x0702;
+public const uint GL_POLYGON_TOKEN=0x0703;
+public const uint GL_BITMAP_TOKEN=0x0704;
+public const uint GL_DRAW_PIXEL_TOKEN=0x0705;
+public const uint GL_COPY_PIXEL_TOKEN=0x0706;
+public const uint GL_LINE_RESET_TOKEN=0x0707;
+public const uint GL_EXP=0x0800;
+public const uint GL_VIEWPORT_BIT=0x00000800;
+public const uint GL_EXP2=0x0801;
+public const uint GL_CW=0x0900;
+public const uint GL_CCW=0x0901;
+public const uint GL_COEFF=0x0A00;
+public const uint GL_ORDER=0x0A01;
+public const uint GL_DOMAIN=0x0A02;
+public const uint GL_CURRENT_COLOR=0x0B00;
+public const uint GL_CURRENT_INDEX=0x0B01;
+public const uint GL_CURRENT_NORMAL=0x0B02;
+public const uint GL_CURRENT_TEXTURE_COORDS=0x0B03;
+public const uint GL_CURRENT_RASTER_COLOR=0x0B04;
+public const uint GL_CURRENT_RASTER_INDEX=0x0B05;
+public const uint GL_CURRENT_RASTER_TEXTURE_COORDS=0x0B06;
+public const uint GL_CURRENT_RASTER_POSITION=0x0B07;
+public const uint GL_CURRENT_RASTER_POSITION_VALID=0x0B08;
+public const uint GL_CURRENT_RASTER_DISTANCE=0x0B09;
+public const uint GL_POINT_SMOOTH=0x0B10;
+public const uint GL_POINT_SIZE=0x0B11;
+public const uint GL_POINT_SIZE_RANGE=0x0B12;
+public const uint GL_POINT_SIZE_GRANULARITY=0x0B13;
+public const uint GL_LINE_SMOOTH=0x0B20;
+public const uint GL_LINE_WIDTH=0x0B21;
+public const uint GL_LINE_WIDTH_RANGE=0x0B22;
+public const uint GL_LINE_WIDTH_GRANULARITY=0x0B23;
+public const uint GL_LINE_STIPPLE=0x0B24;
+public const uint GL_LINE_STIPPLE_PATTERN=0x0B25;
+public const uint GL_LINE_STIPPLE_REPEAT=0x0B26;
+public const uint GL_LIST_MODE=0x0B30;
+public const uint GL_MAX_LIST_NESTING=0x0B31;
+public const uint GL_LIST_BASE=0x0B32;
+public const uint GL_LIST_INDEX=0x0B33;
+public const uint GL_POLYGON_MODE=0x0B40;
+public const uint GL_POLYGON_SMOOTH=0x0B41;
+public const uint GL_POLYGON_STIPPLE=0x0B42;
+public const uint GL_EDGE_FLAG=0x0B43;
+public const uint GL_CULL_FACE=0x0B44;
+public const uint GL_CULL_FACE_MODE=0x0B45;
+public const uint GL_FRONT_FACE=0x0B46;
+public const uint GL_LIGHTING=0x0B50;
+public const uint GL_LIGHT_MODEL_LOCAL_VIEWER=0x0B51;
+public const uint GL_LIGHT_MODEL_TWO_SIDE=0x0B52;
+public const uint GL_LIGHT_MODEL_AMBIENT=0x0B53;
+public const uint GL_SHADE_MODEL=0x0B54;
+public const uint GL_COLOR_MATERIAL_FACE=0x0B55;
+public const uint GL_COLOR_MATERIAL_PARAMETER=0x0B56;
+public const uint GL_COLOR_MATERIAL=0x0B57;
+public const uint GL_FOG=0x0B60;
+public const uint GL_FOG_INDEX=0x0B61;
+public const uint GL_FOG_DENSITY=0x0B62;
+public const uint GL_FOG_START=0x0B63;
+public const uint GL_FOG_END=0x0B64;
+public const uint GL_FOG_MODE=0x0B65;
+public const uint GL_FOG_COLOR=0x0B66;
+public const uint GL_DEPTH_RANGE=0x0B70;
+public const uint GL_DEPTH_TEST=0x0B71;
+public const uint GL_DEPTH_WRITEMASK=0x0B72;
+public const uint GL_DEPTH_CLEAR_VALUE=0x0B73;
+public const uint GL_DEPTH_FUNC=0x0B74;
+public const uint GL_ACCUM_CLEAR_VALUE=0x0B80;
+public const uint GL_STENCIL_TEST=0x0B90;
+public const uint GL_STENCIL_CLEAR_VALUE=0x0B91;
+public const uint GL_STENCIL_FUNC=0x0B92;
+public const uint GL_STENCIL_VALUE_MASK=0x0B93;
+public const uint GL_STENCIL_FAIL=0x0B94;
+public const uint GL_STENCIL_PASS_DEPTH_FAIL=0x0B95;
+public const uint GL_STENCIL_PASS_DEPTH_PASS=0x0B96;
+public const uint GL_STENCIL_REF=0x0B97;
+public const uint GL_STENCIL_WRITEMASK=0x0B98;
+public const uint GL_MATRIX_MODE=0x0BA0;
+public const uint GL_NORMALIZE=0x0BA1;
+public const uint GL_VIEWPORT=0x0BA2;
+public const uint GL_MODELVIEW_STACK_DEPTH=0x0BA3;
+public const uint GL_PROJECTION_STACK_DEPTH=0x0BA4;
+public const uint GL_TEXTURE_STACK_DEPTH=0x0BA5;
+public const uint GL_MODELVIEW_MATRIX=0x0BA6;
+public const uint GL_PROJECTION_MATRIX=0x0BA7;
+public const uint GL_TEXTURE_MATRIX=0x0BA8;
+public const uint GL_ATTRIB_STACK_DEPTH=0x0BB0;
+public const uint GL_CLIENT_ATTRIB_STACK_DEPTH=0x0BB1;
+public const uint GL_ALPHA_TEST=0x0BC0;
+public const uint GL_ALPHA_TEST_FUNC=0x0BC1;
+public const uint GL_ALPHA_TEST_REF=0x0BC2;
+public const uint GL_DITHER=0x0BD0;
+public const uint GL_BLEND_DST=0x0BE0;
+public const uint GL_BLEND_SRC=0x0BE1;
+public const uint GL_BLEND=0x0BE2;
+public const uint GL_LOGIC_OP_MODE=0x0BF0;
+public const uint GL_INDEX_LOGIC_OP=0x0BF1;
+public const uint GL_COLOR_LOGIC_OP=0x0BF2;
+public const uint GL_AUX_BUFFERS=0x0C00;
+public const uint GL_DRAW_BUFFER=0x0C01;
+public const uint GL_READ_BUFFER=0x0C02;
+public const uint GL_SCISSOR_BOX=0x0C10;
+public const uint GL_SCISSOR_TEST=0x0C11;
+public const uint GL_INDEX_CLEAR_VALUE=0x0C20;
+public const uint GL_INDEX_WRITEMASK=0x0C21;
+public const uint GL_COLOR_CLEAR_VALUE=0x0C22;
+public const uint GL_COLOR_WRITEMASK=0x0C23;
+public const uint GL_INDEX_MODE=0x0C30;
+public const uint GL_RGBA_MODE=0x0C31;
+public const uint GL_DOUBLEBUFFER=0x0C32;
+public const uint GL_STEREO=0x0C33;
+public const uint GL_RENDER_MODE=0x0C40;
+public const uint GL_PERSPECTIVE_CORRECTION_HINT=0x0C50;
+public const uint GL_POINT_SMOOTH_HINT=0x0C51;
+public const uint GL_LINE_SMOOTH_HINT=0x0C52;
+public const uint GL_POLYGON_SMOOTH_HINT=0x0C53;
+public const uint GL_FOG_HINT=0x0C54;
+public const uint GL_TEXTURE_GEN_S=0x0C60;
+public const uint GL_TEXTURE_GEN_T=0x0C61;
+public const uint GL_TEXTURE_GEN_R=0x0C62;
+public const uint GL_TEXTURE_GEN_Q=0x0C63;
+public const uint GL_PIXEL_MAP_I_TO_I=0x0C70;
+public const uint GL_PIXEL_MAP_S_TO_S=0x0C71;
+public const uint GL_PIXEL_MAP_I_TO_R=0x0C72;
+public const uint GL_PIXEL_MAP_I_TO_G=0x0C73;
+public const uint GL_PIXEL_MAP_I_TO_B=0x0C74;
+public const uint GL_PIXEL_MAP_I_TO_A=0x0C75;
+public const uint GL_PIXEL_MAP_R_TO_R=0x0C76;
+public const uint GL_PIXEL_MAP_G_TO_G=0x0C77;
+public const uint GL_PIXEL_MAP_B_TO_B=0x0C78;
+public const uint GL_PIXEL_MAP_A_TO_A=0x0C79;
+public const uint GL_PIXEL_MAP_I_TO_I_SIZE=0x0CB0;
+public const uint GL_PIXEL_MAP_S_TO_S_SIZE=0x0CB1;
+public const uint GL_PIXEL_MAP_I_TO_R_SIZE=0x0CB2;
+public const uint GL_PIXEL_MAP_I_TO_G_SIZE=0x0CB3;
+public const uint GL_PIXEL_MAP_I_TO_B_SIZE=0x0CB4;
+public const uint GL_PIXEL_MAP_I_TO_A_SIZE=0x0CB5;
+public const uint GL_PIXEL_MAP_R_TO_R_SIZE=0x0CB6;
+public const uint GL_PIXEL_MAP_G_TO_G_SIZE=0x0CB7;
+public const uint GL_PIXEL_MAP_B_TO_B_SIZE=0x0CB8;
+public const uint GL_PIXEL_MAP_A_TO_A_SIZE=0x0CB9;
+public const uint GL_UNPACK_SWAP_BYTES=0x0CF0;
+public const uint GL_UNPACK_LSB_FIRST=0x0CF1;
+public const uint GL_UNPACK_ROW_LENGTH=0x0CF2;
+public const uint GL_UNPACK_SKIP_ROWS=0x0CF3;
+public const uint GL_UNPACK_SKIP_PIXELS=0x0CF4;
+public const uint GL_UNPACK_ALIGNMENT=0x0CF5;
+public const uint GL_PACK_SWAP_BYTES=0x0D00;
+public const uint GL_PACK_LSB_FIRST=0x0D01;
+public const uint GL_PACK_ROW_LENGTH=0x0D02;
+public const uint GL_PACK_SKIP_ROWS=0x0D03;
+public const uint GL_PACK_SKIP_PIXELS=0x0D04;
+public const uint GL_PACK_ALIGNMENT=0x0D05;
+public const uint GL_MAP_COLOR=0x0D10;
+public const uint GL_MAP_STENCIL=0x0D11;
+public const uint GL_INDEX_SHIFT=0x0D12;
+public const uint GL_INDEX_OFFSET=0x0D13;
+public const uint GL_RED_SCALE=0x0D14;
+public const uint GL_RED_BIAS=0x0D15;
+public const uint GL_ZOOM_X=0x0D16;
+public const uint GL_ZOOM_Y=0x0D17;
+public const uint GL_GREEN_SCALE=0x0D18;
+public const uint GL_GREEN_BIAS=0x0D19;
+public const uint GL_BLUE_SCALE=0x0D1A;
+public const uint GL_BLUE_BIAS=0x0D1B;
+public const uint GL_ALPHA_SCALE=0x0D1C;
+public const uint GL_ALPHA_BIAS=0x0D1D;
+public const uint GL_DEPTH_SCALE=0x0D1E;
+public const uint GL_DEPTH_BIAS=0x0D1F;
+public const uint GL_MAX_EVAL_ORDER=0x0D30;
+public const uint GL_MAX_LIGHTS=0x0D31;
+public const uint GL_MAX_CLIP_PLANES=0x0D32;
+public const uint GL_MAX_TEXTURE_SIZE=0x0D33;
+public const uint GL_MAX_PIXEL_MAP_TABLE=0x0D34;
+public const uint GL_MAX_ATTRIB_STACK_DEPTH=0x0D35;
+public const uint GL_MAX_MODELVIEW_STACK_DEPTH=0x0D36;
+public const uint GL_MAX_NAME_STACK_DEPTH=0x0D37;
+public const uint GL_MAX_PROJECTION_STACK_DEPTH=0x0D38;
+public const uint GL_MAX_TEXTURE_STACK_DEPTH=0x0D39;
+public const uint GL_MAX_VIEWPORT_DIMS=0x0D3A;
+public const uint GL_MAX_CLIENT_ATTRIB_STACK_DEPTH=0x0D3B;
+public const uint GL_SUBPIXEL_BITS=0x0D50;
+public const uint GL_INDEX_BITS=0x0D51;
+public const uint GL_RED_BITS=0x0D52;
+public const uint GL_GREEN_BITS=0x0D53;
+public const uint GL_BLUE_BITS=0x0D54;
+public const uint GL_ALPHA_BITS=0x0D55;
+public const uint GL_DEPTH_BITS=0x0D56;
+public const uint GL_STENCIL_BITS=0x0D57;
+public const uint GL_ACCUM_RED_BITS=0x0D58;
+public const uint GL_ACCUM_GREEN_BITS=0x0D59;
+public const uint GL_ACCUM_BLUE_BITS=0x0D5A;
+public const uint GL_ACCUM_ALPHA_BITS=0x0D5B;
+public const uint GL_NAME_STACK_DEPTH=0x0D70;
+public const uint GL_AUTO_NORMAL=0x0D80;
+public const uint GL_MAP1_COLOR_4=0x0D90;
+public const uint GL_MAP1_INDEX=0x0D91;
+public const uint GL_MAP1_NORMAL=0x0D92;
+public const uint GL_MAP1_TEXTURE_COORD_1=0x0D93;
+public const uint GL_MAP1_TEXTURE_COORD_2=0x0D94;
+public const uint GL_MAP1_TEXTURE_COORD_3=0x0D95;
+public const uint GL_MAP1_TEXTURE_COORD_4=0x0D96;
+public const uint GL_MAP1_VERTEX_3=0x0D97;
+public const uint GL_MAP1_VERTEX_4=0x0D98;
+public const uint GL_MAP2_COLOR_4=0x0DB0;
+public const uint GL_MAP2_INDEX=0x0DB1;
+public const uint GL_MAP2_NORMAL=0x0DB2;
+public const uint GL_MAP2_TEXTURE_COORD_1=0x0DB3;
+public const uint GL_MAP2_TEXTURE_COORD_2=0x0DB4;
+public const uint GL_MAP2_TEXTURE_COORD_3=0x0DB5;
+public const uint GL_MAP2_TEXTURE_COORD_4=0x0DB6;
+public const uint GL_MAP2_VERTEX_3=0x0DB7;
+public const uint GL_MAP2_VERTEX_4=0x0DB8;
+public const uint GL_MAP1_GRID_DOMAIN=0x0DD0;
+public const uint GL_MAP1_GRID_SEGMENTS=0x0DD1;
+public const uint GL_MAP2_GRID_DOMAIN=0x0DD2;
+public const uint GL_MAP2_GRID_SEGMENTS=0x0DD3;
+public const uint GL_TEXTURE_1D=0x0DE0;
+public const uint GL_TEXTURE_2D=0x0DE1;
+public const uint GL_FEEDBACK_BUFFER_POINTER=0x0DF0;
+public const uint GL_FEEDBACK_BUFFER_SIZE=0x0DF1;
+public const uint GL_FEEDBACK_BUFFER_TYPE=0x0DF2;
+public const uint GL_SELECTION_BUFFER_POINTER=0x0DF3;
+public const uint GL_SELECTION_BUFFER_SIZE=0x0DF4;
+public const uint GL_TEXTURE_WIDTH=0x1000;
+public const uint GL_TRANSFORM_BIT=0x00001000;
+public const uint GL_TEXTURE_HEIGHT=0x1001;
+public const uint GL_TEXTURE_INTERNAL_FORMAT=0x1003;
+public const uint GL_TEXTURE_BORDER_COLOR=0x1004;
+public const uint GL_TEXTURE_BORDER=0x1005;
+public const uint GL_DONT_CARE=0x1100;
+public const uint GL_FASTEST=0x1101;
+public const uint GL_NICEST=0x1102;
+public const uint GL_AMBIENT=0x1200;
+public const uint GL_DIFFUSE=0x1201;
+public const uint GL_SPECULAR=0x1202;
+public const uint GL_POSITION=0x1203;
+public const uint GL_SPOT_DIRECTION=0x1204;
+public const uint GL_SPOT_EXPONENT=0x1205;
+public const uint GL_SPOT_CUTOFF=0x1206;
+public const uint GL_CONSTANT_ATTENUATION=0x1207;
+public const uint GL_LINEAR_ATTENUATION=0x1208;
+public const uint GL_QUADRATIC_ATTENUATION=0x1209;
+public const uint GL_COMPILE=0x1300;
+public const uint GL_COMPILE_AND_EXECUTE=0x1301;
+public const uint GL_BYTE=0x1400;
+public const uint GL_UNSIGNED_BYTE=0x1401;
+public const uint GL_SHORT=0x1402;
+public const uint GL_UNSIGNED_SHORT=0x1403;
+public const uint GL_INT=0x1404;
+public const uint GL_UNSIGNED_INT=0x1405;
+public const uint GL_FLOAT=0x1406;
+public const uint GL_2_BYTES=0x1407;
+public const uint GL_3_BYTES=0x1408;
+public const uint GL_4_BYTES=0x1409;
+public const uint GL_DOUBLE=0x140A;
+public const uint GL_CLEAR=0x1500;
+public const uint GL_AND=0x1501;
+public const uint GL_AND_REVERSE=0x1502;
+public const uint GL_COPY=0x1503;
+public const uint GL_AND_INVERTED=0x1504;
+public const uint GL_NOOP=0x1505;
+public const uint GL_XOR=0x1506;
+public const uint GL_OR=0x1507;
+public const uint GL_NOR=0x1508;
+public const uint GL_EQUIV=0x1509;
+public const uint GL_INVERT=0x150A;
+public const uint GL_OR_REVERSE=0x150B;
+public const uint GL_COPY_INVERTED=0x150C;
+public const uint GL_OR_INVERTED=0x150D;
+public const uint GL_NAND=0x150E;
+public const uint GL_SET=0x150F;
+public const uint GL_EMISSION=0x1600;
+public const uint GL_SHININESS=0x1601;
+public const uint GL_AMBIENT_AND_DIFFUSE=0x1602;
+public const uint GL_COLOR_INDEXES=0x1603;
+public const uint GL_MODELVIEW=0x1700;
+public const uint GL_PROJECTION=0x1701;
+public const uint GL_TEXTURE=0x1702;
+public const uint GL_COLOR=0x1800;
+public const uint GL_DEPTH=0x1801;
+public const uint GL_STENCIL=0x1802;
+public const uint GL_COLOR_INDEX=0x1900;
+public const uint GL_STENCIL_INDEX=0x1901;
+public const uint GL_DEPTH_COMPONENT=0x1902;
+public const uint GL_RED=0x1903;
+public const uint GL_GREEN=0x1904;
+public const uint GL_BLUE=0x1905;
+public const uint GL_ALPHA=0x1906;
+public const uint GL_RGB=0x1907;
+public const uint GL_RGBA=0x1908;
+public const uint GL_LUMINANCE=0x1909;
+public const uint GL_LUMINANCE_ALPHA=0x190A;
+public const uint GL_BITMAP=0x1A00;
+public const uint GL_POINT=0x1B00;
+public const uint GL_LINE=0x1B01;
+public const uint GL_FILL=0x1B02;
+public const uint GL_RENDER=0x1C00;
+public const uint GL_FEEDBACK=0x1C01;
+public const uint GL_SELECT=0x1C02;
+public const uint GL_FLAT=0x1D00;
+public const uint GL_SMOOTH=0x1D01;
+public const uint GL_KEEP=0x1E00;
+public const uint GL_REPLACE=0x1E01;
+public const uint GL_INCR=0x1E02;
+public const uint GL_DECR=0x1E03;
+public const uint GL_VENDOR=0x1F00;
+public const uint GL_RENDERER=0x1F01;
+public const uint GL_VERSION=0x1F02;
+public const uint GL_EXTENSIONS=0x1F03;
+public const uint GL_S=0x2000;
+public const uint GL_ENABLE_BIT=0x00002000;
+public const uint GL_T=0x2001;
+public const uint GL_R=0x2002;
+public const uint GL_Q=0x2003;
+public const uint GL_MODULATE=0x2100;
+public const uint GL_DECAL=0x2101;
+public const uint GL_TEXTURE_ENV_MODE=0x2200;
+public const uint GL_TEXTURE_ENV_COLOR=0x2201;
+public const uint GL_TEXTURE_ENV=0x2300;
+public const uint GL_EYE_LINEAR=0x2400;
+public const uint GL_OBJECT_LINEAR=0x2401;
+public const uint GL_SPHERE_MAP=0x2402;
+public const uint GL_TEXTURE_GEN_MODE=0x2500;
+public const uint GL_OBJECT_PLANE=0x2501;
+public const uint GL_EYE_PLANE=0x2502;
+public const uint GL_NEAREST=0x2600;
+public const uint GL_LINEAR=0x2601;
+public const uint GL_NEAREST_MIPMAP_NEAREST=0x2700;
+public const uint GL_LINEAR_MIPMAP_NEAREST=0x2701;
+public const uint GL_NEAREST_MIPMAP_LINEAR=0x2702;
+public const uint GL_LINEAR_MIPMAP_LINEAR=0x2703;
+public const uint GL_TEXTURE_MAG_FILTER=0x2800;
+public const uint GL_TEXTURE_MIN_FILTER=0x2801;
+public const uint GL_TEXTURE_WRAP_S=0x2802;
+public const uint GL_TEXTURE_WRAP_T=0x2803;
+public const uint GL_CLAMP=0x2900;
+public const uint GL_REPEAT=0x2901;
+public const uint GL_POLYGON_OFFSET_UNITS=0x2A00;
+public const uint GL_POLYGON_OFFSET_POINT=0x2A01;
+public const uint GL_POLYGON_OFFSET_LINE=0x2A02;
+public const uint GL_R3_G3_B2=0x2A10;
+public const uint GL_V2F=0x2A20;
+public const uint GL_V3F=0x2A21;
+public const uint GL_C4UB_V2F=0x2A22;
+public const uint GL_C4UB_V3F=0x2A23;
+public const uint GL_C3F_V3F=0x2A24;
+public const uint GL_N3F_V3F=0x2A25;
+public const uint GL_C4F_N3F_V3F=0x2A26;
+public const uint GL_T2F_V3F=0x2A27;
+public const uint GL_T4F_V4F=0x2A28;
+public const uint GL_T2F_C4UB_V3F=0x2A29;
+public const uint GL_T2F_C3F_V3F=0x2A2A;
+public const uint GL_T2F_N3F_V3F=0x2A2B;
+public const uint GL_T2F_C4F_N3F_V3F=0x2A2C;
+public const uint GL_T4F_C4F_N3F_V4F=0x2A2D;
+public const uint GL_CLIP_PLANE0=0x3000;
+public const uint GL_CLIP_PLANE1=0x3001;
+public const uint GL_CLIP_PLANE2=0x3002;
+public const uint GL_CLIP_PLANE3=0x3003;
+public const uint GL_CLIP_PLANE4=0x3004;
+public const uint GL_CLIP_PLANE5=0x3005;
+public const uint GL_LIGHT0=0x4000;
+public const uint GL_COLOR_BUFFER_BIT=0x00004000;
+public const uint GL_LIGHT1=0x4001;
+public const uint GL_LIGHT2=0x4002;
+public const uint GL_LIGHT3=0x4003;
+public const uint GL_LIGHT4=0x4004;
+public const uint GL_LIGHT5=0x4005;
+public const uint GL_LIGHT6=0x4006;
+public const uint GL_LIGHT7=0x4007;
+public const uint GL_HINT_BIT=0x00008000;
+public const uint GL_POLYGON_OFFSET_FILL=0x8037;
+public const uint GL_POLYGON_OFFSET_FACTOR=0x8038;
+public const uint GL_ALPHA4=0x803B;
+public const uint GL_ALPHA8=0x803C;
+public const uint GL_ALPHA12=0x803D;
+public const uint GL_ALPHA16=0x803E;
+public const uint GL_LUMINANCE4=0x803F;
+public const uint GL_LUMINANCE8=0x8040;
+public const uint GL_LUMINANCE12=0x8041;
+public const uint GL_LUMINANCE16=0x8042;
+public const uint GL_LUMINANCE4_ALPHA4=0x8043;
+public const uint GL_LUMINANCE6_ALPHA2=0x8044;
+public const uint GL_LUMINANCE8_ALPHA8=0x8045;
+public const uint GL_LUMINANCE12_ALPHA4=0x8046;
+public const uint GL_LUMINANCE12_ALPHA12=0x8047;
+public const uint GL_LUMINANCE16_ALPHA16=0x8048;
+public const uint GL_INTENSITY=0x8049;
+public const uint GL_INTENSITY4=0x804A;
+public const uint GL_INTENSITY8=0x804B;
+public const uint GL_INTENSITY12=0x804C;
+public const uint GL_INTENSITY16=0x804D;
+public const uint GL_RGB4=0x804F;
+public const uint GL_RGB5=0x8050;
+public const uint GL_RGB8=0x8051;
+public const uint GL_RGB10=0x8052;
+public const uint GL_RGB12=0x8053;
+public const uint GL_RGB16=0x8054;
+public const uint GL_RGBA2=0x8055;
+public const uint GL_RGBA4=0x8056;
+public const uint GL_RGB5_A1=0x8057;
+public const uint GL_RGBA8=0x8058;
+public const uint GL_RGB10_A2=0x8059;
+public const uint GL_RGBA12=0x805A;
+public const uint GL_RGBA16=0x805B;
+public const uint GL_TEXTURE_RED_SIZE=0x805C;
+public const uint GL_TEXTURE_GREEN_SIZE=0x805D;
+public const uint GL_TEXTURE_BLUE_SIZE=0x805E;
+public const uint GL_TEXTURE_ALPHA_SIZE=0x805F;
+public const uint GL_TEXTURE_LUMINANCE_SIZE=0x8060;
+public const uint GL_TEXTURE_INTENSITY_SIZE=0x8061;
+public const uint GL_PROXY_TEXTURE_1D=0x8063;
+public const uint GL_PROXY_TEXTURE_2D=0x8064;
+public const uint GL_TEXTURE_PRIORITY=0x8066;
+public const uint GL_TEXTURE_RESIDENT=0x8067;
+public const uint GL_TEXTURE_BINDING_1D=0x8068;
+public const uint GL_TEXTURE_BINDING_2D=0x8069;
+public const uint GL_VERTEX_ARRAY=0x8074;
+public const uint GL_NORMAL_ARRAY=0x8075;
+public const uint GL_COLOR_ARRAY=0x8076;
+public const uint GL_INDEX_ARRAY=0x8077;
+public const uint GL_TEXTURE_COORD_ARRAY=0x8078;
+public const uint GL_EDGE_FLAG_ARRAY=0x8079;
+public const uint GL_VERTEX_ARRAY_SIZE=0x807A;
+public const uint GL_VERTEX_ARRAY_TYPE=0x807B;
+public const uint GL_VERTEX_ARRAY_STRIDE=0x807C;
+public const uint GL_NORMAL_ARRAY_TYPE=0x807E;
+public const uint GL_NORMAL_ARRAY_STRIDE=0x807F;
+public const uint GL_COLOR_ARRAY_SIZE=0x8081;
+public const uint GL_COLOR_ARRAY_TYPE=0x8082;
+public const uint GL_COLOR_ARRAY_STRIDE=0x8083;
+public const uint GL_INDEX_ARRAY_TYPE=0x8085;
+public const uint GL_INDEX_ARRAY_STRIDE=0x8086;
+public const uint GL_TEXTURE_COORD_ARRAY_SIZE=0x8088;
+public const uint GL_TEXTURE_COORD_ARRAY_TYPE=0x8089;
+public const uint GL_TEXTURE_COORD_ARRAY_STRIDE=0x808A;
+public const uint GL_EDGE_FLAG_ARRAY_STRIDE=0x808C;
+public const uint GL_VERTEX_ARRAY_POINTER=0x808E;
+public const uint GL_NORMAL_ARRAY_POINTER=0x808F;
+public const uint GL_COLOR_ARRAY_POINTER=0x8090;
+public const uint GL_INDEX_ARRAY_POINTER=0x8091;
+public const uint GL_TEXTURE_COORD_ARRAY_POINTER=0x8092;
+public const uint GL_EDGE_FLAG_ARRAY_POINTER=0x8093;
+public const uint GL_COLOR_INDEX1_EXT=0x80E2;
+public const uint GL_COLOR_INDEX2_EXT=0x80E3;
+public const uint GL_COLOR_INDEX4_EXT=0x80E4;
+public const uint GL_COLOR_INDEX8_EXT=0x80E5;
+public const uint GL_COLOR_INDEX12_EXT=0x80E6;
+public const uint GL_COLOR_INDEX16_EXT=0x80E7;
+public const uint GL_EVAL_BIT=0x00010000;
+public const uint GL_LIST_BIT=0x00020000;
+public const uint GL_TEXTURE_BIT=0x00040000;
+public const uint GL_SCISSOR_BIT=0x00080000;
+public const uint GL_ALL_ATTRIB_BITS=0x000fffff;
+public const uint GL_CLIENT_ALL_ATTRIB_BITS=0xffffffff;
+public const uint GL_VERSION_1_2=1;
+public const uint GL_SMOOTH_POINT_SIZE_RANGE=0x0B12;
+public const uint GL_SMOOTH_POINT_SIZE_GRANULARITY=0x0B13;
+public const uint GL_SMOOTH_LINE_WIDTH_RANGE=0x0B22;
+public const uint GL_SMOOTH_LINE_WIDTH_GRANULARITY=0x0B23;
+public const uint GL_UNSIGNED_BYTE_3_3_2=0x8032;
+public const uint GL_UNSIGNED_SHORT_4_4_4_4=0x8033;
+public const uint GL_UNSIGNED_SHORT_5_5_5_1=0x8034;
+public const uint GL_UNSIGNED_INT_8_8_8_8=0x8035;
+public const uint GL_UNSIGNED_INT_10_10_10_2=0x8036;
+public const uint GL_RESCALE_NORMAL=0x803A;
+public const uint GL_TEXTURE_BINDING_3D=0x806A;
+public const uint GL_PACK_SKIP_IMAGES=0x806B;
+public const uint GL_PACK_IMAGE_HEIGHT=0x806C;
+public const uint GL_UNPACK_SKIP_IMAGES=0x806D;
+public const uint GL_UNPACK_IMAGE_HEIGHT=0x806E;
+public const uint GL_TEXTURE_3D=0x806F;
+public const uint GL_PROXY_TEXTURE_3D=0x8070;
+public const uint GL_TEXTURE_DEPTH=0x8071;
+public const uint GL_TEXTURE_WRAP_R=0x8072;
+public const uint GL_MAX_3D_TEXTURE_SIZE=0x8073;
+public const uint GL_BGR=0x80E0;
+public const uint GL_BGRA=0x80E1;
+public const uint GL_MAX_ELEMENTS_VERTICES=0x80E8;
+public const uint GL_MAX_ELEMENTS_INDICES=0x80E9;
+public const uint GL_CLAMP_TO_EDGE=0x812F;
+public const uint GL_TEXTURE_MIN_LOD=0x813A;
+public const uint GL_TEXTURE_MAX_LOD=0x813B;
+public const uint GL_TEXTURE_BASE_LEVEL=0x813C;
+public const uint GL_TEXTURE_MAX_LEVEL=0x813D;
+public const uint GL_LIGHT_MODEL_COLOR_CONTROL=0x81F8;
+public const uint GL_SINGLE_COLOR=0x81F9;
+public const uint GL_SEPARATE_SPECULAR_COLOR=0x81FA;
+public const uint GL_UNSIGNED_BYTE_2_3_3_REV=0x8362;
+public const uint GL_UNSIGNED_SHORT_5_6_5=0x8363;
+public const uint GL_UNSIGNED_SHORT_5_6_5_REV=0x8364;
+public const uint GL_UNSIGNED_SHORT_4_4_4_4_REV=0x8365;
+public const uint GL_UNSIGNED_SHORT_1_5_5_5_REV=0x8366;
+public const uint GL_UNSIGNED_INT_8_8_8_8_REV=0x8367;
+public const uint GL_ALIASED_POINT_SIZE_RANGE=0x846D;
+public const uint GL_ALIASED_LINE_WIDTH_RANGE=0x846E;
+public const uint GL_VERSION_1_2_1=1;
+public const uint GL_VERSION_1_3=1;
+public const uint GL_MULTISAMPLE=0x809D;
+public const uint GL_SAMPLE_ALPHA_TO_COVERAGE=0x809E;
+public const uint GL_SAMPLE_ALPHA_TO_ONE=0x809F;
+public const uint GL_SAMPLE_COVERAGE=0x80A0;
+public const uint GL_SAMPLE_BUFFERS=0x80A8;
+public const uint GL_SAMPLES=0x80A9;
+public const uint GL_SAMPLE_COVERAGE_VALUE=0x80AA;
+public const uint GL_SAMPLE_COVERAGE_INVERT=0x80AB;
+public const uint GL_CLAMP_TO_BORDER=0x812D;
+public const uint GL_TEXTURE0=0x84C0;
+public const uint GL_TEXTURE1=0x84C1;
+public const uint GL_TEXTURE2=0x84C2;
+public const uint GL_TEXTURE3=0x84C3;
+public const uint GL_TEXTURE4=0x84C4;
+public const uint GL_TEXTURE5=0x84C5;
+public const uint GL_TEXTURE6=0x84C6;
+public const uint GL_TEXTURE7=0x84C7;
+public const uint GL_TEXTURE8=0x84C8;
+public const uint GL_TEXTURE9=0x84C9;
+public const uint GL_TEXTURE10=0x84CA;
+public const uint GL_TEXTURE11=0x84CB;
+public const uint GL_TEXTURE12=0x84CC;
+public const uint GL_TEXTURE13=0x84CD;
+public const uint GL_TEXTURE14=0x84CE;
+public const uint GL_TEXTURE15=0x84CF;
+public const uint GL_TEXTURE16=0x84D0;
+public const uint GL_TEXTURE17=0x84D1;
+public const uint GL_TEXTURE18=0x84D2;
+public const uint GL_TEXTURE19=0x84D3;
+public const uint GL_TEXTURE20=0x84D4;
+public const uint GL_TEXTURE21=0x84D5;
+public const uint GL_TEXTURE22=0x84D6;
+public const uint GL_TEXTURE23=0x84D7;
+public const uint GL_TEXTURE24=0x84D8;
+public const uint GL_TEXTURE25=0x84D9;
+public const uint GL_TEXTURE26=0x84DA;
+public const uint GL_TEXTURE27=0x84DB;
+public const uint GL_TEXTURE28=0x84DC;
+public const uint GL_TEXTURE29=0x84DD;
+public const uint GL_TEXTURE30=0x84DE;
+public const uint GL_TEXTURE31=0x84DF;
+public const uint GL_ACTIVE_TEXTURE=0x84E0;
+public const uint GL_CLIENT_ACTIVE_TEXTURE=0x84E1;
+public const uint GL_MAX_TEXTURE_UNITS=0x84E2;
+public const uint GL_TRANSPOSE_MODELVIEW_MATRIX=0x84E3;
+public const uint GL_TRANSPOSE_PROJECTION_MATRIX=0x84E4;
+public const uint GL_TRANSPOSE_TEXTURE_MATRIX=0x84E5;
+public const uint GL_TRANSPOSE_COLOR_MATRIX=0x84E6;
+public const uint GL_SUBTRACT=0x84E7;
+public const uint GL_COMPRESSED_ALPHA=0x84E9;
+public const uint GL_COMPRESSED_LUMINANCE=0x84EA;
+public const uint GL_COMPRESSED_LUMINANCE_ALPHA=0x84EB;
+public const uint GL_COMPRESSED_INTENSITY=0x84EC;
+public const uint GL_COMPRESSED_RGB=0x84ED;
+public const uint GL_COMPRESSED_RGBA=0x84EE;
+public const uint GL_TEXTURE_COMPRESSION_HINT=0x84EF;
+public const uint GL_NORMAL_MAP=0x8511;
+public const uint GL_REFLECTION_MAP=0x8512;
+public const uint GL_TEXTURE_CUBE_MAP=0x8513;
+public const uint GL_TEXTURE_BINDING_CUBE_MAP=0x8514;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_X=0x8515;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_X=0x8516;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_Y=0x8517;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_Y=0x8518;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_Z=0x8519;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_Z=0x851A;
+public const uint GL_PROXY_TEXTURE_CUBE_MAP=0x851B;
+public const uint GL_MAX_CUBE_MAP_TEXTURE_SIZE=0x851C;
+public const uint GL_COMBINE=0x8570;
+public const uint GL_COMBINE_RGB=0x8571;
+public const uint GL_COMBINE_ALPHA=0x8572;
+public const uint GL_RGB_SCALE=0x8573;
+public const uint GL_ADD_SIGNED=0x8574;
+public const uint GL_INTERPOLATE=0x8575;
+public const uint GL_CONSTANT=0x8576;
+public const uint GL_PRIMARY_COLOR=0x8577;
+public const uint GL_PREVIOUS=0x8578;
+public const uint GL_SOURCE0_RGB=0x8580;
+public const uint GL_SOURCE1_RGB=0x8581;
+public const uint GL_SOURCE2_RGB=0x8582;
+public const uint GL_SOURCE0_ALPHA=0x8588;
+public const uint GL_SOURCE1_ALPHA=0x8589;
+public const uint GL_SOURCE2_ALPHA=0x858A;
+public const uint GL_OPERAND0_RGB=0x8590;
+public const uint GL_OPERAND1_RGB=0x8591;
+public const uint GL_OPERAND2_RGB=0x8592;
+public const uint GL_OPERAND0_ALPHA=0x8598;
+public const uint GL_OPERAND1_ALPHA=0x8599;
+public const uint GL_OPERAND2_ALPHA=0x859A;
+public const uint GL_TEXTURE_COMPRESSED_IMAGE_SIZE=0x86A0;
+public const uint GL_TEXTURE_COMPRESSED=0x86A1;
+public const uint GL_NUM_COMPRESSED_TEXTURE_FORMATS=0x86A2;
+public const uint GL_COMPRESSED_TEXTURE_FORMATS=0x86A3;
+public const uint GL_DOT3_RGB=0x86AE;
+public const uint GL_DOT3_RGBA=0x86AF;
+public const uint GL_MULTISAMPLE_BIT=0x20000000;
+public const uint GL_VERSION_1_4=1;
+public const uint GL_BLEND_DST_RGB=0x80C8;
+public const uint GL_BLEND_SRC_RGB=0x80C9;
+public const uint GL_BLEND_DST_ALPHA=0x80CA;
+public const uint GL_BLEND_SRC_ALPHA=0x80CB;
+public const uint GL_POINT_SIZE_MIN=0x8126;
+public const uint GL_POINT_SIZE_MAX=0x8127;
+public const uint GL_POINT_FADE_THRESHOLD_SIZE=0x8128;
+public const uint GL_POINT_DISTANCE_ATTENUATION=0x8129;
+public const uint GL_GENERATE_MIPMAP=0x8191;
+public const uint GL_GENERATE_MIPMAP_HINT=0x8192;
+public const uint GL_DEPTH_COMPONENT16=0x81A5;
+public const uint GL_DEPTH_COMPONENT24=0x81A6;
+public const uint GL_DEPTH_COMPONENT32=0x81A7;
+public const uint GL_MIRRORED_REPEAT=0x8370;
+public const uint GL_FOG_COORDINATE_SOURCE=0x8450;
+public const uint GL_FOG_COORDINATE=0x8451;
+public const uint GL_FRAGMENT_DEPTH=0x8452;
+public const uint GL_CURRENT_FOG_COORDINATE=0x8453;
+public const uint GL_FOG_COORDINATE_ARRAY_TYPE=0x8454;
+public const uint GL_FOG_COORDINATE_ARRAY_STRIDE=0x8455;
+public const uint GL_FOG_COORDINATE_ARRAY_POINTER=0x8456;
+public const uint GL_FOG_COORDINATE_ARRAY=0x8457;
+public const uint GL_COLOR_SUM=0x8458;
+public const uint GL_CURRENT_SECONDARY_COLOR=0x8459;
+public const uint GL_SECONDARY_COLOR_ARRAY_SIZE=0x845A;
+public const uint GL_SECONDARY_COLOR_ARRAY_TYPE=0x845B;
+public const uint GL_SECONDARY_COLOR_ARRAY_STRIDE=0x845C;
+public const uint GL_SECONDARY_COLOR_ARRAY_POINTER=0x845D;
+public const uint GL_SECONDARY_COLOR_ARRAY=0x845E;
+public const uint GL_MAX_TEXTURE_LOD_BIAS=0x84FD;
+public const uint GL_TEXTURE_FILTER_CONTROL=0x8500;
+public const uint GL_TEXTURE_LOD_BIAS=0x8501;
+public const uint GL_INCR_WRAP=0x8507;
+public const uint GL_DECR_WRAP=0x8508;
+public const uint GL_TEXTURE_DEPTH_SIZE=0x884A;
+public const uint GL_DEPTH_TEXTURE_MODE=0x884B;
+public const uint GL_TEXTURE_COMPARE_MODE=0x884C;
+public const uint GL_TEXTURE_COMPARE_FUNC=0x884D;
+public const uint GL_COMPARE_R_TO_TEXTURE=0x884E;
+public const uint GL_VERSION_1_5=1;
+public const uint GL_CURRENT_FOG_COORD=GL_CURRENT_FOG_COORDINATE;
+public const uint GL_FOG_COORD=GL_FOG_COORDINATE;
+public const uint GL_FOG_COORD_ARRAY=GL_FOG_COORDINATE_ARRAY;
+public const uint GL_FOG_COORD_ARRAY_BUFFER_BINDING=GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING;
+public const uint GL_FOG_COORD_ARRAY_POINTER=GL_FOG_COORDINATE_ARRAY_POINTER;
+public const uint GL_FOG_COORD_ARRAY_STRIDE=GL_FOG_COORDINATE_ARRAY_STRIDE;
+public const uint GL_FOG_COORD_ARRAY_TYPE=GL_FOG_COORDINATE_ARRAY_TYPE;
+public const uint GL_FOG_COORD_SRC=GL_FOG_COORDINATE_SOURCE;
+public const uint GL_SRC0_ALPHA=GL_SOURCE0_ALPHA;
+public const uint GL_SRC0_RGB=GL_SOURCE0_RGB;
+public const uint GL_SRC1_ALPHA=GL_SOURCE1_ALPHA;
+public const uint GL_SRC1_RGB=GL_SOURCE1_RGB;
+public const uint GL_SRC2_ALPHA=GL_SOURCE2_ALPHA;
+public const uint GL_SRC2_RGB=GL_SOURCE2_RGB;
+public const uint GL_BUFFER_SIZE=0x8764;
+public const uint GL_BUFFER_USAGE=0x8765;
+public const uint GL_QUERY_COUNTER_BITS=0x8864;
+public const uint GL_CURRENT_QUERY=0x8865;
+public const uint GL_QUERY_RESULT=0x8866;
+public const uint GL_QUERY_RESULT_AVAILABLE=0x8867;
+public const uint GL_ARRAY_BUFFER=0x8892;
+public const uint GL_ELEMENT_ARRAY_BUFFER=0x8893;
+public const uint GL_ARRAY_BUFFER_BINDING=0x8894;
+public const uint GL_ELEMENT_ARRAY_BUFFER_BINDING=0x8895;
+public const uint GL_VERTEX_ARRAY_BUFFER_BINDING=0x8896;
+public const uint GL_NORMAL_ARRAY_BUFFER_BINDING=0x8897;
+public const uint GL_COLOR_ARRAY_BUFFER_BINDING=0x8898;
+public const uint GL_INDEX_ARRAY_BUFFER_BINDING=0x8899;
+public const uint GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING=0x889A;
+public const uint GL_EDGE_FLAG_ARRAY_BUFFER_BINDING=0x889B;
+public const uint GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING=0x889C;
+public const uint GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING=0x889D;
+public const uint GL_WEIGHT_ARRAY_BUFFER_BINDING=0x889E;
+public const uint GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING=0x889F;
+public const uint GL_READ_ONLY=0x88B8;
+public const uint GL_WRITE_ONLY=0x88B9;
+public const uint GL_READ_WRITE=0x88BA;
+public const uint GL_BUFFER_ACCESS=0x88BB;
+public const uint GL_BUFFER_MAPPED=0x88BC;
+public const uint GL_BUFFER_MAP_POINTER=0x88BD;
+public const uint GL_STREAM_DRAW=0x88E0;
+public const uint GL_STREAM_READ=0x88E1;
+public const uint GL_STREAM_COPY=0x88E2;
+public const uint GL_STATIC_DRAW=0x88E4;
+public const uint GL_STATIC_READ=0x88E5;
+public const uint GL_STATIC_COPY=0x88E6;
+public const uint GL_DYNAMIC_DRAW=0x88E8;
+public const uint GL_DYNAMIC_READ=0x88E9;
+public const uint GL_DYNAMIC_COPY=0x88EA;
+public const uint GL_SAMPLES_PASSED=0x8914;
+public const uint GL_VERSION_2_0=1;
+public const uint GL_BLEND_EQUATION_RGB=GL_BLEND_EQUATION;
+public const uint GL_VERTEX_ATTRIB_ARRAY_ENABLED=0x8622;
+public const uint GL_VERTEX_ATTRIB_ARRAY_SIZE=0x8623;
+public const uint GL_VERTEX_ATTRIB_ARRAY_STRIDE=0x8624;
+public const uint GL_VERTEX_ATTRIB_ARRAY_TYPE=0x8625;
+public const uint GL_CURRENT_VERTEX_ATTRIB=0x8626;
+public const uint GL_VERTEX_PROGRAM_POINT_SIZE=0x8642;
+public const uint GL_VERTEX_PROGRAM_TWO_SIDE=0x8643;
+public const uint GL_VERTEX_ATTRIB_ARRAY_POINTER=0x8645;
+public const uint GL_STENCIL_BACK_FUNC=0x8800;
+public const uint GL_STENCIL_BACK_FAIL=0x8801;
+public const uint GL_STENCIL_BACK_PASS_DEPTH_FAIL=0x8802;
+public const uint GL_STENCIL_BACK_PASS_DEPTH_PASS=0x8803;
+public const uint GL_MAX_DRAW_BUFFERS=0x8824;
+public const uint GL_DRAW_BUFFER0=0x8825;
+public const uint GL_DRAW_BUFFER1=0x8826;
+public const uint GL_DRAW_BUFFER2=0x8827;
+public const uint GL_DRAW_BUFFER3=0x8828;
+public const uint GL_DRAW_BUFFER4=0x8829;
+public const uint GL_DRAW_BUFFER5=0x882A;
+public const uint GL_DRAW_BUFFER6=0x882B;
+public const uint GL_DRAW_BUFFER7=0x882C;
+public const uint GL_DRAW_BUFFER8=0x882D;
+public const uint GL_DRAW_BUFFER9=0x882E;
+public const uint GL_DRAW_BUFFER10=0x882F;
+public const uint GL_DRAW_BUFFER11=0x8830;
+public const uint GL_DRAW_BUFFER12=0x8831;
+public const uint GL_DRAW_BUFFER13=0x8832;
+public const uint GL_DRAW_BUFFER14=0x8833;
+public const uint GL_DRAW_BUFFER15=0x8834;
+public const uint GL_BLEND_EQUATION_ALPHA=0x883D;
+public const uint GL_POINT_SPRITE=0x8861;
+public const uint GL_COORD_REPLACE=0x8862;
+public const uint GL_MAX_VERTEX_ATTRIBS=0x8869;
+public const uint GL_VERTEX_ATTRIB_ARRAY_NORMALIZED=0x886A;
+public const uint GL_MAX_TEXTURE_COORDS=0x8871;
+public const uint GL_MAX_TEXTURE_IMAGE_UNITS=0x8872;
+public const uint GL_FRAGMENT_SHADER=0x8B30;
+public const uint GL_VERTEX_SHADER=0x8B31;
+public const uint GL_MAX_FRAGMENT_UNIFORM_COMPONENTS=0x8B49;
+public const uint GL_MAX_VERTEX_UNIFORM_COMPONENTS=0x8B4A;
+public const uint GL_MAX_VARYING_FLOATS=0x8B4B;
+public const uint GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=0x8B4C;
+public const uint GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=0x8B4D;
+public const uint GL_SHADER_TYPE=0x8B4F;
+public const uint GL_FLOAT_VEC2=0x8B50;
+public const uint GL_FLOAT_VEC3=0x8B51;
+public const uint GL_FLOAT_VEC4=0x8B52;
+public const uint GL_INT_VEC2=0x8B53;
+public const uint GL_INT_VEC3=0x8B54;
+public const uint GL_INT_VEC4=0x8B55;
+public const uint GL_BOOL=0x8B56;
+public const uint GL_BOOL_VEC2=0x8B57;
+public const uint GL_BOOL_VEC3=0x8B58;
+public const uint GL_BOOL_VEC4=0x8B59;
+public const uint GL_FLOAT_MAT2=0x8B5A;
+public const uint GL_FLOAT_MAT3=0x8B5B;
+public const uint GL_FLOAT_MAT4=0x8B5C;
+public const uint GL_SAMPLER_1D=0x8B5D;
+public const uint GL_SAMPLER_2D=0x8B5E;
+public const uint GL_SAMPLER_3D=0x8B5F;
+public const uint GL_SAMPLER_CUBE=0x8B60;
+public const uint GL_SAMPLER_1D_SHADOW=0x8B61;
+public const uint GL_SAMPLER_2D_SHADOW=0x8B62;
+public const uint GL_DELETE_STATUS=0x8B80;
+public const uint GL_COMPILE_STATUS=0x8B81;
+public const uint GL_LINK_STATUS=0x8B82;
+public const uint GL_VALIDATE_STATUS=0x8B83;
+public const uint GL_INFO_LOG_LENGTH=0x8B84;
+public const uint GL_ATTACHED_SHADERS=0x8B85;
+public const uint GL_ACTIVE_UNIFORMS=0x8B86;
+public const uint GL_ACTIVE_UNIFORM_MAX_LENGTH=0x8B87;
+public const uint GL_SHADER_SOURCE_LENGTH=0x8B88;
+public const uint GL_ACTIVE_ATTRIBUTES=0x8B89;
+public const uint GL_ACTIVE_ATTRIBUTE_MAX_LENGTH=0x8B8A;
+public const uint GL_FRAGMENT_SHADER_DERIVATIVE_HINT=0x8B8B;
+public const uint GL_SHADING_LANGUAGE_VERSION=0x8B8C;
+public const uint GL_CURRENT_PROGRAM=0x8B8D;
+public const uint GL_POINT_SPRITE_COORD_ORIGIN=0x8CA0;
+public const uint GL_LOWER_LEFT=0x8CA1;
+public const uint GL_UPPER_LEFT=0x8CA2;
+public const uint GL_STENCIL_BACK_REF=0x8CA3;
+public const uint GL_STENCIL_BACK_VALUE_MASK=0x8CA4;
+public const uint GL_STENCIL_BACK_WRITEMASK=0x8CA5;
+public const uint GL_VERSION_2_1=1;
+public const uint GL_CURRENT_RASTER_SECONDARY_COLOR=0x845F;
+public const uint GL_PIXEL_PACK_BUFFER=0x88EB;
+public const uint GL_PIXEL_UNPACK_BUFFER=0x88EC;
+public const uint GL_PIXEL_PACK_BUFFER_BINDING=0x88ED;
+public const uint GL_PIXEL_UNPACK_BUFFER_BINDING=0x88EF;
+public const uint GL_FLOAT_MAT2x3=0x8B65;
+public const uint GL_FLOAT_MAT2x4=0x8B66;
+public const uint GL_FLOAT_MAT3x2=0x8B67;
+public const uint GL_FLOAT_MAT3x4=0x8B68;
+public const uint GL_FLOAT_MAT4x2=0x8B69;
+public const uint GL_FLOAT_MAT4x3=0x8B6A;
+public const uint GL_SRGB=0x8C40;
+public const uint GL_SRGB8=0x8C41;
+public const uint GL_SRGB_ALPHA=0x8C42;
+public const uint GL_SRGB8_ALPHA8=0x8C43;
+public const uint GL_SLUMINANCE_ALPHA=0x8C44;
+public const uint GL_SLUMINANCE8_ALPHA8=0x8C45;
+public const uint GL_SLUMINANCE=0x8C46;
+public const uint GL_SLUMINANCE8=0x8C47;
+public const uint GL_COMPRESSED_SRGB=0x8C48;
+public const uint GL_COMPRESSED_SRGB_ALPHA=0x8C49;
+public const uint GL_COMPRESSED_SLUMINANCE=0x8C4A;
+public const uint GL_COMPRESSED_SLUMINANCE_ALPHA=0x8C4B;
+public const uint GL_VERSION_3_0=1;
+public const uint GL_CLIP_DISTANCE0=GL_CLIP_PLANE0;
+public const uint GL_CLIP_DISTANCE1=GL_CLIP_PLANE1;
+public const uint GL_CLIP_DISTANCE2=GL_CLIP_PLANE2;
+public const uint GL_CLIP_DISTANCE3=GL_CLIP_PLANE3;
+public const uint GL_CLIP_DISTANCE4=GL_CLIP_PLANE4;
+public const uint GL_CLIP_DISTANCE5=GL_CLIP_PLANE5;
+public const uint GL_COMPARE_REF_TO_TEXTURE=GL_COMPARE_R_TO_TEXTURE_ARB;
+public const uint GL_MAX_CLIP_DISTANCES=GL_MAX_CLIP_PLANES;
+public const uint GL_MAX_VARYING_COMPONENTS=GL_MAX_VARYING_FLOATS;
+public const uint GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT=0x0001;
+public const uint GL_MAJOR_VERSION=0x821B;
+public const uint GL_MINOR_VERSION=0x821C;
+public const uint GL_NUM_EXTENSIONS=0x821D;
+public const uint GL_CONTEXT_FLAGS=0x821E;
+public const uint GL_DEPTH_BUFFER=0x8223;
+public const uint GL_STENCIL_BUFFER=0x8224;
+public const uint GL_RGBA32F=0x8814;
+public const uint GL_RGB32F=0x8815;
+public const uint GL_RGBA16F=0x881A;
+public const uint GL_RGB16F=0x881B;
+public const uint GL_VERTEX_ATTRIB_ARRAY_INTEGER=0x88FD;
+public const uint GL_MAX_ARRAY_TEXTURE_LAYERS=0x88FF;
+public const uint GL_MIN_PROGRAM_TEXEL_OFFSET=0x8904;
+public const uint GL_MAX_PROGRAM_TEXEL_OFFSET=0x8905;
+public const uint GL_CLAMP_VERTEX_COLOR=0x891A;
+public const uint GL_CLAMP_FRAGMENT_COLOR=0x891B;
+public const uint GL_CLAMP_READ_COLOR=0x891C;
+public const uint GL_FIXED_ONLY=0x891D;
+public const uint GL_TEXTURE_RED_TYPE=0x8C10;
+public const uint GL_TEXTURE_GREEN_TYPE=0x8C11;
+public const uint GL_TEXTURE_BLUE_TYPE=0x8C12;
+public const uint GL_TEXTURE_ALPHA_TYPE=0x8C13;
+public const uint GL_TEXTURE_LUMINANCE_TYPE=0x8C14;
+public const uint GL_TEXTURE_INTENSITY_TYPE=0x8C15;
+public const uint GL_TEXTURE_DEPTH_TYPE=0x8C16;
+public const uint GL_TEXTURE_1D_ARRAY=0x8C18;
+public const uint GL_PROXY_TEXTURE_1D_ARRAY=0x8C19;
+public const uint GL_TEXTURE_2D_ARRAY=0x8C1A;
+public const uint GL_PROXY_TEXTURE_2D_ARRAY=0x8C1B;
+public const uint GL_TEXTURE_BINDING_1D_ARRAY=0x8C1C;
+public const uint GL_TEXTURE_BINDING_2D_ARRAY=0x8C1D;
+public const uint GL_R11F_G11F_B10F=0x8C3A;
+public const uint GL_UNSIGNED_INT_10F_11F_11F_REV=0x8C3B;
+public const uint GL_RGB9_E5=0x8C3D;
+public const uint GL_UNSIGNED_INT_5_9_9_9_REV=0x8C3E;
+public const uint GL_TEXTURE_SHARED_SIZE=0x8C3F;
+public const uint GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH=0x8C76;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_MODE=0x8C7F;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS=0x8C80;
+public const uint GL_TRANSFORM_FEEDBACK_VARYINGS=0x8C83;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_START=0x8C84;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_SIZE=0x8C85;
+public const uint GL_PRIMITIVES_GENERATED=0x8C87;
+public const uint GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN=0x8C88;
+public const uint GL_RASTERIZER_DISCARD=0x8C89;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS=0x8C8A;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS=0x8C8B;
+public const uint GL_INTERLEAVED_ATTRIBS=0x8C8C;
+public const uint GL_SEPARATE_ATTRIBS=0x8C8D;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER=0x8C8E;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_BINDING=0x8C8F;
+public const uint GL_RGBA32UI=0x8D70;
+public const uint GL_RGB32UI=0x8D71;
+public const uint GL_RGBA16UI=0x8D76;
+public const uint GL_RGB16UI=0x8D77;
+public const uint GL_RGBA8UI=0x8D7C;
+public const uint GL_RGB8UI=0x8D7D;
+public const uint GL_RGBA32I=0x8D82;
+public const uint GL_RGB32I=0x8D83;
+public const uint GL_RGBA16I=0x8D88;
+public const uint GL_RGB16I=0x8D89;
+public const uint GL_RGBA8I=0x8D8E;
+public const uint GL_RGB8I=0x8D8F;
+public const uint GL_RED_INTEGER=0x8D94;
+public const uint GL_GREEN_INTEGER=0x8D95;
+public const uint GL_BLUE_INTEGER=0x8D96;
+public const uint GL_ALPHA_INTEGER=0x8D97;
+public const uint GL_RGB_INTEGER=0x8D98;
+public const uint GL_RGBA_INTEGER=0x8D99;
+public const uint GL_BGR_INTEGER=0x8D9A;
+public const uint GL_BGRA_INTEGER=0x8D9B;
+public const uint GL_SAMPLER_1D_ARRAY=0x8DC0;
+public const uint GL_SAMPLER_2D_ARRAY=0x8DC1;
+public const uint GL_SAMPLER_1D_ARRAY_SHADOW=0x8DC3;
+public const uint GL_SAMPLER_2D_ARRAY_SHADOW=0x8DC4;
+public const uint GL_SAMPLER_CUBE_SHADOW=0x8DC5;
+public const uint GL_UNSIGNED_INT_VEC2=0x8DC6;
+public const uint GL_UNSIGNED_INT_VEC3=0x8DC7;
+public const uint GL_UNSIGNED_INT_VEC4=0x8DC8;
+public const uint GL_INT_SAMPLER_1D=0x8DC9;
+public const uint GL_INT_SAMPLER_2D=0x8DCA;
+public const uint GL_INT_SAMPLER_3D=0x8DCB;
+public const uint GL_INT_SAMPLER_CUBE=0x8DCC;
+public const uint GL_INT_SAMPLER_1D_ARRAY=0x8DCE;
+public const uint GL_INT_SAMPLER_2D_ARRAY=0x8DCF;
+public const uint GL_UNSIGNED_INT_SAMPLER_1D=0x8DD1;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D=0x8DD2;
+public const uint GL_UNSIGNED_INT_SAMPLER_3D=0x8DD3;
+public const uint GL_UNSIGNED_INT_SAMPLER_CUBE=0x8DD4;
+public const uint GL_UNSIGNED_INT_SAMPLER_1D_ARRAY=0x8DD6;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_ARRAY=0x8DD7;
+public const uint GL_QUERY_WAIT=0x8E13;
+public const uint GL_QUERY_NO_WAIT=0x8E14;
+public const uint GL_QUERY_BY_REGION_WAIT=0x8E15;
+public const uint GL_QUERY_BY_REGION_NO_WAIT=0x8E16;
+public const uint GL_VERSION_3_1=1;
+public const uint GL_TEXTURE_RECTANGLE=0x84F5;
+public const uint GL_TEXTURE_BINDING_RECTANGLE=0x84F6;
+public const uint GL_PROXY_TEXTURE_RECTANGLE=0x84F7;
+public const uint GL_MAX_RECTANGLE_TEXTURE_SIZE=0x84F8;
+public const uint GL_SAMPLER_2D_RECT=0x8B63;
+public const uint GL_SAMPLER_2D_RECT_SHADOW=0x8B64;
+public const uint GL_TEXTURE_BUFFER=0x8C2A;
+public const uint GL_MAX_TEXTURE_BUFFER_SIZE=0x8C2B;
+public const uint GL_TEXTURE_BINDING_BUFFER=0x8C2C;
+public const uint GL_TEXTURE_BUFFER_DATA_STORE_BINDING=0x8C2D;
+public const uint GL_TEXTURE_BUFFER_FORMAT=0x8C2E;
+public const uint GL_SAMPLER_BUFFER=0x8DC2;
+public const uint GL_INT_SAMPLER_2D_RECT=0x8DCD;
+public const uint GL_INT_SAMPLER_BUFFER=0x8DD0;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_RECT=0x8DD5;
+public const uint GL_UNSIGNED_INT_SAMPLER_BUFFER=0x8DD8;
+public const uint GL_RED_SNORM=0x8F90;
+public const uint GL_RG_SNORM=0x8F91;
+public const uint GL_RGB_SNORM=0x8F92;
+public const uint GL_RGBA_SNORM=0x8F93;
+public const uint GL_R8_SNORM=0x8F94;
+public const uint GL_RG8_SNORM=0x8F95;
+public const uint GL_RGB8_SNORM=0x8F96;
+public const uint GL_RGBA8_SNORM=0x8F97;
+public const uint GL_R16_SNORM=0x8F98;
+public const uint GL_RG16_SNORM=0x8F99;
+public const uint GL_RGB16_SNORM=0x8F9A;
+public const uint GL_RGBA16_SNORM=0x8F9B;
+public const uint GL_SIGNED_NORMALIZED=0x8F9C;
+public const uint GL_PRIMITIVE_RESTART=0x8F9D;
+public const uint GL_PRIMITIVE_RESTART_INDEX=0x8F9E;
+public const uint GL_BUFFER_ACCESS_FLAGS=0x911F;
+public const uint GL_BUFFER_MAP_LENGTH=0x9120;
+public const uint GL_BUFFER_MAP_OFFSET=0x9121;
+public const uint GL_VERSION_3_2=1;
+public const uint GL_CONTEXT_CORE_PROFILE_BIT=0x00000001;
+public const uint GL_CONTEXT_COMPATIBILITY_PROFILE_BIT=0x00000002;
+public const uint GL_LINES_ADJACENCY=0x000A;
+public const uint GL_LINE_STRIP_ADJACENCY=0x000B;
+public const uint GL_TRIANGLES_ADJACENCY=0x000C;
+public const uint GL_TRIANGLE_STRIP_ADJACENCY=0x000D;
+public const uint GL_PROGRAM_POINT_SIZE=0x8642;
+public const uint GL_GEOMETRY_VERTICES_OUT=0x8916;
+public const uint GL_GEOMETRY_INPUT_TYPE=0x8917;
+public const uint GL_GEOMETRY_OUTPUT_TYPE=0x8918;
+public const uint GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS=0x8C29;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_LAYERED=0x8DA7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS=0x8DA8;
+public const uint GL_GEOMETRY_SHADER=0x8DD9;
+public const uint GL_MAX_GEOMETRY_UNIFORM_COMPONENTS=0x8DDF;
+public const uint GL_MAX_GEOMETRY_OUTPUT_VERTICES=0x8DE0;
+public const uint GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS=0x8DE1;
+public const uint GL_MAX_VERTEX_OUTPUT_COMPONENTS=0x9122;
+public const uint GL_MAX_GEOMETRY_INPUT_COMPONENTS=0x9123;
+public const uint GL_MAX_GEOMETRY_OUTPUT_COMPONENTS=0x9124;
+public const uint GL_MAX_FRAGMENT_INPUT_COMPONENTS=0x9125;
+public const uint GL_CONTEXT_PROFILE_MASK=0x9126;
+public const uint GL_VERSION_3_3=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_DIVISOR=0x88FE;
+public const uint GL_RGB10_A2UI=0x906F;
+public const uint GL_VERSION_4_0=1;
+public const uint GL_SAMPLE_SHADING=0x8C36;
+public const uint GL_MIN_SAMPLE_SHADING_VALUE=0x8C37;
+public const uint GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET=0x8E5E;
+public const uint GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET=0x8E5F;
+public const uint GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS=0x8F9F;
+public const uint GL_TEXTURE_CUBE_MAP_ARRAY=0x9009;
+public const uint GL_TEXTURE_BINDING_CUBE_MAP_ARRAY=0x900A;
+public const uint GL_PROXY_TEXTURE_CUBE_MAP_ARRAY=0x900B;
+public const uint GL_SAMPLER_CUBE_MAP_ARRAY=0x900C;
+public const uint GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW=0x900D;
+public const uint GL_INT_SAMPLER_CUBE_MAP_ARRAY=0x900E;
+public const uint GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY=0x900F;
+public const uint GL_VERSION_4_1=1;
+public const uint GL_VERSION_4_2=1;
+public const uint GL_TRANSFORM_FEEDBACK_PAUSED=0x8E23;
+public const uint GL_TRANSFORM_FEEDBACK_ACTIVE=0x8E24;
+public const uint GL_COMPRESSED_RGBA_BPTC_UNORM=0x8E8C;
+public const uint GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM=0x8E8D;
+public const uint GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT=0x8E8E;
+public const uint GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT=0x8E8F;
+public const uint GL_COPY_READ_BUFFER_BINDING=0x8F36;
+public const uint GL_COPY_WRITE_BUFFER_BINDING=0x8F37;
+public const uint GL_VERSION_4_3=1;
+public const uint GL_NUM_SHADING_LANGUAGE_VERSIONS=0x82E9;
+public const uint GL_VERTEX_ATTRIB_ARRAY_LONG=0x874E;
+public const uint GL_VERSION_4_4=1;
+public const uint GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED=0x8221;
+public const uint GL_MAX_VERTEX_ATTRIB_STRIDE=0x82E5;
+public const uint GL_TEXTURE_BUFFER_BINDING=0x8C2A;
+public const uint GL_VERSION_4_5=1;
+public const uint GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT=0x00000004;
+public const uint GL_VERSION_4_6=1;
+public const uint GL_CONTEXT_FLAG_NO_ERROR_BIT=0x00000008;
+public const uint GL_PARAMETER_BUFFER=0x80EE;
+public const uint GL_PARAMETER_BUFFER_BINDING=0x80EF;
+public const uint GL_TRANSFORM_FEEDBACK_OVERFLOW=0x82EC;
+public const uint GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW=0x82ED;
+public const uint GL_VERTICES_SUBMITTED=0x82EE;
+public const uint GL_PRIMITIVES_SUBMITTED=0x82EF;
+public const uint GL_VERTEX_SHADER_INVOCATIONS=0x82F0;
+public const uint GL_TESS_CONTROL_SHADER_PATCHES=0x82F1;
+public const uint GL_TESS_EVALUATION_SHADER_INVOCATIONS=0x82F2;
+public const uint GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED=0x82F3;
+public const uint GL_FRAGMENT_SHADER_INVOCATIONS=0x82F4;
+public const uint GL_COMPUTE_SHADER_INVOCATIONS=0x82F5;
+public const uint GL_CLIPPING_INPUT_PRIMITIVES=0x82F6;
+public const uint GL_CLIPPING_OUTPUT_PRIMITIVES=0x82F7;
+public const uint GL_TEXTURE_MAX_ANISOTROPY=0x84FE;
+public const uint GL_MAX_TEXTURE_MAX_ANISOTROPY=0x84FF;
+public const uint GL_POLYGON_OFFSET_CLAMP=0x8E1B;
+public const uint GL_SHADER_BINARY_FORMAT_SPIR_V=0x9551;
+public const uint GL_SPIR_V_BINARY=0x9552;
+public const uint GL_SPIR_V_EXTENSIONS=0x9553;
+public const uint GL_NUM_SPIR_V_EXTENSIONS=0x9554;
+public const uint GL_3DFX_multisample=1;
+public const uint GL_MULTISAMPLE_3DFX=0x86B2;
+public const uint GL_SAMPLE_BUFFERS_3DFX=0x86B3;
+public const uint GL_SAMPLES_3DFX=0x86B4;
+public const uint GL_MULTISAMPLE_BIT_3DFX=0x20000000;
+public const uint GL_3DFX_tbuffer=1;
+public const uint GL_3DFX_texture_compression_FXT1=1;
+public const uint GL_COMPRESSED_RGB_FXT1_3DFX=0x86B0;
+public const uint GL_COMPRESSED_RGBA_FXT1_3DFX=0x86B1;
+public const uint GL_AMD_blend_minmax_factor=1;
+public const uint GL_FACTOR_MIN_AMD=0x901C;
+public const uint GL_FACTOR_MAX_AMD=0x901D;
+public const uint GL_AMD_compressed_3DC_texture=1;
+public const uint GL_3DC_X_AMD=0x87F9;
+public const uint GL_3DC_XY_AMD=0x87FA;
+public const uint GL_AMD_compressed_ATC_texture=1;
+public const uint GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD=0x87EE;
+public const uint GL_ATC_RGB_AMD=0x8C92;
+public const uint GL_ATC_RGBA_EXPLICIT_ALPHA_AMD=0x8C93;
+public const uint GL_AMD_conservative_depth=1;
+public const uint GL_AMD_debug_output=1;
+public const uint GL_MAX_DEBUG_MESSAGE_LENGTH_AMD=0x9143;
+public const uint GL_MAX_DEBUG_LOGGED_MESSAGES_AMD=0x9144;
+public const uint GL_DEBUG_LOGGED_MESSAGES_AMD=0x9145;
+public const uint GL_DEBUG_SEVERITY_HIGH_AMD=0x9146;
+public const uint GL_DEBUG_SEVERITY_MEDIUM_AMD=0x9147;
+public const uint GL_DEBUG_SEVERITY_LOW_AMD=0x9148;
+public const uint GL_DEBUG_CATEGORY_API_ERROR_AMD=0x9149;
+public const uint GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD=0x914A;
+public const uint GL_DEBUG_CATEGORY_DEPRECATION_AMD=0x914B;
+public const uint GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD=0x914C;
+public const uint GL_DEBUG_CATEGORY_PERFORMANCE_AMD=0x914D;
+public const uint GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD=0x914E;
+public const uint GL_DEBUG_CATEGORY_APPLICATION_AMD=0x914F;
+public const uint GL_DEBUG_CATEGORY_OTHER_AMD=0x9150;
+public const uint GL_AMD_depth_clamp_separate=1;
+public const uint GL_DEPTH_CLAMP_NEAR_AMD=0x901E;
+public const uint GL_DEPTH_CLAMP_FAR_AMD=0x901F;
+public const uint GL_AMD_draw_buffers_blend=1;
+public const uint GL_AMD_framebuffer_sample_positions=1;
+public const uint GL_SUBSAMPLE_DISTANCE_AMD=0x883F;
+public const uint GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD=0x91AE;
+public const uint GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD=0x91AF;
+public const uint GL_ALL_PIXELS_AMD=0xFFFFFFFF;
+public const uint GL_AMD_gcn_shader=1;
+public const uint GL_AMD_gpu_shader_half_float=1;
+public const uint GL_FLOAT16_NV=0x8FF8;
+public const uint GL_FLOAT16_VEC2_NV=0x8FF9;
+public const uint GL_FLOAT16_VEC3_NV=0x8FFA;
+public const uint GL_FLOAT16_VEC4_NV=0x8FFB;
+public const uint GL_FLOAT16_MAT2_AMD=0x91C5;
+public const uint GL_FLOAT16_MAT3_AMD=0x91C6;
+public const uint GL_FLOAT16_MAT4_AMD=0x91C7;
+public const uint GL_FLOAT16_MAT2x3_AMD=0x91C8;
+public const uint GL_FLOAT16_MAT2x4_AMD=0x91C9;
+public const uint GL_FLOAT16_MAT3x2_AMD=0x91CA;
+public const uint GL_FLOAT16_MAT3x4_AMD=0x91CB;
+public const uint GL_FLOAT16_MAT4x2_AMD=0x91CC;
+public const uint GL_FLOAT16_MAT4x3_AMD=0x91CD;
+public const uint GL_AMD_gpu_shader_int16=1;
+public const uint GL_AMD_gpu_shader_int64=1;
+public const uint GL_AMD_interleaved_elements=1;
+public const uint GL_RED=0x1903;
+public const uint GL_GREEN=0x1904;
+public const uint GL_BLUE=0x1905;
+public const uint GL_ALPHA=0x1906;
+public const uint GL_RG8UI=0x8238;
+public const uint GL_RG16UI=0x823A;
+public const uint GL_RGBA8UI=0x8D7C;
+public const uint GL_VERTEX_ELEMENT_SWIZZLE_AMD=0x91A4;
+public const uint GL_VERTEX_ID_SWIZZLE_AMD=0x91A5;
+public const uint GL_AMD_multi_draw_indirect=1;
+public const uint GL_AMD_name_gen_delete=1;
+public const uint GL_DATA_BUFFER_AMD=0x9151;
+public const uint GL_PERFORMANCE_MONITOR_AMD=0x9152;
+public const uint GL_QUERY_OBJECT_AMD=0x9153;
+public const uint GL_VERTEX_ARRAY_OBJECT_AMD=0x9154;
+public const uint GL_SAMPLER_OBJECT_AMD=0x9155;
+public const uint GL_AMD_occlusion_query_event=1;
+public const uint GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD=0x00000001;
+public const uint GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD=0x00000002;
+public const uint GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD=0x00000004;
+public const uint GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD=0x00000008;
+public const uint GL_OCCLUSION_QUERY_EVENT_MASK_AMD=0x874F;
+public const uint GL_QUERY_ALL_EVENT_BITS_AMD=0xFFFFFFFF;
+public const uint GL_AMD_performance_monitor=1;
+public const uint GL_COUNTER_TYPE_AMD=0x8BC0;
+public const uint GL_COUNTER_RANGE_AMD=0x8BC1;
+public const uint GL_UNSIGNED_INT64_AMD=0x8BC2;
+public const uint GL_PERCENTAGE_AMD=0x8BC3;
+public const uint GL_PERFMON_RESULT_AVAILABLE_AMD=0x8BC4;
+public const uint GL_PERFMON_RESULT_SIZE_AMD=0x8BC5;
+public const uint GL_PERFMON_RESULT_AMD=0x8BC6;
+public const uint GL_AMD_pinned_memory=1;
+public const uint GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD=0x9160;
+public const uint GL_AMD_program_binary_Z400=1;
+public const uint GL_Z400_BINARY_AMD=0x8740;
+public const uint GL_AMD_query_buffer_object=1;
+public const uint GL_QUERY_BUFFER_AMD=0x9192;
+public const uint GL_QUERY_BUFFER_BINDING_AMD=0x9193;
+public const uint GL_QUERY_RESULT_NO_WAIT_AMD=0x9194;
+public const uint GL_AMD_sample_positions=1;
+public const uint GL_SUBSAMPLE_DISTANCE_AMD=0x883F;
+public const uint GL_AMD_seamless_cubemap_per_texture=1;
+public const uint GL_TEXTURE_CUBE_MAP_SEAMLESS=0x884F;
+public const uint GL_AMD_shader_atomic_counter_ops=1;
+public const uint GL_AMD_shader_ballot=1;
+public const uint GL_AMD_shader_explicit_vertex_parameter=1;
+public const uint GL_AMD_shader_stencil_export=1;
+public const uint GL_AMD_shader_stencil_value_export=1;
+public const uint GL_AMD_shader_trinary_minmax=1;
+public const uint GL_AMD_sparse_texture=1;
+public const uint GL_TEXTURE_STORAGE_SPARSE_BIT_AMD=0x00000001;
+public const uint GL_VIRTUAL_PAGE_SIZE_X_AMD=0x9195;
+public const uint GL_VIRTUAL_PAGE_SIZE_Y_AMD=0x9196;
+public const uint GL_VIRTUAL_PAGE_SIZE_Z_AMD=0x9197;
+public const uint GL_MAX_SPARSE_TEXTURE_SIZE_AMD=0x9198;
+public const uint GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD=0x9199;
+public const uint GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS=0x919A;
+public const uint GL_MIN_SPARSE_LEVEL_AMD=0x919B;
+public const uint GL_MIN_LOD_WARNING_AMD=0x919C;
+public const uint GL_AMD_stencil_operation_extended=1;
+public const uint GL_SET_AMD=0x874A;
+public const uint GL_REPLACE_VALUE_AMD=0x874B;
+public const uint GL_STENCIL_OP_VALUE_AMD=0x874C;
+public const uint GL_STENCIL_BACK_OP_VALUE_AMD=0x874D;
+public const uint GL_AMD_texture_gather_bias_lod=1;
+public const uint GL_AMD_texture_texture4=1;
+public const uint GL_AMD_transform_feedback3_lines_triangles=1;
+public const uint GL_AMD_transform_feedback4=1;
+public const uint GL_STREAM_RASTERIZATION_AMD=0x91A0;
+public const uint GL_AMD_vertex_shader_layer=1;
+public const uint GL_AMD_vertex_shader_tessellator=1;
+public const uint GL_SAMPLER_BUFFER_AMD=0x9001;
+public const uint GL_INT_SAMPLER_BUFFER_AMD=0x9002;
+public const uint GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD=0x9003;
+public const uint GL_TESSELLATION_MODE_AMD=0x9004;
+public const uint GL_TESSELLATION_FACTOR_AMD=0x9005;
+public const uint GL_DISCRETE_AMD=0x9006;
+public const uint GL_CONTINUOUS_AMD=0x9007;
+public const uint GL_AMD_vertex_shader_viewport_index=1;
+public const uint GL_ANDROID_extension_pack_es31a=1;
+public const uint GL_ANGLE_depth_texture=1;
+public const uint GL_ANGLE_framebuffer_blit=1;
+public const uint GL_DRAW_FRAMEBUFFER_BINDING_ANGLE=0x8CA6;
+public const uint GL_READ_FRAMEBUFFER_ANGLE=0x8CA8;
+public const uint GL_DRAW_FRAMEBUFFER_ANGLE=0x8CA9;
+public const uint GL_READ_FRAMEBUFFER_BINDING_ANGLE=0x8CAA;
+public const uint GL_ANGLE_framebuffer_multisample=1;
+public const uint GL_RENDERBUFFER_SAMPLES_ANGLE=0x8CAB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE=0x8D56;
+public const uint GL_MAX_SAMPLES_ANGLE=0x8D57;
+public const uint GL_ANGLE_instanced_arrays=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE=0x88FE;
+public const uint GL_ANGLE_pack_reverse_row_order=1;
+public const uint GL_PACK_REVERSE_ROW_ORDER_ANGLE=0x93A4;
+public const uint GL_ANGLE_program_binary=1;
+public const uint GL_PROGRAM_BINARY_ANGLE=0x93A6;
+public const uint GL_ANGLE_texture_compression_dxt1=1;
+public const uint GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE=0x83F0;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE=0x83F1;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE=0x83F2;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE=0x83F3;
+public const uint GL_ANGLE_texture_compression_dxt3=1;
+public const uint GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE=0x83F0;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE=0x83F1;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE=0x83F2;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE=0x83F3;
+public const uint GL_ANGLE_texture_compression_dxt5=1;
+public const uint GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE=0x83F0;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE=0x83F1;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE=0x83F2;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE=0x83F3;
+public const uint GL_ANGLE_texture_usage=1;
+public const uint GL_TEXTURE_USAGE_ANGLE=0x93A2;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_ANGLE=0x93A3;
+public const uint GL_ANGLE_timer_query=1;
+public const uint GL_QUERY_COUNTER_BITS_ANGLE=0x8864;
+public const uint GL_CURRENT_QUERY_ANGLE=0x8865;
+public const uint GL_QUERY_RESULT_ANGLE=0x8866;
+public const uint GL_QUERY_RESULT_AVAILABLE_ANGLE=0x8867;
+public const uint GL_TIME_ELAPSED_ANGLE=0x88BF;
+public const uint GL_TIMESTAMP_ANGLE=0x8E28;
+public const uint GL_ANGLE_translated_shader_source=1;
+public const uint GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE=0x93A0;
+public const uint GL_APPLE_aux_depth_stencil=1;
+public const uint GL_AUX_DEPTH_STENCIL_APPLE=0x8A14;
+public const uint GL_APPLE_client_storage=1;
+public const uint GL_UNPACK_CLIENT_STORAGE_APPLE=0x85B2;
+public const uint GL_APPLE_clip_distance=1;
+public const uint GL_MAX_CLIP_DISTANCES_APPLE=0x0D32;
+public const uint GL_CLIP_DISTANCE0_APPLE=0x3000;
+public const uint GL_CLIP_DISTANCE1_APPLE=0x3001;
+public const uint GL_CLIP_DISTANCE2_APPLE=0x3002;
+public const uint GL_CLIP_DISTANCE3_APPLE=0x3003;
+public const uint GL_CLIP_DISTANCE4_APPLE=0x3004;
+public const uint GL_CLIP_DISTANCE5_APPLE=0x3005;
+public const uint GL_CLIP_DISTANCE6_APPLE=0x3006;
+public const uint GL_CLIP_DISTANCE7_APPLE=0x3007;
+public const uint GL_APPLE_color_buffer_packed_float=1;
+public const uint GL_APPLE_copy_texture_levels=1;
+public const uint GL_APPLE_element_array=1;
+public const uint GL_ELEMENT_ARRAY_APPLE=0x8A0C;
+public const uint GL_ELEMENT_ARRAY_TYPE_APPLE=0x8A0D;
+public const uint GL_ELEMENT_ARRAY_POINTER_APPLE=0x8A0E;
+public const uint GL_APPLE_fence=1;
+public const uint GL_DRAW_PIXELS_APPLE=0x8A0A;
+public const uint GL_FENCE_APPLE=0x8A0B;
+public const uint GL_APPLE_float_pixels=1;
+public const uint GL_HALF_APPLE=0x140B;
+public const uint GL_RGBA_FLOAT32_APPLE=0x8814;
+public const uint GL_RGB_FLOAT32_APPLE=0x8815;
+public const uint GL_ALPHA_FLOAT32_APPLE=0x8816;
+public const uint GL_INTENSITY_FLOAT32_APPLE=0x8817;
+public const uint GL_LUMINANCE_FLOAT32_APPLE=0x8818;
+public const uint GL_LUMINANCE_ALPHA_FLOAT32_APPLE=0x8819;
+public const uint GL_RGBA_FLOAT16_APPLE=0x881A;
+public const uint GL_RGB_FLOAT16_APPLE=0x881B;
+public const uint GL_ALPHA_FLOAT16_APPLE=0x881C;
+public const uint GL_INTENSITY_FLOAT16_APPLE=0x881D;
+public const uint GL_LUMINANCE_FLOAT16_APPLE=0x881E;
+public const uint GL_LUMINANCE_ALPHA_FLOAT16_APPLE=0x881F;
+public const uint GL_COLOR_FLOAT_APPLE=0x8A0F;
+public const uint GL_APPLE_flush_buffer_range=1;
+public const uint GL_BUFFER_SERIALIZED_MODIFY_APPLE=0x8A12;
+public const uint GL_BUFFER_FLUSHING_UNMAP_APPLE=0x8A13;
+public const uint GL_APPLE_framebuffer_multisample=1;
+public const uint GL_DRAW_FRAMEBUFFER_BINDING_APPLE=0x8CA6;
+public const uint GL_READ_FRAMEBUFFER_APPLE=0x8CA8;
+public const uint GL_DRAW_FRAMEBUFFER_APPLE=0x8CA9;
+public const uint GL_READ_FRAMEBUFFER_BINDING_APPLE=0x8CAA;
+public const uint GL_RENDERBUFFER_SAMPLES_APPLE=0x8CAB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE=0x8D56;
+public const uint GL_MAX_SAMPLES_APPLE=0x8D57;
+public const uint GL_APPLE_object_purgeable=1;
+public const uint GL_BUFFER_OBJECT_APPLE=0x85B3;
+public const uint GL_RELEASED_APPLE=0x8A19;
+public const uint GL_VOLATILE_APPLE=0x8A1A;
+public const uint GL_RETAINED_APPLE=0x8A1B;
+public const uint GL_UNDEFINED_APPLE=0x8A1C;
+public const uint GL_PURGEABLE_APPLE=0x8A1D;
+public const uint GL_APPLE_pixel_buffer=1;
+public const uint GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE=0x8A10;
+public const uint GL_APPLE_rgb_422=1;
+public const uint GL_UNSIGNED_SHORT_8_8_APPLE=0x85BA;
+public const uint GL_UNSIGNED_SHORT_8_8_REV_APPLE=0x85BB;
+public const uint GL_RGB_422_APPLE=0x8A1F;
+public const uint GL_RGB_RAW_422_APPLE=0x8A51;
+public const uint GL_APPLE_row_bytes=1;
+public const uint GL_PACK_ROW_BYTES_APPLE=0x8A15;
+public const uint GL_UNPACK_ROW_BYTES_APPLE=0x8A16;
+public const uint GL_APPLE_specular_vector=1;
+public const uint GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE=0x85B0;
+public const uint GL_APPLE_sync=1;
+public const uint GL_SYNC_FLUSH_COMMANDS_BIT_APPLE=0x00000001;
+public const uint GL_SYNC_OBJECT_APPLE=0x8A53;
+public const uint GL_MAX_SERVER_WAIT_TIMEOUT_APPLE=0x9111;
+public const uint GL_OBJECT_TYPE_APPLE=0x9112;
+public const uint GL_SYNC_CONDITION_APPLE=0x9113;
+public const uint GL_SYNC_STATUS_APPLE=0x9114;
+public const uint GL_SYNC_FLAGS_APPLE=0x9115;
+public const uint GL_SYNC_FENCE_APPLE=0x9116;
+public const uint GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE=0x9117;
+public const uint GL_UNSIGNALED_APPLE=0x9118;
+public const uint GL_SIGNALED_APPLE=0x9119;
+public const uint GL_ALREADY_SIGNALED_APPLE=0x911A;
+public const uint GL_TIMEOUT_EXPIRED_APPLE=0x911B;
+public const uint GL_CONDITION_SATISFIED_APPLE=0x911C;
+public const uint GL_WAIT_FAILED_APPLE=0x911D;
+public const uint GL_TIMEOUT_IGNORED_APPLE=0xFFFFFFFFFFFFFFFFull;
+public const uint GL_APPLE_texture_2D_limited_npot=1;
+public const uint GL_APPLE_texture_format_BGRA8888=1;
+public const uint GL_BGRA_EXT=0x80E1;
+public const uint GL_BGRA8_EXT=0x93A1;
+public const uint GL_APPLE_texture_max_level=1;
+public const uint GL_TEXTURE_MAX_LEVEL_APPLE=0x813D;
+public const uint GL_APPLE_texture_packed_float=1;
+public const uint GL_R11F_G11F_B10F_APPLE=0x8C3A;
+public const uint GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE=0x8C3B;
+public const uint GL_RGB9_E5_APPLE=0x8C3D;
+public const uint GL_UNSIGNED_INT_5_9_9_9_REV_APPLE=0x8C3E;
+public const uint GL_APPLE_texture_range=1;
+public const uint GL_TEXTURE_RANGE_LENGTH_APPLE=0x85B7;
+public const uint GL_TEXTURE_RANGE_POINTER_APPLE=0x85B8;
+public const uint GL_TEXTURE_STORAGE_HINT_APPLE=0x85BC;
+public const uint GL_STORAGE_PRIVATE_APPLE=0x85BD;
+public const uint GL_STORAGE_CACHED_APPLE=0x85BE;
+public const uint GL_STORAGE_SHARED_APPLE=0x85BF;
+public const uint GL_APPLE_transform_hint=1;
+public const uint GL_TRANSFORM_HINT_APPLE=0x85B1;
+public const uint GL_APPLE_vertex_array_object=1;
+public const uint GL_VERTEX_ARRAY_BINDING_APPLE=0x85B5;
+public const uint GL_APPLE_vertex_array_range=1;
+public const uint GL_VERTEX_ARRAY_RANGE_APPLE=0x851D;
+public const uint GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE=0x851E;
+public const uint GL_VERTEX_ARRAY_STORAGE_HINT_APPLE=0x851F;
+public const uint GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE=0x8520;
+public const uint GL_VERTEX_ARRAY_RANGE_POINTER_APPLE=0x8521;
+public const uint GL_STORAGE_CLIENT_APPLE=0x85B4;
+public const uint GL_STORAGE_CACHED_APPLE=0x85BE;
+public const uint GL_STORAGE_SHARED_APPLE=0x85BF;
+public const uint GL_APPLE_vertex_program_evaluators=1;
+public const uint GL_VERTEX_ATTRIB_MAP1_APPLE=0x8A00;
+public const uint GL_VERTEX_ATTRIB_MAP2_APPLE=0x8A01;
+public const uint GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE=0x8A02;
+public const uint GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE=0x8A03;
+public const uint GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE=0x8A04;
+public const uint GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE=0x8A05;
+public const uint GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE=0x8A06;
+public const uint GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE=0x8A07;
+public const uint GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE=0x8A08;
+public const uint GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE=0x8A09;
+public const uint GL_APPLE_ycbcr_422=1;
+public const uint GL_YCBCR_422_APPLE=0x85B9;
+public const uint GL_ARB_ES2_compatibility=1;
+public const uint GL_FIXED=0x140C;
+public const uint GL_IMPLEMENTATION_COLOR_READ_TYPE=0x8B9A;
+public const uint GL_IMPLEMENTATION_COLOR_READ_FORMAT=0x8B9B;
+public const uint GL_RGB565=0x8D62;
+public const uint GL_LOW_FLOAT=0x8DF0;
+public const uint GL_MEDIUM_FLOAT=0x8DF1;
+public const uint GL_HIGH_FLOAT=0x8DF2;
+public const uint GL_LOW_INT=0x8DF3;
+public const uint GL_MEDIUM_INT=0x8DF4;
+public const uint GL_HIGH_INT=0x8DF5;
+public const uint GL_SHADER_BINARY_FORMATS=0x8DF8;
+public const uint GL_NUM_SHADER_BINARY_FORMATS=0x8DF9;
+public const uint GL_SHADER_COMPILER=0x8DFA;
+public const uint GL_MAX_VERTEX_UNIFORM_VECTORS=0x8DFB;
+public const uint GL_MAX_VARYING_VECTORS=0x8DFC;
+public const uint GL_MAX_FRAGMENT_UNIFORM_VECTORS=0x8DFD;
+public const uint GL_ARB_ES3_1_compatibility=1;
+public const uint GL_ARB_ES3_2_compatibility=1;
+public const uint GL_PRIMITIVE_BOUNDING_BOX_ARB=0x92BE;
+public const uint GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB=0x9381;
+public const uint GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB=0x9382;
+public const uint GL_ARB_ES3_compatibility=1;
+public const uint GL_TEXTURE_IMMUTABLE_LEVELS=0x82DF;
+public const uint GL_PRIMITIVE_RESTART_FIXED_INDEX=0x8D69;
+public const uint GL_ANY_SAMPLES_PASSED_CONSERVATIVE=0x8D6A;
+public const uint GL_MAX_ELEMENT_INDEX=0x8D6B;
+public const uint GL_COMPRESSED_R11_EAC=0x9270;
+public const uint GL_COMPRESSED_SIGNED_R11_EAC=0x9271;
+public const uint GL_COMPRESSED_RG11_EAC=0x9272;
+public const uint GL_COMPRESSED_SIGNED_RG11_EAC=0x9273;
+public const uint GL_COMPRESSED_RGB8_ETC2=0x9274;
+public const uint GL_COMPRESSED_SRGB8_ETC2=0x9275;
+public const uint GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276;
+public const uint GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277;
+public const uint GL_COMPRESSED_RGBA8_ETC2_EAC=0x9278;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279;
+public const uint GL_ARB_arrays_of_arrays=1;
+public const uint GL_ARB_base_instance=1;
+public const uint GL_ARB_bindless_texture=1;
+public const uint GL_UNSIGNED_INT64_ARB=0x140F;
+public const uint GL_ARB_blend_func_extended=1;
+public const uint GL_SRC1_COLOR=0x88F9;
+public const uint GL_ONE_MINUS_SRC1_COLOR=0x88FA;
+public const uint GL_ONE_MINUS_SRC1_ALPHA=0x88FB;
+public const uint GL_MAX_DUAL_SOURCE_DRAW_BUFFERS=0x88FC;
+public const uint GL_ARB_buffer_storage=1;
+public const uint GL_MAP_READ_BIT=0x0001;
+public const uint GL_MAP_WRITE_BIT=0x0002;
+public const uint GL_MAP_PERSISTENT_BIT=0x00000040;
+public const uint GL_MAP_COHERENT_BIT=0x00000080;
+public const uint GL_DYNAMIC_STORAGE_BIT=0x0100;
+public const uint GL_CLIENT_STORAGE_BIT=0x0200;
+public const uint GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT=0x00004000;
+public const uint GL_BUFFER_IMMUTABLE_STORAGE=0x821F;
+public const uint GL_BUFFER_STORAGE_FLAGS=0x8220;
+public const uint GL_ARB_cl_event=1;
+public const uint GL_SYNC_CL_EVENT_ARB=0x8240;
+public const uint GL_SYNC_CL_EVENT_COMPLETE_ARB=0x8241;
+public const uint GL_ARB_clear_buffer_object=1;
+public const uint GL_ARB_clear_texture=1;
+public const uint GL_CLEAR_TEXTURE=0x9365;
+public const uint GL_ARB_clip_control=1;
+public const uint GL_LOWER_LEFT=0x8CA1;
+public const uint GL_UPPER_LEFT=0x8CA2;
+public const uint GL_CLIP_ORIGIN=0x935C;
+public const uint GL_CLIP_DEPTH_MODE=0x935D;
+public const uint GL_NEGATIVE_ONE_TO_ONE=0x935E;
+public const uint GL_ZERO_TO_ONE=0x935F;
+public const uint GL_ARB_color_buffer_float=1;
+public const uint GL_RGBA_FLOAT_MODE_ARB=0x8820;
+public const uint GL_CLAMP_VERTEX_COLOR_ARB=0x891A;
+public const uint GL_CLAMP_FRAGMENT_COLOR_ARB=0x891B;
+public const uint GL_CLAMP_READ_COLOR_ARB=0x891C;
+public const uint GL_FIXED_ONLY_ARB=0x891D;
+public const uint GL_ARB_compatibility=1;
+public const uint GL_ARB_compressed_texture_pixel_storage=1;
+public const uint GL_UNPACK_COMPRESSED_BLOCK_WIDTH=0x9127;
+public const uint GL_UNPACK_COMPRESSED_BLOCK_HEIGHT=0x9128;
+public const uint GL_UNPACK_COMPRESSED_BLOCK_DEPTH=0x9129;
+public const uint GL_UNPACK_COMPRESSED_BLOCK_SIZE=0x912A;
+public const uint GL_PACK_COMPRESSED_BLOCK_WIDTH=0x912B;
+public const uint GL_PACK_COMPRESSED_BLOCK_HEIGHT=0x912C;
+public const uint GL_PACK_COMPRESSED_BLOCK_DEPTH=0x912D;
+public const uint GL_PACK_COMPRESSED_BLOCK_SIZE=0x912E;
+public const uint GL_ARB_compute_shader=1;
+public const uint GL_COMPUTE_SHADER_BIT=0x00000020;
+public const uint GL_MAX_COMPUTE_SHARED_MEMORY_SIZE=0x8262;
+public const uint GL_MAX_COMPUTE_UNIFORM_COMPONENTS=0x8263;
+public const uint GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS=0x8264;
+public const uint GL_MAX_COMPUTE_ATOMIC_COUNTERS=0x8265;
+public const uint GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS=0x8266;
+public const uint GL_COMPUTE_WORK_GROUP_SIZE=0x8267;
+public const uint GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS=0x90EB;
+public const uint GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER=0x90EC;
+public const uint GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER=0x90ED;
+public const uint GL_DISPATCH_INDIRECT_BUFFER=0x90EE;
+public const uint GL_DISPATCH_INDIRECT_BUFFER_BINDING=0x90EF;
+public const uint GL_COMPUTE_SHADER=0x91B9;
+public const uint GL_MAX_COMPUTE_UNIFORM_BLOCKS=0x91BB;
+public const uint GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS=0x91BC;
+public const uint GL_MAX_COMPUTE_IMAGE_UNIFORMS=0x91BD;
+public const uint GL_MAX_COMPUTE_WORK_GROUP_COUNT=0x91BE;
+public const uint GL_MAX_COMPUTE_WORK_GROUP_SIZE=0x91BF;
+public const uint GL_ARB_compute_variable_group_size=1;
+public const uint GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB=0x90EB;
+public const uint GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB=0x91BF;
+public const uint GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB=0x9344;
+public const uint GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB=0x9345;
+public const uint GL_ARB_conditional_render_inverted=1;
+public const uint GL_QUERY_WAIT_INVERTED=0x8E17;
+public const uint GL_QUERY_NO_WAIT_INVERTED=0x8E18;
+public const uint GL_QUERY_BY_REGION_WAIT_INVERTED=0x8E19;
+public const uint GL_QUERY_BY_REGION_NO_WAIT_INVERTED=0x8E1A;
+public const uint GL_ARB_conservative_depth=1;
+public const uint GL_ARB_copy_buffer=1;
+public const uint GL_COPY_READ_BUFFER=0x8F36;
+public const uint GL_COPY_WRITE_BUFFER=0x8F37;
+public const uint GL_ARB_copy_image=1;
+public const uint GL_ARB_cull_distance=1;
+public const uint GL_MAX_CULL_DISTANCES=0x82F9;
+public const uint GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES=0x82FA;
+public const uint GL_ARB_debug_output=1;
+public const uint GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB=0x8242;
+public const uint GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB=0x8243;
+public const uint GL_DEBUG_CALLBACK_FUNCTION_ARB=0x8244;
+public const uint GL_DEBUG_CALLBACK_USER_PARAM_ARB=0x8245;
+public const uint GL_DEBUG_SOURCE_API_ARB=0x8246;
+public const uint GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB=0x8247;
+public const uint GL_DEBUG_SOURCE_SHADER_COMPILER_ARB=0x8248;
+public const uint GL_DEBUG_SOURCE_THIRD_PARTY_ARB=0x8249;
+public const uint GL_DEBUG_SOURCE_APPLICATION_ARB=0x824A;
+public const uint GL_DEBUG_SOURCE_OTHER_ARB=0x824B;
+public const uint GL_DEBUG_TYPE_ERROR_ARB=0x824C;
+public const uint GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB=0x824D;
+public const uint GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB=0x824E;
+public const uint GL_DEBUG_TYPE_PORTABILITY_ARB=0x824F;
+public const uint GL_DEBUG_TYPE_PERFORMANCE_ARB=0x8250;
+public const uint GL_DEBUG_TYPE_OTHER_ARB=0x8251;
+public const uint GL_MAX_DEBUG_MESSAGE_LENGTH_ARB=0x9143;
+public const uint GL_MAX_DEBUG_LOGGED_MESSAGES_ARB=0x9144;
+public const uint GL_DEBUG_LOGGED_MESSAGES_ARB=0x9145;
+public const uint GL_DEBUG_SEVERITY_HIGH_ARB=0x9146;
+public const uint GL_DEBUG_SEVERITY_MEDIUM_ARB=0x9147;
+public const uint GL_DEBUG_SEVERITY_LOW_ARB=0x9148;
+public const uint GL_ARB_depth_buffer_float=1;
+public const uint GL_DEPTH_COMPONENT32F=0x8CAC;
+public const uint GL_DEPTH32F_STENCIL8=0x8CAD;
+public const uint GL_FLOAT_32_UNSIGNED_INT_24_8_REV=0x8DAD;
+public const uint GL_ARB_depth_clamp=1;
+public const uint GL_DEPTH_CLAMP=0x864F;
+public const uint GL_ARB_depth_texture=1;
+public const uint GL_DEPTH_COMPONENT16_ARB=0x81A5;
+public const uint GL_DEPTH_COMPONENT24_ARB=0x81A6;
+public const uint GL_DEPTH_COMPONENT32_ARB=0x81A7;
+public const uint GL_TEXTURE_DEPTH_SIZE_ARB=0x884A;
+public const uint GL_DEPTH_TEXTURE_MODE_ARB=0x884B;
+public const uint GL_ARB_derivative_control=1;
+public const uint GL_ARB_direct_state_access=1;
+public const uint GL_TEXTURE_TARGET=0x1006;
+public const uint GL_QUERY_TARGET=0x82EA;
+public const uint GL_ARB_draw_buffers=1;
+public const uint GL_MAX_DRAW_BUFFERS_ARB=0x8824;
+public const uint GL_DRAW_BUFFER0_ARB=0x8825;
+public const uint GL_DRAW_BUFFER1_ARB=0x8826;
+public const uint GL_DRAW_BUFFER2_ARB=0x8827;
+public const uint GL_DRAW_BUFFER3_ARB=0x8828;
+public const uint GL_DRAW_BUFFER4_ARB=0x8829;
+public const uint GL_DRAW_BUFFER5_ARB=0x882A;
+public const uint GL_DRAW_BUFFER6_ARB=0x882B;
+public const uint GL_DRAW_BUFFER7_ARB=0x882C;
+public const uint GL_DRAW_BUFFER8_ARB=0x882D;
+public const uint GL_DRAW_BUFFER9_ARB=0x882E;
+public const uint GL_DRAW_BUFFER10_ARB=0x882F;
+public const uint GL_DRAW_BUFFER11_ARB=0x8830;
+public const uint GL_DRAW_BUFFER12_ARB=0x8831;
+public const uint GL_DRAW_BUFFER13_ARB=0x8832;
+public const uint GL_DRAW_BUFFER14_ARB=0x8833;
+public const uint GL_DRAW_BUFFER15_ARB=0x8834;
+public const uint GL_ARB_draw_buffers_blend=1;
+public const uint GL_ARB_draw_elements_base_vertex=1;
+public const uint GL_ARB_draw_indirect=1;
+public const uint GL_DRAW_INDIRECT_BUFFER=0x8F3F;
+public const uint GL_DRAW_INDIRECT_BUFFER_BINDING=0x8F43;
+public const uint GL_ARB_draw_instanced=1;
+public const uint GL_ARB_enhanced_layouts=1;
+public const uint GL_LOCATION_COMPONENT=0x934A;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_INDEX=0x934B;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE=0x934C;
+public const uint GL_ARB_explicit_attrib_location=1;
+public const uint GL_ARB_explicit_uniform_location=1;
+public const uint GL_MAX_UNIFORM_LOCATIONS=0x826E;
+public const uint GL_ARB_fragment_coord_conventions=1;
+public const uint GL_ARB_fragment_layer_viewport=1;
+public const uint GL_ARB_fragment_program=1;
+public const uint GL_FRAGMENT_PROGRAM_ARB=0x8804;
+public const uint GL_PROGRAM_ALU_INSTRUCTIONS_ARB=0x8805;
+public const uint GL_PROGRAM_TEX_INSTRUCTIONS_ARB=0x8806;
+public const uint GL_PROGRAM_TEX_INDIRECTIONS_ARB=0x8807;
+public const uint GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB=0x8808;
+public const uint GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB=0x8809;
+public const uint GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB=0x880A;
+public const uint GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB=0x880B;
+public const uint GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB=0x880C;
+public const uint GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB=0x880D;
+public const uint GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB=0x880E;
+public const uint GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB=0x880F;
+public const uint GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB=0x8810;
+public const uint GL_MAX_TEXTURE_COORDS_ARB=0x8871;
+public const uint GL_MAX_TEXTURE_IMAGE_UNITS_ARB=0x8872;
+public const uint GL_ARB_fragment_program_shadow=1;
+public const uint GL_ARB_fragment_shader=1;
+public const uint GL_FRAGMENT_SHADER_ARB=0x8B30;
+public const uint GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB=0x8B49;
+public const uint GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB=0x8B8B;
+public const uint GL_ARB_fragment_shader_interlock=1;
+public const uint GL_ARB_framebuffer_no_attachments=1;
+public const uint GL_FRAMEBUFFER_DEFAULT_WIDTH=0x9310;
+public const uint GL_FRAMEBUFFER_DEFAULT_HEIGHT=0x9311;
+public const uint GL_FRAMEBUFFER_DEFAULT_LAYERS=0x9312;
+public const uint GL_FRAMEBUFFER_DEFAULT_SAMPLES=0x9313;
+public const uint GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS=0x9314;
+public const uint GL_MAX_FRAMEBUFFER_WIDTH=0x9315;
+public const uint GL_MAX_FRAMEBUFFER_HEIGHT=0x9316;
+public const uint GL_MAX_FRAMEBUFFER_LAYERS=0x9317;
+public const uint GL_MAX_FRAMEBUFFER_SAMPLES=0x9318;
+public const uint GL_ARB_framebuffer_object=1;
+public const uint GL_INVALID_FRAMEBUFFER_OPERATION=0x0506;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING=0x8210;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE=0x8211;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE=0x8212;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE=0x8213;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE=0x8214;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE=0x8215;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE=0x8216;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE=0x8217;
+public const uint GL_FRAMEBUFFER_DEFAULT=0x8218;
+public const uint GL_FRAMEBUFFER_UNDEFINED=0x8219;
+public const uint GL_DEPTH_STENCIL_ATTACHMENT=0x821A;
+public const uint GL_INDEX=0x8222;
+public const uint GL_MAX_RENDERBUFFER_SIZE=0x84E8;
+public const uint GL_DEPTH_STENCIL=0x84F9;
+public const uint GL_UNSIGNED_INT_24_8=0x84FA;
+public const uint GL_DEPTH24_STENCIL8=0x88F0;
+public const uint GL_TEXTURE_STENCIL_SIZE=0x88F1;
+public const uint GL_UNSIGNED_NORMALIZED=0x8C17;
+public const uint GL_SRGB=0x8C40;
+public const uint GL_DRAW_FRAMEBUFFER_BINDING=0x8CA6;
+public const uint GL_FRAMEBUFFER_BINDING=0x8CA6;
+public const uint GL_RENDERBUFFER_BINDING=0x8CA7;
+public const uint GL_READ_FRAMEBUFFER=0x8CA8;
+public const uint GL_DRAW_FRAMEBUFFER=0x8CA9;
+public const uint GL_READ_FRAMEBUFFER_BINDING=0x8CAA;
+public const uint GL_RENDERBUFFER_SAMPLES=0x8CAB;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE=0x8CD0;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME=0x8CD1;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL=0x8CD2;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE=0x8CD3;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER=0x8CD4;
+public const uint GL_FRAMEBUFFER_COMPLETE=0x8CD5;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT=0x8CD6;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT=0x8CD7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER=0x8CDB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER=0x8CDC;
+public const uint GL_FRAMEBUFFER_UNSUPPORTED=0x8CDD;
+public const uint GL_MAX_COLOR_ATTACHMENTS=0x8CDF;
+public const uint GL_COLOR_ATTACHMENT0=0x8CE0;
+public const uint GL_COLOR_ATTACHMENT1=0x8CE1;
+public const uint GL_COLOR_ATTACHMENT2=0x8CE2;
+public const uint GL_COLOR_ATTACHMENT3=0x8CE3;
+public const uint GL_COLOR_ATTACHMENT4=0x8CE4;
+public const uint GL_COLOR_ATTACHMENT5=0x8CE5;
+public const uint GL_COLOR_ATTACHMENT6=0x8CE6;
+public const uint GL_COLOR_ATTACHMENT7=0x8CE7;
+public const uint GL_COLOR_ATTACHMENT8=0x8CE8;
+public const uint GL_COLOR_ATTACHMENT9=0x8CE9;
+public const uint GL_COLOR_ATTACHMENT10=0x8CEA;
+public const uint GL_COLOR_ATTACHMENT11=0x8CEB;
+public const uint GL_COLOR_ATTACHMENT12=0x8CEC;
+public const uint GL_COLOR_ATTACHMENT13=0x8CED;
+public const uint GL_COLOR_ATTACHMENT14=0x8CEE;
+public const uint GL_COLOR_ATTACHMENT15=0x8CEF;
+public const uint GL_DEPTH_ATTACHMENT=0x8D00;
+public const uint GL_STENCIL_ATTACHMENT=0x8D20;
+public const uint GL_FRAMEBUFFER=0x8D40;
+public const uint GL_RENDERBUFFER=0x8D41;
+public const uint GL_RENDERBUFFER_WIDTH=0x8D42;
+public const uint GL_RENDERBUFFER_HEIGHT=0x8D43;
+public const uint GL_RENDERBUFFER_INTERNAL_FORMAT=0x8D44;
+public const uint GL_STENCIL_INDEX1=0x8D46;
+public const uint GL_STENCIL_INDEX4=0x8D47;
+public const uint GL_STENCIL_INDEX8=0x8D48;
+public const uint GL_STENCIL_INDEX16=0x8D49;
+public const uint GL_RENDERBUFFER_RED_SIZE=0x8D50;
+public const uint GL_RENDERBUFFER_GREEN_SIZE=0x8D51;
+public const uint GL_RENDERBUFFER_BLUE_SIZE=0x8D52;
+public const uint GL_RENDERBUFFER_ALPHA_SIZE=0x8D53;
+public const uint GL_RENDERBUFFER_DEPTH_SIZE=0x8D54;
+public const uint GL_RENDERBUFFER_STENCIL_SIZE=0x8D55;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE=0x8D56;
+public const uint GL_MAX_SAMPLES=0x8D57;
+public const uint GL_ARB_framebuffer_sRGB=1;
+public const uint GL_FRAMEBUFFER_SRGB=0x8DB9;
+public const uint GL_ARB_geometry_shader4=1;
+public const uint GL_LINES_ADJACENCY_ARB=0xA;
+public const uint GL_LINE_STRIP_ADJACENCY_ARB=0xB;
+public const uint GL_TRIANGLES_ADJACENCY_ARB=0xC;
+public const uint GL_TRIANGLE_STRIP_ADJACENCY_ARB=0xD;
+public const uint GL_PROGRAM_POINT_SIZE_ARB=0x8642;
+public const uint GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB=0x8C29;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER=0x8CD4;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB=0x8DA7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB=0x8DA8;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB=0x8DA9;
+public const uint GL_GEOMETRY_SHADER_ARB=0x8DD9;
+public const uint GL_GEOMETRY_VERTICES_OUT_ARB=0x8DDA;
+public const uint GL_GEOMETRY_INPUT_TYPE_ARB=0x8DDB;
+public const uint GL_GEOMETRY_OUTPUT_TYPE_ARB=0x8DDC;
+public const uint GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB=0x8DDD;
+public const uint GL_MAX_VERTEX_VARYING_COMPONENTS_ARB=0x8DDE;
+public const uint GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB=0x8DDF;
+public const uint GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB=0x8DE0;
+public const uint GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB=0x8DE1;
+public const uint GL_ARB_get_program_binary=1;
+public const uint GL_PROGRAM_BINARY_RETRIEVABLE_HINT=0x8257;
+public const uint GL_PROGRAM_BINARY_LENGTH=0x8741;
+public const uint GL_NUM_PROGRAM_BINARY_FORMATS=0x87FE;
+public const uint GL_PROGRAM_BINARY_FORMATS=0x87FF;
+public const uint GL_ARB_get_texture_sub_image=1;
+public const uint GL_ARB_gl_spirv=1;
+public const uint GL_SHADER_BINARY_FORMAT_SPIR_V_ARB=0x9551;
+public const uint GL_SPIR_V_BINARY_ARB=0x9552;
+public const uint GL_ARB_gpu_shader5=1;
+public const uint GL_GEOMETRY_SHADER_INVOCATIONS=0x887F;
+public const uint GL_MAX_GEOMETRY_SHADER_INVOCATIONS=0x8E5A;
+public const uint GL_MIN_FRAGMENT_INTERPOLATION_OFFSET=0x8E5B;
+public const uint GL_MAX_FRAGMENT_INTERPOLATION_OFFSET=0x8E5C;
+public const uint GL_FRAGMENT_INTERPOLATION_OFFSET_BITS=0x8E5D;
+public const uint GL_MAX_VERTEX_STREAMS=0x8E71;
+public const uint GL_ARB_gpu_shader_fp64=1;
+public const uint GL_DOUBLE_MAT2=0x8F46;
+public const uint GL_DOUBLE_MAT3=0x8F47;
+public const uint GL_DOUBLE_MAT4=0x8F48;
+public const uint GL_DOUBLE_MAT2x3=0x8F49;
+public const uint GL_DOUBLE_MAT2x4=0x8F4A;
+public const uint GL_DOUBLE_MAT3x2=0x8F4B;
+public const uint GL_DOUBLE_MAT3x4=0x8F4C;
+public const uint GL_DOUBLE_MAT4x2=0x8F4D;
+public const uint GL_DOUBLE_MAT4x3=0x8F4E;
+public const uint GL_DOUBLE_VEC2=0x8FFC;
+public const uint GL_DOUBLE_VEC3=0x8FFD;
+public const uint GL_DOUBLE_VEC4=0x8FFE;
+public const uint GL_ARB_gpu_shader_int64=1;
+public const uint GL_INT64_ARB=0x140E;
+public const uint GL_UNSIGNED_INT64_ARB=0x140F;
+public const uint GL_INT64_VEC2_ARB=0x8FE9;
+public const uint GL_INT64_VEC3_ARB=0x8FEA;
+public const uint GL_INT64_VEC4_ARB=0x8FEB;
+public const uint GL_UNSIGNED_INT64_VEC2_ARB=0x8FF5;
+public const uint GL_UNSIGNED_INT64_VEC3_ARB=0x8FF6;
+public const uint GL_UNSIGNED_INT64_VEC4_ARB=0x8FF7;
+public const uint GL_ARB_half_float_pixel=1;
+public const uint GL_HALF_FLOAT_ARB=0x140B;
+public const uint GL_ARB_half_float_vertex=1;
+public const uint GL_HALF_FLOAT=0x140B;
+public const uint GL_ARB_imaging=1;
+public const uint GL_CONSTANT_COLOR=0x8001;
+public const uint GL_ONE_MINUS_CONSTANT_COLOR=0x8002;
+public const uint GL_CONSTANT_ALPHA=0x8003;
+public const uint GL_ONE_MINUS_CONSTANT_ALPHA=0x8004;
+public const uint GL_BLEND_COLOR=0x8005;
+public const uint GL_FUNC_ADD=0x8006;
+public const uint GL_MIN=0x8007;
+public const uint GL_MAX=0x8008;
+public const uint GL_BLEND_EQUATION=0x8009;
+public const uint GL_FUNC_SUBTRACT=0x800A;
+public const uint GL_FUNC_REVERSE_SUBTRACT=0x800B;
+public const uint GL_CONVOLUTION_1D=0x8010;
+public const uint GL_CONVOLUTION_2D=0x8011;
+public const uint GL_SEPARABLE_2D=0x8012;
+public const uint GL_CONVOLUTION_BORDER_MODE=0x8013;
+public const uint GL_CONVOLUTION_FILTER_SCALE=0x8014;
+public const uint GL_CONVOLUTION_FILTER_BIAS=0x8015;
+public const uint GL_REDUCE=0x8016;
+public const uint GL_CONVOLUTION_FORMAT=0x8017;
+public const uint GL_CONVOLUTION_WIDTH=0x8018;
+public const uint GL_CONVOLUTION_HEIGHT=0x8019;
+public const uint GL_MAX_CONVOLUTION_WIDTH=0x801A;
+public const uint GL_MAX_CONVOLUTION_HEIGHT=0x801B;
+public const uint GL_POST_CONVOLUTION_RED_SCALE=0x801C;
+public const uint GL_POST_CONVOLUTION_GREEN_SCALE=0x801D;
+public const uint GL_POST_CONVOLUTION_BLUE_SCALE=0x801E;
+public const uint GL_POST_CONVOLUTION_ALPHA_SCALE=0x801F;
+public const uint GL_POST_CONVOLUTION_RED_BIAS=0x8020;
+public const uint GL_POST_CONVOLUTION_GREEN_BIAS=0x8021;
+public const uint GL_POST_CONVOLUTION_BLUE_BIAS=0x8022;
+public const uint GL_POST_CONVOLUTION_ALPHA_BIAS=0x8023;
+public const uint GL_HISTOGRAM=0x8024;
+public const uint GL_PROXY_HISTOGRAM=0x8025;
+public const uint GL_HISTOGRAM_WIDTH=0x8026;
+public const uint GL_HISTOGRAM_FORMAT=0x8027;
+public const uint GL_HISTOGRAM_RED_SIZE=0x8028;
+public const uint GL_HISTOGRAM_GREEN_SIZE=0x8029;
+public const uint GL_HISTOGRAM_BLUE_SIZE=0x802A;
+public const uint GL_HISTOGRAM_ALPHA_SIZE=0x802B;
+public const uint GL_HISTOGRAM_LUMINANCE_SIZE=0x802C;
+public const uint GL_HISTOGRAM_SINK=0x802D;
+public const uint GL_MINMAX=0x802E;
+public const uint GL_MINMAX_FORMAT=0x802F;
+public const uint GL_MINMAX_SINK=0x8030;
+public const uint GL_TABLE_TOO_LARGE=0x8031;
+public const uint GL_COLOR_MATRIX=0x80B1;
+public const uint GL_COLOR_MATRIX_STACK_DEPTH=0x80B2;
+public const uint GL_MAX_COLOR_MATRIX_STACK_DEPTH=0x80B3;
+public const uint GL_POST_COLOR_MATRIX_RED_SCALE=0x80B4;
+public const uint GL_POST_COLOR_MATRIX_GREEN_SCALE=0x80B5;
+public const uint GL_POST_COLOR_MATRIX_BLUE_SCALE=0x80B6;
+public const uint GL_POST_COLOR_MATRIX_ALPHA_SCALE=0x80B7;
+public const uint GL_POST_COLOR_MATRIX_RED_BIAS=0x80B8;
+public const uint GL_POST_COLOR_MATRIX_GREEN_BIAS=0x80B9;
+public const uint GL_POST_COLOR_MATRIX_BLUE_BIAS=0x80BA;
+public const uint GL_POST_COLOR_MATRIX_ALPHA_BIAS=0x80BB;
+public const uint GL_COLOR_TABLE=0x80D0;
+public const uint GL_POST_CONVOLUTION_COLOR_TABLE=0x80D1;
+public const uint GL_POST_COLOR_MATRIX_COLOR_TABLE=0x80D2;
+public const uint GL_PROXY_COLOR_TABLE=0x80D3;
+public const uint GL_PROXY_POST_CONVOLUTION_COLOR_TABLE=0x80D4;
+public const uint GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE=0x80D5;
+public const uint GL_COLOR_TABLE_SCALE=0x80D6;
+public const uint GL_COLOR_TABLE_BIAS=0x80D7;
+public const uint GL_COLOR_TABLE_FORMAT=0x80D8;
+public const uint GL_COLOR_TABLE_WIDTH=0x80D9;
+public const uint GL_COLOR_TABLE_RED_SIZE=0x80DA;
+public const uint GL_COLOR_TABLE_GREEN_SIZE=0x80DB;
+public const uint GL_COLOR_TABLE_BLUE_SIZE=0x80DC;
+public const uint GL_COLOR_TABLE_ALPHA_SIZE=0x80DD;
+public const uint GL_COLOR_TABLE_LUMINANCE_SIZE=0x80DE;
+public const uint GL_COLOR_TABLE_INTENSITY_SIZE=0x80DF;
+public const uint GL_IGNORE_BORDER=0x8150;
+public const uint GL_CONSTANT_BORDER=0x8151;
+public const uint GL_WRAP_BORDER=0x8152;
+public const uint GL_REPLICATE_BORDER=0x8153;
+public const uint GL_CONVOLUTION_BORDER_COLOR=0x8154;
+public const uint GL_ARB_indirect_parameters=1;
+public const uint GL_PARAMETER_BUFFER_ARB=0x80EE;
+public const uint GL_PARAMETER_BUFFER_BINDING_ARB=0x80EF;
+public const uint GL_ARB_instanced_arrays=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB=0x88FE;
+public const uint GL_ARB_internalformat_query=1;
+public const uint GL_NUM_SAMPLE_COUNTS=0x9380;
+public const uint GL_ARB_internalformat_query2=1;
+public const uint GL_INTERNALFORMAT_SUPPORTED=0x826F;
+public const uint GL_INTERNALFORMAT_PREFERRED=0x8270;
+public const uint GL_INTERNALFORMAT_RED_SIZE=0x8271;
+public const uint GL_INTERNALFORMAT_GREEN_SIZE=0x8272;
+public const uint GL_INTERNALFORMAT_BLUE_SIZE=0x8273;
+public const uint GL_INTERNALFORMAT_ALPHA_SIZE=0x8274;
+public const uint GL_INTERNALFORMAT_DEPTH_SIZE=0x8275;
+public const uint GL_INTERNALFORMAT_STENCIL_SIZE=0x8276;
+public const uint GL_INTERNALFORMAT_SHARED_SIZE=0x8277;
+public const uint GL_INTERNALFORMAT_RED_TYPE=0x8278;
+public const uint GL_INTERNALFORMAT_GREEN_TYPE=0x8279;
+public const uint GL_INTERNALFORMAT_BLUE_TYPE=0x827A;
+public const uint GL_INTERNALFORMAT_ALPHA_TYPE=0x827B;
+public const uint GL_INTERNALFORMAT_DEPTH_TYPE=0x827C;
+public const uint GL_INTERNALFORMAT_STENCIL_TYPE=0x827D;
+public const uint GL_MAX_WIDTH=0x827E;
+public const uint GL_MAX_HEIGHT=0x827F;
+public const uint GL_MAX_DEPTH=0x8280;
+public const uint GL_MAX_LAYERS=0x8281;
+public const uint GL_MAX_COMBINED_DIMENSIONS=0x8282;
+public const uint GL_COLOR_COMPONENTS=0x8283;
+public const uint GL_DEPTH_COMPONENTS=0x8284;
+public const uint GL_STENCIL_COMPONENTS=0x8285;
+public const uint GL_COLOR_RENDERABLE=0x8286;
+public const uint GL_DEPTH_RENDERABLE=0x8287;
+public const uint GL_STENCIL_RENDERABLE=0x8288;
+public const uint GL_FRAMEBUFFER_RENDERABLE=0x8289;
+public const uint GL_FRAMEBUFFER_RENDERABLE_LAYERED=0x828A;
+public const uint GL_FRAMEBUFFER_BLEND=0x828B;
+public const uint GL_READ_PIXELS=0x828C;
+public const uint GL_READ_PIXELS_FORMAT=0x828D;
+public const uint GL_READ_PIXELS_TYPE=0x828E;
+public const uint GL_TEXTURE_IMAGE_FORMAT=0x828F;
+public const uint GL_TEXTURE_IMAGE_TYPE=0x8290;
+public const uint GL_GET_TEXTURE_IMAGE_FORMAT=0x8291;
+public const uint GL_GET_TEXTURE_IMAGE_TYPE=0x8292;
+public const uint GL_MIPMAP=0x8293;
+public const uint GL_MANUAL_GENERATE_MIPMAP=0x8294;
+public const uint GL_AUTO_GENERATE_MIPMAP=0x8295;
+public const uint GL_COLOR_ENCODING=0x8296;
+public const uint GL_SRGB_READ=0x8297;
+public const uint GL_SRGB_WRITE=0x8298;
+public const uint GL_SRGB_DECODE_ARB=0x8299;
+public const uint GL_FILTER=0x829A;
+public const uint GL_VERTEX_TEXTURE=0x829B;
+public const uint GL_TESS_CONTROL_TEXTURE=0x829C;
+public const uint GL_TESS_EVALUATION_TEXTURE=0x829D;
+public const uint GL_GEOMETRY_TEXTURE=0x829E;
+public const uint GL_FRAGMENT_TEXTURE=0x829F;
+public const uint GL_COMPUTE_TEXTURE=0x82A0;
+public const uint GL_TEXTURE_SHADOW=0x82A1;
+public const uint GL_TEXTURE_GATHER=0x82A2;
+public const uint GL_TEXTURE_GATHER_SHADOW=0x82A3;
+public const uint GL_SHADER_IMAGE_LOAD=0x82A4;
+public const uint GL_SHADER_IMAGE_STORE=0x82A5;
+public const uint GL_SHADER_IMAGE_ATOMIC=0x82A6;
+public const uint GL_IMAGE_TEXEL_SIZE=0x82A7;
+public const uint GL_IMAGE_COMPATIBILITY_CLASS=0x82A8;
+public const uint GL_IMAGE_PIXEL_FORMAT=0x82A9;
+public const uint GL_IMAGE_PIXEL_TYPE=0x82AA;
+public const uint GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST=0x82AC;
+public const uint GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST=0x82AD;
+public const uint GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE=0x82AE;
+public const uint GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE=0x82AF;
+public const uint GL_TEXTURE_COMPRESSED_BLOCK_WIDTH=0x82B1;
+public const uint GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT=0x82B2;
+public const uint GL_TEXTURE_COMPRESSED_BLOCK_SIZE=0x82B3;
+public const uint GL_CLEAR_BUFFER=0x82B4;
+public const uint GL_TEXTURE_VIEW=0x82B5;
+public const uint GL_VIEW_COMPATIBILITY_CLASS=0x82B6;
+public const uint GL_FULL_SUPPORT=0x82B7;
+public const uint GL_CAVEAT_SUPPORT=0x82B8;
+public const uint GL_IMAGE_CLASS_4_X_32=0x82B9;
+public const uint GL_IMAGE_CLASS_2_X_32=0x82BA;
+public const uint GL_IMAGE_CLASS_1_X_32=0x82BB;
+public const uint GL_IMAGE_CLASS_4_X_16=0x82BC;
+public const uint GL_IMAGE_CLASS_2_X_16=0x82BD;
+public const uint GL_IMAGE_CLASS_1_X_16=0x82BE;
+public const uint GL_IMAGE_CLASS_4_X_8=0x82BF;
+public const uint GL_IMAGE_CLASS_2_X_8=0x82C0;
+public const uint GL_IMAGE_CLASS_1_X_8=0x82C1;
+public const uint GL_IMAGE_CLASS_11_11_10=0x82C2;
+public const uint GL_IMAGE_CLASS_10_10_10_2=0x82C3;
+public const uint GL_VIEW_CLASS_128_BITS=0x82C4;
+public const uint GL_VIEW_CLASS_96_BITS=0x82C5;
+public const uint GL_VIEW_CLASS_64_BITS=0x82C6;
+public const uint GL_VIEW_CLASS_48_BITS=0x82C7;
+public const uint GL_VIEW_CLASS_32_BITS=0x82C8;
+public const uint GL_VIEW_CLASS_24_BITS=0x82C9;
+public const uint GL_VIEW_CLASS_16_BITS=0x82CA;
+public const uint GL_VIEW_CLASS_8_BITS=0x82CB;
+public const uint GL_VIEW_CLASS_S3TC_DXT1_RGB=0x82CC;
+public const uint GL_VIEW_CLASS_S3TC_DXT1_RGBA=0x82CD;
+public const uint GL_VIEW_CLASS_S3TC_DXT3_RGBA=0x82CE;
+public const uint GL_VIEW_CLASS_S3TC_DXT5_RGBA=0x82CF;
+public const uint GL_VIEW_CLASS_RGTC1_RED=0x82D0;
+public const uint GL_VIEW_CLASS_RGTC2_RG=0x82D1;
+public const uint GL_VIEW_CLASS_BPTC_UNORM=0x82D2;
+public const uint GL_VIEW_CLASS_BPTC_FLOAT=0x82D3;
+public const uint GL_ARB_invalidate_subdata=1;
+public const uint GL_ARB_map_buffer_alignment=1;
+public const uint GL_MIN_MAP_BUFFER_ALIGNMENT=0x90BC;
+public const uint GL_ARB_map_buffer_range=1;
+public const uint GL_MAP_READ_BIT=0x0001;
+public const uint GL_MAP_WRITE_BIT=0x0002;
+public const uint GL_MAP_INVALIDATE_RANGE_BIT=0x0004;
+public const uint GL_MAP_INVALIDATE_BUFFER_BIT=0x0008;
+public const uint GL_MAP_FLUSH_EXPLICIT_BIT=0x0010;
+public const uint GL_MAP_UNSYNCHRONIZED_BIT=0x0020;
+public const uint GL_ARB_matrix_palette=1;
+public const uint GL_MATRIX_PALETTE_ARB=0x8840;
+public const uint GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB=0x8841;
+public const uint GL_MAX_PALETTE_MATRICES_ARB=0x8842;
+public const uint GL_CURRENT_PALETTE_MATRIX_ARB=0x8843;
+public const uint GL_MATRIX_INDEX_ARRAY_ARB=0x8844;
+public const uint GL_CURRENT_MATRIX_INDEX_ARB=0x8845;
+public const uint GL_MATRIX_INDEX_ARRAY_SIZE_ARB=0x8846;
+public const uint GL_MATRIX_INDEX_ARRAY_TYPE_ARB=0x8847;
+public const uint GL_MATRIX_INDEX_ARRAY_STRIDE_ARB=0x8848;
+public const uint GL_MATRIX_INDEX_ARRAY_POINTER_ARB=0x8849;
+public const uint GL_ARB_multi_bind=1;
+public const uint GL_ARB_multi_draw_indirect=1;
+public const uint GL_ARB_multisample=1;
+public const uint GL_MULTISAMPLE_ARB=0x809D;
+public const uint GL_SAMPLE_ALPHA_TO_COVERAGE_ARB=0x809E;
+public const uint GL_SAMPLE_ALPHA_TO_ONE_ARB=0x809F;
+public const uint GL_SAMPLE_COVERAGE_ARB=0x80A0;
+public const uint GL_SAMPLE_BUFFERS_ARB=0x80A8;
+public const uint GL_SAMPLES_ARB=0x80A9;
+public const uint GL_SAMPLE_COVERAGE_VALUE_ARB=0x80AA;
+public const uint GL_SAMPLE_COVERAGE_INVERT_ARB=0x80AB;
+public const uint GL_MULTISAMPLE_BIT_ARB=0x20000000;
+public const uint GL_ARB_multitexture=1;
+public const uint GL_TEXTURE0_ARB=0x84C0;
+public const uint GL_TEXTURE1_ARB=0x84C1;
+public const uint GL_TEXTURE2_ARB=0x84C2;
+public const uint GL_TEXTURE3_ARB=0x84C3;
+public const uint GL_TEXTURE4_ARB=0x84C4;
+public const uint GL_TEXTURE5_ARB=0x84C5;
+public const uint GL_TEXTURE6_ARB=0x84C6;
+public const uint GL_TEXTURE7_ARB=0x84C7;
+public const uint GL_TEXTURE8_ARB=0x84C8;
+public const uint GL_TEXTURE9_ARB=0x84C9;
+public const uint GL_TEXTURE10_ARB=0x84CA;
+public const uint GL_TEXTURE11_ARB=0x84CB;
+public const uint GL_TEXTURE12_ARB=0x84CC;
+public const uint GL_TEXTURE13_ARB=0x84CD;
+public const uint GL_TEXTURE14_ARB=0x84CE;
+public const uint GL_TEXTURE15_ARB=0x84CF;
+public const uint GL_TEXTURE16_ARB=0x84D0;
+public const uint GL_TEXTURE17_ARB=0x84D1;
+public const uint GL_TEXTURE18_ARB=0x84D2;
+public const uint GL_TEXTURE19_ARB=0x84D3;
+public const uint GL_TEXTURE20_ARB=0x84D4;
+public const uint GL_TEXTURE21_ARB=0x84D5;
+public const uint GL_TEXTURE22_ARB=0x84D6;
+public const uint GL_TEXTURE23_ARB=0x84D7;
+public const uint GL_TEXTURE24_ARB=0x84D8;
+public const uint GL_TEXTURE25_ARB=0x84D9;
+public const uint GL_TEXTURE26_ARB=0x84DA;
+public const uint GL_TEXTURE27_ARB=0x84DB;
+public const uint GL_TEXTURE28_ARB=0x84DC;
+public const uint GL_TEXTURE29_ARB=0x84DD;
+public const uint GL_TEXTURE30_ARB=0x84DE;
+public const uint GL_TEXTURE31_ARB=0x84DF;
+public const uint GL_ACTIVE_TEXTURE_ARB=0x84E0;
+public const uint GL_CLIENT_ACTIVE_TEXTURE_ARB=0x84E1;
+public const uint GL_MAX_TEXTURE_UNITS_ARB=0x84E2;
+public const uint GL_ARB_occlusion_query=1;
+public const uint GL_QUERY_COUNTER_BITS_ARB=0x8864;
+public const uint GL_CURRENT_QUERY_ARB=0x8865;
+public const uint GL_QUERY_RESULT_ARB=0x8866;
+public const uint GL_QUERY_RESULT_AVAILABLE_ARB=0x8867;
+public const uint GL_SAMPLES_PASSED_ARB=0x8914;
+public const uint GL_ARB_occlusion_query2=1;
+public const uint GL_ANY_SAMPLES_PASSED=0x8C2F;
+public const uint GL_ARB_parallel_shader_compile=1;
+public const uint GL_MAX_SHADER_COMPILER_THREADS_ARB=0x91B0;
+public const uint GL_COMPLETION_STATUS_ARB=0x91B1;
+public const uint GL_ARB_pipeline_statistics_query=1;
+public const uint GL_VERTICES_SUBMITTED_ARB=0x82EE;
+public const uint GL_PRIMITIVES_SUBMITTED_ARB=0x82EF;
+public const uint GL_VERTEX_SHADER_INVOCATIONS_ARB=0x82F0;
+public const uint GL_TESS_CONTROL_SHADER_PATCHES_ARB=0x82F1;
+public const uint GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB=0x82F2;
+public const uint GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB=0x82F3;
+public const uint GL_FRAGMENT_SHADER_INVOCATIONS_ARB=0x82F4;
+public const uint GL_COMPUTE_SHADER_INVOCATIONS_ARB=0x82F5;
+public const uint GL_CLIPPING_INPUT_PRIMITIVES_ARB=0x82F6;
+public const uint GL_CLIPPING_OUTPUT_PRIMITIVES_ARB=0x82F7;
+public const uint GL_GEOMETRY_SHADER_INVOCATIONS=0x887F;
+public const uint GL_ARB_pixel_buffer_object=1;
+public const uint GL_PIXEL_PACK_BUFFER_ARB=0x88EB;
+public const uint GL_PIXEL_UNPACK_BUFFER_ARB=0x88EC;
+public const uint GL_PIXEL_PACK_BUFFER_BINDING_ARB=0x88ED;
+public const uint GL_PIXEL_UNPACK_BUFFER_BINDING_ARB=0x88EF;
+public const uint GL_ARB_point_parameters=1;
+public const uint GL_POINT_SIZE_MIN_ARB=0x8126;
+public const uint GL_POINT_SIZE_MAX_ARB=0x8127;
+public const uint GL_POINT_FADE_THRESHOLD_SIZE_ARB=0x8128;
+public const uint GL_POINT_DISTANCE_ATTENUATION_ARB=0x8129;
+public const uint GL_ARB_point_sprite=1;
+public const uint GL_POINT_SPRITE_ARB=0x8861;
+public const uint GL_COORD_REPLACE_ARB=0x8862;
+public const uint GL_ARB_polygon_offset_clamp=1;
+public const uint GL_POLYGON_OFFSET_CLAMP=0x8E1B;
+public const uint GL_ARB_post_depth_coverage=1;
+public const uint GL_ARB_program_interface_query=1;
+public const uint GL_UNIFORM=0x92E1;
+public const uint GL_UNIFORM_BLOCK=0x92E2;
+public const uint GL_PROGRAM_INPUT=0x92E3;
+public const uint GL_PROGRAM_OUTPUT=0x92E4;
+public const uint GL_BUFFER_VARIABLE=0x92E5;
+public const uint GL_SHADER_STORAGE_BLOCK=0x92E6;
+public const uint GL_IS_PER_PATCH=0x92E7;
+public const uint GL_VERTEX_SUBROUTINE=0x92E8;
+public const uint GL_TESS_CONTROL_SUBROUTINE=0x92E9;
+public const uint GL_TESS_EVALUATION_SUBROUTINE=0x92EA;
+public const uint GL_GEOMETRY_SUBROUTINE=0x92EB;
+public const uint GL_FRAGMENT_SUBROUTINE=0x92EC;
+public const uint GL_COMPUTE_SUBROUTINE=0x92ED;
+public const uint GL_VERTEX_SUBROUTINE_UNIFORM=0x92EE;
+public const uint GL_TESS_CONTROL_SUBROUTINE_UNIFORM=0x92EF;
+public const uint GL_TESS_EVALUATION_SUBROUTINE_UNIFORM=0x92F0;
+public const uint GL_GEOMETRY_SUBROUTINE_UNIFORM=0x92F1;
+public const uint GL_FRAGMENT_SUBROUTINE_UNIFORM=0x92F2;
+public const uint GL_COMPUTE_SUBROUTINE_UNIFORM=0x92F3;
+public const uint GL_TRANSFORM_FEEDBACK_VARYING=0x92F4;
+public const uint GL_ACTIVE_RESOURCES=0x92F5;
+public const uint GL_MAX_NAME_LENGTH=0x92F6;
+public const uint GL_MAX_NUM_ACTIVE_VARIABLES=0x92F7;
+public const uint GL_MAX_NUM_COMPATIBLE_SUBROUTINES=0x92F8;
+public const uint GL_NAME_LENGTH=0x92F9;
+public const uint GL_TYPE=0x92FA;
+public const uint GL_ARRAY_SIZE=0x92FB;
+public const uint GL_OFFSET=0x92FC;
+public const uint GL_BLOCK_INDEX=0x92FD;
+public const uint GL_ARRAY_STRIDE=0x92FE;
+public const uint GL_MATRIX_STRIDE=0x92FF;
+public const uint GL_IS_ROW_MAJOR=0x9300;
+public const uint GL_ATOMIC_COUNTER_BUFFER_INDEX=0x9301;
+public const uint GL_BUFFER_BINDING=0x9302;
+public const uint GL_BUFFER_DATA_SIZE=0x9303;
+public const uint GL_NUM_ACTIVE_VARIABLES=0x9304;
+public const uint GL_ACTIVE_VARIABLES=0x9305;
+public const uint GL_REFERENCED_BY_VERTEX_SHADER=0x9306;
+public const uint GL_REFERENCED_BY_TESS_CONTROL_SHADER=0x9307;
+public const uint GL_REFERENCED_BY_TESS_EVALUATION_SHADER=0x9308;
+public const uint GL_REFERENCED_BY_GEOMETRY_SHADER=0x9309;
+public const uint GL_REFERENCED_BY_FRAGMENT_SHADER=0x930A;
+public const uint GL_REFERENCED_BY_COMPUTE_SHADER=0x930B;
+public const uint GL_TOP_LEVEL_ARRAY_SIZE=0x930C;
+public const uint GL_TOP_LEVEL_ARRAY_STRIDE=0x930D;
+public const uint GL_LOCATION=0x930E;
+public const uint GL_LOCATION_INDEX=0x930F;
+public const uint GL_ARB_provoking_vertex=1;
+public const uint GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION=0x8E4C;
+public const uint GL_FIRST_VERTEX_CONVENTION=0x8E4D;
+public const uint GL_LAST_VERTEX_CONVENTION=0x8E4E;
+public const uint GL_PROVOKING_VERTEX=0x8E4F;
+public const uint GL_ARB_query_buffer_object=1;
+public const uint GL_QUERY_BUFFER_BARRIER_BIT=0x00008000;
+public const uint GL_QUERY_BUFFER=0x9192;
+public const uint GL_QUERY_BUFFER_BINDING=0x9193;
+public const uint GL_QUERY_RESULT_NO_WAIT=0x9194;
+public const uint GL_ARB_robust_buffer_access_behavior=1;
+public const uint GL_ARB_robustness=1;
+public const uint GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB=0x00000004;
+public const uint GL_LOSE_CONTEXT_ON_RESET_ARB=0x8252;
+public const uint GL_GUILTY_CONTEXT_RESET_ARB=0x8253;
+public const uint GL_INNOCENT_CONTEXT_RESET_ARB=0x8254;
+public const uint GL_UNKNOWN_CONTEXT_RESET_ARB=0x8255;
+public const uint GL_RESET_NOTIFICATION_STRATEGY_ARB=0x8256;
+public const uint GL_NO_RESET_NOTIFICATION_ARB=0x8261;
+public const uint GL_ARB_robustness_application_isolation=1;
+public const uint GL_ARB_robustness_share_group_isolation=1;
+public const uint GL_ARB_sample_locations=1;
+public const uint GL_SAMPLE_LOCATION_ARB=0x8E50;
+public const uint GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB=0x933D;
+public const uint GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB=0x933E;
+public const uint GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB=0x933F;
+public const uint GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB=0x9340;
+public const uint GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB=0x9341;
+public const uint GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB=0x9342;
+public const uint GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB=0x9343;
+public const uint GL_ARB_sample_shading=1;
+public const uint GL_SAMPLE_SHADING_ARB=0x8C36;
+public const uint GL_MIN_SAMPLE_SHADING_VALUE_ARB=0x8C37;
+public const uint GL_ARB_sampler_objects=1;
+public const uint GL_SAMPLER_BINDING=0x8919;
+public const uint GL_ARB_seamless_cube_map=1;
+public const uint GL_TEXTURE_CUBE_MAP_SEAMLESS=0x884F;
+public const uint GL_ARB_seamless_cubemap_per_texture=1;
+public const uint GL_TEXTURE_CUBE_MAP_SEAMLESS=0x884F;
+public const uint GL_ARB_separate_shader_objects=1;
+public const uint GL_VERTEX_SHADER_BIT=0x00000001;
+public const uint GL_FRAGMENT_SHADER_BIT=0x00000002;
+public const uint GL_GEOMETRY_SHADER_BIT=0x00000004;
+public const uint GL_TESS_CONTROL_SHADER_BIT=0x00000008;
+public const uint GL_TESS_EVALUATION_SHADER_BIT=0x00000010;
+public const uint GL_PROGRAM_SEPARABLE=0x8258;
+public const uint GL_ACTIVE_PROGRAM=0x8259;
+public const uint GL_PROGRAM_PIPELINE_BINDING=0x825A;
+public const uint GL_ALL_SHADER_BITS=0xFFFFFFFF;
+public const uint GL_ARB_shader_atomic_counter_ops=1;
+public const uint GL_ARB_shader_atomic_counters=1;
+public const uint GL_ATOMIC_COUNTER_BUFFER=0x92C0;
+public const uint GL_ATOMIC_COUNTER_BUFFER_BINDING=0x92C1;
+public const uint GL_ATOMIC_COUNTER_BUFFER_START=0x92C2;
+public const uint GL_ATOMIC_COUNTER_BUFFER_SIZE=0x92C3;
+public const uint GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE=0x92C4;
+public const uint GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS=0x92C5;
+public const uint GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES=0x92C6;
+public const uint GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER=0x92C7;
+public const uint GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER=0x92C8;
+public const uint GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER=0x92C9;
+public const uint GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER=0x92CA;
+public const uint GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER=0x92CB;
+public const uint GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS=0x92CC;
+public const uint GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS=0x92CD;
+public const uint GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS=0x92CE;
+public const uint GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS=0x92CF;
+public const uint GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS=0x92D0;
+public const uint GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS=0x92D1;
+public const uint GL_MAX_VERTEX_ATOMIC_COUNTERS=0x92D2;
+public const uint GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS=0x92D3;
+public const uint GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS=0x92D4;
+public const uint GL_MAX_GEOMETRY_ATOMIC_COUNTERS=0x92D5;
+public const uint GL_MAX_FRAGMENT_ATOMIC_COUNTERS=0x92D6;
+public const uint GL_MAX_COMBINED_ATOMIC_COUNTERS=0x92D7;
+public const uint GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE=0x92D8;
+public const uint GL_ACTIVE_ATOMIC_COUNTER_BUFFERS=0x92D9;
+public const uint GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX=0x92DA;
+public const uint GL_UNSIGNED_INT_ATOMIC_COUNTER=0x92DB;
+public const uint GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS=0x92DC;
+public const uint GL_ARB_shader_ballot=1;
+public const uint GL_ARB_shader_bit_encoding=1;
+public const uint GL_ARB_shader_clock=1;
+public const uint GL_ARB_shader_draw_parameters=1;
+public const uint GL_ARB_shader_group_vote=1;
+public const uint GL_ARB_shader_image_load_store=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT=0x00000001;
+public const uint GL_ELEMENT_ARRAY_BARRIER_BIT=0x00000002;
+public const uint GL_UNIFORM_BARRIER_BIT=0x00000004;
+public const uint GL_TEXTURE_FETCH_BARRIER_BIT=0x00000008;
+public const uint GL_SHADER_IMAGE_ACCESS_BARRIER_BIT=0x00000020;
+public const uint GL_COMMAND_BARRIER_BIT=0x00000040;
+public const uint GL_PIXEL_BUFFER_BARRIER_BIT=0x00000080;
+public const uint GL_TEXTURE_UPDATE_BARRIER_BIT=0x00000100;
+public const uint GL_BUFFER_UPDATE_BARRIER_BIT=0x00000200;
+public const uint GL_FRAMEBUFFER_BARRIER_BIT=0x00000400;
+public const uint GL_TRANSFORM_FEEDBACK_BARRIER_BIT=0x00000800;
+public const uint GL_ATOMIC_COUNTER_BARRIER_BIT=0x00001000;
+public const uint GL_MAX_IMAGE_UNITS=0x8F38;
+public const uint GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS=0x8F39;
+public const uint GL_IMAGE_BINDING_NAME=0x8F3A;
+public const uint GL_IMAGE_BINDING_LEVEL=0x8F3B;
+public const uint GL_IMAGE_BINDING_LAYERED=0x8F3C;
+public const uint GL_IMAGE_BINDING_LAYER=0x8F3D;
+public const uint GL_IMAGE_BINDING_ACCESS=0x8F3E;
+public const uint GL_IMAGE_1D=0x904C;
+public const uint GL_IMAGE_2D=0x904D;
+public const uint GL_IMAGE_3D=0x904E;
+public const uint GL_IMAGE_2D_RECT=0x904F;
+public const uint GL_IMAGE_CUBE=0x9050;
+public const uint GL_IMAGE_BUFFER=0x9051;
+public const uint GL_IMAGE_1D_ARRAY=0x9052;
+public const uint GL_IMAGE_2D_ARRAY=0x9053;
+public const uint GL_IMAGE_CUBE_MAP_ARRAY=0x9054;
+public const uint GL_IMAGE_2D_MULTISAMPLE=0x9055;
+public const uint GL_IMAGE_2D_MULTISAMPLE_ARRAY=0x9056;
+public const uint GL_INT_IMAGE_1D=0x9057;
+public const uint GL_INT_IMAGE_2D=0x9058;
+public const uint GL_INT_IMAGE_3D=0x9059;
+public const uint GL_INT_IMAGE_2D_RECT=0x905A;
+public const uint GL_INT_IMAGE_CUBE=0x905B;
+public const uint GL_INT_IMAGE_BUFFER=0x905C;
+public const uint GL_INT_IMAGE_1D_ARRAY=0x905D;
+public const uint GL_INT_IMAGE_2D_ARRAY=0x905E;
+public const uint GL_INT_IMAGE_CUBE_MAP_ARRAY=0x905F;
+public const uint GL_INT_IMAGE_2D_MULTISAMPLE=0x9060;
+public const uint GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY=0x9061;
+public const uint GL_UNSIGNED_INT_IMAGE_1D=0x9062;
+public const uint GL_UNSIGNED_INT_IMAGE_2D=0x9063;
+public const uint GL_UNSIGNED_INT_IMAGE_3D=0x9064;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_RECT=0x9065;
+public const uint GL_UNSIGNED_INT_IMAGE_CUBE=0x9066;
+public const uint GL_UNSIGNED_INT_IMAGE_BUFFER=0x9067;
+public const uint GL_UNSIGNED_INT_IMAGE_1D_ARRAY=0x9068;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_ARRAY=0x9069;
+public const uint GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY=0x906A;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE=0x906B;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY=0x906C;
+public const uint GL_MAX_IMAGE_SAMPLES=0x906D;
+public const uint GL_IMAGE_BINDING_FORMAT=0x906E;
+public const uint GL_IMAGE_FORMAT_COMPATIBILITY_TYPE=0x90C7;
+public const uint GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE=0x90C8;
+public const uint GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS=0x90C9;
+public const uint GL_MAX_VERTEX_IMAGE_UNIFORMS=0x90CA;
+public const uint GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS=0x90CB;
+public const uint GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS=0x90CC;
+public const uint GL_MAX_GEOMETRY_IMAGE_UNIFORMS=0x90CD;
+public const uint GL_MAX_FRAGMENT_IMAGE_UNIFORMS=0x90CE;
+public const uint GL_MAX_COMBINED_IMAGE_UNIFORMS=0x90CF;
+public const uint GL_ALL_BARRIER_BITS=0xFFFFFFFF;
+public const uint GL_ARB_shader_image_size=1;
+public const uint GL_ARB_shader_objects=1;
+public const uint GL_PROGRAM_OBJECT_ARB=0x8B40;
+public const uint GL_SHADER_OBJECT_ARB=0x8B48;
+public const uint GL_OBJECT_TYPE_ARB=0x8B4E;
+public const uint GL_OBJECT_SUBTYPE_ARB=0x8B4F;
+public const uint GL_FLOAT_VEC2_ARB=0x8B50;
+public const uint GL_FLOAT_VEC3_ARB=0x8B51;
+public const uint GL_FLOAT_VEC4_ARB=0x8B52;
+public const uint GL_INT_VEC2_ARB=0x8B53;
+public const uint GL_INT_VEC3_ARB=0x8B54;
+public const uint GL_INT_VEC4_ARB=0x8B55;
+public const uint GL_BOOL_ARB=0x8B56;
+public const uint GL_BOOL_VEC2_ARB=0x8B57;
+public const uint GL_BOOL_VEC3_ARB=0x8B58;
+public const uint GL_BOOL_VEC4_ARB=0x8B59;
+public const uint GL_FLOAT_MAT2_ARB=0x8B5A;
+public const uint GL_FLOAT_MAT3_ARB=0x8B5B;
+public const uint GL_FLOAT_MAT4_ARB=0x8B5C;
+public const uint GL_SAMPLER_1D_ARB=0x8B5D;
+public const uint GL_SAMPLER_2D_ARB=0x8B5E;
+public const uint GL_SAMPLER_3D_ARB=0x8B5F;
+public const uint GL_SAMPLER_CUBE_ARB=0x8B60;
+public const uint GL_SAMPLER_1D_SHADOW_ARB=0x8B61;
+public const uint GL_SAMPLER_2D_SHADOW_ARB=0x8B62;
+public const uint GL_SAMPLER_2D_RECT_ARB=0x8B63;
+public const uint GL_SAMPLER_2D_RECT_SHADOW_ARB=0x8B64;
+public const uint GL_OBJECT_DELETE_STATUS_ARB=0x8B80;
+public const uint GL_OBJECT_COMPILE_STATUS_ARB=0x8B81;
+public const uint GL_OBJECT_LINK_STATUS_ARB=0x8B82;
+public const uint GL_OBJECT_VALIDATE_STATUS_ARB=0x8B83;
+public const uint GL_OBJECT_INFO_LOG_LENGTH_ARB=0x8B84;
+public const uint GL_OBJECT_ATTACHED_OBJECTS_ARB=0x8B85;
+public const uint GL_OBJECT_ACTIVE_UNIFORMS_ARB=0x8B86;
+public const uint GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB=0x8B87;
+public const uint GL_OBJECT_SHADER_SOURCE_LENGTH_ARB=0x8B88;
+public const uint GL_ARB_shader_precision=1;
+public const uint GL_ARB_shader_stencil_export=1;
+public const uint GL_ARB_shader_storage_buffer_object=1;
+public const uint GL_SHADER_STORAGE_BARRIER_BIT=0x2000;
+public const uint GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES=0x8F39;
+public const uint GL_SHADER_STORAGE_BUFFER=0x90D2;
+public const uint GL_SHADER_STORAGE_BUFFER_BINDING=0x90D3;
+public const uint GL_SHADER_STORAGE_BUFFER_START=0x90D4;
+public const uint GL_SHADER_STORAGE_BUFFER_SIZE=0x90D5;
+public const uint GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS=0x90D6;
+public const uint GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS=0x90D7;
+public const uint GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS=0x90D8;
+public const uint GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS=0x90D9;
+public const uint GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS=0x90DA;
+public const uint GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS=0x90DB;
+public const uint GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS=0x90DC;
+public const uint GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS=0x90DD;
+public const uint GL_MAX_SHADER_STORAGE_BLOCK_SIZE=0x90DE;
+public const uint GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT=0x90DF;
+public const uint GL_ARB_shader_subroutine=1;
+public const uint GL_ACTIVE_SUBROUTINES=0x8DE5;
+public const uint GL_ACTIVE_SUBROUTINE_UNIFORMS=0x8DE6;
+public const uint GL_MAX_SUBROUTINES=0x8DE7;
+public const uint GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS=0x8DE8;
+public const uint GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS=0x8E47;
+public const uint GL_ACTIVE_SUBROUTINE_MAX_LENGTH=0x8E48;
+public const uint GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH=0x8E49;
+public const uint GL_NUM_COMPATIBLE_SUBROUTINES=0x8E4A;
+public const uint GL_COMPATIBLE_SUBROUTINES=0x8E4B;
+public const uint GL_ARB_shader_texture_image_samples=1;
+public const uint GL_ARB_shader_texture_lod=1;
+public const uint GL_ARB_shader_viewport_layer_array=1;
+public const uint GL_ARB_shading_language_100=1;
+public const uint GL_SHADING_LANGUAGE_VERSION_ARB=0x8B8C;
+public const uint GL_ARB_shading_language_420pack=1;
+public const uint GL_ARB_shading_language_include=1;
+public const uint GL_SHADER_INCLUDE_ARB=0x8DAE;
+public const uint GL_NAMED_STRING_LENGTH_ARB=0x8DE9;
+public const uint GL_NAMED_STRING_TYPE_ARB=0x8DEA;
+public const uint GL_ARB_shading_language_packing=1;
+public const uint GL_ARB_shadow=1;
+public const uint GL_TEXTURE_COMPARE_MODE_ARB=0x884C;
+public const uint GL_TEXTURE_COMPARE_FUNC_ARB=0x884D;
+public const uint GL_COMPARE_R_TO_TEXTURE_ARB=0x884E;
+public const uint GL_ARB_shadow_ambient=1;
+public const uint GL_TEXTURE_COMPARE_FAIL_VALUE_ARB=0x80BF;
+public const uint GL_ARB_sparse_buffer=1;
+public const uint GL_SPARSE_STORAGE_BIT_ARB=0x0400;
+public const uint GL_SPARSE_BUFFER_PAGE_SIZE_ARB=0x82F8;
+public const uint GL_ARB_sparse_texture=1;
+public const uint GL_VIRTUAL_PAGE_SIZE_X_ARB=0x9195;
+public const uint GL_VIRTUAL_PAGE_SIZE_Y_ARB=0x9196;
+public const uint GL_VIRTUAL_PAGE_SIZE_Z_ARB=0x9197;
+public const uint GL_MAX_SPARSE_TEXTURE_SIZE_ARB=0x9198;
+public const uint GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB=0x9199;
+public const uint GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB=0x919A;
+public const uint GL_TEXTURE_SPARSE_ARB=0x91A6;
+public const uint GL_VIRTUAL_PAGE_SIZE_INDEX_ARB=0x91A7;
+public const uint GL_NUM_VIRTUAL_PAGE_SIZES_ARB=0x91A8;
+public const uint GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB=0x91A9;
+public const uint GL_NUM_SPARSE_LEVELS_ARB=0x91AA;
+public const uint GL_ARB_sparse_texture2=1;
+public const uint GL_ARB_sparse_texture_clamp=1;
+public const uint GL_ARB_spirv_extensions=1;
+public const uint GL_SPIR_V_EXTENSIONS=0x9553;
+public const uint GL_NUM_SPIR_V_EXTENSIONS=0x9554;
+public const uint GL_ARB_stencil_texturing=1;
+public const uint GL_DEPTH_STENCIL_TEXTURE_MODE=0x90EA;
+public const uint GL_ARB_sync=1;
+public const uint GL_SYNC_FLUSH_COMMANDS_BIT=0x00000001;
+public const uint GL_MAX_SERVER_WAIT_TIMEOUT=0x9111;
+public const uint GL_OBJECT_TYPE=0x9112;
+public const uint GL_SYNC_CONDITION=0x9113;
+public const uint GL_SYNC_STATUS=0x9114;
+public const uint GL_SYNC_FLAGS=0x9115;
+public const uint GL_SYNC_FENCE=0x9116;
+public const uint GL_SYNC_GPU_COMMANDS_COMPLETE=0x9117;
+public const uint GL_UNSIGNALED=0x9118;
+public const uint GL_SIGNALED=0x9119;
+public const uint GL_ALREADY_SIGNALED=0x911A;
+public const uint GL_TIMEOUT_EXPIRED=0x911B;
+public const uint GL_CONDITION_SATISFIED=0x911C;
+public const uint GL_WAIT_FAILED=0x911D;
+public const uint GL_TIMEOUT_IGNORED=0xFFFFFFFFFFFFFFFFull;
+public const uint GL_ARB_tessellation_shader=1;
+public const uint GL_PATCHES=0xE;
+public const uint GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER=0x84F0;
+public const uint GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER=0x84F1;
+public const uint GL_MAX_TESS_CONTROL_INPUT_COMPONENTS=0x886C;
+public const uint GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS=0x886D;
+public const uint GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS=0x8E1E;
+public const uint GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS=0x8E1F;
+public const uint GL_PATCH_VERTICES=0x8E72;
+public const uint GL_PATCH_DEFAULT_INNER_LEVEL=0x8E73;
+public const uint GL_PATCH_DEFAULT_OUTER_LEVEL=0x8E74;
+public const uint GL_TESS_CONTROL_OUTPUT_VERTICES=0x8E75;
+public const uint GL_TESS_GEN_MODE=0x8E76;
+public const uint GL_TESS_GEN_SPACING=0x8E77;
+public const uint GL_TESS_GEN_VERTEX_ORDER=0x8E78;
+public const uint GL_TESS_GEN_POINT_MODE=0x8E79;
+public const uint GL_ISOLINES=0x8E7A;
+public const uint GL_FRACTIONAL_ODD=0x8E7B;
+public const uint GL_FRACTIONAL_EVEN=0x8E7C;
+public const uint GL_MAX_PATCH_VERTICES=0x8E7D;
+public const uint GL_MAX_TESS_GEN_LEVEL=0x8E7E;
+public const uint GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS=0x8E7F;
+public const uint GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS=0x8E80;
+public const uint GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS=0x8E81;
+public const uint GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS=0x8E82;
+public const uint GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS=0x8E83;
+public const uint GL_MAX_TESS_PATCH_COMPONENTS=0x8E84;
+public const uint GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS=0x8E85;
+public const uint GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS=0x8E86;
+public const uint GL_TESS_EVALUATION_SHADER=0x8E87;
+public const uint GL_TESS_CONTROL_SHADER=0x8E88;
+public const uint GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS=0x8E89;
+public const uint GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS=0x8E8A;
+public const uint GL_ARB_texture_barrier=1;
+public const uint GL_ARB_texture_border_clamp=1;
+public const uint GL_CLAMP_TO_BORDER_ARB=0x812D;
+public const uint GL_ARB_texture_buffer_object=1;
+public const uint GL_TEXTURE_BUFFER_ARB=0x8C2A;
+public const uint GL_MAX_TEXTURE_BUFFER_SIZE_ARB=0x8C2B;
+public const uint GL_TEXTURE_BINDING_BUFFER_ARB=0x8C2C;
+public const uint GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB=0x8C2D;
+public const uint GL_TEXTURE_BUFFER_FORMAT_ARB=0x8C2E;
+public const uint GL_ARB_texture_buffer_object_rgb32=1;
+public const uint GL_ARB_texture_buffer_range=1;
+public const uint GL_TEXTURE_BUFFER_OFFSET=0x919D;
+public const uint GL_TEXTURE_BUFFER_SIZE=0x919E;
+public const uint GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT=0x919F;
+public const uint GL_ARB_texture_compression=1;
+public const uint GL_COMPRESSED_ALPHA_ARB=0x84E9;
+public const uint GL_COMPRESSED_LUMINANCE_ARB=0x84EA;
+public const uint GL_COMPRESSED_LUMINANCE_ALPHA_ARB=0x84EB;
+public const uint GL_COMPRESSED_INTENSITY_ARB=0x84EC;
+public const uint GL_COMPRESSED_RGB_ARB=0x84ED;
+public const uint GL_COMPRESSED_RGBA_ARB=0x84EE;
+public const uint GL_TEXTURE_COMPRESSION_HINT_ARB=0x84EF;
+public const uint GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB=0x86A0;
+public const uint GL_TEXTURE_COMPRESSED_ARB=0x86A1;
+public const uint GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB=0x86A2;
+public const uint GL_COMPRESSED_TEXTURE_FORMATS_ARB=0x86A3;
+public const uint GL_ARB_texture_compression_bptc=1;
+public const uint GL_COMPRESSED_RGBA_BPTC_UNORM_ARB=0x8E8C;
+public const uint GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB=0x8E8D;
+public const uint GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB=0x8E8E;
+public const uint GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB=0x8E8F;
+public const uint GL_ARB_texture_compression_rgtc=1;
+public const uint GL_COMPRESSED_RED_RGTC1=0x8DBB;
+public const uint GL_COMPRESSED_SIGNED_RED_RGTC1=0x8DBC;
+public const uint GL_COMPRESSED_RG_RGTC2=0x8DBD;
+public const uint GL_COMPRESSED_SIGNED_RG_RGTC2=0x8DBE;
+public const uint GL_ARB_texture_cube_map=1;
+public const uint GL_NORMAL_MAP_ARB=0x8511;
+public const uint GL_REFLECTION_MAP_ARB=0x8512;
+public const uint GL_TEXTURE_CUBE_MAP_ARB=0x8513;
+public const uint GL_TEXTURE_BINDING_CUBE_MAP_ARB=0x8514;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB=0x8515;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB=0x8516;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB=0x8517;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB=0x8518;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB=0x8519;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB=0x851A;
+public const uint GL_PROXY_TEXTURE_CUBE_MAP_ARB=0x851B;
+public const uint GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB=0x851C;
+public const uint GL_ARB_texture_cube_map_array=1;
+public const uint GL_TEXTURE_CUBE_MAP_ARRAY_ARB=0x9009;
+public const uint GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB=0x900A;
+public const uint GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB=0x900B;
+public const uint GL_SAMPLER_CUBE_MAP_ARRAY_ARB=0x900C;
+public const uint GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB=0x900D;
+public const uint GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB=0x900E;
+public const uint GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB=0x900F;
+public const uint GL_ARB_texture_env_add=1;
+public const uint GL_ARB_texture_env_combine=1;
+public const uint GL_SUBTRACT_ARB=0x84E7;
+public const uint GL_COMBINE_ARB=0x8570;
+public const uint GL_COMBINE_RGB_ARB=0x8571;
+public const uint GL_COMBINE_ALPHA_ARB=0x8572;
+public const uint GL_RGB_SCALE_ARB=0x8573;
+public const uint GL_ADD_SIGNED_ARB=0x8574;
+public const uint GL_INTERPOLATE_ARB=0x8575;
+public const uint GL_CONSTANT_ARB=0x8576;
+public const uint GL_PRIMARY_COLOR_ARB=0x8577;
+public const uint GL_PREVIOUS_ARB=0x8578;
+public const uint GL_SOURCE0_RGB_ARB=0x8580;
+public const uint GL_SOURCE1_RGB_ARB=0x8581;
+public const uint GL_SOURCE2_RGB_ARB=0x8582;
+public const uint GL_SOURCE0_ALPHA_ARB=0x8588;
+public const uint GL_SOURCE1_ALPHA_ARB=0x8589;
+public const uint GL_SOURCE2_ALPHA_ARB=0x858A;
+public const uint GL_OPERAND0_RGB_ARB=0x8590;
+public const uint GL_OPERAND1_RGB_ARB=0x8591;
+public const uint GL_OPERAND2_RGB_ARB=0x8592;
+public const uint GL_OPERAND0_ALPHA_ARB=0x8598;
+public const uint GL_OPERAND1_ALPHA_ARB=0x8599;
+public const uint GL_OPERAND2_ALPHA_ARB=0x859A;
+public const uint GL_ARB_texture_env_crossbar=1;
+public const uint GL_ARB_texture_env_dot3=1;
+public const uint GL_DOT3_RGB_ARB=0x86AE;
+public const uint GL_DOT3_RGBA_ARB=0x86AF;
+public const uint GL_ARB_texture_filter_anisotropic=1;
+public const uint GL_TEXTURE_MAX_ANISOTROPY=0x84FE;
+public const uint GL_MAX_TEXTURE_MAX_ANISOTROPY=0x84FF;
+public const uint GL_ARB_texture_filter_minmax=1;
+public const uint GL_TEXTURE_REDUCTION_MODE_ARB=0x9366;
+public const uint GL_WEIGHTED_AVERAGE_ARB=0x9367;
+public const uint GL_ARB_texture_float=1;
+public const uint GL_RGBA32F_ARB=0x8814;
+public const uint GL_RGB32F_ARB=0x8815;
+public const uint GL_ALPHA32F_ARB=0x8816;
+public const uint GL_INTENSITY32F_ARB=0x8817;
+public const uint GL_LUMINANCE32F_ARB=0x8818;
+public const uint GL_LUMINANCE_ALPHA32F_ARB=0x8819;
+public const uint GL_RGBA16F_ARB=0x881A;
+public const uint GL_RGB16F_ARB=0x881B;
+public const uint GL_ALPHA16F_ARB=0x881C;
+public const uint GL_INTENSITY16F_ARB=0x881D;
+public const uint GL_LUMINANCE16F_ARB=0x881E;
+public const uint GL_LUMINANCE_ALPHA16F_ARB=0x881F;
+public const uint GL_TEXTURE_RED_TYPE_ARB=0x8C10;
+public const uint GL_TEXTURE_GREEN_TYPE_ARB=0x8C11;
+public const uint GL_TEXTURE_BLUE_TYPE_ARB=0x8C12;
+public const uint GL_TEXTURE_ALPHA_TYPE_ARB=0x8C13;
+public const uint GL_TEXTURE_LUMINANCE_TYPE_ARB=0x8C14;
+public const uint GL_TEXTURE_INTENSITY_TYPE_ARB=0x8C15;
+public const uint GL_TEXTURE_DEPTH_TYPE_ARB=0x8C16;
+public const uint GL_UNSIGNED_NORMALIZED_ARB=0x8C17;
+public const uint GL_ARB_texture_gather=1;
+public const uint GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB=0x8E5E;
+public const uint GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB=0x8E5F;
+public const uint GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB=0x8F9F;
+public const uint GL_ARB_texture_mirror_clamp_to_edge=1;
+public const uint GL_MIRROR_CLAMP_TO_EDGE=0x8743;
+public const uint GL_ARB_texture_mirrored_repeat=1;
+public const uint GL_MIRRORED_REPEAT_ARB=0x8370;
+public const uint GL_ARB_texture_multisample=1;
+public const uint GL_SAMPLE_POSITION=0x8E50;
+public const uint GL_SAMPLE_MASK=0x8E51;
+public const uint GL_SAMPLE_MASK_VALUE=0x8E52;
+public const uint GL_MAX_SAMPLE_MASK_WORDS=0x8E59;
+public const uint GL_TEXTURE_2D_MULTISAMPLE=0x9100;
+public const uint GL_PROXY_TEXTURE_2D_MULTISAMPLE=0x9101;
+public const uint GL_TEXTURE_2D_MULTISAMPLE_ARRAY=0x9102;
+public const uint GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY=0x9103;
+public const uint GL_TEXTURE_BINDING_2D_MULTISAMPLE=0x9104;
+public const uint GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY=0x9105;
+public const uint GL_TEXTURE_SAMPLES=0x9106;
+public const uint GL_TEXTURE_FIXED_SAMPLE_LOCATIONS=0x9107;
+public const uint GL_SAMPLER_2D_MULTISAMPLE=0x9108;
+public const uint GL_INT_SAMPLER_2D_MULTISAMPLE=0x9109;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE=0x910A;
+public const uint GL_SAMPLER_2D_MULTISAMPLE_ARRAY=0x910B;
+public const uint GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY=0x910C;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY=0x910D;
+public const uint GL_MAX_COLOR_TEXTURE_SAMPLES=0x910E;
+public const uint GL_MAX_DEPTH_TEXTURE_SAMPLES=0x910F;
+public const uint GL_MAX_INTEGER_SAMPLES=0x9110;
+public const uint GL_ARB_texture_non_power_of_two=1;
+public const uint GL_ARB_texture_query_levels=1;
+public const uint GL_ARB_texture_query_lod=1;
+public const uint GL_ARB_texture_rectangle=1;
+public const uint GL_TEXTURE_RECTANGLE_ARB=0x84F5;
+public const uint GL_TEXTURE_BINDING_RECTANGLE_ARB=0x84F6;
+public const uint GL_PROXY_TEXTURE_RECTANGLE_ARB=0x84F7;
+public const uint GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB=0x84F8;
+public const uint GL_SAMPLER_2D_RECT_ARB=0x8B63;
+public const uint GL_SAMPLER_2D_RECT_SHADOW_ARB=0x8B64;
+public const uint GL_ARB_texture_rg=1;
+public const uint GL_COMPRESSED_RED=0x8225;
+public const uint GL_COMPRESSED_RG=0x8226;
+public const uint GL_RG=0x8227;
+public const uint GL_RG_INTEGER=0x8228;
+public const uint GL_R8=0x8229;
+public const uint GL_R16=0x822A;
+public const uint GL_RG8=0x822B;
+public const uint GL_RG16=0x822C;
+public const uint GL_R16F=0x822D;
+public const uint GL_R32F=0x822E;
+public const uint GL_RG16F=0x822F;
+public const uint GL_RG32F=0x8230;
+public const uint GL_R8I=0x8231;
+public const uint GL_R8UI=0x8232;
+public const uint GL_R16I=0x8233;
+public const uint GL_R16UI=0x8234;
+public const uint GL_R32I=0x8235;
+public const uint GL_R32UI=0x8236;
+public const uint GL_RG8I=0x8237;
+public const uint GL_RG8UI=0x8238;
+public const uint GL_RG16I=0x8239;
+public const uint GL_RG16UI=0x823A;
+public const uint GL_RG32I=0x823B;
+public const uint GL_RG32UI=0x823C;
+public const uint GL_ARB_texture_rgb10_a2ui=1;
+public const uint GL_RGB10_A2UI=0x906F;
+public const uint GL_ARB_texture_stencil8=1;
+public const uint GL_STENCIL_INDEX=0x1901;
+public const uint GL_STENCIL_INDEX8=0x8D48;
+public const uint GL_ARB_texture_storage=1;
+public const uint GL_TEXTURE_IMMUTABLE_FORMAT=0x912F;
+public const uint GL_ARB_texture_storage_multisample=1;
+public const uint GL_ARB_texture_swizzle=1;
+public const uint GL_TEXTURE_SWIZZLE_R=0x8E42;
+public const uint GL_TEXTURE_SWIZZLE_G=0x8E43;
+public const uint GL_TEXTURE_SWIZZLE_B=0x8E44;
+public const uint GL_TEXTURE_SWIZZLE_A=0x8E45;
+public const uint GL_TEXTURE_SWIZZLE_RGBA=0x8E46;
+public const uint GL_ARB_texture_view=1;
+public const uint GL_TEXTURE_VIEW_MIN_LEVEL=0x82DB;
+public const uint GL_TEXTURE_VIEW_NUM_LEVELS=0x82DC;
+public const uint GL_TEXTURE_VIEW_MIN_LAYER=0x82DD;
+public const uint GL_TEXTURE_VIEW_NUM_LAYERS=0x82DE;
+public const uint GL_TEXTURE_IMMUTABLE_LEVELS=0x82DF;
+public const uint GL_ARB_timer_query=1;
+public const uint GL_TIME_ELAPSED=0x88BF;
+public const uint GL_TIMESTAMP=0x8E28;
+public const uint GL_ARB_transform_feedback2=1;
+public const uint GL_TRANSFORM_FEEDBACK=0x8E22;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED=0x8E23;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE=0x8E24;
+public const uint GL_TRANSFORM_FEEDBACK_BINDING=0x8E25;
+public const uint GL_ARB_transform_feedback3=1;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_BUFFERS=0x8E70;
+public const uint GL_MAX_VERTEX_STREAMS=0x8E71;
+public const uint GL_ARB_transform_feedback_instanced=1;
+public const uint GL_ARB_transform_feedback_overflow_query=1;
+public const uint GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB=0x82EC;
+public const uint GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB=0x82ED;
+public const uint GL_ARB_transpose_matrix=1;
+public const uint GL_TRANSPOSE_MODELVIEW_MATRIX_ARB=0x84E3;
+public const uint GL_TRANSPOSE_PROJECTION_MATRIX_ARB=0x84E4;
+public const uint GL_TRANSPOSE_TEXTURE_MATRIX_ARB=0x84E5;
+public const uint GL_TRANSPOSE_COLOR_MATRIX_ARB=0x84E6;
+public const uint GL_ARB_uniform_buffer_object=1;
+public const uint GL_UNIFORM_BUFFER=0x8A11;
+public const uint GL_UNIFORM_BUFFER_BINDING=0x8A28;
+public const uint GL_UNIFORM_BUFFER_START=0x8A29;
+public const uint GL_UNIFORM_BUFFER_SIZE=0x8A2A;
+public const uint GL_MAX_VERTEX_UNIFORM_BLOCKS=0x8A2B;
+public const uint GL_MAX_GEOMETRY_UNIFORM_BLOCKS=0x8A2C;
+public const uint GL_MAX_FRAGMENT_UNIFORM_BLOCKS=0x8A2D;
+public const uint GL_MAX_COMBINED_UNIFORM_BLOCKS=0x8A2E;
+public const uint GL_MAX_UNIFORM_BUFFER_BINDINGS=0x8A2F;
+public const uint GL_MAX_UNIFORM_BLOCK_SIZE=0x8A30;
+public const uint GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS=0x8A31;
+public const uint GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS=0x8A32;
+public const uint GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS=0x8A33;
+public const uint GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT=0x8A34;
+public const uint GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH=0x8A35;
+public const uint GL_ACTIVE_UNIFORM_BLOCKS=0x8A36;
+public const uint GL_UNIFORM_TYPE=0x8A37;
+public const uint GL_UNIFORM_SIZE=0x8A38;
+public const uint GL_UNIFORM_NAME_LENGTH=0x8A39;
+public const uint GL_UNIFORM_BLOCK_INDEX=0x8A3A;
+public const uint GL_UNIFORM_OFFSET=0x8A3B;
+public const uint GL_UNIFORM_ARRAY_STRIDE=0x8A3C;
+public const uint GL_UNIFORM_MATRIX_STRIDE=0x8A3D;
+public const uint GL_UNIFORM_IS_ROW_MAJOR=0x8A3E;
+public const uint GL_UNIFORM_BLOCK_BINDING=0x8A3F;
+public const uint GL_UNIFORM_BLOCK_DATA_SIZE=0x8A40;
+public const uint GL_UNIFORM_BLOCK_NAME_LENGTH=0x8A41;
+public const uint GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS=0x8A42;
+public const uint GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES=0x8A43;
+public const uint GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER=0x8A44;
+public const uint GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER=0x8A45;
+public const uint GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER=0x8A46;
+public const uint GL_INVALID_INDEX=0xFFFFFFFFu;
+public const uint GL_ARB_vertex_array_bgra=1;
+public const uint GL_BGRA=0x80E1;
+public const uint GL_ARB_vertex_array_object=1;
+public const uint GL_VERTEX_ARRAY_BINDING=0x85B5;
+public const uint GL_ARB_vertex_attrib_64bit=1;
+public const uint GL_ARB_vertex_attrib_binding=1;
+public const uint GL_VERTEX_ATTRIB_BINDING=0x82D4;
+public const uint GL_VERTEX_ATTRIB_RELATIVE_OFFSET=0x82D5;
+public const uint GL_VERTEX_BINDING_DIVISOR=0x82D6;
+public const uint GL_VERTEX_BINDING_OFFSET=0x82D7;
+public const uint GL_VERTEX_BINDING_STRIDE=0x82D8;
+public const uint GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET=0x82D9;
+public const uint GL_MAX_VERTEX_ATTRIB_BINDINGS=0x82DA;
+public const uint GL_VERTEX_BINDING_BUFFER=0x8F4F;
+public const uint GL_ARB_vertex_blend=1;
+public const uint GL_MODELVIEW0_ARB=0x1700;
+public const uint GL_MODELVIEW1_ARB=0x850A;
+public const uint GL_MAX_VERTEX_UNITS_ARB=0x86A4;
+public const uint GL_ACTIVE_VERTEX_UNITS_ARB=0x86A5;
+public const uint GL_WEIGHT_SUM_UNITY_ARB=0x86A6;
+public const uint GL_VERTEX_BLEND_ARB=0x86A7;
+public const uint GL_CURRENT_WEIGHT_ARB=0x86A8;
+public const uint GL_WEIGHT_ARRAY_TYPE_ARB=0x86A9;
+public const uint GL_WEIGHT_ARRAY_STRIDE_ARB=0x86AA;
+public const uint GL_WEIGHT_ARRAY_SIZE_ARB=0x86AB;
+public const uint GL_WEIGHT_ARRAY_POINTER_ARB=0x86AC;
+public const uint GL_WEIGHT_ARRAY_ARB=0x86AD;
+public const uint GL_MODELVIEW2_ARB=0x8722;
+public const uint GL_MODELVIEW3_ARB=0x8723;
+public const uint GL_MODELVIEW4_ARB=0x8724;
+public const uint GL_MODELVIEW5_ARB=0x8725;
+public const uint GL_MODELVIEW6_ARB=0x8726;
+public const uint GL_MODELVIEW7_ARB=0x8727;
+public const uint GL_MODELVIEW8_ARB=0x8728;
+public const uint GL_MODELVIEW9_ARB=0x8729;
+public const uint GL_MODELVIEW10_ARB=0x872A;
+public const uint GL_MODELVIEW11_ARB=0x872B;
+public const uint GL_MODELVIEW12_ARB=0x872C;
+public const uint GL_MODELVIEW13_ARB=0x872D;
+public const uint GL_MODELVIEW14_ARB=0x872E;
+public const uint GL_MODELVIEW15_ARB=0x872F;
+public const uint GL_MODELVIEW16_ARB=0x8730;
+public const uint GL_MODELVIEW17_ARB=0x8731;
+public const uint GL_MODELVIEW18_ARB=0x8732;
+public const uint GL_MODELVIEW19_ARB=0x8733;
+public const uint GL_MODELVIEW20_ARB=0x8734;
+public const uint GL_MODELVIEW21_ARB=0x8735;
+public const uint GL_MODELVIEW22_ARB=0x8736;
+public const uint GL_MODELVIEW23_ARB=0x8737;
+public const uint GL_MODELVIEW24_ARB=0x8738;
+public const uint GL_MODELVIEW25_ARB=0x8739;
+public const uint GL_MODELVIEW26_ARB=0x873A;
+public const uint GL_MODELVIEW27_ARB=0x873B;
+public const uint GL_MODELVIEW28_ARB=0x873C;
+public const uint GL_MODELVIEW29_ARB=0x873D;
+public const uint GL_MODELVIEW30_ARB=0x873E;
+public const uint GL_MODELVIEW31_ARB=0x873F;
+public const uint GL_ARB_vertex_buffer_object=1;
+public const uint GL_BUFFER_SIZE_ARB=0x8764;
+public const uint GL_BUFFER_USAGE_ARB=0x8765;
+public const uint GL_ARRAY_BUFFER_ARB=0x8892;
+public const uint GL_ELEMENT_ARRAY_BUFFER_ARB=0x8893;
+public const uint GL_ARRAY_BUFFER_BINDING_ARB=0x8894;
+public const uint GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB=0x8895;
+public const uint GL_VERTEX_ARRAY_BUFFER_BINDING_ARB=0x8896;
+public const uint GL_NORMAL_ARRAY_BUFFER_BINDING_ARB=0x8897;
+public const uint GL_COLOR_ARRAY_BUFFER_BINDING_ARB=0x8898;
+public const uint GL_INDEX_ARRAY_BUFFER_BINDING_ARB=0x8899;
+public const uint GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB=0x889A;
+public const uint GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB=0x889B;
+public const uint GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB=0x889C;
+public const uint GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB=0x889D;
+public const uint GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB=0x889E;
+public const uint GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB=0x889F;
+public const uint GL_READ_ONLY_ARB=0x88B8;
+public const uint GL_WRITE_ONLY_ARB=0x88B9;
+public const uint GL_READ_WRITE_ARB=0x88BA;
+public const uint GL_BUFFER_ACCESS_ARB=0x88BB;
+public const uint GL_BUFFER_MAPPED_ARB=0x88BC;
+public const uint GL_BUFFER_MAP_POINTER_ARB=0x88BD;
+public const uint GL_STREAM_DRAW_ARB=0x88E0;
+public const uint GL_STREAM_READ_ARB=0x88E1;
+public const uint GL_STREAM_COPY_ARB=0x88E2;
+public const uint GL_STATIC_DRAW_ARB=0x88E4;
+public const uint GL_STATIC_READ_ARB=0x88E5;
+public const uint GL_STATIC_COPY_ARB=0x88E6;
+public const uint GL_DYNAMIC_DRAW_ARB=0x88E8;
+public const uint GL_DYNAMIC_READ_ARB=0x88E9;
+public const uint GL_DYNAMIC_COPY_ARB=0x88EA;
+public const uint GL_ARB_vertex_program=1;
+public const uint GL_COLOR_SUM_ARB=0x8458;
+public const uint GL_VERTEX_PROGRAM_ARB=0x8620;
+public const uint GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB=0x8622;
+public const uint GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB=0x8623;
+public const uint GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB=0x8624;
+public const uint GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB=0x8625;
+public const uint GL_CURRENT_VERTEX_ATTRIB_ARB=0x8626;
+public const uint GL_PROGRAM_LENGTH_ARB=0x8627;
+public const uint GL_PROGRAM_STRING_ARB=0x8628;
+public const uint GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB=0x862E;
+public const uint GL_MAX_PROGRAM_MATRICES_ARB=0x862F;
+public const uint GL_CURRENT_MATRIX_STACK_DEPTH_ARB=0x8640;
+public const uint GL_CURRENT_MATRIX_ARB=0x8641;
+public const uint GL_VERTEX_PROGRAM_POINT_SIZE_ARB=0x8642;
+public const uint GL_VERTEX_PROGRAM_TWO_SIDE_ARB=0x8643;
+public const uint GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB=0x8645;
+public const uint GL_PROGRAM_ERROR_POSITION_ARB=0x864B;
+public const uint GL_PROGRAM_BINDING_ARB=0x8677;
+public const uint GL_MAX_VERTEX_ATTRIBS_ARB=0x8869;
+public const uint GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB=0x886A;
+public const uint GL_PROGRAM_ERROR_STRING_ARB=0x8874;
+public const uint GL_PROGRAM_FORMAT_ASCII_ARB=0x8875;
+public const uint GL_PROGRAM_FORMAT_ARB=0x8876;
+public const uint GL_PROGRAM_INSTRUCTIONS_ARB=0x88A0;
+public const uint GL_MAX_PROGRAM_INSTRUCTIONS_ARB=0x88A1;
+public const uint GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB=0x88A2;
+public const uint GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB=0x88A3;
+public const uint GL_PROGRAM_TEMPORARIES_ARB=0x88A4;
+public const uint GL_MAX_PROGRAM_TEMPORARIES_ARB=0x88A5;
+public const uint GL_PROGRAM_NATIVE_TEMPORARIES_ARB=0x88A6;
+public const uint GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB=0x88A7;
+public const uint GL_PROGRAM_PARAMETERS_ARB=0x88A8;
+public const uint GL_MAX_PROGRAM_PARAMETERS_ARB=0x88A9;
+public const uint GL_PROGRAM_NATIVE_PARAMETERS_ARB=0x88AA;
+public const uint GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB=0x88AB;
+public const uint GL_PROGRAM_ATTRIBS_ARB=0x88AC;
+public const uint GL_MAX_PROGRAM_ATTRIBS_ARB=0x88AD;
+public const uint GL_PROGRAM_NATIVE_ATTRIBS_ARB=0x88AE;
+public const uint GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB=0x88AF;
+public const uint GL_PROGRAM_ADDRESS_REGISTERS_ARB=0x88B0;
+public const uint GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB=0x88B1;
+public const uint GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB=0x88B2;
+public const uint GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB=0x88B3;
+public const uint GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB=0x88B4;
+public const uint GL_MAX_PROGRAM_ENV_PARAMETERS_ARB=0x88B5;
+public const uint GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB=0x88B6;
+public const uint GL_TRANSPOSE_CURRENT_MATRIX_ARB=0x88B7;
+public const uint GL_MATRIX0_ARB=0x88C0;
+public const uint GL_MATRIX1_ARB=0x88C1;
+public const uint GL_MATRIX2_ARB=0x88C2;
+public const uint GL_MATRIX3_ARB=0x88C3;
+public const uint GL_MATRIX4_ARB=0x88C4;
+public const uint GL_MATRIX5_ARB=0x88C5;
+public const uint GL_MATRIX6_ARB=0x88C6;
+public const uint GL_MATRIX7_ARB=0x88C7;
+public const uint GL_MATRIX8_ARB=0x88C8;
+public const uint GL_MATRIX9_ARB=0x88C9;
+public const uint GL_MATRIX10_ARB=0x88CA;
+public const uint GL_MATRIX11_ARB=0x88CB;
+public const uint GL_MATRIX12_ARB=0x88CC;
+public const uint GL_MATRIX13_ARB=0x88CD;
+public const uint GL_MATRIX14_ARB=0x88CE;
+public const uint GL_MATRIX15_ARB=0x88CF;
+public const uint GL_MATRIX16_ARB=0x88D0;
+public const uint GL_MATRIX17_ARB=0x88D1;
+public const uint GL_MATRIX18_ARB=0x88D2;
+public const uint GL_MATRIX19_ARB=0x88D3;
+public const uint GL_MATRIX20_ARB=0x88D4;
+public const uint GL_MATRIX21_ARB=0x88D5;
+public const uint GL_MATRIX22_ARB=0x88D6;
+public const uint GL_MATRIX23_ARB=0x88D7;
+public const uint GL_MATRIX24_ARB=0x88D8;
+public const uint GL_MATRIX25_ARB=0x88D9;
+public const uint GL_MATRIX26_ARB=0x88DA;
+public const uint GL_MATRIX27_ARB=0x88DB;
+public const uint GL_MATRIX28_ARB=0x88DC;
+public const uint GL_MATRIX29_ARB=0x88DD;
+public const uint GL_MATRIX30_ARB=0x88DE;
+public const uint GL_MATRIX31_ARB=0x88DF;
+public const uint GL_ARB_vertex_shader=1;
+public const uint GL_VERTEX_SHADER_ARB=0x8B31;
+public const uint GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB=0x8B4A;
+public const uint GL_MAX_VARYING_FLOATS_ARB=0x8B4B;
+public const uint GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB=0x8B4C;
+public const uint GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB=0x8B4D;
+public const uint GL_OBJECT_ACTIVE_ATTRIBUTES_ARB=0x8B89;
+public const uint GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB=0x8B8A;
+public const uint GL_ARB_vertex_type_10f_11f_11f_rev=1;
+public const uint GL_UNSIGNED_INT_10F_11F_11F_REV=0x8C3B;
+public const uint GL_ARB_vertex_type_2_10_10_10_rev=1;
+public const uint GL_UNSIGNED_INT_2_10_10_10_REV=0x8368;
+public const uint GL_INT_2_10_10_10_REV=0x8D9F;
+public const uint GL_ARB_viewport_array=1;
+public const uint GL_DEPTH_RANGE=0x0B70;
+public const uint GL_VIEWPORT=0x0BA2;
+public const uint GL_SCISSOR_BOX=0x0C10;
+public const uint GL_SCISSOR_TEST=0x0C11;
+public const uint GL_MAX_VIEWPORTS=0x825B;
+public const uint GL_VIEWPORT_SUBPIXEL_BITS=0x825C;
+public const uint GL_VIEWPORT_BOUNDS_RANGE=0x825D;
+public const uint GL_LAYER_PROVOKING_VERTEX=0x825E;
+public const uint GL_VIEWPORT_INDEX_PROVOKING_VERTEX=0x825F;
+public const uint GL_UNDEFINED_VERTEX=0x8260;
+public const uint GL_FIRST_VERTEX_CONVENTION=0x8E4D;
+public const uint GL_LAST_VERTEX_CONVENTION=0x8E4E;
+public const uint GL_PROVOKING_VERTEX=0x8E4F;
+public const uint GL_ARB_window_pos=1;
+public const uint GL_ARM_mali_program_binary=1;
+public const uint GL_MALI_PROGRAM_BINARY_ARM=0x8F61;
+public const uint GL_ARM_mali_shader_binary=1;
+public const uint GL_MALI_SHADER_BINARY_ARM=0x8F60;
+public const uint GL_ARM_rgba8=1;
+public const uint GL_RGBA8_OES=0x8058;
+public const uint GL_ARM_shader_framebuffer_fetch=1;
+public const uint GL_FETCH_PER_SAMPLE_ARM=0x8F65;
+public const uint GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM=0x8F66;
+public const uint GL_ARM_shader_framebuffer_fetch_depth_stencil=1;
+public const uint GL_ATIX_point_sprites=1;
+public const uint GL_TEXTURE_POINT_MODE_ATIX=0x60B0;
+public const uint GL_TEXTURE_POINT_ONE_COORD_ATIX=0x60B1;
+public const uint GL_TEXTURE_POINT_SPRITE_ATIX=0x60B2;
+public const uint GL_POINT_SPRITE_CULL_MODE_ATIX=0x60B3;
+public const uint GL_POINT_SPRITE_CULL_CENTER_ATIX=0x60B4;
+public const uint GL_POINT_SPRITE_CULL_CLIP_ATIX=0x60B5;
+public const uint GL_ATIX_texture_env_combine3=1;
+public const uint GL_MODULATE_ADD_ATIX=0x8744;
+public const uint GL_MODULATE_SIGNED_ADD_ATIX=0x8745;
+public const uint GL_MODULATE_SUBTRACT_ATIX=0x8746;
+public const uint GL_ATIX_texture_env_route=1;
+public const uint GL_SECONDARY_COLOR_ATIX=0x8747;
+public const uint GL_TEXTURE_OUTPUT_RGB_ATIX=0x8748;
+public const uint GL_TEXTURE_OUTPUT_ALPHA_ATIX=0x8749;
+public const uint GL_ATIX_vertex_shader_output_point_size=1;
+public const uint GL_OUTPUT_POINT_SIZE_ATIX=0x610E;
+public const uint GL_ATI_draw_buffers=1;
+public const uint GL_MAX_DRAW_BUFFERS_ATI=0x8824;
+public const uint GL_DRAW_BUFFER0_ATI=0x8825;
+public const uint GL_DRAW_BUFFER1_ATI=0x8826;
+public const uint GL_DRAW_BUFFER2_ATI=0x8827;
+public const uint GL_DRAW_BUFFER3_ATI=0x8828;
+public const uint GL_DRAW_BUFFER4_ATI=0x8829;
+public const uint GL_DRAW_BUFFER5_ATI=0x882A;
+public const uint GL_DRAW_BUFFER6_ATI=0x882B;
+public const uint GL_DRAW_BUFFER7_ATI=0x882C;
+public const uint GL_DRAW_BUFFER8_ATI=0x882D;
+public const uint GL_DRAW_BUFFER9_ATI=0x882E;
+public const uint GL_DRAW_BUFFER10_ATI=0x882F;
+public const uint GL_DRAW_BUFFER11_ATI=0x8830;
+public const uint GL_DRAW_BUFFER12_ATI=0x8831;
+public const uint GL_DRAW_BUFFER13_ATI=0x8832;
+public const uint GL_DRAW_BUFFER14_ATI=0x8833;
+public const uint GL_DRAW_BUFFER15_ATI=0x8834;
+public const uint GL_ATI_element_array=1;
+public const uint GL_ELEMENT_ARRAY_ATI=0x8768;
+public const uint GL_ELEMENT_ARRAY_TYPE_ATI=0x8769;
+public const uint GL_ELEMENT_ARRAY_POINTER_ATI=0x876A;
+public const uint GL_ATI_envmap_bumpmap=1;
+public const uint GL_BUMP_ROT_MATRIX_ATI=0x8775;
+public const uint GL_BUMP_ROT_MATRIX_SIZE_ATI=0x8776;
+public const uint GL_BUMP_NUM_TEX_UNITS_ATI=0x8777;
+public const uint GL_BUMP_TEX_UNITS_ATI=0x8778;
+public const uint GL_DUDV_ATI=0x8779;
+public const uint GL_DU8DV8_ATI=0x877A;
+public const uint GL_BUMP_ENVMAP_ATI=0x877B;
+public const uint GL_BUMP_TARGET_ATI=0x877C;
+public const uint GL_ATI_fragment_shader=1;
+public const uint GL_2X_BIT_ATI=0x00000001;
+public const uint GL_RED_BIT_ATI=0x00000001;
+public const uint GL_4X_BIT_ATI=0x00000002;
+public const uint GL_COMP_BIT_ATI=0x00000002;
+public const uint GL_GREEN_BIT_ATI=0x00000002;
+public const uint GL_8X_BIT_ATI=0x00000004;
+public const uint GL_BLUE_BIT_ATI=0x00000004;
+public const uint GL_NEGATE_BIT_ATI=0x00000004;
+public const uint GL_BIAS_BIT_ATI=0x00000008;
+public const uint GL_HALF_BIT_ATI=0x00000008;
+public const uint GL_QUARTER_BIT_ATI=0x00000010;
+public const uint GL_EIGHTH_BIT_ATI=0x00000020;
+public const uint GL_SATURATE_BIT_ATI=0x00000040;
+public const uint GL_FRAGMENT_SHADER_ATI=0x8920;
+public const uint GL_REG_0_ATI=0x8921;
+public const uint GL_REG_1_ATI=0x8922;
+public const uint GL_REG_2_ATI=0x8923;
+public const uint GL_REG_3_ATI=0x8924;
+public const uint GL_REG_4_ATI=0x8925;
+public const uint GL_REG_5_ATI=0x8926;
+public const uint GL_CON_0_ATI=0x8941;
+public const uint GL_CON_1_ATI=0x8942;
+public const uint GL_CON_2_ATI=0x8943;
+public const uint GL_CON_3_ATI=0x8944;
+public const uint GL_CON_4_ATI=0x8945;
+public const uint GL_CON_5_ATI=0x8946;
+public const uint GL_CON_6_ATI=0x8947;
+public const uint GL_CON_7_ATI=0x8948;
+public const uint GL_MOV_ATI=0x8961;
+public const uint GL_ADD_ATI=0x8963;
+public const uint GL_MUL_ATI=0x8964;
+public const uint GL_SUB_ATI=0x8965;
+public const uint GL_DOT3_ATI=0x8966;
+public const uint GL_DOT4_ATI=0x8967;
+public const uint GL_MAD_ATI=0x8968;
+public const uint GL_LERP_ATI=0x8969;
+public const uint GL_CND_ATI=0x896A;
+public const uint GL_CND0_ATI=0x896B;
+public const uint GL_DOT2_ADD_ATI=0x896C;
+public const uint GL_SECONDARY_INTERPOLATOR_ATI=0x896D;
+public const uint GL_NUM_FRAGMENT_REGISTERS_ATI=0x896E;
+public const uint GL_NUM_FRAGMENT_CONSTANTS_ATI=0x896F;
+public const uint GL_NUM_PASSES_ATI=0x8970;
+public const uint GL_NUM_INSTRUCTIONS_PER_PASS_ATI=0x8971;
+public const uint GL_NUM_INSTRUCTIONS_TOTAL_ATI=0x8972;
+public const uint GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI=0x8973;
+public const uint GL_NUM_LOOPBACK_COMPONENTS_ATI=0x8974;
+public const uint GL_COLOR_ALPHA_PAIRING_ATI=0x8975;
+public const uint GL_SWIZZLE_STR_ATI=0x8976;
+public const uint GL_SWIZZLE_STQ_ATI=0x8977;
+public const uint GL_SWIZZLE_STR_DR_ATI=0x8978;
+public const uint GL_SWIZZLE_STQ_DQ_ATI=0x8979;
+public const uint GL_SWIZZLE_STRQ_ATI=0x897A;
+public const uint GL_SWIZZLE_STRQ_DQ_ATI=0x897B;
+public const uint GL_ATI_map_object_buffer=1;
+public const uint GL_ATI_meminfo=1;
+public const uint GL_VBO_FREE_MEMORY_ATI=0x87FB;
+public const uint GL_TEXTURE_FREE_MEMORY_ATI=0x87FC;
+public const uint GL_RENDERBUFFER_FREE_MEMORY_ATI=0x87FD;
+public const uint GL_ATI_pn_triangles=1;
+public const uint GL_PN_TRIANGLES_ATI=0x87F0;
+public const uint GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI=0x87F1;
+public const uint GL_PN_TRIANGLES_POINT_MODE_ATI=0x87F2;
+public const uint GL_PN_TRIANGLES_NORMAL_MODE_ATI=0x87F3;
+public const uint GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI=0x87F4;
+public const uint GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI=0x87F5;
+public const uint GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI=0x87F6;
+public const uint GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI=0x87F7;
+public const uint GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI=0x87F8;
+public const uint GL_ATI_separate_stencil=1;
+public const uint GL_STENCIL_BACK_FUNC_ATI=0x8800;
+public const uint GL_STENCIL_BACK_FAIL_ATI=0x8801;
+public const uint GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI=0x8802;
+public const uint GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI=0x8803;
+public const uint GL_ATI_shader_texture_lod=1;
+public const uint GL_ATI_text_fragment_shader=1;
+public const uint GL_TEXT_FRAGMENT_SHADER_ATI=0x8200;
+public const uint GL_ATI_texture_compression_3dc=1;
+public const uint GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI=0x8837;
+public const uint GL_ATI_texture_env_combine3=1;
+public const uint GL_MODULATE_ADD_ATI=0x8744;
+public const uint GL_MODULATE_SIGNED_ADD_ATI=0x8745;
+public const uint GL_MODULATE_SUBTRACT_ATI=0x8746;
+public const uint GL_ATI_texture_float=1;
+public const uint GL_RGBA_FLOAT32_ATI=0x8814;
+public const uint GL_RGB_FLOAT32_ATI=0x8815;
+public const uint GL_ALPHA_FLOAT32_ATI=0x8816;
+public const uint GL_INTENSITY_FLOAT32_ATI=0x8817;
+public const uint GL_LUMINANCE_FLOAT32_ATI=0x8818;
+public const uint GL_LUMINANCE_ALPHA_FLOAT32_ATI=0x8819;
+public const uint GL_RGBA_FLOAT16_ATI=0x881A;
+public const uint GL_RGB_FLOAT16_ATI=0x881B;
+public const uint GL_ALPHA_FLOAT16_ATI=0x881C;
+public const uint GL_INTENSITY_FLOAT16_ATI=0x881D;
+public const uint GL_LUMINANCE_FLOAT16_ATI=0x881E;
+public const uint GL_LUMINANCE_ALPHA_FLOAT16_ATI=0x881F;
+public const uint GL_ATI_texture_mirror_once=1;
+public const uint GL_MIRROR_CLAMP_ATI=0x8742;
+public const uint GL_MIRROR_CLAMP_TO_EDGE_ATI=0x8743;
+public const uint GL_ATI_vertex_array_object=1;
+public const uint GL_STATIC_ATI=0x8760;
+public const uint GL_DYNAMIC_ATI=0x8761;
+public const uint GL_PRESERVE_ATI=0x8762;
+public const uint GL_DISCARD_ATI=0x8763;
+public const uint GL_OBJECT_BUFFER_SIZE_ATI=0x8764;
+public const uint GL_OBJECT_BUFFER_USAGE_ATI=0x8765;
+public const uint GL_ARRAY_OBJECT_BUFFER_ATI=0x8766;
+public const uint GL_ARRAY_OBJECT_OFFSET_ATI=0x8767;
+public const uint GL_ATI_vertex_attrib_array_object=1;
+public const uint GL_ATI_vertex_streams=1;
+public const uint GL_MAX_VERTEX_STREAMS_ATI=0x876B;
+public const uint GL_VERTEX_SOURCE_ATI=0x876C;
+public const uint GL_VERTEX_STREAM0_ATI=0x876D;
+public const uint GL_VERTEX_STREAM1_ATI=0x876E;
+public const uint GL_VERTEX_STREAM2_ATI=0x876F;
+public const uint GL_VERTEX_STREAM3_ATI=0x8770;
+public const uint GL_VERTEX_STREAM4_ATI=0x8771;
+public const uint GL_VERTEX_STREAM5_ATI=0x8772;
+public const uint GL_VERTEX_STREAM6_ATI=0x8773;
+public const uint GL_VERTEX_STREAM7_ATI=0x8774;
+public const uint GL_EGL_KHR_context_flush_control=1;
+public const uint GL_EGL_NV_robustness_video_memory_purge=1;
+public const uint GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV=0x334C;
+public const uint GL_PURGED_CONTEXT_RESET_NV=0x92BB;
+public const uint GL_EXT_422_pixels=1;
+public const uint GL_422_EXT=0x80CC;
+public const uint GL_422_REV_EXT=0x80CD;
+public const uint GL_422_AVERAGE_EXT=0x80CE;
+public const uint GL_422_REV_AVERAGE_EXT=0x80CF;
+public const uint GL_EXT_Cg_shader=1;
+public const uint GL_CG_VERTEX_SHADER_EXT=0x890E;
+public const uint GL_CG_FRAGMENT_SHADER_EXT=0x890F;
+public const uint GL_EXT_EGL_image_array=1;
+public const uint GL_EXT_YUV_target=1;
+public const uint GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT=0x8BE7;
+public const uint GL_EXT_abgr=1;
+public const uint GL_ABGR_EXT=0x8000;
+public const uint GL_EXT_base_instance=1;
+public const uint GL_EXT_bgra=1;
+public const uint GL_BGR_EXT=0x80E0;
+public const uint GL_BGRA_EXT=0x80E1;
+public const uint GL_EXT_bindable_uniform=1;
+public const uint GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT=0x8DE2;
+public const uint GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT=0x8DE3;
+public const uint GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT=0x8DE4;
+public const uint GL_MAX_BINDABLE_UNIFORM_SIZE_EXT=0x8DED;
+public const uint GL_UNIFORM_BUFFER_EXT=0x8DEE;
+public const uint GL_UNIFORM_BUFFER_BINDING_EXT=0x8DEF;
+public const uint GL_EXT_blend_color=1;
+public const uint GL_CONSTANT_COLOR_EXT=0x8001;
+public const uint GL_ONE_MINUS_CONSTANT_COLOR_EXT=0x8002;
+public const uint GL_CONSTANT_ALPHA_EXT=0x8003;
+public const uint GL_ONE_MINUS_CONSTANT_ALPHA_EXT=0x8004;
+public const uint GL_BLEND_COLOR_EXT=0x8005;
+public const uint GL_EXT_blend_equation_separate=1;
+public const uint GL_BLEND_EQUATION_RGB_EXT=0x8009;
+public const uint GL_BLEND_EQUATION_ALPHA_EXT=0x883D;
+public const uint GL_EXT_blend_func_extended=1;
+public const uint GL_SRC_ALPHA_SATURATE_EXT=0x0308;
+public const uint GL_SRC1_ALPHA_EXT=0x8589;
+public const uint GL_SRC1_COLOR_EXT=0x88F9;
+public const uint GL_ONE_MINUS_SRC1_COLOR_EXT=0x88FA;
+public const uint GL_ONE_MINUS_SRC1_ALPHA_EXT=0x88FB;
+public const uint GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT=0x88FC;
+public const uint GL_LOCATION_INDEX_EXT=0x930F;
+public const uint GL_EXT_blend_func_separate=1;
+public const uint GL_BLEND_DST_RGB_EXT=0x80C8;
+public const uint GL_BLEND_SRC_RGB_EXT=0x80C9;
+public const uint GL_BLEND_DST_ALPHA_EXT=0x80CA;
+public const uint GL_BLEND_SRC_ALPHA_EXT=0x80CB;
+public const uint GL_EXT_blend_logic_op=1;
+public const uint GL_EXT_blend_minmax=1;
+public const uint GL_FUNC_ADD_EXT=0x8006;
+public const uint GL_MIN_EXT=0x8007;
+public const uint GL_MAX_EXT=0x8008;
+public const uint GL_BLEND_EQUATION_EXT=0x8009;
+public const uint GL_EXT_blend_subtract=1;
+public const uint GL_FUNC_SUBTRACT_EXT=0x800A;
+public const uint GL_FUNC_REVERSE_SUBTRACT_EXT=0x800B;
+public const uint GL_EXT_buffer_storage=1;
+public const uint GL_MAP_READ_BIT=0x0001;
+public const uint GL_MAP_WRITE_BIT=0x0002;
+public const uint GL_MAP_PERSISTENT_BIT_EXT=0x0040;
+public const uint GL_MAP_COHERENT_BIT_EXT=0x0080;
+public const uint GL_DYNAMIC_STORAGE_BIT_EXT=0x0100;
+public const uint GL_CLIENT_STORAGE_BIT_EXT=0x0200;
+public const uint GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT=0x00004000;
+public const uint GL_BUFFER_IMMUTABLE_STORAGE_EXT=0x821F;
+public const uint GL_BUFFER_STORAGE_FLAGS_EXT=0x8220;
+public const uint GL_EXT_clear_texture=1;
+public const uint GL_EXT_clip_cull_distance=1;
+public const uint GL_MAX_CLIP_DISTANCES_EXT=0x0D32;
+public const uint GL_CLIP_DISTANCE0_EXT=0x3000;
+public const uint GL_CLIP_DISTANCE1_EXT=0x3001;
+public const uint GL_CLIP_DISTANCE2_EXT=0x3002;
+public const uint GL_CLIP_DISTANCE3_EXT=0x3003;
+public const uint GL_CLIP_DISTANCE4_EXT=0x3004;
+public const uint GL_CLIP_DISTANCE5_EXT=0x3005;
+public const uint GL_CLIP_DISTANCE6_EXT=0x3006;
+public const uint GL_CLIP_DISTANCE7_EXT=0x3007;
+public const uint GL_MAX_CULL_DISTANCES_EXT=0x82F9;
+public const uint GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT=0x82FA;
+public const uint GL_EXT_clip_volume_hint=1;
+public const uint GL_CLIP_VOLUME_CLIPPING_HINT_EXT=0x80F0;
+public const uint GL_EXT_cmyka=1;
+public const uint GL_CMYK_EXT=0x800C;
+public const uint GL_CMYKA_EXT=0x800D;
+public const uint GL_PACK_CMYK_HINT_EXT=0x800E;
+public const uint GL_UNPACK_CMYK_HINT_EXT=0x800F;
+public const uint GL_EXT_color_buffer_float=1;
+public const uint GL_EXT_color_buffer_half_float=1;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT=0x8211;
+public const uint GL_R16F_EXT=0x822D;
+public const uint GL_RG16F_EXT=0x822F;
+public const uint GL_RGBA16F_EXT=0x881A;
+public const uint GL_RGB16F_EXT=0x881B;
+public const uint GL_UNSIGNED_NORMALIZED_EXT=0x8C17;
+public const uint GL_EXT_color_subtable=1;
+public const uint GL_EXT_compiled_vertex_array=1;
+public const uint GL_ARRAY_ELEMENT_LOCK_FIRST_EXT=0x81A8;
+public const uint GL_ARRAY_ELEMENT_LOCK_COUNT_EXT=0x81A9;
+public const uint GL_EXT_compressed_ETC1_RGB8_sub_texture=1;
+public const uint GL_EXT_conservative_depth=1;
+public const uint GL_EXT_convolution=1;
+public const uint GL_CONVOLUTION_1D_EXT=0x8010;
+public const uint GL_CONVOLUTION_2D_EXT=0x8011;
+public const uint GL_SEPARABLE_2D_EXT=0x8012;
+public const uint GL_CONVOLUTION_BORDER_MODE_EXT=0x8013;
+public const uint GL_CONVOLUTION_FILTER_SCALE_EXT=0x8014;
+public const uint GL_CONVOLUTION_FILTER_BIAS_EXT=0x8015;
+public const uint GL_REDUCE_EXT=0x8016;
+public const uint GL_CONVOLUTION_FORMAT_EXT=0x8017;
+public const uint GL_CONVOLUTION_WIDTH_EXT=0x8018;
+public const uint GL_CONVOLUTION_HEIGHT_EXT=0x8019;
+public const uint GL_MAX_CONVOLUTION_WIDTH_EXT=0x801A;
+public const uint GL_MAX_CONVOLUTION_HEIGHT_EXT=0x801B;
+public const uint GL_POST_CONVOLUTION_RED_SCALE_EXT=0x801C;
+public const uint GL_POST_CONVOLUTION_GREEN_SCALE_EXT=0x801D;
+public const uint GL_POST_CONVOLUTION_BLUE_SCALE_EXT=0x801E;
+public const uint GL_POST_CONVOLUTION_ALPHA_SCALE_EXT=0x801F;
+public const uint GL_POST_CONVOLUTION_RED_BIAS_EXT=0x8020;
+public const uint GL_POST_CONVOLUTION_GREEN_BIAS_EXT=0x8021;
+public const uint GL_POST_CONVOLUTION_BLUE_BIAS_EXT=0x8022;
+public const uint GL_POST_CONVOLUTION_ALPHA_BIAS_EXT=0x8023;
+public const uint GL_EXT_coordinate_frame=1;
+public const uint GL_TANGENT_ARRAY_EXT=0x8439;
+public const uint GL_BINORMAL_ARRAY_EXT=0x843A;
+public const uint GL_CURRENT_TANGENT_EXT=0x843B;
+public const uint GL_CURRENT_BINORMAL_EXT=0x843C;
+public const uint GL_TANGENT_ARRAY_TYPE_EXT=0x843E;
+public const uint GL_TANGENT_ARRAY_STRIDE_EXT=0x843F;
+public const uint GL_BINORMAL_ARRAY_TYPE_EXT=0x8440;
+public const uint GL_BINORMAL_ARRAY_STRIDE_EXT=0x8441;
+public const uint GL_TANGENT_ARRAY_POINTER_EXT=0x8442;
+public const uint GL_BINORMAL_ARRAY_POINTER_EXT=0x8443;
+public const uint GL_MAP1_TANGENT_EXT=0x8444;
+public const uint GL_MAP2_TANGENT_EXT=0x8445;
+public const uint GL_MAP1_BINORMAL_EXT=0x8446;
+public const uint GL_MAP2_BINORMAL_EXT=0x8447;
+public const uint GL_EXT_copy_image=1;
+public const uint GL_EXT_copy_texture=1;
+public const uint GL_EXT_cull_vertex=1;
+public const uint GL_CULL_VERTEX_EXT=0x81AA;
+public const uint GL_CULL_VERTEX_EYE_POSITION_EXT=0x81AB;
+public const uint GL_CULL_VERTEX_OBJECT_POSITION_EXT=0x81AC;
+public const uint GL_EXT_debug_label=1;
+public const uint GL_PROGRAM_PIPELINE_OBJECT_EXT=0x8A4F;
+public const uint GL_PROGRAM_OBJECT_EXT=0x8B40;
+public const uint GL_SHADER_OBJECT_EXT=0x8B48;
+public const uint GL_BUFFER_OBJECT_EXT=0x9151;
+public const uint GL_QUERY_OBJECT_EXT=0x9153;
+public const uint GL_VERTEX_ARRAY_OBJECT_EXT=0x9154;
+public const uint GL_EXT_debug_marker=1;
+public const uint GL_EXT_depth_bounds_test=1;
+public const uint GL_DEPTH_BOUNDS_TEST_EXT=0x8890;
+public const uint GL_DEPTH_BOUNDS_EXT=0x8891;
+public const uint GL_EXT_direct_state_access=1;
+public const uint GL_PROGRAM_MATRIX_EXT=0x8E2D;
+public const uint GL_TRANSPOSE_PROGRAM_MATRIX_EXT=0x8E2E;
+public const uint GL_PROGRAM_MATRIX_STACK_DEPTH_EXT=0x8E2F;
+public const uint GL_EXT_discard_framebuffer=1;
+public const uint GL_COLOR_EXT=0x1800;
+public const uint GL_DEPTH_EXT=0x1801;
+public const uint GL_STENCIL_EXT=0x1802;
+public const uint GL_EXT_draw_buffers=1;
+public const uint GL_MAX_DRAW_BUFFERS_EXT=0x8824;
+public const uint GL_DRAW_BUFFER0_EXT=0x8825;
+public const uint GL_DRAW_BUFFER1_EXT=0x8826;
+public const uint GL_DRAW_BUFFER2_EXT=0x8827;
+public const uint GL_DRAW_BUFFER3_EXT=0x8828;
+public const uint GL_DRAW_BUFFER4_EXT=0x8829;
+public const uint GL_DRAW_BUFFER5_EXT=0x882A;
+public const uint GL_DRAW_BUFFER6_EXT=0x882B;
+public const uint GL_DRAW_BUFFER7_EXT=0x882C;
+public const uint GL_DRAW_BUFFER8_EXT=0x882D;
+public const uint GL_DRAW_BUFFER9_EXT=0x882E;
+public const uint GL_DRAW_BUFFER10_EXT=0x882F;
+public const uint GL_DRAW_BUFFER11_EXT=0x8830;
+public const uint GL_DRAW_BUFFER12_EXT=0x8831;
+public const uint GL_DRAW_BUFFER13_EXT=0x8832;
+public const uint GL_DRAW_BUFFER14_EXT=0x8833;
+public const uint GL_DRAW_BUFFER15_EXT=0x8834;
+public const uint GL_MAX_COLOR_ATTACHMENTS_EXT=0x8CDF;
+public const uint GL_COLOR_ATTACHMENT0_EXT=0x8CE0;
+public const uint GL_COLOR_ATTACHMENT1_EXT=0x8CE1;
+public const uint GL_COLOR_ATTACHMENT2_EXT=0x8CE2;
+public const uint GL_COLOR_ATTACHMENT3_EXT=0x8CE3;
+public const uint GL_COLOR_ATTACHMENT4_EXT=0x8CE4;
+public const uint GL_COLOR_ATTACHMENT5_EXT=0x8CE5;
+public const uint GL_COLOR_ATTACHMENT6_EXT=0x8CE6;
+public const uint GL_COLOR_ATTACHMENT7_EXT=0x8CE7;
+public const uint GL_COLOR_ATTACHMENT8_EXT=0x8CE8;
+public const uint GL_COLOR_ATTACHMENT9_EXT=0x8CE9;
+public const uint GL_COLOR_ATTACHMENT10_EXT=0x8CEA;
+public const uint GL_COLOR_ATTACHMENT11_EXT=0x8CEB;
+public const uint GL_COLOR_ATTACHMENT12_EXT=0x8CEC;
+public const uint GL_COLOR_ATTACHMENT13_EXT=0x8CED;
+public const uint GL_COLOR_ATTACHMENT14_EXT=0x8CEE;
+public const uint GL_COLOR_ATTACHMENT15_EXT=0x8CEF;
+public const uint GL_EXT_draw_buffers2=1;
+public const uint GL_EXT_draw_buffers_indexed=1;
+public const uint GL_EXT_draw_elements_base_vertex=1;
+public const uint GL_EXT_draw_instanced=1;
+public const uint GL_EXT_draw_range_elements=1;
+public const uint GL_MAX_ELEMENTS_VERTICES_EXT=0x80E8;
+public const uint GL_MAX_ELEMENTS_INDICES_EXT=0x80E9;
+public const uint GL_EXT_external_buffer=1;
+public const uint GL_EXT_float_blend=1;
+public const uint GL_EXT_fog_coord=1;
+public const uint GL_FOG_COORDINATE_SOURCE_EXT=0x8450;
+public const uint GL_FOG_COORDINATE_EXT=0x8451;
+public const uint GL_FRAGMENT_DEPTH_EXT=0x8452;
+public const uint GL_CURRENT_FOG_COORDINATE_EXT=0x8453;
+public const uint GL_FOG_COORDINATE_ARRAY_TYPE_EXT=0x8454;
+public const uint GL_FOG_COORDINATE_ARRAY_STRIDE_EXT=0x8455;
+public const uint GL_FOG_COORDINATE_ARRAY_POINTER_EXT=0x8456;
+public const uint GL_FOG_COORDINATE_ARRAY_EXT=0x8457;
+public const uint GL_EXT_frag_depth=1;
+public const uint GL_EXT_fragment_lighting=1;
+public const uint GL_FRAGMENT_LIGHTING_EXT=0x8400;
+public const uint GL_FRAGMENT_COLOR_MATERIAL_EXT=0x8401;
+public const uint GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT=0x8402;
+public const uint GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT=0x8403;
+public const uint GL_MAX_FRAGMENT_LIGHTS_EXT=0x8404;
+public const uint GL_MAX_ACTIVE_LIGHTS_EXT=0x8405;
+public const uint GL_CURRENT_RASTER_NORMAL_EXT=0x8406;
+public const uint GL_LIGHT_ENV_MODE_EXT=0x8407;
+public const uint GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT=0x8408;
+public const uint GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT=0x8409;
+public const uint GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT=0x840A;
+public const uint GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT=0x840B;
+public const uint GL_FRAGMENT_LIGHT0_EXT=0x840C;
+public const uint GL_FRAGMENT_LIGHT7_EXT=0x8413;
+public const uint GL_EXT_framebuffer_blit=1;
+public const uint GL_DRAW_FRAMEBUFFER_BINDING_EXT=0x8CA6;
+public const uint GL_READ_FRAMEBUFFER_EXT=0x8CA8;
+public const uint GL_DRAW_FRAMEBUFFER_EXT=0x8CA9;
+public const uint GL_READ_FRAMEBUFFER_BINDING_EXT=0x8CAA;
+public const uint GL_EXT_framebuffer_multisample=1;
+public const uint GL_RENDERBUFFER_SAMPLES_EXT=0x8CAB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT=0x8D56;
+public const uint GL_MAX_SAMPLES_EXT=0x8D57;
+public const uint GL_EXT_framebuffer_multisample_blit_scaled=1;
+public const uint GL_SCALED_RESOLVE_FASTEST_EXT=0x90BA;
+public const uint GL_SCALED_RESOLVE_NICEST_EXT=0x90BB;
+public const uint GL_EXT_framebuffer_object=1;
+public const uint GL_INVALID_FRAMEBUFFER_OPERATION_EXT=0x0506;
+public const uint GL_MAX_RENDERBUFFER_SIZE_EXT=0x84E8;
+public const uint GL_FRAMEBUFFER_BINDING_EXT=0x8CA6;
+public const uint GL_RENDERBUFFER_BINDING_EXT=0x8CA7;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT=0x8CD0;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT=0x8CD1;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT=0x8CD2;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT=0x8CD3;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT=0x8CD4;
+public const uint GL_FRAMEBUFFER_COMPLETE_EXT=0x8CD5;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT=0x8CD6;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT=0x8CD7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT=0x8CD9;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT=0x8CDA;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT=0x8CDB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT=0x8CDC;
+public const uint GL_FRAMEBUFFER_UNSUPPORTED_EXT=0x8CDD;
+public const uint GL_MAX_COLOR_ATTACHMENTS_EXT=0x8CDF;
+public const uint GL_COLOR_ATTACHMENT0_EXT=0x8CE0;
+public const uint GL_COLOR_ATTACHMENT1_EXT=0x8CE1;
+public const uint GL_COLOR_ATTACHMENT2_EXT=0x8CE2;
+public const uint GL_COLOR_ATTACHMENT3_EXT=0x8CE3;
+public const uint GL_COLOR_ATTACHMENT4_EXT=0x8CE4;
+public const uint GL_COLOR_ATTACHMENT5_EXT=0x8CE5;
+public const uint GL_COLOR_ATTACHMENT6_EXT=0x8CE6;
+public const uint GL_COLOR_ATTACHMENT7_EXT=0x8CE7;
+public const uint GL_COLOR_ATTACHMENT8_EXT=0x8CE8;
+public const uint GL_COLOR_ATTACHMENT9_EXT=0x8CE9;
+public const uint GL_COLOR_ATTACHMENT10_EXT=0x8CEA;
+public const uint GL_COLOR_ATTACHMENT11_EXT=0x8CEB;
+public const uint GL_COLOR_ATTACHMENT12_EXT=0x8CEC;
+public const uint GL_COLOR_ATTACHMENT13_EXT=0x8CED;
+public const uint GL_COLOR_ATTACHMENT14_EXT=0x8CEE;
+public const uint GL_COLOR_ATTACHMENT15_EXT=0x8CEF;
+public const uint GL_DEPTH_ATTACHMENT_EXT=0x8D00;
+public const uint GL_STENCIL_ATTACHMENT_EXT=0x8D20;
+public const uint GL_FRAMEBUFFER_EXT=0x8D40;
+public const uint GL_RENDERBUFFER_EXT=0x8D41;
+public const uint GL_RENDERBUFFER_WIDTH_EXT=0x8D42;
+public const uint GL_RENDERBUFFER_HEIGHT_EXT=0x8D43;
+public const uint GL_RENDERBUFFER_INTERNAL_FORMAT_EXT=0x8D44;
+public const uint GL_STENCIL_INDEX1_EXT=0x8D46;
+public const uint GL_STENCIL_INDEX4_EXT=0x8D47;
+public const uint GL_STENCIL_INDEX8_EXT=0x8D48;
+public const uint GL_STENCIL_INDEX16_EXT=0x8D49;
+public const uint GL_RENDERBUFFER_RED_SIZE_EXT=0x8D50;
+public const uint GL_RENDERBUFFER_GREEN_SIZE_EXT=0x8D51;
+public const uint GL_RENDERBUFFER_BLUE_SIZE_EXT=0x8D52;
+public const uint GL_RENDERBUFFER_ALPHA_SIZE_EXT=0x8D53;
+public const uint GL_RENDERBUFFER_DEPTH_SIZE_EXT=0x8D54;
+public const uint GL_RENDERBUFFER_STENCIL_SIZE_EXT=0x8D55;
+public const uint GL_EXT_framebuffer_sRGB=1;
+public const uint GL_FRAMEBUFFER_SRGB_EXT=0x8DB9;
+public const uint GL_FRAMEBUFFER_SRGB_CAPABLE_EXT=0x8DBA;
+public const uint GL_EXT_geometry_point_size=1;
+public const uint GL_GEOMETRY_SHADER_BIT_EXT=0x00000004;
+public const uint GL_LINES_ADJACENCY_EXT=0xA;
+public const uint GL_LINE_STRIP_ADJACENCY_EXT=0xB;
+public const uint GL_TRIANGLES_ADJACENCY_EXT=0xC;
+public const uint GL_TRIANGLE_STRIP_ADJACENCY_EXT=0xD;
+public const uint GL_LAYER_PROVOKING_VERTEX_EXT=0x825E;
+public const uint GL_UNDEFINED_VERTEX_EXT=0x8260;
+public const uint GL_GEOMETRY_SHADER_INVOCATIONS_EXT=0x887F;
+public const uint GL_GEOMETRY_LINKED_VERTICES_OUT_EXT=0x8916;
+public const uint GL_GEOMETRY_LINKED_INPUT_TYPE_EXT=0x8917;
+public const uint GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT=0x8918;
+public const uint GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT=0x8A2C;
+public const uint GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT=0x8A32;
+public const uint GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT=0x8C29;
+public const uint GL_PRIMITIVES_GENERATED_EXT=0x8C87;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT=0x8DA7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT=0x8DA8;
+public const uint GL_GEOMETRY_SHADER_EXT=0x8DD9;
+public const uint GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT=0x8DDF;
+public const uint GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT=0x8DE0;
+public const uint GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT=0x8DE1;
+public const uint GL_FIRST_VERTEX_CONVENTION_EXT=0x8E4D;
+public const uint GL_LAST_VERTEX_CONVENTION_EXT=0x8E4E;
+public const uint GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT=0x8E5A;
+public const uint GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT=0x90CD;
+public const uint GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT=0x90D7;
+public const uint GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT=0x9123;
+public const uint GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT=0x9124;
+public const uint GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT=0x92CF;
+public const uint GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT=0x92D5;
+public const uint GL_REFERENCED_BY_GEOMETRY_SHADER_EXT=0x9309;
+public const uint GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT=0x9312;
+public const uint GL_MAX_FRAMEBUFFER_LAYERS_EXT=0x9317;
+public const uint GL_EXT_geometry_shader=1;
+public const uint GL_GEOMETRY_SHADER_BIT_EXT=0x00000004;
+public const uint GL_LINES_ADJACENCY_EXT=0xA;
+public const uint GL_LINE_STRIP_ADJACENCY_EXT=0xB;
+public const uint GL_TRIANGLES_ADJACENCY_EXT=0xC;
+public const uint GL_TRIANGLE_STRIP_ADJACENCY_EXT=0xD;
+public const uint GL_LAYER_PROVOKING_VERTEX_EXT=0x825E;
+public const uint GL_UNDEFINED_VERTEX_EXT=0x8260;
+public const uint GL_GEOMETRY_SHADER_INVOCATIONS_EXT=0x887F;
+public const uint GL_GEOMETRY_LINKED_VERTICES_OUT_EXT=0x8916;
+public const uint GL_GEOMETRY_LINKED_INPUT_TYPE_EXT=0x8917;
+public const uint GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT=0x8918;
+public const uint GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT=0x8A2C;
+public const uint GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT=0x8A32;
+public const uint GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT=0x8C29;
+public const uint GL_PRIMITIVES_GENERATED_EXT=0x8C87;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT=0x8DA7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT=0x8DA8;
+public const uint GL_GEOMETRY_SHADER_EXT=0x8DD9;
+public const uint GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT=0x8DDF;
+public const uint GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT=0x8DE0;
+public const uint GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT=0x8DE1;
+public const uint GL_FIRST_VERTEX_CONVENTION_EXT=0x8E4D;
+public const uint GL_LAST_VERTEX_CONVENTION_EXT=0x8E4E;
+public const uint GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT=0x8E5A;
+public const uint GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT=0x90CD;
+public const uint GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT=0x90D7;
+public const uint GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT=0x9123;
+public const uint GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT=0x9124;
+public const uint GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT=0x92CF;
+public const uint GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT=0x92D5;
+public const uint GL_REFERENCED_BY_GEOMETRY_SHADER_EXT=0x9309;
+public const uint GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT=0x9312;
+public const uint GL_MAX_FRAMEBUFFER_LAYERS_EXT=0x9317;
+public const uint GL_EXT_geometry_shader4=1;
+public const uint GL_LINES_ADJACENCY_EXT=0xA;
+public const uint GL_LINE_STRIP_ADJACENCY_EXT=0xB;
+public const uint GL_TRIANGLES_ADJACENCY_EXT=0xC;
+public const uint GL_TRIANGLE_STRIP_ADJACENCY_EXT=0xD;
+public const uint GL_PROGRAM_POINT_SIZE_EXT=0x8642;
+public const uint GL_MAX_VARYING_COMPONENTS_EXT=0x8B4B;
+public const uint GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT=0x8C29;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT=0x8CD4;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT=0x8DA7;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT=0x8DA8;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT=0x8DA9;
+public const uint GL_GEOMETRY_SHADER_EXT=0x8DD9;
+public const uint GL_GEOMETRY_VERTICES_OUT_EXT=0x8DDA;
+public const uint GL_GEOMETRY_INPUT_TYPE_EXT=0x8DDB;
+public const uint GL_GEOMETRY_OUTPUT_TYPE_EXT=0x8DDC;
+public const uint GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT=0x8DDD;
+public const uint GL_MAX_VERTEX_VARYING_COMPONENTS_EXT=0x8DDE;
+public const uint GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT=0x8DDF;
+public const uint GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT=0x8DE0;
+public const uint GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT=0x8DE1;
+public const uint GL_EXT_gpu_program_parameters=1;
+public const uint GL_EXT_gpu_shader4=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT=0x88FD;
+public const uint GL_SAMPLER_1D_ARRAY_EXT=0x8DC0;
+public const uint GL_SAMPLER_2D_ARRAY_EXT=0x8DC1;
+public const uint GL_SAMPLER_BUFFER_EXT=0x8DC2;
+public const uint GL_SAMPLER_1D_ARRAY_SHADOW_EXT=0x8DC3;
+public const uint GL_SAMPLER_2D_ARRAY_SHADOW_EXT=0x8DC4;
+public const uint GL_SAMPLER_CUBE_SHADOW_EXT=0x8DC5;
+public const uint GL_UNSIGNED_INT_VEC2_EXT=0x8DC6;
+public const uint GL_UNSIGNED_INT_VEC3_EXT=0x8DC7;
+public const uint GL_UNSIGNED_INT_VEC4_EXT=0x8DC8;
+public const uint GL_INT_SAMPLER_1D_EXT=0x8DC9;
+public const uint GL_INT_SAMPLER_2D_EXT=0x8DCA;
+public const uint GL_INT_SAMPLER_3D_EXT=0x8DCB;
+public const uint GL_INT_SAMPLER_CUBE_EXT=0x8DCC;
+public const uint GL_INT_SAMPLER_2D_RECT_EXT=0x8DCD;
+public const uint GL_INT_SAMPLER_1D_ARRAY_EXT=0x8DCE;
+public const uint GL_INT_SAMPLER_2D_ARRAY_EXT=0x8DCF;
+public const uint GL_INT_SAMPLER_BUFFER_EXT=0x8DD0;
+public const uint GL_UNSIGNED_INT_SAMPLER_1D_EXT=0x8DD1;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_EXT=0x8DD2;
+public const uint GL_UNSIGNED_INT_SAMPLER_3D_EXT=0x8DD3;
+public const uint GL_UNSIGNED_INT_SAMPLER_CUBE_EXT=0x8DD4;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT=0x8DD5;
+public const uint GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT=0x8DD6;
+public const uint GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT=0x8DD7;
+public const uint GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT=0x8DD8;
+public const uint GL_EXT_gpu_shader5=1;
+public const uint GL_EXT_histogram=1;
+public const uint GL_HISTOGRAM_EXT=0x8024;
+public const uint GL_PROXY_HISTOGRAM_EXT=0x8025;
+public const uint GL_HISTOGRAM_WIDTH_EXT=0x8026;
+public const uint GL_HISTOGRAM_FORMAT_EXT=0x8027;
+public const uint GL_HISTOGRAM_RED_SIZE_EXT=0x8028;
+public const uint GL_HISTOGRAM_GREEN_SIZE_EXT=0x8029;
+public const uint GL_HISTOGRAM_BLUE_SIZE_EXT=0x802A;
+public const uint GL_HISTOGRAM_ALPHA_SIZE_EXT=0x802B;
+public const uint GL_HISTOGRAM_LUMINANCE_SIZE_EXT=0x802C;
+public const uint GL_HISTOGRAM_SINK_EXT=0x802D;
+public const uint GL_MINMAX_EXT=0x802E;
+public const uint GL_MINMAX_FORMAT_EXT=0x802F;
+public const uint GL_MINMAX_SINK_EXT=0x8030;
+public const uint GL_EXT_index_array_formats=1;
+public const uint GL_EXT_index_func=1;
+public const uint GL_EXT_index_material=1;
+public const uint GL_EXT_index_texture=1;
+public const uint GL_EXT_instanced_arrays=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT=0x88FE;
+public const uint GL_EXT_light_texture=1;
+public const uint GL_FRAGMENT_MATERIAL_EXT=0x8349;
+public const uint GL_FRAGMENT_NORMAL_EXT=0x834A;
+public const uint GL_FRAGMENT_COLOR_EXT=0x834C;
+public const uint GL_ATTENUATION_EXT=0x834D;
+public const uint GL_SHADOW_ATTENUATION_EXT=0x834E;
+public const uint GL_TEXTURE_APPLICATION_MODE_EXT=0x834F;
+public const uint GL_TEXTURE_LIGHT_EXT=0x8350;
+public const uint GL_TEXTURE_MATERIAL_FACE_EXT=0x8351;
+public const uint GL_TEXTURE_MATERIAL_PARAMETER_EXT=0x8352;
+public const uint GL_EXT_map_buffer_range=1;
+public const uint GL_MAP_READ_BIT_EXT=0x0001;
+public const uint GL_MAP_WRITE_BIT_EXT=0x0002;
+public const uint GL_MAP_INVALIDATE_RANGE_BIT_EXT=0x0004;
+public const uint GL_MAP_INVALIDATE_BUFFER_BIT_EXT=0x0008;
+public const uint GL_MAP_FLUSH_EXPLICIT_BIT_EXT=0x0010;
+public const uint GL_MAP_UNSYNCHRONIZED_BIT_EXT=0x0020;
+public const uint GL_EXT_memory_object=1;
+public const uint GL_UUID_SIZE_EXT=16;
+public const uint GL_TEXTURE_TILING_EXT=0x9580;
+public const uint GL_DEDICATED_MEMORY_OBJECT_EXT=0x9581;
+public const uint GL_NUM_TILING_TYPES_EXT=0x9582;
+public const uint GL_TILING_TYPES_EXT=0x9583;
+public const uint GL_OPTIMAL_TILING_EXT=0x9584;
+public const uint GL_LINEAR_TILING_EXT=0x9585;
+public const uint GL_LAYOUT_GENERAL_EXT=0x958D;
+public const uint GL_LAYOUT_COLOR_ATTACHMENT_EXT=0x958E;
+public const uint GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT=0x958F;
+public const uint GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT=0x9590;
+public const uint GL_LAYOUT_SHADER_READ_ONLY_EXT=0x9591;
+public const uint GL_LAYOUT_TRANSFER_SRC_EXT=0x9592;
+public const uint GL_LAYOUT_TRANSFER_DST_EXT=0x9593;
+public const uint GL_NUM_DEVICE_UUIDS_EXT=0x9596;
+public const uint GL_DEVICE_UUID_EXT=0x9597;
+public const uint GL_DRIVER_UUID_EXT=0x9598;
+public const uint GL_PROTECTED_MEMORY_OBJECT_EXT=0x959B;
+public const uint GL_EXT_memory_object_fd=1;
+public const uint GL_HANDLE_TYPE_OPAQUE_FD_EXT=0x9586;
+public const uint GL_EXT_memory_object_win32=1;
+public const uint GL_LUID_SIZE_EXT=8;
+public const uint GL_HANDLE_TYPE_OPAQUE_WIN32_EXT=0x9587;
+public const uint GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT=0x9588;
+public const uint GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT=0x9589;
+public const uint GL_HANDLE_TYPE_D3D12_RESOURCE_EXT=0x958A;
+public const uint GL_HANDLE_TYPE_D3D11_IMAGE_EXT=0x958B;
+public const uint GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT=0x958C;
+public const uint GL_HANDLE_TYPE_D3D12_FENCE_EXT=0x9594;
+public const uint GL_D3D12_FENCE_VALUE_EXT=0x9595;
+public const uint GL_DEVICE_LUID_EXT=0x9599;
+public const uint GL_DEVICE_NODE_MASK_EXT=0x959A;
+public const uint GL_EXT_misc_attribute=1;
+public const uint GL_EXT_multi_draw_arrays=1;
+public const uint GL_EXT_multi_draw_indirect=1;
+public const uint GL_EXT_multiple_textures=1;
+public const uint GL_EXT_multisample=1;
+public const uint GL_MULTISAMPLE_EXT=0x809D;
+public const uint GL_SAMPLE_ALPHA_TO_MASK_EXT=0x809E;
+public const uint GL_SAMPLE_ALPHA_TO_ONE_EXT=0x809F;
+public const uint GL_SAMPLE_MASK_EXT=0x80A0;
+public const uint GL_1PASS_EXT=0x80A1;
+public const uint GL_2PASS_0_EXT=0x80A2;
+public const uint GL_2PASS_1_EXT=0x80A3;
+public const uint GL_4PASS_0_EXT=0x80A4;
+public const uint GL_4PASS_1_EXT=0x80A5;
+public const uint GL_4PASS_2_EXT=0x80A6;
+public const uint GL_4PASS_3_EXT=0x80A7;
+public const uint GL_SAMPLE_BUFFERS_EXT=0x80A8;
+public const uint GL_SAMPLES_EXT=0x80A9;
+public const uint GL_SAMPLE_MASK_VALUE_EXT=0x80AA;
+public const uint GL_SAMPLE_MASK_INVERT_EXT=0x80AB;
+public const uint GL_SAMPLE_PATTERN_EXT=0x80AC;
+public const uint GL_MULTISAMPLE_BIT_EXT=0x20000000;
+public const uint GL_EXT_multisample_compatibility=1;
+public const uint GL_MULTISAMPLE_EXT=0x809D;
+public const uint GL_SAMPLE_ALPHA_TO_ONE_EXT=0x809F;
+public const uint GL_EXT_multisampled_render_to_texture=1;
+public const uint GL_RENDERBUFFER_SAMPLES_EXT=0x8CAB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT=0x8D56;
+public const uint GL_MAX_SAMPLES_EXT=0x8D57;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT=0x8D6C;
+public const uint GL_EXT_multisampled_render_to_texture2=1;
+public const uint GL_EXT_multiview_draw_buffers=1;
+public const uint GL_DRAW_BUFFER_EXT=0x0C01;
+public const uint GL_READ_BUFFER_EXT=0x0C02;
+public const uint GL_COLOR_ATTACHMENT_EXT=0x90F0;
+public const uint GL_MULTIVIEW_EXT=0x90F1;
+public const uint GL_MAX_MULTIVIEW_BUFFERS_EXT=0x90F2;
+public const uint GL_EXT_packed_depth_stencil=1;
+public const uint GL_DEPTH_STENCIL_EXT=0x84F9;
+public const uint GL_UNSIGNED_INT_24_8_EXT=0x84FA;
+public const uint GL_DEPTH24_STENCIL8_EXT=0x88F0;
+public const uint GL_TEXTURE_STENCIL_SIZE_EXT=0x88F1;
+public const uint GL_EXT_packed_float=1;
+public const uint GL_R11F_G11F_B10F_EXT=0x8C3A;
+public const uint GL_UNSIGNED_INT_10F_11F_11F_REV_EXT=0x8C3B;
+public const uint GL_RGBA_SIGNED_COMPONENTS_EXT=0x8C3C;
+public const uint GL_EXT_packed_pixels=1;
+public const uint GL_UNSIGNED_BYTE_3_3_2_EXT=0x8032;
+public const uint GL_UNSIGNED_SHORT_4_4_4_4_EXT=0x8033;
+public const uint GL_UNSIGNED_SHORT_5_5_5_1_EXT=0x8034;
+public const uint GL_UNSIGNED_INT_8_8_8_8_EXT=0x8035;
+public const uint GL_UNSIGNED_INT_10_10_10_2_EXT=0x8036;
+public const uint GL_EXT_paletted_texture=1;
+public const uint GL_TEXTURE_1D=0x0DE0;
+public const uint GL_TEXTURE_2D=0x0DE1;
+public const uint GL_PROXY_TEXTURE_1D=0x8063;
+public const uint GL_PROXY_TEXTURE_2D=0x8064;
+public const uint GL_COLOR_TABLE_FORMAT_EXT=0x80D8;
+public const uint GL_COLOR_TABLE_WIDTH_EXT=0x80D9;
+public const uint GL_COLOR_TABLE_RED_SIZE_EXT=0x80DA;
+public const uint GL_COLOR_TABLE_GREEN_SIZE_EXT=0x80DB;
+public const uint GL_COLOR_TABLE_BLUE_SIZE_EXT=0x80DC;
+public const uint GL_COLOR_TABLE_ALPHA_SIZE_EXT=0x80DD;
+public const uint GL_COLOR_TABLE_LUMINANCE_SIZE_EXT=0x80DE;
+public const uint GL_COLOR_TABLE_INTENSITY_SIZE_EXT=0x80DF;
+public const uint GL_COLOR_INDEX1_EXT=0x80E2;
+public const uint GL_COLOR_INDEX2_EXT=0x80E3;
+public const uint GL_COLOR_INDEX4_EXT=0x80E4;
+public const uint GL_COLOR_INDEX8_EXT=0x80E5;
+public const uint GL_COLOR_INDEX12_EXT=0x80E6;
+public const uint GL_COLOR_INDEX16_EXT=0x80E7;
+public const uint GL_TEXTURE_INDEX_SIZE_EXT=0x80ED;
+public const uint GL_TEXTURE_CUBE_MAP_ARB=0x8513;
+public const uint GL_PROXY_TEXTURE_CUBE_MAP_ARB=0x851B;
+public const uint GL_EXT_pixel_buffer_object=1;
+public const uint GL_PIXEL_PACK_BUFFER_EXT=0x88EB;
+public const uint GL_PIXEL_UNPACK_BUFFER_EXT=0x88EC;
+public const uint GL_PIXEL_PACK_BUFFER_BINDING_EXT=0x88ED;
+public const uint GL_PIXEL_UNPACK_BUFFER_BINDING_EXT=0x88EF;
+public const uint GL_EXT_pixel_transform=1;
+public const uint GL_PIXEL_TRANSFORM_2D_EXT=0x8330;
+public const uint GL_PIXEL_MAG_FILTER_EXT=0x8331;
+public const uint GL_PIXEL_MIN_FILTER_EXT=0x8332;
+public const uint GL_PIXEL_CUBIC_WEIGHT_EXT=0x8333;
+public const uint GL_CUBIC_EXT=0x8334;
+public const uint GL_AVERAGE_EXT=0x8335;
+public const uint GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT=0x8336;
+public const uint GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT=0x8337;
+public const uint GL_PIXEL_TRANSFORM_2D_MATRIX_EXT=0x8338;
+public const uint GL_EXT_pixel_transform_color_table=1;
+public const uint GL_EXT_point_parameters=1;
+public const uint GL_POINT_SIZE_MIN_EXT=0x8126;
+public const uint GL_POINT_SIZE_MAX_EXT=0x8127;
+public const uint GL_POINT_FADE_THRESHOLD_SIZE_EXT=0x8128;
+public const uint GL_DISTANCE_ATTENUATION_EXT=0x8129;
+public const uint GL_EXT_polygon_offset=1;
+public const uint GL_POLYGON_OFFSET_EXT=0x8037;
+public const uint GL_POLYGON_OFFSET_FACTOR_EXT=0x8038;
+public const uint GL_POLYGON_OFFSET_BIAS_EXT=0x8039;
+public const uint GL_EXT_polygon_offset_clamp=1;
+public const uint GL_POLYGON_OFFSET_CLAMP_EXT=0x8E1B;
+public const uint GL_EXT_post_depth_coverage=1;
+public const uint GL_EXT_provoking_vertex=1;
+public const uint GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT=0x8E4C;
+public const uint GL_FIRST_VERTEX_CONVENTION_EXT=0x8E4D;
+public const uint GL_LAST_VERTEX_CONVENTION_EXT=0x8E4E;
+public const uint GL_PROVOKING_VERTEX_EXT=0x8E4F;
+public const uint GL_EXT_pvrtc_sRGB=1;
+public const uint GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT=0x8A54;
+public const uint GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT=0x8A55;
+public const uint GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT=0x8A56;
+public const uint GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT=0x8A57;
+public const uint GL_EXT_raster_multisample=1;
+public const uint GL_COLOR_SAMPLES_NV=0x8E20;
+public const uint GL_RASTER_MULTISAMPLE_EXT=0x9327;
+public const uint GL_RASTER_SAMPLES_EXT=0x9328;
+public const uint GL_MAX_RASTER_SAMPLES_EXT=0x9329;
+public const uint GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT=0x932A;
+public const uint GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT=0x932B;
+public const uint GL_EFFECTIVE_RASTER_SAMPLES_EXT=0x932C;
+public const uint GL_DEPTH_SAMPLES_NV=0x932D;
+public const uint GL_STENCIL_SAMPLES_NV=0x932E;
+public const uint GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV=0x932F;
+public const uint GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV=0x9330;
+public const uint GL_COVERAGE_MODULATION_TABLE_NV=0x9331;
+public const uint GL_COVERAGE_MODULATION_NV=0x9332;
+public const uint GL_COVERAGE_MODULATION_TABLE_SIZE_NV=0x9333;
+public const uint GL_EXT_read_format_bgra=1;
+public const uint GL_BGRA_EXT=0x80E1;
+public const uint GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT=0x8365;
+public const uint GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT=0x8366;
+public const uint GL_EXT_render_snorm=1;
+public const uint GL_BYTE=0x1400;
+public const uint GL_SHORT=0x1402;
+public const uint GL_R8_SNORM=0x8F94;
+public const uint GL_RG8_SNORM=0x8F95;
+public const uint GL_RGBA8_SNORM=0x8F97;
+public const uint GL_R16_SNORM_EXT=0x8F98;
+public const uint GL_RG16_SNORM_EXT=0x8F99;
+public const uint GL_RGBA16_SNORM_EXT=0x8F9B;
+public const uint GL_EXT_rescale_normal=1;
+public const uint GL_RESCALE_NORMAL_EXT=0x803A;
+public const uint GL_EXT_sRGB=1;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT=0x8210;
+public const uint GL_SRGB_EXT=0x8C40;
+public const uint GL_SRGB_ALPHA_EXT=0x8C42;
+public const uint GL_SRGB8_ALPHA8_EXT=0x8C43;
+public const uint GL_EXT_sRGB_write_control=1;
+public const uint GL_FRAMEBUFFER_SRGB_EXT=0x8DB9;
+public const uint GL_EXT_scene_marker=1;
+public const uint GL_EXT_secondary_color=1;
+public const uint GL_COLOR_SUM_EXT=0x8458;
+public const uint GL_CURRENT_SECONDARY_COLOR_EXT=0x8459;
+public const uint GL_SECONDARY_COLOR_ARRAY_SIZE_EXT=0x845A;
+public const uint GL_SECONDARY_COLOR_ARRAY_TYPE_EXT=0x845B;
+public const uint GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT=0x845C;
+public const uint GL_SECONDARY_COLOR_ARRAY_POINTER_EXT=0x845D;
+public const uint GL_SECONDARY_COLOR_ARRAY_EXT=0x845E;
+public const uint GL_EXT_semaphore=1;
+public const uint GL_EXT_semaphore_fd=1;
+public const uint GL_EXT_semaphore_win32=1;
+public const uint GL_EXT_separate_shader_objects=1;
+public const uint GL_ACTIVE_PROGRAM_EXT=0x8B8D;
+public const uint GL_EXT_separate_specular_color=1;
+public const uint GL_LIGHT_MODEL_COLOR_CONTROL_EXT=0x81F8;
+public const uint GL_SINGLE_COLOR_EXT=0x81F9;
+public const uint GL_SEPARATE_SPECULAR_COLOR_EXT=0x81FA;
+public const uint GL_EXT_shader_framebuffer_fetch=1;
+public const uint GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT=0x8A52;
+public const uint GL_EXT_shader_group_vote=1;
+public const uint GL_EXT_shader_image_load_formatted=1;
+public const uint GL_EXT_shader_image_load_store=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT=0x00000001;
+public const uint GL_ELEMENT_ARRAY_BARRIER_BIT_EXT=0x00000002;
+public const uint GL_UNIFORM_BARRIER_BIT_EXT=0x00000004;
+public const uint GL_TEXTURE_FETCH_BARRIER_BIT_EXT=0x00000008;
+public const uint GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT=0x00000020;
+public const uint GL_COMMAND_BARRIER_BIT_EXT=0x00000040;
+public const uint GL_PIXEL_BUFFER_BARRIER_BIT_EXT=0x00000080;
+public const uint GL_TEXTURE_UPDATE_BARRIER_BIT_EXT=0x00000100;
+public const uint GL_BUFFER_UPDATE_BARRIER_BIT_EXT=0x00000200;
+public const uint GL_FRAMEBUFFER_BARRIER_BIT_EXT=0x00000400;
+public const uint GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT=0x00000800;
+public const uint GL_ATOMIC_COUNTER_BARRIER_BIT_EXT=0x00001000;
+public const uint GL_MAX_IMAGE_UNITS_EXT=0x8F38;
+public const uint GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT=0x8F39;
+public const uint GL_IMAGE_BINDING_NAME_EXT=0x8F3A;
+public const uint GL_IMAGE_BINDING_LEVEL_EXT=0x8F3B;
+public const uint GL_IMAGE_BINDING_LAYERED_EXT=0x8F3C;
+public const uint GL_IMAGE_BINDING_LAYER_EXT=0x8F3D;
+public const uint GL_IMAGE_BINDING_ACCESS_EXT=0x8F3E;
+public const uint GL_IMAGE_1D_EXT=0x904C;
+public const uint GL_IMAGE_2D_EXT=0x904D;
+public const uint GL_IMAGE_3D_EXT=0x904E;
+public const uint GL_IMAGE_2D_RECT_EXT=0x904F;
+public const uint GL_IMAGE_CUBE_EXT=0x9050;
+public const uint GL_IMAGE_BUFFER_EXT=0x9051;
+public const uint GL_IMAGE_1D_ARRAY_EXT=0x9052;
+public const uint GL_IMAGE_2D_ARRAY_EXT=0x9053;
+public const uint GL_IMAGE_CUBE_MAP_ARRAY_EXT=0x9054;
+public const uint GL_IMAGE_2D_MULTISAMPLE_EXT=0x9055;
+public const uint GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT=0x9056;
+public const uint GL_INT_IMAGE_1D_EXT=0x9057;
+public const uint GL_INT_IMAGE_2D_EXT=0x9058;
+public const uint GL_INT_IMAGE_3D_EXT=0x9059;
+public const uint GL_INT_IMAGE_2D_RECT_EXT=0x905A;
+public const uint GL_INT_IMAGE_CUBE_EXT=0x905B;
+public const uint GL_INT_IMAGE_BUFFER_EXT=0x905C;
+public const uint GL_INT_IMAGE_1D_ARRAY_EXT=0x905D;
+public const uint GL_INT_IMAGE_2D_ARRAY_EXT=0x905E;
+public const uint GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT=0x905F;
+public const uint GL_INT_IMAGE_2D_MULTISAMPLE_EXT=0x9060;
+public const uint GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT=0x9061;
+public const uint GL_UNSIGNED_INT_IMAGE_1D_EXT=0x9062;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_EXT=0x9063;
+public const uint GL_UNSIGNED_INT_IMAGE_3D_EXT=0x9064;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT=0x9065;
+public const uint GL_UNSIGNED_INT_IMAGE_CUBE_EXT=0x9066;
+public const uint GL_UNSIGNED_INT_IMAGE_BUFFER_EXT=0x9067;
+public const uint GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT=0x9068;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT=0x9069;
+public const uint GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT=0x906A;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT=0x906B;
+public const uint GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT=0x906C;
+public const uint GL_MAX_IMAGE_SAMPLES_EXT=0x906D;
+public const uint GL_IMAGE_BINDING_FORMAT_EXT=0x906E;
+public const uint GL_ALL_BARRIER_BITS_EXT=0xFFFFFFFF;
+public const uint GL_EXT_shader_implicit_conversions=1;
+public const uint GL_EXT_shader_integer_mix=1;
+public const uint GL_EXT_shader_io_blocks=1;
+public const uint GL_EXT_shader_non_constant_global_initializers=1;
+public const uint GL_EXT_shader_pixel_local_storage=1;
+public const uint GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT=0x8F63;
+public const uint GL_SHADER_PIXEL_LOCAL_STORAGE_EXT=0x8F64;
+public const uint GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT=0x8F67;
+public const uint GL_EXT_shader_pixel_local_storage2=1;
+public const uint GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT=0x9650;
+public const uint GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT=0x9651;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT=0x9652;
+public const uint GL_EXT_shader_texture_lod=1;
+public const uint GL_EXT_shadow_funcs=1;
+public const uint GL_EXT_shadow_samplers=1;
+public const uint GL_TEXTURE_COMPARE_MODE_EXT=0x884C;
+public const uint GL_TEXTURE_COMPARE_FUNC_EXT=0x884D;
+public const uint GL_COMPARE_REF_TO_TEXTURE_EXT=0x884E;
+public const uint GL_SAMPLER_2D_SHADOW_EXT=0x8B62;
+public const uint GL_EXT_shared_texture_palette=1;
+public const uint GL_SHARED_TEXTURE_PALETTE_EXT=0x81FB;
+public const uint GL_EXT_sparse_texture=1;
+public const uint GL_TEXTURE_2D=0x0DE1;
+public const uint GL_TEXTURE_3D=0x806F;
+public const uint GL_TEXTURE_CUBE_MAP=0x8513;
+public const uint GL_TEXTURE_2D_ARRAY=0x8C1A;
+public const uint GL_TEXTURE_CUBE_MAP_ARRAY_OES=0x9009;
+public const uint GL_VIRTUAL_PAGE_SIZE_X_EXT=0x9195;
+public const uint GL_VIRTUAL_PAGE_SIZE_Y_EXT=0x9196;
+public const uint GL_VIRTUAL_PAGE_SIZE_Z_EXT=0x9197;
+public const uint GL_MAX_SPARSE_TEXTURE_SIZE_EXT=0x9198;
+public const uint GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT=0x9199;
+public const uint GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT=0x919A;
+public const uint GL_TEXTURE_SPARSE_EXT=0x91A6;
+public const uint GL_VIRTUAL_PAGE_SIZE_INDEX_EXT=0x91A7;
+public const uint GL_NUM_VIRTUAL_PAGE_SIZES_EXT=0x91A8;
+public const uint GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT=0x91A9;
+public const uint GL_NUM_SPARSE_LEVELS_EXT=0x91AA;
+public const uint GL_EXT_sparse_texture2=1;
+public const uint GL_EXT_stencil_clear_tag=1;
+public const uint GL_STENCIL_TAG_BITS_EXT=0x88F2;
+public const uint GL_STENCIL_CLEAR_TAG_VALUE_EXT=0x88F3;
+public const uint GL_EXT_stencil_two_side=1;
+public const uint GL_STENCIL_TEST_TWO_SIDE_EXT=0x8910;
+public const uint GL_ACTIVE_STENCIL_FACE_EXT=0x8911;
+public const uint GL_EXT_stencil_wrap=1;
+public const uint GL_INCR_WRAP_EXT=0x8507;
+public const uint GL_DECR_WRAP_EXT=0x8508;
+public const uint GL_EXT_subtexture=1;
+public const uint GL_EXT_texture=1;
+public const uint GL_ALPHA4_EXT=0x803B;
+public const uint GL_ALPHA8_EXT=0x803C;
+public const uint GL_ALPHA12_EXT=0x803D;
+public const uint GL_ALPHA16_EXT=0x803E;
+public const uint GL_LUMINANCE4_EXT=0x803F;
+public const uint GL_LUMINANCE8_EXT=0x8040;
+public const uint GL_LUMINANCE12_EXT=0x8041;
+public const uint GL_LUMINANCE16_EXT=0x8042;
+public const uint GL_LUMINANCE4_ALPHA4_EXT=0x8043;
+public const uint GL_LUMINANCE6_ALPHA2_EXT=0x8044;
+public const uint GL_LUMINANCE8_ALPHA8_EXT=0x8045;
+public const uint GL_LUMINANCE12_ALPHA4_EXT=0x8046;
+public const uint GL_LUMINANCE12_ALPHA12_EXT=0x8047;
+public const uint GL_LUMINANCE16_ALPHA16_EXT=0x8048;
+public const uint GL_INTENSITY_EXT=0x8049;
+public const uint GL_INTENSITY4_EXT=0x804A;
+public const uint GL_INTENSITY8_EXT=0x804B;
+public const uint GL_INTENSITY12_EXT=0x804C;
+public const uint GL_INTENSITY16_EXT=0x804D;
+public const uint GL_RGB2_EXT=0x804E;
+public const uint GL_RGB4_EXT=0x804F;
+public const uint GL_RGB5_EXT=0x8050;
+public const uint GL_RGB8_EXT=0x8051;
+public const uint GL_RGB10_EXT=0x8052;
+public const uint GL_RGB12_EXT=0x8053;
+public const uint GL_RGB16_EXT=0x8054;
+public const uint GL_RGBA2_EXT=0x8055;
+public const uint GL_RGBA4_EXT=0x8056;
+public const uint GL_RGB5_A1_EXT=0x8057;
+public const uint GL_RGBA8_EXT=0x8058;
+public const uint GL_RGB10_A2_EXT=0x8059;
+public const uint GL_RGBA12_EXT=0x805A;
+public const uint GL_RGBA16_EXT=0x805B;
+public const uint GL_TEXTURE_RED_SIZE_EXT=0x805C;
+public const uint GL_TEXTURE_GREEN_SIZE_EXT=0x805D;
+public const uint GL_TEXTURE_BLUE_SIZE_EXT=0x805E;
+public const uint GL_TEXTURE_ALPHA_SIZE_EXT=0x805F;
+public const uint GL_TEXTURE_LUMINANCE_SIZE_EXT=0x8060;
+public const uint GL_TEXTURE_INTENSITY_SIZE_EXT=0x8061;
+public const uint GL_REPLACE_EXT=0x8062;
+public const uint GL_PROXY_TEXTURE_1D_EXT=0x8063;
+public const uint GL_PROXY_TEXTURE_2D_EXT=0x8064;
+public const uint GL_EXT_texture3D=1;
+public const uint GL_PACK_SKIP_IMAGES_EXT=0x806B;
+public const uint GL_PACK_IMAGE_HEIGHT_EXT=0x806C;
+public const uint GL_UNPACK_SKIP_IMAGES_EXT=0x806D;
+public const uint GL_UNPACK_IMAGE_HEIGHT_EXT=0x806E;
+public const uint GL_TEXTURE_3D_EXT=0x806F;
+public const uint GL_PROXY_TEXTURE_3D_EXT=0x8070;
+public const uint GL_TEXTURE_DEPTH_EXT=0x8071;
+public const uint GL_TEXTURE_WRAP_R_EXT=0x8072;
+public const uint GL_MAX_3D_TEXTURE_SIZE_EXT=0x8073;
+public const uint GL_EXT_texture_array=1;
+public const uint GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT=0x884E;
+public const uint GL_MAX_ARRAY_TEXTURE_LAYERS_EXT=0x88FF;
+public const uint GL_TEXTURE_1D_ARRAY_EXT=0x8C18;
+public const uint GL_PROXY_TEXTURE_1D_ARRAY_EXT=0x8C19;
+public const uint GL_TEXTURE_2D_ARRAY_EXT=0x8C1A;
+public const uint GL_PROXY_TEXTURE_2D_ARRAY_EXT=0x8C1B;
+public const uint GL_TEXTURE_BINDING_1D_ARRAY_EXT=0x8C1C;
+public const uint GL_TEXTURE_BINDING_2D_ARRAY_EXT=0x8C1D;
+public const uint GL_EXT_texture_buffer_object=1;
+public const uint GL_TEXTURE_BUFFER_EXT=0x8C2A;
+public const uint GL_MAX_TEXTURE_BUFFER_SIZE_EXT=0x8C2B;
+public const uint GL_TEXTURE_BINDING_BUFFER_EXT=0x8C2C;
+public const uint GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT=0x8C2D;
+public const uint GL_TEXTURE_BUFFER_FORMAT_EXT=0x8C2E;
+public const uint GL_EXT_texture_compression_astc_decode_mode=1;
+public const uint GL_TEXTURE_ASTC_DECODE_PRECISION_EXT=0x8F69;
+public const uint GL_EXT_texture_compression_astc_decode_mode_rgb9e5=1;
+public const uint GL_TEXTURE_ASTC_DECODE_PRECISION_EXT=0x8F69;
+public const uint GL_EXT_texture_compression_bptc=1;
+public const uint GL_COMPRESSED_RGBA_BPTC_UNORM_EXT=0x8E8C;
+public const uint GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT=0x8E8D;
+public const uint GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT=0x8E8E;
+public const uint GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT=0x8E8F;
+public const uint GL_EXT_texture_compression_dxt1=1;
+public const uint GL_EXT_texture_compression_latc=1;
+public const uint GL_COMPRESSED_LUMINANCE_LATC1_EXT=0x8C70;
+public const uint GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT=0x8C71;
+public const uint GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT=0x8C72;
+public const uint GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT=0x8C73;
+public const uint GL_EXT_texture_compression_rgtc=1;
+public const uint GL_COMPRESSED_RED_RGTC1_EXT=0x8DBB;
+public const uint GL_COMPRESSED_SIGNED_RED_RGTC1_EXT=0x8DBC;
+public const uint GL_COMPRESSED_RED_GREEN_RGTC2_EXT=0x8DBD;
+public const uint GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT=0x8DBE;
+public const uint GL_EXT_texture_compression_s3tc=1;
+public const uint GL_COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3;
+public const uint GL_EXT_texture_cube_map=1;
+public const uint GL_NORMAL_MAP_EXT=0x8511;
+public const uint GL_REFLECTION_MAP_EXT=0x8512;
+public const uint GL_TEXTURE_CUBE_MAP_EXT=0x8513;
+public const uint GL_TEXTURE_BINDING_CUBE_MAP_EXT=0x8514;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT=0x8515;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT=0x8516;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT=0x8517;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT=0x8518;
+public const uint GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT=0x8519;
+public const uint GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT=0x851A;
+public const uint GL_PROXY_TEXTURE_CUBE_MAP_EXT=0x851B;
+public const uint GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT=0x851C;
+public const uint GL_EXT_texture_cube_map_array=1;
+public const uint GL_TEXTURE_CUBE_MAP_ARRAY_EXT=0x9009;
+public const uint GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT=0x900A;
+public const uint GL_SAMPLER_CUBE_MAP_ARRAY_EXT=0x900C;
+public const uint GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT=0x900D;
+public const uint GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT=0x900E;
+public const uint GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT=0x900F;
+public const uint GL_IMAGE_CUBE_MAP_ARRAY_EXT=0x9054;
+public const uint GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT=0x905F;
+public const uint GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT=0x906A;
+public const uint GL_EXT_texture_edge_clamp=1;
+public const uint GL_CLAMP_TO_EDGE_EXT=0x812F;
+public const uint GL_EXT_texture_env=1;
+public const uint GL_EXT_texture_env_add=1;
+public const uint GL_EXT_texture_env_combine=1;
+public const uint GL_COMBINE_EXT=0x8570;
+public const uint GL_COMBINE_RGB_EXT=0x8571;
+public const uint GL_COMBINE_ALPHA_EXT=0x8572;
+public const uint GL_RGB_SCALE_EXT=0x8573;
+public const uint GL_ADD_SIGNED_EXT=0x8574;
+public const uint GL_INTERPOLATE_EXT=0x8575;
+public const uint GL_CONSTANT_EXT=0x8576;
+public const uint GL_PRIMARY_COLOR_EXT=0x8577;
+public const uint GL_PREVIOUS_EXT=0x8578;
+public const uint GL_SOURCE0_RGB_EXT=0x8580;
+public const uint GL_SOURCE1_RGB_EXT=0x8581;
+public const uint GL_SOURCE2_RGB_EXT=0x8582;
+public const uint GL_SOURCE0_ALPHA_EXT=0x8588;
+public const uint GL_SOURCE1_ALPHA_EXT=0x8589;
+public const uint GL_SOURCE2_ALPHA_EXT=0x858A;
+public const uint GL_OPERAND0_RGB_EXT=0x8590;
+public const uint GL_OPERAND1_RGB_EXT=0x8591;
+public const uint GL_OPERAND2_RGB_EXT=0x8592;
+public const uint GL_OPERAND0_ALPHA_EXT=0x8598;
+public const uint GL_OPERAND1_ALPHA_EXT=0x8599;
+public const uint GL_OPERAND2_ALPHA_EXT=0x859A;
+public const uint GL_EXT_texture_env_dot3=1;
+public const uint GL_DOT3_RGB_EXT=0x8740;
+public const uint GL_DOT3_RGBA_EXT=0x8741;
+public const uint GL_EXT_texture_filter_anisotropic=1;
+public const uint GL_TEXTURE_MAX_ANISOTROPY_EXT=0x84FE;
+public const uint GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT=0x84FF;
+public const uint GL_EXT_texture_filter_minmax=1;
+public const uint GL_TEXTURE_REDUCTION_MODE_EXT=0x9366;
+public const uint GL_WEIGHTED_AVERAGE_EXT=0x9367;
+public const uint GL_EXT_texture_format_BGRA8888=1;
+public const uint GL_BGRA_EXT=0x80E1;
+public const uint GL_EXT_texture_integer=1;
+public const uint GL_RGBA32UI_EXT=0x8D70;
+public const uint GL_RGB32UI_EXT=0x8D71;
+public const uint GL_ALPHA32UI_EXT=0x8D72;
+public const uint GL_INTENSITY32UI_EXT=0x8D73;
+public const uint GL_LUMINANCE32UI_EXT=0x8D74;
+public const uint GL_LUMINANCE_ALPHA32UI_EXT=0x8D75;
+public const uint GL_RGBA16UI_EXT=0x8D76;
+public const uint GL_RGB16UI_EXT=0x8D77;
+public const uint GL_ALPHA16UI_EXT=0x8D78;
+public const uint GL_INTENSITY16UI_EXT=0x8D79;
+public const uint GL_LUMINANCE16UI_EXT=0x8D7A;
+public const uint GL_LUMINANCE_ALPHA16UI_EXT=0x8D7B;
+public const uint GL_RGBA8UI_EXT=0x8D7C;
+public const uint GL_RGB8UI_EXT=0x8D7D;
+public const uint GL_ALPHA8UI_EXT=0x8D7E;
+public const uint GL_INTENSITY8UI_EXT=0x8D7F;
+public const uint GL_LUMINANCE8UI_EXT=0x8D80;
+public const uint GL_LUMINANCE_ALPHA8UI_EXT=0x8D81;
+public const uint GL_RGBA32I_EXT=0x8D82;
+public const uint GL_RGB32I_EXT=0x8D83;
+public const uint GL_ALPHA32I_EXT=0x8D84;
+public const uint GL_INTENSITY32I_EXT=0x8D85;
+public const uint GL_LUMINANCE32I_EXT=0x8D86;
+public const uint GL_LUMINANCE_ALPHA32I_EXT=0x8D87;
+public const uint GL_RGBA16I_EXT=0x8D88;
+public const uint GL_RGB16I_EXT=0x8D89;
+public const uint GL_ALPHA16I_EXT=0x8D8A;
+public const uint GL_INTENSITY16I_EXT=0x8D8B;
+public const uint GL_LUMINANCE16I_EXT=0x8D8C;
+public const uint GL_LUMINANCE_ALPHA16I_EXT=0x8D8D;
+public const uint GL_RGBA8I_EXT=0x8D8E;
+public const uint GL_RGB8I_EXT=0x8D8F;
+public const uint GL_ALPHA8I_EXT=0x8D90;
+public const uint GL_INTENSITY8I_EXT=0x8D91;
+public const uint GL_LUMINANCE8I_EXT=0x8D92;
+public const uint GL_LUMINANCE_ALPHA8I_EXT=0x8D93;
+public const uint GL_RED_INTEGER_EXT=0x8D94;
+public const uint GL_GREEN_INTEGER_EXT=0x8D95;
+public const uint GL_BLUE_INTEGER_EXT=0x8D96;
+public const uint GL_ALPHA_INTEGER_EXT=0x8D97;
+public const uint GL_RGB_INTEGER_EXT=0x8D98;
+public const uint GL_RGBA_INTEGER_EXT=0x8D99;
+public const uint GL_BGR_INTEGER_EXT=0x8D9A;
+public const uint GL_BGRA_INTEGER_EXT=0x8D9B;
+public const uint GL_LUMINANCE_INTEGER_EXT=0x8D9C;
+public const uint GL_LUMINANCE_ALPHA_INTEGER_EXT=0x8D9D;
+public const uint GL_RGBA_INTEGER_MODE_EXT=0x8D9E;
+public const uint GL_EXT_texture_lod_bias=1;
+public const uint GL_MAX_TEXTURE_LOD_BIAS_EXT=0x84FD;
+public const uint GL_TEXTURE_FILTER_CONTROL_EXT=0x8500;
+public const uint GL_TEXTURE_LOD_BIAS_EXT=0x8501;
+public const uint GL_EXT_texture_mirror_clamp=1;
+public const uint GL_MIRROR_CLAMP_EXT=0x8742;
+public const uint GL_MIRROR_CLAMP_TO_EDGE_EXT=0x8743;
+public const uint GL_MIRROR_CLAMP_TO_BORDER_EXT=0x8912;
+public const uint GL_EXT_texture_norm16=1;
+public const uint GL_RGB16_EXT=0x8054;
+public const uint GL_RGBA16_EXT=0x805B;
+public const uint GL_R16_EXT=0x822A;
+public const uint GL_RG16_EXT=0x822C;
+public const uint GL_R16_SNORM_EXT=0x8F98;
+public const uint GL_RG16_SNORM_EXT=0x8F99;
+public const uint GL_RGB16_SNORM_EXT=0x8F9A;
+public const uint GL_RGBA16_SNORM_EXT=0x8F9B;
+public const uint GL_EXT_texture_object=1;
+public const uint GL_TEXTURE_PRIORITY_EXT=0x8066;
+public const uint GL_TEXTURE_RESIDENT_EXT=0x8067;
+public const uint GL_TEXTURE_1D_BINDING_EXT=0x8068;
+public const uint GL_TEXTURE_2D_BINDING_EXT=0x8069;
+public const uint GL_TEXTURE_3D_BINDING_EXT=0x806A;
+public const uint GL_EXT_texture_perturb_normal=1;
+public const uint GL_PERTURB_EXT=0x85AE;
+public const uint GL_TEXTURE_NORMAL_EXT=0x85AF;
+public const uint GL_EXT_texture_rectangle=1;
+public const uint GL_TEXTURE_RECTANGLE_EXT=0x84F5;
+public const uint GL_TEXTURE_BINDING_RECTANGLE_EXT=0x84F6;
+public const uint GL_PROXY_TEXTURE_RECTANGLE_EXT=0x84F7;
+public const uint GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT=0x84F8;
+public const uint GL_EXT_texture_rg=1;
+public const uint GL_RED_EXT=0x1903;
+public const uint GL_RG_EXT=0x8227;
+public const uint GL_R8_EXT=0x8229;
+public const uint GL_RG8_EXT=0x822B;
+public const uint GL_EXT_texture_sRGB=1;
+public const uint GL_SRGB_EXT=0x8C40;
+public const uint GL_SRGB8_EXT=0x8C41;
+public const uint GL_SRGB_ALPHA_EXT=0x8C42;
+public const uint GL_SRGB8_ALPHA8_EXT=0x8C43;
+public const uint GL_SLUMINANCE_ALPHA_EXT=0x8C44;
+public const uint GL_SLUMINANCE8_ALPHA8_EXT=0x8C45;
+public const uint GL_SLUMINANCE_EXT=0x8C46;
+public const uint GL_SLUMINANCE8_EXT=0x8C47;
+public const uint GL_COMPRESSED_SRGB_EXT=0x8C48;
+public const uint GL_COMPRESSED_SRGB_ALPHA_EXT=0x8C49;
+public const uint GL_COMPRESSED_SLUMINANCE_EXT=0x8C4A;
+public const uint GL_COMPRESSED_SLUMINANCE_ALPHA_EXT=0x8C4B;
+public const uint GL_COMPRESSED_SRGB_S3TC_DXT1_EXT=0x8C4C;
+public const uint GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=0x8C4D;
+public const uint GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=0x8C4E;
+public const uint GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=0x8C4F;
+public const uint GL_EXT_texture_sRGB_R8=1;
+public const uint GL_SR8_EXT=0x8FBD;
+public const uint GL_EXT_texture_sRGB_RG8=1;
+public const uint GL_SRG8_EXT=0x8FBE;
+public const uint GL_EXT_texture_sRGB_decode=1;
+public const uint GL_TEXTURE_SRGB_DECODE_EXT=0x8A48;
+public const uint GL_DECODE_EXT=0x8A49;
+public const uint GL_SKIP_DECODE_EXT=0x8A4A;
+public const uint GL_EXT_texture_shared_exponent=1;
+public const uint GL_RGB9_E5_EXT=0x8C3D;
+public const uint GL_UNSIGNED_INT_5_9_9_9_REV_EXT=0x8C3E;
+public const uint GL_TEXTURE_SHARED_SIZE_EXT=0x8C3F;
+public const uint GL_EXT_texture_snorm=1;
+public const uint GL_RED_SNORM=0x8F90;
+public const uint GL_RG_SNORM=0x8F91;
+public const uint GL_RGB_SNORM=0x8F92;
+public const uint GL_RGBA_SNORM=0x8F93;
+public const uint GL_R8_SNORM=0x8F94;
+public const uint GL_RG8_SNORM=0x8F95;
+public const uint GL_RGB8_SNORM=0x8F96;
+public const uint GL_RGBA8_SNORM=0x8F97;
+public const uint GL_R16_SNORM=0x8F98;
+public const uint GL_RG16_SNORM=0x8F99;
+public const uint GL_RGB16_SNORM=0x8F9A;
+public const uint GL_RGBA16_SNORM=0x8F9B;
+public const uint GL_SIGNED_NORMALIZED=0x8F9C;
+public const uint GL_ALPHA_SNORM=0x9010;
+public const uint GL_LUMINANCE_SNORM=0x9011;
+public const uint GL_LUMINANCE_ALPHA_SNORM=0x9012;
+public const uint GL_INTENSITY_SNORM=0x9013;
+public const uint GL_ALPHA8_SNORM=0x9014;
+public const uint GL_LUMINANCE8_SNORM=0x9015;
+public const uint GL_LUMINANCE8_ALPHA8_SNORM=0x9016;
+public const uint GL_INTENSITY8_SNORM=0x9017;
+public const uint GL_ALPHA16_SNORM=0x9018;
+public const uint GL_LUMINANCE16_SNORM=0x9019;
+public const uint GL_LUMINANCE16_ALPHA16_SNORM=0x901A;
+public const uint GL_INTENSITY16_SNORM=0x901B;
+public const uint GL_EXT_texture_storage=1;
+public const uint GL_ALPHA8_EXT=0x803C;
+public const uint GL_LUMINANCE8_EXT=0x8040;
+public const uint GL_LUMINANCE8_ALPHA8_EXT=0x8045;
+public const uint GL_RGB10_EXT=0x8052;
+public const uint GL_RGB10_A2_EXT=0x8059;
+public const uint GL_R8_EXT=0x8229;
+public const uint GL_RG8_EXT=0x822B;
+public const uint GL_R16F_EXT=0x822D;
+public const uint GL_R32F_EXT=0x822E;
+public const uint GL_RG16F_EXT=0x822F;
+public const uint GL_RG32F_EXT=0x8230;
+public const uint GL_RGBA32F_EXT=0x8814;
+public const uint GL_RGB32F_EXT=0x8815;
+public const uint GL_ALPHA32F_EXT=0x8816;
+public const uint GL_LUMINANCE32F_EXT=0x8818;
+public const uint GL_LUMINANCE_ALPHA32F_EXT=0x8819;
+public const uint GL_RGBA16F_EXT=0x881A;
+public const uint GL_RGB16F_EXT=0x881B;
+public const uint GL_ALPHA16F_EXT=0x881C;
+public const uint GL_LUMINANCE16F_EXT=0x881E;
+public const uint GL_LUMINANCE_ALPHA16F_EXT=0x881F;
+public const uint GL_RGB_RAW_422_APPLE=0x8A51;
+public const uint GL_TEXTURE_IMMUTABLE_FORMAT_EXT=0x912F;
+public const uint GL_BGRA8_EXT=0x93A1;
+public const uint GL_EXT_texture_swizzle=1;
+public const uint GL_TEXTURE_SWIZZLE_R_EXT=0x8E42;
+public const uint GL_TEXTURE_SWIZZLE_G_EXT=0x8E43;
+public const uint GL_TEXTURE_SWIZZLE_B_EXT=0x8E44;
+public const uint GL_TEXTURE_SWIZZLE_A_EXT=0x8E45;
+public const uint GL_TEXTURE_SWIZZLE_RGBA_EXT=0x8E46;
+public const uint GL_EXT_texture_type_2_10_10_10_REV=1;
+public const uint GL_UNSIGNED_INT_2_10_10_10_REV_EXT=0x8368;
+public const uint GL_EXT_texture_view=1;
+public const uint GL_TEXTURE_VIEW_MIN_LEVEL_EXT=0x82DB;
+public const uint GL_TEXTURE_VIEW_NUM_LEVELS_EXT=0x82DC;
+public const uint GL_TEXTURE_VIEW_MIN_LAYER_EXT=0x82DD;
+public const uint GL_TEXTURE_VIEW_NUM_LAYERS_EXT=0x82DE;
+public const uint GL_TEXTURE_IMMUTABLE_LEVELS=0x82DF;
+public const uint GL_EXT_timer_query=1;
+public const uint GL_TIME_ELAPSED_EXT=0x88BF;
+public const uint GL_EXT_transform_feedback=1;
+public const uint GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT=0x8C76;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT=0x8C7F;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT=0x8C80;
+public const uint GL_TRANSFORM_FEEDBACK_VARYINGS_EXT=0x8C83;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT=0x8C84;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT=0x8C85;
+public const uint GL_PRIMITIVES_GENERATED_EXT=0x8C87;
+public const uint GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT=0x8C88;
+public const uint GL_RASTERIZER_DISCARD_EXT=0x8C89;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT=0x8C8A;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT=0x8C8B;
+public const uint GL_INTERLEAVED_ATTRIBS_EXT=0x8C8C;
+public const uint GL_SEPARATE_ATTRIBS_EXT=0x8C8D;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_EXT=0x8C8E;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT=0x8C8F;
+public const uint GL_EXT_unpack_subimage=1;
+public const uint GL_UNPACK_ROW_LENGTH_EXT=0x0CF2;
+public const uint GL_UNPACK_SKIP_ROWS_EXT=0x0CF3;
+public const uint GL_UNPACK_SKIP_PIXELS_EXT=0x0CF4;
+public const uint GL_EXT_vertex_array=1;
+public const uint GL_DOUBLE_EXT=0x140A;
+public const uint GL_VERTEX_ARRAY_EXT=0x8074;
+public const uint GL_NORMAL_ARRAY_EXT=0x8075;
+public const uint GL_COLOR_ARRAY_EXT=0x8076;
+public const uint GL_INDEX_ARRAY_EXT=0x8077;
+public const uint GL_TEXTURE_COORD_ARRAY_EXT=0x8078;
+public const uint GL_EDGE_FLAG_ARRAY_EXT=0x8079;
+public const uint GL_VERTEX_ARRAY_SIZE_EXT=0x807A;
+public const uint GL_VERTEX_ARRAY_TYPE_EXT=0x807B;
+public const uint GL_VERTEX_ARRAY_STRIDE_EXT=0x807C;
+public const uint GL_VERTEX_ARRAY_COUNT_EXT=0x807D;
+public const uint GL_NORMAL_ARRAY_TYPE_EXT=0x807E;
+public const uint GL_NORMAL_ARRAY_STRIDE_EXT=0x807F;
+public const uint GL_NORMAL_ARRAY_COUNT_EXT=0x8080;
+public const uint GL_COLOR_ARRAY_SIZE_EXT=0x8081;
+public const uint GL_COLOR_ARRAY_TYPE_EXT=0x8082;
+public const uint GL_COLOR_ARRAY_STRIDE_EXT=0x8083;
+public const uint GL_COLOR_ARRAY_COUNT_EXT=0x8084;
+public const uint GL_INDEX_ARRAY_TYPE_EXT=0x8085;
+public const uint GL_INDEX_ARRAY_STRIDE_EXT=0x8086;
+public const uint GL_INDEX_ARRAY_COUNT_EXT=0x8087;
+public const uint GL_TEXTURE_COORD_ARRAY_SIZE_EXT=0x8088;
+public const uint GL_TEXTURE_COORD_ARRAY_TYPE_EXT=0x8089;
+public const uint GL_TEXTURE_COORD_ARRAY_STRIDE_EXT=0x808A;
+public const uint GL_TEXTURE_COORD_ARRAY_COUNT_EXT=0x808B;
+public const uint GL_EDGE_FLAG_ARRAY_STRIDE_EXT=0x808C;
+public const uint GL_EDGE_FLAG_ARRAY_COUNT_EXT=0x808D;
+public const uint GL_VERTEX_ARRAY_POINTER_EXT=0x808E;
+public const uint GL_NORMAL_ARRAY_POINTER_EXT=0x808F;
+public const uint GL_COLOR_ARRAY_POINTER_EXT=0x8090;
+public const uint GL_INDEX_ARRAY_POINTER_EXT=0x8091;
+public const uint GL_TEXTURE_COORD_ARRAY_POINTER_EXT=0x8092;
+public const uint GL_EDGE_FLAG_ARRAY_POINTER_EXT=0x8093;
+public const uint GL_EXT_vertex_array_bgra=1;
+public const uint GL_BGRA=0x80E1;
+public const uint GL_EXT_vertex_array_setXXX=1;
+public const uint GL_EXT_vertex_attrib_64bit=1;
+public const uint GL_DOUBLE_MAT2_EXT=0x8F46;
+public const uint GL_DOUBLE_MAT3_EXT=0x8F47;
+public const uint GL_DOUBLE_MAT4_EXT=0x8F48;
+public const uint GL_DOUBLE_MAT2x3_EXT=0x8F49;
+public const uint GL_DOUBLE_MAT2x4_EXT=0x8F4A;
+public const uint GL_DOUBLE_MAT3x2_EXT=0x8F4B;
+public const uint GL_DOUBLE_MAT3x4_EXT=0x8F4C;
+public const uint GL_DOUBLE_MAT4x2_EXT=0x8F4D;
+public const uint GL_DOUBLE_MAT4x3_EXT=0x8F4E;
+public const uint GL_DOUBLE_VEC2_EXT=0x8FFC;
+public const uint GL_DOUBLE_VEC3_EXT=0x8FFD;
+public const uint GL_DOUBLE_VEC4_EXT=0x8FFE;
+public const uint GL_EXT_vertex_shader=1;
+public const uint GL_VERTEX_SHADER_EXT=0x8780;
+public const uint GL_VERTEX_SHADER_BINDING_EXT=0x8781;
+public const uint GL_OP_INDEX_EXT=0x8782;
+public const uint GL_OP_NEGATE_EXT=0x8783;
+public const uint GL_OP_DOT3_EXT=0x8784;
+public const uint GL_OP_DOT4_EXT=0x8785;
+public const uint GL_OP_MUL_EXT=0x8786;
+public const uint GL_OP_ADD_EXT=0x8787;
+public const uint GL_OP_MADD_EXT=0x8788;
+public const uint GL_OP_FRAC_EXT=0x8789;
+public const uint GL_OP_MAX_EXT=0x878A;
+public const uint GL_OP_MIN_EXT=0x878B;
+public const uint GL_OP_SET_GE_EXT=0x878C;
+public const uint GL_OP_SET_LT_EXT=0x878D;
+public const uint GL_OP_CLAMP_EXT=0x878E;
+public const uint GL_OP_FLOOR_EXT=0x878F;
+public const uint GL_OP_ROUND_EXT=0x8790;
+public const uint GL_OP_EXP_BASE_2_EXT=0x8791;
+public const uint GL_OP_LOG_BASE_2_EXT=0x8792;
+public const uint GL_OP_POWER_EXT=0x8793;
+public const uint GL_OP_RECIP_EXT=0x8794;
+public const uint GL_OP_RECIP_SQRT_EXT=0x8795;
+public const uint GL_OP_SUB_EXT=0x8796;
+public const uint GL_OP_CROSS_PRODUCT_EXT=0x8797;
+public const uint GL_OP_MULTIPLY_MATRIX_EXT=0x8798;
+public const uint GL_OP_MOV_EXT=0x8799;
+public const uint GL_OUTPUT_VERTEX_EXT=0x879A;
+public const uint GL_OUTPUT_COLOR0_EXT=0x879B;
+public const uint GL_OUTPUT_COLOR1_EXT=0x879C;
+public const uint GL_OUTPUT_TEXTURE_COORD0_EXT=0x879D;
+public const uint GL_OUTPUT_TEXTURE_COORD1_EXT=0x879E;
+public const uint GL_OUTPUT_TEXTURE_COORD2_EXT=0x879F;
+public const uint GL_OUTPUT_TEXTURE_COORD3_EXT=0x87A0;
+public const uint GL_OUTPUT_TEXTURE_COORD4_EXT=0x87A1;
+public const uint GL_OUTPUT_TEXTURE_COORD5_EXT=0x87A2;
+public const uint GL_OUTPUT_TEXTURE_COORD6_EXT=0x87A3;
+public const uint GL_OUTPUT_TEXTURE_COORD7_EXT=0x87A4;
+public const uint GL_OUTPUT_TEXTURE_COORD8_EXT=0x87A5;
+public const uint GL_OUTPUT_TEXTURE_COORD9_EXT=0x87A6;
+public const uint GL_OUTPUT_TEXTURE_COORD10_EXT=0x87A7;
+public const uint GL_OUTPUT_TEXTURE_COORD11_EXT=0x87A8;
+public const uint GL_OUTPUT_TEXTURE_COORD12_EXT=0x87A9;
+public const uint GL_OUTPUT_TEXTURE_COORD13_EXT=0x87AA;
+public const uint GL_OUTPUT_TEXTURE_COORD14_EXT=0x87AB;
+public const uint GL_OUTPUT_TEXTURE_COORD15_EXT=0x87AC;
+public const uint GL_OUTPUT_TEXTURE_COORD16_EXT=0x87AD;
+public const uint GL_OUTPUT_TEXTURE_COORD17_EXT=0x87AE;
+public const uint GL_OUTPUT_TEXTURE_COORD18_EXT=0x87AF;
+public const uint GL_OUTPUT_TEXTURE_COORD19_EXT=0x87B0;
+public const uint GL_OUTPUT_TEXTURE_COORD20_EXT=0x87B1;
+public const uint GL_OUTPUT_TEXTURE_COORD21_EXT=0x87B2;
+public const uint GL_OUTPUT_TEXTURE_COORD22_EXT=0x87B3;
+public const uint GL_OUTPUT_TEXTURE_COORD23_EXT=0x87B4;
+public const uint GL_OUTPUT_TEXTURE_COORD24_EXT=0x87B5;
+public const uint GL_OUTPUT_TEXTURE_COORD25_EXT=0x87B6;
+public const uint GL_OUTPUT_TEXTURE_COORD26_EXT=0x87B7;
+public const uint GL_OUTPUT_TEXTURE_COORD27_EXT=0x87B8;
+public const uint GL_OUTPUT_TEXTURE_COORD28_EXT=0x87B9;
+public const uint GL_OUTPUT_TEXTURE_COORD29_EXT=0x87BA;
+public const uint GL_OUTPUT_TEXTURE_COORD30_EXT=0x87BB;
+public const uint GL_OUTPUT_TEXTURE_COORD31_EXT=0x87BC;
+public const uint GL_OUTPUT_FOG_EXT=0x87BD;
+public const uint GL_SCALAR_EXT=0x87BE;
+public const uint GL_VECTOR_EXT=0x87BF;
+public const uint GL_MATRIX_EXT=0x87C0;
+public const uint GL_VARIANT_EXT=0x87C1;
+public const uint GL_INVARIANT_EXT=0x87C2;
+public const uint GL_LOCAL_CONSTANT_EXT=0x87C3;
+public const uint GL_LOCAL_EXT=0x87C4;
+public const uint GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT=0x87C5;
+public const uint GL_MAX_VERTEX_SHADER_VARIANTS_EXT=0x87C6;
+public const uint GL_MAX_VERTEX_SHADER_INVARIANTS_EXT=0x87C7;
+public const uint GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT=0x87C8;
+public const uint GL_MAX_VERTEX_SHADER_LOCALS_EXT=0x87C9;
+public const uint GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT=0x87CA;
+public const uint GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT=0x87CB;
+public const uint GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT=0x87CC;
+public const uint GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT=0x87CD;
+public const uint GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT=0x87CE;
+public const uint GL_VERTEX_SHADER_INSTRUCTIONS_EXT=0x87CF;
+public const uint GL_VERTEX_SHADER_VARIANTS_EXT=0x87D0;
+public const uint GL_VERTEX_SHADER_INVARIANTS_EXT=0x87D1;
+public const uint GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT=0x87D2;
+public const uint GL_VERTEX_SHADER_LOCALS_EXT=0x87D3;
+public const uint GL_VERTEX_SHADER_OPTIMIZED_EXT=0x87D4;
+public const uint GL_X_EXT=0x87D5;
+public const uint GL_Y_EXT=0x87D6;
+public const uint GL_Z_EXT=0x87D7;
+public const uint GL_W_EXT=0x87D8;
+public const uint GL_NEGATIVE_X_EXT=0x87D9;
+public const uint GL_NEGATIVE_Y_EXT=0x87DA;
+public const uint GL_NEGATIVE_Z_EXT=0x87DB;
+public const uint GL_NEGATIVE_W_EXT=0x87DC;
+public const uint GL_ZERO_EXT=0x87DD;
+public const uint GL_ONE_EXT=0x87DE;
+public const uint GL_NEGATIVE_ONE_EXT=0x87DF;
+public const uint GL_NORMALIZED_RANGE_EXT=0x87E0;
+public const uint GL_FULL_RANGE_EXT=0x87E1;
+public const uint GL_CURRENT_VERTEX_EXT=0x87E2;
+public const uint GL_MVP_MATRIX_EXT=0x87E3;
+public const uint GL_VARIANT_VALUE_EXT=0x87E4;
+public const uint GL_VARIANT_DATATYPE_EXT=0x87E5;
+public const uint GL_VARIANT_ARRAY_STRIDE_EXT=0x87E6;
+public const uint GL_VARIANT_ARRAY_TYPE_EXT=0x87E7;
+public const uint GL_VARIANT_ARRAY_EXT=0x87E8;
+public const uint GL_VARIANT_ARRAY_POINTER_EXT=0x87E9;
+public const uint GL_INVARIANT_VALUE_EXT=0x87EA;
+public const uint GL_INVARIANT_DATATYPE_EXT=0x87EB;
+public const uint GL_LOCAL_CONSTANT_VALUE_EXT=0x87EC;
+public const uint GL_LOCAL_CONSTANT_DATATYPE_EXT=0x87ED;
+public const uint GL_EXT_vertex_weighting=1;
+public const uint GL_MODELVIEW0_STACK_DEPTH_EXT=0x0BA3;
+public const uint GL_MODELVIEW0_MATRIX_EXT=0x0BA6;
+public const uint GL_MODELVIEW0_EXT=0x1700;
+public const uint GL_MODELVIEW1_STACK_DEPTH_EXT=0x8502;
+public const uint GL_MODELVIEW1_MATRIX_EXT=0x8506;
+public const uint GL_VERTEX_WEIGHTING_EXT=0x8509;
+public const uint GL_MODELVIEW1_EXT=0x850A;
+public const uint GL_CURRENT_VERTEX_WEIGHT_EXT=0x850B;
+public const uint GL_VERTEX_WEIGHT_ARRAY_EXT=0x850C;
+public const uint GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT=0x850D;
+public const uint GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT=0x850E;
+public const uint GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT=0x850F;
+public const uint GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT=0x8510;
+public const uint GL_EXT_win32_keyed_mutex=1;
+public const uint GL_EXT_window_rectangles=1;
+public const uint GL_INCLUSIVE_EXT=0x8F10;
+public const uint GL_EXCLUSIVE_EXT=0x8F11;
+public const uint GL_WINDOW_RECTANGLE_EXT=0x8F12;
+public const uint GL_WINDOW_RECTANGLE_MODE_EXT=0x8F13;
+public const uint GL_MAX_WINDOW_RECTANGLES_EXT=0x8F14;
+public const uint GL_NUM_WINDOW_RECTANGLES_EXT=0x8F15;
+public const uint GL_EXT_x11_sync_object=1;
+public const uint GL_SYNC_X11_FENCE_EXT=0x90E1;
+public const uint GL_GREMEDY_frame_terminator=1;
+public const uint GL_GREMEDY_string_marker=1;
+public const uint GL_HP_convolution_border_modes=1;
+public const uint GL_HP_image_transform=1;
+public const uint GL_HP_occlusion_test=1;
+public const uint GL_HP_texture_lighting=1;
+public const uint GL_IBM_cull_vertex=1;
+public const uint GL_CULL_VERTEX_IBM=103050;
+public const uint GL_IBM_multimode_draw_arrays=1;
+public const uint GL_IBM_rasterpos_clip=1;
+public const uint GL_RASTER_POSITION_UNCLIPPED_IBM=103010;
+public const uint GL_IBM_static_data=1;
+public const uint GL_ALL_STATIC_DATA_IBM=103060;
+public const uint GL_STATIC_VERTEX_ARRAY_IBM=103061;
+public const uint GL_IBM_texture_mirrored_repeat=1;
+public const uint GL_MIRRORED_REPEAT_IBM=0x8370;
+public const uint GL_IBM_vertex_array_lists=1;
+public const uint GL_VERTEX_ARRAY_LIST_IBM=103070;
+public const uint GL_NORMAL_ARRAY_LIST_IBM=103071;
+public const uint GL_COLOR_ARRAY_LIST_IBM=103072;
+public const uint GL_INDEX_ARRAY_LIST_IBM=103073;
+public const uint GL_TEXTURE_COORD_ARRAY_LIST_IBM=103074;
+public const uint GL_EDGE_FLAG_ARRAY_LIST_IBM=103075;
+public const uint GL_FOG_COORDINATE_ARRAY_LIST_IBM=103076;
+public const uint GL_SECONDARY_COLOR_ARRAY_LIST_IBM=103077;
+public const uint GL_VERTEX_ARRAY_LIST_STRIDE_IBM=103080;
+public const uint GL_NORMAL_ARRAY_LIST_STRIDE_IBM=103081;
+public const uint GL_COLOR_ARRAY_LIST_STRIDE_IBM=103082;
+public const uint GL_INDEX_ARRAY_LIST_STRIDE_IBM=103083;
+public const uint GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM=103084;
+public const uint GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM=103085;
+public const uint GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM=103086;
+public const uint GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM=103087;
+public const uint GL_INGR_color_clamp=1;
+public const uint GL_RED_MIN_CLAMP_INGR=0x8560;
+public const uint GL_GREEN_MIN_CLAMP_INGR=0x8561;
+public const uint GL_BLUE_MIN_CLAMP_INGR=0x8562;
+public const uint GL_ALPHA_MIN_CLAMP_INGR=0x8563;
+public const uint GL_RED_MAX_CLAMP_INGR=0x8564;
+public const uint GL_GREEN_MAX_CLAMP_INGR=0x8565;
+public const uint GL_BLUE_MAX_CLAMP_INGR=0x8566;
+public const uint GL_ALPHA_MAX_CLAMP_INGR=0x8567;
+public const uint GL_INGR_interlace_read=1;
+public const uint GL_INTERLACE_READ_INGR=0x8568;
+public const uint GL_INTEL_conservative_rasterization=1;
+public const uint GL_CONSERVATIVE_RASTERIZATION_INTEL=0x83FE;
+public const uint GL_INTEL_fragment_shader_ordering=1;
+public const uint GL_INTEL_framebuffer_CMAA=1;
+public const uint GL_INTEL_map_texture=1;
+public const uint GL_LAYOUT_DEFAULT_INTEL=0;
+public const uint GL_LAYOUT_LINEAR_INTEL=1;
+public const uint GL_LAYOUT_LINEAR_CPU_CACHED_INTEL=2;
+public const uint GL_TEXTURE_MEMORY_LAYOUT_INTEL=0x83FF;
+public const uint GL_INTEL_parallel_arrays=1;
+public const uint GL_PARALLEL_ARRAYS_INTEL=0x83F4;
+public const uint GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL=0x83F5;
+public const uint GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL=0x83F6;
+public const uint GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL=0x83F7;
+public const uint GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL=0x83F8;
+public const uint GL_INTEL_performance_query=1;
+public const uint GL_PERFQUERY_SINGLE_CONTEXT_INTEL=0x0000;
+public const uint GL_PERFQUERY_GLOBAL_CONTEXT_INTEL=0x0001;
+public const uint GL_PERFQUERY_DONOT_FLUSH_INTEL=0x83F9;
+public const uint GL_PERFQUERY_FLUSH_INTEL=0x83FA;
+public const uint GL_PERFQUERY_WAIT_INTEL=0x83FB;
+public const uint GL_PERFQUERY_COUNTER_EVENT_INTEL=0x94F0;
+public const uint GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL=0x94F1;
+public const uint GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL=0x94F2;
+public const uint GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL=0x94F3;
+public const uint GL_PERFQUERY_COUNTER_RAW_INTEL=0x94F4;
+public const uint GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL=0x94F5;
+public const uint GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL=0x94F8;
+public const uint GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL=0x94F9;
+public const uint GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL=0x94FA;
+public const uint GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL=0x94FB;
+public const uint GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL=0x94FC;
+public const uint GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL=0x94FD;
+public const uint GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL=0x94FE;
+public const uint GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL=0x94FF;
+public const uint GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL=0x9500;
+public const uint GL_INTEL_texture_scissor=1;
+public const uint GL_KHR_blend_equation_advanced=1;
+public const uint GL_BLEND_ADVANCED_COHERENT_KHR=0x9285;
+public const uint GL_MULTIPLY_KHR=0x9294;
+public const uint GL_SCREEN_KHR=0x9295;
+public const uint GL_OVERLAY_KHR=0x9296;
+public const uint GL_DARKEN_KHR=0x9297;
+public const uint GL_LIGHTEN_KHR=0x9298;
+public const uint GL_COLORDODGE_KHR=0x9299;
+public const uint GL_COLORBURN_KHR=0x929A;
+public const uint GL_HARDLIGHT_KHR=0x929B;
+public const uint GL_SOFTLIGHT_KHR=0x929C;
+public const uint GL_DIFFERENCE_KHR=0x929E;
+public const uint GL_EXCLUSION_KHR=0x92A0;
+public const uint GL_HSL_HUE_KHR=0x92AD;
+public const uint GL_HSL_SATURATION_KHR=0x92AE;
+public const uint GL_HSL_COLOR_KHR=0x92AF;
+public const uint GL_HSL_LUMINOSITY_KHR=0x92B0;
+public const uint GL_KHR_blend_equation_advanced_coherent=1;
+public const uint GL_KHR_context_flush_control=1;
+public const uint GL_KHR_debug=1;
+public const uint GL_CONTEXT_FLAG_DEBUG_BIT=0x00000002;
+public const uint GL_STACK_OVERFLOW=0x0503;
+public const uint GL_STACK_UNDERFLOW=0x0504;
+public const uint GL_DEBUG_OUTPUT_SYNCHRONOUS=0x8242;
+public const uint GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH=0x8243;
+public const uint GL_DEBUG_CALLBACK_FUNCTION=0x8244;
+public const uint GL_DEBUG_CALLBACK_USER_PARAM=0x8245;
+public const uint GL_DEBUG_SOURCE_API=0x8246;
+public const uint GL_DEBUG_SOURCE_WINDOW_SYSTEM=0x8247;
+public const uint GL_DEBUG_SOURCE_SHADER_COMPILER=0x8248;
+public const uint GL_DEBUG_SOURCE_THIRD_PARTY=0x8249;
+public const uint GL_DEBUG_SOURCE_APPLICATION=0x824A;
+public const uint GL_DEBUG_SOURCE_OTHER=0x824B;
+public const uint GL_DEBUG_TYPE_ERROR=0x824C;
+public const uint GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR=0x824D;
+public const uint GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR=0x824E;
+public const uint GL_DEBUG_TYPE_PORTABILITY=0x824F;
+public const uint GL_DEBUG_TYPE_PERFORMANCE=0x8250;
+public const uint GL_DEBUG_TYPE_OTHER=0x8251;
+public const uint GL_DEBUG_TYPE_MARKER=0x8268;
+public const uint GL_DEBUG_TYPE_PUSH_GROUP=0x8269;
+public const uint GL_DEBUG_TYPE_POP_GROUP=0x826A;
+public const uint GL_DEBUG_SEVERITY_NOTIFICATION=0x826B;
+public const uint GL_MAX_DEBUG_GROUP_STACK_DEPTH=0x826C;
+public const uint GL_DEBUG_GROUP_STACK_DEPTH=0x826D;
+public const uint GL_BUFFER=0x82E0;
+public const uint GL_SHADER=0x82E1;
+public const uint GL_PROGRAM=0x82E2;
+public const uint GL_QUERY=0x82E3;
+public const uint GL_PROGRAM_PIPELINE=0x82E4;
+public const uint GL_SAMPLER=0x82E6;
+public const uint GL_DISPLAY_LIST=0x82E7;
+public const uint GL_MAX_LABEL_LENGTH=0x82E8;
+public const uint GL_MAX_DEBUG_MESSAGE_LENGTH=0x9143;
+public const uint GL_MAX_DEBUG_LOGGED_MESSAGES=0x9144;
+public const uint GL_DEBUG_LOGGED_MESSAGES=0x9145;
+public const uint GL_DEBUG_SEVERITY_HIGH=0x9146;
+public const uint GL_DEBUG_SEVERITY_MEDIUM=0x9147;
+public const uint GL_DEBUG_SEVERITY_LOW=0x9148;
+public const uint GL_DEBUG_OUTPUT=0x92E0;
+public const uint GL_KHR_no_error=1;
+public const uint GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR=0x00000008;
+public const uint GL_KHR_parallel_shader_compile=1;
+public const uint GL_MAX_SHADER_COMPILER_THREADS_KHR=0x91B0;
+public const uint GL_COMPLETION_STATUS_KHR=0x91B1;
+public const uint GL_KHR_robust_buffer_access_behavior=1;
+public const uint GL_KHR_robustness=1;
+public const uint GL_CONTEXT_LOST=0x0507;
+public const uint GL_LOSE_CONTEXT_ON_RESET=0x8252;
+public const uint GL_GUILTY_CONTEXT_RESET=0x8253;
+public const uint GL_INNOCENT_CONTEXT_RESET=0x8254;
+public const uint GL_UNKNOWN_CONTEXT_RESET=0x8255;
+public const uint GL_RESET_NOTIFICATION_STRATEGY=0x8256;
+public const uint GL_NO_RESET_NOTIFICATION=0x8261;
+public const uint GL_CONTEXT_ROBUST_ACCESS=0x90F3;
+public const uint GL_KHR_texture_compression_astc_hdr=1;
+public const uint GL_COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0;
+public const uint GL_COMPRESSED_RGBA_ASTC_5x4_KHR=0x93B1;
+public const uint GL_COMPRESSED_RGBA_ASTC_5x5_KHR=0x93B2;
+public const uint GL_COMPRESSED_RGBA_ASTC_6x5_KHR=0x93B3;
+public const uint GL_COMPRESSED_RGBA_ASTC_6x6_KHR=0x93B4;
+public const uint GL_COMPRESSED_RGBA_ASTC_8x5_KHR=0x93B5;
+public const uint GL_COMPRESSED_RGBA_ASTC_8x6_KHR=0x93B6;
+public const uint GL_COMPRESSED_RGBA_ASTC_8x8_KHR=0x93B7;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x5_KHR=0x93B8;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x6_KHR=0x93B9;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x8_KHR=0x93BA;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x10_KHR=0x93BB;
+public const uint GL_COMPRESSED_RGBA_ASTC_12x10_KHR=0x93BC;
+public const uint GL_COMPRESSED_RGBA_ASTC_12x12_KHR=0x93BD;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR=0x93D0;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR=0x93D1;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR=0x93D2;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR=0x93D3;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR=0x93D4;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR=0x93D5;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR=0x93D6;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR=0x93D7;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR=0x93D8;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR=0x93D9;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR=0x93DA;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR=0x93DB;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR=0x93DC;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR=0x93DD;
+public const uint GL_KHR_texture_compression_astc_ldr=1;
+public const uint GL_COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0;
+public const uint GL_COMPRESSED_RGBA_ASTC_5x4_KHR=0x93B1;
+public const uint GL_COMPRESSED_RGBA_ASTC_5x5_KHR=0x93B2;
+public const uint GL_COMPRESSED_RGBA_ASTC_6x5_KHR=0x93B3;
+public const uint GL_COMPRESSED_RGBA_ASTC_6x6_KHR=0x93B4;
+public const uint GL_COMPRESSED_RGBA_ASTC_8x5_KHR=0x93B5;
+public const uint GL_COMPRESSED_RGBA_ASTC_8x6_KHR=0x93B6;
+public const uint GL_COMPRESSED_RGBA_ASTC_8x8_KHR=0x93B7;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x5_KHR=0x93B8;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x6_KHR=0x93B9;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x8_KHR=0x93BA;
+public const uint GL_COMPRESSED_RGBA_ASTC_10x10_KHR=0x93BB;
+public const uint GL_COMPRESSED_RGBA_ASTC_12x10_KHR=0x93BC;
+public const uint GL_COMPRESSED_RGBA_ASTC_12x12_KHR=0x93BD;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR=0x93D0;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR=0x93D1;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR=0x93D2;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR=0x93D3;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR=0x93D4;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR=0x93D5;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR=0x93D6;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR=0x93D7;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR=0x93D8;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR=0x93D9;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR=0x93DA;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR=0x93DB;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR=0x93DC;
+public const uint GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR=0x93DD;
+public const uint GL_KHR_texture_compression_astc_sliced_3d=1;
+public const uint GL_KTX_buffer_region=1;
+public const uint GL_KTX_FRONT_REGION=0x0;
+public const uint GL_KTX_BACK_REGION=0x1;
+public const uint GL_KTX_Z_REGION=0x2;
+public const uint GL_KTX_STENCIL_REGION=0x3;
+public const uint GL_MESAX_texture_stack=1;
+public const uint GL_TEXTURE_1D_STACK_MESAX=0x8759;
+public const uint GL_TEXTURE_2D_STACK_MESAX=0x875A;
+public const uint GL_PROXY_TEXTURE_1D_STACK_MESAX=0x875B;
+public const uint GL_PROXY_TEXTURE_2D_STACK_MESAX=0x875C;
+public const uint GL_TEXTURE_1D_STACK_BINDING_MESAX=0x875D;
+public const uint GL_TEXTURE_2D_STACK_BINDING_MESAX=0x875E;
+public const uint GL_MESA_pack_invert=1;
+public const uint GL_PACK_INVERT_MESA=0x8758;
+public const uint GL_MESA_resize_buffers=1;
+public const uint GL_MESA_shader_integer_functions=1;
+public const uint GL_MESA_window_pos=1;
+public const uint GL_MESA_ycbcr_texture=1;
+public const uint GL_UNSIGNED_SHORT_8_8_MESA=0x85BA;
+public const uint GL_UNSIGNED_SHORT_8_8_REV_MESA=0x85BB;
+public const uint GL_YCBCR_MESA=0x8757;
+public const uint GL_NVX_blend_equation_advanced_multi_draw_buffers=1;
+public const uint GL_NVX_conditional_render=1;
+public const uint GL_NVX_gpu_memory_info=1;
+public const uint GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX=0x9047;
+public const uint GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX=0x9048;
+public const uint GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX=0x9049;
+public const uint GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX=0x904A;
+public const uint GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX=0x904B;
+public const uint GL_NVX_linked_gpu_multicast=1;
+public const uint GL_LGPU_SEPARATE_STORAGE_BIT_NVX=0x0800;
+public const uint GL_MAX_LGPU_GPUS_NVX=0x92BA;
+public const uint GL_NV_3dvision_settings=1;
+public const uint GL_3DVISION_STEREO_NV=0x90F4;
+public const uint GL_STEREO_SEPARATION_NV=0x90F5;
+public const uint GL_STEREO_CONVERGENCE_NV=0x90F6;
+public const uint GL_STEREO_CUTOFF_NV=0x90F7;
+public const uint GL_STEREO_PROJECTION_NV=0x90F8;
+public const uint GL_STEREO_PROJECTION_PERSPECTIVE_NV=0x90F9;
+public const uint GL_STEREO_PROJECTION_ORTHO_NV=0x90FA;
+public const uint GL_NV_EGL_stream_consumer_external=1;
+public const uint GL_TEXTURE_EXTERNAL_OES=0x8D65;
+public const uint GL_SAMPLER_EXTERNAL_OES=0x8D66;
+public const uint GL_TEXTURE_BINDING_EXTERNAL_OES=0x8D67;
+public const uint GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES=0x8D68;
+public const uint GL_NV_alpha_to_coverage_dither_control=1;
+public const uint GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV=0x92BF;
+public const uint GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV=0x934D;
+public const uint GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV=0x934E;
+public const uint GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV=0x934F;
+public const uint GL_NV_bgr=1;
+public const uint GL_BGR_NV=0x80E0;
+public const uint GL_NV_bindless_multi_draw_indirect=1;
+public const uint GL_NV_bindless_multi_draw_indirect_count=1;
+public const uint GL_NV_bindless_texture=1;
+public const uint GL_NV_blend_equation_advanced=1;
+public const uint GL_XOR_NV=0x1506;
+public const uint GL_RED_NV=0x1903;
+public const uint GL_GREEN_NV=0x1904;
+public const uint GL_BLUE_NV=0x1905;
+public const uint GL_BLEND_PREMULTIPLIED_SRC_NV=0x9280;
+public const uint GL_BLEND_OVERLAP_NV=0x9281;
+public const uint GL_UNCORRELATED_NV=0x9282;
+public const uint GL_DISJOINT_NV=0x9283;
+public const uint GL_CONJOINT_NV=0x9284;
+public const uint GL_BLEND_ADVANCED_COHERENT_NV=0x9285;
+public const uint GL_SRC_NV=0x9286;
+public const uint GL_DST_NV=0x9287;
+public const uint GL_SRC_OVER_NV=0x9288;
+public const uint GL_DST_OVER_NV=0x9289;
+public const uint GL_SRC_IN_NV=0x928A;
+public const uint GL_DST_IN_NV=0x928B;
+public const uint GL_SRC_OUT_NV=0x928C;
+public const uint GL_DST_OUT_NV=0x928D;
+public const uint GL_SRC_ATOP_NV=0x928E;
+public const uint GL_DST_ATOP_NV=0x928F;
+public const uint GL_PLUS_NV=0x9291;
+public const uint GL_PLUS_DARKER_NV=0x9292;
+public const uint GL_MULTIPLY_NV=0x9294;
+public const uint GL_SCREEN_NV=0x9295;
+public const uint GL_OVERLAY_NV=0x9296;
+public const uint GL_DARKEN_NV=0x9297;
+public const uint GL_LIGHTEN_NV=0x9298;
+public const uint GL_COLORDODGE_NV=0x9299;
+public const uint GL_COLORBURN_NV=0x929A;
+public const uint GL_HARDLIGHT_NV=0x929B;
+public const uint GL_SOFTLIGHT_NV=0x929C;
+public const uint GL_DIFFERENCE_NV=0x929E;
+public const uint GL_MINUS_NV=0x929F;
+public const uint GL_EXCLUSION_NV=0x92A0;
+public const uint GL_CONTRAST_NV=0x92A1;
+public const uint GL_INVERT_RGB_NV=0x92A3;
+public const uint GL_LINEARDODGE_NV=0x92A4;
+public const uint GL_LINEARBURN_NV=0x92A5;
+public const uint GL_VIVIDLIGHT_NV=0x92A6;
+public const uint GL_LINEARLIGHT_NV=0x92A7;
+public const uint GL_PINLIGHT_NV=0x92A8;
+public const uint GL_HARDMIX_NV=0x92A9;
+public const uint GL_HSL_HUE_NV=0x92AD;
+public const uint GL_HSL_SATURATION_NV=0x92AE;
+public const uint GL_HSL_COLOR_NV=0x92AF;
+public const uint GL_HSL_LUMINOSITY_NV=0x92B0;
+public const uint GL_PLUS_CLAMPED_NV=0x92B1;
+public const uint GL_PLUS_CLAMPED_ALPHA_NV=0x92B2;
+public const uint GL_MINUS_CLAMPED_NV=0x92B3;
+public const uint GL_INVERT_OVG_NV=0x92B4;
+public const uint GL_NV_blend_equation_advanced_coherent=1;
+public const uint GL_NV_blend_minmax_factor=1;
+public const uint GL_FACTOR_MIN_AMD=0x901C;
+public const uint GL_FACTOR_MAX_AMD=0x901D;
+public const uint GL_NV_blend_square=1;
+public const uint GL_NV_clip_space_w_scaling=1;
+public const uint GL_VIEWPORT_POSITION_W_SCALE_NV=0x937C;
+public const uint GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV=0x937D;
+public const uint GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV=0x937E;
+public const uint GL_NV_command_list=1;
+public const uint GL_TERMINATE_SEQUENCE_COMMAND_NV=0x0000;
+public const uint GL_NOP_COMMAND_NV=0x0001;
+public const uint GL_DRAW_ELEMENTS_COMMAND_NV=0x0002;
+public const uint GL_DRAW_ARRAYS_COMMAND_NV=0x0003;
+public const uint GL_DRAW_ELEMENTS_STRIP_COMMAND_NV=0x0004;
+public const uint GL_DRAW_ARRAYS_STRIP_COMMAND_NV=0x0005;
+public const uint GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV=0x0006;
+public const uint GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV=0x0007;
+public const uint GL_ELEMENT_ADDRESS_COMMAND_NV=0x0008;
+public const uint GL_ATTRIBUTE_ADDRESS_COMMAND_NV=0x0009;
+public const uint GL_UNIFORM_ADDRESS_COMMAND_NV=0x000a;
+public const uint GL_BLEND_COLOR_COMMAND_NV=0x000b;
+public const uint GL_STENCIL_REF_COMMAND_NV=0x000c;
+public const uint GL_LINE_WIDTH_COMMAND_NV=0x000d;
+public const uint GL_POLYGON_OFFSET_COMMAND_NV=0x000e;
+public const uint GL_ALPHA_REF_COMMAND_NV=0x000f;
+public const uint GL_VIEWPORT_COMMAND_NV=0x0010;
+public const uint GL_SCISSOR_COMMAND_NV=0x0011;
+public const uint GL_FRONT_FACE_COMMAND_NV=0x0012;
+public const uint GL_NV_compute_program5=1;
+public const uint GL_COMPUTE_PROGRAM_NV=0x90FB;
+public const uint GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV=0x90FC;
+public const uint GL_NV_conditional_render=1;
+public const uint GL_QUERY_WAIT_NV=0x8E13;
+public const uint GL_QUERY_NO_WAIT_NV=0x8E14;
+public const uint GL_QUERY_BY_REGION_WAIT_NV=0x8E15;
+public const uint GL_QUERY_BY_REGION_NO_WAIT_NV=0x8E16;
+public const uint GL_NV_conservative_raster=1;
+public const uint GL_CONSERVATIVE_RASTERIZATION_NV=0x9346;
+public const uint GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV=0x9347;
+public const uint GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV=0x9348;
+public const uint GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV=0x9349;
+public const uint GL_NV_conservative_raster_dilate=1;
+public const uint GL_CONSERVATIVE_RASTER_DILATE_NV=0x9379;
+public const uint GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV=0x937A;
+public const uint GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV=0x937B;
+public const uint GL_NV_conservative_raster_pre_snap_triangles=1;
+public const uint GL_CONSERVATIVE_RASTER_MODE_NV=0x954D;
+public const uint GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV=0x954E;
+public const uint GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV=0x954F;
+public const uint GL_NV_copy_buffer=1;
+public const uint GL_COPY_READ_BUFFER_NV=0x8F36;
+public const uint GL_COPY_WRITE_BUFFER_NV=0x8F37;
+public const uint GL_NV_copy_depth_to_color=1;
+public const uint GL_DEPTH_STENCIL_TO_RGBA_NV=0x886E;
+public const uint GL_DEPTH_STENCIL_TO_BGRA_NV=0x886F;
+public const uint GL_NV_copy_image=1;
+public const uint GL_NV_deep_texture3D=1;
+public const uint GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV=0x90D0;
+public const uint GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV=0x90D1;
+public const uint GL_NV_depth_buffer_float=1;
+public const uint GL_DEPTH_COMPONENT32F_NV=0x8DAB;
+public const uint GL_DEPTH32F_STENCIL8_NV=0x8DAC;
+public const uint GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV=0x8DAD;
+public const uint GL_DEPTH_BUFFER_FLOAT_MODE_NV=0x8DAF;
+public const uint GL_NV_depth_clamp=1;
+public const uint GL_DEPTH_CLAMP_NV=0x864F;
+public const uint GL_NV_depth_range_unclamped=1;
+public const uint GL_SAMPLE_COUNT_BITS_NV=0x8864;
+public const uint GL_CURRENT_SAMPLE_COUNT_QUERY_NV=0x8865;
+public const uint GL_QUERY_RESULT_NV=0x8866;
+public const uint GL_QUERY_RESULT_AVAILABLE_NV=0x8867;
+public const uint GL_SAMPLE_COUNT_NV=0x8914;
+public const uint GL_NV_draw_buffers=1;
+public const uint GL_MAX_DRAW_BUFFERS_NV=0x8824;
+public const uint GL_DRAW_BUFFER0_NV=0x8825;
+public const uint GL_DRAW_BUFFER1_NV=0x8826;
+public const uint GL_DRAW_BUFFER2_NV=0x8827;
+public const uint GL_DRAW_BUFFER3_NV=0x8828;
+public const uint GL_DRAW_BUFFER4_NV=0x8829;
+public const uint GL_DRAW_BUFFER5_NV=0x882A;
+public const uint GL_DRAW_BUFFER6_NV=0x882B;
+public const uint GL_DRAW_BUFFER7_NV=0x882C;
+public const uint GL_DRAW_BUFFER8_NV=0x882D;
+public const uint GL_DRAW_BUFFER9_NV=0x882E;
+public const uint GL_DRAW_BUFFER10_NV=0x882F;
+public const uint GL_DRAW_BUFFER11_NV=0x8830;
+public const uint GL_DRAW_BUFFER12_NV=0x8831;
+public const uint GL_DRAW_BUFFER13_NV=0x8832;
+public const uint GL_DRAW_BUFFER14_NV=0x8833;
+public const uint GL_DRAW_BUFFER15_NV=0x8834;
+public const uint GL_COLOR_ATTACHMENT0_NV=0x8CE0;
+public const uint GL_COLOR_ATTACHMENT1_NV=0x8CE1;
+public const uint GL_COLOR_ATTACHMENT2_NV=0x8CE2;
+public const uint GL_COLOR_ATTACHMENT3_NV=0x8CE3;
+public const uint GL_COLOR_ATTACHMENT4_NV=0x8CE4;
+public const uint GL_COLOR_ATTACHMENT5_NV=0x8CE5;
+public const uint GL_COLOR_ATTACHMENT6_NV=0x8CE6;
+public const uint GL_COLOR_ATTACHMENT7_NV=0x8CE7;
+public const uint GL_COLOR_ATTACHMENT8_NV=0x8CE8;
+public const uint GL_COLOR_ATTACHMENT9_NV=0x8CE9;
+public const uint GL_COLOR_ATTACHMENT10_NV=0x8CEA;
+public const uint GL_COLOR_ATTACHMENT11_NV=0x8CEB;
+public const uint GL_COLOR_ATTACHMENT12_NV=0x8CEC;
+public const uint GL_COLOR_ATTACHMENT13_NV=0x8CED;
+public const uint GL_COLOR_ATTACHMENT14_NV=0x8CEE;
+public const uint GL_COLOR_ATTACHMENT15_NV=0x8CEF;
+public const uint GL_NV_draw_instanced=1;
+public const uint GL_NV_draw_texture=1;
+public const uint GL_NV_draw_vulkan_image=1;
+public const uint GL_NV_evaluators=1;
+public const uint GL_EVAL_2D_NV=0x86C0;
+public const uint GL_EVAL_TRIANGULAR_2D_NV=0x86C1;
+public const uint GL_MAP_TESSELLATION_NV=0x86C2;
+public const uint GL_MAP_ATTRIB_U_ORDER_NV=0x86C3;
+public const uint GL_MAP_ATTRIB_V_ORDER_NV=0x86C4;
+public const uint GL_EVAL_FRACTIONAL_TESSELLATION_NV=0x86C5;
+public const uint GL_EVAL_VERTEX_ATTRIB0_NV=0x86C6;
+public const uint GL_EVAL_VERTEX_ATTRIB1_NV=0x86C7;
+public const uint GL_EVAL_VERTEX_ATTRIB2_NV=0x86C8;
+public const uint GL_EVAL_VERTEX_ATTRIB3_NV=0x86C9;
+public const uint GL_EVAL_VERTEX_ATTRIB4_NV=0x86CA;
+public const uint GL_EVAL_VERTEX_ATTRIB5_NV=0x86CB;
+public const uint GL_EVAL_VERTEX_ATTRIB6_NV=0x86CC;
+public const uint GL_EVAL_VERTEX_ATTRIB7_NV=0x86CD;
+public const uint GL_EVAL_VERTEX_ATTRIB8_NV=0x86CE;
+public const uint GL_EVAL_VERTEX_ATTRIB9_NV=0x86CF;
+public const uint GL_EVAL_VERTEX_ATTRIB10_NV=0x86D0;
+public const uint GL_EVAL_VERTEX_ATTRIB11_NV=0x86D1;
+public const uint GL_EVAL_VERTEX_ATTRIB12_NV=0x86D2;
+public const uint GL_EVAL_VERTEX_ATTRIB13_NV=0x86D3;
+public const uint GL_EVAL_VERTEX_ATTRIB14_NV=0x86D4;
+public const uint GL_EVAL_VERTEX_ATTRIB15_NV=0x86D5;
+public const uint GL_MAX_MAP_TESSELLATION_NV=0x86D6;
+public const uint GL_MAX_RATIONAL_EVAL_ORDER_NV=0x86D7;
+public const uint GL_NV_explicit_attrib_location=1;
+public const uint GL_NV_explicit_multisample=1;
+public const uint GL_SAMPLE_POSITION_NV=0x8E50;
+public const uint GL_SAMPLE_MASK_NV=0x8E51;
+public const uint GL_SAMPLE_MASK_VALUE_NV=0x8E52;
+public const uint GL_TEXTURE_BINDING_RENDERBUFFER_NV=0x8E53;
+public const uint GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV=0x8E54;
+public const uint GL_TEXTURE_RENDERBUFFER_NV=0x8E55;
+public const uint GL_SAMPLER_RENDERBUFFER_NV=0x8E56;
+public const uint GL_INT_SAMPLER_RENDERBUFFER_NV=0x8E57;
+public const uint GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV=0x8E58;
+public const uint GL_MAX_SAMPLE_MASK_WORDS_NV=0x8E59;
+public const uint GL_NV_fbo_color_attachments=1;
+public const uint GL_MAX_COLOR_ATTACHMENTS_NV=0x8CDF;
+public const uint GL_COLOR_ATTACHMENT0_NV=0x8CE0;
+public const uint GL_COLOR_ATTACHMENT1_NV=0x8CE1;
+public const uint GL_COLOR_ATTACHMENT2_NV=0x8CE2;
+public const uint GL_COLOR_ATTACHMENT3_NV=0x8CE3;
+public const uint GL_COLOR_ATTACHMENT4_NV=0x8CE4;
+public const uint GL_COLOR_ATTACHMENT5_NV=0x8CE5;
+public const uint GL_COLOR_ATTACHMENT6_NV=0x8CE6;
+public const uint GL_COLOR_ATTACHMENT7_NV=0x8CE7;
+public const uint GL_COLOR_ATTACHMENT8_NV=0x8CE8;
+public const uint GL_COLOR_ATTACHMENT9_NV=0x8CE9;
+public const uint GL_COLOR_ATTACHMENT10_NV=0x8CEA;
+public const uint GL_COLOR_ATTACHMENT11_NV=0x8CEB;
+public const uint GL_COLOR_ATTACHMENT12_NV=0x8CEC;
+public const uint GL_COLOR_ATTACHMENT13_NV=0x8CED;
+public const uint GL_COLOR_ATTACHMENT14_NV=0x8CEE;
+public const uint GL_COLOR_ATTACHMENT15_NV=0x8CEF;
+public const uint GL_NV_fence=1;
+public const uint GL_ALL_COMPLETED_NV=0x84F2;
+public const uint GL_FENCE_STATUS_NV=0x84F3;
+public const uint GL_FENCE_CONDITION_NV=0x84F4;
+public const uint GL_NV_fill_rectangle=1;
+public const uint GL_FILL_RECTANGLE_NV=0x933C;
+public const uint GL_NV_float_buffer=1;
+public const uint GL_FLOAT_R_NV=0x8880;
+public const uint GL_FLOAT_RG_NV=0x8881;
+public const uint GL_FLOAT_RGB_NV=0x8882;
+public const uint GL_FLOAT_RGBA_NV=0x8883;
+public const uint GL_FLOAT_R16_NV=0x8884;
+public const uint GL_FLOAT_R32_NV=0x8885;
+public const uint GL_FLOAT_RG16_NV=0x8886;
+public const uint GL_FLOAT_RG32_NV=0x8887;
+public const uint GL_FLOAT_RGB16_NV=0x8888;
+public const uint GL_FLOAT_RGB32_NV=0x8889;
+public const uint GL_FLOAT_RGBA16_NV=0x888A;
+public const uint GL_FLOAT_RGBA32_NV=0x888B;
+public const uint GL_TEXTURE_FLOAT_COMPONENTS_NV=0x888C;
+public const uint GL_FLOAT_CLEAR_COLOR_VALUE_NV=0x888D;
+public const uint GL_FLOAT_RGBA_MODE_NV=0x888E;
+public const uint GL_NV_fog_distance=1;
+public const uint GL_FOG_DISTANCE_MODE_NV=0x855A;
+public const uint GL_EYE_RADIAL_NV=0x855B;
+public const uint GL_EYE_PLANE_ABSOLUTE_NV=0x855C;
+public const uint GL_NV_fragment_coverage_to_color=1;
+public const uint GL_FRAGMENT_COVERAGE_TO_COLOR_NV=0x92DD;
+public const uint GL_FRAGMENT_COVERAGE_COLOR_NV=0x92DE;
+public const uint GL_NV_fragment_program=1;
+public const uint GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV=0x8868;
+public const uint GL_FRAGMENT_PROGRAM_NV=0x8870;
+public const uint GL_MAX_TEXTURE_COORDS_NV=0x8871;
+public const uint GL_MAX_TEXTURE_IMAGE_UNITS_NV=0x8872;
+public const uint GL_FRAGMENT_PROGRAM_BINDING_NV=0x8873;
+public const uint GL_PROGRAM_ERROR_STRING_NV=0x8874;
+public const uint GL_NV_fragment_program2=1;
+public const uint GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV=0x88F4;
+public const uint GL_MAX_PROGRAM_CALL_DEPTH_NV=0x88F5;
+public const uint GL_MAX_PROGRAM_IF_DEPTH_NV=0x88F6;
+public const uint GL_MAX_PROGRAM_LOOP_DEPTH_NV=0x88F7;
+public const uint GL_MAX_PROGRAM_LOOP_COUNT_NV=0x88F8;
+public const uint GL_NV_fragment_program4=1;
+public const uint GL_NV_fragment_program_option=1;
+public const uint GL_NV_fragment_shader_interlock=1;
+public const uint GL_NV_framebuffer_blit=1;
+public const uint GL_DRAW_FRAMEBUFFER_BINDING_NV=0x8CA6;
+public const uint GL_READ_FRAMEBUFFER_NV=0x8CA8;
+public const uint GL_DRAW_FRAMEBUFFER_NV=0x8CA9;
+public const uint GL_READ_FRAMEBUFFER_BINDING_NV=0x8CAA;
+public const uint GL_NV_framebuffer_mixed_samples=1;
+public const uint GL_COLOR_SAMPLES_NV=0x8E20;
+public const uint GL_RASTER_MULTISAMPLE_EXT=0x9327;
+public const uint GL_RASTER_SAMPLES_EXT=0x9328;
+public const uint GL_MAX_RASTER_SAMPLES_EXT=0x9329;
+public const uint GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT=0x932A;
+public const uint GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT=0x932B;
+public const uint GL_EFFECTIVE_RASTER_SAMPLES_EXT=0x932C;
+public const uint GL_DEPTH_SAMPLES_NV=0x932D;
+public const uint GL_STENCIL_SAMPLES_NV=0x932E;
+public const uint GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV=0x932F;
+public const uint GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV=0x9330;
+public const uint GL_COVERAGE_MODULATION_TABLE_NV=0x9331;
+public const uint GL_COVERAGE_MODULATION_NV=0x9332;
+public const uint GL_COVERAGE_MODULATION_TABLE_SIZE_NV=0x9333;
+public const uint GL_NV_framebuffer_multisample=1;
+public const uint GL_RENDERBUFFER_SAMPLES_NV=0x8CAB;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV=0x8D56;
+public const uint GL_MAX_SAMPLES_NV=0x8D57;
+public const uint GL_NV_framebuffer_multisample_coverage=1;
+public const uint GL_RENDERBUFFER_COVERAGE_SAMPLES_NV=0x8CAB;
+public const uint GL_RENDERBUFFER_COLOR_SAMPLES_NV=0x8E10;
+public const uint GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV=0x8E11;
+public const uint GL_MULTISAMPLE_COVERAGE_MODES_NV=0x8E12;
+public const uint GL_NV_generate_mipmap_sRGB=1;
+public const uint GL_NV_geometry_program4=1;
+public const uint GL_GEOMETRY_PROGRAM_NV=0x8C26;
+public const uint GL_MAX_PROGRAM_OUTPUT_VERTICES_NV=0x8C27;
+public const uint GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV=0x8C28;
+public const uint GL_NV_geometry_shader4=1;
+public const uint GL_NV_geometry_shader_passthrough=1;
+public const uint GL_NV_gpu_multicast=1;
+public const uint GL_PER_GPU_STORAGE_BIT_NV=0x0800;
+public const uint GL_MULTICAST_GPUS_NV=0x92BA;
+public const uint GL_PER_GPU_STORAGE_NV=0x9548;
+public const uint GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV=0x9549;
+public const uint GL_RENDER_GPU_MASK_NV=0x9558;
+public const uint GL_NV_gpu_program4=1;
+public const uint GL_MIN_PROGRAM_TEXEL_OFFSET_NV=0x8904;
+public const uint GL_MAX_PROGRAM_TEXEL_OFFSET_NV=0x8905;
+public const uint GL_PROGRAM_ATTRIB_COMPONENTS_NV=0x8906;
+public const uint GL_PROGRAM_RESULT_COMPONENTS_NV=0x8907;
+public const uint GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV=0x8908;
+public const uint GL_MAX_PROGRAM_RESULT_COMPONENTS_NV=0x8909;
+public const uint GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV=0x8DA5;
+public const uint GL_MAX_PROGRAM_GENERIC_RESULTS_NV=0x8DA6;
+public const uint GL_NV_gpu_program5=1;
+public const uint GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV=0x8E5A;
+public const uint GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV=0x8E5B;
+public const uint GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV=0x8E5C;
+public const uint GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV=0x8E5D;
+public const uint GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV=0x8E5E;
+public const uint GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV=0x8E5F;
+public const uint GL_NV_gpu_program5_mem_extended=1;
+public const uint GL_NV_gpu_program_fp64=1;
+public const uint GL_NV_gpu_shader5=1;
+public const uint GL_INT64_NV=0x140E;
+public const uint GL_UNSIGNED_INT64_NV=0x140F;
+public const uint GL_INT8_NV=0x8FE0;
+public const uint GL_INT8_VEC2_NV=0x8FE1;
+public const uint GL_INT8_VEC3_NV=0x8FE2;
+public const uint GL_INT8_VEC4_NV=0x8FE3;
+public const uint GL_INT16_NV=0x8FE4;
+public const uint GL_INT16_VEC2_NV=0x8FE5;
+public const uint GL_INT16_VEC3_NV=0x8FE6;
+public const uint GL_INT16_VEC4_NV=0x8FE7;
+public const uint GL_INT64_VEC2_NV=0x8FE9;
+public const uint GL_INT64_VEC3_NV=0x8FEA;
+public const uint GL_INT64_VEC4_NV=0x8FEB;
+public const uint GL_UNSIGNED_INT8_NV=0x8FEC;
+public const uint GL_UNSIGNED_INT8_VEC2_NV=0x8FED;
+public const uint GL_UNSIGNED_INT8_VEC3_NV=0x8FEE;
+public const uint GL_UNSIGNED_INT8_VEC4_NV=0x8FEF;
+public const uint GL_UNSIGNED_INT16_NV=0x8FF0;
+public const uint GL_UNSIGNED_INT16_VEC2_NV=0x8FF1;
+public const uint GL_UNSIGNED_INT16_VEC3_NV=0x8FF2;
+public const uint GL_UNSIGNED_INT16_VEC4_NV=0x8FF3;
+public const uint GL_UNSIGNED_INT64_VEC2_NV=0x8FF5;
+public const uint GL_UNSIGNED_INT64_VEC3_NV=0x8FF6;
+public const uint GL_UNSIGNED_INT64_VEC4_NV=0x8FF7;
+public const uint GL_FLOAT16_NV=0x8FF8;
+public const uint GL_FLOAT16_VEC2_NV=0x8FF9;
+public const uint GL_FLOAT16_VEC3_NV=0x8FFA;
+public const uint GL_FLOAT16_VEC4_NV=0x8FFB;
+public const uint GL_NV_half_float=1;
+public const uint GL_HALF_FLOAT_NV=0x140B;
+public const uint GL_NV_image_formats=1;
+public const uint GL_NV_instanced_arrays=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV=0x88FE;
+public const uint GL_NV_internalformat_sample_query=1;
+public const uint GL_MULTISAMPLES_NV=0x9371;
+public const uint GL_SUPERSAMPLE_SCALE_X_NV=0x9372;
+public const uint GL_SUPERSAMPLE_SCALE_Y_NV=0x9373;
+public const uint GL_CONFORMANT_NV=0x9374;
+public const uint GL_NV_light_max_exponent=1;
+public const uint GL_MAX_SHININESS_NV=0x8504;
+public const uint GL_MAX_SPOT_EXPONENT_NV=0x8505;
+public const uint GL_NV_multisample_coverage=1;
+public const uint GL_COLOR_SAMPLES_NV=0x8E20;
+public const uint GL_NV_multisample_filter_hint=1;
+public const uint GL_MULTISAMPLE_FILTER_HINT_NV=0x8534;
+public const uint GL_NV_non_square_matrices=1;
+public const uint GL_FLOAT_MAT2x3_NV=0x8B65;
+public const uint GL_FLOAT_MAT2x4_NV=0x8B66;
+public const uint GL_FLOAT_MAT3x2_NV=0x8B67;
+public const uint GL_FLOAT_MAT3x4_NV=0x8B68;
+public const uint GL_FLOAT_MAT4x2_NV=0x8B69;
+public const uint GL_FLOAT_MAT4x3_NV=0x8B6A;
+public const uint GL_NV_occlusion_query=1;
+public const uint GL_PIXEL_COUNTER_BITS_NV=0x8864;
+public const uint GL_CURRENT_OCCLUSION_QUERY_ID_NV=0x8865;
+public const uint GL_PIXEL_COUNT_NV=0x8866;
+public const uint GL_PIXEL_COUNT_AVAILABLE_NV=0x8867;
+public const uint GL_NV_pack_subimage=1;
+public const uint GL_PACK_ROW_LENGTH_NV=0x0D02;
+public const uint GL_PACK_SKIP_ROWS_NV=0x0D03;
+public const uint GL_PACK_SKIP_PIXELS_NV=0x0D04;
+public const uint GL_NV_packed_depth_stencil=1;
+public const uint GL_DEPTH_STENCIL_NV=0x84F9;
+public const uint GL_UNSIGNED_INT_24_8_NV=0x84FA;
+public const uint GL_NV_packed_float=1;
+public const uint GL_R11F_G11F_B10F_NV=0x8C3A;
+public const uint GL_UNSIGNED_INT_10F_11F_11F_REV_NV=0x8C3B;
+public const uint GL_NV_packed_float_linear=1;
+public const uint GL_R11F_G11F_B10F_NV=0x8C3A;
+public const uint GL_UNSIGNED_INT_10F_11F_11F_REV_NV=0x8C3B;
+public const uint GL_NV_parameter_buffer_object=1;
+public const uint GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV=0x8DA0;
+public const uint GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV=0x8DA1;
+public const uint GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV=0x8DA2;
+public const uint GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV=0x8DA3;
+public const uint GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV=0x8DA4;
+public const uint GL_NV_parameter_buffer_object2=1;
+public const uint GL_NV_path_rendering=1;
+public const uint GL_CLOSE_PATH_NV=0x00;
+public const uint GL_BOLD_BIT_NV=0x01;
+public const uint GL_GLYPH_WIDTH_BIT_NV=0x01;
+public const uint GL_GLYPH_HEIGHT_BIT_NV=0x02;
+public const uint GL_ITALIC_BIT_NV=0x02;
+public const uint GL_MOVE_TO_NV=0x02;
+public const uint GL_RELATIVE_MOVE_TO_NV=0x03;
+public const uint GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV=0x04;
+public const uint GL_LINE_TO_NV=0x04;
+public const uint GL_RELATIVE_LINE_TO_NV=0x05;
+public const uint GL_HORIZONTAL_LINE_TO_NV=0x06;
+public const uint GL_RELATIVE_HORIZONTAL_LINE_TO_NV=0x07;
+public const uint GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV=0x08;
+public const uint GL_VERTICAL_LINE_TO_NV=0x08;
+public const uint GL_RELATIVE_VERTICAL_LINE_TO_NV=0x09;
+public const uint GL_QUADRATIC_CURVE_TO_NV=0x0A;
+public const uint GL_RELATIVE_QUADRATIC_CURVE_TO_NV=0x0B;
+public const uint GL_CUBIC_CURVE_TO_NV=0x0C;
+public const uint GL_RELATIVE_CUBIC_CURVE_TO_NV=0x0D;
+public const uint GL_SMOOTH_QUADRATIC_CURVE_TO_NV=0x0E;
+public const uint GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV=0x0F;
+public const uint GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV=0x10;
+public const uint GL_SMOOTH_CUBIC_CURVE_TO_NV=0x10;
+public const uint GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV=0x11;
+public const uint GL_SMALL_CCW_ARC_TO_NV=0x12;
+public const uint GL_RELATIVE_SMALL_CCW_ARC_TO_NV=0x13;
+public const uint GL_SMALL_CW_ARC_TO_NV=0x14;
+public const uint GL_RELATIVE_SMALL_CW_ARC_TO_NV=0x15;
+public const uint GL_LARGE_CCW_ARC_TO_NV=0x16;
+public const uint GL_RELATIVE_LARGE_CCW_ARC_TO_NV=0x17;
+public const uint GL_LARGE_CW_ARC_TO_NV=0x18;
+public const uint GL_RELATIVE_LARGE_CW_ARC_TO_NV=0x19;
+public const uint GL_CONIC_CURVE_TO_NV=0x1A;
+public const uint GL_RELATIVE_CONIC_CURVE_TO_NV=0x1B;
+public const uint GL_GLYPH_VERTICAL_BEARING_X_BIT_NV=0x20;
+public const uint GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV=0x40;
+public const uint GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV=0x80;
+public const uint GL_ROUNDED_RECT_NV=0xE8;
+public const uint GL_RELATIVE_ROUNDED_RECT_NV=0xE9;
+public const uint GL_ROUNDED_RECT2_NV=0xEA;
+public const uint GL_RELATIVE_ROUNDED_RECT2_NV=0xEB;
+public const uint GL_ROUNDED_RECT4_NV=0xEC;
+public const uint GL_RELATIVE_ROUNDED_RECT4_NV=0xED;
+public const uint GL_ROUNDED_RECT8_NV=0xEE;
+public const uint GL_RELATIVE_ROUNDED_RECT8_NV=0xEF;
+public const uint GL_RESTART_PATH_NV=0xF0;
+public const uint GL_DUP_FIRST_CUBIC_CURVE_TO_NV=0xF2;
+public const uint GL_DUP_LAST_CUBIC_CURVE_TO_NV=0xF4;
+public const uint GL_RECT_NV=0xF6;
+public const uint GL_RELATIVE_RECT_NV=0xF7;
+public const uint GL_CIRCULAR_CCW_ARC_TO_NV=0xF8;
+public const uint GL_CIRCULAR_CW_ARC_TO_NV=0xFA;
+public const uint GL_CIRCULAR_TANGENT_ARC_TO_NV=0xFC;
+public const uint GL_ARC_TO_NV=0xFE;
+public const uint GL_RELATIVE_ARC_TO_NV=0xFF;
+public const uint GL_GLYPH_HAS_KERNING_BIT_NV=0x100;
+public const uint GL_PRIMARY_COLOR_NV=0x852C;
+public const uint GL_SECONDARY_COLOR_NV=0x852D;
+public const uint GL_PRIMARY_COLOR=0x8577;
+public const uint GL_PATH_FORMAT_SVG_NV=0x9070;
+public const uint GL_PATH_FORMAT_PS_NV=0x9071;
+public const uint GL_STANDARD_FONT_NAME_NV=0x9072;
+public const uint GL_SYSTEM_FONT_NAME_NV=0x9073;
+public const uint GL_FILE_NAME_NV=0x9074;
+public const uint GL_PATH_STROKE_WIDTH_NV=0x9075;
+public const uint GL_PATH_END_CAPS_NV=0x9076;
+public const uint GL_PATH_INITIAL_END_CAP_NV=0x9077;
+public const uint GL_PATH_TERMINAL_END_CAP_NV=0x9078;
+public const uint GL_PATH_JOIN_STYLE_NV=0x9079;
+public const uint GL_PATH_MITER_LIMIT_NV=0x907A;
+public const uint GL_PATH_DASH_CAPS_NV=0x907B;
+public const uint GL_PATH_INITIAL_DASH_CAP_NV=0x907C;
+public const uint GL_PATH_TERMINAL_DASH_CAP_NV=0x907D;
+public const uint GL_PATH_DASH_OFFSET_NV=0x907E;
+public const uint GL_PATH_CLIENT_LENGTH_NV=0x907F;
+public const uint GL_PATH_FILL_MODE_NV=0x9080;
+public const uint GL_PATH_FILL_MASK_NV=0x9081;
+public const uint GL_PATH_FILL_COVER_MODE_NV=0x9082;
+public const uint GL_PATH_STROKE_COVER_MODE_NV=0x9083;
+public const uint GL_PATH_STROKE_MASK_NV=0x9084;
+public const uint GL_PATH_STROKE_BOUND_NV=0x9086;
+public const uint GL_COUNT_UP_NV=0x9088;
+public const uint GL_COUNT_DOWN_NV=0x9089;
+public const uint GL_PATH_OBJECT_BOUNDING_BOX_NV=0x908A;
+public const uint GL_CONVEX_HULL_NV=0x908B;
+public const uint GL_BOUNDING_BOX_NV=0x908D;
+public const uint GL_TRANSLATE_X_NV=0x908E;
+public const uint GL_TRANSLATE_Y_NV=0x908F;
+public const uint GL_TRANSLATE_2D_NV=0x9090;
+public const uint GL_TRANSLATE_3D_NV=0x9091;
+public const uint GL_AFFINE_2D_NV=0x9092;
+public const uint GL_AFFINE_3D_NV=0x9094;
+public const uint GL_TRANSPOSE_AFFINE_2D_NV=0x9096;
+public const uint GL_TRANSPOSE_AFFINE_3D_NV=0x9098;
+public const uint GL_UTF8_NV=0x909A;
+public const uint GL_UTF16_NV=0x909B;
+public const uint GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV=0x909C;
+public const uint GL_PATH_COMMAND_COUNT_NV=0x909D;
+public const uint GL_PATH_COORD_COUNT_NV=0x909E;
+public const uint GL_PATH_DASH_ARRAY_COUNT_NV=0x909F;
+public const uint GL_PATH_COMPUTED_LENGTH_NV=0x90A0;
+public const uint GL_PATH_FILL_BOUNDING_BOX_NV=0x90A1;
+public const uint GL_PATH_STROKE_BOUNDING_BOX_NV=0x90A2;
+public const uint GL_SQUARE_NV=0x90A3;
+public const uint GL_ROUND_NV=0x90A4;
+public const uint GL_TRIANGULAR_NV=0x90A5;
+public const uint GL_BEVEL_NV=0x90A6;
+public const uint GL_MITER_REVERT_NV=0x90A7;
+public const uint GL_MITER_TRUNCATE_NV=0x90A8;
+public const uint GL_SKIP_MISSING_GLYPH_NV=0x90A9;
+public const uint GL_USE_MISSING_GLYPH_NV=0x90AA;
+public const uint GL_PATH_ERROR_POSITION_NV=0x90AB;
+public const uint GL_PATH_FOG_GEN_MODE_NV=0x90AC;
+public const uint GL_ACCUM_ADJACENT_PAIRS_NV=0x90AD;
+public const uint GL_ADJACENT_PAIRS_NV=0x90AE;
+public const uint GL_FIRST_TO_REST_NV=0x90AF;
+public const uint GL_PATH_GEN_MODE_NV=0x90B0;
+public const uint GL_PATH_GEN_COEFF_NV=0x90B1;
+public const uint GL_PATH_GEN_COLOR_FORMAT_NV=0x90B2;
+public const uint GL_PATH_GEN_COMPONENTS_NV=0x90B3;
+public const uint GL_PATH_DASH_OFFSET_RESET_NV=0x90B4;
+public const uint GL_MOVE_TO_RESETS_NV=0x90B5;
+public const uint GL_MOVE_TO_CONTINUES_NV=0x90B6;
+public const uint GL_PATH_STENCIL_FUNC_NV=0x90B7;
+public const uint GL_PATH_STENCIL_REF_NV=0x90B8;
+public const uint GL_PATH_STENCIL_VALUE_MASK_NV=0x90B9;
+public const uint GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV=0x90BD;
+public const uint GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV=0x90BE;
+public const uint GL_PATH_COVER_DEPTH_FUNC_NV=0x90BF;
+public const uint GL_FONT_GLYPHS_AVAILABLE_NV=0x9368;
+public const uint GL_FONT_TARGET_UNAVAILABLE_NV=0x9369;
+public const uint GL_FONT_UNAVAILABLE_NV=0x936A;
+public const uint GL_FONT_UNINTELLIGIBLE_NV=0x936B;
+public const uint GL_STANDARD_FONT_FORMAT_NV=0x936C;
+public const uint GL_FRAGMENT_INPUT_NV=0x936D;
+public const uint GL_FONT_X_MIN_BOUNDS_BIT_NV=0x00010000;
+public const uint GL_FONT_Y_MIN_BOUNDS_BIT_NV=0x00020000;
+public const uint GL_FONT_X_MAX_BOUNDS_BIT_NV=0x00040000;
+public const uint GL_FONT_Y_MAX_BOUNDS_BIT_NV=0x00080000;
+public const uint GL_FONT_UNITS_PER_EM_BIT_NV=0x00100000;
+public const uint GL_FONT_ASCENDER_BIT_NV=0x00200000;
+public const uint GL_FONT_DESCENDER_BIT_NV=0x00400000;
+public const uint GL_FONT_HEIGHT_BIT_NV=0x00800000;
+public const uint GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV=0x01000000;
+public const uint GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV=0x02000000;
+public const uint GL_FONT_UNDERLINE_POSITION_BIT_NV=0x04000000;
+public const uint GL_FONT_UNDERLINE_THICKNESS_BIT_NV=0x08000000;
+public const uint GL_FONT_HAS_KERNING_BIT_NV=0x10000000;
+public const uint GL_FONT_NUM_GLYPH_INDICES_BIT_NV=0x20000000;
+public const uint GL_NV_path_rendering_shared_edge=1;
+public const uint GL_SHARED_EDGE_NV=0xC0;
+public const uint GL_NV_pixel_buffer_object=1;
+public const uint GL_PIXEL_PACK_BUFFER_NV=0x88EB;
+public const uint GL_PIXEL_UNPACK_BUFFER_NV=0x88EC;
+public const uint GL_PIXEL_PACK_BUFFER_BINDING_NV=0x88ED;
+public const uint GL_PIXEL_UNPACK_BUFFER_BINDING_NV=0x88EF;
+public const uint GL_NV_pixel_data_range=1;
+public const uint GL_WRITE_PIXEL_DATA_RANGE_NV=0x8878;
+public const uint GL_READ_PIXEL_DATA_RANGE_NV=0x8879;
+public const uint GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV=0x887A;
+public const uint GL_READ_PIXEL_DATA_RANGE_LENGTH_NV=0x887B;
+public const uint GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV=0x887C;
+public const uint GL_READ_PIXEL_DATA_RANGE_POINTER_NV=0x887D;
+public const uint GL_NV_platform_binary=1;
+public const uint GL_NVIDIA_PLATFORM_BINARY_NV=0x890B;
+public const uint GL_NV_point_sprite=1;
+public const uint GL_POINT_SPRITE_NV=0x8861;
+public const uint GL_COORD_REPLACE_NV=0x8862;
+public const uint GL_POINT_SPRITE_R_MODE_NV=0x8863;
+public const uint GL_NV_polygon_mode=1;
+public const uint GL_POLYGON_MODE_NV=0x0B40;
+public const uint GL_POINT_NV=0x1B00;
+public const uint GL_LINE_NV=0x1B01;
+public const uint GL_FILL_NV=0x1B02;
+public const uint GL_POLYGON_OFFSET_POINT_NV=0x2A01;
+public const uint GL_POLYGON_OFFSET_LINE_NV=0x2A02;
+public const uint GL_NV_present_video=1;
+public const uint GL_FRAME_NV=0x8E26;
+public const uint GL_FIELDS_NV=0x8E27;
+public const uint GL_CURRENT_TIME_NV=0x8E28;
+public const uint GL_NUM_FILL_STREAMS_NV=0x8E29;
+public const uint GL_PRESENT_TIME_NV=0x8E2A;
+public const uint GL_PRESENT_DURATION_NV=0x8E2B;
+public const uint GL_NV_primitive_restart=1;
+public const uint GL_PRIMITIVE_RESTART_NV=0x8558;
+public const uint GL_PRIMITIVE_RESTART_INDEX_NV=0x8559;
+public const uint GL_NV_read_depth=1;
+public const uint GL_NV_read_depth_stencil=1;
+public const uint GL_NV_read_stencil=1;
+public const uint GL_NV_register_combiners=1;
+public const uint GL_REGISTER_COMBINERS_NV=0x8522;
+public const uint GL_VARIABLE_A_NV=0x8523;
+public const uint GL_VARIABLE_B_NV=0x8524;
+public const uint GL_VARIABLE_C_NV=0x8525;
+public const uint GL_VARIABLE_D_NV=0x8526;
+public const uint GL_VARIABLE_E_NV=0x8527;
+public const uint GL_VARIABLE_F_NV=0x8528;
+public const uint GL_VARIABLE_G_NV=0x8529;
+public const uint GL_CONSTANT_COLOR0_NV=0x852A;
+public const uint GL_CONSTANT_COLOR1_NV=0x852B;
+public const uint GL_PRIMARY_COLOR_NV=0x852C;
+public const uint GL_SECONDARY_COLOR_NV=0x852D;
+public const uint GL_SPARE0_NV=0x852E;
+public const uint GL_SPARE1_NV=0x852F;
+public const uint GL_DISCARD_NV=0x8530;
+public const uint GL_E_TIMES_F_NV=0x8531;
+public const uint GL_SPARE0_PLUS_SECONDARY_COLOR_NV=0x8532;
+public const uint GL_UNSIGNED_IDENTITY_NV=0x8536;
+public const uint GL_UNSIGNED_INVERT_NV=0x8537;
+public const uint GL_EXPAND_NORMAL_NV=0x8538;
+public const uint GL_EXPAND_NEGATE_NV=0x8539;
+public const uint GL_HALF_BIAS_NORMAL_NV=0x853A;
+public const uint GL_HALF_BIAS_NEGATE_NV=0x853B;
+public const uint GL_SIGNED_IDENTITY_NV=0x853C;
+public const uint GL_SIGNED_NEGATE_NV=0x853D;
+public const uint GL_SCALE_BY_TWO_NV=0x853E;
+public const uint GL_SCALE_BY_FOUR_NV=0x853F;
+public const uint GL_SCALE_BY_ONE_HALF_NV=0x8540;
+public const uint GL_BIAS_BY_NEGATIVE_ONE_HALF_NV=0x8541;
+public const uint GL_COMBINER_INPUT_NV=0x8542;
+public const uint GL_COMBINER_MAPPING_NV=0x8543;
+public const uint GL_COMBINER_COMPONENT_USAGE_NV=0x8544;
+public const uint GL_COMBINER_AB_DOT_PRODUCT_NV=0x8545;
+public const uint GL_COMBINER_CD_DOT_PRODUCT_NV=0x8546;
+public const uint GL_COMBINER_MUX_SUM_NV=0x8547;
+public const uint GL_COMBINER_SCALE_NV=0x8548;
+public const uint GL_COMBINER_BIAS_NV=0x8549;
+public const uint GL_COMBINER_AB_OUTPUT_NV=0x854A;
+public const uint GL_COMBINER_CD_OUTPUT_NV=0x854B;
+public const uint GL_COMBINER_SUM_OUTPUT_NV=0x854C;
+public const uint GL_MAX_GENERAL_COMBINERS_NV=0x854D;
+public const uint GL_NUM_GENERAL_COMBINERS_NV=0x854E;
+public const uint GL_COLOR_SUM_CLAMP_NV=0x854F;
+public const uint GL_COMBINER0_NV=0x8550;
+public const uint GL_COMBINER1_NV=0x8551;
+public const uint GL_COMBINER2_NV=0x8552;
+public const uint GL_COMBINER3_NV=0x8553;
+public const uint GL_COMBINER4_NV=0x8554;
+public const uint GL_COMBINER5_NV=0x8555;
+public const uint GL_COMBINER6_NV=0x8556;
+public const uint GL_COMBINER7_NV=0x8557;
+public const uint GL_NV_register_combiners2=1;
+public const uint GL_PER_STAGE_CONSTANTS_NV=0x8535;
+public const uint GL_NV_robustness_video_memory_purge=1;
+public const uint GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV=0x334C;
+public const uint GL_PURGED_CONTEXT_RESET_NV=0x92BB;
+public const uint GL_NV_sRGB_formats=1;
+public const uint GL_ETC1_SRGB8_NV=0x88EE;
+public const uint GL_SRGB8_NV=0x8C41;
+public const uint GL_SLUMINANCE_ALPHA_NV=0x8C44;
+public const uint GL_SLUMINANCE8_ALPHA8_NV=0x8C45;
+public const uint GL_SLUMINANCE_NV=0x8C46;
+public const uint GL_SLUMINANCE8_NV=0x8C47;
+public const uint GL_COMPRESSED_SRGB_S3TC_DXT1_NV=0x8C4C;
+public const uint GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV=0x8C4D;
+public const uint GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV=0x8C4E;
+public const uint GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV=0x8C4F;
+public const uint GL_NV_sample_locations=1;
+public const uint GL_SAMPLE_LOCATION_NV=0x8E50;
+public const uint GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV=0x933D;
+public const uint GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV=0x933E;
+public const uint GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV=0x933F;
+public const uint GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV=0x9340;
+public const uint GL_PROGRAMMABLE_SAMPLE_LOCATION_NV=0x9341;
+public const uint GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV=0x9342;
+public const uint GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV=0x9343;
+public const uint GL_NV_sample_mask_override_coverage=1;
+public const uint GL_NV_shader_atomic_counters=1;
+public const uint GL_NV_shader_atomic_float=1;
+public const uint GL_NV_shader_atomic_float64=1;
+public const uint GL_NV_shader_atomic_fp16_vector=1;
+public const uint GL_NV_shader_atomic_int64=1;
+public const uint GL_NV_shader_buffer_load=1;
+public const uint GL_BUFFER_GPU_ADDRESS_NV=0x8F1D;
+public const uint GL_GPU_ADDRESS_NV=0x8F34;
+public const uint GL_MAX_SHADER_BUFFER_ADDRESS_NV=0x8F35;
+public const uint GL_NV_shader_noperspective_interpolation=1;
+public const uint GL_NV_shader_storage_buffer_object=1;
+public const uint GL_NV_shader_thread_group=1;
+public const uint GL_WARP_SIZE_NV=0x9339;
+public const uint GL_WARPS_PER_SM_NV=0x933A;
+public const uint GL_SM_COUNT_NV=0x933B;
+public const uint GL_NV_shader_thread_shuffle=1;
+public const uint GL_NV_shadow_samplers_array=1;
+public const uint GL_SAMPLER_2D_ARRAY_SHADOW_NV=0x8DC4;
+public const uint GL_NV_shadow_samplers_cube=1;
+public const uint GL_SAMPLER_CUBE_SHADOW_NV=0x8DC5;
+public const uint GL_NV_stereo_view_rendering=1;
+public const uint GL_NV_tessellation_program5=1;
+public const uint GL_MAX_PROGRAM_PATCH_ATTRIBS_NV=0x86D8;
+public const uint GL_TESS_CONTROL_PROGRAM_NV=0x891E;
+public const uint GL_TESS_EVALUATION_PROGRAM_NV=0x891F;
+public const uint GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV=0x8C74;
+public const uint GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV=0x8C75;
+public const uint GL_NV_texgen_emboss=1;
+public const uint GL_EMBOSS_LIGHT_NV=0x855D;
+public const uint GL_EMBOSS_CONSTANT_NV=0x855E;
+public const uint GL_EMBOSS_MAP_NV=0x855F;
+public const uint GL_NV_texgen_reflection=1;
+public const uint GL_NORMAL_MAP_NV=0x8511;
+public const uint GL_REFLECTION_MAP_NV=0x8512;
+public const uint GL_NV_texture_array=1;
+public const uint GL_UNPACK_SKIP_IMAGES_NV=0x806D;
+public const uint GL_UNPACK_IMAGE_HEIGHT_NV=0x806E;
+public const uint GL_MAX_ARRAY_TEXTURE_LAYERS_NV=0x88FF;
+public const uint GL_TEXTURE_2D_ARRAY_NV=0x8C1A;
+public const uint GL_TEXTURE_BINDING_2D_ARRAY_NV=0x8C1D;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV=0x8CD4;
+public const uint GL_SAMPLER_2D_ARRAY_NV=0x8DC1;
+public const uint GL_NV_texture_barrier=1;
+public const uint GL_NV_texture_border_clamp=1;
+public const uint GL_TEXTURE_BORDER_COLOR_NV=0x1004;
+public const uint GL_CLAMP_TO_BORDER_NV=0x812D;
+public const uint GL_NV_texture_compression_latc=1;
+public const uint GL_COMPRESSED_LUMINANCE_LATC1_NV=0x8C70;
+public const uint GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV=0x8C71;
+public const uint GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV=0x8C72;
+public const uint GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV=0x8C73;
+public const uint GL_NV_texture_compression_s3tc=1;
+public const uint GL_COMPRESSED_RGB_S3TC_DXT1_NV=0x83F0;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT1_NV=0x83F1;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT3_NV=0x83F2;
+public const uint GL_COMPRESSED_RGBA_S3TC_DXT5_NV=0x83F3;
+public const uint GL_NV_texture_compression_s3tc_update=1;
+public const uint GL_NV_texture_compression_vtc=1;
+public const uint GL_NV_texture_env_combine4=1;
+public const uint GL_COMBINE4_NV=0x8503;
+public const uint GL_SOURCE3_RGB_NV=0x8583;
+public const uint GL_SOURCE3_ALPHA_NV=0x858B;
+public const uint GL_OPERAND3_RGB_NV=0x8593;
+public const uint GL_OPERAND3_ALPHA_NV=0x859B;
+public const uint GL_NV_texture_expand_normal=1;
+public const uint GL_TEXTURE_UNSIGNED_REMAP_MODE_NV=0x888F;
+public const uint GL_NV_texture_multisample=1;
+public const uint GL_TEXTURE_COVERAGE_SAMPLES_NV=0x9045;
+public const uint GL_TEXTURE_COLOR_SAMPLES_NV=0x9046;
+public const uint GL_NV_texture_npot_2D_mipmap=1;
+public const uint GL_NV_texture_rectangle=1;
+public const uint GL_TEXTURE_RECTANGLE_NV=0x84F5;
+public const uint GL_TEXTURE_BINDING_RECTANGLE_NV=0x84F6;
+public const uint GL_PROXY_TEXTURE_RECTANGLE_NV=0x84F7;
+public const uint GL_MAX_RECTANGLE_TEXTURE_SIZE_NV=0x84F8;
+public const uint GL_NV_texture_rectangle_compressed=1;
+public const uint GL_NV_texture_shader=1;
+public const uint GL_OFFSET_TEXTURE_RECTANGLE_NV=0x864C;
+public const uint GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV=0x864D;
+public const uint GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV=0x864E;
+public const uint GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV=0x86D9;
+public const uint GL_UNSIGNED_INT_S8_S8_8_8_NV=0x86DA;
+public const uint GL_UNSIGNED_INT_8_8_S8_S8_REV_NV=0x86DB;
+public const uint GL_DSDT_MAG_INTENSITY_NV=0x86DC;
+public const uint GL_SHADER_CONSISTENT_NV=0x86DD;
+public const uint GL_TEXTURE_SHADER_NV=0x86DE;
+public const uint GL_SHADER_OPERATION_NV=0x86DF;
+public const uint GL_CULL_MODES_NV=0x86E0;
+public const uint GL_OFFSET_TEXTURE_2D_MATRIX_NV=0x86E1;
+public const uint GL_OFFSET_TEXTURE_MATRIX_NV=0x86E1;
+public const uint GL_OFFSET_TEXTURE_2D_SCALE_NV=0x86E2;
+public const uint GL_OFFSET_TEXTURE_SCALE_NV=0x86E2;
+public const uint GL_OFFSET_TEXTURE_2D_BIAS_NV=0x86E3;
+public const uint GL_OFFSET_TEXTURE_BIAS_NV=0x86E3;
+public const uint GL_PREVIOUS_TEXTURE_INPUT_NV=0x86E4;
+public const uint GL_CONST_EYE_NV=0x86E5;
+public const uint GL_PASS_THROUGH_NV=0x86E6;
+public const uint GL_CULL_FRAGMENT_NV=0x86E7;
+public const uint GL_OFFSET_TEXTURE_2D_NV=0x86E8;
+public const uint GL_DEPENDENT_AR_TEXTURE_2D_NV=0x86E9;
+public const uint GL_DEPENDENT_GB_TEXTURE_2D_NV=0x86EA;
+public const uint GL_DOT_PRODUCT_NV=0x86EC;
+public const uint GL_DOT_PRODUCT_DEPTH_REPLACE_NV=0x86ED;
+public const uint GL_DOT_PRODUCT_TEXTURE_2D_NV=0x86EE;
+public const uint GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV=0x86F0;
+public const uint GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV=0x86F1;
+public const uint GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV=0x86F2;
+public const uint GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV=0x86F3;
+public const uint GL_HILO_NV=0x86F4;
+public const uint GL_DSDT_NV=0x86F5;
+public const uint GL_DSDT_MAG_NV=0x86F6;
+public const uint GL_DSDT_MAG_VIB_NV=0x86F7;
+public const uint GL_HILO16_NV=0x86F8;
+public const uint GL_SIGNED_HILO_NV=0x86F9;
+public const uint GL_SIGNED_HILO16_NV=0x86FA;
+public const uint GL_SIGNED_RGBA_NV=0x86FB;
+public const uint GL_SIGNED_RGBA8_NV=0x86FC;
+public const uint GL_SIGNED_RGB_NV=0x86FE;
+public const uint GL_SIGNED_RGB8_NV=0x86FF;
+public const uint GL_SIGNED_LUMINANCE_NV=0x8701;
+public const uint GL_SIGNED_LUMINANCE8_NV=0x8702;
+public const uint GL_SIGNED_LUMINANCE_ALPHA_NV=0x8703;
+public const uint GL_SIGNED_LUMINANCE8_ALPHA8_NV=0x8704;
+public const uint GL_SIGNED_ALPHA_NV=0x8705;
+public const uint GL_SIGNED_ALPHA8_NV=0x8706;
+public const uint GL_SIGNED_INTENSITY_NV=0x8707;
+public const uint GL_SIGNED_INTENSITY8_NV=0x8708;
+public const uint GL_DSDT8_NV=0x8709;
+public const uint GL_DSDT8_MAG8_NV=0x870A;
+public const uint GL_DSDT8_MAG8_INTENSITY8_NV=0x870B;
+public const uint GL_SIGNED_RGB_UNSIGNED_ALPHA_NV=0x870C;
+public const uint GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV=0x870D;
+public const uint GL_HI_SCALE_NV=0x870E;
+public const uint GL_LO_SCALE_NV=0x870F;
+public const uint GL_DS_SCALE_NV=0x8710;
+public const uint GL_DT_SCALE_NV=0x8711;
+public const uint GL_MAGNITUDE_SCALE_NV=0x8712;
+public const uint GL_VIBRANCE_SCALE_NV=0x8713;
+public const uint GL_HI_BIAS_NV=0x8714;
+public const uint GL_LO_BIAS_NV=0x8715;
+public const uint GL_DS_BIAS_NV=0x8716;
+public const uint GL_DT_BIAS_NV=0x8717;
+public const uint GL_MAGNITUDE_BIAS_NV=0x8718;
+public const uint GL_VIBRANCE_BIAS_NV=0x8719;
+public const uint GL_TEXTURE_BORDER_VALUES_NV=0x871A;
+public const uint GL_TEXTURE_HI_SIZE_NV=0x871B;
+public const uint GL_TEXTURE_LO_SIZE_NV=0x871C;
+public const uint GL_TEXTURE_DS_SIZE_NV=0x871D;
+public const uint GL_TEXTURE_DT_SIZE_NV=0x871E;
+public const uint GL_TEXTURE_MAG_SIZE_NV=0x871F;
+public const uint GL_NV_texture_shader2=1;
+public const uint GL_UNSIGNED_INT_S8_S8_8_8_NV=0x86DA;
+public const uint GL_UNSIGNED_INT_8_8_S8_S8_REV_NV=0x86DB;
+public const uint GL_DSDT_MAG_INTENSITY_NV=0x86DC;
+public const uint GL_DOT_PRODUCT_TEXTURE_3D_NV=0x86EF;
+public const uint GL_HILO_NV=0x86F4;
+public const uint GL_DSDT_NV=0x86F5;
+public const uint GL_DSDT_MAG_NV=0x86F6;
+public const uint GL_DSDT_MAG_VIB_NV=0x86F7;
+public const uint GL_HILO16_NV=0x86F8;
+public const uint GL_SIGNED_HILO_NV=0x86F9;
+public const uint GL_SIGNED_HILO16_NV=0x86FA;
+public const uint GL_SIGNED_RGBA_NV=0x86FB;
+public const uint GL_SIGNED_RGBA8_NV=0x86FC;
+public const uint GL_SIGNED_RGB_NV=0x86FE;
+public const uint GL_SIGNED_RGB8_NV=0x86FF;
+public const uint GL_SIGNED_LUMINANCE_NV=0x8701;
+public const uint GL_SIGNED_LUMINANCE8_NV=0x8702;
+public const uint GL_SIGNED_LUMINANCE_ALPHA_NV=0x8703;
+public const uint GL_SIGNED_LUMINANCE8_ALPHA8_NV=0x8704;
+public const uint GL_SIGNED_ALPHA_NV=0x8705;
+public const uint GL_SIGNED_ALPHA8_NV=0x8706;
+public const uint GL_SIGNED_INTENSITY_NV=0x8707;
+public const uint GL_SIGNED_INTENSITY8_NV=0x8708;
+public const uint GL_DSDT8_NV=0x8709;
+public const uint GL_DSDT8_MAG8_NV=0x870A;
+public const uint GL_DSDT8_MAG8_INTENSITY8_NV=0x870B;
+public const uint GL_SIGNED_RGB_UNSIGNED_ALPHA_NV=0x870C;
+public const uint GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV=0x870D;
+public const uint GL_NV_texture_shader3=1;
+public const uint GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV=0x8850;
+public const uint GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV=0x8851;
+public const uint GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV=0x8852;
+public const uint GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV=0x8853;
+public const uint GL_OFFSET_HILO_TEXTURE_2D_NV=0x8854;
+public const uint GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV=0x8855;
+public const uint GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV=0x8856;
+public const uint GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV=0x8857;
+public const uint GL_DEPENDENT_HILO_TEXTURE_2D_NV=0x8858;
+public const uint GL_DEPENDENT_RGB_TEXTURE_3D_NV=0x8859;
+public const uint GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV=0x885A;
+public const uint GL_DOT_PRODUCT_PASS_THROUGH_NV=0x885B;
+public const uint GL_DOT_PRODUCT_TEXTURE_1D_NV=0x885C;
+public const uint GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV=0x885D;
+public const uint GL_HILO8_NV=0x885E;
+public const uint GL_SIGNED_HILO8_NV=0x885F;
+public const uint GL_FORCE_BLUE_TO_ONE_NV=0x8860;
+public const uint GL_NV_transform_feedback=1;
+public const uint GL_BACK_PRIMARY_COLOR_NV=0x8C77;
+public const uint GL_BACK_SECONDARY_COLOR_NV=0x8C78;
+public const uint GL_TEXTURE_COORD_NV=0x8C79;
+public const uint GL_CLIP_DISTANCE_NV=0x8C7A;
+public const uint GL_VERTEX_ID_NV=0x8C7B;
+public const uint GL_PRIMITIVE_ID_NV=0x8C7C;
+public const uint GL_GENERIC_ATTRIB_NV=0x8C7D;
+public const uint GL_TRANSFORM_FEEDBACK_ATTRIBS_NV=0x8C7E;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV=0x8C7F;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV=0x8C80;
+public const uint GL_ACTIVE_VARYINGS_NV=0x8C81;
+public const uint GL_ACTIVE_VARYING_MAX_LENGTH_NV=0x8C82;
+public const uint GL_TRANSFORM_FEEDBACK_VARYINGS_NV=0x8C83;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_START_NV=0x8C84;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV=0x8C85;
+public const uint GL_TRANSFORM_FEEDBACK_RECORD_NV=0x8C86;
+public const uint GL_PRIMITIVES_GENERATED_NV=0x8C87;
+public const uint GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV=0x8C88;
+public const uint GL_RASTERIZER_DISCARD_NV=0x8C89;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV=0x8C8A;
+public const uint GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV=0x8C8B;
+public const uint GL_INTERLEAVED_ATTRIBS_NV=0x8C8C;
+public const uint GL_SEPARATE_ATTRIBS_NV=0x8C8D;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_NV=0x8C8E;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV=0x8C8F;
+public const uint GL_NV_transform_feedback2=1;
+public const uint GL_TRANSFORM_FEEDBACK_NV=0x8E22;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV=0x8E23;
+public const uint GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV=0x8E24;
+public const uint GL_TRANSFORM_FEEDBACK_BINDING_NV=0x8E25;
+public const uint GL_NV_uniform_buffer_unified_memory=1;
+public const uint GL_UNIFORM_BUFFER_UNIFIED_NV=0x936E;
+public const uint GL_UNIFORM_BUFFER_ADDRESS_NV=0x936F;
+public const uint GL_UNIFORM_BUFFER_LENGTH_NV=0x9370;
+public const uint GL_NV_vdpau_interop=1;
+public const uint GL_SURFACE_STATE_NV=0x86EB;
+public const uint GL_SURFACE_REGISTERED_NV=0x86FD;
+public const uint GL_SURFACE_MAPPED_NV=0x8700;
+public const uint GL_WRITE_DISCARD_NV=0x88BE;
+public const uint GL_NV_vertex_array_range=1;
+public const uint GL_VERTEX_ARRAY_RANGE_NV=0x851D;
+public const uint GL_VERTEX_ARRAY_RANGE_LENGTH_NV=0x851E;
+public const uint GL_VERTEX_ARRAY_RANGE_VALID_NV=0x851F;
+public const uint GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV=0x8520;
+public const uint GL_VERTEX_ARRAY_RANGE_POINTER_NV=0x8521;
+public const uint GL_NV_vertex_array_range2=1;
+public const uint GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV=0x8533;
+public const uint GL_NV_vertex_attrib_integer_64bit=1;
+public const uint GL_INT64_NV=0x140E;
+public const uint GL_UNSIGNED_INT64_NV=0x140F;
+public const uint GL_NV_vertex_buffer_unified_memory=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV=0x8F1E;
+public const uint GL_ELEMENT_ARRAY_UNIFIED_NV=0x8F1F;
+public const uint GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV=0x8F20;
+public const uint GL_VERTEX_ARRAY_ADDRESS_NV=0x8F21;
+public const uint GL_NORMAL_ARRAY_ADDRESS_NV=0x8F22;
+public const uint GL_COLOR_ARRAY_ADDRESS_NV=0x8F23;
+public const uint GL_INDEX_ARRAY_ADDRESS_NV=0x8F24;
+public const uint GL_TEXTURE_COORD_ARRAY_ADDRESS_NV=0x8F25;
+public const uint GL_EDGE_FLAG_ARRAY_ADDRESS_NV=0x8F26;
+public const uint GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV=0x8F27;
+public const uint GL_FOG_COORD_ARRAY_ADDRESS_NV=0x8F28;
+public const uint GL_ELEMENT_ARRAY_ADDRESS_NV=0x8F29;
+public const uint GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV=0x8F2A;
+public const uint GL_VERTEX_ARRAY_LENGTH_NV=0x8F2B;
+public const uint GL_NORMAL_ARRAY_LENGTH_NV=0x8F2C;
+public const uint GL_COLOR_ARRAY_LENGTH_NV=0x8F2D;
+public const uint GL_INDEX_ARRAY_LENGTH_NV=0x8F2E;
+public const uint GL_TEXTURE_COORD_ARRAY_LENGTH_NV=0x8F2F;
+public const uint GL_EDGE_FLAG_ARRAY_LENGTH_NV=0x8F30;
+public const uint GL_SECONDARY_COLOR_ARRAY_LENGTH_NV=0x8F31;
+public const uint GL_FOG_COORD_ARRAY_LENGTH_NV=0x8F32;
+public const uint GL_ELEMENT_ARRAY_LENGTH_NV=0x8F33;
+public const uint GL_DRAW_INDIRECT_UNIFIED_NV=0x8F40;
+public const uint GL_DRAW_INDIRECT_ADDRESS_NV=0x8F41;
+public const uint GL_DRAW_INDIRECT_LENGTH_NV=0x8F42;
+public const uint GL_NV_vertex_program=1;
+public const uint GL_VERTEX_PROGRAM_NV=0x8620;
+public const uint GL_VERTEX_STATE_PROGRAM_NV=0x8621;
+public const uint GL_ATTRIB_ARRAY_SIZE_NV=0x8623;
+public const uint GL_ATTRIB_ARRAY_STRIDE_NV=0x8624;
+public const uint GL_ATTRIB_ARRAY_TYPE_NV=0x8625;
+public const uint GL_CURRENT_ATTRIB_NV=0x8626;
+public const uint GL_PROGRAM_LENGTH_NV=0x8627;
+public const uint GL_PROGRAM_STRING_NV=0x8628;
+public const uint GL_MODELVIEW_PROJECTION_NV=0x8629;
+public const uint GL_IDENTITY_NV=0x862A;
+public const uint GL_INVERSE_NV=0x862B;
+public const uint GL_TRANSPOSE_NV=0x862C;
+public const uint GL_INVERSE_TRANSPOSE_NV=0x862D;
+public const uint GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV=0x862E;
+public const uint GL_MAX_TRACK_MATRICES_NV=0x862F;
+public const uint GL_MATRIX0_NV=0x8630;
+public const uint GL_MATRIX1_NV=0x8631;
+public const uint GL_MATRIX2_NV=0x8632;
+public const uint GL_MATRIX3_NV=0x8633;
+public const uint GL_MATRIX4_NV=0x8634;
+public const uint GL_MATRIX5_NV=0x8635;
+public const uint GL_MATRIX6_NV=0x8636;
+public const uint GL_MATRIX7_NV=0x8637;
+public const uint GL_CURRENT_MATRIX_STACK_DEPTH_NV=0x8640;
+public const uint GL_CURRENT_MATRIX_NV=0x8641;
+public const uint GL_VERTEX_PROGRAM_POINT_SIZE_NV=0x8642;
+public const uint GL_VERTEX_PROGRAM_TWO_SIDE_NV=0x8643;
+public const uint GL_PROGRAM_PARAMETER_NV=0x8644;
+public const uint GL_ATTRIB_ARRAY_POINTER_NV=0x8645;
+public const uint GL_PROGRAM_TARGET_NV=0x8646;
+public const uint GL_PROGRAM_RESIDENT_NV=0x8647;
+public const uint GL_TRACK_MATRIX_NV=0x8648;
+public const uint GL_TRACK_MATRIX_TRANSFORM_NV=0x8649;
+public const uint GL_VERTEX_PROGRAM_BINDING_NV=0x864A;
+public const uint GL_PROGRAM_ERROR_POSITION_NV=0x864B;
+public const uint GL_VERTEX_ATTRIB_ARRAY0_NV=0x8650;
+public const uint GL_VERTEX_ATTRIB_ARRAY1_NV=0x8651;
+public const uint GL_VERTEX_ATTRIB_ARRAY2_NV=0x8652;
+public const uint GL_VERTEX_ATTRIB_ARRAY3_NV=0x8653;
+public const uint GL_VERTEX_ATTRIB_ARRAY4_NV=0x8654;
+public const uint GL_VERTEX_ATTRIB_ARRAY5_NV=0x8655;
+public const uint GL_VERTEX_ATTRIB_ARRAY6_NV=0x8656;
+public const uint GL_VERTEX_ATTRIB_ARRAY7_NV=0x8657;
+public const uint GL_VERTEX_ATTRIB_ARRAY8_NV=0x8658;
+public const uint GL_VERTEX_ATTRIB_ARRAY9_NV=0x8659;
+public const uint GL_VERTEX_ATTRIB_ARRAY10_NV=0x865A;
+public const uint GL_VERTEX_ATTRIB_ARRAY11_NV=0x865B;
+public const uint GL_VERTEX_ATTRIB_ARRAY12_NV=0x865C;
+public const uint GL_VERTEX_ATTRIB_ARRAY13_NV=0x865D;
+public const uint GL_VERTEX_ATTRIB_ARRAY14_NV=0x865E;
+public const uint GL_VERTEX_ATTRIB_ARRAY15_NV=0x865F;
+public const uint GL_MAP1_VERTEX_ATTRIB0_4_NV=0x8660;
+public const uint GL_MAP1_VERTEX_ATTRIB1_4_NV=0x8661;
+public const uint GL_MAP1_VERTEX_ATTRIB2_4_NV=0x8662;
+public const uint GL_MAP1_VERTEX_ATTRIB3_4_NV=0x8663;
+public const uint GL_MAP1_VERTEX_ATTRIB4_4_NV=0x8664;
+public const uint GL_MAP1_VERTEX_ATTRIB5_4_NV=0x8665;
+public const uint GL_MAP1_VERTEX_ATTRIB6_4_NV=0x8666;
+public const uint GL_MAP1_VERTEX_ATTRIB7_4_NV=0x8667;
+public const uint GL_MAP1_VERTEX_ATTRIB8_4_NV=0x8668;
+public const uint GL_MAP1_VERTEX_ATTRIB9_4_NV=0x8669;
+public const uint GL_MAP1_VERTEX_ATTRIB10_4_NV=0x866A;
+public const uint GL_MAP1_VERTEX_ATTRIB11_4_NV=0x866B;
+public const uint GL_MAP1_VERTEX_ATTRIB12_4_NV=0x866C;
+public const uint GL_MAP1_VERTEX_ATTRIB13_4_NV=0x866D;
+public const uint GL_MAP1_VERTEX_ATTRIB14_4_NV=0x866E;
+public const uint GL_MAP1_VERTEX_ATTRIB15_4_NV=0x866F;
+public const uint GL_MAP2_VERTEX_ATTRIB0_4_NV=0x8670;
+public const uint GL_MAP2_VERTEX_ATTRIB1_4_NV=0x8671;
+public const uint GL_MAP2_VERTEX_ATTRIB2_4_NV=0x8672;
+public const uint GL_MAP2_VERTEX_ATTRIB3_4_NV=0x8673;
+public const uint GL_MAP2_VERTEX_ATTRIB4_4_NV=0x8674;
+public const uint GL_MAP2_VERTEX_ATTRIB5_4_NV=0x8675;
+public const uint GL_MAP2_VERTEX_ATTRIB6_4_NV=0x8676;
+public const uint GL_MAP2_VERTEX_ATTRIB7_4_NV=0x8677;
+public const uint GL_MAP2_VERTEX_ATTRIB8_4_NV=0x8678;
+public const uint GL_MAP2_VERTEX_ATTRIB9_4_NV=0x8679;
+public const uint GL_MAP2_VERTEX_ATTRIB10_4_NV=0x867A;
+public const uint GL_MAP2_VERTEX_ATTRIB11_4_NV=0x867B;
+public const uint GL_MAP2_VERTEX_ATTRIB12_4_NV=0x867C;
+public const uint GL_MAP2_VERTEX_ATTRIB13_4_NV=0x867D;
+public const uint GL_MAP2_VERTEX_ATTRIB14_4_NV=0x867E;
+public const uint GL_MAP2_VERTEX_ATTRIB15_4_NV=0x867F;
+public const uint GL_NV_vertex_program1_1=1;
+public const uint GL_NV_vertex_program2=1;
+public const uint GL_NV_vertex_program2_option=1;
+public const uint GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV=0x88F4;
+public const uint GL_MAX_PROGRAM_CALL_DEPTH_NV=0x88F5;
+public const uint GL_NV_vertex_program3=1;
+public const uint GL_NV_vertex_program4=1;
+public const uint GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV=0x88FD;
+public const uint GL_NV_video_capture=1;
+public const uint GL_VIDEO_BUFFER_NV=0x9020;
+public const uint GL_VIDEO_BUFFER_BINDING_NV=0x9021;
+public const uint GL_FIELD_UPPER_NV=0x9022;
+public const uint GL_FIELD_LOWER_NV=0x9023;
+public const uint GL_NUM_VIDEO_CAPTURE_STREAMS_NV=0x9024;
+public const uint GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV=0x9025;
+public const uint GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV=0x9026;
+public const uint GL_LAST_VIDEO_CAPTURE_STATUS_NV=0x9027;
+public const uint GL_VIDEO_BUFFER_PITCH_NV=0x9028;
+public const uint GL_VIDEO_COLOR_CONVERSION_MATRIX_NV=0x9029;
+public const uint GL_VIDEO_COLOR_CONVERSION_MAX_NV=0x902A;
+public const uint GL_VIDEO_COLOR_CONVERSION_MIN_NV=0x902B;
+public const uint GL_VIDEO_COLOR_CONVERSION_OFFSET_NV=0x902C;
+public const uint GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV=0x902D;
+public const uint GL_PARTIAL_SUCCESS_NV=0x902E;
+public const uint GL_SUCCESS_NV=0x902F;
+public const uint GL_FAILURE_NV=0x9030;
+public const uint GL_YCBYCR8_422_NV=0x9031;
+public const uint GL_YCBAYCR8A_4224_NV=0x9032;
+public const uint GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV=0x9033;
+public const uint GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV=0x9034;
+public const uint GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV=0x9035;
+public const uint GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV=0x9036;
+public const uint GL_Z4Y12Z4CB12Z4CR12_444_NV=0x9037;
+public const uint GL_VIDEO_CAPTURE_FRAME_WIDTH_NV=0x9038;
+public const uint GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV=0x9039;
+public const uint GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV=0x903A;
+public const uint GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV=0x903B;
+public const uint GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV=0x903C;
+public const uint GL_NV_viewport_array=1;
+public const uint GL_DEPTH_RANGE=0x0B70;
+public const uint GL_VIEWPORT=0x0BA2;
+public const uint GL_SCISSOR_BOX=0x0C10;
+public const uint GL_SCISSOR_TEST=0x0C11;
+public const uint GL_MAX_VIEWPORTS_NV=0x825B;
+public const uint GL_VIEWPORT_SUBPIXEL_BITS_NV=0x825C;
+public const uint GL_VIEWPORT_BOUNDS_RANGE_NV=0x825D;
+public const uint GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV=0x825F;
+public const uint GL_NV_viewport_array2=1;
+public const uint GL_NV_viewport_swizzle=1;
+public const uint GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV=0x9350;
+public const uint GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV=0x9351;
+public const uint GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV=0x9352;
+public const uint GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV=0x9353;
+public const uint GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV=0x9354;
+public const uint GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV=0x9355;
+public const uint GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV=0x9356;
+public const uint GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV=0x9357;
+public const uint GL_VIEWPORT_SWIZZLE_X_NV=0x9358;
+public const uint GL_VIEWPORT_SWIZZLE_Y_NV=0x9359;
+public const uint GL_VIEWPORT_SWIZZLE_Z_NV=0x935A;
+public const uint GL_VIEWPORT_SWIZZLE_W_NV=0x935B;
+public const uint GL_OES_byte_coordinates=1;
+public const uint GL_OML_interlace=1;
+public const uint GL_INTERLACE_OML=0x8980;
+public const uint GL_INTERLACE_READ_OML=0x8981;
+public const uint GL_OML_resample=1;
+public const uint GL_PACK_RESAMPLE_OML=0x8984;
+public const uint GL_UNPACK_RESAMPLE_OML=0x8985;
+public const uint GL_RESAMPLE_REPLICATE_OML=0x8986;
+public const uint GL_RESAMPLE_ZERO_FILL_OML=0x8987;
+public const uint GL_RESAMPLE_AVERAGE_OML=0x8988;
+public const uint GL_RESAMPLE_DECIMATE_OML=0x8989;
+public const uint GL_OML_subsample=1;
+public const uint GL_FORMAT_SUBSAMPLE_24_24_OML=0x8982;
+public const uint GL_FORMAT_SUBSAMPLE_244_244_OML=0x8983;
+public const uint GL_OVR_multiview=1;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR=0x9630;
+public const uint GL_MAX_VIEWS_OVR=0x9631;
+public const uint GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR=0x9632;
+public const uint GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR=0x9633;
+public const uint GL_OVR_multiview2=1;
+public const uint GL_OVR_multiview_multisampled_render_to_texture=1;
+public const uint GL_PGI_misc_hints=1;
+public const uint GL_PREFER_DOUBLEBUFFER_HINT_PGI=107000;
+public const uint GL_CONSERVE_MEMORY_HINT_PGI=107005;
+public const uint GL_RECLAIM_MEMORY_HINT_PGI=107006;
+public const uint GL_NATIVE_GRAPHICS_HANDLE_PGI=107010;
+public const uint GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI=107011;
+public const uint GL_NATIVE_GRAPHICS_END_HINT_PGI=107012;
+public const uint GL_ALWAYS_FAST_HINT_PGI=107020;
+public const uint GL_ALWAYS_SOFT_HINT_PGI=107021;
+public const uint GL_ALLOW_DRAW_OBJ_HINT_PGI=107022;
+public const uint GL_ALLOW_DRAW_WIN_HINT_PGI=107023;
+public const uint GL_ALLOW_DRAW_FRG_HINT_PGI=107024;
+public const uint GL_ALLOW_DRAW_MEM_HINT_PGI=107025;
+public const uint GL_STRICT_DEPTHFUNC_HINT_PGI=107030;
+public const uint GL_STRICT_LIGHTING_HINT_PGI=107031;
+public const uint GL_STRICT_SCISSOR_HINT_PGI=107032;
+public const uint GL_FULL_STIPPLE_HINT_PGI=107033;
+public const uint GL_CLIP_NEAR_HINT_PGI=107040;
+public const uint GL_CLIP_FAR_HINT_PGI=107041;
+public const uint GL_WIDE_LINE_HINT_PGI=107042;
+public const uint GL_BACK_NORMALS_HINT_PGI=107043;
+public const uint GL_PGI_vertex_hints=1;
+public const uint GL_VERTEX23_BIT_PGI=0x00000004;
+public const uint GL_VERTEX4_BIT_PGI=0x00000008;
+public const uint GL_COLOR3_BIT_PGI=0x00010000;
+public const uint GL_COLOR4_BIT_PGI=0x00020000;
+public const uint GL_EDGEFLAG_BIT_PGI=0x00040000;
+public const uint GL_INDEX_BIT_PGI=0x00080000;
+public const uint GL_MAT_AMBIENT_BIT_PGI=0x00100000;
+public const uint GL_VERTEX_DATA_HINT_PGI=107050;
+public const uint GL_VERTEX_CONSISTENT_HINT_PGI=107051;
+public const uint GL_MATERIAL_SIDE_HINT_PGI=107052;
+public const uint GL_MAX_VERTEX_HINT_PGI=107053;
+public const uint GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI=0x00200000;
+public const uint GL_MAT_DIFFUSE_BIT_PGI=0x00400000;
+public const uint GL_MAT_EMISSION_BIT_PGI=0x00800000;
+public const uint GL_MAT_COLOR_INDEXES_BIT_PGI=0x01000000;
+public const uint GL_MAT_SHININESS_BIT_PGI=0x02000000;
+public const uint GL_MAT_SPECULAR_BIT_PGI=0x04000000;
+public const uint GL_NORMAL_BIT_PGI=0x08000000;
+public const uint GL_TEXCOORD1_BIT_PGI=0x10000000;
+public const uint GL_TEXCOORD2_BIT_PGI=0x20000000;
+public const uint GL_TEXCOORD3_BIT_PGI=0x40000000;
+public const uint GL_TEXCOORD4_BIT_PGI=0x80000000;
+public const uint GL_QCOM_alpha_test=1;
+public const uint GL_ALPHA_TEST_QCOM=0x0BC0;
+public const uint GL_ALPHA_TEST_FUNC_QCOM=0x0BC1;
+public const uint GL_ALPHA_TEST_REF_QCOM=0x0BC2;
+public const uint GL_QCOM_binning_control=1;
+public const uint GL_DONT_CARE=0x1100;
+public const uint GL_BINNING_CONTROL_HINT_QCOM=0x8FB0;
+public const uint GL_CPU_OPTIMIZED_QCOM=0x8FB1;
+public const uint GL_GPU_OPTIMIZED_QCOM=0x8FB2;
+public const uint GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM=0x8FB3;
+public const uint GL_QCOM_driver_control=1;
+public const uint GL_QCOM_extended_get=1;
+public const uint GL_TEXTURE_WIDTH_QCOM=0x8BD2;
+public const uint GL_TEXTURE_HEIGHT_QCOM=0x8BD3;
+public const uint GL_TEXTURE_DEPTH_QCOM=0x8BD4;
+public const uint GL_TEXTURE_INTERNAL_FORMAT_QCOM=0x8BD5;
+public const uint GL_TEXTURE_FORMAT_QCOM=0x8BD6;
+public const uint GL_TEXTURE_TYPE_QCOM=0x8BD7;
+public const uint GL_TEXTURE_IMAGE_VALID_QCOM=0x8BD8;
+public const uint GL_TEXTURE_NUM_LEVELS_QCOM=0x8BD9;
+public const uint GL_TEXTURE_TARGET_QCOM=0x8BDA;
+public const uint GL_TEXTURE_OBJECT_VALID_QCOM=0x8BDB;
+public const uint GL_STATE_RESTORE=0x8BDC;
+public const uint GL_QCOM_extended_get2=1;
+public const uint GL_QCOM_framebuffer_foveated=1;
+public const uint GL_FOVEATION_ENABLE_BIT_QCOM=0x1;
+public const uint GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM=0x2;
+public const uint GL_QCOM_perfmon_global_mode=1;
+public const uint GL_PERFMON_GLOBAL_MODE_QCOM=0x8FA0;
+public const uint GL_QCOM_shader_framebuffer_fetch_noncoherent=1;
+public const uint GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM=0x96A2;
+public const uint GL_QCOM_tiled_rendering=1;
+public const uint GL_COLOR_BUFFER_BIT0_QCOM=0x00000001;
+public const uint GL_COLOR_BUFFER_BIT1_QCOM=0x00000002;
+public const uint GL_COLOR_BUFFER_BIT2_QCOM=0x00000004;
+public const uint GL_COLOR_BUFFER_BIT3_QCOM=0x00000008;
+public const uint GL_COLOR_BUFFER_BIT4_QCOM=0x00000010;
+public const uint GL_COLOR_BUFFER_BIT5_QCOM=0x00000020;
+public const uint GL_COLOR_BUFFER_BIT6_QCOM=0x00000040;
+public const uint GL_COLOR_BUFFER_BIT7_QCOM=0x00000080;
+public const uint GL_DEPTH_BUFFER_BIT0_QCOM=0x00000100;
+public const uint GL_DEPTH_BUFFER_BIT1_QCOM=0x00000200;
+public const uint GL_DEPTH_BUFFER_BIT2_QCOM=0x00000400;
+public const uint GL_DEPTH_BUFFER_BIT3_QCOM=0x00000800;
+public const uint GL_DEPTH_BUFFER_BIT4_QCOM=0x00001000;
+public const uint GL_DEPTH_BUFFER_BIT5_QCOM=0x00002000;
+public const uint GL_DEPTH_BUFFER_BIT6_QCOM=0x00004000;
+public const uint GL_DEPTH_BUFFER_BIT7_QCOM=0x00008000;
+public const uint GL_STENCIL_BUFFER_BIT0_QCOM=0x00010000;
+public const uint GL_STENCIL_BUFFER_BIT1_QCOM=0x00020000;
+public const uint GL_STENCIL_BUFFER_BIT2_QCOM=0x00040000;
+public const uint GL_STENCIL_BUFFER_BIT3_QCOM=0x00080000;
+public const uint GL_STENCIL_BUFFER_BIT4_QCOM=0x00100000;
+public const uint GL_STENCIL_BUFFER_BIT5_QCOM=0x00200000;
+public const uint GL_STENCIL_BUFFER_BIT6_QCOM=0x00400000;
+public const uint GL_STENCIL_BUFFER_BIT7_QCOM=0x00800000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT0_QCOM=0x01000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT1_QCOM=0x02000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT2_QCOM=0x04000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT3_QCOM=0x08000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT4_QCOM=0x10000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT5_QCOM=0x20000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT6_QCOM=0x40000000;
+public const uint GL_MULTISAMPLE_BUFFER_BIT7_QCOM=0x80000000;
+public const uint GL_QCOM_writeonly_rendering=1;
+public const uint GL_WRITEONLY_RENDERING_QCOM=0x8823;
+public const uint GL_REGAL_ES1_0_compatibility=1;
+public const uint GL_REGAL_ES1_1_compatibility=1;
+public const uint GL_REGAL_enable=1;
+public const uint GL_ERROR_REGAL=0x9322;
+public const uint GL_DEBUG_REGAL=0x9323;
+public const uint GL_LOG_REGAL=0x9324;
+public const uint GL_EMULATION_REGAL=0x9325;
+public const uint GL_DRIVER_REGAL=0x9326;
+public const uint GL_MISSING_REGAL=0x9360;
+public const uint GL_TRACE_REGAL=0x9361;
+public const uint GL_CACHE_REGAL=0x9362;
+public const uint GL_CODE_REGAL=0x9363;
+public const uint GL_STATISTICS_REGAL=0x9364;
+public const uint GL_REGAL_error_string=1;
+public const uint GL_REGAL_extension_query=1;
+public const uint GL_REGAL_log=1;
+public const uint GL_LOG_ERROR_REGAL=0x9319;
+public const uint GL_LOG_WARNING_REGAL=0x931A;
+public const uint GL_LOG_INFO_REGAL=0x931B;
+public const uint GL_LOG_APP_REGAL=0x931C;
+public const uint GL_LOG_DRIVER_REGAL=0x931D;
+public const uint GL_LOG_INTERNAL_REGAL=0x931E;
+public const uint GL_LOG_DEBUG_REGAL=0x931F;
+public const uint GL_LOG_STATUS_REGAL=0x9320;
+public const uint GL_LOG_HTTP_REGAL=0x9321;
+public const uint GL_REGAL_proc_address=1;
+public const uint GL_REND_screen_coordinates=1;
+public const uint GL_SCREEN_COORDINATES_REND=0x8490;
+public const uint GL_INVERTED_SCREEN_W_REND=0x8491;
+public const uint GL_S3_s3tc=1;
+public const uint GL_RGB_S3TC=0x83A0;
+public const uint GL_RGB4_S3TC=0x83A1;
+public const uint GL_RGBA_S3TC=0x83A2;
+public const uint GL_RGBA4_S3TC=0x83A3;
+public const uint GL_RGBA_DXT5_S3TC=0x83A4;
+public const uint GL_RGBA4_DXT5_S3TC=0x83A5;
+public const uint GL_SGIS_clip_band_hint=1;
+public const uint GL_SGIS_color_range=1;
+public const uint GL_EXTENDED_RANGE_SGIS=0x85A5;
+public const uint GL_MIN_RED_SGIS=0x85A6;
+public const uint GL_MAX_RED_SGIS=0x85A7;
+public const uint GL_MIN_GREEN_SGIS=0x85A8;
+public const uint GL_MAX_GREEN_SGIS=0x85A9;
+public const uint GL_MIN_BLUE_SGIS=0x85AA;
+public const uint GL_MAX_BLUE_SGIS=0x85AB;
+public const uint GL_MIN_ALPHA_SGIS=0x85AC;
+public const uint GL_MAX_ALPHA_SGIS=0x85AD;
+public const uint GL_SGIS_detail_texture=1;
+public const uint GL_SGIS_fog_function=1;
+public const uint GL_SGIS_generate_mipmap=1;
+public const uint GL_GENERATE_MIPMAP_SGIS=0x8191;
+public const uint GL_GENERATE_MIPMAP_HINT_SGIS=0x8192;
+public const uint GL_SGIS_line_texgen=1;
+public const uint GL_SGIS_multisample=1;
+public const uint GL_MULTISAMPLE_SGIS=0x809D;
+public const uint GL_SAMPLE_ALPHA_TO_MASK_SGIS=0x809E;
+public const uint GL_SAMPLE_ALPHA_TO_ONE_SGIS=0x809F;
+public const uint GL_SAMPLE_MASK_SGIS=0x80A0;
+public const uint GL_1PASS_SGIS=0x80A1;
+public const uint GL_2PASS_0_SGIS=0x80A2;
+public const uint GL_2PASS_1_SGIS=0x80A3;
+public const uint GL_4PASS_0_SGIS=0x80A4;
+public const uint GL_4PASS_1_SGIS=0x80A5;
+public const uint GL_4PASS_2_SGIS=0x80A6;
+public const uint GL_4PASS_3_SGIS=0x80A7;
+public const uint GL_SAMPLE_BUFFERS_SGIS=0x80A8;
+public const uint GL_SAMPLES_SGIS=0x80A9;
+public const uint GL_SAMPLE_MASK_VALUE_SGIS=0x80AA;
+public const uint GL_SAMPLE_MASK_INVERT_SGIS=0x80AB;
+public const uint GL_SAMPLE_PATTERN_SGIS=0x80AC;
+public const uint GL_SGIS_multitexture=1;
+public const uint GL_SELECTED_TEXTURE_SGIS=0x83C0;
+public const uint GL_SELECTED_TEXTURE_COORD_SET_SGIS=0x83C1;
+public const uint GL_SELECTED_TEXTURE_TRANSFORM_SGIS=0x83C2;
+public const uint GL_MAX_TEXTURES_SGIS=0x83C3;
+public const uint GL_MAX_TEXTURE_COORD_SETS_SGIS=0x83C4;
+public const uint GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS=0x83C5;
+public const uint GL_TEXTURE_ENV_COORD_SET_SGIS=0x83C6;
+public const uint GL_TEXTURE0_SGIS=0x83C7;
+public const uint GL_TEXTURE1_SGIS=0x83C8;
+public const uint GL_TEXTURE2_SGIS=0x83C9;
+public const uint GL_TEXTURE3_SGIS=0x83CA;
+public const uint GL_SGIS_pixel_texture=1;
+public const uint GL_SGIS_point_line_texgen=1;
+public const uint GL_EYE_DISTANCE_TO_POINT_SGIS=0x81F0;
+public const uint GL_OBJECT_DISTANCE_TO_POINT_SGIS=0x81F1;
+public const uint GL_EYE_DISTANCE_TO_LINE_SGIS=0x81F2;
+public const uint GL_OBJECT_DISTANCE_TO_LINE_SGIS=0x81F3;
+public const uint GL_EYE_POINT_SGIS=0x81F4;
+public const uint GL_OBJECT_POINT_SGIS=0x81F5;
+public const uint GL_EYE_LINE_SGIS=0x81F6;
+public const uint GL_OBJECT_LINE_SGIS=0x81F7;
+public const uint GL_SGIS_shared_multisample=1;
+public const uint GL_SGIS_sharpen_texture=1;
+public const uint GL_SGIS_texture4D=1;
+public const uint GL_SGIS_texture_border_clamp=1;
+public const uint GL_CLAMP_TO_BORDER_SGIS=0x812D;
+public const uint GL_SGIS_texture_edge_clamp=1;
+public const uint GL_CLAMP_TO_EDGE_SGIS=0x812F;
+public const uint GL_SGIS_texture_filter4=1;
+public const uint GL_SGIS_texture_lod=1;
+public const uint GL_TEXTURE_MIN_LOD_SGIS=0x813A;
+public const uint GL_TEXTURE_MAX_LOD_SGIS=0x813B;
+public const uint GL_TEXTURE_BASE_LEVEL_SGIS=0x813C;
+public const uint GL_TEXTURE_MAX_LEVEL_SGIS=0x813D;
+public const uint GL_SGIS_texture_select=1;
+public const uint GL_SGIX_async=1;
+public const uint GL_ASYNC_MARKER_SGIX=0x8329;
+public const uint GL_SGIX_async_histogram=1;
+public const uint GL_ASYNC_HISTOGRAM_SGIX=0x832C;
+public const uint GL_MAX_ASYNC_HISTOGRAM_SGIX=0x832D;
+public const uint GL_SGIX_async_pixel=1;
+public const uint GL_ASYNC_TEX_IMAGE_SGIX=0x835C;
+public const uint GL_ASYNC_DRAW_PIXELS_SGIX=0x835D;
+public const uint GL_ASYNC_READ_PIXELS_SGIX=0x835E;
+public const uint GL_MAX_ASYNC_TEX_IMAGE_SGIX=0x835F;
+public const uint GL_MAX_ASYNC_DRAW_PIXELS_SGIX=0x8360;
+public const uint GL_MAX_ASYNC_READ_PIXELS_SGIX=0x8361;
+public const uint GL_SGIX_bali_g_instruments=1;
+public const uint GL_BALI_NUM_TRIS_CULLED_INSTRUMENT=0x6080;
+public const uint GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT=0x6081;
+public const uint GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT=0x6082;
+public const uint GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT=0x6083;
+public const uint GL_SGIX_bali_r_instruments=1;
+public const uint GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT=0x6090;
+public const uint GL_BALI_DEPTH_PASS_INSTRUMENT=0x6091;
+public const uint GL_BALI_R_CHIP_COUNT=0x6092;
+public const uint GL_SGIX_bali_timer_instruments=1;
+public const uint GL_SGIX_blend_alpha_minmax=1;
+public const uint GL_ALPHA_MIN_SGIX=0x8320;
+public const uint GL_ALPHA_MAX_SGIX=0x8321;
+public const uint GL_SGIX_blend_cadd=1;
+public const uint GL_FUNC_COMPLEX_ADD_EXT=0x601C;
+public const uint GL_SGIX_blend_cmultiply=1;
+public const uint GL_FUNC_COMPLEX_MULTIPLY_EXT=0x601B;
+public const uint GL_SGIX_calligraphic_fragment=1;
+public const uint GL_SGIX_clipmap=1;
+public const uint GL_SGIX_color_matrix_accuracy=1;
+public const uint GL_COLOR_MATRIX_HINT=0x8317;
+public const uint GL_SGIX_color_table_index_mode=1;
+public const uint GL_SGIX_complex_polar=1;
+public const uint GL_SGIX_convolution_accuracy=1;
+public const uint GL_CONVOLUTION_HINT_SGIX=0x8316;
+public const uint GL_SGIX_cube_map=1;
+public const uint GL_ENV_MAP_SGIX=0x8340;
+public const uint GL_CUBE_MAP_SGIX=0x8341;
+public const uint GL_CUBE_MAP_ZP_SGIX=0x8342;
+public const uint GL_CUBE_MAP_ZN_SGIX=0x8343;
+public const uint GL_CUBE_MAP_XN_SGIX=0x8344;
+public const uint GL_CUBE_MAP_XP_SGIX=0x8345;
+public const uint GL_CUBE_MAP_YN_SGIX=0x8346;
+public const uint GL_CUBE_MAP_YP_SGIX=0x8347;
+public const uint GL_CUBE_MAP_BINDING_SGIX=0x8348;
+public const uint GL_SGIX_cylinder_texgen=1;
+public const uint GL_SGIX_datapipe=1;
+public const uint GL_GEOMETRY_BIT=0x1;
+public const uint GL_IMAGE_BIT=0x2;
+public const uint GL_SGIX_decimation=1;
+public const uint GL_SGIX_depth_pass_instrument=1;
+public const uint GL_DEPTH_PASS_INSTRUMENT_SGIX=0x8310;
+public const uint GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX=0x8311;
+public const uint GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX=0x8312;
+public const uint GL_SGIX_depth_texture=1;
+public const uint GL_DEPTH_COMPONENT16_SGIX=0x81A5;
+public const uint GL_DEPTH_COMPONENT24_SGIX=0x81A6;
+public const uint GL_DEPTH_COMPONENT32_SGIX=0x81A7;
+public const uint GL_SGIX_dvc=1;
+public const uint GL_SGIX_flush_raster=1;
+public const uint GL_SGIX_fog_blend=1;
+public const uint GL_FOG_BLEND_ALPHA_SGIX=0x81FE;
+public const uint GL_FOG_BLEND_COLOR_SGIX=0x81FF;
+public const uint GL_SGIX_fog_factor_to_alpha=1;
+public const uint GL_SGIX_fog_layers=1;
+public const uint GL_FOG_TYPE_SGIX=0x8323;
+public const uint GL_UNIFORM_SGIX=0x8324;
+public const uint GL_LAYERED_SGIX=0x8325;
+public const uint GL_FOG_GROUND_PLANE_SGIX=0x8326;
+public const uint GL_FOG_LAYERS_POINTS_SGIX=0x8327;
+public const uint GL_MAX_FOG_LAYERS_POINTS_SGIX=0x8328;
+public const uint GL_SGIX_fog_offset=1;
+public const uint GL_FOG_OFFSET_SGIX=0x8198;
+public const uint GL_FOG_OFFSET_VALUE_SGIX=0x8199;
+public const uint GL_SGIX_fog_patchy=1;
+public const uint GL_SGIX_fog_scale=1;
+public const uint GL_FOG_SCALE_SGIX=0x81FC;
+public const uint GL_FOG_SCALE_VALUE_SGIX=0x81FD;
+public const uint GL_SGIX_fog_texture=1;
+public const uint GL_SGIX_fragment_lighting_space=1;
+public const uint GL_EYE_SPACE_SGIX=0x8436;
+public const uint GL_TANGENT_SPACE_SGIX=0x8437;
+public const uint GL_OBJECT_SPACE_SGIX=0x8438;
+public const uint GL_FRAGMENT_LIGHT_SPACE_SGIX=0x843D;
+public const uint GL_SGIX_fragment_specular_lighting=1;
+public const uint GL_SGIX_fragments_instrument=1;
+public const uint GL_FRAGMENTS_INSTRUMENT_SGIX=0x8313;
+public const uint GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX=0x8314;
+public const uint GL_FRAGMENTS_INSTRUMENT_MAX_SGIX=0x8315;
+public const uint GL_SGIX_framezoom=1;
+public const uint GL_SGIX_icc_texture=1;
+public const uint GL_RGB_ICC_SGIX=0x8460;
+public const uint GL_RGBA_ICC_SGIX=0x8461;
+public const uint GL_ALPHA_ICC_SGIX=0x8462;
+public const uint GL_LUMINANCE_ICC_SGIX=0x8463;
+public const uint GL_INTENSITY_ICC_SGIX=0x8464;
+public const uint GL_LUMINANCE_ALPHA_ICC_SGIX=0x8465;
+public const uint GL_R5_G6_B5_ICC_SGIX=0x8466;
+public const uint GL_R5_G6_B5_A8_ICC_SGIX=0x8467;
+public const uint GL_ALPHA16_ICC_SGIX=0x8468;
+public const uint GL_LUMINANCE16_ICC_SGIX=0x8469;
+public const uint GL_INTENSITY16_ICC_SGIX=0x846A;
+public const uint GL_LUMINANCE16_ALPHA8_ICC_SGIX=0x846B;
+public const uint GL_SGIX_igloo_interface=1;
+public const uint GL_IGLOO_FULLSCREEN_SGIX=0x819E;
+public const uint GL_IGLOO_VIEWPORT_OFFSET_SGIX=0x819F;
+public const uint GL_IGLOO_SWAPTMESH_SGIX=0x81A0;
+public const uint GL_IGLOO_COLORNORMAL_SGIX=0x81A1;
+public const uint GL_IGLOO_IRISGL_MODE_SGIX=0x81A2;
+public const uint GL_IGLOO_LMC_COLOR_SGIX=0x81A3;
+public const uint GL_IGLOO_TMESHMODE_SGIX=0x81A4;
+public const uint GL_LIGHT31=0xBEAD;
+public const uint GL_SGIX_image_compression=1;
+public const uint GL_SGIX_impact_pixel_texture=1;
+public const uint GL_SGIX_instrument_error=1;
+public const uint GL_SGIX_interlace=1;
+public const uint GL_INTERLACE_SGIX=0x8094;
+public const uint GL_SGIX_ir_instrument1=1;
+public const uint GL_SGIX_line_quality_hint=1;
+public const uint GL_LINE_QUALITY_HINT_SGIX=0x835B;
+public const uint GL_SGIX_list_priority=1;
+public const uint GL_SGIX_mpeg1=1;
+public const uint GL_SGIX_mpeg2=1;
+public const uint GL_SGIX_nonlinear_lighting_pervertex=1;
+public const uint GL_SGIX_nurbs_eval=1;
+public const uint GL_MAP1_VERTEX_3_NURBS_SGIX=0x81CB;
+public const uint GL_MAP1_VERTEX_4_NURBS_SGIX=0x81CC;
+public const uint GL_MAP1_INDEX_NURBS_SGIX=0x81CD;
+public const uint GL_MAP1_COLOR_4_NURBS_SGIX=0x81CE;
+public const uint GL_MAP1_NORMAL_NURBS_SGIX=0x81CF;
+public const uint GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX=0x81E0;
+public const uint GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX=0x81E1;
+public const uint GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX=0x81E2;
+public const uint GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX=0x81E3;
+public const uint GL_MAP2_VERTEX_3_NURBS_SGIX=0x81E4;
+public const uint GL_MAP2_VERTEX_4_NURBS_SGIX=0x81E5;
+public const uint GL_MAP2_INDEX_NURBS_SGIX=0x81E6;
+public const uint GL_MAP2_COLOR_4_NURBS_SGIX=0x81E7;
+public const uint GL_MAP2_NORMAL_NURBS_SGIX=0x81E8;
+public const uint GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX=0x81E9;
+public const uint GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX=0x81EA;
+public const uint GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX=0x81EB;
+public const uint GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX=0x81EC;
+public const uint GL_NURBS_KNOT_COUNT_SGIX=0x81ED;
+public const uint GL_NURBS_KNOT_VECTOR_SGIX=0x81EE;
+public const uint GL_SGIX_occlusion_instrument=1;
+public const uint GL_OCCLUSION_INSTRUMENT_SGIX=0x6060;
+public const uint GL_SGIX_packed_6bytes=1;
+public const uint GL_SGIX_pixel_texture=1;
+public const uint GL_SGIX_pixel_texture_bits=1;
+public const uint GL_SGIX_pixel_texture_lod=1;
+public const uint GL_SGIX_pixel_tiles=1;
+public const uint GL_SGIX_polynomial_ffd=1;
+public const uint GL_TEXTURE_DEFORMATION_BIT_SGIX=0x1;
+public const uint GL_GEOMETRY_DEFORMATION_BIT_SGIX=0x2;
+public const uint GL_SGIX_quad_mesh=1;
+public const uint GL_SGIX_reference_plane=1;
+public const uint GL_SGIX_resample=1;
+public const uint GL_PACK_RESAMPLE_SGIX=0x842E;
+public const uint GL_UNPACK_RESAMPLE_SGIX=0x842F;
+public const uint GL_RESAMPLE_DECIMATE_SGIX=0x8430;
+public const uint GL_RESAMPLE_REPLICATE_SGIX=0x8433;
+public const uint GL_RESAMPLE_ZERO_FILL_SGIX=0x8434;
+public const uint GL_SGIX_scalebias_hint=1;
+public const uint GL_SCALEBIAS_HINT_SGIX=0x8322;
+public const uint GL_SGIX_shadow=1;
+public const uint GL_TEXTURE_COMPARE_SGIX=0x819A;
+public const uint GL_TEXTURE_COMPARE_OPERATOR_SGIX=0x819B;
+public const uint GL_TEXTURE_LEQUAL_R_SGIX=0x819C;
+public const uint GL_TEXTURE_GEQUAL_R_SGIX=0x819D;
+public const uint GL_SGIX_shadow_ambient=1;
+public const uint GL_SHADOW_AMBIENT_SGIX=0x80BF;
+public const uint GL_SGIX_slim=1;
+public const uint GL_PACK_MAX_COMPRESSED_SIZE_SGIX=0x831B;
+public const uint GL_SLIM8U_SGIX=0x831D;
+public const uint GL_SLIM10U_SGIX=0x831E;
+public const uint GL_SLIM12S_SGIX=0x831F;
+public const uint GL_SGIX_spotlight_cutoff=1;
+public const uint GL_SPOT_CUTOFF_DELTA_SGIX=0x8193;
+public const uint GL_SGIX_sprite=1;
+public const uint GL_SGIX_subdiv_patch=1;
+public const uint GL_SGIX_subsample=1;
+public const uint GL_PACK_SUBSAMPLE_RATE_SGIX=0x85A0;
+public const uint GL_UNPACK_SUBSAMPLE_RATE_SGIX=0x85A1;
+public const uint GL_PIXEL_SUBSAMPLE_4444_SGIX=0x85A2;
+public const uint GL_PIXEL_SUBSAMPLE_2424_SGIX=0x85A3;
+public const uint GL_PIXEL_SUBSAMPLE_4242_SGIX=0x85A4;
+public const uint GL_SGIX_tag_sample_buffer=1;
+public const uint GL_SGIX_texture_add_env=1;
+public const uint GL_SGIX_texture_coordinate_clamp=1;
+public const uint GL_TEXTURE_MAX_CLAMP_S_SGIX=0x8369;
+public const uint GL_TEXTURE_MAX_CLAMP_T_SGIX=0x836A;
+public const uint GL_TEXTURE_MAX_CLAMP_R_SGIX=0x836B;
+public const uint GL_SGIX_texture_lod_bias=1;
+public const uint GL_SGIX_texture_mipmap_anisotropic=1;
+public const uint GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX=0x832E;
+public const uint GL_MAX_MIPMAP_ANISOTROPY_SGIX=0x832F;
+public const uint GL_SGIX_texture_multi_buffer=1;
+public const uint GL_TEXTURE_MULTI_BUFFER_HINT_SGIX=0x812E;
+public const uint GL_SGIX_texture_phase=1;
+public const uint GL_PHASE_SGIX=0x832A;
+public const uint GL_SGIX_texture_range=1;
+public const uint GL_RGB_SIGNED_SGIX=0x85E0;
+public const uint GL_RGBA_SIGNED_SGIX=0x85E1;
+public const uint GL_ALPHA_SIGNED_SGIX=0x85E2;
+public const uint GL_LUMINANCE_SIGNED_SGIX=0x85E3;
+public const uint GL_INTENSITY_SIGNED_SGIX=0x85E4;
+public const uint GL_LUMINANCE_ALPHA_SIGNED_SGIX=0x85E5;
+public const uint GL_RGB16_SIGNED_SGIX=0x85E6;
+public const uint GL_RGBA16_SIGNED_SGIX=0x85E7;
+public const uint GL_ALPHA16_SIGNED_SGIX=0x85E8;
+public const uint GL_LUMINANCE16_SIGNED_SGIX=0x85E9;
+public const uint GL_INTENSITY16_SIGNED_SGIX=0x85EA;
+public const uint GL_LUMINANCE16_ALPHA16_SIGNED_SGIX=0x85EB;
+public const uint GL_RGB_EXTENDED_RANGE_SGIX=0x85EC;
+public const uint GL_RGBA_EXTENDED_RANGE_SGIX=0x85ED;
+public const uint GL_ALPHA_EXTENDED_RANGE_SGIX=0x85EE;
+public const uint GL_LUMINANCE_EXTENDED_RANGE_SGIX=0x85EF;
+public const uint GL_INTENSITY_EXTENDED_RANGE_SGIX=0x85F0;
+public const uint GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX=0x85F1;
+public const uint GL_RGB16_EXTENDED_RANGE_SGIX=0x85F2;
+public const uint GL_RGBA16_EXTENDED_RANGE_SGIX=0x85F3;
+public const uint GL_ALPHA16_EXTENDED_RANGE_SGIX=0x85F4;
+public const uint GL_LUMINANCE16_EXTENDED_RANGE_SGIX=0x85F5;
+public const uint GL_INTENSITY16_EXTENDED_RANGE_SGIX=0x85F6;
+public const uint GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX=0x85F7;
+public const uint GL_MIN_LUMINANCE_SGIS=0x85F8;
+public const uint GL_MAX_LUMINANCE_SGIS=0x85F9;
+public const uint GL_MIN_INTENSITY_SGIS=0x85FA;
+public const uint GL_MAX_INTENSITY_SGIS=0x85FB;
+public const uint GL_SGIX_texture_scale_bias=1;
+public const uint GL_POST_TEXTURE_FILTER_BIAS_SGIX=0x8179;
+public const uint GL_POST_TEXTURE_FILTER_SCALE_SGIX=0x817A;
+public const uint GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX=0x817B;
+public const uint GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX=0x817C;
+public const uint GL_SGIX_texture_supersample=1;
+public const uint GL_SGIX_vector_ops=1;
+public const uint GL_SGIX_vertex_array_object=1;
+public const uint GL_SGIX_vertex_preclip=1;
+public const uint GL_VERTEX_PRECLIP_SGIX=0x83EE;
+public const uint GL_VERTEX_PRECLIP_HINT_SGIX=0x83EF;
+public const uint GL_SGIX_vertex_preclip_hint=1;
+public const uint GL_VERTEX_PRECLIP_SGIX=0x83EE;
+public const uint GL_VERTEX_PRECLIP_HINT_SGIX=0x83EF;
+public const uint GL_SGIX_ycrcb=1;
+public const uint GL_SGIX_ycrcb_subsample=1;
+public const uint GL_SGIX_ycrcba=1;
+public const uint GL_YCRCB_SGIX=0x8318;
+public const uint GL_YCRCBA_SGIX=0x8319;
+public const uint GL_SGI_color_matrix=1;
+public const uint GL_COLOR_MATRIX_SGI=0x80B1;
+public const uint GL_COLOR_MATRIX_STACK_DEPTH_SGI=0x80B2;
+public const uint GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI=0x80B3;
+public const uint GL_POST_COLOR_MATRIX_RED_SCALE_SGI=0x80B4;
+public const uint GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI=0x80B5;
+public const uint GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI=0x80B6;
+public const uint GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI=0x80B7;
+public const uint GL_POST_COLOR_MATRIX_RED_BIAS_SGI=0x80B8;
+public const uint GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI=0x80B9;
+public const uint GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI=0x80BA;
+public const uint GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI=0x80BB;
+public const uint GL_SGI_color_table=1;
+public const uint GL_COLOR_TABLE_SGI=0x80D0;
+public const uint GL_POST_CONVOLUTION_COLOR_TABLE_SGI=0x80D1;
+public const uint GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI=0x80D2;
+public const uint GL_PROXY_COLOR_TABLE_SGI=0x80D3;
+public const uint GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI=0x80D4;
+public const uint GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI=0x80D5;
+public const uint GL_COLOR_TABLE_SCALE_SGI=0x80D6;
+public const uint GL_COLOR_TABLE_BIAS_SGI=0x80D7;
+public const uint GL_COLOR_TABLE_FORMAT_SGI=0x80D8;
+public const uint GL_COLOR_TABLE_WIDTH_SGI=0x80D9;
+public const uint GL_COLOR_TABLE_RED_SIZE_SGI=0x80DA;
+public const uint GL_COLOR_TABLE_GREEN_SIZE_SGI=0x80DB;
+public const uint GL_COLOR_TABLE_BLUE_SIZE_SGI=0x80DC;
+public const uint GL_COLOR_TABLE_ALPHA_SIZE_SGI=0x80DD;
+public const uint GL_COLOR_TABLE_LUMINANCE_SIZE_SGI=0x80DE;
+public const uint GL_COLOR_TABLE_INTENSITY_SIZE_SGI=0x80DF;
+public const uint GL_SGI_complex=1;
+public const uint GL_SGI_complex_type=1;
+public const uint GL_COMPLEX_UNSIGNED_BYTE_SGI=0x81BD;
+public const uint GL_COMPLEX_BYTE_SGI=0x81BE;
+public const uint GL_COMPLEX_UNSIGNED_SHORT_SGI=0x81BF;
+public const uint GL_COMPLEX_SHORT_SGI=0x81C0;
+public const uint GL_COMPLEX_UNSIGNED_INT_SGI=0x81C1;
+public const uint GL_COMPLEX_INT_SGI=0x81C2;
+public const uint GL_COMPLEX_FLOAT_SGI=0x81C3;
+public const uint GL_SGI_fft=1;
+public const uint GL_PIXEL_TRANSFORM_OPERATOR_SGI=0x81C4;
+public const uint GL_CONVOLUTION_SGI=0x81C5;
+public const uint GL_FFT_1D_SGI=0x81C6;
+public const uint GL_PIXEL_TRANSFORM_SGI=0x81C7;
+public const uint GL_MAX_FFT_WIDTH_SGI=0x81C8;
+public const uint GL_SGI_texture_color_table=1;
+public const uint GL_TEXTURE_COLOR_TABLE_SGI=0x80BC;
+public const uint GL_PROXY_TEXTURE_COLOR_TABLE_SGI=0x80BD;
+public const uint GL_SUNX_constant_data=1;
+public const uint GL_UNPACK_CONSTANT_DATA_SUNX=0x81D5;
+public const uint GL_TEXTURE_CONSTANT_DATA_SUNX=0x81D6;
+public const uint GL_SUN_convolution_border_modes=1;
+public const uint GL_WRAP_BORDER_SUN=0x81D4;
+public const uint GL_SUN_global_alpha=1;
+public const uint GL_GLOBAL_ALPHA_SUN=0x81D9;
+public const uint GL_GLOBAL_ALPHA_FACTOR_SUN=0x81DA;
+public const uint GL_SUN_mesh_array=1;
+public const uint GL_QUAD_MESH_SUN=0x8614;
+public const uint GL_TRIANGLE_MESH_SUN=0x8615;
+public const uint GL_SUN_read_video_pixels=1;
+public const uint GL_SUN_slice_accum=1;
+public const uint GL_SLICE_ACCUM_SUN=0x85CC;
+public const uint GL_SUN_triangle_list=1;
+public const uint GL_RESTART_SUN=0x01;
+public const uint GL_REPLACE_MIDDLE_SUN=0x02;
+public const uint GL_REPLACE_OLDEST_SUN=0x03;
+public const uint GL_TRIANGLE_LIST_SUN=0x81D7;
+public const uint GL_REPLACEMENT_CODE_SUN=0x81D8;
+public const uint GL_REPLACEMENT_CODE_ARRAY_SUN=0x85C0;
+public const uint GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN=0x85C1;
+public const uint GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN=0x85C2;
+public const uint GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN=0x85C3;
+public const uint GL_R1UI_V3F_SUN=0x85C4;
+public const uint GL_R1UI_C4UB_V3F_SUN=0x85C5;
+public const uint GL_R1UI_C3F_V3F_SUN=0x85C6;
+public const uint GL_R1UI_N3F_V3F_SUN=0x85C7;
+public const uint GL_R1UI_C4F_N3F_V3F_SUN=0x85C8;
+public const uint GL_R1UI_T2F_V3F_SUN=0x85C9;
+public const uint GL_R1UI_T2F_N3F_V3F_SUN=0x85CA;
+public const uint GL_R1UI_T2F_C4F_N3F_V3F_SUN=0x85CB;
+public const uint GL_SUN_vertex=1;
+public const uint GL_WIN_phong_shading=1;
+public const uint GL_PHONG_WIN=0x80EA;
+public const uint GL_PHONG_HINT_WIN=0x80EB;
+public const uint GL_WIN_scene_markerXXX=1;
+public const uint GL_WIN_specular_fog=1;
+public const uint GL_FOG_SPECULAR_TEXTURE_WIN=0x80EC;
+public const uint GL_WIN_swap_hint=1;
diff --git a/OpenGLAssis/glew.h b/OpenGLAssis/glew.h
index b5b6987f..ff7109c6 100644
--- a/OpenGLAssis/glew.h
+++ b/OpenGLAssis/glew.h
@@ -1,5 +1,5 @@
/*
-** The OpenGL Extension Wrangler Library
+** The OpenGL Extension Wrangler Librarypromote
** Copyright (C) 2008-2017, Nigel Stewart
** Copyright (C) 2002-2008, Milan Ikits
** Copyright (C) 2002-2008, Marcelo E. Magallon
diff --git a/图像/background/《秘闻章》关卡背景分镜_20230503.pdf b/图像/background/《秘闻章》关卡背景分镜_20230503.pdf
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diff --git a/源代码/.vs/StgSharp/v17/ipch/1415b6f8c79d9049.ipch b/源代码/.vs/StgSharp/v17/ipch/1415b6f8c79d9049.ipch
index 5138d047..33cf2041 100644
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diff --git a/源代码/.vs/StgSharp/v17/ipch/AutoPCH/abe9bff048721db4/SSE.ipch b/源代码/.vs/StgSharp/v17/ipch/AutoPCH/abe9bff048721db4/SSE.ipch
index f539b92f..d55aff64 100644
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diff --git a/源代码/Performance/SSE.c b/源代码/Performance/SSE.c
index c50d33d6..f1e67872 100644
--- a/源代码/Performance/SSE.c
+++ b/源代码/Performance/SSE.c
@@ -7,12 +7,4 @@ __m128 sqrtss(float m)
.m128_f32[0]=m
};
return _mm_sqrt_ss(mCache);
-}
-
-
-void main()
-{
- float m = 25.0f;
- scanf_s("%f",&m);
- printf("%f",sqrtss(m).m128_f32[0]);
}
\ No newline at end of file
diff --git a/源代码/Performance/StgSharpPerformance.vcxproj b/源代码/Performance/StgSharpPerformance.vcxproj
index abbb95ce..1d9ed4aa 100644
--- a/源代码/Performance/StgSharpPerformance.vcxproj
+++ b/源代码/Performance/StgSharpPerformance.vcxproj
@@ -40,7 +40,7 @@
Unicode
- Application
+ DynamicLibrary
true
v143
Unicode
diff --git a/源代码/Performance/x64/Debug/StgSharp.e74ded3a.tlog/StgSharpPerformance.lastbuildstate b/源代码/Performance/x64/Debug/StgSharp.e74ded3a.tlog/StgSharpPerformance.lastbuildstate
index 8e84ad1a..4917b3ac 100644
--- a/源代码/Performance/x64/Debug/StgSharp.e74ded3a.tlog/StgSharpPerformance.lastbuildstate
+++ b/源代码/Performance/x64/Debug/StgSharp.e74ded3a.tlog/StgSharpPerformance.lastbuildstate
@@ -1,2 +1,2 @@
PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
-Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\|
+Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\|
diff --git a/源代码/Performance/x64/Debug/StgSharpPerformance.log b/源代码/Performance/x64/Debug/StgSharpPerformance.log
index 326d90e9..220a40df 100644
--- a/源代码/Performance/x64/Debug/StgSharpPerformance.log
+++ b/源代码/Performance/x64/Debug/StgSharpPerformance.log
@@ -1,4 +1,4 @@
-01:12:07.899 0>将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
+02:21:12.263 0>将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
尝试使用扩展路径 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild 导入 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\$(MSBuildToolsVersion)\Microsoft.Common.props
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Microsoft.Common.props (56,5) 处重新分配属性: $(MSBuildProjectExtensionsPath)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\obj\”(先前值:“obj\”)
将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
@@ -9,6 +9,7 @@
“Configuration”属性是全局属性,不能修改。
“LangID”属性是全局属性,不能修改。
“SolutionDir”属性是全局属性,不能修改。
+ 在 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj (43,5) 处重新分配属性: $(ConfigurationType)=“DynamicLibrary”(先前值:“Application”)
在 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj (44,5) 处重新分配属性: $(UseDebugLibraries)=“true”(先前值:“false”)
在 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj (46,5) 处重新分配属性: $(CharacterSet)=“Unicode”(先前值:“NotSet”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.props (18,5) 处重新分配属性: $(WindowsSdkDir_10)=“C:\Program Files (x86)\Windows Kits\10\”(先前值:“”)
@@ -17,7 +18,7 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.props (54,5) 处重新分配属性: $(NETFXSDKDir)=“C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.props (209,5) 处重新分配属性: $(WindowsSDK_ExecutablePath_x86)=“C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools”(先前值:“C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.props (210,5) 处重新分配属性: $(WindowsSDK_ExecutablePath_x64)=“C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64”(先前值:“C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Common.props (28,5) 处重新分配属性: $(TargetExt)=“.exe”(先前值:“”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Common.props (37,5) 处重新分配属性: $(TargetExt)=“.dll”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Common.props (89,5) 处重新分配属性: $(VC_ExecutablePath_Loc)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;”(先前值:“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Common.props (90,5) 处重新分配属性: $(VC_ExecutablePath_Loc)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;;”(先前值:“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Common.props (91,5) 处重新分配属性: $(VC_ExecutablePath_Loc)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;;;”(先前值:“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;;”)
@@ -37,17 +38,17 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CodeAnalysis.Extensions.props (31,5) 处重新分配属性: $(ConcurrencyCheckPath)=“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\ConcurrencyCheck.dll”(先前值:“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\x86\ConcurrencyCheck.dll”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CodeAnalysis.Extensions.props (33,5) 处重新分配属性: $(EspXtensions)=“ConcurrencyCheck.dll;VariantClear.dll;HResultCheck.dll;EnumIndex.dll;CppCoreCheck.dll;”(先前值:“VariantClear.dll;HResultCheck.dll;EnumIndex.dll;CppCoreCheck.dll;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.unicodesupport.props (15,5) 处重新分配属性: $(_PropertySheetDisplayName)=“Unicode Support”(先前值:“Core Windows Libraries”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Application.props (15,5) 处重新分配属性: $(_PropertySheetDisplayName)=“Application”(先前值:“Unicode Support”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (46,5) 处重新分配属性: $(_IPP1ACPPLibDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WinDLL.props (15,5) 处重新分配属性: $(_PropertySheetDisplayName)=“Windows Dynamic Link Library”(先前值:“Unicode Support”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (46,5) 处重新分配属性: $(_IPP1ACPPLibDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (49,5) 处重新分配属性: $(IPP1AThreadedStatic)=“0”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (52,5) 处重新分配属性: $(IPP1ASingleThreaded)=“0”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.IPP1A.v143.props (54,5) 处重新分配属性: $(IPP1AMultiThreaded)=“0”(先前值:“”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.props (50,5) 处重新分配属性: $(_EvaluatedoneDALCompilerLibDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.props (50,5) 处重新分配属性: $(_EvaluatedoneDALCompilerLibDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“..\..\compiler\latest\windows\compiler\lib\intel64_win”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.props (56,5) 处重新分配属性: $(_oneDALTBBCombineLibDir)=“vc_mt”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneMKL.v143.props (39,5) 处重新分配属性: $(_oneMKLSubKey)=“2022\{97BB3EEE-44D1-4DB2-B5CB-9761430884E4}”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneMKL.v143.props (41,5) 处重新分配属性: $(oneMKLMajorVersion)=“2022”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneMKL.v143.props (48,5) 处重新分配属性: $(_oneMKLOmpLibDir)=“C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\compiler\lib\intel64_win”(先前值:“C:\Program Files (x86)\Intel\oneAPI\mkl\2022.2.1\..\..\compiler\latest\windows\compiler\lib\intel64_win”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneTBB.v143.props (46,5) 处重新分配属性: $(_EvaluatedoneTBBdpstdDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\include”(先前值:“..\..\compiler\latest\windows\include”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneTBB.v143.props (46,5) 处重新分配属性: $(_EvaluatedoneTBBdpstdDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\compiler\latest\windows\include”(先前值:“..\..\compiler\latest\windows\include”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (50,5) 处重新分配属性: $(_DPCPPPath)=“bin;lib;bin\intel64;redist\intel64_win\compiler;”(先前值:“bin\intel64;redist\intel64_win\compiler;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (51,5) 处重新分配属性: $(_DPCPPPath)=“lib\ocloc;bin;lib;bin\intel64;redist\intel64_win\compiler;”(先前值:“bin;lib;bin\intel64;redist\intel64_win\compiler;”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (55,5) 处重新分配属性: $(_FPGABinPath)=“lib\oclfpga\windows64\bin;lib\oclfpga\bin;”(先前值:“lib\oclfpga\bin;”)
@@ -60,10 +61,10 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (93,5) 处重新分配属性: $(SuiteVer)=“[Intel Compiler is not installed]”(先前值:“2022”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (96,7) 处重新分配属性: $(SuiteVer)=“19.2”(先前值:“[Intel Compiler is not installed]”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.props (101,7) 处重新分配属性: $(SuiteVer)=“[Intel Compiler is not installed]”(先前值:“19.2”)
- 在 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj (74,5) 处重新分配属性: $(OutDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency”(先前值:“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\x64\Debug\”)
+ 在 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj (74,5) 处重新分配属性: $(OutDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency”(先前值:“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\x64\Debug\”)
“SolutionExt”属性是全局属性,不能修改。
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets (29,5) 处重新分配属性: $(OutDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\”(先前值:“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets (40,5) 处重新分配属性: $(ExtensionsToDeleteOnClean)=“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe.intermediate.manifest;x64\Debug\StgSharpPerformance.vcxproj.FileListAbsolute.txt”(先前值:“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets (29,5) 处重新分配属性: $(OutDir)=“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\”(先前值:“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets (40,5) 处重新分配属性: $(ExtensionsToDeleteOnClean)=“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll.intermediate.manifest;x64\Debug\StgSharpPerformance.vcxproj.FileListAbsolute.txt”(先前值:“*.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets (32,5) 处重新分配属性: $(DebugType)=“none”(先前值:“”)
将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
将用于 $(MSBuildExtensionsPath) 的搜索路径为 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild;$(MSBuildProgramFiles32)\MSBuild
@@ -76,7 +77,6 @@
“SolutionPath”属性是全局属性,不能修改。
“SolutionDir”属性是全局属性,不能修改。
“SolutionExt”属性是全局属性,不能修改。
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (369,5) 处重新分配属性: $(AutoUnifyAssemblyReferences)=“false”(先前值:“true”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (507,5) 处重新分配属性: $(ProcessorArchitecture)=“amd64”(先前值:“x64”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (559,5) 处重新分配属性: $(DelaySign)=“”(先前值:“false”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (628,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;”(先前值:“{CandidateAssemblyFiles}”)
@@ -87,7 +87,7 @@
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (633,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders}”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx}”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (634,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC}”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders}”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (635,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName}”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC}”)
- 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (636,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName}”)
+ 在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (636,5) 处重新分配属性: $(AssemblySearchPaths)=“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\”(先前值:“{CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName}”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (3739,5) 处重新分配属性: $(_SGenGenerateSerializationAssembliesConfig)=“Auto”(先前值:“”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (3740,5) 处重新分配属性: $(_SGenGenerateSerializationAssembliesConfig)=“Off”(先前值:“Auto”)
在 C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets (4874,5) 处重新分配属性: $(_TargetsThatPrepareProjectReferences)=“
@@ -822,7 +822,7 @@
正在使用项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“GetNativeManifest”重写项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetNativeManifest”。
正在使用项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.Libs.oneDAL.v143.targets”中的目标“CheckIntelEnvironmentForVCLibsoneDAL”重写项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportBefore\Intel.Libs.oneDAL.v143.targets”中的目标“CheckIntelEnvironmentForVCLibsoneDAL”。
正在使用项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.DesignTime.targets”中的目标“GetTargetPathWithTargetPlatformMoniker”重写项目“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetTargetPathWithTargetPlatformMoniker”。
-生成启动时间为 2023/4/28 1:12:08。
+生成启动时间为 2023/5/5 2:21:12。
开始生成时的环境:
ADVISOR_2022_DIR = C:\Program Files (x86)\Intel\oneAPI\advisor\2022.3.1
ALLUSERSPROFILE = C:\ProgramData
@@ -848,6 +848,7 @@
LOCALAPPDATA = C:\Users\Nitlo\AppData\Local
LOGONSERVER = \\YOUMUS-DESKTOP
MIC_LD_LIBRARY_PATH = C:\Program Files (x86)\Common Files\Intel\Shared Libraries\compiler\lib\mic
+ MONO_ANDROID_PATH = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Xamarin\Android
MSBuildLoadMicrosoftTargetsReadOnly = true
NUMBER_OF_PROCESSORS = 20
NVIDIAWHITELISTED = 0x01
@@ -857,7 +858,7 @@
OneDriveCommercial = C:\Users\Nitlo\OneDrive - CivicScience
OneDriveConsumer = C:\Users\Nitlo\OneDrive
OS = Windows_NT
- Path = C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools
+ Path = C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\.cargo\bin;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools
PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
PkgDefApplicationConfigFile = C:\Users\Nitlo\AppData\Local\Microsoft\VisualStudio\17.0_83e85a91\devenv.exe.config
PROCESSOR_ARCHITECTURE = AMD64
@@ -870,7 +871,7 @@
ProgramW6432 = C:\Program Files
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\Windows\system32\WindowsPowerShell\v1.0\Modules;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\PowerShell\Modules\
PUBLIC = C:\Users\Public
- ServiceHubLogSessionKey = B557221D
+ ServiceHubLogSessionKey = CBBE4D13
SESSIONNAME = Console
SHFBROOT = C:\Program Files (x86)\EWSoftware\Sandcastle Help File Builder\
SHIM_MCCOMPAT = 0x810000001
@@ -896,10 +897,11 @@
WinAPP = C:\Users\用户名\AppData\Local\Microsoft\WindowsApps
windir = C:\Windows
WindowsSDKVersion = 10.0.19041.0
+ XAMARIN_ANDROID_REGKEY = SOFTWARE\Xamarin\VisualStudio\17.0_83e85a91\Android
ZES_ENABLE_SYSMAN = 1
-日志记录详细程度设置为: Diagnostic。01:12:08.088 1>项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”在节点 2 上(Build 个目标)。
-01:12:08.088 1>初始属性:
+日志记录详细程度设置为: Diagnostic。02:21:12.443 1>项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”在节点 2 上(Build 个目标)。
+02:21:12.443 1>初始属性:
_ApplicableDebuggers = Desktop
_ApplicationTypeAndRevisionFound = true
_BuildActionType = Build
@@ -911,13 +913,12 @@
_DebugSymbolsProduced = false
_DebugTypeOld =
_DefaultPlatform = win32
- _DeploymentApplicationManifestIdentity = StgSharpPerformance.exe
+ _DeploymentApplicationManifestIdentity = Native.StgSharpPerformance
_DeploymentBuiltUpdateInterval = 0
_DeploymentBuiltUpdateIntervalUnits = Days
_DeploymentDeployManifestIdentity = StgSharpPerformance.application
_DeploymentFileMappingExtension =
- _DeploymentPublishableProjectDefault = true
- _DeploymentTargetApplicationManifestFileName = StgSharpPerformance.exe.manifest
+ _DeploymentTargetApplicationManifestFileName = Native.StgSharpPerformance.manifest
_DeploymentUrl =
_DirectoryBuildPropsBasePath =
_DirectoryBuildPropsFile = Directory.Build.props
@@ -930,12 +931,12 @@
_DPCpp2022Default =
_DPCPPPath = lib\ocloc;bin;lib;bin\intel64;redist\intel64_win\compiler;
_DPCPPSubKey =
- _EvaluatedoneDALCompilerLibDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win
- _EvaluatedoneTBBdpstdDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\include
+ _EvaluatedoneDALCompilerLibDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\compiler\latest\windows\compiler\lib\intel64_win
+ _EvaluatedoneTBBdpstdDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\compiler\latest\windows\include
_FPGABinPath = lib\oclfpga\host\windows64\bin;lib\oclfpga\llvm\aocl-bin;lib\oclfpga\windows64\bin;lib\oclfpga\bin;
_FPGARoot = lib\oclfpga
_GenerateAppxManifestDependsOn = ;_FixVCLibs120References
- _GenerateBindingRedirectsIntermediateAppConfig = x64\Debug\StgSharpPerformance.exe.config
+ _GenerateBindingRedirectsIntermediateAppConfig = x64\Debug\StgSharpPerformance.dll.config
_GenerateRestoreGraphProjectEntryInputProperties = ExcludeRestorePackageImports=true
_GetChildProjectCopyToOutputDirectoryItems = true
_HandlePackageFileConflictsAfter = ;ResolveNuGetPackageAssetsNonAOT
@@ -944,7 +945,7 @@
_InitialMSBuildProjectExtensionsPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\obj\
_INTEL_TARGET_PLATFORM = windows
_INTELFPGAOCLSDKROOT = lib\oclfpga
- _IPP1ACPPLibDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\compiler\latest\windows\compiler\lib\intel64_win
+ _IPP1ACPPLibDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\compiler\latest\windows\compiler\lib\intel64_win
_IPP1ASubKey =
_IsIncrementalBuildFile = x64\Debug\\_IsIncrementalBuild
_IsNativeEnvironment = true
@@ -1009,7 +1010,7 @@
_PlatformToolsetShortNameFor_v142 = Visual Studio 2019
_PlatformToolsetShortNameFor_v90 = Visual Studio 2008
_ProjectDefaultTargets = Build
- _PropertySheetDisplayName = Application
+ _PropertySheetDisplayName = Windows Dynamic Link Library
_RecursiveTargetForContentCopying = GetCopyToOutputDirectoryItems
_RelativeApplicationTypeFolder =
_RelativeApplicationTypeRevisionFolder =
@@ -1079,7 +1080,6 @@
_VCToolsServicingVersionsProps = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\Auxiliary\Microsoft.VC.ServicingVersion.props
_VCToolsVersionProps = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\Microsoft.VCToolsVersion.v143.default.props
_WriteTelemetryPropertiesLoggingImportance = low
- AddAppConfigToBuildOutputs = true
ADVISOR_2022_DIR = C:\Program Files (x86)\Intel\oneAPI\advisor\2022.3.1
AfterBuildCompileTargets =
;
@@ -1163,11 +1163,11 @@
AssemblyFoldersConfigFileSearchPath = {AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};
AssemblyFoldersSuffix = AssemblyFoldersEx
AssemblyName = StgSharpPerformance
- AssemblySearchPaths = {CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\
+ AssemblySearchPaths = {CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};{AssemblyFolders};{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\
AssignTargetPathsDependsOn =
ATL_KeyFile = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64\atls.lib
Attach = false
- AutoUnifyAssemblyReferences = false
+ AutoUnifyAssemblyReferences = true
AvailablePlatforms = Any CPU,x86,x64
BaseIntermediateOutputPath = obj\
BaseNuGetRuntimeIdentifier = win
@@ -1326,8 +1326,8 @@
CodeAnalysisIgnoreGeneratedCode = true
CodeAnalysisIgnoreInvalidTargets = true
CodeAnalysisIgnoreMissingIndirectReferences = false
- CodeAnalysisInputAssembly = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe
- CodeAnalysisLogFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe.CodeAnalysisLog.xml
+ CodeAnalysisInputAssembly = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll
+ CodeAnalysisLogFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll.CodeAnalysisLog.xml
CodeAnalysisModuleSuppressionsFile = GlobalSuppressions.cpp
CodeAnalysisOutputToConsole = false
CodeAnalysisOverrideRuleVisibilities = false
@@ -1339,7 +1339,7 @@
CodeAnalysisSaveMessagesToReport = Active
CodeAnalysisSearchGlobalAssemblyCache = true
CodeAnalysisStaticAnalysisDirectory = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Team Tools\Static Analysis Tools\
- CodeAnalysisSucceededFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe.lastcodeanalysissucceeded
+ CodeAnalysisSucceededFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll.lastcodeanalysissucceeded
CodeAnalysisSummary = false
CodeAnalysisTargets = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\CodeAnalysis\Microsoft.CodeAnalysis.targets
CodeAnalysisTimeout = 120
@@ -1351,7 +1351,7 @@
ResolveReferences;
CommonExcludePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\x86\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\x86\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;;;;;;;;;;;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Windows
- CommonExecutablePath = C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools;
+ CommonExecutablePath = C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\.cargo\bin;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools;
CommonOutputGroupsDependsOn =
;
BuildOnlySettings;
@@ -1462,7 +1462,7 @@
ConcurrencyCheckPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\ConcurrencyCheck.dll
Configuration = Debug
ConfigurationName = Debug
- ConfigurationType = Application
+ ConfigurationType = DynamicLibrary
ConsiderPlatformAsProcessorArchitecture = true
ContentFilesProjectOutputGroupDependsOn = PrepareForBuild;AssignTargetPaths;PrepareForBuild;AssignTargetPaths;MakeDirsForFxc;_CreateCopyFileItems;
ContinueOnError = false
@@ -1473,7 +1473,6 @@
CopyLocalDeploymentContent = false
CopyLocalNativeReferenceDependsOn = ;BuiltProjectOutputGroupDependencies;DebugSymbolsProjectOutputGroupDependencies
CopyLocalProjectReference = false
- CopyNuGetImplementations = true
CoreBuildDependsOn =
BuildOnlySettings;
PrepareForBuild;
@@ -1524,6 +1523,8 @@
CrtSDKReferenceInclude = Microsoft.VCLibs, Version=14.0
CrtSDKReferenceVersion = 14.0
CurrentSolutionConfigurationContents =
+ Debug|x64
+ Debug|x64
Debug|x64
CurrentVCTargetsPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\
@@ -1635,7 +1636,7 @@
;
PublishItemsOutputGroup
- DesktopDeployRecipeFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug\StgSharpPerformance.exe.recipe
+ DesktopDeployRecipeFile = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug\StgSharpPerformance.dll.recipe
DetermineProjectTypeTargets = _PrepareForReferenceResolution;
;
AddExternalIncludDirectoriesToPaths
@@ -1693,7 +1694,7 @@
EnforceProcessCountAcrossBuilds =
EspXtensions = ConcurrencyCheck.dll;VariantClear.dll;HResultCheck.dll;EnumIndex.dll;CppCoreCheck.dll;
ExcludePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostArm64\x86\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX86\x86\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\arm\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\2052;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x86\2052;;;;;;;;;;;;;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Windows;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\lib\x64;;C:\Program Files (x86)\Windows Kits\10\lib\10.0.19041.0\ucrt\x64;;
- ExecutablePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools;
+ ExecutablePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\.cargo\bin;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools;
ExpandSDKAllowedReferenceExtensions =
.winmd;
.dll
@@ -1701,7 +1702,7 @@
ExpandSDKReferencesDependsOn =
ResolveSDKReferences
- ExtensionsToDeleteOnClean = *.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe.intermediate.manifest;x64\Debug\StgSharpPerformance.vcxproj.FileListAbsolute.txt
+ ExtensionsToDeleteOnClean = *.cdf;*.cache;*.obj;*.obj.enc;*.ilk;*.ipdb;*.iobj;*.resources;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;*.tlog;*.manifest;*.res;*.pch;*.exp;*.idb;*.rep;*.xdc;*.pdb;*_manifest.rc;*.bsc;*.sbr;*.xml;*.metagen;*.bi;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll.manifest;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.tlb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pdb;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.bsc;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.ilk;D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll.intermediate.manifest;x64\Debug\StgSharpPerformance.vcxproj.FileListAbsolute.txt
ExternalIncludePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um;
FakesBinPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\Fakes
FakesCommandLineArguments = /Properties:";PlatformTarget=x64" /msbuildpath:"C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\msbuild.exe"
@@ -1741,8 +1742,6 @@
FullReferenceAssemblyNames = Full
FxCompileAfterTargets = CustomBuild
FxCompileBeforeTargets = Midl
- GenerateBindingRedirectsOutputType = true
- GenerateClickOnceManifests =
GenerateDesktopDeployRecipeFile = true
GenerateFakesDependsOn =
;
@@ -1868,7 +1867,7 @@
LOCALAPPDATA = C:\Users\Nitlo\AppData\Local
LocalDebuggerAttach = False
- LocalDebuggerCommand = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe
+ LocalDebuggerCommand = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll
LocalDebuggerDebuggerType = Auto
LocalDebuggerMergeEnvironment = true
LocalDebuggerSQLDebugging = False
@@ -1923,7 +1922,7 @@
MSBuildRuntimeVersion = 4.0.30319
MSBuildSDKsPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Sdks
MSBuildSemanticVersion = 17.3.1+2badb37d1
- MSBuildStartupDirectory = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm
+ MSBuildStartupDirectory = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码
MSBuildToolsPath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64
MSBuildToolsPath32 = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin
MSBuildToolsPath64 = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64
@@ -1951,7 +1950,6 @@
NuGetProps = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\NuGet\17.0\Microsoft.NuGet.props
NuGetPropsFile = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\..\..\..\Common7\IDE\CommonExtensions\Microsoft\NuGet\NuGet.props
NuGetRestoreTargets = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\..\..\..\Common7\IDE\CommonExtensions\Microsoft\NuGet\NuGet.targets
- NuGetRuntimeIdentifier = win-x64
NuGetTargetFrameworkMonikerToInject = .NETCore,Version=v5.0
NuGetTargetMoniker =
NuGetTargetMonikerToInject = .NETCore,Version=v5.0
@@ -1983,15 +1981,15 @@
oneTBBProductDir =
OnlyReferenceAndBuildProjectsEnabledInSolutionConfiguration = true
OS = Windows_NT
- OutDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\
- OutDirFullPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\
+ OutDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\
+ OutDirFullPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\
OutDirTrailingSlashWarning = true
OutDirWasSpecified = false
- OutputPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\
- OutputType = exe
+ OutputPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\
+ OutputType = library
OverwriteReadOnlyFiles = false
PackageDownloadSupported = true
- Path = C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools
+ Path = C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\.cargo\bin;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools
PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
PkgDefApplicationConfigFile = C:\Users\Nitlo\AppData\Local\Microsoft\VisualStudio\17.0_83e85a91\devenv.exe.config
Platform = x64
@@ -2057,10 +2055,10 @@
{TargetFrameworkDirectory};
{Registry:Software\Microsoft\,,AssemblyFoldersEx};
{RawFileName};
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\
ProjectDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\
- ProjectEvaluationFingerprint = Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\|
+ ProjectEvaluationFingerprint = Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\|
ProjectExt = .vcxproj
ProjectFileName = StgSharpPerformance.vcxproj
ProjectFlavor = Client
@@ -2070,7 +2068,7 @@
ProjectPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\Windows\system32\WindowsPowerShell\v1.0\Modules;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\PowerShell\Modules\
PUBLIC = C:\Users\Public
- PublishableProject = true
+ PublishableProject =
PublishBuildDependsOn =
BuildOnlySettings;
PrepareForBuild;
@@ -2081,11 +2079,9 @@
CreateSatelliteAssemblies;
PublishDependsOn =
- SetGenerateManifests;
- Build;
- PublishOnly
+ _DeploymentUnpublishable
- PublishDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\app.publish\
+ PublishDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\app.publish\
PublishOnlyDependsOn =
SetGenerateManifests;
PublishBuild;
@@ -2173,11 +2169,10 @@
RunAnalyzersDuringLiveAnalysis =
RunClangCppAnalysis = false
RunCodeAnalysis = false
- RunCodeAnalysisInputs = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe
+ RunCodeAnalysisInputs = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll
RunCppAnalysis = false
RunDependsOn =
RunMsvcAnalysis = false
- RuntimeIdentifiers = win;win-x86;win-x64
SatelliteDllsProjectOutputGroupDependenciesDependsOn =
;
@@ -2200,7 +2195,7 @@
SDKReferenceDirectoryRoot = C:\Users\Nitlo\AppData\Local\Microsoft SDKs;C:\Program Files (x86)\Microsoft SDKs
SDKReferenceRegistryRoot = Software\Microsoft\Microsoft SDKs
SDKVersion = 10.0
- ServiceHubLogSessionKey = B557221D
+ ServiceHubLogSessionKey = CBBE4D13
SESSIONNAME = Console
SetBuildDefaultEnvironmentVariablesDependsOn =
AddExternalIncludDirectoriesToPaths;
@@ -2225,11 +2220,11 @@
ShouldMarkCertainSDKReferencesAsRuntimeOnly = true
SkipCopyBuildProduct = true
SkipCopyUnchangedFiles = true
- SolutionDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\
+ SolutionDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\
SolutionExt = .sln
- SolutionFileName = Asm.sln
- SolutionName = Asm
- SolutionPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Asm.sln
+ SolutionFileName = StgSharp.sln
+ SolutionName = StgSharp
+ SolutionPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp.sln
SourceControlInformationFeatureSupported = true
SourceFilesProjectOutputGroupDependsOn = PrepareForBuild;AssignTargetPaths
SourcePath = C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\src\mfc;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\src\mfcm;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\src\atl;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\crt\src;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\src;;C:\Program Files (x86)\Windows Kits\10\Source\10.0.19041.0\ucrt;;;
@@ -2241,15 +2236,15 @@
SystemRoot = C:\Windows
TargetCulture = *
TargetDeployManifestFileName = StgSharpPerformance.application
- TargetDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\
+ TargetDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\
TargetedFrameworkDir = @(_TargetedFrameworkDirectoryItem)
TargetedSDKArchitecture = amd64
TargetedSDKConfiguration = Debug
- TargetExt = .exe
- TargetFileName = StgSharpPerformance.exe
+ TargetExt = .dll
+ TargetFileName = StgSharpPerformance.dll
TargetFrameworkAsMSBuildRuntime = CurrentRuntime
TargetName = StgSharpPerformance
- TargetPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe
+ TargetPath = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll
TargetPlatformDisplayName = Windows 10.0.19041.0
TargetPlatformIdentifier = Windows
TargetPlatformMinVersion =
@@ -2454,8 +2449,8 @@
VSLANG = 2052
VSLS_SESSION_KEEPALIVE_INTERVAL = 0
VSSKUEDITION = Enterprise
- VSTEL_CurrentSolutionBuildID = 2166221779
- VSTEL_SolutionSessionID = {B5623E6E-55EB-444B-96E7-39AABE6F072D}
+ VSTEL_CurrentSolutionBuildID = 2913789724
+ VSTEL_SolutionSessionID = {BC27C11E-6CDC-492C-99C7-77F5087DB667}
VSVersion = $(VisualStudioVersion)
WebBrowserDebuggerDebuggerType = Auto
WebReference_EnableLegacyEventingModel = false
@@ -2520,8 +2515,8 @@
YieldDuringToolExecution = true
ZES_ENABLE_SYSMAN = 1
-01:12:08.089 1>由于条件的计算结果为 false,已跳过目标“EnableIntermediateOutputPathMismatchWarning”;('$(RestoreProjectStyle)' == 'PackageReference')的计算结果为('' == 'PackageReference')。
-01:12:08.089 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CheckForInvalidConfigurationAndPlatform: (目标 ID: 2)”(目标“SetTelemetryEnvironmentVariables”依赖于它):
+02:21:12.444 1>由于条件的计算结果为 false,已跳过目标“EnableIntermediateOutputPathMismatchWarning”;('$(RestoreProjectStyle)' == 'PackageReference')的计算结果为('' == 'PackageReference')。
+02:21:12.444 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_CheckForInvalidConfigurationAndPlatform: (目标 ID: 2)”(目标“SetTelemetryEnvironmentVariables”依赖于它):
设置属性: _InvalidConfigurationMessageText=The BaseOutputPath/OutputPath property is not set for project 'StgSharpPerformance.vcxproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='x64'.
设置属性: _InvalidConfigurationMessageText=The BaseOutputPath/OutputPath property is not set for project 'StgSharpPerformance.vcxproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='x64'. This error may also appear if some other project is trying to follow a project-to-project reference to this project, this project has been unloaded or is not included in the solution, and the referencing project does not build using the same or an equivalent Configuration or Platform.
由于 false 条件,已跳过任务“Error”;( '$(_InvalidConfigurationError)' == 'true' )计算为( '' == 'true' )。
@@ -2537,26 +2532,26 @@
任务参数:Text=Platform=x64 (任务 ID: 3)
Platform=x64 (任务 ID: 3)
已完成执行任务“Message”的操作。 (任务 ID: 3)
- 由于 false 条件,已跳过任务“Error”;('$(OutDir)' != '' and !HasTrailingSlash('$(OutDir)'))计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\' != '' and !HasTrailingSlash('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\'))。
+ 由于 false 条件,已跳过任务“Error”;('$(OutDir)' != '' and !HasTrailingSlash('$(OutDir)'))计算为('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\' != '' and !HasTrailingSlash('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\'))。
由于 false 条件,已跳过任务“Error”;('$(IntermediateOutputPath)' != '' and !HasTrailingSlash('$(IntermediateOutputPath)'))计算为('x64\Debug\' != '' and !HasTrailingSlash('x64\Debug\'))。
由于 false 条件,已跳过任务“Error”;('$(BaseIntermediateOutputPath)' != '' and !HasTrailingSlash('$(BaseIntermediateOutputPath)'))计算为('obj\' != '' and !HasTrailingSlash('obj\'))。
由于 false 条件,已跳过任务“Error”;( '$(_InitialMSBuildProjectExtensionsPath)' != '' And '$(MSBuildProjectExtensionsPath)' != '$(_InitialMSBuildProjectExtensionsPath)' )计算为( 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\obj\' != '' And 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\obj\' != 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\obj\' )。
由于 false 条件,已跳过任务“Warning”;( '$(EnableBaseIntermediateOutputPathMismatchWarning)' == 'true' And '$(_InitialBaseIntermediateOutputPath)' != '$(BaseIntermediateOutputPath)' And '$(BaseIntermediateOutputPath)' != '$(MSBuildProjectExtensionsPath)' )计算为( '' == 'true' And 'obj\' != 'obj\' And 'obj\' != 'D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\obj\' )。
-01:12:08.099 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_CheckForInvalidConfigurationAndPlatform”的操作。: (目标 ID: 2)
+02:21:12.473 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_CheckForInvalidConfigurationAndPlatform”的操作。: (目标 ID: 2)
已跳过目标“_CheckForInvalidConfigurationAndPlatform”。以前的生成已成功。
-01:12:08.099 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.DesignTime.targets”中的目标“SetTelemetryEnvironmentVariables: (目标 ID: 3)”(目标“Build”依赖于它):
+02:21:12.473 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.DesignTime.targets”中的目标“SetTelemetryEnvironmentVariables: (目标 ID: 3)”(目标“Build”依赖于它):
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“SetEnv”任务。
任务“SetEnv” (任务 ID: 4)
任务参数:Prefix=False (任务 ID: 4)
- 任务参数:Value={B5623E6E-55EB-444B-96E7-39AABE6F072D} (任务 ID: 4)
+ 任务参数:Value={BC27C11E-6CDC-492C-99C7-77F5087DB667} (任务 ID: 4)
任务参数:Name=VSTEL_SolutionSessionID (任务 ID: 4)
- VSTEL_SolutionSessionID={B5623E6E-55EB-444B-96E7-39AABE6F072D} (任务 ID: 4)
+ VSTEL_SolutionSessionID={BC27C11E-6CDC-492C-99C7-77F5087DB667} (任务 ID: 4)
已完成执行任务“SetEnv”的操作。 (任务 ID: 4)
任务“SetEnv” (任务 ID: 5)
任务参数:Prefix=False (任务 ID: 5)
- 任务参数:Value=2166221779 (任务 ID: 5)
+ 任务参数:Value=2913789724 (任务 ID: 5)
任务参数:Name=VSTEL_CurrentSolutionBuildID (任务 ID: 5)
- VSTEL_CurrentSolutionBuildID=2166221779 (任务 ID: 5)
+ VSTEL_CurrentSolutionBuildID=2913789724 (任务 ID: 5)
已完成执行任务“SetEnv”的操作。 (任务 ID: 5)
任务“SetEnv” (任务 ID: 6)
任务参数:Prefix=False (任务 ID: 6)
@@ -2565,46 +2560,48 @@
VSTEL_ProjectID={e74ded3a-4764-4129-bfb5-6bb5536e581e} (任务 ID: 6)
输出属性: VSTEL_ProjectID={e74ded3a-4764-4129-bfb5-6bb5536e581e} (任务 ID: 6)
已完成执行任务“SetEnv”的操作。 (任务 ID: 6)
-01:12:08.105 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SetTelemetryEnvironmentVariables”的操作。: (目标 ID: 3)
-01:12:08.105 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“_PrepareForBuild: (目标 ID: 4)”(目标“Build”依赖于它):
+02:21:12.479 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SetTelemetryEnvironmentVariables”的操作。: (目标 ID: 3)
+02:21:12.479 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“_PrepareForBuild: (目标 ID: 4)”(目标“Build”依赖于它):
设置属性: BuildType=Build
设置属性: _BuildActionType=Build
由于 false 条件,已跳过任务“CreateItem”;('%(CustomBuild.IncludeFileToTool)'!='')计算为(''!='')。
删除的项: CustomBuildStep=StgSharpPerformance
-01:12:08.106 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_PrepareForBuild”的操作。: (目标 ID: 4)
-01:12:08.106 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_PrepareForReferenceResolution: (目标 ID: 5)”(目标“ResolveReferences”依赖于它):
+02:21:12.480 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_PrepareForBuild”的操作。: (目标 ID: 4)
+02:21:12.480 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_PrepareForReferenceResolution: (目标 ID: 5)”(目标“ResolveReferences”依赖于它):
由于 false 条件,已跳过任务“VCMessage”;('$(WarnAboutIndividualManagedFiles)' == 'true')计算为('' == 'true')。
设置属性: TargetFrameworkMoniker=
设置属性: _FindDependencies=false
设置属性: AdditionalExplicitAssemblyReferences=
由于 false 条件,已跳过任务“Message”;('$(_REFERENCE_DEBUG)'=='true')计算为(''=='true')。
-01:12:08.106 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_PrepareForReferenceResolution”的操作。: (目标 ID: 5)
+02:21:12.480 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_PrepareForReferenceResolution”的操作。: (目标 ID: 5)
由于条件的计算结果为 false,已跳过目标“ComputeCrtSDKReference”;('@(ClCompile)'!='' and '$(WindowsAppContainer)'=='true' and '$(UseCrtSDKReference)' != 'false')的计算结果为('SSE.c'!='' and 'false'=='true' and '' != 'false')。
-01:12:08.106 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BeforeResolveReferences: (目标 ID: 6)”(目标“ResolveReferences”依赖于它):
-01:12:08.106 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BeforeResolveReferences”的操作。: (目标 ID: 6)
-01:12:08.106 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AssignProjectConfiguration: (目标 ID: 7)”(目标“ResolveReferences”依赖于它):
+02:21:12.480 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BeforeResolveReferences: (目标 ID: 6)”(目标“ResolveReferences”依赖于它):
+02:21:12.480 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BeforeResolveReferences”的操作。: (目标 ID: 6)
+02:21:12.480 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AssignProjectConfiguration: (目标 ID: 7)”(目标“ResolveReferences”依赖于它):
设置属性: ShouldUnsetParentConfigurationAndPlatform=true
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“AssignProjectConfiguration”任务。
任务“AssignProjectConfiguration” (任务 ID: 7)
- 任务参数:OutputType=exe (任务 ID: 7)
+ 任务参数:OutputType=library (任务 ID: 7)
任务参数:CurrentProjectPlatform=x64 (任务 ID: 7)
任务参数:CurrentProject=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj (任务 ID: 7)
任务参数:ResolveConfigurationPlatformUsingMappings=False (任务 ID: 7)
任务参数:SolutionConfigurationContents=
+ Debug|x64
+ Debug|x64
Debug|x64
(任务 ID: 7)
任务参数:ShouldUnsetParentConfigurationAndPlatform=True (任务 ID: 7)
任务参数:OnlyReferenceAndBuildProjectsEnabledInSolutionConfiguration=True (任务 ID: 7)
任务参数:CurrentProjectConfiguration=Debug (任务 ID: 7)
已完成执行任务“AssignProjectConfiguration”的操作。 (任务 ID: 7)
-01:12:08.108 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AssignProjectConfiguration”的操作。: (目标 ID: 7)
+02:21:12.482 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AssignProjectConfiguration”的操作。: (目标 ID: 7)
已跳过目标“AssignProjectConfiguration”。以前的生成已成功。
-01:12:08.108 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_SplitProjectReferencesByFileExistence: (目标 ID: 8)”(目标“PrepareProjectReferences”依赖于它):
+02:21:12.482 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_SplitProjectReferencesByFileExistence: (目标 ID: 8)”(目标“PrepareProjectReferences”依赖于它):
由于 false 条件,已跳过任务“ResolveNonMSBuildProjectOutput”;('$(BuildingInsideVisualStudio)'=='true' and '@(ProjectReferenceWithConfiguration)'!='')计算为('true'=='true' and ''!='')。
-01:12:08.108 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_SplitProjectReferencesByFileExistence”的操作。: (目标 ID: 8)
-01:12:08.108 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_AddOutputPathToGlobalPropertiesToRemove: (目标 ID: 9)”(目标“_GetProjectReferenceTargetFrameworkProperties”依赖于它):
-01:12:08.108 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_AddOutputPathToGlobalPropertiesToRemove”的操作。: (目标 ID: 9)
-01:12:08.108 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetProjectReferenceTargetFrameworkProperties: (目标 ID: 10)”(目标“PrepareProjectReferences”依赖于它):
+02:21:12.483 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_SplitProjectReferencesByFileExistence”的操作。: (目标 ID: 8)
+02:21:12.483 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_AddOutputPathToGlobalPropertiesToRemove: (目标 ID: 9)”(目标“_GetProjectReferenceTargetFrameworkProperties”依赖于它):
+02:21:12.483 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_AddOutputPathToGlobalPropertiesToRemove”的操作。: (目标 ID: 9)
+02:21:12.483 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“_GetProjectReferenceTargetFrameworkProperties: (目标 ID: 10)”(目标“PrepareProjectReferences”依赖于它):
设置属性: ReferringTargetFrameworkForProjectReferences=
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“MSBuild”任务。
任务“MSBuild” (任务 ID: 8)
@@ -2619,40 +2616,40 @@
由于 false 条件,已跳过任务“GetReferenceNearestTargetFrameworkTask”;('@(_ProjectReferenceTargetFrameworkPossibilities)' != '' and '$(ReferringTargetFrameworkForProjectReferences)' != ''
And '$(GetReferenceNearestTargetFrameworkTaskSupportsTargetPlatformParameter)' != 'true' and '%(_ProjectReferenceTargetFrameworkPossibilities.IsVcxOrNativeProj)' != 'true')计算为('' != '' and '' != ''
And 'true' != 'true' and '' != 'true')。
-01:12:08.148 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_GetProjectReferenceTargetFrameworkProperties”的操作。: (目标 ID: 10)
+02:21:12.519 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_GetProjectReferenceTargetFrameworkProperties”的操作。: (目标 ID: 10)
由于条件的计算结果为 false,已跳过目标“_GetProjectReferencePlatformProperties”;('$(EnableDynamicPlatformResolution)' == 'true'
and '$(BuildingInsideVisualStudio)' != 'true'
and '@(_MSBuildProjectReferenceExistent)' != '')的计算结果为('' == 'true'
and 'true' != 'true'
and '' != '')。
-01:12:08.148 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareProjectReferences: (目标 ID: 11)”(目标“ResolveProjectReferences”依赖于它):
-01:12:08.148 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“PrepareProjectReferences”的操作。: (目标 ID: 11)
+02:21:12.519 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“PrepareProjectReferences: (目标 ID: 11)”(目标“ResolveProjectReferences”依赖于它):
+02:21:12.519 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“PrepareProjectReferences”的操作。: (目标 ID: 11)
由于条件的计算结果为 false,已跳过目标“_RemoveNameMetadataFromProjectReferenceItems”;('@(ProjectReference)'!='')的计算结果为(''!='')。
-01:12:08.148 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveProjectReferences: (目标 ID: 12)”(目标“ResolveReferences”依赖于它):
+02:21:12.519 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveProjectReferences: (目标 ID: 12)”(目标“ResolveReferences”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and ('$(BuildingInsideVisualStudio)' == 'true' or '$(BuildProjectReferences)' != 'true') and '$(VisualStudioVersion)' != '10.0' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == 'true' and '' != '' and ('true' == 'true' or 'true' != 'true') and '17.0' != '10.0' and '' != '')。
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '$(BuildingInsideVisualStudio)' != 'true' and '$(BuildProjectReferences)' == 'true' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == 'true' and '' != '' and 'true' != 'true' and 'true' == 'true' and '' != '')。
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '$(BuildingProject)' == 'true' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == 'true' and '' != '' and 'true' == 'true' and '' != '')。
由于 false 条件,已跳过任务“Warning”;('@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceNonexistent)' != '')计算为('' != '' and '' != '')。
-01:12:08.148 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveProjectReferences”的操作。: (目标 ID: 12)
+02:21:12.520 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveProjectReferences”的操作。: (目标 ID: 12)
由于条件的计算结果为 false,已跳过目标“FindInvalidProjectReferences”;('$(FindInvalidProjectReferences)' == 'true')的计算结果为('' == 'true')。
由于条件的计算结果为 false,已跳过目标“ResolveNativeReferences”;('@(NativeReference)'!='')的计算结果为(''!='')。
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
已跳过目标“ResolveProjectReferences”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“FindInvalidProjectReferences”;('$(FindInvalidProjectReferences)' == 'true')的计算结果为('' == 'true')。
-01:12:08.148 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetFrameworkPaths: (目标 ID: 13)”(目标“ResolveAssemblyReferences”依赖于它):
-01:12:08.148 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetFrameworkPaths”的操作。: (目标 ID: 13)
+02:21:12.520 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetFrameworkPaths: (目标 ID: 13)”(目标“ResolveAssemblyReferences”依赖于它):
+02:21:12.520 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetFrameworkPaths”的操作。: (目标 ID: 13)
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
已跳过目标“GetFrameworkPaths”。以前的生成已成功。
-01:12:08.148 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetReferenceAssemblyPaths: (目标 ID: 14)”(目标“ResolveAssemblyReferences”依赖于它):
+02:21:12.520 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“GetReferenceAssemblyPaths: (目标 ID: 14)”(目标“ResolveAssemblyReferences”依赖于它):
设置属性: TargetFrameworkDirectory=
由于 false 条件,已跳过任务“GetReferenceAssemblyPaths”;('$(TargetFrameworkMoniker)' != '' and ('$(_TargetFrameworkDirectories)' == '' or '$(_FullFrameworkReferenceAssemblyPaths)' == ''))计算为('' != '' and ('' == '' or '' == ''))。
设置属性: TargetFrameworkDirectory=;;
设置属性: TargetFrameworkDirectory=;;;C:\Program Files %28x86%29\Windows Kits\10\References
设置属性: RemoveAssemblyFoldersIfNoTargetFramework=true
- 设置属性: AssemblySearchPaths={CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};;{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\
+ 设置属性: AssemblySearchPaths={CandidateAssemblyFiles};C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\lib\x64;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\lib\x64;;{HintPathFromItem};{TargetFrameworkDirectory};{AssemblyFoldersFromConfig:C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\AssemblyFolders.config,};;{Registry:Software\Microsoft\,,AssemblyFoldersEx};;{GAC};{RawFileName};D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\
设置属性: TargetFrameworkProfile=
-01:12:08.149 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetReferenceAssemblyPaths”的操作。: (目标 ID: 14)
-01:12:08.149 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“AddExternalIncludDirectoriesToPaths: (目标 ID: 15)”(目标“SetBuildDefaultEnvironmentVariables”依赖于它):
+02:21:12.520 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetReferenceAssemblyPaths”的操作。: (目标 ID: 14)
+02:21:12.520 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“AddExternalIncludDirectoriesToPaths: (目标 ID: 15)”(目标“SetBuildDefaultEnvironmentVariables”依赖于它):
添加的项:
_ExternalIncludePathToInclude=
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include
@@ -2697,14 +2694,14 @@
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt
C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um
-01:12:08.149 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AddExternalIncludDirectoriesToPaths”的操作。: (目标 ID: 15)
-01:12:08.149 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“SetBuildDefaultEnvironmentVariables: (目标 ID: 16)”(目标“PrepareForBuild”依赖于它):
+02:21:12.520 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AddExternalIncludDirectoriesToPaths”的操作。: (目标 ID: 15)
+02:21:12.520 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Current.targets”中的目标“SetBuildDefaultEnvironmentVariables: (目标 ID: 16)”(目标“PrepareForBuild”依赖于它):
任务“SetEnv” (任务 ID: 9)
任务参数:Prefix=False (任务 ID: 9)
- 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 9)
+ 任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\.cargo\bin;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 9)
任务参数:Name=PATH (任务 ID: 9)
- PATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 9)
- 输出属性: Path=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x64%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x86%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide%3bC:\Program Files %28x86%29\HTML Help Workshop%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64%3bC:\Windows\Microsoft.NET\Framework64\v4.0.30319\%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3b%3bC:\Program Files %28x86%29\NVIDIA Corporation\PhysX\Common%3bC:\Program Files %28x86%29\VMware\VMware Workstation\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\release\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\utils\%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler%3bC:\Program Files %28x86%29\Common Files\Intel\Shared Libraries\redist\intel64\compiler%3bC:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin%3bC:\Program Files %28x86%29\Common Files\Oracle\Java\javapath%3bC:\WINDOWS\system32%3bC:\WINDOWS%3bC:\WINDOWS\System32\Wbem%3bC:\WINDOWS\System32\WindowsPowerShell\v1.0\%3bC:\WINDOWS\System32\OpenSSH\%3bC:\Program Files\dotnet\%3bC:\Program Files\Wolfram Research\WolframScript\%3bC:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\%3bC:\Program Files %28x86%29\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\DTS\Binn\%3bC:\Program Files %28x86%29\Windows Kits\8.1\Windows Performance Toolkit\%3bC:\Program Files\PolySpace\R2021a\runtime\win64%3bC:\Program Files\PolySpace\R2021a\bin%3bC:\Program Files\PolySpace\R2021a\polyspace\bin%3bC:\Program Files\Microsoft VS Code\bin%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\150\Tools\Binn\%3bC:\Program Files %28x86%29\NoteBook FanControl\%3bC:\Program Files\Git\cmd%3bC:\Program Files\CMake\bin%3bC:\Program Files\IDM Computer Solutions\UltraEdit%3bC:\Program Files\Tailscale\%3bC:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps%3bC:\Users\Nitlo\.dotnet\tools%3b (任务 ID: 9)
+ PATH=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x86;;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide;C:\Program Files (x86)\HTML Help Workshop;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319\;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319\;;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\VMware\VMware Workstation\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\bin\release\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\;C:\Program Files (x86)\Intel\oneAPI\mpi\latest\libfabric\bin\utils\;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler;C:\Program Files (x86)\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler;C:\Program Files (x86)\Common Files\Intel\Shared Libraries\redist\intel64\compiler;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\dotnet\;C:\Program Files\Wolfram Research\WolframScript\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;C:\Program Files\Microsoft SQL Server\120\DTS\Binn\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files\PolySpace\R2021a\runtime\win64;C:\Program Files\PolySpace\R2021a\bin;C:\Program Files\PolySpace\R2021a\polyspace\bin;C:\Program Files\Microsoft VS Code\bin;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Microsoft SQL Server\150\Tools\Binn\;C:\Program Files (x86)\NoteBook FanControl\;C:\Program Files\Git\cmd;C:\Program Files\CMake\bin;C:\Program Files\IDM Computer Solutions\UltraEdit;C:\Program Files\Tailscale\;C:\Users\Nitlo\.cargo\bin;C:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps;C:\Users\Nitlo\.dotnet\tools; (任务 ID: 9)
+ 输出属性: Path=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x64%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64%3bC:\Program Files %28x86%29\Windows Kits\10\bin\10.0.19041.0\x86%3b%3bC:\Program Files %28x86%29\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\tools%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\Common7\ide%3bC:\Program Files %28x86%29\HTML Help Workshop%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64%3bC:\Windows\Microsoft.NET\Framework64\v4.0.30319\%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin%3bC:\Windows\Microsoft.NET\Framework\v4.0.30319\%3b%3bC:\Program Files %28x86%29\NVIDIA Corporation\PhysX\Common%3bC:\Program Files %28x86%29\VMware\VMware Workstation\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\bin\release\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\%3bC:\Program Files %28x86%29\Intel\oneAPI\mpi\latest\libfabric\bin\utils\%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\intel64_win\compiler%3bC:\Program Files %28x86%29\Intel\oneAPI\compiler\latest\windows\redist\ia32_win\compiler%3bC:\Program Files %28x86%29\Common Files\Intel\Shared Libraries\redist\intel64\compiler%3bC:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin%3bC:\Program Files %28x86%29\Common Files\Oracle\Java\javapath%3bC:\WINDOWS\system32%3bC:\WINDOWS%3bC:\WINDOWS\System32\Wbem%3bC:\WINDOWS\System32\WindowsPowerShell\v1.0\%3bC:\WINDOWS\System32\OpenSSH\%3bC:\Program Files\dotnet\%3bC:\Program Files\Wolfram Research\WolframScript\%3bC:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\110\Tools\Binn\%3bC:\Program Files %28x86%29\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\120\DTS\Binn\%3bC:\Program Files %28x86%29\Windows Kits\8.1\Windows Performance Toolkit\%3bC:\Program Files\PolySpace\R2021a\runtime\win64%3bC:\Program Files\PolySpace\R2021a\bin%3bC:\Program Files\PolySpace\R2021a\polyspace\bin%3bC:\Program Files\Microsoft VS Code\bin%3bC:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\%3bC:\Program Files\Microsoft SQL Server\150\Tools\Binn\%3bC:\Program Files %28x86%29\NoteBook FanControl\%3bC:\Program Files\Git\cmd%3bC:\Program Files\CMake\bin%3bC:\Program Files\IDM Computer Solutions\UltraEdit%3bC:\Program Files\Tailscale\%3bC:\Users\Nitlo\.cargo\bin%3bC:\Users\Nitlo\AppData\Local\Microsoft\WindowsApps%3bC:\Users\Nitlo\.dotnet\tools%3b (任务 ID: 9)
已完成执行任务“SetEnv”的操作。 (任务 ID: 9)
任务“SetEnv” (任务 ID: 10)
任务参数:Prefix=False (任务 ID: 10)
@@ -2734,10 +2731,10 @@
EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 13)
输出属性: EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include%3b%3bC:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\VS\include%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\ucrt%3b%3b%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\um%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\shared%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\winrt%3bC:\Program Files %28x86%29\Windows Kits\10\Include\10.0.19041.0\cppwinrt%3bC:\Program Files %28x86%29\Windows Kits\NETFXSDK\4.8\Include\um%3b (任务 ID: 13)
已完成执行任务“SetEnv”的操作。 (任务 ID: 13)
-01:12:08.150 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SetBuildDefaultEnvironmentVariables”的操作。: (目标 ID: 16)
+02:21:12.521 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SetBuildDefaultEnvironmentVariables”的操作。: (目标 ID: 16)
由于条件的计算结果为 false,已跳过目标“SetUserMacroEnvironmentVariables”;('@(BuildMacro)' != '' and '$(DesignTimeBuild)' != 'true')的计算结果为('' != '' and '' != 'true')。
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
-01:12:08.150 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetResolvedWinMD: (目标 ID: 17)”(目标“PrepareForBuild”依赖于它):
+02:21:12.521 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetResolvedWinMD: (目标 ID: 17)”(目标“PrepareForBuild”依赖于它):
添加的项:
Link=
tmp
@@ -2753,20 +2750,21 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.lib
IncrementalLinkDatabaseFile=x64\Debug\StgSharpPerformance.ilk
KeyFile=
+ LinkDLL=true
LinkErrorReporting=PromptImmediately
LinkTimeCodeGenerationObjectFile=x64\Debug\StgSharpPerformance.iobj
- ManifestFile=x64\Debug\StgSharpPerformance.exe.intermediate.manifest
+ ManifestFile=x64\Debug\StgSharpPerformance.dll.intermediate.manifest
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2796,20 +2794,21 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.lib
IncrementalLinkDatabaseFile=x64\Debug\StgSharpPerformance.ilk
KeyFile=
+ LinkDLL=true
LinkErrorReporting=PromptImmediately
LinkTimeCodeGenerationObjectFile=x64\Debug\StgSharpPerformance.iobj
- ManifestFile=x64\Debug\StgSharpPerformance.exe.intermediate.manifest
+ ManifestFile=x64\Debug\StgSharpPerformance.dll.intermediate.manifest
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2824,8 +2823,8 @@
TypeLibraryResourceID=1
UACExecutionLevel=AsInvoker
UACUIAccess=false
-01:12:08.150 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetResolvedWinMD”的操作。: (目标 ID: 17)
-01:12:08.150 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.targets”中的目标“_CheckWindowsSDKInstalled: (目标 ID: 18)”(目标“PrepareForBuild”依赖于它):
+02:21:12.521 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetResolvedWinMD”的操作。: (目标 ID: 17)
+02:21:12.521 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.WindowsSDK.targets”中的目标“_CheckWindowsSDKInstalled: (目标 ID: 18)”(目标“PrepareForBuild”依赖于它):
设置属性: WindowsSDKInstalled=false
设置属性: WindowsSDK_UAP_Support=false
设置属性: WindowsSDK_Desktop_Support=false
@@ -2834,11 +2833,11 @@
设置属性: WindowsSDK_Desktop_Support=true
由于 false 条件,已跳过任务“VCMessage”;('$(WindowsSDKInstalled)' != 'true')计算为('true' != 'true')。
由于 false 条件,已跳过任务“VCMessage”;('$(WindowsAppContainer)' != 'true' and '$(WindowsSDK_Desktop_Support)' != true)计算为('false' != 'true' and 'true' != true)。
-01:12:08.152 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_CheckWindowsSDKInstalled”的操作。: (目标 ID: 18)
+02:21:12.522 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_CheckWindowsSDKInstalled”的操作。: (目标 ID: 18)
已跳过目标“GetFrameworkPaths”。以前的生成已成功。
已跳过目标“GetReferenceAssemblyPaths”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“AssignLinkMetadata”;( '$(SynthesizeLinkMetadata)' == 'true' )的计算结果为( '' == 'true' )。
-01:12:08.152 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\CodeAnalysis\Microsoft.CodeAnalysis.targets”中的目标“SetCABuildNativeEnvironmentVariables: (目标 ID: 19)”(目标“PrepareForBuild”依赖于它):
+02:21:12.522 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VisualStudio\v17.0\CodeAnalysis\Microsoft.CodeAnalysis.targets”中的目标“SetCABuildNativeEnvironmentVariables: (目标 ID: 19)”(目标“PrepareForBuild”依赖于它):
任务“SetEnv” (任务 ID: 14)
任务参数:Prefix=False (任务 ID: 14)
任务参数:Value=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 14)
@@ -2846,10 +2845,10 @@
CAExcludePath=C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\atlmfc\include;C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\include;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt;;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\winrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\Include\um; (任务 ID: 14)
已完成执行任务“SetEnv”的操作。 (任务 ID: 14)
由于 false 条件,已跳过任务“SetEnv”;('$(RunMsvcAnalysis)'=='true' and '$(VCCodeAnalysisUX)'=='true')计算为('false'=='true' and 'true'=='true')。
-01:12:08.152 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SetCABuildNativeEnvironmentVariables”的操作。: (目标 ID: 19)
-01:12:08.152 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“PrepareForBuild: (目标 ID: 20)”(目标“ResolveAssemblyReferences”依赖于它):
- 设置属性: TargetDir=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\
- 设置属性: LocalDebuggerCommand=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\Dependency\StgSharpPerformance.exe
+02:21:12.522 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SetCABuildNativeEnvironmentVariables”的操作。: (目标 ID: 19)
+02:21:12.522 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“PrepareForBuild: (目标 ID: 20)”(目标“ResolveAssemblyReferences”依赖于它):
+ 设置属性: TargetDir=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\
+ 设置属性: LocalDebuggerCommand=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Dependency\StgSharpPerformance.dll
设置属性: BuildProjectReferences=false
设置属性: ConfigurationPlatformExists=true
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)' != 'true' and '$(ConfigurationPlatformExists)' != 'true')计算为('' != 'true' and 'true' != 'true')。
@@ -2858,7 +2857,7 @@
任务“MakeDir” (任务 ID: 15)
任务参数:Directories=x64\Debug\ (任务 ID: 15)
已完成执行任务“MakeDir”的操作。 (任务 ID: 15)
- 由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(WindowsAppContainer)'=='true' and '$(ConfigurationType)'!='Application' and '$(ConfigurationType)'!='DynamicLibrary' and '$(ConfigurationType)'!='StaticLibrary')计算为(''!='true' and 'false'=='true' and 'Application'!='Application' and 'Application'!='DynamicLibrary' and 'Application'!='StaticLibrary')。
+ 由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(WindowsAppContainer)'=='true' and '$(ConfigurationType)'!='Application' and '$(ConfigurationType)'!='DynamicLibrary' and '$(ConfigurationType)'!='StaticLibrary')计算为(''!='true' and 'false'=='true' and 'DynamicLibrary'!='Application' and 'DynamicLibrary'!='DynamicLibrary' and 'DynamicLibrary'!='StaticLibrary')。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(VCToolsInstallDir)'=='' and '$(UseEnv)' != 'true' and ('$(TargetFrameworkVersion)'=='v3.5' or '$(TargetFrameworkVersion)'=='v3.0' or '$(TargetFrameworkVersion)'=='v2.0' ))计算为(''!='true' and 'C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\'=='' and '' != 'true' and (''=='v3.5' or ''=='v3.0' or ''=='v2.0' ))。
由于 false 条件,已跳过任务“VCMessage”;('$(DesignTimeBuild)'!='true' and '$(VCToolsInstallDir)'=='' and '$(UseEnv)' != 'true' and '$(PlatformToolset)'=='v90')计算为(''!='true' and 'C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\'=='' and '' != 'true' and 'v143'=='v90')。
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“CheckVCToolsetVersion”任务。
@@ -2881,20 +2880,21 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.lib
IncrementalLinkDatabaseFile=x64\Debug\StgSharpPerformance.ilk
KeyFile=
+ LinkDLL=true
LinkErrorReporting=PromptImmediately
LinkTimeCodeGenerationObjectFile=x64\Debug\StgSharpPerformance.iobj
- ManifestFile=x64\Debug\StgSharpPerformance.exe.intermediate.manifest
+ ManifestFile=x64\Debug\StgSharpPerformance.dll.intermediate.manifest
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2924,20 +2924,21 @@
GenerateDebugInformation=true
GenerateMapFile=false
IgnoreEmbeddedIDL=false
- ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.lib
+ ImportLibrary=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.lib
IncrementalLinkDatabaseFile=x64\Debug\StgSharpPerformance.ilk
KeyFile=
+ LinkDLL=true
LinkErrorReporting=PromptImmediately
LinkTimeCodeGenerationObjectFile=x64\Debug\StgSharpPerformance.iobj
- ManifestFile=x64\Debug\StgSharpPerformance.exe.intermediate.manifest
+ ManifestFile=x64\Debug\StgSharpPerformance.dll.intermediate.manifest
MapExports=false
MinimalRebuildFromTracking=true
NoEntryPoint=false
- OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.exe
+ OutputFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.dll
PerUserRedirection=false
Profile=false
- ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pgd
- ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\StgSharpPerformance.pdb
+ ProfileGuidedDatabase=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pgd
+ ProgramDatabaseFile=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\StgSharpPerformance.pdb
RandomizedBaseAddress=true
RegisterOutput=false
SetChecksum=false
@@ -2976,7 +2977,7 @@
任务参数:Arguments=Output;Output (任务 ID: 17)
任务参数:Code=MSB8004 (任务 ID: 17)
任务参数:Type=Warning (任务 ID: 17)
-01:12:08.165 1>C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(520,5): warning MSB8004: Output 目录未以斜杠结尾。 此生成实例将添加斜杠,因为必须有这个斜杠才能正确计算 Output 目录。
+02:21:12.534 1>C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(520,5): warning MSB8004: Output 目录未以斜杠结尾。 此生成实例将添加斜杠,因为必须有这个斜杠才能正确计算 Output 目录。
已完成执行任务“VCMessage”的操作。 (任务 ID: 17)
由于 false 条件,已跳过任务“VCMessage”;('%(CompatibilityIssues.Identity)' != '' and '$(DesignTimeBuild)'!='true')计算为('' != '' and ''!='true')。
由于 false 条件,已跳过任务“VCMessage”;('$(IgnoreWarnIntDirSharingDetected)' != 'true' and '$(IntDirSharingDetected)' == 'true')计算为('' != 'true' and '' == 'true')。
@@ -2989,23 +2990,23 @@
任务参数:
Directories=
x64\Debug\
- D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\\Dependency\
+ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\\Dependency\
x64\Debug\StgSharp.e74ded3a.tlog\ (任务 ID: 18)
已完成执行任务“MakeDir”的操作。 (任务 ID: 18)
-01:12:08.167 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“PrepareForBuild”的操作。: (目标 ID: 20)
+02:21:12.537 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“PrepareForBuild”的操作。: (目标 ID: 20)
已跳过目标“_PrepareForReferenceResolution”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“ComputeCrtSDKReference”;('@(ClCompile)'!='' and '$(WindowsAppContainer)'=='true' and '$(UseCrtSDKReference)' != 'false')的计算结果为('SSE.c'!='' and 'false'=='true' and '' != 'false')。
由于条件的计算结果为 false,已跳过目标“GetInstalledSDKLocations”;('@(SDKReference)' != '')的计算结果为('' != '')。
-01:12:08.168 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveSDKReferences: (目标 ID: 21)”(目标“ResolveAssemblyReferences”依赖于它):
+02:21:12.538 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveSDKReferences: (目标 ID: 21)”(目标“ResolveAssemblyReferences”依赖于它):
由于 false 条件,已跳过任务“ResolveSDKReference”;('@(SDKReference)'!='')计算为(''!='')。
-01:12:08.168 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveSDKReferences”的操作。: (目标 ID: 21)
+02:21:12.538 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveSDKReferences”的操作。: (目标 ID: 21)
已跳过目标“ResolveSDKReferences”。以前的生成已成功。
-01:12:08.168 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ExpandSDKReferences: (目标 ID: 22)”(目标“ResolveAssemblyReferences”依赖于它):
+02:21:12.538 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ExpandSDKReferences: (目标 ID: 22)”(目标“ResolveAssemblyReferences”依赖于它):
由于 false 条件,已跳过任务“GetSDKReferenceFiles”;('@(ResolvedSDKReference)'!='')计算为(''!='')。
-01:12:08.168 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ExpandSDKReferences”的操作。: (目标 ID: 22)
+02:21:12.538 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ExpandSDKReferences”的操作。: (目标 ID: 22)
由于条件的计算结果为 false,已跳过目标“ResolveNuGetPackageAssets”;('$(ResolveNuGetPackages)' == 'true' and exists('$(ProjectLockFile)'))的计算结果为('true' == 'true' and exists('obj\project.assets.json'))。
由于条件的计算结果为 false,已跳过目标“FakesGenerateBeforeBuild”;(@(Fakes) != '' AND $(BuildingProject) AND $(FakesUseV2Generation) != 'true')的计算结果为( != '' AND true AND != 'true')。
-01:12:08.168 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveAssemblyReferences: (目标 ID: 23)”(目标“ResolveReferences”依赖于它):
+02:21:12.538 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveAssemblyReferences: (目标 ID: 23)”(目标“ResolveReferences”依赖于它):
添加的项: _ReferenceInstalledAssemblyDirectory=C:\Program Files (x86)\Windows Kits\10\References
设置属性: ResolveAssemblyReferencesStateFile=x64\Debug\StgSharpPerformance.vcxproj.AssemblyReference.cache
设置属性: ResolveAssemblyReferencesSilent=false
@@ -3016,19 +3017,19 @@
设置属性: ResolveAssemblyReferenceOutputUnresolvedAssemblyConflicts=false
设置属性: FindDependenciesOfExternallyResolvedReferences=false
由于 false 条件,已跳过任务“ResolveAssemblyReference”;('@(Reference)'!='' or '@(_ResolvedProjectReferencePaths)'!='' or '@(_ExplicitReference)' != '')计算为(''!='' or ''!='' or '' != '')。
-01:12:08.168 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveAssemblyReferences”的操作。: (目标 ID: 23)
+02:21:12.538 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveAssemblyReferences”的操作。: (目标 ID: 23)
由于条件的计算结果为 false,已跳过目标“GenerateFakes”;($(BuildingProject) AND $(FakesUseV2Generation) == 'true')的计算结果为(true AND == 'true')。
- 由于条件的计算结果为 false,已跳过目标“GenerateBindingRedirects”;('$(AutoGenerateBindingRedirects)' == 'true' and '$(GenerateBindingRedirectsOutputType)' == 'true')的计算结果为('' == 'true' and 'true' == 'true')。
- 由于条件的计算结果为 false,已跳过目标“GenerateBindingRedirectsUpdateAppConfig”;('$(AutoGenerateBindingRedirects)' == 'true' and '$(GenerateBindingRedirectsOutputType)' == 'true' and Exists('$(_GenerateBindingRedirectsIntermediateAppConfig)'))的计算结果为('' == 'true' and 'true' == 'true' and Exists('x64\Debug\StgSharpPerformance.exe.config'))。
+ 由于条件的计算结果为 false,已跳过目标“GenerateBindingRedirects”;('$(AutoGenerateBindingRedirects)' == 'true' and '$(GenerateBindingRedirectsOutputType)' == 'true')的计算结果为('' == 'true' and '' == 'true')。
+ 由于条件的计算结果为 false,已跳过目标“GenerateBindingRedirectsUpdateAppConfig”;('$(AutoGenerateBindingRedirects)' == 'true' and '$(GenerateBindingRedirectsOutputType)' == 'true' and Exists('$(_GenerateBindingRedirectsIntermediateAppConfig)'))的计算结果为('' == 'true' and '' == 'true' and Exists('x64\Debug\StgSharpPerformance.dll.config'))。
由于条件的计算结果为 false,已跳过目标“ResolveComReferences”;('@(COMReference)'!='' or '@(COMFileReference)'!='')的计算结果为(''!='' or ''!='')。
-01:12:08.168 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AfterResolveReferences: (目标 ID: 24)”(目标“ResolveReferences”依赖于它):
-01:12:08.168 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterResolveReferences”的操作。: (目标 ID: 24)
+02:21:12.538 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“AfterResolveReferences: (目标 ID: 24)”(目标“ResolveReferences”依赖于它):
+02:21:12.538 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterResolveReferences”的操作。: (目标 ID: 24)
由于条件的计算结果为 false,已跳过目标“ResolveTestReferences”;('@(Shadow)'!='')的计算结果为(''!='')。
-01:12:08.168 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveReferences: (目标 ID: 25)”(目标“Build”依赖于它):
-01:12:08.168 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveReferences”的操作。: (目标 ID: 25)
+02:21:12.538 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“ResolveReferences: (目标 ID: 25)”(目标“Build”依赖于它):
+02:21:12.538 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ResolveReferences”的操作。: (目标 ID: 25)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“PrepareForBuild”。以前的生成已成功。
-01:12:08.168 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“InitializeBuildStatus: (目标 ID: 26)”(目标“Build”依赖于它):
+02:21:12.538 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“InitializeBuildStatus: (目标 ID: 26)”(目标“Build”依赖于它):
正在使用程序集“Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a”中的“ReadLinesFromFile”任务。
任务“ReadLinesFromFile” (任务 ID: 19)
任务参数:File=x64\Debug\StgSharp.e74ded3a.tlog\StgSharpPerformance.lastbuildstate (任务 ID: 19)
@@ -3046,7 +3047,7 @@
任务参数:
Lines=
PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
- Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Asm\| (任务 ID: 20)
+ Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\| (任务 ID: 20)
任务参数:Overwrite=True (任务 ID: 20)
任务参数:File=x64\Debug\StgSharp.e74ded3a.tlog\StgSharpPerformance.lastbuildstate (任务 ID: 20)
已完成执行任务“WriteLinesToFile”的操作。 (任务 ID: 20)
@@ -3056,33 +3057,33 @@
任务参数:Files=x64\Debug\StgSharp.e74ded3a.tlog\unsuccessfulbuild (任务 ID: 21)
正在对“x64\Debug\StgSharp.e74ded3a.tlog\unsuccessfulbuild”执行 Touch 任务。 (任务 ID: 21)
已完成执行任务“Touch”的操作。 (任务 ID: 21)
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“InitializeBuildStatus”的操作。: (目标 ID: 26)
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“InitializeBuildStatus”的操作。: (目标 ID: 26)
已跳过目标“PrepareProjectReferences”。以前的生成已成功。
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSourcesTraverse: (目标 ID: 27)”(目标“BuildGenerateSources”依赖于它):
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSourcesTraverse: (目标 ID: 27)”(目标“BuildGenerateSources”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('$(BuildPassReferences)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '' and '%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true')计算为('' == 'true' and '' != '' and '' != '' and '' == 'true')。
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BuildGenerateSourcesTraverse”的操作。: (目标 ID: 27)
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BuildGenerateSourcesTraverse”的操作。: (目标 ID: 27)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“BeforeBuildGenerateSources: (目标 ID: 28)”(目标“_BuildGenerateSourcesAction”依赖于它):
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BeforeBuildGenerateSources”的操作。: (目标 ID: 28)
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PreBuildEvent: (目标 ID: 29)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“BeforeBuildGenerateSources: (目标 ID: 28)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BeforeBuildGenerateSources”的操作。: (目标 ID: 28)
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“PreBuildEvent: (目标 ID: 29)”(目标“_BuildGenerateSourcesAction”依赖于它):
由于 false 条件,已跳过任务“Message”;('%(PreBuildEvent.Message)' != '' and '%(PreBuildEvent.Command)' != '')计算为('' != '' and '' != '')。
由于 false 条件,已跳过任务“Exec”;('%(PreBuildEvent.Command)' != '')计算为('' != '')。
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“PreBuildEvent”的操作。: (目标 ID: 29)
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“PreBuildEvent”的操作。: (目标 ID: 29)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“InitializeBuildStatus”。以前的生成已成功。
已跳过目标“SetBuildDefaultEnvironmentVariables”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“SetUserMacroEnvironmentVariables”;('@(BuildMacro)' != '' and '$(DesignTimeBuild)' != 'true')的计算结果为('' != '' and '' != 'true')。
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_SelectedFiles: (目标 ID: 30)”(目标“SelectCustomBuild”依赖于它):
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_SelectedFiles”的操作。: (目标 ID: 30)
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectCustomBuild: (目标 ID: 31)”(目标“CustomBuild”依赖于它):
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SelectCustomBuild”的操作。: (目标 ID: 31)
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCustomBuildOutput: (目标 ID: 32)”(目标“CustomBuild”依赖于它):
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_SelectedFiles: (目标 ID: 30)”(目标“SelectCustomBuild”依赖于它):
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_SelectedFiles”的操作。: (目标 ID: 30)
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectCustomBuild: (目标 ID: 31)”(目标“CustomBuild”依赖于它):
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SelectCustomBuild”的操作。: (目标 ID: 31)
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCustomBuildOutput: (目标 ID: 32)”(目标“CustomBuild”依赖于它):
由于 false 条件,已跳过任务“CreateItem”;('%(CustomBuildOutputs.OutputItemType)'!='')计算为(''!='')。
任务“MakeDir” (任务 ID: 22)
已完成执行任务“MakeDir”的操作。 (任务 ID: 22)
-01:12:08.176 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeCustomBuildOutput”的操作。: (目标 ID: 32)
-01:12:08.176 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CustomBuild: (目标 ID: 33)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.547 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeCustomBuildOutput”的操作。: (目标 ID: 32)
+02:21:12.547 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CustomBuild: (目标 ID: 33)”(目标“_BuildGenerateSourcesAction”依赖于它):
设置属性: CustomBuildToolArchitecture=Native32Bit
正在使用程序集“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.Build.CppTasks.Common.dll”中的“GetOutOfDateItems”任务。
任务“GetOutOfDateItems” (任务 ID: 23)
@@ -3104,12 +3105,12 @@
已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 24)
由于 false 条件,已跳过任务“ParallelCustomBuild”;('@(_ParallelCustomBuild)' != '')计算为('' != '')。
由于 false 条件,已跳过任务“CustomBuild”;('@(_CustomBuild)' != '')计算为('' != '')。
-01:12:08.186 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“CustomBuild”的操作。: (目标 ID: 33)
+02:21:12.556 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“CustomBuild”的操作。: (目标 ID: 33)
由于条件的计算结果为 false,已跳过目标“FxExport”;('@(FxCompile)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“FxCompile”;('@(FxCompile)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“_CreateCopyFileItems”;('@(CopyFileToFolders)' != '')的计算结果为('' != '')。
已跳过目标“_SelectedFiles”。以前的生成已成功。
-01:12:08.186 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CopyFileToFolders: (目标 ID: 34)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.556 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“CopyFileToFolders: (目标 ID: 34)”(目标“_BuildGenerateSourcesAction”依赖于它):
任务“GetOutOfDateItems” (任务 ID: 25)
任务参数:TLogNamePrefix=CopyFile (任务 ID: 25)
任务参数:TLogDirectory=x64\Debug\StgSharp.e74ded3a.tlog\ (任务 ID: 25)
@@ -3118,66 +3119,66 @@
任务参数:TrackFileAccess=True (任务 ID: 25)
已完成执行任务“GetOutOfDateItems”的操作。 (任务 ID: 25)
由于 false 条件,已跳过任务“Copy”;('@(_OutOfDateCopyFile)' != '')计算为('' != '')。
-01:12:08.186 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“CopyFileToFolders”的操作。: (目标 ID: 34)
+02:21:12.556 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“CopyFileToFolders”的操作。: (目标 ID: 34)
由于条件的计算结果为 false,已跳过目标“Xsd”;('@(Xsd)' != '')的计算结果为('' != '')。
-01:12:08.186 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Xsd: (目标 ID: 35)”(目标“_BuildGenerateSourcesAction”依赖于它):
-01:12:08.186 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_Xsd”的操作。: (目标 ID: 35)
-01:12:08.186 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForMidl: (目标 ID: 36)”(目标“_Midl”依赖于它):
+02:21:12.556 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Xsd: (目标 ID: 35)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.556 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_Xsd”的操作。: (目标 ID: 35)
+02:21:12.556 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForMidl: (目标 ID: 36)”(目标“_Midl”依赖于它):
设置属性: Midl_OutputDir=
任务“Makedir” (任务 ID: 26)
已完成执行任务“Makedir”的操作。 (任务 ID: 26)
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“MakeDirsForMidl”的操作。: (目标 ID: 36)
+02:21:12.556 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“MakeDirsForMidl”的操作。: (目标 ID: 36)
由于条件的计算结果为 false,已跳过目标“Midl”;('@(Midl)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“FxExport”;('@(FxCompile)' != '')的计算结果为('' != '')。
由于条件的计算结果为 false,已跳过目标“FxCompile”;('@(FxCompile)' != '')的计算结果为('' != '')。
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeMIDLGeneratedCompileInputs: (目标 ID: 37)”(目标“_Midl”依赖于它):
+02:21:12.556 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeMIDLGeneratedCompileInputs: (目标 ID: 37)”(目标“_Midl”依赖于它):
设置属性: Midl_OutputDir=
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeMIDLGeneratedCompileInputs”的操作。: (目标 ID: 37)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterMidl: (目标 ID: 38)”(目标“_Midl”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterMidl”的操作。: (目标 ID: 38)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Midl: (目标 ID: 39)”(目标“_BuildGenerateSourcesAction”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_Midl”的操作。: (目标 ID: 39)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“AfterBuildGenerateSources: (目标 ID: 40)”(目标“_BuildGenerateSourcesAction”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterBuildGenerateSources”的操作。: (目标 ID: 40)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterBuildGenerateSourcesEvent: (目标 ID: 41)”(目标“_BuildGenerateSourcesAction”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterBuildGenerateSourcesEvent”的操作。: (目标 ID: 41)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildGenerateSourcesAction: (目标 ID: 42)”(目标“BuildGenerateSources”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_BuildGenerateSourcesAction”的操作。: (目标 ID: 42)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSources: (目标 ID: 43)”(目标“Build”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BuildGenerateSources”的操作。: (目标 ID: 43)
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeMIDLGeneratedCompileInputs”的操作。: (目标 ID: 37)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterMidl: (目标 ID: 38)”(目标“_Midl”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterMidl”的操作。: (目标 ID: 38)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_Midl: (目标 ID: 39)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_Midl”的操作。: (目标 ID: 39)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.BuildSteps.Targets”中的目标“AfterBuildGenerateSources: (目标 ID: 40)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterBuildGenerateSources”的操作。: (目标 ID: 40)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“AfterBuildGenerateSourcesEvent: (目标 ID: 41)”(目标“_BuildGenerateSourcesAction”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“AfterBuildGenerateSourcesEvent”的操作。: (目标 ID: 41)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“_BuildGenerateSourcesAction: (目标 ID: 42)”(目标“BuildGenerateSources”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“_BuildGenerateSourcesAction”的操作。: (目标 ID: 42)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildGenerateSources: (目标 ID: 43)”(目标“Build”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BuildGenerateSources”的操作。: (目标 ID: 43)
已跳过目标“PrepareProjectReferences”。以前的生成已成功。
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildCompileTraverse: (目标 ID: 44)”(目标“BuildCompile”依赖于它):
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“BuildCompileTraverse: (目标 ID: 44)”(目标“BuildCompile”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('$(BuildPassReferences)' == 'true' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '' and '%(_MSBuildProjectReferenceExistent.BuildReference)' == 'true')计算为('' == 'true' and '' != '' and '' != '' and '' == 'true')。
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BuildCompileTraverse”的操作。: (目标 ID: 44)
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BuildCompileTraverse”的操作。: (目标 ID: 44)
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeClCompile: (目标 ID: 45)”(目标“_ClCompile”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BeforeClCompile”的操作。: (目标 ID: 45)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“BeforeClCompile: (目标 ID: 45)”(目标“_ClCompile”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“BeforeClCompile”的操作。: (目标 ID: 45)
由于条件的计算结果为 false,已跳过目标“GenerateTargetFrameworkMonikerAttribute”;('$(GenerateTargetFrameworkAttribute)' == 'true')的计算结果为('false' == 'true')。
已跳过目标“ComputeMIDLGeneratedCompileInputs”。以前的生成已成功。
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLInputPDBName: (目标 ID: 46)”(目标“_ClCompile”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeCLInputPDBName”的操作。: (目标 ID: 46)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeCLInputPDBName: (目标 ID: 46)”(目标“_ClCompile”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeCLInputPDBName”的操作。: (目标 ID: 46)
已跳过目标“ResolveReferences”。以前的生成已成功。
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“FindReferenceAssembliesForReferences: (目标 ID: 47)”(目标“ComputeReferenceCLInput”依赖于它):
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“FindReferenceAssembliesForReferences”的操作。: (目标 ID: 47)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets”中的目标“FindReferenceAssembliesForReferences: (目标 ID: 47)”(目标“ComputeReferenceCLInput”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“FindReferenceAssembliesForReferences”的操作。: (目标 ID: 47)
由于条件的计算结果为 false,已跳过目标“AppendGeneratedFakesAssemblyReferences”;($(FakesUseV2Generation) == 'true' AND Exists('$(FakesOutputPath)'))的计算结果为( == 'true' AND Exists('D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\FakesAssemblies'))。
已跳过目标“PrepareForBuild”。以前的生成已成功。
已跳过目标“ResolveReferences”。以前的生成已成功。
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetReferencedVCProjectsInfo: (目标 ID: 48)”(目标“ComputeReferenceCLInput”依赖于它):
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“GetReferencedVCProjectsInfo: (目标 ID: 48)”(目标“ComputeReferenceCLInput”依赖于它):
由于 false 条件,已跳过任务“MSBuild”;('%(_MSBuildProjectReferenceExistent.Extension)' == '.vcxproj' and '@(ProjectReferenceWithConfiguration)' != '' and '@(_MSBuildProjectReferenceExistent)' != '')计算为('' == '.vcxproj' and '' != '' and '' != '')。
-01:12:08.187 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetReferencedVCProjectsInfo”的操作。: (目标 ID: 48)
-01:12:08.187 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeReferenceCLInput: (目标 ID: 49)”(目标“_ClCompile”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“GetReferencedVCProjectsInfo”的操作。: (目标 ID: 48)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“ComputeReferenceCLInput: (目标 ID: 49)”(目标“_ClCompile”依赖于它):
由于 false 条件,已跳过任务“WriteLinesToFile”;('@(_ReferenceOutputsToCopyLocally)'!='' and '$(DesignTimeBuild)' != 'true' and '$(TrackFileAccess)' == 'true')计算为(''!='' and '' != 'true' and 'true' == 'true')。
由于 false 条件,已跳过任务“WriteLinesToFile”;('@(_ReferenceOutputsToCopyLocally)'!='' and '$(DesignTimeBuild)' != 'true' and '$(TrackFileAccess)' == 'true')计算为(''!='' and '' != 'true' and 'true' == 'true')。
由于 false 条件,已跳过任务“Message”;('$(_REFERENCE_DEBUG)'=='true')计算为(''=='true')。
-01:12:08.188 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeReferenceCLInput”的操作。: (目标 ID: 49)
-01:12:08.188 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“WarnCompileDuplicatedFilename: (目标 ID: 50)”(目标“_ClCompile”依赖于它):
+02:21:12.557 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ComputeReferenceCLInput”的操作。: (目标 ID: 49)
+02:21:12.557 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“WarnCompileDuplicatedFilename: (目标 ID: 50)”(目标“_ClCompile”依赖于它):
由于 false 条件,已跳过任务“VCMessage”;('%(ClCompile.ExcludedFromBuild)' != 'true' and '%(Filename)%(Extension)' != '@(ClCompile->'%(Filename)%(Extension)')' and '%(ObjectFileName)' == '@(ClCompile->Metadata(ObjectFileName)->Distinct())')计算为('' != 'true' and 'SSE.c' != 'SSE.c' and 'x64\Debug\' == 'x64\Debug\')。
-01:12:08.188 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“WarnCompileDuplicatedFilename”的操作。: (目标 ID: 50)
-01:12:08.188 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“FixupCLCompileOptions: (目标 ID: 51)”(目标“_ClCompile”依赖于它):
+02:21:12.558 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“WarnCompileDuplicatedFilename”的操作。: (目标 ID: 50)
+02:21:12.558 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“FixupCLCompileOptions: (目标 ID: 51)”(目标“_ClCompile”依赖于它):
设置属性: _PCHForceSyncWrite=true
-01:12:08.189 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“FixupCLCompileOptions”的操作。: (目标 ID: 51)
-01:12:08.189 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForCl: (目标 ID: 52)”(目标“_ClCompile”依赖于它):
+02:21:12.559 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“FixupCLCompileOptions”的操作。: (目标 ID: 51)
+02:21:12.559 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“MakeDirsForCl: (目标 ID: 52)”(目标“_ClCompile”依赖于它):
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug
添加的项: ClDirsToMake=D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug
@@ -3196,7 +3197,7 @@
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug
-01:12:08.190 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“MakeDirsForCl”的操作。: (目标 ID: 52)
+02:21:12.560 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“MakeDirsForCl”的操作。: (目标 ID: 52)
已跳过目标“_SelectedFiles”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“GenerateTargetFrameworkMonikerAttribute”;('$(GenerateTargetFrameworkAttribute)' == 'true')的计算结果为('false' == 'true')。
已跳过目标“ComputeMIDLGeneratedCompileInputs”。以前的生成已成功。
@@ -3206,8 +3207,8 @@
已跳过目标“FixupCLCompileOptions”。以前的生成已成功。
已跳过目标“SelectCustomBuild”。以前的生成已成功。
由于条件的计算结果为 false,已跳过目标“SetModuleDependencies”;('$(DesignTimeBuild)' != 'true' and '$(EnableCppModules)' == 'true')的计算结果为('' != 'true' and '' == 'true')。
-01:12:08.190 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectClCompile: (目标 ID: 53)”(目标“ClCompile”依赖于它):
-01:12:08.190 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SelectClCompile”的操作。: (目标 ID: 53)
+02:21:12.560 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets”中的目标“SelectClCompile: (目标 ID: 53)”(目标“ClCompile”依赖于它):
+02:21:12.560 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“SelectClCompile”的操作。: (目标 ID: 53)
由于条件的计算结果为 false,已跳过目标“SelectAnalysisManifest”;('$(RunMsvcAnalysis)'=='true' and '$(SelectedFiles)'!='')的计算结果为('false'=='true' and ''!='')。
由于条件的计算结果为 false,已跳过目标“SetVConeMKLEnvironment”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(PlatformToolset)' == 'v143' AND '$(oneMKLProductDir)' != '')的计算结果为('No' != '' AND 'No' != 'No' AND 'v143' == 'v143' AND 'C:\Program Files (x86)\Intel\oneAPI\mkl\2022.2.1' != '')。
由于条件的计算结果为 false,已跳过目标“CheckInstalledVCLibsoneMKL”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(PlatformToolset)' == 'v143')的计算结果为('No' != '' AND 'No' != 'No' AND 'v143' == 'v143')。
@@ -3216,11 +3217,11 @@
由于条件的计算结果为 false,已跳过目标“CheckIntelEnvironmentForVCLibsoneDAL”;('$(UseInteloneDAL)' != '' AND '$(UseInteloneDAL)' != 'false' AND '$(UseEnv)' != 'true' AND '$(PlatformToolset)' == 'v143')的计算结果为('false' != '' AND 'false' != 'false' AND '' != 'true' AND 'v143' == 'v143')。
由于条件的计算结果为 false,已跳过目标“CheckIntelEnvironmentForVCLibsoneMKL”;('$(UseInteloneMKL)' != '' AND '$(UseInteloneMKL)' != 'No' AND '$(UseEnv)' != 'true' AND '$(PlatformToolset)' == 'v143')的计算结果为('No' != '' AND 'No' != 'No' AND '' != 'true' AND 'v143' == 'v143')。
由于条件的计算结果为 false,已跳过目标“CheckIntelEnvironmentForVCLibsoneTBB”;('$(PlatformToolset)' == 'v143' AND '$(UseInteloneTBB)' == 'true' AND '$(UseEnv)' != 'true')的计算结果为('v143' == 'v143' AND 'false' == 'true' AND '' != 'true')。
-01:12:08.191 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.targets”中的目标“CheckMixedPerfLibUsageVC: (目标 ID: 54)”(目标“ClCompile”依赖于它):
+02:21:12.560 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Platforms\x64\PlatformToolsets\v143\ImportAfter\Intel.oneAPI.Libs.v143.targets”中的目标“CheckMixedPerfLibUsageVC: (目标 ID: 54)”(目标“ClCompile”依赖于它):
设置属性: oneAPIPerfLibsInstalled=true
由于 false 条件,已跳过任务“ICMessage”;('$(CnLPerfLibsUsed)'=='true' AND '$(oneAPIPerfLibsUsed)'=='true')计算为(''=='true' AND ''=='true')。
-01:12:08.191 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“CheckMixedPerfLibUsageVC”的操作。: (目标 ID: 54)
-01:12:08.191 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“ClCompile: (目标 ID: 55)”(目标“_ClCompile”依赖于它):
+02:21:12.560 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“CheckMixedPerfLibUsageVC”的操作。: (目标 ID: 54)
+02:21:12.560 1>来自项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”的文件“C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets”中的目标“ClCompile: (目标 ID: 55)”(目标“_ClCompile”依赖于它):
设置属性: CLToolArchitecture=Native64Bit
由于 false 条件,已跳过任务“Delete”;('%(ClCompile.DebugInformationFormat)' != '' and '%(ClCompile.DebugInformationFormat)' != 'None' and '%(ClCompile.DebugInformationFormat)' != 'OldStyle' and '%(ClCompile.ProgramDataBaseFileName)' != '' and !Exists(%(ClCompile.ProgramDataBaseFileName)))计算为('EditAndContinue' != '' and 'EditAndContinue' != 'None' and 'EditAndContinue' != 'OldStyle' and 'x64\Debug\vc143.pdb' != '' and !Exists(x64\Debug\vc143.pdb))。
由于 false 条件,已跳过任务“MultiToolTask”;('%(ClCompile.CompilerIteration)' == 'Modules')计算为('' == 'Modules')。
@@ -3358,7 +3359,7 @@
PrecompiledHeaderFile=
PrecompiledHeaderOutputFile=
PreprocessKeepComments=false
- PreprocessorDefinitions=_DEBUG;STGSHARPPERFORMANCE_EXPORTS;_WINDOWS;_USRDLL;_UNICODE;UNICODE;
+ PreprocessorDefinitions=_DEBUG;STGSHARPPERFORMANCE_EXPORTS;_WINDOWS;_USRDLL;_WINDLL;_UNICODE;UNICODE;
PreprocessSuppressLineNumbers=false
PreprocessToFile=false
ProgramDataBaseFileName=x64\Debug\vc143.pdb
@@ -3397,6 +3398,7 @@
STGSHARPPERFORMANCE_EXPORTS
_WINDOWS
_USRDLL
+ _WINDLL
_UNICODE
UNICODE (任务 ID: 28)
任务参数:TranslateIncludes=False (任务 ID: 28)
@@ -3436,102 +3438,102 @@
将编译 SSE.c,因为跟踪日志不可用。 (任务 ID: 28)
写入跟踪日志不可用,将禁用最小重新生成。 (任务 ID: 28)
传递给工具的环境变量为: (任务 ID: 28)
- VS_UNICODE_OUTPUT=1592 (任务 ID: 28)
- C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D STGSHARPPERFORMANCE_EXPORTS /D _WINDOWS /D _USRDLL /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /std:c11 /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt SSE.c (任务 ID: 28)
+ VS_UNICODE_OUTPUT=1392 (任务 ID: 28)
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D STGSHARPPERFORMANCE_EXPORTS /D _WINDOWS /D _USRDLL /D _WINDLL /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /std:c11 /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt SSE.c (任务 ID: 28)
跟踪命令: (任务 ID: 28)
- C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Tracker.exe /d "C:\Program Files (x86)\MSBuild\15.0\FileTracker\FileTracker32.dll" /i "D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug\StgSharp.e74ded3a.tlog" /r "D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\源代码\PERFORMANCE\SSE.C" /b MSBuildConsole_CancelEventb13eb61b9e774ff9a98cc9acb0813c90 /c "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe" /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D STGSHARPPERFORMANCE_EXPORTS /D _WINDOWS /D _USRDLL /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /std:c11 /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt SSE.c (任务 ID: 28)
+ C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\amd64\Tracker.exe /d "C:\Program Files (x86)\MSBuild\15.0\FileTracker\FileTracker32.dll" /i "D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\x64\Debug\StgSharp.e74ded3a.tlog" /r "D:\NITLOADINDUSTRY\研究项目\1-FLAGSHIP\TH2020\PROJECTFILE\源代码\PERFORMANCE\SSE.C" /b MSBuildConsole_CancelEvent092a113ebca14e8f9257930f9e48bad3 /c "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\CL.exe" /c /ZI /JMC /nologo /W3 /WX- /diagnostics:column /sdl /Od /D _DEBUG /D STGSHARPPERFORMANCE_EXPORTS /D _WINDOWS /D _USRDLL /D _WINDLL /D _UNICODE /D UNICODE /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /std:c11 /permissive- /Fo"x64\Debug\\" /Fd"x64\Debug\vc143.pdb" /external:W3 /Gd /TC /FC /errorReport:prompt SSE.c (任务 ID: 28)
SSE.c (任务 ID: 28)
- CL!RaiseException()+0x69 (任务 ID: 28)
- CL!RaiseException()+0x69 (任务 ID: 28)
- CL!DllGetObjHandler()+0xdb94f (任务 ID: 28)
- CL!DllGetObjHandler()+0x1cbc0f (任务 ID: 28)
-01:12:08.504 1>D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\SSE.c(17): fatal error C1001: 内部编译器错误。
+02:21:13.021 1>D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\SSE.c(17): fatal error C1001: 内部编译器错误。
(编译器文件“D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c”,第 224 行) (任务 ID: 28)
要解决此问题,请尝试简化或更改上面所列位置附近的程序。 (任务 ID: 28)
如果可以,请在此处提供重现步骤: https://developercommunity.visualstudio.com (任务 ID: 28)
请选择 Visual C++ (任务 ID: 28)
“帮助”菜单上的“技术支持”命令,或打开技术支持帮助文件来获得详细信息。 (任务 ID: 28)
+ CL!RaiseException()+0x69 (任务 ID: 28)
+ CL!RaiseException()+0x69 (任务 ID: 28)
+ CL!DllGetObjHandler()+0xdb94f (任务 ID: 28)
+ CL!DllGetObjHandler()+0x1cbc0f (任务 ID: 28)
命令已退出,代码为 -529706956。 (任务 ID: 28)
已完成执行任务“CL”的操作 - 失败。 (任务 ID: 28)
-01:12:11.444 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ClCompile”的操作 - 失败。: (目标 ID: 55)
-01:12:11.446 1>已完成生成项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”(Build 个目标)的操作 - 失败。
+02:21:16.854 1>已完成在项目“StgSharpPerformance.vcxproj”中生成目标“ClCompile”的操作 - 失败。: (目标 ID: 55)
+02:21:16.855 1>已完成生成项目“D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj”(Build 个目标)的操作 - 失败。
项目评估性能摘要:
- 194 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj 1 次调用
+ 183 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj 1 次调用
项目性能摘要:
- 3358 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj 1 次调用
- 3358 毫秒 Build 1 次调用
+ 4412 毫秒 D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\Performance\StgSharpPerformance.vcxproj 1 次调用
+ 4412 毫秒 Build 1 次调用
目标性能摘要:
0 毫秒 BeforeBuildGenerateSources 1 次调用
- 0 毫秒 ResolveReferences 1 次调用
- 0 毫秒 WarnCompileDuplicatedFilename 1 次调用
- 0 毫秒 BuildGenerateSourcesTraverse 1 次调用
- 0 毫秒 CheckMixedPerfLibUsageVC 1 次调用
0 毫秒 PreBuildEvent 1 次调用
0 毫秒 _SelectedFiles 1 次调用
0 毫秒 SelectCustomBuild 1 次调用
0 毫秒 ComputeCustomBuildOutput 1 次调用
- 0 毫秒 AfterResolveReferences 1 次调用
- 0 毫秒 ComputeCLInputPDBName 1 次调用
+ 0 毫秒 CopyFileToFolders 1 次调用
0 毫秒 _Xsd 1 次调用
- 0 毫秒 ComputeMIDLGeneratedCompileInputs 1 次调用
+ 0 毫秒 MakeDirsForMidl 1 次调用
0 毫秒 AfterMidl 1 次调用
0 毫秒 _Midl 1 次调用
0 毫秒 AfterBuildGenerateSources 1 次调用
0 毫秒 AfterBuildGenerateSourcesEvent 1 次调用
0 毫秒 _BuildGenerateSourcesAction 1 次调用
0 毫秒 BuildGenerateSources 1 次调用
- 0 毫秒 CopyFileToFolders 1 次调用
0 毫秒 BuildCompileTraverse 1 次调用
+ 0 毫秒 BeforeClCompile 1 次调用
+ 0 毫秒 ComputeCLInputPDBName 1 次调用
+ 0 毫秒 FindReferenceAssembliesForReferences 1 次调用
+ 0 毫秒 GetReferencedVCProjectsInfo 1 次调用
+ 0 毫秒 ComputeReferenceCLInput 1 次调用
+ 0 毫秒 CheckMixedPerfLibUsageVC 1 次调用
+ 0 毫秒 ResolveReferences 1 次调用
+ 0 毫秒 BuildGenerateSourcesTraverse 1 次调用
0 毫秒 ResolveAssemblyReferences 1 次调用
- 0 毫秒 ResolveSDKReferences 1 次调用
0 毫秒 _PrepareForReferenceResolution 1 次调用
0 毫秒 BeforeResolveReferences 1 次调用
- 0 毫秒 GetReferencedVCProjectsInfo 1 次调用
- 0 毫秒 _SplitProjectReferencesByFileExistence 1 次调用
0 毫秒 _AddOutputPathToGlobalPropertiesToRemove 1 次调用
0 毫秒 SelectClCompile 1 次调用
- 0 毫秒 ExpandSDKReferences 1 次调用
- 0 毫秒 ResolveProjectReferences 1 次调用
0 毫秒 PrepareProjectReferences 1 次调用
- 0 毫秒 AddExternalIncludDirectoriesToPaths 1 次调用
- 0 毫秒 GetResolvedWinMD 1 次调用
- 0 毫秒 FindReferenceAssembliesForReferences 1 次调用
- 0 毫秒 SetCABuildNativeEnvironmentVariables 1 次调用
0 毫秒 GetFrameworkPaths 1 次调用
- 0 毫秒 BeforeClCompile 1 次调用
- 1 毫秒 _PrepareForBuild 1 次调用
- 1 毫秒 MakeDirsForMidl 1 次调用
- 1 毫秒 MakeDirsForCl 1 次调用
- 1 毫秒 SetBuildDefaultEnvironmentVariables 1 次调用
- 1 毫秒 GetReferenceAssemblyPaths 1 次调用
- 1 毫秒 ComputeReferenceCLInput 1 次调用
+ 0 毫秒 AfterResolveReferences 1 次调用
+ 0 毫秒 AddExternalIncludDirectoriesToPaths 1 次调用
+ 0 毫秒 GetReferenceAssemblyPaths 1 次调用
+ 0 毫秒 ExpandSDKReferences 1 次调用
+ 0 毫秒 SetCABuildNativeEnvironmentVariables 1 次调用
+ 0 毫秒 ResolveSDKReferences 1 次调用
+ 0 毫秒 GetResolvedWinMD 1 次调用
+ 1 毫秒 ResolveProjectReferences 1 次调用
+ 1 毫秒 _SplitProjectReferencesByFileExistence 1 次调用
1 毫秒 FixupCLCompileOptions 1 次调用
+ 1 毫秒 _CheckWindowsSDKInstalled 1 次调用
+ 1 毫秒 WarnCompileDuplicatedFilename 1 次调用
+ 1 毫秒 _PrepareForBuild 1 次调用
+ 1 毫秒 SetBuildDefaultEnvironmentVariables 1 次调用
+ 1 毫秒 MakeDirsForCl 1 次调用
+ 1 毫秒 ComputeMIDLGeneratedCompileInputs 1 次调用
2 毫秒 AssignProjectConfiguration 1 次调用
- 2 毫秒 _CheckWindowsSDKInstalled 1 次调用
6 毫秒 SetTelemetryEnvironmentVariables 1 次调用
- 8 毫秒 InitializeBuildStatus 1 次调用
- 10 毫秒 CustomBuild 1 次调用
- 10 毫秒 _CheckForInvalidConfigurationAndPlatform 1 次调用
- 16 毫秒 PrepareForBuild 1 次调用
- 40 毫秒 _GetProjectReferenceTargetFrameworkProperties 1 次调用
- 3253 毫秒 ClCompile 1 次调用
+ 9 毫秒 InitializeBuildStatus 1 次调用
+ 9 毫秒 CustomBuild 1 次调用
+ 15 毫秒 PrepareForBuild 1 次调用
+ 29 毫秒 _CheckForInvalidConfigurationAndPlatform 1 次调用
+ 36 毫秒 _GetProjectReferenceTargetFrameworkProperties 1 次调用
+ 4294 毫秒 ClCompile 1 次调用
任务性能摘要:
- 0 毫秒 MSBuild 1 次调用
1 毫秒 WriteLinesToFile 1 次调用
- 1 毫秒 AssignProjectConfiguration 1 次调用
- 1 毫秒 Message 2 次调用
- 1 毫秒 ReadLinesFromFile 1 次调用
+ 1 毫秒 MSBuild 1 次调用
2 毫秒 MakeDir 5 次调用
+ 2 毫秒 ReadLinesFromFile 1 次调用
2 毫秒 CheckVCToolsetVersion 1 次调用
- 3 毫秒 SetEnv 9 次调用
- 4 毫秒 Touch 1 次调用
- 9 毫秒 GetOutOfDateItems 3 次调用
- 9 毫秒 VCMessage 1 次调用
- 3252 毫秒 CL 1 次调用
+ 2 毫秒 AssignProjectConfiguration 1 次调用
+ 4 毫秒 SetEnv 9 次调用
+ 5 毫秒 Message 2 次调用
+ 5 毫秒 Touch 1 次调用
+ 7 毫秒 VCMessage 1 次调用
+ 8 毫秒 GetOutOfDateItems 3 次调用
+ 4292 毫秒 CL 1 次调用
生成失败。
@@ -3547,4 +3549,4 @@
1 个警告
1 个错误
-已用时间 00:00:03.35
+已用时间 00:00:04.40
diff --git a/源代码/Performance/x64/Debug/vc143.idb b/源代码/Performance/x64/Debug/vc143.idb
index 2a75eada..0f08096c 100644
Binary files a/源代码/Performance/x64/Debug/vc143.idb and b/源代码/Performance/x64/Debug/vc143.idb differ
diff --git a/源代码/Performance/x64/Debug/vc143.pdb b/源代码/Performance/x64/Debug/vc143.pdb
index 19e5a3ea..e9ffc67d 100644
Binary files a/源代码/Performance/x64/Debug/vc143.pdb and b/源代码/Performance/x64/Debug/vc143.pdb differ
diff --git a/源代码/StgSharp/Graphic/Core/IBindingsContext.cs b/源代码/StgSharp/Graphic/Core/IBindingsContext.cs
deleted file mode 100644
index a46dd17a..00000000
--- a/源代码/StgSharp/Graphic/Core/IBindingsContext.cs
+++ /dev/null
@@ -1,27 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Text;
-
-namespace StgSharp.Graphic
-{
- ///
- /// Provides methods for querying available functions in a bindings context.
- ///
- public interface IBindingsContext
- {
- ///
- /// Retrieves an unmanaged function pointer to the specified function on the specified bindings context.
- ///
- /// An ASCII-encoded string that defines the name of the function.
- ///
- /// A that contains the address of procName or IntPtr.Zero,
- /// if the function is not supported by the drivers.
- ///
- ///
- /// Note: some drivers are known to return non-zero values for unsupported functions.
- /// Typical values include 1 and 2 - inheritors are advised to check for and ignore these
- /// values.
- ///
- IntPtr GetProcAddress(string procName);
- }
-}
diff --git a/源代码/StgSharp/Graphic/GL/BindingsBase.cs b/源代码/StgSharp/Graphic/GL/BindingsBase.cs
deleted file mode 100644
index 43c5300a..00000000
--- a/源代码/StgSharp/Graphic/GL/BindingsBase.cs
+++ /dev/null
@@ -1,171 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.Text;
-
-namespace StgSharp.Graphic.GL
-{
- ///
- /// Provides a common foundation for all flat API bindings and implements the extension loading interface.
- ///
- public abstract class BindingsBase
- {
- ///
- /// Constructs a new BindingsBase instance.
- ///
- public BindingsBase()
- {
- }
-
- ///
- /// Marshals a pointer to a null-terminated byte array to a new System.String.
- /// This method supports OpenTK and is not intended to be called by user code.
- ///
- /// A pointer to a null-terminated byte array.
- ///
- /// A System.String with the data from .
- ///
- protected static string MarshalPtrToString(IntPtr ptr)
- {
- if (ptr == IntPtr.Zero)
- {
- throw new ArgumentException("ptr");
- }
-
- unsafe
- {
- sbyte* str = (sbyte*)ptr;
- int len = 0;
- while (*str != 0)
- {
- ++len;
- ++str;
- }
-
- return new string((sbyte*)ptr, 0, len, Encoding.UTF8);
- }
- }
-
- ///
- /// Marshal a System.String to unmanaged memory.
- /// The resulting string is encoded in UTF8 and must be freed
- /// with FreeStringPtr.
- ///
- /// The System.String to marshal.
- ///
- /// An unmanaged pointer containing the marshalled string.
- /// This pointer must be freed with FreeStringPtr
- ///
- protected static IntPtr MarshalStringToPtr(string str)
- {
- if (string.IsNullOrEmpty(str))
- {
- return IntPtr.Zero;
- }
-
- // Allocate a buffer big enough to hold the marshalled string.
- // GetMaxByteCount() appears to allocate space for the final NUL
- // character, but allocate an extra one just in case (who knows
- // what old Mono version would do here.)
- int max_count = Encoding.UTF8.GetMaxByteCount(str.Length) + 1;
- IntPtr ptr = Marshal.AllocHGlobal(max_count);
- if (ptr == IntPtr.Zero)
- {
- throw new OutOfMemoryException();
- }
-
- // Pin the managed string and convert it to UTF8 using
- // the pointer overload of System.Encoding.UTF8.GetBytes().
- unsafe
- {
- fixed (char* pstr = str)
- {
- int actual_count = Encoding.UTF8.GetBytes(pstr, str.Length, (byte*)ptr, max_count);
- Marshal.WriteByte(ptr, actual_count, 0); // Append '\0' at the end of the string
- return ptr;
- }
- }
- }
-
- ///
- /// Frees a marshalled string that allocated by MarshalStringToPtr.
- ///
- /// An unmanaged pointer allocated with MarshalStringToPtr
- protected static void FreeStringPtr(IntPtr ptr)
- {
- Marshal.FreeHGlobal(ptr);
- }
-
- ///
- /// Marshals a System.String array to unmanaged memory by calling
- /// Marshal.AllocHGlobal for each element.
- ///
- /// An unmanaged pointer to an array of null-terminated strings
- /// The string array to marshal.
- protected static IntPtr MarshalStringArrayToPtr(string[] str_array)
- {
- IntPtr ptr = IntPtr.Zero;
- if (str_array != null && str_array.Length != 0)
- {
- ptr = Marshal.AllocHGlobal(str_array.Length * IntPtr.Size);
- if (ptr == IntPtr.Zero)
- {
- throw new OutOfMemoryException();
- }
-
- int i = 0;
- try
- {
- for (i = 0; i < str_array.Length; i++)
- {
- IntPtr str = MarshalStringToPtr(str_array[i]);
- Marshal.WriteIntPtr(ptr, i * IntPtr.Size, str);
- }
- }
- catch (OutOfMemoryException)
- {
- for (i = i - 1; i >= 0; --i)
- {
- Marshal.FreeHGlobal(Marshal.ReadIntPtr(ptr, i * IntPtr.Size));
- }
-
- Marshal.FreeHGlobal(ptr);
-
- throw;
- }
- }
- return ptr;
- }
-
- ///
- /// Frees a marshalled string that allocated by MarshalStringArrayToPtr.
- ///
- /// An unmanaged pointer allocated with MarshalStringArrayToPtr
- /// The length of the string array.
- protected static void FreeStringArrayPtr(IntPtr ptr, int length)
- {
- for (int i = 0; i < length; i++)
- {
- Marshal.FreeHGlobal(Marshal.ReadIntPtr(ptr, i * IntPtr.Size));
- }
- Marshal.FreeHGlobal(ptr);
- }
-
- private protected static void InitializeDummyEntryPoints(IntPtr[] entryPoints)
- {
- var ptr = Marshal.GetFunctionPointerForDelegate(UninitializedDelegate);
-
- for (var i = 0; i < entryPoints.Length; i++)
- {
- entryPoints[i] = ptr;
- }
- }
-
- private static readonly Action UninitializedDelegate = Uninitialized;
-
- private static void Uninitialized()
- {
- throw new InvalidOperationException("You need to initialize the OpenGL binding first by calling LoadBindings() or creating a compatible OpenGL window.");
- }
- }
-}
diff --git a/源代码/StgSharp/Graphic/GL/DebugPro.cs b/源代码/StgSharp/Graphic/GL/DebugPro.cs
deleted file mode 100644
index 717f33f6..00000000
--- a/源代码/StgSharp/Graphic/GL/DebugPro.cs
+++ /dev/null
@@ -1,16 +0,0 @@
-using System;
-
-namespace StgSharp.Graphic.GL
-{
- ///
- /// A delegate used to receive debug information.
- ///
- /// The source of the callback.
- /// The type of the callback.
- /// The ID of the callback.
- /// The severity of the callback.
- /// The length of the callback message.
- /// A pointer to the callback message.
- /// A user supplied pointer that will be passed on each callback.
- public delegate void DebugProc(DebugSource source, DebugType type, int id, DebugSeverity severity, int length, IntPtr message, IntPtr userParam);
-}
diff --git a/源代码/StgSharp/Graphic/GL/DummyTypes.cs b/源代码/StgSharp/Graphic/GL/DummyTypes.cs
deleted file mode 100644
index ea812876..00000000
--- a/源代码/StgSharp/Graphic/GL/DummyTypes.cs
+++ /dev/null
@@ -1,27 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Text;
-
-namespace StgSharp.Graphic.GL
-{
- public struct CombinerPortionNV { }
- public struct DebugProcAmd { }
- public struct DebugProcArb { }
- public struct DebugProcKhr { }
- public struct ElementPointerTypeATI { }
- public struct FragmentLightParameterSGIX { }
- public struct IglooFunctionSelectSGIX { }
- public struct IndexFunctionEXT { }
- public struct MapTypeNV { }
- public struct MatrixIndexPointerTypeARB { }
- public struct ProgramFormat { }
- public struct ProgramStringProperty { }
- public struct ProgramTarget { }
- public struct ReplacementCodeTypeSUN { }
- public struct SecondaryColorPointerTypeIBM { }
- public struct Struct_cl_context { }
- public struct Struct_cl_event { }
- public struct VertexShaderWriteMaskEXT { }
- public struct VertexWeightPointerTypeEXT { }
- public struct WeightPointerTypeARB { }
-}
diff --git a/源代码/StgSharp/Graphic/GL/LibraryNameContainer.cs b/源代码/StgSharp/Graphic/GL/LibraryNameContainer.cs
deleted file mode 100644
index e8662ada..00000000
--- a/源代码/StgSharp/Graphic/GL/LibraryNameContainer.cs
+++ /dev/null
@@ -1,33 +0,0 @@
-using System.Runtime.InteropServices;
-
-namespace StgSharp.Graphic.GL
-{
- ///
- /// Contains the library name of OpenGL.
- ///
- internal class LibraryNameContainer
- {
- ///
- public static string Linux => "libGL.so";
-
- ///
- public static string MacOS => "/System/Library/Frameworks/OpenGL.framework/OpenGL";
-
- ///
- public static string Android => "libGL.so";
-
- ///
- public static string IOS => "/System/Library/Frameworks/OpenGL.framework/OpenGL";
-
- ///
- public static string Windows => "opengl32.dll";
-
- public static string GetLibraryNameForCurrentPlatform()
- {
- if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux)) return Linux;
- else if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) return Windows;
- else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) return MacOS;
- else return "unknown platform";
- }
- }
-}
diff --git a/源代码/StgSharp/Graphic/GL/OpenGL2.cs b/源代码/StgSharp/Graphic/GL/OpenGL2.cs
deleted file mode 100644
index 34f5109e..00000000
--- a/源代码/StgSharp/Graphic/GL/OpenGL2.cs
+++ /dev/null
@@ -1,3146 +0,0 @@
-using System;
-using System.Diagnostics;
-#if !MINIMAL
-using System.Drawing;
-using System.Numerics;
-#endif
-using System.Runtime.InteropServices;
-using StgSharp.Math;
-using StgSharp.Graphic.GL;
-
-
-namespace StgSharp.Graphic.OpenGL
-{
-///
-/// OpenGL bindings for .NET, implementing the full OpenGL API, including extensions.
-///
-///
-///
-/// This class contains all OpenGL enums and functions defined in the latest OpenGL specification.
-/// The official .spec files can be found at: http://opengl.org/registry/.
-///
-/// A valid OpenGL context must be created before calling any OpenGL function.
-///
-/// Use the GLLib.Load and GLLib.LoadAll methods to prepare function entry points prior to use. To maintain
-/// cross-platform compatibility, this must be done for both core and extension functions. The GameWindow
-/// and the GLControl class will take care of this automatically.
-///
-///
-/// You can use the GLLib.SupportsExtension method to check whether any given category of extension functions
-/// exists in the current OpenGL context. Keep in mind that different OpenGL contexts may support different
-/// extensions, and under different entry points. Always check if all required extensions are still supported
-/// when changing visuals or pixel formats.
-///
-///
-/// You may retrieve the entry point for an OpenGL function using the GLLib.GetDelegate method.
-///
-///
-///
-public sealed partial class GLLib : BindingsBase
-{
- internal const string Library = "opengl32.dll";
-
- private static IntPtr[] EntryPoints;
- private static string[] EntryPointNames;
-
- ///
- /// Loads all the available bindings for the current context.
- ///
- /// The context used to query the available bindings.
- ///
- /// Loads all available entry points for the current OpenGL context.
- ///
- public static void LoadBindings(IBindingsContext context)
- {
- Debug.Print("Loading entry points for {0}", typeof(GLLib).FullName);
-
- if (context == null)
- {
- throw new ArgumentNullException(nameof(context));
- }
-
- for (int i = 0; i < EntryPoints.Length; i++)
- {
- EntryPoints[i] = context.GetProcAddress(EntryPointNames[i]);
- }
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the RGB values of the current color.
- ///
- /// The color to set.
- public static void Color3(Color color)
- {
- GLLib.Color3(color.R, color.G, color.B);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current color.
- ///
- /// The color to set.
- public static void Color4(Color color)
- {
- GLLib.Color4(color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the RGB values of the current color.
- ///
- /// The color to set.
- public static void Color3(vec3d color)
- {
- GLLib.Color3(color.X, color.Y, color.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current color.
- ///
- /// The color to set.
- public static void Color4(vec4d color)
- {
- GLLib.Color4(color.X, color.Y, color.Z, color.W);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current color.
- ///
- /// The color to set.
- public static void Color4(Color4 color)
- {
- GLLib.Color4(color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v1.0]
- /// Specify clear values for the color buffers.
- ///
- /// The color to set as the clear value.
- public static void ClearColor(Color color)
- {
- GLLib.ClearColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
- }
-
- ///
- /// [requires: v1.0]
- /// Specify clear values for the color buffers.
- ///
- /// The color to set as the clear value.
- public static void ClearColor(Color4 color)
- {
- GLLib.ClearColor(color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v1.4 or ARB_imaging|VERSION_1_4]
- /// Set the blend color.
- ///
- /// The blend color to set.
- public static void BlendColor(Color color)
- {
- GLLib.BlendColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
- }
-
- ///
- /// [requires: v1.4 or ARB_imaging|VERSION_1_4]
- /// Set the blend color.
- ///
- /// The blend color to set.
- public static void BlendColor(Color4 color)
- {
- GLLib.BlendColor(color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify material parameters for the lighting model.
- ///
- ///
- /// Specifies which face or faces are being updated. Must be one of Front, Back, or FrontAndBack.
- ///
- ///
- /// Specifies the single-valued material parameter of the face or faces that is being updated. Must be Shininess.
- ///
- /// [length: pname]
- /// Specifies the value that parameter Shininess will be set to.
- ///
- public static void Material(MaterialFace face, MaterialParameter pname, vec4d @params)
- {
- unsafe { Material(face, pname, (float*)&@params.X); }
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify material parameters for the lighting model.
- ///
- ///
- /// Specifies which face or faces are being updated. Must be one of Front, Back, or FrontAndBack.
- ///
- ///
- /// Specifies the single-valued material parameter of the face or faces that is being updated. Must be Shininess.
- ///
- /// [length: pname]
- /// Specifies the value that parameter Shininess will be set to.
- ///
- public static void Material(MaterialFace face, MaterialParameter pname, Color4 @params)
- {
- unsafe { GLLib.Material(face, pname, (float*)&@params); }
- }
-
- /// [requires: v1.0][deprecated: v3.2]
- /// Set light source parameters
- ///
- ///
- /// Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form Light , where i ranges from 0 to the value of MaxLights - 1.
- ///
- ///
- /// Specifies a single-valued light source parameter for light. SpotExponent, SpotCutoff, ConstantAttenuation, LinearAttenuation, and QuadraticAttenuation are accepted.
- ///
- /// [length: pname]
- /// Specifies the value that parameter pname of light source light will be set to.
- ///
- public static void Light(LightName name, LightParameter pname, vec4d @params)
- {
- unsafe { GLLib.Light(name, pname, (float*)&@params.X); }
- }
-
- /// [requires: v1.0][deprecated: v3.2]
- /// Set light source parameters
- ///
- ///
- /// Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form Light , where i ranges from 0 to the value of MaxLights - 1.
- ///
- ///
- /// Specifies a single-valued light source parameter for light. SpotExponent, SpotCutoff, ConstantAttenuation, LinearAttenuation, and QuadraticAttenuation are accepted.
- ///
- /// [length: pname]
- /// Specifies the value that parameter pname of light source light will be set to.
- ///
- public static void Light(LightName name, LightParameter pname, Color4 @params)
- {
- unsafe { GLLib.Light(name, pname, (float*)&@params); }
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current normal vector.
- ///
- ///
- /// Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).
- ///
- public static void Normal3(vec3d normal)
- {
- GLLib.Normal3(normal.X, normal.Y, normal.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify the raster position for pixel operations.
- ///
- ///
- /// Specify the x and y object coordinates (if present) for the raster position.
- ///
- public static void RasterPos2(vec2d pos)
- {
- GLLib.RasterPos2(pos.X, pos.Y);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify the raster position for pixel operations.
- ///
- ///
- /// Specify the x, y, and z object coordinates (if present) for the raster position.
- ///
- public static void RasterPos3(vec3d pos)
- {
- GLLib.RasterPos3(pos.X, pos.Y, pos.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify the raster position for pixel operations.
- ///
- ///
- /// Specify the x, y, z, and w object coordinates (if present) for the raster position.
- ///
- public static void RasterPos4(vec4d pos)
- {
- GLLib.RasterPos4(pos.X, pos.Y, pos.Z, pos.W);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify a vertex.
- ///
- ///
- /// Specifies the x and y coordinates of a vertex.
- ///
- public static void Vertex2(vec2d v)
- {
- GLLib.Vertex2(v.X, v.Y);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify a vertex.
- ///
- ///
- /// Specifies the x, y and z coordinates of a vertex.
- ///
- public static void Vertex3(vec3d v)
- {
- GLLib.Vertex3(v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify a vertex.
- ///
- ///
- /// Specifies the x, y, z and w coordinates of a vertex.
- ///
- public static void Vertex4(vec4d v)
- {
- GLLib.Vertex4(v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the s and t texture coordinates.
- ///
- public static void TexCoord2(vec2d v)
- {
- GLLib.TexCoord2(v.X, v.Y);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the s, t and r texture coordinates.
- ///
- public static void TexCoord3(vec3d v)
- {
- GLLib.TexCoord3(v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the s, t, r and q texture coordinates.
- ///
- public static void TexCoord4(vec4d v)
- {
- GLLib.TexCoord4(v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix by a rotation matrix.
- ///
- ///
- /// Specifies the angle of rotation, in degrees.
- ///
- ///
- /// Specifies the axis of rotation.
- ///
- public static void Rotate(Single angle, vec3d axis)
- {
- GLLib.Rotate((Single)angle, axis.X, axis.Y, axis.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix by a general scaling matrix.
- ///
- ///
- /// Specifies scale factors along the x, y, and z axes.
- ///
- public static void Scale(vec3d scale)
- {
- GLLib.Scale(scale.X, scale.Y, scale.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix by a translation matrix.
- ///
- ///
- /// Specifies the x, y, and z coordinates with which to translate.
- ///
- public static void Translate(vec3d trans)
- {
- GLLib.Translate(trans.X, trans.Y, trans.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix with the specified matrix.
- ///
- ///
- /// The matrix to multiply the current one with.
- ///
- public static void MultMatrix(ref matrix4x4 mat)
- {
- unsafe
- {
- fixed (Single* m_ptr = &mat.row0.X)
- {
- GLLib.MultMatrix((Single*)m_ptr);
- }
- }
- }
-
- /// [requires: v1.0][deprecated: v3.2]
- /// Replace the current matrix with the specified matrix
- ///
- ///
- /// The matrix to replace the current one with.
- ///
- public static void LoadMatrix(ref matrix4x4 mat)
- {
- unsafe
- {
- fixed (Single* m_ptr = &mat.Row0.X)
- {
- GLLib.LoadMatrix((Single*)m_ptr);
- }
- }
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Replace the current matrix with the specified row-major ordered matrix.
- ///
- ///
- /// The matrix to replace the current one with.
- ///
- public static void LoadTransposeMatrix(ref matrix4x4 mat)
- {
- unsafe
- {
- fixed (Single* m_ptr = &mat.Row0.X)
- {
- GLLib.LoadTransposeMatrix((Single*)m_ptr);
- }
- }
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Multiply the current matrix with the specified row-major ordered matrix
- ///
- ///
- /// The matrix to multiply the current one with.
- ///
- public static void MultTransposeMatrix(ref Matrix4 mat)
- {
- unsafe
- {
- fixed (Single* m_ptr = &mat.Row0.X)
- {
- GLLib.MultTransposeMatrix((Single*)m_ptr);
- }
- }
- }
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current normal vector.
- ///
- ///
- /// Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).
- ///
- public static void Normal3(Vector3d normal)
- {
- GLLib.Normal3(normal.X, normal.Y, normal.Z);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify the raster position for pixel operations.
- ///
- ///
- /// Specify the x and y object coordinates (if present) for the raster position.
- ///
- public static void RasterPos2(vec2d pos)
- {
- GLLib.RasterPos2(pos.X, pos.Y);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify the raster position for pixel operations.
- ///
- ///
- /// Specify the x, y and z object coordinates (if present) for the raster position.
- ///
- public static void RasterPos3(Vector3d pos)
- {
- GLLib.RasterPos3(pos.X, pos.Y, pos.Z);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify the raster position for pixel operations.
- ///
- ///
- /// Specify the x, y, z and w object coordinates (if present) for the raster position.
- ///
- public static void RasterPos4(Vector4d pos)
- {
- GLLib.RasterPos4(pos.X, pos.Y, pos.Z, pos.W);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify a vertex.
- ///
- ///
- /// Specifies the x and y coordinates of a vertex.
- ///
- public static void Vertex2(vec2d v)
- {
- GLLib.Vertex2(v.X, v.Y);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify a vertex.
- ///
- ///
- /// Specifies the x, y and z coordinates of a vertex.
- ///
- public static void Vertex3(Vector3d v)
- {
- GLLib.Vertex3(v.X, v.Y, v.Z);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Specify a vertex.
- ///
- ///
- /// Specifies the x, y, z and w coordinates of a vertex.
- ///
- public static void Vertex4(Vector4d v)
- {
- GLLib.Vertex4(v.X, v.Y, v.Z, v.W);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the s and t texture coordinates.
- ///
- public static void TexCoord2(vec2d v)
- {
- GLLib.TexCoord2(v.X, v.Y);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the s, t and r texture coordinates.
- ///
- public static void TexCoord3(Vector3d v)
- {
- GLLib.TexCoord3(v.X, v.Y, v.Z);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the s, t, r and q texture coordinates.
- ///
- public static void TexCoord4(Vector4d v)
- {
- GLLib.TexCoord4(v.X, v.Y, v.Z, v.W);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix by a rotation matrix.
- ///
- ///
- /// Specifies the angle of rotation, in degrees.
- ///
- ///
- /// Specifies the axis of rotation.
- ///
- public static void Rotate(double angle, Vector3d axis)
- {
- GLLib.Rotate((double)angle, axis.X, axis.Y, axis.Z);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix by a general scaling matrix.
- ///
- ///
- /// Specifies scale factors along the x, y, and z axes.
- ///
- public static void Scale(Vector3d scale)
- {
- GLLib.Scale(scale.X, scale.Y, scale.Z);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix by a translation matrix.
- ///
- ///
- /// Specifies the x, y, and z coordinates with which to translate.
- ///
- public static void Translate(Vector3d trans)
- {
- GLLib.Translate(trans.X, trans.Y, trans.Z);
- }
-*/
-/*
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Multiply the current matrix with the specified matrix.
- ///
- ///
- /// The matrix to multiply the current one with.
- ///
- public static void MultMatrix(ref Matrix4d mat)
- {
- unsafe
- {
- fixed (Double* m_ptr = &mat.Row0.X)
- {
- GLLib.MultMatrix((Double*)m_ptr);
- }
- }
- }
-*/
-/*
- /// [requires: v1.0][deprecated: v3.2]
- /// Replace the current matrix with the specified matrix
- ///
- ///
- /// The matrix to replace the current one with.
- ///
- public static void LoadMatrix(ref Matrix4d mat)
- {
- unsafe
- {
- fixed (Double* m_ptr = &mat.Row0.X)
- {
- GLLib.LoadMatrix((Double*)m_ptr);
- }
- }
- }
-*/
-/*
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Replace the current matrix with the specified row-major ordered matrix.
- ///
- ///
- /// The matrix to replace the current one with.
- ///
- public static void LoadTransposeMatrix(ref Matrix4d mat)
- {
- unsafe
- {
- fixed (Double* m_ptr = &mat.Row0.X)
- {
- GLLib.LoadTransposeMatrix((Double*)m_ptr);
- }
- }
- }
-*/
-/*
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Multiply the current matrix with the specified row-major ordered matrix
- ///
- ///
- /// The matrix to multiply the current one with.
- ///
- public static void MultTransposeMatrix(ref Matrix4d mat)
- {
- unsafe
- {
- fixed (Double* m_ptr = &mat.Row0.X)
- {
- GLLib.MultTransposeMatrix((Double*)m_ptr);
- }
- }
- }
-*/
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, ref vec2d vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, ref vec3d vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, ref vec4d vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, vec2d vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, vec3d vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, vec4d vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, ref vec2dInt vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, ref vec3dInt vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, ref vec4dInt vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, vec2dInt vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, vec3dInt vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, vec4dInt vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, Color4 color)
- {
- GLLib.Uniform4(location, color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, Quaternion quaternion)
- {
- GLLib.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2(int location, bool transpose, ref matrix2x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2(int location, bool transpose, ref Matrix2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x3(int location, bool transpose, ref matrix2x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix2x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x3(int location, bool transpose, ref Matridoublex2x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix2x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x4(int location, bool transpose, ref matrix2x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix2x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x4(int location, bool transpose, ref Matrix2x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix2x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x2(int location, bool transpose, ref matrix3x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix3x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x2(int location, bool transpose, ref Matrix3x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix3x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3(int location, bool transpose, ref matrix3x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3(int location, bool transpose, ref Matrix3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x4(int location, bool transpose, ref matrix3x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix3x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x4(int location, bool transpose, ref Matrix3x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix3x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x2(int location, bool transpose, ref matrix4x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix4x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x2(int location, bool transpose, ref Matrix4x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix4x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x3(int location, bool transpose, ref matrix4x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix4x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x3(int location, bool transpose, ref Matrix4x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix4x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4(int location, bool transpose, ref matrix4x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4(int location, bool transpose, ref Matrix4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, ref vec2d vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, ref vec3d vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, ref vec4d vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, vec2d vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, vec3d vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, vec4d vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, ref vec2dInt vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, ref vec3dInt vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, ref vec4dInt vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, vec2dInt vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, vec3dInt vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, vec4dInt vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, Color4 color)
- {
- GLLib.ProgramUniform4(program, location, color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, Quaternion quaternion)
- {
- GLLib.ProgramUniform4(program, location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref matrix2x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref matrix2x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref matrix2x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref matrix3x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref Matrix3x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref matrix3x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref Matrix3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref matrix3x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref matrix4x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref matrix4x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-/*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-*/
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref matrix4x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-/*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-*/
- ///
- /// [requires: v2.0]
- /// Returns information about an active attribute variable for the specified program object.
- ///
- ///
- /// Specifies the program object to be queried.
- ///
- ///
- /// Specifies the index of the attribute variable to be queried.
- ///
- ///
- /// Returns the size of the attribute variable.
- ///
- ///
- /// Returns the data type of the attribute variable.
- ///
- ///
- /// The name of the attribute variable.
- ///
- public static string GetActiveAttrib(int program, int index, out int size, out ActiveAttribType type)
- {
- int length;
- GetProgram(program, OpenTK.Graphics.OpenGL.GetProgramParameterName.ActiveAttributeMaxLength, out length);
- string str;
-
- GetActiveAttrib(program, index, length == 0 ? 1 : length * 2, out length, out size, out type, out str);
- return str;
- }
-
- ///
- /// [requires: v2.0]
- /// Returns information about an active uniform variable for the specified program object.
- ///
- ///
- /// Specifies the program object to be queried.
- ///
- ///
- /// Specifies the index of the uniform variable to be queried.
- ///
- /// [length: 1]
- /// Returns the size of the uniform variable.
- ///
- /// [length: 1]
- /// Returns the data type of the uniform variable.
- ///
- /// [length: bufSize]
- /// The name of the uniform variable.
- ///
- public static string GetActiveUniform(int program, int uniformIndex, out int size, out ActiveUniformType type)
- {
- int length;
- GetProgram(program, OpenTK.Graphics.OpenGL.GetProgramParameterName.ActiveUniformMaxLength, out length);
-
- string str;
- GetActiveUniform(program, uniformIndex, length == 0 ? 1 : length, out length, out size, out type, out str);
- return str;
- }
-
- ///
- /// [requires: v3.1 or ARB_uniform_buffer_object|VERSION_3_1]
- /// Query the name of an active uniform.
- ///
- ///
- /// Specifies the program containing the active uniform index uniformIndex.
- ///
- ///
- /// Specifies the index of the active uniform whose name to query.
- ///
- ///
- /// The name of the active uniform at uniformIndex within program.
- ///
- public static string GetActiveUniformName(int program, int uniformIndex)
- {
- int length;
- GetProgram(program, OpenTK.Graphics.OpenGL.GetProgramParameterName.ActiveUniformMaxLength, out length);
- string str;
-
- GetActiveUniformName(program, uniformIndex, length == 0 ? 1 : length * 2, out length, out str);
- return str;
- }
-
- ///
- /// [requires: v3.1 or ARB_uniform_buffer_object|VERSION_3_1]
- /// Retrieve the name of an active uniform block.
- ///
- ///
- /// Specifies the name of a program containing the uniform block.
- ///
- ///
- /// Specifies the index of the uniform block within program.
- ///
- ///
- /// The name of the uniform block at uniformIndex.
- ///
- public static string GetActiveUniformBlockName(int program, int uniformIndex)
- {
- int length;
- GetProgram(program, OpenTK.Graphics.OpenGL.GetProgramParameterName.ActiveUniformBlockMaxNameLength, out length);
- string str;
-
- GetActiveUniformBlockName(program, uniformIndex, length == 0 ? 1 : length * 2, out length, out str);
- return str;
- }
-
- ///
- /// [requires: v2.0]
- /// Replaces the source code in a shader object.
- ///
- ///
- /// Specifies the handle of the shader object whose source code is to be replaced.
- ///
- ///
- /// Specifies a string containing the source code to be loaded into the shader.
- ///
- public static void ShaderSource(Int32 shader, System.String @string)
- {
- unsafe
- {
- int length = @string.Length;
- GLLib.ShaderSource((UInt32)shader, 1, new string[] { @string }, &length);
- }
- }
-
- ///
- /// [requires: v2.0]
- /// Returns the information log for a shader object.
- ///
- ///
- /// Specifies the shader object whose information log is to be queried.
- ///
- ///
- /// The information log.
- ///
- public static string GetShaderInfoLog(Int32 shader)
- {
- string info;
- GetShaderInfoLog(shader, out info);
- return info;
- }
-
- ///
- /// [requires: v2.0]
- /// Returns the information log for a shader object.
- ///
- ///
- /// Specifies the shader object whose information log is to be queried.
- ///
- /// [length: bufSize]
- /// Specifies a string that is used to return the information log.
- ///
- public static void GetShaderInfoLog(Int32 shader, out string info)
- {
- unsafe
- {
- int length;
- GLLib.GetShader(shader, ShaderParameter.InfoLogLength, out length);
- if (length == 0)
- {
- info = String.Empty;
- return;
- }
- GLLib.GetShaderInfoLog((UInt32)shader, length * 2, &length, out info);
- }
- }
-
- ///
- /// [requires: v2.0]
- /// Returns the information log for a program object.
- ///
- ///
- /// Specifies the program object whose information log is to be queried.
- ///
- ///
- /// The information log.
- ///
- public static string GetProgramInfoLog(Int32 program)
- {
- string info;
- GetProgramInfoLog(program, out info);
- return info;
- }
-
- ///
- /// [requires: v2.0]
- /// Returns the information log for a program object.
- ///
- ///
- /// Specifies the program object whose information log is to be queried.
- ///
- /// [length: bufSize]
- /// Specifies a string that is used to return the information log.
- ///
- public static void GetProgramInfoLog(Int32 program, out string info)
- {
- unsafe
- {
- int length;
- GLLib.GetProgram(program, OpenTK.Graphics.OpenGL.GetProgramParameterName.InfoLogLength, out length); if (length == 0)
- {
- info = String.Empty;
- return;
- }
- GLLib.GetProgramInfoLog((UInt32)program, length * 2, &length, out info);
- }
- }
-
- ///
- /// Helper function that defines the coordinate origin of the Point Sprite.
- ///
- ///
- /// A OpenTK.Graphics.OpenGL.GLLib.PointSpriteCoordOriginParameter token,
- /// denoting the origin of the Point Sprite.
- ///
- public static void PointParameter(PointSpriteCoordOriginParameter param)
- {
- GLLib.PointParameter(PointParameterName.PointSpriteCoordOrigin, (int)param);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x and y values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib2(Int32 index, ref vec2d v)
- {
- GLLib.VertexAttrib2(index, v.X, v.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y and z values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib3(Int32 index, ref vec3d v)
- {
- GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib4(Int32 index, ref vec4d v)
- {
- GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x and y values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib2(Int32 index, vec2d v)
- {
- GLLib.VertexAttrib2(index, v.X, v.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y and z values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib3(Int32 index, vec3d v)
- {
- GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib4(Int32 index, vec4d v)
- {
- GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
- /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
- /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
- ///
- ///
- /// Specifies the s and t texture coordinates for target texture unit.
- ///
- public static void MultiTexCoord2(TextureUnit target, ref vec2d v)
- {
- GLLib.MultiTexCoord2(target, v.X, v.Y);
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
- /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
- /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
- ///
- ///
- /// Specifies the s, t, and r texture coordinates for target texture unit.
- ///
- public static void MultiTexCoord3(TextureUnit target, ref vec3d v)
- {
- GLLib.MultiTexCoord3(target, v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
- /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
- /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
- ///
- ///
- /// Specifies the s, t, r, and q texture coordinates for target texture unit.
- ///
- public static void MultiTexCoord4(TextureUnit target, ref vec4d v)
- {
- GLLib.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
- }
- /*
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x and y values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib2(Int32 index, ref vec2d v)
- {
- GLLib.VertexAttrib2(index, v.X, v.Y);
- }
- */
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y and z values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib3(Int32 index, ref Vector3d v)
- {
- GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib4(Int32 index, ref Vector4d v)
- {
- GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x and y values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib2(Int32 index, vec2d v)
- {
- GLLib.VertexAttrib2(index, v.X, v.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y and z values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib3(Int32 index, Vector3d v)
- {
- GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specifies the value of a generic vertex attribute.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
- ///
- public static void VertexAttrib4(Int32 index, Vector4d v)
- {
- GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
- /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
- /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
- ///
- ///
- /// Specifies the s and t texture coordinates for target texture unit.
- ///
- public static void MultiTexCoord2(TextureUnit target, ref vec2d v)
- {
- GLLib.MultiTexCoord2(target, v.X, v.Y);
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
- /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
- /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
- ///
- ///
- /// Specifies the s, t, and r texture coordinates for target texture unit.
- ///
- public static void MultiTexCoord3(TextureUnit target, ref Vector3d v)
- {
- GLLib.MultiTexCoord3(target, v.X, v.Y, v.Z);
- }
-
- ///
- /// [requires: v1.3][deprecated: v3.2]
- /// Set the current texture coordinates.
- ///
- ///
- /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
- /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
- /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
- ///
- ///
- /// Specifies the s, t, r, and q texture coordinates for target texture unit.
- ///
- public static void MultiTexCoord4(TextureUnit target, ref Vector4d v)
- {
- GLLib.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Draw a rectangle.
- ///
- ///
- /// Specifies the vertices of the rectangle.
- ///
- public static void Rect(RectangleF rect)
- {
- GLLib.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Draw a rectangle.
- ///
- ///
- /// Specifies the vertices of the rectangle.
- ///
- public static void Rect(Rectangle rect)
- {
- GLLib.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Draw a rectangle.
- ///
- ///
- /// Specifies the vertices of the rectangle.
- ///
- public static void Rect(ref RectangleF rect)
- {
- GLLib.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Draw a rectangle.
- ///
- ///
- /// Specifies the vertices of the rectangle.
- ///
- public static void Rect(ref Rectangle rect)
- {
- GLLib.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
- }
-
- ///
- /// [requires: v1.1][deprecated: v3.2]
- /// Define an array of vertex data.
- ///
- ///
- /// Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4.
- ///
- ///
- /// Specifies the data type of each coordinate in the array. Symbolic constants Short, Int, Float, or Double
- /// are accepted. The initial value is Float.
- ///
- ///
- /// Specifies the byte offset between consecutive vertices. If stride is 0, the vertices are understood to
- /// be tightly packed in the array. The initial value is 0.
- ///
- ///
- /// Specifies the first coordinate of the first vertex in the array. The initial value is 0.
- ///
- public static void VertexPointer(int size, VertexPointerType type, int stride, int offset)
- {
- VertexPointer(size, type, stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v1.1][deprecated: v3.2]
- /// Define an array of normals.
- ///
- ///
- /// Specifies the data type of each coordinate in the array. Symbolic constants Byte, Short, Int, Float, and
- /// Double are accepted. The initial value is Float.
- ///
- ///
- /// Specifies the byte offset between consecutive normals. If stride is 0, the normals are understood to be
- /// tightly packed in the array. The initial value is 0.
- ///
- /// [length: type,stride]
- /// Specifies the first coordinate of the first normal in the array. The initial value is 0.
- ///
- public static void NormalPointer(NormalPointerType type, int stride, int offset)
- {
- NormalPointer(type, stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v1.1][deprecated: v3.2]
- /// Define an array of color indexes.
- ///
- ///
- /// Specifies the data type of each color index in the array. Symbolic constants UnsignedByte, Short, Int,
- /// Float, and Double are accepted. The initial value is Float.
- ///
- ///
- /// Specifies the byte offset between consecutive color indexes. If stride is 0, the color indexes are
- /// understood to be tightly packed in the array. The initial value is 0.
- ///
- ///
- /// Specifies the first index in the array. The initial value is 0.
- ///
- public static void IndexPointer(IndexPointerType type, int stride, int offset)
- {
- IndexPointer(type, stride, (IntPtr)offset);
- }
-
- ///
- ///[requires: v1.1][deprecated: v3.2]
- /// Define an array of colors.
- ///
- ///
- /// Specifies the number of components per color. Must be 3 or 4. The initial value is 4.
- ///
- ///
- /// Specifies the data type of each color component in the array. Symbolic constants Byte, UnsignedByte, Short,
- /// UnsignedShort, Int, UnsignedInt, Float, and Double are accepted. The initial value is Float.
- ///
- ///
- /// Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be
- /// tightly packed in the array. The initial value is 0.
- ///
- ///
- /// Specifies the first component of the first color element in the array. The initial value is 0.
- ///
- public static void ColorPointer(int size, ColorPointerType type, int stride, int offset)
- {
- ColorPointer(size, type, stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v1.4][deprecated: v3.2]
- /// Define an array of fog coordinates.
- ///
- ///
- /// Specifies the data type of each fog coordinate. Symbolic constants Float, or Double are accepted.
- /// The initial value is Float.
- ///
- ///
- /// Specifies the byte offset between consecutive fog coordinates. If stride is 0, the array elements are
- /// understood to be tightly packed. The initial value is 0.
- ///
- ///
- /// Specifies the first coordinate of the first fog coordinate in the array. The initial value is 0.
- ///
- public static void FogCoordPointer(FogPointerType type, int stride, int offset)
- {
- FogCoordPointer(type, stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v1.1][deprecated: v3.2]
- /// Define an array of edge flags.
- ///
- ///
- /// Specifies the byte offset between consecutive edge flags. If stride is 0, the edge flags are understood to
- /// be tightly packed in the array. The initial value is 0.
- ///
- ///
- /// Specifies the first edge flag in the array. The initial value is 0.
- ///
- public static void EdgeFlagPointer(int stride, int offset)
- {
- EdgeFlagPointer(stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v1.1][deprecated: v3.2]
- /// Define an array of texture coordinates.
- ///
- ///
- /// Specifies the number of coordinates per array element. Must be 1, 2, 3, or 4. The initial value is 4.
- ///
- ///
- /// Specifies the data type of each texture coordinate. Symbolic constants Short, Int, Float, or Double are
- /// accepted. The initial value is Float.
- ///
- ///
- /// Specifies the byte offset between consecutive texture coordinate sets. If stride is 0, the array
- /// elements are understood to be tightly packed. The initial value is 0.
- ///
- ///
- /// Specifies the first coordinate of the first texture coordinate set in the array. The initial value is 0.
- ///
- public static void TexCoordPointer(int size, TexCoordPointerType type, int stride, int offset)
- {
- TexCoordPointer(size, type, stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v2.0]
- /// Define an array of generic vertex attribute data.
- ///
- ///
- /// Specifies the index of the generic vertex attribute to be modified.
- ///
- ///
- /// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. Additionally, the
- /// symbolic constant Bgra is accepted by glVertexAttribPointer. The initial value is 4.
- ///
- ///
- /// Specifies the data type of each component in the array. The symbolic constants Byte, UnsignedByte, Short,
- /// UnsignedShort, Int, and UnsignedInt are accepted by glVertexAttribPointer and glVertexAttribIPointer.
- /// Additionally HalfFloat, Float, Double, Fixed, Int2101010Rev, UnsignedInt2101010Rev and
- /// UnsignedInt10F11F11FRev are accepted by glVertexAttribPointer. Double is also accepted by
- /// glVertexAttribLPointer and is the only token accepted by the type parameter for that function.
- /// The initial value is Float.
- ///
- ///
- /// For glVertexAttribPointer, specifies whether fixed-point data values should be normalized (True) or
- /// converted directly as fixed-point values (False) when they are accessed.
- ///
- ///
- /// Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex
- /// attributes are understood to be tightly packed in the array. The initial value is 0.
- ///
- ///
- /// Specifies the first component of the first generic vertex attribute in the array in the data store of the
- /// buffer currently bound to the ArrayBuffer target. The initial value is 0.
- ///
- public static void VertexAttribPointer(int index, int size, VertexAttribPointerType type, bool normalized, int stride, int offset)
- {
- VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)offset);
- }
-
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive float values as a vector.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The vector which will hold the values.
- ///
- public static void GetFloat(GetPName pname, out vec2d vector)
- {
- unsafe
- {
- fixed (vec2d* ptr = &vector)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive float values as a vector.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The vector which will hold the values.
- ///
- public static void GetFloat(GetPName pname, out vec3d vector)
- {
- unsafe
- {
- fixed (vec3d* ptr = &vector)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive float values as a vector.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The vector which will hold the values.
- ///
- public static void GetFloat(GetPName pname, out vec4d vector)
- {
- unsafe
- {
- fixed (vec4d* ptr = &vector)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive float values as a matrix.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The matrix which will hold the values.
- ///
- public static void GetFloat(GetPName pname, out matrix4x4 matrix)
- {
- unsafe
- {
- fixed (matrix4x4* ptr = &matrix)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive 64-bit float values as a vector.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The vector which will hold the values.
- ///
- public static void GetDouble(GetPName pname, out vec2d vector)
- {
- unsafe
- {
- fixed (vec2d* ptr = &vector)
- {
- GetDouble(pname, (double*)ptr);
- }
- }
- }
-/*
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive 64-bit float values as a vector.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The vector which will hold the values.
- ///
- public static void GetDouble(GetPName pname, out Vector3d vector)
- {
- unsafe
- {
- fixed (Vector3d* ptr = &vector)
- {
- GetDouble(pname, (double*)ptr);
- }
- }
- }
-*//*
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive 64-bit float values as a vector.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The vector which will hold the values.
- ///
- public static void GetDouble(GetPName pname, out Vector4d vector)
- {
- unsafe
- {
- fixed (Vector4d* ptr = &vector)
- {
- GetDouble(pname, (double*)ptr);
- }
- }
- }
-*//*
- ///
- /// [requires: v1.0]
- /// Gets a series of consequtive 64-bit float values as a matrix.
- ///
- ///
- /// The name of the property that holds the values.
- ///
- ///
- /// The matrix which will hold the values.
- ///
- public static void GetDouble(GetPName pname, out Matrix4d matrix)
- {
- unsafe
- {
- fixed (Matrix4d* ptr = &matrix)
- {
- GetDouble(pname, (double*)ptr);
- }
- }
- }
-*/
- ///
- /// [requires: v1.0]
- /// Set the viewport. This function assumes a lower left corner of (0, 0).
- ///
- ///
- /// Specifies the width and height of the viewport. When a GLLib context is first attached to a window,
- /// width and height are set to the dimensions of that window.
- ///
- public static void Viewport(Size size)
- {
- GLLib.Viewport(0, 0, size.Width, size.Height);
- }
-
- ///
- /// [requires: v1.0]
- /// Set the viewport.
- ///
- ///
- /// Specifies the lower left corner of the viewport.
- ///
- ///
- /// Specifies the width and height of the viewport. When a GLLib context is first attached to a window,
- /// width and height are set to the dimensions of that window.
- ///
- public static void Viewport(Point location, Size size)
- {
- GLLib.Viewport(location.X, location.Y, size.Width, size.Height);
- }
-
- ///
- /// [requires: v1.0]
- /// Set the viewport.
- ///
- ///
- /// Specifies the lower left corner, as well as the width and height of the viewport. When a GLLib context is
- /// first attached to a window, width and height are set to the dimensions of that window.
- ///
- public static void Viewport(Rectangle rectangle)
- {
- GLLib.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
- }
-
- public static void Viewport(Box2i box)
- {
- GLLib.Viewport(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
- }
-
-#if MINIMAL
- ///
- /// [requires: v1.0]
- /// Set the viewport.
- ///
- ///
- /// Specifies the lower left corner of the viewport.
- ///
- ///
- /// Specifies the width and height of the viewport. When a GLLib context is first attached to a window,
- /// width and height are set to the dimensions of that window.
- ///
- public static void Viewport(OpenTK.Point location, OpenTK.Size size)
- {
- GLLib.Viewport(location.X, location.Y, size.Width, size.Height);
- }
-
- ///
- /// [requires: v1.0]
- /// Set the viewport.
- ///
- ///
- /// Specifies the lower left corner, as well as the width and height of the viewport. When a GLLib context is
- /// first attached to a window, width and height are set to the dimensions of that window.
- ///
- public static void Viewport(OpenTK.Rectangle rectangle)
- {
- GLLib.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
- }
-#endif
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set texture environment parameters.
- ///
- ///
- /// Specifies a texture environment. May be TextureEnv, TextureFilterControl or PointSprite.
- ///
- ///
- /// Specifies the symbolic name of a single-valued texture environment parameter. May be either TextureEnvMode,
- /// TextureLodBias, CombineRgb, CombineAlpha, Src0Rgb, Src1Rgb, Src2Rgb, Src0Alpha, Src1Alpha, Src2Alpha,
- /// Operand0Rgb, Operand1Rgb, Operand2Rgb, Operand0Alpha, Operand1Alpha, Operand2Alpha, RgbScale, AlphaScale,
- /// or CoordReplace.
- ///
- ///
- /// Specifies the color to apply.
- ///
- public static void TexEnv(TextureEnvTarget target, TextureEnvParameter pname, Color color)
- {
- Color4 c = new Color4(color.R, color.G, color.B, color.A);
- unsafe
- {
- TexEnv(target, pname, &c.R);
- }
- }
-
- ///
- /// [requires: v1.0][deprecated: v3.2]
- /// Set texture environment parameters.
- ///
- ///
- /// Specifies a texture environment. May be TextureEnv, TextureFilterControl or PointSprite.
- ///
- ///
- /// Specifies the symbolic name of a single-valued texture environment parameter. May be either TextureEnvMode,
- /// TextureLodBias, CombineRgb, CombineAlpha, Src0Rgb, Src1Rgb, Src2Rgb, Src0Alpha, Src1Alpha, Src2Alpha,
- /// Operand0Rgb, Operand1Rgb, Operand2Rgb, Operand0Alpha, Operand1Alpha, Operand2Alpha, RgbScale, AlphaScale,
- /// or CoordReplace.
- ///
- ///
- /// Specifies the color to apply.
- ///
- public static void TexEnv(TextureEnvTarget target, TextureEnvParameter pname, Color4 color)
- {
- unsafe
- {
- TexEnv(target, pname, &color.R);
- }
- }
-}
-
-#pragma warning disable 1574 // XML comment cref attribute could not be resolved, compiler bug in Mono 3.4.0
-
-///
-/// Defines the signature of a debug callback for
-/// .
-///
-/// The id of this debug message.
-/// The category for this debug message.
-/// The severity for this debug message.
-/// The length of this debug message.
-/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
-/// A pointer to a user-specified parameter.
-[UnmanagedFunctionPointer(CallingConvention.Winapi)]
-public delegate void DebugProcAmd(int id,
- AmdDebugOutput category, AmdDebugOutput severity,
- int length, IntPtr message, IntPtr userParam);
-
-///
-/// Defines the signature of a debug callback for
-/// .
-///
-/// The for this debug message.
-/// The for this debug message.
-/// The id of this debug message.
-/// The for this debug message.
-/// The length of this debug message.
-/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
-/// A pointer to a user-specified parameter.
-[UnmanagedFunctionPointer(CallingConvention.Winapi)]
-public delegate void DebugProcArb(
- DebugSource source, DebugType type, int id,
- DebugSeverity severity, int length, IntPtr message,
- IntPtr userParam);
-
-///
-/// Defines the signature of a debug callback for
-/// .
-///
-/// The for this debug message.
-/// The for this debug message.
-/// The id of this debug message.
-/// The for this debug message.
-/// The length of this debug message.
-/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
-/// A pointer to a user-specified parameter.
-[UnmanagedFunctionPointer(CallingConvention.Winapi)]
-public delegate void DebugProc(
- DebugSource source, DebugType type, int id,
- DebugSeverity severity, int length, IntPtr message,
- IntPtr userParam);
-
-///
-/// Defines the signature of a debug callback for
-/// .
-///
-/// The for this debug message.
-/// The for this debug message.
-/// The id of this debug message.
-/// The for this debug message.
-/// The length of this debug message.
-/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
-/// A pointer to a user-specified parameter.
-[UnmanagedFunctionPointer(CallingConvention.Winapi)]
-public delegate void DebugProcKhr(
- DebugSource source, DebugType type, int id,
- DebugSeverity severity, int length, IntPtr message,
- IntPtr userParam);
-
-#pragma warning restore 1574 // XML comment cref attribute could not be resolved, compiler bug in Mono 3.4.0
-}
\ No newline at end of file
diff --git a/源代码/StgSharp/Graphic/GL/OpenGL4.cs b/源代码/StgSharp/Graphic/GL/OpenGL4.cs
deleted file mode 100644
index fdcf4438..00000000
--- a/源代码/StgSharp/Graphic/GL/OpenGL4.cs
+++ /dev/null
@@ -1,1681 +0,0 @@
-using System;
-using System.Diagnostics;
-#if !MINIMAL
-using System.Drawing;
-using System.Numerics;
-#endif
-using System.Runtime.InteropServices;
-using StgSharp.Math;
-using StgSharp.Graphic.GL;
-
-namespace StgSharp.Graphic.OpenGL4
-{
- ///
- /// Provides access to OpenGL 4.x methods for the core profile.
- ///
- public sealed partial class GLLib : BindingsBase
- {
- private const string Library = "opengl32.dll";
-
- private static readonly IntPtr[] EntryPoints;
- private static readonly string[] EntryPointNames;
-
- ///
- /// Loads all the available bindings for the current context.
- ///
- /// The context used to query the available bindings.
- ///
- /// Loads all available entry points for the current OpenGL context.
- ///
- public static void LoadBindings(IBindingsContext context)
- {
- Debug.Print("Loading entry points for {0}", typeof(GLLib).FullName);
-
- if (context == null)
- {
- throw new ArgumentNullException(nameof(context));
- }
-
- for (int i = 0; i < EntryPoints.Length; i++)
- {
- EntryPoints[i] = context.GetProcAddress(EntryPointNames[i]);
- }
- }
-
-#pragma warning disable 3019
-#pragma warning disable 1591
-#pragma warning disable 1572
-#pragma warning disable 1573
-
- public static void ClearColor(Color color)
- {
- GLLib.ClearColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
- }
-
- public static void ClearColor(Color4 color)
- {
- GLLib.ClearColor(color.R, color.G, color.B, color.A);
- }
-
- public static void BlendColor(Color color)
- {
- GLLib.BlendColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
- }
-
- public static void BlendColor(Color4 color)
- {
- GLLib.BlendColor(color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, ref Vector2 vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, ref Vector3 vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, ref vec4d vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, Vector2 vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, Vector3 vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, vec4d vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, ref vec2dInt vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, ref vec3dInt vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, ref vec4dInt vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform2(int location, vec2dInt vector)
- {
- GLLib.Uniform2(location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform3(int location, vec3dInt vector)
- {
- GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, vec4dInt vector)
- {
- GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, Color4 color)
- {
- GLLib.Uniform4(location, color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void Uniform4(int location, Quaternion quaternion)
- {
- GLLib.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
- }
-
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2(int location, bool transpose, ref matrix2x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2(int location, bool transpose, ref Matrix2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x3(int location, bool transpose, ref matrix2x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix2x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x3(int location, bool transpose, ref Matrix2x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix2x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x4(int location, bool transpose, ref matrix2x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix2x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix2x4(int location, bool transpose, ref Matrix2x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix2x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x2(int location, bool transpose, ref matrix3x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix3x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x2(int location, bool transpose, ref Matrix3x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix3x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3(int location, bool transpose, ref matrix3x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix3(location, 1, transpose, matrix_ptr);
- }
- }
- }
-
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3(int location, bool transpose, ref Matrix3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
-
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x4(int location, bool transpose, ref matrix3x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix3x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix3x4(int location, bool transpose, ref Matrix3x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix3x4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x2(int location, bool transpose, ref matrix4x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix4x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x2(int location, bool transpose, ref Matrix4x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix4x2(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x3(int location, bool transpose, ref matrix4x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix4x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4x3(int location, bool transpose, ref Matrix4x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix4x3(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v2.0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4(int location, bool transpose, ref matrix4x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.UniformMatrix4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void UniformMatrix4(int location, bool transpose, ref Matrix4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.UniformMatrix4(location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, ref vec2d vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, ref vec3d vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, ref vec4d vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, vec2d vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, vec2d vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, vec4d vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, ref vec2dInt vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, ref vec3dInt vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, ref vec4dInt vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform2(int program, int location, vec2dInt vector)
- {
- GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform3(int program, int location, vec3dInt vector)
- {
- GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, vec4dInt vector)
- {
- GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, Color4 color)
- {
- GLLib.ProgramUniform4(program, location, color.R, color.G, color.B, color.A);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the specified program object.
- /// In shader code, this is represented as a .
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniform4(int program, int location, Quaternion quaternion)
- {
- GLLib.ProgramUniform4(program, location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
- }
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref matrix2x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref matrix2x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref matrix2x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref matrix3x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-/* StgSharp dose not support
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref matrix3x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-*/
-
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref matrix3x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref matrix3x3 matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref matrix3x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-
-/*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-*/
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref matrix4x2 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref matrix4x3 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
-
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
-
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref matrix4x4 matrix)
- {
- unsafe
- {
- fixed (float* matrix_ptr = &matrix.row0.X)
- {
- GLLib.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- /*
- ///
- /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
- /// Specify the value of a uniform variable for the current program object.
- ///
- ///
- /// Specifies the handle of the program containing the uniform variable to be modified.
- ///
- ///
- /// Specifies the location of the uniform variable to be modified.
- ///
- ///
- /// Whether or not the matrix should be transposed.
- ///
- /// Specifies the new vector to be used for the specified uniform variable.
- ///
- public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4d matrix)
- {
- unsafe
- {
- fixed (double* matrix_ptr = &matrix.Row0.X)
- {
- GLLib.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
- }
- }
- }
- */
- public static string GetActiveAttrib(int program, int index, out int size, out ActiveAttribType type)
- {
- int length;
- GetProgram(program, OpenGL4.GetProgramParameterName.ActiveAttributeMaxLength, out length);
- string str;
-
- GetActiveAttrib(program, index, length == 0 ? 1 : length * 2, out length, out size, out type, out str);
- return str;
- }
-
- public static string GetActiveUniform(int program, int uniformIndex, out int size, out ActiveUniformType type)
- {
- int length;
- GetProgram(program, OpenGL4.GetProgramParameterName.ActiveUniformMaxLength, out length);
-
- string str;
- GetActiveUniform(program, uniformIndex, length == 0 ? 1 : length, out length, out size, out type, out str);
- return str;
- }
-
- public static void ShaderSource(int shader, string @string)
- {
- unsafe
- {
- int length = @string.Length;
- GLLib.ShaderSource((uint)shader, 1, new string[] { @string }, &length);
- }
- }
-
- public static string GetShaderInfoLog(int shader)
- {
- string info;
- GetShaderInfoLog(shader, out info);
- return info;
- }
-
- public static void GetShaderInfoLog(int shader, out string info)
- {
- unsafe
- {
- int length;
- GLLib.GetShader(shader, ShaderParameter.InfoLogLength, out length);
- if (length == 0)
- {
- info = string.Empty;
- return;
- }
- GLLib.GetShaderInfoLog((uint)shader, length * 2, &length, out info);
- }
- }
-
- public static string GetProgramInfoLog(int program)
- {
- string info;
- GetProgramInfoLog(program, out info);
- return info;
- }
-
- public static void GetProgramInfoLog(int program, out string info)
- {
- unsafe
- {
- int length;
- GLLib.GetProgram(program, OpenGL4.GetProgramParameterName.InfoLogLength, out length); if (length == 0)
- {
- info = string.Empty;
- return;
- }
- GLLib.GetProgramInfoLog((uint)program, length * 2, &length, out info);
- }
- }
-
- public static void VertexAttrib2(int index, ref Vector2 v)
- {
- GLLib.VertexAttrib2(index, v.X, v.Y);
- }
-
- public static void VertexAttrib3(int index, ref Vector3 v)
- {
- GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
- }
-
- public static void VertexAttrib4(int index, ref vec4d v)
- {
- GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
- }
-
- public static void VertexAttrib2(int index, Vector2 v)
- {
- GLLib.VertexAttrib2(index, v.X, v.Y);
- }
-
- public static void VertexAttrib3(int index, Vector3 v)
- {
- GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
- }
-
- public static void VertexAttrib4(int index, vec4d v)
- {
- GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
- }
-
- public static void VertexAttribPointer(int index, int size, VertexAttribPointerType type, bool normalized, int stride, int offset)
- {
- VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)offset);
- }
-
- public static void VertexAttribPointer(uint index, int size, VertexAttribPointerType type, bool normalized, int stride, int offset)
- {
- VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)offset);
- }
-
- public static void DrawElements(BeginMode mode, int count, DrawElementsType type, int offset)
- {
- DrawElements((PrimitiveType)mode, count, type, new IntPtr(offset));
- }
-
- public static void GetFloat(GetPName pname, out Vector2 vector)
- {
- unsafe
- {
- fixed (Vector2* ptr = &vector)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- public static void GetFloat(GetPName pname, out Vector3 vector)
- {
- unsafe
- {
- fixed (Vector3* ptr = &vector)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- public static void GetFloat(GetPName pname, out vec4d vector)
- {
- unsafe
- {
- fixed (vec4d* ptr = &vector)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- public static void GetFloat(GetPName pname, out Matrix4 matrix)
- {
- unsafe
- {
- fixed (Matrix4* ptr = &matrix)
- {
- GetFloat(pname, (float*)ptr);
- }
- }
- }
-
- public static void Viewport(Size size)
- {
- GLLib.Viewport(0, 0, size.Width, size.Height);
- }
-
- public static void Viewport(Point location, Size size)
- {
- GLLib.Viewport(location.X, location.Y, size.Width, size.Height);
- }
-
- public static void Viewport(Rectangle rectangle)
- {
- GLLib.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
- }
-
- public static void Viewport(Box2i box)
- {
- GLLib.Viewport(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
- }
-
-#if MINIMAL
- public static void Viewport(OpenTK.Point location, OpenTK.Size size)
- {
- GLLib.Viewport(location.X, location.Y, size.Width, size.Height);
- }
-
- public static void Viewport(OpenTK.Rectangle rectangle)
- {
- GLLib.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
- }
-#endif
-
-#pragma warning restore 3019
-#pragma warning restore 1591
-#pragma warning restore 1572
-#pragma warning restore 1573
- }
-
-#pragma warning disable 1574 // XML comment cref attribute could not be resolved, compiler bug in Mono 3.4.0
-
- ///
- /// Defines the signature of a debug callback for
- /// .
- ///
- /// The for this debug message.
- /// The for this debug message.
- /// The id of this debug message.
- /// The for this debug message.
- /// The length of this debug message.
- /// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
- /// A pointer to a user-specified parameter.
- [UnmanagedFunctionPointer(CallingConvention.Winapi)]
- public delegate void DebugProcArb(
- DebugSource source, DebugType type, int id,
- DebugSeverity severity, int length, IntPtr message,
- IntPtr userParam);
-
- ///
- /// Defines the signature of a debug callback for
- /// .
- ///
- /// The for this debug message.
- /// The for this debug message.
- /// The id of this debug message.
- /// The for this debug message.
- /// The length of this debug message.
- /// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
- /// A pointer to a user-specified parameter.
- [UnmanagedFunctionPointer(CallingConvention.Winapi)]
- public delegate void DebugProc(
- DebugSource source, DebugType type, int id,
- DebugSeverity severity, int length, IntPtr message,
- IntPtr userParam);
-
- ///
- /// Defines the signature of a debug callback for
- /// .
- ///
- /// The for this debug message.
- /// The for this debug message.
- /// The id of this debug message.
- /// The for this debug message.
- /// The length of this debug message.
- /// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
- /// A pointer to a user-specified parameter.
- [UnmanagedFunctionPointer(CallingConvention.Winapi)]
- public delegate void DebugProcKhr(
- DebugSource source, DebugType type, int id,
- DebugSeverity severity, int length, IntPtr message,
- IntPtr userParam);
-
-#pragma warning restore 1574 // XML comment cref attribute could not be resolved, compiler bug in Mono 3.4.0
-}
diff --git a/源代码/StgSharp/Graphic/Input/HidConsumerUsage.cs b/源代码/StgSharp/Graphic/Input/HidConsumerUsage.cs
deleted file mode 100644
index 093888ac..00000000
--- a/源代码/StgSharp/Graphic/Input/HidConsumerUsage.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-namespace StgSharp.Graphic.Input
-{
- public enum HidConsumerUsage : ushort
- {
- ///
- /// General consumer control device.
- ///
- ConsumerControl = 0x01,
-
- ///
- /// Set the horizontal offset of the display in the document.
- ///
- ACPan = 0x0238,
- }
-}
diff --git a/源代码/StgSharp/Graphic/Input/HidGenericDesktopUsage.cs b/源代码/StgSharp/Graphic/Input/HidGenericDesktopUsage.cs
deleted file mode 100644
index da470818..00000000
--- a/源代码/StgSharp/Graphic/Input/HidGenericDesktopUsage.cs
+++ /dev/null
@@ -1,258 +0,0 @@
-namespace StgSharp.Graphic.Input
-{
- public enum HidGenericDesktopUsage : ushort
- {
- ///
- /// A collection of axes that generates a value to direct, indicate, or point
- /// user intentions to an application.
- ///
- Pointer = 0x01,
-
- ///
- /// A hand-held, button-activated input device that when rolled along a flat surface,
- /// directs an indicator to move correspondingly about a computer screen, allowing the
- /// operator to move the indicator freely in select operations or to manipulate text or graphics.
- ///
- Mouse = 0x02,
-
- // 0x03 // Reserved
-
- ///
- /// A manual control or cursor device.
- ///
- Joystick = 0x04,
-
- ///
- /// A manual control or cursor device.
- ///
- GamePad = 0x05,
-
- ///
- /// The primary computer input device.
- ///
- Keyboard = 0x06,
-
- ///
- /// Any keyboard configuration that does not meet the minimum requirements of the Boot Keyboard.
- ///
- Keypad = 0x07,
-
- ///
- /// An input device used to orient eyepoints and or objects in 3 dimensional space.
- ///
- MultiAxisController = 0x08,
-
- // 0x09 - 0x2F // Reserved
-
- ///
- /// A linear translation in the X direction.
- ///
- X = 0x30,
-
- ///
- /// A linear translation in the Y direction.
- ///
- Y = 0x31,
-
- ///
- /// A linear translation in the Z direction.
- ///
- Z = 0x32,
-
- ///
- /// A rotation about the X axis. Angular position report values follow the righthand rule.
- ///
- RotationX = 0x33,
-
- ///
- /// A rotation about the Y axis. Angular position report values follow the righthand rule.
- ///
- RotationY = 0x34,
-
- ///
- /// A rotation about the Z axis. Angular position report values follow the righthand rule.
- ///
- RotationZ = 0x35,
-
- ///
- /// A linear control for generating a variable value, normally in the form of a thumb slide in a slot.
- ///
- Slider = 0x36,
-
- ///
- /// A rotary control for generating a variable value,
- /// normally in the form of a knob spun by the index finger and thumb.
- ///
- Dial = 0x37,
-
- ///
- /// A rotary control for generating a variable value, normally rolled, unlike a dial.
- ///
- Wheel = 0x38,
-
- ///
- /// A specialized mechanical configuration of switches generating a variable value with a null state.
- ///
- Hatswitch = 0x39,
-
- ///
- /// Used with buffered –byte data to indicate the number of valid bytes in the buffered-byte field.
- ///
- CountedBuffer = 0x3A,
-
- ///
- /// Defines a report field that indicates the number of meaningful data bytes
- /// in an associated buffered-byte field.
- ///
- ByteCount = 0x3B,
-
- ///
- /// Enables the generation of a USB remote wakeup when the device detects motion.
- ///
- MotionWakeup = 0x3C,
-
- ///
- /// Session start button.
- ///
- Start = 0x3D,
-
- ///
- /// Application option select button.
- ///
- Select = 0x3E,
-
- // 0x3F // Reserved
-
- ///
- /// A vector in the X direction.
- ///
- VectorX = 0x40,
-
- ///
- /// A vector in the Y direction.
- ///
- VectorY = 0x41,
-
- ///
- /// A vector in the Z direction.
- ///
- VectorZ = 0x42,
-
- ///
- /// A vector in the X direction relative to the body of an object.
- ///
- VectorXBodyRelative = 0x43,
-
- ///
- /// A vector in the Y direction relative to the body of an object.
- ///
- VectorYBodyRelative = 0x44,
-
- ///
- /// A vector in the Z direction relative to the body of an object.
- ///
- VectorZBodyRelative = 0x45,
-
- ///
- /// A non oriented vector or value.
- ///
- VectorNonOriented = 0x46,
-
- // 0x47 - 0x7F // Reserved
-
- ///
- /// An application-level collection that contains system-software-specific usages.
- ///
- SystemControl = 0x80,
-
- ///
- /// Asserted when the intended action is to initiate system-wide power down now from
- /// Full Power or Sleep states.
- ///
- SystemPowerDown = 0x81,
-
- ///
- /// Asserted when the intended action is to initiate system-wide low power mode now.
- ///
- SystemSleep = 0x82,
-
- ///
- /// Asserted when the intended action is to initiate system-wide Full Power state now.
- ///
- SystemWakeUp = 0x83,
-
- ///
- /// Evokes a context-sensitive menu.
- ///
- SystemContextMenu = 0x84,
-
- ///
- /// Evokes the OS main-level selection menu.
- ///
- SystemMainMenu = 0x85,
-
- ///
- /// Displays an application-specific menu.
- ///
- SystemAppMenu = 0x86,
-
- ///
- /// Displays the help menu.
- ///
- SystemMenuHelp = 0x87,
-
- ///
- /// Exits a menu.
- ///
- SystemMenuExit = 0x88,
-
- ///
- /// Selects a menu item.
- ///
- SystemMenuSelect = 0x89,
-
- ///
- /// Menu select right.
- ///
- SystemMenuRight = 0x8A,
-
- ///
- /// Menu select left.
- ///
- SystemMenuLeft = 0x8B,
-
- ///
- /// Menu select up.
- ///
- SystemMenuUp = 0x8C,
-
- ///
- /// Menu select down.
- ///
- SystemMenuDown = 0x8D,
-
- // 0x8E - 0x8F // Reserved
-
- ///
- /// Indicates that top of a Direction Pad is pressed.
- ///
- DPadUp = 0x90,
-
- ///
- /// Indicates that bottom of a Direction Pad is pressed
- ///
- DPadDown = 0x91,
-
- ///
- /// Indicates that right side of a Direction Pad is pressed
- ///
- DPadRight = 0x92,
-
- ///
- /// Indicates that left side of a Direction Pad is pressed
- ///
- DPadLeft = 0x93,
-
- // 0x94 - 0xFFFF // Reserved
- }
-}
diff --git a/源代码/StgSharp/Graphic/Input/HidHelper.cs b/源代码/StgSharp/Graphic/Input/HidHelper.cs
deleted file mode 100644
index aa3edb89..00000000
--- a/源代码/StgSharp/Graphic/Input/HidHelper.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using System.Diagnostics;
-
-namespace StgSharp.Graphic.Input
-{
- public static class HidHelper
- {
- ///
- /// Translates a generic HID usage value to a specific joystick axis for the specified .
- ///
- /// The HID usage page.
- /// The generic usage value.
- /// An that maps the HID usage value to a joystick axis.
- public static int TranslateJoystickAxis(HidPage page, int usage)
- {
- switch (page)
- {
- case HidPage.GenericDesktop:
- switch ((HidGenericDesktopUsage)usage)
- {
- case HidGenericDesktopUsage.X:
- return 0;
- case HidGenericDesktopUsage.Y:
- return 1;
- case HidGenericDesktopUsage.Z:
- return 2;
- case HidGenericDesktopUsage.RotationZ:
- return 3;
- case HidGenericDesktopUsage.RotationX:
- return 4;
- case HidGenericDesktopUsage.RotationY:
- return 5;
- case HidGenericDesktopUsage.Slider:
- return 6;
- case HidGenericDesktopUsage.Dial:
- return 7;
- case HidGenericDesktopUsage.Wheel:
- return 8;
- }
-
- break;
- case HidPage.Simulation:
- switch ((HidSimulationUsage)usage)
- {
- case HidSimulationUsage.Rudder:
- return 9;
- case HidSimulationUsage.Throttle:
- return 10;
- }
-
- break;
- }
-
- Debug.Print($"[Input] Unknown axis with HID page/usage {page}/{usage}");
- return 0;
- }
- }
-}
diff --git a/源代码/StgSharp/Graphic/Input/HidPage.cs b/源代码/StgSharp/Graphic/Input/HidPage.cs
deleted file mode 100644
index 93a46f13..00000000
--- a/源代码/StgSharp/Graphic/Input/HidPage.cs
+++ /dev/null
@@ -1,170 +0,0 @@
-namespace StgSharp.Graphic.Input
-{
- public enum HidPage : ushort
- {
- ///
- /// This page describes an undefined usage.
- ///
- Undefined = 0x00,
-
- ///
- /// This page describes generic desktop controls.
- ///
- GenericDesktop = 0x01,
-
- ///
- /// This page provides detailed descriptions of the usages employed by simulation devices.
- ///
- Simulation = 0x02,
-
- ///
- /// Describes virtual reality controls. The usages depend on designators to identify the individual controls.
- ///
- VR = 0x03,
-
- ///
- /// This page describes sport controls.
- ///
- Sport = 0x04,
-
- ///
- /// This page describes game controls.
- ///
- Game = 0x05,
-
- ///
- /// This page provides usage definitions for controls that can be on any type of device.
- ///
- GenericDevice = 0x06,
-
- ///
- /// This page is for key codes to be used in implementing a USB keyboard.
- ///
- ///
- /// The usage type of all key codes is Selectors (Sel), except for the modifier keys 'Keyboard Left Control'
- /// (0x224) to 'Keyboard Right GUI' (0x231) which are Dynamic Flags (DV).
- ///
- KeyboardOrKeypad = 0x07,
-
- ///
- /// This page describes an LED or indicator that is implemented as an On/Off control (OOC)
- /// using the "Single button toggle" mode,
- /// where a value of 1 will turn on the indicator, and a value of 0 will turn it off.
- ///
- LEDs = 0x08,
-
- ///
- /// This page describes a set of buttons which can be defined as Sel, OOC, MC or OSC depending on
- /// the context of their declaration.
- ///
- Button = 0x09,
-
- ///
- /// This page allows multiple instances of a control or sets of controls to be declared without
- /// requiring indiviual enumeration in the native usage page.
- ///
- Ordinal = 0x0A,
-
- ///
- /// This page defines the keytop and control usages for telephony devices.
- ///
- ///
- /// Note that in many cases usage definitions are intentionally vague, since it is assumed that
- /// the controls are interpreted by the telephone software application.
- ///
- Telephony = 0x0B,
-
- ///
- /// This page describes application-specific controls.
- /// They only affect a specific device, not the system as a whole.
- ///
- Consumer = 0x0C,
-
- ///
- /// This section provides detailed descriptions of the usages employed by Digitizer Devices.
- ///
- Digitizer = 0x0D,
-
- // 0x0E // Reserved
-
- ///
- /// Describes force feedback and related devices.
- ///
- PID = 0x0F,
-
- ///
- /// The Unicode page directly maps to the two-octet form defined in the Unicode Standard.
- ///
- Unicode = 0x10,
-
- // 0x11 - 0x13 // Reserved
-
- ///
- /// The Alphanumeric display page is intended for use by simple alphanumeric
- /// displays that are used on consumer devices.
- ///
- AlphanumericDisplay = 0x14,
-
- // 0x15 - 0x3F // Reserved
-
- ///
- /// This page provides usage definitions for medical instruments.
- ///
- MedicalInstruments = 0x40,
-
- // 0x41 - 0x7F
-
- // 0x80 - 0x83 // USB Device Class Definition for Monitor Devices
-
- ///
- /// Power device page.
- ///
- PowerDevice = 0x84,
-
- ///
- /// Battery system page.
- ///
- BatterySystem = 0x85,
-
- // 0x86 - 0x87 // USB Device Class Definition for Power Devices (also includes 0x84 and 0x85)
-
- // 0x88 - 0x8B // Reserved
-
- ///
- /// This page describes the USB Device Class definition for a bar code scanner ("Point of Sale" device).
- ///
- BarCodeScanner = 0x8C,
-
- ///
- /// This page describes the USB Device Class definition for a scale ("Point of Sale" device).
- ///
- Scale = 0x8D,
-
- ///
- /// This page describes the USB Device Class definition for a magnetic stripe reading device
- /// ("Point of Sale" device).
- ///
- MagneticStripeReader = 0x8E,
-
- // 0x8F // Reserved Point of Sale pages
-
- ///
- /// This page describes the USB Device Class definition for "Image Class Devices".
- ///
- CameraControl = 0x90,
-
- ///
- /// This page describes the OAAF definitions for arcade and coinop related devices.
- ///
- Arcade = 0x91,
-
- // 0x92 - 0xFEFF // Reserved
-
- ///
- /// Marks the beginning of vendor-defined usage pages.
- ///
- VendorDefinedStart = 0xFF00,
-
- // 0xFF00 - 0xFFFF // Vendor-defined
- }
-}
diff --git a/源代码/StgSharp/Graphic/Input/HidSimulationUsage.cs b/源代码/StgSharp/Graphic/Input/HidSimulationUsage.cs
deleted file mode 100644
index a047cc95..00000000
--- a/源代码/StgSharp/Graphic/Input/HidSimulationUsage.cs
+++ /dev/null
@@ -1,288 +0,0 @@
-using StgSharp.Graphic;
-using System;
-using System.Collections.Generic;
-using System.Text;
-
-namespace StgSharp.Graphic.Input
-{
- public enum HidSimulationUsage : ushort
- {
- ///
- /// This usage definition allows a device to be generally classified as one that uses the
- /// standard controls found on an airplane.
- ///
- FlightSimulationDevice = 0x01,
-
- ///
- /// This usage definition allows a device to be generally classified as one that uses the
- /// standard controls found in an automobile or truck.
- ///
- AutomobileSimulationDevice = 0x02,
-
- ///
- /// This usage definition allows a device to be generally classified as one that uses
- /// standard controls found in a tank or a treaded vehicle.
- ///
- TankSimulationDevice = 0x03,
-
- ///
- /// This usage definition allows a device to be generally classified as one that uses
- /// standard controls found on a spaceship.
- ///
- SpaceshipSimulationDevice = 0x04,
-
- ///
- /// Allows a device to be generally classified as one that uses the standard controls of a submarine.
- ///
- SubmarineSimulationDevice = 0x05,
-
- ///
- /// Allows a device to be generally classified as one that uses the standard controls of a sailboat.
- ///
- SailingSimulationDevice = 0x06,
-
- ///
- /// Allows a device to be generally classified as one that uses the standard controls of a motorcycle.
- ///
- MotorcycleSimulationDevice = 0x07,
-
- ///
- /// This usage definition allows a device to be generally classified as one that uses
- /// standard controls found on a sports simulation device.
- ///
- SportsSimulationDevice = 0x08,
-
- ///
- /// This usage definition allows a device to be generally classified as one that uses
- /// standard controls found on an airplane.
- ///
- AirplaneSimulationDevice = 0x09,
-
- ///
- /// This usage definition allows a device to be generally classified as one that uses
- /// standard controls found on a helicopter.
- ///
- HelicopterSimulationDevice = 0x0A,
-
- ///
- /// Allows a device to be generally classified as one that uses the standard control of a magic carpet.
- ///
- MagicCarpetSimulationDevice = 0x0B,
-
- ///
- /// Allows a device to be generally classified as one that uses the standard controls of a bicycle.
- ///
- BicycleSimulationDevice = 0x0C,
-
- // 0x0D - 0x1F // Reserved
-
- ///
- /// A Flight Control Stick controls the Pitch and Roll of an airplane.
- ///
- FlightControlStick = 0x20,
-
- ///
- /// A Flight Stick defines a class of device commonly used for flight simulator games.
- ///
- FlightStick = 0x21,
-
- ///
- /// This control is specifically for a helicopter.
- /// A cyclic control is a stick between the pilot’s legs that moves in two axes.
- ///
- CyclicControl = 0x22,
-
- ///
- /// This control is specifically for a helicopter.
- /// Cyclic Trim allows fine adjustment of the cyclic position in two dimensions.
- ///
- CyclicTrim = 0x23,
-
- ///
- /// A flight yoke (also called a control wheel) controls the pitch and roll of an airplane.
- ///
- FlightYoke = 0x24,
-
- ///
- /// A device for controlling the direction and velocity of a vehicle that is driven by tracks.
- ///
- TrackControl = 0x25,
-
- // 0x26 - 0xAF // Reserved
-
- ///
- /// An aileron is one of two movable flaps on the wings of an airplane that can be used
- /// to control the plane’s rolling and banking movements.
- ///
- Aileron = 0xB0,
-
- ///
- /// Allows fine adjustment of the Aileron position.
- ///
- AileronTrim = 0xB1,
-
- ///
- /// This control mechanically behaves the same as rudder pedals.
- ///
- AntiTorqueControl = 0xB2,
-
- ///
- /// This control enables or disables an airplane’s autopilot.
- ///
- AutopilotEnable = 0xB3,
-
- ///
- /// Chaff is used to reflect electromagnetic energy as a radar countermeasure.
- ///
- ChaffRelease = 0xB4,
-
- ///
- /// This control is specifically for a helicopter.
- /// It controls the vertical acceleration or lift of the helicopter.
- ///
- CollectiveControl = 0xB5,
-
- ///
- /// A flap that can be extended on an aircraft to increase drag and reduce the speed of descent.
- ///
- DiveBrake = 0xB6,
-
- ///
- /// A pushbutton that enables electronic countermeasures.
- ///
- ElectronicCountermeasures = 0xB7,
-
- ///
- /// A movable control surface, usually attached to the horizontal stabilizer of an aircraft,
- /// that is used to produce motion up or down.
- ///
- Elevator = 0xB8,
-
- ///
- /// Elevator Trim allows fine adjustment of the Elevator position.
- ///
- ElevatorTrim = 0xB9,
-
- ///
- /// The zero position is centered, positive values turn right, and negative values turn left.
- ///
- Rudder = 0xBA,
-
- ///
- /// A valve that regulates the flow of a fluid, such as the valve in an internal-combustion engine
- /// that controls the amount of vaporized fuel entering the cylinders.
- ///
- Throttle = 0xBB,
-
- ///
- /// Typically this is a two-position pushbutton where the first position enables communications with the
- /// crew and the second position enables the transmitter for communication external to the plane.
- ///
- FlightCommunications = 0xBC,
-
- ///
- /// A flare is a device that produces a bright light for signaling, illumination, identification,
- /// or heat for infrared missile countermeasures.
- ///
- FlareRelease = 0xBD,
-
- ///
- /// A control for raising or lowering an airplane’s landing gear.
- ///
- LandingGear = 0xBE,
-
- ///
- /// A device for slowing or stopping the motion of an airplane when it is on the ground.
- ///
- ToeBrake = 0xBF,
-
- ///
- /// A lever pressed by the finger to release or activate a mechanism, typically used to discharge a firearm.
- ///
- Trigger = 0xC0,
-
- ///
- /// This device is normally a covered toggle switch that must be selected to enable the weapons system.
- ///
- WeaponsArm = 0xC1,
-
- ///
- /// This device can either be a pushbutton that steps through the available weapons or
- /// a radio button that selects them individually.
- ///
- WeaponsSelect = 0xC2,
-
- ///
- /// Wing flap controls are usually powered either hydraulically or by electric motors,
- /// and are used for low-speed control of an airplane.
- ///
- WingFlaps = 0xC3,
-
- ///
- /// A device, especially the gas pedal of a motor vehicle, for increasing speed.
- ///
- Accelerator = 0xC4,
-
- ///
- /// A device for slowing or stopping motion, as of a vehicle, especially by contact friction.
- ///
- Brake = 0xC5,
-
- ///
- /// A device for disengaging the transmission of a vehicle to allow shifting of gears.
- ///
- Clutch = 0xC6,
-
- ///
- /// A device for shifting gears in a vehicle.
- ///
- Shifter = 0xC7,
-
- ///
- /// A steering wheel is a single degree-of-freedom device that rotates about an axis.
- ///
- Steering = 0xC8,
-
- ///
- /// This control determines the right-to-left positioning of the tank turret.
- ///
- TurretDirection = 0xC9,
-
- ///
- /// This control determines the elevation of the gun barrel in a turret.
- ///
- BarrelElevation = 0xCA,
-
- ///
- /// Dive planes control the vertical ascent or descent of the submarine under power.
- ///
- DivePlane = 0xCB,
-
- ///
- /// Ballast controls the vertical ascent or descent of the submarine.
- ///
- Ballast = 0xCC,
-
- ///
- /// A foot-operated assembly of pedals attached to a crank that is used for powering a bicycle.
- ///
- BicycleCrank = 0xCD,
-
- ///
- /// A steering control, held in both hands, for a motorcycle or bicycle.
- ///
- HandleBars = 0xCE,
-
- ///
- /// Engages the front brake of the motorcycle to slow the vehicle.
- ///
- FrontBrake = 0xCF,
-
- ///
- /// Engages the rear brake of the motorcycle to slow the vehicle.
- ///
- RearBrake = 0xD0,
-
- // 0xD1 - 0xFFFF // Reserved
- }
-}
diff --git a/源代码/StgSharp/Graphics/GLinit.cs b/源代码/StgSharp/Graphics/GLinit.cs
new file mode 100644
index 00000000..ab025e10
--- /dev/null
+++ b/源代码/StgSharp/Graphics/GLinit.cs
@@ -0,0 +1,13 @@
+using System;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using System.Text;
+
+namespace StgSharp.Graphics
+{
+ public static class GLinit
+ {
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "wglGetProcAddress", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.StdCall)]
+ internal static extern IntPtr wglGetProcAddress(string funcName);
+ }
+}
diff --git a/源代码/StgSharp/Graphics/GLvalue/GLconst.cs b/源代码/StgSharp/Graphics/GLvalue/GLconst.cs
new file mode 100644
index 00000000..ba85cd3c
--- /dev/null
+++ b/源代码/StgSharp/Graphics/GLvalue/GLconst.cs
@@ -0,0 +1,5992 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+namespace StgSharp.Graphics
+{
+
+ public enum GLConst:uint
+ {
+ GL_VERSION_1_1 = 1,
+ GL_ZERO = 0,
+ GL_FALSE = 0,
+ GL_LOGIC_OP = 0x0BF1,
+ GL_NONE = 0,
+ GL_TEXTURE_COMPONENTS = 0x1003,
+ GL_NO_ERROR = 0,
+ GL_POINTS = 0x0000,
+ GL_CURRENT_BIT = 0x00000001,
+ GL_TRUE = 1,
+ GL_ONE = 1,
+ GL_CLIENT_PIXEL_STORE_BIT = 0x00000001,
+ GL_LINES = 0x0001,
+ GL_LINE_LOOP = 0x0002,
+ GL_POINT_BIT = 0x00000002,
+ GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002,
+ GL_LINE_STRIP = 0x0003,
+ GL_LINE_BIT = 0x00000004,
+ GL_TRIANGLES = 0x0004,
+ GL_TRIANGLE_STRIP = 0x0005,
+ GL_TRIANGLE_FAN = 0x0006,
+ GL_QUADS = 0x0007,
+ GL_QUAD_STRIP = 0x0008,
+ GL_POLYGON_BIT = 0x00000008,
+ GL_POLYGON = 0x0009,
+ GL_POLYGON_STIPPLE_BIT = 0x00000010,
+ GL_PIXEL_MODE_BIT = 0x00000020,
+ GL_LIGHTING_BIT = 0x00000040,
+ GL_FOG_BIT = 0x00000080,
+ GL_DEPTH_BUFFER_BIT = 0x00000100,
+ GL_ACCUM = 0x0100,
+ GL_LOAD = 0x0101,
+ GL_RETURN = 0x0102,
+ GL_MULT = 0x0103,
+ GL_ADD = 0x0104,
+ GL_NEVER = 0x0200,
+ GL_ACCUM_BUFFER_BIT = 0x00000200,
+ GL_LESS = 0x0201,
+ GL_EQUAL = 0x0202,
+ GL_LEQUAL = 0x0203,
+ GL_GREATER = 0x0204,
+ GL_NOTEQUAL = 0x0205,
+ GL_GEQUAL = 0x0206,
+ GL_ALWAYS = 0x0207,
+ GL_SRC_COLOR = 0x0300,
+ GL_ONE_MINUS_SRC_COLOR = 0x0301,
+ GL_SRC_ALPHA = 0x0302,
+ GL_ONE_MINUS_SRC_ALPHA = 0x0303,
+ GL_DST_ALPHA = 0x0304,
+ GL_ONE_MINUS_DST_ALPHA = 0x0305,
+ GL_DST_COLOR = 0x0306,
+ GL_ONE_MINUS_DST_COLOR = 0x0307,
+ GL_SRC_ALPHA_SATURATE = 0x0308,
+ GL_STENCIL_BUFFER_BIT = 0x00000400,
+ GL_FRONT_LEFT = 0x0400,
+ GL_FRONT_RIGHT = 0x0401,
+ GL_BACK_LEFT = 0x0402,
+ GL_BACK_RIGHT = 0x0403,
+ GL_FRONT = 0x0404,
+ GL_BACK = 0x0405,
+ GL_LEFT = 0x0406,
+ GL_RIGHT = 0x0407,
+ GL_FRONT_AND_BACK = 0x0408,
+ GL_AUX0 = 0x0409,
+ GL_AUX1 = 0x040A,
+ GL_AUX2 = 0x040B,
+ GL_AUX3 = 0x040C,
+ GL_INVALID_ENUM = 0x0500,
+ GL_INVALID_VALUE = 0x0501,
+ GL_INVALID_OPERATION = 0x0502,
+ GL_STACK_OVERFLOW = 0x0503,
+ GL_STACK_UNDERFLOW = 0x0504,
+ GL_OUT_OF_MEMORY = 0x0505,
+ GL_2D = 0x0600,
+ GL_3D = 0x0601,
+ GL_3D_COLOR = 0x0602,
+ GL_3D_COLOR_TEXTURE = 0x0603,
+ GL_4D_COLOR_TEXTURE = 0x0604,
+ GL_PASS_THROUGH_TOKEN = 0x0700,
+ GL_POINT_TOKEN = 0x0701,
+ GL_LINE_TOKEN = 0x0702,
+ GL_POLYGON_TOKEN = 0x0703,
+ GL_BITMAP_TOKEN = 0x0704,
+ GL_DRAW_PIXEL_TOKEN = 0x0705,
+ GL_COPY_PIXEL_TOKEN = 0x0706,
+ GL_LINE_RESET_TOKEN = 0x0707,
+ GL_EXP = 0x0800,
+ GL_VIEWPORT_BIT = 0x00000800,
+ GL_EXP2 = 0x0801,
+ GL_CW = 0x0900,
+ GL_CCW = 0x0901,
+ GL_COEFF = 0x0A00,
+ GL_ORDER = 0x0A01,
+ GL_DOMAIN = 0x0A02,
+ GL_CURRENT_COLOR = 0x0B00,
+ GL_CURRENT_INDEX = 0x0B01,
+ GL_CURRENT_NORMAL = 0x0B02,
+ GL_CURRENT_TEXTURE_COORDS = 0x0B03,
+ GL_CURRENT_RASTER_COLOR = 0x0B04,
+ GL_CURRENT_RASTER_INDEX = 0x0B05,
+ GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06,
+ GL_CURRENT_RASTER_POSITION = 0x0B07,
+ GL_CURRENT_RASTER_POSITION_VALID = 0x0B08,
+ GL_CURRENT_RASTER_DISTANCE = 0x0B09,
+ GL_POINT_SMOOTH = 0x0B10,
+ GL_POINT_SIZE = 0x0B11,
+ GL_POINT_SIZE_RANGE = 0x0B12,
+ GL_POINT_SIZE_GRANULARITY = 0x0B13,
+ GL_LINE_SMOOTH = 0x0B20,
+ GL_LINE_WIDTH = 0x0B21,
+ GL_LINE_WIDTH_RANGE = 0x0B22,
+ GL_LINE_WIDTH_GRANULARITY = 0x0B23,
+ GL_LINE_STIPPLE = 0x0B24,
+ GL_LINE_STIPPLE_PATTERN = 0x0B25,
+ GL_LINE_STIPPLE_REPEAT = 0x0B26,
+ GL_LIST_MODE = 0x0B30,
+ GL_MAX_LIST_NESTING = 0x0B31,
+ GL_LIST_BASE = 0x0B32,
+ GL_LIST_INDEX = 0x0B33,
+ GL_POLYGON_MODE = 0x0B40,
+ GL_POLYGON_SMOOTH = 0x0B41,
+ GL_POLYGON_STIPPLE = 0x0B42,
+ GL_EDGE_FLAG = 0x0B43,
+ GL_CULL_FACE = 0x0B44,
+ GL_CULL_FACE_MODE = 0x0B45,
+ GL_FRONT_FACE = 0x0B46,
+ GL_LIGHTING = 0x0B50,
+ GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51,
+ GL_LIGHT_MODEL_TWO_SIDE = 0x0B52,
+ GL_LIGHT_MODEL_AMBIENT = 0x0B53,
+ GL_SHADE_MODEL = 0x0B54,
+ GL_COLOR_MATERIAL_FACE = 0x0B55,
+ GL_COLOR_MATERIAL_PARAMETER = 0x0B56,
+ GL_COLOR_MATERIAL = 0x0B57,
+ GL_FOG = 0x0B60,
+ GL_FOG_INDEX = 0x0B61,
+ GL_FOG_DENSITY = 0x0B62,
+ GL_FOG_START = 0x0B63,
+ GL_FOG_END = 0x0B64,
+ GL_FOG_MODE = 0x0B65,
+ GL_FOG_COLOR = 0x0B66,
+ GL_DEPTH_RANGE = 0x0B70,
+ GL_DEPTH_TEST = 0x0B71,
+ GL_DEPTH_WRITEMASK = 0x0B72,
+ GL_DEPTH_CLEAR_VALUE = 0x0B73,
+ GL_DEPTH_FUNC = 0x0B74,
+ GL_ACCUM_CLEAR_VALUE = 0x0B80,
+ GL_STENCIL_TEST = 0x0B90,
+ GL_STENCIL_CLEAR_VALUE = 0x0B91,
+ GL_STENCIL_FUNC = 0x0B92,
+ GL_STENCIL_VALUE_MASK = 0x0B93,
+ GL_STENCIL_FAIL = 0x0B94,
+ GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95,
+ GL_STENCIL_PASS_DEPTH_PASS = 0x0B96,
+ GL_STENCIL_REF = 0x0B97,
+ GL_STENCIL_WRITEMASK = 0x0B98,
+ GL_MATRIX_MODE = 0x0BA0,
+ GL_NORMALIZE = 0x0BA1,
+ GL_VIEWPORT = 0x0BA2,
+ GL_MODELVIEW_STACK_DEPTH = 0x0BA3,
+ GL_PROJECTION_STACK_DEPTH = 0x0BA4,
+ GL_TEXTURE_STACK_DEPTH = 0x0BA5,
+ GL_MODELVIEW_MATRIX = 0x0BA6,
+ GL_PROJECTION_MATRIX = 0x0BA7,
+ GL_TEXTURE_MATRIX = 0x0BA8,
+ GL_ATTRIB_STACK_DEPTH = 0x0BB0,
+ GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1,
+ GL_ALPHA_TEST = 0x0BC0,
+ GL_ALPHA_TEST_FUNC = 0x0BC1,
+ GL_ALPHA_TEST_REF = 0x0BC2,
+ GL_DITHER = 0x0BD0,
+ GL_BLEND_DST = 0x0BE0,
+ GL_BLEND_SRC = 0x0BE1,
+ GL_BLEND = 0x0BE2,
+ GL_LOGIC_OP_MODE = 0x0BF0,
+ GL_INDEX_LOGIC_OP = 0x0BF1,
+ GL_COLOR_LOGIC_OP = 0x0BF2,
+ GL_AUX_BUFFERS = 0x0C00,
+ GL_DRAW_BUFFER = 0x0C01,
+ GL_READ_BUFFER = 0x0C02,
+ GL_SCISSOR_BOX = 0x0C10,
+ GL_SCISSOR_TEST = 0x0C11,
+ GL_INDEX_CLEAR_VALUE = 0x0C20,
+ GL_INDEX_WRITEMASK = 0x0C21,
+ GL_COLOR_CLEAR_VALUE = 0x0C22,
+ GL_COLOR_WRITEMASK = 0x0C23,
+ GL_INDEX_MODE = 0x0C30,
+ GL_RGBA_MODE = 0x0C31,
+ GL_DOUBLEBUFFER = 0x0C32,
+ GL_STEREO = 0x0C33,
+ GL_RENDER_MODE = 0x0C40,
+ GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50,
+ GL_POINT_SMOOTH_HINT = 0x0C51,
+ GL_LINE_SMOOTH_HINT = 0x0C52,
+ GL_POLYGON_SMOOTH_HINT = 0x0C53,
+ GL_FOG_HINT = 0x0C54,
+ GL_TEXTURE_GEN_S = 0x0C60,
+ GL_TEXTURE_GEN_T = 0x0C61,
+ GL_TEXTURE_GEN_R = 0x0C62,
+ GL_TEXTURE_GEN_Q = 0x0C63,
+ GL_PIXEL_MAP_I_TO_I = 0x0C70,
+ GL_PIXEL_MAP_S_TO_S = 0x0C71,
+ GL_PIXEL_MAP_I_TO_R = 0x0C72,
+ GL_PIXEL_MAP_I_TO_G = 0x0C73,
+ GL_PIXEL_MAP_I_TO_B = 0x0C74,
+ GL_PIXEL_MAP_I_TO_A = 0x0C75,
+ GL_PIXEL_MAP_R_TO_R = 0x0C76,
+ GL_PIXEL_MAP_G_TO_G = 0x0C77,
+ GL_PIXEL_MAP_B_TO_B = 0x0C78,
+ GL_PIXEL_MAP_A_TO_A = 0x0C79,
+ GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0,
+ GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1,
+ GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2,
+ GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3,
+ GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4,
+ GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5,
+ GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6,
+ GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7,
+ GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8,
+ GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9,
+ GL_UNPACK_SWAP_BYTES = 0x0CF0,
+ GL_UNPACK_LSB_FIRST = 0x0CF1,
+ GL_UNPACK_ROW_LENGTH = 0x0CF2,
+ GL_UNPACK_SKIP_ROWS = 0x0CF3,
+ GL_UNPACK_SKIP_PIXELS = 0x0CF4,
+ GL_UNPACK_ALIGNMENT = 0x0CF5,
+ GL_PACK_SWAP_BYTES = 0x0D00,
+ GL_PACK_LSB_FIRST = 0x0D01,
+ GL_PACK_ROW_LENGTH = 0x0D02,
+ GL_PACK_SKIP_ROWS = 0x0D03,
+ GL_PACK_SKIP_PIXELS = 0x0D04,
+ GL_PACK_ALIGNMENT = 0x0D05,
+ GL_MAP_COLOR = 0x0D10,
+ GL_MAP_STENCIL = 0x0D11,
+ GL_INDEX_SHIFT = 0x0D12,
+ GL_INDEX_OFFSET = 0x0D13,
+ GL_RED_SCALE = 0x0D14,
+ GL_RED_BIAS = 0x0D15,
+ GL_ZOOM_X = 0x0D16,
+ GL_ZOOM_Y = 0x0D17,
+ GL_GREEN_SCALE = 0x0D18,
+ GL_GREEN_BIAS = 0x0D19,
+ GL_BLUE_SCALE = 0x0D1A,
+ GL_BLUE_BIAS = 0x0D1B,
+ GL_ALPHA_SCALE = 0x0D1C,
+ GL_ALPHA_BIAS = 0x0D1D,
+ GL_DEPTH_SCALE = 0x0D1E,
+ GL_DEPTH_BIAS = 0x0D1F,
+ GL_MAX_EVAL_ORDER = 0x0D30,
+ GL_MAX_LIGHTS = 0x0D31,
+ GL_MAX_CLIP_PLANES = 0x0D32,
+ GL_MAX_TEXTURE_SIZE = 0x0D33,
+ GL_MAX_PIXEL_MAP_TABLE = 0x0D34,
+ GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35,
+ GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36,
+ GL_MAX_NAME_STACK_DEPTH = 0x0D37,
+ GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38,
+ GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39,
+ GL_MAX_VIEWPORT_DIMS = 0x0D3A,
+ GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B,
+ GL_SUBPIXEL_BITS = 0x0D50,
+ GL_INDEX_BITS = 0x0D51,
+ GL_RED_BITS = 0x0D52,
+ GL_GREEN_BITS = 0x0D53,
+ GL_BLUE_BITS = 0x0D54,
+ GL_ALPHA_BITS = 0x0D55,
+ GL_DEPTH_BITS = 0x0D56,
+ GL_STENCIL_BITS = 0x0D57,
+ GL_ACCUM_RED_BITS = 0x0D58,
+ GL_ACCUM_GREEN_BITS = 0x0D59,
+ GL_ACCUM_BLUE_BITS = 0x0D5A,
+ GL_ACCUM_ALPHA_BITS = 0x0D5B,
+ GL_NAME_STACK_DEPTH = 0x0D70,
+ GL_AUTO_NORMAL = 0x0D80,
+ GL_MAP1_COLOR_4 = 0x0D90,
+ GL_MAP1_INDEX = 0x0D91,
+ GL_MAP1_NORMAL = 0x0D92,
+ GL_MAP1_TEXTURE_COORD_1 = 0x0D93,
+ GL_MAP1_TEXTURE_COORD_2 = 0x0D94,
+ GL_MAP1_TEXTURE_COORD_3 = 0x0D95,
+ GL_MAP1_TEXTURE_COORD_4 = 0x0D96,
+ GL_MAP1_VERTEX_3 = 0x0D97,
+ GL_MAP1_VERTEX_4 = 0x0D98,
+ GL_MAP2_COLOR_4 = 0x0DB0,
+ GL_MAP2_INDEX = 0x0DB1,
+ GL_MAP2_NORMAL = 0x0DB2,
+ GL_MAP2_TEXTURE_COORD_1 = 0x0DB3,
+ GL_MAP2_TEXTURE_COORD_2 = 0x0DB4,
+ GL_MAP2_TEXTURE_COORD_3 = 0x0DB5,
+ GL_MAP2_TEXTURE_COORD_4 = 0x0DB6,
+ GL_MAP2_VERTEX_3 = 0x0DB7,
+ GL_MAP2_VERTEX_4 = 0x0DB8,
+ GL_MAP1_GRID_DOMAIN = 0x0DD0,
+ GL_MAP1_GRID_SEGMENTS = 0x0DD1,
+ GL_MAP2_GRID_DOMAIN = 0x0DD2,
+ GL_MAP2_GRID_SEGMENTS = 0x0DD3,
+ GL_TEXTURE_1D = 0x0DE0,
+ GL_TEXTURE_2D = 0x0DE1,
+ GL_FEEDBACK_BUFFER_POINTER = 0x0DF0,
+ GL_FEEDBACK_BUFFER_SIZE = 0x0DF1,
+ GL_FEEDBACK_BUFFER_TYPE = 0x0DF2,
+ GL_SELECTION_BUFFER_POINTER = 0x0DF3,
+ GL_SELECTION_BUFFER_SIZE = 0x0DF4,
+ GL_TEXTURE_WIDTH = 0x1000,
+ GL_TRANSFORM_BIT = 0x00001000,
+ GL_TEXTURE_HEIGHT = 0x1001,
+ GL_TEXTURE_INTERNAL_FORMAT = 0x1003,
+ GL_TEXTURE_BORDER_COLOR = 0x1004,
+ GL_TEXTURE_BORDER = 0x1005,
+ GL_DONT_CARE = 0x1100,
+ GL_FASTEST = 0x1101,
+ GL_NICEST = 0x1102,
+ GL_AMBIENT = 0x1200,
+ GL_DIFFUSE = 0x1201,
+ GL_SPECULAR = 0x1202,
+ GL_POSITION = 0x1203,
+ GL_SPOT_DIRECTION = 0x1204,
+ GL_SPOT_EXPONENT = 0x1205,
+ GL_SPOT_CUTOFF = 0x1206,
+ GL_CONSTANT_ATTENUATION = 0x1207,
+ GL_LINEAR_ATTENUATION = 0x1208,
+ GL_QUADRATIC_ATTENUATION = 0x1209,
+ GL_COMPILE = 0x1300,
+ GL_COMPILE_AND_EXECUTE = 0x1301,
+ GL_BYTE = 0x1400,
+ GL_UNSIGNED_BYTE = 0x1401,
+ GL_SHORT = 0x1402,
+ GL_UNSIGNED_SHORT = 0x1403,
+ GL_INT = 0x1404,
+ GL_UNSIGNED_INT = 0x1405,
+ GL_FLOAT = 0x1406,
+ GL_2_BYTES = 0x1407,
+ GL_3_BYTES = 0x1408,
+ GL_4_BYTES = 0x1409,
+ GL_DOUBLE = 0x140A,
+ GL_CLEAR = 0x1500,
+ GL_AND = 0x1501,
+ GL_AND_REVERSE = 0x1502,
+ GL_COPY = 0x1503,
+ GL_AND_INVERTED = 0x1504,
+ GL_NOOP = 0x1505,
+ GL_XOR = 0x1506,
+ GL_OR = 0x1507,
+ GL_NOR = 0x1508,
+ GL_EQUIV = 0x1509,
+ GL_INVERT = 0x150A,
+ GL_OR_REVERSE = 0x150B,
+ GL_COPY_INVERTED = 0x150C,
+ GL_OR_INVERTED = 0x150D,
+ GL_NAND = 0x150E,
+ GL_SET = 0x150F,
+ GL_EMISSION = 0x1600,
+ GL_SHININESS = 0x1601,
+ GL_AMBIENT_AND_DIFFUSE = 0x1602,
+ GL_COLOR_INDEXES = 0x1603,
+ GL_MODELVIEW = 0x1700,
+ GL_PROJECTION = 0x1701,
+ GL_TEXTURE = 0x1702,
+ GL_COLOR = 0x1800,
+ GL_DEPTH = 0x1801,
+ GL_STENCIL = 0x1802,
+ GL_COLOR_INDEX = 0x1900,
+ GL_STENCIL_INDEX = 0x1901,
+ GL_DEPTH_COMPONENT = 0x1902,
+ GL_RED = 0x1903,
+ GL_GREEN = 0x1904,
+ GL_BLUE = 0x1905,
+ GL_ALPHA = 0x1906,
+ GL_RGB = 0x1907,
+ GL_RGBA = 0x1908,
+ GL_LUMINANCE = 0x1909,
+ GL_LUMINANCE_ALPHA = 0x190A,
+ GL_BITMAP = 0x1A00,
+ GL_POINT = 0x1B00,
+ GL_LINE = 0x1B01,
+ GL_FILL = 0x1B02,
+ GL_RENDER = 0x1C00,
+ GL_FEEDBACK = 0x1C01,
+ GL_SELECT = 0x1C02,
+ GL_FLAT = 0x1D00,
+ GL_SMOOTH = 0x1D01,
+ GL_KEEP = 0x1E00,
+ GL_REPLACE = 0x1E01,
+ GL_INCR = 0x1E02,
+ GL_DECR = 0x1E03,
+ GL_VENDOR = 0x1F00,
+ GL_RENDERER = 0x1F01,
+ GL_VERSION = 0x1F02,
+ GL_EXTENSIONS = 0x1F03,
+ GL_S = 0x2000,
+ GL_ENABLE_BIT = 0x00002000,
+ GL_T = 0x2001,
+ GL_R = 0x2002,
+ GL_Q = 0x2003,
+ GL_MODULATE = 0x2100,
+ GL_DECAL = 0x2101,
+ GL_TEXTURE_ENV_MODE = 0x2200,
+ GL_TEXTURE_ENV_COLOR = 0x2201,
+ GL_TEXTURE_ENV = 0x2300,
+ GL_EYE_LINEAR = 0x2400,
+ GL_OBJECT_LINEAR = 0x2401,
+ GL_SPHERE_MAP = 0x2402,
+ GL_TEXTURE_GEN_MODE = 0x2500,
+ GL_OBJECT_PLANE = 0x2501,
+ GL_EYE_PLANE = 0x2502,
+ GL_NEAREST = 0x2600,
+ GL_LINEAR = 0x2601,
+ GL_NEAREST_MIPMAP_NEAREST = 0x2700,
+ GL_LINEAR_MIPMAP_NEAREST = 0x2701,
+ GL_NEAREST_MIPMAP_LINEAR = 0x2702,
+ GL_LINEAR_MIPMAP_LINEAR = 0x2703,
+ GL_TEXTURE_MAG_FILTER = 0x2800,
+ GL_TEXTURE_MIN_FILTER = 0x2801,
+ GL_TEXTURE_WRAP_S = 0x2802,
+ GL_TEXTURE_WRAP_T = 0x2803,
+ GL_CLAMP = 0x2900,
+ GL_REPEAT = 0x2901,
+ GL_POLYGON_OFFSET_UNITS = 0x2A00,
+ GL_POLYGON_OFFSET_POINT = 0x2A01,
+ GL_POLYGON_OFFSET_LINE = 0x2A02,
+ GL_R3_G3_B2 = 0x2A10,
+ GL_V2F = 0x2A20,
+ GL_V3F = 0x2A21,
+ GL_C4UB_V2F = 0x2A22,
+ GL_C4UB_V3F = 0x2A23,
+ GL_C3F_V3F = 0x2A24,
+ GL_N3F_V3F = 0x2A25,
+ GL_C4F_N3F_V3F = 0x2A26,
+ GL_T2F_V3F = 0x2A27,
+ GL_T4F_V4F = 0x2A28,
+ GL_T2F_C4UB_V3F = 0x2A29,
+ GL_T2F_C3F_V3F = 0x2A2A,
+ GL_T2F_N3F_V3F = 0x2A2B,
+ GL_T2F_C4F_N3F_V3F = 0x2A2C,
+ GL_T4F_C4F_N3F_V4F = 0x2A2D,
+ GL_CLIP_PLANE0 = 0x3000,
+ GL_CLIP_PLANE1 = 0x3001,
+ GL_CLIP_PLANE2 = 0x3002,
+ GL_CLIP_PLANE3 = 0x3003,
+ GL_CLIP_PLANE4 = 0x3004,
+ GL_CLIP_PLANE5 = 0x3005,
+ GL_LIGHT0 = 0x4000,
+ GL_COLOR_BUFFER_BIT = 0x00004000,
+ GL_LIGHT1 = 0x4001,
+ GL_LIGHT2 = 0x4002,
+ GL_LIGHT3 = 0x4003,
+ GL_LIGHT4 = 0x4004,
+ GL_LIGHT5 = 0x4005,
+ GL_LIGHT6 = 0x4006,
+ GL_LIGHT7 = 0x4007,
+ GL_HINT_BIT = 0x00008000,
+ GL_POLYGON_OFFSET_FILL = 0x8037,
+ GL_POLYGON_OFFSET_FACTOR = 0x8038,
+ GL_ALPHA4 = 0x803B,
+ GL_ALPHA8 = 0x803C,
+ GL_ALPHA12 = 0x803D,
+ GL_ALPHA16 = 0x803E,
+ GL_LUMINANCE4 = 0x803F,
+ GL_LUMINANCE8 = 0x8040,
+ GL_LUMINANCE12 = 0x8041,
+ GL_LUMINANCE16 = 0x8042,
+ GL_LUMINANCE4_ALPHA4 = 0x8043,
+ GL_LUMINANCE6_ALPHA2 = 0x8044,
+ GL_LUMINANCE8_ALPHA8 = 0x8045,
+ GL_LUMINANCE12_ALPHA4 = 0x8046,
+ GL_LUMINANCE12_ALPHA12 = 0x8047,
+ GL_LUMINANCE16_ALPHA16 = 0x8048,
+ GL_INTENSITY = 0x8049,
+ GL_INTENSITY4 = 0x804A,
+ GL_INTENSITY8 = 0x804B,
+ GL_INTENSITY12 = 0x804C,
+ GL_INTENSITY16 = 0x804D,
+ GL_RGB4 = 0x804F,
+ GL_RGB5 = 0x8050,
+ GL_RGB8 = 0x8051,
+ GL_RGB10 = 0x8052,
+ GL_RGB12 = 0x8053,
+ GL_RGB16 = 0x8054,
+ GL_RGBA2 = 0x8055,
+ GL_RGBA4 = 0x8056,
+ GL_RGB5_A1 = 0x8057,
+ GL_RGBA8 = 0x8058,
+ GL_RGB10_A2 = 0x8059,
+ GL_RGBA12 = 0x805A,
+ GL_RGBA16 = 0x805B,
+ GL_TEXTURE_RED_SIZE = 0x805C,
+ GL_TEXTURE_GREEN_SIZE = 0x805D,
+ GL_TEXTURE_BLUE_SIZE = 0x805E,
+ GL_TEXTURE_ALPHA_SIZE = 0x805F,
+ GL_TEXTURE_LUMINANCE_SIZE = 0x8060,
+ GL_TEXTURE_INTENSITY_SIZE = 0x8061,
+ GL_PROXY_TEXTURE_1D = 0x8063,
+ GL_PROXY_TEXTURE_2D = 0x8064,
+ GL_TEXTURE_PRIORITY = 0x8066,
+ GL_TEXTURE_RESIDENT = 0x8067,
+ GL_TEXTURE_BINDING_1D = 0x8068,
+ GL_TEXTURE_BINDING_2D = 0x8069,
+ GL_VERTEX_ARRAY = 0x8074,
+ GL_NORMAL_ARRAY = 0x8075,
+ GL_COLOR_ARRAY = 0x8076,
+ GL_INDEX_ARRAY = 0x8077,
+ GL_TEXTURE_COORD_ARRAY = 0x8078,
+ GL_EDGE_FLAG_ARRAY = 0x8079,
+ GL_VERTEX_ARRAY_SIZE = 0x807A,
+ GL_VERTEX_ARRAY_TYPE = 0x807B,
+ GL_VERTEX_ARRAY_STRIDE = 0x807C,
+ GL_NORMAL_ARRAY_TYPE = 0x807E,
+ GL_NORMAL_ARRAY_STRIDE = 0x807F,
+ GL_COLOR_ARRAY_SIZE = 0x8081,
+ GL_COLOR_ARRAY_TYPE = 0x8082,
+ GL_COLOR_ARRAY_STRIDE = 0x8083,
+ GL_INDEX_ARRAY_TYPE = 0x8085,
+ GL_INDEX_ARRAY_STRIDE = 0x8086,
+ GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088,
+ GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089,
+ GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A,
+ GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C,
+ GL_VERTEX_ARRAY_POINTER = 0x808E,
+ GL_NORMAL_ARRAY_POINTER = 0x808F,
+ GL_COLOR_ARRAY_POINTER = 0x8090,
+ GL_INDEX_ARRAY_POINTER = 0x8091,
+ GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092,
+ GL_EDGE_FLAG_ARRAY_POINTER = 0x8093,
+ GL_COLOR_INDEX1_EXT = 0x80E2,
+ GL_COLOR_INDEX2_EXT = 0x80E3,
+ GL_COLOR_INDEX4_EXT = 0x80E4,
+ GL_COLOR_INDEX8_EXT = 0x80E5,
+ GL_COLOR_INDEX12_EXT = 0x80E6,
+ GL_COLOR_INDEX16_EXT = 0x80E7,
+ GL_EVAL_BIT = 0x00010000,
+ GL_LIST_BIT = 0x00020000,
+ GL_TEXTURE_BIT = 0x00040000,
+ GL_SCISSOR_BIT = 0x00080000,
+ GL_ALL_ATTRIB_BITS = 0x000fffff,
+ GL_CLIENT_ALL_ATTRIB_BITS = 0xffffffff,
+ GL_VERSION_1_2 = 1,
+ GL_SMOOTH_POINT_SIZE_RANGE = 0x0B12,
+ GL_SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13,
+ GL_SMOOTH_LINE_WIDTH_RANGE = 0x0B22,
+ GL_SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23,
+ GL_UNSIGNED_BYTE_3_3_2 = 0x8032,
+ GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033,
+ GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034,
+ GL_UNSIGNED_INT_8_8_8_8 = 0x8035,
+ GL_UNSIGNED_INT_10_10_10_2 = 0x8036,
+ GL_RESCALE_NORMAL = 0x803A,
+ GL_TEXTURE_BINDING_3D = 0x806A,
+ GL_PACK_SKIP_IMAGES = 0x806B,
+ GL_PACK_IMAGE_HEIGHT = 0x806C,
+ GL_UNPACK_SKIP_IMAGES = 0x806D,
+ GL_UNPACK_IMAGE_HEIGHT = 0x806E,
+ GL_TEXTURE_3D = 0x806F,
+ GL_PROXY_TEXTURE_3D = 0x8070,
+ GL_TEXTURE_DEPTH = 0x8071,
+ GL_TEXTURE_WRAP_R = 0x8072,
+ GL_MAX_3D_TEXTURE_SIZE = 0x8073,
+ GL_BGR = 0x80E0,
+ GL_BGRA = 0x80E1,
+ GL_MAX_ELEMENTS_VERTICES = 0x80E8,
+ GL_MAX_ELEMENTS_INDICES = 0x80E9,
+ GL_CLAMP_TO_EDGE = 0x812F,
+ GL_TEXTURE_MIN_LOD = 0x813A,
+ GL_TEXTURE_MAX_LOD = 0x813B,
+ GL_TEXTURE_BASE_LEVEL = 0x813C,
+ GL_TEXTURE_MAX_LEVEL = 0x813D,
+ GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8,
+ GL_SINGLE_COLOR = 0x81F9,
+ GL_SEPARATE_SPECULAR_COLOR = 0x81FA,
+ GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362,
+ GL_UNSIGNED_SHORT_5_6_5 = 0x8363,
+ GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365,
+ GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366,
+ GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367,
+ GL_ALIASED_POINT_SIZE_RANGE = 0x846D,
+ GL_ALIASED_LINE_WIDTH_RANGE = 0x846E,
+ GL_VERSION_1_2_1 = 1,
+ GL_VERSION_1_3 = 1,
+ GL_MULTISAMPLE = 0x809D,
+ GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E,
+ GL_SAMPLE_ALPHA_TO_ONE = 0x809F,
+ GL_SAMPLE_COVERAGE = 0x80A0,
+ GL_SAMPLE_BUFFERS = 0x80A8,
+ GL_SAMPLES = 0x80A9,
+ GL_SAMPLE_COVERAGE_VALUE = 0x80AA,
+ GL_SAMPLE_COVERAGE_INVERT = 0x80AB,
+ GL_CLAMP_TO_BORDER = 0x812D,
+ GL_TEXTURE0 = 0x84C0,
+ GL_TEXTURE1 = 0x84C1,
+ GL_TEXTURE2 = 0x84C2,
+ GL_TEXTURE3 = 0x84C3,
+ GL_TEXTURE4 = 0x84C4,
+ GL_TEXTURE5 = 0x84C5,
+ GL_TEXTURE6 = 0x84C6,
+ GL_TEXTURE7 = 0x84C7,
+ GL_TEXTURE8 = 0x84C8,
+ GL_TEXTURE9 = 0x84C9,
+ GL_TEXTURE10 = 0x84CA,
+ GL_TEXTURE11 = 0x84CB,
+ GL_TEXTURE12 = 0x84CC,
+ GL_TEXTURE13 = 0x84CD,
+ GL_TEXTURE14 = 0x84CE,
+ GL_TEXTURE15 = 0x84CF,
+ GL_TEXTURE16 = 0x84D0,
+ GL_TEXTURE17 = 0x84D1,
+ GL_TEXTURE18 = 0x84D2,
+ GL_TEXTURE19 = 0x84D3,
+ GL_TEXTURE20 = 0x84D4,
+ GL_TEXTURE21 = 0x84D5,
+ GL_TEXTURE22 = 0x84D6,
+ GL_TEXTURE23 = 0x84D7,
+ GL_TEXTURE24 = 0x84D8,
+ GL_TEXTURE25 = 0x84D9,
+ GL_TEXTURE26 = 0x84DA,
+ GL_TEXTURE27 = 0x84DB,
+ GL_TEXTURE28 = 0x84DC,
+ GL_TEXTURE29 = 0x84DD,
+ GL_TEXTURE30 = 0x84DE,
+ GL_TEXTURE31 = 0x84DF,
+ GL_ACTIVE_TEXTURE = 0x84E0,
+ GL_CLIENT_ACTIVE_TEXTURE = 0x84E1,
+ GL_MAX_TEXTURE_UNITS = 0x84E2,
+ GL_TRANSPOSE_MODELVIEW_MATRIX = 0x84E3,
+ GL_TRANSPOSE_PROJECTION_MATRIX = 0x84E4,
+ GL_TRANSPOSE_TEXTURE_MATRIX = 0x84E5,
+ GL_TRANSPOSE_COLOR_MATRIX = 0x84E6,
+ GL_SUBTRACT = 0x84E7,
+ GL_COMPRESSED_ALPHA = 0x84E9,
+ GL_COMPRESSED_LUMINANCE = 0x84EA,
+ GL_COMPRESSED_LUMINANCE_ALPHA = 0x84EB,
+ GL_COMPRESSED_INTENSITY = 0x84EC,
+ GL_COMPRESSED_RGB = 0x84ED,
+ GL_COMPRESSED_RGBA = 0x84EE,
+ GL_TEXTURE_COMPRESSION_HINT = 0x84EF,
+ GL_NORMAL_MAP = 0x8511,
+ GL_REFLECTION_MAP = 0x8512,
+ GL_TEXTURE_CUBE_MAP = 0x8513,
+ GL_TEXTURE_BINDING_CUBE_MAP = 0x8514,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A,
+ GL_PROXY_TEXTURE_CUBE_MAP = 0x851B,
+ GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C,
+ GL_COMBINE = 0x8570,
+ GL_COMBINE_RGB = 0x8571,
+ GL_COMBINE_ALPHA = 0x8572,
+ GL_RGB_SCALE = 0x8573,
+ GL_ADD_SIGNED = 0x8574,
+ GL_INTERPOLATE = 0x8575,
+ GL_CONSTANT = 0x8576,
+ GL_PRIMARY_COLOR = 0x8577,
+ GL_PREVIOUS = 0x8578,
+ GL_SOURCE0_RGB = 0x8580,
+ GL_SOURCE1_RGB = 0x8581,
+ GL_SOURCE2_RGB = 0x8582,
+ GL_SOURCE0_ALPHA = 0x8588,
+ GL_SOURCE1_ALPHA = 0x8589,
+ GL_SOURCE2_ALPHA = 0x858A,
+ GL_OPERAND0_RGB = 0x8590,
+ GL_OPERAND1_RGB = 0x8591,
+ GL_OPERAND2_RGB = 0x8592,
+ GL_OPERAND0_ALPHA = 0x8598,
+ GL_OPERAND1_ALPHA = 0x8599,
+ GL_OPERAND2_ALPHA = 0x859A,
+ GL_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0,
+ GL_TEXTURE_COMPRESSED = 0x86A1,
+ GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2,
+ GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3,
+ GL_DOT3_RGB = 0x86AE,
+ GL_DOT3_RGBA = 0x86AF,
+ GL_MULTISAMPLE_BIT = 0x20000000,
+ GL_VERSION_1_4 = 1,
+ GL_BLEND_DST_RGB = 0x80C8,
+ GL_BLEND_SRC_RGB = 0x80C9,
+ GL_BLEND_DST_ALPHA = 0x80CA,
+ GL_BLEND_SRC_ALPHA = 0x80CB,
+ GL_POINT_SIZE_MIN = 0x8126,
+ GL_POINT_SIZE_MAX = 0x8127,
+ GL_POINT_FADE_THRESHOLD_SIZE = 0x8128,
+ GL_POINT_DISTANCE_ATTENUATION = 0x8129,
+ GL_GENERATE_MIPMAP = 0x8191,
+ GL_GENERATE_MIPMAP_HINT = 0x8192,
+ GL_DEPTH_COMPONENT16 = 0x81A5,
+ GL_DEPTH_COMPONENT24 = 0x81A6,
+ GL_DEPTH_COMPONENT32 = 0x81A7,
+ GL_MIRRORED_REPEAT = 0x8370,
+ GL_FOG_COORDINATE_SOURCE = 0x8450,
+ GL_FOG_COORDINATE = 0x8451,
+ GL_FRAGMENT_DEPTH = 0x8452,
+ GL_CURRENT_FOG_COORDINATE = 0x8453,
+ GL_FOG_COORDINATE_ARRAY_TYPE = 0x8454,
+ GL_FOG_COORDINATE_ARRAY_STRIDE = 0x8455,
+ GL_FOG_COORDINATE_ARRAY_POINTER = 0x8456,
+ GL_FOG_COORDINATE_ARRAY = 0x8457,
+ GL_COLOR_SUM = 0x8458,
+ GL_CURRENT_SECONDARY_COLOR = 0x8459,
+ GL_SECONDARY_COLOR_ARRAY_SIZE = 0x845A,
+ GL_SECONDARY_COLOR_ARRAY_TYPE = 0x845B,
+ GL_SECONDARY_COLOR_ARRAY_STRIDE = 0x845C,
+ GL_SECONDARY_COLOR_ARRAY_POINTER = 0x845D,
+ GL_SECONDARY_COLOR_ARRAY = 0x845E,
+ GL_MAX_TEXTURE_LOD_BIAS = 0x84FD,
+ GL_TEXTURE_FILTER_CONTROL = 0x8500,
+ GL_TEXTURE_LOD_BIAS = 0x8501,
+ GL_INCR_WRAP = 0x8507,
+ GL_DECR_WRAP = 0x8508,
+ GL_TEXTURE_DEPTH_SIZE = 0x884A,
+ GL_DEPTH_TEXTURE_MODE = 0x884B,
+ GL_TEXTURE_COMPARE_MODE = 0x884C,
+ GL_TEXTURE_COMPARE_FUNC = 0x884D,
+ GL_COMPARE_R_TO_TEXTURE = 0x884E,
+ GL_VERSION_1_5 = 1,
+ GL_CURRENT_FOG_COORD = GL_CURRENT_FOG_COORDINATE,
+ GL_FOG_COORD = GL_FOG_COORDINATE,
+ GL_FOG_COORD_ARRAY = GL_FOG_COORDINATE_ARRAY,
+ GL_FOG_COORD_ARRAY_BUFFER_BINDING = GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING,
+ GL_FOG_COORD_ARRAY_POINTER = GL_FOG_COORDINATE_ARRAY_POINTER,
+ GL_FOG_COORD_ARRAY_STRIDE = GL_FOG_COORDINATE_ARRAY_STRIDE,
+ GL_FOG_COORD_ARRAY_TYPE = GL_FOG_COORDINATE_ARRAY_TYPE,
+ GL_FOG_COORD_SRC = GL_FOG_COORDINATE_SOURCE,
+ GL_SRC0_ALPHA = GL_SOURCE0_ALPHA,
+ GL_SRC0_RGB = GL_SOURCE0_RGB,
+ GL_SRC1_ALPHA = GL_SOURCE1_ALPHA,
+ GL_SRC1_RGB = GL_SOURCE1_RGB,
+ GL_SRC2_ALPHA = GL_SOURCE2_ALPHA,
+ GL_SRC2_RGB = GL_SOURCE2_RGB,
+ GL_BUFFER_SIZE = 0x8764,
+ GL_BUFFER_USAGE = 0x8765,
+ GL_QUERY_COUNTER_BITS = 0x8864,
+ GL_CURRENT_QUERY = 0x8865,
+ GL_QUERY_RESULT = 0x8866,
+ GL_QUERY_RESULT_AVAILABLE = 0x8867,
+ GL_ARRAY_BUFFER = 0x8892,
+ GL_ELEMENT_ARRAY_BUFFER = 0x8893,
+ GL_ARRAY_BUFFER_BINDING = 0x8894,
+ GL_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895,
+ GL_VERTEX_ARRAY_BUFFER_BINDING = 0x8896,
+ GL_NORMAL_ARRAY_BUFFER_BINDING = 0x8897,
+ GL_COLOR_ARRAY_BUFFER_BINDING = 0x8898,
+ GL_INDEX_ARRAY_BUFFER_BINDING = 0x8899,
+ GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING = 0x889A,
+ GL_EDGE_FLAG_ARRAY_BUFFER_BINDING = 0x889B,
+ GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING = 0x889C,
+ GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING = 0x889D,
+ GL_WEIGHT_ARRAY_BUFFER_BINDING = 0x889E,
+ GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F,
+ GL_READ_ONLY = 0x88B8,
+ GL_WRITE_ONLY = 0x88B9,
+ GL_READ_WRITE = 0x88BA,
+ GL_BUFFER_ACCESS = 0x88BB,
+ GL_BUFFER_MAPPED = 0x88BC,
+ GL_BUFFER_MAP_POINTER = 0x88BD,
+ GL_STREAM_DRAW = 0x88E0,
+ GL_STREAM_READ = 0x88E1,
+ GL_STREAM_COPY = 0x88E2,
+ GL_STATIC_DRAW = 0x88E4,
+ GL_STATIC_READ = 0x88E5,
+ GL_STATIC_COPY = 0x88E6,
+ GL_DYNAMIC_DRAW = 0x88E8,
+ GL_DYNAMIC_READ = 0x88E9,
+ GL_DYNAMIC_COPY = 0x88EA,
+ GL_SAMPLES_PASSED = 0x8914,
+ GL_VERSION_2_0 = 1,
+ GL_BLEND_EQUATION_RGB = GL_BLEND_EQUATION,
+ GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622,
+ GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625,
+ GL_CURRENT_VERTEX_ATTRIB = 0x8626,
+ GL_VERTEX_PROGRAM_POINT_SIZE = 0x8642,
+ GL_VERTEX_PROGRAM_TWO_SIDE = 0x8643,
+ GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645,
+ GL_STENCIL_BACK_FUNC = 0x8800,
+ GL_STENCIL_BACK_FAIL = 0x8801,
+ GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802,
+ GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803,
+ GL_MAX_DRAW_BUFFERS = 0x8824,
+ GL_DRAW_BUFFER0 = 0x8825,
+ GL_DRAW_BUFFER1 = 0x8826,
+ GL_DRAW_BUFFER2 = 0x8827,
+ GL_DRAW_BUFFER3 = 0x8828,
+ GL_DRAW_BUFFER4 = 0x8829,
+ GL_DRAW_BUFFER5 = 0x882A,
+ GL_DRAW_BUFFER6 = 0x882B,
+ GL_DRAW_BUFFER7 = 0x882C,
+ GL_DRAW_BUFFER8 = 0x882D,
+ GL_DRAW_BUFFER9 = 0x882E,
+ GL_DRAW_BUFFER10 = 0x882F,
+ GL_DRAW_BUFFER11 = 0x8830,
+ GL_DRAW_BUFFER12 = 0x8831,
+ GL_DRAW_BUFFER13 = 0x8832,
+ GL_DRAW_BUFFER14 = 0x8833,
+ GL_DRAW_BUFFER15 = 0x8834,
+ GL_BLEND_EQUATION_ALPHA = 0x883D,
+ GL_POINT_SPRITE = 0x8861,
+ GL_COORD_REPLACE = 0x8862,
+ GL_MAX_VERTEX_ATTRIBS = 0x8869,
+ GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A,
+ GL_MAX_TEXTURE_COORDS = 0x8871,
+ GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872,
+ GL_FRAGMENT_SHADER = 0x8B30,
+ GL_VERTEX_SHADER = 0x8B31,
+ GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49,
+ GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A,
+ GL_MAX_VARYING_FLOATS = 0x8B4B,
+ GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C,
+ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D,
+ GL_SHADER_TYPE = 0x8B4F,
+ GL_FLOAT_VEC2 = 0x8B50,
+ GL_FLOAT_VEC3 = 0x8B51,
+ GL_FLOAT_VEC4 = 0x8B52,
+ GL_INT_VEC2 = 0x8B53,
+ GL_INT_VEC3 = 0x8B54,
+ GL_INT_VEC4 = 0x8B55,
+ GL_BOOL = 0x8B56,
+ GL_BOOL_VEC2 = 0x8B57,
+ GL_BOOL_VEC3 = 0x8B58,
+ GL_BOOL_VEC4 = 0x8B59,
+ GL_FLOAT_MAT2 = 0x8B5A,
+ GL_FLOAT_MAT3 = 0x8B5B,
+ GL_FLOAT_MAT4 = 0x8B5C,
+ GL_SAMPLER_1D = 0x8B5D,
+ GL_SAMPLER_2D = 0x8B5E,
+ GL_SAMPLER_3D = 0x8B5F,
+ GL_SAMPLER_CUBE = 0x8B60,
+ GL_SAMPLER_1D_SHADOW = 0x8B61,
+ GL_SAMPLER_2D_SHADOW = 0x8B62,
+ GL_DELETE_STATUS = 0x8B80,
+ GL_COMPILE_STATUS = 0x8B81,
+ GL_LINK_STATUS = 0x8B82,
+ GL_VALIDATE_STATUS = 0x8B83,
+ GL_INFO_LOG_LENGTH = 0x8B84,
+ GL_ATTACHED_SHADERS = 0x8B85,
+ GL_ACTIVE_UNIFORMS = 0x8B86,
+ GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87,
+ GL_SHADER_SOURCE_LENGTH = 0x8B88,
+ GL_ACTIVE_ATTRIBUTES = 0x8B89,
+ GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A,
+ GL_FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B,
+ GL_SHADING_LANGUAGE_VERSION = 0x8B8C,
+ GL_CURRENT_PROGRAM = 0x8B8D,
+ GL_POINT_SPRITE_COORD_ORIGIN = 0x8CA0,
+ GL_LOWER_LEFT = 0x8CA1,
+ GL_UPPER_LEFT = 0x8CA2,
+ GL_STENCIL_BACK_REF = 0x8CA3,
+ GL_STENCIL_BACK_VALUE_MASK = 0x8CA4,
+ GL_STENCIL_BACK_WRITEMASK = 0x8CA5,
+ GL_VERSION_2_1 = 1,
+ GL_CURRENT_RASTER_SECONDARY_COLOR = 0x845F,
+ GL_PIXEL_PACK_BUFFER = 0x88EB,
+ GL_PIXEL_UNPACK_BUFFER = 0x88EC,
+ GL_PIXEL_PACK_BUFFER_BINDING = 0x88ED,
+ GL_PIXEL_UNPACK_BUFFER_BINDING = 0x88EF,
+ GL_FLOAT_MAT2x3 = 0x8B65,
+ GL_FLOAT_MAT2x4 = 0x8B66,
+ GL_FLOAT_MAT3x2 = 0x8B67,
+ GL_FLOAT_MAT3x4 = 0x8B68,
+ GL_FLOAT_MAT4x2 = 0x8B69,
+ GL_FLOAT_MAT4x3 = 0x8B6A,
+ GL_SRGB = 0x8C40,
+ GL_SRGB8 = 0x8C41,
+ GL_SRGB_ALPHA = 0x8C42,
+ GL_SRGB8_ALPHA8 = 0x8C43,
+ GL_SLUMINANCE_ALPHA = 0x8C44,
+ GL_SLUMINANCE8_ALPHA8 = 0x8C45,
+ GL_SLUMINANCE = 0x8C46,
+ GL_SLUMINANCE8 = 0x8C47,
+ GL_COMPRESSED_SRGB = 0x8C48,
+ GL_COMPRESSED_SRGB_ALPHA = 0x8C49,
+ GL_COMPRESSED_SLUMINANCE = 0x8C4A,
+ GL_COMPRESSED_SLUMINANCE_ALPHA = 0x8C4B,
+ GL_VERSION_3_0 = 1,
+ GL_CLIP_DISTANCE0 = GL_CLIP_PLANE0,
+ GL_CLIP_DISTANCE1 = GL_CLIP_PLANE1,
+ GL_CLIP_DISTANCE2 = GL_CLIP_PLANE2,
+ GL_CLIP_DISTANCE3 = GL_CLIP_PLANE3,
+ GL_CLIP_DISTANCE4 = GL_CLIP_PLANE4,
+ GL_CLIP_DISTANCE5 = GL_CLIP_PLANE5,
+ GL_COMPARE_REF_TO_TEXTURE = GL_COMPARE_R_TO_TEXTURE_ARB,
+ GL_MAX_CLIP_DISTANCES = GL_MAX_CLIP_PLANES,
+ GL_MAX_VARYING_COMPONENTS = GL_MAX_VARYING_FLOATS,
+ GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x0001,
+ GL_MAJOR_VERSION = 0x821B,
+ GL_MINOR_VERSION = 0x821C,
+ GL_NUM_EXTENSIONS = 0x821D,
+ GL_CONTEXT_FLAGS = 0x821E,
+ GL_DEPTH_BUFFER = 0x8223,
+ GL_STENCIL_BUFFER = 0x8224,
+ GL_RGBA32F = 0x8814,
+ GL_RGB32F = 0x8815,
+ GL_RGBA16F = 0x881A,
+ GL_RGB16F = 0x881B,
+ GL_VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD,
+ GL_MAX_ARRAY_TEXTURE_LAYERS = 0x88FF,
+ GL_MIN_PROGRAM_TEXEL_OFFSET = 0x8904,
+ GL_MAX_PROGRAM_TEXEL_OFFSET = 0x8905,
+ GL_CLAMP_VERTEX_COLOR = 0x891A,
+ GL_CLAMP_FRAGMENT_COLOR = 0x891B,
+ GL_CLAMP_READ_COLOR = 0x891C,
+ GL_FIXED_ONLY = 0x891D,
+ GL_TEXTURE_RED_TYPE = 0x8C10,
+ GL_TEXTURE_GREEN_TYPE = 0x8C11,
+ GL_TEXTURE_BLUE_TYPE = 0x8C12,
+ GL_TEXTURE_ALPHA_TYPE = 0x8C13,
+ GL_TEXTURE_LUMINANCE_TYPE = 0x8C14,
+ GL_TEXTURE_INTENSITY_TYPE = 0x8C15,
+ GL_TEXTURE_DEPTH_TYPE = 0x8C16,
+ GL_TEXTURE_1D_ARRAY = 0x8C18,
+ GL_PROXY_TEXTURE_1D_ARRAY = 0x8C19,
+ GL_TEXTURE_2D_ARRAY = 0x8C1A,
+ GL_PROXY_TEXTURE_2D_ARRAY = 0x8C1B,
+ GL_TEXTURE_BINDING_1D_ARRAY = 0x8C1C,
+ GL_TEXTURE_BINDING_2D_ARRAY = 0x8C1D,
+ GL_R11F_G11F_B10F = 0x8C3A,
+ GL_UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B,
+ GL_RGB9_E5 = 0x8C3D,
+ GL_UNSIGNED_INT_5_9_9_9_REV = 0x8C3E,
+ GL_TEXTURE_SHARED_SIZE = 0x8C3F,
+ GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = 0x8C76,
+ GL_TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F,
+ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80,
+ GL_TRANSFORM_FEEDBACK_VARYINGS = 0x8C83,
+ GL_TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84,
+ GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85,
+ GL_PRIMITIVES_GENERATED = 0x8C87,
+ GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88,
+ GL_RASTERIZER_DISCARD = 0x8C89,
+ GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A,
+ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B,
+ GL_INTERLEAVED_ATTRIBS = 0x8C8C,
+ GL_SEPARATE_ATTRIBS = 0x8C8D,
+ GL_TRANSFORM_FEEDBACK_BUFFER = 0x8C8E,
+ GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F,
+ GL_RGBA32UI = 0x8D70,
+ GL_RGB32UI = 0x8D71,
+ GL_RGBA16UI = 0x8D76,
+ GL_RGB16UI = 0x8D77,
+ GL_RGBA8UI = 0x8D7C,
+ GL_RGB8UI = 0x8D7D,
+ GL_RGBA32I = 0x8D82,
+ GL_RGB32I = 0x8D83,
+ GL_RGBA16I = 0x8D88,
+ GL_RGB16I = 0x8D89,
+ GL_RGBA8I = 0x8D8E,
+ GL_RGB8I = 0x8D8F,
+ GL_RED_INTEGER = 0x8D94,
+ GL_GREEN_INTEGER = 0x8D95,
+ GL_BLUE_INTEGER = 0x8D96,
+ GL_ALPHA_INTEGER = 0x8D97,
+ GL_RGB_INTEGER = 0x8D98,
+ GL_RGBA_INTEGER = 0x8D99,
+ GL_BGR_INTEGER = 0x8D9A,
+ GL_BGRA_INTEGER = 0x8D9B,
+ GL_SAMPLER_1D_ARRAY = 0x8DC0,
+ GL_SAMPLER_2D_ARRAY = 0x8DC1,
+ GL_SAMPLER_1D_ARRAY_SHADOW = 0x8DC3,
+ GL_SAMPLER_2D_ARRAY_SHADOW = 0x8DC4,
+ GL_SAMPLER_CUBE_SHADOW = 0x8DC5,
+ GL_UNSIGNED_INT_VEC2 = 0x8DC6,
+ GL_UNSIGNED_INT_VEC3 = 0x8DC7,
+ GL_UNSIGNED_INT_VEC4 = 0x8DC8,
+ GL_INT_SAMPLER_1D = 0x8DC9,
+ GL_INT_SAMPLER_2D = 0x8DCA,
+ GL_INT_SAMPLER_3D = 0x8DCB,
+ GL_INT_SAMPLER_CUBE = 0x8DCC,
+ GL_INT_SAMPLER_1D_ARRAY = 0x8DCE,
+ GL_INT_SAMPLER_2D_ARRAY = 0x8DCF,
+ GL_UNSIGNED_INT_SAMPLER_1D = 0x8DD1,
+ GL_UNSIGNED_INT_SAMPLER_2D = 0x8DD2,
+ GL_UNSIGNED_INT_SAMPLER_3D = 0x8DD3,
+ GL_UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4,
+ GL_UNSIGNED_INT_SAMPLER_1D_ARRAY = 0x8DD6,
+ GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7,
+ GL_QUERY_WAIT = 0x8E13,
+ GL_QUERY_NO_WAIT = 0x8E14,
+ GL_QUERY_BY_REGION_WAIT = 0x8E15,
+ GL_QUERY_BY_REGION_NO_WAIT = 0x8E16,
+ GL_VERSION_3_1 = 1,
+ GL_TEXTURE_RECTANGLE = 0x84F5,
+ GL_TEXTURE_BINDING_RECTANGLE = 0x84F6,
+ GL_PROXY_TEXTURE_RECTANGLE = 0x84F7,
+ GL_MAX_RECTANGLE_TEXTURE_SIZE = 0x84F8,
+ GL_SAMPLER_2D_RECT = 0x8B63,
+ GL_SAMPLER_2D_RECT_SHADOW = 0x8B64,
+ GL_TEXTURE_BUFFER = 0x8C2A,
+ GL_MAX_TEXTURE_BUFFER_SIZE = 0x8C2B,
+ GL_TEXTURE_BINDING_BUFFER = 0x8C2C,
+ GL_TEXTURE_BUFFER_DATA_STORE_BINDING = 0x8C2D,
+ GL_TEXTURE_BUFFER_FORMAT = 0x8C2E,
+ GL_SAMPLER_BUFFER = 0x8DC2,
+ GL_INT_SAMPLER_2D_RECT = 0x8DCD,
+ GL_INT_SAMPLER_BUFFER = 0x8DD0,
+ GL_UNSIGNED_INT_SAMPLER_2D_RECT = 0x8DD5,
+ GL_UNSIGNED_INT_SAMPLER_BUFFER = 0x8DD8,
+ GL_RED_SNORM = 0x8F90,
+ GL_RG_SNORM = 0x8F91,
+ GL_RGB_SNORM = 0x8F92,
+ GL_RGBA_SNORM = 0x8F93,
+ GL_R8_SNORM = 0x8F94,
+ GL_RG8_SNORM = 0x8F95,
+ GL_RGB8_SNORM = 0x8F96,
+ GL_RGBA8_SNORM = 0x8F97,
+ GL_R16_SNORM = 0x8F98,
+ GL_RG16_SNORM = 0x8F99,
+ GL_RGB16_SNORM = 0x8F9A,
+ GL_RGBA16_SNORM = 0x8F9B,
+ GL_SIGNED_NORMALIZED = 0x8F9C,
+ GL_PRIMITIVE_RESTART = 0x8F9D,
+ GL_PRIMITIVE_RESTART_INDEX = 0x8F9E,
+ GL_BUFFER_ACCESS_FLAGS = 0x911F,
+ GL_BUFFER_MAP_LENGTH = 0x9120,
+ GL_BUFFER_MAP_OFFSET = 0x9121,
+ GL_VERSION_3_2 = 1,
+ GL_CONTEXT_CORE_PROFILE_BIT = 0x00000001,
+ GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = 0x00000002,
+ GL_LINES_ADJACENCY = 0x000A,
+ GL_LINE_STRIP_ADJACENCY = 0x000B,
+ GL_TRIANGLES_ADJACENCY = 0x000C,
+ GL_TRIANGLE_STRIP_ADJACENCY = 0x000D,
+ GL_PROGRAM_POINT_SIZE = 0x8642,
+ GL_GEOMETRY_VERTICES_OUT = 0x8916,
+ GL_GEOMETRY_INPUT_TYPE = 0x8917,
+ GL_GEOMETRY_OUTPUT_TYPE = 0x8918,
+ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = 0x8C29,
+ GL_FRAMEBUFFER_ATTACHMENT_LAYERED = 0x8DA7,
+ GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = 0x8DA8,
+ GL_GEOMETRY_SHADER = 0x8DD9,
+ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS = 0x8DDF,
+ GL_MAX_GEOMETRY_OUTPUT_VERTICES = 0x8DE0,
+ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = 0x8DE1,
+ GL_MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122,
+ GL_MAX_GEOMETRY_INPUT_COMPONENTS = 0x9123,
+ GL_MAX_GEOMETRY_OUTPUT_COMPONENTS = 0x9124,
+ GL_MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125,
+ GL_CONTEXT_PROFILE_MASK = 0x9126,
+ GL_VERSION_3_3 = 1,
+ GL_VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE,
+ GL_RGB10_A2UI = 0x906F,
+ GL_VERSION_4_0 = 1,
+ GL_SAMPLE_SHADING = 0x8C36,
+ GL_MIN_SAMPLE_SHADING_VALUE = 0x8C37,
+ GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET = 0x8E5E,
+ GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET = 0x8E5F,
+ GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS = 0x8F9F,
+ GL_TEXTURE_CUBE_MAP_ARRAY = 0x9009,
+ GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = 0x900A,
+ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = 0x900B,
+ GL_SAMPLER_CUBE_MAP_ARRAY = 0x900C,
+ GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = 0x900D,
+ GL_INT_SAMPLER_CUBE_MAP_ARRAY = 0x900E,
+ GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = 0x900F,
+ GL_VERSION_4_1 = 1,
+ GL_VERSION_4_2 = 1,
+ GL_TRANSFORM_FEEDBACK_PAUSED = 0x8E23,
+ GL_TRANSFORM_FEEDBACK_ACTIVE = 0x8E24,
+ GL_COMPRESSED_RGBA_BPTC_UNORM = 0x8E8C,
+ GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM = 0x8E8D,
+ GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT = 0x8E8E,
+ GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT = 0x8E8F,
+ GL_COPY_READ_BUFFER_BINDING = 0x8F36,
+ GL_COPY_WRITE_BUFFER_BINDING = 0x8F37,
+ GL_VERSION_4_3 = 1,
+ GL_NUM_SHADING_LANGUAGE_VERSIONS = 0x82E9,
+ GL_VERTEX_ATTRIB_ARRAY_LONG = 0x874E,
+ GL_VERSION_4_4 = 1,
+ GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED = 0x8221,
+ GL_MAX_VERTEX_ATTRIB_STRIDE = 0x82E5,
+ GL_TEXTURE_BUFFER_BINDING = 0x8C2A,
+ GL_VERSION_4_5 = 1,
+ GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT = 0x00000004,
+ GL_VERSION_4_6 = 1,
+ GL_CONTEXT_FLAG_NO_ERROR_BIT = 0x00000008,
+ GL_PARAMETER_BUFFER = 0x80EE,
+ GL_PARAMETER_BUFFER_BINDING = 0x80EF,
+ GL_TRANSFORM_FEEDBACK_OVERFLOW = 0x82EC,
+ GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW = 0x82ED,
+ GL_VERTICES_SUBMITTED = 0x82EE,
+ GL_PRIMITIVES_SUBMITTED = 0x82EF,
+ GL_VERTEX_SHADER_INVOCATIONS = 0x82F0,
+ GL_TESS_CONTROL_SHADER_PATCHES = 0x82F1,
+ GL_TESS_EVALUATION_SHADER_INVOCATIONS = 0x82F2,
+ GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED = 0x82F3,
+ GL_FRAGMENT_SHADER_INVOCATIONS = 0x82F4,
+ GL_COMPUTE_SHADER_INVOCATIONS = 0x82F5,
+ GL_CLIPPING_INPUT_PRIMITIVES = 0x82F6,
+ GL_CLIPPING_OUTPUT_PRIMITIVES = 0x82F7,
+ GL_TEXTURE_MAX_ANISOTROPY = 0x84FE,
+ GL_MAX_TEXTURE_MAX_ANISOTROPY = 0x84FF,
+ GL_POLYGON_OFFSET_CLAMP = 0x8E1B,
+ GL_SHADER_BINARY_FORMAT_SPIR_V = 0x9551,
+ GL_SPIR_V_BINARY = 0x9552,
+ GL_SPIR_V_EXTENSIONS = 0x9553,
+ GL_NUM_SPIR_V_EXTENSIONS = 0x9554,
+ GL_3DFX_multisample = 1,
+ GL_MULTISAMPLE_3DFX = 0x86B2,
+ GL_SAMPLE_BUFFERS_3DFX = 0x86B3,
+ GL_SAMPLES_3DFX = 0x86B4,
+ GL_MULTISAMPLE_BIT_3DFX = 0x20000000,
+ GL_3DFX_tbuffer = 1,
+ GL_3DFX_texture_compression_FXT1 = 1,
+ GL_COMPRESSED_RGB_FXT1_3DFX = 0x86B0,
+ GL_COMPRESSED_RGBA_FXT1_3DFX = 0x86B1,
+ GL_AMD_blend_minmax_factor = 1,
+ GL_FACTOR_MIN_AMD = 0x901C,
+ GL_FACTOR_MAX_AMD = 0x901D,
+ GL_AMD_compressed_3DC_texture = 1,
+ GL_3DC_X_AMD = 0x87F9,
+ GL_3DC_XY_AMD = 0x87FA,
+ GL_AMD_compressed_ATC_texture = 1,
+ GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD = 0x87EE,
+ GL_ATC_RGB_AMD = 0x8C92,
+ GL_ATC_RGBA_EXPLICIT_ALPHA_AMD = 0x8C93,
+ GL_AMD_conservative_depth = 1,
+ GL_AMD_debug_output = 1,
+ GL_MAX_DEBUG_MESSAGE_LENGTH_AMD = 0x9143,
+ GL_MAX_DEBUG_LOGGED_MESSAGES_AMD = 0x9144,
+ GL_DEBUG_LOGGED_MESSAGES_AMD = 0x9145,
+ GL_DEBUG_SEVERITY_HIGH_AMD = 0x9146,
+ GL_DEBUG_SEVERITY_MEDIUM_AMD = 0x9147,
+ GL_DEBUG_SEVERITY_LOW_AMD = 0x9148,
+ GL_DEBUG_CATEGORY_API_ERROR_AMD = 0x9149,
+ GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD = 0x914A,
+ GL_DEBUG_CATEGORY_DEPRECATION_AMD = 0x914B,
+ GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD = 0x914C,
+ GL_DEBUG_CATEGORY_PERFORMANCE_AMD = 0x914D,
+ GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD = 0x914E,
+ GL_DEBUG_CATEGORY_APPLICATION_AMD = 0x914F,
+ GL_DEBUG_CATEGORY_OTHER_AMD = 0x9150,
+ GL_AMD_depth_clamp_separate = 1,
+ GL_DEPTH_CLAMP_NEAR_AMD = 0x901E,
+ GL_DEPTH_CLAMP_FAR_AMD = 0x901F,
+ GL_AMD_draw_buffers_blend = 1,
+ GL_AMD_framebuffer_sample_positions = 1,
+ GL_SUBSAMPLE_DISTANCE_AMD = 0x883F,
+ GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD = 0x91AE,
+ GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD = 0x91AF,
+ GL_ALL_PIXELS_AMD = 0xFFFFFFFF,
+ GL_AMD_gcn_shader = 1,
+ GL_AMD_gpu_shader_half_float = 1,
+ GL_FLOAT16_NV = 0x8FF8,
+ GL_FLOAT16_VEC2_NV = 0x8FF9,
+ GL_FLOAT16_VEC3_NV = 0x8FFA,
+ GL_FLOAT16_VEC4_NV = 0x8FFB,
+ GL_FLOAT16_MAT2_AMD = 0x91C5,
+ GL_FLOAT16_MAT3_AMD = 0x91C6,
+ GL_FLOAT16_MAT4_AMD = 0x91C7,
+ GL_FLOAT16_MAT2x3_AMD = 0x91C8,
+ GL_FLOAT16_MAT2x4_AMD = 0x91C9,
+ GL_FLOAT16_MAT3x2_AMD = 0x91CA,
+ GL_FLOAT16_MAT3x4_AMD = 0x91CB,
+ GL_FLOAT16_MAT4x2_AMD = 0x91CC,
+ GL_FLOAT16_MAT4x3_AMD = 0x91CD,
+ GL_AMD_gpu_shader_int16 = 1,
+ GL_AMD_gpu_shader_int64 = 1,
+ GL_AMD_interleaved_elements = 1,
+ GL_RG8UI = 0x8238,
+ GL_RG16UI = 0x823A,
+ GL_VERTEX_ELEMENT_SWIZZLE_AMD = 0x91A4,
+ GL_VERTEX_ID_SWIZZLE_AMD = 0x91A5,
+ GL_AMD_multi_draw_indirect = 1,
+ GL_AMD_name_gen_delete = 1,
+ GL_DATA_BUFFER_AMD = 0x9151,
+ GL_PERFORMANCE_MONITOR_AMD = 0x9152,
+ GL_QUERY_OBJECT_AMD = 0x9153,
+ GL_VERTEX_ARRAY_OBJECT_AMD = 0x9154,
+ GL_SAMPLER_OBJECT_AMD = 0x9155,
+ GL_AMD_occlusion_query_event = 1,
+ GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD = 0x00000001,
+ GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD = 0x00000002,
+ GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD = 0x00000004,
+ GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD = 0x00000008,
+ GL_OCCLUSION_QUERY_EVENT_MASK_AMD = 0x874F,
+ GL_QUERY_ALL_EVENT_BITS_AMD = 0xFFFFFFFF,
+ GL_AMD_performance_monitor = 1,
+ GL_COUNTER_TYPE_AMD = 0x8BC0,
+ GL_COUNTER_RANGE_AMD = 0x8BC1,
+ GL_UNSIGNED_INT64_AMD = 0x8BC2,
+ GL_PERCENTAGE_AMD = 0x8BC3,
+ GL_PERFMON_RESULT_AVAILABLE_AMD = 0x8BC4,
+ GL_PERFMON_RESULT_SIZE_AMD = 0x8BC5,
+ GL_PERFMON_RESULT_AMD = 0x8BC6,
+ GL_AMD_pinned_memory = 1,
+ GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD = 0x9160,
+ GL_AMD_program_binary_Z400 = 1,
+ GL_Z400_BINARY_AMD = 0x8740,
+ GL_AMD_query_buffer_object = 1,
+ GL_QUERY_BUFFER_AMD = 0x9192,
+ GL_QUERY_BUFFER_BINDING_AMD = 0x9193,
+ GL_QUERY_RESULT_NO_WAIT_AMD = 0x9194,
+ GL_AMD_sample_positions = 1,
+ GL_AMD_seamless_cubemap_per_texture = 1,
+ GL_TEXTURE_CUBE_MAP_SEAMLESS = 0x884F,
+ GL_AMD_shader_atomic_counter_ops = 1,
+ GL_AMD_shader_ballot = 1,
+ GL_AMD_shader_explicit_vertex_parameter = 1,
+ GL_AMD_shader_stencil_export = 1,
+ GL_AMD_shader_stencil_value_export = 1,
+ GL_AMD_shader_trinary_minmax = 1,
+ GL_AMD_sparse_texture = 1,
+ GL_TEXTURE_STORAGE_SPARSE_BIT_AMD = 0x00000001,
+ GL_VIRTUAL_PAGE_SIZE_X_AMD = 0x9195,
+ GL_VIRTUAL_PAGE_SIZE_Y_AMD = 0x9196,
+ GL_VIRTUAL_PAGE_SIZE_Z_AMD = 0x9197,
+ GL_MAX_SPARSE_TEXTURE_SIZE_AMD = 0x9198,
+ GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD = 0x9199,
+ GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS = 0x919A,
+ GL_MIN_SPARSE_LEVEL_AMD = 0x919B,
+ GL_MIN_LOD_WARNING_AMD = 0x919C,
+ GL_AMD_stencil_operation_extended = 1,
+ GL_SET_AMD = 0x874A,
+ GL_REPLACE_VALUE_AMD = 0x874B,
+ GL_STENCIL_OP_VALUE_AMD = 0x874C,
+ GL_STENCIL_BACK_OP_VALUE_AMD = 0x874D,
+ GL_AMD_texture_gather_bias_lod = 1,
+ GL_AMD_texture_texture4 = 1,
+ GL_AMD_transform_feedback3_lines_triangles = 1,
+ GL_AMD_transform_feedback4 = 1,
+ GL_STREAM_RASTERIZATION_AMD = 0x91A0,
+ GL_AMD_vertex_shader_layer = 1,
+ GL_AMD_vertex_shader_tessellator = 1,
+ GL_SAMPLER_BUFFER_AMD = 0x9001,
+ GL_INT_SAMPLER_BUFFER_AMD = 0x9002,
+ GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD = 0x9003,
+ GL_TESSELLATION_MODE_AMD = 0x9004,
+ GL_TESSELLATION_FACTOR_AMD = 0x9005,
+ GL_DISCRETE_AMD = 0x9006,
+ GL_CONTINUOUS_AMD = 0x9007,
+ GL_AMD_vertex_shader_viewport_index = 1,
+ GL_ANDROID_extension_pack_es31a = 1,
+ GL_ANGLE_depth_texture = 1,
+ GL_ANGLE_framebuffer_blit = 1,
+ GL_DRAW_FRAMEBUFFER_BINDING_ANGLE = 0x8CA6,
+ GL_READ_FRAMEBUFFER_ANGLE = 0x8CA8,
+ GL_DRAW_FRAMEBUFFER_ANGLE = 0x8CA9,
+ GL_READ_FRAMEBUFFER_BINDING_ANGLE = 0x8CAA,
+ GL_ANGLE_framebuffer_multisample = 1,
+ GL_RENDERBUFFER_SAMPLES_ANGLE = 0x8CAB,
+ GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE = 0x8D56,
+ GL_MAX_SAMPLES_ANGLE = 0x8D57,
+ GL_ANGLE_instanced_arrays = 1,
+ GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE,
+ GL_ANGLE_pack_reverse_row_order = 1,
+ GL_PACK_REVERSE_ROW_ORDER_ANGLE = 0x93A4,
+ GL_ANGLE_program_binary = 1,
+ GL_PROGRAM_BINARY_ANGLE = 0x93A6,
+ GL_ANGLE_texture_compression_dxt1 = 1,
+ GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE = 0x83F0,
+ GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE = 0x83F1,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE = 0x83F2,
+ GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE = 0x83F3,
+ GL_ANGLE_texture_compression_dxt3 = 1,
+ GL_ANGLE_texture_compression_dxt5 = 1,
+ GL_ANGLE_texture_usage = 1,
+ GL_TEXTURE_USAGE_ANGLE = 0x93A2,
+ GL_FRAMEBUFFER_ATTACHMENT_ANGLE = 0x93A3,
+ GL_ANGLE_timer_query = 1,
+ GL_QUERY_COUNTER_BITS_ANGLE = 0x8864,
+ GL_CURRENT_QUERY_ANGLE = 0x8865,
+ GL_QUERY_RESULT_ANGLE = 0x8866,
+ GL_QUERY_RESULT_AVAILABLE_ANGLE = 0x8867,
+ GL_TIME_ELAPSED_ANGLE = 0x88BF,
+ GL_TIMESTAMP_ANGLE = 0x8E28,
+ GL_ANGLE_translated_shader_source = 1,
+ GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE = 0x93A0,
+ GL_APPLE_aux_depth_stencil = 1,
+ GL_AUX_DEPTH_STENCIL_APPLE = 0x8A14,
+ GL_APPLE_client_storage = 1,
+ GL_UNPACK_CLIENT_STORAGE_APPLE = 0x85B2,
+ GL_APPLE_clip_distance = 1,
+ GL_MAX_CLIP_DISTANCES_APPLE = 0x0D32,
+ GL_CLIP_DISTANCE0_APPLE = 0x3000,
+ GL_CLIP_DISTANCE1_APPLE = 0x3001,
+ GL_CLIP_DISTANCE2_APPLE = 0x3002,
+ GL_CLIP_DISTANCE3_APPLE = 0x3003,
+ GL_CLIP_DISTANCE4_APPLE = 0x3004,
+ GL_CLIP_DISTANCE5_APPLE = 0x3005,
+ GL_CLIP_DISTANCE6_APPLE = 0x3006,
+ GL_CLIP_DISTANCE7_APPLE = 0x3007,
+ GL_APPLE_color_buffer_packed_float = 1,
+ GL_APPLE_copy_texture_levels = 1,
+ GL_APPLE_element_array = 1,
+ GL_ELEMENT_ARRAY_APPLE = 0x8A0C,
+ GL_ELEMENT_ARRAY_TYPE_APPLE = 0x8A0D,
+ GL_ELEMENT_ARRAY_POINTER_APPLE = 0x8A0E,
+ GL_APPLE_fence = 1,
+ GL_DRAW_PIXELS_APPLE = 0x8A0A,
+ GL_FENCE_APPLE = 0x8A0B,
+ GL_APPLE_float_pixels = 1,
+ GL_HALF_APPLE = 0x140B,
+ GL_RGBA_FLOAT32_APPLE = 0x8814,
+ GL_RGB_FLOAT32_APPLE = 0x8815,
+ GL_ALPHA_FLOAT32_APPLE = 0x8816,
+ GL_INTENSITY_FLOAT32_APPLE = 0x8817,
+ GL_LUMINANCE_FLOAT32_APPLE = 0x8818,
+ GL_LUMINANCE_ALPHA_FLOAT32_APPLE = 0x8819,
+ GL_RGBA_FLOAT16_APPLE = 0x881A,
+ GL_RGB_FLOAT16_APPLE = 0x881B,
+ GL_ALPHA_FLOAT16_APPLE = 0x881C,
+ GL_INTENSITY_FLOAT16_APPLE = 0x881D,
+ GL_LUMINANCE_FLOAT16_APPLE = 0x881E,
+ GL_LUMINANCE_ALPHA_FLOAT16_APPLE = 0x881F,
+ GL_COLOR_FLOAT_APPLE = 0x8A0F,
+ GL_APPLE_flush_buffer_range = 1,
+ GL_BUFFER_SERIALIZED_MODIFY_APPLE = 0x8A12,
+ GL_BUFFER_FLUSHING_UNMAP_APPLE = 0x8A13,
+ GL_APPLE_framebuffer_multisample = 1,
+ GL_DRAW_FRAMEBUFFER_BINDING_APPLE = 0x8CA6,
+ GL_READ_FRAMEBUFFER_APPLE = 0x8CA8,
+ GL_DRAW_FRAMEBUFFER_APPLE = 0x8CA9,
+ GL_READ_FRAMEBUFFER_BINDING_APPLE = 0x8CAA,
+ GL_RENDERBUFFER_SAMPLES_APPLE = 0x8CAB,
+ GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE = 0x8D56,
+ GL_MAX_SAMPLES_APPLE = 0x8D57,
+ GL_APPLE_object_purgeable = 1,
+ GL_BUFFER_OBJECT_APPLE = 0x85B3,
+ GL_RELEASED_APPLE = 0x8A19,
+ GL_VOLATILE_APPLE = 0x8A1A,
+ GL_RETAINED_APPLE = 0x8A1B,
+ GL_UNDEFINED_APPLE = 0x8A1C,
+ GL_PURGEABLE_APPLE = 0x8A1D,
+ GL_APPLE_pixel_buffer = 1,
+ GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE = 0x8A10,
+ GL_APPLE_rgb_422 = 1,
+ GL_UNSIGNED_SHORT_8_8_APPLE = 0x85BA,
+ GL_UNSIGNED_SHORT_8_8_REV_APPLE = 0x85BB,
+ GL_RGB_422_APPLE = 0x8A1F,
+ GL_RGB_RAW_422_APPLE = 0x8A51,
+ GL_APPLE_row_bytes = 1,
+ GL_PACK_ROW_BYTES_APPLE = 0x8A15,
+ GL_UNPACK_ROW_BYTES_APPLE = 0x8A16,
+ GL_APPLE_specular_vector = 1,
+ GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE = 0x85B0,
+ GL_APPLE_sync = 1,
+ GL_SYNC_FLUSH_COMMANDS_BIT_APPLE = 0x00000001,
+ GL_SYNC_OBJECT_APPLE = 0x8A53,
+ GL_MAX_SERVER_WAIT_TIMEOUT_APPLE = 0x9111,
+ GL_OBJECT_TYPE_APPLE = 0x9112,
+ GL_SYNC_CONDITION_APPLE = 0x9113,
+ GL_SYNC_STATUS_APPLE = 0x9114,
+ GL_SYNC_FLAGS_APPLE = 0x9115,
+ GL_SYNC_FENCE_APPLE = 0x9116,
+ GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE = 0x9117,
+ GL_UNSIGNALED_APPLE = 0x9118,
+ GL_SIGNALED_APPLE = 0x9119,
+ GL_ALREADY_SIGNALED_APPLE = 0x911A,
+ GL_TIMEOUT_EXPIRED_APPLE = 0x911B,
+ GL_CONDITION_SATISFIED_APPLE = 0x911C,
+ GL_WAIT_FAILED_APPLE = 0x911D,
+ GL_APPLE_texture_2D_limited_npot = 1,
+ GL_APPLE_texture_format_BGRA8888 = 1,
+ GL_BGRA_EXT = 0x80E1,
+ GL_BGRA8_EXT = 0x93A1,
+ GL_APPLE_texture_max_level = 1,
+ GL_TEXTURE_MAX_LEVEL_APPLE = 0x813D,
+ GL_APPLE_texture_packed_float = 1,
+ GL_R11F_G11F_B10F_APPLE = 0x8C3A,
+ GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE = 0x8C3B,
+ GL_RGB9_E5_APPLE = 0x8C3D,
+ GL_UNSIGNED_INT_5_9_9_9_REV_APPLE = 0x8C3E,
+ GL_APPLE_texture_range = 1,
+ GL_TEXTURE_RANGE_LENGTH_APPLE = 0x85B7,
+ GL_TEXTURE_RANGE_POINTER_APPLE = 0x85B8,
+ GL_TEXTURE_STORAGE_HINT_APPLE = 0x85BC,
+ GL_STORAGE_PRIVATE_APPLE = 0x85BD,
+ GL_STORAGE_CACHED_APPLE = 0x85BE,
+ GL_STORAGE_SHARED_APPLE = 0x85BF,
+ GL_APPLE_transform_hint = 1,
+ GL_TRANSFORM_HINT_APPLE = 0x85B1,
+ GL_APPLE_vertex_array_object = 1,
+ GL_VERTEX_ARRAY_BINDING_APPLE = 0x85B5,
+ GL_APPLE_vertex_array_range = 1,
+ GL_VERTEX_ARRAY_RANGE_APPLE = 0x851D,
+ GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE = 0x851E,
+ GL_VERTEX_ARRAY_STORAGE_HINT_APPLE = 0x851F,
+ GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE = 0x8520,
+ GL_VERTEX_ARRAY_RANGE_POINTER_APPLE = 0x8521,
+ GL_STORAGE_CLIENT_APPLE = 0x85B4,
+ GL_APPLE_vertex_program_evaluators = 1,
+ GL_VERTEX_ATTRIB_MAP1_APPLE = 0x8A00,
+ GL_VERTEX_ATTRIB_MAP2_APPLE = 0x8A01,
+ GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE = 0x8A02,
+ GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE = 0x8A03,
+ GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE = 0x8A04,
+ GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE = 0x8A05,
+ GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE = 0x8A06,
+ GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE = 0x8A07,
+ GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE = 0x8A08,
+ GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE = 0x8A09,
+ GL_APPLE_ycbcr_422 = 1,
+ GL_YCBCR_422_APPLE = 0x85B9,
+ GL_ARB_ES2_compatibility = 1,
+ GL_FIXED = 0x140C,
+ GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A,
+ GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B,
+ GL_RGB565 = 0x8D62,
+ GL_LOW_FLOAT = 0x8DF0,
+ GL_MEDIUM_FLOAT = 0x8DF1,
+ GL_HIGH_FLOAT = 0x8DF2,
+ GL_LOW_INT = 0x8DF3,
+ GL_MEDIUM_INT = 0x8DF4,
+ GL_HIGH_INT = 0x8DF5,
+ GL_SHADER_BINARY_FORMATS = 0x8DF8,
+ GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9,
+ GL_SHADER_COMPILER = 0x8DFA,
+ GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB,
+ GL_MAX_VARYING_VECTORS = 0x8DFC,
+ GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD,
+ GL_ARB_ES3_1_compatibility = 1,
+ GL_ARB_ES3_2_compatibility = 1,
+ GL_PRIMITIVE_BOUNDING_BOX_ARB = 0x92BE,
+ GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB = 0x9381,
+ GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB = 0x9382,
+ GL_ARB_ES3_compatibility = 1,
+ GL_TEXTURE_IMMUTABLE_LEVELS = 0x82DF,
+ GL_PRIMITIVE_RESTART_FIXED_INDEX = 0x8D69,
+ GL_ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A,
+ GL_MAX_ELEMENT_INDEX = 0x8D6B,
+ GL_COMPRESSED_R11_EAC = 0x9270,
+ GL_COMPRESSED_SIGNED_R11_EAC = 0x9271,
+ GL_COMPRESSED_RG11_EAC = 0x9272,
+ GL_COMPRESSED_SIGNED_RG11_EAC = 0x9273,
+ GL_COMPRESSED_RGB8_ETC2 = 0x9274,
+ GL_COMPRESSED_SRGB8_ETC2 = 0x9275,
+ GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276,
+ GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277,
+ GL_COMPRESSED_RGBA8_ETC2_EAC = 0x9278,
+ GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279,
+ GL_ARB_arrays_of_arrays = 1,
+ GL_ARB_base_instance = 1,
+ GL_ARB_bindless_texture = 1,
+ GL_UNSIGNED_INT64_ARB = 0x140F,
+ GL_ARB_blend_func_extended = 1,
+ GL_SRC1_COLOR = 0x88F9,
+ GL_ONE_MINUS_SRC1_COLOR = 0x88FA,
+ GL_ONE_MINUS_SRC1_ALPHA = 0x88FB,
+ GL_MAX_DUAL_SOURCE_DRAW_BUFFERS = 0x88FC,
+ GL_ARB_buffer_storage = 1,
+ GL_MAP_READ_BIT = 0x0001,
+ GL_MAP_WRITE_BIT = 0x0002,
+ GL_MAP_PERSISTENT_BIT = 0x00000040,
+ GL_MAP_COHERENT_BIT = 0x00000080,
+ GL_DYNAMIC_STORAGE_BIT = 0x0100,
+ GL_CLIENT_STORAGE_BIT = 0x0200,
+ GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT = 0x00004000,
+ GL_BUFFER_IMMUTABLE_STORAGE = 0x821F,
+ GL_BUFFER_STORAGE_FLAGS = 0x8220,
+ GL_ARB_cl_event = 1,
+ GL_SYNC_CL_EVENT_ARB = 0x8240,
+ GL_SYNC_CL_EVENT_COMPLETE_ARB = 0x8241,
+ GL_ARB_clear_buffer_object = 1,
+ GL_ARB_clear_texture = 1,
+ GL_CLEAR_TEXTURE = 0x9365,
+ GL_ARB_clip_control = 1,
+ GL_CLIP_ORIGIN = 0x935C,
+ GL_CLIP_DEPTH_MODE = 0x935D,
+ GL_NEGATIVE_ONE_TO_ONE = 0x935E,
+ GL_ZERO_TO_ONE = 0x935F,
+ GL_ARB_color_buffer_float = 1,
+ GL_RGBA_FLOAT_MODE_ARB = 0x8820,
+ GL_CLAMP_VERTEX_COLOR_ARB = 0x891A,
+ GL_CLAMP_FRAGMENT_COLOR_ARB = 0x891B,
+ GL_CLAMP_READ_COLOR_ARB = 0x891C,
+ GL_FIXED_ONLY_ARB = 0x891D,
+ GL_ARB_compatibility = 1,
+ GL_ARB_compressed_texture_pixel_storage = 1,
+ GL_UNPACK_COMPRESSED_BLOCK_WIDTH = 0x9127,
+ GL_UNPACK_COMPRESSED_BLOCK_HEIGHT = 0x9128,
+ GL_UNPACK_COMPRESSED_BLOCK_DEPTH = 0x9129,
+ GL_UNPACK_COMPRESSED_BLOCK_SIZE = 0x912A,
+ GL_PACK_COMPRESSED_BLOCK_WIDTH = 0x912B,
+ GL_PACK_COMPRESSED_BLOCK_HEIGHT = 0x912C,
+ GL_PACK_COMPRESSED_BLOCK_DEPTH = 0x912D,
+ GL_PACK_COMPRESSED_BLOCK_SIZE = 0x912E,
+ GL_ARB_compute_shader = 1,
+ GL_COMPUTE_SHADER_BIT = 0x00000020,
+ GL_MAX_COMPUTE_SHARED_MEMORY_SIZE = 0x8262,
+ GL_MAX_COMPUTE_UNIFORM_COMPONENTS = 0x8263,
+ GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS = 0x8264,
+ GL_MAX_COMPUTE_ATOMIC_COUNTERS = 0x8265,
+ GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS = 0x8266,
+ GL_COMPUTE_WORK_GROUP_SIZE = 0x8267,
+ GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS = 0x90EB,
+ GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER = 0x90EC,
+ GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER = 0x90ED,
+ GL_DISPATCH_INDIRECT_BUFFER = 0x90EE,
+ GL_DISPATCH_INDIRECT_BUFFER_BINDING = 0x90EF,
+ GL_COMPUTE_SHADER = 0x91B9,
+ GL_MAX_COMPUTE_UNIFORM_BLOCKS = 0x91BB,
+ GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS = 0x91BC,
+ GL_MAX_COMPUTE_IMAGE_UNIFORMS = 0x91BD,
+ GL_MAX_COMPUTE_WORK_GROUP_COUNT = 0x91BE,
+ GL_MAX_COMPUTE_WORK_GROUP_SIZE = 0x91BF,
+ GL_ARB_compute_variable_group_size = 1,
+ GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB = 0x90EB,
+ GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB = 0x91BF,
+ GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB = 0x9344,
+ GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB = 0x9345,
+ GL_ARB_conditional_render_inverted = 1,
+ GL_QUERY_WAIT_INVERTED = 0x8E17,
+ GL_QUERY_NO_WAIT_INVERTED = 0x8E18,
+ GL_QUERY_BY_REGION_WAIT_INVERTED = 0x8E19,
+ GL_QUERY_BY_REGION_NO_WAIT_INVERTED = 0x8E1A,
+ GL_ARB_conservative_depth = 1,
+ GL_ARB_copy_buffer = 1,
+ GL_COPY_READ_BUFFER = 0x8F36,
+ GL_COPY_WRITE_BUFFER = 0x8F37,
+ GL_ARB_copy_image = 1,
+ GL_ARB_cull_distance = 1,
+ GL_MAX_CULL_DISTANCES = 0x82F9,
+ GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES = 0x82FA,
+ GL_ARB_debug_output = 1,
+ GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB = 0x8242,
+ GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB = 0x8243,
+ GL_DEBUG_CALLBACK_FUNCTION_ARB = 0x8244,
+ GL_DEBUG_CALLBACK_USER_PARAM_ARB = 0x8245,
+ GL_DEBUG_SOURCE_API_ARB = 0x8246,
+ GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB = 0x8247,
+ GL_DEBUG_SOURCE_SHADER_COMPILER_ARB = 0x8248,
+ GL_DEBUG_SOURCE_THIRD_PARTY_ARB = 0x8249,
+ GL_DEBUG_SOURCE_APPLICATION_ARB = 0x824A,
+ GL_DEBUG_SOURCE_OTHER_ARB = 0x824B,
+ GL_DEBUG_TYPE_ERROR_ARB = 0x824C,
+ GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB = 0x824D,
+ GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB = 0x824E,
+ GL_DEBUG_TYPE_PORTABILITY_ARB = 0x824F,
+ GL_DEBUG_TYPE_PERFORMANCE_ARB = 0x8250,
+ GL_DEBUG_TYPE_OTHER_ARB = 0x8251,
+ GL_MAX_DEBUG_MESSAGE_LENGTH_ARB = 0x9143,
+ GL_MAX_DEBUG_LOGGED_MESSAGES_ARB = 0x9144,
+ GL_DEBUG_LOGGED_MESSAGES_ARB = 0x9145,
+ GL_DEBUG_SEVERITY_HIGH_ARB = 0x9146,
+ GL_DEBUG_SEVERITY_MEDIUM_ARB = 0x9147,
+ GL_DEBUG_SEVERITY_LOW_ARB = 0x9148,
+ GL_ARB_depth_buffer_float = 1,
+ GL_DEPTH_COMPONENT32F = 0x8CAC,
+ GL_DEPTH32F_STENCIL8 = 0x8CAD,
+ GL_FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD,
+ GL_ARB_depth_clamp = 1,
+ GL_DEPTH_CLAMP = 0x864F,
+ GL_ARB_depth_texture = 1,
+ GL_DEPTH_COMPONENT16_ARB = 0x81A5,
+ GL_DEPTH_COMPONENT24_ARB = 0x81A6,
+ GL_DEPTH_COMPONENT32_ARB = 0x81A7,
+ GL_TEXTURE_DEPTH_SIZE_ARB = 0x884A,
+ GL_DEPTH_TEXTURE_MODE_ARB = 0x884B,
+ GL_ARB_derivative_control = 1,
+ GL_ARB_direct_state_access = 1,
+ GL_TEXTURE_TARGET = 0x1006,
+ GL_QUERY_TARGET = 0x82EA,
+ GL_ARB_draw_buffers = 1,
+ GL_MAX_DRAW_BUFFERS_ARB = 0x8824,
+ GL_DRAW_BUFFER0_ARB = 0x8825,
+ GL_DRAW_BUFFER1_ARB = 0x8826,
+ GL_DRAW_BUFFER2_ARB = 0x8827,
+ GL_DRAW_BUFFER3_ARB = 0x8828,
+ GL_DRAW_BUFFER4_ARB = 0x8829,
+ GL_DRAW_BUFFER5_ARB = 0x882A,
+ GL_DRAW_BUFFER6_ARB = 0x882B,
+ GL_DRAW_BUFFER7_ARB = 0x882C,
+ GL_DRAW_BUFFER8_ARB = 0x882D,
+ GL_DRAW_BUFFER9_ARB = 0x882E,
+ GL_DRAW_BUFFER10_ARB = 0x882F,
+ GL_DRAW_BUFFER11_ARB = 0x8830,
+ GL_DRAW_BUFFER12_ARB = 0x8831,
+ GL_DRAW_BUFFER13_ARB = 0x8832,
+ GL_DRAW_BUFFER14_ARB = 0x8833,
+ GL_DRAW_BUFFER15_ARB = 0x8834,
+ GL_ARB_draw_buffers_blend = 1,
+ GL_ARB_draw_elements_base_vertex = 1,
+ GL_ARB_draw_indirect = 1,
+ GL_DRAW_INDIRECT_BUFFER = 0x8F3F,
+ GL_DRAW_INDIRECT_BUFFER_BINDING = 0x8F43,
+ GL_ARB_draw_instanced = 1,
+ GL_ARB_enhanced_layouts = 1,
+ GL_LOCATION_COMPONENT = 0x934A,
+ GL_TRANSFORM_FEEDBACK_BUFFER_INDEX = 0x934B,
+ GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE = 0x934C,
+ GL_ARB_explicit_attrib_location = 1,
+ GL_ARB_explicit_uniform_location = 1,
+ GL_MAX_UNIFORM_LOCATIONS = 0x826E,
+ GL_ARB_fragment_coord_conventions = 1,
+ GL_ARB_fragment_layer_viewport = 1,
+ GL_ARB_fragment_program = 1,
+ GL_FRAGMENT_PROGRAM_ARB = 0x8804,
+ GL_PROGRAM_ALU_INSTRUCTIONS_ARB = 0x8805,
+ GL_PROGRAM_TEX_INSTRUCTIONS_ARB = 0x8806,
+ GL_PROGRAM_TEX_INDIRECTIONS_ARB = 0x8807,
+ GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB = 0x8808,
+ GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB = 0x8809,
+ GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB = 0x880A,
+ GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB = 0x880B,
+ GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB = 0x880C,
+ GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB = 0x880D,
+ GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB = 0x880E,
+ GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB = 0x880F,
+ GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB = 0x8810,
+ GL_MAX_TEXTURE_COORDS_ARB = 0x8871,
+ GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 0x8872,
+ GL_ARB_fragment_program_shadow = 1,
+ GL_ARB_fragment_shader = 1,
+ GL_FRAGMENT_SHADER_ARB = 0x8B30,
+ GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB = 0x8B49,
+ GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB = 0x8B8B,
+ GL_ARB_fragment_shader_interlock = 1,
+ GL_ARB_framebuffer_no_attachments = 1,
+ GL_FRAMEBUFFER_DEFAULT_WIDTH = 0x9310,
+ GL_FRAMEBUFFER_DEFAULT_HEIGHT = 0x9311,
+ GL_FRAMEBUFFER_DEFAULT_LAYERS = 0x9312,
+ GL_FRAMEBUFFER_DEFAULT_SAMPLES = 0x9313,
+ GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS = 0x9314,
+ GL_MAX_FRAMEBUFFER_WIDTH = 0x9315,
+ GL_MAX_FRAMEBUFFER_HEIGHT = 0x9316,
+ GL_MAX_FRAMEBUFFER_LAYERS = 0x9317,
+ GL_MAX_FRAMEBUFFER_SAMPLES = 0x9318,
+ GL_ARB_framebuffer_object = 1,
+ GL_INVALID_FRAMEBUFFER_OPERATION = 0x0506,
+ GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210,
+ GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211,
+ GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212,
+ GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213,
+ GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214,
+ GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215,
+ GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216,
+ GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217,
+ GL_FRAMEBUFFER_DEFAULT = 0x8218,
+ GL_FRAMEBUFFER_UNDEFINED = 0x8219,
+ GL_DEPTH_STENCIL_ATTACHMENT = 0x821A,
+ GL_INDEX = 0x8222,
+ GL_MAX_RENDERBUFFER_SIZE = 0x84E8,
+ GL_DEPTH_STENCIL = 0x84F9,
+ GL_UNSIGNED_INT_24_8 = 0x84FA,
+ GL_DEPTH24_STENCIL8 = 0x88F0,
+ GL_TEXTURE_STENCIL_SIZE = 0x88F1,
+ GL_UNSIGNED_NORMALIZED = 0x8C17,
+ GL_DRAW_FRAMEBUFFER_BINDING = 0x8CA6,
+ GL_FRAMEBUFFER_BINDING = 0x8CA6,
+ GL_RENDERBUFFER_BINDING = 0x8CA7,
+ GL_READ_FRAMEBUFFER = 0x8CA8,
+ GL_DRAW_FRAMEBUFFER = 0x8CA9,
+ GL_READ_FRAMEBUFFER_BINDING = 0x8CAA,
+ GL_RENDERBUFFER_SAMPLES = 0x8CAB,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4,
+ GL_FRAMEBUFFER_COMPLETE = 0x8CD5,
+ GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6,
+ GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7,
+ GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = 0x8CDB,
+ GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = 0x8CDC,
+ GL_FRAMEBUFFER_UNSUPPORTED = 0x8CDD,
+ GL_MAX_COLOR_ATTACHMENTS = 0x8CDF,
+ GL_COLOR_ATTACHMENT0 = 0x8CE0,
+ GL_COLOR_ATTACHMENT1 = 0x8CE1,
+ GL_COLOR_ATTACHMENT2 = 0x8CE2,
+ GL_COLOR_ATTACHMENT3 = 0x8CE3,
+ GL_COLOR_ATTACHMENT4 = 0x8CE4,
+ GL_COLOR_ATTACHMENT5 = 0x8CE5,
+ GL_COLOR_ATTACHMENT6 = 0x8CE6,
+ GL_COLOR_ATTACHMENT7 = 0x8CE7,
+ GL_COLOR_ATTACHMENT8 = 0x8CE8,
+ GL_COLOR_ATTACHMENT9 = 0x8CE9,
+ GL_COLOR_ATTACHMENT10 = 0x8CEA,
+ GL_COLOR_ATTACHMENT11 = 0x8CEB,
+ GL_COLOR_ATTACHMENT12 = 0x8CEC,
+ GL_COLOR_ATTACHMENT13 = 0x8CED,
+ GL_COLOR_ATTACHMENT14 = 0x8CEE,
+ GL_COLOR_ATTACHMENT15 = 0x8CEF,
+ GL_DEPTH_ATTACHMENT = 0x8D00,
+ GL_STENCIL_ATTACHMENT = 0x8D20,
+ GL_FRAMEBUFFER = 0x8D40,
+ GL_RENDERBUFFER = 0x8D41,
+ GL_RENDERBUFFER_WIDTH = 0x8D42,
+ GL_RENDERBUFFER_HEIGHT = 0x8D43,
+ GL_RENDERBUFFER_INTERNAL_FORMAT = 0x8D44,
+ GL_STENCIL_INDEX1 = 0x8D46,
+ GL_STENCIL_INDEX4 = 0x8D47,
+ GL_STENCIL_INDEX8 = 0x8D48,
+ GL_STENCIL_INDEX16 = 0x8D49,
+ GL_RENDERBUFFER_RED_SIZE = 0x8D50,
+ GL_RENDERBUFFER_GREEN_SIZE = 0x8D51,
+ GL_RENDERBUFFER_BLUE_SIZE = 0x8D52,
+ GL_RENDERBUFFER_ALPHA_SIZE = 0x8D53,
+ GL_RENDERBUFFER_DEPTH_SIZE = 0x8D54,
+ GL_RENDERBUFFER_STENCIL_SIZE = 0x8D55,
+ GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56,
+ GL_MAX_SAMPLES = 0x8D57,
+ GL_ARB_framebuffer_sRGB = 1,
+ GL_FRAMEBUFFER_SRGB = 0x8DB9,
+ GL_ARB_geometry_shader4 = 1,
+ GL_LINES_ADJACENCY_ARB = 0xA,
+ GL_LINE_STRIP_ADJACENCY_ARB = 0xB,
+ GL_TRIANGLES_ADJACENCY_ARB = 0xC,
+ GL_TRIANGLE_STRIP_ADJACENCY_ARB = 0xD,
+ GL_PROGRAM_POINT_SIZE_ARB = 0x8642,
+ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB = 0x8C29,
+ GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB = 0x8DA7,
+ GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB = 0x8DA8,
+ GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB = 0x8DA9,
+ GL_GEOMETRY_SHADER_ARB = 0x8DD9,
+ GL_GEOMETRY_VERTICES_OUT_ARB = 0x8DDA,
+ GL_GEOMETRY_INPUT_TYPE_ARB = 0x8DDB,
+ GL_GEOMETRY_OUTPUT_TYPE_ARB = 0x8DDC,
+ GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB = 0x8DDD,
+ GL_MAX_VERTEX_VARYING_COMPONENTS_ARB = 0x8DDE,
+ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB = 0x8DDF,
+ GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB = 0x8DE0,
+ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB = 0x8DE1,
+ GL_ARB_get_program_binary = 1,
+ GL_PROGRAM_BINARY_RETRIEVABLE_HINT = 0x8257,
+ GL_PROGRAM_BINARY_LENGTH = 0x8741,
+ GL_NUM_PROGRAM_BINARY_FORMATS = 0x87FE,
+ GL_PROGRAM_BINARY_FORMATS = 0x87FF,
+ GL_ARB_get_texture_sub_image = 1,
+ GL_ARB_gl_spirv = 1,
+ GL_SHADER_BINARY_FORMAT_SPIR_V_ARB = 0x9551,
+ GL_SPIR_V_BINARY_ARB = 0x9552,
+ GL_ARB_gpu_shader5 = 1,
+ GL_GEOMETRY_SHADER_INVOCATIONS = 0x887F,
+ GL_MAX_GEOMETRY_SHADER_INVOCATIONS = 0x8E5A,
+ GL_MIN_FRAGMENT_INTERPOLATION_OFFSET = 0x8E5B,
+ GL_MAX_FRAGMENT_INTERPOLATION_OFFSET = 0x8E5C,
+ GL_FRAGMENT_INTERPOLATION_OFFSET_BITS = 0x8E5D,
+ GL_MAX_VERTEX_STREAMS = 0x8E71,
+ GL_ARB_gpu_shader_fp64 = 1,
+ GL_DOUBLE_MAT2 = 0x8F46,
+ GL_DOUBLE_MAT3 = 0x8F47,
+ GL_DOUBLE_MAT4 = 0x8F48,
+ GL_DOUBLE_MAT2x3 = 0x8F49,
+ GL_DOUBLE_MAT2x4 = 0x8F4A,
+ GL_DOUBLE_MAT3x2 = 0x8F4B,
+ GL_DOUBLE_MAT3x4 = 0x8F4C,
+ GL_DOUBLE_MAT4x2 = 0x8F4D,
+ GL_DOUBLE_MAT4x3 = 0x8F4E,
+ GL_DOUBLE_VEC2 = 0x8FFC,
+ GL_DOUBLE_VEC3 = 0x8FFD,
+ GL_DOUBLE_VEC4 = 0x8FFE,
+ GL_ARB_gpu_shader_int64 = 1,
+ GL_INT64_ARB = 0x140E,
+ GL_INT64_VEC2_ARB = 0x8FE9,
+ GL_INT64_VEC3_ARB = 0x8FEA,
+ GL_INT64_VEC4_ARB = 0x8FEB,
+ GL_UNSIGNED_INT64_VEC2_ARB = 0x8FF5,
+ GL_UNSIGNED_INT64_VEC3_ARB = 0x8FF6,
+ GL_UNSIGNED_INT64_VEC4_ARB = 0x8FF7,
+ GL_ARB_half_float_pixel = 1,
+ GL_HALF_FLOAT_ARB = 0x140B,
+ GL_ARB_half_float_vertex = 1,
+ GL_HALF_FLOAT = 0x140B,
+ GL_ARB_imaging = 1,
+ GL_CONSTANT_COLOR = 0x8001,
+ GL_ONE_MINUS_CONSTANT_COLOR = 0x8002,
+ GL_CONSTANT_ALPHA = 0x8003,
+ GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004,
+ GL_BLEND_COLOR = 0x8005,
+ GL_FUNC_ADD = 0x8006,
+ GL_MIN = 0x8007,
+ GL_MAX = 0x8008,
+ GL_BLEND_EQUATION = 0x8009,
+ GL_FUNC_SUBTRACT = 0x800A,
+ GL_FUNC_REVERSE_SUBTRACT = 0x800B,
+ GL_CONVOLUTION_1D = 0x8010,
+ GL_CONVOLUTION_2D = 0x8011,
+ GL_SEPARABLE_2D = 0x8012,
+ GL_CONVOLUTION_BORDER_MODE = 0x8013,
+ GL_CONVOLUTION_FILTER_SCALE = 0x8014,
+ GL_CONVOLUTION_FILTER_BIAS = 0x8015,
+ GL_REDUCE = 0x8016,
+ GL_CONVOLUTION_FORMAT = 0x8017,
+ GL_CONVOLUTION_WIDTH = 0x8018,
+ GL_CONVOLUTION_HEIGHT = 0x8019,
+ GL_MAX_CONVOLUTION_WIDTH = 0x801A,
+ GL_MAX_CONVOLUTION_HEIGHT = 0x801B,
+ GL_POST_CONVOLUTION_RED_SCALE = 0x801C,
+ GL_POST_CONVOLUTION_GREEN_SCALE = 0x801D,
+ GL_POST_CONVOLUTION_BLUE_SCALE = 0x801E,
+ GL_POST_CONVOLUTION_ALPHA_SCALE = 0x801F,
+ GL_POST_CONVOLUTION_RED_BIAS = 0x8020,
+ GL_POST_CONVOLUTION_GREEN_BIAS = 0x8021,
+ GL_POST_CONVOLUTION_BLUE_BIAS = 0x8022,
+ GL_POST_CONVOLUTION_ALPHA_BIAS = 0x8023,
+ GL_HISTOGRAM = 0x8024,
+ GL_PROXY_HISTOGRAM = 0x8025,
+ GL_HISTOGRAM_WIDTH = 0x8026,
+ GL_HISTOGRAM_FORMAT = 0x8027,
+ GL_HISTOGRAM_RED_SIZE = 0x8028,
+ GL_HISTOGRAM_GREEN_SIZE = 0x8029,
+ GL_HISTOGRAM_BLUE_SIZE = 0x802A,
+ GL_HISTOGRAM_ALPHA_SIZE = 0x802B,
+ GL_HISTOGRAM_LUMINANCE_SIZE = 0x802C,
+ GL_HISTOGRAM_SINK = 0x802D,
+ GL_MINMAX = 0x802E,
+ GL_MINMAX_FORMAT = 0x802F,
+ GL_MINMAX_SINK = 0x8030,
+ GL_TABLE_TOO_LARGE = 0x8031,
+ GL_COLOR_MATRIX = 0x80B1,
+ GL_COLOR_MATRIX_STACK_DEPTH = 0x80B2,
+ GL_MAX_COLOR_MATRIX_STACK_DEPTH = 0x80B3,
+ GL_POST_COLOR_MATRIX_RED_SCALE = 0x80B4,
+ GL_POST_COLOR_MATRIX_GREEN_SCALE = 0x80B5,
+ GL_POST_COLOR_MATRIX_BLUE_SCALE = 0x80B6,
+ GL_POST_COLOR_MATRIX_ALPHA_SCALE = 0x80B7,
+ GL_POST_COLOR_MATRIX_RED_BIAS = 0x80B8,
+ GL_POST_COLOR_MATRIX_GREEN_BIAS = 0x80B9,
+ GL_POST_COLOR_MATRIX_BLUE_BIAS = 0x80BA,
+ GL_POST_COLOR_MATRIX_ALPHA_BIAS = 0x80BB,
+ GL_COLOR_TABLE = 0x80D0,
+ GL_POST_CONVOLUTION_COLOR_TABLE = 0x80D1,
+ GL_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D2,
+ GL_PROXY_COLOR_TABLE = 0x80D3,
+ GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = 0x80D4,
+ GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D5,
+ GL_COLOR_TABLE_SCALE = 0x80D6,
+ GL_COLOR_TABLE_BIAS = 0x80D7,
+ GL_COLOR_TABLE_FORMAT = 0x80D8,
+ GL_COLOR_TABLE_WIDTH = 0x80D9,
+ GL_COLOR_TABLE_RED_SIZE = 0x80DA,
+ GL_COLOR_TABLE_GREEN_SIZE = 0x80DB,
+ GL_COLOR_TABLE_BLUE_SIZE = 0x80DC,
+ GL_COLOR_TABLE_ALPHA_SIZE = 0x80DD,
+ GL_COLOR_TABLE_LUMINANCE_SIZE = 0x80DE,
+ GL_COLOR_TABLE_INTENSITY_SIZE = 0x80DF,
+ GL_IGNORE_BORDER = 0x8150,
+ GL_CONSTANT_BORDER = 0x8151,
+ GL_WRAP_BORDER = 0x8152,
+ GL_REPLICATE_BORDER = 0x8153,
+ GL_CONVOLUTION_BORDER_COLOR = 0x8154,
+ GL_ARB_indirect_parameters = 1,
+ GL_PARAMETER_BUFFER_ARB = 0x80EE,
+ GL_PARAMETER_BUFFER_BINDING_ARB = 0x80EF,
+ GL_ARB_instanced_arrays = 1,
+ GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB = 0x88FE,
+ GL_ARB_internalformat_query = 1,
+ GL_NUM_SAMPLE_COUNTS = 0x9380,
+ GL_ARB_internalformat_query2 = 1,
+ GL_INTERNALFORMAT_SUPPORTED = 0x826F,
+ GL_INTERNALFORMAT_PREFERRED = 0x8270,
+ GL_INTERNALFORMAT_RED_SIZE = 0x8271,
+ GL_INTERNALFORMAT_GREEN_SIZE = 0x8272,
+ GL_INTERNALFORMAT_BLUE_SIZE = 0x8273,
+ GL_INTERNALFORMAT_ALPHA_SIZE = 0x8274,
+ GL_INTERNALFORMAT_DEPTH_SIZE = 0x8275,
+ GL_INTERNALFORMAT_STENCIL_SIZE = 0x8276,
+ GL_INTERNALFORMAT_SHARED_SIZE = 0x8277,
+ GL_INTERNALFORMAT_RED_TYPE = 0x8278,
+ GL_INTERNALFORMAT_GREEN_TYPE = 0x8279,
+ GL_INTERNALFORMAT_BLUE_TYPE = 0x827A,
+ GL_INTERNALFORMAT_ALPHA_TYPE = 0x827B,
+ GL_INTERNALFORMAT_DEPTH_TYPE = 0x827C,
+ GL_INTERNALFORMAT_STENCIL_TYPE = 0x827D,
+ GL_MAX_WIDTH = 0x827E,
+ GL_MAX_HEIGHT = 0x827F,
+ GL_MAX_DEPTH = 0x8280,
+ GL_MAX_LAYERS = 0x8281,
+ GL_MAX_COMBINED_DIMENSIONS = 0x8282,
+ GL_COLOR_COMPONENTS = 0x8283,
+ GL_DEPTH_COMPONENTS = 0x8284,
+ GL_STENCIL_COMPONENTS = 0x8285,
+ GL_COLOR_RENDERABLE = 0x8286,
+ GL_DEPTH_RENDERABLE = 0x8287,
+ GL_STENCIL_RENDERABLE = 0x8288,
+ GL_FRAMEBUFFER_RENDERABLE = 0x8289,
+ GL_FRAMEBUFFER_RENDERABLE_LAYERED = 0x828A,
+ GL_FRAMEBUFFER_BLEND = 0x828B,
+ GL_READ_PIXELS = 0x828C,
+ GL_READ_PIXELS_FORMAT = 0x828D,
+ GL_READ_PIXELS_TYPE = 0x828E,
+ GL_TEXTURE_IMAGE_FORMAT = 0x828F,
+ GL_TEXTURE_IMAGE_TYPE = 0x8290,
+ GL_GET_TEXTURE_IMAGE_FORMAT = 0x8291,
+ GL_GET_TEXTURE_IMAGE_TYPE = 0x8292,
+ GL_MIPMAP = 0x8293,
+ GL_MANUAL_GENERATE_MIPMAP = 0x8294,
+ GL_AUTO_GENERATE_MIPMAP = 0x8295,
+ GL_COLOR_ENCODING = 0x8296,
+ GL_SRGB_READ = 0x8297,
+ GL_SRGB_WRITE = 0x8298,
+ GL_SRGB_DECODE_ARB = 0x8299,
+ GL_FILTER = 0x829A,
+ GL_VERTEX_TEXTURE = 0x829B,
+ GL_TESS_CONTROL_TEXTURE = 0x829C,
+ GL_TESS_EVALUATION_TEXTURE = 0x829D,
+ GL_GEOMETRY_TEXTURE = 0x829E,
+ GL_FRAGMENT_TEXTURE = 0x829F,
+ GL_COMPUTE_TEXTURE = 0x82A0,
+ GL_TEXTURE_SHADOW = 0x82A1,
+ GL_TEXTURE_GATHER = 0x82A2,
+ GL_TEXTURE_GATHER_SHADOW = 0x82A3,
+ GL_SHADER_IMAGE_LOAD = 0x82A4,
+ GL_SHADER_IMAGE_STORE = 0x82A5,
+ GL_SHADER_IMAGE_ATOMIC = 0x82A6,
+ GL_IMAGE_TEXEL_SIZE = 0x82A7,
+ GL_IMAGE_COMPATIBILITY_CLASS = 0x82A8,
+ GL_IMAGE_PIXEL_FORMAT = 0x82A9,
+ GL_IMAGE_PIXEL_TYPE = 0x82AA,
+ GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST = 0x82AC,
+ GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST = 0x82AD,
+ GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE = 0x82AE,
+ GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE = 0x82AF,
+ GL_TEXTURE_COMPRESSED_BLOCK_WIDTH = 0x82B1,
+ GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT = 0x82B2,
+ GL_TEXTURE_COMPRESSED_BLOCK_SIZE = 0x82B3,
+ GL_CLEAR_BUFFER = 0x82B4,
+ GL_TEXTURE_VIEW = 0x82B5,
+ GL_VIEW_COMPATIBILITY_CLASS = 0x82B6,
+ GL_FULL_SUPPORT = 0x82B7,
+ GL_CAVEAT_SUPPORT = 0x82B8,
+ GL_IMAGE_CLASS_4_X_32 = 0x82B9,
+ GL_IMAGE_CLASS_2_X_32 = 0x82BA,
+ GL_IMAGE_CLASS_1_X_32 = 0x82BB,
+ GL_IMAGE_CLASS_4_X_16 = 0x82BC,
+ GL_IMAGE_CLASS_2_X_16 = 0x82BD,
+ GL_IMAGE_CLASS_1_X_16 = 0x82BE,
+ GL_IMAGE_CLASS_4_X_8 = 0x82BF,
+ GL_IMAGE_CLASS_2_X_8 = 0x82C0,
+ GL_IMAGE_CLASS_1_X_8 = 0x82C1,
+ GL_IMAGE_CLASS_11_11_10 = 0x82C2,
+ GL_IMAGE_CLASS_10_10_10_2 = 0x82C3,
+ GL_VIEW_CLASS_128_BITS = 0x82C4,
+ GL_VIEW_CLASS_96_BITS = 0x82C5,
+ GL_VIEW_CLASS_64_BITS = 0x82C6,
+ GL_VIEW_CLASS_48_BITS = 0x82C7,
+ GL_VIEW_CLASS_32_BITS = 0x82C8,
+ GL_VIEW_CLASS_24_BITS = 0x82C9,
+ GL_VIEW_CLASS_16_BITS = 0x82CA,
+ GL_VIEW_CLASS_8_BITS = 0x82CB,
+ GL_VIEW_CLASS_S3TC_DXT1_RGB = 0x82CC,
+ GL_VIEW_CLASS_S3TC_DXT1_RGBA = 0x82CD,
+ GL_VIEW_CLASS_S3TC_DXT3_RGBA = 0x82CE,
+ GL_VIEW_CLASS_S3TC_DXT5_RGBA = 0x82CF,
+ GL_VIEW_CLASS_RGTC1_RED = 0x82D0,
+ GL_VIEW_CLASS_RGTC2_RG = 0x82D1,
+ GL_VIEW_CLASS_BPTC_UNORM = 0x82D2,
+ GL_VIEW_CLASS_BPTC_FLOAT = 0x82D3,
+ GL_ARB_invalidate_subdata = 1,
+ GL_ARB_map_buffer_alignment = 1,
+ GL_MIN_MAP_BUFFER_ALIGNMENT = 0x90BC,
+ GL_ARB_map_buffer_range = 1,
+ GL_MAP_INVALIDATE_RANGE_BIT = 0x0004,
+ GL_MAP_INVALIDATE_BUFFER_BIT = 0x0008,
+ GL_MAP_FLUSH_EXPLICIT_BIT = 0x0010,
+ GL_MAP_UNSYNCHRONIZED_BIT = 0x0020,
+ GL_ARB_matrix_palette = 1,
+ GL_MATRIX_PALETTE_ARB = 0x8840,
+ GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB = 0x8841,
+ GL_MAX_PALETTE_MATRICES_ARB = 0x8842,
+ GL_CURRENT_PALETTE_MATRIX_ARB = 0x8843,
+ GL_MATRIX_INDEX_ARRAY_ARB = 0x8844,
+ GL_CURRENT_MATRIX_INDEX_ARB = 0x8845,
+ GL_MATRIX_INDEX_ARRAY_SIZE_ARB = 0x8846,
+ GL_MATRIX_INDEX_ARRAY_TYPE_ARB = 0x8847,
+ GL_MATRIX_INDEX_ARRAY_STRIDE_ARB = 0x8848,
+ GL_MATRIX_INDEX_ARRAY_POINTER_ARB = 0x8849,
+ GL_ARB_multi_bind = 1,
+ GL_ARB_multi_draw_indirect = 1,
+ GL_ARB_multisample = 1,
+ GL_MULTISAMPLE_ARB = 0x809D,
+ GL_SAMPLE_ALPHA_TO_COVERAGE_ARB = 0x809E,
+ GL_SAMPLE_ALPHA_TO_ONE_ARB = 0x809F,
+ GL_SAMPLE_COVERAGE_ARB = 0x80A0,
+ GL_SAMPLE_BUFFERS_ARB = 0x80A8,
+ GL_SAMPLES_ARB = 0x80A9,
+ GL_SAMPLE_COVERAGE_VALUE_ARB = 0x80AA,
+ GL_SAMPLE_COVERAGE_INVERT_ARB = 0x80AB,
+ GL_MULTISAMPLE_BIT_ARB = 0x20000000,
+ GL_ARB_multitexture = 1,
+ GL_TEXTURE0_ARB = 0x84C0,
+ GL_TEXTURE1_ARB = 0x84C1,
+ GL_TEXTURE2_ARB = 0x84C2,
+ GL_TEXTURE3_ARB = 0x84C3,
+ GL_TEXTURE4_ARB = 0x84C4,
+ GL_TEXTURE5_ARB = 0x84C5,
+ GL_TEXTURE6_ARB = 0x84C6,
+ GL_TEXTURE7_ARB = 0x84C7,
+ GL_TEXTURE8_ARB = 0x84C8,
+ GL_TEXTURE9_ARB = 0x84C9,
+ GL_TEXTURE10_ARB = 0x84CA,
+ GL_TEXTURE11_ARB = 0x84CB,
+ GL_TEXTURE12_ARB = 0x84CC,
+ GL_TEXTURE13_ARB = 0x84CD,
+ GL_TEXTURE14_ARB = 0x84CE,
+ GL_TEXTURE15_ARB = 0x84CF,
+ GL_TEXTURE16_ARB = 0x84D0,
+ GL_TEXTURE17_ARB = 0x84D1,
+ GL_TEXTURE18_ARB = 0x84D2,
+ GL_TEXTURE19_ARB = 0x84D3,
+ GL_TEXTURE20_ARB = 0x84D4,
+ GL_TEXTURE21_ARB = 0x84D5,
+ GL_TEXTURE22_ARB = 0x84D6,
+ GL_TEXTURE23_ARB = 0x84D7,
+ GL_TEXTURE24_ARB = 0x84D8,
+ GL_TEXTURE25_ARB = 0x84D9,
+ GL_TEXTURE26_ARB = 0x84DA,
+ GL_TEXTURE27_ARB = 0x84DB,
+ GL_TEXTURE28_ARB = 0x84DC,
+ GL_TEXTURE29_ARB = 0x84DD,
+ GL_TEXTURE30_ARB = 0x84DE,
+ GL_TEXTURE31_ARB = 0x84DF,
+ GL_ACTIVE_TEXTURE_ARB = 0x84E0,
+ GL_CLIENT_ACTIVE_TEXTURE_ARB = 0x84E1,
+ GL_MAX_TEXTURE_UNITS_ARB = 0x84E2,
+ GL_ARB_occlusion_query = 1,
+ GL_QUERY_COUNTER_BITS_ARB = 0x8864,
+ GL_CURRENT_QUERY_ARB = 0x8865,
+ GL_QUERY_RESULT_ARB = 0x8866,
+ GL_QUERY_RESULT_AVAILABLE_ARB = 0x8867,
+ GL_SAMPLES_PASSED_ARB = 0x8914,
+ GL_ARB_occlusion_query2 = 1,
+ GL_ANY_SAMPLES_PASSED = 0x8C2F,
+ GL_ARB_parallel_shader_compile = 1,
+ GL_MAX_SHADER_COMPILER_THREADS_ARB = 0x91B0,
+ GL_COMPLETION_STATUS_ARB = 0x91B1,
+ GL_ARB_pipeline_statistics_query = 1,
+ GL_VERTICES_SUBMITTED_ARB = 0x82EE,
+ GL_PRIMITIVES_SUBMITTED_ARB = 0x82EF,
+ GL_VERTEX_SHADER_INVOCATIONS_ARB = 0x82F0,
+ GL_TESS_CONTROL_SHADER_PATCHES_ARB = 0x82F1,
+ GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB = 0x82F2,
+ GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB = 0x82F3,
+ GL_FRAGMENT_SHADER_INVOCATIONS_ARB = 0x82F4,
+ GL_COMPUTE_SHADER_INVOCATIONS_ARB = 0x82F5,
+ GL_CLIPPING_INPUT_PRIMITIVES_ARB = 0x82F6,
+ GL_CLIPPING_OUTPUT_PRIMITIVES_ARB = 0x82F7,
+ GL_ARB_pixel_buffer_object = 1,
+ GL_PIXEL_PACK_BUFFER_ARB = 0x88EB,
+ GL_PIXEL_UNPACK_BUFFER_ARB = 0x88EC,
+ GL_PIXEL_PACK_BUFFER_BINDING_ARB = 0x88ED,
+ GL_PIXEL_UNPACK_BUFFER_BINDING_ARB = 0x88EF,
+ GL_ARB_point_parameters = 1,
+ GL_POINT_SIZE_MIN_ARB = 0x8126,
+ GL_POINT_SIZE_MAX_ARB = 0x8127,
+ GL_POINT_FADE_THRESHOLD_SIZE_ARB = 0x8128,
+ GL_POINT_DISTANCE_ATTENUATION_ARB = 0x8129,
+ GL_ARB_point_sprite = 1,
+ GL_POINT_SPRITE_ARB = 0x8861,
+ GL_COORD_REPLACE_ARB = 0x8862,
+ GL_ARB_polygon_offset_clamp = 1,
+ GL_ARB_post_depth_coverage = 1,
+ GL_ARB_program_interface_query = 1,
+ GL_UNIFORM = 0x92E1,
+ GL_UNIFORM_BLOCK = 0x92E2,
+ GL_PROGRAM_INPUT = 0x92E3,
+ GL_PROGRAM_OUTPUT = 0x92E4,
+ GL_BUFFER_VARIABLE = 0x92E5,
+ GL_SHADER_STORAGE_BLOCK = 0x92E6,
+ GL_IS_PER_PATCH = 0x92E7,
+ GL_VERTEX_SUBROUTINE = 0x92E8,
+ GL_TESS_CONTROL_SUBROUTINE = 0x92E9,
+ GL_TESS_EVALUATION_SUBROUTINE = 0x92EA,
+ GL_GEOMETRY_SUBROUTINE = 0x92EB,
+ GL_FRAGMENT_SUBROUTINE = 0x92EC,
+ GL_COMPUTE_SUBROUTINE = 0x92ED,
+ GL_VERTEX_SUBROUTINE_UNIFORM = 0x92EE,
+ GL_TESS_CONTROL_SUBROUTINE_UNIFORM = 0x92EF,
+ GL_TESS_EVALUATION_SUBROUTINE_UNIFORM = 0x92F0,
+ GL_GEOMETRY_SUBROUTINE_UNIFORM = 0x92F1,
+ GL_FRAGMENT_SUBROUTINE_UNIFORM = 0x92F2,
+ GL_COMPUTE_SUBROUTINE_UNIFORM = 0x92F3,
+ GL_TRANSFORM_FEEDBACK_VARYING = 0x92F4,
+ GL_ACTIVE_RESOURCES = 0x92F5,
+ GL_MAX_NAME_LENGTH = 0x92F6,
+ GL_MAX_NUM_ACTIVE_VARIABLES = 0x92F7,
+ GL_MAX_NUM_COMPATIBLE_SUBROUTINES = 0x92F8,
+ GL_NAME_LENGTH = 0x92F9,
+ GL_TYPE = 0x92FA,
+ GL_ARRAY_SIZE = 0x92FB,
+ GL_OFFSET = 0x92FC,
+ GL_BLOCK_INDEX = 0x92FD,
+ GL_ARRAY_STRIDE = 0x92FE,
+ GL_MATRIX_STRIDE = 0x92FF,
+ GL_IS_ROW_MAJOR = 0x9300,
+ GL_ATOMIC_COUNTER_BUFFER_INDEX = 0x9301,
+ GL_BUFFER_BINDING = 0x9302,
+ GL_BUFFER_DATA_SIZE = 0x9303,
+ GL_NUM_ACTIVE_VARIABLES = 0x9304,
+ GL_ACTIVE_VARIABLES = 0x9305,
+ GL_REFERENCED_BY_VERTEX_SHADER = 0x9306,
+ GL_REFERENCED_BY_TESS_CONTROL_SHADER = 0x9307,
+ GL_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x9308,
+ GL_REFERENCED_BY_GEOMETRY_SHADER = 0x9309,
+ GL_REFERENCED_BY_FRAGMENT_SHADER = 0x930A,
+ GL_REFERENCED_BY_COMPUTE_SHADER = 0x930B,
+ GL_TOP_LEVEL_ARRAY_SIZE = 0x930C,
+ GL_TOP_LEVEL_ARRAY_STRIDE = 0x930D,
+ GL_LOCATION = 0x930E,
+ GL_LOCATION_INDEX = 0x930F,
+ GL_ARB_provoking_vertex = 1,
+ GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = 0x8E4C,
+ GL_FIRST_VERTEX_CONVENTION = 0x8E4D,
+ GL_LAST_VERTEX_CONVENTION = 0x8E4E,
+ GL_PROVOKING_VERTEX = 0x8E4F,
+ GL_ARB_query_buffer_object = 1,
+ GL_QUERY_BUFFER_BARRIER_BIT = 0x00008000,
+ GL_QUERY_BUFFER = 0x9192,
+ GL_QUERY_BUFFER_BINDING = 0x9193,
+ GL_QUERY_RESULT_NO_WAIT = 0x9194,
+ GL_ARB_robust_buffer_access_behavior = 1,
+ GL_ARB_robustness = 1,
+ GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB = 0x00000004,
+ GL_LOSE_CONTEXT_ON_RESET_ARB = 0x8252,
+ GL_GUILTY_CONTEXT_RESET_ARB = 0x8253,
+ GL_INNOCENT_CONTEXT_RESET_ARB = 0x8254,
+ GL_UNKNOWN_CONTEXT_RESET_ARB = 0x8255,
+ GL_RESET_NOTIFICATION_STRATEGY_ARB = 0x8256,
+ GL_NO_RESET_NOTIFICATION_ARB = 0x8261,
+ GL_ARB_robustness_application_isolation = 1,
+ GL_ARB_robustness_share_group_isolation = 1,
+ GL_ARB_sample_locations = 1,
+ GL_SAMPLE_LOCATION_ARB = 0x8E50,
+ GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB = 0x933D,
+ GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB = 0x933E,
+ GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB = 0x933F,
+ GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB = 0x9340,
+ GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB = 0x9341,
+ GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB = 0x9342,
+ GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB = 0x9343,
+ GL_ARB_sample_shading = 1,
+ GL_SAMPLE_SHADING_ARB = 0x8C36,
+ GL_MIN_SAMPLE_SHADING_VALUE_ARB = 0x8C37,
+ GL_ARB_sampler_objects = 1,
+ GL_SAMPLER_BINDING = 0x8919,
+ GL_ARB_seamless_cube_map = 1,
+ GL_ARB_seamless_cubemap_per_texture = 1,
+ GL_ARB_separate_shader_objects = 1,
+ GL_VERTEX_SHADER_BIT = 0x00000001,
+ GL_FRAGMENT_SHADER_BIT = 0x00000002,
+ GL_GEOMETRY_SHADER_BIT = 0x00000004,
+ GL_TESS_CONTROL_SHADER_BIT = 0x00000008,
+ GL_TESS_EVALUATION_SHADER_BIT = 0x00000010,
+ GL_PROGRAM_SEPARABLE = 0x8258,
+ GL_ACTIVE_PROGRAM = 0x8259,
+ GL_PROGRAM_PIPELINE_BINDING = 0x825A,
+ GL_ALL_SHADER_BITS = 0xFFFFFFFF,
+ GL_ARB_shader_atomic_counter_ops = 1,
+ GL_ARB_shader_atomic_counters = 1,
+ GL_ATOMIC_COUNTER_BUFFER = 0x92C0,
+ GL_ATOMIC_COUNTER_BUFFER_BINDING = 0x92C1,
+ GL_ATOMIC_COUNTER_BUFFER_START = 0x92C2,
+ GL_ATOMIC_COUNTER_BUFFER_SIZE = 0x92C3,
+ GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE = 0x92C4,
+ GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS = 0x92C5,
+ GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES = 0x92C6,
+ GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER = 0x92C7,
+ GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER = 0x92C8,
+ GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x92C9,
+ GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER = 0x92CA,
+ GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER = 0x92CB,
+ GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS = 0x92CC,
+ GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS = 0x92CD,
+ GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS = 0x92CE,
+ GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS = 0x92CF,
+ GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS = 0x92D0,
+ GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS = 0x92D1,
+ GL_MAX_VERTEX_ATOMIC_COUNTERS = 0x92D2,
+ GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS = 0x92D3,
+ GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS = 0x92D4,
+ GL_MAX_GEOMETRY_ATOMIC_COUNTERS = 0x92D5,
+ GL_MAX_FRAGMENT_ATOMIC_COUNTERS = 0x92D6,
+ GL_MAX_COMBINED_ATOMIC_COUNTERS = 0x92D7,
+ GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE = 0x92D8,
+ GL_ACTIVE_ATOMIC_COUNTER_BUFFERS = 0x92D9,
+ GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX = 0x92DA,
+ GL_UNSIGNED_INT_ATOMIC_COUNTER = 0x92DB,
+ GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 0x92DC,
+ GL_ARB_shader_ballot = 1,
+ GL_ARB_shader_bit_encoding = 1,
+ GL_ARB_shader_clock = 1,
+ GL_ARB_shader_draw_parameters = 1,
+ GL_ARB_shader_group_vote = 1,
+ GL_ARB_shader_image_load_store = 1,
+ GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT = 0x00000001,
+ GL_ELEMENT_ARRAY_BARRIER_BIT = 0x00000002,
+ GL_UNIFORM_BARRIER_BIT = 0x00000004,
+ GL_TEXTURE_FETCH_BARRIER_BIT = 0x00000008,
+ GL_SHADER_IMAGE_ACCESS_BARRIER_BIT = 0x00000020,
+ GL_COMMAND_BARRIER_BIT = 0x00000040,
+ GL_PIXEL_BUFFER_BARRIER_BIT = 0x00000080,
+ GL_TEXTURE_UPDATE_BARRIER_BIT = 0x00000100,
+ GL_BUFFER_UPDATE_BARRIER_BIT = 0x00000200,
+ GL_FRAMEBUFFER_BARRIER_BIT = 0x00000400,
+ GL_TRANSFORM_FEEDBACK_BARRIER_BIT = 0x00000800,
+ GL_ATOMIC_COUNTER_BARRIER_BIT = 0x00001000,
+ GL_MAX_IMAGE_UNITS = 0x8F38,
+ GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS = 0x8F39,
+ GL_IMAGE_BINDING_NAME = 0x8F3A,
+ GL_IMAGE_BINDING_LEVEL = 0x8F3B,
+ GL_IMAGE_BINDING_LAYERED = 0x8F3C,
+ GL_IMAGE_BINDING_LAYER = 0x8F3D,
+ GL_IMAGE_BINDING_ACCESS = 0x8F3E,
+ GL_IMAGE_1D = 0x904C,
+ GL_IMAGE_2D = 0x904D,
+ GL_IMAGE_3D = 0x904E,
+ GL_IMAGE_2D_RECT = 0x904F,
+ GL_IMAGE_CUBE = 0x9050,
+ GL_IMAGE_BUFFER = 0x9051,
+ GL_IMAGE_1D_ARRAY = 0x9052,
+ GL_IMAGE_2D_ARRAY = 0x9053,
+ GL_IMAGE_CUBE_MAP_ARRAY = 0x9054,
+ GL_IMAGE_2D_MULTISAMPLE = 0x9055,
+ GL_IMAGE_2D_MULTISAMPLE_ARRAY = 0x9056,
+ GL_INT_IMAGE_1D = 0x9057,
+ GL_INT_IMAGE_2D = 0x9058,
+ GL_INT_IMAGE_3D = 0x9059,
+ GL_INT_IMAGE_2D_RECT = 0x905A,
+ GL_INT_IMAGE_CUBE = 0x905B,
+ GL_INT_IMAGE_BUFFER = 0x905C,
+ GL_INT_IMAGE_1D_ARRAY = 0x905D,
+ GL_INT_IMAGE_2D_ARRAY = 0x905E,
+ GL_INT_IMAGE_CUBE_MAP_ARRAY = 0x905F,
+ GL_INT_IMAGE_2D_MULTISAMPLE = 0x9060,
+ GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY = 0x9061,
+ GL_UNSIGNED_INT_IMAGE_1D = 0x9062,
+ GL_UNSIGNED_INT_IMAGE_2D = 0x9063,
+ GL_UNSIGNED_INT_IMAGE_3D = 0x9064,
+ GL_UNSIGNED_INT_IMAGE_2D_RECT = 0x9065,
+ GL_UNSIGNED_INT_IMAGE_CUBE = 0x9066,
+ GL_UNSIGNED_INT_IMAGE_BUFFER = 0x9067,
+ GL_UNSIGNED_INT_IMAGE_1D_ARRAY = 0x9068,
+ GL_UNSIGNED_INT_IMAGE_2D_ARRAY = 0x9069,
+ GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY = 0x906A,
+ GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE = 0x906B,
+ GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY = 0x906C,
+ GL_MAX_IMAGE_SAMPLES = 0x906D,
+ GL_IMAGE_BINDING_FORMAT = 0x906E,
+ GL_IMAGE_FORMAT_COMPATIBILITY_TYPE = 0x90C7,
+ GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE = 0x90C8,
+ GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS = 0x90C9,
+ GL_MAX_VERTEX_IMAGE_UNIFORMS = 0x90CA,
+ GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS = 0x90CB,
+ GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS = 0x90CC,
+ GL_MAX_GEOMETRY_IMAGE_UNIFORMS = 0x90CD,
+ GL_MAX_FRAGMENT_IMAGE_UNIFORMS = 0x90CE,
+ GL_MAX_COMBINED_IMAGE_UNIFORMS = 0x90CF,
+ GL_ALL_BARRIER_BITS = 0xFFFFFFFF,
+ GL_ARB_shader_image_size = 1,
+ GL_ARB_shader_objects = 1,
+ GL_PROGRAM_OBJECT_ARB = 0x8B40,
+ GL_SHADER_OBJECT_ARB = 0x8B48,
+ GL_OBJECT_TYPE_ARB = 0x8B4E,
+ GL_OBJECT_SUBTYPE_ARB = 0x8B4F,
+ GL_FLOAT_VEC2_ARB = 0x8B50,
+ GL_FLOAT_VEC3_ARB = 0x8B51,
+ GL_FLOAT_VEC4_ARB = 0x8B52,
+ GL_INT_VEC2_ARB = 0x8B53,
+ GL_INT_VEC3_ARB = 0x8B54,
+ GL_INT_VEC4_ARB = 0x8B55,
+ GL_BOOL_ARB = 0x8B56,
+ GL_BOOL_VEC2_ARB = 0x8B57,
+ GL_BOOL_VEC3_ARB = 0x8B58,
+ GL_BOOL_VEC4_ARB = 0x8B59,
+ GL_FLOAT_MAT2_ARB = 0x8B5A,
+ GL_FLOAT_MAT3_ARB = 0x8B5B,
+ GL_FLOAT_MAT4_ARB = 0x8B5C,
+ GL_SAMPLER_1D_ARB = 0x8B5D,
+ GL_SAMPLER_2D_ARB = 0x8B5E,
+ GL_SAMPLER_3D_ARB = 0x8B5F,
+ GL_SAMPLER_CUBE_ARB = 0x8B60,
+ GL_SAMPLER_1D_SHADOW_ARB = 0x8B61,
+ GL_SAMPLER_2D_SHADOW_ARB = 0x8B62,
+ GL_SAMPLER_2D_RECT_ARB = 0x8B63,
+ GL_SAMPLER_2D_RECT_SHADOW_ARB = 0x8B64,
+ GL_OBJECT_DELETE_STATUS_ARB = 0x8B80,
+ GL_OBJECT_COMPILE_STATUS_ARB = 0x8B81,
+ GL_OBJECT_LINK_STATUS_ARB = 0x8B82,
+ GL_OBJECT_VALIDATE_STATUS_ARB = 0x8B83,
+ GL_OBJECT_INFO_LOG_LENGTH_ARB = 0x8B84,
+ GL_OBJECT_ATTACHED_OBJECTS_ARB = 0x8B85,
+ GL_OBJECT_ACTIVE_UNIFORMS_ARB = 0x8B86,
+ GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB = 0x8B87,
+ GL_OBJECT_SHADER_SOURCE_LENGTH_ARB = 0x8B88,
+ GL_ARB_shader_precision = 1,
+ GL_ARB_shader_stencil_export = 1,
+ GL_ARB_shader_storage_buffer_object = 1,
+ GL_SHADER_STORAGE_BARRIER_BIT = 0x2000,
+ GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES = 0x8F39,
+ GL_SHADER_STORAGE_BUFFER = 0x90D2,
+ GL_SHADER_STORAGE_BUFFER_BINDING = 0x90D3,
+ GL_SHADER_STORAGE_BUFFER_START = 0x90D4,
+ GL_SHADER_STORAGE_BUFFER_SIZE = 0x90D5,
+ GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = 0x90D6,
+ GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS = 0x90D7,
+ GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS = 0x90D8,
+ GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = 0x90D9,
+ GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS = 0x90DA,
+ GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS = 0x90DB,
+ GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS = 0x90DC,
+ GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 0x90DD,
+ GL_MAX_SHADER_STORAGE_BLOCK_SIZE = 0x90DE,
+ GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT = 0x90DF,
+ GL_ARB_shader_subroutine = 1,
+ GL_ACTIVE_SUBROUTINES = 0x8DE5,
+ GL_ACTIVE_SUBROUTINE_UNIFORMS = 0x8DE6,
+ GL_MAX_SUBROUTINES = 0x8DE7,
+ GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS = 0x8DE8,
+ GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS = 0x8E47,
+ GL_ACTIVE_SUBROUTINE_MAX_LENGTH = 0x8E48,
+ GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH = 0x8E49,
+ GL_NUM_COMPATIBLE_SUBROUTINES = 0x8E4A,
+ GL_COMPATIBLE_SUBROUTINES = 0x8E4B,
+ GL_ARB_shader_texture_image_samples = 1,
+ GL_ARB_shader_texture_lod = 1,
+ GL_ARB_shader_viewport_layer_array = 1,
+ GL_ARB_shading_language_100 = 1,
+ GL_SHADING_LANGUAGE_VERSION_ARB = 0x8B8C,
+ GL_ARB_shading_language_420pack = 1,
+ GL_ARB_shading_language_include = 1,
+ GL_SHADER_INCLUDE_ARB = 0x8DAE,
+ GL_NAMED_STRING_LENGTH_ARB = 0x8DE9,
+ GL_NAMED_STRING_TYPE_ARB = 0x8DEA,
+ GL_ARB_shading_language_packing = 1,
+ GL_ARB_shadow = 1,
+ GL_TEXTURE_COMPARE_MODE_ARB = 0x884C,
+ GL_TEXTURE_COMPARE_FUNC_ARB = 0x884D,
+ GL_COMPARE_R_TO_TEXTURE_ARB = 0x884E,
+ GL_ARB_shadow_ambient = 1,
+ GL_TEXTURE_COMPARE_FAIL_VALUE_ARB = 0x80BF,
+ GL_ARB_sparse_buffer = 1,
+ GL_SPARSE_STORAGE_BIT_ARB = 0x0400,
+ GL_SPARSE_BUFFER_PAGE_SIZE_ARB = 0x82F8,
+ GL_ARB_sparse_texture = 1,
+ GL_VIRTUAL_PAGE_SIZE_X_ARB = 0x9195,
+ GL_VIRTUAL_PAGE_SIZE_Y_ARB = 0x9196,
+ GL_VIRTUAL_PAGE_SIZE_Z_ARB = 0x9197,
+ GL_MAX_SPARSE_TEXTURE_SIZE_ARB = 0x9198,
+ GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB = 0x9199,
+ GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB = 0x919A,
+ GL_TEXTURE_SPARSE_ARB = 0x91A6,
+ GL_VIRTUAL_PAGE_SIZE_INDEX_ARB = 0x91A7,
+ GL_NUM_VIRTUAL_PAGE_SIZES_ARB = 0x91A8,
+ GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB = 0x91A9,
+ GL_NUM_SPARSE_LEVELS_ARB = 0x91AA,
+ GL_ARB_sparse_texture2 = 1,
+ GL_ARB_sparse_texture_clamp = 1,
+ GL_ARB_spirv_extensions = 1,
+ GL_ARB_stencil_texturing = 1,
+ GL_DEPTH_STENCIL_TEXTURE_MODE = 0x90EA,
+ GL_ARB_sync = 1,
+ GL_SYNC_FLUSH_COMMANDS_BIT = 0x00000001,
+ GL_MAX_SERVER_WAIT_TIMEOUT = 0x9111,
+ GL_OBJECT_TYPE = 0x9112,
+ GL_SYNC_CONDITION = 0x9113,
+ GL_SYNC_STATUS = 0x9114,
+ GL_SYNC_FLAGS = 0x9115,
+ GL_SYNC_FENCE = 0x9116,
+ GL_SYNC_GPU_COMMANDS_COMPLETE = 0x9117,
+ GL_UNSIGNALED = 0x9118,
+ GL_SIGNALED = 0x9119,
+ GL_ALREADY_SIGNALED = 0x911A,
+ GL_TIMEOUT_EXPIRED = 0x911B,
+ GL_CONDITION_SATISFIED = 0x911C,
+ GL_WAIT_FAILED = 0x911D,
+GL_ARB_tessellation_shader = 1,
+ GL_PATCHES = 0xE,
+ GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER = 0x84F0,
+ GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x84F1,
+ GL_MAX_TESS_CONTROL_INPUT_COMPONENTS = 0x886C,
+ GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS = 0x886D,
+ GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS = 0x8E1E,
+ GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS = 0x8E1F,
+ GL_PATCH_VERTICES = 0x8E72,
+ GL_PATCH_DEFAULT_INNER_LEVEL = 0x8E73,
+ GL_PATCH_DEFAULT_OUTER_LEVEL = 0x8E74,
+ GL_TESS_CONTROL_OUTPUT_VERTICES = 0x8E75,
+ GL_TESS_GEN_MODE = 0x8E76,
+ GL_TESS_GEN_SPACING = 0x8E77,
+ GL_TESS_GEN_VERTEX_ORDER = 0x8E78,
+ GL_TESS_GEN_POINT_MODE = 0x8E79,
+ GL_ISOLINES = 0x8E7A,
+ GL_FRACTIONAL_ODD = 0x8E7B,
+ GL_FRACTIONAL_EVEN = 0x8E7C,
+ GL_MAX_PATCH_VERTICES = 0x8E7D,
+ GL_MAX_TESS_GEN_LEVEL = 0x8E7E,
+ GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS = 0x8E7F,
+ GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS = 0x8E80,
+ GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS = 0x8E81,
+ GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS = 0x8E82,
+ GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS = 0x8E83,
+ GL_MAX_TESS_PATCH_COMPONENTS = 0x8E84,
+ GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS = 0x8E85,
+ GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS = 0x8E86,
+ GL_TESS_EVALUATION_SHADER = 0x8E87,
+ GL_TESS_CONTROL_SHADER = 0x8E88,
+ GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS = 0x8E89,
+ GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS = 0x8E8A,
+ GL_ARB_texture_barrier = 1,
+ GL_ARB_texture_border_clamp = 1,
+ GL_CLAMP_TO_BORDER_ARB = 0x812D,
+ GL_ARB_texture_buffer_object = 1,
+ GL_TEXTURE_BUFFER_ARB = 0x8C2A,
+ GL_MAX_TEXTURE_BUFFER_SIZE_ARB = 0x8C2B,
+ GL_TEXTURE_BINDING_BUFFER_ARB = 0x8C2C,
+ GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB = 0x8C2D,
+ GL_TEXTURE_BUFFER_FORMAT_ARB = 0x8C2E,
+ GL_ARB_texture_buffer_object_rgb32 = 1,
+ GL_ARB_texture_buffer_range = 1,
+ GL_TEXTURE_BUFFER_OFFSET = 0x919D,
+ GL_TEXTURE_BUFFER_SIZE = 0x919E,
+ GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT = 0x919F,
+ GL_ARB_texture_compression = 1,
+ GL_COMPRESSED_ALPHA_ARB = 0x84E9,
+ GL_COMPRESSED_LUMINANCE_ARB = 0x84EA,
+ GL_COMPRESSED_LUMINANCE_ALPHA_ARB = 0x84EB,
+ GL_COMPRESSED_INTENSITY_ARB = 0x84EC,
+ GL_COMPRESSED_RGB_ARB = 0x84ED,
+ GL_COMPRESSED_RGBA_ARB = 0x84EE,
+ GL_TEXTURE_COMPRESSION_HINT_ARB = 0x84EF,
+ GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB = 0x86A0,
+ GL_TEXTURE_COMPRESSED_ARB = 0x86A1,
+ GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 0x86A2,
+ GL_COMPRESSED_TEXTURE_FORMATS_ARB = 0x86A3,
+ GL_ARB_texture_compression_bptc = 1,
+ GL_COMPRESSED_RGBA_BPTC_UNORM_ARB = 0x8E8C,
+ GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB = 0x8E8D,
+ GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB = 0x8E8E,
+ GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB = 0x8E8F,
+ GL_ARB_texture_compression_rgtc = 1,
+ GL_COMPRESSED_RED_RGTC1 = 0x8DBB,
+ GL_COMPRESSED_SIGNED_RED_RGTC1 = 0x8DBC,
+ GL_COMPRESSED_RG_RGTC2 = 0x8DBD,
+ GL_COMPRESSED_SIGNED_RG_RGTC2 = 0x8DBE,
+ GL_ARB_texture_cube_map = 1,
+ GL_NORMAL_MAP_ARB = 0x8511,
+ GL_REFLECTION_MAP_ARB = 0x8512,
+ GL_TEXTURE_CUBE_MAP_ARB = 0x8513,
+ GL_TEXTURE_BINDING_CUBE_MAP_ARB = 0x8514,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB = 0x8515,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB = 0x8516,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB = 0x8517,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB = 0x8518,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB = 0x8519,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB = 0x851A,
+ GL_PROXY_TEXTURE_CUBE_MAP_ARB = 0x851B,
+ GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 0x851C,
+ GL_ARB_texture_cube_map_array = 1,
+ GL_TEXTURE_CUBE_MAP_ARRAY_ARB = 0x9009,
+ GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB = 0x900A,
+ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB = 0x900B,
+ GL_SAMPLER_CUBE_MAP_ARRAY_ARB = 0x900C,
+ GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB = 0x900D,
+ GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB = 0x900E,
+ GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB = 0x900F,
+ GL_ARB_texture_env_add = 1,
+ GL_ARB_texture_env_combine = 1,
+ GL_SUBTRACT_ARB = 0x84E7,
+ GL_COMBINE_ARB = 0x8570,
+ GL_COMBINE_RGB_ARB = 0x8571,
+ GL_COMBINE_ALPHA_ARB = 0x8572,
+ GL_RGB_SCALE_ARB = 0x8573,
+ GL_ADD_SIGNED_ARB = 0x8574,
+ GL_INTERPOLATE_ARB = 0x8575,
+ GL_CONSTANT_ARB = 0x8576,
+ GL_PRIMARY_COLOR_ARB = 0x8577,
+ GL_PREVIOUS_ARB = 0x8578,
+ GL_SOURCE0_RGB_ARB = 0x8580,
+ GL_SOURCE1_RGB_ARB = 0x8581,
+ GL_SOURCE2_RGB_ARB = 0x8582,
+ GL_SOURCE0_ALPHA_ARB = 0x8588,
+ GL_SOURCE1_ALPHA_ARB = 0x8589,
+ GL_SOURCE2_ALPHA_ARB = 0x858A,
+ GL_OPERAND0_RGB_ARB = 0x8590,
+ GL_OPERAND1_RGB_ARB = 0x8591,
+ GL_OPERAND2_RGB_ARB = 0x8592,
+ GL_OPERAND0_ALPHA_ARB = 0x8598,
+ GL_OPERAND1_ALPHA_ARB = 0x8599,
+ GL_OPERAND2_ALPHA_ARB = 0x859A,
+ GL_ARB_texture_env_crossbar = 1,
+ GL_ARB_texture_env_dot3 = 1,
+ GL_DOT3_RGB_ARB = 0x86AE,
+ GL_DOT3_RGBA_ARB = 0x86AF,
+ GL_ARB_texture_filter_anisotropic = 1,
+ GL_ARB_texture_filter_minmax = 1,
+ GL_TEXTURE_REDUCTION_MODE_ARB = 0x9366,
+ GL_WEIGHTED_AVERAGE_ARB = 0x9367,
+ GL_ARB_texture_float = 1,
+ GL_RGBA32F_ARB = 0x8814,
+ GL_RGB32F_ARB = 0x8815,
+ GL_ALPHA32F_ARB = 0x8816,
+ GL_INTENSITY32F_ARB = 0x8817,
+ GL_LUMINANCE32F_ARB = 0x8818,
+ GL_LUMINANCE_ALPHA32F_ARB = 0x8819,
+ GL_RGBA16F_ARB = 0x881A,
+ GL_RGB16F_ARB = 0x881B,
+ GL_ALPHA16F_ARB = 0x881C,
+ GL_INTENSITY16F_ARB = 0x881D,
+ GL_LUMINANCE16F_ARB = 0x881E,
+ GL_LUMINANCE_ALPHA16F_ARB = 0x881F,
+ GL_TEXTURE_RED_TYPE_ARB = 0x8C10,
+ GL_TEXTURE_GREEN_TYPE_ARB = 0x8C11,
+ GL_TEXTURE_BLUE_TYPE_ARB = 0x8C12,
+ GL_TEXTURE_ALPHA_TYPE_ARB = 0x8C13,
+ GL_TEXTURE_LUMINANCE_TYPE_ARB = 0x8C14,
+ GL_TEXTURE_INTENSITY_TYPE_ARB = 0x8C15,
+ GL_TEXTURE_DEPTH_TYPE_ARB = 0x8C16,
+ GL_UNSIGNED_NORMALIZED_ARB = 0x8C17,
+ GL_ARB_texture_gather = 1,
+ GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB = 0x8E5E,
+ GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB = 0x8E5F,
+ GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB = 0x8F9F,
+ GL_ARB_texture_mirror_clamp_to_edge = 1,
+ GL_MIRROR_CLAMP_TO_EDGE = 0x8743,
+ GL_ARB_texture_mirrored_repeat = 1,
+ GL_MIRRORED_REPEAT_ARB = 0x8370,
+ GL_ARB_texture_multisample = 1,
+ GL_SAMPLE_POSITION = 0x8E50,
+ GL_SAMPLE_MASK = 0x8E51,
+ GL_SAMPLE_MASK_VALUE = 0x8E52,
+ GL_MAX_SAMPLE_MASK_WORDS = 0x8E59,
+ GL_TEXTURE_2D_MULTISAMPLE = 0x9100,
+ GL_PROXY_TEXTURE_2D_MULTISAMPLE = 0x9101,
+ GL_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9102,
+ GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9103,
+ GL_TEXTURE_BINDING_2D_MULTISAMPLE = 0x9104,
+ GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = 0x9105,
+ GL_TEXTURE_SAMPLES = 0x9106,
+ GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = 0x9107,
+ GL_SAMPLER_2D_MULTISAMPLE = 0x9108,
+ GL_INT_SAMPLER_2D_MULTISAMPLE = 0x9109,
+ GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = 0x910A,
+ GL_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910B,
+ GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910C,
+ GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910D,
+ GL_MAX_COLOR_TEXTURE_SAMPLES = 0x910E,
+ GL_MAX_DEPTH_TEXTURE_SAMPLES = 0x910F,
+ GL_MAX_INTEGER_SAMPLES = 0x9110,
+ GL_ARB_texture_non_power_of_two = 1,
+ GL_ARB_texture_query_levels = 1,
+ GL_ARB_texture_query_lod = 1,
+ GL_ARB_texture_rectangle = 1,
+ GL_TEXTURE_RECTANGLE_ARB = 0x84F5,
+ GL_TEXTURE_BINDING_RECTANGLE_ARB = 0x84F6,
+ GL_PROXY_TEXTURE_RECTANGLE_ARB = 0x84F7,
+ GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB = 0x84F8,
+ GL_ARB_texture_rg = 1,
+ GL_COMPRESSED_RED = 0x8225,
+ GL_COMPRESSED_RG = 0x8226,
+ GL_RG = 0x8227,
+ GL_RG_INTEGER = 0x8228,
+ GL_R8 = 0x8229,
+ GL_R16 = 0x822A,
+ GL_RG8 = 0x822B,
+ GL_RG16 = 0x822C,
+ GL_R16F = 0x822D,
+ GL_R32F = 0x822E,
+ GL_RG16F = 0x822F,
+ GL_RG32F = 0x8230,
+ GL_R8I = 0x8231,
+ GL_R8UI = 0x8232,
+ GL_R16I = 0x8233,
+ GL_R16UI = 0x8234,
+ GL_R32I = 0x8235,
+ GL_R32UI = 0x8236,
+ GL_RG8I = 0x8237,
+ GL_RG16I = 0x8239,
+ GL_RG32I = 0x823B,
+ GL_RG32UI = 0x823C,
+ GL_ARB_texture_rgb10_a2ui = 1,
+ GL_ARB_texture_stencil8 = 1,
+ GL_ARB_texture_storage = 1,
+ GL_TEXTURE_IMMUTABLE_FORMAT = 0x912F,
+ GL_ARB_texture_storage_multisample = 1,
+ GL_ARB_texture_swizzle = 1,
+ GL_TEXTURE_SWIZZLE_R = 0x8E42,
+ GL_TEXTURE_SWIZZLE_G = 0x8E43,
+ GL_TEXTURE_SWIZZLE_B = 0x8E44,
+ GL_TEXTURE_SWIZZLE_A = 0x8E45,
+ GL_TEXTURE_SWIZZLE_RGBA = 0x8E46,
+ GL_ARB_texture_view = 1,
+ GL_TEXTURE_VIEW_MIN_LEVEL = 0x82DB,
+ GL_TEXTURE_VIEW_NUM_LEVELS = 0x82DC,
+ GL_TEXTURE_VIEW_MIN_LAYER = 0x82DD,
+ GL_TEXTURE_VIEW_NUM_LAYERS = 0x82DE,
+ GL_ARB_timer_query = 1,
+ GL_TIME_ELAPSED = 0x88BF,
+ GL_TIMESTAMP = 0x8E28,
+ GL_ARB_transform_feedback2 = 1,
+ GL_TRANSFORM_FEEDBACK = 0x8E22,
+ GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED = 0x8E23,
+ GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = 0x8E24,
+ GL_TRANSFORM_FEEDBACK_BINDING = 0x8E25,
+ GL_ARB_transform_feedback3 = 1,
+ GL_MAX_TRANSFORM_FEEDBACK_BUFFERS = 0x8E70,
+ GL_ARB_transform_feedback_instanced = 1,
+ GL_ARB_transform_feedback_overflow_query = 1,
+ GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB = 0x82EC,
+ GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB = 0x82ED,
+ GL_ARB_transpose_matrix = 1,
+ GL_TRANSPOSE_MODELVIEW_MATRIX_ARB = 0x84E3,
+ GL_TRANSPOSE_PROJECTION_MATRIX_ARB = 0x84E4,
+ GL_TRANSPOSE_TEXTURE_MATRIX_ARB = 0x84E5,
+ GL_TRANSPOSE_COLOR_MATRIX_ARB = 0x84E6,
+ GL_ARB_uniform_buffer_object = 1,
+ GL_UNIFORM_BUFFER = 0x8A11,
+ GL_UNIFORM_BUFFER_BINDING = 0x8A28,
+ GL_UNIFORM_BUFFER_START = 0x8A29,
+ GL_UNIFORM_BUFFER_SIZE = 0x8A2A,
+ GL_MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B,
+ GL_MAX_GEOMETRY_UNIFORM_BLOCKS = 0x8A2C,
+ GL_MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D,
+ GL_MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E,
+ GL_MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F,
+ GL_MAX_UNIFORM_BLOCK_SIZE = 0x8A30,
+ GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31,
+ GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = 0x8A32,
+ GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33,
+ GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34,
+ GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = 0x8A35,
+ GL_ACTIVE_UNIFORM_BLOCKS = 0x8A36,
+ GL_UNIFORM_TYPE = 0x8A37,
+ GL_UNIFORM_SIZE = 0x8A38,
+ GL_UNIFORM_NAME_LENGTH = 0x8A39,
+ GL_UNIFORM_BLOCK_INDEX = 0x8A3A,
+ GL_UNIFORM_OFFSET = 0x8A3B,
+ GL_UNIFORM_ARRAY_STRIDE = 0x8A3C,
+ GL_UNIFORM_MATRIX_STRIDE = 0x8A3D,
+ GL_UNIFORM_IS_ROW_MAJOR = 0x8A3E,
+ GL_UNIFORM_BLOCK_BINDING = 0x8A3F,
+ GL_UNIFORM_BLOCK_DATA_SIZE = 0x8A40,
+ GL_UNIFORM_BLOCK_NAME_LENGTH = 0x8A41,
+ GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42,
+ GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43,
+ GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44,
+ GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = 0x8A45,
+ GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46,
+ GL_INVALID_INDEX = 0xFFFFFFFFu,
+ GL_ARB_vertex_array_bgra = 1,
+ GL_ARB_vertex_array_object = 1,
+ GL_VERTEX_ARRAY_BINDING = 0x85B5,
+ GL_ARB_vertex_attrib_64bit = 1,
+ GL_ARB_vertex_attrib_binding = 1,
+ GL_VERTEX_ATTRIB_BINDING = 0x82D4,
+ GL_VERTEX_ATTRIB_RELATIVE_OFFSET = 0x82D5,
+ GL_VERTEX_BINDING_DIVISOR = 0x82D6,
+ GL_VERTEX_BINDING_OFFSET = 0x82D7,
+ GL_VERTEX_BINDING_STRIDE = 0x82D8,
+ GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET = 0x82D9,
+ GL_MAX_VERTEX_ATTRIB_BINDINGS = 0x82DA,
+ GL_VERTEX_BINDING_BUFFER = 0x8F4F,
+ GL_ARB_vertex_blend = 1,
+ GL_MODELVIEW0_ARB = 0x1700,
+ GL_MODELVIEW1_ARB = 0x850A,
+ GL_MAX_VERTEX_UNITS_ARB = 0x86A4,
+ GL_ACTIVE_VERTEX_UNITS_ARB = 0x86A5,
+ GL_WEIGHT_SUM_UNITY_ARB = 0x86A6,
+ GL_VERTEX_BLEND_ARB = 0x86A7,
+ GL_CURRENT_WEIGHT_ARB = 0x86A8,
+ GL_WEIGHT_ARRAY_TYPE_ARB = 0x86A9,
+ GL_WEIGHT_ARRAY_STRIDE_ARB = 0x86AA,
+ GL_WEIGHT_ARRAY_SIZE_ARB = 0x86AB,
+ GL_WEIGHT_ARRAY_POINTER_ARB = 0x86AC,
+ GL_WEIGHT_ARRAY_ARB = 0x86AD,
+ GL_MODELVIEW2_ARB = 0x8722,
+ GL_MODELVIEW3_ARB = 0x8723,
+ GL_MODELVIEW4_ARB = 0x8724,
+ GL_MODELVIEW5_ARB = 0x8725,
+ GL_MODELVIEW6_ARB = 0x8726,
+ GL_MODELVIEW7_ARB = 0x8727,
+ GL_MODELVIEW8_ARB = 0x8728,
+ GL_MODELVIEW9_ARB = 0x8729,
+ GL_MODELVIEW10_ARB = 0x872A,
+ GL_MODELVIEW11_ARB = 0x872B,
+ GL_MODELVIEW12_ARB = 0x872C,
+ GL_MODELVIEW13_ARB = 0x872D,
+ GL_MODELVIEW14_ARB = 0x872E,
+ GL_MODELVIEW15_ARB = 0x872F,
+ GL_MODELVIEW16_ARB = 0x8730,
+ GL_MODELVIEW17_ARB = 0x8731,
+ GL_MODELVIEW18_ARB = 0x8732,
+ GL_MODELVIEW19_ARB = 0x8733,
+ GL_MODELVIEW20_ARB = 0x8734,
+ GL_MODELVIEW21_ARB = 0x8735,
+ GL_MODELVIEW22_ARB = 0x8736,
+ GL_MODELVIEW23_ARB = 0x8737,
+ GL_MODELVIEW24_ARB = 0x8738,
+ GL_MODELVIEW25_ARB = 0x8739,
+ GL_MODELVIEW26_ARB = 0x873A,
+ GL_MODELVIEW27_ARB = 0x873B,
+ GL_MODELVIEW28_ARB = 0x873C,
+ GL_MODELVIEW29_ARB = 0x873D,
+ GL_MODELVIEW30_ARB = 0x873E,
+ GL_MODELVIEW31_ARB = 0x873F,
+ GL_ARB_vertex_buffer_object = 1,
+ GL_BUFFER_SIZE_ARB = 0x8764,
+ GL_BUFFER_USAGE_ARB = 0x8765,
+ GL_ARRAY_BUFFER_ARB = 0x8892,
+ GL_ELEMENT_ARRAY_BUFFER_ARB = 0x8893,
+ GL_ARRAY_BUFFER_BINDING_ARB = 0x8894,
+ GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB = 0x8895,
+ GL_VERTEX_ARRAY_BUFFER_BINDING_ARB = 0x8896,
+ GL_NORMAL_ARRAY_BUFFER_BINDING_ARB = 0x8897,
+ GL_COLOR_ARRAY_BUFFER_BINDING_ARB = 0x8898,
+ GL_INDEX_ARRAY_BUFFER_BINDING_ARB = 0x8899,
+ GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB = 0x889A,
+ GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB = 0x889B,
+ GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB = 0x889C,
+ GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB = 0x889D,
+ GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB = 0x889E,
+ GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB = 0x889F,
+ GL_READ_ONLY_ARB = 0x88B8,
+ GL_WRITE_ONLY_ARB = 0x88B9,
+ GL_READ_WRITE_ARB = 0x88BA,
+ GL_BUFFER_ACCESS_ARB = 0x88BB,
+ GL_BUFFER_MAPPED_ARB = 0x88BC,
+ GL_BUFFER_MAP_POINTER_ARB = 0x88BD,
+ GL_STREAM_DRAW_ARB = 0x88E0,
+ GL_STREAM_READ_ARB = 0x88E1,
+ GL_STREAM_COPY_ARB = 0x88E2,
+ GL_STATIC_DRAW_ARB = 0x88E4,
+ GL_STATIC_READ_ARB = 0x88E5,
+ GL_STATIC_COPY_ARB = 0x88E6,
+ GL_DYNAMIC_DRAW_ARB = 0x88E8,
+ GL_DYNAMIC_READ_ARB = 0x88E9,
+ GL_DYNAMIC_COPY_ARB = 0x88EA,
+ GL_ARB_vertex_program = 1,
+ GL_COLOR_SUM_ARB = 0x8458,
+ GL_VERTEX_PROGRAM_ARB = 0x8620,
+ GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB = 0x8622,
+ GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB = 0x8623,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB = 0x8624,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB = 0x8625,
+ GL_CURRENT_VERTEX_ATTRIB_ARB = 0x8626,
+ GL_PROGRAM_LENGTH_ARB = 0x8627,
+ GL_PROGRAM_STRING_ARB = 0x8628,
+ GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB = 0x862E,
+ GL_MAX_PROGRAM_MATRICES_ARB = 0x862F,
+ GL_CURRENT_MATRIX_STACK_DEPTH_ARB = 0x8640,
+ GL_CURRENT_MATRIX_ARB = 0x8641,
+ GL_VERTEX_PROGRAM_POINT_SIZE_ARB = 0x8642,
+ GL_VERTEX_PROGRAM_TWO_SIDE_ARB = 0x8643,
+ GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB = 0x8645,
+ GL_PROGRAM_ERROR_POSITION_ARB = 0x864B,
+ GL_PROGRAM_BINDING_ARB = 0x8677,
+ GL_MAX_VERTEX_ATTRIBS_ARB = 0x8869,
+ GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB = 0x886A,
+ GL_PROGRAM_ERROR_STRING_ARB = 0x8874,
+ GL_PROGRAM_FORMAT_ASCII_ARB = 0x8875,
+ GL_PROGRAM_FORMAT_ARB = 0x8876,
+ GL_PROGRAM_INSTRUCTIONS_ARB = 0x88A0,
+ GL_MAX_PROGRAM_INSTRUCTIONS_ARB = 0x88A1,
+ GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB = 0x88A2,
+ GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB = 0x88A3,
+ GL_PROGRAM_TEMPORARIES_ARB = 0x88A4,
+ GL_MAX_PROGRAM_TEMPORARIES_ARB = 0x88A5,
+ GL_PROGRAM_NATIVE_TEMPORARIES_ARB = 0x88A6,
+ GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB = 0x88A7,
+ GL_PROGRAM_PARAMETERS_ARB = 0x88A8,
+ GL_MAX_PROGRAM_PARAMETERS_ARB = 0x88A9,
+ GL_PROGRAM_NATIVE_PARAMETERS_ARB = 0x88AA,
+ GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = 0x88AB,
+ GL_PROGRAM_ATTRIBS_ARB = 0x88AC,
+ GL_MAX_PROGRAM_ATTRIBS_ARB = 0x88AD,
+ GL_PROGRAM_NATIVE_ATTRIBS_ARB = 0x88AE,
+ GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB = 0x88AF,
+ GL_PROGRAM_ADDRESS_REGISTERS_ARB = 0x88B0,
+ GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB = 0x88B1,
+ GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = 0x88B2,
+ GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = 0x88B3,
+ GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB = 0x88B4,
+ GL_MAX_PROGRAM_ENV_PARAMETERS_ARB = 0x88B5,
+ GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB = 0x88B6,
+ GL_TRANSPOSE_CURRENT_MATRIX_ARB = 0x88B7,
+ GL_MATRIX0_ARB = 0x88C0,
+ GL_MATRIX1_ARB = 0x88C1,
+ GL_MATRIX2_ARB = 0x88C2,
+ GL_MATRIX3_ARB = 0x88C3,
+ GL_MATRIX4_ARB = 0x88C4,
+ GL_MATRIX5_ARB = 0x88C5,
+ GL_MATRIX6_ARB = 0x88C6,
+ GL_MATRIX7_ARB = 0x88C7,
+ GL_MATRIX8_ARB = 0x88C8,
+ GL_MATRIX9_ARB = 0x88C9,
+ GL_MATRIX10_ARB = 0x88CA,
+ GL_MATRIX11_ARB = 0x88CB,
+ GL_MATRIX12_ARB = 0x88CC,
+ GL_MATRIX13_ARB = 0x88CD,
+ GL_MATRIX14_ARB = 0x88CE,
+ GL_MATRIX15_ARB = 0x88CF,
+ GL_MATRIX16_ARB = 0x88D0,
+ GL_MATRIX17_ARB = 0x88D1,
+ GL_MATRIX18_ARB = 0x88D2,
+ GL_MATRIX19_ARB = 0x88D3,
+ GL_MATRIX20_ARB = 0x88D4,
+ GL_MATRIX21_ARB = 0x88D5,
+ GL_MATRIX22_ARB = 0x88D6,
+ GL_MATRIX23_ARB = 0x88D7,
+ GL_MATRIX24_ARB = 0x88D8,
+ GL_MATRIX25_ARB = 0x88D9,
+ GL_MATRIX26_ARB = 0x88DA,
+ GL_MATRIX27_ARB = 0x88DB,
+ GL_MATRIX28_ARB = 0x88DC,
+ GL_MATRIX29_ARB = 0x88DD,
+ GL_MATRIX30_ARB = 0x88DE,
+ GL_MATRIX31_ARB = 0x88DF,
+ GL_ARB_vertex_shader = 1,
+ GL_VERTEX_SHADER_ARB = 0x8B31,
+ GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB = 0x8B4A,
+ GL_MAX_VARYING_FLOATS_ARB = 0x8B4B,
+ GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 0x8B4C,
+ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 0x8B4D,
+ GL_OBJECT_ACTIVE_ATTRIBUTES_ARB = 0x8B89,
+ GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB = 0x8B8A,
+ GL_ARB_vertex_type_10f_11f_11f_rev = 1,
+ GL_ARB_vertex_type_2_10_10_10_rev = 1,
+ GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368,
+ GL_INT_2_10_10_10_REV = 0x8D9F,
+ GL_ARB_viewport_array = 1,
+ GL_MAX_VIEWPORTS = 0x825B,
+ GL_VIEWPORT_SUBPIXEL_BITS = 0x825C,
+ GL_VIEWPORT_BOUNDS_RANGE = 0x825D,
+ GL_LAYER_PROVOKING_VERTEX = 0x825E,
+ GL_VIEWPORT_INDEX_PROVOKING_VERTEX = 0x825F,
+ GL_UNDEFINED_VERTEX = 0x8260,
+ GL_ARB_window_pos = 1,
+ GL_ARM_mali_program_binary = 1,
+ GL_MALI_PROGRAM_BINARY_ARM = 0x8F61,
+ GL_ARM_mali_shader_binary = 1,
+ GL_MALI_SHADER_BINARY_ARM = 0x8F60,
+ GL_ARM_rgba8 = 1,
+ GL_RGBA8_OES = 0x8058,
+ GL_ARM_shader_framebuffer_fetch = 1,
+ GL_FETCH_PER_SAMPLE_ARM = 0x8F65,
+ GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM = 0x8F66,
+ GL_ARM_shader_framebuffer_fetch_depth_stencil = 1,
+ GL_ATIX_point_sprites = 1,
+ GL_TEXTURE_POINT_MODE_ATIX = 0x60B0,
+ GL_TEXTURE_POINT_ONE_COORD_ATIX = 0x60B1,
+ GL_TEXTURE_POINT_SPRITE_ATIX = 0x60B2,
+ GL_POINT_SPRITE_CULL_MODE_ATIX = 0x60B3,
+ GL_POINT_SPRITE_CULL_CENTER_ATIX = 0x60B4,
+ GL_POINT_SPRITE_CULL_CLIP_ATIX = 0x60B5,
+ GL_ATIX_texture_env_combine3 = 1,
+ GL_MODULATE_ADD_ATIX = 0x8744,
+ GL_MODULATE_SIGNED_ADD_ATIX = 0x8745,
+ GL_MODULATE_SUBTRACT_ATIX = 0x8746,
+ GL_ATIX_texture_env_route = 1,
+ GL_SECONDARY_COLOR_ATIX = 0x8747,
+ GL_TEXTURE_OUTPUT_RGB_ATIX = 0x8748,
+ GL_TEXTURE_OUTPUT_ALPHA_ATIX = 0x8749,
+ GL_ATIX_vertex_shader_output_point_size = 1,
+ GL_OUTPUT_POINT_SIZE_ATIX = 0x610E,
+ GL_ATI_draw_buffers = 1,
+ GL_MAX_DRAW_BUFFERS_ATI = 0x8824,
+ GL_DRAW_BUFFER0_ATI = 0x8825,
+ GL_DRAW_BUFFER1_ATI = 0x8826,
+ GL_DRAW_BUFFER2_ATI = 0x8827,
+ GL_DRAW_BUFFER3_ATI = 0x8828,
+ GL_DRAW_BUFFER4_ATI = 0x8829,
+ GL_DRAW_BUFFER5_ATI = 0x882A,
+ GL_DRAW_BUFFER6_ATI = 0x882B,
+ GL_DRAW_BUFFER7_ATI = 0x882C,
+ GL_DRAW_BUFFER8_ATI = 0x882D,
+ GL_DRAW_BUFFER9_ATI = 0x882E,
+ GL_DRAW_BUFFER10_ATI = 0x882F,
+ GL_DRAW_BUFFER11_ATI = 0x8830,
+ GL_DRAW_BUFFER12_ATI = 0x8831,
+ GL_DRAW_BUFFER13_ATI = 0x8832,
+ GL_DRAW_BUFFER14_ATI = 0x8833,
+ GL_DRAW_BUFFER15_ATI = 0x8834,
+ GL_ATI_element_array = 1,
+ GL_ELEMENT_ARRAY_ATI = 0x8768,
+ GL_ELEMENT_ARRAY_TYPE_ATI = 0x8769,
+ GL_ELEMENT_ARRAY_POINTER_ATI = 0x876A,
+ GL_ATI_envmap_bumpmap = 1,
+ GL_BUMP_ROT_MATRIX_ATI = 0x8775,
+ GL_BUMP_ROT_MATRIX_SIZE_ATI = 0x8776,
+ GL_BUMP_NUM_TEX_UNITS_ATI = 0x8777,
+ GL_BUMP_TEX_UNITS_ATI = 0x8778,
+ GL_DUDV_ATI = 0x8779,
+ GL_DU8DV8_ATI = 0x877A,
+ GL_BUMP_ENVMAP_ATI = 0x877B,
+ GL_BUMP_TARGET_ATI = 0x877C,
+ GL_ATI_fragment_shader = 1,
+ GL_2X_BIT_ATI = 0x00000001,
+ GL_RED_BIT_ATI = 0x00000001,
+ GL_4X_BIT_ATI = 0x00000002,
+ GL_COMP_BIT_ATI = 0x00000002,
+ GL_GREEN_BIT_ATI = 0x00000002,
+ GL_8X_BIT_ATI = 0x00000004,
+ GL_BLUE_BIT_ATI = 0x00000004,
+ GL_NEGATE_BIT_ATI = 0x00000004,
+ GL_BIAS_BIT_ATI = 0x00000008,
+ GL_HALF_BIT_ATI = 0x00000008,
+ GL_QUARTER_BIT_ATI = 0x00000010,
+ GL_EIGHTH_BIT_ATI = 0x00000020,
+ GL_SATURATE_BIT_ATI = 0x00000040,
+ GL_FRAGMENT_SHADER_ATI = 0x8920,
+ GL_REG_0_ATI = 0x8921,
+ GL_REG_1_ATI = 0x8922,
+ GL_REG_2_ATI = 0x8923,
+ GL_REG_3_ATI = 0x8924,
+ GL_REG_4_ATI = 0x8925,
+ GL_REG_5_ATI = 0x8926,
+ GL_CON_0_ATI = 0x8941,
+ GL_CON_1_ATI = 0x8942,
+ GL_CON_2_ATI = 0x8943,
+ GL_CON_3_ATI = 0x8944,
+ GL_CON_4_ATI = 0x8945,
+ GL_CON_5_ATI = 0x8946,
+ GL_CON_6_ATI = 0x8947,
+ GL_CON_7_ATI = 0x8948,
+ GL_MOV_ATI = 0x8961,
+ GL_ADD_ATI = 0x8963,
+ GL_MUL_ATI = 0x8964,
+ GL_SUB_ATI = 0x8965,
+ GL_DOT3_ATI = 0x8966,
+ GL_DOT4_ATI = 0x8967,
+ GL_MAD_ATI = 0x8968,
+ GL_LERP_ATI = 0x8969,
+ GL_CND_ATI = 0x896A,
+ GL_CND0_ATI = 0x896B,
+ GL_DOT2_ADD_ATI = 0x896C,
+ GL_SECONDARY_INTERPOLATOR_ATI = 0x896D,
+ GL_NUM_FRAGMENT_REGISTERS_ATI = 0x896E,
+ GL_NUM_FRAGMENT_CONSTANTS_ATI = 0x896F,
+ GL_NUM_PASSES_ATI = 0x8970,
+ GL_NUM_INSTRUCTIONS_PER_PASS_ATI = 0x8971,
+ GL_NUM_INSTRUCTIONS_TOTAL_ATI = 0x8972,
+ GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI = 0x8973,
+ GL_NUM_LOOPBACK_COMPONENTS_ATI = 0x8974,
+ GL_COLOR_ALPHA_PAIRING_ATI = 0x8975,
+ GL_SWIZZLE_STR_ATI = 0x8976,
+ GL_SWIZZLE_STQ_ATI = 0x8977,
+ GL_SWIZZLE_STR_DR_ATI = 0x8978,
+ GL_SWIZZLE_STQ_DQ_ATI = 0x8979,
+ GL_SWIZZLE_STRQ_ATI = 0x897A,
+ GL_SWIZZLE_STRQ_DQ_ATI = 0x897B,
+ GL_ATI_map_object_buffer = 1,
+ GL_ATI_meminfo = 1,
+ GL_VBO_FREE_MEMORY_ATI = 0x87FB,
+ GL_TEXTURE_FREE_MEMORY_ATI = 0x87FC,
+ GL_RENDERBUFFER_FREE_MEMORY_ATI = 0x87FD,
+ GL_ATI_pn_triangles = 1,
+ GL_PN_TRIANGLES_ATI = 0x87F0,
+ GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI = 0x87F1,
+ GL_PN_TRIANGLES_POINT_MODE_ATI = 0x87F2,
+ GL_PN_TRIANGLES_NORMAL_MODE_ATI = 0x87F3,
+ GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI = 0x87F4,
+ GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI = 0x87F5,
+ GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI = 0x87F6,
+ GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI = 0x87F7,
+ GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI = 0x87F8,
+ GL_ATI_separate_stencil = 1,
+ GL_STENCIL_BACK_FUNC_ATI = 0x8800,
+ GL_STENCIL_BACK_FAIL_ATI = 0x8801,
+ GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI = 0x8802,
+ GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI = 0x8803,
+ GL_ATI_shader_texture_lod = 1,
+ GL_ATI_text_fragment_shader = 1,
+ GL_TEXT_FRAGMENT_SHADER_ATI = 0x8200,
+ GL_ATI_texture_compression_3dc = 1,
+ GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI = 0x8837,
+ GL_ATI_texture_env_combine3 = 1,
+ GL_MODULATE_ADD_ATI = 0x8744,
+ GL_MODULATE_SIGNED_ADD_ATI = 0x8745,
+ GL_MODULATE_SUBTRACT_ATI = 0x8746,
+ GL_ATI_texture_float = 1,
+ GL_RGBA_FLOAT32_ATI = 0x8814,
+ GL_RGB_FLOAT32_ATI = 0x8815,
+ GL_ALPHA_FLOAT32_ATI = 0x8816,
+ GL_INTENSITY_FLOAT32_ATI = 0x8817,
+ GL_LUMINANCE_FLOAT32_ATI = 0x8818,
+ GL_LUMINANCE_ALPHA_FLOAT32_ATI = 0x8819,
+ GL_RGBA_FLOAT16_ATI = 0x881A,
+ GL_RGB_FLOAT16_ATI = 0x881B,
+ GL_ALPHA_FLOAT16_ATI = 0x881C,
+ GL_INTENSITY_FLOAT16_ATI = 0x881D,
+ GL_LUMINANCE_FLOAT16_ATI = 0x881E,
+ GL_LUMINANCE_ALPHA_FLOAT16_ATI = 0x881F,
+ GL_ATI_texture_mirror_once = 1,
+ GL_MIRROR_CLAMP_ATI = 0x8742,
+ GL_MIRROR_CLAMP_TO_EDGE_ATI = 0x8743,
+ GL_ATI_vertex_array_object = 1,
+ GL_STATIC_ATI = 0x8760,
+ GL_DYNAMIC_ATI = 0x8761,
+ GL_PRESERVE_ATI = 0x8762,
+ GL_DISCARD_ATI = 0x8763,
+ GL_OBJECT_BUFFER_SIZE_ATI = 0x8764,
+ GL_OBJECT_BUFFER_USAGE_ATI = 0x8765,
+ GL_ARRAY_OBJECT_BUFFER_ATI = 0x8766,
+ GL_ARRAY_OBJECT_OFFSET_ATI = 0x8767,
+ GL_ATI_vertex_attrib_array_object = 1,
+ GL_ATI_vertex_streams = 1,
+ GL_MAX_VERTEX_STREAMS_ATI = 0x876B,
+ GL_VERTEX_SOURCE_ATI = 0x876C,
+ GL_VERTEX_STREAM0_ATI = 0x876D,
+ GL_VERTEX_STREAM1_ATI = 0x876E,
+ GL_VERTEX_STREAM2_ATI = 0x876F,
+ GL_VERTEX_STREAM3_ATI = 0x8770,
+ GL_VERTEX_STREAM4_ATI = 0x8771,
+ GL_VERTEX_STREAM5_ATI = 0x8772,
+ GL_VERTEX_STREAM6_ATI = 0x8773,
+ GL_VERTEX_STREAM7_ATI = 0x8774,
+ GL_EGL_KHR_context_flush_control = 1,
+ GL_EGL_NV_robustness_video_memory_purge = 1,
+ GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV = 0x334C,
+ GL_PURGED_CONTEXT_RESET_NV = 0x92BB,
+ GL_EXT_422_pixels = 1,
+ GL_422_EXT = 0x80CC,
+ GL_422_REV_EXT = 0x80CD,
+ GL_422_AVERAGE_EXT = 0x80CE,
+ GL_422_REV_AVERAGE_EXT = 0x80CF,
+ GL_EXT_Cg_shader = 1,
+ GL_CG_VERTEX_SHADER_EXT = 0x890E,
+ GL_CG_FRAGMENT_SHADER_EXT = 0x890F,
+ GL_EXT_EGL_image_array = 1,
+ GL_EXT_YUV_target = 1,
+ GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT = 0x8BE7,
+ GL_EXT_abgr = 1,
+ GL_ABGR_EXT = 0x8000,
+ GL_EXT_base_instance = 1,
+ GL_EXT_bgra = 1,
+ GL_BGR_EXT = 0x80E0,
+ GL_EXT_bindable_uniform = 1,
+ GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT = 0x8DE2,
+ GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT = 0x8DE3,
+ GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT = 0x8DE4,
+ GL_MAX_BINDABLE_UNIFORM_SIZE_EXT = 0x8DED,
+ GL_UNIFORM_BUFFER_EXT = 0x8DEE,
+ GL_UNIFORM_BUFFER_BINDING_EXT = 0x8DEF,
+ GL_EXT_blend_color = 1,
+ GL_CONSTANT_COLOR_EXT = 0x8001,
+ GL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002,
+ GL_CONSTANT_ALPHA_EXT = 0x8003,
+ GL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004,
+ GL_BLEND_COLOR_EXT = 0x8005,
+ GL_EXT_blend_equation_separate = 1,
+ GL_BLEND_EQUATION_RGB_EXT = 0x8009,
+ GL_BLEND_EQUATION_ALPHA_EXT = 0x883D,
+ GL_EXT_blend_func_extended = 1,
+ GL_SRC_ALPHA_SATURATE_EXT = 0x0308,
+ GL_SRC1_ALPHA_EXT = 0x8589,
+ GL_SRC1_COLOR_EXT = 0x88F9,
+ GL_ONE_MINUS_SRC1_COLOR_EXT = 0x88FA,
+ GL_ONE_MINUS_SRC1_ALPHA_EXT = 0x88FB,
+ GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT = 0x88FC,
+ GL_LOCATION_INDEX_EXT = 0x930F,
+ GL_EXT_blend_func_separate = 1,
+ GL_BLEND_DST_RGB_EXT = 0x80C8,
+ GL_BLEND_SRC_RGB_EXT = 0x80C9,
+ GL_BLEND_DST_ALPHA_EXT = 0x80CA,
+ GL_BLEND_SRC_ALPHA_EXT = 0x80CB,
+ GL_EXT_blend_logic_op = 1,
+ GL_EXT_blend_minmax = 1,
+ GL_FUNC_ADD_EXT = 0x8006,
+ GL_MIN_EXT = 0x8007,
+ GL_MAX_EXT = 0x8008,
+ GL_BLEND_EQUATION_EXT = 0x8009,
+ GL_EXT_blend_subtract = 1,
+ GL_FUNC_SUBTRACT_EXT = 0x800A,
+ GL_FUNC_REVERSE_SUBTRACT_EXT = 0x800B,
+ GL_EXT_buffer_storage = 1,
+ GL_MAP_PERSISTENT_BIT_EXT = 0x0040,
+ GL_MAP_COHERENT_BIT_EXT = 0x0080,
+ GL_DYNAMIC_STORAGE_BIT_EXT = 0x0100,
+ GL_CLIENT_STORAGE_BIT_EXT = 0x0200,
+ GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT = 0x00004000,
+ GL_BUFFER_IMMUTABLE_STORAGE_EXT = 0x821F,
+ GL_BUFFER_STORAGE_FLAGS_EXT = 0x8220,
+ GL_EXT_clear_texture = 1,
+ GL_EXT_clip_cull_distance = 1,
+ GL_MAX_CLIP_DISTANCES_EXT = 0x0D32,
+ GL_CLIP_DISTANCE0_EXT = 0x3000,
+ GL_CLIP_DISTANCE1_EXT = 0x3001,
+ GL_CLIP_DISTANCE2_EXT = 0x3002,
+ GL_CLIP_DISTANCE3_EXT = 0x3003,
+ GL_CLIP_DISTANCE4_EXT = 0x3004,
+ GL_CLIP_DISTANCE5_EXT = 0x3005,
+ GL_CLIP_DISTANCE6_EXT = 0x3006,
+ GL_CLIP_DISTANCE7_EXT = 0x3007,
+ GL_MAX_CULL_DISTANCES_EXT = 0x82F9,
+ GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT = 0x82FA,
+ GL_EXT_clip_volume_hint = 1,
+ GL_CLIP_VOLUME_CLIPPING_HINT_EXT = 0x80F0,
+ GL_EXT_cmyka = 1,
+ GL_CMYK_EXT = 0x800C,
+ GL_CMYKA_EXT = 0x800D,
+ GL_PACK_CMYK_HINT_EXT = 0x800E,
+ GL_UNPACK_CMYK_HINT_EXT = 0x800F,
+ GL_EXT_color_buffer_float = 1,
+ GL_EXT_color_buffer_half_float = 1,
+ GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT = 0x8211,
+ GL_R16F_EXT = 0x822D,
+ GL_RG16F_EXT = 0x822F,
+ GL_RGBA16F_EXT = 0x881A,
+ GL_RGB16F_EXT = 0x881B,
+ GL_UNSIGNED_NORMALIZED_EXT = 0x8C17,
+ GL_EXT_color_subtable = 1,
+ GL_EXT_compiled_vertex_array = 1,
+ GL_ARRAY_ELEMENT_LOCK_FIRST_EXT = 0x81A8,
+ GL_ARRAY_ELEMENT_LOCK_COUNT_EXT = 0x81A9,
+ GL_EXT_compressed_ETC1_RGB8_sub_texture = 1,
+ GL_EXT_conservative_depth = 1,
+ GL_EXT_convolution = 1,
+ GL_CONVOLUTION_1D_EXT = 0x8010,
+ GL_CONVOLUTION_2D_EXT = 0x8011,
+ GL_SEPARABLE_2D_EXT = 0x8012,
+ GL_CONVOLUTION_BORDER_MODE_EXT = 0x8013,
+ GL_CONVOLUTION_FILTER_SCALE_EXT = 0x8014,
+ GL_CONVOLUTION_FILTER_BIAS_EXT = 0x8015,
+ GL_REDUCE_EXT = 0x8016,
+ GL_CONVOLUTION_FORMAT_EXT = 0x8017,
+ GL_CONVOLUTION_WIDTH_EXT = 0x8018,
+ GL_CONVOLUTION_HEIGHT_EXT = 0x8019,
+ GL_MAX_CONVOLUTION_WIDTH_EXT = 0x801A,
+ GL_MAX_CONVOLUTION_HEIGHT_EXT = 0x801B,
+ GL_POST_CONVOLUTION_RED_SCALE_EXT = 0x801C,
+ GL_POST_CONVOLUTION_GREEN_SCALE_EXT = 0x801D,
+ GL_POST_CONVOLUTION_BLUE_SCALE_EXT = 0x801E,
+ GL_POST_CONVOLUTION_ALPHA_SCALE_EXT = 0x801F,
+ GL_POST_CONVOLUTION_RED_BIAS_EXT = 0x8020,
+ GL_POST_CONVOLUTION_GREEN_BIAS_EXT = 0x8021,
+ GL_POST_CONVOLUTION_BLUE_BIAS_EXT = 0x8022,
+ GL_POST_CONVOLUTION_ALPHA_BIAS_EXT = 0x8023,
+ GL_EXT_coordinate_frame = 1,
+ GL_TANGENT_ARRAY_EXT = 0x8439,
+ GL_BINORMAL_ARRAY_EXT = 0x843A,
+ GL_CURRENT_TANGENT_EXT = 0x843B,
+ GL_CURRENT_BINORMAL_EXT = 0x843C,
+ GL_TANGENT_ARRAY_TYPE_EXT = 0x843E,
+ GL_TANGENT_ARRAY_STRIDE_EXT = 0x843F,
+ GL_BINORMAL_ARRAY_TYPE_EXT = 0x8440,
+ GL_BINORMAL_ARRAY_STRIDE_EXT = 0x8441,
+ GL_TANGENT_ARRAY_POINTER_EXT = 0x8442,
+ GL_BINORMAL_ARRAY_POINTER_EXT = 0x8443,
+ GL_MAP1_TANGENT_EXT = 0x8444,
+ GL_MAP2_TANGENT_EXT = 0x8445,
+ GL_MAP1_BINORMAL_EXT = 0x8446,
+ GL_MAP2_BINORMAL_EXT = 0x8447,
+ GL_EXT_copy_image = 1,
+ GL_EXT_copy_texture = 1,
+ GL_EXT_cull_vertex = 1,
+ GL_CULL_VERTEX_EXT = 0x81AA,
+ GL_CULL_VERTEX_EYE_POSITION_EXT = 0x81AB,
+ GL_CULL_VERTEX_OBJECT_POSITION_EXT = 0x81AC,
+ GL_EXT_debug_label = 1,
+ GL_PROGRAM_PIPELINE_OBJECT_EXT = 0x8A4F,
+ GL_PROGRAM_OBJECT_EXT = 0x8B40,
+ GL_SHADER_OBJECT_EXT = 0x8B48,
+ GL_BUFFER_OBJECT_EXT = 0x9151,
+ GL_QUERY_OBJECT_EXT = 0x9153,
+ GL_VERTEX_ARRAY_OBJECT_EXT = 0x9154,
+ GL_EXT_debug_marker = 1,
+ GL_EXT_depth_bounds_test = 1,
+ GL_DEPTH_BOUNDS_TEST_EXT = 0x8890,
+ GL_DEPTH_BOUNDS_EXT = 0x8891,
+ GL_EXT_direct_state_access = 1,
+ GL_PROGRAM_MATRIX_EXT = 0x8E2D,
+ GL_TRANSPOSE_PROGRAM_MATRIX_EXT = 0x8E2E,
+ GL_PROGRAM_MATRIX_STACK_DEPTH_EXT = 0x8E2F,
+ GL_EXT_discard_framebuffer = 1,
+ GL_COLOR_EXT = 0x1800,
+ GL_DEPTH_EXT = 0x1801,
+ GL_STENCIL_EXT = 0x1802,
+ GL_EXT_draw_buffers = 1,
+ GL_MAX_DRAW_BUFFERS_EXT = 0x8824,
+ GL_DRAW_BUFFER0_EXT = 0x8825,
+ GL_DRAW_BUFFER1_EXT = 0x8826,
+ GL_DRAW_BUFFER2_EXT = 0x8827,
+ GL_DRAW_BUFFER3_EXT = 0x8828,
+ GL_DRAW_BUFFER4_EXT = 0x8829,
+ GL_DRAW_BUFFER5_EXT = 0x882A,
+ GL_DRAW_BUFFER6_EXT = 0x882B,
+ GL_DRAW_BUFFER7_EXT = 0x882C,
+ GL_DRAW_BUFFER8_EXT = 0x882D,
+ GL_DRAW_BUFFER9_EXT = 0x882E,
+ GL_DRAW_BUFFER10_EXT = 0x882F,
+ GL_DRAW_BUFFER11_EXT = 0x8830,
+ GL_DRAW_BUFFER12_EXT = 0x8831,
+ GL_DRAW_BUFFER13_EXT = 0x8832,
+ GL_DRAW_BUFFER14_EXT = 0x8833,
+ GL_DRAW_BUFFER15_EXT = 0x8834,
+ GL_MAX_COLOR_ATTACHMENTS_EXT = 0x8CDF,
+ GL_COLOR_ATTACHMENT0_EXT = 0x8CE0,
+ GL_COLOR_ATTACHMENT1_EXT = 0x8CE1,
+ GL_COLOR_ATTACHMENT2_EXT = 0x8CE2,
+ GL_COLOR_ATTACHMENT3_EXT = 0x8CE3,
+ GL_COLOR_ATTACHMENT4_EXT = 0x8CE4,
+ GL_COLOR_ATTACHMENT5_EXT = 0x8CE5,
+ GL_COLOR_ATTACHMENT6_EXT = 0x8CE6,
+ GL_COLOR_ATTACHMENT7_EXT = 0x8CE7,
+ GL_COLOR_ATTACHMENT8_EXT = 0x8CE8,
+ GL_COLOR_ATTACHMENT9_EXT = 0x8CE9,
+ GL_COLOR_ATTACHMENT10_EXT = 0x8CEA,
+ GL_COLOR_ATTACHMENT11_EXT = 0x8CEB,
+ GL_COLOR_ATTACHMENT12_EXT = 0x8CEC,
+ GL_COLOR_ATTACHMENT13_EXT = 0x8CED,
+ GL_COLOR_ATTACHMENT14_EXT = 0x8CEE,
+ GL_COLOR_ATTACHMENT15_EXT = 0x8CEF,
+ GL_EXT_draw_buffers2 = 1,
+ GL_EXT_draw_buffers_indexed = 1,
+ GL_EXT_draw_elements_base_vertex = 1,
+ GL_EXT_draw_instanced = 1,
+ GL_EXT_draw_range_elements = 1,
+ GL_MAX_ELEMENTS_VERTICES_EXT = 0x80E8,
+ GL_MAX_ELEMENTS_INDICES_EXT = 0x80E9,
+ GL_EXT_external_buffer = 1,
+ GL_EXT_float_blend = 1,
+ GL_EXT_fog_coord = 1,
+ GL_FOG_COORDINATE_SOURCE_EXT = 0x8450,
+ GL_FOG_COORDINATE_EXT = 0x8451,
+ GL_FRAGMENT_DEPTH_EXT = 0x8452,
+ GL_CURRENT_FOG_COORDINATE_EXT = 0x8453,
+ GL_FOG_COORDINATE_ARRAY_TYPE_EXT = 0x8454,
+ GL_FOG_COORDINATE_ARRAY_STRIDE_EXT = 0x8455,
+ GL_FOG_COORDINATE_ARRAY_POINTER_EXT = 0x8456,
+ GL_FOG_COORDINATE_ARRAY_EXT = 0x8457,
+ GL_EXT_frag_depth = 1,
+ GL_EXT_fragment_lighting = 1,
+ GL_FRAGMENT_LIGHTING_EXT = 0x8400,
+ GL_FRAGMENT_COLOR_MATERIAL_EXT = 0x8401,
+ GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT = 0x8402,
+ GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT = 0x8403,
+ GL_MAX_FRAGMENT_LIGHTS_EXT = 0x8404,
+ GL_MAX_ACTIVE_LIGHTS_EXT = 0x8405,
+ GL_CURRENT_RASTER_NORMAL_EXT = 0x8406,
+ GL_LIGHT_ENV_MODE_EXT = 0x8407,
+ GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT = 0x8408,
+ GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT = 0x8409,
+ GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT = 0x840A,
+ GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT = 0x840B,
+ GL_FRAGMENT_LIGHT0_EXT = 0x840C,
+ GL_FRAGMENT_LIGHT7_EXT = 0x8413,
+ GL_EXT_framebuffer_blit = 1,
+ GL_DRAW_FRAMEBUFFER_BINDING_EXT = 0x8CA6,
+ GL_READ_FRAMEBUFFER_EXT = 0x8CA8,
+ GL_DRAW_FRAMEBUFFER_EXT = 0x8CA9,
+ GL_READ_FRAMEBUFFER_BINDING_EXT = 0x8CAA,
+ GL_EXT_framebuffer_multisample = 1,
+ GL_RENDERBUFFER_SAMPLES_EXT = 0x8CAB,
+ GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT = 0x8D56,
+ GL_MAX_SAMPLES_EXT = 0x8D57,
+ GL_EXT_framebuffer_multisample_blit_scaled = 1,
+ GL_SCALED_RESOLVE_FASTEST_EXT = 0x90BA,
+ GL_SCALED_RESOLVE_NICEST_EXT = 0x90BB,
+ GL_EXT_framebuffer_object = 1,
+ GL_INVALID_FRAMEBUFFER_OPERATION_EXT = 0x0506,
+ GL_MAX_RENDERBUFFER_SIZE_EXT = 0x84E8,
+ GL_FRAMEBUFFER_BINDING_EXT = 0x8CA6,
+ GL_RENDERBUFFER_BINDING_EXT = 0x8CA7,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT = 0x8CD0,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT = 0x8CD1,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT = 0x8CD2,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT = 0x8CD3,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT = 0x8CD4,
+ GL_FRAMEBUFFER_COMPLETE_EXT = 0x8CD5,
+ GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT = 0x8CD6,
+ GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT = 0x8CD7,
+ GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT = 0x8CD9,
+ GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT = 0x8CDA,
+ GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT = 0x8CDB,
+ GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT = 0x8CDC,
+ GL_FRAMEBUFFER_UNSUPPORTED_EXT = 0x8CDD,
+ GL_DEPTH_ATTACHMENT_EXT = 0x8D00,
+ GL_STENCIL_ATTACHMENT_EXT = 0x8D20,
+ GL_FRAMEBUFFER_EXT = 0x8D40,
+ GL_RENDERBUFFER_EXT = 0x8D41,
+ GL_RENDERBUFFER_WIDTH_EXT = 0x8D42,
+ GL_RENDERBUFFER_HEIGHT_EXT = 0x8D43,
+ GL_RENDERBUFFER_INTERNAL_FORMAT_EXT = 0x8D44,
+ GL_STENCIL_INDEX1_EXT = 0x8D46,
+ GL_STENCIL_INDEX4_EXT = 0x8D47,
+ GL_STENCIL_INDEX8_EXT = 0x8D48,
+ GL_STENCIL_INDEX16_EXT = 0x8D49,
+ GL_RENDERBUFFER_RED_SIZE_EXT = 0x8D50,
+ GL_RENDERBUFFER_GREEN_SIZE_EXT = 0x8D51,
+ GL_RENDERBUFFER_BLUE_SIZE_EXT = 0x8D52,
+ GL_RENDERBUFFER_ALPHA_SIZE_EXT = 0x8D53,
+ GL_RENDERBUFFER_DEPTH_SIZE_EXT = 0x8D54,
+ GL_RENDERBUFFER_STENCIL_SIZE_EXT = 0x8D55,
+ GL_EXT_framebuffer_sRGB = 1,
+ GL_FRAMEBUFFER_SRGB_EXT = 0x8DB9,
+ GL_FRAMEBUFFER_SRGB_CAPABLE_EXT = 0x8DBA,
+ GL_EXT_geometry_point_size = 1,
+ GL_GEOMETRY_SHADER_BIT_EXT = 0x00000004,
+ GL_LINES_ADJACENCY_EXT = 0xA,
+ GL_LINE_STRIP_ADJACENCY_EXT = 0xB,
+ GL_TRIANGLES_ADJACENCY_EXT = 0xC,
+ GL_TRIANGLE_STRIP_ADJACENCY_EXT = 0xD,
+ GL_LAYER_PROVOKING_VERTEX_EXT = 0x825E,
+ GL_UNDEFINED_VERTEX_EXT = 0x8260,
+ GL_GEOMETRY_SHADER_INVOCATIONS_EXT = 0x887F,
+ GL_GEOMETRY_LINKED_VERTICES_OUT_EXT = 0x8916,
+ GL_GEOMETRY_LINKED_INPUT_TYPE_EXT = 0x8917,
+ GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT = 0x8918,
+ GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT = 0x8A2C,
+ GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT = 0x8A32,
+ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT = 0x8C29,
+ GL_PRIMITIVES_GENERATED_EXT = 0x8C87,
+ GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT = 0x8DA7,
+ GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT = 0x8DA8,
+ GL_GEOMETRY_SHADER_EXT = 0x8DD9,
+ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT = 0x8DDF,
+ GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT = 0x8DE0,
+ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT = 0x8DE1,
+ GL_FIRST_VERTEX_CONVENTION_EXT = 0x8E4D,
+ GL_LAST_VERTEX_CONVENTION_EXT = 0x8E4E,
+ GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT = 0x8E5A,
+ GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT = 0x90CD,
+ GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT = 0x90D7,
+ GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT = 0x9123,
+ GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT = 0x9124,
+ GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT = 0x92CF,
+ GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT = 0x92D5,
+ GL_REFERENCED_BY_GEOMETRY_SHADER_EXT = 0x9309,
+ GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT = 0x9312,
+ GL_MAX_FRAMEBUFFER_LAYERS_EXT = 0x9317,
+ GL_EXT_geometry_shader = 1,
+ GL_EXT_geometry_shader4 = 1,
+ GL_PROGRAM_POINT_SIZE_EXT = 0x8642,
+ GL_MAX_VARYING_COMPONENTS_EXT = 0x8B4B,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT = 0x8CD4,
+ GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT = 0x8DA9,
+ GL_GEOMETRY_VERTICES_OUT_EXT = 0x8DDA,
+ GL_GEOMETRY_INPUT_TYPE_EXT = 0x8DDB,
+ GL_GEOMETRY_OUTPUT_TYPE_EXT = 0x8DDC,
+ GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT = 0x8DDD,
+ GL_MAX_VERTEX_VARYING_COMPONENTS_EXT = 0x8DDE,
+ GL_EXT_gpu_program_parameters = 1,
+ GL_EXT_gpu_shader4 = 1,
+ GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT = 0x88FD,
+ GL_SAMPLER_1D_ARRAY_EXT = 0x8DC0,
+ GL_SAMPLER_2D_ARRAY_EXT = 0x8DC1,
+ GL_SAMPLER_BUFFER_EXT = 0x8DC2,
+ GL_SAMPLER_1D_ARRAY_SHADOW_EXT = 0x8DC3,
+ GL_SAMPLER_2D_ARRAY_SHADOW_EXT = 0x8DC4,
+ GL_SAMPLER_CUBE_SHADOW_EXT = 0x8DC5,
+ GL_UNSIGNED_INT_VEC2_EXT = 0x8DC6,
+ GL_UNSIGNED_INT_VEC3_EXT = 0x8DC7,
+ GL_UNSIGNED_INT_VEC4_EXT = 0x8DC8,
+ GL_INT_SAMPLER_1D_EXT = 0x8DC9,
+ GL_INT_SAMPLER_2D_EXT = 0x8DCA,
+ GL_INT_SAMPLER_3D_EXT = 0x8DCB,
+ GL_INT_SAMPLER_CUBE_EXT = 0x8DCC,
+ GL_INT_SAMPLER_2D_RECT_EXT = 0x8DCD,
+ GL_INT_SAMPLER_1D_ARRAY_EXT = 0x8DCE,
+ GL_INT_SAMPLER_2D_ARRAY_EXT = 0x8DCF,
+ GL_INT_SAMPLER_BUFFER_EXT = 0x8DD0,
+ GL_UNSIGNED_INT_SAMPLER_1D_EXT = 0x8DD1,
+ GL_UNSIGNED_INT_SAMPLER_2D_EXT = 0x8DD2,
+ GL_UNSIGNED_INT_SAMPLER_3D_EXT = 0x8DD3,
+ GL_UNSIGNED_INT_SAMPLER_CUBE_EXT = 0x8DD4,
+ GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT = 0x8DD5,
+ GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT = 0x8DD6,
+ GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT = 0x8DD7,
+ GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT = 0x8DD8,
+ GL_EXT_gpu_shader5 = 1,
+ GL_EXT_histogram = 1,
+ GL_HISTOGRAM_EXT = 0x8024,
+ GL_PROXY_HISTOGRAM_EXT = 0x8025,
+ GL_HISTOGRAM_WIDTH_EXT = 0x8026,
+ GL_HISTOGRAM_FORMAT_EXT = 0x8027,
+ GL_HISTOGRAM_RED_SIZE_EXT = 0x8028,
+ GL_HISTOGRAM_GREEN_SIZE_EXT = 0x8029,
+ GL_HISTOGRAM_BLUE_SIZE_EXT = 0x802A,
+ GL_HISTOGRAM_ALPHA_SIZE_EXT = 0x802B,
+ GL_HISTOGRAM_LUMINANCE_SIZE_EXT = 0x802C,
+ GL_HISTOGRAM_SINK_EXT = 0x802D,
+ GL_MINMAX_EXT = 0x802E,
+ GL_MINMAX_FORMAT_EXT = 0x802F,
+ GL_MINMAX_SINK_EXT = 0x8030,
+ GL_EXT_index_array_formats = 1,
+ GL_EXT_index_func = 1,
+ GL_EXT_index_material = 1,
+ GL_EXT_index_texture = 1,
+ GL_EXT_instanced_arrays = 1,
+ GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT = 0x88FE,
+ GL_EXT_light_texture = 1,
+ GL_FRAGMENT_MATERIAL_EXT = 0x8349,
+ GL_FRAGMENT_NORMAL_EXT = 0x834A,
+ GL_FRAGMENT_COLOR_EXT = 0x834C,
+ GL_ATTENUATION_EXT = 0x834D,
+ GL_SHADOW_ATTENUATION_EXT = 0x834E,
+ GL_TEXTURE_APPLICATION_MODE_EXT = 0x834F,
+ GL_TEXTURE_LIGHT_EXT = 0x8350,
+ GL_TEXTURE_MATERIAL_FACE_EXT = 0x8351,
+ GL_TEXTURE_MATERIAL_PARAMETER_EXT = 0x8352,
+ GL_EXT_map_buffer_range = 1,
+ GL_MAP_READ_BIT_EXT = 0x0001,
+ GL_MAP_WRITE_BIT_EXT = 0x0002,
+ GL_MAP_INVALIDATE_RANGE_BIT_EXT = 0x0004,
+ GL_MAP_INVALIDATE_BUFFER_BIT_EXT = 0x0008,
+ GL_MAP_FLUSH_EXPLICIT_BIT_EXT = 0x0010,
+ GL_MAP_UNSYNCHRONIZED_BIT_EXT = 0x0020,
+ GL_EXT_memory_object = 1,
+ GL_UUID_SIZE_EXT = 16,
+ GL_TEXTURE_TILING_EXT = 0x9580,
+ GL_DEDICATED_MEMORY_OBJECT_EXT = 0x9581,
+ GL_NUM_TILING_TYPES_EXT = 0x9582,
+ GL_TILING_TYPES_EXT = 0x9583,
+ GL_OPTIMAL_TILING_EXT = 0x9584,
+ GL_LINEAR_TILING_EXT = 0x9585,
+ GL_LAYOUT_GENERAL_EXT = 0x958D,
+ GL_LAYOUT_COLOR_ATTACHMENT_EXT = 0x958E,
+ GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT = 0x958F,
+ GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT = 0x9590,
+ GL_LAYOUT_SHADER_READ_ONLY_EXT = 0x9591,
+ GL_LAYOUT_TRANSFER_SRC_EXT = 0x9592,
+ GL_LAYOUT_TRANSFER_DST_EXT = 0x9593,
+ GL_NUM_DEVICE_UUIDS_EXT = 0x9596,
+ GL_DEVICE_UUID_EXT = 0x9597,
+ GL_DRIVER_UUID_EXT = 0x9598,
+ GL_PROTECTED_MEMORY_OBJECT_EXT = 0x959B,
+ GL_EXT_memory_object_fd = 1,
+ GL_HANDLE_TYPE_OPAQUE_FD_EXT = 0x9586,
+ GL_EXT_memory_object_win32 = 1,
+ GL_LUID_SIZE_EXT = 8,
+ GL_HANDLE_TYPE_OPAQUE_WIN32_EXT = 0x9587,
+ GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT = 0x9588,
+ GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT = 0x9589,
+ GL_HANDLE_TYPE_D3D12_RESOURCE_EXT = 0x958A,
+ GL_HANDLE_TYPE_D3D11_IMAGE_EXT = 0x958B,
+ GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT = 0x958C,
+ GL_HANDLE_TYPE_D3D12_FENCE_EXT = 0x9594,
+ GL_D3D12_FENCE_VALUE_EXT = 0x9595,
+ GL_DEVICE_LUID_EXT = 0x9599,
+ GL_DEVICE_NODE_MASK_EXT = 0x959A,
+ GL_EXT_misc_attribute = 1,
+ GL_EXT_multi_draw_arrays = 1,
+ GL_EXT_multi_draw_indirect = 1,
+ GL_EXT_multiple_textures = 1,
+ GL_EXT_multisample = 1,
+ GL_MULTISAMPLE_EXT = 0x809D,
+ GL_SAMPLE_ALPHA_TO_MASK_EXT = 0x809E,
+ GL_SAMPLE_ALPHA_TO_ONE_EXT = 0x809F,
+ GL_SAMPLE_MASK_EXT = 0x80A0,
+ GL_1PASS_EXT = 0x80A1,
+ GL_2PASS_0_EXT = 0x80A2,
+ GL_2PASS_1_EXT = 0x80A3,
+ GL_4PASS_0_EXT = 0x80A4,
+ GL_4PASS_1_EXT = 0x80A5,
+ GL_4PASS_2_EXT = 0x80A6,
+ GL_4PASS_3_EXT = 0x80A7,
+ GL_SAMPLE_BUFFERS_EXT = 0x80A8,
+ GL_SAMPLES_EXT = 0x80A9,
+ GL_SAMPLE_MASK_VALUE_EXT = 0x80AA,
+ GL_SAMPLE_MASK_INVERT_EXT = 0x80AB,
+ GL_SAMPLE_PATTERN_EXT = 0x80AC,
+ GL_MULTISAMPLE_BIT_EXT = 0x20000000,
+ GL_EXT_multisample_compatibility = 1,
+ GL_EXT_multisampled_render_to_texture = 1,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT = 0x8D6C,
+ GL_EXT_multisampled_render_to_texture2 = 1,
+ GL_EXT_multiview_draw_buffers = 1,
+ GL_DRAW_BUFFER_EXT = 0x0C01,
+ GL_READ_BUFFER_EXT = 0x0C02,
+ GL_COLOR_ATTACHMENT_EXT = 0x90F0,
+ GL_MULTIVIEW_EXT = 0x90F1,
+ GL_MAX_MULTIVIEW_BUFFERS_EXT = 0x90F2,
+ GL_EXT_packed_depth_stencil = 1,
+ GL_DEPTH_STENCIL_EXT = 0x84F9,
+ GL_UNSIGNED_INT_24_8_EXT = 0x84FA,
+ GL_DEPTH24_STENCIL8_EXT = 0x88F0,
+ GL_TEXTURE_STENCIL_SIZE_EXT = 0x88F1,
+ GL_EXT_packed_float = 1,
+ GL_R11F_G11F_B10F_EXT = 0x8C3A,
+ GL_UNSIGNED_INT_10F_11F_11F_REV_EXT = 0x8C3B,
+ GL_RGBA_SIGNED_COMPONENTS_EXT = 0x8C3C,
+ GL_EXT_packed_pixels = 1,
+ GL_UNSIGNED_BYTE_3_3_2_EXT = 0x8032,
+ GL_UNSIGNED_SHORT_4_4_4_4_EXT = 0x8033,
+ GL_UNSIGNED_SHORT_5_5_5_1_EXT = 0x8034,
+ GL_UNSIGNED_INT_8_8_8_8_EXT = 0x8035,
+ GL_UNSIGNED_INT_10_10_10_2_EXT = 0x8036,
+ GL_EXT_paletted_texture = 1,
+ GL_COLOR_TABLE_FORMAT_EXT = 0x80D8,
+ GL_COLOR_TABLE_WIDTH_EXT = 0x80D9,
+ GL_COLOR_TABLE_RED_SIZE_EXT = 0x80DA,
+ GL_COLOR_TABLE_GREEN_SIZE_EXT = 0x80DB,
+ GL_COLOR_TABLE_BLUE_SIZE_EXT = 0x80DC,
+ GL_COLOR_TABLE_ALPHA_SIZE_EXT = 0x80DD,
+ GL_COLOR_TABLE_LUMINANCE_SIZE_EXT = 0x80DE,
+ GL_COLOR_TABLE_INTENSITY_SIZE_EXT = 0x80DF,
+ GL_TEXTURE_INDEX_SIZE_EXT = 0x80ED,
+ GL_EXT_pixel_buffer_object = 1,
+ GL_PIXEL_PACK_BUFFER_EXT = 0x88EB,
+ GL_PIXEL_UNPACK_BUFFER_EXT = 0x88EC,
+ GL_PIXEL_PACK_BUFFER_BINDING_EXT = 0x88ED,
+ GL_PIXEL_UNPACK_BUFFER_BINDING_EXT = 0x88EF,
+ GL_EXT_pixel_transform = 1,
+ GL_PIXEL_TRANSFORM_2D_EXT = 0x8330,
+ GL_PIXEL_MAG_FILTER_EXT = 0x8331,
+ GL_PIXEL_MIN_FILTER_EXT = 0x8332,
+ GL_PIXEL_CUBIC_WEIGHT_EXT = 0x8333,
+ GL_CUBIC_EXT = 0x8334,
+ GL_AVERAGE_EXT = 0x8335,
+ GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT = 0x8336,
+ GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT = 0x8337,
+ GL_PIXEL_TRANSFORM_2D_MATRIX_EXT = 0x8338,
+ GL_EXT_pixel_transform_color_table = 1,
+ GL_EXT_point_parameters = 1,
+ GL_POINT_SIZE_MIN_EXT = 0x8126,
+ GL_POINT_SIZE_MAX_EXT = 0x8127,
+ GL_POINT_FADE_THRESHOLD_SIZE_EXT = 0x8128,
+ GL_DISTANCE_ATTENUATION_EXT = 0x8129,
+ GL_EXT_polygon_offset = 1,
+ GL_POLYGON_OFFSET_EXT = 0x8037,
+ GL_POLYGON_OFFSET_FACTOR_EXT = 0x8038,
+ GL_POLYGON_OFFSET_BIAS_EXT = 0x8039,
+ GL_EXT_polygon_offset_clamp = 1,
+ GL_POLYGON_OFFSET_CLAMP_EXT = 0x8E1B,
+ GL_EXT_post_depth_coverage = 1,
+ GL_EXT_provoking_vertex = 1,
+ GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT = 0x8E4C,
+ GL_PROVOKING_VERTEX_EXT = 0x8E4F,
+ GL_EXT_pvrtc_sRGB = 1,
+ GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT = 0x8A54,
+ GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT = 0x8A55,
+ GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT = 0x8A56,
+ GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT = 0x8A57,
+ GL_EXT_raster_multisample = 1,
+ GL_COLOR_SAMPLES_NV = 0x8E20,
+ GL_RASTER_MULTISAMPLE_EXT = 0x9327,
+ GL_RASTER_SAMPLES_EXT = 0x9328,
+ GL_MAX_RASTER_SAMPLES_EXT = 0x9329,
+ GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT = 0x932A,
+ GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT = 0x932B,
+ GL_EFFECTIVE_RASTER_SAMPLES_EXT = 0x932C,
+ GL_DEPTH_SAMPLES_NV = 0x932D,
+ GL_STENCIL_SAMPLES_NV = 0x932E,
+ GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV = 0x932F,
+ GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV = 0x9330,
+ GL_COVERAGE_MODULATION_TABLE_NV = 0x9331,
+ GL_COVERAGE_MODULATION_NV = 0x9332,
+ GL_COVERAGE_MODULATION_TABLE_SIZE_NV = 0x9333,
+ GL_EXT_read_format_bgra = 1,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT = 0x8365,
+ GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT = 0x8366,
+ GL_EXT_render_snorm = 1,
+ GL_R16_SNORM_EXT = 0x8F98,
+ GL_RG16_SNORM_EXT = 0x8F99,
+ GL_RGBA16_SNORM_EXT = 0x8F9B,
+ GL_EXT_rescale_normal = 1,
+ GL_RESCALE_NORMAL_EXT = 0x803A,
+ GL_EXT_sRGB = 1,
+ GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT = 0x8210,
+ GL_SRGB_EXT = 0x8C40,
+ GL_SRGB_ALPHA_EXT = 0x8C42,
+ GL_SRGB8_ALPHA8_EXT = 0x8C43,
+ GL_EXT_sRGB_write_control = 1,
+ GL_EXT_scene_marker = 1,
+ GL_EXT_secondary_color = 1,
+ GL_COLOR_SUM_EXT = 0x8458,
+ GL_CURRENT_SECONDARY_COLOR_EXT = 0x8459,
+ GL_SECONDARY_COLOR_ARRAY_SIZE_EXT = 0x845A,
+ GL_SECONDARY_COLOR_ARRAY_TYPE_EXT = 0x845B,
+ GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT = 0x845C,
+ GL_SECONDARY_COLOR_ARRAY_POINTER_EXT = 0x845D,
+ GL_SECONDARY_COLOR_ARRAY_EXT = 0x845E,
+ GL_EXT_semaphore = 1,
+ GL_EXT_semaphore_fd = 1,
+ GL_EXT_semaphore_win32 = 1,
+ GL_EXT_separate_shader_objects = 1,
+ GL_ACTIVE_PROGRAM_EXT = 0x8B8D,
+ GL_EXT_separate_specular_color = 1,
+ GL_LIGHT_MODEL_COLOR_CONTROL_EXT = 0x81F8,
+ GL_SINGLE_COLOR_EXT = 0x81F9,
+ GL_SEPARATE_SPECULAR_COLOR_EXT = 0x81FA,
+ GL_EXT_shader_framebuffer_fetch = 1,
+ GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT = 0x8A52,
+ GL_EXT_shader_group_vote = 1,
+ GL_EXT_shader_image_load_formatted = 1,
+ GL_EXT_shader_image_load_store = 1,
+ GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT = 0x00000001,
+ GL_ELEMENT_ARRAY_BARRIER_BIT_EXT = 0x00000002,
+ GL_UNIFORM_BARRIER_BIT_EXT = 0x00000004,
+ GL_TEXTURE_FETCH_BARRIER_BIT_EXT = 0x00000008,
+ GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT = 0x00000020,
+ GL_COMMAND_BARRIER_BIT_EXT = 0x00000040,
+ GL_PIXEL_BUFFER_BARRIER_BIT_EXT = 0x00000080,
+ GL_TEXTURE_UPDATE_BARRIER_BIT_EXT = 0x00000100,
+ GL_BUFFER_UPDATE_BARRIER_BIT_EXT = 0x00000200,
+ GL_FRAMEBUFFER_BARRIER_BIT_EXT = 0x00000400,
+ GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT = 0x00000800,
+ GL_ATOMIC_COUNTER_BARRIER_BIT_EXT = 0x00001000,
+ GL_MAX_IMAGE_UNITS_EXT = 0x8F38,
+ GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT = 0x8F39,
+ GL_IMAGE_BINDING_NAME_EXT = 0x8F3A,
+ GL_IMAGE_BINDING_LEVEL_EXT = 0x8F3B,
+ GL_IMAGE_BINDING_LAYERED_EXT = 0x8F3C,
+ GL_IMAGE_BINDING_LAYER_EXT = 0x8F3D,
+ GL_IMAGE_BINDING_ACCESS_EXT = 0x8F3E,
+ GL_IMAGE_1D_EXT = 0x904C,
+ GL_IMAGE_2D_EXT = 0x904D,
+ GL_IMAGE_3D_EXT = 0x904E,
+ GL_IMAGE_2D_RECT_EXT = 0x904F,
+ GL_IMAGE_CUBE_EXT = 0x9050,
+ GL_IMAGE_BUFFER_EXT = 0x9051,
+ GL_IMAGE_1D_ARRAY_EXT = 0x9052,
+ GL_IMAGE_2D_ARRAY_EXT = 0x9053,
+ GL_IMAGE_CUBE_MAP_ARRAY_EXT = 0x9054,
+ GL_IMAGE_2D_MULTISAMPLE_EXT = 0x9055,
+ GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT = 0x9056,
+ GL_INT_IMAGE_1D_EXT = 0x9057,
+ GL_INT_IMAGE_2D_EXT = 0x9058,
+ GL_INT_IMAGE_3D_EXT = 0x9059,
+ GL_INT_IMAGE_2D_RECT_EXT = 0x905A,
+ GL_INT_IMAGE_CUBE_EXT = 0x905B,
+ GL_INT_IMAGE_BUFFER_EXT = 0x905C,
+ GL_INT_IMAGE_1D_ARRAY_EXT = 0x905D,
+ GL_INT_IMAGE_2D_ARRAY_EXT = 0x905E,
+ GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT = 0x905F,
+ GL_INT_IMAGE_2D_MULTISAMPLE_EXT = 0x9060,
+ GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT = 0x9061,
+ GL_UNSIGNED_INT_IMAGE_1D_EXT = 0x9062,
+ GL_UNSIGNED_INT_IMAGE_2D_EXT = 0x9063,
+ GL_UNSIGNED_INT_IMAGE_3D_EXT = 0x9064,
+ GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT = 0x9065,
+ GL_UNSIGNED_INT_IMAGE_CUBE_EXT = 0x9066,
+ GL_UNSIGNED_INT_IMAGE_BUFFER_EXT = 0x9067,
+ GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT = 0x9068,
+ GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT = 0x9069,
+ GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT = 0x906A,
+ GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT = 0x906B,
+ GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT = 0x906C,
+ GL_MAX_IMAGE_SAMPLES_EXT = 0x906D,
+ GL_IMAGE_BINDING_FORMAT_EXT = 0x906E,
+ GL_ALL_BARRIER_BITS_EXT = 0xFFFFFFFF,
+ GL_EXT_shader_implicit_conversions = 1,
+ GL_EXT_shader_integer_mix = 1,
+ GL_EXT_shader_io_blocks = 1,
+ GL_EXT_shader_non_constant_global_initializers = 1,
+ GL_EXT_shader_pixel_local_storage = 1,
+ GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT = 0x8F63,
+ GL_SHADER_PIXEL_LOCAL_STORAGE_EXT = 0x8F64,
+ GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT = 0x8F67,
+ GL_EXT_shader_pixel_local_storage2 = 1,
+ GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT = 0x9650,
+ GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT = 0x9651,
+ GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT = 0x9652,
+ GL_EXT_shader_texture_lod = 1,
+ GL_EXT_shadow_funcs = 1,
+ GL_EXT_shadow_samplers = 1,
+ GL_TEXTURE_COMPARE_MODE_EXT = 0x884C,
+ GL_TEXTURE_COMPARE_FUNC_EXT = 0x884D,
+ GL_COMPARE_REF_TO_TEXTURE_EXT = 0x884E,
+ GL_SAMPLER_2D_SHADOW_EXT = 0x8B62,
+ GL_EXT_shared_texture_palette = 1,
+ GL_SHARED_TEXTURE_PALETTE_EXT = 0x81FB,
+ GL_EXT_sparse_texture = 1,
+ GL_TEXTURE_CUBE_MAP_ARRAY_OES = 0x9009,
+ GL_VIRTUAL_PAGE_SIZE_X_EXT = 0x9195,
+ GL_VIRTUAL_PAGE_SIZE_Y_EXT = 0x9196,
+ GL_VIRTUAL_PAGE_SIZE_Z_EXT = 0x9197,
+ GL_MAX_SPARSE_TEXTURE_SIZE_EXT = 0x9198,
+ GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT = 0x9199,
+ GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT = 0x919A,
+ GL_TEXTURE_SPARSE_EXT = 0x91A6,
+ GL_VIRTUAL_PAGE_SIZE_INDEX_EXT = 0x91A7,
+ GL_NUM_VIRTUAL_PAGE_SIZES_EXT = 0x91A8,
+ GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT = 0x91A9,
+ GL_NUM_SPARSE_LEVELS_EXT = 0x91AA,
+ GL_EXT_sparse_texture2 = 1,
+ GL_EXT_stencil_clear_tag = 1,
+ GL_STENCIL_TAG_BITS_EXT = 0x88F2,
+ GL_STENCIL_CLEAR_TAG_VALUE_EXT = 0x88F3,
+ GL_EXT_stencil_two_side = 1,
+ GL_STENCIL_TEST_TWO_SIDE_EXT = 0x8910,
+ GL_ACTIVE_STENCIL_FACE_EXT = 0x8911,
+ GL_EXT_stencil_wrap = 1,
+ GL_INCR_WRAP_EXT = 0x8507,
+ GL_DECR_WRAP_EXT = 0x8508,
+ GL_EXT_subtexture = 1,
+ GL_EXT_texture = 1,
+ GL_ALPHA4_EXT = 0x803B,
+ GL_ALPHA8_EXT = 0x803C,
+ GL_ALPHA12_EXT = 0x803D,
+ GL_ALPHA16_EXT = 0x803E,
+ GL_LUMINANCE4_EXT = 0x803F,
+ GL_LUMINANCE8_EXT = 0x8040,
+ GL_LUMINANCE12_EXT = 0x8041,
+ GL_LUMINANCE16_EXT = 0x8042,
+ GL_LUMINANCE4_ALPHA4_EXT = 0x8043,
+ GL_LUMINANCE6_ALPHA2_EXT = 0x8044,
+ GL_LUMINANCE8_ALPHA8_EXT = 0x8045,
+ GL_LUMINANCE12_ALPHA4_EXT = 0x8046,
+ GL_LUMINANCE12_ALPHA12_EXT = 0x8047,
+ GL_LUMINANCE16_ALPHA16_EXT = 0x8048,
+ GL_INTENSITY_EXT = 0x8049,
+ GL_INTENSITY4_EXT = 0x804A,
+ GL_INTENSITY8_EXT = 0x804B,
+ GL_INTENSITY12_EXT = 0x804C,
+ GL_INTENSITY16_EXT = 0x804D,
+ GL_RGB2_EXT = 0x804E,
+ GL_RGB4_EXT = 0x804F,
+ GL_RGB5_EXT = 0x8050,
+ GL_RGB8_EXT = 0x8051,
+ GL_RGB10_EXT = 0x8052,
+ GL_RGB12_EXT = 0x8053,
+ GL_RGB16_EXT = 0x8054,
+ GL_RGBA2_EXT = 0x8055,
+ GL_RGBA4_EXT = 0x8056,
+ GL_RGB5_A1_EXT = 0x8057,
+ GL_RGBA8_EXT = 0x8058,
+ GL_RGB10_A2_EXT = 0x8059,
+ GL_RGBA12_EXT = 0x805A,
+ GL_RGBA16_EXT = 0x805B,
+ GL_TEXTURE_RED_SIZE_EXT = 0x805C,
+ GL_TEXTURE_GREEN_SIZE_EXT = 0x805D,
+ GL_TEXTURE_BLUE_SIZE_EXT = 0x805E,
+ GL_TEXTURE_ALPHA_SIZE_EXT = 0x805F,
+ GL_TEXTURE_LUMINANCE_SIZE_EXT = 0x8060,
+ GL_TEXTURE_INTENSITY_SIZE_EXT = 0x8061,
+ GL_REPLACE_EXT = 0x8062,
+ GL_PROXY_TEXTURE_1D_EXT = 0x8063,
+ GL_PROXY_TEXTURE_2D_EXT = 0x8064,
+ GL_EXT_texture3D = 1,
+ GL_PACK_SKIP_IMAGES_EXT = 0x806B,
+ GL_PACK_IMAGE_HEIGHT_EXT = 0x806C,
+ GL_UNPACK_SKIP_IMAGES_EXT = 0x806D,
+ GL_UNPACK_IMAGE_HEIGHT_EXT = 0x806E,
+ GL_TEXTURE_3D_EXT = 0x806F,
+ GL_PROXY_TEXTURE_3D_EXT = 0x8070,
+ GL_TEXTURE_DEPTH_EXT = 0x8071,
+ GL_TEXTURE_WRAP_R_EXT = 0x8072,
+ GL_MAX_3D_TEXTURE_SIZE_EXT = 0x8073,
+ GL_EXT_texture_array = 1,
+ GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT = 0x884E,
+ GL_MAX_ARRAY_TEXTURE_LAYERS_EXT = 0x88FF,
+ GL_TEXTURE_1D_ARRAY_EXT = 0x8C18,
+ GL_PROXY_TEXTURE_1D_ARRAY_EXT = 0x8C19,
+ GL_TEXTURE_2D_ARRAY_EXT = 0x8C1A,
+ GL_PROXY_TEXTURE_2D_ARRAY_EXT = 0x8C1B,
+ GL_TEXTURE_BINDING_1D_ARRAY_EXT = 0x8C1C,
+ GL_TEXTURE_BINDING_2D_ARRAY_EXT = 0x8C1D,
+ GL_EXT_texture_buffer_object = 1,
+ GL_TEXTURE_BUFFER_EXT = 0x8C2A,
+ GL_MAX_TEXTURE_BUFFER_SIZE_EXT = 0x8C2B,
+ GL_TEXTURE_BINDING_BUFFER_EXT = 0x8C2C,
+ GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT = 0x8C2D,
+ GL_TEXTURE_BUFFER_FORMAT_EXT = 0x8C2E,
+ GL_EXT_texture_compression_astc_decode_mode = 1,
+ GL_TEXTURE_ASTC_DECODE_PRECISION_EXT = 0x8F69,
+ GL_EXT_texture_compression_astc_decode_mode_rgb9e5 = 1,
+ GL_EXT_texture_compression_bptc = 1,
+ GL_COMPRESSED_RGBA_BPTC_UNORM_EXT = 0x8E8C,
+ GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT = 0x8E8D,
+ GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT = 0x8E8E,
+ GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT = 0x8E8F,
+ GL_EXT_texture_compression_dxt1 = 1,
+ GL_EXT_texture_compression_latc = 1,
+ GL_COMPRESSED_LUMINANCE_LATC1_EXT = 0x8C70,
+ GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT = 0x8C71,
+ GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT = 0x8C72,
+ GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT = 0x8C73,
+ GL_EXT_texture_compression_rgtc = 1,
+ GL_COMPRESSED_RED_RGTC1_EXT = 0x8DBB,
+ GL_COMPRESSED_SIGNED_RED_RGTC1_EXT = 0x8DBC,
+ GL_COMPRESSED_RED_GREEN_RGTC2_EXT = 0x8DBD,
+ GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT = 0x8DBE,
+ GL_EXT_texture_compression_s3tc = 1,
+ GL_COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83F0,
+ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT = 0x83F1,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT = 0x83F2,
+ GL_COMPRESSED_RGBA_S3TC_DXT5_EXT = 0x83F3,
+ GL_EXT_texture_cube_map = 1,
+ GL_NORMAL_MAP_EXT = 0x8511,
+ GL_REFLECTION_MAP_EXT = 0x8512,
+ GL_TEXTURE_CUBE_MAP_EXT = 0x8513,
+ GL_TEXTURE_BINDING_CUBE_MAP_EXT = 0x8514,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT = 0x8515,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT = 0x8516,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT = 0x8517,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT = 0x8518,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT = 0x8519,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT = 0x851A,
+ GL_PROXY_TEXTURE_CUBE_MAP_EXT = 0x851B,
+ GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT = 0x851C,
+ GL_EXT_texture_cube_map_array = 1,
+ GL_TEXTURE_CUBE_MAP_ARRAY_EXT = 0x9009,
+ GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT = 0x900A,
+ GL_SAMPLER_CUBE_MAP_ARRAY_EXT = 0x900C,
+ GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT = 0x900D,
+ GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT = 0x900E,
+ GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT = 0x900F,
+ GL_EXT_texture_edge_clamp = 1,
+ GL_CLAMP_TO_EDGE_EXT = 0x812F,
+ GL_EXT_texture_env = 1,
+ GL_EXT_texture_env_add = 1,
+ GL_EXT_texture_env_combine = 1,
+ GL_COMBINE_EXT = 0x8570,
+ GL_COMBINE_RGB_EXT = 0x8571,
+ GL_COMBINE_ALPHA_EXT = 0x8572,
+ GL_RGB_SCALE_EXT = 0x8573,
+ GL_ADD_SIGNED_EXT = 0x8574,
+ GL_INTERPOLATE_EXT = 0x8575,
+ GL_CONSTANT_EXT = 0x8576,
+ GL_PRIMARY_COLOR_EXT = 0x8577,
+ GL_PREVIOUS_EXT = 0x8578,
+ GL_SOURCE0_RGB_EXT = 0x8580,
+ GL_SOURCE1_RGB_EXT = 0x8581,
+ GL_SOURCE2_RGB_EXT = 0x8582,
+ GL_SOURCE0_ALPHA_EXT = 0x8588,
+ GL_SOURCE1_ALPHA_EXT = 0x8589,
+ GL_SOURCE2_ALPHA_EXT = 0x858A,
+ GL_OPERAND0_RGB_EXT = 0x8590,
+ GL_OPERAND1_RGB_EXT = 0x8591,
+ GL_OPERAND2_RGB_EXT = 0x8592,
+ GL_OPERAND0_ALPHA_EXT = 0x8598,
+ GL_OPERAND1_ALPHA_EXT = 0x8599,
+ GL_OPERAND2_ALPHA_EXT = 0x859A,
+ GL_EXT_texture_env_dot3 = 1,
+ GL_DOT3_RGB_EXT = 0x8740,
+ GL_DOT3_RGBA_EXT = 0x8741,
+ GL_EXT_texture_filter_anisotropic = 1,
+ GL_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FE,
+ GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FF,
+ GL_EXT_texture_filter_minmax = 1,
+ GL_TEXTURE_REDUCTION_MODE_EXT = 0x9366,
+ GL_WEIGHTED_AVERAGE_EXT = 0x9367,
+ GL_EXT_texture_format_BGRA8888 = 1,
+ GL_EXT_texture_integer = 1,
+ GL_RGBA32UI_EXT = 0x8D70,
+ GL_RGB32UI_EXT = 0x8D71,
+ GL_ALPHA32UI_EXT = 0x8D72,
+ GL_INTENSITY32UI_EXT = 0x8D73,
+ GL_LUMINANCE32UI_EXT = 0x8D74,
+ GL_LUMINANCE_ALPHA32UI_EXT = 0x8D75,
+ GL_RGBA16UI_EXT = 0x8D76,
+ GL_RGB16UI_EXT = 0x8D77,
+ GL_ALPHA16UI_EXT = 0x8D78,
+ GL_INTENSITY16UI_EXT = 0x8D79,
+ GL_LUMINANCE16UI_EXT = 0x8D7A,
+ GL_LUMINANCE_ALPHA16UI_EXT = 0x8D7B,
+ GL_RGBA8UI_EXT = 0x8D7C,
+ GL_RGB8UI_EXT = 0x8D7D,
+ GL_ALPHA8UI_EXT = 0x8D7E,
+ GL_INTENSITY8UI_EXT = 0x8D7F,
+ GL_LUMINANCE8UI_EXT = 0x8D80,
+ GL_LUMINANCE_ALPHA8UI_EXT = 0x8D81,
+ GL_RGBA32I_EXT = 0x8D82,
+ GL_RGB32I_EXT = 0x8D83,
+ GL_ALPHA32I_EXT = 0x8D84,
+ GL_INTENSITY32I_EXT = 0x8D85,
+ GL_LUMINANCE32I_EXT = 0x8D86,
+ GL_LUMINANCE_ALPHA32I_EXT = 0x8D87,
+ GL_RGBA16I_EXT = 0x8D88,
+ GL_RGB16I_EXT = 0x8D89,
+ GL_ALPHA16I_EXT = 0x8D8A,
+ GL_INTENSITY16I_EXT = 0x8D8B,
+ GL_LUMINANCE16I_EXT = 0x8D8C,
+ GL_LUMINANCE_ALPHA16I_EXT = 0x8D8D,
+ GL_RGBA8I_EXT = 0x8D8E,
+ GL_RGB8I_EXT = 0x8D8F,
+ GL_ALPHA8I_EXT = 0x8D90,
+ GL_INTENSITY8I_EXT = 0x8D91,
+ GL_LUMINANCE8I_EXT = 0x8D92,
+ GL_LUMINANCE_ALPHA8I_EXT = 0x8D93,
+ GL_RED_INTEGER_EXT = 0x8D94,
+ GL_GREEN_INTEGER_EXT = 0x8D95,
+ GL_BLUE_INTEGER_EXT = 0x8D96,
+ GL_ALPHA_INTEGER_EXT = 0x8D97,
+ GL_RGB_INTEGER_EXT = 0x8D98,
+ GL_RGBA_INTEGER_EXT = 0x8D99,
+ GL_BGR_INTEGER_EXT = 0x8D9A,
+ GL_BGRA_INTEGER_EXT = 0x8D9B,
+ GL_LUMINANCE_INTEGER_EXT = 0x8D9C,
+ GL_LUMINANCE_ALPHA_INTEGER_EXT = 0x8D9D,
+ GL_RGBA_INTEGER_MODE_EXT = 0x8D9E,
+ GL_EXT_texture_lod_bias = 1,
+ GL_MAX_TEXTURE_LOD_BIAS_EXT = 0x84FD,
+ GL_TEXTURE_FILTER_CONTROL_EXT = 0x8500,
+ GL_TEXTURE_LOD_BIAS_EXT = 0x8501,
+ GL_EXT_texture_mirror_clamp = 1,
+ GL_MIRROR_CLAMP_EXT = 0x8742,
+ GL_MIRROR_CLAMP_TO_EDGE_EXT = 0x8743,
+ GL_MIRROR_CLAMP_TO_BORDER_EXT = 0x8912,
+ GL_EXT_texture_norm16 = 1,
+ GL_R16_EXT = 0x822A,
+ GL_RG16_EXT = 0x822C,
+ GL_RGB16_SNORM_EXT = 0x8F9A,
+ GL_EXT_texture_object = 1,
+ GL_TEXTURE_PRIORITY_EXT = 0x8066,
+ GL_TEXTURE_RESIDENT_EXT = 0x8067,
+ GL_TEXTURE_1D_BINDING_EXT = 0x8068,
+ GL_TEXTURE_2D_BINDING_EXT = 0x8069,
+ GL_TEXTURE_3D_BINDING_EXT = 0x806A,
+ GL_EXT_texture_perturb_normal = 1,
+ GL_PERTURB_EXT = 0x85AE,
+ GL_TEXTURE_NORMAL_EXT = 0x85AF,
+ GL_EXT_texture_rectangle = 1,
+ GL_TEXTURE_RECTANGLE_EXT = 0x84F5,
+ GL_TEXTURE_BINDING_RECTANGLE_EXT = 0x84F6,
+ GL_PROXY_TEXTURE_RECTANGLE_EXT = 0x84F7,
+ GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT = 0x84F8,
+ GL_EXT_texture_rg = 1,
+ GL_RED_EXT = 0x1903,
+ GL_RG_EXT = 0x8227,
+ GL_R8_EXT = 0x8229,
+ GL_RG8_EXT = 0x822B,
+ GL_EXT_texture_sRGB = 1,
+ GL_SRGB8_EXT = 0x8C41,
+ GL_SLUMINANCE_ALPHA_EXT = 0x8C44,
+ GL_SLUMINANCE8_ALPHA8_EXT = 0x8C45,
+ GL_SLUMINANCE_EXT = 0x8C46,
+ GL_SLUMINANCE8_EXT = 0x8C47,
+ GL_COMPRESSED_SRGB_EXT = 0x8C48,
+ GL_COMPRESSED_SRGB_ALPHA_EXT = 0x8C49,
+ GL_COMPRESSED_SLUMINANCE_EXT = 0x8C4A,
+ GL_COMPRESSED_SLUMINANCE_ALPHA_EXT = 0x8C4B,
+ GL_COMPRESSED_SRGB_S3TC_DXT1_EXT = 0x8C4C,
+ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT = 0x8C4D,
+ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT = 0x8C4E,
+ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT = 0x8C4F,
+ GL_EXT_texture_sRGB_R8 = 1,
+ GL_SR8_EXT = 0x8FBD,
+ GL_EXT_texture_sRGB_RG8 = 1,
+ GL_SRG8_EXT = 0x8FBE,
+ GL_EXT_texture_sRGB_decode = 1,
+ GL_TEXTURE_SRGB_DECODE_EXT = 0x8A48,
+ GL_DECODE_EXT = 0x8A49,
+ GL_SKIP_DECODE_EXT = 0x8A4A,
+ GL_EXT_texture_shared_exponent = 1,
+ GL_RGB9_E5_EXT = 0x8C3D,
+ GL_UNSIGNED_INT_5_9_9_9_REV_EXT = 0x8C3E,
+ GL_TEXTURE_SHARED_SIZE_EXT = 0x8C3F,
+ GL_EXT_texture_snorm = 1,
+ GL_ALPHA_SNORM = 0x9010,
+ GL_LUMINANCE_SNORM = 0x9011,
+ GL_LUMINANCE_ALPHA_SNORM = 0x9012,
+ GL_INTENSITY_SNORM = 0x9013,
+ GL_ALPHA8_SNORM = 0x9014,
+ GL_LUMINANCE8_SNORM = 0x9015,
+ GL_LUMINANCE8_ALPHA8_SNORM = 0x9016,
+ GL_INTENSITY8_SNORM = 0x9017,
+ GL_ALPHA16_SNORM = 0x9018,
+ GL_LUMINANCE16_SNORM = 0x9019,
+ GL_LUMINANCE16_ALPHA16_SNORM = 0x901A,
+ GL_INTENSITY16_SNORM = 0x901B,
+ GL_EXT_texture_storage = 1,
+ GL_R32F_EXT = 0x822E,
+ GL_RG32F_EXT = 0x8230,
+ GL_RGBA32F_EXT = 0x8814,
+ GL_RGB32F_EXT = 0x8815,
+ GL_ALPHA32F_EXT = 0x8816,
+ GL_LUMINANCE32F_EXT = 0x8818,
+ GL_LUMINANCE_ALPHA32F_EXT = 0x8819,
+ GL_ALPHA16F_EXT = 0x881C,
+ GL_LUMINANCE16F_EXT = 0x881E,
+ GL_LUMINANCE_ALPHA16F_EXT = 0x881F,
+ GL_TEXTURE_IMMUTABLE_FORMAT_EXT = 0x912F,
+ GL_EXT_texture_swizzle = 1,
+ GL_TEXTURE_SWIZZLE_R_EXT = 0x8E42,
+ GL_TEXTURE_SWIZZLE_G_EXT = 0x8E43,
+ GL_TEXTURE_SWIZZLE_B_EXT = 0x8E44,
+ GL_TEXTURE_SWIZZLE_A_EXT = 0x8E45,
+ GL_TEXTURE_SWIZZLE_RGBA_EXT = 0x8E46,
+ GL_EXT_texture_type_2_10_10_10_REV = 1,
+ GL_UNSIGNED_INT_2_10_10_10_REV_EXT = 0x8368,
+ GL_EXT_texture_view = 1,
+ GL_TEXTURE_VIEW_MIN_LEVEL_EXT = 0x82DB,
+ GL_TEXTURE_VIEW_NUM_LEVELS_EXT = 0x82DC,
+ GL_TEXTURE_VIEW_MIN_LAYER_EXT = 0x82DD,
+ GL_TEXTURE_VIEW_NUM_LAYERS_EXT = 0x82DE,
+ GL_EXT_timer_query = 1,
+ GL_TIME_ELAPSED_EXT = 0x88BF,
+ GL_EXT_transform_feedback = 1,
+ GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT = 0x8C76,
+ GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT = 0x8C7F,
+ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT = 0x8C80,
+ GL_TRANSFORM_FEEDBACK_VARYINGS_EXT = 0x8C83,
+ GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT = 0x8C84,
+ GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT = 0x8C85,
+ GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT = 0x8C88,
+ GL_RASTERIZER_DISCARD_EXT = 0x8C89,
+ GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT = 0x8C8A,
+ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT = 0x8C8B,
+ GL_INTERLEAVED_ATTRIBS_EXT = 0x8C8C,
+ GL_SEPARATE_ATTRIBS_EXT = 0x8C8D,
+ GL_TRANSFORM_FEEDBACK_BUFFER_EXT = 0x8C8E,
+ GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT = 0x8C8F,
+ GL_EXT_unpack_subimage = 1,
+ GL_UNPACK_ROW_LENGTH_EXT = 0x0CF2,
+ GL_UNPACK_SKIP_ROWS_EXT = 0x0CF3,
+ GL_UNPACK_SKIP_PIXELS_EXT = 0x0CF4,
+ GL_EXT_vertex_array = 1,
+ GL_DOUBLE_EXT = 0x140A,
+ GL_VERTEX_ARRAY_EXT = 0x8074,
+ GL_NORMAL_ARRAY_EXT = 0x8075,
+ GL_COLOR_ARRAY_EXT = 0x8076,
+ GL_INDEX_ARRAY_EXT = 0x8077,
+ GL_TEXTURE_COORD_ARRAY_EXT = 0x8078,
+ GL_EDGE_FLAG_ARRAY_EXT = 0x8079,
+ GL_VERTEX_ARRAY_SIZE_EXT = 0x807A,
+ GL_VERTEX_ARRAY_TYPE_EXT = 0x807B,
+ GL_VERTEX_ARRAY_STRIDE_EXT = 0x807C,
+ GL_VERTEX_ARRAY_COUNT_EXT = 0x807D,
+ GL_NORMAL_ARRAY_TYPE_EXT = 0x807E,
+ GL_NORMAL_ARRAY_STRIDE_EXT = 0x807F,
+ GL_NORMAL_ARRAY_COUNT_EXT = 0x8080,
+ GL_COLOR_ARRAY_SIZE_EXT = 0x8081,
+ GL_COLOR_ARRAY_TYPE_EXT = 0x8082,
+ GL_COLOR_ARRAY_STRIDE_EXT = 0x8083,
+ GL_COLOR_ARRAY_COUNT_EXT = 0x8084,
+ GL_INDEX_ARRAY_TYPE_EXT = 0x8085,
+ GL_INDEX_ARRAY_STRIDE_EXT = 0x8086,
+ GL_INDEX_ARRAY_COUNT_EXT = 0x8087,
+ GL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088,
+ GL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089,
+ GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = 0x808A,
+ GL_TEXTURE_COORD_ARRAY_COUNT_EXT = 0x808B,
+ GL_EDGE_FLAG_ARRAY_STRIDE_EXT = 0x808C,
+ GL_EDGE_FLAG_ARRAY_COUNT_EXT = 0x808D,
+ GL_VERTEX_ARRAY_POINTER_EXT = 0x808E,
+ GL_NORMAL_ARRAY_POINTER_EXT = 0x808F,
+ GL_COLOR_ARRAY_POINTER_EXT = 0x8090,
+ GL_INDEX_ARRAY_POINTER_EXT = 0x8091,
+ GL_TEXTURE_COORD_ARRAY_POINTER_EXT = 0x8092,
+ GL_EDGE_FLAG_ARRAY_POINTER_EXT = 0x8093,
+ GL_EXT_vertex_array_bgra = 1,
+ GL_EXT_vertex_array_setXXX = 1,
+ GL_EXT_vertex_attrib_64bit = 1,
+ GL_DOUBLE_MAT2_EXT = 0x8F46,
+ GL_DOUBLE_MAT3_EXT = 0x8F47,
+ GL_DOUBLE_MAT4_EXT = 0x8F48,
+ GL_DOUBLE_MAT2x3_EXT = 0x8F49,
+ GL_DOUBLE_MAT2x4_EXT = 0x8F4A,
+ GL_DOUBLE_MAT3x2_EXT = 0x8F4B,
+ GL_DOUBLE_MAT3x4_EXT = 0x8F4C,
+ GL_DOUBLE_MAT4x2_EXT = 0x8F4D,
+ GL_DOUBLE_MAT4x3_EXT = 0x8F4E,
+ GL_DOUBLE_VEC2_EXT = 0x8FFC,
+ GL_DOUBLE_VEC3_EXT = 0x8FFD,
+ GL_DOUBLE_VEC4_EXT = 0x8FFE,
+ GL_EXT_vertex_shader = 1,
+ GL_VERTEX_SHADER_EXT = 0x8780,
+ GL_VERTEX_SHADER_BINDING_EXT = 0x8781,
+ GL_OP_INDEX_EXT = 0x8782,
+ GL_OP_NEGATE_EXT = 0x8783,
+ GL_OP_DOT3_EXT = 0x8784,
+ GL_OP_DOT4_EXT = 0x8785,
+ GL_OP_MUL_EXT = 0x8786,
+ GL_OP_ADD_EXT = 0x8787,
+ GL_OP_MADD_EXT = 0x8788,
+ GL_OP_FRAC_EXT = 0x8789,
+ GL_OP_MAX_EXT = 0x878A,
+ GL_OP_MIN_EXT = 0x878B,
+ GL_OP_SET_GE_EXT = 0x878C,
+ GL_OP_SET_LT_EXT = 0x878D,
+ GL_OP_CLAMP_EXT = 0x878E,
+ GL_OP_FLOOR_EXT = 0x878F,
+ GL_OP_ROUND_EXT = 0x8790,
+ GL_OP_EXP_BASE_2_EXT = 0x8791,
+ GL_OP_LOG_BASE_2_EXT = 0x8792,
+ GL_OP_POWER_EXT = 0x8793,
+ GL_OP_RECIP_EXT = 0x8794,
+ GL_OP_RECIP_SQRT_EXT = 0x8795,
+ GL_OP_SUB_EXT = 0x8796,
+ GL_OP_CROSS_PRODUCT_EXT = 0x8797,
+ GL_OP_MULTIPLY_MATRIX_EXT = 0x8798,
+ GL_OP_MOV_EXT = 0x8799,
+ GL_OUTPUT_VERTEX_EXT = 0x879A,
+ GL_OUTPUT_COLOR0_EXT = 0x879B,
+ GL_OUTPUT_COLOR1_EXT = 0x879C,
+ GL_OUTPUT_TEXTURE_COORD0_EXT = 0x879D,
+ GL_OUTPUT_TEXTURE_COORD1_EXT = 0x879E,
+ GL_OUTPUT_TEXTURE_COORD2_EXT = 0x879F,
+ GL_OUTPUT_TEXTURE_COORD3_EXT = 0x87A0,
+ GL_OUTPUT_TEXTURE_COORD4_EXT = 0x87A1,
+ GL_OUTPUT_TEXTURE_COORD5_EXT = 0x87A2,
+ GL_OUTPUT_TEXTURE_COORD6_EXT = 0x87A3,
+ GL_OUTPUT_TEXTURE_COORD7_EXT = 0x87A4,
+ GL_OUTPUT_TEXTURE_COORD8_EXT = 0x87A5,
+ GL_OUTPUT_TEXTURE_COORD9_EXT = 0x87A6,
+ GL_OUTPUT_TEXTURE_COORD10_EXT = 0x87A7,
+ GL_OUTPUT_TEXTURE_COORD11_EXT = 0x87A8,
+ GL_OUTPUT_TEXTURE_COORD12_EXT = 0x87A9,
+ GL_OUTPUT_TEXTURE_COORD13_EXT = 0x87AA,
+ GL_OUTPUT_TEXTURE_COORD14_EXT = 0x87AB,
+ GL_OUTPUT_TEXTURE_COORD15_EXT = 0x87AC,
+ GL_OUTPUT_TEXTURE_COORD16_EXT = 0x87AD,
+ GL_OUTPUT_TEXTURE_COORD17_EXT = 0x87AE,
+ GL_OUTPUT_TEXTURE_COORD18_EXT = 0x87AF,
+ GL_OUTPUT_TEXTURE_COORD19_EXT = 0x87B0,
+ GL_OUTPUT_TEXTURE_COORD20_EXT = 0x87B1,
+ GL_OUTPUT_TEXTURE_COORD21_EXT = 0x87B2,
+ GL_OUTPUT_TEXTURE_COORD22_EXT = 0x87B3,
+ GL_OUTPUT_TEXTURE_COORD23_EXT = 0x87B4,
+ GL_OUTPUT_TEXTURE_COORD24_EXT = 0x87B5,
+ GL_OUTPUT_TEXTURE_COORD25_EXT = 0x87B6,
+ GL_OUTPUT_TEXTURE_COORD26_EXT = 0x87B7,
+ GL_OUTPUT_TEXTURE_COORD27_EXT = 0x87B8,
+ GL_OUTPUT_TEXTURE_COORD28_EXT = 0x87B9,
+ GL_OUTPUT_TEXTURE_COORD29_EXT = 0x87BA,
+ GL_OUTPUT_TEXTURE_COORD30_EXT = 0x87BB,
+ GL_OUTPUT_TEXTURE_COORD31_EXT = 0x87BC,
+ GL_OUTPUT_FOG_EXT = 0x87BD,
+ GL_SCALAR_EXT = 0x87BE,
+ GL_VECTOR_EXT = 0x87BF,
+ GL_MATRIX_EXT = 0x87C0,
+ GL_VARIANT_EXT = 0x87C1,
+ GL_INVARIANT_EXT = 0x87C2,
+ GL_LOCAL_CONSTANT_EXT = 0x87C3,
+ GL_LOCAL_EXT = 0x87C4,
+ GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT = 0x87C5,
+ GL_MAX_VERTEX_SHADER_VARIANTS_EXT = 0x87C6,
+ GL_MAX_VERTEX_SHADER_INVARIANTS_EXT = 0x87C7,
+ GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT = 0x87C8,
+ GL_MAX_VERTEX_SHADER_LOCALS_EXT = 0x87C9,
+ GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT = 0x87CA,
+ GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT = 0x87CB,
+ GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT = 0x87CC,
+ GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT = 0x87CD,
+ GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT = 0x87CE,
+ GL_VERTEX_SHADER_INSTRUCTIONS_EXT = 0x87CF,
+ GL_VERTEX_SHADER_VARIANTS_EXT = 0x87D0,
+ GL_VERTEX_SHADER_INVARIANTS_EXT = 0x87D1,
+ GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT = 0x87D2,
+ GL_VERTEX_SHADER_LOCALS_EXT = 0x87D3,
+ GL_VERTEX_SHADER_OPTIMIZED_EXT = 0x87D4,
+ GL_X_EXT = 0x87D5,
+ GL_Y_EXT = 0x87D6,
+ GL_Z_EXT = 0x87D7,
+ GL_W_EXT = 0x87D8,
+ GL_NEGATIVE_X_EXT = 0x87D9,
+ GL_NEGATIVE_Y_EXT = 0x87DA,
+ GL_NEGATIVE_Z_EXT = 0x87DB,
+ GL_NEGATIVE_W_EXT = 0x87DC,
+ GL_ZERO_EXT = 0x87DD,
+ GL_ONE_EXT = 0x87DE,
+ GL_NEGATIVE_ONE_EXT = 0x87DF,
+ GL_NORMALIZED_RANGE_EXT = 0x87E0,
+ GL_FULL_RANGE_EXT = 0x87E1,
+ GL_CURRENT_VERTEX_EXT = 0x87E2,
+ GL_MVP_MATRIX_EXT = 0x87E3,
+ GL_VARIANT_VALUE_EXT = 0x87E4,
+ GL_VARIANT_DATATYPE_EXT = 0x87E5,
+ GL_VARIANT_ARRAY_STRIDE_EXT = 0x87E6,
+ GL_VARIANT_ARRAY_TYPE_EXT = 0x87E7,
+ GL_VARIANT_ARRAY_EXT = 0x87E8,
+ GL_VARIANT_ARRAY_POINTER_EXT = 0x87E9,
+ GL_INVARIANT_VALUE_EXT = 0x87EA,
+ GL_INVARIANT_DATATYPE_EXT = 0x87EB,
+ GL_LOCAL_CONSTANT_VALUE_EXT = 0x87EC,
+ GL_LOCAL_CONSTANT_DATATYPE_EXT = 0x87ED,
+ GL_EXT_vertex_weighting = 1,
+ GL_MODELVIEW0_STACK_DEPTH_EXT = 0x0BA3,
+ GL_MODELVIEW0_MATRIX_EXT = 0x0BA6,
+ GL_MODELVIEW0_EXT = 0x1700,
+ GL_MODELVIEW1_STACK_DEPTH_EXT = 0x8502,
+ GL_MODELVIEW1_MATRIX_EXT = 0x8506,
+ GL_VERTEX_WEIGHTING_EXT = 0x8509,
+ GL_MODELVIEW1_EXT = 0x850A,
+ GL_CURRENT_VERTEX_WEIGHT_EXT = 0x850B,
+ GL_VERTEX_WEIGHT_ARRAY_EXT = 0x850C,
+ GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT = 0x850D,
+ GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT = 0x850E,
+ GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT = 0x850F,
+ GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT = 0x8510,
+ GL_EXT_win32_keyed_mutex = 1,
+ GL_EXT_window_rectangles = 1,
+ GL_INCLUSIVE_EXT = 0x8F10,
+ GL_EXCLUSIVE_EXT = 0x8F11,
+ GL_WINDOW_RECTANGLE_EXT = 0x8F12,
+ GL_WINDOW_RECTANGLE_MODE_EXT = 0x8F13,
+ GL_MAX_WINDOW_RECTANGLES_EXT = 0x8F14,
+ GL_NUM_WINDOW_RECTANGLES_EXT = 0x8F15,
+ GL_EXT_x11_sync_object = 1,
+ GL_SYNC_X11_FENCE_EXT = 0x90E1,
+ GL_GREMEDY_frame_terminator = 1,
+ GL_GREMEDY_string_marker = 1,
+ GL_HP_convolution_border_modes = 1,
+ GL_HP_image_transform = 1,
+ GL_HP_occlusion_test = 1,
+ GL_HP_texture_lighting = 1,
+ GL_IBM_cull_vertex = 1,
+ GL_CULL_VERTEX_IBM = 103050,
+ GL_IBM_multimode_draw_arrays = 1,
+ GL_IBM_rasterpos_clip = 1,
+ GL_RASTER_POSITION_UNCLIPPED_IBM = 103010,
+ GL_IBM_static_data = 1,
+ GL_ALL_STATIC_DATA_IBM = 103060,
+ GL_STATIC_VERTEX_ARRAY_IBM = 103061,
+ GL_IBM_texture_mirrored_repeat = 1,
+ GL_MIRRORED_REPEAT_IBM = 0x8370,
+ GL_IBM_vertex_array_lists = 1,
+ GL_VERTEX_ARRAY_LIST_IBM = 103070,
+ GL_NORMAL_ARRAY_LIST_IBM = 103071,
+ GL_COLOR_ARRAY_LIST_IBM = 103072,
+ GL_INDEX_ARRAY_LIST_IBM = 103073,
+ GL_TEXTURE_COORD_ARRAY_LIST_IBM = 103074,
+ GL_EDGE_FLAG_ARRAY_LIST_IBM = 103075,
+ GL_FOG_COORDINATE_ARRAY_LIST_IBM = 103076,
+ GL_SECONDARY_COLOR_ARRAY_LIST_IBM = 103077,
+ GL_VERTEX_ARRAY_LIST_STRIDE_IBM = 103080,
+ GL_NORMAL_ARRAY_LIST_STRIDE_IBM = 103081,
+ GL_COLOR_ARRAY_LIST_STRIDE_IBM = 103082,
+ GL_INDEX_ARRAY_LIST_STRIDE_IBM = 103083,
+ GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM = 103084,
+ GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM = 103085,
+ GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM = 103086,
+ GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM = 103087,
+ GL_INGR_color_clamp = 1,
+ GL_RED_MIN_CLAMP_INGR = 0x8560,
+ GL_GREEN_MIN_CLAMP_INGR = 0x8561,
+ GL_BLUE_MIN_CLAMP_INGR = 0x8562,
+ GL_ALPHA_MIN_CLAMP_INGR = 0x8563,
+ GL_RED_MAX_CLAMP_INGR = 0x8564,
+ GL_GREEN_MAX_CLAMP_INGR = 0x8565,
+ GL_BLUE_MAX_CLAMP_INGR = 0x8566,
+ GL_ALPHA_MAX_CLAMP_INGR = 0x8567,
+ GL_INGR_interlace_read = 1,
+ GL_INTERLACE_READ_INGR = 0x8568,
+ GL_INTEL_conservative_rasterization = 1,
+ GL_CONSERVATIVE_RASTERIZATION_INTEL = 0x83FE,
+ GL_INTEL_fragment_shader_ordering = 1,
+ GL_INTEL_framebuffer_CMAA = 1,
+ GL_INTEL_map_texture = 1,
+ GL_LAYOUT_DEFAULT_INTEL = 0,
+ GL_LAYOUT_LINEAR_INTEL = 1,
+ GL_LAYOUT_LINEAR_CPU_CACHED_INTEL = 2,
+ GL_TEXTURE_MEMORY_LAYOUT_INTEL = 0x83FF,
+ GL_INTEL_parallel_arrays = 1,
+ GL_PARALLEL_ARRAYS_INTEL = 0x83F4,
+ GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL = 0x83F5,
+ GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL = 0x83F6,
+ GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL = 0x83F7,
+ GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL = 0x83F8,
+ GL_INTEL_performance_query = 1,
+ GL_PERFQUERY_SINGLE_CONTEXT_INTEL = 0x0000,
+ GL_PERFQUERY_GLOBAL_CONTEXT_INTEL = 0x0001,
+ GL_PERFQUERY_DONOT_FLUSH_INTEL = 0x83F9,
+ GL_PERFQUERY_FLUSH_INTEL = 0x83FA,
+ GL_PERFQUERY_WAIT_INTEL = 0x83FB,
+ GL_PERFQUERY_COUNTER_EVENT_INTEL = 0x94F0,
+ GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL = 0x94F1,
+ GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL = 0x94F2,
+ GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL = 0x94F3,
+ GL_PERFQUERY_COUNTER_RAW_INTEL = 0x94F4,
+ GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL = 0x94F5,
+ GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL = 0x94F8,
+ GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL = 0x94F9,
+ GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL = 0x94FA,
+ GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL = 0x94FB,
+ GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL = 0x94FC,
+ GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL = 0x94FD,
+ GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL = 0x94FE,
+ GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL = 0x94FF,
+ GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL = 0x9500,
+ GL_INTEL_texture_scissor = 1,
+ GL_KHR_blend_equation_advanced = 1,
+ GL_BLEND_ADVANCED_COHERENT_KHR = 0x9285,
+ GL_MULTIPLY_KHR = 0x9294,
+ GL_SCREEN_KHR = 0x9295,
+ GL_OVERLAY_KHR = 0x9296,
+ GL_DARKEN_KHR = 0x9297,
+ GL_LIGHTEN_KHR = 0x9298,
+ GL_COLORDODGE_KHR = 0x9299,
+ GL_COLORBURN_KHR = 0x929A,
+ GL_HARDLIGHT_KHR = 0x929B,
+ GL_SOFTLIGHT_KHR = 0x929C,
+ GL_DIFFERENCE_KHR = 0x929E,
+ GL_EXCLUSION_KHR = 0x92A0,
+ GL_HSL_HUE_KHR = 0x92AD,
+ GL_HSL_SATURATION_KHR = 0x92AE,
+ GL_HSL_COLOR_KHR = 0x92AF,
+ GL_HSL_LUMINOSITY_KHR = 0x92B0,
+ GL_KHR_blend_equation_advanced_coherent = 1,
+ GL_KHR_context_flush_control = 1,
+ GL_KHR_debug = 1,
+ GL_CONTEXT_FLAG_DEBUG_BIT = 0x00000002,
+ GL_DEBUG_OUTPUT_SYNCHRONOUS = 0x8242,
+ GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH = 0x8243,
+ GL_DEBUG_CALLBACK_FUNCTION = 0x8244,
+ GL_DEBUG_CALLBACK_USER_PARAM = 0x8245,
+ GL_DEBUG_SOURCE_API = 0x8246,
+ GL_DEBUG_SOURCE_WINDOW_SYSTEM = 0x8247,
+ GL_DEBUG_SOURCE_SHADER_COMPILER = 0x8248,
+ GL_DEBUG_SOURCE_THIRD_PARTY = 0x8249,
+ GL_DEBUG_SOURCE_APPLICATION = 0x824A,
+ GL_DEBUG_SOURCE_OTHER = 0x824B,
+ GL_DEBUG_TYPE_ERROR = 0x824C,
+ GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR = 0x824D,
+ GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR = 0x824E,
+ GL_DEBUG_TYPE_PORTABILITY = 0x824F,
+ GL_DEBUG_TYPE_PERFORMANCE = 0x8250,
+ GL_DEBUG_TYPE_OTHER = 0x8251,
+ GL_DEBUG_TYPE_MARKER = 0x8268,
+ GL_DEBUG_TYPE_PUSH_GROUP = 0x8269,
+ GL_DEBUG_TYPE_POP_GROUP = 0x826A,
+ GL_DEBUG_SEVERITY_NOTIFICATION = 0x826B,
+ GL_MAX_DEBUG_GROUP_STACK_DEPTH = 0x826C,
+ GL_DEBUG_GROUP_STACK_DEPTH = 0x826D,
+ GL_BUFFER = 0x82E0,
+ GL_SHADER = 0x82E1,
+ GL_PROGRAM = 0x82E2,
+ GL_QUERY = 0x82E3,
+ GL_PROGRAM_PIPELINE = 0x82E4,
+ GL_SAMPLER = 0x82E6,
+ GL_DISPLAY_LIST = 0x82E7,
+ GL_MAX_LABEL_LENGTH = 0x82E8,
+ GL_MAX_DEBUG_MESSAGE_LENGTH = 0x9143,
+ GL_MAX_DEBUG_LOGGED_MESSAGES = 0x9144,
+ GL_DEBUG_LOGGED_MESSAGES = 0x9145,
+ GL_DEBUG_SEVERITY_HIGH = 0x9146,
+ GL_DEBUG_SEVERITY_MEDIUM = 0x9147,
+ GL_DEBUG_SEVERITY_LOW = 0x9148,
+ GL_DEBUG_OUTPUT = 0x92E0,
+ GL_KHR_no_error = 1,
+ GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR = 0x00000008,
+ GL_KHR_parallel_shader_compile = 1,
+ GL_MAX_SHADER_COMPILER_THREADS_KHR = 0x91B0,
+ GL_COMPLETION_STATUS_KHR = 0x91B1,
+ GL_KHR_robust_buffer_access_behavior = 1,
+ GL_KHR_robustness = 1,
+ GL_CONTEXT_LOST = 0x0507,
+ GL_LOSE_CONTEXT_ON_RESET = 0x8252,
+ GL_GUILTY_CONTEXT_RESET = 0x8253,
+ GL_INNOCENT_CONTEXT_RESET = 0x8254,
+ GL_UNKNOWN_CONTEXT_RESET = 0x8255,
+ GL_RESET_NOTIFICATION_STRATEGY = 0x8256,
+ GL_NO_RESET_NOTIFICATION = 0x8261,
+ GL_CONTEXT_ROBUST_ACCESS = 0x90F3,
+ GL_KHR_texture_compression_astc_hdr = 1,
+ GL_COMPRESSED_RGBA_ASTC_4x4_KHR = 0x93B0,
+ GL_COMPRESSED_RGBA_ASTC_5x4_KHR = 0x93B1,
+ GL_COMPRESSED_RGBA_ASTC_5x5_KHR = 0x93B2,
+ GL_COMPRESSED_RGBA_ASTC_6x5_KHR = 0x93B3,
+ GL_COMPRESSED_RGBA_ASTC_6x6_KHR = 0x93B4,
+ GL_COMPRESSED_RGBA_ASTC_8x5_KHR = 0x93B5,
+ GL_COMPRESSED_RGBA_ASTC_8x6_KHR = 0x93B6,
+ GL_COMPRESSED_RGBA_ASTC_8x8_KHR = 0x93B7,
+ GL_COMPRESSED_RGBA_ASTC_10x5_KHR = 0x93B8,
+ GL_COMPRESSED_RGBA_ASTC_10x6_KHR = 0x93B9,
+ GL_COMPRESSED_RGBA_ASTC_10x8_KHR = 0x93BA,
+ GL_COMPRESSED_RGBA_ASTC_10x10_KHR = 0x93BB,
+ GL_COMPRESSED_RGBA_ASTC_12x10_KHR = 0x93BC,
+ GL_COMPRESSED_RGBA_ASTC_12x12_KHR = 0x93BD,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR = 0x93D0,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR = 0x93D1,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR = 0x93D2,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR = 0x93D3,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR = 0x93D4,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR = 0x93D5,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR = 0x93D6,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR = 0x93D7,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR = 0x93D8,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR = 0x93D9,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR = 0x93DA,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR = 0x93DB,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR = 0x93DC,
+ GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR = 0x93DD,
+ GL_KHR_texture_compression_astc_ldr = 1,
+ GL_KHR_texture_compression_astc_sliced_3d = 1,
+ GL_KTX_buffer_region = 1,
+ GL_KTX_FRONT_REGION = 0x0,
+ GL_KTX_BACK_REGION = 0x1,
+ GL_KTX_Z_REGION = 0x2,
+ GL_KTX_STENCIL_REGION = 0x3,
+ GL_MESAX_texture_stack = 1,
+ GL_TEXTURE_1D_STACK_MESAX = 0x8759,
+ GL_TEXTURE_2D_STACK_MESAX = 0x875A,
+ GL_PROXY_TEXTURE_1D_STACK_MESAX = 0x875B,
+ GL_PROXY_TEXTURE_2D_STACK_MESAX = 0x875C,
+ GL_TEXTURE_1D_STACK_BINDING_MESAX = 0x875D,
+ GL_TEXTURE_2D_STACK_BINDING_MESAX = 0x875E,
+ GL_MESA_pack_invert = 1,
+ GL_PACK_INVERT_MESA = 0x8758,
+ GL_MESA_resize_buffers = 1,
+ GL_MESA_shader_integer_functions = 1,
+ GL_MESA_window_pos = 1,
+ GL_MESA_ycbcr_texture = 1,
+ GL_UNSIGNED_SHORT_8_8_MESA = 0x85BA,
+ GL_UNSIGNED_SHORT_8_8_REV_MESA = 0x85BB,
+ GL_YCBCR_MESA = 0x8757,
+ GL_NVX_blend_equation_advanced_multi_draw_buffers = 1,
+ GL_NVX_conditional_render = 1,
+ GL_NVX_gpu_memory_info = 1,
+ GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 0x9047,
+ GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX = 0x9048,
+ GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX = 0x9049,
+ GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX = 0x904A,
+ GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX = 0x904B,
+ GL_NVX_linked_gpu_multicast = 1,
+ GL_LGPU_SEPARATE_STORAGE_BIT_NVX = 0x0800,
+ GL_MAX_LGPU_GPUS_NVX = 0x92BA,
+ GL_NV_3dvision_settings = 1,
+ GL_3DVISION_STEREO_NV = 0x90F4,
+ GL_STEREO_SEPARATION_NV = 0x90F5,
+ GL_STEREO_CONVERGENCE_NV = 0x90F6,
+ GL_STEREO_CUTOFF_NV = 0x90F7,
+ GL_STEREO_PROJECTION_NV = 0x90F8,
+ GL_STEREO_PROJECTION_PERSPECTIVE_NV = 0x90F9,
+ GL_STEREO_PROJECTION_ORTHO_NV = 0x90FA,
+ GL_NV_EGL_stream_consumer_external = 1,
+ GL_TEXTURE_EXTERNAL_OES = 0x8D65,
+ GL_SAMPLER_EXTERNAL_OES = 0x8D66,
+ GL_TEXTURE_BINDING_EXTERNAL_OES = 0x8D67,
+ GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES = 0x8D68,
+ GL_NV_alpha_to_coverage_dither_control = 1,
+ GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV = 0x92BF,
+ GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV = 0x934D,
+ GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV = 0x934E,
+ GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV = 0x934F,
+ GL_NV_bgr = 1,
+ GL_BGR_NV = 0x80E0,
+ GL_NV_bindless_multi_draw_indirect = 1,
+ GL_NV_bindless_multi_draw_indirect_count = 1,
+ GL_NV_bindless_texture = 1,
+ GL_NV_blend_equation_advanced = 1,
+ GL_XOR_NV = 0x1506,
+ GL_RED_NV = 0x1903,
+ GL_GREEN_NV = 0x1904,
+ GL_BLUE_NV = 0x1905,
+ GL_BLEND_PREMULTIPLIED_SRC_NV = 0x9280,
+ GL_BLEND_OVERLAP_NV = 0x9281,
+ GL_UNCORRELATED_NV = 0x9282,
+ GL_DISJOINT_NV = 0x9283,
+ GL_CONJOINT_NV = 0x9284,
+ GL_BLEND_ADVANCED_COHERENT_NV = 0x9285,
+ GL_SRC_NV = 0x9286,
+ GL_DST_NV = 0x9287,
+ GL_SRC_OVER_NV = 0x9288,
+ GL_DST_OVER_NV = 0x9289,
+ GL_SRC_IN_NV = 0x928A,
+ GL_DST_IN_NV = 0x928B,
+ GL_SRC_OUT_NV = 0x928C,
+ GL_DST_OUT_NV = 0x928D,
+ GL_SRC_ATOP_NV = 0x928E,
+ GL_DST_ATOP_NV = 0x928F,
+ GL_PLUS_NV = 0x9291,
+ GL_PLUS_DARKER_NV = 0x9292,
+ GL_MULTIPLY_NV = 0x9294,
+ GL_SCREEN_NV = 0x9295,
+ GL_OVERLAY_NV = 0x9296,
+ GL_DARKEN_NV = 0x9297,
+ GL_LIGHTEN_NV = 0x9298,
+ GL_COLORDODGE_NV = 0x9299,
+ GL_COLORBURN_NV = 0x929A,
+ GL_HARDLIGHT_NV = 0x929B,
+ GL_SOFTLIGHT_NV = 0x929C,
+ GL_DIFFERENCE_NV = 0x929E,
+ GL_MINUS_NV = 0x929F,
+ GL_EXCLUSION_NV = 0x92A0,
+ GL_CONTRAST_NV = 0x92A1,
+ GL_INVERT_RGB_NV = 0x92A3,
+ GL_LINEARDODGE_NV = 0x92A4,
+ GL_LINEARBURN_NV = 0x92A5,
+ GL_VIVIDLIGHT_NV = 0x92A6,
+ GL_LINEARLIGHT_NV = 0x92A7,
+ GL_PINLIGHT_NV = 0x92A8,
+ GL_HARDMIX_NV = 0x92A9,
+ GL_HSL_HUE_NV = 0x92AD,
+ GL_HSL_SATURATION_NV = 0x92AE,
+ GL_HSL_COLOR_NV = 0x92AF,
+ GL_HSL_LUMINOSITY_NV = 0x92B0,
+ GL_PLUS_CLAMPED_NV = 0x92B1,
+ GL_PLUS_CLAMPED_ALPHA_NV = 0x92B2,
+ GL_MINUS_CLAMPED_NV = 0x92B3,
+ GL_INVERT_OVG_NV = 0x92B4,
+ GL_NV_blend_equation_advanced_coherent = 1,
+ GL_NV_blend_minmax_factor = 1,
+ GL_NV_blend_square = 1,
+ GL_NV_clip_space_w_scaling = 1,
+ GL_VIEWPORT_POSITION_W_SCALE_NV = 0x937C,
+ GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV = 0x937D,
+ GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV = 0x937E,
+ GL_NV_command_list = 1,
+ GL_TERMINATE_SEQUENCE_COMMAND_NV = 0x0000,
+ GL_NOP_COMMAND_NV = 0x0001,
+ GL_DRAW_ELEMENTS_COMMAND_NV = 0x0002,
+ GL_DRAW_ARRAYS_COMMAND_NV = 0x0003,
+ GL_DRAW_ELEMENTS_STRIP_COMMAND_NV = 0x0004,
+ GL_DRAW_ARRAYS_STRIP_COMMAND_NV = 0x0005,
+ GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV = 0x0006,
+ GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV = 0x0007,
+ GL_ELEMENT_ADDRESS_COMMAND_NV = 0x0008,
+ GL_ATTRIBUTE_ADDRESS_COMMAND_NV = 0x0009,
+ GL_UNIFORM_ADDRESS_COMMAND_NV = 0x000a,
+ GL_BLEND_COLOR_COMMAND_NV = 0x000b,
+ GL_STENCIL_REF_COMMAND_NV = 0x000c,
+ GL_LINE_WIDTH_COMMAND_NV = 0x000d,
+ GL_POLYGON_OFFSET_COMMAND_NV = 0x000e,
+ GL_ALPHA_REF_COMMAND_NV = 0x000f,
+ GL_VIEWPORT_COMMAND_NV = 0x0010,
+ GL_SCISSOR_COMMAND_NV = 0x0011,
+ GL_FRONT_FACE_COMMAND_NV = 0x0012,
+ GL_NV_compute_program5 = 1,
+ GL_COMPUTE_PROGRAM_NV = 0x90FB,
+ GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV = 0x90FC,
+ GL_NV_conditional_render = 1,
+ GL_QUERY_WAIT_NV = 0x8E13,
+ GL_QUERY_NO_WAIT_NV = 0x8E14,
+ GL_QUERY_BY_REGION_WAIT_NV = 0x8E15,
+ GL_QUERY_BY_REGION_NO_WAIT_NV = 0x8E16,
+ GL_NV_conservative_raster = 1,
+ GL_CONSERVATIVE_RASTERIZATION_NV = 0x9346,
+ GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV = 0x9347,
+ GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV = 0x9348,
+ GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV = 0x9349,
+ GL_NV_conservative_raster_dilate = 1,
+ GL_CONSERVATIVE_RASTER_DILATE_NV = 0x9379,
+ GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV = 0x937A,
+ GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV = 0x937B,
+ GL_NV_conservative_raster_pre_snap_triangles = 1,
+ GL_CONSERVATIVE_RASTER_MODE_NV = 0x954D,
+ GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV = 0x954E,
+ GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV = 0x954F,
+ GL_NV_copy_buffer = 1,
+ GL_COPY_READ_BUFFER_NV = 0x8F36,
+ GL_COPY_WRITE_BUFFER_NV = 0x8F37,
+ GL_NV_copy_depth_to_color = 1,
+ GL_DEPTH_STENCIL_TO_RGBA_NV = 0x886E,
+ GL_DEPTH_STENCIL_TO_BGRA_NV = 0x886F,
+ GL_NV_copy_image = 1,
+ GL_NV_deep_texture3D = 1,
+ GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV = 0x90D0,
+ GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV = 0x90D1,
+ GL_NV_depth_buffer_float = 1,
+ GL_DEPTH_COMPONENT32F_NV = 0x8DAB,
+ GL_DEPTH32F_STENCIL8_NV = 0x8DAC,
+ GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV = 0x8DAD,
+ GL_DEPTH_BUFFER_FLOAT_MODE_NV = 0x8DAF,
+ GL_NV_depth_clamp = 1,
+ GL_DEPTH_CLAMP_NV = 0x864F,
+ GL_NV_depth_range_unclamped = 1,
+ GL_SAMPLE_COUNT_BITS_NV = 0x8864,
+ GL_CURRENT_SAMPLE_COUNT_QUERY_NV = 0x8865,
+ GL_QUERY_RESULT_NV = 0x8866,
+ GL_QUERY_RESULT_AVAILABLE_NV = 0x8867,
+ GL_SAMPLE_COUNT_NV = 0x8914,
+ GL_NV_draw_buffers = 1,
+ GL_MAX_DRAW_BUFFERS_NV = 0x8824,
+ GL_DRAW_BUFFER0_NV = 0x8825,
+ GL_DRAW_BUFFER1_NV = 0x8826,
+ GL_DRAW_BUFFER2_NV = 0x8827,
+ GL_DRAW_BUFFER3_NV = 0x8828,
+ GL_DRAW_BUFFER4_NV = 0x8829,
+ GL_DRAW_BUFFER5_NV = 0x882A,
+ GL_DRAW_BUFFER6_NV = 0x882B,
+ GL_DRAW_BUFFER7_NV = 0x882C,
+ GL_DRAW_BUFFER8_NV = 0x882D,
+ GL_DRAW_BUFFER9_NV = 0x882E,
+ GL_DRAW_BUFFER10_NV = 0x882F,
+ GL_DRAW_BUFFER11_NV = 0x8830,
+ GL_DRAW_BUFFER12_NV = 0x8831,
+ GL_DRAW_BUFFER13_NV = 0x8832,
+ GL_DRAW_BUFFER14_NV = 0x8833,
+ GL_DRAW_BUFFER15_NV = 0x8834,
+ GL_COLOR_ATTACHMENT0_NV = 0x8CE0,
+ GL_COLOR_ATTACHMENT1_NV = 0x8CE1,
+ GL_COLOR_ATTACHMENT2_NV = 0x8CE2,
+ GL_COLOR_ATTACHMENT3_NV = 0x8CE3,
+ GL_COLOR_ATTACHMENT4_NV = 0x8CE4,
+ GL_COLOR_ATTACHMENT5_NV = 0x8CE5,
+ GL_COLOR_ATTACHMENT6_NV = 0x8CE6,
+ GL_COLOR_ATTACHMENT7_NV = 0x8CE7,
+ GL_COLOR_ATTACHMENT8_NV = 0x8CE8,
+ GL_COLOR_ATTACHMENT9_NV = 0x8CE9,
+ GL_COLOR_ATTACHMENT10_NV = 0x8CEA,
+ GL_COLOR_ATTACHMENT11_NV = 0x8CEB,
+ GL_COLOR_ATTACHMENT12_NV = 0x8CEC,
+ GL_COLOR_ATTACHMENT13_NV = 0x8CED,
+ GL_COLOR_ATTACHMENT14_NV = 0x8CEE,
+ GL_COLOR_ATTACHMENT15_NV = 0x8CEF,
+ GL_NV_draw_instanced = 1,
+ GL_NV_draw_texture = 1,
+ GL_NV_draw_vulkan_image = 1,
+ GL_NV_evaluators = 1,
+ GL_EVAL_2D_NV = 0x86C0,
+ GL_EVAL_TRIANGULAR_2D_NV = 0x86C1,
+ GL_MAP_TESSELLATION_NV = 0x86C2,
+ GL_MAP_ATTRIB_U_ORDER_NV = 0x86C3,
+ GL_MAP_ATTRIB_V_ORDER_NV = 0x86C4,
+ GL_EVAL_FRACTIONAL_TESSELLATION_NV = 0x86C5,
+ GL_EVAL_VERTEX_ATTRIB0_NV = 0x86C6,
+ GL_EVAL_VERTEX_ATTRIB1_NV = 0x86C7,
+ GL_EVAL_VERTEX_ATTRIB2_NV = 0x86C8,
+ GL_EVAL_VERTEX_ATTRIB3_NV = 0x86C9,
+ GL_EVAL_VERTEX_ATTRIB4_NV = 0x86CA,
+ GL_EVAL_VERTEX_ATTRIB5_NV = 0x86CB,
+ GL_EVAL_VERTEX_ATTRIB6_NV = 0x86CC,
+ GL_EVAL_VERTEX_ATTRIB7_NV = 0x86CD,
+ GL_EVAL_VERTEX_ATTRIB8_NV = 0x86CE,
+ GL_EVAL_VERTEX_ATTRIB9_NV = 0x86CF,
+ GL_EVAL_VERTEX_ATTRIB10_NV = 0x86D0,
+ GL_EVAL_VERTEX_ATTRIB11_NV = 0x86D1,
+ GL_EVAL_VERTEX_ATTRIB12_NV = 0x86D2,
+ GL_EVAL_VERTEX_ATTRIB13_NV = 0x86D3,
+ GL_EVAL_VERTEX_ATTRIB14_NV = 0x86D4,
+ GL_EVAL_VERTEX_ATTRIB15_NV = 0x86D5,
+ GL_MAX_MAP_TESSELLATION_NV = 0x86D6,
+ GL_MAX_RATIONAL_EVAL_ORDER_NV = 0x86D7,
+ GL_NV_explicit_attrib_location = 1,
+ GL_NV_explicit_multisample = 1,
+ GL_SAMPLE_POSITION_NV = 0x8E50,
+ GL_SAMPLE_MASK_NV = 0x8E51,
+ GL_SAMPLE_MASK_VALUE_NV = 0x8E52,
+ GL_TEXTURE_BINDING_RENDERBUFFER_NV = 0x8E53,
+ GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV = 0x8E54,
+ GL_TEXTURE_RENDERBUFFER_NV = 0x8E55,
+ GL_SAMPLER_RENDERBUFFER_NV = 0x8E56,
+ GL_INT_SAMPLER_RENDERBUFFER_NV = 0x8E57,
+ GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV = 0x8E58,
+ GL_MAX_SAMPLE_MASK_WORDS_NV = 0x8E59,
+ GL_NV_fbo_color_attachments = 1,
+ GL_MAX_COLOR_ATTACHMENTS_NV = 0x8CDF,
+ GL_NV_fence = 1,
+ GL_ALL_COMPLETED_NV = 0x84F2,
+ GL_FENCE_STATUS_NV = 0x84F3,
+ GL_FENCE_CONDITION_NV = 0x84F4,
+ GL_NV_fill_rectangle = 1,
+ GL_FILL_RECTANGLE_NV = 0x933C,
+ GL_NV_float_buffer = 1,
+ GL_FLOAT_R_NV = 0x8880,
+ GL_FLOAT_RG_NV = 0x8881,
+ GL_FLOAT_RGB_NV = 0x8882,
+ GL_FLOAT_RGBA_NV = 0x8883,
+ GL_FLOAT_R16_NV = 0x8884,
+ GL_FLOAT_R32_NV = 0x8885,
+ GL_FLOAT_RG16_NV = 0x8886,
+ GL_FLOAT_RG32_NV = 0x8887,
+ GL_FLOAT_RGB16_NV = 0x8888,
+ GL_FLOAT_RGB32_NV = 0x8889,
+ GL_FLOAT_RGBA16_NV = 0x888A,
+ GL_FLOAT_RGBA32_NV = 0x888B,
+ GL_TEXTURE_FLOAT_COMPONENTS_NV = 0x888C,
+ GL_FLOAT_CLEAR_COLOR_VALUE_NV = 0x888D,
+ GL_FLOAT_RGBA_MODE_NV = 0x888E,
+ GL_NV_fog_distance = 1,
+ GL_FOG_DISTANCE_MODE_NV = 0x855A,
+ GL_EYE_RADIAL_NV = 0x855B,
+ GL_EYE_PLANE_ABSOLUTE_NV = 0x855C,
+ GL_NV_fragment_coverage_to_color = 1,
+ GL_FRAGMENT_COVERAGE_TO_COLOR_NV = 0x92DD,
+ GL_FRAGMENT_COVERAGE_COLOR_NV = 0x92DE,
+ GL_NV_fragment_program = 1,
+ GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV = 0x8868,
+ GL_FRAGMENT_PROGRAM_NV = 0x8870,
+ GL_MAX_TEXTURE_COORDS_NV = 0x8871,
+ GL_MAX_TEXTURE_IMAGE_UNITS_NV = 0x8872,
+ GL_FRAGMENT_PROGRAM_BINDING_NV = 0x8873,
+ GL_PROGRAM_ERROR_STRING_NV = 0x8874,
+ GL_NV_fragment_program2 = 1,
+ GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV = 0x88F4,
+ GL_MAX_PROGRAM_CALL_DEPTH_NV = 0x88F5,
+ GL_MAX_PROGRAM_IF_DEPTH_NV = 0x88F6,
+ GL_MAX_PROGRAM_LOOP_DEPTH_NV = 0x88F7,
+ GL_MAX_PROGRAM_LOOP_COUNT_NV = 0x88F8,
+ GL_NV_fragment_program4 = 1,
+ GL_NV_fragment_program_option = 1,
+ GL_NV_fragment_shader_interlock = 1,
+ GL_NV_framebuffer_blit = 1,
+ GL_DRAW_FRAMEBUFFER_BINDING_NV = 0x8CA6,
+ GL_READ_FRAMEBUFFER_NV = 0x8CA8,
+ GL_DRAW_FRAMEBUFFER_NV = 0x8CA9,
+ GL_READ_FRAMEBUFFER_BINDING_NV = 0x8CAA,
+ GL_NV_framebuffer_mixed_samples = 1,
+ GL_NV_framebuffer_multisample = 1,
+ GL_RENDERBUFFER_SAMPLES_NV = 0x8CAB,
+ GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV = 0x8D56,
+ GL_MAX_SAMPLES_NV = 0x8D57,
+ GL_NV_framebuffer_multisample_coverage = 1,
+ GL_RENDERBUFFER_COVERAGE_SAMPLES_NV = 0x8CAB,
+ GL_RENDERBUFFER_COLOR_SAMPLES_NV = 0x8E10,
+ GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV = 0x8E11,
+ GL_MULTISAMPLE_COVERAGE_MODES_NV = 0x8E12,
+ GL_NV_generate_mipmap_sRGB = 1,
+ GL_NV_geometry_program4 = 1,
+ GL_GEOMETRY_PROGRAM_NV = 0x8C26,
+ GL_MAX_PROGRAM_OUTPUT_VERTICES_NV = 0x8C27,
+ GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV = 0x8C28,
+ GL_NV_geometry_shader4 = 1,
+ GL_NV_geometry_shader_passthrough = 1,
+ GL_NV_gpu_multicast = 1,
+ GL_PER_GPU_STORAGE_BIT_NV = 0x0800,
+ GL_MULTICAST_GPUS_NV = 0x92BA,
+ GL_PER_GPU_STORAGE_NV = 0x9548,
+ GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV = 0x9549,
+ GL_RENDER_GPU_MASK_NV = 0x9558,
+ GL_NV_gpu_program4 = 1,
+ GL_MIN_PROGRAM_TEXEL_OFFSET_NV = 0x8904,
+ GL_MAX_PROGRAM_TEXEL_OFFSET_NV = 0x8905,
+ GL_PROGRAM_ATTRIB_COMPONENTS_NV = 0x8906,
+ GL_PROGRAM_RESULT_COMPONENTS_NV = 0x8907,
+ GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV = 0x8908,
+ GL_MAX_PROGRAM_RESULT_COMPONENTS_NV = 0x8909,
+ GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV = 0x8DA5,
+ GL_MAX_PROGRAM_GENERIC_RESULTS_NV = 0x8DA6,
+ GL_NV_gpu_program5 = 1,
+ GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV = 0x8E5A,
+ GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV = 0x8E5B,
+ GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV = 0x8E5C,
+ GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV = 0x8E5D,
+ GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV = 0x8E5E,
+ GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV = 0x8E5F,
+ GL_NV_gpu_program5_mem_extended = 1,
+ GL_NV_gpu_program_fp64 = 1,
+ GL_NV_gpu_shader5 = 1,
+ GL_INT64_NV = 0x140E,
+ GL_UNSIGNED_INT64_NV = 0x140F,
+ GL_INT8_NV = 0x8FE0,
+ GL_INT8_VEC2_NV = 0x8FE1,
+ GL_INT8_VEC3_NV = 0x8FE2,
+ GL_INT8_VEC4_NV = 0x8FE3,
+ GL_INT16_NV = 0x8FE4,
+ GL_INT16_VEC2_NV = 0x8FE5,
+ GL_INT16_VEC3_NV = 0x8FE6,
+ GL_INT16_VEC4_NV = 0x8FE7,
+ GL_INT64_VEC2_NV = 0x8FE9,
+ GL_INT64_VEC3_NV = 0x8FEA,
+ GL_INT64_VEC4_NV = 0x8FEB,
+ GL_UNSIGNED_INT8_NV = 0x8FEC,
+ GL_UNSIGNED_INT8_VEC2_NV = 0x8FED,
+ GL_UNSIGNED_INT8_VEC3_NV = 0x8FEE,
+ GL_UNSIGNED_INT8_VEC4_NV = 0x8FEF,
+ GL_UNSIGNED_INT16_NV = 0x8FF0,
+ GL_UNSIGNED_INT16_VEC2_NV = 0x8FF1,
+ GL_UNSIGNED_INT16_VEC3_NV = 0x8FF2,
+ GL_UNSIGNED_INT16_VEC4_NV = 0x8FF3,
+ GL_UNSIGNED_INT64_VEC2_NV = 0x8FF5,
+ GL_UNSIGNED_INT64_VEC3_NV = 0x8FF6,
+ GL_UNSIGNED_INT64_VEC4_NV = 0x8FF7,
+ GL_NV_half_float = 1,
+ GL_HALF_FLOAT_NV = 0x140B,
+ GL_NV_image_formats = 1,
+ GL_NV_instanced_arrays = 1,
+ GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV = 0x88FE,
+ GL_NV_internalformat_sample_query = 1,
+ GL_MULTISAMPLES_NV = 0x9371,
+ GL_SUPERSAMPLE_SCALE_X_NV = 0x9372,
+ GL_SUPERSAMPLE_SCALE_Y_NV = 0x9373,
+ GL_CONFORMANT_NV = 0x9374,
+ GL_NV_light_max_exponent = 1,
+ GL_MAX_SHININESS_NV = 0x8504,
+ GL_MAX_SPOT_EXPONENT_NV = 0x8505,
+ GL_NV_multisample_coverage = 1,
+ GL_NV_multisample_filter_hint = 1,
+ GL_MULTISAMPLE_FILTER_HINT_NV = 0x8534,
+ GL_NV_non_square_matrices = 1,
+ GL_FLOAT_MAT2x3_NV = 0x8B65,
+ GL_FLOAT_MAT2x4_NV = 0x8B66,
+ GL_FLOAT_MAT3x2_NV = 0x8B67,
+ GL_FLOAT_MAT3x4_NV = 0x8B68,
+ GL_FLOAT_MAT4x2_NV = 0x8B69,
+ GL_FLOAT_MAT4x3_NV = 0x8B6A,
+ GL_NV_occlusion_query = 1,
+ GL_PIXEL_COUNTER_BITS_NV = 0x8864,
+ GL_CURRENT_OCCLUSION_QUERY_ID_NV = 0x8865,
+ GL_PIXEL_COUNT_NV = 0x8866,
+ GL_PIXEL_COUNT_AVAILABLE_NV = 0x8867,
+ GL_NV_pack_subimage = 1,
+ GL_PACK_ROW_LENGTH_NV = 0x0D02,
+ GL_PACK_SKIP_ROWS_NV = 0x0D03,
+ GL_PACK_SKIP_PIXELS_NV = 0x0D04,
+ GL_NV_packed_depth_stencil = 1,
+ GL_DEPTH_STENCIL_NV = 0x84F9,
+ GL_UNSIGNED_INT_24_8_NV = 0x84FA,
+ GL_NV_packed_float = 1,
+ GL_R11F_G11F_B10F_NV = 0x8C3A,
+ GL_UNSIGNED_INT_10F_11F_11F_REV_NV = 0x8C3B,
+ GL_NV_packed_float_linear = 1,
+ GL_NV_parameter_buffer_object = 1,
+ GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV = 0x8DA0,
+ GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV = 0x8DA1,
+ GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV = 0x8DA2,
+ GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV = 0x8DA3,
+ GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV = 0x8DA4,
+ GL_NV_parameter_buffer_object2 = 1,
+ GL_NV_path_rendering = 1,
+ GL_CLOSE_PATH_NV = 0x00,
+ GL_BOLD_BIT_NV = 0x01,
+ GL_GLYPH_WIDTH_BIT_NV = 0x01,
+ GL_GLYPH_HEIGHT_BIT_NV = 0x02,
+ GL_ITALIC_BIT_NV = 0x02,
+ GL_MOVE_TO_NV = 0x02,
+ GL_RELATIVE_MOVE_TO_NV = 0x03,
+ GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = 0x04,
+ GL_LINE_TO_NV = 0x04,
+ GL_RELATIVE_LINE_TO_NV = 0x05,
+ GL_HORIZONTAL_LINE_TO_NV = 0x06,
+ GL_RELATIVE_HORIZONTAL_LINE_TO_NV = 0x07,
+ GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV = 0x08,
+ GL_VERTICAL_LINE_TO_NV = 0x08,
+ GL_RELATIVE_VERTICAL_LINE_TO_NV = 0x09,
+ GL_QUADRATIC_CURVE_TO_NV = 0x0A,
+ GL_RELATIVE_QUADRATIC_CURVE_TO_NV = 0x0B,
+ GL_CUBIC_CURVE_TO_NV = 0x0C,
+ GL_RELATIVE_CUBIC_CURVE_TO_NV = 0x0D,
+ GL_SMOOTH_QUADRATIC_CURVE_TO_NV = 0x0E,
+ GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV = 0x0F,
+ GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV = 0x10,
+ GL_SMOOTH_CUBIC_CURVE_TO_NV = 0x10,
+ GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV = 0x11,
+ GL_SMALL_CCW_ARC_TO_NV = 0x12,
+ GL_RELATIVE_SMALL_CCW_ARC_TO_NV = 0x13,
+ GL_SMALL_CW_ARC_TO_NV = 0x14,
+ GL_RELATIVE_SMALL_CW_ARC_TO_NV = 0x15,
+ GL_LARGE_CCW_ARC_TO_NV = 0x16,
+ GL_RELATIVE_LARGE_CCW_ARC_TO_NV = 0x17,
+ GL_LARGE_CW_ARC_TO_NV = 0x18,
+ GL_RELATIVE_LARGE_CW_ARC_TO_NV = 0x19,
+ GL_CONIC_CURVE_TO_NV = 0x1A,
+ GL_RELATIVE_CONIC_CURVE_TO_NV = 0x1B,
+ GL_GLYPH_VERTICAL_BEARING_X_BIT_NV = 0x20,
+ GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV = 0x40,
+ GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV = 0x80,
+ GL_ROUNDED_RECT_NV = 0xE8,
+ GL_RELATIVE_ROUNDED_RECT_NV = 0xE9,
+ GL_ROUNDED_RECT2_NV = 0xEA,
+ GL_RELATIVE_ROUNDED_RECT2_NV = 0xEB,
+ GL_ROUNDED_RECT4_NV = 0xEC,
+ GL_RELATIVE_ROUNDED_RECT4_NV = 0xED,
+ GL_ROUNDED_RECT8_NV = 0xEE,
+ GL_RELATIVE_ROUNDED_RECT8_NV = 0xEF,
+ GL_RESTART_PATH_NV = 0xF0,
+ GL_DUP_FIRST_CUBIC_CURVE_TO_NV = 0xF2,
+ GL_DUP_LAST_CUBIC_CURVE_TO_NV = 0xF4,
+ GL_RECT_NV = 0xF6,
+ GL_RELATIVE_RECT_NV = 0xF7,
+ GL_CIRCULAR_CCW_ARC_TO_NV = 0xF8,
+ GL_CIRCULAR_CW_ARC_TO_NV = 0xFA,
+ GL_CIRCULAR_TANGENT_ARC_TO_NV = 0xFC,
+ GL_ARC_TO_NV = 0xFE,
+ GL_RELATIVE_ARC_TO_NV = 0xFF,
+ GL_GLYPH_HAS_KERNING_BIT_NV = 0x100,
+ GL_PRIMARY_COLOR_NV = 0x852C,
+ GL_SECONDARY_COLOR_NV = 0x852D,
+ GL_PATH_FORMAT_SVG_NV = 0x9070,
+ GL_PATH_FORMAT_PS_NV = 0x9071,
+ GL_STANDARD_FONT_NAME_NV = 0x9072,
+ GL_SYSTEM_FONT_NAME_NV = 0x9073,
+ GL_FILE_NAME_NV = 0x9074,
+ GL_PATH_STROKE_WIDTH_NV = 0x9075,
+ GL_PATH_END_CAPS_NV = 0x9076,
+ GL_PATH_INITIAL_END_CAP_NV = 0x9077,
+ GL_PATH_TERMINAL_END_CAP_NV = 0x9078,
+ GL_PATH_JOIN_STYLE_NV = 0x9079,
+ GL_PATH_MITER_LIMIT_NV = 0x907A,
+ GL_PATH_DASH_CAPS_NV = 0x907B,
+ GL_PATH_INITIAL_DASH_CAP_NV = 0x907C,
+ GL_PATH_TERMINAL_DASH_CAP_NV = 0x907D,
+ GL_PATH_DASH_OFFSET_NV = 0x907E,
+ GL_PATH_CLIENT_LENGTH_NV = 0x907F,
+ GL_PATH_FILL_MODE_NV = 0x9080,
+ GL_PATH_FILL_MASK_NV = 0x9081,
+ GL_PATH_FILL_COVER_MODE_NV = 0x9082,
+ GL_PATH_STROKE_COVER_MODE_NV = 0x9083,
+ GL_PATH_STROKE_MASK_NV = 0x9084,
+ GL_PATH_STROKE_BOUND_NV = 0x9086,
+ GL_COUNT_UP_NV = 0x9088,
+ GL_COUNT_DOWN_NV = 0x9089,
+ GL_PATH_OBJECT_BOUNDING_BOX_NV = 0x908A,
+ GL_CONVEX_HULL_NV = 0x908B,
+ GL_BOUNDING_BOX_NV = 0x908D,
+ GL_TRANSLATE_X_NV = 0x908E,
+ GL_TRANSLATE_Y_NV = 0x908F,
+ GL_TRANSLATE_2D_NV = 0x9090,
+ GL_TRANSLATE_3D_NV = 0x9091,
+ GL_AFFINE_2D_NV = 0x9092,
+ GL_AFFINE_3D_NV = 0x9094,
+ GL_TRANSPOSE_AFFINE_2D_NV = 0x9096,
+ GL_TRANSPOSE_AFFINE_3D_NV = 0x9098,
+ GL_UTF8_NV = 0x909A,
+ GL_UTF16_NV = 0x909B,
+ GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV = 0x909C,
+ GL_PATH_COMMAND_COUNT_NV = 0x909D,
+ GL_PATH_COORD_COUNT_NV = 0x909E,
+ GL_PATH_DASH_ARRAY_COUNT_NV = 0x909F,
+ GL_PATH_COMPUTED_LENGTH_NV = 0x90A0,
+ GL_PATH_FILL_BOUNDING_BOX_NV = 0x90A1,
+ GL_PATH_STROKE_BOUNDING_BOX_NV = 0x90A2,
+ GL_SQUARE_NV = 0x90A3,
+ GL_ROUND_NV = 0x90A4,
+ GL_TRIANGULAR_NV = 0x90A5,
+ GL_BEVEL_NV = 0x90A6,
+ GL_MITER_REVERT_NV = 0x90A7,
+ GL_MITER_TRUNCATE_NV = 0x90A8,
+ GL_SKIP_MISSING_GLYPH_NV = 0x90A9,
+ GL_USE_MISSING_GLYPH_NV = 0x90AA,
+ GL_PATH_ERROR_POSITION_NV = 0x90AB,
+ GL_PATH_FOG_GEN_MODE_NV = 0x90AC,
+ GL_ACCUM_ADJACENT_PAIRS_NV = 0x90AD,
+ GL_ADJACENT_PAIRS_NV = 0x90AE,
+ GL_FIRST_TO_REST_NV = 0x90AF,
+ GL_PATH_GEN_MODE_NV = 0x90B0,
+ GL_PATH_GEN_COEFF_NV = 0x90B1,
+ GL_PATH_GEN_COLOR_FORMAT_NV = 0x90B2,
+ GL_PATH_GEN_COMPONENTS_NV = 0x90B3,
+ GL_PATH_DASH_OFFSET_RESET_NV = 0x90B4,
+ GL_MOVE_TO_RESETS_NV = 0x90B5,
+ GL_MOVE_TO_CONTINUES_NV = 0x90B6,
+ GL_PATH_STENCIL_FUNC_NV = 0x90B7,
+ GL_PATH_STENCIL_REF_NV = 0x90B8,
+ GL_PATH_STENCIL_VALUE_MASK_NV = 0x90B9,
+ GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV = 0x90BD,
+ GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV = 0x90BE,
+ GL_PATH_COVER_DEPTH_FUNC_NV = 0x90BF,
+ GL_FONT_GLYPHS_AVAILABLE_NV = 0x9368,
+ GL_FONT_TARGET_UNAVAILABLE_NV = 0x9369,
+ GL_FONT_UNAVAILABLE_NV = 0x936A,
+ GL_FONT_UNINTELLIGIBLE_NV = 0x936B,
+ GL_STANDARD_FONT_FORMAT_NV = 0x936C,
+ GL_FRAGMENT_INPUT_NV = 0x936D,
+ GL_FONT_X_MIN_BOUNDS_BIT_NV = 0x00010000,
+ GL_FONT_Y_MIN_BOUNDS_BIT_NV = 0x00020000,
+ GL_FONT_X_MAX_BOUNDS_BIT_NV = 0x00040000,
+ GL_FONT_Y_MAX_BOUNDS_BIT_NV = 0x00080000,
+ GL_FONT_UNITS_PER_EM_BIT_NV = 0x00100000,
+ GL_FONT_ASCENDER_BIT_NV = 0x00200000,
+ GL_FONT_DESCENDER_BIT_NV = 0x00400000,
+ GL_FONT_HEIGHT_BIT_NV = 0x00800000,
+ GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV = 0x01000000,
+ GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV = 0x02000000,
+ GL_FONT_UNDERLINE_POSITION_BIT_NV = 0x04000000,
+ GL_FONT_UNDERLINE_THICKNESS_BIT_NV = 0x08000000,
+ GL_FONT_HAS_KERNING_BIT_NV = 0x10000000,
+ GL_FONT_NUM_GLYPH_INDICES_BIT_NV = 0x20000000,
+ GL_NV_path_rendering_shared_edge = 1,
+ GL_SHARED_EDGE_NV = 0xC0,
+ GL_NV_pixel_buffer_object = 1,
+ GL_PIXEL_PACK_BUFFER_NV = 0x88EB,
+ GL_PIXEL_UNPACK_BUFFER_NV = 0x88EC,
+ GL_PIXEL_PACK_BUFFER_BINDING_NV = 0x88ED,
+ GL_PIXEL_UNPACK_BUFFER_BINDING_NV = 0x88EF,
+ GL_NV_pixel_data_range = 1,
+ GL_WRITE_PIXEL_DATA_RANGE_NV = 0x8878,
+ GL_READ_PIXEL_DATA_RANGE_NV = 0x8879,
+ GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV = 0x887A,
+ GL_READ_PIXEL_DATA_RANGE_LENGTH_NV = 0x887B,
+ GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV = 0x887C,
+ GL_READ_PIXEL_DATA_RANGE_POINTER_NV = 0x887D,
+ GL_NV_platform_binary = 1,
+ GL_NVIDIA_PLATFORM_BINARY_NV = 0x890B,
+ GL_NV_point_sprite = 1,
+ GL_POINT_SPRITE_NV = 0x8861,
+ GL_COORD_REPLACE_NV = 0x8862,
+ GL_POINT_SPRITE_R_MODE_NV = 0x8863,
+ GL_NV_polygon_mode = 1,
+ GL_POLYGON_MODE_NV = 0x0B40,
+ GL_POINT_NV = 0x1B00,
+ GL_LINE_NV = 0x1B01,
+ GL_FILL_NV = 0x1B02,
+ GL_POLYGON_OFFSET_POINT_NV = 0x2A01,
+ GL_POLYGON_OFFSET_LINE_NV = 0x2A02,
+ GL_NV_present_video = 1,
+ GL_FRAME_NV = 0x8E26,
+ GL_FIELDS_NV = 0x8E27,
+ GL_CURRENT_TIME_NV = 0x8E28,
+ GL_NUM_FILL_STREAMS_NV = 0x8E29,
+ GL_PRESENT_TIME_NV = 0x8E2A,
+ GL_PRESENT_DURATION_NV = 0x8E2B,
+ GL_NV_primitive_restart = 1,
+ GL_PRIMITIVE_RESTART_NV = 0x8558,
+ GL_PRIMITIVE_RESTART_INDEX_NV = 0x8559,
+ GL_NV_read_depth = 1,
+ GL_NV_read_depth_stencil = 1,
+ GL_NV_read_stencil = 1,
+ GL_NV_register_combiners = 1,
+ GL_REGISTER_COMBINERS_NV = 0x8522,
+ GL_VARIABLE_A_NV = 0x8523,
+ GL_VARIABLE_B_NV = 0x8524,
+ GL_VARIABLE_C_NV = 0x8525,
+ GL_VARIABLE_D_NV = 0x8526,
+ GL_VARIABLE_E_NV = 0x8527,
+ GL_VARIABLE_F_NV = 0x8528,
+ GL_VARIABLE_G_NV = 0x8529,
+ GL_CONSTANT_COLOR0_NV = 0x852A,
+ GL_CONSTANT_COLOR1_NV = 0x852B,
+ GL_SPARE0_NV = 0x852E,
+ GL_SPARE1_NV = 0x852F,
+ GL_DISCARD_NV = 0x8530,
+ GL_E_TIMES_F_NV = 0x8531,
+ GL_SPARE0_PLUS_SECONDARY_COLOR_NV = 0x8532,
+ GL_UNSIGNED_IDENTITY_NV = 0x8536,
+ GL_UNSIGNED_INVERT_NV = 0x8537,
+ GL_EXPAND_NORMAL_NV = 0x8538,
+ GL_EXPAND_NEGATE_NV = 0x8539,
+ GL_HALF_BIAS_NORMAL_NV = 0x853A,
+ GL_HALF_BIAS_NEGATE_NV = 0x853B,
+ GL_SIGNED_IDENTITY_NV = 0x853C,
+ GL_SIGNED_NEGATE_NV = 0x853D,
+ GL_SCALE_BY_TWO_NV = 0x853E,
+ GL_SCALE_BY_FOUR_NV = 0x853F,
+ GL_SCALE_BY_ONE_HALF_NV = 0x8540,
+ GL_BIAS_BY_NEGATIVE_ONE_HALF_NV = 0x8541,
+ GL_COMBINER_INPUT_NV = 0x8542,
+ GL_COMBINER_MAPPING_NV = 0x8543,
+ GL_COMBINER_COMPONENT_USAGE_NV = 0x8544,
+ GL_COMBINER_AB_DOT_PRODUCT_NV = 0x8545,
+ GL_COMBINER_CD_DOT_PRODUCT_NV = 0x8546,
+ GL_COMBINER_MUX_SUM_NV = 0x8547,
+ GL_COMBINER_SCALE_NV = 0x8548,
+ GL_COMBINER_BIAS_NV = 0x8549,
+ GL_COMBINER_AB_OUTPUT_NV = 0x854A,
+ GL_COMBINER_CD_OUTPUT_NV = 0x854B,
+ GL_COMBINER_SUM_OUTPUT_NV = 0x854C,
+ GL_MAX_GENERAL_COMBINERS_NV = 0x854D,
+ GL_NUM_GENERAL_COMBINERS_NV = 0x854E,
+ GL_COLOR_SUM_CLAMP_NV = 0x854F,
+ GL_COMBINER0_NV = 0x8550,
+ GL_COMBINER1_NV = 0x8551,
+ GL_COMBINER2_NV = 0x8552,
+ GL_COMBINER3_NV = 0x8553,
+ GL_COMBINER4_NV = 0x8554,
+ GL_COMBINER5_NV = 0x8555,
+ GL_COMBINER6_NV = 0x8556,
+ GL_COMBINER7_NV = 0x8557,
+ GL_NV_register_combiners2 = 1,
+ GL_PER_STAGE_CONSTANTS_NV = 0x8535,
+ GL_NV_robustness_video_memory_purge = 1,
+ GL_NV_sRGB_formats = 1,
+ GL_ETC1_SRGB8_NV = 0x88EE,
+ GL_SRGB8_NV = 0x8C41,
+ GL_SLUMINANCE_ALPHA_NV = 0x8C44,
+ GL_SLUMINANCE8_ALPHA8_NV = 0x8C45,
+ GL_SLUMINANCE_NV = 0x8C46,
+ GL_SLUMINANCE8_NV = 0x8C47,
+ GL_COMPRESSED_SRGB_S3TC_DXT1_NV = 0x8C4C,
+ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV = 0x8C4D,
+ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV = 0x8C4E,
+ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV = 0x8C4F,
+ GL_NV_sample_locations = 1,
+ GL_SAMPLE_LOCATION_NV = 0x8E50,
+ GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV = 0x933D,
+ GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV = 0x933E,
+ GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV = 0x933F,
+ GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV = 0x9340,
+ GL_PROGRAMMABLE_SAMPLE_LOCATION_NV = 0x9341,
+ GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV = 0x9342,
+ GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV = 0x9343,
+ GL_NV_sample_mask_override_coverage = 1,
+ GL_NV_shader_atomic_counters = 1,
+ GL_NV_shader_atomic_float = 1,
+ GL_NV_shader_atomic_float64 = 1,
+ GL_NV_shader_atomic_fp16_vector = 1,
+ GL_NV_shader_atomic_int64 = 1,
+ GL_NV_shader_buffer_load = 1,
+ GL_BUFFER_GPU_ADDRESS_NV = 0x8F1D,
+ GL_GPU_ADDRESS_NV = 0x8F34,
+ GL_MAX_SHADER_BUFFER_ADDRESS_NV = 0x8F35,
+ GL_NV_shader_noperspective_interpolation = 1,
+ GL_NV_shader_storage_buffer_object = 1,
+ GL_NV_shader_thread_group = 1,
+ GL_WARP_SIZE_NV = 0x9339,
+ GL_WARPS_PER_SM_NV = 0x933A,
+ GL_SM_COUNT_NV = 0x933B,
+ GL_NV_shader_thread_shuffle = 1,
+ GL_NV_shadow_samplers_array = 1,
+ GL_SAMPLER_2D_ARRAY_SHADOW_NV = 0x8DC4,
+ GL_NV_shadow_samplers_cube = 1,
+ GL_SAMPLER_CUBE_SHADOW_NV = 0x8DC5,
+ GL_NV_stereo_view_rendering = 1,
+ GL_NV_tessellation_program5 = 1,
+ GL_MAX_PROGRAM_PATCH_ATTRIBS_NV = 0x86D8,
+ GL_TESS_CONTROL_PROGRAM_NV = 0x891E,
+ GL_TESS_EVALUATION_PROGRAM_NV = 0x891F,
+ GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV = 0x8C74,
+ GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV = 0x8C75,
+ GL_NV_texgen_emboss = 1,
+ GL_EMBOSS_LIGHT_NV = 0x855D,
+ GL_EMBOSS_CONSTANT_NV = 0x855E,
+ GL_EMBOSS_MAP_NV = 0x855F,
+ GL_NV_texgen_reflection = 1,
+ GL_NORMAL_MAP_NV = 0x8511,
+ GL_REFLECTION_MAP_NV = 0x8512,
+ GL_NV_texture_array = 1,
+ GL_UNPACK_SKIP_IMAGES_NV = 0x806D,
+ GL_UNPACK_IMAGE_HEIGHT_NV = 0x806E,
+ GL_MAX_ARRAY_TEXTURE_LAYERS_NV = 0x88FF,
+ GL_TEXTURE_2D_ARRAY_NV = 0x8C1A,
+ GL_TEXTURE_BINDING_2D_ARRAY_NV = 0x8C1D,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV = 0x8CD4,
+ GL_SAMPLER_2D_ARRAY_NV = 0x8DC1,
+ GL_NV_texture_barrier = 1,
+ GL_NV_texture_border_clamp = 1,
+ GL_TEXTURE_BORDER_COLOR_NV = 0x1004,
+ GL_CLAMP_TO_BORDER_NV = 0x812D,
+ GL_NV_texture_compression_latc = 1,
+ GL_COMPRESSED_LUMINANCE_LATC1_NV = 0x8C70,
+ GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV = 0x8C71,
+ GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV = 0x8C72,
+ GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV = 0x8C73,
+ GL_NV_texture_compression_s3tc = 1,
+ GL_COMPRESSED_RGB_S3TC_DXT1_NV = 0x83F0,
+ GL_COMPRESSED_RGBA_S3TC_DXT1_NV = 0x83F1,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_NV = 0x83F2,
+ GL_COMPRESSED_RGBA_S3TC_DXT5_NV = 0x83F3,
+ GL_NV_texture_compression_s3tc_update = 1,
+ GL_NV_texture_compression_vtc = 1,
+ GL_NV_texture_env_combine4 = 1,
+ GL_COMBINE4_NV = 0x8503,
+ GL_SOURCE3_RGB_NV = 0x8583,
+ GL_SOURCE3_ALPHA_NV = 0x858B,
+ GL_OPERAND3_RGB_NV = 0x8593,
+ GL_OPERAND3_ALPHA_NV = 0x859B,
+ GL_NV_texture_expand_normal = 1,
+ GL_TEXTURE_UNSIGNED_REMAP_MODE_NV = 0x888F,
+ GL_NV_texture_multisample = 1,
+ GL_TEXTURE_COVERAGE_SAMPLES_NV = 0x9045,
+ GL_TEXTURE_COLOR_SAMPLES_NV = 0x9046,
+ GL_NV_texture_npot_2D_mipmap = 1,
+ GL_NV_texture_rectangle = 1,
+ GL_TEXTURE_RECTANGLE_NV = 0x84F5,
+ GL_TEXTURE_BINDING_RECTANGLE_NV = 0x84F6,
+ GL_PROXY_TEXTURE_RECTANGLE_NV = 0x84F7,
+ GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 0x84F8,
+ GL_NV_texture_rectangle_compressed = 1,
+ GL_NV_texture_shader = 1,
+ GL_OFFSET_TEXTURE_RECTANGLE_NV = 0x864C,
+ GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV = 0x864D,
+ GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV = 0x864E,
+ GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV = 0x86D9,
+ GL_UNSIGNED_INT_S8_S8_8_8_NV = 0x86DA,
+ GL_UNSIGNED_INT_8_8_S8_S8_REV_NV = 0x86DB,
+ GL_DSDT_MAG_INTENSITY_NV = 0x86DC,
+ GL_SHADER_CONSISTENT_NV = 0x86DD,
+ GL_TEXTURE_SHADER_NV = 0x86DE,
+ GL_SHADER_OPERATION_NV = 0x86DF,
+ GL_CULL_MODES_NV = 0x86E0,
+ GL_OFFSET_TEXTURE_2D_MATRIX_NV = 0x86E1,
+ GL_OFFSET_TEXTURE_MATRIX_NV = 0x86E1,
+ GL_OFFSET_TEXTURE_2D_SCALE_NV = 0x86E2,
+ GL_OFFSET_TEXTURE_SCALE_NV = 0x86E2,
+ GL_OFFSET_TEXTURE_2D_BIAS_NV = 0x86E3,
+ GL_OFFSET_TEXTURE_BIAS_NV = 0x86E3,
+ GL_PREVIOUS_TEXTURE_INPUT_NV = 0x86E4,
+ GL_CONST_EYE_NV = 0x86E5,
+ GL_PASS_THROUGH_NV = 0x86E6,
+ GL_CULL_FRAGMENT_NV = 0x86E7,
+ GL_OFFSET_TEXTURE_2D_NV = 0x86E8,
+ GL_DEPENDENT_AR_TEXTURE_2D_NV = 0x86E9,
+ GL_DEPENDENT_GB_TEXTURE_2D_NV = 0x86EA,
+ GL_DOT_PRODUCT_NV = 0x86EC,
+ GL_DOT_PRODUCT_DEPTH_REPLACE_NV = 0x86ED,
+ GL_DOT_PRODUCT_TEXTURE_2D_NV = 0x86EE,
+ GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV = 0x86F0,
+ GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV = 0x86F1,
+ GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV = 0x86F2,
+ GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV = 0x86F3,
+ GL_HILO_NV = 0x86F4,
+ GL_DSDT_NV = 0x86F5,
+ GL_DSDT_MAG_NV = 0x86F6,
+ GL_DSDT_MAG_VIB_NV = 0x86F7,
+ GL_HILO16_NV = 0x86F8,
+ GL_SIGNED_HILO_NV = 0x86F9,
+ GL_SIGNED_HILO16_NV = 0x86FA,
+ GL_SIGNED_RGBA_NV = 0x86FB,
+ GL_SIGNED_RGBA8_NV = 0x86FC,
+ GL_SIGNED_RGB_NV = 0x86FE,
+ GL_SIGNED_RGB8_NV = 0x86FF,
+ GL_SIGNED_LUMINANCE_NV = 0x8701,
+ GL_SIGNED_LUMINANCE8_NV = 0x8702,
+ GL_SIGNED_LUMINANCE_ALPHA_NV = 0x8703,
+ GL_SIGNED_LUMINANCE8_ALPHA8_NV = 0x8704,
+ GL_SIGNED_ALPHA_NV = 0x8705,
+ GL_SIGNED_ALPHA8_NV = 0x8706,
+ GL_SIGNED_INTENSITY_NV = 0x8707,
+ GL_SIGNED_INTENSITY8_NV = 0x8708,
+ GL_DSDT8_NV = 0x8709,
+ GL_DSDT8_MAG8_NV = 0x870A,
+ GL_DSDT8_MAG8_INTENSITY8_NV = 0x870B,
+ GL_SIGNED_RGB_UNSIGNED_ALPHA_NV = 0x870C,
+ GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV = 0x870D,
+ GL_HI_SCALE_NV = 0x870E,
+ GL_LO_SCALE_NV = 0x870F,
+ GL_DS_SCALE_NV = 0x8710,
+ GL_DT_SCALE_NV = 0x8711,
+ GL_MAGNITUDE_SCALE_NV = 0x8712,
+ GL_VIBRANCE_SCALE_NV = 0x8713,
+ GL_HI_BIAS_NV = 0x8714,
+ GL_LO_BIAS_NV = 0x8715,
+ GL_DS_BIAS_NV = 0x8716,
+ GL_DT_BIAS_NV = 0x8717,
+ GL_MAGNITUDE_BIAS_NV = 0x8718,
+ GL_VIBRANCE_BIAS_NV = 0x8719,
+ GL_TEXTURE_BORDER_VALUES_NV = 0x871A,
+ GL_TEXTURE_HI_SIZE_NV = 0x871B,
+ GL_TEXTURE_LO_SIZE_NV = 0x871C,
+ GL_TEXTURE_DS_SIZE_NV = 0x871D,
+ GL_TEXTURE_DT_SIZE_NV = 0x871E,
+ GL_TEXTURE_MAG_SIZE_NV = 0x871F,
+ GL_NV_texture_shader2 = 1,
+ GL_DOT_PRODUCT_TEXTURE_3D_NV = 0x86EF,
+ GL_NV_texture_shader3 = 1,
+ GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV = 0x8850,
+ GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV = 0x8851,
+ GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV = 0x8852,
+ GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV = 0x8853,
+ GL_OFFSET_HILO_TEXTURE_2D_NV = 0x8854,
+ GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV = 0x8855,
+ GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV = 0x8856,
+ GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV = 0x8857,
+ GL_DEPENDENT_HILO_TEXTURE_2D_NV = 0x8858,
+ GL_DEPENDENT_RGB_TEXTURE_3D_NV = 0x8859,
+ GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV = 0x885A,
+ GL_DOT_PRODUCT_PASS_THROUGH_NV = 0x885B,
+ GL_DOT_PRODUCT_TEXTURE_1D_NV = 0x885C,
+ GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV = 0x885D,
+ GL_HILO8_NV = 0x885E,
+ GL_SIGNED_HILO8_NV = 0x885F,
+ GL_FORCE_BLUE_TO_ONE_NV = 0x8860,
+ GL_NV_transform_feedback = 1,
+ GL_BACK_PRIMARY_COLOR_NV = 0x8C77,
+ GL_BACK_SECONDARY_COLOR_NV = 0x8C78,
+ GL_TEXTURE_COORD_NV = 0x8C79,
+ GL_CLIP_DISTANCE_NV = 0x8C7A,
+ GL_VERTEX_ID_NV = 0x8C7B,
+ GL_PRIMITIVE_ID_NV = 0x8C7C,
+ GL_GENERIC_ATTRIB_NV = 0x8C7D,
+ GL_TRANSFORM_FEEDBACK_ATTRIBS_NV = 0x8C7E,
+ GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV = 0x8C7F,
+ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV = 0x8C80,
+ GL_ACTIVE_VARYINGS_NV = 0x8C81,
+ GL_ACTIVE_VARYING_MAX_LENGTH_NV = 0x8C82,
+ GL_TRANSFORM_FEEDBACK_VARYINGS_NV = 0x8C83,
+ GL_TRANSFORM_FEEDBACK_BUFFER_START_NV = 0x8C84,
+ GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV = 0x8C85,
+ GL_TRANSFORM_FEEDBACK_RECORD_NV = 0x8C86,
+ GL_PRIMITIVES_GENERATED_NV = 0x8C87,
+ GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV = 0x8C88,
+ GL_RASTERIZER_DISCARD_NV = 0x8C89,
+ GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV = 0x8C8A,
+ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV = 0x8C8B,
+ GL_INTERLEAVED_ATTRIBS_NV = 0x8C8C,
+ GL_SEPARATE_ATTRIBS_NV = 0x8C8D,
+ GL_TRANSFORM_FEEDBACK_BUFFER_NV = 0x8C8E,
+ GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV = 0x8C8F,
+ GL_NV_transform_feedback2 = 1,
+ GL_TRANSFORM_FEEDBACK_NV = 0x8E22,
+ GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV = 0x8E23,
+ GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV = 0x8E24,
+ GL_TRANSFORM_FEEDBACK_BINDING_NV = 0x8E25,
+ GL_NV_uniform_buffer_unified_memory = 1,
+ GL_UNIFORM_BUFFER_UNIFIED_NV = 0x936E,
+ GL_UNIFORM_BUFFER_ADDRESS_NV = 0x936F,
+ GL_UNIFORM_BUFFER_LENGTH_NV = 0x9370,
+ GL_NV_vdpau_interop = 1,
+ GL_SURFACE_STATE_NV = 0x86EB,
+ GL_SURFACE_REGISTERED_NV = 0x86FD,
+ GL_SURFACE_MAPPED_NV = 0x8700,
+ GL_WRITE_DISCARD_NV = 0x88BE,
+ GL_NV_vertex_array_range = 1,
+ GL_VERTEX_ARRAY_RANGE_NV = 0x851D,
+ GL_VERTEX_ARRAY_RANGE_LENGTH_NV = 0x851E,
+ GL_VERTEX_ARRAY_RANGE_VALID_NV = 0x851F,
+ GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV = 0x8520,
+ GL_VERTEX_ARRAY_RANGE_POINTER_NV = 0x8521,
+ GL_NV_vertex_array_range2 = 1,
+ GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV = 0x8533,
+ GL_NV_vertex_attrib_integer_64bit = 1,
+ GL_NV_vertex_buffer_unified_memory = 1,
+ GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV = 0x8F1E,
+ GL_ELEMENT_ARRAY_UNIFIED_NV = 0x8F1F,
+ GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV = 0x8F20,
+ GL_VERTEX_ARRAY_ADDRESS_NV = 0x8F21,
+ GL_NORMAL_ARRAY_ADDRESS_NV = 0x8F22,
+ GL_COLOR_ARRAY_ADDRESS_NV = 0x8F23,
+ GL_INDEX_ARRAY_ADDRESS_NV = 0x8F24,
+ GL_TEXTURE_COORD_ARRAY_ADDRESS_NV = 0x8F25,
+ GL_EDGE_FLAG_ARRAY_ADDRESS_NV = 0x8F26,
+ GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV = 0x8F27,
+ GL_FOG_COORD_ARRAY_ADDRESS_NV = 0x8F28,
+ GL_ELEMENT_ARRAY_ADDRESS_NV = 0x8F29,
+ GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV = 0x8F2A,
+ GL_VERTEX_ARRAY_LENGTH_NV = 0x8F2B,
+ GL_NORMAL_ARRAY_LENGTH_NV = 0x8F2C,
+ GL_COLOR_ARRAY_LENGTH_NV = 0x8F2D,
+ GL_INDEX_ARRAY_LENGTH_NV = 0x8F2E,
+ GL_TEXTURE_COORD_ARRAY_LENGTH_NV = 0x8F2F,
+ GL_EDGE_FLAG_ARRAY_LENGTH_NV = 0x8F30,
+ GL_SECONDARY_COLOR_ARRAY_LENGTH_NV = 0x8F31,
+ GL_FOG_COORD_ARRAY_LENGTH_NV = 0x8F32,
+ GL_ELEMENT_ARRAY_LENGTH_NV = 0x8F33,
+ GL_DRAW_INDIRECT_UNIFIED_NV = 0x8F40,
+ GL_DRAW_INDIRECT_ADDRESS_NV = 0x8F41,
+ GL_DRAW_INDIRECT_LENGTH_NV = 0x8F42,
+ GL_NV_vertex_program = 1,
+ GL_VERTEX_PROGRAM_NV = 0x8620,
+ GL_VERTEX_STATE_PROGRAM_NV = 0x8621,
+ GL_ATTRIB_ARRAY_SIZE_NV = 0x8623,
+ GL_ATTRIB_ARRAY_STRIDE_NV = 0x8624,
+ GL_ATTRIB_ARRAY_TYPE_NV = 0x8625,
+ GL_CURRENT_ATTRIB_NV = 0x8626,
+ GL_PROGRAM_LENGTH_NV = 0x8627,
+ GL_PROGRAM_STRING_NV = 0x8628,
+ GL_MODELVIEW_PROJECTION_NV = 0x8629,
+ GL_IDENTITY_NV = 0x862A,
+ GL_INVERSE_NV = 0x862B,
+ GL_TRANSPOSE_NV = 0x862C,
+ GL_INVERSE_TRANSPOSE_NV = 0x862D,
+ GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV = 0x862E,
+ GL_MAX_TRACK_MATRICES_NV = 0x862F,
+ GL_MATRIX0_NV = 0x8630,
+ GL_MATRIX1_NV = 0x8631,
+ GL_MATRIX2_NV = 0x8632,
+ GL_MATRIX3_NV = 0x8633,
+ GL_MATRIX4_NV = 0x8634,
+ GL_MATRIX5_NV = 0x8635,
+ GL_MATRIX6_NV = 0x8636,
+ GL_MATRIX7_NV = 0x8637,
+ GL_CURRENT_MATRIX_STACK_DEPTH_NV = 0x8640,
+ GL_CURRENT_MATRIX_NV = 0x8641,
+ GL_VERTEX_PROGRAM_POINT_SIZE_NV = 0x8642,
+ GL_VERTEX_PROGRAM_TWO_SIDE_NV = 0x8643,
+ GL_PROGRAM_PARAMETER_NV = 0x8644,
+ GL_ATTRIB_ARRAY_POINTER_NV = 0x8645,
+ GL_PROGRAM_TARGET_NV = 0x8646,
+ GL_PROGRAM_RESIDENT_NV = 0x8647,
+ GL_TRACK_MATRIX_NV = 0x8648,
+ GL_TRACK_MATRIX_TRANSFORM_NV = 0x8649,
+ GL_VERTEX_PROGRAM_BINDING_NV = 0x864A,
+ GL_PROGRAM_ERROR_POSITION_NV = 0x864B,
+ GL_VERTEX_ATTRIB_ARRAY0_NV = 0x8650,
+ GL_VERTEX_ATTRIB_ARRAY1_NV = 0x8651,
+ GL_VERTEX_ATTRIB_ARRAY2_NV = 0x8652,
+ GL_VERTEX_ATTRIB_ARRAY3_NV = 0x8653,
+ GL_VERTEX_ATTRIB_ARRAY4_NV = 0x8654,
+ GL_VERTEX_ATTRIB_ARRAY5_NV = 0x8655,
+ GL_VERTEX_ATTRIB_ARRAY6_NV = 0x8656,
+ GL_VERTEX_ATTRIB_ARRAY7_NV = 0x8657,
+ GL_VERTEX_ATTRIB_ARRAY8_NV = 0x8658,
+ GL_VERTEX_ATTRIB_ARRAY9_NV = 0x8659,
+ GL_VERTEX_ATTRIB_ARRAY10_NV = 0x865A,
+ GL_VERTEX_ATTRIB_ARRAY11_NV = 0x865B,
+ GL_VERTEX_ATTRIB_ARRAY12_NV = 0x865C,
+ GL_VERTEX_ATTRIB_ARRAY13_NV = 0x865D,
+ GL_VERTEX_ATTRIB_ARRAY14_NV = 0x865E,
+ GL_VERTEX_ATTRIB_ARRAY15_NV = 0x865F,
+ GL_MAP1_VERTEX_ATTRIB0_4_NV = 0x8660,
+ GL_MAP1_VERTEX_ATTRIB1_4_NV = 0x8661,
+ GL_MAP1_VERTEX_ATTRIB2_4_NV = 0x8662,
+ GL_MAP1_VERTEX_ATTRIB3_4_NV = 0x8663,
+ GL_MAP1_VERTEX_ATTRIB4_4_NV = 0x8664,
+ GL_MAP1_VERTEX_ATTRIB5_4_NV = 0x8665,
+ GL_MAP1_VERTEX_ATTRIB6_4_NV = 0x8666,
+ GL_MAP1_VERTEX_ATTRIB7_4_NV = 0x8667,
+ GL_MAP1_VERTEX_ATTRIB8_4_NV = 0x8668,
+ GL_MAP1_VERTEX_ATTRIB9_4_NV = 0x8669,
+ GL_MAP1_VERTEX_ATTRIB10_4_NV = 0x866A,
+ GL_MAP1_VERTEX_ATTRIB11_4_NV = 0x866B,
+ GL_MAP1_VERTEX_ATTRIB12_4_NV = 0x866C,
+ GL_MAP1_VERTEX_ATTRIB13_4_NV = 0x866D,
+ GL_MAP1_VERTEX_ATTRIB14_4_NV = 0x866E,
+ GL_MAP1_VERTEX_ATTRIB15_4_NV = 0x866F,
+ GL_MAP2_VERTEX_ATTRIB0_4_NV = 0x8670,
+ GL_MAP2_VERTEX_ATTRIB1_4_NV = 0x8671,
+ GL_MAP2_VERTEX_ATTRIB2_4_NV = 0x8672,
+ GL_MAP2_VERTEX_ATTRIB3_4_NV = 0x8673,
+ GL_MAP2_VERTEX_ATTRIB4_4_NV = 0x8674,
+ GL_MAP2_VERTEX_ATTRIB5_4_NV = 0x8675,
+ GL_MAP2_VERTEX_ATTRIB6_4_NV = 0x8676,
+ GL_MAP2_VERTEX_ATTRIB7_4_NV = 0x8677,
+ GL_MAP2_VERTEX_ATTRIB8_4_NV = 0x8678,
+ GL_MAP2_VERTEX_ATTRIB9_4_NV = 0x8679,
+ GL_MAP2_VERTEX_ATTRIB10_4_NV = 0x867A,
+ GL_MAP2_VERTEX_ATTRIB11_4_NV = 0x867B,
+ GL_MAP2_VERTEX_ATTRIB12_4_NV = 0x867C,
+ GL_MAP2_VERTEX_ATTRIB13_4_NV = 0x867D,
+ GL_MAP2_VERTEX_ATTRIB14_4_NV = 0x867E,
+ GL_MAP2_VERTEX_ATTRIB15_4_NV = 0x867F,
+ GL_NV_vertex_program1_1 = 1,
+ GL_NV_vertex_program2 = 1,
+ GL_NV_vertex_program2_option = 1,
+ GL_NV_vertex_program3 = 1,
+ GL_NV_vertex_program4 = 1,
+ GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV = 0x88FD,
+ GL_NV_video_capture = 1,
+ GL_VIDEO_BUFFER_NV = 0x9020,
+ GL_VIDEO_BUFFER_BINDING_NV = 0x9021,
+ GL_FIELD_UPPER_NV = 0x9022,
+ GL_FIELD_LOWER_NV = 0x9023,
+ GL_NUM_VIDEO_CAPTURE_STREAMS_NV = 0x9024,
+ GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV = 0x9025,
+ GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV = 0x9026,
+ GL_LAST_VIDEO_CAPTURE_STATUS_NV = 0x9027,
+ GL_VIDEO_BUFFER_PITCH_NV = 0x9028,
+ GL_VIDEO_COLOR_CONVERSION_MATRIX_NV = 0x9029,
+ GL_VIDEO_COLOR_CONVERSION_MAX_NV = 0x902A,
+ GL_VIDEO_COLOR_CONVERSION_MIN_NV = 0x902B,
+ GL_VIDEO_COLOR_CONVERSION_OFFSET_NV = 0x902C,
+ GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV = 0x902D,
+ GL_PARTIAL_SUCCESS_NV = 0x902E,
+ GL_SUCCESS_NV = 0x902F,
+ GL_FAILURE_NV = 0x9030,
+ GL_YCBYCR8_422_NV = 0x9031,
+ GL_YCBAYCR8A_4224_NV = 0x9032,
+ GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV = 0x9033,
+ GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV = 0x9034,
+ GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV = 0x9035,
+ GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV = 0x9036,
+ GL_Z4Y12Z4CB12Z4CR12_444_NV = 0x9037,
+ GL_VIDEO_CAPTURE_FRAME_WIDTH_NV = 0x9038,
+ GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV = 0x9039,
+ GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV = 0x903A,
+ GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV = 0x903B,
+ GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV = 0x903C,
+ GL_NV_viewport_array = 1,
+ GL_MAX_VIEWPORTS_NV = 0x825B,
+ GL_VIEWPORT_SUBPIXEL_BITS_NV = 0x825C,
+ GL_VIEWPORT_BOUNDS_RANGE_NV = 0x825D,
+ GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV = 0x825F,
+ GL_NV_viewport_array2 = 1,
+ GL_NV_viewport_swizzle = 1,
+ GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV = 0x9350,
+ GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV = 0x9351,
+ GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV = 0x9352,
+ GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV = 0x9353,
+ GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV = 0x9354,
+ GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV = 0x9355,
+ GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV = 0x9356,
+ GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV = 0x9357,
+ GL_VIEWPORT_SWIZZLE_X_NV = 0x9358,
+ GL_VIEWPORT_SWIZZLE_Y_NV = 0x9359,
+ GL_VIEWPORT_SWIZZLE_Z_NV = 0x935A,
+ GL_VIEWPORT_SWIZZLE_W_NV = 0x935B,
+ GL_OES_byte_coordinates = 1,
+ GL_OML_interlace = 1,
+ GL_INTERLACE_OML = 0x8980,
+ GL_INTERLACE_READ_OML = 0x8981,
+ GL_OML_resample = 1,
+ GL_PACK_RESAMPLE_OML = 0x8984,
+ GL_UNPACK_RESAMPLE_OML = 0x8985,
+ GL_RESAMPLE_REPLICATE_OML = 0x8986,
+ GL_RESAMPLE_ZERO_FILL_OML = 0x8987,
+ GL_RESAMPLE_AVERAGE_OML = 0x8988,
+ GL_RESAMPLE_DECIMATE_OML = 0x8989,
+ GL_OML_subsample = 1,
+ GL_FORMAT_SUBSAMPLE_24_24_OML = 0x8982,
+ GL_FORMAT_SUBSAMPLE_244_244_OML = 0x8983,
+ GL_OVR_multiview = 1,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR = 0x9630,
+ GL_MAX_VIEWS_OVR = 0x9631,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR = 0x9632,
+ GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR = 0x9633,
+ GL_OVR_multiview2 = 1,
+ GL_OVR_multiview_multisampled_render_to_texture = 1,
+ GL_PGI_misc_hints = 1,
+ GL_PREFER_DOUBLEBUFFER_HINT_PGI = 107000,
+ GL_CONSERVE_MEMORY_HINT_PGI = 107005,
+ GL_RECLAIM_MEMORY_HINT_PGI = 107006,
+ GL_NATIVE_GRAPHICS_HANDLE_PGI = 107010,
+ GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI = 107011,
+ GL_NATIVE_GRAPHICS_END_HINT_PGI = 107012,
+ GL_ALWAYS_FAST_HINT_PGI = 107020,
+ GL_ALWAYS_SOFT_HINT_PGI = 107021,
+ GL_ALLOW_DRAW_OBJ_HINT_PGI = 107022,
+ GL_ALLOW_DRAW_WIN_HINT_PGI = 107023,
+ GL_ALLOW_DRAW_FRG_HINT_PGI = 107024,
+ GL_ALLOW_DRAW_MEM_HINT_PGI = 107025,
+ GL_STRICT_DEPTHFUNC_HINT_PGI = 107030,
+ GL_STRICT_LIGHTING_HINT_PGI = 107031,
+ GL_STRICT_SCISSOR_HINT_PGI = 107032,
+ GL_FULL_STIPPLE_HINT_PGI = 107033,
+ GL_CLIP_NEAR_HINT_PGI = 107040,
+ GL_CLIP_FAR_HINT_PGI = 107041,
+ GL_WIDE_LINE_HINT_PGI = 107042,
+ GL_BACK_NORMALS_HINT_PGI = 107043,
+ GL_PGI_vertex_hints = 1,
+ GL_VERTEX23_BIT_PGI = 0x00000004,
+ GL_VERTEX4_BIT_PGI = 0x00000008,
+ GL_COLOR3_BIT_PGI = 0x00010000,
+ GL_COLOR4_BIT_PGI = 0x00020000,
+ GL_EDGEFLAG_BIT_PGI = 0x00040000,
+ GL_INDEX_BIT_PGI = 0x00080000,
+ GL_MAT_AMBIENT_BIT_PGI = 0x00100000,
+ GL_VERTEX_DATA_HINT_PGI = 107050,
+ GL_VERTEX_CONSISTENT_HINT_PGI = 107051,
+ GL_MATERIAL_SIDE_HINT_PGI = 107052,
+ GL_MAX_VERTEX_HINT_PGI = 107053,
+ GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI = 0x00200000,
+ GL_MAT_DIFFUSE_BIT_PGI = 0x00400000,
+ GL_MAT_EMISSION_BIT_PGI = 0x00800000,
+ GL_MAT_COLOR_INDEXES_BIT_PGI = 0x01000000,
+ GL_MAT_SHININESS_BIT_PGI = 0x02000000,
+ GL_MAT_SPECULAR_BIT_PGI = 0x04000000,
+ GL_NORMAL_BIT_PGI = 0x08000000,
+ GL_TEXCOORD1_BIT_PGI = 0x10000000,
+ GL_TEXCOORD2_BIT_PGI = 0x20000000,
+ GL_TEXCOORD3_BIT_PGI = 0x40000000,
+ GL_TEXCOORD4_BIT_PGI = 0x80000000,
+ GL_QCOM_alpha_test = 1,
+ GL_ALPHA_TEST_QCOM = 0x0BC0,
+ GL_ALPHA_TEST_FUNC_QCOM = 0x0BC1,
+ GL_ALPHA_TEST_REF_QCOM = 0x0BC2,
+ GL_QCOM_binning_control = 1,
+ GL_BINNING_CONTROL_HINT_QCOM = 0x8FB0,
+ GL_CPU_OPTIMIZED_QCOM = 0x8FB1,
+ GL_GPU_OPTIMIZED_QCOM = 0x8FB2,
+ GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM = 0x8FB3,
+ GL_QCOM_driver_control = 1,
+ GL_QCOM_extended_get = 1,
+ GL_TEXTURE_WIDTH_QCOM = 0x8BD2,
+ GL_TEXTURE_HEIGHT_QCOM = 0x8BD3,
+ GL_TEXTURE_DEPTH_QCOM = 0x8BD4,
+ GL_TEXTURE_INTERNAL_FORMAT_QCOM = 0x8BD5,
+ GL_TEXTURE_FORMAT_QCOM = 0x8BD6,
+ GL_TEXTURE_TYPE_QCOM = 0x8BD7,
+ GL_TEXTURE_IMAGE_VALID_QCOM = 0x8BD8,
+ GL_TEXTURE_NUM_LEVELS_QCOM = 0x8BD9,
+ GL_TEXTURE_TARGET_QCOM = 0x8BDA,
+ GL_TEXTURE_OBJECT_VALID_QCOM = 0x8BDB,
+ GL_STATE_RESTORE = 0x8BDC,
+ GL_QCOM_extended_get2 = 1,
+ GL_QCOM_framebuffer_foveated = 1,
+ GL_FOVEATION_ENABLE_BIT_QCOM = 0x1,
+ GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM = 0x2,
+ GL_QCOM_perfmon_global_mode = 1,
+ GL_PERFMON_GLOBAL_MODE_QCOM = 0x8FA0,
+ GL_QCOM_shader_framebuffer_fetch_noncoherent = 1,
+ GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM = 0x96A2,
+ GL_QCOM_tiled_rendering = 1,
+ GL_COLOR_BUFFER_BIT0_QCOM = 0x00000001,
+ GL_COLOR_BUFFER_BIT1_QCOM = 0x00000002,
+ GL_COLOR_BUFFER_BIT2_QCOM = 0x00000004,
+ GL_COLOR_BUFFER_BIT3_QCOM = 0x00000008,
+ GL_COLOR_BUFFER_BIT4_QCOM = 0x00000010,
+ GL_COLOR_BUFFER_BIT5_QCOM = 0x00000020,
+ GL_COLOR_BUFFER_BIT6_QCOM = 0x00000040,
+ GL_COLOR_BUFFER_BIT7_QCOM = 0x00000080,
+ GL_DEPTH_BUFFER_BIT0_QCOM = 0x00000100,
+ GL_DEPTH_BUFFER_BIT1_QCOM = 0x00000200,
+ GL_DEPTH_BUFFER_BIT2_QCOM = 0x00000400,
+ GL_DEPTH_BUFFER_BIT3_QCOM = 0x00000800,
+ GL_DEPTH_BUFFER_BIT4_QCOM = 0x00001000,
+ GL_DEPTH_BUFFER_BIT5_QCOM = 0x00002000,
+ GL_DEPTH_BUFFER_BIT6_QCOM = 0x00004000,
+ GL_DEPTH_BUFFER_BIT7_QCOM = 0x00008000,
+ GL_STENCIL_BUFFER_BIT0_QCOM = 0x00010000,
+ GL_STENCIL_BUFFER_BIT1_QCOM = 0x00020000,
+ GL_STENCIL_BUFFER_BIT2_QCOM = 0x00040000,
+ GL_STENCIL_BUFFER_BIT3_QCOM = 0x00080000,
+ GL_STENCIL_BUFFER_BIT4_QCOM = 0x00100000,
+ GL_STENCIL_BUFFER_BIT5_QCOM = 0x00200000,
+ GL_STENCIL_BUFFER_BIT6_QCOM = 0x00400000,
+ GL_STENCIL_BUFFER_BIT7_QCOM = 0x00800000,
+ GL_MULTISAMPLE_BUFFER_BIT0_QCOM = 0x01000000,
+ GL_MULTISAMPLE_BUFFER_BIT1_QCOM = 0x02000000,
+ GL_MULTISAMPLE_BUFFER_BIT2_QCOM = 0x04000000,
+ GL_MULTISAMPLE_BUFFER_BIT3_QCOM = 0x08000000,
+ GL_MULTISAMPLE_BUFFER_BIT4_QCOM = 0x10000000,
+ GL_MULTISAMPLE_BUFFER_BIT5_QCOM = 0x20000000,
+ GL_MULTISAMPLE_BUFFER_BIT6_QCOM = 0x40000000,
+ GL_MULTISAMPLE_BUFFER_BIT7_QCOM = 0x80000000,
+ GL_QCOM_writeonly_rendering = 1,
+ GL_WRITEONLY_RENDERING_QCOM = 0x8823,
+ GL_REGAL_ES1_0_compatibility = 1,
+ GL_REGAL_ES1_1_compatibility = 1,
+ GL_REGAL_enable = 1,
+ GL_ERROR_REGAL = 0x9322,
+ GL_DEBUG_REGAL = 0x9323,
+ GL_LOG_REGAL = 0x9324,
+ GL_EMULATION_REGAL = 0x9325,
+ GL_DRIVER_REGAL = 0x9326,
+ GL_MISSING_REGAL = 0x9360,
+ GL_TRACE_REGAL = 0x9361,
+ GL_CACHE_REGAL = 0x9362,
+ GL_CODE_REGAL = 0x9363,
+ GL_STATISTICS_REGAL = 0x9364,
+ GL_REGAL_error_string = 1,
+ GL_REGAL_extension_query = 1,
+ GL_REGAL_log = 1,
+ GL_LOG_ERROR_REGAL = 0x9319,
+ GL_LOG_WARNING_REGAL = 0x931A,
+ GL_LOG_INFO_REGAL = 0x931B,
+ GL_LOG_APP_REGAL = 0x931C,
+ GL_LOG_DRIVER_REGAL = 0x931D,
+ GL_LOG_INTERNAL_REGAL = 0x931E,
+ GL_LOG_DEBUG_REGAL = 0x931F,
+ GL_LOG_STATUS_REGAL = 0x9320,
+ GL_LOG_HTTP_REGAL = 0x9321,
+ GL_REGAL_proc_address = 1,
+ GL_REND_screen_coordinates = 1,
+ GL_SCREEN_COORDINATES_REND = 0x8490,
+ GL_INVERTED_SCREEN_W_REND = 0x8491,
+ GL_S3_s3tc = 1,
+ GL_RGB_S3TC = 0x83A0,
+ GL_RGB4_S3TC = 0x83A1,
+ GL_RGBA_S3TC = 0x83A2,
+ GL_RGBA4_S3TC = 0x83A3,
+ GL_RGBA_DXT5_S3TC = 0x83A4,
+ GL_RGBA4_DXT5_S3TC = 0x83A5,
+ GL_SGIS_clip_band_hint = 1,
+ GL_SGIS_color_range = 1,
+ GL_EXTENDED_RANGE_SGIS = 0x85A5,
+ GL_MIN_RED_SGIS = 0x85A6,
+ GL_MAX_RED_SGIS = 0x85A7,
+ GL_MIN_GREEN_SGIS = 0x85A8,
+ GL_MAX_GREEN_SGIS = 0x85A9,
+ GL_MIN_BLUE_SGIS = 0x85AA,
+ GL_MAX_BLUE_SGIS = 0x85AB,
+ GL_MIN_ALPHA_SGIS = 0x85AC,
+ GL_MAX_ALPHA_SGIS = 0x85AD,
+ GL_SGIS_detail_texture = 1,
+ GL_SGIS_fog_function = 1,
+ GL_SGIS_generate_mipmap = 1,
+ GL_GENERATE_MIPMAP_SGIS = 0x8191,
+ GL_GENERATE_MIPMAP_HINT_SGIS = 0x8192,
+ GL_SGIS_line_texgen = 1,
+ GL_SGIS_multisample = 1,
+ GL_MULTISAMPLE_SGIS = 0x809D,
+ GL_SAMPLE_ALPHA_TO_MASK_SGIS = 0x809E,
+ GL_SAMPLE_ALPHA_TO_ONE_SGIS = 0x809F,
+ GL_SAMPLE_MASK_SGIS = 0x80A0,
+ GL_1PASS_SGIS = 0x80A1,
+ GL_2PASS_0_SGIS = 0x80A2,
+ GL_2PASS_1_SGIS = 0x80A3,
+ GL_4PASS_0_SGIS = 0x80A4,
+ GL_4PASS_1_SGIS = 0x80A5,
+ GL_4PASS_2_SGIS = 0x80A6,
+ GL_4PASS_3_SGIS = 0x80A7,
+ GL_SAMPLE_BUFFERS_SGIS = 0x80A8,
+ GL_SAMPLES_SGIS = 0x80A9,
+ GL_SAMPLE_MASK_VALUE_SGIS = 0x80AA,
+ GL_SAMPLE_MASK_INVERT_SGIS = 0x80AB,
+ GL_SAMPLE_PATTERN_SGIS = 0x80AC,
+ GL_SGIS_multitexture = 1,
+ GL_SELECTED_TEXTURE_SGIS = 0x83C0,
+ GL_SELECTED_TEXTURE_COORD_SET_SGIS = 0x83C1,
+ GL_SELECTED_TEXTURE_TRANSFORM_SGIS = 0x83C2,
+ GL_MAX_TEXTURES_SGIS = 0x83C3,
+ GL_MAX_TEXTURE_COORD_SETS_SGIS = 0x83C4,
+ GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS = 0x83C5,
+ GL_TEXTURE_ENV_COORD_SET_SGIS = 0x83C6,
+ GL_TEXTURE0_SGIS = 0x83C7,
+ GL_TEXTURE1_SGIS = 0x83C8,
+ GL_TEXTURE2_SGIS = 0x83C9,
+ GL_TEXTURE3_SGIS = 0x83CA,
+ GL_SGIS_pixel_texture = 1,
+ GL_SGIS_point_line_texgen = 1,
+ GL_EYE_DISTANCE_TO_POINT_SGIS = 0x81F0,
+ GL_OBJECT_DISTANCE_TO_POINT_SGIS = 0x81F1,
+ GL_EYE_DISTANCE_TO_LINE_SGIS = 0x81F2,
+ GL_OBJECT_DISTANCE_TO_LINE_SGIS = 0x81F3,
+ GL_EYE_POINT_SGIS = 0x81F4,
+ GL_OBJECT_POINT_SGIS = 0x81F5,
+ GL_EYE_LINE_SGIS = 0x81F6,
+ GL_OBJECT_LINE_SGIS = 0x81F7,
+ GL_SGIS_shared_multisample = 1,
+ GL_SGIS_sharpen_texture = 1,
+ GL_SGIS_texture4D = 1,
+ GL_SGIS_texture_border_clamp = 1,
+ GL_CLAMP_TO_BORDER_SGIS = 0x812D,
+ GL_SGIS_texture_edge_clamp = 1,
+ GL_CLAMP_TO_EDGE_SGIS = 0x812F,
+ GL_SGIS_texture_filter4 = 1,
+ GL_SGIS_texture_lod = 1,
+ GL_TEXTURE_MIN_LOD_SGIS = 0x813A,
+ GL_TEXTURE_MAX_LOD_SGIS = 0x813B,
+ GL_TEXTURE_BASE_LEVEL_SGIS = 0x813C,
+ GL_TEXTURE_MAX_LEVEL_SGIS = 0x813D,
+ GL_SGIS_texture_select = 1,
+ GL_SGIX_async = 1,
+ GL_ASYNC_MARKER_SGIX = 0x8329,
+ GL_SGIX_async_histogram = 1,
+ GL_ASYNC_HISTOGRAM_SGIX = 0x832C,
+ GL_MAX_ASYNC_HISTOGRAM_SGIX = 0x832D,
+ GL_SGIX_async_pixel = 1,
+ GL_ASYNC_TEX_IMAGE_SGIX = 0x835C,
+ GL_ASYNC_DRAW_PIXELS_SGIX = 0x835D,
+ GL_ASYNC_READ_PIXELS_SGIX = 0x835E,
+ GL_MAX_ASYNC_TEX_IMAGE_SGIX = 0x835F,
+ GL_MAX_ASYNC_DRAW_PIXELS_SGIX = 0x8360,
+ GL_MAX_ASYNC_READ_PIXELS_SGIX = 0x8361,
+ GL_SGIX_bali_g_instruments = 1,
+ GL_BALI_NUM_TRIS_CULLED_INSTRUMENT = 0x6080,
+ GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT = 0x6081,
+ GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT = 0x6082,
+ GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT = 0x6083,
+ GL_SGIX_bali_r_instruments = 1,
+ GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT = 0x6090,
+ GL_BALI_DEPTH_PASS_INSTRUMENT = 0x6091,
+ GL_BALI_R_CHIP_COUNT = 0x6092,
+ GL_SGIX_bali_timer_instruments = 1,
+ GL_SGIX_blend_alpha_minmax = 1,
+ GL_ALPHA_MIN_SGIX = 0x8320,
+ GL_ALPHA_MAX_SGIX = 0x8321,
+ GL_SGIX_blend_cadd = 1,
+ GL_FUNC_COMPLEX_ADD_EXT = 0x601C,
+ GL_SGIX_blend_cmultiply = 1,
+ GL_FUNC_COMPLEX_MULTIPLY_EXT = 0x601B,
+ GL_SGIX_calligraphic_fragment = 1,
+ GL_SGIX_clipmap = 1,
+ GL_SGIX_color_matrix_accuracy = 1,
+ GL_COLOR_MATRIX_HINT = 0x8317,
+ GL_SGIX_color_table_index_mode = 1,
+ GL_SGIX_complex_polar = 1,
+ GL_SGIX_convolution_accuracy = 1,
+ GL_CONVOLUTION_HINT_SGIX = 0x8316,
+ GL_SGIX_cube_map = 1,
+ GL_ENV_MAP_SGIX = 0x8340,
+ GL_CUBE_MAP_SGIX = 0x8341,
+ GL_CUBE_MAP_ZP_SGIX = 0x8342,
+ GL_CUBE_MAP_ZN_SGIX = 0x8343,
+ GL_CUBE_MAP_XN_SGIX = 0x8344,
+ GL_CUBE_MAP_XP_SGIX = 0x8345,
+ GL_CUBE_MAP_YN_SGIX = 0x8346,
+ GL_CUBE_MAP_YP_SGIX = 0x8347,
+ GL_CUBE_MAP_BINDING_SGIX = 0x8348,
+ GL_SGIX_cylinder_texgen = 1,
+ GL_SGIX_datapipe = 1,
+ GL_GEOMETRY_BIT = 0x1,
+ GL_IMAGE_BIT = 0x2,
+ GL_SGIX_decimation = 1,
+ GL_SGIX_depth_pass_instrument = 1,
+ GL_DEPTH_PASS_INSTRUMENT_SGIX = 0x8310,
+ GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX = 0x8311,
+ GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX = 0x8312,
+ GL_SGIX_depth_texture = 1,
+ GL_DEPTH_COMPONENT16_SGIX = 0x81A5,
+ GL_DEPTH_COMPONENT24_SGIX = 0x81A6,
+ GL_DEPTH_COMPONENT32_SGIX = 0x81A7,
+ GL_SGIX_dvc = 1,
+ GL_SGIX_flush_raster = 1,
+ GL_SGIX_fog_blend = 1,
+ GL_FOG_BLEND_ALPHA_SGIX = 0x81FE,
+ GL_FOG_BLEND_COLOR_SGIX = 0x81FF,
+ GL_SGIX_fog_factor_to_alpha = 1,
+ GL_SGIX_fog_layers = 1,
+ GL_FOG_TYPE_SGIX = 0x8323,
+ GL_UNIFORM_SGIX = 0x8324,
+ GL_LAYERED_SGIX = 0x8325,
+ GL_FOG_GROUND_PLANE_SGIX = 0x8326,
+ GL_FOG_LAYERS_POINTS_SGIX = 0x8327,
+ GL_MAX_FOG_LAYERS_POINTS_SGIX = 0x8328,
+ GL_SGIX_fog_offset = 1,
+ GL_FOG_OFFSET_SGIX = 0x8198,
+ GL_FOG_OFFSET_VALUE_SGIX = 0x8199,
+ GL_SGIX_fog_patchy = 1,
+ GL_SGIX_fog_scale = 1,
+ GL_FOG_SCALE_SGIX = 0x81FC,
+ GL_FOG_SCALE_VALUE_SGIX = 0x81FD,
+ GL_SGIX_fog_texture = 1,
+ GL_SGIX_fragment_lighting_space = 1,
+ GL_EYE_SPACE_SGIX = 0x8436,
+ GL_TANGENT_SPACE_SGIX = 0x8437,
+ GL_OBJECT_SPACE_SGIX = 0x8438,
+ GL_FRAGMENT_LIGHT_SPACE_SGIX = 0x843D,
+ GL_SGIX_fragment_specular_lighting = 1,
+ GL_SGIX_fragments_instrument = 1,
+ GL_FRAGMENTS_INSTRUMENT_SGIX = 0x8313,
+ GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX = 0x8314,
+ GL_FRAGMENTS_INSTRUMENT_MAX_SGIX = 0x8315,
+ GL_SGIX_framezoom = 1,
+ GL_SGIX_icc_texture = 1,
+ GL_RGB_ICC_SGIX = 0x8460,
+ GL_RGBA_ICC_SGIX = 0x8461,
+ GL_ALPHA_ICC_SGIX = 0x8462,
+ GL_LUMINANCE_ICC_SGIX = 0x8463,
+ GL_INTENSITY_ICC_SGIX = 0x8464,
+ GL_LUMINANCE_ALPHA_ICC_SGIX = 0x8465,
+ GL_R5_G6_B5_ICC_SGIX = 0x8466,
+ GL_R5_G6_B5_A8_ICC_SGIX = 0x8467,
+ GL_ALPHA16_ICC_SGIX = 0x8468,
+ GL_LUMINANCE16_ICC_SGIX = 0x8469,
+ GL_INTENSITY16_ICC_SGIX = 0x846A,
+ GL_LUMINANCE16_ALPHA8_ICC_SGIX = 0x846B,
+ GL_SGIX_igloo_interface = 1,
+ GL_IGLOO_FULLSCREEN_SGIX = 0x819E,
+ GL_IGLOO_VIEWPORT_OFFSET_SGIX = 0x819F,
+ GL_IGLOO_SWAPTMESH_SGIX = 0x81A0,
+ GL_IGLOO_COLORNORMAL_SGIX = 0x81A1,
+ GL_IGLOO_IRISGL_MODE_SGIX = 0x81A2,
+ GL_IGLOO_LMC_COLOR_SGIX = 0x81A3,
+ GL_IGLOO_TMESHMODE_SGIX = 0x81A4,
+ GL_LIGHT31 = 0xBEAD,
+ GL_SGIX_image_compression = 1,
+ GL_SGIX_impact_pixel_texture = 1,
+ GL_SGIX_instrument_error = 1,
+ GL_SGIX_interlace = 1,
+ GL_INTERLACE_SGIX = 0x8094,
+ GL_SGIX_ir_instrument1 = 1,
+ GL_SGIX_line_quality_hint = 1,
+ GL_LINE_QUALITY_HINT_SGIX = 0x835B,
+ GL_SGIX_list_priority = 1,
+ GL_SGIX_mpeg1 = 1,
+ GL_SGIX_mpeg2 = 1,
+ GL_SGIX_nonlinear_lighting_pervertex = 1,
+ GL_SGIX_nurbs_eval = 1,
+ GL_MAP1_VERTEX_3_NURBS_SGIX = 0x81CB,
+ GL_MAP1_VERTEX_4_NURBS_SGIX = 0x81CC,
+ GL_MAP1_INDEX_NURBS_SGIX = 0x81CD,
+ GL_MAP1_COLOR_4_NURBS_SGIX = 0x81CE,
+ GL_MAP1_NORMAL_NURBS_SGIX = 0x81CF,
+ GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX = 0x81E0,
+ GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX = 0x81E1,
+ GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX = 0x81E2,
+ GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX = 0x81E3,
+ GL_MAP2_VERTEX_3_NURBS_SGIX = 0x81E4,
+ GL_MAP2_VERTEX_4_NURBS_SGIX = 0x81E5,
+ GL_MAP2_INDEX_NURBS_SGIX = 0x81E6,
+ GL_MAP2_COLOR_4_NURBS_SGIX = 0x81E7,
+ GL_MAP2_NORMAL_NURBS_SGIX = 0x81E8,
+ GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX = 0x81E9,
+ GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX = 0x81EA,
+ GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX = 0x81EB,
+ GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX = 0x81EC,
+ GL_NURBS_KNOT_COUNT_SGIX = 0x81ED,
+ GL_NURBS_KNOT_VECTOR_SGIX = 0x81EE,
+ GL_SGIX_occlusion_instrument = 1,
+ GL_OCCLUSION_INSTRUMENT_SGIX = 0x6060,
+ GL_SGIX_packed_6bytes = 1,
+ GL_SGIX_pixel_texture = 1,
+ GL_SGIX_pixel_texture_bits = 1,
+ GL_SGIX_pixel_texture_lod = 1,
+ GL_SGIX_pixel_tiles = 1,
+ GL_SGIX_polynomial_ffd = 1,
+ GL_TEXTURE_DEFORMATION_BIT_SGIX = 0x1,
+ GL_GEOMETRY_DEFORMATION_BIT_SGIX = 0x2,
+ GL_SGIX_quad_mesh = 1,
+ GL_SGIX_reference_plane = 1,
+ GL_SGIX_resample = 1,
+ GL_PACK_RESAMPLE_SGIX = 0x842E,
+ GL_UNPACK_RESAMPLE_SGIX = 0x842F,
+ GL_RESAMPLE_DECIMATE_SGIX = 0x8430,
+ GL_RESAMPLE_REPLICATE_SGIX = 0x8433,
+ GL_RESAMPLE_ZERO_FILL_SGIX = 0x8434,
+ GL_SGIX_scalebias_hint = 1,
+ GL_SCALEBIAS_HINT_SGIX = 0x8322,
+ GL_SGIX_shadow = 1,
+ GL_TEXTURE_COMPARE_SGIX = 0x819A,
+ GL_TEXTURE_COMPARE_OPERATOR_SGIX = 0x819B,
+ GL_TEXTURE_LEQUAL_R_SGIX = 0x819C,
+ GL_TEXTURE_GEQUAL_R_SGIX = 0x819D,
+ GL_SGIX_shadow_ambient = 1,
+ GL_SHADOW_AMBIENT_SGIX = 0x80BF,
+ GL_SGIX_slim = 1,
+ GL_PACK_MAX_COMPRESSED_SIZE_SGIX = 0x831B,
+ GL_SLIM8U_SGIX = 0x831D,
+ GL_SLIM10U_SGIX = 0x831E,
+ GL_SLIM12S_SGIX = 0x831F,
+ GL_SGIX_spotlight_cutoff = 1,
+ GL_SPOT_CUTOFF_DELTA_SGIX = 0x8193,
+ GL_SGIX_sprite = 1,
+ GL_SGIX_subdiv_patch = 1,
+ GL_SGIX_subsample = 1,
+ GL_PACK_SUBSAMPLE_RATE_SGIX = 0x85A0,
+ GL_UNPACK_SUBSAMPLE_RATE_SGIX = 0x85A1,
+ GL_PIXEL_SUBSAMPLE_4444_SGIX = 0x85A2,
+ GL_PIXEL_SUBSAMPLE_2424_SGIX = 0x85A3,
+ GL_PIXEL_SUBSAMPLE_4242_SGIX = 0x85A4,
+ GL_SGIX_tag_sample_buffer = 1,
+ GL_SGIX_texture_add_env = 1,
+ GL_SGIX_texture_coordinate_clamp = 1,
+ GL_TEXTURE_MAX_CLAMP_S_SGIX = 0x8369,
+ GL_TEXTURE_MAX_CLAMP_T_SGIX = 0x836A,
+ GL_TEXTURE_MAX_CLAMP_R_SGIX = 0x836B,
+ GL_SGIX_texture_lod_bias = 1,
+ GL_SGIX_texture_mipmap_anisotropic = 1,
+ GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX = 0x832E,
+ GL_MAX_MIPMAP_ANISOTROPY_SGIX = 0x832F,
+ GL_SGIX_texture_multi_buffer = 1,
+ GL_TEXTURE_MULTI_BUFFER_HINT_SGIX = 0x812E,
+ GL_SGIX_texture_phase = 1,
+ GL_PHASE_SGIX = 0x832A,
+ GL_SGIX_texture_range = 1,
+ GL_RGB_SIGNED_SGIX = 0x85E0,
+ GL_RGBA_SIGNED_SGIX = 0x85E1,
+ GL_ALPHA_SIGNED_SGIX = 0x85E2,
+ GL_LUMINANCE_SIGNED_SGIX = 0x85E3,
+ GL_INTENSITY_SIGNED_SGIX = 0x85E4,
+ GL_LUMINANCE_ALPHA_SIGNED_SGIX = 0x85E5,
+ GL_RGB16_SIGNED_SGIX = 0x85E6,
+ GL_RGBA16_SIGNED_SGIX = 0x85E7,
+ GL_ALPHA16_SIGNED_SGIX = 0x85E8,
+ GL_LUMINANCE16_SIGNED_SGIX = 0x85E9,
+ GL_INTENSITY16_SIGNED_SGIX = 0x85EA,
+ GL_LUMINANCE16_ALPHA16_SIGNED_SGIX = 0x85EB,
+ GL_RGB_EXTENDED_RANGE_SGIX = 0x85EC,
+ GL_RGBA_EXTENDED_RANGE_SGIX = 0x85ED,
+ GL_ALPHA_EXTENDED_RANGE_SGIX = 0x85EE,
+ GL_LUMINANCE_EXTENDED_RANGE_SGIX = 0x85EF,
+ GL_INTENSITY_EXTENDED_RANGE_SGIX = 0x85F0,
+ GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX = 0x85F1,
+ GL_RGB16_EXTENDED_RANGE_SGIX = 0x85F2,
+ GL_RGBA16_EXTENDED_RANGE_SGIX = 0x85F3,
+ GL_ALPHA16_EXTENDED_RANGE_SGIX = 0x85F4,
+ GL_LUMINANCE16_EXTENDED_RANGE_SGIX = 0x85F5,
+ GL_INTENSITY16_EXTENDED_RANGE_SGIX = 0x85F6,
+ GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX = 0x85F7,
+ GL_MIN_LUMINANCE_SGIS = 0x85F8,
+ GL_MAX_LUMINANCE_SGIS = 0x85F9,
+ GL_MIN_INTENSITY_SGIS = 0x85FA,
+ GL_MAX_INTENSITY_SGIS = 0x85FB,
+ GL_SGIX_texture_scale_bias = 1,
+ GL_POST_TEXTURE_FILTER_BIAS_SGIX = 0x8179,
+ GL_POST_TEXTURE_FILTER_SCALE_SGIX = 0x817A,
+ GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX = 0x817B,
+ GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX = 0x817C,
+ GL_SGIX_texture_supersample = 1,
+ GL_SGIX_vector_ops = 1,
+ GL_SGIX_vertex_array_object = 1,
+ GL_SGIX_vertex_preclip = 1,
+ GL_VERTEX_PRECLIP_SGIX = 0x83EE,
+ GL_VERTEX_PRECLIP_HINT_SGIX = 0x83EF,
+ GL_SGIX_vertex_preclip_hint = 1,
+ GL_SGIX_ycrcb = 1,
+ GL_SGIX_ycrcb_subsample = 1,
+ GL_SGIX_ycrcba = 1,
+ GL_YCRCB_SGIX = 0x8318,
+ GL_YCRCBA_SGIX = 0x8319,
+ GL_SGI_color_matrix = 1,
+ GL_COLOR_MATRIX_SGI = 0x80B1,
+ GL_COLOR_MATRIX_STACK_DEPTH_SGI = 0x80B2,
+ GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI = 0x80B3,
+ GL_POST_COLOR_MATRIX_RED_SCALE_SGI = 0x80B4,
+ GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI = 0x80B5,
+ GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI = 0x80B6,
+ GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI = 0x80B7,
+ GL_POST_COLOR_MATRIX_RED_BIAS_SGI = 0x80B8,
+ GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI = 0x80B9,
+ GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI = 0x80BA,
+ GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI = 0x80BB,
+ GL_SGI_color_table = 1,
+ GL_COLOR_TABLE_SGI = 0x80D0,
+ GL_POST_CONVOLUTION_COLOR_TABLE_SGI = 0x80D1,
+ GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI = 0x80D2,
+ GL_PROXY_COLOR_TABLE_SGI = 0x80D3,
+ GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI = 0x80D4,
+ GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI = 0x80D5,
+ GL_COLOR_TABLE_SCALE_SGI = 0x80D6,
+ GL_COLOR_TABLE_BIAS_SGI = 0x80D7,
+ GL_COLOR_TABLE_FORMAT_SGI = 0x80D8,
+ GL_COLOR_TABLE_WIDTH_SGI = 0x80D9,
+ GL_COLOR_TABLE_RED_SIZE_SGI = 0x80DA,
+ GL_COLOR_TABLE_GREEN_SIZE_SGI = 0x80DB,
+ GL_COLOR_TABLE_BLUE_SIZE_SGI = 0x80DC,
+ GL_COLOR_TABLE_ALPHA_SIZE_SGI = 0x80DD,
+ GL_COLOR_TABLE_LUMINANCE_SIZE_SGI = 0x80DE,
+ GL_COLOR_TABLE_INTENSITY_SIZE_SGI = 0x80DF,
+ GL_SGI_complex = 1,
+ GL_SGI_complex_type = 1,
+ GL_COMPLEX_UNSIGNED_BYTE_SGI = 0x81BD,
+ GL_COMPLEX_BYTE_SGI = 0x81BE,
+ GL_COMPLEX_UNSIGNED_SHORT_SGI = 0x81BF,
+ GL_COMPLEX_SHORT_SGI = 0x81C0,
+ GL_COMPLEX_UNSIGNED_INT_SGI = 0x81C1,
+ GL_COMPLEX_INT_SGI = 0x81C2,
+ GL_COMPLEX_FLOAT_SGI = 0x81C3,
+ GL_SGI_fft = 1,
+ GL_PIXEL_TRANSFORM_OPERATOR_SGI = 0x81C4,
+ GL_CONVOLUTION_SGI = 0x81C5,
+ GL_FFT_1D_SGI = 0x81C6,
+ GL_PIXEL_TRANSFORM_SGI = 0x81C7,
+ GL_MAX_FFT_WIDTH_SGI = 0x81C8,
+ GL_SGI_texture_color_table = 1,
+ GL_TEXTURE_COLOR_TABLE_SGI = 0x80BC,
+ GL_PROXY_TEXTURE_COLOR_TABLE_SGI = 0x80BD,
+ GL_SUNX_constant_data = 1,
+ GL_UNPACK_CONSTANT_DATA_SUNX = 0x81D5,
+ GL_TEXTURE_CONSTANT_DATA_SUNX = 0x81D6,
+ GL_SUN_convolution_border_modes = 1,
+ GL_WRAP_BORDER_SUN = 0x81D4,
+ GL_SUN_global_alpha = 1,
+ GL_GLOBAL_ALPHA_SUN = 0x81D9,
+ GL_GLOBAL_ALPHA_FACTOR_SUN = 0x81DA,
+ GL_SUN_mesh_array = 1,
+ GL_QUAD_MESH_SUN = 0x8614,
+ GL_TRIANGLE_MESH_SUN = 0x8615,
+ GL_SUN_read_video_pixels = 1,
+ GL_SUN_slice_accum = 1,
+ GL_SLICE_ACCUM_SUN = 0x85CC,
+ GL_SUN_triangle_list = 1,
+ GL_RESTART_SUN = 0x01,
+ GL_REPLACE_MIDDLE_SUN = 0x02,
+ GL_REPLACE_OLDEST_SUN = 0x03,
+ GL_TRIANGLE_LIST_SUN = 0x81D7,
+ GL_REPLACEMENT_CODE_SUN = 0x81D8,
+ GL_REPLACEMENT_CODE_ARRAY_SUN = 0x85C0,
+ GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN = 0x85C1,
+ GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN = 0x85C2,
+ GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN = 0x85C3,
+ GL_R1UI_V3F_SUN = 0x85C4,
+ GL_R1UI_C4UB_V3F_SUN = 0x85C5,
+ GL_R1UI_C3F_V3F_SUN = 0x85C6,
+ GL_R1UI_N3F_V3F_SUN = 0x85C7,
+ GL_R1UI_C4F_N3F_V3F_SUN = 0x85C8,
+ GL_R1UI_T2F_V3F_SUN = 0x85C9,
+ GL_R1UI_T2F_N3F_V3F_SUN = 0x85CA,
+ GL_R1UI_T2F_C4F_N3F_V3F_SUN = 0x85CB,
+ GL_SUN_vertex = 1,
+ GL_WIN_phong_shading = 1,
+ GL_PHONG_WIN = 0x80EA,
+ GL_PHONG_HINT_WIN = 0x80EB,
+ GL_WIN_scene_markerXXX = 1,
+ GL_WIN_specular_fog = 1,
+ GL_FOG_SPECULAR_TEXTURE_WIN = 0x80EC,
+ GL_WIN_swap_hint = 1,
+
+ }
+}
diff --git a/源代码/StgSharp/Graphics/OpenGLapi.cs b/源代码/StgSharp/Graphics/OpenGLapi.cs
deleted file mode 100644
index 6dd40f81..00000000
--- a/源代码/StgSharp/Graphics/OpenGLapi.cs
+++ /dev/null
@@ -1,1012 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Data.SqlTypes;
-using System.Runtime.InteropServices;
-using System.Text;
-
-namespace StgSharp.Graphics
-{
- public static class OpenGL11
- {
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glAccum", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glAccum(GLenum op, float value);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glAlphaFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glAlphaFunc(GLenum func, GLclampf refValue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glAreTexturesResident", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern bool glAreTexturesResident(int n, uint[] textures, bool[] residences);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glArrayElement", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glArrayElement(int i);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glBegin", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glBegin(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glBindTexture", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glBindTexture(GLenum target, uint texture);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glBitmap", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glBitmap(int width, int height, float xorig, float yorig, float xmove, float ymove, byte[] bitmap);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glBlendFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glBlendFunc(GLenum sfactor, GLenum dfactor);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCallList", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCallList(uint list);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCallLists", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glCallLists(int n, GLenum type, void* lists);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClear", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClear(uint mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearAccum", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClearAccum(float red, float green, float blue, float alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearColor", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearDepth", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClearDepth(GLclampd depth);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearIndex", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClearIndex(float c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearStencil", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClearStencil(int s);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClipPlane", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glClipPlane(GLenum plane, double[] equation);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3b", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3b(byte red, byte green, byte blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3bv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3bv( byte[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3d(double red, double green, double blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3f(float red, float green, float blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3i(int red, int green, int blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3s(short red, short green, short blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3ub", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3ub(byte red, byte green, byte blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3ubv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3ubv( byte[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3ui", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3ui(uint red, uint green, uint blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3uiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3uiv( uint[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3us", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3us(short red, short green, short blue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor3usv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor3usv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4b", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4b(byte red, byte green, byte blue, byte alpha);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4bv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4bv( byte[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4d(double red, double green, double blue, double alpha);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4f(float red, float green, float blue, float alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4i(int red, int green, int blue, int alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4s(short red, short green, short blue, short alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4ub", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4ub(byte red, byte green, byte blue, byte alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4ubv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4ubv( byte[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4ui", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4ui(uint red, uint green, uint blue, uint alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4uiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4uiv( uint[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4us", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4us(short red, short green, short blue, short alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColor4usv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColor4usv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColorMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColorMask(bool red, bool green, bool blue, bool alpha);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColorMaterial", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glColorMaterial(GLenum face, GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColorPointer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glColorPointer(int size, GLenum type, int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyPixels", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCopyPixels(int x, int y, int width, int height, GLenum type);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCopyTexImage1D(GLenum target, int level, GLenum internalFormat, int x, int y, int width, int border);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCopyTexImage2D(GLenum target, int level, GLenum internalFormat, int x, int y, int width, int height, int border);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexSubImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCopyTexSubImage1D(GLenum target, int level, int xoffset, int x, int y, int width);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexSubImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCopyTexSubImage2D(GLenum target, int level, int xoffset, int yoffset, int x, int y, int width, int height);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCullFace", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glCullFace(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDeleteLists", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDeleteLists(uint list, int range);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDeleteTextures", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDeleteTextures(int n, uint[] textures);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDepthFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDepthFunc(GLenum func);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDepthMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDepthMask(bool flag);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDepthRange", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDepthRange(GLclampd zNear, GLclampd zFar);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDisable", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDisable(GLenum cap);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDisableClientState", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDisableClientState(GLenum array);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawArrays", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDrawArrays(GLenum mode, int first, int count);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawBuffer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glDrawBuffer(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawElements", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glDrawElements(GLenum mode, int count, GLenum type, void* indices);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawPixels", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glDrawPixels(int width, int height, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEdgeFlag", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEdgeFlag(bool flag);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEdgeFlagPointer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glEdgeFlagPointer(int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEdgeFlagv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEdgeFlagv( bool[] flag);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEnable", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEnable(GLenum cap);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEnableClientState", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEnableClientState(GLenum array);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEnd", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEnd();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEndList", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEndList();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord1d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord1d(double u);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord1dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord1dv( double[] u);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord1f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord1f(float u);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord1fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord1fv( float[] u);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord2d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord2d(double u, double v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord2dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord2dv( double[] u);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord2f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord2f(float u, float v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalCoord2fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalCoord2fv( float[] u);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalMesh1", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalMesh1(GLenum mode, int i1, int i2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalMesh2", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalMesh2(GLenum mode, int i1, int i2, int j1, int j2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalPoint1", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalPoint1(int i);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEvalPoint2", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glEvalPoint2(int i, int j);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFeedbackBuffer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFeedbackBuffer(int size, GLenum type, float[] buffer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFinish", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFinish();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFlush", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFlush();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFogf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFogf(GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFogfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFogfv(GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFogi", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFogi(GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFogiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFogiv(GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFrontFace", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFrontFace(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFrustum", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glFrustum(double left, double right, double bottom, double top, double zNear, double zFar);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGenLists", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern uint glGenLists(int range);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGenTextures", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGenTextures(int n, uint[] textures);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetBooleanv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetBooleanv(GLenum pname, bool[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetClipPlane", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetClipPlane(GLenum plane, double[] equation);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetDoublev", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetDoublev(GLenum pname, double[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetError", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern GLenum glGetError();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetFloatv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetFloatv(GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetIntegerv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetIntegerv(GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetLightfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetLightfv(GLenum light, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetLightiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetLightiv(GLenum light, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetMapdv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetMapdv(GLenum target, GLenum query, double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetMapfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetMapfv(GLenum target, GLenum query, float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetMapiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetMapiv(GLenum target, GLenum query, int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetMaterialfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetMaterialfv(GLenum face, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetMaterialiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetMaterialiv(GLenum face, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetPixelMapfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetPixelMapfv(GLenum map, float[] values);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetPixelMapuiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetPixelMapuiv(GLenum map, uint[] values);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetPixelMapusv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetPixelMapusv(GLenum map, short[] values);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetPointerv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glGetPointerv(GLenum pname, void** parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetPolygonStipple", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetPolygonStipple(byte[] mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexEnvfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexEnvfv(GLenum target, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexEnviv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexEnviv(GLenum target, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexGendv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexGendv(GLenum coord, GLenum pname, double[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexGenfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexGenfv(GLenum coord, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexGeniv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexGeniv(GLenum coord, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexImage", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glGetTexImage(GLenum target, int level, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexLevelParameterfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexLevelParameterfv(GLenum target, int level, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexLevelParameteriv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexLevelParameteriv(GLenum target, int level, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexParameterfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexParameterfv(GLenum target, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexParameteriv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glGetTexParameteriv(GLenum target, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glHint", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glHint(GLenum target, GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexMask(uint mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexPointer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glIndexPointer(GLenum type, int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexd", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexd(double c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexdv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexdv( double[] c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexf(float c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexfv( float[] c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexi", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexi(int c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexiv( int[] c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexs", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexs(short c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexsv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexsv( short[] c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexub", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexub(byte c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIndexubv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glIndexubv( byte[] c);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glInitNames", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glInitNames();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glInterleavedArrays", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glInterleavedArrays(GLenum format, int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIsEnabled", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern bool glIsEnabled(GLenum cap);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIsList", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern bool glIsList(uint list);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIsTexture", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern bool glIsTexture(uint texture);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightModelf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightModelf(GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightModelfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightModelfv(GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightModeli", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightModeli(GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightModeliv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightModeliv(GLenum pname, int[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightf(GLenum light, GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightfv(GLenum light, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLighti", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLighti(GLenum light, GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLightiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLightiv(GLenum light, GLenum pname, int[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLineStipple", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLineStipple(int factor, short pattern);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLineWidth", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLineWidth(float width);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glListBase", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glListBase(uint baseValue);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLoadIdentity", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLoadIdentity();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLoadMatrixd", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLoadMatrixd( double[] m);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLoadMatrixf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLoadMatrixf( float[] m);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLoadName", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLoadName(uint name);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLogicOp", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glLogicOp(GLenum opcode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMap1d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMap1d(GLenum target, double u1, double u2, int stride, int order, double[] points);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMap1f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMap1f(GLenum target, float u1, float u2, int stride, int order, float[] points);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMap2d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMap2d(GLenum target, double u1, double u2, int ustride, int uorder, double v1, double v2, int vstride, int vorder, double[] points);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMap2f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMap2f(GLenum target, float u1, float u2, int ustride, int uorder, float v1, float v2, int vstride, int vorder, float[] points);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMapGrid1d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMapGrid1d(int un, double u1, double u2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMapGrid1f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMapGrid1f(int un, float u1, float u2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMapGrid2d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMapGrid2d(int un, double u1, double u2, int vn, double v1, double v2);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMapGrid2f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMapGrid2f(int un, float u1, float u2, int vn, float v1, float v2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMaterialf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMaterialf(GLenum face, GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMaterialfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMaterialfv(GLenum face, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMateriali", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMateriali(GLenum face, GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMaterialiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMaterialiv(GLenum face, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMatrixMode", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMatrixMode(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMultMatrixd", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMultMatrixd( double[] m);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glMultMatrixf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glMultMatrixf( float[] m);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNewList", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNewList(uint list, GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3b", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3b(byte nx, byte ny, byte nz);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3bv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3bv( byte[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3d(double nx, double ny, double nz);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3f(float nx, float ny, float nz);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3i(int nx, int ny, int nz);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3s(short nx, short ny, short nz);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormal3sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glNormal3sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glNormalPointer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glNormalPointer(GLenum type, int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glOrtho", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glOrtho(double left, double right, double bottom, double top, double zNear, double zFar);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPassThrough", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPassThrough(float token);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelMapfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelMapfv(GLenum map, int mapsize, float[] values);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelMapuiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelMapuiv(GLenum map, int mapsize, uint[] values);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelMapusv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelMapusv(GLenum map, int mapsize, short[] values);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelStoref", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelStoref(GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelStorei", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelStorei(GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelTransferf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelTransferf(GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelTransferi", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelTransferi(GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelZoom", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPixelZoom(float xfactor, float yfactor);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPointSize", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPointSize(float size);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPolygonMode", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPolygonMode(GLenum face, GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPolygonOffset", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPolygonOffset(float factor, float units);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPolygonStipple", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPolygonStipple( byte[] mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPopAttrib", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPopAttrib();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPopClientAttrib", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPopClientAttrib();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPopMatrix", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPopMatrix();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPopName", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPopName();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPrioritizeTextures", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glPrioritizeTextures(int n, uint[] textures, GLclampf* priorities);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPushAttrib", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPushAttrib(uint mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPushClientAttrib", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPushClientAttrib(uint mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPushMatrix", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPushMatrix();
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPushName", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glPushName(uint name);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2d(double x, double y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2f(float x, float y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2i(int x, int y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2s(short x, short y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos2sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos2sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3d(double x, double y, double z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3f(float x, float y, float z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3i(int x, int y, int z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3s(short x, short y, short z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos3sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos3sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4d(double x, double y, double z, double w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4f(float x, float y, float z, float w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4fv(float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4i(int x, int y, int z, int w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4s(short x, short y, short z, short w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRasterPos4sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRasterPos4sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glReadBuffer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glReadBuffer(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glReadPixels", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glReadPixels(int x, int y, int width, int height, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRectd", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRectd(double x1, double y1, double x2, double y2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRectdv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRectdv( double[] v1, double[] v2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRectf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRectf(float x1, float y1, float x2, float y2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRectfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRectfv( float[] v1, float[] v2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRecti", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRecti(int x1, int y1, int x2, int y2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRectiv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRectiv( int[] v1, int[] v2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRects", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRects(short x1, short y1, short x2, short y2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRectsv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRectsv( short[] v1, short[] v2);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRenderMode", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern int glRenderMode(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRotated", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRotated(double angle, double x, double y, double z);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glRotatef", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glRotatef(float angle, float x, float y, float z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glScaled", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glScaled(double x, double y, double z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glScalef", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glScalef(float x, float y, float z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glScissor", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glScissor(int x, int y, int width, int height);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glSelectBuffer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glSelectBuffer(int size, uint[] buffer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glShadeModel", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glShadeModel(GLenum mode);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glStencilFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glStencilFunc(GLenum func, int refValue, uint mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glStencilMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glStencilMask(uint mask);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glStencilOp", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1d(double s);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1f(float s);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1i(int s);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1s(short s);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord1sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord1sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2d(double s, double t);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2f(float s, float t);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2i(int s, int t);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2s(short s, short t);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord2sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord2sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3d(double s, double t, double r);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3f(float s, float t, float r);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3i(int s, int t, int r);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3s(short s, short t, short r);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord3sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord3sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4d(double s, double t, double r, double q);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4f(float s, float t, float r, float q);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4i(int s, int t, int r, int q);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4s(short s, short t, short r, short q);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoord4sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexCoord4sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexCoordPointer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glTexCoordPointer(int size, GLenum type, int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexEnvf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexEnvf(GLenum target, GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexEnvfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexEnvfv(GLenum target, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexEnvi", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexEnvi(GLenum target, GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexEnviv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexEnviv(GLenum target, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexGend", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexGend(GLenum coord, GLenum pname, double param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexGendv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexGendv(GLenum coord, GLenum pname, double[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexGenf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexGenf(GLenum coord, GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexGenfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexGenfv(GLenum coord, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexGeni", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexGeni(GLenum coord, GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexGeniv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexGeniv(GLenum coord, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glTexImage1D(GLenum target, int level, int internalformat, int width, int border, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glTexImage2D(GLenum target, int level, int internalformat, int width, int height, int border, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameterf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexParameterf(GLenum target, GLenum pname, float param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameterfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexParameterfv(GLenum target, GLenum pname, float[] parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameteri", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexParameteri(GLenum target, GLenum pname, int param);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameteriv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTexParameteriv(GLenum target, GLenum pname, int[]parameters);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexSubImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glTexSubImage1D(GLenum target, int level, int xoffset, int width, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexSubImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glTexSubImage2D(GLenum target, int level, int xoffset, int yoffset, int width, int height, GLenum format, GLenum type, void* pixels);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTranslated", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTranslated(double x, double y, double z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTranslatef", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glTranslatef(float x, float y, float z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2d(double x, double y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2f(float x, float y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2i(int x, int y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2s(short x, short y);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex2sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex2sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3d(double x, double y, double z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3f(float x, float y, float z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3i(int x, int y, int z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3s(short x, short y, short z);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex3sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex3sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4d", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4d(double x, double y, double z, double w);
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4dv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4dv( double[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4f", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4f(float x, float y, float z, float w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4fv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4fv( float[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4i", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4i(int x, int y, int z, int w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4iv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4iv( int[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4s", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4s(short x, short y, short z, short w);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertex4sv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glVertex4sv( short[] v);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glVertexPointer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static unsafe extern void glVertexPointer(int size, GLenum type, int stride, void* pointer);
-
- [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glViewport", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
- public static extern void glViewport(int x, int y, int width, int height);
-
-
- }
-}
diff --git a/源代码/StgSharp/Graphics/build_in.cs b/源代码/StgSharp/Graphics/build_in.cs
new file mode 100644
index 00000000..d57bbbfa
--- /dev/null
+++ b/源代码/StgSharp/Graphics/build_in.cs
@@ -0,0 +1,15 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace StgSharp.Graphics
+{
+ internal class build_in
+ {
+ internal static Dictionary ExtensionFunctionsTableDictionary = new Dictionary();
+ internal static Dictionary> MissingExtensionFunctionsDictionary = new Dictionary>();
+ internal static GLexFunc_table ExtensionFunctionsForCurrent;
+ }
+}
diff --git a/源代码/StgSharp/Graphics/gl_functions/GLeaFunc.cs b/源代码/StgSharp/Graphics/gl_functions/GLeaFunc.cs
new file mode 100644
index 00000000..a47a95d9
--- /dev/null
+++ b/源代码/StgSharp/Graphics/gl_functions/GLeaFunc.cs
@@ -0,0 +1,1149 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Runtime.InteropServices;
+
+namespace StgSharp.Graphics
+{
+ public partial class gl
+ {
+
+ ///
+ /// bind a named texture to a texturing target.
+ ///
+ ///
+ /// Specifies the target to which the texture is bound.
+ /// Must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the name of a texture.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glBindTexture", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void BindTexture(uint target, uint texture);
+
+
+ ///
+ /// specify pixel arithmetic.
+ ///
+ ///
+ /// Specifies how the red, green, blue, and alpha source blending factors are computed.
+ /// The following symbolic constants are accepted:
+ /// GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
+ /// GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR,GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, and GL_SRC_ALPHA_SATURATE.
+ /// The initial value is GL_ONE.
+ ///
+ ///
+ /// Specifies how the red, green, blue, and alpha destination blending factors are computed.
+ /// The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ /// GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA.
+ /// GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.
+ /// The initial value is GL_ZERO.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glBlendFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void BlendFunc(uint sfactor, uint dfactor);
+
+ ///
+ /// clear buffers to preset values.
+ ///
+ ///
+ /// Bitwise OR of masks that indicate the buffers to be cleared.
+ /// The four masks are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_ACCUM_BUFFER_BIT,and GL_STENCIL_BUFFER_BIT.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClear", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Clear(uint mask);
+
+ ///
+ /// specify clear values for the color buffers.
+ ///
+ ///
+ /// Specify the red value used when the color buffers are cleared. The initial value is 0.
+ ///
+ ///
+ /// Specify the green value used when the color buffers are cleared. The initial value is 0.
+ ///
+ ///
+ /// Specify the blue value used when the color buffers are cleared. The initial value is 0.
+ ///
+ ///
+ /// Specify the alpha value used when the color buffers are cleared. The initial value is 0.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearColor", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void ClearColor(float red, float green, float blue, float alpha);
+
+ ///
+ /// specify the clear value for the depth buffer.
+ ///
+ ///
+ /// Specifies the depth value used when the depth buffer is cleared. The initial value is 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearDepth", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void ClearDepth(double depth);
+
+ ///
+ /// specify the clear value for the stencil buffer.
+ ///
+ ///
+ /// Specifies the index used when the stencil buffer is cleared. The initial value is 0.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glClearStencil", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void ClearStencil(int s);
+
+ ///
+ /// enable and disable writing of frame buffer color components.
+ ///
+ ///
+ /// Specify whether red can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ /// indicating that the color component can be written.
+ ///
+ ///
+ /// Specify whether green can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ /// indicating that the color component can be written.
+ ///
+ ///
+ /// Specify whether blue can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ /// indicating that the color component can be written.
+ ///
+ ///
+ /// Specify whether alpha can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ /// indicating that the color component can be written.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glColorMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void ColorMask(bool red, bool green, bool blue, bool alpha);
+
+ ///
+ /// copy pixels into a 1D texture image.
+ ///
+ ///
+ /// Specifies the target texture. Must be GL_TEXTURE_1D.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the internal format of the texture.
+ /// Must be one of the following symbolic constants:
+ /// GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ /// GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ /// GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ /// GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ /// GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+ ///
+ ///
+ /// Specify the window coordinates of the left corner of the row of pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the left corner of the row of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+ /// The height of the texture image is 1.
+ ///
+ ///
+ /// Specifies the width of the border. Must be either 0 or 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void CopyTexImage1D(uint target, int level, uint internalFormat, int x, int y, int width, int border);
+
+ ///
+ /// copy pixels into a 2D texture image.
+ ///
+ ///
+ /// Specifies the target texture.
+ /// Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the internal format of the texture.
+ /// Must be one of the following symbolic constants:
+ /// GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA,GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ /// GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ /// GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ /// GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ /// GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA,GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+ ///
+ ///
+ /// Specifies the height of the texture image. Must be 0 or 2^m+2(border) for some integer m.
+ ///
+ ///
+ /// Specifies the width of the border. Must be either 0 or 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void CopyTexImage2D(uint target, int level, uint internalFormat, int x, int y, int width, int height, int border);
+
+ ///
+ /// copy a one-dimensional texture subimage.
+ ///
+ ///
+ /// Specifies the target texture. Must be GL_TEXTURE_1D.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the texel offset within the texture array.
+ ///
+ ///
+ /// Specify the window coordinates of the left corner of the row of pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the left corner of the row of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexSubImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void CopyTexSubImage1D(uint target, int level, int xoffset, int x, int y, int width);
+
+ ///
+ /// copy a two-dimensional texture subimage.
+ ///
+ ///
+ /// Specifies the target texture.
+ /// Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texture array.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCopyTexSubImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void CopyTexSubImage2D(uint target, int level, int xoffset, int yoffset, int x, int y, int width, int height);
+
+ ///
+ /// specify whether front- or back-facing facets can be culled.
+ ///
+ ///
+ /// Specifies whether front- or back-facing facets are candidates for culling.
+ /// Symbolic constants GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK are accepted.
+ /// The initial value is GL_BACK.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glCullFace", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void CullFace(uint mode);
+
+ ///
+ /// delete named textures.
+ ///
+ ///
+ /// Specifies the number of textures to be deleted.
+ ///
+ ///
+ /// Specifies an array of textures to be deleted.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDeleteTextures", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DeleteTextures(int n, uint[] textures);
+
+ ///
+ /// specify the value used for depth buffer comparisons.
+ ///
+ ///
+ /// Specifies the depth comparison function.
+ /// Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
+ /// and GL_ALWAYS are accepted. The initial value is GL_LESS.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDepthFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DepthFunc(uint func);
+
+ ///
+ /// enable or disable writing into the depth buffer.
+ ///
+ ///
+ /// Specifies whether the depth buffer is enabled for writing.
+ /// If flag is GL_FALSE, depth buffer writing is disabled. Otherwise, it is enabled.
+ /// Initially, depth buffer writing is enabled.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDepthMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DepthMask(bool flag);
+
+ ///
+ /// specify mapping of depth values from normalized device coordinates to window coordinates.
+ ///
+ ///
+ /// Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
+ ///
+ ///
+ /// Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDepthRange", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DepthRange(double zNear, double zFar);
+
+ ///
+ /// disable server-side GL capabilities.
+ ///
+ ///
+ /// Specifies a symbolic constant indicating a GL capability.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDisable", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Disable(uint cap);
+
+ ///
+ /// render primitives from array data.
+ ///
+ ///
+ /// Specifies what kind of primitives to render.
+ /// Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP,
+ /// GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted
+ ///
+ ///
+ /// Specifies the starting index in the enabled arrays.
+ ///
+ ///
+ /// Specifies the number of indices to be rendered.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawArrays", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DrawArrays(uint mode, int first, int count);
+
+ ///
+ /// specify which color buffers are to be drawn into.
+ ///
+ ///
+ /// Specifies up to four color buffers to be drawn into.
+ /// Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, GL_FRONT_AND_BACK,
+ /// and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1, are accepted.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawBuffer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DrawBuffer(uint mode);
+
+ ///
+ /// render primitives from array data.
+ ///
+ ///
+ /// Specifies what kind of primitives to render.
+ /// Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES,GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices.
+ /// Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ /// please using the function glaux.ArrayToPointer to get array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glDrawElements", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void DrawElements(uint mode, int count, uint type, IntPtr indices);
+
+ ///
+ /// enable server-side GL capabilities
+ ///
+ ///
+ /// Specifies a symbolic constant indicating a GL capability.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glEnable", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Enable(uint cap);
+
+ ///
+ /// block until all GL execution is complete.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFinish", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Finish();
+
+ ///
+ /// force execution of GL commands in finite time
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFlush", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Flush();
+
+ ///
+ /// define front- and back-facing polygons.
+ ///
+ ///
+ /// Specifies the orientation of front-facing polygons. GL_CW and GL_CCW are accepted.
+ /// The initial value is GL_CCW.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glFrontFace", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void FrontFace(uint mode);
+
+ ///
+ /// generate texture names.
+ ///
+ ///
+ /// Specifies the number of texture names to be generated.
+ ///
+ ///
+ /// Specifies an array in which the generated texture names are stored.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGenTextures", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GenTextures(int n, uint[] textures);
+
+ ///
+ /// return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returned.
+ /// The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetBooleanv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetBoolean(uint pname, bool[] Params);
+
+ ///
+ /// return the value or values of a selected parameter.
+ ///
+ ///
+ /// Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetDoublev", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetDouble(uint pname, double[] Params);
+
+ ///
+ /// return error information.
+ ///
+ ///
+ /// returns the value of the error flag.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetError", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern uint GetError();
+
+ ///
+ /// return the value or values of a selected parameter.
+ ///
+ ///
+ /// Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetFloatv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetFloat(uint pname, float[] Params);
+
+ ///
+ /// return the value or values of a selected parameter.
+ ///
+ ///
+ /// Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetIntegerv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetInteger(uint pname, int[] Params);
+
+ ///
+ /// return the address of the specified pointer.
+ ///
+ ///
+ /// Specifies the array or buffer pointer to be returned.
+ /// Symbolic constants GL_COLOR_ARRAY_POINTER, GL_EDGE_FLAG_ARRAY_POINTER, GL_FOG_COORD_ARRAY_POINTER,
+ /// GL_FEEDBACK_BUFFER_POINTER, GL_INDEX_ARRAY_POINTER, GL_NORMAL_ARRAY_POINTER,
+ /// GL_SECONDARY_COLOR_ARRAY_POINTER, GL_SELECTION_BUFFER_POINTER, GL_TEXTURE_COORD_ARRAY_POINTER,or GL_VERTEX_ARRAY_POINTER are accepted.
+ ///
+ ///
+ /// Returns the pointer value specified by pname.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetPointerv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetPointer(uint pname, IntPtr[] Params);
+
+ ///
+ /// return a string describing the current GL connection.
+ ///
+ ///
+ /// Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION,or GL_EXTENSIONS.
+ ///
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetString", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern IntPtr GetString(uint name);
+
+
+ ///
+ /// return a texture image
+ ///
+ ///
+ /// Specifies which texture is to be obtained.
+ /// GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z are accepted.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a pixel format for the returned data.
+ /// The supported formats are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA,
+ /// GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+ ///
+ ///
+ /// Specifies a pixel type for the returned data.
+ /// The supported types are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ /// GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ /// GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ /// GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ /// GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Returns the texture image. Should be a pointer to an array of the type specified by type.
+ /// You can use the function glaux.ArrayToPointer to get the array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexImage", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetTexImage(uint target, int level, uint format, uint type, IntPtr pixels);
+
+ ///
+ /// Returns the texture image. Should be a pointer to an array of the type specified by type.
+ ///
+ ///
+ /// Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ /// GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ /// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.
+ /// Level 0 is the base image level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter.
+ /// GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ /// GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE,
+ /// GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ /// GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexLevelParameterfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetTexLevelParameter(uint target, int level, uint pname, float[] Params);
+
+ ///
+ /// Returns the texture image. Should be a pointer to an array of the type specified by type.
+ ///
+ ///
+ /// Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ /// GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ /// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,or GL_PROXY_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.
+ /// Level 0 is the base image level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter.
+ /// GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ /// GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE ,
+ /// GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ /// GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexLevelParameteriv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetTexLevelParameter(uint target, int level, uint pname, int[] Params);
+
+ ///
+ /// return texture parameter values.
+ ///
+ ///
+ /// Specifies the symbolic name of the target texture.
+ /// GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter.
+ /// GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ /// GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ /// GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ /// GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexParameterfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetTexParameter(uint target, uint pname, float[] Params);
+
+ ///
+ /// return texture parameter values.
+ ///
+ ///
+ /// Specifies the symbolic name of the target texture.
+ /// GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter.
+ /// GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ /// GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ /// GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ /// GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glGetTexParameteriv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void GetTexParameter(uint target, uint pname, int[] Params);
+
+ ///
+ /// specify implementation-specific hints.
+ ///
+ ///
+ /// Specifies a symbolic constant indicating the behavior to be controlled.
+ /// GL_FOG_HINT, GL_GENERATE_MIPMAP_HINT, GL_LINE_SMOOTH_HINT, GL_PERSPECTIVE_CORRECTION_HINT,
+ /// GL_POINT_SMOOTH_HINT, GL_POLYGON_SMOOTH_HINT, GL_TEXTURE_COMPRESSION_HINT,and GL_FRAGMENT_SHADER_DERIVATIVE_HINT are accepted.
+ ///
+ ///
+ /// Specifies a symbolic constant indicating the desired behavior.
+ /// GL_FASTEST, GL_NICEST, and GL_DONT_CARE are accepted.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glHint", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Hint(uint target, uint mode);
+
+ ///
+ /// test whether a capability is enabled
+ ///
+ ///
+ /// Specifies a symbolic constant indicating a GL capability.
+ ///
+ ///
+ /// returns GL_TRUE if cap is an enabled capability and returns GL_FALSE otherwise.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIsEnabled", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern bool IsEnabled(uint cap);
+
+ ///
+ /// determine if a name corresponds to a texture
+ ///
+ ///
+ /// Specifies a value that may be the name of a texture.
+ ///
+ ///
+ /// returns GL_TRUE if texture is currently the name of a texture.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glIsTexture", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern bool IsTexture(uint texture);
+
+
+
+ ///
+ /// specify the width of rasterized lines.
+ ///
+ ///
+ /// Specifies the width of rasterized lines. The initial value is 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLineWidth", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void LineWidth(float width);
+
+ ///
+ /// specify a logical pixel operation for color index rendering.
+ ///
+ ///
+ /// Specifies a symbolic constant that selects a logical operation.
+ /// The following symbols are accepted: GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT,
+ /// GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE,
+ /// and GL_OR_INVERTED. The initial value is GL_COPY.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glLogicOp", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void LogicOp(uint opcode);
+
+
+ ///
+ /// set pixel storage modes.
+ ///
+ ///
+ /// Specifies the symbolic name of the parameter to be set.
+ /// Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ /// GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ /// and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ /// GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+ ///
+ ///
+ /// Specifies the value that pname is set to.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelStoref", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void PixelStore(uint pname, float param);
+
+ ///
+ /// set pixel storage modes.
+ ///
+ ///
+ /// Specifies the symbolic name of the parameter to be set.
+ /// Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ /// GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ /// and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ /// GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,
+ /// GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+ ///
+ ///
+ /// Specifies the value that pname is set to.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPixelStorei", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void PixelStore(uint pname, int param);
+
+ ///
+ /// specify the diameter of rasterized points.
+ ///
+ ///
+ /// Specifies the diameter of rasterized points. The initial value is 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPointSize", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void PointSize(float size);
+
+ ///
+ /// select a polygon rasterization mode.
+ ///
+ ///
+ /// Specifies the polygons that mode applies to.
+ /// Must be GL_FRONT for front-facing polygons, GL_BACK for back-facing polygons,or GL_FRONT_AND_BACK for front- and back-facing polygons.
+ ///
+ ///
+ /// Specifies how polygons will be rasterized. Accepted values are GL_POINT, GL_LINE, and GL_FILL.
+ /// The initial value is GL_FILL for both front- and back-facing polygons.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPolygonMode", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void PolygonMode(uint face, uint mode);
+
+ ///
+ /// set the scale and units used to calculate depth values.
+ ///
+ ///
+ /// Specifies a scale factor that is used to create a variable depth offset for each polygon.
+ /// The initial value is 0.
+ ///
+ ///
+ /// Is multiplied by an implementation-specific value to create a constant depth offset.
+ /// The initial value is 0.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glPolygonOffset", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void PolygonOffset(float factor, float units);
+
+ ///
+ /// select a color buffer source for pixels.
+ ///
+ ///
+ /// Specifies a color buffer.
+ /// Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT,GL_BACK, GL_LEFT, GL_RIGHT, and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glReadBuffer", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void ReadBuffer(uint mode);
+
+ ///
+ /// read a block of pixels from the frame buffer.
+ ///
+ ///
+ /// Specify the window coordinates of the first pixel that is read from the frame buffer.
+ /// This location is the lower left corner of a rectangular block of pixels.
+ ///
+ ///
+ /// Specify the window coordinates of the first pixel that is read from the frame buffer.
+ /// This location is the lower left corner of a rectangular block of pixels.
+ ///
+ ///
+ /// Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+ ///
+ ///
+ /// Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+ ///
+ ///
+ /// Specifies the format of the pixel data.
+ /// The following symbolic values are accepted: GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT,
+ /// GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.
+ /// Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ /// GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ /// GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ /// GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ /// GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Returns the pixel data.
+ /// You can use the function glaux.ArrayToPointer to get the array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glReadPixels", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void ReadPixels(int x, int y, int width, int height, uint format, uint type, IntPtr pixels);
+
+ ///
+ /// define the scissor box.
+ ///
+ ///
+ /// Specify the lower left corner of the scissor box. Initially (0, 0).
+ ///
+ ///
+ /// Specify the lower left corner of the scissor box. Initially (0, 0).
+ ///
+ ///
+ /// Specify the width of the scissor box.
+ /// When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+ ///
+ ///
+ /// Specify the height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glScissor", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Scissor(int x, int y, int width, int height);
+
+ ///
+ /// set front and back function and reference value for stencil testing.
+ ///
+ ///
+ /// Specifies the test function.
+ /// Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
+ /// GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+ ///
+ ///
+ /// Specifies the reference value for the stencil test.
+ /// ref is clamped to the range [0,2n−1], where n is the number of bitplanes in the stencil buffer.
+ /// The initial value is 0.
+ ///
+ ///
+ /// Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done.
+ /// The initial value is all 1's.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glStencilFunc", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void StencilFunc(uint func, int Ref, uint mask);
+
+ ///
+ /// control the front and back writing of individual bits in the stencil planes.
+ ///
+ ///
+ /// Specifies a bit mask to enable and disable writing of individual bits in the stencil planes.
+ /// Initially, the mask is all 1's.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glStencilMask", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void StencilMask(uint mask);
+
+ ///
+ /// set front and back stencil test actions.
+ ///
+ ///
+ /// Specifies the action to take when the stencil test fails.
+ /// Eight symbolic constants are accepted:
+ /// GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT.
+ /// The initial value is GL_KEEP.
+ ///
+ ///
+ /// Specifies the stencil action when the stencil test passes, but the depth test fails.
+ /// dpfail accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+ ///
+ ///
+ /// Specifies the stencil action when both the stencil test and the depth test pass,
+ /// or when the stencil test passes and either there is no depth buffer or depth testing is not enabled.
+ /// dppass accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glStencilOp", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void StencilOp(uint fail, uint zfail, uint zpass);
+
+
+ ///
+ /// specify a one-dimensional texture image.
+ ///
+ ///
+ /// Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image
+ ///
+ ///
+ /// Specifies the number of color components in the texture.
+ /// Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ /// GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ /// GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ /// GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ /// GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ /// GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ /// GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ /// GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ /// GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+ ///
+ ///
+ /// Specifies the width of the texture image including the border if any.
+ /// If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ /// All implementations support texture images that are at least 64 texels wide.
+ /// The height of the 1D texture image is 1.
+ ///
+ ///
+ /// Specifies the width of the border. Must be either 0 or 1.
+ ///
+ ///
+ /// Specifies the format of the pixel data.
+ /// The following symbolic values are accepted:
+ /// GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.
+ /// The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ /// GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ /// GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ /// GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ /// You can use the function glaux.ArrayToPointer to get the array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexImage1D(uint target, int level, int internalformat, int width, int border, uint format, uint type,IntPtr pixels);
+
+ ///
+ /// specify a two-dimensional texture image.
+ ///
+ ///
+ /// Specifies the target texture.
+ /// Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the number of color components in the texture.
+ /// Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ /// GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ /// GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ /// GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ /// GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ /// GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ /// GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ /// GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ /// GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+ ///
+ ///
+ /// Specifies the width of the texture image including the border if any.
+ /// If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ /// All implementations support texture images that are at least 64 texels wide.
+ ///
+ ///
+ /// Specifies the height of the texture image including the border if any.
+ /// If the GL version does not support non-power-of-two sizes, this value must be 2^m+2(border) for some integer m.
+ /// All implementations support texture images that are at least 64 texels high.
+ ///
+ ///
+ /// Specifies the width of the border. Must be either 0 or 1.
+ ///
+ ///
+ /// Specifies the format of the pixel data.
+ /// The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA,
+ /// GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.
+ /// The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ /// GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ /// GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ /// GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ /// You can use the function glaux.ArrayToPointer to get the array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexImage2D(uint target, int level, int internalformat, int width, int height, int border, uint format, uint type, IntPtr pixels);
+
+ ///
+ /// set texture parameters.
+ ///
+ ///
+ /// Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued texture parameter.
+ /// pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ /// GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ /// GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+ ///
+ ///
+ /// Specifies the value of pname.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameterf", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexParameter(uint target, uint pname, float param);
+
+ ///
+ /// set texture parameters
+ ///
+ ///
+ /// Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter.
+ /// pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ /// GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ /// GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+ ///
+ ///
+ /// Specifies an array where the value or values of pname are stored.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameterfv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexParameter(uint target, uint pname, float[] Params);
+
+ ///
+ /// set texture parameters.
+ ///
+ ///
+ /// Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued texture parameter.
+ /// pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ /// GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ /// GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+ ///
+ ///
+ /// Specifies the value of pname.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameteri", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexParameter(uint target, uint pname, int param);
+
+ ///
+ /// set texture parameters
+ ///
+ ///
+ /// Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter.
+ /// pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ /// GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ /// GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+ ///
+ ///
+ /// Specifies an array where the value or values of pname are stored.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexParameteriv", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexParameter(uint target, uint pname, int[] Params);
+
+ ///
+ /// specify a one-dimensional texture subimage.
+ ///
+ ///
+ /// Specifies the target texture. Must be GL_TEXTURE_1D.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data.
+ /// The following symbolic values are accepted:
+ /// GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.
+ /// The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ /// GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ /// GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ /// GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ /// You can use the function glaux.ArrayToPointer to get the array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexSubImage1D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexSubImage1D(uint target, int level, int xoffset, int width, uint format, uint type,IntPtr pixels);
+
+ ///
+ /// specify a two-dimensional texture subimage.
+ ///
+ ///
+ /// Specifies the target texture.
+ /// Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the base image level.
+ /// Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texture array.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data.
+ /// The following symbolic values are accepted:
+ /// GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE,and GL_LUMINANCE_ALPHA.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.
+ /// The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ /// GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ /// GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ /// GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ /// You can use the function glaux.ArrayToPointer to get the array pointer.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glTexSubImage2D", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void TexSubImage2D(uint target, int level, int xoffset, int yoffset, int width, int height, uint format, uint type,IntPtr pixels);
+
+ ///
+ /// set the viewport.
+ ///
+ ///
+ /// Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+ ///
+ ///
+ /// Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+ ///
+ ///
+ /// Specify the width and height of the viewport.
+ /// When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+ ///
+ ///
+ /// Specify the width and height of the viewport.
+ /// When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+ ///
+ [DllImport("opengl32.dll", ExactSpelling = false, EntryPoint = "glViewport", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern void Viewport(int x, int y, int width, int height);
+
+ }
+
+}
diff --git a/源代码/StgSharp/Graphics/gl_functions/GLexFunc.cs b/源代码/StgSharp/Graphics/gl_functions/GLexFunc.cs
new file mode 100644
index 00000000..62924f70
--- /dev/null
+++ b/源代码/StgSharp/Graphics/gl_functions/GLexFunc.cs
@@ -0,0 +1,9436 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace StgSharp.Graphics
+{
+ public partial class gl
+ {
+ ///
+ /// glDrawRangeElements — render primitives from array data
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the minimum array index contained in indices.
+ ///
+ ///
+ /// Specifies the maximum array index contained in indices.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ public static void DrawRangeElements(uint mode, uint start, uint end, int count, uint type, IntPtr indices) => build_in.ExtensionFunctionsForCurrent.glDrawRangeElements(mode, start, end, count, type, indices);
+
+ ///
+ /// glTexImage3D — specify a three-dimensional texture image
+ ///
+ ///
+ /// Specifies the target texture.Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies the number of color components in the texture.Must be one of base internal formats given in Table 1,one of the sized internal formats given in Table 2, or oneof the compressed internal formats given in Table 3, below.
+ ///
+ ///
+ /// Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texelswide.
+ ///
+ ///
+ /// Specifies the height of the texture image.All implementations support 3D texture images that are at least 256 texelshigh.
+ ///
+ ///
+ /// Specifies the depth of the texture image, or the number of layers in a texture array.All implementations support 3D texture images that are at least 256 texelsdeep, and texture arrays that are at least 256 layers deep.
+ ///
+ ///
+ /// This value must be 0.
+ ///
+ ///
+ /// Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ /// GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ ///
+ public static void TexImage3D(uint target, int level, int internalformat, int width, int height, int depth, int border, uint format, uint type, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
+
+ ///
+ /// glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the target to which the texture is boundfor glTexSubImage3D.Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texture array.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the depth of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ /// GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ ///
+ public static void TexSubImage3D(uint target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+
+ ///
+ /// glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the target to which the texture object is bound for glCopyTexSubImage3D function. Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texturearray.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ public static void CopyTexSubImage3D(uint target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) => build_in.ExtensionFunctionsForCurrent.glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+
+ ///
+ /// glActiveTexture — select active texture unit
+ ///
+ ///
+ /// Specifies which texture unit to make active. The numberof texture units is implementation dependent, but mustbe at least 80. texture must beone of GL_TEXTUREi,where i ranges from zero to the valueof
+ /// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITSminus one. The initial value is GL_TEXTURE0.
+ ///
+ public static void ActiveTexture(uint texture) => build_in.ExtensionFunctionsForCurrent.glActiveTexture(texture);
+
+ ///
+ /// glSampleCoverage — specify multisample coverage parameters
+ ///
+ ///
+ /// Specify a single floating-point sample coverage value. The value isclamped to the range [0,1].The initial value is 1.0.
+ ///
+ ///
+ /// Specify a single boolean value representing if the coverage masks should beinverted. GL_TRUE and GL_FALSE are accepted. The initial valueis GL_FALSE.
+ ///
+ public static void SampleCoverage(float value, bool invert) => build_in.ExtensionFunctionsForCurrent.glSampleCoverage(value, invert);
+
+ ///
+ /// glCompressedTexImage3D — specify a three-dimensional texture image in a compressed format
+ ///
+ ///
+ /// Specifies the target texture.Must be GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored at address data.
+ ///
+ ///
+ /// Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texels wide.
+ ///
+ ///
+ /// Specifies the height of the texture image.All implementations support 3D texture images that are at least 16 texelshigh.
+ ///
+ ///
+ /// Specifies the depth of the texture image.All implementations support 3D texture images that are at least 16 texelsdeep.
+ ///
+ ///
+ /// This value must be 0.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data in memory.
+ ///
+ public static void CompressedTexImage3D(uint target, int level, uint internalformat, int width, int height, int depth, int border, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
+
+ ///
+ /// glCompressedTexImage2D — specify a two-dimensional texture image in a compressed format.
+ ///
+ ///
+ /// Specifies the target texture.Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_1D_ARRAY, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+ ///
+ ///
+ ///Specifies the format of the compressed image data stored at address data.width
+ ///
+ ///
+ /// Specifies the width of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels wide.
+ ///
+ ///
+ /// Specifies the height of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels high.
+ ///
+ ///
+ /// This value must be 0.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data in memory.
+ ///
+ public static void CompressedTexImage2D(uint target, int level, uint internalformat, int width, int height, int border, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+
+ ///
+ /// glCompressedTexImage1D — specify a one-dimensional texture image in a compressed format
+ ///
+ ///
+ /// Specifies the target texture.Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored at address data.
+ ///
+ ///
+ /// Specifies the width of the texture image.All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.
+ ///
+ ///
+ /// This value must be 0.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data starting at the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data in memory.
+ ///
+ public static void CompressedTexImage1D(uint target, int level, uint internalformat, int width, int border, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
+
+ ///
+ /// glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glCompressedTexSubImage3D function. Must be GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP_ARRAY.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the depth of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored ataddress data.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data startingat the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data inmemory.
+ ///
+ public static void CompressedTexSubImage3D(uint target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+
+ ///
+ /// glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glCompressedTexSubImage2D function. Must be GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ /// GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored ataddress data.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data startingat the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data inmemory.
+ ///
+ public static void CompressedTexSubImage2D(uint target, int level, int xoffset, int yoffset, int width, int height, uint format, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+
+ ///
+ /// glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+ ///
+ ///
+ /// Specifies the target, to which the texture is bound, for glCompressedTexSubImage1D function. Must be GL_TEXTURE_1D.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored ataddress data.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data startingat the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data inmemory.
+ ///
+ public static void CompressedTexSubImage1D(uint target, int level, int xoffset, int width, uint format, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
+
+ ///
+ /// glGetCompressedTexImage — return a compressed texture image
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Returns the compressed texture image.
+ ///
+ public static void GetCompressedTexImage(uint target, int level, IntPtr img) => build_in.ExtensionFunctionsForCurrent.glGetCompressedTexImage(target, level, img);
+
+ ///
+ /// glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+ ///
+ ///
+ /// Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+ ///
+ ///
+ /// Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+ ///
+ ///
+ /// Specified how the alpha source blending factor is computed.The initial value is GL_ONE.
+ ///
+ ///
+ /// Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO.
+ ///
+ public static void BlendFuncSeparate(uint sfactorRGB, uint dfactorRGB, uint sfactorAlpha, uint dfactorAlpha) => build_in.ExtensionFunctionsForCurrent.glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+
+ ///
+ /// glMultiDrawArrays — render multiple sets of primitives from array data
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP
+ /// GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Points to an array of starting indices in the enabled arrays.
+ ///
+ ///
+ /// Points to an array of the number of indices to be rendered.
+ ///
+ ///
+ /// Specifies the size of the first and count
+ ///
+ public static void MultiDrawArrays(uint mode, int[] first, int[] count, int drawcount) => build_in.ExtensionFunctionsForCurrent.glMultiDrawArrays(mode, first, count, drawcount);
+
+ ///
+ /// glMultiDrawElements — render multiple sets of primitives by specifying indices of array data elements
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Points to an array of the elements counts.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies the size of the count and indices arrays.
+ ///
+ public static void MultiDrawElements(uint mode, int[] count, uint type, IntPtr[] indices, int drawcount) => build_in.ExtensionFunctionsForCurrent.glMultiDrawElements(mode, count, type, indices, drawcount);
+
+ ///
+ /// glPointParameter — specify point parameters
+ ///
+ ///
+ /// Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+ ///
+ ///
+ /// For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+ ///
+ public static void PointParameter(uint pname, float Param) => build_in.ExtensionFunctionsForCurrent.glPointParameterf(pname, Param);
+
+ ///
+ /// glPointParameter — specify point parameters
+ ///
+ ///
+ /// Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+ ///
+ ///
+ ///For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+ ///
+ public static void PointParameter(uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glPointParameterfv(pname, Params);
+
+ ///
+ /// glPointParameter — specify point parameters
+ ///
+ ///
+ /// Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+ ///
+ ///
+ /// For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+ ///
+ public static void PointParameter(uint pname, int Param) => build_in.ExtensionFunctionsForCurrent.glPointParameteri(pname, Param);
+
+ ///
+ /// glPointParameter — specify point parameters
+ ///
+ ///
+ /// Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+ ///
+ ///
+ ///For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+ ///
+ public static void PointParameter(uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glPointParameteriv(pname, Params);
+
+ ///
+ /// glBlendColor — set the blend color
+ ///
+ ///
+ /// specify the components of GL_BLEND_COLOR
+ ///
+ ///
+ /// specify the components of GL_BLEND_COLOR
+ ///
+ ///
+ /// specify the components of GL_BLEND_COLOR
+ ///
+ ///
+ /// specify the components of GL_BLEND_COLOR
+ ///
+ public static void BlendColor(float red, float green, float blue, float alpha) => build_in.ExtensionFunctionsForCurrent.glBlendColor(red, green, blue, alpha);
+
+ ///
+ /// glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+ ///
+ ///
+ /// specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+ ///
+ public static void BlendEquation(uint mode) => build_in.ExtensionFunctionsForCurrent.glBlendEquation(mode);
+
+ ///
+ /// glGenQueries — generate query object names
+ ///
+ ///
+ /// Specifies the number of query object names to be generated.
+ ///
+ ///
+ /// Specifies an array in which the generated query object names are stored.
+ ///
+ public static void GenQueries(int n, uint[] ids) => build_in.ExtensionFunctionsForCurrent.glGenQueries(n, ids);
+
+ ///
+ /// glDeleteQueries — delete named query objects
+ ///
+ ///
+ /// Specifies the number of query objects to be deleted.
+ ///
+ ///
+ /// Specifies an array of query objects to be deleted.
+ ///
+ public static void DeleteQueries(int n, uint[] ids) => build_in.ExtensionFunctionsForCurrent.glDeleteQueries(n, ids);
+
+ ///
+ /// glIsQuery — determine if a name corresponds to a query object
+ ///
+ ///
+ /// Specifies a value that may be the name of a query object.
+ ///
+ ///
+ /// glIsQuery returns GL_TRUE if id is currently the name of a query object.If id is zero, or is a non-zero value that is not currently thename of a query object, or if an error occurs, glIsQuery returns GL_FALSE.
+ ///
+ public static bool IsQuery(uint id) => build_in.ExtensionFunctionsForCurrent.glIsQuery(id);
+
+ ///
+ /// glBeginQuery — delimit the boundaries of a query object
+ ///
+ ///
+ /// Specifies the target type of query object established between glBeginQuery and the subsequent glEndQuery.The symbolic constant must be one of GL_SAMPLES_PASSED,
+ /// GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+ ///
+ ///
+ /// Specifies the name of a query object.
+ ///
+ public static void BeginQuery(uint target, uint id) => build_in.ExtensionFunctionsForCurrent.glBeginQuery(target, id);
+
+ ///
+ /// glBeginQuery and glEndQuery delimit the boundaries of a query object. If a query object with name id does not yet exist it is created.
+ ///
+ ///
+ /// Specifies the target type of query object to be concluded. The symbolic constant must be GL_SAMPLES_PASSED.
+ ///
+ public static void EndQuery(uint target) => build_in.ExtensionFunctionsForCurrent.glEndQuery(target);
+
+ ///
+ /// glGetQueryiv — return parameters of a query object target
+ ///
+ ///
+ /// Specifies a query object target. Must be GL_SAMPLES_PASSED.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object target parameter. Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetQuery(uint target, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetQueryiv(target, pname, Params);
+
+ ///
+ /// glGetQueryObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetQueryObject(uint id, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetQueryObjectiv(id, pname, Params);
+
+ ///
+ /// glGetQueryObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetQueryObject(uint id, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetQueryObjectuiv(id, pname, Params);
+
+ ///
+ /// glBindBuffer — bind a named buffer object
+ ///
+ ///
+ /// Specifies the target to which the buffer object is bound. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+ ///
+ ///
+ /// Specifies the name of a buffer object.
+ ///
+ public static void BindBuffer(uint target, uint buffer) => build_in.ExtensionFunctionsForCurrent.glBindBuffer(target, buffer);
+
+ ///
+ /// glDeleteBuffers — delete named buffer objects
+ ///
+ ///
+ /// Specifies the number of buffer objects to be deleted.
+ ///
+ ///
+ /// Specifies an array of buffer objects to be deleted.
+ ///
+ public static void DeleteBuffers(int n, uint[] buffers) => build_in.ExtensionFunctionsForCurrent.glDeleteBuffers(n, buffers);
+
+ ///
+ /// glGenBuffers — generate buffer object names
+ ///
+ ///
+ /// Specifies the number of buffer object names to be generated.
+ ///
+ ///
+ /// Specifies an array in which the generated buffer object names are stored.
+ ///
+ public static void GenBuffers(int n, uint[] buffers) => build_in.ExtensionFunctionsForCurrent.glGenBuffers(n, buffers);
+
+ ///
+ /// glIsBuffer — determine if a name corresponds to a buffer object
+ ///
+ ///
+ /// Specifies a value that may be the name of a buffer object.
+ ///
+ ///
+ /// glIsBuffer returns GL_TRUE if buffer is currently the name of a buffer object.If buffer is zero, or is a non-zero value that is not currently thename of a buffer object, or if an error occurs, glIsBuffer returns GL_FALSE.
+ ///
+ public static bool IsBuffer(uint buffer) => build_in.ExtensionFunctionsForCurrent.glIsBuffer(buffer);
+
+ ///
+ /// glBufferData — creates and initializes a buffer object's data store
+ ///
+ ///
+ /// Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+ ///
+ ///
+ /// Specifies the size in bytes of the buffer object's new data store.
+ ///
+ ///
+ /// Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied.
+ ///
+ ///
+ /// Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+ ///
+ public static void BufferData(uint target, int size, IntPtr data, uint usage) => build_in.ExtensionFunctionsForCurrent.glBufferData(target, size, data, usage);
+
+ ///
+ /// glBufferSubData — updates a subset of a buffer object's data store
+ ///
+ ///
+ /// Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER
+ ///
+ ///
+ /// Specifies the offset into the buffer object's data store where data replacement will begin, measured in bytes.
+ ///
+ ///
+ /// Specifies the size in bytes of the data store region being replaced.
+ ///
+ ///
+ /// Specifies a pointer to the new data that will be copied into the data store.
+ ///
+ public static void BufferSubData(uint target, int offset, int size, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glBufferSubData(target, offset, size, data);
+
+ ///
+ /// glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glGetBufferSubData, which mustbe one of the buffer binding targets in the followingtable:
+ /// GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ /// GL_PIXEL_UNPACK_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER >
+ ///
+ ///
+ /// Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+ ///
+ ///
+ /// Specifies the size in bytes of the data store region being returned.
+ ///
+ ///
+ /// Specifies a pointer to the location where buffer object data is returned.
+ ///
+ public static void GetBufferSubData(uint target, int offset, int size, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glGetBufferSubData(target, offset, size, data);
+
+ ///
+ /// glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space.
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glMapBuffer, which must be oneof the buffer binding targets in the following table:
+ /// GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+ ///
+ public static void MapBuffer(uint target, uint access) => build_in.ExtensionFunctionsForCurrent.glMapBuffer(target, access);
+
+ ///
+ /// glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glUnmapBuffer, which must beone of the buffer binding targets in the followingtable:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER, GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER ,GL_ELEMENT_ARRAY_BUFFER,
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER ,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+ /// Insuch situations, GL_FALSE is returned andthe data store contents are undefined. An application mustdetect this rare condition and reinitialize the data store.
+ ///
+ public static bool UnmapBuffer(uint target) => build_in.ExtensionFunctionsForCurrent.glUnmapBuffer(target);
+
+ ///
+ /// glGetBufferParameter — return parameters of a buffer object
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the following table:
+ /// GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the name of the buffer object parameter toquery.
+ ///
+ ///
+ /// Returns the requested parameter.
+ ///
+ public static void GetBufferParameter(uint target, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetBufferParameteriv(target, pname, Params);
+
+ ///
+ /// glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glGetBufferPointerv, which mustbe one of the buffer binding targets in the followingtable:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ /// GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+ ///
+ ///
+ /// Returns the pointer value specified by pname.
+ ///
+ public static void GetBufferPointer(uint target, uint pname, IntPtr[] Params) => build_in.ExtensionFunctionsForCurrent.glGetBufferPointerv(target, pname, Params);
+
+ ///
+ /// glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+ ///
+ ///
+ /// specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+ ///
+ ///
+ /// specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+ ///
+ public static void BlendEquationSeparate(uint modeRGB, uint modeAlpha) => build_in.ExtensionFunctionsForCurrent.glBlendEquationSeparate(modeRGB, modeAlpha);
+
+ ///
+ /// glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+ ///
+ ///
+ /// Specifies the number of buffers in bufs.
+ ///
+ ///
+ /// Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+ ///
+ public static void DrawBuffers(int n, uint[] bufs) => build_in.ExtensionFunctionsForCurrent.glDrawBuffers(n, bufs);
+
+ ///
+ /// glStencilOpSeparate — set front and/or back stencil test actions
+ ///
+ ///
+ /// Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+ ///
+ ///
+ /// Specifies the action to take when the stencil test fails.Eight symbolic constants are accepted: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT. The initial value is GL_KEEP.
+ ///
+ ///
+ /// Specifies the stencil action when the stencil test passes,but the depth test fails. dpfail accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+ ///
+ ///
+ /// Specifies the stencil action when both the stencil test and the depthtest pass, or when the stencil test passes and either there is nodepth buffer or depth testing is not enabled. dppass accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+ ///
+ public static void StencilOpSeparate(uint face, uint sfail, uint dpfail, uint dppass) => build_in.ExtensionFunctionsForCurrent.glStencilOpSeparate(face, sfail, dpfail, dppass);
+
+ ///
+ /// glStencilFuncSeparate — set front and/or back function and reference value for stencil testing
+ ///
+ ///
+ /// Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+ ///
+ ///
+ /// Specifies the test function.Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+ ///
+ ///
+ /// Specifies the reference value for the stencil test. ref is clamped to the range [0,2n−1],where n is the number of bitplanes in the stencil buffer.Theinitial value is 0.
+ ///
+ ///
+ /// Specifies a mask that is ANDed with both the reference valueand the stored stencil value when the test is done. The initial valueis all 1's.
+ ///
+ public static void StencilFuncSeparate(uint face, uint func, int Ref, uint mask) => build_in.ExtensionFunctionsForCurrent.glStencilFuncSeparate(face, func, Ref, mask);
+
+ ///
+ /// glStencilMaskSeparate — control the front and/or back writing of individual bits in the stencil planes
+ ///
+ ///
+ /// Specifies whether the front and/or back stencil writemask is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+ ///
+ ///
+ /// Specifies a bit mask to enable and disable writing of individual bitsin the stencil planes.Initially, the mask is all 1's.
+ ///
+ public static void StencilMaskSeparate(uint face, uint mask) => build_in.ExtensionFunctionsForCurrent.glStencilMaskSeparate(face, mask);
+
+ ///
+ /// glAttachShader — Attaches a shader object to a program object
+ ///
+ ///
+ /// Specifies the program object to which a shaderobject will be attached.
+ ///
+ ///
+ /// Specifies the shader object that is to be attached.
+ ///
+ public static void AttachShader(uint program, uint shader) => build_in.ExtensionFunctionsForCurrent.glAttachShader(program, shader);
+
+ ///
+ /// glBindAttribLocation — Associates a generic vertex attribute index with a named attribute variable
+ ///
+ ///
+ /// Specifies the handle of the program object inwhich the association is to be made.
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be bound.
+ ///
+ ///
+ /// Specifies a null terminated string containingthe name of the vertex shader attribute variable towhich index is to bebound.
+ ///
+ public static void BindAttribLocation(uint program, uint index, byte[] name) => build_in.ExtensionFunctionsForCurrent.glBindAttribLocation(program, index, name);
+
+ ///
+ /// glCompileShader — Compiles a shader object
+ ///
+ /// Specifies the shader object to becompiled.
+ public static void CompileShader(uint shader) => build_in.ExtensionFunctionsForCurrent.glCompileShader(shader);
+
+ ///
+ /// glCreateProgram — Creates a program object
+ ///
+ /// glCreateProgram creates an emptyprogram object and returns a non-zero value by which it can bereferenced.
+ public static uint CreateProgram() => build_in.ExtensionFunctionsForCurrent.glCreateProgram();
+
+ ///
+ /// glCreateShader — Creates a shader object
+ ///
+ ///
+ /// Specifies the type of shader to be created.Must be one of GL_COMPUTE_SHADER, GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER,or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// glCreateShader creates an emptyshader object and returns a non-zero value by which it can bereferenced.
+ ///
+ public static uint CreateShader(uint type) => build_in.ExtensionFunctionsForCurrent.glCreateShader(type);
+
+ ///
+ /// glDeleteProgram — Deletes a program object
+ ///
+ ///
+ /// Specifies the program object to bedeleted.
+ ///
+ public static void DeleteProgram(uint program) => build_in.ExtensionFunctionsForCurrent.glDeleteProgram(program);
+
+ ///
+ /// glDeleteShader — Deletes a shader object
+ ///
+ ///
+ /// Specifies the shader object to be deleted.
+ ///
+ public static void DeleteShader(uint shader) => build_in.ExtensionFunctionsForCurrent.glDeleteShader(shader);
+
+ ///
+ /// glDetachShader — Detaches a shader object from a program object to which it is attached
+ ///
+ ///
+ /// Specifies the program object from which todetach the shader object.
+ ///
+ ///
+ /// Specifies the shader object to bedetached.
+ ///
+ public static void DetachShader(uint program, uint shader) => build_in.ExtensionFunctionsForCurrent.glDetachShader(program, shader);
+
+ ///
+ /// glDisableVertexAttribArray — disable a generic vertex attributearray
+ ///
+ ///
+ /// Specifies the index of the generic vertex attribute to be disabled.
+ ///
+ public static void DisableVertexAttribArray(uint index) => build_in.ExtensionFunctionsForCurrent.glDisableVertexAttribArray(index);
+
+ ///
+ /// glEnableVertexAttribArray — Enable a generic vertex attributearray
+ ///
+ ///
+ /// Specifies the index of the generic vertex attribute to be enabled
+ ///
+ public static void EnableVertexAttribArray(uint index) => build_in.ExtensionFunctionsForCurrent.glEnableVertexAttribArray(index);
+
+ ///
+ /// glGetActiveAttrib — Returns information about an active attribute variable for the specified program object
+ ///
+ ///
+ /// Specifies the program object to bequeried.
+ ///
+ ///
+ /// Specifies the index of the attribute variableto be queried.
+ ///
+ ///
+ /// Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+ ///
+ ///
+ /// Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+ ///
+ ///
+ /// Returns the size of the attributevariable.
+ ///
+ ///
+ /// Returns the data type of the attributevariable.
+ ///
+ ///
+ /// Returns a null terminated string containingthe name of the attribute variable.
+ ///
+ public static void GetActiveAttrib(uint program, uint index, int bufSize, out int length, out int size, out uint type, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetActiveAttrib(program, index, bufSize, out length, out size, out type, name);
+
+ ///
+ /// glGetActiveUniform — Returns information about an active uniform variable for the specified program object
+ ///
+ ///
+ /// Specifies the program object to bequeried.
+ ///
+ ///
+ /// Specifies the index of the uniform variable tobe queried.
+ ///
+ ///
+ /// Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+ ///
+ ///
+ /// Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+ ///
+ ///
+ /// Returns the size of the uniformvariable
+ ///
+ ///
+ /// Returns the data type of the uniformvariable.
+ ///
+ ///
+ /// Returns a null terminated string containingthe name of the uniform variable.
+ ///
+ public static void GetActiveUniform(uint program, uint index, int bufSize, out int length, out int size, out uint type, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetActiveUniform(program, index, bufSize, out length, out size, out type, name);
+
+ ///
+ /// glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
+ ///
+ ///
+ /// Specifies the program object to bequeried.
+ ///
+ ///
+ /// Specifies the size of the array for storingthe returned object names.
+ ///
+ ///
+ /// Returns the number of names actually returnedin shaders.
+ ///
+ ///
+ /// Specifies an array that is used to return thenames of attached shader objects.
+ ///
+ public static void GetAttachedShaders(uint program, int maxCount, out int count, uint[] shaders) => build_in.ExtensionFunctionsForCurrent.glGetAttachedShaders(program, maxCount, out count, shaders);
+
+ ///
+ /// glGetAttribLocation — Returns the location of an attribute variable
+ ///
+ ///
+ /// Specifies the program object to bequeried
+ ///
+ ///
+ /// Points to a null terminated string containingthe name of the attribute variable whose location isto be queried.
+ ///
+ ///
+ /// glGetAttribLocation queries thepreviously linked program object specified by program for the attribute variablespecified by name and returns the index of the generic vertex attribute that is bound to that attributevariable.
+ ///
+ public static int GetAttribLocation(uint program, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetAttribLocation(program, name);
+
+ ///
+ /// glGetProgramiv — Returns a parameter from a program object
+ ///
+ ///
+ /// Specifies the program object to bequeried.
+ ///
+ ///
+ /// Specifies the object parameter. Acceptedsymbolic names are GL_DELETE_STATUS, GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS,
+ /// GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_BLOCKS, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_COMPUTE_WORK_GROUP_SIZE ,
+ /// GL_PROGRAM_BINARY_LENGTH, GL_TRANSFORM_FEEDBACK_BUFFER_MODE, GL_TRANSFORM_FEEDBACK_VARYINGS, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, GL_GEOMETRY_VERTICES_OUT, GL_GEOMETRY_INPUT_TYPE, and GL_GEOMETRY_OUTPUT_TYPE.
+ ///
+ ///
+ /// Returns the requested object parameter.
+ ///
+ public static void GetProgram(uint program, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetProgramiv(program, pname, Params);
+
+ ///
+ /// glGetProgramInfoLog — Returns the information log for a program object
+ ///
+ ///
+ /// Specifies the program object whose informationlog is to be queried.
+ ///
+ ///
+ /// Specifies the size of the character buffer forstoring the returned information log.
+ ///
+ ///
+ /// Returns the length of the string returned in infoLog (excluding the nullterminator).
+ ///
+ ///
+ /// Specifies an array of characters that is usedto return the information log.
+ ///
+ public static void GetProgramInfoLog(uint program, int bufSize, out int length, byte[] infoLog) => build_in.ExtensionFunctionsForCurrent.glGetProgramInfoLog(program, bufSize, out length, infoLog);
+
+ ///
+ /// glGetShaderiv — Returns a parameter from a shader object
+ ///
+ ///
+ /// Specifies the shader object to bequeried.
+ ///
+ ///
+ /// Specifies the object parameter. Acceptedsymbolic names are GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.
+ ///
+ ///
+ /// Returns the requested object parameter.
+ ///
+ public static void GetShader(uint shader, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetShaderiv(shader, pname, Params);
+
+ ///
+ /// glGetShaderInfoLog — Returns the information log for a shader object
+ ///
+ ///
+ /// Specifies the shader object whose informationlog is to be queried.
+ ///
+ ///
+ /// Specifies the size of the character buffer forstoring the returned information log.
+ ///
+ ///
+ /// Returns the length of the string returned in infoLog (excluding the nullterminator).
+ ///
+ ///
+ /// Specifies an array of characters that is usedto return the information log.
+ ///
+ public static void GetShaderInfoLog(uint shader, int bufSize, out int length, byte[] infoLog) => build_in.ExtensionFunctionsForCurrent.glGetShaderInfoLog(shader, bufSize, out length, infoLog);
+
+ ///
+ /// glGetShaderSource — Returns the source code string from a shader object
+ ///
+ ///
+ /// Specifies the shader object to bequeried.
+ ///
+ ///
+ /// Specifies the size of the character buffer forstoring the returned source code string.
+ ///
+ ///
+ /// Returns the length of the string returned in source (excluding the nullterminator).
+ ///
+ ///
+ /// Specifies an array of characters that is usedto return the source code string.
+ ///
+ public static void GetShaderSource(uint shader, int bufSize, out int length, byte[] source) => build_in.ExtensionFunctionsForCurrent.glGetShaderSource(shader, bufSize, out length, source);
+
+ ///
+ /// glGetUniformLocation — Returns the location of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to bequeried.
+ ///
+ ///
+ /// Points to a null terminated string containingthe name of the uniform variable whose location isto be queried.
+ ///
+ ///
+ /// glGetUniformLocation returns aninteger that represents the location of a specific uniformvariable within a program object.
+ ///
+ public static int GetUniformLocation(uint program, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetUniformLocation(program, name);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetUniform(uint program, int location, float[] Params) => build_in.ExtensionFunctionsForCurrent.glGetUniformfv(program, location, Params);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetUniform(uint program, int location, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetUniformiv(program, location, Params);
+
+ ///
+ /// glGetVertexAttrib — Return a generic vertex attribute parameter
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be queried.
+ ///
+ ///
+ /// Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ /// GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetVertexAttrib(uint index, uint pname, double[] Params) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribdv(index, pname, Params);
+
+ ///
+ /// glGetVertexAttrib — Return a generic vertex attribute parameter
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be queried.
+ ///
+ ///
+ /// Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ /// GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetVertexAttrib(uint index, uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribfv(index, pname, Params);
+
+ ///
+ /// glGetVertexAttrib — Return a generic vertex attribute parameter
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be queried.
+ ///
+ ///
+ /// Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ /// GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetVertexAttrib(uint index, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribiv(index, pname, Params);
+
+ ///
+ ///glGetVertexAttribPointerv — return the address of the specified generic vertex attribute pointer
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be returned.
+ ///
+ ///
+ /// Specifies the symbolic name of the genericvertex attribute parameter to be returned. Must be GL_VERTEX_ATTRIB_ARRAY_POINTER.
+ ///
+ ///
+ /// Returns the pointer value.
+ ///
+ public static void GetVertexAttribPointerv(uint index, uint pname, IntPtr[] pointer) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribPointerv(index, pname, pointer);
+
+ ///
+ /// glIsProgram — Determines if a name corresponds to a program object
+ ///
+ ///
+ /// Specifies a potential program object.
+ ///
+ ///
+ /// glIsProgram returns GL_TRUE if programis the name of a program object previously created with glCreateProgramand not yet deleted with glDeleteProgram.
+ ///
+ public static bool IsProgram(uint program) => build_in.ExtensionFunctionsForCurrent.glIsProgram(program);
+
+ ///
+ /// glIsShader — Determines if a name corresponds to a shader object
+ ///
+ ///
+ /// Specifies a potential shader object.
+ ///
+ ///
+ /// glIsShader returns GL_TRUE if shader is the name of a shader object previously created with glCreateShaderand not yet deleted with glDeleteShader.
+ ///
+ public static bool IsShader(uint shader) => build_in.ExtensionFunctionsForCurrent.glIsShader(shader);
+
+ ///
+ /// glLinkProgram — Links a program object
+ ///
+ ///
+ /// Specifies the handle of the program object to be linked.
+ ///
+ public static void LinkProgram(uint program) => build_in.ExtensionFunctionsForCurrent.glLinkProgram(program);
+
+ ///
+ /// glShaderSource — Replaces the source code in a shader object
+ ///
+ ///
+ /// Specifies the handle of the shader objectwhose source code is to be replaced.
+ ///
+ ///
+ /// Specifies the number of elements in the string and lengtharrays.
+ ///
+ ///
+ /// Specifies an array of pointers to stringscontaining the source code to be loaded into theshader.
+ ///
+ ///
+ /// Specifies an array of string lengths.
+ ///
+ public static void ShaderSource(uint shader, int count, IntPtr[] str, IntPtr length) => build_in.ExtensionFunctionsForCurrent.glShaderSource(shader, count, str, length);
+
+ ///
+ /// glUseProgram — Installs a program object as part of current rendering state
+ ///
+ ///
+ /// Specifies the handle of the program objectwhose executables are to be used as part of currentrendering state.
+ ///
+ public static void UseProgram(uint program) => build_in.ExtensionFunctionsForCurrent.glUseProgram(program);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform1(int location, float v0) => build_in.ExtensionFunctionsForCurrent.glUniform1f(location, v0);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform2(int location, float v0, float v1) => build_in.ExtensionFunctionsForCurrent.glUniform2f(location, v0, v1);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform3(int location, float v0, float v1, float v2) => build_in.ExtensionFunctionsForCurrent.glUniform3f(location, v0, v1, v2);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform4(int location, float v0, float v1, float v2, float v3) => build_in.ExtensionFunctionsForCurrent.glUniform4f(location, v0, v1, v2, v3);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform1(int location, int v0) => build_in.ExtensionFunctionsForCurrent.glUniform1i(location, v0);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform2(int location, int v0, int v1) => build_in.ExtensionFunctionsForCurrent.glUniform2i(location, v0, v1);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform3(int location, int v0, int v1, int v2) => build_in.ExtensionFunctionsForCurrent.glUniform3i(location, v0, v1, v2);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform4(int location, int v0, int v1, int v2, int v3) => build_in.ExtensionFunctionsForCurrent.glUniform4i(location, v0, v1, v2, v3);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// the number of return values.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer to an array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform1(int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniform1fv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform2(int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniform2fv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform3(int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniform3fv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform4(int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniform4fv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform1(int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glUniform1iv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform2(int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glUniform2iv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform3(int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glUniform3iv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform4(int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glUniform4iv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix2(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix2fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix3(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix3fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix4(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix4fv(location, count, transpose, value);
+
+ ///
+ /// glValidateProgram — Validates a program object
+ ///
+ ///
+ /// Specifies the handle of the program object tobe validated.
+ ///
+ public static void ValidateProgram(uint program) => build_in.ExtensionFunctionsForCurrent.glValidateProgram(program);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib(uint index, double x) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib1d(index, x);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib1(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib1dv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib1(uint index, float x) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib1f(index, x);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib1(uint index, float[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib1fv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib1(uint index, short x) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib1s(index, x);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib1(uint index, short[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib1sv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib2(uint index, double x, double y) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib2d(index, x, y);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib2(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib2dv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib2(uint index, float x, float y) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib2f(index, x, y);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib2(uint index, float[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib2fv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib2(uint index, short x, short y) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib2s(index, x, y);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib2(uint index, short[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib2sv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib3(uint index, double x, double y, double z) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib3d(index, x, y, z);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib3(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib3dv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib3(uint index, float x, float y, float z) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib3f(index, x, y, z);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib3(uint index, float[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib3fv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib3(uint index, short x, short y, short z) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib3s(index, x, y, z);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib3(uint index, short[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib3sv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4N(uint index, sbyte[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Nbv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4N(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Niv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4N(uint index, short[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Nsv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib4N(uint index, byte x, byte y, byte z, byte w) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Nub(index, x, y, z, w);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4N(uint index, byte[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Nubv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4N(uint index, uint[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Nuiv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4N(uint index, ushort[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4Nusv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, sbyte[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4bv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib4(uint index, double x, double y, double z, double w) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4d(index, x, y, z, w);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4dv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib4(uint index, float x, float y, float z, float w) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4f(index, x, y, z, w);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, float[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4fv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4iv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttrib4(uint index, short x, short y, short z, short w) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4s(index, x, y, z, w);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, short[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4sv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, byte[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4ubv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, uint[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4uiv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttrib4(uint index, ushort[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttrib4usv(index, v);
+
+ ///
+ /// glVertexAttribPointer — define an array of generic vertex attribute data
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+ ///
+ ///
+ /// Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ /// and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ /// GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+ ///
+ ///
+ /// For glVertexAttribPointer, specifies whether fixed-point data valuesshould be normalized (GL_TRUE)or converted directly as fixed-point values(GL_FALSE) when they areaccessed.
+ ///
+ ///
+ /// Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+ ///
+ ///
+ /// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+ ///
+ public static void VertexAttribPointer(uint index, int size, uint type, bool normalized, int stride, IntPtr pointer) => build_in.ExtensionFunctionsForCurrent.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
+
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix2x3(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix2x3fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix3x2(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix3x2fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix2x4(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix2x4fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix4x2(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix4x2fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix3x4(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix3x4fv(location, count, transpose, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix4x3(int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix4x3fv(location, count, transpose, value);
+
+ ///
+ /// glColorMask, glColorMaski — enable and disable writing of frame buffer color components
+ ///
+ ///
+ /// For glColorMaski, specifies the index of thedraw buffer whose color mask to set.
+ ///
+ ///
+ /// Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+ ///
+ ///
+ /// Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+ ///
+ ///
+ /// Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+ ///
+ ///
+ /// Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+ ///
+ public static void ColorMask(uint index, bool r, bool g, bool b, bool a) => build_in.ExtensionFunctionsForCurrent.glColorMaski(index, r, g, b, a);
+
+ ///
+ /// glGet — return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Specifies the index of the particular element being queried.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ public static void GetBoolean(uint target, uint index, bool[] data) => build_in.ExtensionFunctionsForCurrent.glGetBooleani_v(target, index, data);
+
+ ///
+ /// glGet — return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Specifies the index of the particular element being queried.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ public static void GetInteger(uint target, uint index, int[] data) => build_in.ExtensionFunctionsForCurrent.glGetIntegeri_v(target, index, data);
+
+ ///
+ /// glEnable — enable server-side GL capabilities
+ ///
+ ///
+ /// Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ /// GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ /// GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ /// GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+ ///
+ ///
+ /// Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+ ///
+ public static void Enable(uint target, uint index) => build_in.ExtensionFunctionsForCurrent.glEnablei(target, index);
+
+ ///
+ /// glDisnable — disable server-side GL capabilities
+ ///
+ ///
+ /// Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ /// GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ /// GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ /// GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+ ///
+ ///
+ /// Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+ ///
+ public static void Disable(uint target, uint index) => build_in.ExtensionFunctionsForCurrent.glDisablei(target, index);
+
+ ///
+ /// glIsEnabled, glIsEnabledi — test whether a capability is enabled
+ ///
+ ///
+ /// Specifies a symbolic constant indicating a GL capability.
+ ///
+ ///
+ /// Specifies the index of the capability.
+ ///
+ ///
+ /// glIsEnabled returns GL_TRUE if cap is an enabled capabilityand returns GL_FALSE otherwise.
+ ///
+ public static bool IsEnabled(uint target, uint index) => build_in.ExtensionFunctionsForCurrent.glIsEnabledi(target, index);
+
+ ///
+ /// glBeginTransformFeedback — start transform feedback operation
+ ///
+ ///
+ /// Specify the output type of the primitives that will be recorded into thebuffer objects that are bound for transform feedback.
+ ///
+ public static void BeginTransformFeedback(uint primitiveMode) => build_in.ExtensionFunctionsForCurrent.glBeginTransformFeedback(primitiveMode);
+
+ ///
+ /// glEndTransformFeedback — end transform feedback operation
+ ///
+ public static void EndTransformFeedback() => build_in.ExtensionFunctionsForCurrent.glEndTransformFeedback();
+
+ ///
+ /// glBindBufferRange — bind a range within a buffer object to an indexed buffer target
+ ///
+ ///
+ /// Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER,or GL_SHADER_STORAGE_BUFFER.
+ ///
+ ///
+ /// Specify the index of the binding point within the array specified by target.
+ ///
+ ///
+ /// The name of a buffer object to bind to the specified binding point.
+ ///
+ ///
+ /// The starting offset in basic machine units into the buffer object buffer.
+ ///
+ ///
+ /// The amount of data in machine units that can be read from the buffer object while used as an indexed target.
+ ///
+ public static void BindBufferRange(uint target, uint index, uint buffer, int offset, int size) => build_in.ExtensionFunctionsForCurrent.glBindBufferRange(target, index, buffer, offset, size);
+
+ ///
+ /// glBindBufferBase — bind a buffer object to an indexed buffer target
+ ///
+ ///
+ /// Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+ ///
+ ///
+ /// Specify the index of the binding point within the array specified by target.
+ ///
+ ///
+ /// The name of a buffer object to bind to the specified binding point.
+ ///
+ public static void BindBufferBase(uint target, uint index, uint buffer) => build_in.ExtensionFunctionsForCurrent.glBindBufferBase(target, index, buffer);
+
+ ///
+ /// glTransformFeedbackVaryings — specify values to record in transform feedback buffers
+ ///
+ ///
+ /// The name of the target program object.
+ ///
+ ///
+ /// The number of varying variables used for transform feedback.
+ ///
+ ///
+ /// An array of count zero-terminated strings specifying thenames of the varying variables to use for transform feedback.
+ ///
+ ///
+ /// Identifies the mode used to capture the varying variables when transform feedback is active. bufferMode must be GL_INTERLEAVED_ATTRIBS or GL_SEPARATE_ATTRIBS.
+ ///
+ public static void TransformFeedbackVaryings(uint program, int count, IntPtr[] varyings, uint bufferMode) => build_in.ExtensionFunctionsForCurrent.glTransformFeedbackVaryings(program, count, varyings, bufferMode);
+
+ ///
+ /// glGetTransformFeedbackVarying — retrieve information about varying variables selected for transform feedback
+ ///
+ ///
+ /// The name of the target program object.
+ ///
+ ///
+ /// The index of the varying variable whose information to retrieve.
+ ///
+ ///
+ /// The maximum number of characters, including the null terminator, that may be written into name.
+ ///
+ ///
+ /// The address of a variable which will receive the number of characters written into name,excluding the null-terminator. If length is NULL no length is returned.
+ ///
+ ///
+ /// The address of a variable that will receive the size of the varying.
+ ///
+ ///
+ /// The address of a variable that will recieve the type of the varying.
+ ///
+ ///
+ /// The address of a buffer into which will be written the name of the varying.
+ ///
+ public static void GetTransformFeedbackVarying(uint program, uint index, int bufSize, out int length, out int size, out uint type, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetTransformFeedbackVarying(program, index, bufSize, out length, out size, out type, name);
+
+ ///
+ /// glClampColor — specify whether data read via glReadPixels should be clamped
+ ///
+ ///
+ /// Target for color clamping. target must be GL_CLAMP_READ_COLOR.
+ ///
+ ///
+ /// Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE.
+ ///
+ public static void ClampColor(uint target, uint clamp) => build_in.ExtensionFunctionsForCurrent.glClampColor(target, clamp);
+
+ ///
+ /// glBeginConditionalRender — start conditional rendering
+ ///
+ ///
+ /// Specifies the name of an occlusion query object whose results are used to determine if the rendering commands are discarded.
+ ///
+ ///
+ /// Specifies how glBeginConditionalRender interprets the results of the occlusion query.
+ ///
+ public static void BeginConditionalRender(uint id, uint mode) => build_in.ExtensionFunctionsForCurrent.glBeginConditionalRender(id, mode);
+
+ ///
+ /// glEndConditionalRender — end conditional rendering
+ ///
+ public static void EndConditionalRender() => build_in.ExtensionFunctionsForCurrent.glEndConditionalRender();
+
+ ///
+ /// glVertexAttribPointer — define an array of generic vertex attribute data
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+ ///
+ ///
+ /// Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ /// and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ /// GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+ ///
+ ///
+ /// Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+ ///
+ ///
+ /// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+ ///
+ public static void VertexAttribIPointer(uint index, int size, uint type, int stride, IntPtr pointer) => build_in.ExtensionFunctionsForCurrent.glVertexAttribIPointer(index, size, type, stride, pointer);
+
+ ///
+ /// glGetVertexAttrib — Return a generic vertex attribute parameter
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be queried.
+ ///
+ ///
+ /// Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ /// GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetVertexAttribI(uint index, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribIiv(index, pname, Params);
+
+ ///
+ /// glGetVertexAttrib — Return a generic vertex attribute parameter
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be queried.
+ ///
+ ///
+ /// Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ /// GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetVertexAttribI(uint index, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribIuiv(index, pname, Params);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI1(uint index, int x) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI1i(index, x);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI2(uint index, int x, int y) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI2i(index, x, y);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI3(uint index, int x, int y, int z) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI3i(index, x, y, z);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, int x, int y, int z, int w) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4i(index, x, y, z, w);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI1(uint index, uint x) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI1ui(index, x);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI2(uint index, uint x, uint y) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI2ui(index, x, y);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI3(uint index, uint x, uint y, uint z) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI3ui(index, x, y, z);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, uint x, uint y, uint z, uint w) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4ui(index, x, y, z, w);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI1(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI1iv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI2(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI2iv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI3(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI3iv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4iv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI1(uint index, uint[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI1uiv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI2(uint index, uint[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI2uiv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI3(uint index, uint[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI3uiv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, uint[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4uiv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, sbyte[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4bv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, short[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4sv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, byte[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4ubv(index, v);
+
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribI4(uint index, ushort[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribI4usv(index, v);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable.
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetUniform(uint program, int location, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetUniformuiv(program, location, Params);
+
+ ///
+ /// glBindFragDataLocation — bind a user-defined varying out variable to a fragment shader color number
+ ///
+ ///
+ /// The name of the program containing varying out variable whose binding to modify
+ ///
+ ///
+ /// The color number to bind the user-defined varying out variable to
+ ///
+ ///
+ /// The name of the user-defined varying out variable whose binding to modify
+ ///
+ public static void BindFragDataLocation(uint program, uint color, byte[] name) => build_in.ExtensionFunctionsForCurrent.glBindFragDataLocation(program, color, name);
+
+ ///
+ /// glGetFragDataLocation — query the bindings of color numbers to user-defined varying out variables
+ ///
+ ///
+ /// The name of the program containing varying out variable whose binding to query
+ ///
+ ///
+ /// The name of the user-defined varying out variable whose binding to query
+ ///
+ ///
+ /// glGetFragDataLocation retrieves the assigned color number binding for the user-defined varying out variable name for program program.
+ /// If nameis not the name of an active user-defined varying out fragment shader variable within program, -1 willbe returned.
+ ///
+ public static int GetFragDataLocation(uint program, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetFragDataLocation(program, name);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform1(int location, uint v0) => build_in.ExtensionFunctionsForCurrent.glUniform1ui(location, v0);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform2(int location, uint v0, uint v1) => build_in.ExtensionFunctionsForCurrent.glUniform2ui(location, v0, v1);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform3(int location, uint v0, uint v1, uint v2) => build_in.ExtensionFunctionsForCurrent.glUniform3ui(location, v0, v1, v2);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void Uniform4(int location, uint v0, uint v1, uint v2, uint v3) => build_in.ExtensionFunctionsForCurrent.glUniform4ui(location, v0, v1, v2, v3);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ ///For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform1(int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glUniform1uiv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ ///For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform2(int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glUniform2uiv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ ///For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform3(int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glUniform3uiv(location, count, value);
+
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ ///For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform4(int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glUniform4uiv(location, count, value);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ /// GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ /// GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ /// GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ /// For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+ ///
+ ///
+ /// For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+ ///
+ public static void TexParameterI(uint target, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glTexParameterIiv(target, pname, Params);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ /// GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ /// GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ /// GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ /// For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+ ///
+ ///
+ /// For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+ ///
+ public static void TexParameterI(uint target, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glTexParameterIuiv(target, pname, Params);
+
+ ///
+ /// glGetTexParameter — return texture parameter values
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ /// GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ /// GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ /// GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ public static void GetTexParameterI(uint target, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTexParameterIiv(target, pname, Params);
+
+ ///
+ /// glGetTexParameter — return texture parameter values
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ /// GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ /// GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ /// GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ public static void GetTexParameterI(uint target, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTexParameterIuiv(target, pname, Params);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// A pointer to the value or values to clear the buffer to.
+ ///
+ public static void ClearBuffer(uint buffer, int drawbuffer, int[] value) => build_in.ExtensionFunctionsForCurrent.glClearBufferiv(buffer, drawbuffer, value);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// A pointer to the value or values to clear the buffer to.
+ ///
+ public static void ClearBuffer(uint buffer, int drawbuffer, uint[] value) => build_in.ExtensionFunctionsForCurrent.glClearBufferuiv(buffer, drawbuffer, value);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// A pointer to the value or values to clear the buffer to.
+ ///
+ public static void ClearBuffer(uint buffer, int drawbuffer, float[] value) => build_in.ExtensionFunctionsForCurrent.glClearBufferfv(buffer, drawbuffer, value);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// The value to clear the depth buffer to.
+ ///
+ ///
+ /// The value to clear the stencil buffer to.
+ ///
+ public static void ClearBuffer(uint buffer, int drawbuffer, float depth, int stencil) => build_in.ExtensionFunctionsForCurrent.glClearBufferfi(buffer, drawbuffer, depth, stencil);
+
+ ///
+ /// glGetStringi returns a pointer to a static stringindexed by index. name can be one of the following:
+ ///
+ ///
+ /// Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, or GL_SHADING_LANGUAGE_VERSION.Additionally, glGetStringi accepts the GL_EXTENSIONS token.
+ ///
+ ///
+ /// For glGetStringi, specifies the index of the string to return.
+ ///
+ ///
+ /// glGetString returns a pointer to a static stringdescribing some aspect of the current GL
+ ///
+ public static IntPtr GetString(uint name, uint index) => build_in.ExtensionFunctionsForCurrent.glGetStringi(name, index);
+
+ ///
+ /// glIsRenderbuffer — determine if a name corresponds to a renderbuffer object
+ ///
+ ///
+ /// Specifies a value that may be the name of a renderbuffer object
+ ///
+ ///
+ /// glIsRenderbuffer returns GL_TRUE if renderbuffer is currently the name of a renderbufferobject. If renderbuffer is zero, or if renderbuffer is not the name of a renderbuffer object, or if an erroroccurs, glIsRenderbuffer returns GL_FALSE.
+ ///
+ public static bool IsRenderbuffer(uint renderbuffer) => build_in.ExtensionFunctionsForCurrent.glIsRenderbuffer(renderbuffer);
+
+ ///
+ /// glBindRenderbuffer — bind a renderbuffer to a renderbuffer target
+ ///
+ ///
+ /// Specifies the renderbuffer target of the binding operation. target must be GL_RENDERBUFFER.
+ ///
+ ///
+ /// Specifies the name of the renderbuffer object to bind.
+ ///
+ public static void BindRenderbuffer(uint target, uint renderbuffer) => build_in.ExtensionFunctionsForCurrent.glBindRenderbuffer(target, renderbuffer);
+
+ ///
+ /// glDeleteRenderbuffers — delete renderbuffer objects
+ ///
+ ///
+ /// Specifies the number of renderbuffer objects to be deleted.
+ ///
+ ///
+ /// A pointer to an array containing n renderbuffer objects to be deleted.
+ ///
+ public static void DeleteRenderbuffers(int n, uint[] renderbuffers) => build_in.ExtensionFunctionsForCurrent.glDeleteRenderbuffers(n, renderbuffers);
+
+ ///
+ /// glGenRenderbuffers — generate renderbuffer object names
+ ///
+ ///
+ /// Specifies the number of renderbuffer object names to generate.
+ ///
+ ///
+ /// Specifies an array in which the generated renderbuffer object names are stored.
+ ///
+ public static void GenRenderbuffers(int n, uint[] renderbuffers) => build_in.ExtensionFunctionsForCurrent.glGenRenderbuffers(n, renderbuffers);
+
+ ///
+ /// glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+ ///
+ ///
+ /// Specifies a binding target of the allocation for glRenderbufferStorage function. Must be GL_RENDERBUFFER.
+ ///
+ ///
+ /// Specifies the internal format to use for the renderbufferobject's image.
+ ///
+ ///
+ /// Specifies the width of the renderbuffer, in pixels.
+ ///
+ ///
+ /// Specifies the height of the renderbuffer, in pixels.
+ ///
+ public static void RenderbufferStorage(uint target, uint internalformat, int width, int height) => build_in.ExtensionFunctionsForCurrent.glRenderbufferStorage(target, internalformat, width, height);
+
+ ///
+ /// glGetBufferParameter — return parameters of a buffer object
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER ,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the name of the buffer object parameter toquery.
+ ///
+ ///
+ /// Returns the requested parameter.
+ ///
+ public static void GetRenderbufferParameter(uint target, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetRenderbufferParameteriv(target, pname, Params);
+
+ ///
+ /// glIsFramebuffer — determine if a name corresponds to a framebuffer object
+ ///
+ ///
+ /// Specifies a value that may be the name of a framebuffer object.
+ ///
+ ///
+ /// glIsFramebuffer returns GL_TRUE if framebuffer is currently the name of a framebufferobject. If framebuffer is zero, or if framebuffer is not the name of a framebuffer object, or if an erroroccurs, glIsFramebuffer returns GL_FALSE.
+ ///
+ public static bool IsFramebuffer(uint framebuffer) => build_in.ExtensionFunctionsForCurrent.glIsFramebuffer(framebuffer);
+
+ ///
+ /// glBindFramebuffer — bind a framebuffer to a framebuffer target
+ ///
+ ///
+ /// Specifies the framebuffer target of the binding operation.
+ ///
+ ///
+ /// Specifies the name of the framebuffer object to bind.
+ ///
+ public static void BindFramebuffer(uint target, uint framebuffer) => build_in.ExtensionFunctionsForCurrent.glBindFramebuffer(target, framebuffer);
+
+ ///
+ /// glDeleteFramebuffers — delete framebuffer objects
+ ///
+ ///
+ /// Specifies the number of framebuffer objects to be deleted.
+ ///
+ ///
+ /// A pointer to an array containing n framebuffer objects to be deleted.
+ ///
+ public static void DeleteFramebuffers(int n, uint[] framebuffers) => build_in.ExtensionFunctionsForCurrent.glDeleteFramebuffers(n, framebuffers);
+
+ ///
+ /// glGenFramebuffers — generate framebuffer object names
+ ///
+ ///
+ /// Specifies the number of framebuffer object names to generate.
+ ///
+ ///
+ /// Specifies an array in which the generated framebuffer object names are stored.
+ ///
+ public static void GenFramebuffers(int n, uint[] framebuffers) => build_in.ExtensionFunctionsForCurrent.glGenFramebuffers(n, framebuffers);
+
+ ///
+ /// glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+ ///
+ ///
+ /// Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+ ///
+ ///
+ /// The return value is GL_FRAMEBUFFER_COMPLETE if the specified framebuffer is complete.
+ ///
+ public static uint CheckFramebufferStatus(uint target) => build_in.ExtensionFunctionsForCurrent.glCheckFramebufferStatus(target);
+
+ ///
+ /// glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+ ///
+ ///
+ /// Specifies the name of an existing texture object toattach.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ public static void FramebufferTexture1D(uint target, uint attachment, uint textarget, uint texture, int level) => build_in.ExtensionFunctionsForCurrent.glFramebufferTexture1D(target, attachment, textarget, texture, level);
+
+ ///
+ /// glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+ ///
+ ///
+ /// Specifies the name of an existing texture object toattach.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ public static void FramebufferTexture2D(uint target, uint attachment, uint textarget, uint texture, int level) => build_in.ExtensionFunctionsForCurrent.glFramebufferTexture2D(target, attachment, textarget, texture, level);
+
+ ///
+ /// glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+ ///
+ ///
+ /// Specifies the name of an existing texture object toattach.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ ///
+ /// specifies the layer of a2-dimensional image within a 3-dimensional texture.
+ ///
+ public static void FramebufferTexture3D(uint target, uint attachment, uint textarget, uint texture, int level, int zoffset) => build_in.ExtensionFunctionsForCurrent.glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
+
+ ///
+ /// glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor glFramebufferRenderbuffer.
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+ ///
+ ///
+ /// Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+ ///
+ public static void FramebufferRenderbuffer(uint target, uint attachment, uint renderbuffertarget, uint renderbuffer) => build_in.ExtensionFunctionsForCurrent.glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+
+ ///
+ /// glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer object isbound for glGetFramebufferAttachmentParameteriv
+ ///
+ ///
+ /// Specifies the attachment of the framebuffer object toquery.
+ ///
+ ///
+ /// Specifies the parameter of attachment to query.
+ ///
+ ///
+ /// Returns the value of parameter pname for attachment.
+ ///
+ public static void GetFramebufferAttachmentParameter(uint target, uint attachment, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetFramebufferAttachmentParameteriv(target, attachment, pname, Params);
+
+ ///
+ /// glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glGenerateMipmap. Must beone of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP, or GL_TEXTURE_CUBE_MAP_ARRAY.
+ ///
+ public static void GenerateMipmap(uint target) => build_in.ExtensionFunctionsForCurrent.glGenerateMipmap(target);
+
+ ///
+ /// glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+ ///
+ ///
+ /// Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+ ///
+ public static void BlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, uint mask, uint filter) => build_in.ExtensionFunctionsForCurrent.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+
+ ///
+ /// glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+ ///
+ ///
+ /// Specifies a binding target of the allocation for glRenderbufferStorageMultisample function. Mustbe GL_RENDERBUFFER.
+ ///
+ ///
+ /// Specifies the number of samples to be used for therenderbuffer object's storage.
+ ///
+ ///
+ /// Specifies the internal format to use for the renderbufferobject's image.
+ ///
+ ///
+ /// Specifies the width of the renderbuffer, in pixels.
+ ///
+ ///
+ /// Specifies the height of the renderbuffer, in pixels.
+ ///
+ public static void RenderbufferStorageMultisample(uint target, int samples, uint internalformat, int width, int height) => build_in.ExtensionFunctionsForCurrent.glRenderbufferStorageMultisample(target, samples, internalformat, width, height);
+
+ ///
+ /// glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor glFramebufferTextureLayer.
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// Specifies the name of an existing texture object toattach.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ ///
+ /// Specifies the layer of the texture object toattach.
+ ///
+ public static void FramebufferTextureLayer(uint target, uint attachment, uint texture, int level, int layer) => build_in.ExtensionFunctionsForCurrent.glFramebufferTextureLayer(target, attachment, texture, level, layer);
+
+ ///
+ /// glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glMapBufferRange, which must beone of the buffer binding targets in the followingtable:
+ /// GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER,
+ /// GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,
+ ///
+ ///
+ /// Specifies the starting offset within the buffer of therange to be mapped.
+ ///
+ ///
+ /// Specifies the length of the range to be mapped.
+ ///
+ ///
+ /// Specifies a combination of access flags indicating thedesired access to the mapped range.
+ ///
+ public static void MapBufferRange(uint target, int offset, int length, uint access) => build_in.ExtensionFunctionsForCurrent.glMapBufferRange(target, offset, length, access);
+
+ ///
+ /// glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glFlushMappedBufferRange, whichmust be one of the buffer binding targets in thefollowing table:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ /// GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the start of the buffer subrange, in basic machine units.
+ ///
+ ///
+ /// Specifies the length of the buffer subrange, in basic machine units.
+ ///
+ public static void FlushMappedBufferRange(uint target, int offset, int length) => build_in.ExtensionFunctionsForCurrent.glFlushMappedBufferRange(target, offset, length);
+
+ ///
+ /// glBindVertexArray — bind a vertex array object
+ ///
+ ///
+ /// Specifies the name of the vertex array to bind.
+ ///
+ public static void BindVertexArray(uint array) => build_in.ExtensionFunctionsForCurrent.glBindVertexArray(array);
+
+ ///
+ /// glDeleteVertexArrays — delete vertex array objects
+ ///
+ ///
+ /// Specifies the number of vertex array objects to be deleted.
+ ///
+ ///
+ /// Specifies the address of an array containing the n names of the objects to be deleted.
+ ///
+ public static void DeleteVertexArrays(int n, uint[] arrays) => build_in.ExtensionFunctionsForCurrent.glDeleteVertexArrays(n, arrays);
+
+ ///
+ /// glGenVertexArrays — generate vertex array object names
+ ///
+ ///
+ /// Specifies the number of vertex array object names to generate
+ ///
+ ///
+ /// Specifies an array in which the generated vertex array object names are stored.
+ ///
+ public static void GenVertexArrays(int n, uint[] arrays) => build_in.ExtensionFunctionsForCurrent.glGenVertexArrays(n, arrays);
+
+ ///
+ /// glIsVertexArray — determine if a name corresponds to a vertex array object
+ ///
+ ///
+ /// Specifies a value that may be the name of a vertex array object.
+ ///
+ ///
+ /// glIsVertexArray returns GL_TRUE if array is currently the name of a vertex arrayobject. If array is zero, or if array is not the name of a vertex array object, or if an erroroccurs, glIsVertexArray returns GL_FALSE.
+ ///
+ public static bool IsVertexArray(uint array) => build_in.ExtensionFunctionsForCurrent.glIsVertexArray(array);
+
+ ///
+ /// glDrawArraysInstanced — draw multiple instances of a range of elements
+ ///
+ ///
+ /// Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the starting index in the enabled arrays.
+ ///
+ ///
+ /// Specifies the number of indices to be rendered.
+ ///
+ ///
+ /// Specifies the number of instances of the specified range of indices to be rendered.
+ ///
+ public static void DrawArraysInstanced(uint mode, int first, int count, int instancecount) => build_in.ExtensionFunctionsForCurrent.glDrawArraysInstanced(mode, first, count, instancecount);
+
+ ///
+ /// glDrawElementsInstanced — draw multiple instances of a set of elements
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies the number of instances of the specified range of indices to be rendered.
+ ///
+ public static void DrawElementsInstanced(uint mode, int count, uint type, IntPtr indices, int instancecount) => build_in.ExtensionFunctionsForCurrent.glDrawElementsInstanced(mode, count, type, indices, instancecount);
+
+ ///
+ /// glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glTexBuffer. Must be GL_TEXTURE_BUFFER.
+ ///
+ ///
+ /// Specifies the internal format of the data in the storebelonging to buffer.
+ ///
+ ///
+ /// Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+ ///
+ public static void TexBuffer(uint target, uint internalformat, uint buffer) => build_in.ExtensionFunctionsForCurrent.glTexBuffer(target, internalformat, buffer);
+
+ ///
+ /// glPrimitiveRestartIndex — specify the primitive restart index
+ ///
+ ///
+ /// Specifies the value to be interpreted as the primitive restart index.
+ ///
+ public static void PrimitiveRestartIndex(uint index) => build_in.ExtensionFunctionsForCurrent.glPrimitiveRestartIndex(index);
+
+ ///
+ /// glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+ ///
+ ///
+ /// Specifies the target to which the source buffer objectis bound for glCopyBufferSubData
+ ///
+ ///
+ /// Specifies the target to which the destination bufferobject is bound for glCopyBufferSubData.
+ ///
+ ///
+ /// Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+ ///
+ ///
+ /// Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+ ///
+ ///
+ /// Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+ ///
+ public static void CopyBufferSubData(uint readTarget, uint writeTarget, int readOffset, int writeOffset, int size) => build_in.ExtensionFunctionsForCurrent.glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+
+ ///
+ /// glGetUniformIndices — retrieve the index of a named uniform block
+ ///
+ ///
+ /// Specifies the name of a program containing uniforms whose indices to query.
+ ///
+ ///
+ /// Specifies the number of uniforms whose indices to query.
+ ///
+ ///
+ /// Specifies the address of an array of pointers to buffers containing the names of the queried uniforms.
+ ///
+ ///
+ /// Specifies the address of an array that will receive the indices of the uniforms.
+ ///
+ public static void GetUniformIndices(uint program, int uniformCount, IntPtr[] uniformNames, uint[] uniformIndices) => build_in.ExtensionFunctionsForCurrent.glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
+
+ ///
+ /// glGetActiveUniformsiv — Returns information about several active uniform variables for the specified program object
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies both the number of elements in the array ofindices uniformIndices and the number ofparameters written to params uponsuccessful return.
+ ///
+ ///
+ /// Specifies the address of an array of uniformCount integers containing theindices of uniforms within program whoseparameter pname should be queried.
+ ///
+ ///
+ /// Specifies the property of each uniform in uniformIndices that should be writteninto the corresponding element of params.
+ ///
+ ///
+ /// Specifies the address of an array of uniformCount integers which are toreceive the value of pname for eachuniform in uniformIndices.
+ ///
+ public static void GetActiveUniforms(uint program, int uniformCount, uint[] uniformIndices, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, Params);
+
+ ///
+ /// glGetActiveUniformName — query the name of an active uniform
+ ///
+ ///
+ /// Specifies the program containing the active uniform index uniformIndex.
+ ///
+ ///
+ /// Specifies the index of the active uniform whose name to query.
+ ///
+ ///
+ /// Specifies the size of the buffer, in units of GLchar, of the buffer whose address is specified in uniformName.
+ ///
+ ///
+ /// Specifies the address of a variable that will receive the number of characters that were or would have been written to the buffer addressed by uniformName.
+ ///
+ ///
+ /// Specifies the address of a buffer into which the GL will place the name of the active uniform at uniformIndex within program.
+ ///
+ public static void GetActiveUniformName(uint program, uint uniformIndex, int bufSize, out int length, byte[] uniformName) => build_in.ExtensionFunctionsForCurrent.glGetActiveUniformName(program, uniformIndex, bufSize, out length, uniformName);
+
+ ///
+ /// glGetUniformBlockIndex — retrieve the index of a named uniform block
+ ///
+ ///
+ /// Specifies the name of a program containing the uniform block.
+ ///
+ ///
+ /// Specifies the address an array of characters to containing the name of the uniform block whose index to retrieve.
+ ///
+ ///
+ /// glGetUniformBlockIndex retrieves the index of a uniform block within program.
+ ///
+ public static uint GetUniformBlockIndex(uint program, byte[] uniformBlockName) => build_in.ExtensionFunctionsForCurrent.glGetUniformBlockIndex(program, uniformBlockName);
+
+ ///
+ /// glGetActiveUniformBlock — query information about an active uniform block
+ ///
+ ///
+ /// Specifies the name of a program containing the uniform block.
+ ///
+ ///
+ /// Specifies the index of the uniform block within program.
+ ///
+ ///
+ /// Specifies the name of the parameter to query.
+ ///
+ ///
+ /// Specifies the address of a variable to receive the result of the query.
+ ///
+ public static void GetActiveUniformBlock(uint program, uint uniformBlockIndex, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, Params);
+
+ ///
+ /// glGetActiveUniformBlockName — retrieve the name of an active uniform block
+ ///
+ ///
+ /// Specifies the name of a program containing the uniform block.
+ ///
+ ///
+ /// Specifies the index of the uniform block within program.
+ ///
+ ///
+ /// Specifies the size of the buffer addressed by uniformBlockName.
+ ///
+ ///
+ /// Specifies the address of a variable to receive the number of characters that were written to uniformBlockName.
+ ///
+ ///
+ /// Specifies the address an array of characters to receive the name of the uniform block at uniformBlockIndex.
+ ///
+ public static void GetActiveUniformBlockName(uint program, uint uniformBlockIndex, int bufSize, out int length, byte[] uniformBlockName) => build_in.ExtensionFunctionsForCurrent.glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, out length, uniformBlockName);
+
+ ///
+ /// glUniformBlockBinding — assign a binding point to an active uniform block
+ ///
+ ///
+ /// The name of a program object containing the active uniform block whose binding to assign.
+ ///
+ ///
+ /// The index of the active uniform block within program whose binding to assign.
+ ///
+ ///
+ /// Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.
+ ///
+ public static void UniformBlockBinding(uint program, uint uniformBlockIndex, uint uniformBlockBinding) => build_in.ExtensionFunctionsForCurrent.glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
+
+ ///
+ /// glDrawElementsBaseVertex — render primitives from array data with a per-element offset
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+ ///
+ public static void DrawElementsBaseVertex(uint mode, int count, uint type, IntPtr indices, int basevertex) => build_in.ExtensionFunctionsForCurrent.glDrawElementsBaseVertex(mode, count, type, indices, basevertex);
+
+ ///
+ /// glDrawRangeElementsBaseVertex — render primitives from array data with a per-element offset
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+ ///
+ ///
+ /// Specifies the minimum array index contained in indices.
+ ///
+ ///
+ /// Specifies the maximum array index contained in indices.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+ ///
+ public static void DrawRangeElementsBaseVertex(uint mode, uint start, uint end, int count, uint type, IntPtr indices, int basevertex) => build_in.ExtensionFunctionsForCurrent.glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
+
+ ///
+ /// glDrawElementsInstancedBaseVertex — render multiple instances of a set of primitives from array data with a per-element offset
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies the number of instances of the indexed geometry that should be drawn.
+ ///
+ ///
+ /// Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+ ///
+ public static void DrawElementsInstancedBaseVertex(uint mode, int count, uint type, IntPtr indices, int instancecount, int basevertex) => build_in.ExtensionFunctionsForCurrent.glDrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex);
+
+ ///
+ /// glMultiDrawElementsBaseVertex — render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Points to an array of the elements counts.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies the size of the count, indices and basevertex arrays.
+ ///
+ ///
+ /// Specifies a pointer to the location where the base vertices are stored.
+ ///
+ public static void MultiDrawElementsBaseVertex(uint mode, int[] count, uint type, IntPtr[] indices, int drawcount, int[] basevertex) => build_in.ExtensionFunctionsForCurrent.glMultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
+
+ ///
+ /// glProvokingVertex — specifiy the vertex to be used as the source of data for flat shaded varyings
+ ///
+ ///
+ /// Specifies the vertex to be used as the source of data for flat shaded varyings.
+ ///
+ public static void ProvokingVertex(uint mode) => build_in.ExtensionFunctionsForCurrent.glProvokingVertex(mode);
+
+ ///
+ /// glFenceSync — create a new sync object and insert it into the GL command stream
+ ///
+ ///
+ /// Specifies the condition that must be met to set the sync object's state to signaled. conditionmust be GL_SYNC_GPU_COMMANDS_COMPLETE.
+ ///
+ ///
+ /// Specifies a bitwise combination of flags controlling the behavior of the sync object. No flags are presently definedfor this operation and flags must be zero.
+ ///
+ ///
+ /// glFenceSync creates a new fence sync object, inserts a fence command into the GL command stream andassociates it with that sync object, and returns a non-zero name corresponding to the sync object.
+ ///
+ public static IntPtr FenceSync(uint condition, uint flags) => build_in.ExtensionFunctionsForCurrent.glFenceSync(condition, flags);
+
+ ///
+ /// glIsSync — determine if a name corresponds to a sync object
+ ///
+ ///
+ /// Specifies a value that may be the name of a sync object.
+ ///
+ ///
+ /// glIsSync returns GL_TRUE if sync is currently the name of a sync object.If sync is not the name of a sync object, or if an error occurs, glIsSync returns GL_FALSE. Note that zero is not the name of a sync object
+ ///
+ public static bool IsSync(IntPtr sync) => build_in.ExtensionFunctionsForCurrent.glIsSync(sync);
+
+ ///
+ /// glDeleteSync — delete a sync object
+ ///
+ ///
+ /// The sync object to be deleted
+ ///
+ public static void DeleteSync(IntPtr sync) => build_in.ExtensionFunctionsForCurrent.glDeleteSync(sync);
+
+ ///
+ /// glClientWaitSync — block and wait for a sync object to become signaled
+ ///
+ ///
+ /// The sync object whose status to wait on.
+ ///
+ ///
+ /// A bitfield controlling the command flushing behavior. flags may be GL_SYNC_FLUSH_COMMANDS_BIT.
+ ///
+ ///
+ /// The timeout, specified in nanoseconds, for which the implementation should wait for sync to become signaled.
+ ///
+ ///
+ /// The return value is one of four status values:
+ /// GL_ALREADY_SIGNALED,GL_TIMEOUT_EXPIRED,GL_CONDITION_SATISFIED,GL_WAIT_FAILED
+ ///
+ public static uint ClientWaitSync(IntPtr sync, uint flags, UInt64 timeout) => build_in.ExtensionFunctionsForCurrent.glClientWaitSync(sync, flags, timeout);
+
+ ///
+ /// glWaitSync — instruct the GL server to block until the specified sync object becomes signaled
+ ///
+ ///
+ /// Specifies the sync object whose status to wait on.
+ ///
+ ///
+ /// A bitfield controlling the command flushing behavior. flags may be zero.
+ ///
+ ///
+ /// Specifies the timeout that the server should wait before continuing. timeout must be GL_TIMEOUT_IGNORED.
+ ///
+ public static void WaitSync(IntPtr sync, uint flags, UInt64 timeout) => build_in.ExtensionFunctionsForCurrent.glWaitSync(sync, flags, timeout);
+
+ ///
+ /// glGet — return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returnedfor non-indexed versions of glGet.The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ public static void GetInteger(uint pname, Int64[] data) => build_in.ExtensionFunctionsForCurrent.glGetInteger64v(pname, data);
+
+ ///
+ /// glGetSynciv — query the properties of a sync object
+ ///
+ ///
+ /// Specifies the sync object whose properties to query.
+ ///
+ ///
+ /// Specifies the parameter whose value to retrieve from the sync object specified in sync.
+ ///
+ ///
+ /// Specifies the size of the buffer whose address is given in values.
+ ///
+ ///
+ /// Specifies the address of an variable to receive the number of integers placed in values.
+ ///
+ ///
+ /// Specifies the address of an array to receive the values of the queried parameter.
+ ///
+ public static void GetSync(IntPtr sync, uint pname, int bufSize, out int length, int[] values) => build_in.ExtensionFunctionsForCurrent.glGetSynciv(sync, pname, bufSize, out length, values);
+
+ ///
+ /// glGet — return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Specifies the index of the particular element being queried.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ public static void GetInteger(uint target, uint index, Int64[] data) => build_in.ExtensionFunctionsForCurrent.glGetInteger64i_v(target, index, data);
+
+ ///
+ /// glGetBufferParameter — return parameters of a buffer object
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ /// GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the name of the buffer object parameter to query.
+ ///
+ ///
+ /// Returns the requested parameter.
+ ///
+ public static void GetBufferParameter(uint target, uint pname, Int64[] Params) => build_in.ExtensionFunctionsForCurrent.glGetBufferParameteri64v(target, pname, Params);
+
+ ///
+ /// glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture.
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer
+ ///
+ ///
+ /// Specifies the name of an existing texture object toattach.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ public static void FramebufferTexture(uint target, uint attachment, uint texture, int level) => build_in.ExtensionFunctionsForCurrent.glFramebufferTexture(target, attachment, texture, level);
+
+ ///
+ /// glTexImage2DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+ ///
+ ///
+ /// Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+ ///
+ ///
+ /// The number of samples in the multisample texture's image.
+ ///
+ ///
+ /// The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+ ///
+ ///
+ /// The width of the multisample texture's image, in texels.
+ ///
+ ///
+ /// The height of the multisample texture's image, in texels.
+ ///
+ ///
+ /// Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+ ///
+ public static void TexImage2DMultisample(uint target, int samples, uint internalformat, int width, int height, bool fixedsamplelocations) => build_in.ExtensionFunctionsForCurrent.glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
+
+ ///
+ /// glTexImage3DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+ ///
+ ///
+ /// Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+ ///
+ ///
+ /// The number of samples in the multisample texture's image.
+ ///
+ ///
+ /// The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+ ///
+ ///
+ /// The width of the multisample texture's image, in texels.
+ ///
+ ///
+ /// The height of the multisample texture's image, in texels.
+ ///
+ ///
+ /// The depth of the multisample texture's image, in texels.
+ ///
+ ///
+ /// Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+ ///
+ public static void TexImage3DMultisample(uint target, int samples, uint internalformat, int width, int height, int depth, bool fixedsamplelocations) => build_in.ExtensionFunctionsForCurrent.glTexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
+
+ ///
+ /// glGetMultisamplefv — retrieve the location of a sample
+ ///
+ ///
+ /// Specifies the sample parameter name. pname must be GL_SAMPLE_POSITION.
+ ///
+ ///
+ /// Specifies the index of the sample whose position to query.
+ ///
+ ///
+ /// Specifies the address of an array to receive the position of the sample.
+ ///
+ public static void GetMultisample(uint pname, uint index, float[] val) => build_in.ExtensionFunctionsForCurrent.glGetMultisamplefv(pname, index, val);
+
+ ///
+ /// glSampleMaski — set the value of a sub-word of the sample mask
+ ///
+ ///
+ /// Specifies which 32-bit sub-word of the sample mask to update
+ ///
+ ///
+ /// Specifies the new value of the mask sub-word.
+ ///
+ public static void SampleMask(uint maskNumber, uint mask) => build_in.ExtensionFunctionsForCurrent.glSampleMaski(maskNumber, mask);
+
+ ///
+ /// glBindFragDataLocationIndexed — bind a user-defined varying out variable to a fragment shader color number and index
+ ///
+ ///
+ /// The name of the program containing varying out variable whose binding to modify
+ ///
+ ///
+ /// The color number to bind the user-defined varying out variable to
+ ///
+ ///
+ /// The index of the color input to bind the user-defined varying out variable to
+ ///
+ ///
+ /// The name of the user-defined varying out variable whose binding to modify
+ ///
+ public static void BindFragDataLocationIndexed(uint program, uint colorNumber, uint index, byte[] name) => build_in.ExtensionFunctionsForCurrent.glBindFragDataLocationIndexed(program, colorNumber, index, name);
+
+ ///
+ /// glGetFragDataIndex — query the bindings of color indices to user-defined varying out variables
+ ///
+ ///
+ /// The name of the program containing varying out variable whose binding to query
+ ///
+ ///
+ /// The name of the user-defined varying out variable whose index to query
+ ///
+ ///
+ /// glGetFragDataIndex returns the index of the fragment color to which the variable namewas bound when the program object program was last linked. If name is not a varying outvariable of program, or if an error occurs, -1 will be returned.
+ ///
+ public static int GetFragDataIndex(uint program, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetFragDataIndex(program, name);
+
+ ///
+ /// glGenSamplers — generate sampler object names
+ ///
+ ///
+ /// Specifies the number of sampler object names to generate
+ ///
+ ///
+ /// Specifies an array in which the generated sampler object names are stored.
+ ///
+ public static void GenSamplers(int count, uint[] samplers) => build_in.ExtensionFunctionsForCurrent.glGenSamplers(count, samplers);
+
+ ///
+ /// glDeleteSamplers — delete named sampler objects
+ ///
+ ///
+ /// Specifies the number of sampler objects to be deleted.
+ ///
+ ///
+ /// Specifies an array of sampler objects to be deleted.
+ ///
+ public static void DeleteSamplers(int count, uint[] samplers) => build_in.ExtensionFunctionsForCurrent.glDeleteSamplers(count, samplers);
+
+ ///
+ /// glIsSampler — determine if a name corresponds to a sampler object
+ ///
+ ///
+ /// Specifies a value that may be the name of a sampler object.
+ ///
+ ///
+ /// glIsSampler returns GL_TRUE if id is currently the name of a sampler object.If id is zero, or is a non-zero value that is not currently thename of a sampler object, or if an error occurs, glIsSampler returns GL_FALSE
+ ///
+ public static bool IsSampler(uint sampler) => build_in.ExtensionFunctionsForCurrent.glIsSampler(sampler);
+
+ ///
+ /// glBindSampler — bind a named sampler to a texturing target
+ ///
+ ///
+ /// Specifies the index of the texture unit to which the sampler is bound.
+ ///
+ ///
+ /// Specifies the name of a sampler.
+ ///
+ public static void BindSampler(uint unit, uint sampler) => build_in.ExtensionFunctionsForCurrent.glBindSampler(unit, sampler);
+
+
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the scalar commands, specifies the value of pname.
+ ///
+ public static void SamplerParameter(uint sampler, uint pname, int Param) => build_in.ExtensionFunctionsForCurrent.glSamplerParameteri(sampler, pname, Param);
+
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void SamplerParameter(uint sampler, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glSamplerParameteriv(sampler, pname, Params);
+
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the scalar commands, specifies the value of pname.
+ ///
+ public static void SamplerParameter(uint sampler, uint pname, float Param) => build_in.ExtensionFunctionsForCurrent.glSamplerParameterf(sampler, pname, Param);
+
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void SamplerParameter(uint sampler, uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glSamplerParameterfv(sampler, pname, Params);
+
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void SamplerParameterI(uint sampler, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glSamplerParameterIiv(sampler, pname, Params);
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void SamplerParameterI(uint sampler, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glSamplerParameterIuiv(sampler, pname, Params);
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void GetSamplerParameter(uint sampler, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetSamplerParameteriv(sampler, pname, Params);
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void GetSamplerParameterI(uint sampler, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetSamplerParameterIiv(sampler, pname, Params);
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void GetSamplerParameter(uint sampler, uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glGetSamplerParameterfv(sampler, pname, Params);
+ ///
+ /// glSamplerParameter — set sampler parameters
+ ///
+ ///
+ /// Specifies the sampler object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ /// GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+ ///
+ ///
+ /// For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+ ///
+ public static void GetSamplerParameterI(uint sampler, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetSamplerParameterIuiv(sampler, pname, Params);
+ ///
+ /// glQueryCounter — record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.
+ ///
+ ///
+ /// Specify the name of a query object into which to record the GL time.
+ ///
+ ///
+ /// Specify the counter to query. target must be GL_TIMESTAMP.
+ ///
+ public static void QueryCounter(uint id, uint target) => build_in.ExtensionFunctionsForCurrent.glQueryCounter(id, target);
+ ///
+ /// glGetQueryObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+ ///
+ ///
+ /// If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ /// Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+ ///
+ public static void GetQueryObject(uint id, uint pname, Int64[] Params) => build_in.ExtensionFunctionsForCurrent.glGetQueryObjecti64v(id, pname, Params);
+ ///
+ /// glGetQueryObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+ ///
+ ///
+ /// If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ /// Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+ ///
+ public static void GetQueryObject(uint id, uint pname, UInt64[] Params) => build_in.ExtensionFunctionsForCurrent.glGetQueryObjectui64v(id, pname, Params);
+ ///
+ /// glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+ ///
+ ///
+ /// Specify the index of the generic vertex attribute.
+ ///
+ ///
+ /// Specify the number of instances that will pass between updates of the generic attribute at slot index.
+ ///
+ public static void VertexAttribDivisor(uint index, uint divisor) => build_in.ExtensionFunctionsForCurrent.glVertexAttribDivisor(index, divisor);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+ ///
+ public static void VertexAttribP1(uint index, uint type, bool normalized, uint value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP1ui(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribP1uiv(uint index, uint type, bool normalized, uint[] value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP1uiv(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+ ///
+ public static void VertexAttribP2(uint index, uint type, bool normalized, uint value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP2ui(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribP2(uint index, uint type, bool normalized, uint[] value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP2uiv(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+ ///
+ public static void VertexAttribP3(uint index, uint type, bool normalized, uint value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP3ui(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribP3(uint index, uint type, bool normalized, uint[] value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP3uiv(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+ ///
+ public static void VertexAttribP4(uint index, uint type, bool normalized, uint value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP4ui(index, type, normalized, value);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ /// GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+ ///
+ ///
+ /// For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ /// If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribP4(uint index, uint type, bool normalized, uint[] value) => build_in.ExtensionFunctionsForCurrent.glVertexAttribP4uiv(index, type, normalized, value);
+ ///
+ /// glMinSampleShading — specifies minimum rate at which sample shaing takes place
+ ///
+ ///
+ /// Specifies the rate at which samples are shaded within each covered pixel.
+ ///
+ public static void MinSampleShading(float value) => build_in.ExtensionFunctionsForCurrent.glMinSampleShading(value);
+ ///
+ /// glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+ ///
+ ///
+ /// for glBlendEquationi, specifies the index of the draw bufferfor which to set the blend equation.
+ ///
+ ///
+ /// specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+ ///
+ public static void BlendEquation(uint buf, uint mode) => build_in.ExtensionFunctionsForCurrent.glBlendEquationi(buf, mode);
+ ///
+ /// glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+ ///
+ ///
+ /// for glBlendEquationSeparatei, specifies the index of the draw buffer for whichto set the blend equations.
+ ///
+ ///
+ /// specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+ ///
+ ///
+ /// specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+ ///
+ public static void BlendEquationSeparate(uint buf, uint modeRGB, uint modeAlpha) => build_in.ExtensionFunctionsForCurrent.glBlendEquationSeparatei(buf, modeRGB, modeAlpha);
+ ///
+ /// glBlendFunc — specify pixel arithmetic
+ ///
+ ///
+ /// For glBlendFunci, specifies the index of the drawbuffer for which to set the blend function.
+ ///
+ ///
+ /// Specifies how the red, green, blue,and alpha source blending factors are computed.The initial value is GL_ONE.
+ ///
+ ///
+ /// Specifies how the red, green, blue,and alpha destination blending factors are computed.The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ /// GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR,
+ /// GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.The initial value is GL_ZERO.
+ ///
+ public static void BlendFunc(uint buf, uint src, uint dst) => build_in.ExtensionFunctionsForCurrent.glBlendFunci(buf, src, dst);
+ ///
+ /// glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+ ///
+ ///
+ /// For glBlendFuncSeparatei, specifies the index of the drawbuffer for which to set the blend functions.
+ ///
+ ///
+ /// Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+ ///
+ ///
+ /// Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+ ///
+ ///
+ /// Specified how the alpha source blending factor is computed.The initial value is GL_ONE
+ ///
+ ///
+ /// Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO
+ ///
+ public static void BlendFuncSeparate(uint buf, uint srcRGB, uint dstRGB, uint srcAlpha, uint dstAlpha) => build_in.ExtensionFunctionsForCurrent.glBlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
+ ///
+ /// glDrawArraysIndirect — render primitives from array data, taking parameters from memory
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the address of a structure containing the draw parameters.
+ ///
+ public static void DrawArraysIndirect(uint mode, IntPtr indirect) => build_in.ExtensionFunctionsForCurrent.glDrawArraysIndirect(mode, indirect);
+ ///
+ /// glDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+ ///
+ ///
+ /// Specifies the address of a structure containing the draw parameters.
+ ///
+ public static void DrawElementsIndirect(uint mode, uint type, IntPtr indirect) => build_in.ExtensionFunctionsForCurrent.glDrawElementsIndirect(mode, type, indirect);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ public static void Uniform1(int location, double x) => build_in.ExtensionFunctionsForCurrent.glUniform1d(location, x);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ public static void Uniform2(int location, double x, double y) => build_in.ExtensionFunctionsForCurrent.glUniform2d(location, x, y);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ public static void Uniform3(int location, double x, double y, double z) => build_in.ExtensionFunctionsForCurrent.glUniform3d(location, x, y, z);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+ ///
+ public static void Uniform4(int location, double x, double y, double z, double w) => build_in.ExtensionFunctionsForCurrent.glUniform4d(location, x, y, z, w);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform1(int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniform1dv(location, count, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform2(int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniform2dv(location, count, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform3(int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniform3dv(location, count, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void Uniform4(int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniform4dv(location, count, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix2(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix2dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix3(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix3dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix4(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix4dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix2x3(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix2x3dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix2x4(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix2x4dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix3x2(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix3x2dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix3x4(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix3x4dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix4x2(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix4x2dv(location, count, transpose, value);
+ ///
+ /// glUniform — Specify the value of a uniform variable for the current program object
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+ ///
+ public static void UniformMatrix4x3(int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glUniformMatrix4x3dv(location, count, transpose, value);
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetUniform(uint program, int location, double[] Params) => build_in.ExtensionFunctionsForCurrent.glGetUniformdv(program, location, Params);
+ ///
+ /// glGetSubroutineUniformLocation — retrieve the location of a subroutine uniform of a given shader stage within a program
+ ///
+ ///
+ /// Specifies the name of the program containing shader stage.
+ ///
+ ///
+ /// Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the name of the subroutine uniform whose index to query.
+ ///
+ ///
+ /// glGetSubroutineUniformLocation returns the location of the subroutine uniform variable name in the shader stage of type shadertype attached to program, with behavior otherwise identical to glGetUniformLocation.
+ ///
+ public static int GetSubroutineUniformLocation(uint program, uint shadertype, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetSubroutineUniformLocation(program, shadertype, name);
+ ///
+ /// glGetSubroutineIndex — retrieve the index of a subroutine uniform of a given shader stage within a program
+ ///
+ ///
+ /// Specifies the name of the program containing shader stage.
+ ///
+ ///
+ /// Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the name of the subroutine uniform whose index to query.
+ ///
+ ///
+ /// glGetSubroutineIndex returns the index of a subroutine uniform within a shader stage attached to a program object.
+ ///
+ public static int GetSubroutineIndex(uint program, uint shadertype, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetSubroutineIndex(program, shadertype, name);
+ ///
+ /// glGetActiveSubroutineUniform — query a property of an active shader subroutine uniform
+ ///
+ ///
+ /// Specifies the name of the program containing the subroutine.
+ ///
+ ///
+ /// Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the index of the shader subroutine uniform.
+ ///
+ ///
+ /// Specifies the parameter of the shader subroutine uniform to query. pnamemust be GL_NUM_COMPATIBLE_SUBROUTINES, GL_COMPATIBLE_SUBROUTINES, GL_UNIFORM_SIZE or GL_UNIFORM_NAME_LENGTH.
+ ///
+ ///
+ /// Specifies the address of a into which the queried value or values will be placed.
+ ///
+ public static void GetActiveSubroutineUniform(uint program, uint shadertype, uint index, uint pname, int[] values) => build_in.ExtensionFunctionsForCurrent.glGetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
+ ///
+ /// glGetActiveSubroutineUniformName — query the name of an active shader subroutine uniform
+ ///
+ ///
+ /// Specifies the name of the program containing the subroutine
+ ///
+ ///
+ /// Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the index of the shader subroutine uniform.
+ ///
+ ///
+ /// Specifies the size of the buffer whose address is given in name.
+ ///
+ ///
+ /// Specifies the address of a variable into which is written the number of characters copied into name.
+ ///
+ ///
+ /// Specifies the address of a buffer that will receive the name of the specified shader subroutine uniform.
+ ///
+ public static void GetActiveSubroutineUniformName(uint program, uint shadertype, uint index, int bufsize, out int length, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetActiveSubroutineUniformName(program, shadertype, index, bufsize, out length, name);
+ ///
+ /// glGetActiveSubroutineName — query the name of an active shader subroutine
+ ///
+ ///
+ /// Specifies the name of the program containing the subroutine.
+ ///
+ ///
+ /// Specifies the shader stage from which to query the subroutine name.
+ ///
+ ///
+ /// Specifies the index of the shader subroutine uniform.
+ ///
+ ///
+ /// Specifies the size of the buffer whose address is given in name.
+ ///
+ ///
+ /// Specifies the address of a variable which is to receive the length of the shader subroutine uniform name.
+ ///
+ ///
+ /// Specifies the address of an array into which the name of the shader subroutine uniform will be written
+ ///
+ public static void GetActiveSubroutineName(uint program, uint shadertype, uint index, int bufsize, out int length, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetActiveSubroutineName(program, shadertype, index, bufsize, out length, name);
+ ///
+ /// glUniformSubroutines — load active subroutine uniforms
+ ///
+ ///
+ /// Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the number of uniform indices stored in indices.
+ ///
+ ///
+ /// Specifies the address of an array holding the indices to load into the shader subroutine variables.
+ ///
+ public static void UniformSubroutines(uint shadertype, int count, uint[] indices) => build_in.ExtensionFunctionsForCurrent.glUniformSubroutinesuiv(shadertype, count, indices);
+ ///
+ /// glGetUniformSubroutine — retrieve the value of a subroutine uniform of a given shader stage of the current program
+ ///
+ ///
+ /// Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the location of the subroutine uniform.
+ ///
+ ///
+ /// Specifies the address of a variable to receive the value or values of the subroutine uniform.
+ ///
+ public static void GetUniformSubroutine(uint shadertype, int location, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetUniformSubroutineuiv(shadertype, location, Params);
+ ///
+ /// glGetProgramStage — retrieve properties of a program object corresponding to a specified shader stage
+ ///
+ ///
+ /// Specifies the name of the program containing shader stage.
+ ///
+ ///
+ /// Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the parameter of the shader to query. pnamemust be GL_ACTIVE_SUBROUTINE_UNIFORMS, GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, GL_ACTIVE_SUBROUTINES, GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH,or GL_ACTIVE_SUBROUTINE_MAX_LENGTH.
+ ///
+ ///
+ /// Specifies the address of a variable into which the queried value or values will be placed.
+ ///
+ public static void GetProgramStage(uint program, uint shadertype, uint pname, int[] values) => build_in.ExtensionFunctionsForCurrent.glGetProgramStageiv(program, shadertype, pname, values);
+ ///
+ /// glPatchParameter — specifies the parameters for patch primitives
+ ///
+ ///
+ /// Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+ ///
+ ///
+ /// Specifies the new value for the parameter given by pname
+ ///
+ public static void PatchParameter(uint pname, int value) => build_in.ExtensionFunctionsForCurrent.glPatchParameteri(pname, value);
+ ///
+ /// glPatchParameter — specifies the parameters for patch primitives
+ ///
+ ///
+ /// Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+ ///
+ ///
+ /// Specifies the address of an array containing the new values for the parameter given by pname.
+ ///
+ public static void PatchParameter(uint pname, float[] values) => build_in.ExtensionFunctionsForCurrent.glPatchParameterfv(pname, values);
+ ///
+ /// glBindTransformFeedback — bind a transform feedback object
+ ///
+ ///
+ /// Specifies the target to which to bind the transform feedback object id. targetmust be GL_TRANSFORM_FEEDBACK.
+ ///
+ ///
+ /// Specifies the name of a transform feedback object reserved by glGenTransformFeedbacks.
+ ///
+ public static void BindTransformFeedback(uint target, uint id) => build_in.ExtensionFunctionsForCurrent.glBindTransformFeedback(target, id);
+ ///
+ /// glDeleteTransformFeedbacks — delete transform feedback objects
+ ///
+ ///
+ /// Specifies the number of transform feedback objects to delete.
+ ///
+ ///
+ /// Specifies an array of names of transform feedback objects to delete
+ ///
+ public static void DeleteTransformFeedbacks(int n, uint[] ids) => build_in.ExtensionFunctionsForCurrent.glDeleteTransformFeedbacks(n, ids);
+ ///
+ /// glGenTransformFeedbacks — reserve transform feedback object names
+ ///
+ ///
+ /// Specifies the number of transform feedback object names to reserve.
+ ///
+ ///
+ /// Specifies an array of into which the reserved names will be written.
+ ///
+ public static void GenTransformFeedbacks(int n, uint[] ids) => build_in.ExtensionFunctionsForCurrent.glGenTransformFeedbacks(n, ids);
+ ///
+ /// glIsTransformFeedback — determine if a name corresponds to a transform feedback object
+ ///
+ ///
+ /// Specifies a value that may be the name of a transform feedback object.
+ ///
+ ///
+ /// glIsTransformFeedback returns GL_TRUE if id is currently the name of a transform feedbackobject. If id is zero, or if id is not the name of a transform feedback object, or if an erroroccurs, glIsTransformFeedback returns GL_FALSE.
+ ///
+ public static bool IsTransformFeedback(uint id) => build_in.ExtensionFunctionsForCurrent.glIsTransformFeedback(id);
+ ///
+ /// glPauseTransformFeedback — pause transform feedback operations
+ ///
+ public static void PauseTransformFeedback() => build_in.ExtensionFunctionsForCurrent.glPauseTransformFeedback();
+ ///
+ /// glResumeTransformFeedback — resume transform feedback operations
+ ///
+ public static void ResumeTransformFeedback() => build_in.ExtensionFunctionsForCurrent.glResumeTransformFeedback();
+ ///
+ /// glDrawTransformFeedback — render primitives using a count derived from a transform feedback object
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ /// GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the name of a transform feedback object from which to retrieve a primitive count.
+ ///
+ public static void DrawTransformFeedback(uint mode, uint id) => build_in.ExtensionFunctionsForCurrent.glDrawTransformFeedback(mode, id);
+ ///
+ /// glDrawTransformFeedbackStream — render primitives using a count derived from a specifed stream of a transform feedback object
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ /// GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the name of a transform feedback object from which to retrieve a primitive count.
+ ///
+ ///
+ /// Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+ ///
+ public static void DrawTransformFeedbackStream(uint mode, uint id, uint stream) => build_in.ExtensionFunctionsForCurrent.glDrawTransformFeedbackStream(mode, id, stream);
+ ///
+ /// glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+ ///
+ ///
+ /// Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ /// symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+ ///
+ ///
+ /// Specifies the index of the query target upon which to begin the query.
+ ///
+ ///
+ /// Specifies the name of a query object.
+ ///
+ public static void BeginQueryIndexed(uint target, uint index, uint id) => build_in.ExtensionFunctionsForCurrent.glBeginQueryIndexed(target, index, id);
+ ///
+ /// glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+ ///
+ ///
+ /// Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ /// symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+ ///
+ ///
+ /// Specifies the index of the query target upon which to begin the query.
+ ///
+ public static void EndQueryIndexed(uint target, uint index) => build_in.ExtensionFunctionsForCurrent.glEndQueryIndexed(target, index);
+ ///
+ /// glGetQueryIndexediv — return parameters of an indexed query object target
+ ///
+ ///
+ /// Specifies a query object target.Must be GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_TIME_ELAPSED, or GL_TIMESTAMP.
+ ///
+ ///
+ /// Specifies the index of the query object target.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object target parameter.Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetQueryIndexed(uint target, uint index, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetQueryIndexediv(target, index, pname, Params);
+ ///
+ /// glReleaseShaderCompiler — release resources consumed by the implementation's shader compiler
+ ///
+ public static void ReleaseShaderCompiler() => build_in.ExtensionFunctionsForCurrent.glReleaseShaderCompiler();
+ ///
+ /// glShaderBinary — load pre-compiled shader binaries
+ ///
+ ///
+ /// Specifies the number of shader object handles contained in shaders.
+ ///
+ ///
+ /// Specifies the address of an array of shader handles into which to load pre-compiled shader binaries.
+ ///
+ ///
+ /// Specifies the format of the shader binaries contained in binary.
+ ///
+ ///
+ /// Specifies the address of an array of bytes containing pre-compiled binary shader code.
+ ///
+ ///
+ /// Specifies the length of the array whose address is given in binary.
+ ///
+ public static void ShaderBinary(int count, uint[] shaders, uint binaryformat, IntPtr binary, int length) => build_in.ExtensionFunctionsForCurrent.glShaderBinary(count, shaders, binaryformat, binary, length);
+ ///
+ /// glGetShaderPrecisionFormat — retrieve the range and precision for numeric formats supported by the shader compiler
+ ///
+ ///
+ /// Specifies the type of shader whose precision to query. shaderTypemust be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
+ ///
+ ///
+ /// Specifies the numeric format whose precision and range to query.
+ ///
+ ///
+ /// Specifies the address of array of two integers into which encodings of the implementation'snumeric range are returned.
+ ///
+ ///
+ /// Specifies the address of an integer into which the numeric precision of the implementationis written.
+ ///
+ public static void GetShaderPrecisionFormat(uint shadertype, uint precisiontype, int[] range, out int precision) => build_in.ExtensionFunctionsForCurrent.glGetShaderPrecisionFormat(shadertype, precisiontype, range,out precision);
+ ///
+ /// glDepthRange — specify mapping of depth values from normalized device coordinates to window coordinates
+ ///
+ ///
+ /// Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+ ///
+ ///
+ /// Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+ ///
+ public static void DepthRange(float n, float f) => build_in.ExtensionFunctionsForCurrent.glDepthRangef(n, f);
+ ///
+ /// glClearDepth — specify the clear value for the depth buffer
+ ///
+ ///
+ /// Specifies the depth value used when the depth buffer is cleared. Theinitial value is 1.
+ ///
+ public static void ClearDepthf(float d) => build_in.ExtensionFunctionsForCurrent.glClearDepthf(d);
+ ///
+ /// glGetProgramBinary — return a binary representation of a program object's compiled and linked executable source
+ ///
+ ///
+ /// Specifies the name of a program object whose binary representation to retrieve.
+ ///
+ ///
+ /// Specifies the size of the buffer whose address is given by binary.
+ ///
+ ///
+ /// Specifies the address of a variable to receive the number of bytes written into binary.
+ ///
+ ///
+ /// Specifies the address of a variable to receive a token indicating the format of the binary data returned by the GL.
+ ///
+ ///
+ /// Specifies the address an array into which the GL will return program's binary representation.
+ ///
+ public static void GetProgramBinary(uint program, int bufSize, out int length, out uint binaryFormat, IntPtr binary) => build_in.ExtensionFunctionsForCurrent.glGetProgramBinary(program, bufSize, out length, out binaryFormat, binary);
+ ///
+ /// glProgramBinary — load a program object with a program binary
+ ///
+ ///
+ /// Specifies the name of a program object into which to load a program binary.
+ ///
+ ///
+ /// Specifies the format of the binary data in binary.
+ ///
+ ///
+ /// Specifies the address an array containing the binary to be loaded into program.
+ ///
+ ///
+ /// Specifies the number of bytes contained in binary.
+ ///
+ public static void ProgramBinary(uint program, uint binaryFormat, IntPtr binary, int length) => build_in.ExtensionFunctionsForCurrent.glProgramBinary(program, binaryFormat, binary, length);
+ ///
+ /// glProgramParameter — specify a parameter for a program object
+ ///
+ ///
+ /// Specifies the name of a program object whose parameter to modify.
+ ///
+ ///
+ /// Specifies the name of the parameter to modify.
+ ///
+ ///
+ /// Specifies the new value of the parameter specified by pname for program.
+ ///
+ public static void ProgramParameter(uint program, uint pname, int value) => build_in.ExtensionFunctionsForCurrent.glProgramParameteri(program, pname, value);
+ ///
+ /// glUseProgramStages — bind stages of a program object to a program pipeline
+ ///
+ ///
+ /// Specifies the program pipeline object to which to bind stages from program.
+ ///
+ ///
+ /// Specifies a set of program stages to bind to the program pipeline object.
+ ///
+ ///
+ /// Specifies the program object containing the shader executables to use in pipeline.
+ ///
+ public static void UseProgramStages(uint pipeline, uint stages, uint program) => build_in.ExtensionFunctionsForCurrent.glUseProgramStages(pipeline, stages, program);
+ ///
+ /// glActiveShaderProgram — set the active program object for a program pipeline object
+ ///
+ ///
+ /// Specifies the program pipeline object to set the active program object for.
+ ///
+ ///
+ /// Specifies the program object to set as the active program pipeline object pipeline.
+ ///
+ public static void ActiveShaderProgram(uint pipeline, uint program) => build_in.ExtensionFunctionsForCurrent.glActiveShaderProgram(pipeline, program);
+ ///
+ /// glCreateShaderProgramv — create a stand-alone program from an array of null-terminated source code strings
+ ///
+ ///
+ /// Specifies the type of shader to create.
+ ///
+ ///
+ /// Specifies the number of source code strings in the array strings.
+ ///
+ ///
+ /// Specifies the address of an array of pointers to source code strings from which to create the program object.
+ ///
+ ///
+ /// glCreateShaderProgram creates a program object containing compiled and linkedshaders for a single stage specified by type.
+ ///
+ public static uint CreateShaderProgram(uint type, int count, IntPtr[] strings) => build_in.ExtensionFunctionsForCurrent.glCreateShaderProgramv(type, count, strings);
+ ///
+ /// glBindProgramPipeline — bind a program pipeline to the current context
+ ///
+ ///
+ /// Specifies the name of the pipeline object to bind to the context.
+ ///
+ public static void BindProgramPipeline(uint pipeline) => build_in.ExtensionFunctionsForCurrent.glBindProgramPipeline(pipeline);
+ ///
+ /// glDeleteProgramPipelines — delete program pipeline objects
+ ///
+ ///
+ /// Specifies the number of program pipeline objects to delete
+ ///
+ ///
+ /// Specifies an array of names of program pipeline objects to delete.
+ ///
+ public static void DeleteProgramPipelines(int n, uint[] pipelines) => build_in.ExtensionFunctionsForCurrent.glDeleteProgramPipelines(n, pipelines);
+ ///
+ /// glGenProgramPipelines — reserve program pipeline object names
+ ///
+ ///
+ /// Specifies the number of program pipeline object names to reserve.
+ ///
+ ///
+ /// Specifies an array of into which the reserved names will be written.
+ ///
+ public static void GenProgramPipelines(int n, uint[] pipelines) => build_in.ExtensionFunctionsForCurrent.glGenProgramPipelines(n, pipelines);
+ ///
+ /// glIsProgramPipeline — determine if a name corresponds to a program pipeline object
+ ///
+ ///
+ /// Specifies a value that may be the name of a program pipeline object.
+ ///
+ ///
+ /// glIsProgramPipeline returns GL_TRUE if pipeline is currently the name of a program pipeline object..If pipeline is zero, or if pipeline is not thename of a program pipeline object, or if an error occurs, glIsProgramPipelinereturns GL_FALSE.
+ ///
+ public static bool IsProgramPipeline(uint pipeline) => build_in.ExtensionFunctionsForCurrent.glIsProgramPipeline(pipeline);
+ ///
+ /// glGetProgramPipeline — retrieve properties of a program pipeline object
+ ///
+ ///
+ /// Specifies the name of a program pipeline object whose parameter retrieve.
+ ///
+ ///
+ /// Specifies the name of the parameter to retrieve.
+ ///
+ ///
+ /// Specifies the address of a variable into which will be written the value or valuesof pname for pipeline.
+ ///
+ public static void GetProgramPipeline(uint pipeline, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetProgramPipelineiv(pipeline, pname, Params);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, int v0) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1i(program, location, v0);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1iv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, float v0) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1f(program, location, v0);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1fv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, double v0) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1d(program, location, v0);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1dv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, uint v0) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1ui(program, location, v0);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform1(uint program, int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform1uiv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, int v0, int v1) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2i(program, location, v0, v1);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2iv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, float v0, float v1) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2f(program, location, v0, v1);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2fv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, double v0, double v1) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2d(program, location, v0, v1);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2dv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, uint v0, uint v1) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2ui(program, location, v0, v1);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform2(uint program, int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform2uiv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, int v0, int v1, int v2) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3i(program, location, v0, v1, v2);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3iv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, float v0, float v1, float v2) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3f(program, location, v0, v1, v2);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3fv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, double v0, double v1, double v2) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3d(program, location, v0, v1, v2);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3dv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, uint v0, uint v1, uint v2) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3ui(program, location, v0, v1, v2);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform3(uint program, int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform3uiv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, int v0, int v1, int v2, int v3) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4i(program, location, v0, v1, v2, v3);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, int count, int[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4iv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, float v0, float v1, float v2, float v3) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4f(program, location, v0, v1, v2, v3);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, int count, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4fv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, double v0, double v1, double v2, double v3) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4d(program, location, v0, v1, v2, v3);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, int count, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4dv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, uint v0, uint v1, uint v2, uint v3) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4ui(program, location, v0, v1, v2, v3);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniform4(uint program, int location, int count, uint[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniform4uiv(program, location, count, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix2(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix2fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix3(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix3fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix4(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix4fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix2(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix2dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix3(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix3dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix4(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix4dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix2x3(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix2x3fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix3x2(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix3x2fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix2x4(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix2x4fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix4x2(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix4x2fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix3x4(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix3x4fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix4x3(uint program, int location, int count, bool transpose, float[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix4x3fv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix2x3(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix2x3dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix3x2(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix3x2dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix2x4(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix2x4dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix4x2(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix4x2dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix3x4(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix3x4dv(program, location, count, transpose, value);
+ ///
+ /// glProgramUniform — Specify the value of a uniform variable for a specified program object
+ ///
+ ///
+ /// Specifies the handle of the program containing the uniformvariable to be modified.
+ ///
+ ///
+ /// Specifies the location of the uniform variableto be modified.
+ ///
+ ///
+ /// For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+ ///
+ ///
+ /// For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+ ///
+ public static void ProgramUniformMatrix4x3(uint program, int location, int count, bool transpose, double[] value) => build_in.ExtensionFunctionsForCurrent.glProgramUniformMatrix4x3dv(program, location, count, transpose, value);
+ ///
+ /// glValidateProgramPipeline — validate a program pipeline object against current GL state
+ ///
+ ///
+ /// Specifies the name of a program pipeline object to validate.
+ ///
+ public static void ValidateProgramPipeline(uint pipeline) => build_in.ExtensionFunctionsForCurrent.glValidateProgramPipeline(pipeline);
+ ///
+ /// glGetProgramPipelineInfoLog — retrieve the info log string from a program pipeline object
+ ///
+ ///
+ /// Specifies the name of a program pipeline object from which to retrieve the info log.
+ ///
+ ///
+ /// Specifies the maximum number of characters, including the null terminator, that may be written into infoLog.
+ ///
+ ///
+ /// Specifies the address of a variable into which will be written the number of characters written into infoLog.
+ ///
+ ///
+ /// Specifies the address of an array of characters into which will be written the info log for pipeline.
+ ///
+ public static void GetProgramPipelineInfoLog(uint pipeline, int bufSize, out int length, byte[] infoLog) => build_in.ExtensionFunctionsForCurrent.glGetProgramPipelineInfoLog(pipeline, bufSize, out length, infoLog);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribL1(uint index, double x) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL1d(index, x);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribL2(uint index, double x, double y) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL2d(index, x, y);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribL3(uint index, double x, double y, double z) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL3d(index, x, y, z);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ ///
+ /// For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+ ///
+ public static void VertexAttribL4(uint index, double x, double y, double z, double w) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL4d(index, x, y, z, w);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribL1(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL1dv(index, v);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribL2(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL2dv(index, v);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribL3(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL3dv(index, v);
+ ///
+ /// glVertexAttrib — Specifies the value of a generic vertex attribute
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+ ///
+ public static void VertexAttribL4(uint index, double[] v) => build_in.ExtensionFunctionsForCurrent.glVertexAttribL4dv(index, v);
+ ///
+ /// glVertexAttribPointer — define an array of generic vertex attribute data
+ ///
+ ///
+ /// Specifies the index of the generic vertexattribute to be modified.
+ ///
+ ///
+ /// Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+ ///
+ ///
+ /// Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer and glVertexAttribIPointer.
+ /// Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ /// GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+ ///
+ ///
+ /// Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+ ///
+ ///
+ /// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+ ///
+ public static void VertexAttribLPointer(uint index, int size, uint type, int stride, IntPtr pointer) => build_in.ExtensionFunctionsForCurrent.glVertexAttribLPointer(index, size, type, stride, pointer);
+ ///
+ /// glGetVertexAttrib — Return a generic vertex attribute parameter
+ ///
+ ///
+ /// Specifies the generic vertex attributeparameter to be queried.
+ ///
+ ///
+ /// Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ /// GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetVertexAttribL(uint index, uint pname, double[] Params) => build_in.ExtensionFunctionsForCurrent.glGetVertexAttribLdv(index, pname, Params);
+ ///
+ /// glViewportArray — set multiple viewports
+ ///
+ ///
+ /// Specify the first viewport to set.
+ ///
+ ///
+ /// Specify the number of viewports to set.
+ ///
+ ///
+ /// Specify the address of an array containing the viewport parameters.
+ ///
+ public static void ViewportArray(uint first, int count, float[] v) => build_in.ExtensionFunctionsForCurrent.glViewportArrayv(first, count, v);
+ ///
+ /// glViewportIndexed — set a specified viewport
+ ///
+ ///
+ /// Specify the first viewport to set.
+ ///
+ ///
+ /// For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+ ///
+ ///
+ /// For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+ ///
+ ///
+ /// For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+ ///
+ ///
+ /// For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+ ///
+ public static void ViewportIndexed(uint index, float x, float y, float w, float h) => build_in.ExtensionFunctionsForCurrent.glViewportIndexedf(index, x, y, w, h);
+ ///
+ /// glViewportIndexed — set a specified viewport
+ ///
+ ///
+ /// Specify the first viewport to set.
+ ///
+ ///
+ /// For glViewportIndexedfv, specifies the address of an array containing the viewport parameters.
+ ///
+ public static void ViewportIndexed(uint index, float[] v) => build_in.ExtensionFunctionsForCurrent.glViewportIndexedfv(index, v);
+ ///
+ /// glScissorArray — define the scissor box for multiple viewports
+ ///
+ ///
+ /// Specifies the index of the first viewport whose scissor box to modify.
+ ///
+ ///
+ /// Specifies the number of scissor boxes to modify.
+ ///
+ ///
+ /// Specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+ ///
+ public static void ScissorArray(uint first, int count, int[] v) => build_in.ExtensionFunctionsForCurrent.glScissorArrayv(first, count, v);
+ ///
+ /// glScissorIndexed — define the scissor box for a specific viewport
+ ///
+ ///
+ /// Specifies the index of the viewport whose scissor box to modify.
+ ///
+ ///
+ /// Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+ ///
+ ///
+ /// Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+ ///
+ ///
+ /// Specify ths dimensions of the scissor box, in pixels.
+ ///
+ ///
+ /// Specify ths dimensions of the scissor box, in pixels.
+ ///
+ public static void ScissorIndexed(uint index, int left, int bottom, int width, int height) => build_in.ExtensionFunctionsForCurrent.glScissorIndexed(index, left, bottom, width, height);
+ ///
+ /// glScissorIndexed — define the scissor box for a specific viewport
+ ///
+ ///
+ /// Specifies the index of the viewport whose scissor box to modify.
+ ///
+ ///
+ /// For glScissorIndexedv, specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+ ///
+ public static void ScissorIndexed(uint index, int[] v) => build_in.ExtensionFunctionsForCurrent.glScissorIndexedv(index, v);
+ ///
+ /// glDepthRangeArray — specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports
+ ///
+ ///
+ /// Specifies the index of the first viewport whose depth range to update.
+ ///
+ ///
+ /// Specifies the number of viewports whose depth range to update.
+ ///
+ ///
+ /// Specifies the address of an array containing the near and far values for thedepth range of each modified viewport.
+ ///
+ public static void DepthRangeArray(uint first, int count, double[] v) => build_in.ExtensionFunctionsForCurrent.glDepthRangeArrayv(first, count, v);
+ ///
+ /// glDepthRangeIndexed — specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport
+ ///
+ ///
+ /// Specifies the index of the viewport whose depth range to update.
+ ///
+ ///
+ /// Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+ ///
+ ///
+ /// Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+ ///
+ public static void DepthRangeIndexed(uint index, double n, double f) => build_in.ExtensionFunctionsForCurrent.glDepthRangeIndexed(index, n, f);
+ ///
+ /// glGet — return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Specifies the index of the particular element being queried.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ public static void GetFloat(uint target, uint index, float[] data) => build_in.ExtensionFunctionsForCurrent.glGetFloati_v(target, index, data);
+ ///
+ /// glGet — return the value or values of a selected parameter
+ ///
+ ///
+ /// Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+ ///
+ ///
+ /// Specifies the index of the particular element being queried.
+ ///
+ ///
+ /// Returns the value or values of the specified parameter.
+ ///
+ public static void GetDouble(uint target, uint index, double[] data) => build_in.ExtensionFunctionsForCurrent.glGetDoublei_v(target, index, data);
+ ///
+ /// glDrawArraysInstancedBaseInstance — draw multiple instances of a range of elements with offset applied to instanced attributes
+ ///
+ ///
+ /// Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN,
+ /// GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the starting index in the enabled arrays.
+ ///
+ ///
+ /// Specifies the number of indices to be rendered.
+ ///
+ ///
+ /// Specifies the number of instances of the specified range of indices to be rendered.
+ ///
+ ///
+ /// Specifies the base instance for use in fetching instanced vertex attributes.
+ ///
+ public static void DrawArraysInstancedBaseInstance(uint mode, int first, int count, int instancecount, uint baseinstance) => build_in.ExtensionFunctionsForCurrent.glDrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance);
+ ///
+ /// glDrawElementsInstancedBaseInstance — draw multiple instances of a set of elements with offset applied to instanced attributes
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies the number of instances of the specified range of indices to be rendered.
+ ///
+ ///
+ /// Specifies the base instance for use in fetching instanced vertex attributes.
+ ///
+ public static void DrawElementsInstancedBaseInstance(uint mode, int count, uint type, IntPtr indices, int instancecount, uint baseinstance) => build_in.ExtensionFunctionsForCurrent.glDrawElementsInstancedBaseInstance(mode, count, type, indices, instancecount, baseinstance);
+ ///
+ /// glDrawElementsInstancedBaseVertexBaseInstance — render multiple instances of a set of primitives from array data with a per-element offset
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY,
+ /// GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+ ///
+ ///
+ /// Specifies the number of elements to be rendered.
+ ///
+ ///
+ /// Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+ ///
+ ///
+ /// Specifies a pointer to the location where the indices are stored.
+ ///
+ ///
+ /// Specifies the number of instances of the indexed geometry that should be drawn.
+ ///
+ ///
+ /// Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+ ///
+ ///
+ /// Specifies the base instance for use in fetching instanced vertex attributes.
+ ///
+ public static void DrawElementsInstancedBaseVertexBaseInstance(uint mode, int count, uint type, IntPtr indices, int instancecount, int basevertex, uint baseinstance) => build_in.ExtensionFunctionsForCurrent.glDrawElementsInstancedBaseVertexBaseInstance(mode, count, type, indices, instancecount, basevertex, baseinstance);
+ ///
+ /// glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+ ///
+ ///
+ /// Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ /// GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+ ///
+ ///
+ /// Specifies the internal format about which to retrieve information.
+ ///
+ ///
+ /// Specifies the type of information to query.
+ ///
+ ///
+ /// Specifies the maximum number of integers of the specified width that may be written to params by the function.
+ ///
+ ///
+ /// Specifies the address of a variable into which to write the retrieved information.
+ ///
+ public static void GetInternalformat(uint target, uint internalformat, uint pname, int bufSize, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetInternalformativ(target, internalformat, pname, bufSize, Params);
+ ///
+ /// glGetActiveAtomicCounterBufferiv — retrieve information about the set of active atomic counter buffers for a program
+ ///
+ ///
+ /// The name of a program object from which to retrieve information.
+ ///
+ ///
+ /// Specifies index of an active atomic counter buffer.
+ ///
+ ///
+ /// Specifies which parameter of the atomic counter buffer to retrieve.
+ ///
+ ///
+ /// Specifies the address of a variable into which to write the retrieved information.
+ ///
+ public static void GetActiveAtomicCounterBuffer(uint program, uint bufferIndex, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetActiveAtomicCounterBufferiv(program, bufferIndex, pname, Params);
+ ///
+ /// glBindImageTexture — bind a level of a texture to an image unit
+ ///
+ ///
+ /// Specifies the index of the image unit to which to bind the texture
+ ///
+ ///
+ /// Specifies the name of the texture to bind to the image unit.
+ ///
+ ///
+ /// Specifies the level of the texture that is to be bound.
+ ///
+ ///
+ /// Specifies whether a layered texture binding is to be established.
+ ///
+ ///
+ /// If layered is GL_FALSE, specifies the layer of texture to be bound to the image unit. Ignored otherwise.
+ ///
+ ///
+ /// Specifies a token indicating the type of access that will be performed on the image.
+ ///
+ ///
+ /// Specifies the format that the elements of the image will be treated as for the purposes of formatted stores.
+ ///
+ public static void BindImageTexture(uint unit, uint texture, int level, bool layered, int layer, uint access, uint format) => build_in.ExtensionFunctionsForCurrent.glBindImageTexture(unit, texture, level, layered, layer, access, format);
+ ///
+ /// glMemoryBarrier — defines a barrier ordering memory transactions
+ ///
+ ///
+ /// Specifies the barriers to insert. For glMemoryBarrier, must be abitwise combination of any of GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, GL_ELEMENT_ARRAY_BARRIER_BIT, GL_UNIFORM_BARRIER_BIT,
+ /// GL_TEXTURE_FETCH_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_PIXEL_BUFFER_BARRIER_BIT, GL_TEXTURE_UPDATE_BARRIER_BIT, GL_BUFFER_UPDATE_BARRIER_BIT,
+ /// GL_FRAMEBUFFER_BARRIER_BIT, GL_TRANSFORM_FEEDBACK_BARRIER_BIT, GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_SHADER_STORAGE_BARRIER_BIT.
+ /// For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT. GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT.
+ /// If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+ ///
+ public static void MemoryBarrier(uint barriers) => build_in.ExtensionFunctionsForCurrent.glMemoryBarrier(barriers);
+ ///
+ /// glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glTexStorage1D. Must beone of GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+ ///
+ ///
+ /// Specify the number of texture levels.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ public static void TexStorage1D(uint target, int levels, uint internalformat, int width) => build_in.ExtensionFunctionsForCurrent.glTexStorage1D(target, levels, internalformat, width);
+ ///
+ /// glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glTexStorage2D. Must beone of GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE,
+ /// GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP.
+ ///
+ ///
+ /// Specify the number of texture levels.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ public static void TexStorage2D(uint target, int levels, uint internalformat, int width, int height) => build_in.ExtensionFunctionsForCurrent.glTexStorage2D(target, levels, internalformat, width, height);
+ ///
+ /// glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glTexStorage3D. Must beone of GL_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, GL_PROXY_TEXTURE_3D, GL_PROXY_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_CUBE_MAP_ARRAY.
+ ///
+ ///
+ /// Specify the number of texture levels.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ ///
+ /// Specifies the depth of the texture, in texels.
+ ///
+ public static void TexStorage3D(uint target, int levels, uint internalformat, int width, int height, int depth) => build_in.ExtensionFunctionsForCurrent.glTexStorage3D(target, levels, internalformat, width, height, depth);
+ ///
+ /// glDrawTransformFeedbackInstanced — render multiple instances of primitives using a count derived from a transform feedback object
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the name of a transform feedback object from which to retrieve a primitive count.
+ ///
+ ///
+ /// Specifies the number of instances of the geometry to render.
+ ///
+ public static void DrawTransformFeedbackInstanced(uint mode, uint id, int instancecount) => build_in.ExtensionFunctionsForCurrent.glDrawTransformFeedbackInstanced(mode, id, instancecount);
+ ///
+ /// glDrawTransformFeedbackStreamInstanced — render multiple instances of primitives using a count derived from a specifed stream of a transform feedback object
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the name of a transform feedback object from which to retrieve a primitive count.
+ ///
+ ///
+ /// Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+ ///
+ ///
+ /// Specifies the number of instances of the geometry to render.
+ ///
+ public static void DrawTransformFeedbackStreamInstanced(uint mode, uint id, uint stream, int instancecount) => build_in.ExtensionFunctionsForCurrent.glDrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
+ ///
+ /// glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// The internal format with which the data will be storedin the buffer object.
+ ///
+ ///
+ /// The format of the data in memory addressed by data.
+ ///
+ ///
+ /// The type of the data in memory addressed by data.
+ ///
+ ///
+ /// The address of a memory location storing the data to bereplicated into the buffer's data store.
+ ///
+ public static void ClearBufferData(uint target, uint internalformat, uint format, uint type, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glClearBufferData(target, internalformat, format, type, data);
+ ///
+ /// glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+ ///
+ ///
+ /// Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ /// GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// The internal format with which the data will be storedin the buffer object.
+ ///
+ ///
+ /// The offset in basic machine units into the bufferobject's data store at which to start filling.
+ ///
+ ///
+ /// The size in basic machine units of the range of thedata store to fill.
+ ///
+ ///
+ /// The format of the data in memory addressed by data.
+ ///
+ ///
+ /// The type of the data in memory addressed by data.
+ ///
+ ///
+ /// The address of a memory location storing the data to bereplicated into the buffer's data store.
+ /// >
+ public static void ClearBufferSubData(uint target, uint internalformat, int offset, int size, uint format, uint type, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glClearBufferSubData(target, internalformat, offset, size, format, type, data);
+ ///
+ /// glDispatchCompute — launch one or more compute work groups
+ ///
+ ///
+ /// The number of work groups to be launched in the X dimension.
+ ///
+ ///
+ /// The number of work groups to be launched in the Y dimension.
+ ///
+ ///
+ /// The number of work groups to be launched in the Z dimension.
+ ///
+ public static void DispatchCompute(uint num_groups_x, uint num_groups_y, uint num_groups_z) => build_in.ExtensionFunctionsForCurrent.glDispatchCompute(num_groups_x, num_groups_y, num_groups_z);
+ ///
+ /// glDispatchComputeIndirect — launch one or more compute work groups using parameters stored in a buffer
+ ///
+ ///
+ /// The offset into the buffer object currently bound to the GL_DISPATCH_INDIRECT_BUFFER buffer target atwhich the dispatch parameters are stored.
+ ///
+ public static void DispatchComputeIndirect(int indirect) => build_in.ExtensionFunctionsForCurrent.glDispatchComputeIndirect(indirect);
+ ///
+ /// glCopyImageSubData — perform a raw data copy between two images
+ ///
+ ///
+ /// The name of a texture or renderbuffer object from which to copy.
+ ///
+ ///
+ /// The target representing the namespace of the source name srcName.
+ ///
+ ///
+ /// The mipmap level to read from the source.
+ ///
+ ///
+ /// The X coordinate of the left edge of the souce region to copy.
+ ///
+ ///
+ /// The Y coordinate of the top edge of the souce region to copy.
+ ///
+ ///
+ /// The Z coordinate of the near edge of the souce region to copy.
+ ///
+ ///
+ /// The name of a texture or renderbuffer object to which to copy.
+ ///
+ ///
+ /// The target representing the namespace of the destination name dstName.
+ ///
+ ///
+ /// The mipmap level to the dst.
+ ///
+ ///
+ /// The X coordinate of the left edge of the destination region.
+ ///
+ ///
+ /// The Y coordinate of the top edge of the destination region.
+ ///
+ ///
+ /// The Z coordinate of the near edge of the destination region
+ ///
+ ///
+ /// The width of the region to be copied.
+ ///
+ ///
+ /// The height of the region to be copied.
+ ///
+ ///
+ /// The depth of the region to be copied.
+ ///
+ public static void CopyImageSubData(uint srcName, uint srcTarget, int srcLevel, int srcX, int srcY, int srcZ, uint dstName, uint dstTarget, int dstLevel, int dstX, int dstY, int dstZ, int srcWidth, int srcHeight, int srcDepth) => build_in.ExtensionFunctionsForCurrent.glCopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth);
+ ///
+ /// glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer is boundfor glFramebufferParameteri.
+ ///
+ ///
+ /// Specifies the framebuffer parameter to be modified.
+ ///
+ ///
+ /// The new value for the parameter named pname.
+ ///
+ public static void FramebufferParameter(uint target, uint pname, int Param) => build_in.ExtensionFunctionsForCurrent.glFramebufferParameteri(target, pname, Param);
+ ///
+ /// glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+ ///
+ ///
+ /// Specifies the target to which the framebuffer object isbound for glGetFramebufferParameteriv.
+ ///
+ ///
+ /// Specifies the parameter of the framebuffer object toquery.
+ ///
+ ///
+ /// Returns the value of parameter pname for the framebuffer object.
+ ///
+ public static void GetFramebufferParameter(uint target, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetFramebufferParameteriv(target, pname, Params);
+ ///
+ /// glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+ ///
+ ///
+ /// Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ /// GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+ ///
+ ///
+ /// Specifies the internal format about which to retrieve information.
+ ///
+ ///
+ /// Specifies the type of information to query.
+ ///
+ ///
+ /// Specifies the maximum number of integers of the specified width that may be written to params by the function.
+ ///
+ ///
+ /// Specifies the address of a variable into which to write the retrieved information.
+ ///
+ public static void GetInternalformat(uint target, uint internalformat, uint pname, int bufSize, Int64[] Params) => build_in.ExtensionFunctionsForCurrent.glGetInternalformati64v(target, internalformat, pname, bufSize, Params);
+ ///
+ /// glInvalidateTexSubImage — invalidate a region of a texture image
+ ///
+ ///
+ /// The name of a texture object a subregion of which to invalidate.
+ ///
+ ///
+ /// The level of detail of the texture object within which the region resides.
+ ///
+ ///
+ /// The X offset of the region to be invalidated.
+ ///
+ ///
+ /// The Y offset of the region to be invalidated
+ ///
+ ///
+ /// The Z offset of the region to be invalidated.
+ ///
+ ///
+ /// The width of the region to be invalidated.
+ ///
+ ///
+ /// The height of the region to be invalidated.
+ ///
+ ///
+ /// The depth of the region to be invalidated.
+ ///
+ public static void InvalidateTexSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth) => build_in.ExtensionFunctionsForCurrent.glInvalidateTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth);
+ ///
+ /// glInvalidateTexImage — invalidate the entirety a texture image
+ ///
+ ///
+ /// The name of a texture object to invalidate.
+ ///
+ ///
+ /// The level of detail of the texture object to invalidate.
+ ///
+ public static void InvalidateTexImage(uint texture, int level) => build_in.ExtensionFunctionsForCurrent.glInvalidateTexImage(texture, level);
+ ///
+ /// glInvalidateBufferSubData — invalidate a region of a buffer object's data store
+ ///
+ ///
+ /// The name of a buffer object, a subrange of whose data store to invalidate.
+ ///
+ ///
+ /// The offset within the buffer's data store of the start of the range to be invalidated.
+ ///
+ ///
+ /// The length of the range within the buffer's data store to be invalidated.
+ ///
+ public static void InvalidateBufferSubData(uint buffer, int offset, int length) => build_in.ExtensionFunctionsForCurrent.glInvalidateBufferSubData(buffer, offset, length);
+ ///
+ /// glInvalidateBufferData — invalidate the content of a buffer object's data store
+ ///
+ ///
+ /// The name of a buffer object whose data store to invalidate.
+ ///
+ public static void InvalidateBufferData(uint buffer) => build_in.ExtensionFunctionsForCurrent.glInvalidateBufferData(buffer);
+ ///
+ /// glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+ ///
+ ///
+ /// Specifies the target to which the framebuffer object isattached for glInvalidateFramebuffer.
+ ///
+ ///
+ /// Specifies the number of entries in the attachments array.
+ ///
+ ///
+ /// Specifies a pointer to an array identifying theattachments to be invalidated.
+ ///
+ public static void InvalidateFramebuffer(uint target, int numAttachments, uint[] attachments) => build_in.ExtensionFunctionsForCurrent.glInvalidateFramebuffer(target, numAttachments, attachments);
+ ///
+ /// glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+ ///
+ ///
+ /// Specifies the target to which the framebuffer object isattached for glInvalidateSubFramebuffer.
+ ///
+ ///
+ /// Specifies the number of entries in the attachments array.
+ ///
+ ///
+ /// Specifies a pointer to an array identifying theattachments to be invalidated.
+ ///
+ ///
+ /// Specifies the X offset of the region to be invalidated.
+ ///
+ ///
+ /// Specifies the Y offset of the region to be invalidated.
+ ///
+ ///
+ /// Specifies the width of the region to be invalidated.
+ ///
+ ///
+ /// Specifies the height of the region to be invalidated.
+ ///
+ public static void InvalidateSubFramebuffer(uint target, int numAttachments, uint[] attachments, int x, int y, int width, int height) => build_in.ExtensionFunctionsForCurrent.glInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
+ ///
+ /// glMultiDrawArraysIndirect — render multiple sets of primitives from array data, taking parameters from memory
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the address of an array of structures containing the draw parameters.
+ ///
+ ///
+ /// Specifies the the number of elements in the array of draw parameter structures.
+ ///
+ ///
+ /// Specifies the distance in basic machine units between elements of the draw parameter array.
+ ///
+ public static void MultiDrawArraysIndirect(uint mode, IntPtr indirect, int drawcount, int stride) => build_in.ExtensionFunctionsForCurrent.glMultiDrawArraysIndirect(mode, indirect, drawcount, stride);
+ ///
+ /// glMultiDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+ ///
+ ///
+ /// Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ /// GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+ ///
+ ///
+ /// Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+ ///
+ ///
+ /// Specifies the address of a structure containing an array of draw parameters.
+ ///
+ ///
+ /// Specifies the number of elements in the array addressed by indirect.
+ ///
+ ///
+ /// Specifies the distance in basic machine units between elements of the draw parameter array.
+ ///
+ public static void MultiDrawElementsIndirect(uint mode, uint type, IntPtr indirect, int drawcount, int stride) => build_in.ExtensionFunctionsForCurrent.glMultiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
+ ///
+ /// glGetProgramInterface — query a property of an interface in a program
+ ///
+ ///
+ /// The name of a program object whose interface to query.
+ ///
+ ///
+ /// A token identifying the interface within program to query.
+ ///
+ ///
+ /// The name of the parameter within programInterface to query.
+ ///
+ ///
+ /// The address of a variable to retrieve the value of pname for the program interface.
+ ///
+ public static void GetProgramInterface(uint program, uint programInterface, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetProgramInterfaceiv(program, programInterface, pname, Params);
+ ///
+ /// glGetProgramResourceIndex — query the index of a named resource within a program
+ ///
+ ///
+ /// The name of a program object whose resources to query.
+ ///
+ ///
+ /// A token identifying the interface within program containing the resource named name.
+ ///
+ ///
+ /// The name of the resource to query the index of.
+ ///
+ ///
+ /// returns the unsignedinteger index assigned to a resource named name inthe interface type programInterface of program object program.
+ ///
+ public static uint GetProgramResourceIndex(uint program, uint programInterface, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetProgramResourceIndex(program, programInterface, name);
+ ///
+ /// glGetProgramResourceName — query the name of an indexed resource within a program
+ ///
+ ///
+ /// The name of a program object whose resources to query.
+ ///
+ ///
+ /// A token identifying the interface within program containing the indexed resource.
+ ///
+ ///
+ /// The index of the resource within programInterface of program.
+ ///
+ ///
+ /// The size of the character array whose address is given by name.
+ ///
+ ///
+ /// The address of a variable which will receive the length of the resource name.
+ ///
+ ///
+ /// The address of a character array into which will be written the name of the resource.
+ ///
+ public static void GetProgramResourceName(uint program, uint programInterface, uint index, int bufSize, out int length, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetProgramResourceName(program, programInterface, index, bufSize, out length, name);
+ ///
+ /// glGetProgramResource — retrieve values for multiple properties of a single active resource within a program object
+ ///
+ ///
+ /// The name of a program object whose resources to query.
+ ///
+ ///
+ /// A token identifying the interface within program containing the resource named name.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static void GetProgramResource(uint program, uint programInterface, uint index, int propCount, uint[] props, int bufSize, out int length, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetProgramResourceiv(program, programInterface, index, propCount, props, bufSize, out length, Params);
+ ///
+ /// glGetProgramResourceLocation — query the location of a named resource within a program
+ ///
+ ///
+ /// The name of a program object whose resources to query.
+ ///
+ ///
+ /// A token identifying the interface within program containing the resource named name.
+ ///
+ ///
+ /// The name of the resource to query the location of.
+ ///
+ ///
+ /// glGetProgramResourceLocation returns the location assignedto the variable named name in interface programInterface of programobject program.
+ ///
+ public static int GetProgramResourceLocation(uint program, uint programInterface, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetProgramResourceLocation(program, programInterface, name);
+ ///
+ /// glGetProgramResourceLocationIndex — query the fragment color index of a named variable within a program
+ ///
+ ///
+ /// The name of a program object whose resources to query.
+ ///
+ ///
+ /// A token identifying the interface within program containing the resource named name.
+ ///
+ ///
+ /// The name of the resource to query the location of.
+ ///
+ ///
+ /// returns the fragment color index assignedto the variable named name in interface programInterface of programobject program.
+ ///
+ public static int GetProgramResourceLocationIndex(uint program, uint programInterface, byte[] name) => build_in.ExtensionFunctionsForCurrent.glGetProgramResourceLocationIndex(program, programInterface, name);
+ ///
+ /// glShaderStorageBlockBinding — change an active shader storage block binding
+ ///
+ ///
+ /// The name of the program containing the block whose binding to change.
+ ///
+ ///
+ /// The index storage block within the program.
+ ///
+ ///
+ /// The index storage block binding to associate with the specified storage block.
+ ///
+ public static void ShaderStorageBlockBinding(uint program, uint storageBlockIndex, uint storageBlockBinding) => build_in.ExtensionFunctionsForCurrent.glShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding);
+ ///
+ /// glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glTexBufferRange. Must be GL_TEXTURE_BUFFER.
+ ///
+ ///
+ /// Specifies the texture object name for glTextureBufferRange.
+ ///
+ ///
+ /// Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+ ///
+ ///
+ /// Specifies the offset of the start of the range of thebuffer's data store to attach.
+ ///
+ ///
+ /// Specifies the size of the range of the buffer's datastore to attach.
+ ///
+ public static void TexBufferRange(uint target, uint internalformat, uint buffer, int offset, int size) => build_in.ExtensionFunctionsForCurrent.glTexBufferRange(target, internalformat, buffer, offset, size);
+ ///
+ /// glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glTexStorage2DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+ ///
+ ///
+ /// Specify the number of samples in the texture.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ ///
+ /// Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+ ///
+ public static void TexStorage2DMultisample(uint target, int samples, uint internalformat, int width, int height, bool fixedsamplelocations) => build_in.ExtensionFunctionsForCurrent.glTexStorage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
+ ///
+ /// glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+ ///
+ ///
+ /// Specifies the target to which the texture object isbound for glTexStorage3DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+ ///
+ ///
+ /// Specify the number of samples in the texture.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ ///
+ /// Specifies the depth of the texture, in layers.
+ ///
+ ///
+ /// Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+ ///
+ public static void TexStorage3DMultisample(uint target, int samples, uint internalformat, int width, int height, int depth, bool fixedsamplelocations) => build_in.ExtensionFunctionsForCurrent.glTexStorage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
+ ///
+ /// glTextureView — initialize a texture as a data alias of another texture's data store
+ ///
+ ///
+ /// Specifies the texture object to be initialized as a view.
+ ///
+ ///
+ /// Specifies the target to be used for the newly initialized texture.
+ ///
+ ///
+ /// Specifies the name of a texture object of which to make a view.
+ ///
+ ///
+ /// Specifies the internal format for the newly created view.
+ ///
+ ///
+ /// Specifies lowest level of detail of the view.
+ ///
+ ///
+ /// Specifies the number of levels of detail to include in the view.
+ ///
+ ///
+ /// Specifies the index of the first layer to include in the view.
+ ///
+ ///
+ /// Specifies the number of layers to include in the view.
+ ///
+ public static void TextureView(uint texture, uint target, uint origtexture, uint internalformat, uint minlevel, uint numlevels, uint minlayer, uint numlayers) => build_in.ExtensionFunctionsForCurrent.glTextureView(texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers);
+ ///
+ /// glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+ ///
+ ///
+ /// The index of the vertex buffer binding point to which to bindthe buffer.
+ ///
+ ///
+ /// The name of a buffer to bind to the vertex buffer bindingpoint.
+ ///
+ ///
+ /// The offset of the first element of the buffer.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void BindVertexBuffer(uint bindingindex, uint buffer, int offset, int stride) => build_in.ExtensionFunctionsForCurrent.glBindVertexBuffer(bindingindex, buffer, offset, stride);
+ ///
+ /// glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+ ///
+ ///
+ /// The generic vertex attribute array being described.
+ ///
+ ///
+ /// The number of values per vertex that are stored in thearray.
+ ///
+ ///
+ /// The type of the data stored in the array.
+ ///
+ ///
+ /// Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexAttribFormat(uint attribindex, int size, uint type, bool normalized, uint relativeoffset) => build_in.ExtensionFunctionsForCurrent.glVertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
+ ///
+ /// glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+ ///
+ ///
+ /// The generic vertex attribute array being described.
+ ///
+ ///
+ /// The number of values per vertex that are stored in thearray.
+ ///
+ ///
+ /// The type of the data stored in the array.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexAttribIFormat(uint attribindex, int size, uint type, uint relativeoffset) => build_in.ExtensionFunctionsForCurrent.glVertexAttribIFormat(attribindex, size, type, relativeoffset);
+ ///
+ /// glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+ ///
+ ///
+ /// The generic vertex attribute array being described.
+ ///
+ ///
+ /// The number of values per vertex that are stored in thearray.
+ ///
+ ///
+ /// The type of the data stored in the array.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexAttribLFormat(uint attribindex, int size, uint type, uint relativeoffset) => build_in.ExtensionFunctionsForCurrent.glVertexAttribLFormat(attribindex, size, type, relativeoffset);
+ ///
+ /// glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+ ///
+ ///
+ /// The index of the attribute to associate with a vertexbuffer binding.
+ ///
+ ///
+ /// The index of the vertex buffer binding with which toassociate the generic vertex attribute.
+ ///
+ public static void VertexAttribBinding(uint attribindex, uint bindingindex) => build_in.ExtensionFunctionsForCurrent.glVertexAttribBinding(attribindex, bindingindex);
+ ///
+ /// glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+ ///
+ ///
+ /// Specify the index of the generic vertex attribute.
+ ///
+ ///
+ /// Specify the number of instances that will pass between updates of the generic attribute at slot index.
+ ///
+ public static void VertexBindingDivisor(uint bindingindex, uint divisor) => build_in.ExtensionFunctionsForCurrent.glVertexBindingDivisor(bindingindex, divisor);
+ ///
+ /// glDebugMessageControl — control the reporting of debug messages in a debug context
+ ///
+ ///
+ /// The source of debug messages to enable or disable.
+ ///
+ ///
+ /// The type of debug messages to enable or disable.
+ ///
+ ///
+ /// The severity of debug messages to enable or disable.
+ ///
+ ///
+ /// The length of the array ids.
+ ///
+ ///
+ /// The address of an array of unsigned integers contianing the ids of the messages to enable or disable.
+ ///
+ ///
+ /// A Boolean flag determining whether the selected messages should be enabled or disabled.
+ ///
+ public static void DebugMessageControl(uint source, uint type, uint severity, int count, uint[] ids, bool enabled) => build_in.ExtensionFunctionsForCurrent.glDebugMessageControl(source, type, severity, count, ids, enabled);
+ ///
+ /// glDebugMessageInsert — inject an application-supplied message into the debug message queue
+ ///
+ ///
+ /// The source of the debug message to insert.
+ ///
+ ///
+ /// The type of the debug message insert.
+ ///
+ ///
+ /// The user-supplied identifier of the message to insert.
+ ///
+ ///
+ /// The severity of the debug messages to insert.
+ ///
+ ///
+ /// The length string contained in the character array whose address is given by message.
+ ///
+ ///
+ /// The address of a character array containing the message to insert.
+ ///
+ public static void DebugMessageInsert(uint source, uint type, uint id, uint severity, int length, byte[] buf) => build_in.ExtensionFunctionsForCurrent.glDebugMessageInsert(source, type, id, severity, length, buf);
+ ///
+ /// glDebugMessageCallback — specify a callback to receive debugging messages from the GL
+ ///
+ ///
+ /// The address of a callback function that will be called when a debug message is generated.
+ ///
+ ///
+ /// A user supplied pointer that will be passed on each invocation of callback.
+ ///
+ public static void DebugMessageCallback(IntPtr callback, IntPtr userParam) => build_in.ExtensionFunctionsForCurrent.glDebugMessageCallback(callback, userParam);
+ ///
+ /// glGetDebugMessageLog — retrieve messages from the debug message log
+ ///
+ ///
+ /// The number of debug messages to retrieve from the log.
+ ///
+ ///
+ /// The size of the buffer whose address is given by messageLog.
+ ///
+ ///
+ /// The address of an array of variables to receive the sources of the retrieved messages.
+ ///
+ ///
+ /// The address of an array of variables to receive the types of the retrieved messages.
+ ///
+ ///
+ /// The address of an array of unsigned integers to receive the ids of the retrieved messages.
+ ///
+ ///
+ /// The address of an array of variables to receive the severites of the retrieved messages.
+ ///
+ ///
+ /// The address of an array of variables to receive the lengths of the received messages.
+ ///
+ ///
+ /// The address of an array of characters that will receive the messages.
+ ///
+ ///
+ /// glGetDebugMessageLog retrieves messages from the debug message log. A maximum of count messages are retrieved from the log.
+ ///
+ public static uint GetDebugMessageLog(uint count, int bufSize, uint[] sources, uint[] types, uint[] ids, uint[] severities, int[] lengths, byte[] messageLog) => build_in.ExtensionFunctionsForCurrent.glGetDebugMessageLog(count, bufSize, sources, types, ids, severities, lengths, messageLog);
+ ///
+ /// glPushDebugGroup — push a named debug group into the command stream
+ ///
+ ///
+ /// The source of the debug message.
+ ///
+ ///
+ /// The identifier of the message.
+ ///
+ ///
+ /// The length of the message to be sent to the debug output stream.
+ ///
+ ///
+ /// The a string containing the message to be sent to the debug output stream.
+ ///
+ public static void PushDebugGroup(uint source, uint id, int length, byte[] message) => build_in.ExtensionFunctionsForCurrent.glPushDebugGroup(source, id, length, message);
+ ///
+ /// glPopDebugGroup — pop the active debug group
+ ///
+ public static void PopDebugGroup() => build_in.ExtensionFunctionsForCurrent.glPopDebugGroup();
+ ///
+ /// glObjectLabel — label a named object identified within a namespace
+ ///
+ ///
+ /// The namespace from which the name of the object is allocated.
+ ///
+ ///
+ /// The name of the object to label.
+ ///
+ ///
+ /// The length of the label to be used for the object.
+ ///
+ ///
+ /// The address of a string containing the label to assign to the object.
+ ///
+ public static void ObjectLabel(uint identifier, uint name, int length, byte[] label) => build_in.ExtensionFunctionsForCurrent.glObjectLabel(identifier, name, length, label);
+ ///
+ /// glGetObjectLabel — retrieve the label of a named object identified within a namespace
+ ///
+ ///
+ /// The namespace from which the name of the object is allocated.
+ ///
+ ///
+ /// The name of the object whose label to retrieve.
+ ///
+ ///
+ /// The length of the buffer whose address is in label.
+ ///
+ ///
+ /// The address of a variable to receive the length of the object label.
+ ///
+ ///
+ /// The address of a string that will receive the object label.
+ ///
+ public static void GetObjectLabel(uint identifier, uint name, int bufSize, out int length, byte[] label) => build_in.ExtensionFunctionsForCurrent.glGetObjectLabel(identifier, name, bufSize, out length, label);
+ ///
+ /// glObjectPtrLabel — label a a sync object identified by a pointer
+ ///
+ ///
+ /// A pointer identifying a sync object.
+ ///
+ ///
+ /// The length of the label to be used for the object.
+ ///
+ ///
+ /// The address of a string containing the label to assign to the object.
+ ///
+ public static void ObjectPtrLabel(IntPtr ptr, int length, byte[] label) => build_in.ExtensionFunctionsForCurrent.glObjectPtrLabel(ptr, length, label);
+ ///
+ /// glGetObjectPtrLabel — retrieve the label of a sync object identified by a pointer
+ ///
+ ///
+ /// The name of the sync object whose label to retrieve.
+ ///
+ ///
+ /// The length of the buffer whose address is in label.
+ ///
+ ///
+ /// The address of a variable to receive the length of the object label.
+ ///
+ ///
+ /// The address of a string that will receive the object label.
+ ///
+ public static void GetObjectPtrLabel(IntPtr ptr, int bufSize, int[] length, byte[] label) => build_in.ExtensionFunctionsForCurrent.glGetObjectPtrLabel(ptr, bufSize, length, label);
+ ///
+ /// glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+ ///
+ ///
+ /// Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,commandsGL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER ,
+ /// GL_ELEMENT_ARRAY_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER ,GL_TRANSFORM_FEEDBACK_BUFFER,
+ ///
+ ///
+ /// Specifies the size in bytes of the buffer object's new datastore.
+ ///
+ ///
+ /// Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+ ///
+ ///
+ /// Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+ ///
+ public static void BufferStorage(uint target, int size, IntPtr data, uint flags) => build_in.ExtensionFunctionsForCurrent.glBufferStorage(target, size, data, flags);
+ ///
+ /// glClearTexImage — fills all a texture image with a constant value
+ ///
+ ///
+ /// The name of an existing texture object containing the image to be cleared.
+ ///
+ ///
+ /// The level of texture containing the region to be cleared.
+ ///
+ ///
+ /// The format of the data whose address in memory is given by data.
+ ///
+ ///
+ /// The type of the data whose address in memory is given by data.
+ ///
+ ///
+ /// The address in memory of the data to be used to clear the specified region.
+ ///
+ public static void ClearTexImage(uint texture, int level, uint format, uint type, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glClearTexImage(texture, level, format, type, data);
+ ///
+ /// glClearTexSubImage — fills all or part of a texture image with a constant value
+ ///
+ ///
+ /// The name of an existing texture object containing the image to be cleared.
+ ///
+ ///
+ /// The level of texture containing the region to be cleared.
+ ///
+ ///
+ /// The coordinate of the left edge of the region to be cleared.
+ ///
+ ///
+ /// The coordinate of the lower edge of the region to be cleared.
+ ///
+ ///
+ /// The coordinate of the front of the region to be cleared.
+ ///
+ ///
+ /// The width of the region to be cleared.
+ ///
+ ///
+ /// The height of the region to be cleared.
+ ///
+ ///
+ /// The depth of the region to be cleared.
+ ///
+ ///
+ /// The format of the data whose address in memory is given by data.
+ ///
+ ///
+ /// The type of the data whose address in memory is given by data.
+ ///
+ ///
+ /// The address in memory of the data to be used to clear the specified region.
+ ///
+ public static void ClearTexSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
+ ///
+ ///glBindBuffersBase — bind one or more buffer objects to a sequence of indexed buffer targets
+ ///
+ ///
+ /// Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+ ///
+ ///
+ /// Specify the index of the first binding point within the array specified by target.
+ ///
+ ///
+ /// Specify the number of contiguous binding points to which to bind buffers.
+ ///
+ ///
+ /// A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+ ///
+ public static void BindBuffersBase(uint target, uint first, int count, uint[] buffers) => build_in.ExtensionFunctionsForCurrent.glBindBuffersBase(target, first, count, buffers);
+ ///
+ /// glBindBuffersRange — bind ranges of one or more buffer objects to a sequence of indexed buffer targets
+ ///
+ ///
+ /// Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+ ///
+ ///
+ /// Specify the index of the first binding point within the array specified by target.
+ ///
+ ///
+ /// Specify the number of contiguous binding points to which to bind buffers.
+ ///
+ ///
+ /// A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+ ///
+ ///
+ /// A pointer to an array of offsets into the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+ ///
+ ///
+ /// A pointer to an array of sizes of the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+ ///
+ public static void BindBuffersRange(uint target, uint first, int count, uint[] buffers, int[] offsets, int[] sizes) => build_in.ExtensionFunctionsForCurrent.glBindBuffersRange(target, first, count, buffers, offsets, sizes);
+ ///
+ /// glBindTextures — bind one or more named textures to a sequence of consecutive texture units
+ ///
+ ///
+ /// Specifies the first texture unit to which a texture is to be bound.
+ ///
+ ///
+ /// Specifies the number of textures to bind.
+ ///
+ ///
+ /// Specifies the address of an array of names of existing texture objects.
+ ///
+ public static void BindTextures(uint first, int count, uint[] textures) => build_in.ExtensionFunctionsForCurrent.glBindTextures(first, count, textures);
+
+ ///
+ /// glBindSamplers — bind one or more named sampler objects to a sequence of consecutive sampler units
+ ///
+ ///
+ /// Specifies the first sampler unit to which a sampler object is to be bound.
+ ///
+ ///
+ /// Specifies the number of samplers to bind.
+ ///
+ ///
+ /// Specifies the address of an array of names of existing sampler objects.
+ ///
+ public static void BindSamplers(uint first, int count, uint[] samplers) => build_in.ExtensionFunctionsForCurrent.glBindSamplers(first, count, samplers);
+
+ ///
+ /// glBindImageTextures — bind one or more named texture images to a sequence of consecutive image units
+ ///
+ ///
+ /// Specifies the first image unit to which a texture is to be bound.
+ ///
+ ///
+ /// Specifies the number of textures to bind.
+ ///
+ ///
+ /// Specifies the address of an array of names of existing texture objects.
+ ///
+ public static void BindImageTextures(uint first, int count, uint[] textures) => build_in.ExtensionFunctionsForCurrent.glBindImageTextures(first, count, textures);
+
+ ///
+ /// glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+ ///
+ ///
+ /// Specifies the first vertex buffer binding point to whicha buffer object is to be bound.
+ ///
+ ///
+ /// Specifies the number of buffers to bind.
+ ///
+ ///
+ /// Specifies the address of an array of names of existingbuffer objects.
+ ///
+ ///
+ /// Specifies the address of an array of offsets toassociate with the binding points.
+ ///
+ ///
+ /// Specifies the address of an array of strides toassociate with the binding points.
+ ///
+ public static void BindVertexBuffers(uint first, int count, uint[] buffers, int offsets, int[] strides) => build_in.ExtensionFunctionsForCurrent.glBindVertexBuffers(first, count, buffers, offsets, strides);
+
+ ///
+ /// glClipControl — control clip coordinate to window coordinate behavior
+ ///
+ ///
+ /// Specifies the clip control origin. Must be one of GL_LOWER_LEFT or GL_UPPER_LEFT.
+ ///
+ ///
+ /// Specifies the clip control depth mode. Must be oneof GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE.
+ ///
+ public static void ClipControl(uint origin, uint depth) => build_in.ExtensionFunctionsForCurrent.glClipControl(origin, depth);
+
+ ///
+ /// glCreateTransformFeedbacks — create transform feedback objects
+ ///
+ ///
+ /// Number of transform feedback objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the newtransform feedback objects are stored.
+ ///
+ public static void CreateTransformFeedbacks(int n, uint[] ids) => build_in.ExtensionFunctionsForCurrent.glCreateTransformFeedbacks(n, ids);
+
+ ///
+ /// glTransformFeedbackBufferBase — bind a buffer object to a transform feedback buffer object
+ ///
+ ///
+ /// Name of the transform feedback buffer object.
+ ///
+ ///
+ /// Index of the binding point within xfb.
+ ///
+ ///
+ /// Name of the buffer object to bind to the specifiedbinding point.
+ ///
+ public static void TransformFeedbackBufferBase(uint xfb, uint index, uint buffer) => build_in.ExtensionFunctionsForCurrent.glTransformFeedbackBufferBase(xfb, index, buffer);
+
+ ///
+ /// glTransformFeedbackBufferRange — bind a range within a buffer object to a transform feedback buffer object
+ ///
+ ///
+ /// Name of the transform feedback buffer object.
+ ///
+ ///
+ /// Index of the binding point within xfb.
+ ///
+ ///
+ /// Name of the buffer object to bind to the specifiedbinding point
+ ///
+ ///
+ /// The starting offset in basic machine units into thebuffer object.
+ ///
+ ///
+ /// The amount of data in basic machine units that canbe read from or written to the buffer object whileused as an indexed target.
+ ///
+ public static void TransformFeedbackBufferRange(uint xfb, uint index, uint buffer, int offset, int size) => build_in.ExtensionFunctionsForCurrent.glTransformFeedbackBufferRange(xfb, index, buffer, offset, size);
+
+ ///
+ /// glGetTransformFeedbackiv — query the state of a transform feedback object.
+ ///
+ ///
+ /// The name of an existing transform feedback object, or zero forthe default transform feedback object.
+ ///
+ ///
+ /// Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+ ///
+ ///
+ /// The address of a buffer into which will be written therequested state information.
+ ///
+ public static void GetTransformFeedback(uint xfb, uint pname, int[] Param) => build_in.ExtensionFunctionsForCurrent.glGetTransformFeedbackiv(xfb, pname, Param);
+
+ ///
+ /// glGetTransformFeedbackiv — query the state of a transform feedback object.
+ ///
+ ///
+ /// The name of an existing transform feedback object, or zero forthe default transform feedback object.
+ ///
+ ///
+ /// Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+ ///
+ ///
+ /// Index of the transform feedback stream (for indexedstate).
+ ///
+ ///
+ /// The address of a buffer into which will be written therequested state information.
+ ///
+ public static void GetTransformFeedback(uint xfb, uint pname, uint index, int[] Param) => build_in.ExtensionFunctionsForCurrent.glGetTransformFeedbacki_v(xfb, pname, index, Param);
+
+ ///
+ /// glGetTransformFeedbackiv — query the state of a transform feedback object.
+ ///
+ ///
+ /// The name of an existing transform feedback object, or zero forthe default transform feedback object.
+ ///
+ ///
+ /// Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+ ///
+ ///
+ /// Index of the transform feedback stream (for indexedstate).
+ ///
+ ///
+ /// The address of a buffer into which will be written therequested state information.
+ ///
+ public static void GetTransformFeedback(uint xfb, uint pname, uint index, Int64[] Param) => build_in.ExtensionFunctionsForCurrent.glGetTransformFeedbacki64_v(xfb, pname, index, Param);
+
+ ///
+ /// glCreateBuffers — create buffer objects
+ ///
+ ///
+ /// Specifies the number of buffer objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the new bufferobjects are stored.
+ ///
+ public static void CreateBuffers(int n, uint[] buffers) => build_in.ExtensionFunctionsForCurrent.glCreateBuffers(n, buffers);
+
+ ///
+ /// glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+ ///
+ ///
+ /// Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ /// GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,
+ /// GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+ ///
+ ///
+ /// Specifies the size in bytes of the buffer object's new datastore.
+ ///
+ ///
+ /// Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+ ///
+ ///
+ /// Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+ ///
+ public static void NamedBufferStorage(uint buffer, int size, IntPtr data, uint flags) => build_in.ExtensionFunctionsForCurrent.glNamedBufferStorage(buffer, size, data, flags);
+
+ ///
+ /// glBufferData, glNamedBufferData — creates and initializes a buffer object's datastore
+ ///
+ ///
+ /// Specifies the name of the buffer object for glNamedBufferData function.
+ ///
+ ///
+ /// Specifies the size in bytes of the buffer object's new datastore.
+ ///
+ ///
+ /// Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+ ///
+ ///
+ /// Specifies the expected usage pattern of the data store. Thesymbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+ ///
+ public static void NamedBufferData(uint buffer, int size, IntPtr data, uint usage) => build_in.ExtensionFunctionsForCurrent.glNamedBufferData(buffer, size, data, usage);
+
+ ///
+ /// glBufferSubData, glNamedBufferSubData — updates a subset of a buffer object's data store
+ ///
+ ///
+ /// Specifies the name of the buffer objectfor glNamedBufferSubData.
+ ///
+ ///
+ /// Specifies the offset into the buffer object's data storewhere data replacement will begin, measured in bytes.
+ ///
+ ///
+ /// Specifies the size in bytes of the data store regionbeing replaced.
+ ///
+ ///
+ /// Specifies a pointer to the new data that will be copiedinto the data store.
+ ///
+ public static void NamedBufferSubData(uint buffer, int offset, int size, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glNamedBufferSubData(buffer, offset, size, data);
+
+ ///
+ /// glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+ ///
+ ///
+ /// Specifies the name of the source buffer object for glCopyNamedBufferSubData
+ ///
+ ///
+ /// Specifies the name of the destination buffer object for glCopyNamedBufferSubData.
+ ///
+ ///
+ /// Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+ ///
+ ///
+ /// Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+ ///
+ ///
+ /// Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+ ///
+ public static void CopyNamedBufferSubData(uint readBuffer, uint writeBuffer, int readOffset, int writeOffset, int size) => build_in.ExtensionFunctionsForCurrent.glCopyNamedBufferSubData(readBuffer, writeBuffer, readOffset, writeOffset, size);
+
+ ///
+ /// glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+ ///
+ ///
+ /// Specifies the name of the buffer object for glClearNamedBufferData.
+ ///
+ ///
+ /// The internal format with which the data will be storedin the buffer object.
+ ///
+ ///
+ /// The format of the data in memory addressed by data.
+ ///
+ ///
+ /// The type of the data in memory addressed by data.
+ ///
+ ///
+ /// The address of a memory location storing the data to bereplicated into the buffer's data store.
+ ///
+ public static void ClearNamedBufferData(uint buffer, uint internalformat, uint format, uint type, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glClearNamedBufferData(buffer, internalformat, format, type, data);
+
+ ///
+ /// glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+ ///
+ ///
+ /// Specifies the name of the buffer object for glClearNamedBufferSubData
+ ///
+ ///
+ /// The internal format with which the data will be storedin the buffer object.
+ ///
+ ///
+ /// The offset in basic machine units into the bufferobject's data store at which to start filling.
+ ///
+ ///
+ /// The size in basic machine units of the range of thedata store to fill.
+ ///
+ ///
+ /// The format of the data in memory addressed by data.
+ ///
+ ///
+ /// The type of the data in memory addressed by data.
+ ///
+ ///
+ /// The address of a memory location storing the data to bereplicated into the buffer's data store.
+ ///
+ public static void ClearNamedBufferSubData(uint buffer, uint internalformat, int offset, int size, uint format, uint type, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glClearNamedBufferSubData(buffer, internalformat, offset, size, format, type, data);
+
+ ///
+ /// glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space
+ ///
+ ///
+ /// Specifies the name of the buffer object for glMapNamedBuffer.
+ ///
+ ///
+ /// Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+ ///
+ public static void MapNamedBuffer(uint buffer, uint access) => build_in.ExtensionFunctionsForCurrent.glMapNamedBuffer(buffer, access);
+
+ ///
+ /// glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+ ///
+ ///
+ /// Specifies the name of the buffer object for glMapNamedBufferRange.
+ ///
+ ///
+ /// Specifies the starting offset within the buffer of therange to be mapped.
+ ///
+ ///
+ /// Specifies the length of the range to be mapped.
+ ///
+ ///
+ /// Specifies a combination of access flags indicating thedesired access to the mapped range.
+ ///
+ public static void MapNamedBufferRange(uint buffer, int offset, int length, uint access) => build_in.ExtensionFunctionsForCurrent.glMapNamedBufferRange(buffer, offset, length, access);
+
+ ///
+ /// glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+ ///
+ ///
+ /// Specifies the name of the buffer object for glUnmapNamedBuffer.
+ ///
+ ///
+ /// glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+ ///
+ public static bool UnmapNamedBuffer(uint buffer) => build_in.ExtensionFunctionsForCurrent.glUnmapNamedBuffer(buffer);
+
+ ///
+ /// glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+ ///
+ ///
+ /// Specifies the name of the buffer object for glFlushMappedNamedBufferRange.
+ ///
+ ///
+ /// Specifies the start of the buffer subrange, in basic machine units.
+ ///
+ ///
+ /// Specifies the length of the buffer subrange, in basic machine units.
+ ///
+ public static void FlushMappedNamedBufferRange(uint buffer, int offset, int length) => build_in.ExtensionFunctionsForCurrent.glFlushMappedNamedBufferRange(buffer, offset, length);
+
+ ///
+ /// glGetBufferParameter — return parameters of a buffer object
+ ///
+ ///
+ /// Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+ ///
+ ///
+ /// Specifies the name of the buffer object parameter toquery.
+ ///
+ ///
+ /// Returns the requested parameter.
+ ///
+ public static void GetNamedBufferParameter(uint buffer, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetNamedBufferParameteriv(buffer, pname, Params);
+
+ ///
+ /// glGetBufferParameter — return parameters of a buffer object
+ ///
+ ///
+ /// Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+ ///
+ ///
+ /// Specifies the name of the buffer object parameter toquery.
+ ///
+ ///
+ /// Returns the requested parameter.
+ ///
+ public static void GetNamedBufferParameter(uint buffer, uint pname, Int64[] Params) => build_in.ExtensionFunctionsForCurrent.glGetNamedBufferParameteri64v(buffer, pname, Params);
+
+ ///
+ /// glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+ ///
+ ///
+ /// Specifies the name of the buffer object for glGetNamedBufferPointerv.
+ ///
+ ///
+ /// Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+ ///
+ ///
+ /// Returns the pointer value specified by pname.
+ ///
+ public static void GetNamedBufferPointer(uint buffer, uint pname, IntPtr[] Params) => build_in.ExtensionFunctionsForCurrent.glGetNamedBufferPointerv(buffer, pname, Params);
+
+ ///
+ /// glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+ ///
+ ///
+ /// Specifies the name of the buffer object for glGetNamedBufferSubData.
+ ///
+ ///
+ /// Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+ ///
+ ///
+ /// Specifies the size in bytes of the data store region being returned.
+ ///
+ ///
+ /// Specifies a pointer to the location where buffer object data is returned.
+ ///
+ public static void GetNamedBufferSubData(uint buffer, int offset, int size, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glGetNamedBufferSubData(buffer, offset, size, data);
+
+ ///
+ /// glCreateFramebuffers — create framebuffer objects
+ ///
+ ///
+ /// Number of framebuffer objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the newframebuffer objects are stored.
+ ///
+ public static void CreateFramebuffers(int n, uint[] framebuffers) => build_in.ExtensionFunctionsForCurrent.glCreateFramebuffers(n, framebuffers);
+
+ ///
+ /// glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferRenderbuffer
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+ ///
+ ///
+ /// Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+ ///
+ public static void NamedFramebufferRenderbuffer(uint framebuffer, uint attachment, uint renderbuffertarget, uint renderbuffer) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferRenderbuffer(framebuffer, attachment, renderbuffertarget, renderbuffer);
+
+ ///
+ /// glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferParameteri.
+ ///
+ ///
+ /// Specifies the framebuffer parameter to be modified
+ ///
+ ///
+ /// The new value for the parameter named pname.
+ ///
+ public static void NamedFramebufferParameter(uint framebuffer, uint pname, int Param) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferParameteri(framebuffer, pname, Param);
+
+ ///
+ /// glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferTexture.
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ public static void NamedFramebufferTexture(uint framebuffer, uint attachment, uint texture, int level) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferTexture(framebuffer, attachment, texture, level);
+
+ ///
+ /// glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferTextureLayer.
+ ///
+ ///
+ /// Specifies the attachment point of the framebuffer.
+ ///
+ ///
+ /// Specifies the name of an existing texture object toattach.
+ ///
+ ///
+ /// Specifies the mipmap level of the texture object toattach.
+ ///
+ ///
+ /// Specifies the layer of the texture object toattach.
+ ///
+ public static void NamedFramebufferTextureLayer(uint framebuffer, uint attachment, uint texture, int level, int layer) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferTextureLayer(framebuffer, attachment, texture, level, layer);
+
+ ///
+ /// glDrawBuffer, glNamedFramebufferDrawBuffer — specify which color buffers are to be drawn into
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffer function. Must bezero or the name of a framebuffer object.
+ ///
+ ///
+ /// For default framebuffer, the argument specifies up to fourcolor buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT
+ /// GL_BACK, GL_LEFT, GL_RIGHT, and GL_FRONT_AND_BACK are accepted. The initialvalue is GL_FRONT for single-buffered contexts,and GL_BACK for double-buffered contexts. Forframebuffer objects,
+ /// GL_COLOR_ATTACHMENT$m$ and GL_NONE enums are accepted, where $m$ is a value between 0 and GL_MAX_COLOR_ATTACHMENTS.
+ ///
+ public static void NamedFramebufferDrawBuffer(uint framebuffer, uint buf) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferDrawBuffer(framebuffer, buf);
+
+ ///
+ /// glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffers.
+ ///
+ ///
+ /// Specifies the number of buffers in bufs.
+ ///
+ ///
+ /// Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+ ///
+ public static void NamedFramebufferDrawBuffers(uint framebuffer, int n, uint[] bufs) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferDrawBuffers(framebuffer, n, bufs);
+
+ ///
+ /// glReadBuffer, glNamedFramebufferReadBuffer — select a color buffer source for pixels
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glNamedFramebufferReadBuffer function.
+ ///
+ ///
+ /// Specifies a color buffer. Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, and the constants GL_COLOR_ATTACHMENTi.
+ ///
+ public static void NamedFramebufferReadBuffer(uint framebuffer, uint src) => build_in.ExtensionFunctionsForCurrent.glNamedFramebufferReadBuffer(framebuffer, src);
+
+ ///
+ /// glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glInvalidateNamedFramebufferData.
+ ///
+ ///
+ /// Specifies the number of entries in the attachments array.
+ ///
+ ///
+ /// Specifies a pointer to an array identifying theattachments to be invalidated.
+ ///
+ public static void InvalidateNamedFramebufferData(uint framebuffer, int numAttachments, uint[] attachments) => build_in.ExtensionFunctionsForCurrent.glInvalidateNamedFramebufferData(framebuffer, numAttachments, attachments);
+
+ ///
+ /// glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glInvalidateNamedFramebufferSubData.
+ ///
+ ///
+ /// Specifies the number of entries in the attachments array.
+ ///
+ ///
+ /// Specifies a pointer to an array identifying theattachments to be invalidated.
+ ///
+ ///
+ /// Specifies the X offset of the region to be invalidated.
+ ///
+ ///
+ /// Specifies the Y offset of the region to be invalidated.
+ ///
+ ///
+ /// Specifies the width of the region to be invalidated.
+ ///
+ ///
+ /// Specifies the height of the region to be invalidated.
+ ///
+ public static void InvalidateNamedFramebufferSubData(uint framebuffer, int numAttachments, uint[] attachments, int x, int y, int width, int height) => build_in.ExtensionFunctionsForCurrent.glInvalidateNamedFramebufferSubData(framebuffer, numAttachments, attachments, x, y, width, height);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// A pointer to the value or values to clear the buffer to.
+ ///
+ public static void ClearNamedFramebuffer(uint framebuffer, uint buffer, int drawbuffer, int[] value) => build_in.ExtensionFunctionsForCurrent.glClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// A pointer to the value or values to clear the buffer to.
+ ///
+ public static void ClearNamedFramebuffer(uint framebuffer, uint buffer, int drawbuffer, uint[] value) => build_in.ExtensionFunctionsForCurrent.glClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// A pointer to the value or values to clear the buffer to.
+ ///
+ public static void ClearNamedFramebuffer(uint framebuffer, uint buffer, int drawbuffer, float[] value) => build_in.ExtensionFunctionsForCurrent.glClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
+
+ ///
+ /// glClearBuffer — clear individual buffers of a framebuffer
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+ ///
+ ///
+ /// Specify the buffer to clear.
+ ///
+ ///
+ /// Specify a particular draw buffer to clear.
+ ///
+ ///
+ /// The value to clear the depth buffer to.
+ ///
+ ///
+ /// The value to clear the stencil buffer to.
+ ///
+ public static void ClearNamedFramebuffer(uint framebuffer, uint buffer, int drawbuffer, float depth, int stencil) => build_in.ExtensionFunctionsForCurrent.glClearNamedFramebufferfi(framebuffer, buffer, drawbuffer, depth, stencil);
+
+ ///
+ /// glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+ ///
+ ///
+ /// Specifies the name of the source framebuffer objectfor glBlitNamedFramebuffer.
+ ///
+ ///
+ /// Specifies the name of the destination framebuffer objectfor glBlitNamedFramebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+ ///
+ ///
+ /// The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+ ///
+ ///
+ /// Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+ ///
+ public static void BlitNamedFramebuffer(uint readFramebuffer, uint drawFramebuffer, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, uint mask, uint filter) => build_in.ExtensionFunctionsForCurrent.glBlitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+
+ ///
+ /// glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+ ///
+ ///
+ /// Specifies the name of the framebuffer objectfor glCheckNamedFramebufferStatus
+ ///
+ ///
+ /// Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+ ///
+ ///
+ /// glCheckNamedFramebufferStatus return thecompleteness status of a framebuffer object when treated as aread or draw framebuffer, depending on the value of target.
+ ///
+ public static uint CheckNamedFramebufferStatus(uint framebuffer, uint target) => build_in.ExtensionFunctionsForCurrent.glCheckNamedFramebufferStatus(framebuffer, target);
+
+ ///
+ /// glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glGetNamedFramebufferParameteriv.
+ ///
+ ///
+ /// Specifies the parameter of the framebuffer object toquery.
+ ///
+ ///
+ /// Returns the value of parameter pname for the framebuffer object.
+ ///
+ public static void GetNamedFramebufferParameter(uint framebuffer, uint pname, int[] Param) => build_in.ExtensionFunctionsForCurrent.glGetNamedFramebufferParameteriv(framebuffer, pname, Param);
+
+ ///
+ /// glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+ ///
+ ///
+ /// Specifies the name of the framebuffer object for glGetNamedFramebufferAttachmentParameteriv
+ ///
+ ///
+ /// Specifies the attachment of the framebuffer object toquery.
+ ///
+ ///
+ /// Specifies the parameter of attachment to query.
+ ///
+ ///
+ /// Returns the value of parameter pname for attachment.
+ ///
+ public static void GetNamedFramebufferAttachmentParameter(uint framebuffer, uint attachment, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetNamedFramebufferAttachmentParameteriv(framebuffer, attachment, pname, Params);
+
+ ///
+ /// glCreateRenderbuffers — create renderbuffer objects
+ ///
+ ///
+ /// Number of renderbuffer objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the new renderbufferobjects are stored.
+ ///
+ public static void CreateRenderbuffers(int n, uint[] renderbuffers) => build_in.ExtensionFunctionsForCurrent.glCreateRenderbuffers(n, renderbuffers);
+
+ ///
+ /// glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+ ///
+ ///
+ /// Specifies the name of the renderbuffer object for glNamedRenderbufferStorage function.
+ ///
+ ///
+ /// Specifies the internal format to use for the renderbufferobject's image.
+ ///
+ ///
+ /// Specifies the width of the renderbuffer, in pixels.
+ ///
+ ///
+ /// Specifies the height of the renderbuffer, in pixels.
+ ///
+ public static void NamedRenderbufferStorage(uint renderbuffer, uint internalformat, int width, int height) => build_in.ExtensionFunctionsForCurrent.glNamedRenderbufferStorage(renderbuffer, internalformat, width, height);
+
+ ///
+ /// glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+ ///
+ ///
+ /// Specifies the name of the renderbuffer object for glNamedRenderbufferStorageMultisamplefunction.
+ ///
+ ///
+ /// Specifies the number of samples to be used for therenderbuffer object's storage.
+ ///
+ ///
+ /// Specifies the internal format to use for the renderbufferobject's image.
+ ///
+ ///
+ /// Specifies the width of the renderbuffer, in pixels.
+ ///
+ ///
+ /// Specifies the height of the renderbuffer, in pixels.
+ ///
+ public static void NamedRenderbufferStorageMultisample(uint renderbuffer, int samples, uint internalformat, int width, int height) => build_in.ExtensionFunctionsForCurrent.glNamedRenderbufferStorageMultisample(renderbuffer, samples, internalformat, width, height);
+
+ ///
+ /// glGetRenderbufferParameteriv, glGetNamedRenderbufferParameteriv — query a named parameter of a renderbuffer object
+ ///
+ ///
+ /// Specifies the name of the renderbuffer object for glGetNamedRenderbufferParameteriv.
+ ///
+ ///
+ /// Specifies the parameter of the renderbuffer object toquery.
+ ///
+ ///
+ /// Returns the value of parameter pname for the renderbuffer object.
+ ///
+ public static void GetNamedRenderbufferParameter(uint renderbuffer, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetNamedRenderbufferParameteriv(renderbuffer, pname, Params);
+
+ ///
+ /// glCreateTextures — create texture objects
+ ///
+ ///
+ /// Specifies the effective texture targetof each created texture.
+ /// target must be one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+ ///
+ ///
+ /// Number of texture objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the new textureobjects are stored.
+ ///
+ public static void CreateTextures(uint target, int n, uint[] textures) => build_in.ExtensionFunctionsForCurrent.glCreateTextures(target, n, textures);
+
+ ///
+ /// glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+ ///
+ ///
+ /// Specifies the texture object name for glTextureBuffer.
+ ///
+ ///
+ /// Specifies the internal format of the data in the storebelonging to buffer.
+ ///
+ ///
+ /// Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+ ///
+ public static void TextureBuffer(uint texture, uint internalformat, uint buffer) => build_in.ExtensionFunctionsForCurrent.glTextureBuffer(texture, internalformat, buffer);
+
+ ///
+ /// glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+ ///
+ ///
+ /// Specifies the texture object name for glTextureBufferRange.
+ ///
+ ///
+ /// Specifies the internal format of the data in the storebelonging to buffer.
+ ///
+ ///
+ /// Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+ ///
+ ///
+ /// Specifies the offset of the start of the range of thebuffer's data store to attach.
+ ///
+ ///
+ /// Specifies the size of the range of the buffer's datastore to attach.
+ ///
+ public static void TextureBufferRange(uint texture, uint internalformat, uint buffer, int offset, int size) => build_in.ExtensionFunctionsForCurrent.glTextureBufferRange(texture, internalformat, buffer, offset, size);
+
+ ///
+ /// glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+ ///
+ ///
+ /// Specifies the texture object name for glTextureStorage1D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+ ///
+ ///
+ /// Specify the number of texture levels.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ public static void TextureStorage1D(uint texture, int levels, uint internalformat, int width) => build_in.ExtensionFunctionsForCurrent.glTextureStorage1D(texture, levels, internalformat, width);
+
+ ///
+ /// glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+ ///
+ ///
+ /// Specifies the texture object name for glTextureStorage2D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+ ///
+ ///
+ /// Specify the number of texture levels.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ public static void TextureStorage2D(uint texture, int levels, uint internalformat, int width, int height) => build_in.ExtensionFunctionsForCurrent.glTextureStorage2D(texture, levels, internalformat, width, height);
+
+ ///
+ /// glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+ ///
+ ///
+ /// Specifies the texture object name for glTextureStorage3D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+ ///
+ ///
+ /// Specify the number of texture levels.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ ///
+ /// Specifies the depth of the texture, in texels.
+ ///
+ public static void TextureStorage3D(uint texture, int levels, uint internalformat, int width, int height, int depth) => build_in.ExtensionFunctionsForCurrent.glTextureStorage3D(texture, levels, internalformat, width, height, depth);
+
+ ///
+ /// glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+ ///
+ ///
+ /// Specifies the texture object name for glTextureStorage2DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+ ///
+ ///
+ /// Specify the number of samples in the texture.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ ///
+ /// Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+ ///
+ public static void TextureStorage2DMultisample(uint texture, int samples, uint internalformat, int width, int height, bool fixedsamplelocations) => build_in.ExtensionFunctionsForCurrent.glTextureStorage2DMultisample(texture, samples, internalformat, width, height, fixedsamplelocations);
+
+ ///
+ /// glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+ ///
+ ///
+ /// Specifies the texture object name for glTextureStorage3DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+ ///
+ ///
+ /// Specify the number of samples in the texture.
+ ///
+ ///
+ /// Specifies the sized internal format to be used to store texture image data.
+ ///
+ ///
+ /// Specifies the width of the texture, in texels.
+ ///
+ ///
+ /// Specifies the height of the texture, in texels.
+ ///
+ ///
+ /// Specifies the depth of the texture, in layers.
+ ///
+ ///
+ /// Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+ ///
+ public static void TextureStorage3DMultisample(uint texture, int samples, uint internalformat, int width, int height, int depth, bool fixedsamplelocations) => build_in.ExtensionFunctionsForCurrent.glTextureStorage3DMultisample(texture, samples, internalformat, width, height, depth, fixedsamplelocations);
+
+ ///
+ /// glTexSubImage1D, glTextureSubImage1D — specify a one-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the texture object name for glTextureSubImage1D. The effectivetarget of texture must be one ofthe valid target values above.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ /// GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ ///
+ public static void TextureSubImage1D(uint texture, int level, int xoffset, int width, uint format, uint type, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glTextureSubImage1D(texture, level, xoffset, width, format, type, pixels);
+
+ ///
+ /// glTexSubImage2D, glTextureSubImage2D — specify a two-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the texture object name for glTextureSubImage2D. The effectivetarget of texture must be one ofthe valid target values above.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texture array.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ /// GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ ///
+ public static void TextureSubImage2D(uint texture, int level, int xoffset, int yoffset, int width, int height, uint format, uint type, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glTextureSubImage2D(texture, level, xoffset, yoffset, width, height, format, type, pixels);
+
+ ///
+ /// glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the texture object name for glTextureSubImage3D. The effectivetarget of texture must be one ofthe valid target values above.
+ ///
+ ///
+ /// Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texture array.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the depth of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+ ///
+ ///
+ /// Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ /// GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies a pointer to the image data in memory.
+ ///
+ public static void TextureSubImage3D(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+
+ ///
+ /// glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+ ///
+ ///
+ /// Specifies the texture object name for glCompressedTextureSubImage1D function.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored ataddress data.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data startingat the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data inmemory.
+ ///
+ public static void CompressedTextureSubImage1D(uint texture, int level, int xoffset, int width, uint format, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTextureSubImage1D(texture, level, xoffset, width, format, imageSize, data);
+
+ ///
+ /// glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+ ///
+ ///
+ /// Specifies the texture object name for glCompressedTextureSubImage2D function.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored ataddress data.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data startingat the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data inmemory.
+ ///
+ public static void CompressedTextureSubImage2D(uint texture, int level, int xoffset, int yoffset, int width, int height, uint format, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTextureSubImage2D(texture, level, xoffset, yoffset, width, height, format, imageSize, data);
+
+ ///
+ /// glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+ ///
+ ///
+ /// Specifies the texture object name for glCompressedTextureSubImage3D function.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the depth of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the compressed image data stored ataddress data.
+ ///
+ ///
+ /// Specifies the number of unsigned bytes of image data startingat the address specified by data.
+ ///
+ ///
+ /// Specifies a pointer to the compressed image data inmemory.
+ ///
+ public static void CompressedTextureSubImage3D(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, int imageSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glCompressedTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+
+ ///
+ /// glCopyTexSubImage1D, glCopyTextureSubImage1D — copy a one-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the texture object name for glCopyTextureSubImage1D function.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies the texel offset within the texture array.
+ ///
+ ///
+ /// Specify the window coordinates of the left corner of the rowof pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the left corner of the rowof pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ public static void CopyTextureSubImage1D(uint texture, int level, int xoffset, int x, int y, int width) => build_in.ExtensionFunctionsForCurrent.glCopyTextureSubImage1D(texture, level, xoffset, x, y, width);
+
+ ///
+ /// glCopyTexSubImage2D, glCopyTextureSubImage2D — copy a two-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the texture object name for glCopyTextureSubImage2D function.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ public static void CopyTextureSubImage2D(uint texture, int level, int xoffset, int yoffset, int x, int y, int width, int height) => build_in.ExtensionFunctionsForCurrent.glCopyTextureSubImage2D(texture, level, xoffset, yoffset, x, y, width, height);
+
+ ///
+ /// glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+ ///
+ ///
+ /// Specifies the texture object name for glCopyTextureSubImage3D function.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texture array.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texturearray.
+ ///
+ ///
+ /// Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+ ///
+ ///
+ ///Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ public static void CopyTextureSubImage3D(uint texture, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) => build_in.ExtensionFunctionsForCurrent.glCopyTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, x, y, width, height);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the texture object name for glTextureParameter functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ /// GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ ///
+ ///
+ /// For the scalar commands, specifies the value of pname.
+ ///
+ public static void TextureParameter(uint texture, uint pname, float Param) => build_in.ExtensionFunctionsForCurrent.glTextureParameterf(texture, pname, Param);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the texture object name for glTextureParameter functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ /// GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ /// For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+ ///
+ ///
+ /// For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+ ///
+ public static void TextureParameter(uint texture, uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glTextureParameterfv(texture, pname, Params);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the texture object name for glTextureParameter functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ /// GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ ///
+ ///
+ /// For the scalar commands, specifies the value of pname.
+ ///
+ public static void TextureParameter(uint texture, uint pname, int Param) => build_in.ExtensionFunctionsForCurrent.glTextureParameteri(texture, pname, Param);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the texture object name for glTextureParameter functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ /// GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ /// For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+ ///
+ ///
+ /// For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+ ///
+ public static void TextureParameterI(uint texture, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glTextureParameterIiv(texture, pname, Params);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the texture object name for glTextureParameter functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ /// GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ /// For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+ ///
+ ///
+ /// For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+ ///
+ public static void TextureParameterI(uint texture, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glTextureParameterIuiv(texture, pname, Params);
+
+ ///
+ /// glTexParameter, glTextureParameter — set texture parameters
+ ///
+ ///
+ /// Specifies the texture object name for glTextureParameter functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ /// GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ /// For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+ ///
+ ///
+ /// For the scalar commands, specifies the value of pname.
+ ///
+ public static void TextureParameter(uint texture, uint pname, int[] Param) => build_in.ExtensionFunctionsForCurrent.glTextureParameteriv(texture, pname, Param);
+
+ ///
+ /// glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+ ///
+ ///
+ /// Specifies the texture object name for glGenerateTextureMipmap.
+ ///
+ public static void GenerateTextureMipmap(uint texture) => build_in.ExtensionFunctionsForCurrent.glGenerateTextureMipmap(texture);
+
+ ///
+ /// glBindTextureUnit — bind an existing texture object to the specified texture unit
+ ///
+ ///
+ /// Specifies the texture unit, to which the texture object should be bound to.
+ ///
+ ///
+ /// Specifies the name of a texture.
+ ///
+ public static void BindTextureUnit(uint unit, uint texture) => build_in.ExtensionFunctionsForCurrent.glBindTextureUnit(unit, texture);
+
+ ///
+ /// glGetTexImage — return a texture image
+ ///
+ ///
+ /// Specifies the texture object name.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ /// GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+ ///
+ ///
+ /// Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ /// GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ /// GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+ ///
+ ///
+ /// Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+ ///
+ ///
+ /// Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+ ///
+ public static void GetTextureImage(uint texture, int level, uint format, uint type, int bufSize, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glGetTextureImage(texture, level, format, type, bufSize, pixels);
+
+ ///
+ /// glGetCompressedTexImage — return a compressed texture image
+ ///
+ ///
+ /// Specifies the texture object name for glGetCompressedTextureImage function.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+ ///
+ ///
+ /// Returns the compressed texture image.
+ ///
+ public static void GetCompressedTextureImage(uint texture, int level, int bufSize, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glGetCompressedTextureImage(texture, level, bufSize, pixels);
+
+ ///
+ /// glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+ ///
+ ///
+ /// Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ /// GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetTextureLevelParameter(uint texture, int level, uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTextureLevelParameterfv(texture, level, pname, Params);
+
+ ///
+ /// glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+ ///
+ ///
+ /// Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ /// GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+ ///
+ ///
+ /// Returns the requested data.
+ ///
+ public static void GetTextureLevelParameter(uint texture, int level, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTextureLevelParameteriv(texture, level, pname, Params);
+
+ ///
+ /// glGetTexParameter — return texture parameter values
+ ///
+ ///
+ /// Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ /// GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ /// GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ public static void GetTextureParameter(uint texture, uint pname, float[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTextureParameterfv(texture, pname, Params);
+
+ ///
+ /// glGetTexParameter — return texture parameter values
+ ///
+ ///
+ /// Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ /// GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ /// GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ public static void GetTextureParameterI(uint texture, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTextureParameterIiv(texture, pname, Params);
+
+ ///
+ /// glGetTexParameter — return texture parameter values
+ ///
+ ///
+ /// Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ /// GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ /// GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ public static void GetTextureParameterI(uint texture, uint pname, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTextureParameterIuiv(texture, pname, Params);
+
+ ///
+ /// glGetTexParameter — return texture parameter values
+ ///
+ ///
+ /// Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+ ///
+ ///
+ /// Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ /// GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ /// GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ /// GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+ ///
+ ///
+ /// Returns the texture parameters.
+ ///
+ public static void GetTextureParameter(uint texture, uint pname, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetTextureParameteriv(texture, pname, Params);
+
+ ///
+ /// glCreateVertexArrays — create vertex array objects
+ ///
+ ///
+ /// Number of vertex array objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the new vertex arrayobjects are stored.
+ ///
+ public static void CreateVertexArrays(int n, uint[] arrays) => build_in.ExtensionFunctionsForCurrent.glCreateVertexArrays(n, arrays);
+
+ ///
+ /// glDisableVertexAttribArray — disable a generic vertex attributearray
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+ ///
+ ///
+ /// Specifies the index of the generic vertex attribute to beenabled or disabled.
+ ///
+ public static void DisableVertexArrayAttrib(uint vaobj, uint index) => build_in.ExtensionFunctionsForCurrent.glDisableVertexArrayAttrib(vaobj, index);
+
+ ///
+ /// glEnableVertexAttribArray — enable a generic vertex attributearray
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+ ///
+ ///
+ /// Specifies the index of the generic vertex attribute to beenabled or disabled.
+ ///
+ public static void EnableVertexArrayAttrib(uint vaobj, uint index) => build_in.ExtensionFunctionsForCurrent.glEnableVertexArrayAttrib(vaobj, index);
+
+ ///
+ /// glVertexArrayElementBuffer — configures element array buffer binding of a vertex array object
+ ///
+ ///
+ /// Specifies the name of the vertex array object.
+ ///
+ ///
+ /// Specifies the name of the buffer object to use for the element array buffer binding
+ ///
+ public static void VertexArrayElementBuffer(uint vaobj, uint buffer) => build_in.ExtensionFunctionsForCurrent.glVertexArrayElementBuffer(vaobj, buffer);
+
+ ///
+ /// glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+ ///
+ ///
+ /// Specifies the name of the vertex array object to be used by glVertexArrayVertexBuffer function.
+ ///
+ ///
+ /// The index of the vertex buffer binding point to which to bindthe buffer.
+ ///
+ ///
+ /// The name of a buffer to bind to the vertex buffer bindingpoint.
+ ///
+ ///
+ /// The offset of the first element of the buffer.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexArrayVertexBuffer(uint vaobj, uint bindingindex, uint buffer, int offset, int stride) => build_in.ExtensionFunctionsForCurrent.glVertexArrayVertexBuffer(vaobj, bindingindex, buffer, offset, stride);
+
+ ///
+ /// glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+ ///
+ ///
+ /// Specifies the number of buffers to bind.
+ ///
+ ///
+ /// Specifies the address of an array of names of existingbuffer objects.
+ ///
+ ///
+ /// Specifies the address of an array of offsets toassociate with the binding points.
+ ///
+ ///
+ /// Specifies the address of an array of strides toassociate with the binding points.
+ ///
+ public static void VertexArrayVertexBuffers(uint vaobj, uint first, int count, uint[] buffers, int[] offsets, int[] strides) => build_in.ExtensionFunctionsForCurrent.glVertexArrayVertexBuffers(vaobj, first, count, buffers, offsets, strides);
+
+ ///
+ /// glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayAttribBinding.
+ ///
+ ///
+ /// The index of the attribute to associate with a vertexbuffer binding.
+ ///
+ ///
+ /// The index of the vertex buffer binding with which toassociate the generic vertex attribute
+ ///
+ public static void VertexArrayAttribBinding(uint vaobj, uint attribindex, uint bindingindex) => build_in.ExtensionFunctionsForCurrent.glVertexArrayAttribBinding(vaobj, attribindex, bindingindex);
+
+ ///
+ /// glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+ ///
+ ///
+ /// The generic vertex attribute array being described.
+ ///
+ ///
+ /// The number of values per vertex that are stored in thearray.
+ ///
+ ///
+ /// The type of the data stored in the array.
+ ///
+ ///
+ /// Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexArrayAttribFormat(uint vaobj, uint attribindex, int size, uint type, bool normalized, uint relativeoffset) => build_in.ExtensionFunctionsForCurrent.glVertexArrayAttribFormat(vaobj, attribindex, size, type, normalized, relativeoffset);
+
+ ///
+ /// glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+ ///
+ ///
+ /// The generic vertex attribute array being described.
+ ///
+ ///
+ /// The number of values per vertex that are stored in thearray.
+ ///
+ ///
+ /// The type of the data stored in the array.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexArrayAttribIFormat(uint vaobj, uint attribindex, int size, uint type, uint relativeoffset) => build_in.ExtensionFunctionsForCurrent.glVertexArrayAttribIFormat(vaobj, attribindex, size, type, relativeoffset);
+
+ ///
+ /// glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+ ///
+ ///
+ /// The generic vertex attribute array being described.
+ ///
+ ///
+ /// The number of values per vertex that are stored in thearray.
+ ///
+ ///
+ /// The type of the data stored in the array.
+ ///
+ ///
+ /// The distance between elements within the buffer.
+ ///
+ public static void VertexArrayAttribLFormat(uint vaobj, uint attribindex, int size, uint type, uint relativeoffset) => build_in.ExtensionFunctionsForCurrent.glVertexArrayAttribLFormat(vaobj, attribindex, size, type, relativeoffset);
+
+ ///
+ /// glVertexBindingDivisor, glVertexArrayBindingDivisor — modify the rate at which generic vertex attributesadvance
+ ///
+ ///
+ /// Specifies the name of the vertex array object for glVertexArrayBindingDivisor function.
+ ///
+ ///
+ /// The index of the binding whose divisor to modify.
+ ///
+ ///
+ /// The new value for the instance step rate to apply.
+ ///
+ public static void VertexArrayBindingDivisor(uint vaobj, uint bindingindex, uint divisor) => build_in.ExtensionFunctionsForCurrent.glVertexArrayBindingDivisor(vaobj, bindingindex, divisor);
+
+ ///
+ /// glGetVertexArrayiv — retrieve parameters of a vertex array object
+ ///
+ ///
+ /// specifies the name of the vertex array object to use for thequery.
+ ///
+ ///
+ /// Name of the property to use for the query. Must be GL_ELEMENT_ARRAY_BUFFER_BINDING.
+ ///
+ ///
+ /// Returns the requested value.
+ ///
+ public static void GetVertexArray(uint vaobj, uint pname, int[] Param) => build_in.ExtensionFunctionsForCurrent.glGetVertexArrayiv(vaobj, pname, Param);
+
+ ///
+ /// glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+ ///
+ ///
+ /// Specifies the name of a vertex array object.
+ ///
+ ///
+ /// Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+ ///
+ ///
+ /// Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ /// GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+ ///
+ ///
+ /// Returns the requested value.
+ ///
+ public static void GetVertexArrayIndexed(uint vaobj, uint index, uint pname, int[] Param) => build_in.ExtensionFunctionsForCurrent.glGetVertexArrayIndexediv(vaobj, index, pname, Param);
+
+ ///
+ /// glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+ ///
+ ///
+ /// Specifies the name of a vertex array object.
+ ///
+ ///
+ /// Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+ ///
+ ///
+ /// Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ /// GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+ /// For glGetVertexArrayIndexed64v, it must be equal to GL_VERTEX_BINDING_OFFSET.
+ ///
+ ///
+ /// Returns the requested value.
+ ///
+ public static void GetVertexArrayIndexed(uint vaobj, uint index, uint pname, Int64[] Param) => build_in.ExtensionFunctionsForCurrent.glGetVertexArrayIndexed64iv(vaobj, index, pname, Param);
+
+ ///
+ /// glCreateSamplers — create sampler objects
+ ///
+ ///
+ /// Number of sampler objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the new samplerobjects are stored.
+ ///
+ public static void CreateSamplers(int n, uint[] samplers) => build_in.ExtensionFunctionsForCurrent.glCreateSamplers(n, samplers);
+
+ ///
+ /// glCreateProgramPipelines — create program pipeline objects
+ ///
+ ///
+ /// Number of program pipeline objects to create.
+ ///
+ ///
+ /// Specifies an array in which names of the new programpipeline objects are stored.
+ ///
+ public static void CreateProgramPipelines(int n, uint[] pipelines) => build_in.ExtensionFunctionsForCurrent.glCreateProgramPipelines(n, pipelines);
+
+ ///
+ /// glCreateQueries — create query objects
+ ///
+ ///
+ /// Specifies the target of each created query object.
+ ///
+ ///
+ /// Number of query objects to create
+ ///
+ ///
+ /// Specifies an array in which names of the new queryobjects are stored.
+ ///
+ public static void CreateQueries(uint target, int n, uint[] ids) => build_in.ExtensionFunctionsForCurrent.glCreateQueries(target, n, ids);
+
+ ///
+ /// glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object
+ ///
+ ///
+ /// Specifies the name of a buffer object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+ ///
+ ///
+ /// Specifies the byte offset into buffer's data storewhere the queried result will be written.
+ ///
+ public static void GetQueryBufferObjecti64v(uint id, uint buffer, uint pname, int offset) => build_in.ExtensionFunctionsForCurrent.glGetQueryBufferObjecti64v(id, buffer, pname, offset);
+
+ ///
+ /// glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object
+ ///
+ ///
+ /// Specifies the name of a buffer object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+ ///
+ ///
+ /// Specifies the byte offset into buffer's data storewhere the queried result will be written.
+ ///
+ public static void GetQueryBufferObjectiv(uint id, uint buffer, uint pname, int offset) => build_in.ExtensionFunctionsForCurrent.glGetQueryBufferObjectiv(id, buffer, pname, offset);
+
+ ///
+ /// glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object
+ ///
+ ///
+ /// Specifies the name of a buffer object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+ ///
+ ///
+ /// Specifies the byte offset into buffer's data storewhere the queried result will be written.
+ ///
+ public static void GetQueryBufferObjectui64v(uint id, uint buffer, uint pname, int offset) => build_in.ExtensionFunctionsForCurrent.glGetQueryBufferObjectui64v(id, buffer, pname, offset);
+
+ ///
+ /// glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+ ///
+ ///
+ /// Specifies the name of a query object
+ ///
+ ///
+ /// Specifies the name of a buffer object.
+ ///
+ ///
+ /// Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+ ///
+ ///
+ /// Specifies the byte offset into buffer's data storewhere the queried result will be written.
+ ///
+ public static void GetQueryBufferObjectuiv(uint id, uint buffer, uint pname, int offset) => build_in.ExtensionFunctionsForCurrent.glGetQueryBufferObjectuiv(id, buffer, pname, offset);
+
+ ///
+ /// glMemoryBarrier — defines a barrier ordering memory transactions
+ ///
+ ///
+ /// For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT.
+ /// GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT. If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+ ///
+ public static void MemoryBarrierByRegion(uint barriers) => build_in.ExtensionFunctionsForCurrent.glMemoryBarrierByRegion(barriers);
+
+ ///
+ /// glGetTextureSubImage — retrieve a sub-region of a texture image from a textureobject
+ ///
+ ///
+ /// Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE.
+ /// In specific, buffer andmultisample textures are not permitted.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage.
+ ///
+ ///
+ /// Specifies the height of the texture subimage.
+ ///
+ ///
+ /// Specifies the depth of the texture subimage.
+ ///
+ ///
+ /// Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT and GL_STENCIL_INDEX.
+ ///
+ ///
+ /// Specifies the data type of the pixel data. The followingsymbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ /// GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
+ /// GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+ ///
+ ///
+ /// Specifies the size of the buffer to receive the retrievedpixel data.
+ ///
+ ///
+ /// Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+ ///
+ public static void GetTextureSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, int bufSize, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, bufSize, pixels);
+
+ ///
+ /// glGetCompressedTextureSubImage — retrieve a sub-region of a compressed texture image from acompressed texture object
+ ///
+ ///
+ /// Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ /// GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE. In specific, buffer andmultisample textures are not permitted.
+ ///
+ ///
+ /// Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies a texel offset in the x direction within the texturearray.
+ ///
+ ///
+ /// Specifies a texel offset in the y direction within the texturearray
+ ///
+ ///
+ /// Specifies a texel offset in the z direction within the texturearray.
+ ///
+ ///
+ /// Specifies the width of the texture subimage. Must be amultiple of the compressed block's width, unless the offset is zero and the size equals the textureimage size.
+ ///
+ ///
+ /// Specifies the height of the texture subimage. Must be amultiple of the compressed block's height, unless the offset is zero and the size equals the textureimage size.
+ ///
+ ///
+ /// Specifies the depth of the texture subimage. Must be amultiple of the compressed block's depth, unless the offset is zero and the size equals the textureimage size.
+ ///
+ ///
+ /// Specifies the size of the buffer to receive the retrievedpixel data.
+ ///
+ ///
+ /// Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+ ///
+ public static void GetCompressedTextureSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int bufSize, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, bufSize, pixels);
+
+ ///
+ /// glGetGraphicsResetStatus — check if the rendering context has not been lost due to software or hardware issues
+ ///
+ ///
+ /// glGetGraphicsResetStatus can return one of the followingconstants:
+ /// GL_NO_ERROR,GL_GUILTY_CONTEXT_RESET,GL_INNOCENT_CONTEXT_RESET,GL_UNKNOWN_CONTEXT_RESET
+ ///
+ public static uint GetGraphicsResetStatus() => build_in.ExtensionFunctionsForCurrent.glGetGraphicsResetStatus();
+
+ ///
+ /// glGetCompressedTexImage — return a compressed texture image
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+ ///
+ ///
+ /// Returns the compressed texture image.
+ ///
+ public static void GetnCompressedTexImage(uint target, int lod, int bufSize, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glGetnCompressedTexImage(target, lod, bufSize, pixels);
+
+ ///
+ /// glGetTexImage — return a texture image
+ ///
+ ///
+ /// Specifies the target to which the texture is bound for glGetTexImage and glGetnTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE,
+ /// GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, and GL_TEXTURE_CUBE_MAP_ARRAY are acceptable.
+ ///
+ ///
+ /// Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+ ///
+ ///
+ /// Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ /// GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+ ///
+ ///
+ /// Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ /// GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ /// GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+ ///
+ ///
+ /// Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+ ///
+ ///
+ /// Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+ ///
+ public static void GetnTexImage(uint target, int level, uint format, uint type, int bufSize, IntPtr pixels) => build_in.ExtensionFunctionsForCurrent.glGetnTexImage(target, level, format, type, bufSize, pixels);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Specifies the size of the buffer params.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetnUniform(uint program, int location, int bufSize, double[] Params) => build_in.ExtensionFunctionsForCurrent.glGetnUniformdv(program, location, bufSize, Params);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Specifies the size of the buffer params.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetnUniform(uint program, int location, int bufSize, float[] Params) => build_in.ExtensionFunctionsForCurrent.glGetnUniformfv(program, location, bufSize, Params);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Specifies the size of the buffer params.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetnUniform(uint program, int location, int bufSize, int[] Params) => build_in.ExtensionFunctionsForCurrent.glGetnUniformiv(program, location, bufSize, Params);
+
+ ///
+ /// glGetUniform — Returns the value of a uniform variable
+ ///
+ ///
+ /// Specifies the program object to be queried.
+ ///
+ ///
+ /// Specifies the location of the uniform variable to bequeried.
+ ///
+ ///
+ /// Specifies the size of the buffer params.
+ ///
+ ///
+ /// Returns the value of the specified uniform variable.
+ ///
+ public static void GetnUniform(uint program, int location, int bufSize, uint[] Params) => build_in.ExtensionFunctionsForCurrent.glGetnUniformuiv(program, location, bufSize, Params);
+
+ ///
+ /// glReadPixels, glReadnPixels — read a block of pixels from the frame buffer
+ ///
+ ///
+ /// Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+ ///
+ ///
+ /// Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+ ///
+ ///
+ /// Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+ ///
+ ///
+ /// Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+ ///
+ ///
+ /// Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
+ ///
+ ///
+ /// Specifies the data type of the pixel data. Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ /// GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ /// GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, or GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+ ///
+ ///
+ /// Specifies the size of the buffer datafor glReadnPixels function.
+ ///
+ ///
+ /// Returns the pixel data.
+ ///
+ public static void ReadnPixels(int x, int y, int width, int height, uint format, uint type, int bufSize, IntPtr data) => build_in.ExtensionFunctionsForCurrent.glReadnPixels(x, y, width, height, format, type, bufSize, data);
+
+ ///
+ /// glTextureBarrier — controls the ordering of reads and writes to rendered fragments across drawing commands
+ ///
+ public static void TextureBarrier() => build_in.ExtensionFunctionsForCurrent.glTextureBarrier();
+
+ public static void SpecializeShader(uint shader, byte[] pEntryPoint, uint numSpecializationConstants, uint[] pConstantIndex, uint[] pConstantValue) => build_in.ExtensionFunctionsForCurrent.glSpecializeShader(shader, pEntryPoint, numSpecializationConstants, pConstantIndex, pConstantValue);
+ public static void MultiDrawArraysIndirectCount(uint mode, IntPtr indirect, int drawcount, int maxdrawcount, int stride) => build_in.ExtensionFunctionsForCurrent.glMultiDrawArraysIndirectCount(mode, indirect, drawcount, maxdrawcount, stride);
+ public static void MultiDrawElementsIndirectCount(uint mode, uint type, IntPtr indirect, int drawcount, int maxdrawcount, int stride) => build_in.ExtensionFunctionsForCurrent.glMultiDrawElementsIndirectCount(mode, type, indirect, drawcount, maxdrawcount, stride);
+ public static void PolygonOffsetClamp(float factor, float units, float clamp) => build_in.ExtensionFunctionsForCurrent.glPolygonOffsetClamp(factor, units, clamp);
+ }
+}
diff --git a/源代码/StgSharp/Graphics/gl_functions/GLexFunc_dele.cs b/源代码/StgSharp/Graphics/gl_functions/GLexFunc_dele.cs
new file mode 100644
index 00000000..50983079
--- /dev/null
+++ b/源代码/StgSharp/Graphics/gl_functions/GLexFunc_dele.cs
@@ -0,0 +1,607 @@
+using System;
+
+namespace StgSharp.Graphics
+{
+ ///
+ /// OpenGL接口函数封装类
+ ///
+ public partial class gl
+ {
+ internal delegate void glDrawRangeElements(uint mode, uint start, uint end, int count, uint type, IntPtr indices);
+ internal delegate void glTexImage3D(uint target, int level, int internalformat, int width, int height, int depth, int border, uint format, uint type, IntPtr pixels);
+ internal delegate void glTexSubImage3D(uint target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr pixels);
+ internal delegate void glCopyTexSubImage3D(uint target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height);
+ internal delegate void glActiveTexture(uint texture);
+ internal delegate void glSampleCoverage(float value, bool invert);
+ internal delegate void glCompressedTexImage3D(uint target, int level, uint internalformat, int width, int height, int depth, int border, int imageSize, IntPtr data);
+ internal delegate void glCompressedTexImage2D(uint target, int level, uint internalformat, int width, int height, int border, int imageSize, IntPtr data);
+ internal delegate void glCompressedTexImage1D(uint target, int level, uint internalformat, int width, int border, int imageSize, IntPtr data);
+ internal delegate void glCompressedTexSubImage3D(uint target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, int imageSize, IntPtr data);
+ internal delegate void glCompressedTexSubImage2D(uint target, int level, int xoffset, int yoffset, int width, int height, uint format, int imageSize, IntPtr data);
+ internal delegate void glCompressedTexSubImage1D(uint target, int level, int xoffset, int width, uint format, int imageSize, IntPtr data);
+ internal delegate void glGetCompressedTexImage(uint target, int level, IntPtr img);
+ internal delegate void glBlendFuncSeparate(uint sfactorRGB, uint dfactorRGB, uint sfactorAlpha, uint dfactorAlpha);
+ internal delegate void glMultiDrawArrays(uint mode, int[] first, int[] count, int drawcount);
+ internal delegate void glMultiDrawElements(uint mode, int[] count, uint type, IntPtr[] indices, int drawcount);
+ internal delegate void glPointParameterf(uint pname, float Param);
+ internal delegate void glPointParameterfv(uint pname, float[] Params);
+ internal delegate void glPointParameteri(uint pname, int Param);
+ internal delegate void glPointParameteriv(uint pname, int[] Params);
+ internal delegate void glBlendColor(float red, float green, float blue, float alpha);
+ internal delegate void glBlendEquation(uint mode);
+ internal delegate void glGenQueries(int n, uint[] ids);
+ internal delegate void glDeleteQueries(int n, uint[] ids);
+ internal delegate bool glIsQuery(uint id);
+ internal delegate void glBeginQuery(uint target, uint id);
+ internal delegate void glEndQuery(uint target);
+ internal delegate void glGetQueryiv(uint target, uint pname, int[] Params);
+ internal delegate void glGetQueryObjectiv(uint id, uint pname, int[] Params);
+ internal delegate void glGetQueryObjectuiv(uint id, uint pname, uint[] Params);
+ internal delegate void glBindBuffer(uint target, uint buffer);
+ internal delegate void glDeleteBuffers(int n, uint[] buffers);
+ internal delegate void glGenBuffers(int n, uint[] buffers);
+ internal delegate bool glIsBuffer(uint buffer);
+ internal delegate void glBufferData(uint target, int size, IntPtr data, uint usage);
+ internal delegate void glBufferSubData(uint target, int offset, int size, IntPtr data);
+ internal delegate void glGetBufferSubData(uint target, int offset, int size, IntPtr data);
+ internal delegate void glMapBuffer(uint target, uint access);
+ internal delegate bool glUnmapBuffer(uint target);
+ internal delegate void glGetBufferParameteriv(uint target, uint pname, int[] Params);
+ internal delegate void glGetBufferPointerv(uint target, uint pname, IntPtr[] Params);
+ internal delegate void glBlendEquationSeparate(uint modeRGB, uint modeAlpha);
+ internal delegate void glDrawBuffers(int n, uint[] bufs);
+ internal delegate void glStencilOpSeparate(uint face, uint sfail, uint dpfail, uint dppass);
+ internal delegate void glStencilFuncSeparate(uint face, uint func, int Ref, uint mask);
+ internal delegate void glStencilMaskSeparate(uint face, uint mask);
+ internal delegate void glAttachShader(uint program, uint shader);
+ internal delegate void glBindAttribLocation(uint program, uint index, byte[] name);
+ internal delegate void glCompileShader(uint shader);
+ internal delegate uint glCreateProgram();
+ internal delegate uint glCreateShader(uint type);
+ internal delegate void glDeleteProgram(uint program);
+ internal delegate void glDeleteShader(uint shader);
+ internal delegate void glDetachShader(uint program, uint shader);
+ internal delegate void glDisableVertexAttribArray(uint index);
+ internal delegate void glEnableVertexAttribArray(uint index);
+ internal delegate void glGetActiveAttrib(uint program, uint index, int bufSize, out int length,out int size, out uint type, byte[] name);
+ internal delegate void glGetActiveUniform(uint program, uint index, int bufSize, out int length, out int size, out uint type, byte[] name);
+ internal delegate void glGetAttachedShaders(uint program, int maxCount,out int count, uint[] shaders);
+ internal delegate int glGetAttribLocation(uint program, byte[] name);
+ internal delegate void glGetProgramiv(uint program, uint pname, int[] Params);
+ internal delegate void glGetProgramInfoLog(uint program, int bufSize, out int length, byte[] infoLog);
+ internal delegate void glGetShaderiv(uint shader, uint pname, int[] Params);
+ internal delegate void glGetShaderInfoLog(uint shader, int bufSize,out int length, byte[] infoLog);
+ internal delegate void glGetShaderSource(uint shader, int bufSize, out int length, byte[] source);
+ internal delegate int glGetUniformLocation(uint program, byte[] name);
+ internal delegate void glGetUniformfv(uint program, int location, float[] Params);
+ internal delegate void glGetUniformiv(uint program, int location, int[] Params);
+ internal delegate void glGetVertexAttribdv(uint index, uint pname, double[] Params);
+ internal delegate void glGetVertexAttribfv(uint index, uint pname, float[] Params);
+ internal delegate void glGetVertexAttribiv(uint index, uint pname, int[] Params);
+ internal delegate void glGetVertexAttribPointerv(uint index, uint pname, IntPtr[] pointer);
+ internal delegate bool glIsProgram(uint program);
+ internal delegate bool glIsShader(uint shader);
+ internal delegate void glLinkProgram(uint program);
+ internal delegate void glShaderSource(uint shader, int count, IntPtr[] str, IntPtr length);
+ internal delegate void glUseProgram(uint program);
+ internal delegate void glUniform1f(int location, float v0);
+ internal delegate void glUniform2f(int location, float v0, float v1);
+ internal delegate void glUniform3f(int location, float v0, float v1, float v2);
+ internal delegate void glUniform4f(int location, float v0, float v1, float v2, float v3);
+ internal delegate void glUniform1i(int location, int v0);
+ internal delegate void glUniform2i(int location, int v0, int v1);
+ internal delegate void glUniform3i(int location, int v0, int v1, int v2);
+ internal delegate void glUniform4i(int location, int v0, int v1, int v2, int v3);
+ internal delegate void glUniform1fv(int location, int count, float[] value);
+ internal delegate void glUniform2fv(int location, int count, float[] value);
+ internal delegate void glUniform3fv(int location, int count, float[] value);
+ internal delegate void glUniform4fv(int location, int count, float[] value);
+ internal delegate void glUniform1iv(int location, int count, int[] value);
+ internal delegate void glUniform2iv(int location, int count, int[] value);
+ internal delegate void glUniform3iv(int location, int count, int[] value);
+ internal delegate void glUniform4iv(int location, int count, int[] value);
+ internal delegate void glUniformMatrix2fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix3fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix4fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glValidateProgram(uint program);
+ internal delegate void glVertexAttrib1d(uint index, double x);
+ internal delegate void glVertexAttrib1dv(uint index, double[] v);
+ internal delegate void glVertexAttrib1f(uint index, float x);
+ internal delegate void glVertexAttrib1fv(uint index, float[] v);
+ internal delegate void glVertexAttrib1s(uint index, short x);
+ internal delegate void glVertexAttrib1sv(uint index, short[] v);
+ internal delegate void glVertexAttrib2d(uint index, double x, double y);
+ internal delegate void glVertexAttrib2dv(uint index, double[] v);
+ internal delegate void glVertexAttrib2f(uint index, float x, float y);
+ internal delegate void glVertexAttrib2fv(uint index, float[] v);
+ internal delegate void glVertexAttrib2s(uint index, short x, short y);
+ internal delegate void glVertexAttrib2sv(uint index, short[] v);
+ internal delegate void glVertexAttrib3d(uint index, double x, double y, double z);
+ internal delegate void glVertexAttrib3dv(uint index, double[] v);
+ internal delegate void glVertexAttrib3f(uint index, float x, float y, float z);
+ internal delegate void glVertexAttrib3fv(uint index, float[] v);
+ internal delegate void glVertexAttrib3s(uint index, short x, short y, short z);
+ internal delegate void glVertexAttrib3sv(uint index, short[] v);
+ internal delegate void glVertexAttrib4Nbv(uint index, sbyte[] v);
+ internal delegate void glVertexAttrib4Niv(uint index, int[] v);
+ internal delegate void glVertexAttrib4Nsv(uint index, short[] v);
+ internal delegate void glVertexAttrib4Nub(uint index, byte x, byte y, byte z, byte w);
+ internal delegate void glVertexAttrib4Nubv(uint index, byte[] v);
+ internal delegate void glVertexAttrib4Nuiv(uint index, uint[] v);
+ internal delegate void glVertexAttrib4Nusv(uint index, ushort[] v);
+ internal delegate void glVertexAttrib4bv(uint index, sbyte[] v);
+ internal delegate void glVertexAttrib4d(uint index, double x, double y, double z, double w);
+ internal delegate void glVertexAttrib4dv(uint index, double[] v);
+ internal delegate void glVertexAttrib4f(uint index, float x, float y, float z, float w);
+ internal delegate void glVertexAttrib4fv(uint index, float[] v);
+ internal delegate void glVertexAttrib4iv(uint index, int[] v);
+ internal delegate void glVertexAttrib4s(uint index, short x, short y, short z, short w);
+ internal delegate void glVertexAttrib4sv(uint index, short[] v);
+ internal delegate void glVertexAttrib4ubv(uint index, byte[] v);
+ internal delegate void glVertexAttrib4uiv(uint index, uint[] v);
+ internal delegate void glVertexAttrib4usv(uint index, ushort[] v);
+ internal delegate void glVertexAttribPointer(uint index, int size, uint type, bool normalized, int stride, IntPtr pointer);
+ internal delegate void glUniformMatrix2x3fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix3x2fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix2x4fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix4x2fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix3x4fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glUniformMatrix4x3fv(int location, int count, bool transpose, float[] value);
+ internal delegate void glColorMaski(uint index, bool r, bool g, bool b, bool a);
+ internal delegate void glGetBooleani_v(uint target, uint index, bool[] data);
+ internal delegate void glGetIntegeri_v(uint target, uint index, int[] data);
+ internal delegate void glEnablei(uint target, uint index);
+ internal delegate void glDisablei(uint target, uint index);
+ internal delegate bool glIsEnabledi(uint target, uint index);
+ internal delegate void glBeginTransformFeedback(uint primitiveMode);
+ internal delegate void glEndTransformFeedback();
+ internal delegate void glBindBufferRange(uint target, uint index, uint buffer, int offset, int size);
+ internal delegate void glBindBufferBase(uint target, uint index, uint buffer);
+ internal delegate void glTransformFeedbackVaryings(uint program, int count, IntPtr[] varyings, uint bufferMode);
+ internal delegate void glGetTransformFeedbackVarying(uint program, uint index, int bufSize, out int length,out int size, out uint type, byte[] name);
+ internal delegate void glClampColor(uint target, uint clamp);
+ internal delegate void glBeginConditionalRender(uint id, uint mode);
+ internal delegate void glEndConditionalRender();
+ internal delegate void glVertexAttribIPointer(uint index, int size, uint type, int stride, IntPtr pointer);
+ internal delegate void glGetVertexAttribIiv(uint index, uint pname, int[] Params);
+ internal delegate void glGetVertexAttribIuiv(uint index, uint pname, uint[] Params);
+ internal delegate void glVertexAttribI1i(uint index, int x);
+ internal delegate void glVertexAttribI2i(uint index, int x, int y);
+ internal delegate void glVertexAttribI3i(uint index, int x, int y, int z);
+ internal delegate void glVertexAttribI4i(uint index, int x, int y, int z, int w);
+ internal delegate void glVertexAttribI1ui(uint index, uint x);
+ internal delegate void glVertexAttribI2ui(uint index, uint x, uint y);
+ internal delegate void glVertexAttribI3ui(uint index, uint x, uint y, uint z);
+ internal delegate void glVertexAttribI4ui(uint index, uint x, uint y, uint z, uint w);
+ internal delegate void glVertexAttribI1iv(uint index, int[] v);
+ internal delegate void glVertexAttribI2iv(uint index, int[] v);
+ internal delegate void glVertexAttribI3iv(uint index, int[] v);
+ internal delegate void glVertexAttribI4iv(uint index, int[] v);
+ internal delegate void glVertexAttribI1uiv(uint index, uint[] v);
+ internal delegate void glVertexAttribI2uiv(uint index, uint[] v);
+ internal delegate void glVertexAttribI3uiv(uint index, uint[] v);
+ internal delegate void glVertexAttribI4uiv(uint index, uint[] v);
+ internal delegate void glVertexAttribI4bv(uint index, sbyte[] v);
+ internal delegate void glVertexAttribI4sv(uint index, short[] v);
+ internal delegate void glVertexAttribI4ubv(uint index, byte[] v);
+ internal delegate void glVertexAttribI4usv(uint index, ushort[] v);
+ internal delegate void glGetUniformuiv(uint program, int location, uint[] Params);
+ internal delegate void glBindFragDataLocation(uint program, uint color, byte[] name);
+ internal delegate int glGetFragDataLocation(uint program, byte[] name);
+ internal delegate void glUniform1ui(int location, uint v0);
+ internal delegate void glUniform2ui(int location, uint v0, uint v1);
+ internal delegate void glUniform3ui(int location, uint v0, uint v1, uint v2);
+ internal delegate void glUniform4ui(int location, uint v0, uint v1, uint v2, uint v3);
+ internal delegate void glUniform1uiv(int location, int count, uint[] value);
+ internal delegate void glUniform2uiv(int location, int count, uint[] value);
+ internal delegate void glUniform3uiv(int location, int count, uint[] value);
+ internal delegate void glUniform4uiv(int location, int count, uint[] value);
+ internal delegate void glTexParameterIiv(uint target, uint pname, int[] Params);
+ internal delegate void glTexParameterIuiv(uint target, uint pname, uint[] Params);
+ internal delegate void glGetTexParameterIiv(uint target, uint pname, int[] Params);
+ internal delegate void glGetTexParameterIuiv(uint target, uint pname, uint[] Params);
+ internal delegate void glClearBufferiv(uint buffer, int drawbuffer, int[] value);
+ internal delegate void glClearBufferuiv(uint buffer, int drawbuffer, uint[] value);
+ internal delegate void glClearBufferfv(uint buffer, int drawbuffer, float[] value);
+ internal delegate void glClearBufferfi(uint buffer, int drawbuffer, float depth, int stencil);
+ internal delegate IntPtr glGetStringi(uint name, uint index);
+ internal delegate bool glIsRenderbuffer(uint renderbuffer);
+ internal delegate void glBindRenderbuffer(uint target, uint renderbuffer);
+ internal delegate void glDeleteRenderbuffers(int n, uint[] renderbuffers);
+ internal delegate void glGenRenderbuffers(int n, uint[] renderbuffers);
+ internal delegate void glRenderbufferStorage(uint target, uint internalformat, int width, int height);
+ internal delegate void glGetRenderbufferParameteriv(uint target, uint pname, int[] Params);
+ internal delegate bool glIsFramebuffer(uint framebuffer);
+ internal delegate void glBindFramebuffer(uint target, uint framebuffer);
+ internal delegate void glDeleteFramebuffers(int n, uint[] framebuffers);
+ internal delegate void glGenFramebuffers(int n, uint[] framebuffers);
+ internal delegate uint glCheckFramebufferStatus(uint target);
+ internal delegate void glFramebufferTexture1D(uint target, uint attachment, uint textarget, uint texture, int level);
+ internal delegate void glFramebufferTexture2D(uint target, uint attachment, uint textarget, uint texture, int level);
+ internal delegate void glFramebufferTexture3D(uint target, uint attachment, uint textarget, uint texture, int level, int zoffset);
+ internal delegate void glFramebufferRenderbuffer(uint target, uint attachment, uint renderbuffertarget, uint renderbuffer);
+ internal delegate void glGetFramebufferAttachmentParameteriv(uint target, uint attachment, uint pname, int[] Params);
+ internal delegate void glGenerateMipmap(uint target);
+ internal delegate void glBlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, uint mask, uint filter);
+ internal delegate void glRenderbufferStorageMultisample(uint target, int samples, uint internalformat, int width, int height);
+ internal delegate void glFramebufferTextureLayer(uint target, uint attachment, uint texture, int level, int layer);
+ internal delegate void glMapBufferRange(uint target, int offset, int length, uint access);
+ internal delegate void glFlushMappedBufferRange(uint target, int offset, int length);
+ internal delegate void glBindVertexArray(uint array);
+ internal delegate void glDeleteVertexArrays(int n, uint[] arrays);
+ internal delegate void glGenVertexArrays(int n, uint[] arrays);
+ internal delegate bool glIsVertexArray(uint array);
+ internal delegate void glDrawArraysInstanced(uint mode, int first, int count, int instancecount);
+ internal delegate void glDrawElementsInstanced(uint mode, int count, uint type, IntPtr indices, int instancecount);
+ internal delegate void glTexBuffer(uint target, uint internalformat, uint buffer);
+ internal delegate void glPrimitiveRestartIndex(uint index);
+ internal delegate void glCopyBufferSubData(uint readTarget, uint writeTarget, int readOffset, int writeOffset, int size);
+ internal delegate void glGetUniformIndices(uint program, int uniformCount, IntPtr[] uniformNames, uint[] uniformIndices);
+ internal delegate void glGetActiveUniformsiv(uint program, int uniformCount, uint[] uniformIndices, uint pname, int[] Params);
+ internal delegate void glGetActiveUniformName(uint program, uint uniformIndex, int bufSize, out int length, byte[] uniformName);
+ internal delegate uint glGetUniformBlockIndex(uint program, byte[] uniformBlockName);
+ internal delegate void glGetActiveUniformBlockiv(uint program, uint uniformBlockIndex, uint pname, int[] Params);
+ internal delegate void glGetActiveUniformBlockName(uint program, uint uniformBlockIndex, int bufSize, out int length, byte[] uniformBlockName);
+ internal delegate void glUniformBlockBinding(uint program, uint uniformBlockIndex, uint uniformBlockBinding);
+ internal delegate void glDrawElementsBaseVertex(uint mode, int count, uint type, IntPtr indices, int basevertex);
+ internal delegate void glDrawRangeElementsBaseVertex(uint mode, uint start, uint end, int count, uint type, IntPtr indices, int basevertex);
+ internal delegate void glDrawElementsInstancedBaseVertex(uint mode, int count, uint type, IntPtr indices, int instancecount, int basevertex);
+ internal delegate void glMultiDrawElementsBaseVertex(uint mode, int[] count, uint type, IntPtr[] indices, int drawcount, int[] basevertex);
+ internal delegate void glProvokingVertex(uint mode);
+ internal delegate IntPtr glFenceSync(uint condition, uint flags);
+ internal delegate bool glIsSync(IntPtr sync);
+ internal delegate void glDeleteSync(IntPtr sync);
+ internal delegate uint glClientWaitSync(IntPtr sync, uint flags, UInt64 timeout);
+ internal delegate void glWaitSync(IntPtr sync, uint flags, UInt64 timeout);
+ internal delegate void glGetInteger64v(uint pname, Int64[] data);
+ internal delegate void glGetSynciv(IntPtr sync, uint pname, int bufSize, out int length, int[] values);
+ internal delegate void glGetInteger64i_v(uint target, uint index, Int64[] data);
+ internal delegate void glGetBufferParameteri64v(uint target, uint pname, Int64[] Params);
+ internal delegate void glFramebufferTexture(uint target, uint attachment, uint texture, int level);
+ internal delegate void glTexImage2DMultisample(uint target, int samples, uint internalformat, int width, int height, bool fixedsamplelocations);
+ internal delegate void glTexImage3DMultisample(uint target, int samples, uint internalformat, int width, int height, int depth, bool fixedsamplelocations);
+ internal delegate void glGetMultisamplefv(uint pname, uint index, float[] val);
+ internal delegate void glSampleMaski(uint maskNumber, uint mask);
+ internal delegate void glBindFragDataLocationIndexed(uint program, uint colorNumber, uint index, byte[] name);
+ internal delegate int glGetFragDataIndex(uint program, byte[] name);
+ internal delegate void glGenSamplers(int count, uint[] samplers);
+ internal delegate void glDeleteSamplers(int count, uint[] samplers);
+ internal delegate bool glIsSampler(uint sampler);
+ internal delegate void glBindSampler(uint unit, uint sampler);
+ internal delegate void glSamplerParameteri(uint sampler, uint pname, int Param);
+ internal delegate void glSamplerParameteriv(uint sampler, uint pname, int[] Param);
+ internal delegate void glSamplerParameterf(uint sampler, uint pname, float Param);
+ internal delegate void glSamplerParameterfv(uint sampler, uint pname, float[] Param);
+ internal delegate void glSamplerParameterIiv(uint sampler, uint pname, int[] Param);
+ internal delegate void glSamplerParameterIuiv(uint sampler, uint pname, uint[] Param);
+ internal delegate void glGetSamplerParameteriv(uint sampler, uint pname, int[] Params);
+ internal delegate void glGetSamplerParameterIiv(uint sampler, uint pname, int[] Params);
+ internal delegate void glGetSamplerParameterfv(uint sampler, uint pname, float[] Params);
+ internal delegate void glGetSamplerParameterIuiv(uint sampler, uint pname, uint[] Params);
+ internal delegate void glQueryCounter(uint id, uint target);
+ internal delegate void glGetQueryObjecti64v(uint id, uint pname, Int64[] Params);
+ internal delegate void glGetQueryObjectui64v(uint id, uint pname, UInt64[] Params);
+ internal delegate void glVertexAttribDivisor(uint index, uint divisor);
+ internal delegate void glVertexAttribP1ui(uint index, uint type, bool normalized, uint value);
+ internal delegate void glVertexAttribP1uiv(uint index, uint type, bool normalized, uint[] value);
+ internal delegate void glVertexAttribP2ui(uint index, uint type, bool normalized, uint value);
+ internal delegate void glVertexAttribP2uiv(uint index, uint type, bool normalized, uint[] value);
+ internal delegate void glVertexAttribP3ui(uint index, uint type, bool normalized, uint value);
+ internal delegate void glVertexAttribP3uiv(uint index, uint type, bool normalized, uint[] value);
+ internal delegate void glVertexAttribP4ui(uint index, uint type, bool normalized, uint value);
+ internal delegate void glVertexAttribP4uiv(uint index, uint type, bool normalized, uint[] value);
+ internal delegate void glMinSampleShading(float value);
+ internal delegate void glBlendEquationi(uint buf, uint mode);
+ internal delegate void glBlendEquationSeparatei(uint buf, uint modeRGB, uint modeAlpha);
+ internal delegate void glBlendFunci(uint buf, uint src, uint dst);
+ internal delegate void glBlendFuncSeparatei(uint buf, uint srcRGB, uint dstRGB, uint srcAlpha, uint dstAlpha);
+ internal delegate void glDrawArraysIndirect(uint mode, IntPtr indirect);
+ internal delegate void glDrawElementsIndirect(uint mode, uint type, IntPtr indirect);
+ internal delegate void glUniform1d(int location, double x);
+ internal delegate void glUniform2d(int location, double x, double y);
+ internal delegate void glUniform3d(int location, double x, double y, double z);
+ internal delegate void glUniform4d(int location, double x, double y, double z, double w);
+ internal delegate void glUniform1dv(int location, int count, double[] value);
+ internal delegate void glUniform2dv(int location, int count, double[] value);
+ internal delegate void glUniform3dv(int location, int count, double[] value);
+ internal delegate void glUniform4dv(int location, int count, double[] value);
+ internal delegate void glUniformMatrix2dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix3dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix4dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix2x3dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix2x4dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix3x2dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix3x4dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix4x2dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glUniformMatrix4x3dv(int location, int count, bool transpose, double[] value);
+ internal delegate void glGetUniformdv(uint program, int location, double[] Params);
+ internal delegate int glGetSubroutineUniformLocation(uint program, uint shadertype, byte[] name);
+ internal delegate int glGetSubroutineIndex(uint program, uint shadertype, byte[] name);
+ internal delegate void glGetActiveSubroutineUniformiv(uint program, uint shadertype, uint index, uint pname, int[] values);
+ internal delegate void glGetActiveSubroutineUniformName(uint program, uint shadertype, uint index, int bufsize, out int length, byte[] name);
+ internal delegate void glGetActiveSubroutineName(uint program, uint shadertype, uint index, int bufsize, out int length, byte[] name);
+ internal delegate void glUniformSubroutinesuiv(uint shadertype, int count, uint[] indices);
+ internal delegate void glGetUniformSubroutineuiv(uint shadertype, int location, uint[] Params);
+ internal delegate void glGetProgramStageiv(uint program, uint shadertype, uint pname, int[] values);
+ internal delegate void glPatchParameteri(uint pname, int value);
+ internal delegate void glPatchParameterfv(uint pname, float[] values);
+ internal delegate void glBindTransformFeedback(uint target, uint id);
+ internal delegate void glDeleteTransformFeedbacks(int n, uint[] ids);
+ internal delegate void glGenTransformFeedbacks(int n, uint[] ids);
+ internal delegate bool glIsTransformFeedback(uint id);
+ internal delegate void glPauseTransformFeedback();
+ internal delegate void glResumeTransformFeedback();
+ internal delegate void glDrawTransformFeedback(uint mode, uint id);
+ internal delegate void glDrawTransformFeedbackStream(uint mode, uint id, uint stream);
+ internal delegate void glBeginQueryIndexed(uint target, uint index, uint id);
+ internal delegate void glEndQueryIndexed(uint target, uint index);
+ internal delegate void glGetQueryIndexediv(uint target, uint index, uint pname, int[] Params);
+ internal delegate void glReleaseShaderCompiler();
+ internal delegate void glShaderBinary(int count, uint[] shaders, uint binaryformat, IntPtr binary, int length);
+ internal delegate void glGetShaderPrecisionFormat(uint shadertype, uint precisiontype, int[] range, out int precision);
+ internal delegate void glDepthRangef(float n, float f);
+ internal delegate void glClearDepthf(float d);
+ internal delegate void glGetProgramBinary(uint program, int bufSize, out int length, out uint binaryFormat, IntPtr binary);
+ internal delegate void glProgramBinary(uint program, uint binaryFormat, IntPtr binary, int length);
+ internal delegate void glProgramParameteri(uint program, uint pname, int value);
+ internal delegate void glUseProgramStages(uint pipeline, uint stages, uint program);
+ internal delegate void glActiveShaderProgram(uint pipeline, uint program);
+ internal delegate uint glCreateShaderProgramv(uint type, int count, IntPtr[] strings);
+ internal delegate void glBindProgramPipeline(uint pipeline);
+ internal delegate void glDeleteProgramPipelines(int n, uint[] pipelines);
+ internal delegate void glGenProgramPipelines(int n, uint[] pipelines);
+ internal delegate bool glIsProgramPipeline(uint pipeline);
+ internal delegate void glGetProgramPipelineiv(uint pipeline, uint pname, int[] Params);
+ internal delegate void glProgramUniform1i(uint program, int location, int v0);
+ internal delegate void glProgramUniform1iv(uint program, int location, int count, int[] value);
+ internal delegate void glProgramUniform1f(uint program, int location, float v0);
+ internal delegate void glProgramUniform1fv(uint program, int location, int count, float[] value);
+ internal delegate void glProgramUniform1d(uint program, int location, double v0);
+ internal delegate void glProgramUniform1dv(uint program, int location, int count, double[] value);
+ internal delegate void glProgramUniform1ui(uint program, int location, uint v0);
+ internal delegate void glProgramUniform1uiv(uint program, int location, int count, uint[] value);
+ internal delegate void glProgramUniform2i(uint program, int location, int v0, int v1);
+ internal delegate void glProgramUniform2iv(uint program, int location, int count, int[] value);
+ internal delegate void glProgramUniform2f(uint program, int location, float v0, float v1);
+ internal delegate void glProgramUniform2fv(uint program, int location, int count, float[] value);
+ internal delegate void glProgramUniform2d(uint program, int location, double v0, double v1);
+ internal delegate void glProgramUniform2dv(uint program, int location, int count, double[] value);
+ internal delegate void glProgramUniform2ui(uint program, int location, uint v0, uint v1);
+ internal delegate void glProgramUniform2uiv(uint program, int location, int count, uint[] value);
+ internal delegate void glProgramUniform3i(uint program, int location, int v0, int v1, int v2);
+ internal delegate void glProgramUniform3iv(uint program, int location, int count, int[] value);
+ internal delegate void glProgramUniform3f(uint program, int location, float v0, float v1, float v2);
+ internal delegate void glProgramUniform3fv(uint program, int location, int count, float[] value);
+ internal delegate void glProgramUniform3d(uint program, int location, double v0, double v1, double v2);
+ internal delegate void glProgramUniform3dv(uint program, int location, int count, double[] value);
+ internal delegate void glProgramUniform3ui(uint program, int location, uint v0, uint v1, uint v2);
+ internal delegate void glProgramUniform3uiv(uint program, int location, int count, uint[] value);
+ internal delegate void glProgramUniform4i(uint program, int location, int v0, int v1, int v2, int v3);
+ internal delegate void glProgramUniform4iv(uint program, int location, int count, int[] value);
+ internal delegate void glProgramUniform4f(uint program, int location, float v0, float v1, float v2, float v3);
+ internal delegate void glProgramUniform4fv(uint program, int location, int count, float[] value);
+ internal delegate void glProgramUniform4d(uint program, int location, double v0, double v1, double v2, double v3);
+ internal delegate void glProgramUniform4dv(uint program, int location, int count, double[] value);
+ internal delegate void glProgramUniform4ui(uint program, int location, uint v0, uint v1, uint v2, uint v3);
+ internal delegate void glProgramUniform4uiv(uint program, int location, int count, uint[] value);
+ internal delegate void glProgramUniformMatrix2fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix3fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix4fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix2dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix3dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix4dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix2x3fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix3x2fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix2x4fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix4x2fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix3x4fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix4x3fv(uint program, int location, int count, bool transpose, float[] value);
+ internal delegate void glProgramUniformMatrix2x3dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix3x2dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix2x4dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix4x2dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix3x4dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glProgramUniformMatrix4x3dv(uint program, int location, int count, bool transpose, double[] value);
+ internal delegate void glValidateProgramPipeline(uint pipeline);
+ internal delegate void glGetProgramPipelineInfoLog(uint pipeline, int bufSize, out int length, byte[] infoLog);
+ internal delegate void glVertexAttribL1d(uint index, double x);
+ internal delegate void glVertexAttribL2d(uint index, double x, double y);
+ internal delegate void glVertexAttribL3d(uint index, double x, double y, double z);
+ internal delegate void glVertexAttribL4d(uint index, double x, double y, double z, double w);
+ internal delegate void glVertexAttribL1dv(uint index, double[] v);
+ internal delegate void glVertexAttribL2dv(uint index, double[] v);
+ internal delegate void glVertexAttribL3dv(uint index, double[] v);
+ internal delegate void glVertexAttribL4dv(uint index, double[] v);
+ internal delegate void glVertexAttribLPointer(uint index, int size, uint type, int stride, IntPtr pointer);
+ internal delegate void glGetVertexAttribLdv(uint index, uint pname, double[] Params);
+ internal delegate void glViewportArrayv(uint first, int count, float[] v);
+ internal delegate void glViewportIndexedf(uint index, float x, float y, float w, float h);
+ internal delegate void glViewportIndexedfv(uint index, float[] v);
+ internal delegate void glScissorArrayv(uint first, int count, int[] v);
+ internal delegate void glScissorIndexed(uint index, int left, int bottom, int width, int height);
+ internal delegate void glScissorIndexedv(uint index, int[] v);
+ internal delegate void glDepthRangeArrayv(uint first, int count, double[] v);
+ internal delegate void glDepthRangeIndexed(uint index, double n, double f);
+ internal delegate void glGetFloati_v(uint target, uint index, float[] data);
+ internal delegate void glGetDoublei_v(uint target, uint index, double[] data);
+ internal delegate void glDrawArraysInstancedBaseInstance(uint mode, int first, int count, int instancecount, uint baseinstance);
+ internal delegate void glDrawElementsInstancedBaseInstance(uint mode, int count, uint type, IntPtr indices, int instancecount, uint baseinstance);
+ internal delegate void glDrawElementsInstancedBaseVertexBaseInstance(uint mode, int count, uint type, IntPtr indices, int instancecount, int basevertex, uint baseinstance);
+ internal delegate void glGetInternalformativ(uint target, uint internalformat, uint pname, int bufSize, int[] Params);
+ internal delegate void glGetActiveAtomicCounterBufferiv(uint program, uint bufferIndex, uint pname, int[] Params);
+ internal delegate void glBindImageTexture(uint unit, uint texture, int level, bool layered, int layer, uint access, uint format);
+ internal delegate void glMemoryBarrier(uint barriers);
+ internal delegate void glTexStorage1D(uint target, int levels, uint internalformat, int width);
+ internal delegate void glTexStorage2D(uint target, int levels, uint internalformat, int width, int height);
+ internal delegate void glTexStorage3D(uint target, int levels, uint internalformat, int width, int height, int depth);
+ internal delegate void glDrawTransformFeedbackInstanced(uint mode, uint id, int instancecount);
+ internal delegate void glDrawTransformFeedbackStreamInstanced(uint mode, uint id, uint stream, int instancecount);
+ internal delegate void glClearBufferData(uint target, uint internalformat, uint format, uint type, IntPtr data);
+ internal delegate void glClearBufferSubData(uint target, uint internalformat, int offset, int size, uint format, uint type, IntPtr data);
+ internal delegate void glDispatchCompute(uint num_groups_x, uint num_groups_y, uint num_groups_z);
+ internal delegate void glDispatchComputeIndirect(int indirect);
+ internal delegate void glCopyImageSubData(uint srcName, uint srcTarget, int srcLevel, int srcX, int srcY, int srcZ, uint dstName, uint dstTarget, int dstLevel, int dstX, int dstY, int dstZ, int srcWidth, int srcHeight, int srcDepth);
+ internal delegate void glFramebufferParameteri(uint target, uint pname, int Param);
+ internal delegate void glGetFramebufferParameteriv(uint target, uint pname, int[] Params);
+ internal delegate void glGetInternalformati64v(uint target, uint internalformat, uint pname, int bufSize, Int64[] Params);
+ internal delegate void glInvalidateTexSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth);
+ internal delegate void glInvalidateTexImage(uint texture, int level);
+ internal delegate void glInvalidateBufferSubData(uint buffer, int offset, int length);
+ internal delegate void glInvalidateBufferData(uint buffer);
+ internal delegate void glInvalidateFramebuffer(uint target, int numAttachments, uint[] attachments);
+ internal delegate void glInvalidateSubFramebuffer(uint target, int numAttachments, uint[] attachments, int x, int y, int width, int height);
+ internal delegate void glMultiDrawArraysIndirect(uint mode, IntPtr indirect, int drawcount, int stride);
+ internal delegate void glMultiDrawElementsIndirect(uint mode, uint type, IntPtr indirect, int drawcount, int stride);
+ internal delegate void glGetProgramInterfaceiv(uint program, uint programInterface, uint pname, int[] Params);
+ internal delegate uint glGetProgramResourceIndex(uint program, uint programInterface, byte[] name);
+ internal delegate void glGetProgramResourceName(uint program, uint programInterface, uint index, int bufSize, out int length, byte[] name);
+ internal delegate void glGetProgramResourceiv(uint program, uint programInterface, uint index, int propCount, uint[] props, int bufSize, out int length, int[] Params);
+ internal delegate int glGetProgramResourceLocation(uint program, uint programInterface, byte[] name);
+ internal delegate int glGetProgramResourceLocationIndex(uint program, uint programInterface, byte[] name);
+ internal delegate void glShaderStorageBlockBinding(uint program, uint storageBlockIndex, uint storageBlockBinding);
+ internal delegate void glTexBufferRange(uint target, uint internalformat, uint buffer, int offset, int size);
+ internal delegate void glTexStorage2DMultisample(uint target, int samples, uint internalformat, int width, int height, bool fixedsamplelocations);
+ internal delegate void glTexStorage3DMultisample(uint target, int samples, uint internalformat, int width, int height, int depth, bool fixedsamplelocations);
+ internal delegate void glTextureView(uint texture, uint target, uint origtexture, uint internalformat, uint minlevel, uint numlevels, uint minlayer, uint numlayers);
+ internal delegate void glBindVertexBuffer(uint bindingindex, uint buffer, int offset, int stride);
+ internal delegate void glVertexAttribFormat(uint attribindex, int size, uint type, bool normalized, uint relativeoffset);
+ internal delegate void glVertexAttribIFormat(uint attribindex, int size, uint type, uint relativeoffset);
+ internal delegate void glVertexAttribLFormat(uint attribindex, int size, uint type, uint relativeoffset);
+ internal delegate void glVertexAttribBinding(uint attribindex, uint bindingindex);
+ internal delegate void glVertexBindingDivisor(uint bindingindex, uint divisor);
+ internal delegate void glDebugMessageControl(uint source, uint type, uint severity, int count, uint[] ids, bool enabled);
+ internal delegate void glDebugMessageInsert(uint source, uint type, uint id, uint severity, int length, byte[] buf);
+ internal delegate void glDebugMessageCallback(IntPtr callback, IntPtr userParam);
+ internal delegate uint glGetDebugMessageLog(uint count, int bufSize, uint[] sources, uint[] types, uint[] ids, uint[] severities, int[] lengths, byte[] messageLog);
+ internal delegate void glPushDebugGroup(uint source, uint id, int length, byte[] message);
+ internal delegate void glPopDebugGroup();
+ internal delegate void glObjectLabel(uint identifier, uint name, int length, byte[] label);
+ internal delegate void glGetObjectLabel(uint identifier, uint name, int bufSize, out int length, byte[] label);
+ internal delegate void glObjectPtrLabel(IntPtr ptr, int length, byte[] label);
+ internal delegate void glGetObjectPtrLabel(IntPtr ptr, int bufSize, int[] length, byte[] label);
+ internal delegate void glBufferStorage(uint target, int size, IntPtr data, uint flags);
+ internal delegate void glClearTexImage(uint texture, int level, uint format, uint type, IntPtr data);
+ internal delegate void glClearTexSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr data);
+ internal delegate void glBindBuffersBase(uint target, uint first, int count, uint[] buffers);
+ internal delegate void glBindBuffersRange(uint target, uint first, int count, uint[] buffers, int[] offsets, int[] sizes);
+ internal delegate void glBindTextures(uint first, int count, uint[] textures);
+ internal delegate void glBindSamplers(uint first, int count, uint[] samplers);
+ internal delegate void glBindImageTextures(uint first, int count, uint[] textures);
+ internal delegate void glBindVertexBuffers(uint first, int count, uint[] buffers, int offsets, int[] strides);
+ internal delegate void glClipControl(uint origin, uint depth);
+ internal delegate void glCreateTransformFeedbacks(int n, uint[] ids);
+ internal delegate void glTransformFeedbackBufferBase(uint xfb, uint index, uint buffer);
+ internal delegate void glTransformFeedbackBufferRange(uint xfb, uint index, uint buffer, int offset, int size);
+ internal delegate void glGetTransformFeedbackiv(uint xfb, uint pname, int[] Param);
+ internal delegate void glGetTransformFeedbacki_v(uint xfb, uint pname, uint index, int[] Param);
+ internal delegate void glGetTransformFeedbacki64_v(uint xfb, uint pname, uint index, Int64[] Param);
+ internal delegate void glCreateBuffers(int n, uint[] buffers);
+ internal delegate void glNamedBufferStorage(uint buffer, int size, IntPtr data, uint flags);
+ internal delegate void glNamedBufferData(uint buffer, int size, IntPtr data, uint usage);
+ internal delegate void glNamedBufferSubData(uint buffer, int offset, int size, IntPtr data);
+ internal delegate void glCopyNamedBufferSubData(uint readBuffer, uint writeBuffer, int readOffset, int writeOffset, int size);
+ internal delegate void glClearNamedBufferData(uint buffer, uint internalformat, uint format, uint type, IntPtr data);
+ internal delegate void glClearNamedBufferSubData(uint buffer, uint internalformat, int offset, int size, uint format, uint type, IntPtr data);
+ internal delegate void glMapNamedBuffer(uint buffer, uint access);
+ internal delegate void glMapNamedBufferRange(uint buffer, int offset, int length, uint access);
+ internal delegate bool glUnmapNamedBuffer(uint buffer);
+ internal delegate void glFlushMappedNamedBufferRange(uint buffer, int offset, int length);
+ internal delegate void glGetNamedBufferParameteriv(uint buffer, uint pname, int[] Params);
+ internal delegate void glGetNamedBufferParameteri64v(uint buffer, uint pname, Int64[] Params);
+ internal delegate void glGetNamedBufferPointerv(uint buffer, uint pname, IntPtr[] Params);
+ internal delegate void glGetNamedBufferSubData(uint buffer, int offset, int size, IntPtr data);
+ internal delegate void glCreateFramebuffers(int n, uint[] framebuffers);
+ internal delegate void glNamedFramebufferRenderbuffer(uint framebuffer, uint attachment, uint renderbuffertarget, uint renderbuffer);
+ internal delegate void glNamedFramebufferParameteri(uint framebuffer, uint pname, int Param);
+ internal delegate void glNamedFramebufferTexture(uint framebuffer, uint attachment, uint texture, int level);
+ internal delegate void glNamedFramebufferTextureLayer(uint framebuffer, uint attachment, uint texture, int level, int layer);
+ internal delegate void glNamedFramebufferDrawBuffer(uint framebuffer, uint buf);
+ internal delegate void glNamedFramebufferDrawBuffers(uint framebuffer, int n, uint[] bufs);
+ internal delegate void glNamedFramebufferReadBuffer(uint framebuffer, uint src);
+ internal delegate void glInvalidateNamedFramebufferData(uint framebuffer, int numAttachments, uint[] attachments);
+ internal delegate void glInvalidateNamedFramebufferSubData(uint framebuffer, int numAttachments, uint[] attachments, int x, int y, int width, int height);
+ internal delegate void glClearNamedFramebufferiv(uint framebuffer, uint buffer, int drawbuffer, int[] value);
+ internal delegate void glClearNamedFramebufferuiv(uint framebuffer, uint buffer, int drawbuffer, uint[] value);
+ internal delegate void glClearNamedFramebufferfv(uint framebuffer, uint buffer, int drawbuffer, float[] value);
+ internal delegate void glClearNamedFramebufferfi(uint framebuffer, uint buffer, int drawbuffer, float depth, int stencil);
+ internal delegate void glBlitNamedFramebuffer(uint readFramebuffer, uint drawFramebuffer, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, uint mask, uint filter);
+ internal delegate uint glCheckNamedFramebufferStatus(uint framebuffer, uint target);
+ internal delegate void glGetNamedFramebufferParameteriv(uint framebuffer, uint pname, int[] Param);
+ internal delegate void glGetNamedFramebufferAttachmentParameteriv(uint framebuffer, uint attachment, uint pname, int[] Params);
+ internal delegate void glCreateRenderbuffers(int n, uint[] renderbuffers);
+ internal delegate void glNamedRenderbufferStorage(uint renderbuffer, uint internalformat, int width, int height);
+ internal delegate void glNamedRenderbufferStorageMultisample(uint renderbuffer, int samples, uint internalformat, int width, int height);
+ internal delegate void glGetNamedRenderbufferParameteriv(uint renderbuffer, uint pname, int[] Params);
+ internal delegate void glCreateTextures(uint target, int n, uint[] textures);
+ internal delegate void glTextureBuffer(uint texture, uint internalformat, uint buffer);
+ internal delegate void glTextureBufferRange(uint texture, uint internalformat, uint buffer, int offset, int size);
+ internal delegate void glTextureStorage1D(uint texture, int levels, uint internalformat, int width);
+ internal delegate void glTextureStorage2D(uint texture, int levels, uint internalformat, int width, int height);
+ internal delegate void glTextureStorage3D(uint texture, int levels, uint internalformat, int width, int height, int depth);
+ internal delegate void glTextureStorage2DMultisample(uint texture, int samples, uint internalformat, int width, int height, bool fixedsamplelocations);
+ internal delegate void glTextureStorage3DMultisample(uint texture, int samples, uint internalformat, int width, int height, int depth, bool fixedsamplelocations);
+ internal delegate void glTextureSubImage1D(uint texture, int level, int xoffset, int width, uint format, uint type, IntPtr pixels);
+ internal delegate void glTextureSubImage2D(uint texture, int level, int xoffset, int yoffset, int width, int height, uint format, uint type, IntPtr pixels);
+ internal delegate void glTextureSubImage3D(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr pixels);
+ internal delegate void glCompressedTextureSubImage1D(uint texture, int level, int xoffset, int width, uint format, int imageSize, IntPtr data);
+ internal delegate void glCompressedTextureSubImage2D(uint texture, int level, int xoffset, int yoffset, int width, int height, uint format, int imageSize, IntPtr data);
+ internal delegate void glCompressedTextureSubImage3D(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, int imageSize, IntPtr data);
+ internal delegate void glCopyTextureSubImage1D(uint texture, int level, int xoffset, int x, int y, int width);
+ internal delegate void glCopyTextureSubImage2D(uint texture, int level, int xoffset, int yoffset, int x, int y, int width, int height);
+ internal delegate void glCopyTextureSubImage3D(uint texture, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height);
+ internal delegate void glTextureParameterf(uint texture, uint pname, float Param);
+ internal delegate void glTextureParameterfv(uint texture, uint pname, float[] Param);
+ internal delegate void glTextureParameteri(uint texture, uint pname, int Param);
+ internal delegate void glTextureParameterIiv(uint texture, uint pname, int[] Params);
+ internal delegate void glTextureParameterIuiv(uint texture, uint pname, uint[] Params);
+ internal delegate void glTextureParameteriv(uint texture, uint pname, int[] Param);
+ internal delegate void glGenerateTextureMipmap(uint texture);
+ internal delegate void glBindTextureUnit(uint unit, uint texture);
+ internal delegate void glGetTextureImage(uint texture, int level, uint format, uint type, int bufSize, IntPtr pixels);
+ internal delegate void glGetCompressedTextureImage(uint texture, int level, int bufSize, IntPtr pixels);
+ internal delegate void glGetTextureLevelParameterfv(uint texture, int level, uint pname, float[] Params);
+ internal delegate void glGetTextureLevelParameteriv(uint texture, int level, uint pname, int[] Params);
+ internal delegate void glGetTextureParameterfv(uint texture, uint pname, float[] Params);
+ internal delegate void glGetTextureParameterIiv(uint texture, uint pname, int[] Params);
+ internal delegate void glGetTextureParameterIuiv(uint texture, uint pname, uint[] Params);
+ internal delegate void glGetTextureParameteriv(uint texture, uint pname, int[] Params);
+ internal delegate void glCreateVertexArrays(int n, uint[] arrays);
+ internal delegate void glDisableVertexArrayAttrib(uint vaobj, uint index);
+ internal delegate void glEnableVertexArrayAttrib(uint vaobj, uint index);
+ internal delegate void glVertexArrayElementBuffer(uint vaobj, uint buffer);
+ internal delegate void glVertexArrayVertexBuffer(uint vaobj, uint bindingindex, uint buffer, int offset, int stride);
+ internal delegate void glVertexArrayVertexBuffers(uint vaobj, uint first, int count, uint[] buffers, int[] offsets, int[] strides);
+ internal delegate void glVertexArrayAttribBinding(uint vaobj, uint attribindex, uint bindingindex);
+ internal delegate void glVertexArrayAttribFormat(uint vaobj, uint attribindex, int size, uint type, bool normalized, uint relativeoffset);
+ internal delegate void glVertexArrayAttribIFormat(uint vaobj, uint attribindex, int size, uint type, uint relativeoffset);
+ internal delegate void glVertexArrayAttribLFormat(uint vaobj, uint attribindex, int size, uint type, uint relativeoffset);
+ internal delegate void glVertexArrayBindingDivisor(uint vaobj, uint bindingindex, uint divisor);
+ internal delegate void glGetVertexArrayiv(uint vaobj, uint pname, int[] Param);
+ internal delegate void glGetVertexArrayIndexediv(uint vaobj, uint index, uint pname, int[] Param);
+ internal delegate void glGetVertexArrayIndexed64iv(uint vaobj, uint index, uint pname, Int64[] Param);
+ internal delegate void glCreateSamplers(int n, uint[] samplers);
+ internal delegate void glCreateProgramPipelines(int n, uint[] pipelines);
+ internal delegate void glCreateQueries(uint target, int n, uint[] ids);
+ internal delegate void glGetQueryBufferObjecti64v(uint id, uint buffer, uint pname, int offset);
+ internal delegate void glGetQueryBufferObjectiv(uint id, uint buffer, uint pname, int offset);
+ internal delegate void glGetQueryBufferObjectui64v(uint id, uint buffer, uint pname, int offset);
+ internal delegate void glGetQueryBufferObjectuiv(uint id, uint buffer, uint pname, int offset);
+ internal delegate void glMemoryBarrierByRegion(uint barriers);
+ internal delegate void glGetTextureSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, int bufSize, IntPtr pixels);
+ internal delegate void glGetCompressedTextureSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int bufSize, IntPtr pixels);
+ internal delegate uint glGetGraphicsResetStatus();
+ internal delegate void glGetnCompressedTexImage(uint target, int lod, int bufSize, IntPtr pixels);
+ internal delegate void glGetnTexImage(uint target, int level, uint format, uint type, int bufSize, IntPtr pixels);
+ internal delegate void glGetnUniformdv(uint program, int location, int bufSize, double[] Params);
+ internal delegate void glGetnUniformfv(uint program, int location, int bufSize, float[] Params);
+ internal delegate void glGetnUniformiv(uint program, int location, int bufSize, int[] Params);
+ internal delegate void glGetnUniformuiv(uint program, int location, int bufSize, uint[] Params);
+ internal delegate void glReadnPixels(int x, int y, int width, int height, uint format, uint type, int bufSize, IntPtr data);
+ internal delegate void glTextureBarrier();
+ internal delegate void glSpecializeShader(uint shader, byte[] pEntryPoint, uint numSpecializationConstants, uint[] pConstantIndex, uint[] pConstantValue);
+ internal delegate void glMultiDrawArraysIndirectCount(uint mode, IntPtr indirect, int drawcount, int maxdrawcount, int stride);
+ internal delegate void glMultiDrawElementsIndirectCount(uint mode, uint type, IntPtr indirect, int drawcount, int maxdrawcount, int stride);
+ internal delegate void glPolygonOffsetClamp(float factor, float units, float clamp);
+ }
+}
+
diff --git a/源代码/StgSharp/Graphics/gl_functions/GLexFunc_names.cs b/源代码/StgSharp/Graphics/gl_functions/GLexFunc_names.cs
new file mode 100644
index 00000000..d2607545
--- /dev/null
+++ b/源代码/StgSharp/Graphics/gl_functions/GLexFunc_names.cs
@@ -0,0 +1,604 @@
+namespace StgSharp.Graphics
+{
+ public partial class gl
+ {
+ internal static string[] extension_function_names = new string[]
+ {
+"glDrawRangeElements",
+"glTexImage3D",
+"glTexSubImage3D",
+"glCopyTexSubImage3D",
+"glActiveTexture",
+"glSampleCoverage",
+"glCompressedTexImage3D",
+"glCompressedTexImage2D",
+"glCompressedTexImage1D",
+"glCompressedTexSubImage3D",
+"glCompressedTexSubImage2D",
+"glCompressedTexSubImage1D",
+"glGetCompressedTexImage",
+"glBlendFuncSeparate",
+"glMultiDrawArrays",
+"glMultiDrawElements",
+"glPointParameterf",
+"glPointParameterfv",
+"glPointParameteri",
+"glPointParameteriv",
+"glBlendColor",
+"glBlendEquation",
+"glGenQueries",
+"glDeleteQueries",
+"glIsQuery",
+"glBeginQuery",
+"glEndQuery",
+"glGetQueryiv",
+"glGetQueryObjectiv",
+"glGetQueryObjectuiv",
+"glBindBuffer",
+"glDeleteBuffers",
+"glGenBuffers",
+"glIsBuffer",
+"glBufferData",
+"glBufferSubData",
+"glGetBufferSubData",
+"glMapBuffer",
+"glUnmapBuffer",
+"glGetBufferParameteriv",
+"glGetBufferPointerv",
+"glBlendEquationSeparate",
+"glDrawBuffers",
+"glStencilOpSeparate",
+"glStencilFuncSeparate",
+"glStencilMaskSeparate",
+"glAttachShader",
+"glBindAttribLocation",
+"glCompileShader",
+"glCreateProgram",
+"glCreateShader",
+"glDeleteProgram",
+"glDeleteShader",
+"glDetachShader",
+"glDisableVertexAttribArray",
+"glEnableVertexAttribArray",
+"glGetActiveAttrib",
+"glGetActiveUniform",
+"glGetAttachedShaders",
+"glGetAttribLocation",
+"glGetProgramiv",
+"glGetProgramInfoLog",
+"glGetShaderiv",
+"glGetShaderInfoLog",
+"glGetShaderSource",
+"glGetUniformLocation",
+"glGetUniformfv",
+"glGetUniformiv",
+"glGetVertexAttribdv",
+"glGetVertexAttribfv",
+"glGetVertexAttribiv",
+"glGetVertexAttribPointerv",
+"glIsProgram",
+"glIsShader",
+"glLinkProgram",
+"glShaderSource",
+"glUseProgram",
+"glUniform1f",
+"glUniform2f",
+"glUniform3f",
+"glUniform4f",
+"glUniform1i",
+"glUniform2i",
+"glUniform3i",
+"glUniform4i",
+"glUniform1fv",
+"glUniform2fv",
+"glUniform3fv",
+"glUniform4fv",
+"glUniform1iv",
+"glUniform2iv",
+"glUniform3iv",
+"glUniform4iv",
+"glUniformMatrix2fv",
+"glUniformMatrix3fv",
+"glUniformMatrix4fv",
+"glValidateProgram",
+"glVertexAttrib1d",
+"glVertexAttrib1dv",
+"glVertexAttrib1f",
+"glVertexAttrib1fv",
+"glVertexAttrib1s",
+"glVertexAttrib1sv",
+"glVertexAttrib2d",
+"glVertexAttrib2dv",
+"glVertexAttrib2f",
+"glVertexAttrib2fv",
+"glVertexAttrib2s",
+"glVertexAttrib2sv",
+"glVertexAttrib3d",
+"glVertexAttrib3dv",
+"glVertexAttrib3f",
+"glVertexAttrib3fv",
+"glVertexAttrib3s",
+"glVertexAttrib3sv",
+"glVertexAttrib4Nbv",
+"glVertexAttrib4Niv",
+"glVertexAttrib4Nsv",
+"glVertexAttrib4Nub",
+"glVertexAttrib4Nubv",
+"glVertexAttrib4Nuiv",
+"glVertexAttrib4Nusv",
+"glVertexAttrib4bv",
+"glVertexAttrib4d",
+"glVertexAttrib4dv",
+"glVertexAttrib4f",
+"glVertexAttrib4fv",
+"glVertexAttrib4iv",
+"glVertexAttrib4s",
+"glVertexAttrib4sv",
+"glVertexAttrib4ubv",
+"glVertexAttrib4uiv",
+"glVertexAttrib4usv",
+"glVertexAttribPointer",
+"glUniformMatrix2x3fv",
+"glUniformMatrix3x2fv",
+"glUniformMatrix2x4fv",
+"glUniformMatrix4x2fv",
+"glUniformMatrix3x4fv",
+"glUniformMatrix4x3fv",
+"glColorMaski",
+"glGetBooleani_v",
+"glGetIntegeri_v",
+"glEnablei",
+"glDisablei",
+"glIsEnabledi",
+"glBeginTransformFeedback",
+"glEndTransformFeedback",
+"glBindBufferRange",
+"glBindBufferBase",
+"glTransformFeedbackVaryings",
+"glGetTransformFeedbackVarying",
+"glClampColor",
+"glBeginConditionalRender",
+"glEndConditionalRender",
+"glVertexAttribIPointer",
+"glGetVertexAttribIiv",
+"glGetVertexAttribIuiv",
+"glVertexAttribI1i",
+"glVertexAttribI2i",
+"glVertexAttribI3i",
+"glVertexAttribI4i",
+"glVertexAttribI1ui",
+"glVertexAttribI2ui",
+"glVertexAttribI3ui",
+"glVertexAttribI4ui",
+"glVertexAttribI1iv",
+"glVertexAttribI2iv",
+"glVertexAttribI3iv",
+"glVertexAttribI4iv",
+"glVertexAttribI1uiv",
+"glVertexAttribI2uiv",
+"glVertexAttribI3uiv",
+"glVertexAttribI4uiv",
+"glVertexAttribI4bv",
+"glVertexAttribI4sv",
+"glVertexAttribI4ubv",
+"glVertexAttribI4usv",
+"glGetUniformuiv",
+"glBindFragDataLocation",
+"glGetFragDataLocation",
+"glUniform1ui",
+"glUniform2ui",
+"glUniform3ui",
+"glUniform4ui",
+"glUniform1uiv",
+"glUniform2uiv",
+"glUniform3uiv",
+"glUniform4uiv",
+"glTexParameterIiv",
+"glTexParameterIuiv",
+"glGetTexParameterIiv",
+"glGetTexParameterIuiv",
+"glClearBufferiv",
+"glClearBufferuiv",
+"glClearBufferfv",
+"glClearBufferfi",
+"glGetStringi",
+"glIsRenderbuffer",
+"glBindRenderbuffer",
+"glDeleteRenderbuffers",
+"glGenRenderbuffers",
+"glRenderbufferStorage",
+"glGetRenderbufferParameteriv",
+"glIsFramebuffer",
+"glBindFramebuffer",
+"glDeleteFramebuffers",
+"glGenFramebuffers",
+"glCheckFramebufferStatus",
+"glFramebufferTexture1D",
+"glFramebufferTexture2D",
+"glFramebufferTexture3D",
+"glFramebufferRenderbuffer",
+"glGetFramebufferAttachmentParameteriv",
+"glGenerateMipmap",
+"glBlitFramebuffer",
+"glRenderbufferStorageMultisample",
+"glFramebufferTextureLayer",
+"glMapBufferRange",
+"glFlushMappedBufferRange",
+"glBindVertexArray",
+"glDeleteVertexArrays",
+"glGenVertexArrays",
+"glIsVertexArray",
+"glDrawArraysInstanced",
+"glDrawElementsInstanced",
+"glTexBuffer",
+"glPrimitiveRestartIndex",
+"glCopyBufferSubData",
+"glGetUniformIndices",
+"glGetActiveUniformsiv",
+"glGetActiveUniformName",
+"glGetUniformBlockIndex",
+"glGetActiveUniformBlockiv",
+"glGetActiveUniformBlockName",
+"glUniformBlockBinding",
+"glDrawElementsBaseVertex",
+"glDrawRangeElementsBaseVertex",
+"glDrawElementsInstancedBaseVertex",
+"glMultiDrawElementsBaseVertex",
+"glProvokingVertex",
+"glFenceSync",
+"glIsSync",
+"glDeleteSync",
+"glClientWaitSync",
+"glWaitSync",
+"glGetInteger64v",
+"glGetSynciv",
+"glGetInteger64i_v",
+"glGetBufferParameteri64v",
+"glFramebufferTexture",
+"glTexImage2DMultisample",
+"glTexImage3DMultisample",
+"glGetMultisamplefv",
+"glSampleMaski",
+"glBindFragDataLocationIndexed",
+"glGetFragDataIndex",
+"glGenSamplers",
+"glDeleteSamplers",
+"glIsSampler",
+"glBindSampler",
+"glSamplerParameteri",
+"glSamplerParameteriv",
+"glSamplerParameterf",
+"glSamplerParameterfv",
+"glSamplerParameterIiv",
+"glSamplerParameterIuiv",
+"glGetSamplerParameteriv",
+"glGetSamplerParameterIiv",
+"glGetSamplerParameterfv",
+"glGetSamplerParameterIuiv",
+"glQueryCounter",
+"glGetQueryObjecti64v",
+"glGetQueryObjectui64v",
+"glVertexAttribDivisor",
+"glVertexAttribP1ui",
+"glVertexAttribP1uiv",
+"glVertexAttribP2ui",
+"glVertexAttribP2uiv",
+"glVertexAttribP3ui",
+"glVertexAttribP3uiv",
+"glVertexAttribP4ui",
+"glVertexAttribP4uiv",
+"glMinSampleShading",
+"glBlendEquationi",
+"glBlendEquationSeparatei",
+"glBlendFunci",
+"glBlendFuncSeparatei",
+"glDrawArraysIndirect",
+"glDrawElementsIndirect",
+"glUniform1d",
+"glUniform2d",
+"glUniform3d",
+"glUniform4d",
+"glUniform1dv",
+"glUniform2dv",
+"glUniform3dv",
+"glUniform4dv",
+"glUniformMatrix2dv",
+"glUniformMatrix3dv",
+"glUniformMatrix4dv",
+"glUniformMatrix2x3dv",
+"glUniformMatrix2x4dv",
+"glUniformMatrix3x2dv",
+"glUniformMatrix3x4dv",
+"glUniformMatrix4x2dv",
+"glUniformMatrix4x3dv",
+"glGetUniformdv",
+"glGetSubroutineUniformLocation",
+"glGetSubroutineIndex",
+"glGetActiveSubroutineUniformiv",
+"glGetActiveSubroutineUniformName",
+"glGetActiveSubroutineName",
+"glUniformSubroutinesuiv",
+"glGetUniformSubroutineuiv",
+"glGetProgramStageiv",
+"glPatchParameteri",
+"glPatchParameterfv",
+"glBindTransformFeedback",
+"glDeleteTransformFeedbacks",
+"glGenTransformFeedbacks",
+"glIsTransformFeedback",
+"glPauseTransformFeedback",
+"glResumeTransformFeedback",
+"glDrawTransformFeedback",
+"glDrawTransformFeedbackStream",
+"glBeginQueryIndexed",
+"glEndQueryIndexed",
+"glGetQueryIndexediv",
+"glReleaseShaderCompiler",
+"glShaderBinary",
+"glGetShaderPrecisionFormat",
+"glDepthRangef",
+"glClearDepthf",
+"glGetProgramBinary",
+"glProgramBinary",
+"glProgramParameteri",
+"glUseProgramStages",
+"glActiveShaderProgram",
+"glCreateShaderProgramv",
+"glBindProgramPipeline",
+"glDeleteProgramPipelines",
+"glGenProgramPipelines",
+"glIsProgramPipeline",
+"glGetProgramPipelineiv",
+"glProgramUniform1i",
+"glProgramUniform1iv",
+"glProgramUniform1f",
+"glProgramUniform1fv",
+"glProgramUniform1d",
+"glProgramUniform1dv",
+"glProgramUniform1ui",
+"glProgramUniform1uiv",
+"glProgramUniform2i",
+"glProgramUniform2iv",
+"glProgramUniform2f",
+"glProgramUniform2fv",
+"glProgramUniform2d",
+"glProgramUniform2dv",
+"glProgramUniform2ui",
+"glProgramUniform2uiv",
+"glProgramUniform3i",
+"glProgramUniform3iv",
+"glProgramUniform3f",
+"glProgramUniform3fv",
+"glProgramUniform3d",
+"glProgramUniform3dv",
+"glProgramUniform3ui",
+"glProgramUniform3uiv",
+"glProgramUniform4i",
+"glProgramUniform4iv",
+"glProgramUniform4f",
+"glProgramUniform4fv",
+"glProgramUniform4d",
+"glProgramUniform4dv",
+"glProgramUniform4ui",
+"glProgramUniform4uiv",
+"glProgramUniformMatrix2fv",
+"glProgramUniformMatrix3fv",
+"glProgramUniformMatrix4fv",
+"glProgramUniformMatrix2dv",
+"glProgramUniformMatrix3dv",
+"glProgramUniformMatrix4dv",
+"glProgramUniformMatrix2x3fv",
+"glProgramUniformMatrix3x2fv",
+"glProgramUniformMatrix2x4fv",
+"glProgramUniformMatrix4x2fv",
+"glProgramUniformMatrix3x4fv",
+"glProgramUniformMatrix4x3fv",
+"glProgramUniformMatrix2x3dv",
+"glProgramUniformMatrix3x2dv",
+"glProgramUniformMatrix2x4dv",
+"glProgramUniformMatrix4x2dv",
+"glProgramUniformMatrix3x4dv",
+"glProgramUniformMatrix4x3dv",
+"glValidateProgramPipeline",
+"glGetProgramPipelineInfoLog",
+"glVertexAttribL1d",
+"glVertexAttribL2d",
+"glVertexAttribL3d",
+"glVertexAttribL4d",
+"glVertexAttribL1dv",
+"glVertexAttribL2dv",
+"glVertexAttribL3dv",
+"glVertexAttribL4dv",
+"glVertexAttribLPointer",
+"glGetVertexAttribLdv",
+"glViewportArrayv",
+"glViewportIndexedf",
+"glViewportIndexedfv",
+"glScissorArrayv",
+"glScissorIndexed",
+"glScissorIndexedv",
+"glDepthRangeArrayv",
+"glDepthRangeIndexed",
+"glGetFloati_v",
+"glGetDoublei_v",
+"glDrawArraysInstancedBaseInstance",
+"glDrawElementsInstancedBaseInstance",
+"glDrawElementsInstancedBaseVertexBaseInstance",
+"glGetInternalformativ",
+"glGetActiveAtomicCounterBufferiv",
+"glBindImageTexture",
+"glMemoryBarrier",
+"glTexStorage1D",
+"glTexStorage2D",
+"glTexStorage3D",
+"glDrawTransformFeedbackInstanced",
+"glDrawTransformFeedbackStreamInstanced",
+"glClearBufferData",
+"glClearBufferSubData",
+"glDispatchCompute",
+"glDispatchComputeIndirect",
+"glCopyImageSubData",
+"glFramebufferParameteri",
+"glGetFramebufferParameteriv",
+"glGetInternalformati64v",
+"glInvalidateTexSubImage",
+"glInvalidateTexImage",
+"glInvalidateBufferSubData",
+"glInvalidateBufferData",
+"glInvalidateFramebuffer",
+"glInvalidateSubFramebuffer",
+"glMultiDrawArraysIndirect",
+"glMultiDrawElementsIndirect",
+"glGetProgramInterfaceiv",
+"glGetProgramResourceIndex",
+"glGetProgramResourceName",
+"glGetProgramResourceiv",
+"glGetProgramResourceLocation",
+"glGetProgramResourceLocationIndex",
+"glShaderStorageBlockBinding",
+"glTexBufferRange",
+"glTexStorage2DMultisample",
+"glTexStorage3DMultisample",
+"glTextureView",
+"glBindVertexBuffer",
+"glVertexAttribFormat",
+"glVertexAttribIFormat",
+"glVertexAttribLFormat",
+"glVertexAttribBinding",
+"glVertexBindingDivisor",
+"glDebugMessageControl",
+"glDebugMessageInsert",
+"glDebugMessageCallback",
+"glGetDebugMessageLog",
+"glPushDebugGroup",
+"glPopDebugGroup",
+"glObjectLabel",
+"glGetObjectLabel",
+"glObjectPtrLabel",
+"glGetObjectPtrLabel",
+"glBufferStorage",
+"glClearTexImage",
+"glClearTexSubImage",
+"glBindBuffersBase",
+"glBindBuffersRange",
+"glBindTextures",
+"glBindSamplers",
+"glBindImageTextures",
+"glBindVertexBuffers",
+"glClipControl",
+"glCreateTransformFeedbacks",
+"glTransformFeedbackBufferBase",
+"glTransformFeedbackBufferRange",
+"glGetTransformFeedbackiv",
+"glGetTransformFeedbacki_v",
+"glGetTransformFeedbacki64_v",
+"glCreateBuffers",
+"glNamedBufferStorage",
+"glNamedBufferData",
+"glNamedBufferSubData",
+"glCopyNamedBufferSubData",
+"glClearNamedBufferData",
+"glClearNamedBufferSubData",
+"glMapNamedBuffer",
+"glMapNamedBufferRange",
+"glUnmapNamedBuffer",
+"glFlushMappedNamedBufferRange",
+"glGetNamedBufferParameteriv",
+"glGetNamedBufferParameteri64v",
+"glGetNamedBufferPointerv",
+"glGetNamedBufferSubData",
+"glCreateFramebuffers",
+"glNamedFramebufferRenderbuffer",
+"glNamedFramebufferParameteri",
+"glNamedFramebufferTexture",
+"glNamedFramebufferTextureLayer",
+"glNamedFramebufferDrawBuffer",
+"glNamedFramebufferDrawBuffers",
+"glNamedFramebufferReadBuffer",
+"glInvalidateNamedFramebufferData",
+"glInvalidateNamedFramebufferSubData",
+"glClearNamedFramebufferiv",
+"glClearNamedFramebufferuiv",
+"glClearNamedFramebufferfv",
+"glClearNamedFramebufferfi",
+"glBlitNamedFramebuffer",
+"glCheckNamedFramebufferStatus",
+"glGetNamedFramebufferParameteriv",
+"glGetNamedFramebufferAttachmentParameteriv",
+"glCreateRenderbuffers",
+"glNamedRenderbufferStorage",
+"glNamedRenderbufferStorageMultisample",
+"glGetNamedRenderbufferParameteriv",
+"glCreateTextures",
+"glTextureBuffer",
+"glTextureBufferRange",
+"glTextureStorage1D",
+"glTextureStorage2D",
+"glTextureStorage3D",
+"glTextureStorage2DMultisample",
+"glTextureStorage3DMultisample",
+"glTextureSubImage1D",
+"glTextureSubImage2D",
+"glTextureSubImage3D",
+"glCompressedTextureSubImage1D",
+"glCompressedTextureSubImage2D",
+"glCompressedTextureSubImage3D",
+"glCopyTextureSubImage1D",
+"glCopyTextureSubImage2D",
+"glCopyTextureSubImage3D",
+"glTextureParameterf",
+"glTextureParameterfv",
+"glTextureParameteri",
+"glTextureParameterIiv",
+"glTextureParameterIuiv",
+"glTextureParameteriv",
+"glGenerateTextureMipmap",
+"glBindTextureUnit",
+"glGetTextureImage",
+"glGetCompressedTextureImage",
+"glGetTextureLevelParameterfv",
+"glGetTextureLevelParameteriv",
+"glGetTextureParameterfv",
+"glGetTextureParameterIiv",
+"glGetTextureParameterIuiv",
+"glGetTextureParameteriv",
+"glCreateVertexArrays",
+"glDisableVertexArrayAttrib",
+"glEnableVertexArrayAttrib",
+"glVertexArrayElementBuffer",
+"glVertexArrayVertexBuffer",
+"glVertexArrayVertexBuffers",
+"glVertexArrayAttribBinding",
+"glVertexArrayAttribFormat",
+"glVertexArrayAttribIFormat",
+"glVertexArrayAttribLFormat",
+"glVertexArrayBindingDivisor",
+"glGetVertexArrayiv",
+"glGetVertexArrayIndexediv",
+"glGetVertexArrayIndexed64iv",
+"glCreateSamplers",
+"glCreateProgramPipelines",
+"glCreateQueries",
+"glGetQueryBufferObjecti64v",
+"glGetQueryBufferObjectiv",
+"glGetQueryBufferObjectui64v",
+"glGetQueryBufferObjectuiv",
+"glMemoryBarrierByRegion",
+"glGetTextureSubImage",
+"glGetCompressedTextureSubImage",
+"glGetGraphicsResetStatus",
+"glGetnCompressedTexImage",
+"glGetnTexImage",
+"glGetnUniformdv",
+"glGetnUniformfv",
+"glGetnUniformiv",
+"glGetnUniformuiv",
+"glReadnPixels",
+"glTextureBarrier",
+"glSpecializeShader",
+"glMultiDrawArraysIndirectCount",
+"glMultiDrawElementsIndirectCount",
+"glPolygonOffsetClamp"
+ };
+ }
+}
\ No newline at end of file
diff --git a/源代码/StgSharp/Graphics/gl_functions/GLexFunc_table.cs b/源代码/StgSharp/Graphics/gl_functions/GLexFunc_table.cs
new file mode 100644
index 00000000..ddf9eb00
--- /dev/null
+++ b/源代码/StgSharp/Graphics/gl_functions/GLexFunc_table.cs
@@ -0,0 +1,608 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace StgSharp.Graphics
+{
+ internal class GLexFunc_table
+ {
+ internal readonly gl.glDrawRangeElements glDrawRangeElements;
+ internal readonly gl.glTexImage3D glTexImage3D;
+ internal readonly gl.glTexSubImage3D glTexSubImage3D;
+ internal readonly gl.glCopyTexSubImage3D glCopyTexSubImage3D;
+ internal readonly gl.glActiveTexture glActiveTexture;
+ internal readonly gl.glSampleCoverage glSampleCoverage;
+ internal readonly gl.glCompressedTexImage3D glCompressedTexImage3D;
+ internal readonly gl.glCompressedTexImage2D glCompressedTexImage2D;
+ internal readonly gl.glCompressedTexImage1D glCompressedTexImage1D;
+ internal readonly gl.glCompressedTexSubImage3D glCompressedTexSubImage3D;
+ internal readonly gl.glCompressedTexSubImage2D glCompressedTexSubImage2D;
+ internal readonly gl.glCompressedTexSubImage1D glCompressedTexSubImage1D;
+ internal readonly gl.glGetCompressedTexImage glGetCompressedTexImage;
+ internal readonly gl.glBlendFuncSeparate glBlendFuncSeparate;
+ internal readonly gl.glMultiDrawArrays glMultiDrawArrays;
+ internal readonly gl.glMultiDrawElements glMultiDrawElements;
+ internal readonly gl.glPointParameterf glPointParameterf;
+ internal readonly gl.glPointParameterfv glPointParameterfv;
+ internal readonly gl.glPointParameteri glPointParameteri;
+ internal readonly gl.glPointParameteriv glPointParameteriv;
+ internal readonly gl.glBlendColor glBlendColor;
+ internal readonly gl.glBlendEquation glBlendEquation;
+ internal readonly gl.glGenQueries glGenQueries;
+ internal readonly gl.glDeleteQueries glDeleteQueries;
+ internal readonly gl.glIsQuery glIsQuery;
+ internal readonly gl.glBeginQuery glBeginQuery;
+ internal readonly gl.glEndQuery glEndQuery;
+ internal readonly gl.glGetQueryiv glGetQueryiv;
+ internal readonly gl.glGetQueryObjectiv glGetQueryObjectiv;
+ internal readonly gl.glGetQueryObjectuiv glGetQueryObjectuiv;
+ internal readonly gl.glBindBuffer glBindBuffer;
+ internal readonly gl.glDeleteBuffers glDeleteBuffers;
+ internal readonly gl.glGenBuffers glGenBuffers;
+ internal readonly gl.glIsBuffer glIsBuffer;
+ internal readonly gl.glBufferData glBufferData;
+ internal readonly gl.glBufferSubData glBufferSubData;
+ internal readonly gl.glGetBufferSubData glGetBufferSubData;
+ internal readonly gl.glMapBuffer glMapBuffer;
+ internal readonly gl.glUnmapBuffer glUnmapBuffer;
+ internal readonly gl.glGetBufferParameteriv glGetBufferParameteriv;
+ internal readonly gl.glGetBufferPointerv glGetBufferPointerv;
+ internal readonly gl.glBlendEquationSeparate glBlendEquationSeparate;
+ internal readonly gl.glDrawBuffers glDrawBuffers;
+ internal readonly gl.glStencilOpSeparate glStencilOpSeparate;
+ internal readonly gl.glStencilFuncSeparate glStencilFuncSeparate;
+ internal readonly gl.glStencilMaskSeparate glStencilMaskSeparate;
+ internal readonly gl.glAttachShader glAttachShader;
+ internal readonly gl.glBindAttribLocation glBindAttribLocation;
+ internal readonly gl.glCompileShader glCompileShader;
+ internal readonly gl.glCreateProgram glCreateProgram;
+ internal readonly gl.glCreateShader glCreateShader;
+ internal readonly gl.glDeleteProgram glDeleteProgram;
+ internal readonly gl.glDeleteShader glDeleteShader;
+ internal readonly gl.glDetachShader glDetachShader;
+ internal readonly gl.glDisableVertexAttribArray glDisableVertexAttribArray;
+ internal readonly gl.glEnableVertexAttribArray glEnableVertexAttribArray;
+ internal readonly gl.glGetActiveAttrib glGetActiveAttrib;
+ internal readonly gl.glGetActiveUniform glGetActiveUniform;
+ internal readonly gl.glGetAttachedShaders glGetAttachedShaders;
+ internal readonly gl.glGetAttribLocation glGetAttribLocation;
+ internal readonly gl.glGetProgramiv glGetProgramiv;
+ internal readonly gl.glGetProgramInfoLog glGetProgramInfoLog;
+ internal readonly gl.glGetShaderiv glGetShaderiv;
+ internal readonly gl.glGetShaderInfoLog glGetShaderInfoLog;
+ internal readonly gl.glGetShaderSource glGetShaderSource;
+ internal readonly gl.glGetUniformLocation glGetUniformLocation;
+ internal readonly gl.glGetUniformfv glGetUniformfv;
+ internal readonly gl.glGetUniformiv glGetUniformiv;
+ internal readonly gl.glGetVertexAttribdv glGetVertexAttribdv;
+ internal readonly gl.glGetVertexAttribfv glGetVertexAttribfv;
+ internal readonly gl.glGetVertexAttribiv glGetVertexAttribiv;
+ internal readonly gl.glGetVertexAttribPointerv glGetVertexAttribPointerv;
+ internal readonly gl.glIsProgram glIsProgram;
+ internal readonly gl.glIsShader glIsShader;
+ internal readonly gl.glLinkProgram glLinkProgram;
+ internal readonly gl.glShaderSource glShaderSource;
+ internal readonly gl.glUseProgram glUseProgram;
+ internal readonly gl.glUniform1f glUniform1f;
+ internal readonly gl.glUniform2f glUniform2f;
+ internal readonly gl.glUniform3f glUniform3f;
+ internal readonly gl.glUniform4f glUniform4f;
+ internal readonly gl.glUniform1i glUniform1i;
+ internal readonly gl.glUniform2i glUniform2i;
+ internal readonly gl.glUniform3i glUniform3i;
+ internal readonly gl.glUniform4i glUniform4i;
+ internal readonly gl.glUniform1fv glUniform1fv;
+ internal readonly gl.glUniform2fv glUniform2fv;
+ internal readonly gl.glUniform3fv glUniform3fv;
+ internal readonly gl.glUniform4fv glUniform4fv;
+ internal readonly gl.glUniform1iv glUniform1iv;
+ internal readonly gl.glUniform2iv glUniform2iv;
+ internal readonly gl.glUniform3iv glUniform3iv;
+ internal readonly gl.glUniform4iv glUniform4iv;
+ internal readonly gl.glUniformMatrix2fv glUniformMatrix2fv;
+ internal readonly gl.glUniformMatrix3fv glUniformMatrix3fv;
+ internal readonly gl.glUniformMatrix4fv glUniformMatrix4fv;
+ internal readonly gl.glValidateProgram glValidateProgram;
+ internal readonly gl.glVertexAttrib1d glVertexAttrib1d;
+ internal readonly gl.glVertexAttrib1dv glVertexAttrib1dv;
+ internal readonly gl.glVertexAttrib1f glVertexAttrib1f;
+ internal readonly gl.glVertexAttrib1fv glVertexAttrib1fv;
+ internal readonly gl.glVertexAttrib1s glVertexAttrib1s;
+ internal readonly gl.glVertexAttrib1sv glVertexAttrib1sv;
+ internal readonly gl.glVertexAttrib2d glVertexAttrib2d;
+ internal readonly gl.glVertexAttrib2dv glVertexAttrib2dv;
+ internal readonly gl.glVertexAttrib2f glVertexAttrib2f;
+ internal readonly gl.glVertexAttrib2fv glVertexAttrib2fv;
+ internal readonly gl.glVertexAttrib2s glVertexAttrib2s;
+ internal readonly gl.glVertexAttrib2sv glVertexAttrib2sv;
+ internal readonly gl.glVertexAttrib3d glVertexAttrib3d;
+ internal readonly gl.glVertexAttrib3dv glVertexAttrib3dv;
+ internal readonly gl.glVertexAttrib3f glVertexAttrib3f;
+ internal readonly gl.glVertexAttrib3fv glVertexAttrib3fv;
+ internal readonly gl.glVertexAttrib3s glVertexAttrib3s;
+ internal readonly gl.glVertexAttrib3sv glVertexAttrib3sv;
+ internal readonly gl.glVertexAttrib4Nbv glVertexAttrib4Nbv;
+ internal readonly gl.glVertexAttrib4Niv glVertexAttrib4Niv;
+ internal readonly gl.glVertexAttrib4Nsv glVertexAttrib4Nsv;
+ internal readonly gl.glVertexAttrib4Nub glVertexAttrib4Nub;
+ internal readonly gl.glVertexAttrib4Nubv glVertexAttrib4Nubv;
+ internal readonly gl.glVertexAttrib4Nuiv glVertexAttrib4Nuiv;
+ internal readonly gl.glVertexAttrib4Nusv glVertexAttrib4Nusv;
+ internal readonly gl.glVertexAttrib4bv glVertexAttrib4bv;
+ internal readonly gl.glVertexAttrib4d glVertexAttrib4d;
+ internal readonly gl.glVertexAttrib4dv glVertexAttrib4dv;
+ internal readonly gl.glVertexAttrib4f glVertexAttrib4f;
+ internal readonly gl.glVertexAttrib4fv glVertexAttrib4fv;
+ internal readonly gl.glVertexAttrib4iv glVertexAttrib4iv;
+ internal readonly gl.glVertexAttrib4s glVertexAttrib4s;
+ internal readonly gl.glVertexAttrib4sv glVertexAttrib4sv;
+ internal readonly gl.glVertexAttrib4ubv glVertexAttrib4ubv;
+ internal readonly gl.glVertexAttrib4uiv glVertexAttrib4uiv;
+ internal readonly gl.glVertexAttrib4usv glVertexAttrib4usv;
+ internal readonly gl.glVertexAttribPointer glVertexAttribPointer;
+ internal readonly gl.glUniformMatrix2x3fv glUniformMatrix2x3fv;
+ internal readonly gl.glUniformMatrix3x2fv glUniformMatrix3x2fv;
+ internal readonly gl.glUniformMatrix2x4fv glUniformMatrix2x4fv;
+ internal readonly gl.glUniformMatrix4x2fv glUniformMatrix4x2fv;
+ internal readonly gl.glUniformMatrix3x4fv glUniformMatrix3x4fv;
+ internal readonly gl.glUniformMatrix4x3fv glUniformMatrix4x3fv;
+ internal readonly gl.glColorMaski glColorMaski;
+ internal readonly gl.glGetBooleani_v glGetBooleani_v;
+ internal readonly gl.glGetIntegeri_v glGetIntegeri_v;
+ internal readonly gl.glEnablei glEnablei;
+ internal readonly gl.glDisablei glDisablei;
+ internal readonly gl.glIsEnabledi glIsEnabledi;
+ internal readonly gl.glBeginTransformFeedback glBeginTransformFeedback;
+ internal readonly gl.glEndTransformFeedback glEndTransformFeedback;
+ internal readonly gl.glBindBufferRange glBindBufferRange;
+ internal readonly gl.glBindBufferBase glBindBufferBase;
+ internal readonly gl.glTransformFeedbackVaryings glTransformFeedbackVaryings;
+ internal readonly gl.glGetTransformFeedbackVarying glGetTransformFeedbackVarying;
+ internal readonly gl.glClampColor glClampColor;
+ internal readonly gl.glBeginConditionalRender glBeginConditionalRender;
+ internal readonly gl.glEndConditionalRender glEndConditionalRender;
+ internal readonly gl.glVertexAttribIPointer glVertexAttribIPointer;
+ internal readonly gl.glGetVertexAttribIiv glGetVertexAttribIiv;
+ internal readonly gl.glGetVertexAttribIuiv glGetVertexAttribIuiv;
+ internal readonly gl.glVertexAttribI1i glVertexAttribI1i;
+ internal readonly gl.glVertexAttribI2i glVertexAttribI2i;
+ internal readonly gl.glVertexAttribI3i glVertexAttribI3i;
+ internal readonly gl.glVertexAttribI4i glVertexAttribI4i;
+ internal readonly gl.glVertexAttribI1ui glVertexAttribI1ui;
+ internal readonly gl.glVertexAttribI2ui glVertexAttribI2ui;
+ internal readonly gl.glVertexAttribI3ui glVertexAttribI3ui;
+ internal readonly gl.glVertexAttribI4ui glVertexAttribI4ui;
+ internal readonly gl.glVertexAttribI1iv glVertexAttribI1iv;
+ internal readonly gl.glVertexAttribI2iv glVertexAttribI2iv;
+ internal readonly gl.glVertexAttribI3iv glVertexAttribI3iv;
+ internal readonly gl.glVertexAttribI4iv glVertexAttribI4iv;
+ internal readonly gl.glVertexAttribI1uiv glVertexAttribI1uiv;
+ internal readonly gl.glVertexAttribI2uiv glVertexAttribI2uiv;
+ internal readonly gl.glVertexAttribI3uiv glVertexAttribI3uiv;
+ internal readonly gl.glVertexAttribI4uiv glVertexAttribI4uiv;
+ internal readonly gl.glVertexAttribI4bv glVertexAttribI4bv;
+ internal readonly gl.glVertexAttribI4sv glVertexAttribI4sv;
+ internal readonly gl.glVertexAttribI4ubv glVertexAttribI4ubv;
+ internal readonly gl.glVertexAttribI4usv glVertexAttribI4usv;
+ internal readonly gl.glGetUniformuiv glGetUniformuiv;
+ internal readonly gl.glBindFragDataLocation glBindFragDataLocation;
+ internal readonly gl.glGetFragDataLocation glGetFragDataLocation;
+ internal readonly gl.glUniform1ui glUniform1ui;
+ internal readonly gl.glUniform2ui glUniform2ui;
+ internal readonly gl.glUniform3ui glUniform3ui;
+ internal readonly gl.glUniform4ui glUniform4ui;
+ internal readonly gl.glUniform1uiv glUniform1uiv;
+ internal readonly gl.glUniform2uiv glUniform2uiv;
+ internal readonly gl.glUniform3uiv glUniform3uiv;
+ internal readonly gl.glUniform4uiv glUniform4uiv;
+ internal readonly gl.glTexParameterIiv glTexParameterIiv;
+ internal readonly gl.glTexParameterIuiv glTexParameterIuiv;
+ internal readonly gl.glGetTexParameterIiv glGetTexParameterIiv;
+ internal readonly gl.glGetTexParameterIuiv glGetTexParameterIuiv;
+ internal readonly gl.glClearBufferiv glClearBufferiv;
+ internal readonly gl.glClearBufferuiv glClearBufferuiv;
+ internal readonly gl.glClearBufferfv glClearBufferfv;
+ internal readonly gl.glClearBufferfi glClearBufferfi;
+ internal readonly gl.glGetStringi glGetStringi;
+ internal readonly gl.glIsRenderbuffer glIsRenderbuffer;
+ internal readonly gl.glBindRenderbuffer glBindRenderbuffer;
+ internal readonly gl.glDeleteRenderbuffers glDeleteRenderbuffers;
+ internal readonly gl.glGenRenderbuffers glGenRenderbuffers;
+ internal readonly gl.glRenderbufferStorage glRenderbufferStorage;
+ internal readonly gl.glGetRenderbufferParameteriv glGetRenderbufferParameteriv;
+ internal readonly gl.glIsFramebuffer glIsFramebuffer;
+ internal readonly gl.glBindFramebuffer glBindFramebuffer;
+ internal readonly gl.glDeleteFramebuffers glDeleteFramebuffers;
+ internal readonly gl.glGenFramebuffers glGenFramebuffers;
+ internal readonly gl.glCheckFramebufferStatus glCheckFramebufferStatus;
+ internal readonly gl.glFramebufferTexture1D glFramebufferTexture1D;
+ internal readonly gl.glFramebufferTexture2D glFramebufferTexture2D;
+ internal readonly gl.glFramebufferTexture3D glFramebufferTexture3D;
+ internal readonly gl.glFramebufferRenderbuffer glFramebufferRenderbuffer;
+ internal readonly gl.glGetFramebufferAttachmentParameteriv glGetFramebufferAttachmentParameteriv;
+ internal readonly gl.glGenerateMipmap glGenerateMipmap;
+ internal readonly gl.glBlitFramebuffer glBlitFramebuffer;
+ internal readonly gl.glRenderbufferStorageMultisample glRenderbufferStorageMultisample;
+ internal readonly gl.glFramebufferTextureLayer glFramebufferTextureLayer;
+ internal readonly gl.glMapBufferRange glMapBufferRange;
+ internal readonly gl.glFlushMappedBufferRange glFlushMappedBufferRange;
+ internal readonly gl.glBindVertexArray glBindVertexArray;
+ internal readonly gl.glDeleteVertexArrays glDeleteVertexArrays;
+ internal readonly gl.glGenVertexArrays glGenVertexArrays;
+ internal readonly gl.glIsVertexArray glIsVertexArray;
+ internal readonly gl.glDrawArraysInstanced glDrawArraysInstanced;
+ internal readonly gl.glDrawElementsInstanced glDrawElementsInstanced;
+ internal readonly gl.glTexBuffer glTexBuffer;
+ internal readonly gl.glPrimitiveRestartIndex glPrimitiveRestartIndex;
+ internal readonly gl.glCopyBufferSubData glCopyBufferSubData;
+ internal readonly gl.glGetUniformIndices glGetUniformIndices;
+ internal readonly gl.glGetActiveUniformsiv glGetActiveUniformsiv;
+ internal readonly gl.glGetActiveUniformName glGetActiveUniformName;
+ internal readonly gl.glGetUniformBlockIndex glGetUniformBlockIndex;
+ internal readonly gl.glGetActiveUniformBlockiv glGetActiveUniformBlockiv;
+ internal readonly gl.glGetActiveUniformBlockName glGetActiveUniformBlockName;
+ internal readonly gl.glUniformBlockBinding glUniformBlockBinding;
+ internal readonly gl.glDrawElementsBaseVertex glDrawElementsBaseVertex;
+ internal readonly gl.glDrawRangeElementsBaseVertex glDrawRangeElementsBaseVertex;
+ internal readonly gl.glDrawElementsInstancedBaseVertex glDrawElementsInstancedBaseVertex;
+ internal readonly gl.glMultiDrawElementsBaseVertex glMultiDrawElementsBaseVertex;
+ internal readonly gl.glProvokingVertex glProvokingVertex;
+ internal readonly gl.glFenceSync glFenceSync;
+ internal readonly gl.glIsSync glIsSync;
+ internal readonly gl.glDeleteSync glDeleteSync;
+ internal readonly gl.glClientWaitSync glClientWaitSync;
+ internal readonly gl.glWaitSync glWaitSync;
+ internal readonly gl.glGetInteger64v glGetInteger64v;
+ internal readonly gl.glGetSynciv glGetSynciv;
+ internal readonly gl.glGetInteger64i_v glGetInteger64i_v;
+ internal readonly gl.glGetBufferParameteri64v glGetBufferParameteri64v;
+ internal readonly gl.glFramebufferTexture glFramebufferTexture;
+ internal readonly gl.glTexImage2DMultisample glTexImage2DMultisample;
+ internal readonly gl.glTexImage3DMultisample glTexImage3DMultisample;
+ internal readonly gl.glGetMultisamplefv glGetMultisamplefv;
+ internal readonly gl.glSampleMaski glSampleMaski;
+ internal readonly gl.glBindFragDataLocationIndexed glBindFragDataLocationIndexed;
+ internal readonly gl.glGetFragDataIndex glGetFragDataIndex;
+ internal readonly gl.glGenSamplers glGenSamplers;
+ internal readonly gl.glDeleteSamplers glDeleteSamplers;
+ internal readonly gl.glIsSampler glIsSampler;
+ internal readonly gl.glBindSampler glBindSampler;
+ internal readonly gl.glSamplerParameteri glSamplerParameteri;
+ internal readonly gl.glSamplerParameteriv glSamplerParameteriv;
+ internal readonly gl.glSamplerParameterf glSamplerParameterf;
+ internal readonly gl.glSamplerParameterfv glSamplerParameterfv;
+ internal readonly gl.glSamplerParameterIiv glSamplerParameterIiv;
+ internal readonly gl.glSamplerParameterIuiv glSamplerParameterIuiv;
+ internal readonly gl.glGetSamplerParameteriv glGetSamplerParameteriv;
+ internal readonly gl.glGetSamplerParameterIiv glGetSamplerParameterIiv;
+ internal readonly gl.glGetSamplerParameterfv glGetSamplerParameterfv;
+ internal readonly gl.glGetSamplerParameterIuiv glGetSamplerParameterIuiv;
+ internal readonly gl.glQueryCounter glQueryCounter;
+ internal readonly gl.glGetQueryObjecti64v glGetQueryObjecti64v;
+ internal readonly gl.glGetQueryObjectui64v glGetQueryObjectui64v;
+ internal readonly gl.glVertexAttribDivisor glVertexAttribDivisor;
+ internal readonly gl.glVertexAttribP1ui glVertexAttribP1ui;
+ internal readonly gl.glVertexAttribP1uiv glVertexAttribP1uiv;
+ internal readonly gl.glVertexAttribP2ui glVertexAttribP2ui;
+ internal readonly gl.glVertexAttribP2uiv glVertexAttribP2uiv;
+ internal readonly gl.glVertexAttribP3ui glVertexAttribP3ui;
+ internal readonly gl.glVertexAttribP3uiv glVertexAttribP3uiv;
+ internal readonly gl.glVertexAttribP4ui glVertexAttribP4ui;
+ internal readonly gl.glVertexAttribP4uiv glVertexAttribP4uiv;
+ internal readonly gl.glMinSampleShading glMinSampleShading;
+ internal readonly gl.glBlendEquationi glBlendEquationi;
+ internal readonly gl.glBlendEquationSeparatei glBlendEquationSeparatei;
+ internal readonly gl.glBlendFunci glBlendFunci;
+ internal readonly gl.glBlendFuncSeparatei glBlendFuncSeparatei;
+ internal readonly gl.glDrawArraysIndirect glDrawArraysIndirect;
+ internal readonly gl.glDrawElementsIndirect glDrawElementsIndirect;
+ internal readonly gl.glUniform1d glUniform1d;
+ internal readonly gl.glUniform2d glUniform2d;
+ internal readonly gl.glUniform3d glUniform3d;
+ internal readonly gl.glUniform4d glUniform4d;
+ internal readonly gl.glUniform1dv glUniform1dv;
+ internal readonly gl.glUniform2dv glUniform2dv;
+ internal readonly gl.glUniform3dv glUniform3dv;
+ internal readonly gl.glUniform4dv glUniform4dv;
+ internal readonly gl.glUniformMatrix2dv glUniformMatrix2dv;
+ internal readonly gl.glUniformMatrix3dv glUniformMatrix3dv;
+ internal readonly gl.glUniformMatrix4dv glUniformMatrix4dv;
+ internal readonly gl.glUniformMatrix2x3dv glUniformMatrix2x3dv;
+ internal readonly gl.glUniformMatrix2x4dv glUniformMatrix2x4dv;
+ internal readonly gl.glUniformMatrix3x2dv glUniformMatrix3x2dv;
+ internal readonly gl.glUniformMatrix3x4dv glUniformMatrix3x4dv;
+ internal readonly gl.glUniformMatrix4x2dv glUniformMatrix4x2dv;
+ internal readonly gl.glUniformMatrix4x3dv glUniformMatrix4x3dv;
+ internal readonly gl.glGetUniformdv glGetUniformdv;
+ internal readonly gl.glGetSubroutineUniformLocation glGetSubroutineUniformLocation;
+ internal readonly gl.glGetSubroutineIndex glGetSubroutineIndex;
+ internal readonly gl.glGetActiveSubroutineUniformiv glGetActiveSubroutineUniformiv;
+ internal readonly gl.glGetActiveSubroutineUniformName glGetActiveSubroutineUniformName;
+ internal readonly gl.glGetActiveSubroutineName glGetActiveSubroutineName;
+ internal readonly gl.glUniformSubroutinesuiv glUniformSubroutinesuiv;
+ internal readonly gl.glGetUniformSubroutineuiv glGetUniformSubroutineuiv;
+ internal readonly gl.glGetProgramStageiv glGetProgramStageiv;
+ internal readonly gl.glPatchParameteri glPatchParameteri;
+ internal readonly gl.glPatchParameterfv glPatchParameterfv;
+ internal readonly gl.glBindTransformFeedback glBindTransformFeedback;
+ internal readonly gl.glDeleteTransformFeedbacks glDeleteTransformFeedbacks;
+ internal readonly gl.glGenTransformFeedbacks glGenTransformFeedbacks;
+ internal readonly gl.glIsTransformFeedback glIsTransformFeedback;
+ internal readonly gl.glPauseTransformFeedback glPauseTransformFeedback;
+ internal readonly gl.glResumeTransformFeedback glResumeTransformFeedback;
+ internal readonly gl.glDrawTransformFeedback glDrawTransformFeedback;
+ internal readonly gl.glDrawTransformFeedbackStream glDrawTransformFeedbackStream;
+ internal readonly gl.glBeginQueryIndexed glBeginQueryIndexed;
+ internal readonly gl.glEndQueryIndexed glEndQueryIndexed;
+ internal readonly gl.glGetQueryIndexediv glGetQueryIndexediv;
+ internal readonly gl.glReleaseShaderCompiler glReleaseShaderCompiler;
+ internal readonly gl.glShaderBinary glShaderBinary;
+ internal readonly gl.glGetShaderPrecisionFormat glGetShaderPrecisionFormat;
+ internal readonly gl.glDepthRangef glDepthRangef;
+ internal readonly gl.glClearDepthf glClearDepthf;
+ internal readonly gl.glGetProgramBinary glGetProgramBinary;
+ internal readonly gl.glProgramBinary glProgramBinary;
+ internal readonly gl.glProgramParameteri glProgramParameteri;
+ internal readonly gl.glUseProgramStages glUseProgramStages;
+ internal readonly gl.glActiveShaderProgram glActiveShaderProgram;
+ internal readonly gl.glCreateShaderProgramv glCreateShaderProgramv;
+ internal readonly gl.glBindProgramPipeline glBindProgramPipeline;
+ internal readonly gl.glDeleteProgramPipelines glDeleteProgramPipelines;
+ internal readonly gl.glGenProgramPipelines glGenProgramPipelines;
+ internal readonly gl.glIsProgramPipeline glIsProgramPipeline;
+ internal readonly gl.glGetProgramPipelineiv glGetProgramPipelineiv;
+ internal readonly gl.glProgramUniform1i glProgramUniform1i;
+ internal readonly gl.glProgramUniform1iv glProgramUniform1iv;
+ internal readonly gl.glProgramUniform1f glProgramUniform1f;
+ internal readonly gl.glProgramUniform1fv glProgramUniform1fv;
+ internal readonly gl.glProgramUniform1d glProgramUniform1d;
+ internal readonly gl.glProgramUniform1dv glProgramUniform1dv;
+ internal readonly gl.glProgramUniform1ui glProgramUniform1ui;
+ internal readonly gl.glProgramUniform1uiv glProgramUniform1uiv;
+ internal readonly gl.glProgramUniform2i glProgramUniform2i;
+ internal readonly gl.glProgramUniform2iv glProgramUniform2iv;
+ internal readonly gl.glProgramUniform2f glProgramUniform2f;
+ internal readonly gl.glProgramUniform2fv glProgramUniform2fv;
+ internal readonly gl.glProgramUniform2d glProgramUniform2d;
+ internal readonly gl.glProgramUniform2dv glProgramUniform2dv;
+ internal readonly gl.glProgramUniform2ui glProgramUniform2ui;
+ internal readonly gl.glProgramUniform2uiv glProgramUniform2uiv;
+ internal readonly gl.glProgramUniform3i glProgramUniform3i;
+ internal readonly gl.glProgramUniform3iv glProgramUniform3iv;
+ internal readonly gl.glProgramUniform3f glProgramUniform3f;
+ internal readonly gl.glProgramUniform3fv glProgramUniform3fv;
+ internal readonly gl.glProgramUniform3d glProgramUniform3d;
+ internal readonly gl.glProgramUniform3dv glProgramUniform3dv;
+ internal readonly gl.glProgramUniform3ui glProgramUniform3ui;
+ internal readonly gl.glProgramUniform3uiv glProgramUniform3uiv;
+ internal readonly gl.glProgramUniform4i glProgramUniform4i;
+ internal readonly gl.glProgramUniform4iv glProgramUniform4iv;
+ internal readonly gl.glProgramUniform4f glProgramUniform4f;
+ internal readonly gl.glProgramUniform4fv glProgramUniform4fv;
+ internal readonly gl.glProgramUniform4d glProgramUniform4d;
+ internal readonly gl.glProgramUniform4dv glProgramUniform4dv;
+ internal readonly gl.glProgramUniform4ui glProgramUniform4ui;
+ internal readonly gl.glProgramUniform4uiv glProgramUniform4uiv;
+ internal readonly gl.glProgramUniformMatrix2fv glProgramUniformMatrix2fv;
+ internal readonly gl.glProgramUniformMatrix3fv glProgramUniformMatrix3fv;
+ internal readonly gl.glProgramUniformMatrix4fv glProgramUniformMatrix4fv;
+ internal readonly gl.glProgramUniformMatrix2dv glProgramUniformMatrix2dv;
+ internal readonly gl.glProgramUniformMatrix3dv glProgramUniformMatrix3dv;
+ internal readonly gl.glProgramUniformMatrix4dv glProgramUniformMatrix4dv;
+ internal readonly gl.glProgramUniformMatrix2x3fv glProgramUniformMatrix2x3fv;
+ internal readonly gl.glProgramUniformMatrix3x2fv glProgramUniformMatrix3x2fv;
+ internal readonly gl.glProgramUniformMatrix2x4fv glProgramUniformMatrix2x4fv;
+ internal readonly gl.glProgramUniformMatrix4x2fv glProgramUniformMatrix4x2fv;
+ internal readonly gl.glProgramUniformMatrix3x4fv glProgramUniformMatrix3x4fv;
+ internal readonly gl.glProgramUniformMatrix4x3fv glProgramUniformMatrix4x3fv;
+ internal readonly gl.glProgramUniformMatrix2x3dv glProgramUniformMatrix2x3dv;
+ internal readonly gl.glProgramUniformMatrix3x2dv glProgramUniformMatrix3x2dv;
+ internal readonly gl.glProgramUniformMatrix2x4dv glProgramUniformMatrix2x4dv;
+ internal readonly gl.glProgramUniformMatrix4x2dv glProgramUniformMatrix4x2dv;
+ internal readonly gl.glProgramUniformMatrix3x4dv glProgramUniformMatrix3x4dv;
+ internal readonly gl.glProgramUniformMatrix4x3dv glProgramUniformMatrix4x3dv;
+ internal readonly gl.glValidateProgramPipeline glValidateProgramPipeline;
+ internal readonly gl.glGetProgramPipelineInfoLog glGetProgramPipelineInfoLog;
+ internal readonly gl.glVertexAttribL1d glVertexAttribL1d;
+ internal readonly gl.glVertexAttribL2d glVertexAttribL2d;
+ internal readonly gl.glVertexAttribL3d glVertexAttribL3d;
+ internal readonly gl.glVertexAttribL4d glVertexAttribL4d;
+ internal readonly gl.glVertexAttribL1dv glVertexAttribL1dv;
+ internal readonly gl.glVertexAttribL2dv glVertexAttribL2dv;
+ internal readonly gl.glVertexAttribL3dv glVertexAttribL3dv;
+ internal readonly gl.glVertexAttribL4dv glVertexAttribL4dv;
+ internal readonly gl.glVertexAttribLPointer glVertexAttribLPointer;
+ internal readonly gl.glGetVertexAttribLdv glGetVertexAttribLdv;
+ internal readonly gl.glViewportArrayv glViewportArrayv;
+ internal readonly gl.glViewportIndexedf glViewportIndexedf;
+ internal readonly gl.glViewportIndexedfv glViewportIndexedfv;
+ internal readonly gl.glScissorArrayv glScissorArrayv;
+ internal readonly gl.glScissorIndexed glScissorIndexed;
+ internal readonly gl.glScissorIndexedv glScissorIndexedv;
+ internal readonly gl.glDepthRangeArrayv glDepthRangeArrayv;
+ internal readonly gl.glDepthRangeIndexed glDepthRangeIndexed;
+ internal readonly gl.glGetFloati_v glGetFloati_v;
+ internal readonly gl.glGetDoublei_v glGetDoublei_v;
+ internal readonly gl.glDrawArraysInstancedBaseInstance glDrawArraysInstancedBaseInstance;
+ internal readonly gl.glDrawElementsInstancedBaseInstance glDrawElementsInstancedBaseInstance;
+ internal readonly gl.glDrawElementsInstancedBaseVertexBaseInstance glDrawElementsInstancedBaseVertexBaseInstance;
+ internal readonly gl.glGetInternalformativ glGetInternalformativ;
+ internal readonly gl.glGetActiveAtomicCounterBufferiv glGetActiveAtomicCounterBufferiv;
+ internal readonly gl.glBindImageTexture glBindImageTexture;
+ internal readonly gl.glMemoryBarrier glMemoryBarrier;
+ internal readonly gl.glTexStorage1D glTexStorage1D;
+ internal readonly gl.glTexStorage2D glTexStorage2D;
+ internal readonly gl.glTexStorage3D glTexStorage3D;
+ internal readonly gl.glDrawTransformFeedbackInstanced glDrawTransformFeedbackInstanced;
+ internal readonly gl.glDrawTransformFeedbackStreamInstanced glDrawTransformFeedbackStreamInstanced;
+ internal readonly gl.glClearBufferData glClearBufferData;
+ internal readonly gl.glClearBufferSubData glClearBufferSubData;
+ internal readonly gl.glDispatchCompute glDispatchCompute;
+ internal readonly gl.glDispatchComputeIndirect glDispatchComputeIndirect;
+ internal readonly gl.glCopyImageSubData glCopyImageSubData;
+ internal readonly gl.glFramebufferParameteri glFramebufferParameteri;
+ internal readonly gl.glGetFramebufferParameteriv glGetFramebufferParameteriv;
+ internal readonly gl.glGetInternalformati64v glGetInternalformati64v;
+ internal readonly gl.glInvalidateTexSubImage glInvalidateTexSubImage;
+ internal readonly gl.glInvalidateTexImage glInvalidateTexImage;
+ internal readonly gl.glInvalidateBufferSubData glInvalidateBufferSubData;
+ internal readonly gl.glInvalidateBufferData glInvalidateBufferData;
+ internal readonly gl.glInvalidateFramebuffer glInvalidateFramebuffer;
+ internal readonly gl.glInvalidateSubFramebuffer glInvalidateSubFramebuffer;
+ internal readonly gl.glMultiDrawArraysIndirect glMultiDrawArraysIndirect;
+ internal readonly gl.glMultiDrawElementsIndirect glMultiDrawElementsIndirect;
+ internal readonly gl.glGetProgramInterfaceiv glGetProgramInterfaceiv;
+ internal readonly gl.glGetProgramResourceIndex glGetProgramResourceIndex;
+ internal readonly gl.glGetProgramResourceName glGetProgramResourceName;
+ internal readonly gl.glGetProgramResourceiv glGetProgramResourceiv;
+ internal readonly gl.glGetProgramResourceLocation glGetProgramResourceLocation;
+ internal readonly gl.glGetProgramResourceLocationIndex glGetProgramResourceLocationIndex;
+ internal readonly gl.glShaderStorageBlockBinding glShaderStorageBlockBinding;
+ internal readonly gl.glTexBufferRange glTexBufferRange;
+ internal readonly gl.glTexStorage2DMultisample glTexStorage2DMultisample;
+ internal readonly gl.glTexStorage3DMultisample glTexStorage3DMultisample;
+ internal readonly gl.glTextureView glTextureView;
+ internal readonly gl.glBindVertexBuffer glBindVertexBuffer;
+ internal readonly gl.glVertexAttribFormat glVertexAttribFormat;
+ internal readonly gl.glVertexAttribIFormat glVertexAttribIFormat;
+ internal readonly gl.glVertexAttribLFormat glVertexAttribLFormat;
+ internal readonly gl.glVertexAttribBinding glVertexAttribBinding;
+ internal readonly gl.glVertexBindingDivisor glVertexBindingDivisor;
+ internal readonly gl.glDebugMessageControl glDebugMessageControl;
+ internal readonly gl.glDebugMessageInsert glDebugMessageInsert;
+ internal readonly gl.glDebugMessageCallback glDebugMessageCallback;
+ internal readonly gl.glGetDebugMessageLog glGetDebugMessageLog;
+ internal readonly gl.glPushDebugGroup glPushDebugGroup;
+ internal readonly gl.glPopDebugGroup glPopDebugGroup;
+ internal readonly gl.glObjectLabel glObjectLabel;
+ internal readonly gl.glGetObjectLabel glGetObjectLabel;
+ internal readonly gl.glObjectPtrLabel glObjectPtrLabel;
+ internal readonly gl.glGetObjectPtrLabel glGetObjectPtrLabel;
+ internal readonly gl.glBufferStorage glBufferStorage;
+ internal readonly gl.glClearTexImage glClearTexImage;
+ internal readonly gl.glClearTexSubImage glClearTexSubImage;
+ internal readonly gl.glBindBuffersBase glBindBuffersBase;
+ internal readonly gl.glBindBuffersRange glBindBuffersRange;
+ internal readonly gl.glBindTextures glBindTextures;
+ internal readonly gl.glBindSamplers glBindSamplers;
+ internal readonly gl.glBindImageTextures glBindImageTextures;
+ internal readonly gl.glBindVertexBuffers glBindVertexBuffers;
+ internal readonly gl.glClipControl glClipControl;
+ internal readonly gl.glCreateTransformFeedbacks glCreateTransformFeedbacks;
+ internal readonly gl.glTransformFeedbackBufferBase glTransformFeedbackBufferBase;
+ internal readonly gl.glTransformFeedbackBufferRange glTransformFeedbackBufferRange;
+ internal readonly gl.glGetTransformFeedbackiv glGetTransformFeedbackiv;
+ internal readonly gl.glGetTransformFeedbacki_v glGetTransformFeedbacki_v;
+ internal readonly gl.glGetTransformFeedbacki64_v glGetTransformFeedbacki64_v;
+ internal readonly gl.glCreateBuffers glCreateBuffers;
+ internal readonly gl.glNamedBufferStorage glNamedBufferStorage;
+ internal readonly gl.glNamedBufferData glNamedBufferData;
+ internal readonly gl.glNamedBufferSubData glNamedBufferSubData;
+ internal readonly gl.glCopyNamedBufferSubData glCopyNamedBufferSubData;
+ internal readonly gl.glClearNamedBufferData glClearNamedBufferData;
+ internal readonly gl.glClearNamedBufferSubData glClearNamedBufferSubData;
+ internal readonly gl.glMapNamedBuffer glMapNamedBuffer;
+ internal readonly gl.glMapNamedBufferRange glMapNamedBufferRange;
+ internal readonly gl.glUnmapNamedBuffer glUnmapNamedBuffer;
+ internal readonly gl.glFlushMappedNamedBufferRange glFlushMappedNamedBufferRange;
+ internal readonly gl.glGetNamedBufferParameteriv glGetNamedBufferParameteriv;
+ internal readonly gl.glGetNamedBufferParameteri64v glGetNamedBufferParameteri64v;
+ internal readonly gl.glGetNamedBufferPointerv glGetNamedBufferPointerv;
+ internal readonly gl.glGetNamedBufferSubData glGetNamedBufferSubData;
+ internal readonly gl.glCreateFramebuffers glCreateFramebuffers;
+ internal readonly gl.glNamedFramebufferRenderbuffer glNamedFramebufferRenderbuffer;
+ internal readonly gl.glNamedFramebufferParameteri glNamedFramebufferParameteri;
+ internal readonly gl.glNamedFramebufferTexture glNamedFramebufferTexture;
+ internal readonly gl.glNamedFramebufferTextureLayer glNamedFramebufferTextureLayer;
+ internal readonly gl.glNamedFramebufferDrawBuffer glNamedFramebufferDrawBuffer;
+ internal readonly gl.glNamedFramebufferDrawBuffers glNamedFramebufferDrawBuffers;
+ internal readonly gl.glNamedFramebufferReadBuffer glNamedFramebufferReadBuffer;
+ internal readonly gl.glInvalidateNamedFramebufferData glInvalidateNamedFramebufferData;
+ internal readonly gl.glInvalidateNamedFramebufferSubData glInvalidateNamedFramebufferSubData;
+ internal readonly gl.glClearNamedFramebufferiv glClearNamedFramebufferiv;
+ internal readonly gl.glClearNamedFramebufferuiv glClearNamedFramebufferuiv;
+ internal readonly gl.glClearNamedFramebufferfv glClearNamedFramebufferfv;
+ internal readonly gl.glClearNamedFramebufferfi glClearNamedFramebufferfi;
+ internal readonly gl.glBlitNamedFramebuffer glBlitNamedFramebuffer;
+ internal readonly gl.glCheckNamedFramebufferStatus glCheckNamedFramebufferStatus;
+ internal readonly gl.glGetNamedFramebufferParameteriv glGetNamedFramebufferParameteriv;
+ internal readonly gl.glGetNamedFramebufferAttachmentParameteriv glGetNamedFramebufferAttachmentParameteriv;
+ internal readonly gl.glCreateRenderbuffers glCreateRenderbuffers;
+ internal readonly gl.glNamedRenderbufferStorage glNamedRenderbufferStorage;
+ internal readonly gl.glNamedRenderbufferStorageMultisample glNamedRenderbufferStorageMultisample;
+ internal readonly gl.glGetNamedRenderbufferParameteriv glGetNamedRenderbufferParameteriv;
+ internal readonly gl.glCreateTextures glCreateTextures;
+ internal readonly gl.glTextureBuffer glTextureBuffer;
+ internal readonly gl.glTextureBufferRange glTextureBufferRange;
+ internal readonly gl.glTextureStorage1D glTextureStorage1D;
+ internal readonly gl.glTextureStorage2D glTextureStorage2D;
+ internal readonly gl.glTextureStorage3D glTextureStorage3D;
+ internal readonly gl.glTextureStorage2DMultisample glTextureStorage2DMultisample;
+ internal readonly gl.glTextureStorage3DMultisample glTextureStorage3DMultisample;
+ internal readonly gl.glTextureSubImage1D glTextureSubImage1D;
+ internal readonly gl.glTextureSubImage2D glTextureSubImage2D;
+ internal readonly gl.glTextureSubImage3D glTextureSubImage3D;
+ internal readonly gl.glCompressedTextureSubImage1D glCompressedTextureSubImage1D;
+ internal readonly gl.glCompressedTextureSubImage2D glCompressedTextureSubImage2D;
+ internal readonly gl.glCompressedTextureSubImage3D glCompressedTextureSubImage3D;
+ internal readonly gl.glCopyTextureSubImage1D glCopyTextureSubImage1D;
+ internal readonly gl.glCopyTextureSubImage2D glCopyTextureSubImage2D;
+ internal readonly gl.glCopyTextureSubImage3D glCopyTextureSubImage3D;
+ internal readonly gl.glTextureParameterf glTextureParameterf;
+ internal readonly gl.glTextureParameterfv glTextureParameterfv;
+ internal readonly gl.glTextureParameteri glTextureParameteri;
+ internal readonly gl.glTextureParameterIiv glTextureParameterIiv;
+ internal readonly gl.glTextureParameterIuiv glTextureParameterIuiv;
+ internal readonly gl.glTextureParameteriv glTextureParameteriv;
+ internal readonly gl.glGenerateTextureMipmap glGenerateTextureMipmap;
+ internal readonly gl.glBindTextureUnit glBindTextureUnit;
+ internal readonly gl.glGetTextureImage glGetTextureImage;
+ internal readonly gl.glGetCompressedTextureImage glGetCompressedTextureImage;
+ internal readonly gl.glGetTextureLevelParameterfv glGetTextureLevelParameterfv;
+ internal readonly gl.glGetTextureLevelParameteriv glGetTextureLevelParameteriv;
+ internal readonly gl.glGetTextureParameterfv glGetTextureParameterfv;
+ internal readonly gl.glGetTextureParameterIiv glGetTextureParameterIiv;
+ internal readonly gl.glGetTextureParameterIuiv glGetTextureParameterIuiv;
+ internal readonly gl.glGetTextureParameteriv glGetTextureParameteriv;
+ internal readonly gl.glCreateVertexArrays glCreateVertexArrays;
+ internal readonly gl.glDisableVertexArrayAttrib glDisableVertexArrayAttrib;
+ internal readonly gl.glEnableVertexArrayAttrib glEnableVertexArrayAttrib;
+ internal readonly gl.glVertexArrayElementBuffer glVertexArrayElementBuffer;
+ internal readonly gl.glVertexArrayVertexBuffer glVertexArrayVertexBuffer;
+ internal readonly gl.glVertexArrayVertexBuffers glVertexArrayVertexBuffers;
+ internal readonly gl.glVertexArrayAttribBinding glVertexArrayAttribBinding;
+ internal readonly gl.glVertexArrayAttribFormat glVertexArrayAttribFormat;
+ internal readonly gl.glVertexArrayAttribIFormat glVertexArrayAttribIFormat;
+ internal readonly gl.glVertexArrayAttribLFormat glVertexArrayAttribLFormat;
+ internal readonly gl.glVertexArrayBindingDivisor glVertexArrayBindingDivisor;
+ internal readonly gl.glGetVertexArrayiv glGetVertexArrayiv;
+ internal readonly gl.glGetVertexArrayIndexediv glGetVertexArrayIndexediv;
+ internal readonly gl.glGetVertexArrayIndexed64iv glGetVertexArrayIndexed64iv;
+ internal readonly gl.glCreateSamplers glCreateSamplers;
+ internal readonly gl.glCreateProgramPipelines glCreateProgramPipelines;
+ internal readonly gl.glCreateQueries glCreateQueries;
+ internal readonly gl.glGetQueryBufferObjecti64v glGetQueryBufferObjecti64v;
+ internal readonly gl.glGetQueryBufferObjectiv glGetQueryBufferObjectiv;
+ internal readonly gl.glGetQueryBufferObjectui64v glGetQueryBufferObjectui64v;
+ internal readonly gl.glGetQueryBufferObjectuiv glGetQueryBufferObjectuiv;
+ internal readonly gl.glMemoryBarrierByRegion glMemoryBarrierByRegion;
+ internal readonly gl.glGetTextureSubImage glGetTextureSubImage;
+ internal readonly gl.glGetCompressedTextureSubImage glGetCompressedTextureSubImage;
+ internal readonly gl.glGetGraphicsResetStatus glGetGraphicsResetStatus;
+ internal readonly gl.glGetnCompressedTexImage glGetnCompressedTexImage;
+ internal readonly gl.glGetnTexImage glGetnTexImage;
+ internal readonly gl.glGetnUniformdv glGetnUniformdv;
+ internal readonly gl.glGetnUniformfv glGetnUniformfv;
+ internal readonly gl.glGetnUniformiv glGetnUniformiv;
+ internal readonly gl.glGetnUniformuiv glGetnUniformuiv;
+ internal readonly gl.glReadnPixels glReadnPixels;
+ internal readonly gl.glTextureBarrier glTextureBarrier;
+ internal readonly gl.glSpecializeShader glSpecializeShader;
+ internal readonly gl.glMultiDrawArraysIndirectCount glMultiDrawArraysIndirectCount;
+ internal readonly gl.glMultiDrawElementsIndirectCount glMultiDrawElementsIndirectCount;
+ internal readonly gl.glPolygonOffsetClamp glPolygonOffsetClamp;
+ }
+}
+
diff --git a/源代码/StgSharp/Graphics/winapis.cs b/源代码/StgSharp/Graphics/winapis.cs
new file mode 100644
index 00000000..1f9a0f26
--- /dev/null
+++ b/源代码/StgSharp/Graphics/winapis.cs
@@ -0,0 +1,83 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Runtime.InteropServices;
+
+namespace StgSharp.Graphics
+{
+ ///
+ /// windows系统API类
+ ///
+ public partial class winapi
+ {
+ ///
+ /// The ChoosePixelFormat function attempts to match an appropriate pixel format supported by a device context to a given pixel format specification.
+ ///
+ ///
+ /// Specifies the device context that the function examines to determine the best match for the pixel format descriptor pointed to by ppfd.
+ ///
+ ///
+ /// Pointer to a PIXELFORMATDESCRIPTOR structure that specifies the requested pixel format.
+ ///
+ ///
+ /// If the function succeeds, the return value is a pixel format index (one-based) that is the closest match to the given pixel format descriptor.
+ /// If the function fails, the return value is zero.
+ ///
+ [DllImport("gdi32.dll", ExactSpelling = false, EntryPoint = "ChoosePixelFormat", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern int ChoosePixelFormat(IntPtr hdc, IntPtr ppfd);
+
+ ///
+ /// The SetPixelFormat function sets the pixel format of the specified device context to the format specified by the iPixelFormat index.
+ ///
+ ///
+ /// Specifies the device context whose pixel format the function attempts to set.
+ ///
+ /// Index that identifies the pixel format to set.
+ /// The various pixel formats supported by a device context are identified by one-based indexes.
+ ///
+ ///
+ /// Pointer to a PIXELFORMATDESCRIPTOR structure that contains the logical pixel format specification.
+ /// The system's metafile component uses this structure to record the logical pixel format specification.
+ ///
+ ///
+ /// If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+ ///
+ [DllImport("gdi32.dll", ExactSpelling = false, EntryPoint = "SetPixelFormat", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern bool SetPixelFormat(IntPtr hdc, int format, IntPtr ppfd);
+
+ ///
+ /// The GetDC function retrieves a handle to a device context (DC) for the client area of a specified window or for the entire screen.
+ /// You can use the returned handle in subsequent GDI functions to draw in the DC.
+ ///
+ ///
+ /// A handle to the window whose DC is to be retrieved. If this value is NULL, GetDC retrieves the DC for the entire screen.
+ ///
+ ///
+ /// If the function succeeds, the return value is a handle to the DC for the specified window's client area.
+ /// If the function fails, the return value is NULL.
+ ///
+ [DllImport("user32.dll", ExactSpelling = false, EntryPoint = "GetDC", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern IntPtr GetDC(IntPtr hwnd);
+
+ ///
+ /// The SwapBuffers function exchanges the front and back buffers if the current pixel format for the window referenced by the specified device context includes a back buffer.
+ ///
+ ///
+ /// Specifies a device context.
+ /// If the current pixel format for the window referenced by this device context includes a back buffer,
+ /// the function exchanges the front and back buffers.
+ ///
+ ///
+ /// If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+ ///
+ [DllImport("gdi32.dll", ExactSpelling = false, EntryPoint = "SwapBuffers", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern bool SwapBuffers(IntPtr hdc);
+ ///
+ /// 获取当前线程的控制台窗口句柄
+ ///
+ /// 当前线程控制台句柄
+ [DllImport("kernel32.dll", ExactSpelling = false, EntryPoint = "GetConsoleWindow", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
+ public static extern IntPtr GetConsoleWindow();
+ }
+}
diff --git a/源代码/StgSharp/Math/Linear/vec2d.cs b/源代码/StgSharp/Math/Linear/vec2d.cs
index eb778ed2..15418d06 100644
--- a/源代码/StgSharp/Math/Linear/vec2d.cs
+++ b/源代码/StgSharp/Math/Linear/vec2d.cs
@@ -90,6 +90,10 @@ namespace StgSharp.Math
return new vec2d(vec.X/x, vec.Y/x);
}
+ public static implicit operator float[](vec2d vec)
+ {
+ return new float[2] {vec.X,vec.Y };
+ }
}
}
diff --git a/源代码/StgSharp/Math/Linear/vec3d.cs b/源代码/StgSharp/Math/Linear/vec3d.cs
index 1d30044f..11cc1674 100644
--- a/源代码/StgSharp/Math/Linear/vec3d.cs
+++ b/源代码/StgSharp/Math/Linear/vec3d.cs
@@ -1,4 +1,5 @@
-using System;
+using StgSharp.Optimization;
+using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Runtime.InteropServices;
@@ -6,7 +7,7 @@ using System.Text;
namespace StgSharp.Math
{
- [StructLayout(LayoutKind.Explicit)]
+ [StructLayout(LayoutKind.Explicit,Size =12,Pack =16)]
public struct vec3d : IEquatable
{
[FieldOffset(0)]
@@ -129,5 +130,20 @@ namespace StgSharp.Math
vec.Z / x
);
}
+
+ public static implicit operator float[](vec3d vec)
+ {
+ return new float[3] { vec.X, vec.Y, vec.Y };
+ }
+
+ public static implicit operator m128(vec3d vec)
+ {
+ return new m128()
+ {
+ float0 = vec.X,
+ float1 = vec.Y,
+ float2 = vec.Z,
+ };
+ }
}
}
diff --git a/源代码/StgSharp/Math/Linear/vec4d.cs b/源代码/StgSharp/Math/Linear/vec4d.cs
index 4be4b2ae..fa49f4fe 100644
--- a/源代码/StgSharp/Math/Linear/vec4d.cs
+++ b/源代码/StgSharp/Math/Linear/vec4d.cs
@@ -138,7 +138,10 @@ namespace StgSharp.Math
return new vec4d(vec.X / x, vec.Y / x, vec.Z / x, vec.W / x);
}
-
+ public static implicit operator float[](vec4d vec)
+ {
+ return new float[] { vec.X, vec.Y, vec.Z, vec.W };
+ }
}
diff --git a/源代码/StgSharp/Math/Scalar/Sqrt.cs b/源代码/StgSharp/Math/Scalar/Sqrt.cs
index eecf1ca6..bc34875c 100644
--- a/源代码/StgSharp/Math/Scalar/Sqrt.cs
+++ b/源代码/StgSharp/Math/Scalar/Sqrt.cs
@@ -6,7 +6,6 @@ namespace StgSharp.Math
{
public static partial class Calc
{
- private static m128 sqrtCache;
public static unsafe float Sqrt(float x)
{
@@ -21,7 +20,7 @@ namespace StgSharp.Math
if (x < 0)
{
- throw new ArgumentOutOfRangeException();
+ throw new ArgumentOutOfRangeException("Input is smaller than zero!");
}
if (x == 0)
{
@@ -71,18 +70,6 @@ namespace StgSharp.Math
float result = *(float*)&e;
result = (result + x / result) / 2;
return (result + x / result) / 2;
- /**/
- /*
- fixed (m128* p = &sqrtCache)
- {
- sqrtCache.float0 = x;
- return (SSE.Sqrtss(p)).float0;
- }
- */
}
-
- [DllImport("xmmintrin.h",EntryPoint = "_mm_sqrt_ss")]
- public static extern m128 Sqrtss(m128 a);
-
}
}
diff --git a/源代码/StgSharp/Properties/Resources.Designer.cs b/源代码/StgSharp/Properties/Resources.Designer.cs
new file mode 100644
index 00000000..a8ffa0d7
--- /dev/null
+++ b/源代码/StgSharp/Properties/Resources.Designer.cs
@@ -0,0 +1,63 @@
+//------------------------------------------------------------------------------
+//
+// 此代码由工具生成。
+// 运行时版本:4.0.30319.42000
+//
+// 对此文件的更改可能会导致不正确的行为,并且如果
+// 重新生成代码,这些更改将会丢失。
+//
+//------------------------------------------------------------------------------
+
+namespace StgSharp.Properties {
+ using System;
+
+
+ ///
+ /// 一个强类型的资源类,用于查找本地化的字符串等。
+ ///
+ // 此类是由 StronglyTypedResourceBuilder
+ // 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
+ // 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
+ // (以 /str 作为命令选项),或重新生成 VS 项目。
+ [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
+ [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
+ [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
+ internal class Resources {
+
+ private static global::System.Resources.ResourceManager resourceMan;
+
+ private static global::System.Globalization.CultureInfo resourceCulture;
+
+ [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
+ internal Resources() {
+ }
+
+ ///
+ /// 返回此类使用的缓存的 ResourceManager 实例。
+ ///
+ [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
+ internal static global::System.Resources.ResourceManager ResourceManager {
+ get {
+ if (object.ReferenceEquals(resourceMan, null)) {
+ global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("StgSharp.Properties.Resources", typeof(Resources).Assembly);
+ resourceMan = temp;
+ }
+ return resourceMan;
+ }
+ }
+
+ ///
+ /// 重写当前线程的 CurrentUICulture 属性,对
+ /// 使用此强类型资源类的所有资源查找执行重写。
+ ///
+ [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
+ internal static global::System.Globalization.CultureInfo Culture {
+ get {
+ return resourceCulture;
+ }
+ set {
+ resourceCulture = value;
+ }
+ }
+ }
+}
diff --git a/源代码/StgSharp/Properties/Resources.resx b/源代码/StgSharp/Properties/Resources.resx
new file mode 100644
index 00000000..4fdb1b6a
--- /dev/null
+++ b/源代码/StgSharp/Properties/Resources.resx
@@ -0,0 +1,101 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ text/microsoft-resx
+
+
+ 1.3
+
+
+ System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.3500.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
+
+
+ System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.3500.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
+
+
\ No newline at end of file
diff --git a/源代码/StgSharp/StgSharp.csproj b/源代码/StgSharp/StgSharp.csproj
index 15f14a20..e039698d 100644
--- a/源代码/StgSharp/StgSharp.csproj
+++ b/源代码/StgSharp/StgSharp.csproj
@@ -3,12 +3,15 @@
netstandard2.1
True
+ preview
True
True
AnyCPU;x64
False
True
MIT
+ True
+ preview-all
@@ -17,6 +20,19 @@
True
+ none
+
+
+
+ none
+
+
+
+ none
+
+
+
+ none
@@ -38,4 +54,19 @@
+
+
+ True
+ True
+ Resources.resx
+
+
+
+
+
+ ResXFileCodeGenerator
+ Resources.Designer.cs
+
+
+
diff --git a/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.dll b/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.dll
index 88c3b09b..17a3d147 100644
Binary files a/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.dll and b/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.dll differ
diff --git a/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.pdb b/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.pdb
deleted file mode 100644
index cf0f0a6f..00000000
Binary files a/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.pdb and /dev/null differ
diff --git a/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.xml b/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.xml
index 4c2e8985..e9555b34 100644
--- a/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.xml
+++ b/源代码/StgSharp/bin/x64/Debug/netstandard2.1/StgSharp.xml
@@ -64,6 +64,10778 @@
当前游戏刻
+
+
+ OpenGL接口函数封装类
+
+
+
+
+ bind a named texture to a texturing target.
+
+
+ Specifies the target to which the texture is bound.
+ Must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the name of a texture.
+
+
+
+
+ specify pixel arithmetic.
+
+
+ Specifies how the red, green, blue, and alpha source blending factors are computed.
+ The following symbolic constants are accepted:
+ GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
+ GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR,GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, and GL_SRC_ALPHA_SATURATE.
+ The initial value is GL_ONE.
+
+
+ Specifies how the red, green, blue, and alpha destination blending factors are computed.
+ The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA.
+ GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.
+ The initial value is GL_ZERO.
+
+
+
+
+ clear buffers to preset values.
+
+
+ Bitwise OR of masks that indicate the buffers to be cleared.
+ The four masks are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_ACCUM_BUFFER_BIT,and GL_STENCIL_BUFFER_BIT.
+
+
+
+
+ specify clear values for the color buffers.
+
+
+ Specify the red value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the green value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the blue value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the alpha value used when the color buffers are cleared. The initial value is 0.
+
+
+
+
+ specify the clear value for the depth buffer.
+
+
+ Specifies the depth value used when the depth buffer is cleared. The initial value is 1.
+
+
+
+
+ specify the clear value for the stencil buffer.
+
+
+ Specifies the index used when the stencil buffer is cleared. The initial value is 0.
+
+
+
+
+ enable and disable writing of frame buffer color components.
+
+
+ Specify whether red can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether green can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether blue can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether alpha can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+
+
+ copy pixels into a 1D texture image.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the internal format of the texture.
+ Must be one of the following symbolic constants:
+ GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+ The height of the texture image is 1.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+
+
+ copy pixels into a 2D texture image.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the internal format of the texture.
+ Must be one of the following symbolic constants:
+ GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA,GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA,GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+
+
+ Specifies the height of the texture image. Must be 0 or 2^m+2(border) for some integer m.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+
+
+ copy a one-dimensional texture subimage.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the texel offset within the texture array.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+
+
+ copy a two-dimensional texture subimage.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ specify whether front- or back-facing facets can be culled.
+
+
+ Specifies whether front- or back-facing facets are candidates for culling.
+ Symbolic constants GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK are accepted.
+ The initial value is GL_BACK.
+
+
+
+
+ delete named textures.
+
+
+ Specifies the number of textures to be deleted.
+
+
+ Specifies an array of textures to be deleted.
+
+
+
+
+ specify the value used for depth buffer comparisons.
+
+
+ Specifies the depth comparison function.
+ Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
+ and GL_ALWAYS are accepted. The initial value is GL_LESS.
+
+
+
+
+ enable or disable writing into the depth buffer.
+
+
+ Specifies whether the depth buffer is enabled for writing.
+ If flag is GL_FALSE, depth buffer writing is disabled. Otherwise, it is enabled.
+ Initially, depth buffer writing is enabled.
+
+
+
+
+ specify mapping of depth values from normalized device coordinates to window coordinates.
+
+
+ Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
+
+
+
+
+ disable server-side GL capabilities.
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+
+
+ render primitives from array data.
+
+
+ Specifies what kind of primitives to render.
+ Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+
+
+ specify which color buffers are to be drawn into.
+
+
+ Specifies up to four color buffers to be drawn into.
+ Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, GL_FRONT_AND_BACK,
+ and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1, are accepted.
+
+
+
+
+ render primitives from array data.
+
+
+ Specifies what kind of primitives to render.
+ Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES,GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices.
+ Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+ please using the function glaux.ArrayToPointer to get array pointer.
+
+
+
+
+ enable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+
+
+ block until all GL execution is complete.
+
+
+
+
+ force execution of GL commands in finite time
+
+
+
+
+ define front- and back-facing polygons.
+
+
+ Specifies the orientation of front-facing polygons. GL_CW and GL_CCW are accepted.
+ The initial value is GL_CCW.
+
+
+
+
+ generate texture names.
+
+
+ Specifies the number of texture names to be generated.
+
+
+ Specifies an array in which the generated texture names are stored.
+
+
+
+
+ return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returned.
+ The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return error information.
+
+
+ returns the value of the error flag.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the address of the specified pointer.
+
+
+ Specifies the array or buffer pointer to be returned.
+ Symbolic constants GL_COLOR_ARRAY_POINTER, GL_EDGE_FLAG_ARRAY_POINTER, GL_FOG_COORD_ARRAY_POINTER,
+ GL_FEEDBACK_BUFFER_POINTER, GL_INDEX_ARRAY_POINTER, GL_NORMAL_ARRAY_POINTER,
+ GL_SECONDARY_COLOR_ARRAY_POINTER, GL_SELECTION_BUFFER_POINTER, GL_TEXTURE_COORD_ARRAY_POINTER,or GL_VERTEX_ARRAY_POINTER are accepted.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ return a string describing the current GL connection.
+
+
+ Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION,or GL_EXTENSIONS.
+
+
+
+
+
+ return a texture image
+
+
+ Specifies which texture is to be obtained.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z are accepted.
+
+
+ Specifies the level-of-detail number of the desired image. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data.
+ The supported formats are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA,
+ GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies a pixel type for the returned data.
+ The supported types are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+
+
+ Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number of the desired image.
+ Level 0 is the base image level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE,
+ GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+
+
+ Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number of the desired image.
+ Level 0 is the base image level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE ,
+ GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ return texture parameter values.
+
+
+ Specifies the symbolic name of the target texture.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ return texture parameter values.
+
+
+ Specifies the symbolic name of the target texture.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ specify implementation-specific hints.
+
+
+ Specifies a symbolic constant indicating the behavior to be controlled.
+ GL_FOG_HINT, GL_GENERATE_MIPMAP_HINT, GL_LINE_SMOOTH_HINT, GL_PERSPECTIVE_CORRECTION_HINT,
+ GL_POINT_SMOOTH_HINT, GL_POLYGON_SMOOTH_HINT, GL_TEXTURE_COMPRESSION_HINT,and GL_FRAGMENT_SHADER_DERIVATIVE_HINT are accepted.
+
+
+ Specifies a symbolic constant indicating the desired behavior.
+ GL_FASTEST, GL_NICEST, and GL_DONT_CARE are accepted.
+
+
+
+
+ test whether a capability is enabled
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+ returns GL_TRUE if cap is an enabled capability and returns GL_FALSE otherwise.
+
+
+
+
+ determine if a name corresponds to a texture
+
+
+ Specifies a value that may be the name of a texture.
+
+
+ returns GL_TRUE if texture is currently the name of a texture.
+
+
+
+
+ specify the width of rasterized lines.
+
+
+ Specifies the width of rasterized lines. The initial value is 1.
+
+
+
+
+ specify a logical pixel operation for color index rendering.
+
+
+ Specifies a symbolic constant that selects a logical operation.
+ The following symbols are accepted: GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT,
+ GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE,
+ and GL_OR_INVERTED. The initial value is GL_COPY.
+
+
+
+
+ set pixel storage modes.
+
+
+ Specifies the symbolic name of the parameter to be set.
+ Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+
+
+ Specifies the value that pname is set to.
+
+
+
+
+ set pixel storage modes.
+
+
+ Specifies the symbolic name of the parameter to be set.
+ Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,
+ GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+
+
+ Specifies the value that pname is set to.
+
+
+
+
+ specify the diameter of rasterized points.
+
+
+ Specifies the diameter of rasterized points. The initial value is 1.
+
+
+
+
+ select a polygon rasterization mode.
+
+
+ Specifies the polygons that mode applies to.
+ Must be GL_FRONT for front-facing polygons, GL_BACK for back-facing polygons,or GL_FRONT_AND_BACK for front- and back-facing polygons.
+
+
+ Specifies how polygons will be rasterized. Accepted values are GL_POINT, GL_LINE, and GL_FILL.
+ The initial value is GL_FILL for both front- and back-facing polygons.
+
+
+
+
+ set the scale and units used to calculate depth values.
+
+
+ Specifies a scale factor that is used to create a variable depth offset for each polygon.
+ The initial value is 0.
+
+
+ Is multiplied by an implementation-specific value to create a constant depth offset.
+ The initial value is 0.
+
+
+
+
+ select a color buffer source for pixels.
+
+
+ Specifies a color buffer.
+ Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT,GL_BACK, GL_LEFT, GL_RIGHT, and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1.
+
+
+
+
+ read a block of pixels from the frame buffer.
+
+
+ Specify the window coordinates of the first pixel that is read from the frame buffer.
+ This location is the lower left corner of a rectangular block of pixels.
+
+
+ Specify the window coordinates of the first pixel that is read from the frame buffer.
+ This location is the lower left corner of a rectangular block of pixels.
+
+
+ Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+
+
+ Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted: GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT,
+ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Returns the pixel data.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ define the scissor box.
+
+
+ Specify the lower left corner of the scissor box. Initially (0, 0).
+
+
+ Specify the lower left corner of the scissor box. Initially (0, 0).
+
+
+ Specify the width of the scissor box.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+ Specify the height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+
+
+ set front and back function and reference value for stencil testing.
+
+
+ Specifies the test function.
+ Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
+ GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+
+
+ Specifies the reference value for the stencil test.
+ ref is clamped to the range [0,2n−1], where n is the number of bitplanes in the stencil buffer.
+ The initial value is 0.
+
+
+ Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done.
+ The initial value is all 1's.
+
+
+
+
+ control the front and back writing of individual bits in the stencil planes.
+
+
+ Specifies a bit mask to enable and disable writing of individual bits in the stencil planes.
+ Initially, the mask is all 1's.
+
+
+
+
+ set front and back stencil test actions.
+
+
+ Specifies the action to take when the stencil test fails.
+ Eight symbolic constants are accepted:
+ GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT.
+ The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when the stencil test passes, but the depth test fails.
+ dpfail accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when both the stencil test and the depth test pass,
+ or when the stencil test passes and either there is no depth buffer or depth testing is not enabled.
+ dppass accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+
+
+
+
+ specify a one-dimensional texture image.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image
+
+
+ Specifies the number of color components in the texture.
+ Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specifies the width of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ All implementations support texture images that are at least 64 texels wide.
+ The height of the 1D texture image is 1.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ specify a two-dimensional texture image.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the number of color components in the texture.
+ Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specifies the width of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ All implementations support texture images that are at least 64 texels wide.
+
+
+ Specifies the height of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^m+2(border) for some integer m.
+ All implementations support texture images that are at least 64 texels high.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA,
+ GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ set texture parameters.
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the symbolic name of a single-valued texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies the value of pname.
+
+
+
+
+ set texture parameters
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+
+
+ Specifies the symbolic name of a texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies an array where the value or values of pname are stored.
+
+
+
+
+ set texture parameters.
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the symbolic name of a single-valued texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies the value of pname.
+
+
+
+
+ set texture parameters
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+
+
+ Specifies the symbolic name of a texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies an array where the value or values of pname are stored.
+
+
+
+
+ specify a one-dimensional texture subimage.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ specify a two-dimensional texture subimage.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE,and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ set the viewport.
+
+
+ Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ Specify the width and height of the viewport.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+ Specify the width and height of the viewport.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+
+
+ glDrawRangeElements — render primitives from array data
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the minimum array index contained in indices.
+
+
+ Specifies the maximum array index contained in indices.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+
+
+ glTexImage3D — specify a three-dimensional texture image
+
+
+ Specifies the target texture.Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the number of color components in the texture.Must be one of base internal formats given in Table 1,one of the sized internal formats given in Table 2, or oneof the compressed internal formats given in Table 3, below.
+
+
+ Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texelswide.
+
+
+ Specifies the height of the texture image.All implementations support 3D texture images that are at least 256 texelshigh.
+
+
+ Specifies the depth of the texture image, or the number of layers in a texture array.All implementations support 3D texture images that are at least 256 texelsdeep, and texture arrays that are at least 256 layers deep.
+
+
+ This value must be 0.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+
+
+ Specifies the target to which the texture is boundfor glTexSubImage3D.Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies a texel offset in the z direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+
+
+ Specifies the target to which the texture object is bound for glCopyTexSubImage3D function. Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glActiveTexture — select active texture unit
+
+
+ Specifies which texture unit to make active. The numberof texture units is implementation dependent, but mustbe at least 80. texture must beone of GL_TEXTUREi,where i ranges from zero to the valueof
+ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITSminus one. The initial value is GL_TEXTURE0.
+
+
+
+
+ glSampleCoverage — specify multisample coverage parameters
+
+
+ Specify a single floating-point sample coverage value. The value isclamped to the range [0,1].The initial value is 1.0.
+
+
+ Specify a single boolean value representing if the coverage masks should beinverted. GL_TRUE and GL_FALSE are accepted. The initial valueis GL_FALSE.
+
+
+
+
+ glCompressedTexImage3D — specify a three-dimensional texture image in a compressed format
+
+
+ Specifies the target texture.Must be GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image
+
+
+ Specifies the format of the compressed image data stored at address data.
+
+
+ Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texels wide.
+
+
+ Specifies the height of the texture image.All implementations support 3D texture images that are at least 16 texelshigh.
+
+
+ Specifies the depth of the texture image.All implementations support 3D texture images that are at least 16 texelsdeep.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexImage2D — specify a two-dimensional texture image in a compressed format.
+
+
+ Specifies the target texture.Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_1D_ARRAY, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies the format of the compressed image data stored at address data.width
+
+
+ Specifies the width of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels wide.
+
+
+ Specifies the height of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels high.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexImage1D — specify a one-dimensional texture image in a compressed format
+
+
+ Specifies the target texture.Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies the format of the compressed image data stored at address data.
+
+
+ Specifies the width of the texture image.All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at the address specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+
+
+ Specifies the target to which the texture is bound for glCompressedTexSubImage3D function. Must be GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP_ARRAY.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+
+
+ Specifies the target to which the texture is bound for glCompressedTexSubImage2D function. Must be GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+
+
+ Specifies the target, to which the texture is bound, for glCompressedTexSubImage1D function. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+
+
+ Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+
+
+ Specified how the alpha source blending factor is computed.The initial value is GL_ONE.
+
+
+ Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO.
+
+
+
+
+ glMultiDrawArrays — render multiple sets of primitives from array data
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of starting indices in the enabled arrays.
+
+
+ Points to an array of the number of indices to be rendered.
+
+
+ Specifies the size of the first and count
+
+
+
+
+ glMultiDrawElements — render multiple sets of primitives by specifying indices of array data elements
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of the elements counts.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the size of the count and indices arrays.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+
+
+
+
+ glBlendColor — set the blend color
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+
+
+ glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+
+
+ specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glGenQueries — generate query object names
+
+
+ Specifies the number of query object names to be generated.
+
+
+ Specifies an array in which the generated query object names are stored.
+
+
+
+
+ glDeleteQueries — delete named query objects
+
+
+ Specifies the number of query objects to be deleted.
+
+
+ Specifies an array of query objects to be deleted.
+
+
+
+
+ glIsQuery — determine if a name corresponds to a query object
+
+
+ Specifies a value that may be the name of a query object.
+
+
+ glIsQuery returns GL_TRUE if id is currently the name of a query object.If id is zero, or is a non-zero value that is not currently thename of a query object, or if an error occurs, glIsQuery returns GL_FALSE.
+
+
+
+
+ glBeginQuery — delimit the boundaries of a query object
+
+
+ Specifies the target type of query object established between glBeginQuery and the subsequent glEndQuery.The symbolic constant must be one of GL_SAMPLES_PASSED,
+ GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the name of a query object.
+
+
+
+
+ glBeginQuery and glEndQuery delimit the boundaries of a query object. If a query object with name id does not yet exist it is created.
+
+
+ Specifies the target type of query object to be concluded. The symbolic constant must be GL_SAMPLES_PASSED.
+
+
+
+
+ glGetQueryiv — return parameters of a query object target
+
+
+ Specifies a query object target. Must be GL_SAMPLES_PASSED.
+
+
+ Specifies the symbolic name of a query object target parameter. Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+
+
+ Returns the requested data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+
+
+ Returns the requested data.
+
+
+
+
+ glBindBuffer — bind a named buffer object
+
+
+ Specifies the target to which the buffer object is bound. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+
+
+ Specifies the name of a buffer object.
+
+
+
+
+ glDeleteBuffers — delete named buffer objects
+
+
+ Specifies the number of buffer objects to be deleted.
+
+
+ Specifies an array of buffer objects to be deleted.
+
+
+
+
+ glGenBuffers — generate buffer object names
+
+
+ Specifies the number of buffer object names to be generated.
+
+
+ Specifies an array in which the generated buffer object names are stored.
+
+
+
+
+ glIsBuffer — determine if a name corresponds to a buffer object
+
+
+ Specifies a value that may be the name of a buffer object.
+
+
+ glIsBuffer returns GL_TRUE if buffer is currently the name of a buffer object.If buffer is zero, or is a non-zero value that is not currently thename of a buffer object, or if an error occurs, glIsBuffer returns GL_FALSE.
+
+
+
+
+ glBufferData — creates and initializes a buffer object's data store
+
+
+ Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+
+
+ Specifies the size in bytes of the buffer object's new data store.
+
+
+ Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied.
+
+
+ Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+
+
+
+
+ glBufferSubData — updates a subset of a buffer object's data store
+
+
+ Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER
+
+
+ Specifies the offset into the buffer object's data store where data replacement will begin, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being replaced.
+
+
+ Specifies a pointer to the new data that will be copied into the data store.
+
+
+
+
+ glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferSubData, which mustbe one of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_UNPACK_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER >
+
+
+ Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being returned.
+
+
+ Specifies a pointer to the location where buffer object data is returned.
+
+
+
+
+ glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space.
+
+
+ Specifies the target to which the buffer object is boundfor glMapBuffer, which must be oneof the buffer binding targets in the following table:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+
+
+
+
+ glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+
+
+ Specifies the target to which the buffer object is boundfor glUnmapBuffer, which must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER, GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER ,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER ,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+ Insuch situations, GL_FALSE is returned andthe data store contents are undefined. An application mustdetect this rare condition and reinitialize the data store.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the following table:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferPointerv, which mustbe one of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+
+
+ specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+ specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+
+
+ Specifies the number of buffers in bufs.
+
+
+ Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+
+
+
+
+ glStencilOpSeparate — set front and/or back stencil test actions
+
+
+ Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies the action to take when the stencil test fails.Eight symbolic constants are accepted: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT. The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when the stencil test passes,but the depth test fails. dpfail accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+
+
+ Specifies the stencil action when both the stencil test and the depthtest pass, or when the stencil test passes and either there is nodepth buffer or depth testing is not enabled. dppass accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+
+
+
+
+ glStencilFuncSeparate — set front and/or back function and reference value for stencil testing
+
+
+ Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies the test function.Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+
+
+ Specifies the reference value for the stencil test. ref is clamped to the range [0,2n−1],where n is the number of bitplanes in the stencil buffer.Theinitial value is 0.
+
+
+ Specifies a mask that is ANDed with both the reference valueand the stored stencil value when the test is done. The initial valueis all 1's.
+
+
+
+
+ glStencilMaskSeparate — control the front and/or back writing of individual bits in the stencil planes
+
+
+ Specifies whether the front and/or back stencil writemask is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies a bit mask to enable and disable writing of individual bitsin the stencil planes.Initially, the mask is all 1's.
+
+
+
+
+ glAttachShader — Attaches a shader object to a program object
+
+
+ Specifies the program object to which a shaderobject will be attached.
+
+
+ Specifies the shader object that is to be attached.
+
+
+
+
+ glBindAttribLocation — Associates a generic vertex attribute index with a named attribute variable
+
+
+ Specifies the handle of the program object inwhich the association is to be made.
+
+
+ Specifies the index of the generic vertexattribute to be bound.
+
+
+ Specifies a null terminated string containingthe name of the vertex shader attribute variable towhich index is to bebound.
+
+
+
+
+ glCompileShader — Compiles a shader object
+
+ Specifies the shader object to becompiled.
+
+
+
+ glCreateProgram — Creates a program object
+
+ glCreateProgram creates an emptyprogram object and returns a non-zero value by which it can bereferenced.
+
+
+
+ glCreateShader — Creates a shader object
+
+
+ Specifies the type of shader to be created.Must be one of GL_COMPUTE_SHADER, GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER,or GL_FRAGMENT_SHADER.
+
+
+ glCreateShader creates an emptyshader object and returns a non-zero value by which it can bereferenced.
+
+
+
+
+ glDeleteProgram — Deletes a program object
+
+
+ Specifies the program object to bedeleted.
+
+
+
+
+ glDeleteShader — Deletes a shader object
+
+
+ Specifies the shader object to be deleted.
+
+
+
+
+ glDetachShader — Detaches a shader object from a program object to which it is attached
+
+
+ Specifies the program object from which todetach the shader object.
+
+
+ Specifies the shader object to bedetached.
+
+
+
+
+ glDisableVertexAttribArray — disable a generic vertex attributearray
+
+
+ Specifies the index of the generic vertex attribute to be disabled.
+
+
+
+
+ glEnableVertexAttribArray — Enable a generic vertex attributearray
+
+
+ Specifies the index of the generic vertex attribute to be enabled
+
+
+
+
+ glGetActiveAttrib — Returns information about an active attribute variable for the specified program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the index of the attribute variableto be queried.
+
+
+ Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+
+
+ Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+
+
+ Returns the size of the attributevariable.
+
+
+ Returns the data type of the attributevariable.
+
+
+ Returns a null terminated string containingthe name of the attribute variable.
+
+
+
+
+ glGetActiveUniform — Returns information about an active uniform variable for the specified program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the index of the uniform variable tobe queried.
+
+
+ Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+
+
+ Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+
+
+ Returns the size of the uniformvariable
+
+
+ Returns the data type of the uniformvariable.
+
+
+ Returns a null terminated string containingthe name of the uniform variable.
+
+
+
+
+ glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the size of the array for storingthe returned object names.
+
+
+ Returns the number of names actually returnedin shaders.
+
+
+ Specifies an array that is used to return thenames of attached shader objects.
+
+
+
+
+ glGetAttribLocation — Returns the location of an attribute variable
+
+
+ Specifies the program object to bequeried
+
+
+ Points to a null terminated string containingthe name of the attribute variable whose location isto be queried.
+
+
+ glGetAttribLocation queries thepreviously linked program object specified by program for the attribute variablespecified by name and returns the index of the generic vertex attribute that is bound to that attributevariable.
+
+
+
+
+ glGetProgramiv — Returns a parameter from a program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the object parameter. Acceptedsymbolic names are GL_DELETE_STATUS, GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS,
+ GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_BLOCKS, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_COMPUTE_WORK_GROUP_SIZE ,
+ GL_PROGRAM_BINARY_LENGTH, GL_TRANSFORM_FEEDBACK_BUFFER_MODE, GL_TRANSFORM_FEEDBACK_VARYINGS, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, GL_GEOMETRY_VERTICES_OUT, GL_GEOMETRY_INPUT_TYPE, and GL_GEOMETRY_OUTPUT_TYPE.
+
+
+ Returns the requested object parameter.
+
+
+
+
+ glGetProgramInfoLog — Returns the information log for a program object
+
+
+ Specifies the program object whose informationlog is to be queried.
+
+
+ Specifies the size of the character buffer forstoring the returned information log.
+
+
+ Returns the length of the string returned in infoLog (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the information log.
+
+
+
+
+ glGetShaderiv — Returns a parameter from a shader object
+
+
+ Specifies the shader object to bequeried.
+
+
+ Specifies the object parameter. Acceptedsymbolic names are GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.
+
+
+ Returns the requested object parameter.
+
+
+
+
+ glGetShaderInfoLog — Returns the information log for a shader object
+
+
+ Specifies the shader object whose informationlog is to be queried.
+
+
+ Specifies the size of the character buffer forstoring the returned information log.
+
+
+ Returns the length of the string returned in infoLog (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the information log.
+
+
+
+
+ glGetShaderSource — Returns the source code string from a shader object
+
+
+ Specifies the shader object to bequeried.
+
+
+ Specifies the size of the character buffer forstoring the returned source code string.
+
+
+ Returns the length of the string returned in source (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the source code string.
+
+
+
+
+ glGetUniformLocation — Returns the location of a uniform variable
+
+
+ Specifies the program object to bequeried.
+
+
+ Points to a null terminated string containingthe name of the uniform variable whose location isto be queried.
+
+
+ glGetUniformLocation returns aninteger that represents the location of a specific uniformvariable within a program object.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttribPointerv — return the address of the specified generic vertex attribute pointer
+
+
+ Specifies the generic vertex attributeparameter to be returned.
+
+
+ Specifies the symbolic name of the genericvertex attribute parameter to be returned. Must be GL_VERTEX_ATTRIB_ARRAY_POINTER.
+
+
+ Returns the pointer value.
+
+
+
+
+ glIsProgram — Determines if a name corresponds to a program object
+
+
+ Specifies a potential program object.
+
+
+ glIsProgram returns GL_TRUE if programis the name of a program object previously created with glCreateProgramand not yet deleted with glDeleteProgram.
+
+
+
+
+ glIsShader — Determines if a name corresponds to a shader object
+
+
+ Specifies a potential shader object.
+
+
+ glIsShader returns GL_TRUE if shader is the name of a shader object previously created with glCreateShaderand not yet deleted with glDeleteShader.
+
+
+
+
+ glLinkProgram — Links a program object
+
+
+ Specifies the handle of the program object to be linked.
+
+
+
+
+ glShaderSource — Replaces the source code in a shader object
+
+
+ Specifies the handle of the shader objectwhose source code is to be replaced.
+
+
+ Specifies the number of elements in the string and lengtharrays.
+
+
+ Specifies an array of pointers to stringscontaining the source code to be loaded into theshader.
+
+
+ Specifies an array of string lengths.
+
+
+
+
+ glUseProgram — Installs a program object as part of current rendering state
+
+
+ Specifies the handle of the program objectwhose executables are to be used as part of currentrendering state.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ the number of return values.
+
+
+ For the vector and matrix commands, specifies a pointer to an array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glValidateProgram — Validates a program object
+
+
+ Specifies the handle of the program object tobe validated.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ For glVertexAttribPointer, specifies whether fixed-point data valuesshould be normalized (GL_TRUE)or converted directly as fixed-point values(GL_FALSE) when they areaccessed.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glColorMask, glColorMaski — enable and disable writing of frame buffer color components
+
+
+ For glColorMaski, specifies the index of thedraw buffer whose color mask to set.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glEnable — enable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+
+
+ Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+
+
+
+
+ glDisnable — disable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+
+
+ Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+
+
+
+
+ glIsEnabled, glIsEnabledi — test whether a capability is enabled
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+ Specifies the index of the capability.
+
+
+ glIsEnabled returns GL_TRUE if cap is an enabled capabilityand returns GL_FALSE otherwise.
+
+
+
+
+ glBeginTransformFeedback — start transform feedback operation
+
+
+ Specify the output type of the primitives that will be recorded into thebuffer objects that are bound for transform feedback.
+
+
+
+
+ glEndTransformFeedback — end transform feedback operation
+
+
+
+
+ glBindBufferRange — bind a range within a buffer object to an indexed buffer target
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER,or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the binding point within the array specified by target.
+
+
+ The name of a buffer object to bind to the specified binding point.
+
+
+ The starting offset in basic machine units into the buffer object buffer.
+
+
+ The amount of data in machine units that can be read from the buffer object while used as an indexed target.
+
+
+
+
+ glBindBufferBase — bind a buffer object to an indexed buffer target
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the binding point within the array specified by target.
+
+
+ The name of a buffer object to bind to the specified binding point.
+
+
+
+
+ glTransformFeedbackVaryings — specify values to record in transform feedback buffers
+
+
+ The name of the target program object.
+
+
+ The number of varying variables used for transform feedback.
+
+
+ An array of count zero-terminated strings specifying thenames of the varying variables to use for transform feedback.
+
+
+ Identifies the mode used to capture the varying variables when transform feedback is active. bufferMode must be GL_INTERLEAVED_ATTRIBS or GL_SEPARATE_ATTRIBS.
+
+
+
+
+ glGetTransformFeedbackVarying — retrieve information about varying variables selected for transform feedback
+
+
+ The name of the target program object.
+
+
+ The index of the varying variable whose information to retrieve.
+
+
+ The maximum number of characters, including the null terminator, that may be written into name.
+
+
+ The address of a variable which will receive the number of characters written into name,excluding the null-terminator. If length is NULL no length is returned.
+
+
+ The address of a variable that will receive the size of the varying.
+
+
+ The address of a variable that will recieve the type of the varying.
+
+
+ The address of a buffer into which will be written the name of the varying.
+
+
+
+
+ glClampColor — specify whether data read via glReadPixels should be clamped
+
+
+ Target for color clamping. target must be GL_CLAMP_READ_COLOR.
+
+
+ Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE.
+
+
+
+
+ glBeginConditionalRender — start conditional rendering
+
+
+ Specifies the name of an occlusion query object whose results are used to determine if the rendering commands are discarded.
+
+
+ Specifies how glBeginConditionalRender interprets the results of the occlusion query.
+
+
+
+
+ glEndConditionalRender — end conditional rendering
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable.
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glBindFragDataLocation — bind a user-defined varying out variable to a fragment shader color number
+
+
+ The name of the program containing varying out variable whose binding to modify
+
+
+ The color number to bind the user-defined varying out variable to
+
+
+ The name of the user-defined varying out variable whose binding to modify
+
+
+
+
+ glGetFragDataLocation — query the bindings of color numbers to user-defined varying out variables
+
+
+ The name of the program containing varying out variable whose binding to query
+
+
+ The name of the user-defined varying out variable whose binding to query
+
+
+ glGetFragDataLocation retrieves the assigned color number binding for the user-defined varying out variable name for program program.
+ If nameis not the name of an active user-defined varying out fragment shader variable within program, -1 willbe returned.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ The value to clear the depth buffer to.
+
+
+ The value to clear the stencil buffer to.
+
+
+
+
+ glGetStringi returns a pointer to a static stringindexed by index. name can be one of the following:
+
+
+ Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, or GL_SHADING_LANGUAGE_VERSION.Additionally, glGetStringi accepts the GL_EXTENSIONS token.
+
+
+ For glGetStringi, specifies the index of the string to return.
+
+
+ glGetString returns a pointer to a static stringdescribing some aspect of the current GL
+
+
+
+
+ glIsRenderbuffer — determine if a name corresponds to a renderbuffer object
+
+
+ Specifies a value that may be the name of a renderbuffer object
+
+
+ glIsRenderbuffer returns GL_TRUE if renderbuffer is currently the name of a renderbufferobject. If renderbuffer is zero, or if renderbuffer is not the name of a renderbuffer object, or if an erroroccurs, glIsRenderbuffer returns GL_FALSE.
+
+
+
+
+ glBindRenderbuffer — bind a renderbuffer to a renderbuffer target
+
+
+ Specifies the renderbuffer target of the binding operation. target must be GL_RENDERBUFFER.
+
+
+ Specifies the name of the renderbuffer object to bind.
+
+
+
+
+ glDeleteRenderbuffers — delete renderbuffer objects
+
+
+ Specifies the number of renderbuffer objects to be deleted.
+
+
+ A pointer to an array containing n renderbuffer objects to be deleted.
+
+
+
+
+ glGenRenderbuffers — generate renderbuffer object names
+
+
+ Specifies the number of renderbuffer object names to generate.
+
+
+ Specifies an array in which the generated renderbuffer object names are stored.
+
+
+
+
+ glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+
+
+ Specifies a binding target of the allocation for glRenderbufferStorage function. Must be GL_RENDERBUFFER.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER ,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glIsFramebuffer — determine if a name corresponds to a framebuffer object
+
+
+ Specifies a value that may be the name of a framebuffer object.
+
+
+ glIsFramebuffer returns GL_TRUE if framebuffer is currently the name of a framebufferobject. If framebuffer is zero, or if framebuffer is not the name of a framebuffer object, or if an erroroccurs, glIsFramebuffer returns GL_FALSE.
+
+
+
+
+ glBindFramebuffer — bind a framebuffer to a framebuffer target
+
+
+ Specifies the framebuffer target of the binding operation.
+
+
+ Specifies the name of the framebuffer object to bind.
+
+
+
+
+ glDeleteFramebuffers — delete framebuffer objects
+
+
+ Specifies the number of framebuffer objects to be deleted.
+
+
+ A pointer to an array containing n framebuffer objects to be deleted.
+
+
+
+
+ glGenFramebuffers — generate framebuffer object names
+
+
+ Specifies the number of framebuffer object names to generate.
+
+
+ Specifies an array in which the generated framebuffer object names are stored.
+
+
+
+
+ glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+
+
+ Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+
+
+ The return value is GL_FRAMEBUFFER_COMPLETE if the specified framebuffer is complete.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ specifies the layer of a2-dimensional image within a 3-dimensional texture.
+
+
+
+
+ glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferRenderbuffer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+
+
+ Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+
+
+
+
+ glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+
+
+ Specifies the target to which the framebuffer object isbound for glGetFramebufferAttachmentParameteriv
+
+
+ Specifies the attachment of the framebuffer object toquery.
+
+
+ Specifies the parameter of attachment to query.
+
+
+ Returns the value of parameter pname for attachment.
+
+
+
+
+ glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+
+
+ Specifies the target to which the texture object isbound for glGenerateMipmap. Must beone of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP, or GL_TEXTURE_CUBE_MAP_ARRAY.
+
+
+
+
+ glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+
+
+ Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+
+
+
+
+ glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+
+
+ Specifies a binding target of the allocation for glRenderbufferStorageMultisample function. Mustbe GL_RENDERBUFFER.
+
+
+ Specifies the number of samples to be used for therenderbuffer object's storage.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferTextureLayer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ Specifies the layer of the texture object toattach.
+
+
+
+
+ glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+
+
+ Specifies the target to which the buffer object is boundfor glMapBufferRange, which must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER,
+ GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,
+
+
+ Specifies the starting offset within the buffer of therange to be mapped.
+
+
+ Specifies the length of the range to be mapped.
+
+
+ Specifies a combination of access flags indicating thedesired access to the mapped range.
+
+
+
+
+ glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+
+
+ Specifies the target to which the buffer object is boundfor glFlushMappedBufferRange, whichmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the start of the buffer subrange, in basic machine units.
+
+
+ Specifies the length of the buffer subrange, in basic machine units.
+
+
+
+
+ glBindVertexArray — bind a vertex array object
+
+
+ Specifies the name of the vertex array to bind.
+
+
+
+
+ glDeleteVertexArrays — delete vertex array objects
+
+
+ Specifies the number of vertex array objects to be deleted.
+
+
+ Specifies the address of an array containing the n names of the objects to be deleted.
+
+
+
+
+ glGenVertexArrays — generate vertex array object names
+
+
+ Specifies the number of vertex array object names to generate
+
+
+ Specifies an array in which the generated vertex array object names are stored.
+
+
+
+
+ glIsVertexArray — determine if a name corresponds to a vertex array object
+
+
+ Specifies a value that may be the name of a vertex array object.
+
+
+ glIsVertexArray returns GL_TRUE if array is currently the name of a vertex arrayobject. If array is zero, or if array is not the name of a vertex array object, or if an erroroccurs, glIsVertexArray returns GL_FALSE.
+
+
+
+
+ glDrawArraysInstanced — draw multiple instances of a range of elements
+
+
+ Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+
+
+ glDrawElementsInstanced — draw multiple instances of a set of elements
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+
+
+ glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+
+
+ Specifies the target to which the texture is bound for glTexBuffer. Must be GL_TEXTURE_BUFFER.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+
+
+ glPrimitiveRestartIndex — specify the primitive restart index
+
+
+ Specifies the value to be interpreted as the primitive restart index.
+
+
+
+
+ glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+
+
+ Specifies the target to which the source buffer objectis bound for glCopyBufferSubData
+
+
+ Specifies the target to which the destination bufferobject is bound for glCopyBufferSubData.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+
+
+ Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+
+
+
+
+ glGetUniformIndices — retrieve the index of a named uniform block
+
+
+ Specifies the name of a program containing uniforms whose indices to query.
+
+
+ Specifies the number of uniforms whose indices to query.
+
+
+ Specifies the address of an array of pointers to buffers containing the names of the queried uniforms.
+
+
+ Specifies the address of an array that will receive the indices of the uniforms.
+
+
+
+
+ glGetActiveUniformsiv — Returns information about several active uniform variables for the specified program object
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies both the number of elements in the array ofindices uniformIndices and the number ofparameters written to params uponsuccessful return.
+
+
+ Specifies the address of an array of uniformCount integers containing theindices of uniforms within program whoseparameter pname should be queried.
+
+
+ Specifies the property of each uniform in uniformIndices that should be writteninto the corresponding element of params.
+
+
+ Specifies the address of an array of uniformCount integers which are toreceive the value of pname for eachuniform in uniformIndices.
+
+
+
+
+ glGetActiveUniformName — query the name of an active uniform
+
+
+ Specifies the program containing the active uniform index uniformIndex.
+
+
+ Specifies the index of the active uniform whose name to query.
+
+
+ Specifies the size of the buffer, in units of GLchar, of the buffer whose address is specified in uniformName.
+
+
+ Specifies the address of a variable that will receive the number of characters that were or would have been written to the buffer addressed by uniformName.
+
+
+ Specifies the address of a buffer into which the GL will place the name of the active uniform at uniformIndex within program.
+
+
+
+
+ glGetUniformBlockIndex — retrieve the index of a named uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the address an array of characters to containing the name of the uniform block whose index to retrieve.
+
+
+ glGetUniformBlockIndex retrieves the index of a uniform block within program.
+
+
+
+
+ glGetActiveUniformBlock — query information about an active uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the index of the uniform block within program.
+
+
+ Specifies the name of the parameter to query.
+
+
+ Specifies the address of a variable to receive the result of the query.
+
+
+
+
+ glGetActiveUniformBlockName — retrieve the name of an active uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the index of the uniform block within program.
+
+
+ Specifies the size of the buffer addressed by uniformBlockName.
+
+
+ Specifies the address of a variable to receive the number of characters that were written to uniformBlockName.
+
+
+ Specifies the address an array of characters to receive the name of the uniform block at uniformBlockIndex.
+
+
+
+
+ glUniformBlockBinding — assign a binding point to an active uniform block
+
+
+ The name of a program object containing the active uniform block whose binding to assign.
+
+
+ The index of the active uniform block within program whose binding to assign.
+
+
+ Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.
+
+
+
+
+ glDrawElementsBaseVertex — render primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glDrawRangeElementsBaseVertex — render primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the minimum array index contained in indices.
+
+
+ Specifies the maximum array index contained in indices.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glDrawElementsInstancedBaseVertex — render multiple instances of a set of primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the indexed geometry that should be drawn.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glMultiDrawElementsBaseVertex — render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of the elements counts.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the size of the count, indices and basevertex arrays.
+
+
+ Specifies a pointer to the location where the base vertices are stored.
+
+
+
+
+ glProvokingVertex — specifiy the vertex to be used as the source of data for flat shaded varyings
+
+
+ Specifies the vertex to be used as the source of data for flat shaded varyings.
+
+
+
+
+ glFenceSync — create a new sync object and insert it into the GL command stream
+
+
+ Specifies the condition that must be met to set the sync object's state to signaled. conditionmust be GL_SYNC_GPU_COMMANDS_COMPLETE.
+
+
+ Specifies a bitwise combination of flags controlling the behavior of the sync object. No flags are presently definedfor this operation and flags must be zero.
+
+
+ glFenceSync creates a new fence sync object, inserts a fence command into the GL command stream andassociates it with that sync object, and returns a non-zero name corresponding to the sync object.
+
+
+
+
+ glIsSync — determine if a name corresponds to a sync object
+
+
+ Specifies a value that may be the name of a sync object.
+
+
+ glIsSync returns GL_TRUE if sync is currently the name of a sync object.If sync is not the name of a sync object, or if an error occurs, glIsSync returns GL_FALSE. Note that zero is not the name of a sync object
+
+
+
+
+ glDeleteSync — delete a sync object
+
+
+ The sync object to be deleted
+
+
+
+
+ glClientWaitSync — block and wait for a sync object to become signaled
+
+
+ The sync object whose status to wait on.
+
+
+ A bitfield controlling the command flushing behavior. flags may be GL_SYNC_FLUSH_COMMANDS_BIT.
+
+
+ The timeout, specified in nanoseconds, for which the implementation should wait for sync to become signaled.
+
+
+ The return value is one of four status values:
+ GL_ALREADY_SIGNALED,GL_TIMEOUT_EXPIRED,GL_CONDITION_SATISFIED,GL_WAIT_FAILED
+
+
+
+
+ glWaitSync — instruct the GL server to block until the specified sync object becomes signaled
+
+
+ Specifies the sync object whose status to wait on.
+
+
+ A bitfield controlling the command flushing behavior. flags may be zero.
+
+
+ Specifies the timeout that the server should wait before continuing. timeout must be GL_TIMEOUT_IGNORED.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor non-indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGetSynciv — query the properties of a sync object
+
+
+ Specifies the sync object whose properties to query.
+
+
+ Specifies the parameter whose value to retrieve from the sync object specified in sync.
+
+
+ Specifies the size of the buffer whose address is given in values.
+
+
+ Specifies the address of an variable to receive the number of integers placed in values.
+
+
+ Specifies the address of an array to receive the values of the queried parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter to query.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture.
+
+
+ Specifies the attachment point of the framebuffer
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glTexImage2DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+
+
+ Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+
+
+ The number of samples in the multisample texture's image.
+
+
+ The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+
+
+ The width of the multisample texture's image, in texels.
+
+
+ The height of the multisample texture's image, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexImage3DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+
+
+ Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ The number of samples in the multisample texture's image.
+
+
+ The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+
+
+ The width of the multisample texture's image, in texels.
+
+
+ The height of the multisample texture's image, in texels.
+
+
+ The depth of the multisample texture's image, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glGetMultisamplefv — retrieve the location of a sample
+
+
+ Specifies the sample parameter name. pname must be GL_SAMPLE_POSITION.
+
+
+ Specifies the index of the sample whose position to query.
+
+
+ Specifies the address of an array to receive the position of the sample.
+
+
+
+
+ glSampleMaski — set the value of a sub-word of the sample mask
+
+
+ Specifies which 32-bit sub-word of the sample mask to update
+
+
+ Specifies the new value of the mask sub-word.
+
+
+
+
+ glBindFragDataLocationIndexed — bind a user-defined varying out variable to a fragment shader color number and index
+
+
+ The name of the program containing varying out variable whose binding to modify
+
+
+ The color number to bind the user-defined varying out variable to
+
+
+ The index of the color input to bind the user-defined varying out variable to
+
+
+ The name of the user-defined varying out variable whose binding to modify
+
+
+
+
+ glGetFragDataIndex — query the bindings of color indices to user-defined varying out variables
+
+
+ The name of the program containing varying out variable whose binding to query
+
+
+ The name of the user-defined varying out variable whose index to query
+
+
+ glGetFragDataIndex returns the index of the fragment color to which the variable namewas bound when the program object program was last linked. If name is not a varying outvariable of program, or if an error occurs, -1 will be returned.
+
+
+
+
+ glGenSamplers — generate sampler object names
+
+
+ Specifies the number of sampler object names to generate
+
+
+ Specifies an array in which the generated sampler object names are stored.
+
+
+
+
+ glDeleteSamplers — delete named sampler objects
+
+
+ Specifies the number of sampler objects to be deleted.
+
+
+ Specifies an array of sampler objects to be deleted.
+
+
+
+
+ glIsSampler — determine if a name corresponds to a sampler object
+
+
+ Specifies a value that may be the name of a sampler object.
+
+
+ glIsSampler returns GL_TRUE if id is currently the name of a sampler object.If id is zero, or is a non-zero value that is not currently thename of a sampler object, or if an error occurs, glIsSampler returns GL_FALSE
+
+
+
+
+ glBindSampler — bind a named sampler to a texturing target
+
+
+ Specifies the index of the texture unit to which the sampler is bound.
+
+
+ Specifies the name of a sampler.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glQueryCounter — record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.
+
+
+ Specify the name of a query object into which to record the GL time.
+
+
+ Specify the counter to query. target must be GL_TIMESTAMP.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+
+
+
+
+ glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+
+
+ Specify the index of the generic vertex attribute.
+
+
+ Specify the number of instances that will pass between updates of the generic attribute at slot index.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glMinSampleShading — specifies minimum rate at which sample shaing takes place
+
+
+ Specifies the rate at which samples are shaded within each covered pixel.
+
+
+
+
+ glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+
+
+ for glBlendEquationi, specifies the index of the draw bufferfor which to set the blend equation.
+
+
+ specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+
+
+ for glBlendEquationSeparatei, specifies the index of the draw buffer for whichto set the blend equations.
+
+
+ specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+ specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glBlendFunc — specify pixel arithmetic
+
+
+ For glBlendFunci, specifies the index of the drawbuffer for which to set the blend function.
+
+
+ Specifies how the red, green, blue,and alpha source blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, blue,and alpha destination blending factors are computed.The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR,
+ GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.The initial value is GL_ZERO.
+
+
+
+
+ glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+
+
+ For glBlendFuncSeparatei, specifies the index of the drawbuffer for which to set the blend functions.
+
+
+ Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+
+
+ Specified how the alpha source blending factor is computed.The initial value is GL_ONE
+
+
+ Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO
+
+
+
+
+ glDrawArraysIndirect — render primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the address of a structure containing the draw parameters.
+
+
+
+
+ glDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+
+
+ Specifies the address of a structure containing the draw parameters.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetSubroutineUniformLocation — retrieve the location of a subroutine uniform of a given shader stage within a program
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the name of the subroutine uniform whose index to query.
+
+
+ glGetSubroutineUniformLocation returns the location of the subroutine uniform variable name in the shader stage of type shadertype attached to program, with behavior otherwise identical to glGetUniformLocation.
+
+
+
+
+ glGetSubroutineIndex — retrieve the index of a subroutine uniform of a given shader stage within a program
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the name of the subroutine uniform whose index to query.
+
+
+ glGetSubroutineIndex returns the index of a subroutine uniform within a shader stage attached to a program object.
+
+
+
+
+ glGetActiveSubroutineUniform — query a property of an active shader subroutine uniform
+
+
+ Specifies the name of the program containing the subroutine.
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the parameter of the shader subroutine uniform to query. pnamemust be GL_NUM_COMPATIBLE_SUBROUTINES, GL_COMPATIBLE_SUBROUTINES, GL_UNIFORM_SIZE or GL_UNIFORM_NAME_LENGTH.
+
+
+ Specifies the address of a into which the queried value or values will be placed.
+
+
+
+
+ glGetActiveSubroutineUniformName — query the name of an active shader subroutine uniform
+
+
+ Specifies the name of the program containing the subroutine
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the size of the buffer whose address is given in name.
+
+
+ Specifies the address of a variable into which is written the number of characters copied into name.
+
+
+ Specifies the address of a buffer that will receive the name of the specified shader subroutine uniform.
+
+
+
+
+ glGetActiveSubroutineName — query the name of an active shader subroutine
+
+
+ Specifies the name of the program containing the subroutine.
+
+
+ Specifies the shader stage from which to query the subroutine name.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the size of the buffer whose address is given in name.
+
+
+ Specifies the address of a variable which is to receive the length of the shader subroutine uniform name.
+
+
+ Specifies the address of an array into which the name of the shader subroutine uniform will be written
+
+
+
+
+ glUniformSubroutines — load active subroutine uniforms
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the number of uniform indices stored in indices.
+
+
+ Specifies the address of an array holding the indices to load into the shader subroutine variables.
+
+
+
+
+ glGetUniformSubroutine — retrieve the value of a subroutine uniform of a given shader stage of the current program
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the location of the subroutine uniform.
+
+
+ Specifies the address of a variable to receive the value or values of the subroutine uniform.
+
+
+
+
+ glGetProgramStage — retrieve properties of a program object corresponding to a specified shader stage
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the parameter of the shader to query. pnamemust be GL_ACTIVE_SUBROUTINE_UNIFORMS, GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, GL_ACTIVE_SUBROUTINES, GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH,or GL_ACTIVE_SUBROUTINE_MAX_LENGTH.
+
+
+ Specifies the address of a variable into which the queried value or values will be placed.
+
+
+
+
+ glPatchParameter — specifies the parameters for patch primitives
+
+
+ Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+
+
+ Specifies the new value for the parameter given by pname
+
+
+
+
+ glPatchParameter — specifies the parameters for patch primitives
+
+
+ Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+
+
+ Specifies the address of an array containing the new values for the parameter given by pname.
+
+
+
+
+ glBindTransformFeedback — bind a transform feedback object
+
+
+ Specifies the target to which to bind the transform feedback object id. targetmust be GL_TRANSFORM_FEEDBACK.
+
+
+ Specifies the name of a transform feedback object reserved by glGenTransformFeedbacks.
+
+
+
+
+ glDeleteTransformFeedbacks — delete transform feedback objects
+
+
+ Specifies the number of transform feedback objects to delete.
+
+
+ Specifies an array of names of transform feedback objects to delete
+
+
+
+
+ glGenTransformFeedbacks — reserve transform feedback object names
+
+
+ Specifies the number of transform feedback object names to reserve.
+
+
+ Specifies an array of into which the reserved names will be written.
+
+
+
+
+ glIsTransformFeedback — determine if a name corresponds to a transform feedback object
+
+
+ Specifies a value that may be the name of a transform feedback object.
+
+
+ glIsTransformFeedback returns GL_TRUE if id is currently the name of a transform feedbackobject. If id is zero, or if id is not the name of a transform feedback object, or if an erroroccurs, glIsTransformFeedback returns GL_FALSE.
+
+
+
+
+ glPauseTransformFeedback — pause transform feedback operations
+
+
+
+
+ glResumeTransformFeedback — resume transform feedback operations
+
+
+
+
+ glDrawTransformFeedback — render primitives using a count derived from a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+
+
+ glDrawTransformFeedbackStream — render primitives using a count derived from a specifed stream of a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+
+
+
+
+ glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+
+
+ Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the index of the query target upon which to begin the query.
+
+
+ Specifies the name of a query object.
+
+
+
+
+ glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+
+
+ Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the index of the query target upon which to begin the query.
+
+
+
+
+ glGetQueryIndexediv — return parameters of an indexed query object target
+
+
+ Specifies a query object target.Must be GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_TIME_ELAPSED, or GL_TIMESTAMP.
+
+
+ Specifies the index of the query object target.
+
+
+ Specifies the symbolic name of a query object target parameter.Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+
+
+ Returns the requested data.
+
+
+
+
+ glReleaseShaderCompiler — release resources consumed by the implementation's shader compiler
+
+
+
+
+ glShaderBinary — load pre-compiled shader binaries
+
+
+ Specifies the number of shader object handles contained in shaders.
+
+
+ Specifies the address of an array of shader handles into which to load pre-compiled shader binaries.
+
+
+ Specifies the format of the shader binaries contained in binary.
+
+
+ Specifies the address of an array of bytes containing pre-compiled binary shader code.
+
+
+ Specifies the length of the array whose address is given in binary.
+
+
+
+
+ glGetShaderPrecisionFormat — retrieve the range and precision for numeric formats supported by the shader compiler
+
+
+ Specifies the type of shader whose precision to query. shaderTypemust be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the numeric format whose precision and range to query.
+
+
+ Specifies the address of array of two integers into which encodings of the implementation'snumeric range are returned.
+
+
+ Specifies the address of an integer into which the numeric precision of the implementationis written.
+
+
+
+
+ glDepthRange — specify mapping of depth values from normalized device coordinates to window coordinates
+
+
+ Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+
+
+
+
+ glClearDepth — specify the clear value for the depth buffer
+
+
+ Specifies the depth value used when the depth buffer is cleared. Theinitial value is 1.
+
+
+
+
+ glGetProgramBinary — return a binary representation of a program object's compiled and linked executable source
+
+
+ Specifies the name of a program object whose binary representation to retrieve.
+
+
+ Specifies the size of the buffer whose address is given by binary.
+
+
+ Specifies the address of a variable to receive the number of bytes written into binary.
+
+
+ Specifies the address of a variable to receive a token indicating the format of the binary data returned by the GL.
+
+
+ Specifies the address an array into which the GL will return program's binary representation.
+
+
+
+
+ glProgramBinary — load a program object with a program binary
+
+
+ Specifies the name of a program object into which to load a program binary.
+
+
+ Specifies the format of the binary data in binary.
+
+
+ Specifies the address an array containing the binary to be loaded into program.
+
+
+ Specifies the number of bytes contained in binary.
+
+
+
+
+ glProgramParameter — specify a parameter for a program object
+
+
+ Specifies the name of a program object whose parameter to modify.
+
+
+ Specifies the name of the parameter to modify.
+
+
+ Specifies the new value of the parameter specified by pname for program.
+
+
+
+
+ glUseProgramStages — bind stages of a program object to a program pipeline
+
+
+ Specifies the program pipeline object to which to bind stages from program.
+
+
+ Specifies a set of program stages to bind to the program pipeline object.
+
+
+ Specifies the program object containing the shader executables to use in pipeline.
+
+
+
+
+ glActiveShaderProgram — set the active program object for a program pipeline object
+
+
+ Specifies the program pipeline object to set the active program object for.
+
+
+ Specifies the program object to set as the active program pipeline object pipeline.
+
+
+
+
+ glCreateShaderProgramv — create a stand-alone program from an array of null-terminated source code strings
+
+
+ Specifies the type of shader to create.
+
+
+ Specifies the number of source code strings in the array strings.
+
+
+ Specifies the address of an array of pointers to source code strings from which to create the program object.
+
+
+ glCreateShaderProgram creates a program object containing compiled and linkedshaders for a single stage specified by type.
+
+
+
+
+ glBindProgramPipeline — bind a program pipeline to the current context
+
+
+ Specifies the name of the pipeline object to bind to the context.
+
+
+
+
+ glDeleteProgramPipelines — delete program pipeline objects
+
+
+ Specifies the number of program pipeline objects to delete
+
+
+ Specifies an array of names of program pipeline objects to delete.
+
+
+
+
+ glGenProgramPipelines — reserve program pipeline object names
+
+
+ Specifies the number of program pipeline object names to reserve.
+
+
+ Specifies an array of into which the reserved names will be written.
+
+
+
+
+ glIsProgramPipeline — determine if a name corresponds to a program pipeline object
+
+
+ Specifies a value that may be the name of a program pipeline object.
+
+
+ glIsProgramPipeline returns GL_TRUE if pipeline is currently the name of a program pipeline object..If pipeline is zero, or if pipeline is not thename of a program pipeline object, or if an error occurs, glIsProgramPipelinereturns GL_FALSE.
+
+
+
+
+ glGetProgramPipeline — retrieve properties of a program pipeline object
+
+
+ Specifies the name of a program pipeline object whose parameter retrieve.
+
+
+ Specifies the name of the parameter to retrieve.
+
+
+ Specifies the address of a variable into which will be written the value or valuesof pname for pipeline.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glValidateProgramPipeline — validate a program pipeline object against current GL state
+
+
+ Specifies the name of a program pipeline object to validate.
+
+
+
+
+ glGetProgramPipelineInfoLog — retrieve the info log string from a program pipeline object
+
+
+ Specifies the name of a program pipeline object from which to retrieve the info log.
+
+
+ Specifies the maximum number of characters, including the null terminator, that may be written into infoLog.
+
+
+ Specifies the address of a variable into which will be written the number of characters written into infoLog.
+
+
+ Specifies the address of an array of characters into which will be written the info log for pipeline.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer and glVertexAttribIPointer.
+ Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glViewportArray — set multiple viewports
+
+
+ Specify the first viewport to set.
+
+
+ Specify the number of viewports to set.
+
+
+ Specify the address of an array containing the viewport parameters.
+
+
+
+
+ glViewportIndexed — set a specified viewport
+
+
+ Specify the first viewport to set.
+
+
+ For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+
+
+ For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+
+
+
+
+ glViewportIndexed — set a specified viewport
+
+
+ Specify the first viewport to set.
+
+
+ For glViewportIndexedfv, specifies the address of an array containing the viewport parameters.
+
+
+
+
+ glScissorArray — define the scissor box for multiple viewports
+
+
+ Specifies the index of the first viewport whose scissor box to modify.
+
+
+ Specifies the number of scissor boxes to modify.
+
+
+ Specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+
+
+
+
+ glScissorIndexed — define the scissor box for a specific viewport
+
+
+ Specifies the index of the viewport whose scissor box to modify.
+
+
+ Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+
+
+ Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+
+
+ Specify ths dimensions of the scissor box, in pixels.
+
+
+ Specify ths dimensions of the scissor box, in pixels.
+
+
+
+
+ glScissorIndexed — define the scissor box for a specific viewport
+
+
+ Specifies the index of the viewport whose scissor box to modify.
+
+
+ For glScissorIndexedv, specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+
+
+
+
+ glDepthRangeArray — specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports
+
+
+ Specifies the index of the first viewport whose depth range to update.
+
+
+ Specifies the number of viewports whose depth range to update.
+
+
+ Specifies the address of an array containing the near and far values for thedepth range of each modified viewport.
+
+
+
+
+ glDepthRangeIndexed — specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport
+
+
+ Specifies the index of the viewport whose depth range to update.
+
+
+ Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glDrawArraysInstancedBaseInstance — draw multiple instances of a range of elements with offset applied to instanced attributes
+
+
+ Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN,
+ GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glDrawElementsInstancedBaseInstance — draw multiple instances of a set of elements with offset applied to instanced attributes
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glDrawElementsInstancedBaseVertexBaseInstance — render multiple instances of a set of primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY,
+ GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the indexed geometry that should be drawn.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+
+
+ Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specifies the internal format about which to retrieve information.
+
+
+ Specifies the type of information to query.
+
+
+ Specifies the maximum number of integers of the specified width that may be written to params by the function.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glGetActiveAtomicCounterBufferiv — retrieve information about the set of active atomic counter buffers for a program
+
+
+ The name of a program object from which to retrieve information.
+
+
+ Specifies index of an active atomic counter buffer.
+
+
+ Specifies which parameter of the atomic counter buffer to retrieve.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glBindImageTexture — bind a level of a texture to an image unit
+
+
+ Specifies the index of the image unit to which to bind the texture
+
+
+ Specifies the name of the texture to bind to the image unit.
+
+
+ Specifies the level of the texture that is to be bound.
+
+
+ Specifies whether a layered texture binding is to be established.
+
+
+ If layered is GL_FALSE, specifies the layer of texture to be bound to the image unit. Ignored otherwise.
+
+
+ Specifies a token indicating the type of access that will be performed on the image.
+
+
+ Specifies the format that the elements of the image will be treated as for the purposes of formatted stores.
+
+
+
+
+ glMemoryBarrier — defines a barrier ordering memory transactions
+
+
+ Specifies the barriers to insert. For glMemoryBarrier, must be abitwise combination of any of GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, GL_ELEMENT_ARRAY_BARRIER_BIT, GL_UNIFORM_BARRIER_BIT,
+ GL_TEXTURE_FETCH_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_PIXEL_BUFFER_BARRIER_BIT, GL_TEXTURE_UPDATE_BARRIER_BIT, GL_BUFFER_UPDATE_BARRIER_BIT,
+ GL_FRAMEBUFFER_BARRIER_BIT, GL_TRANSFORM_FEEDBACK_BARRIER_BIT, GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_SHADER_STORAGE_BARRIER_BIT.
+ For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT. GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT.
+ If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+
+
+
+
+ glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage1D. Must beone of GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+
+
+ glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage2D. Must beone of GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE,
+ GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+
+
+ glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage3D. Must beone of GL_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, GL_PROXY_TEXTURE_3D, GL_PROXY_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_CUBE_MAP_ARRAY.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in texels.
+
+
+
+
+ glDrawTransformFeedbackInstanced — render multiple instances of primitives using a count derived from a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the number of instances of the geometry to render.
+
+
+
+
+ glDrawTransformFeedbackStreamInstanced — render multiple instances of primitives using a count derived from a specifed stream of a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+
+
+ Specifies the number of instances of the geometry to render.
+
+
+
+
+ glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+
+
+ Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+
+
+ Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The offset in basic machine units into the bufferobject's data store at which to start filling.
+
+
+ The size in basic machine units of the range of thedata store to fill.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+ >
+
+
+
+ glDispatchCompute — launch one or more compute work groups
+
+
+ The number of work groups to be launched in the X dimension.
+
+
+ The number of work groups to be launched in the Y dimension.
+
+
+ The number of work groups to be launched in the Z dimension.
+
+
+
+
+ glDispatchComputeIndirect — launch one or more compute work groups using parameters stored in a buffer
+
+
+ The offset into the buffer object currently bound to the GL_DISPATCH_INDIRECT_BUFFER buffer target atwhich the dispatch parameters are stored.
+
+
+
+
+ glCopyImageSubData — perform a raw data copy between two images
+
+
+ The name of a texture or renderbuffer object from which to copy.
+
+
+ The target representing the namespace of the source name srcName.
+
+
+ The mipmap level to read from the source.
+
+
+ The X coordinate of the left edge of the souce region to copy.
+
+
+ The Y coordinate of the top edge of the souce region to copy.
+
+
+ The Z coordinate of the near edge of the souce region to copy.
+
+
+ The name of a texture or renderbuffer object to which to copy.
+
+
+ The target representing the namespace of the destination name dstName.
+
+
+ The mipmap level to the dst.
+
+
+ The X coordinate of the left edge of the destination region.
+
+
+ The Y coordinate of the top edge of the destination region.
+
+
+ The Z coordinate of the near edge of the destination region
+
+
+ The width of the region to be copied.
+
+
+ The height of the region to be copied.
+
+
+ The depth of the region to be copied.
+
+
+
+
+ glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferParameteri.
+
+
+ Specifies the framebuffer parameter to be modified.
+
+
+ The new value for the parameter named pname.
+
+
+
+
+ glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+
+
+ Specifies the target to which the framebuffer object isbound for glGetFramebufferParameteriv.
+
+
+ Specifies the parameter of the framebuffer object toquery.
+
+
+ Returns the value of parameter pname for the framebuffer object.
+
+
+
+
+ glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+
+
+ Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specifies the internal format about which to retrieve information.
+
+
+ Specifies the type of information to query.
+
+
+ Specifies the maximum number of integers of the specified width that may be written to params by the function.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glInvalidateTexSubImage — invalidate a region of a texture image
+
+
+ The name of a texture object a subregion of which to invalidate.
+
+
+ The level of detail of the texture object within which the region resides.
+
+
+ The X offset of the region to be invalidated.
+
+
+ The Y offset of the region to be invalidated
+
+
+ The Z offset of the region to be invalidated.
+
+
+ The width of the region to be invalidated.
+
+
+ The height of the region to be invalidated.
+
+
+ The depth of the region to be invalidated.
+
+
+
+
+ glInvalidateTexImage — invalidate the entirety a texture image
+
+
+ The name of a texture object to invalidate.
+
+
+ The level of detail of the texture object to invalidate.
+
+
+
+
+ glInvalidateBufferSubData — invalidate a region of a buffer object's data store
+
+
+ The name of a buffer object, a subrange of whose data store to invalidate.
+
+
+ The offset within the buffer's data store of the start of the range to be invalidated.
+
+
+ The length of the range within the buffer's data store to be invalidated.
+
+
+
+
+ glInvalidateBufferData — invalidate the content of a buffer object's data store
+
+
+ The name of a buffer object whose data store to invalidate.
+
+
+
+
+ glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+
+
+ Specifies the target to which the framebuffer object isattached for glInvalidateFramebuffer.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+
+
+ glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+
+
+ Specifies the target to which the framebuffer object isattached for glInvalidateSubFramebuffer.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+ Specifies the X offset of the region to be invalidated.
+
+
+ Specifies the Y offset of the region to be invalidated.
+
+
+ Specifies the width of the region to be invalidated.
+
+
+ Specifies the height of the region to be invalidated.
+
+
+
+
+ glMultiDrawArraysIndirect — render multiple sets of primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the address of an array of structures containing the draw parameters.
+
+
+ Specifies the the number of elements in the array of draw parameter structures.
+
+
+ Specifies the distance in basic machine units between elements of the draw parameter array.
+
+
+
+
+ glMultiDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+
+
+ Specifies the address of a structure containing an array of draw parameters.
+
+
+ Specifies the number of elements in the array addressed by indirect.
+
+
+ Specifies the distance in basic machine units between elements of the draw parameter array.
+
+
+
+
+ glGetProgramInterface — query a property of an interface in a program
+
+
+ The name of a program object whose interface to query.
+
+
+ A token identifying the interface within program to query.
+
+
+ The name of the parameter within programInterface to query.
+
+
+ The address of a variable to retrieve the value of pname for the program interface.
+
+
+
+
+ glGetProgramResourceIndex — query the index of a named resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the index of.
+
+
+ returns the unsignedinteger index assigned to a resource named name inthe interface type programInterface of program object program.
+
+
+
+
+ glGetProgramResourceName — query the name of an indexed resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the indexed resource.
+
+
+ The index of the resource within programInterface of program.
+
+
+ The size of the character array whose address is given by name.
+
+
+ The address of a variable which will receive the length of the resource name.
+
+
+ The address of a character array into which will be written the name of the resource.
+
+
+
+
+ glGetProgramResource — retrieve values for multiple properties of a single active resource within a program object
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ glGetProgramResourceLocation — query the location of a named resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the location of.
+
+
+ glGetProgramResourceLocation returns the location assignedto the variable named name in interface programInterface of programobject program.
+
+
+
+
+ glGetProgramResourceLocationIndex — query the fragment color index of a named variable within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the location of.
+
+
+ returns the fragment color index assignedto the variable named name in interface programInterface of programobject program.
+
+
+
+
+ glShaderStorageBlockBinding — change an active shader storage block binding
+
+
+ The name of the program containing the block whose binding to change.
+
+
+ The index storage block within the program.
+
+
+ The index storage block binding to associate with the specified storage block.
+
+
+
+
+ glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+
+
+ Specifies the target to which the texture object isbound for glTexBufferRange. Must be GL_TEXTURE_BUFFER.
+
+
+ Specifies the texture object name for glTextureBufferRange.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+ Specifies the offset of the start of the range of thebuffer's data store to attach.
+
+
+ Specifies the size of the range of the buffer's datastore to attach.
+
+
+
+
+ glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage2DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage3DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in layers.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTextureView — initialize a texture as a data alias of another texture's data store
+
+
+ Specifies the texture object to be initialized as a view.
+
+
+ Specifies the target to be used for the newly initialized texture.
+
+
+ Specifies the name of a texture object of which to make a view.
+
+
+ Specifies the internal format for the newly created view.
+
+
+ Specifies lowest level of detail of the view.
+
+
+ Specifies the number of levels of detail to include in the view.
+
+
+ Specifies the index of the first layer to include in the view.
+
+
+ Specifies the number of layers to include in the view.
+
+
+
+
+ glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+
+
+ The index of the vertex buffer binding point to which to bindthe buffer.
+
+
+ The name of a buffer to bind to the vertex buffer bindingpoint.
+
+
+ The offset of the first element of the buffer.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+
+
+ The index of the attribute to associate with a vertexbuffer binding.
+
+
+ The index of the vertex buffer binding with which toassociate the generic vertex attribute.
+
+
+
+
+ glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+
+
+ Specify the index of the generic vertex attribute.
+
+
+ Specify the number of instances that will pass between updates of the generic attribute at slot index.
+
+
+
+
+ glDebugMessageControl — control the reporting of debug messages in a debug context
+
+
+ The source of debug messages to enable or disable.
+
+
+ The type of debug messages to enable or disable.
+
+
+ The severity of debug messages to enable or disable.
+
+
+ The length of the array ids.
+
+
+ The address of an array of unsigned integers contianing the ids of the messages to enable or disable.
+
+
+ A Boolean flag determining whether the selected messages should be enabled or disabled.
+
+
+
+
+ glDebugMessageInsert — inject an application-supplied message into the debug message queue
+
+
+ The source of the debug message to insert.
+
+
+ The type of the debug message insert.
+
+
+ The user-supplied identifier of the message to insert.
+
+
+ The severity of the debug messages to insert.
+
+
+ The length string contained in the character array whose address is given by message.
+
+
+ The address of a character array containing the message to insert.
+
+
+
+
+ glDebugMessageCallback — specify a callback to receive debugging messages from the GL
+
+
+ The address of a callback function that will be called when a debug message is generated.
+
+
+ A user supplied pointer that will be passed on each invocation of callback.
+
+
+
+
+ glGetDebugMessageLog — retrieve messages from the debug message log
+
+
+ The number of debug messages to retrieve from the log.
+
+
+ The size of the buffer whose address is given by messageLog.
+
+
+ The address of an array of variables to receive the sources of the retrieved messages.
+
+
+ The address of an array of variables to receive the types of the retrieved messages.
+
+
+ The address of an array of unsigned integers to receive the ids of the retrieved messages.
+
+
+ The address of an array of variables to receive the severites of the retrieved messages.
+
+
+ The address of an array of variables to receive the lengths of the received messages.
+
+
+ The address of an array of characters that will receive the messages.
+
+
+ glGetDebugMessageLog retrieves messages from the debug message log. A maximum of count messages are retrieved from the log.
+
+
+
+
+ glPushDebugGroup — push a named debug group into the command stream
+
+
+ The source of the debug message.
+
+
+ The identifier of the message.
+
+
+ The length of the message to be sent to the debug output stream.
+
+
+ The a string containing the message to be sent to the debug output stream.
+
+
+
+
+ glPopDebugGroup — pop the active debug group
+
+
+
+
+ glObjectLabel — label a named object identified within a namespace
+
+
+ The namespace from which the name of the object is allocated.
+
+
+ The name of the object to label.
+
+
+ The length of the label to be used for the object.
+
+
+ The address of a string containing the label to assign to the object.
+
+
+
+
+ glGetObjectLabel — retrieve the label of a named object identified within a namespace
+
+
+ The namespace from which the name of the object is allocated.
+
+
+ The name of the object whose label to retrieve.
+
+
+ The length of the buffer whose address is in label.
+
+
+ The address of a variable to receive the length of the object label.
+
+
+ The address of a string that will receive the object label.
+
+
+
+
+ glObjectPtrLabel — label a a sync object identified by a pointer
+
+
+ A pointer identifying a sync object.
+
+
+ The length of the label to be used for the object.
+
+
+ The address of a string containing the label to assign to the object.
+
+
+
+
+ glGetObjectPtrLabel — retrieve the label of a sync object identified by a pointer
+
+
+ The name of the sync object whose label to retrieve.
+
+
+ The length of the buffer whose address is in label.
+
+
+ The address of a variable to receive the length of the object label.
+
+
+ The address of a string that will receive the object label.
+
+
+
+
+ glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+
+
+ Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,commandsGL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER ,
+ GL_ELEMENT_ARRAY_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER ,GL_TRANSFORM_FEEDBACK_BUFFER,
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+
+
+
+
+ glClearTexImage — fills all a texture image with a constant value
+
+
+ The name of an existing texture object containing the image to be cleared.
+
+
+ The level of texture containing the region to be cleared.
+
+
+ The format of the data whose address in memory is given by data.
+
+
+ The type of the data whose address in memory is given by data.
+
+
+ The address in memory of the data to be used to clear the specified region.
+
+
+
+
+ glClearTexSubImage — fills all or part of a texture image with a constant value
+
+
+ The name of an existing texture object containing the image to be cleared.
+
+
+ The level of texture containing the region to be cleared.
+
+
+ The coordinate of the left edge of the region to be cleared.
+
+
+ The coordinate of the lower edge of the region to be cleared.
+
+
+ The coordinate of the front of the region to be cleared.
+
+
+ The width of the region to be cleared.
+
+
+ The height of the region to be cleared.
+
+
+ The depth of the region to be cleared.
+
+
+ The format of the data whose address in memory is given by data.
+
+
+ The type of the data whose address in memory is given by data.
+
+
+ The address in memory of the data to be used to clear the specified region.
+
+
+
+
+ glBindBuffersBase — bind one or more buffer objects to a sequence of indexed buffer targets
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the first binding point within the array specified by target.
+
+
+ Specify the number of contiguous binding points to which to bind buffers.
+
+
+ A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+
+
+
+
+ glBindBuffersRange — bind ranges of one or more buffer objects to a sequence of indexed buffer targets
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the first binding point within the array specified by target.
+
+
+ Specify the number of contiguous binding points to which to bind buffers.
+
+
+ A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+
+
+ A pointer to an array of offsets into the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+
+
+ A pointer to an array of sizes of the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+
+
+
+
+ glBindTextures — bind one or more named textures to a sequence of consecutive texture units
+
+
+ Specifies the first texture unit to which a texture is to be bound.
+
+
+ Specifies the number of textures to bind.
+
+
+ Specifies the address of an array of names of existing texture objects.
+
+
+
+
+ glBindSamplers — bind one or more named sampler objects to a sequence of consecutive sampler units
+
+
+ Specifies the first sampler unit to which a sampler object is to be bound.
+
+
+ Specifies the number of samplers to bind.
+
+
+ Specifies the address of an array of names of existing sampler objects.
+
+
+
+
+ glBindImageTextures — bind one or more named texture images to a sequence of consecutive image units
+
+
+ Specifies the first image unit to which a texture is to be bound.
+
+
+ Specifies the number of textures to bind.
+
+
+ Specifies the address of an array of names of existing texture objects.
+
+
+
+
+ glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+
+
+ Specifies the first vertex buffer binding point to whicha buffer object is to be bound.
+
+
+ Specifies the number of buffers to bind.
+
+
+ Specifies the address of an array of names of existingbuffer objects.
+
+
+ Specifies the address of an array of offsets toassociate with the binding points.
+
+
+ Specifies the address of an array of strides toassociate with the binding points.
+
+
+
+
+ glClipControl — control clip coordinate to window coordinate behavior
+
+
+ Specifies the clip control origin. Must be one of GL_LOWER_LEFT or GL_UPPER_LEFT.
+
+
+ Specifies the clip control depth mode. Must be oneof GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE.
+
+
+
+
+ glCreateTransformFeedbacks — create transform feedback objects
+
+
+ Number of transform feedback objects to create.
+
+
+ Specifies an array in which names of the newtransform feedback objects are stored.
+
+
+
+
+ glTransformFeedbackBufferBase — bind a buffer object to a transform feedback buffer object
+
+
+ Name of the transform feedback buffer object.
+
+
+ Index of the binding point within xfb.
+
+
+ Name of the buffer object to bind to the specifiedbinding point.
+
+
+
+
+ glTransformFeedbackBufferRange — bind a range within a buffer object to a transform feedback buffer object
+
+
+ Name of the transform feedback buffer object.
+
+
+ Index of the binding point within xfb.
+
+
+ Name of the buffer object to bind to the specifiedbinding point
+
+
+ The starting offset in basic machine units into thebuffer object.
+
+
+ The amount of data in basic machine units that canbe read from or written to the buffer object whileused as an indexed target.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ Index of the transform feedback stream (for indexedstate).
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ Index of the transform feedback stream (for indexedstate).
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glCreateBuffers — create buffer objects
+
+
+ Specifies the number of buffer objects to create.
+
+
+ Specifies an array in which names of the new bufferobjects are stored.
+
+
+
+
+ glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+
+
+ Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,
+ GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+
+
+
+
+ glBufferData, glNamedBufferData — creates and initializes a buffer object's datastore
+
+
+ Specifies the name of the buffer object for glNamedBufferData function.
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the expected usage pattern of the data store. Thesymbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+
+
+
+
+ glBufferSubData, glNamedBufferSubData — updates a subset of a buffer object's data store
+
+
+ Specifies the name of the buffer objectfor glNamedBufferSubData.
+
+
+ Specifies the offset into the buffer object's data storewhere data replacement will begin, measured in bytes.
+
+
+ Specifies the size in bytes of the data store regionbeing replaced.
+
+
+ Specifies a pointer to the new data that will be copiedinto the data store.
+
+
+
+
+ glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+
+
+ Specifies the name of the source buffer object for glCopyNamedBufferSubData
+
+
+ Specifies the name of the destination buffer object for glCopyNamedBufferSubData.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+
+
+ Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+
+
+
+
+ glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+
+
+ Specifies the name of the buffer object for glClearNamedBufferData.
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+
+
+ Specifies the name of the buffer object for glClearNamedBufferSubData
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The offset in basic machine units into the bufferobject's data store at which to start filling.
+
+
+ The size in basic machine units of the range of thedata store to fill.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glMapNamedBuffer.
+
+
+ Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+
+
+
+
+ glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glMapNamedBufferRange.
+
+
+ Specifies the starting offset within the buffer of therange to be mapped.
+
+
+ Specifies the length of the range to be mapped.
+
+
+ Specifies a combination of access flags indicating thedesired access to the mapped range.
+
+
+
+
+ glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glUnmapNamedBuffer.
+
+
+ glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+
+
+
+
+ glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+
+
+ Specifies the name of the buffer object for glFlushMappedNamedBufferRange.
+
+
+ Specifies the start of the buffer subrange, in basic machine units.
+
+
+ Specifies the length of the buffer subrange, in basic machine units.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+
+
+ Specifies the name of the buffer object for glGetNamedBufferPointerv.
+
+
+ Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+
+
+ Specifies the name of the buffer object for glGetNamedBufferSubData.
+
+
+ Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being returned.
+
+
+ Specifies a pointer to the location where buffer object data is returned.
+
+
+
+
+ glCreateFramebuffers — create framebuffer objects
+
+
+ Number of framebuffer objects to create.
+
+
+ Specifies an array in which names of the newframebuffer objects are stored.
+
+
+
+
+ glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferRenderbuffer
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+
+
+ Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+
+
+
+
+ glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferParameteri.
+
+
+ Specifies the framebuffer parameter to be modified
+
+
+ The new value for the parameter named pname.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferTexture.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferTextureLayer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ Specifies the layer of the texture object toattach.
+
+
+
+
+ glDrawBuffer, glNamedFramebufferDrawBuffer — specify which color buffers are to be drawn into
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffer function. Must bezero or the name of a framebuffer object.
+
+
+ For default framebuffer, the argument specifies up to fourcolor buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT
+ GL_BACK, GL_LEFT, GL_RIGHT, and GL_FRONT_AND_BACK are accepted. The initialvalue is GL_FRONT for single-buffered contexts,and GL_BACK for double-buffered contexts. Forframebuffer objects,
+ GL_COLOR_ATTACHMENT$m$ and GL_NONE enums are accepted, where $m$ is a value between 0 and GL_MAX_COLOR_ATTACHMENTS.
+
+
+
+
+ glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffers.
+
+
+ Specifies the number of buffers in bufs.
+
+
+ Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+
+
+
+
+ glReadBuffer, glNamedFramebufferReadBuffer — select a color buffer source for pixels
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferReadBuffer function.
+
+
+ Specifies a color buffer. Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, and the constants GL_COLOR_ATTACHMENTi.
+
+
+
+
+ glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+
+
+ Specifies the name of the framebuffer object for glInvalidateNamedFramebufferData.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+
+
+ glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+
+
+ Specifies the name of the framebuffer object for glInvalidateNamedFramebufferSubData.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+ Specifies the X offset of the region to be invalidated.
+
+
+ Specifies the Y offset of the region to be invalidated.
+
+
+ Specifies the width of the region to be invalidated.
+
+
+ Specifies the height of the region to be invalidated.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ The value to clear the depth buffer to.
+
+
+ The value to clear the stencil buffer to.
+
+
+
+
+ glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+
+
+ Specifies the name of the source framebuffer objectfor glBlitNamedFramebuffer.
+
+
+ Specifies the name of the destination framebuffer objectfor glBlitNamedFramebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+
+
+ Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+
+
+
+
+ glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+
+
+ Specifies the name of the framebuffer objectfor glCheckNamedFramebufferStatus
+
+
+ Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+
+
+ glCheckNamedFramebufferStatus return thecompleteness status of a framebuffer object when treated as aread or draw framebuffer, depending on the value of target.
+
+
+
+
+ glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glGetNamedFramebufferParameteriv.
+
+
+ Specifies the parameter of the framebuffer object toquery.
+
+
+ Returns the value of parameter pname for the framebuffer object.
+
+
+
+
+ glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glGetNamedFramebufferAttachmentParameteriv
+
+
+ Specifies the attachment of the framebuffer object toquery.
+
+
+ Specifies the parameter of attachment to query.
+
+
+ Returns the value of parameter pname for attachment.
+
+
+
+
+ glCreateRenderbuffers — create renderbuffer objects
+
+
+ Number of renderbuffer objects to create.
+
+
+ Specifies an array in which names of the new renderbufferobjects are stored.
+
+
+
+
+ glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+
+
+ Specifies the name of the renderbuffer object for glNamedRenderbufferStorage function.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+
+
+ Specifies the name of the renderbuffer object for glNamedRenderbufferStorageMultisamplefunction.
+
+
+ Specifies the number of samples to be used for therenderbuffer object's storage.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glGetRenderbufferParameteriv, glGetNamedRenderbufferParameteriv — query a named parameter of a renderbuffer object
+
+
+ Specifies the name of the renderbuffer object for glGetNamedRenderbufferParameteriv.
+
+
+ Specifies the parameter of the renderbuffer object toquery.
+
+
+ Returns the value of parameter pname for the renderbuffer object.
+
+
+
+
+ glCreateTextures — create texture objects
+
+
+ Specifies the effective texture targetof each created texture.
+ target must be one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Number of texture objects to create.
+
+
+ Specifies an array in which names of the new textureobjects are stored.
+
+
+
+
+ glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+
+
+ Specifies the texture object name for glTextureBuffer.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+
+
+ glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+
+
+ Specifies the texture object name for glTextureBufferRange.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+ Specifies the offset of the start of the range of thebuffer's data store to attach.
+
+
+ Specifies the size of the range of the buffer's datastore to attach.
+
+
+
+
+ glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+
+
+ Specifies the texture object name for glTextureStorage1D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+
+
+ glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+
+
+ Specifies the texture object name for glTextureStorage2D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+
+
+ glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+
+
+ Specifies the texture object name for glTextureStorage3D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in texels.
+
+
+
+
+ glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+
+
+ Specifies the texture object name for glTextureStorage2DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+
+
+ Specifies the texture object name for glTextureStorage3DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in layers.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexSubImage1D, glTextureSubImage1D — specify a one-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage1D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage2D, glTextureSubImage2D — specify a two-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage2D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage3D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies a texel offset in the z direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+
+
+ Specifies the texture object name for glCompressedTextureSubImage1D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+
+
+ Specifies the texture object name for glCompressedTextureSubImage2D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+
+
+ Specifies the texture object name for glCompressedTextureSubImage3D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCopyTexSubImage1D, glCopyTextureSubImage1D — copy a one-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage1D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the texel offset within the texture array.
+
+
+ Specify the window coordinates of the left corner of the rowof pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the rowof pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+
+
+ glCopyTexSubImage2D, glCopyTextureSubImage2D — copy a two-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage2D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage3D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+
+
+ Specifies the texture object name for glGenerateTextureMipmap.
+
+
+
+
+ glBindTextureUnit — bind an existing texture object to the specified texture unit
+
+
+ Specifies the texture unit, to which the texture object should be bound to.
+
+
+ Specifies the name of a texture.
+
+
+
+
+ glGetTexImage — return a texture image
+
+
+ Specifies the texture object name.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+
+
+ Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+
+
+ Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the texture object name for glGetCompressedTextureImage function.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+
+
+ Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+
+
+ Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glCreateVertexArrays — create vertex array objects
+
+
+ Number of vertex array objects to create.
+
+
+ Specifies an array in which names of the new vertex arrayobjects are stored.
+
+
+
+
+ glDisableVertexAttribArray — disable a generic vertex attributearray
+
+
+ Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+
+
+ Specifies the index of the generic vertex attribute to beenabled or disabled.
+
+
+
+
+ glEnableVertexAttribArray — enable a generic vertex attributearray
+
+
+ Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+
+
+ Specifies the index of the generic vertex attribute to beenabled or disabled.
+
+
+
+
+ glVertexArrayElementBuffer — configures element array buffer binding of a vertex array object
+
+
+ Specifies the name of the vertex array object.
+
+
+ Specifies the name of the buffer object to use for the element array buffer binding
+
+
+
+
+ glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+
+
+ Specifies the name of the vertex array object to be used by glVertexArrayVertexBuffer function.
+
+
+ The index of the vertex buffer binding point to which to bindthe buffer.
+
+
+ The name of a buffer to bind to the vertex buffer bindingpoint.
+
+
+ The offset of the first element of the buffer.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+
+
+ Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+
+
+ Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+
+
+ Specifies the number of buffers to bind.
+
+
+ Specifies the address of an array of names of existingbuffer objects.
+
+
+ Specifies the address of an array of offsets toassociate with the binding points.
+
+
+ Specifies the address of an array of strides toassociate with the binding points.
+
+
+
+
+ glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttribBinding.
+
+
+ The index of the attribute to associate with a vertexbuffer binding.
+
+
+ The index of the vertex buffer binding with which toassociate the generic vertex attribute
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexBindingDivisor, glVertexArrayBindingDivisor — modify the rate at which generic vertex attributesadvance
+
+
+ Specifies the name of the vertex array object for glVertexArrayBindingDivisor function.
+
+
+ The index of the binding whose divisor to modify.
+
+
+ The new value for the instance step rate to apply.
+
+
+
+
+ glGetVertexArrayiv — retrieve parameters of a vertex array object
+
+
+ specifies the name of the vertex array object to use for thequery.
+
+
+ Name of the property to use for the query. Must be GL_ELEMENT_ARRAY_BUFFER_BINDING.
+
+
+ Returns the requested value.
+
+
+
+
+ glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+
+
+ Specifies the name of a vertex array object.
+
+
+ Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+
+
+ Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+
+
+ Returns the requested value.
+
+
+
+
+ glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+
+
+ Specifies the name of a vertex array object.
+
+
+ Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+
+
+ Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+ For glGetVertexArrayIndexed64v, it must be equal to GL_VERTEX_BINDING_OFFSET.
+
+
+ Returns the requested value.
+
+
+
+
+ glCreateSamplers — create sampler objects
+
+
+ Number of sampler objects to create.
+
+
+ Specifies an array in which names of the new samplerobjects are stored.
+
+
+
+
+ glCreateProgramPipelines — create program pipeline objects
+
+
+ Number of program pipeline objects to create.
+
+
+ Specifies an array in which names of the new programpipeline objects are stored.
+
+
+
+
+ glCreateQueries — create query objects
+
+
+ Specifies the target of each created query object.
+
+
+ Number of query objects to create
+
+
+ Specifies an array in which names of the new queryobjects are stored.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glMemoryBarrier — defines a barrier ordering memory transactions
+
+
+ For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT.
+ GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT. If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+
+
+
+
+ glGetTextureSubImage — retrieve a sub-region of a texture image from a textureobject
+
+
+ Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE.
+ In specific, buffer andmultisample textures are not permitted.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data. The followingsymbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
+ GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies the size of the buffer to receive the retrievedpixel data.
+
+
+ Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+
+
+
+
+ glGetCompressedTextureSubImage — retrieve a sub-region of a compressed texture image from acompressed texture object
+
+
+ Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE. In specific, buffer andmultisample textures are not permitted.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage. Must be amultiple of the compressed block's width, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the height of the texture subimage. Must be amultiple of the compressed block's height, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the depth of the texture subimage. Must be amultiple of the compressed block's depth, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the size of the buffer to receive the retrievedpixel data.
+
+
+ Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+
+
+
+
+ glGetGraphicsResetStatus — check if the rendering context has not been lost due to software or hardware issues
+
+
+ glGetGraphicsResetStatus can return one of the followingconstants:
+ GL_NO_ERROR,GL_GUILTY_CONTEXT_RESET,GL_INNOCENT_CONTEXT_RESET,GL_UNKNOWN_CONTEXT_RESET
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glGetTexImage — return a texture image
+
+
+ Specifies the target to which the texture is bound for glGetTexImage and glGetnTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, and GL_TEXTURE_CUBE_MAP_ARRAY are acceptable.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+
+
+ Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+
+
+ Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glReadPixels, glReadnPixels — read a block of pixels from the frame buffer
+
+
+ Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+
+
+ Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+
+
+ Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+
+
+ Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+
+
+ Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
+
+
+ Specifies the data type of the pixel data. Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, or GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer datafor glReadnPixels function.
+
+
+ Returns the pixel data.
+
+
+
+
+ glTextureBarrier — controls the ordering of reads and writes to rendered fragments across drawing commands
+
+
+
+
+ windows系统API类
+
+
+
+
+ The ChoosePixelFormat function attempts to match an appropriate pixel format supported by a device context to a given pixel format specification.
+
+
+ Specifies the device context that the function examines to determine the best match for the pixel format descriptor pointed to by ppfd.
+
+
+ Pointer to a PIXELFORMATDESCRIPTOR structure that specifies the requested pixel format.
+
+
+ If the function succeeds, the return value is a pixel format index (one-based) that is the closest match to the given pixel format descriptor.
+ If the function fails, the return value is zero.
+
+
+
+
+ The SetPixelFormat function sets the pixel format of the specified device context to the format specified by the iPixelFormat index.
+
+
+ Specifies the device context whose pixel format the function attempts to set.
+
+ Index that identifies the pixel format to set.
+ The various pixel formats supported by a device context are identified by one-based indexes.
+
+
+ Pointer to a PIXELFORMATDESCRIPTOR structure that contains the logical pixel format specification.
+ The system's metafile component uses this structure to record the logical pixel format specification.
+
+
+ If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+
+
+
+
+ The GetDC function retrieves a handle to a device context (DC) for the client area of a specified window or for the entire screen.
+ You can use the returned handle in subsequent GDI functions to draw in the DC.
+
+
+ A handle to the window whose DC is to be retrieved. If this value is NULL, GetDC retrieves the DC for the entire screen.
+
+
+ If the function succeeds, the return value is a handle to the DC for the specified window's client area.
+ If the function fails, the return value is NULL.
+
+
+
+
+ The SwapBuffers function exchanges the front and back buffers if the current pixel format for the window referenced by the specified device context includes a back buffer.
+
+
+ Specifies a device context.
+ If the current pixel format for the window referenced by this device context includes a back buffer,
+ the function exchanges the front and back buffers.
+
+
+ If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+
+
+
+
+ 获取当前线程的控制台窗口句柄
+
+ 当前线程控制台句柄
+
@@ -318,5 +11090,21 @@
The m128* pointer to the target m128 transformed in ulong form
+
+
+ 一个强类型的资源类,用于查找本地化的字符串等。
+
+
+
+
+ 返回此类使用的缓存的 ResourceManager 实例。
+
+
+
+
+ 重写当前线程的 CurrentUICulture 属性,对
+ 使用此强类型资源类的所有资源查找执行重写。
+
+
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.GeneratedMSBuildEditorConfig.editorconfig b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.GeneratedMSBuildEditorConfig.editorconfig
index 774bffa1..8874ea55 100644
--- a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.GeneratedMSBuildEditorConfig.editorconfig
+++ b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.GeneratedMSBuildEditorConfig.editorconfig
@@ -1,3 +1,11 @@
is_global = true
+build_property.TargetFramework = netstandard2.1
+build_property.TargetPlatformMinVersion = 7.0
+build_property.UsingMicrosoftNETSdkWeb =
+build_property.ProjectTypeGuids =
+build_property.InvariantGlobalization =
+build_property.PlatformNeutralAssembly =
+build_property.EnforceExtendedAnalyzerRules =
+build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = StgSharp
build_property.ProjectDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.Properties.Resources.resources b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.Properties.Resources.resources
new file mode 100644
index 00000000..6c05a977
Binary files /dev/null and b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.Properties.Resources.resources differ
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.CoreCompileInputs.cache b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.CoreCompileInputs.cache
index 3c25c31d..b6cae466 100644
--- a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.CoreCompileInputs.cache
+++ b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.CoreCompileInputs.cache
@@ -1 +1 @@
-33fb0045551e4bbd356407967287757930f40053
+012b41110739971f732c5a1d8cfcd68b277b1396
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.FileListAbsolute.txt b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.FileListAbsolute.txt
index 71f46f1b..67207200 100644
--- a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.FileListAbsolute.txt
+++ b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.FileListAbsolute.txt
@@ -1,6 +1,5 @@
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\Debug\netstandard2.1\StgSharp.deps.json
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\Debug\netstandard2.1\StgSharp.dll
-D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\Debug\netstandard2.1\StgSharp.pdb
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\Debug\netstandard2.1\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.csproj.AssemblyReference.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.GeneratedMSBuildEditorConfig.editorconfig
@@ -10,5 +9,6 @@ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\refint\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.xml
-D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.pdb
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\ref\StgSharp.dll
+D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.Properties.Resources.resources
+D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.csproj.GenerateResource.cache
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.GenerateResource.cache b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.GenerateResource.cache
new file mode 100644
index 00000000..a09b6097
Binary files /dev/null and b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.csproj.GenerateResource.cache differ
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.dll b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.dll
index 88c3b09b..17a3d147 100644
Binary files a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.dll and b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.dll differ
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.pdb b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.pdb
deleted file mode 100644
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Binary files a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.pdb and /dev/null differ
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.xml b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.xml
index 4c2e8985..e9555b34 100644
--- a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.xml
+++ b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/StgSharp.xml
@@ -64,6 +64,10778 @@
当前游戏刻
+
+
+ OpenGL接口函数封装类
+
+
+
+
+ bind a named texture to a texturing target.
+
+
+ Specifies the target to which the texture is bound.
+ Must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the name of a texture.
+
+
+
+
+ specify pixel arithmetic.
+
+
+ Specifies how the red, green, blue, and alpha source blending factors are computed.
+ The following symbolic constants are accepted:
+ GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
+ GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR,GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, and GL_SRC_ALPHA_SATURATE.
+ The initial value is GL_ONE.
+
+
+ Specifies how the red, green, blue, and alpha destination blending factors are computed.
+ The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA.
+ GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.
+ The initial value is GL_ZERO.
+
+
+
+
+ clear buffers to preset values.
+
+
+ Bitwise OR of masks that indicate the buffers to be cleared.
+ The four masks are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_ACCUM_BUFFER_BIT,and GL_STENCIL_BUFFER_BIT.
+
+
+
+
+ specify clear values for the color buffers.
+
+
+ Specify the red value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the green value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the blue value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the alpha value used when the color buffers are cleared. The initial value is 0.
+
+
+
+
+ specify the clear value for the depth buffer.
+
+
+ Specifies the depth value used when the depth buffer is cleared. The initial value is 1.
+
+
+
+
+ specify the clear value for the stencil buffer.
+
+
+ Specifies the index used when the stencil buffer is cleared. The initial value is 0.
+
+
+
+
+ enable and disable writing of frame buffer color components.
+
+
+ Specify whether red can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether green can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether blue can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether alpha can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+
+
+ copy pixels into a 1D texture image.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the internal format of the texture.
+ Must be one of the following symbolic constants:
+ GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+ The height of the texture image is 1.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+
+
+ copy pixels into a 2D texture image.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the internal format of the texture.
+ Must be one of the following symbolic constants:
+ GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA,GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA,GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+
+
+ Specifies the height of the texture image. Must be 0 or 2^m+2(border) for some integer m.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+
+
+ copy a one-dimensional texture subimage.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the texel offset within the texture array.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+
+
+ copy a two-dimensional texture subimage.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ specify whether front- or back-facing facets can be culled.
+
+
+ Specifies whether front- or back-facing facets are candidates for culling.
+ Symbolic constants GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK are accepted.
+ The initial value is GL_BACK.
+
+
+
+
+ delete named textures.
+
+
+ Specifies the number of textures to be deleted.
+
+
+ Specifies an array of textures to be deleted.
+
+
+
+
+ specify the value used for depth buffer comparisons.
+
+
+ Specifies the depth comparison function.
+ Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
+ and GL_ALWAYS are accepted. The initial value is GL_LESS.
+
+
+
+
+ enable or disable writing into the depth buffer.
+
+
+ Specifies whether the depth buffer is enabled for writing.
+ If flag is GL_FALSE, depth buffer writing is disabled. Otherwise, it is enabled.
+ Initially, depth buffer writing is enabled.
+
+
+
+
+ specify mapping of depth values from normalized device coordinates to window coordinates.
+
+
+ Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
+
+
+
+
+ disable server-side GL capabilities.
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+
+
+ render primitives from array data.
+
+
+ Specifies what kind of primitives to render.
+ Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+
+
+ specify which color buffers are to be drawn into.
+
+
+ Specifies up to four color buffers to be drawn into.
+ Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, GL_FRONT_AND_BACK,
+ and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1, are accepted.
+
+
+
+
+ render primitives from array data.
+
+
+ Specifies what kind of primitives to render.
+ Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES,GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices.
+ Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+ please using the function glaux.ArrayToPointer to get array pointer.
+
+
+
+
+ enable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+
+
+ block until all GL execution is complete.
+
+
+
+
+ force execution of GL commands in finite time
+
+
+
+
+ define front- and back-facing polygons.
+
+
+ Specifies the orientation of front-facing polygons. GL_CW and GL_CCW are accepted.
+ The initial value is GL_CCW.
+
+
+
+
+ generate texture names.
+
+
+ Specifies the number of texture names to be generated.
+
+
+ Specifies an array in which the generated texture names are stored.
+
+
+
+
+ return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returned.
+ The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return error information.
+
+
+ returns the value of the error flag.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the address of the specified pointer.
+
+
+ Specifies the array or buffer pointer to be returned.
+ Symbolic constants GL_COLOR_ARRAY_POINTER, GL_EDGE_FLAG_ARRAY_POINTER, GL_FOG_COORD_ARRAY_POINTER,
+ GL_FEEDBACK_BUFFER_POINTER, GL_INDEX_ARRAY_POINTER, GL_NORMAL_ARRAY_POINTER,
+ GL_SECONDARY_COLOR_ARRAY_POINTER, GL_SELECTION_BUFFER_POINTER, GL_TEXTURE_COORD_ARRAY_POINTER,or GL_VERTEX_ARRAY_POINTER are accepted.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ return a string describing the current GL connection.
+
+
+ Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION,or GL_EXTENSIONS.
+
+
+
+
+
+ return a texture image
+
+
+ Specifies which texture is to be obtained.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z are accepted.
+
+
+ Specifies the level-of-detail number of the desired image. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data.
+ The supported formats are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA,
+ GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies a pixel type for the returned data.
+ The supported types are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+
+
+ Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number of the desired image.
+ Level 0 is the base image level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE,
+ GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+
+
+ Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number of the desired image.
+ Level 0 is the base image level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE ,
+ GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ return texture parameter values.
+
+
+ Specifies the symbolic name of the target texture.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ return texture parameter values.
+
+
+ Specifies the symbolic name of the target texture.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ specify implementation-specific hints.
+
+
+ Specifies a symbolic constant indicating the behavior to be controlled.
+ GL_FOG_HINT, GL_GENERATE_MIPMAP_HINT, GL_LINE_SMOOTH_HINT, GL_PERSPECTIVE_CORRECTION_HINT,
+ GL_POINT_SMOOTH_HINT, GL_POLYGON_SMOOTH_HINT, GL_TEXTURE_COMPRESSION_HINT,and GL_FRAGMENT_SHADER_DERIVATIVE_HINT are accepted.
+
+
+ Specifies a symbolic constant indicating the desired behavior.
+ GL_FASTEST, GL_NICEST, and GL_DONT_CARE are accepted.
+
+
+
+
+ test whether a capability is enabled
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+ returns GL_TRUE if cap is an enabled capability and returns GL_FALSE otherwise.
+
+
+
+
+ determine if a name corresponds to a texture
+
+
+ Specifies a value that may be the name of a texture.
+
+
+ returns GL_TRUE if texture is currently the name of a texture.
+
+
+
+
+ specify the width of rasterized lines.
+
+
+ Specifies the width of rasterized lines. The initial value is 1.
+
+
+
+
+ specify a logical pixel operation for color index rendering.
+
+
+ Specifies a symbolic constant that selects a logical operation.
+ The following symbols are accepted: GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT,
+ GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE,
+ and GL_OR_INVERTED. The initial value is GL_COPY.
+
+
+
+
+ set pixel storage modes.
+
+
+ Specifies the symbolic name of the parameter to be set.
+ Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+
+
+ Specifies the value that pname is set to.
+
+
+
+
+ set pixel storage modes.
+
+
+ Specifies the symbolic name of the parameter to be set.
+ Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,
+ GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+
+
+ Specifies the value that pname is set to.
+
+
+
+
+ specify the diameter of rasterized points.
+
+
+ Specifies the diameter of rasterized points. The initial value is 1.
+
+
+
+
+ select a polygon rasterization mode.
+
+
+ Specifies the polygons that mode applies to.
+ Must be GL_FRONT for front-facing polygons, GL_BACK for back-facing polygons,or GL_FRONT_AND_BACK for front- and back-facing polygons.
+
+
+ Specifies how polygons will be rasterized. Accepted values are GL_POINT, GL_LINE, and GL_FILL.
+ The initial value is GL_FILL for both front- and back-facing polygons.
+
+
+
+
+ set the scale and units used to calculate depth values.
+
+
+ Specifies a scale factor that is used to create a variable depth offset for each polygon.
+ The initial value is 0.
+
+
+ Is multiplied by an implementation-specific value to create a constant depth offset.
+ The initial value is 0.
+
+
+
+
+ select a color buffer source for pixels.
+
+
+ Specifies a color buffer.
+ Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT,GL_BACK, GL_LEFT, GL_RIGHT, and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1.
+
+
+
+
+ read a block of pixels from the frame buffer.
+
+
+ Specify the window coordinates of the first pixel that is read from the frame buffer.
+ This location is the lower left corner of a rectangular block of pixels.
+
+
+ Specify the window coordinates of the first pixel that is read from the frame buffer.
+ This location is the lower left corner of a rectangular block of pixels.
+
+
+ Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+
+
+ Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted: GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT,
+ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Returns the pixel data.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ define the scissor box.
+
+
+ Specify the lower left corner of the scissor box. Initially (0, 0).
+
+
+ Specify the lower left corner of the scissor box. Initially (0, 0).
+
+
+ Specify the width of the scissor box.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+ Specify the height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+
+
+ set front and back function and reference value for stencil testing.
+
+
+ Specifies the test function.
+ Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
+ GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+
+
+ Specifies the reference value for the stencil test.
+ ref is clamped to the range [0,2n−1], where n is the number of bitplanes in the stencil buffer.
+ The initial value is 0.
+
+
+ Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done.
+ The initial value is all 1's.
+
+
+
+
+ control the front and back writing of individual bits in the stencil planes.
+
+
+ Specifies a bit mask to enable and disable writing of individual bits in the stencil planes.
+ Initially, the mask is all 1's.
+
+
+
+
+ set front and back stencil test actions.
+
+
+ Specifies the action to take when the stencil test fails.
+ Eight symbolic constants are accepted:
+ GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT.
+ The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when the stencil test passes, but the depth test fails.
+ dpfail accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when both the stencil test and the depth test pass,
+ or when the stencil test passes and either there is no depth buffer or depth testing is not enabled.
+ dppass accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+
+
+
+
+ specify a one-dimensional texture image.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image
+
+
+ Specifies the number of color components in the texture.
+ Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specifies the width of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ All implementations support texture images that are at least 64 texels wide.
+ The height of the 1D texture image is 1.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ specify a two-dimensional texture image.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the number of color components in the texture.
+ Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specifies the width of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ All implementations support texture images that are at least 64 texels wide.
+
+
+ Specifies the height of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^m+2(border) for some integer m.
+ All implementations support texture images that are at least 64 texels high.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA,
+ GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ set texture parameters.
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the symbolic name of a single-valued texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies the value of pname.
+
+
+
+
+ set texture parameters
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+
+
+ Specifies the symbolic name of a texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies an array where the value or values of pname are stored.
+
+
+
+
+ set texture parameters.
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the symbolic name of a single-valued texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies the value of pname.
+
+
+
+
+ set texture parameters
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+
+
+ Specifies the symbolic name of a texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies an array where the value or values of pname are stored.
+
+
+
+
+ specify a one-dimensional texture subimage.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ specify a two-dimensional texture subimage.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE,and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ set the viewport.
+
+
+ Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ Specify the width and height of the viewport.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+ Specify the width and height of the viewport.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+
+
+ glDrawRangeElements — render primitives from array data
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the minimum array index contained in indices.
+
+
+ Specifies the maximum array index contained in indices.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+
+
+ glTexImage3D — specify a three-dimensional texture image
+
+
+ Specifies the target texture.Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the number of color components in the texture.Must be one of base internal formats given in Table 1,one of the sized internal formats given in Table 2, or oneof the compressed internal formats given in Table 3, below.
+
+
+ Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texelswide.
+
+
+ Specifies the height of the texture image.All implementations support 3D texture images that are at least 256 texelshigh.
+
+
+ Specifies the depth of the texture image, or the number of layers in a texture array.All implementations support 3D texture images that are at least 256 texelsdeep, and texture arrays that are at least 256 layers deep.
+
+
+ This value must be 0.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+
+
+ Specifies the target to which the texture is boundfor glTexSubImage3D.Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies a texel offset in the z direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+
+
+ Specifies the target to which the texture object is bound for glCopyTexSubImage3D function. Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glActiveTexture — select active texture unit
+
+
+ Specifies which texture unit to make active. The numberof texture units is implementation dependent, but mustbe at least 80. texture must beone of GL_TEXTUREi,where i ranges from zero to the valueof
+ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITSminus one. The initial value is GL_TEXTURE0.
+
+
+
+
+ glSampleCoverage — specify multisample coverage parameters
+
+
+ Specify a single floating-point sample coverage value. The value isclamped to the range [0,1].The initial value is 1.0.
+
+
+ Specify a single boolean value representing if the coverage masks should beinverted. GL_TRUE and GL_FALSE are accepted. The initial valueis GL_FALSE.
+
+
+
+
+ glCompressedTexImage3D — specify a three-dimensional texture image in a compressed format
+
+
+ Specifies the target texture.Must be GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image
+
+
+ Specifies the format of the compressed image data stored at address data.
+
+
+ Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texels wide.
+
+
+ Specifies the height of the texture image.All implementations support 3D texture images that are at least 16 texelshigh.
+
+
+ Specifies the depth of the texture image.All implementations support 3D texture images that are at least 16 texelsdeep.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexImage2D — specify a two-dimensional texture image in a compressed format.
+
+
+ Specifies the target texture.Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_1D_ARRAY, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies the format of the compressed image data stored at address data.width
+
+
+ Specifies the width of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels wide.
+
+
+ Specifies the height of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels high.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexImage1D — specify a one-dimensional texture image in a compressed format
+
+
+ Specifies the target texture.Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies the format of the compressed image data stored at address data.
+
+
+ Specifies the width of the texture image.All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at the address specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+
+
+ Specifies the target to which the texture is bound for glCompressedTexSubImage3D function. Must be GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP_ARRAY.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+
+
+ Specifies the target to which the texture is bound for glCompressedTexSubImage2D function. Must be GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+
+
+ Specifies the target, to which the texture is bound, for glCompressedTexSubImage1D function. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+
+
+ Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+
+
+ Specified how the alpha source blending factor is computed.The initial value is GL_ONE.
+
+
+ Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO.
+
+
+
+
+ glMultiDrawArrays — render multiple sets of primitives from array data
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of starting indices in the enabled arrays.
+
+
+ Points to an array of the number of indices to be rendered.
+
+
+ Specifies the size of the first and count
+
+
+
+
+ glMultiDrawElements — render multiple sets of primitives by specifying indices of array data elements
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of the elements counts.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the size of the count and indices arrays.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+
+
+
+
+ glBlendColor — set the blend color
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+
+
+ glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+
+
+ specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glGenQueries — generate query object names
+
+
+ Specifies the number of query object names to be generated.
+
+
+ Specifies an array in which the generated query object names are stored.
+
+
+
+
+ glDeleteQueries — delete named query objects
+
+
+ Specifies the number of query objects to be deleted.
+
+
+ Specifies an array of query objects to be deleted.
+
+
+
+
+ glIsQuery — determine if a name corresponds to a query object
+
+
+ Specifies a value that may be the name of a query object.
+
+
+ glIsQuery returns GL_TRUE if id is currently the name of a query object.If id is zero, or is a non-zero value that is not currently thename of a query object, or if an error occurs, glIsQuery returns GL_FALSE.
+
+
+
+
+ glBeginQuery — delimit the boundaries of a query object
+
+
+ Specifies the target type of query object established between glBeginQuery and the subsequent glEndQuery.The symbolic constant must be one of GL_SAMPLES_PASSED,
+ GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the name of a query object.
+
+
+
+
+ glBeginQuery and glEndQuery delimit the boundaries of a query object. If a query object with name id does not yet exist it is created.
+
+
+ Specifies the target type of query object to be concluded. The symbolic constant must be GL_SAMPLES_PASSED.
+
+
+
+
+ glGetQueryiv — return parameters of a query object target
+
+
+ Specifies a query object target. Must be GL_SAMPLES_PASSED.
+
+
+ Specifies the symbolic name of a query object target parameter. Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+
+
+ Returns the requested data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+
+
+ Returns the requested data.
+
+
+
+
+ glBindBuffer — bind a named buffer object
+
+
+ Specifies the target to which the buffer object is bound. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+
+
+ Specifies the name of a buffer object.
+
+
+
+
+ glDeleteBuffers — delete named buffer objects
+
+
+ Specifies the number of buffer objects to be deleted.
+
+
+ Specifies an array of buffer objects to be deleted.
+
+
+
+
+ glGenBuffers — generate buffer object names
+
+
+ Specifies the number of buffer object names to be generated.
+
+
+ Specifies an array in which the generated buffer object names are stored.
+
+
+
+
+ glIsBuffer — determine if a name corresponds to a buffer object
+
+
+ Specifies a value that may be the name of a buffer object.
+
+
+ glIsBuffer returns GL_TRUE if buffer is currently the name of a buffer object.If buffer is zero, or is a non-zero value that is not currently thename of a buffer object, or if an error occurs, glIsBuffer returns GL_FALSE.
+
+
+
+
+ glBufferData — creates and initializes a buffer object's data store
+
+
+ Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+
+
+ Specifies the size in bytes of the buffer object's new data store.
+
+
+ Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied.
+
+
+ Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+
+
+
+
+ glBufferSubData — updates a subset of a buffer object's data store
+
+
+ Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER
+
+
+ Specifies the offset into the buffer object's data store where data replacement will begin, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being replaced.
+
+
+ Specifies a pointer to the new data that will be copied into the data store.
+
+
+
+
+ glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferSubData, which mustbe one of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_UNPACK_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER >
+
+
+ Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being returned.
+
+
+ Specifies a pointer to the location where buffer object data is returned.
+
+
+
+
+ glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space.
+
+
+ Specifies the target to which the buffer object is boundfor glMapBuffer, which must be oneof the buffer binding targets in the following table:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+
+
+
+
+ glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+
+
+ Specifies the target to which the buffer object is boundfor glUnmapBuffer, which must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER, GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER ,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER ,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+ Insuch situations, GL_FALSE is returned andthe data store contents are undefined. An application mustdetect this rare condition and reinitialize the data store.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the following table:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferPointerv, which mustbe one of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+
+
+ specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+ specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+
+
+ Specifies the number of buffers in bufs.
+
+
+ Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+
+
+
+
+ glStencilOpSeparate — set front and/or back stencil test actions
+
+
+ Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies the action to take when the stencil test fails.Eight symbolic constants are accepted: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT. The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when the stencil test passes,but the depth test fails. dpfail accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+
+
+ Specifies the stencil action when both the stencil test and the depthtest pass, or when the stencil test passes and either there is nodepth buffer or depth testing is not enabled. dppass accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+
+
+
+
+ glStencilFuncSeparate — set front and/or back function and reference value for stencil testing
+
+
+ Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies the test function.Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+
+
+ Specifies the reference value for the stencil test. ref is clamped to the range [0,2n−1],where n is the number of bitplanes in the stencil buffer.Theinitial value is 0.
+
+
+ Specifies a mask that is ANDed with both the reference valueand the stored stencil value when the test is done. The initial valueis all 1's.
+
+
+
+
+ glStencilMaskSeparate — control the front and/or back writing of individual bits in the stencil planes
+
+
+ Specifies whether the front and/or back stencil writemask is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies a bit mask to enable and disable writing of individual bitsin the stencil planes.Initially, the mask is all 1's.
+
+
+
+
+ glAttachShader — Attaches a shader object to a program object
+
+
+ Specifies the program object to which a shaderobject will be attached.
+
+
+ Specifies the shader object that is to be attached.
+
+
+
+
+ glBindAttribLocation — Associates a generic vertex attribute index with a named attribute variable
+
+
+ Specifies the handle of the program object inwhich the association is to be made.
+
+
+ Specifies the index of the generic vertexattribute to be bound.
+
+
+ Specifies a null terminated string containingthe name of the vertex shader attribute variable towhich index is to bebound.
+
+
+
+
+ glCompileShader — Compiles a shader object
+
+ Specifies the shader object to becompiled.
+
+
+
+ glCreateProgram — Creates a program object
+
+ glCreateProgram creates an emptyprogram object and returns a non-zero value by which it can bereferenced.
+
+
+
+ glCreateShader — Creates a shader object
+
+
+ Specifies the type of shader to be created.Must be one of GL_COMPUTE_SHADER, GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER,or GL_FRAGMENT_SHADER.
+
+
+ glCreateShader creates an emptyshader object and returns a non-zero value by which it can bereferenced.
+
+
+
+
+ glDeleteProgram — Deletes a program object
+
+
+ Specifies the program object to bedeleted.
+
+
+
+
+ glDeleteShader — Deletes a shader object
+
+
+ Specifies the shader object to be deleted.
+
+
+
+
+ glDetachShader — Detaches a shader object from a program object to which it is attached
+
+
+ Specifies the program object from which todetach the shader object.
+
+
+ Specifies the shader object to bedetached.
+
+
+
+
+ glDisableVertexAttribArray — disable a generic vertex attributearray
+
+
+ Specifies the index of the generic vertex attribute to be disabled.
+
+
+
+
+ glEnableVertexAttribArray — Enable a generic vertex attributearray
+
+
+ Specifies the index of the generic vertex attribute to be enabled
+
+
+
+
+ glGetActiveAttrib — Returns information about an active attribute variable for the specified program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the index of the attribute variableto be queried.
+
+
+ Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+
+
+ Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+
+
+ Returns the size of the attributevariable.
+
+
+ Returns the data type of the attributevariable.
+
+
+ Returns a null terminated string containingthe name of the attribute variable.
+
+
+
+
+ glGetActiveUniform — Returns information about an active uniform variable for the specified program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the index of the uniform variable tobe queried.
+
+
+ Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+
+
+ Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+
+
+ Returns the size of the uniformvariable
+
+
+ Returns the data type of the uniformvariable.
+
+
+ Returns a null terminated string containingthe name of the uniform variable.
+
+
+
+
+ glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the size of the array for storingthe returned object names.
+
+
+ Returns the number of names actually returnedin shaders.
+
+
+ Specifies an array that is used to return thenames of attached shader objects.
+
+
+
+
+ glGetAttribLocation — Returns the location of an attribute variable
+
+
+ Specifies the program object to bequeried
+
+
+ Points to a null terminated string containingthe name of the attribute variable whose location isto be queried.
+
+
+ glGetAttribLocation queries thepreviously linked program object specified by program for the attribute variablespecified by name and returns the index of the generic vertex attribute that is bound to that attributevariable.
+
+
+
+
+ glGetProgramiv — Returns a parameter from a program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the object parameter. Acceptedsymbolic names are GL_DELETE_STATUS, GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS,
+ GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_BLOCKS, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_COMPUTE_WORK_GROUP_SIZE ,
+ GL_PROGRAM_BINARY_LENGTH, GL_TRANSFORM_FEEDBACK_BUFFER_MODE, GL_TRANSFORM_FEEDBACK_VARYINGS, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, GL_GEOMETRY_VERTICES_OUT, GL_GEOMETRY_INPUT_TYPE, and GL_GEOMETRY_OUTPUT_TYPE.
+
+
+ Returns the requested object parameter.
+
+
+
+
+ glGetProgramInfoLog — Returns the information log for a program object
+
+
+ Specifies the program object whose informationlog is to be queried.
+
+
+ Specifies the size of the character buffer forstoring the returned information log.
+
+
+ Returns the length of the string returned in infoLog (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the information log.
+
+
+
+
+ glGetShaderiv — Returns a parameter from a shader object
+
+
+ Specifies the shader object to bequeried.
+
+
+ Specifies the object parameter. Acceptedsymbolic names are GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.
+
+
+ Returns the requested object parameter.
+
+
+
+
+ glGetShaderInfoLog — Returns the information log for a shader object
+
+
+ Specifies the shader object whose informationlog is to be queried.
+
+
+ Specifies the size of the character buffer forstoring the returned information log.
+
+
+ Returns the length of the string returned in infoLog (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the information log.
+
+
+
+
+ glGetShaderSource — Returns the source code string from a shader object
+
+
+ Specifies the shader object to bequeried.
+
+
+ Specifies the size of the character buffer forstoring the returned source code string.
+
+
+ Returns the length of the string returned in source (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the source code string.
+
+
+
+
+ glGetUniformLocation — Returns the location of a uniform variable
+
+
+ Specifies the program object to bequeried.
+
+
+ Points to a null terminated string containingthe name of the uniform variable whose location isto be queried.
+
+
+ glGetUniformLocation returns aninteger that represents the location of a specific uniformvariable within a program object.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttribPointerv — return the address of the specified generic vertex attribute pointer
+
+
+ Specifies the generic vertex attributeparameter to be returned.
+
+
+ Specifies the symbolic name of the genericvertex attribute parameter to be returned. Must be GL_VERTEX_ATTRIB_ARRAY_POINTER.
+
+
+ Returns the pointer value.
+
+
+
+
+ glIsProgram — Determines if a name corresponds to a program object
+
+
+ Specifies a potential program object.
+
+
+ glIsProgram returns GL_TRUE if programis the name of a program object previously created with glCreateProgramand not yet deleted with glDeleteProgram.
+
+
+
+
+ glIsShader — Determines if a name corresponds to a shader object
+
+
+ Specifies a potential shader object.
+
+
+ glIsShader returns GL_TRUE if shader is the name of a shader object previously created with glCreateShaderand not yet deleted with glDeleteShader.
+
+
+
+
+ glLinkProgram — Links a program object
+
+
+ Specifies the handle of the program object to be linked.
+
+
+
+
+ glShaderSource — Replaces the source code in a shader object
+
+
+ Specifies the handle of the shader objectwhose source code is to be replaced.
+
+
+ Specifies the number of elements in the string and lengtharrays.
+
+
+ Specifies an array of pointers to stringscontaining the source code to be loaded into theshader.
+
+
+ Specifies an array of string lengths.
+
+
+
+
+ glUseProgram — Installs a program object as part of current rendering state
+
+
+ Specifies the handle of the program objectwhose executables are to be used as part of currentrendering state.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ the number of return values.
+
+
+ For the vector and matrix commands, specifies a pointer to an array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glValidateProgram — Validates a program object
+
+
+ Specifies the handle of the program object tobe validated.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ For glVertexAttribPointer, specifies whether fixed-point data valuesshould be normalized (GL_TRUE)or converted directly as fixed-point values(GL_FALSE) when they areaccessed.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glColorMask, glColorMaski — enable and disable writing of frame buffer color components
+
+
+ For glColorMaski, specifies the index of thedraw buffer whose color mask to set.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glEnable — enable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+
+
+ Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+
+
+
+
+ glDisnable — disable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+
+
+ Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+
+
+
+
+ glIsEnabled, glIsEnabledi — test whether a capability is enabled
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+ Specifies the index of the capability.
+
+
+ glIsEnabled returns GL_TRUE if cap is an enabled capabilityand returns GL_FALSE otherwise.
+
+
+
+
+ glBeginTransformFeedback — start transform feedback operation
+
+
+ Specify the output type of the primitives that will be recorded into thebuffer objects that are bound for transform feedback.
+
+
+
+
+ glEndTransformFeedback — end transform feedback operation
+
+
+
+
+ glBindBufferRange — bind a range within a buffer object to an indexed buffer target
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER,or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the binding point within the array specified by target.
+
+
+ The name of a buffer object to bind to the specified binding point.
+
+
+ The starting offset in basic machine units into the buffer object buffer.
+
+
+ The amount of data in machine units that can be read from the buffer object while used as an indexed target.
+
+
+
+
+ glBindBufferBase — bind a buffer object to an indexed buffer target
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the binding point within the array specified by target.
+
+
+ The name of a buffer object to bind to the specified binding point.
+
+
+
+
+ glTransformFeedbackVaryings — specify values to record in transform feedback buffers
+
+
+ The name of the target program object.
+
+
+ The number of varying variables used for transform feedback.
+
+
+ An array of count zero-terminated strings specifying thenames of the varying variables to use for transform feedback.
+
+
+ Identifies the mode used to capture the varying variables when transform feedback is active. bufferMode must be GL_INTERLEAVED_ATTRIBS or GL_SEPARATE_ATTRIBS.
+
+
+
+
+ glGetTransformFeedbackVarying — retrieve information about varying variables selected for transform feedback
+
+
+ The name of the target program object.
+
+
+ The index of the varying variable whose information to retrieve.
+
+
+ The maximum number of characters, including the null terminator, that may be written into name.
+
+
+ The address of a variable which will receive the number of characters written into name,excluding the null-terminator. If length is NULL no length is returned.
+
+
+ The address of a variable that will receive the size of the varying.
+
+
+ The address of a variable that will recieve the type of the varying.
+
+
+ The address of a buffer into which will be written the name of the varying.
+
+
+
+
+ glClampColor — specify whether data read via glReadPixels should be clamped
+
+
+ Target for color clamping. target must be GL_CLAMP_READ_COLOR.
+
+
+ Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE.
+
+
+
+
+ glBeginConditionalRender — start conditional rendering
+
+
+ Specifies the name of an occlusion query object whose results are used to determine if the rendering commands are discarded.
+
+
+ Specifies how glBeginConditionalRender interprets the results of the occlusion query.
+
+
+
+
+ glEndConditionalRender — end conditional rendering
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable.
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glBindFragDataLocation — bind a user-defined varying out variable to a fragment shader color number
+
+
+ The name of the program containing varying out variable whose binding to modify
+
+
+ The color number to bind the user-defined varying out variable to
+
+
+ The name of the user-defined varying out variable whose binding to modify
+
+
+
+
+ glGetFragDataLocation — query the bindings of color numbers to user-defined varying out variables
+
+
+ The name of the program containing varying out variable whose binding to query
+
+
+ The name of the user-defined varying out variable whose binding to query
+
+
+ glGetFragDataLocation retrieves the assigned color number binding for the user-defined varying out variable name for program program.
+ If nameis not the name of an active user-defined varying out fragment shader variable within program, -1 willbe returned.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ The value to clear the depth buffer to.
+
+
+ The value to clear the stencil buffer to.
+
+
+
+
+ glGetStringi returns a pointer to a static stringindexed by index. name can be one of the following:
+
+
+ Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, or GL_SHADING_LANGUAGE_VERSION.Additionally, glGetStringi accepts the GL_EXTENSIONS token.
+
+
+ For glGetStringi, specifies the index of the string to return.
+
+
+ glGetString returns a pointer to a static stringdescribing some aspect of the current GL
+
+
+
+
+ glIsRenderbuffer — determine if a name corresponds to a renderbuffer object
+
+
+ Specifies a value that may be the name of a renderbuffer object
+
+
+ glIsRenderbuffer returns GL_TRUE if renderbuffer is currently the name of a renderbufferobject. If renderbuffer is zero, or if renderbuffer is not the name of a renderbuffer object, or if an erroroccurs, glIsRenderbuffer returns GL_FALSE.
+
+
+
+
+ glBindRenderbuffer — bind a renderbuffer to a renderbuffer target
+
+
+ Specifies the renderbuffer target of the binding operation. target must be GL_RENDERBUFFER.
+
+
+ Specifies the name of the renderbuffer object to bind.
+
+
+
+
+ glDeleteRenderbuffers — delete renderbuffer objects
+
+
+ Specifies the number of renderbuffer objects to be deleted.
+
+
+ A pointer to an array containing n renderbuffer objects to be deleted.
+
+
+
+
+ glGenRenderbuffers — generate renderbuffer object names
+
+
+ Specifies the number of renderbuffer object names to generate.
+
+
+ Specifies an array in which the generated renderbuffer object names are stored.
+
+
+
+
+ glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+
+
+ Specifies a binding target of the allocation for glRenderbufferStorage function. Must be GL_RENDERBUFFER.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER ,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glIsFramebuffer — determine if a name corresponds to a framebuffer object
+
+
+ Specifies a value that may be the name of a framebuffer object.
+
+
+ glIsFramebuffer returns GL_TRUE if framebuffer is currently the name of a framebufferobject. If framebuffer is zero, or if framebuffer is not the name of a framebuffer object, or if an erroroccurs, glIsFramebuffer returns GL_FALSE.
+
+
+
+
+ glBindFramebuffer — bind a framebuffer to a framebuffer target
+
+
+ Specifies the framebuffer target of the binding operation.
+
+
+ Specifies the name of the framebuffer object to bind.
+
+
+
+
+ glDeleteFramebuffers — delete framebuffer objects
+
+
+ Specifies the number of framebuffer objects to be deleted.
+
+
+ A pointer to an array containing n framebuffer objects to be deleted.
+
+
+
+
+ glGenFramebuffers — generate framebuffer object names
+
+
+ Specifies the number of framebuffer object names to generate.
+
+
+ Specifies an array in which the generated framebuffer object names are stored.
+
+
+
+
+ glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+
+
+ Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+
+
+ The return value is GL_FRAMEBUFFER_COMPLETE if the specified framebuffer is complete.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ specifies the layer of a2-dimensional image within a 3-dimensional texture.
+
+
+
+
+ glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferRenderbuffer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+
+
+ Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+
+
+
+
+ glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+
+
+ Specifies the target to which the framebuffer object isbound for glGetFramebufferAttachmentParameteriv
+
+
+ Specifies the attachment of the framebuffer object toquery.
+
+
+ Specifies the parameter of attachment to query.
+
+
+ Returns the value of parameter pname for attachment.
+
+
+
+
+ glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+
+
+ Specifies the target to which the texture object isbound for glGenerateMipmap. Must beone of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP, or GL_TEXTURE_CUBE_MAP_ARRAY.
+
+
+
+
+ glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+
+
+ Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+
+
+
+
+ glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+
+
+ Specifies a binding target of the allocation for glRenderbufferStorageMultisample function. Mustbe GL_RENDERBUFFER.
+
+
+ Specifies the number of samples to be used for therenderbuffer object's storage.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferTextureLayer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ Specifies the layer of the texture object toattach.
+
+
+
+
+ glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+
+
+ Specifies the target to which the buffer object is boundfor glMapBufferRange, which must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER,
+ GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,
+
+
+ Specifies the starting offset within the buffer of therange to be mapped.
+
+
+ Specifies the length of the range to be mapped.
+
+
+ Specifies a combination of access flags indicating thedesired access to the mapped range.
+
+
+
+
+ glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+
+
+ Specifies the target to which the buffer object is boundfor glFlushMappedBufferRange, whichmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the start of the buffer subrange, in basic machine units.
+
+
+ Specifies the length of the buffer subrange, in basic machine units.
+
+
+
+
+ glBindVertexArray — bind a vertex array object
+
+
+ Specifies the name of the vertex array to bind.
+
+
+
+
+ glDeleteVertexArrays — delete vertex array objects
+
+
+ Specifies the number of vertex array objects to be deleted.
+
+
+ Specifies the address of an array containing the n names of the objects to be deleted.
+
+
+
+
+ glGenVertexArrays — generate vertex array object names
+
+
+ Specifies the number of vertex array object names to generate
+
+
+ Specifies an array in which the generated vertex array object names are stored.
+
+
+
+
+ glIsVertexArray — determine if a name corresponds to a vertex array object
+
+
+ Specifies a value that may be the name of a vertex array object.
+
+
+ glIsVertexArray returns GL_TRUE if array is currently the name of a vertex arrayobject. If array is zero, or if array is not the name of a vertex array object, or if an erroroccurs, glIsVertexArray returns GL_FALSE.
+
+
+
+
+ glDrawArraysInstanced — draw multiple instances of a range of elements
+
+
+ Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+
+
+ glDrawElementsInstanced — draw multiple instances of a set of elements
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+
+
+ glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+
+
+ Specifies the target to which the texture is bound for glTexBuffer. Must be GL_TEXTURE_BUFFER.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+
+
+ glPrimitiveRestartIndex — specify the primitive restart index
+
+
+ Specifies the value to be interpreted as the primitive restart index.
+
+
+
+
+ glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+
+
+ Specifies the target to which the source buffer objectis bound for glCopyBufferSubData
+
+
+ Specifies the target to which the destination bufferobject is bound for glCopyBufferSubData.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+
+
+ Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+
+
+
+
+ glGetUniformIndices — retrieve the index of a named uniform block
+
+
+ Specifies the name of a program containing uniforms whose indices to query.
+
+
+ Specifies the number of uniforms whose indices to query.
+
+
+ Specifies the address of an array of pointers to buffers containing the names of the queried uniforms.
+
+
+ Specifies the address of an array that will receive the indices of the uniforms.
+
+
+
+
+ glGetActiveUniformsiv — Returns information about several active uniform variables for the specified program object
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies both the number of elements in the array ofindices uniformIndices and the number ofparameters written to params uponsuccessful return.
+
+
+ Specifies the address of an array of uniformCount integers containing theindices of uniforms within program whoseparameter pname should be queried.
+
+
+ Specifies the property of each uniform in uniformIndices that should be writteninto the corresponding element of params.
+
+
+ Specifies the address of an array of uniformCount integers which are toreceive the value of pname for eachuniform in uniformIndices.
+
+
+
+
+ glGetActiveUniformName — query the name of an active uniform
+
+
+ Specifies the program containing the active uniform index uniformIndex.
+
+
+ Specifies the index of the active uniform whose name to query.
+
+
+ Specifies the size of the buffer, in units of GLchar, of the buffer whose address is specified in uniformName.
+
+
+ Specifies the address of a variable that will receive the number of characters that were or would have been written to the buffer addressed by uniformName.
+
+
+ Specifies the address of a buffer into which the GL will place the name of the active uniform at uniformIndex within program.
+
+
+
+
+ glGetUniformBlockIndex — retrieve the index of a named uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the address an array of characters to containing the name of the uniform block whose index to retrieve.
+
+
+ glGetUniformBlockIndex retrieves the index of a uniform block within program.
+
+
+
+
+ glGetActiveUniformBlock — query information about an active uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the index of the uniform block within program.
+
+
+ Specifies the name of the parameter to query.
+
+
+ Specifies the address of a variable to receive the result of the query.
+
+
+
+
+ glGetActiveUniformBlockName — retrieve the name of an active uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the index of the uniform block within program.
+
+
+ Specifies the size of the buffer addressed by uniformBlockName.
+
+
+ Specifies the address of a variable to receive the number of characters that were written to uniformBlockName.
+
+
+ Specifies the address an array of characters to receive the name of the uniform block at uniformBlockIndex.
+
+
+
+
+ glUniformBlockBinding — assign a binding point to an active uniform block
+
+
+ The name of a program object containing the active uniform block whose binding to assign.
+
+
+ The index of the active uniform block within program whose binding to assign.
+
+
+ Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.
+
+
+
+
+ glDrawElementsBaseVertex — render primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glDrawRangeElementsBaseVertex — render primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the minimum array index contained in indices.
+
+
+ Specifies the maximum array index contained in indices.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glDrawElementsInstancedBaseVertex — render multiple instances of a set of primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the indexed geometry that should be drawn.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glMultiDrawElementsBaseVertex — render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of the elements counts.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the size of the count, indices and basevertex arrays.
+
+
+ Specifies a pointer to the location where the base vertices are stored.
+
+
+
+
+ glProvokingVertex — specifiy the vertex to be used as the source of data for flat shaded varyings
+
+
+ Specifies the vertex to be used as the source of data for flat shaded varyings.
+
+
+
+
+ glFenceSync — create a new sync object and insert it into the GL command stream
+
+
+ Specifies the condition that must be met to set the sync object's state to signaled. conditionmust be GL_SYNC_GPU_COMMANDS_COMPLETE.
+
+
+ Specifies a bitwise combination of flags controlling the behavior of the sync object. No flags are presently definedfor this operation and flags must be zero.
+
+
+ glFenceSync creates a new fence sync object, inserts a fence command into the GL command stream andassociates it with that sync object, and returns a non-zero name corresponding to the sync object.
+
+
+
+
+ glIsSync — determine if a name corresponds to a sync object
+
+
+ Specifies a value that may be the name of a sync object.
+
+
+ glIsSync returns GL_TRUE if sync is currently the name of a sync object.If sync is not the name of a sync object, or if an error occurs, glIsSync returns GL_FALSE. Note that zero is not the name of a sync object
+
+
+
+
+ glDeleteSync — delete a sync object
+
+
+ The sync object to be deleted
+
+
+
+
+ glClientWaitSync — block and wait for a sync object to become signaled
+
+
+ The sync object whose status to wait on.
+
+
+ A bitfield controlling the command flushing behavior. flags may be GL_SYNC_FLUSH_COMMANDS_BIT.
+
+
+ The timeout, specified in nanoseconds, for which the implementation should wait for sync to become signaled.
+
+
+ The return value is one of four status values:
+ GL_ALREADY_SIGNALED,GL_TIMEOUT_EXPIRED,GL_CONDITION_SATISFIED,GL_WAIT_FAILED
+
+
+
+
+ glWaitSync — instruct the GL server to block until the specified sync object becomes signaled
+
+
+ Specifies the sync object whose status to wait on.
+
+
+ A bitfield controlling the command flushing behavior. flags may be zero.
+
+
+ Specifies the timeout that the server should wait before continuing. timeout must be GL_TIMEOUT_IGNORED.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor non-indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGetSynciv — query the properties of a sync object
+
+
+ Specifies the sync object whose properties to query.
+
+
+ Specifies the parameter whose value to retrieve from the sync object specified in sync.
+
+
+ Specifies the size of the buffer whose address is given in values.
+
+
+ Specifies the address of an variable to receive the number of integers placed in values.
+
+
+ Specifies the address of an array to receive the values of the queried parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter to query.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture.
+
+
+ Specifies the attachment point of the framebuffer
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glTexImage2DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+
+
+ Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+
+
+ The number of samples in the multisample texture's image.
+
+
+ The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+
+
+ The width of the multisample texture's image, in texels.
+
+
+ The height of the multisample texture's image, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexImage3DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+
+
+ Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ The number of samples in the multisample texture's image.
+
+
+ The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+
+
+ The width of the multisample texture's image, in texels.
+
+
+ The height of the multisample texture's image, in texels.
+
+
+ The depth of the multisample texture's image, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glGetMultisamplefv — retrieve the location of a sample
+
+
+ Specifies the sample parameter name. pname must be GL_SAMPLE_POSITION.
+
+
+ Specifies the index of the sample whose position to query.
+
+
+ Specifies the address of an array to receive the position of the sample.
+
+
+
+
+ glSampleMaski — set the value of a sub-word of the sample mask
+
+
+ Specifies which 32-bit sub-word of the sample mask to update
+
+
+ Specifies the new value of the mask sub-word.
+
+
+
+
+ glBindFragDataLocationIndexed — bind a user-defined varying out variable to a fragment shader color number and index
+
+
+ The name of the program containing varying out variable whose binding to modify
+
+
+ The color number to bind the user-defined varying out variable to
+
+
+ The index of the color input to bind the user-defined varying out variable to
+
+
+ The name of the user-defined varying out variable whose binding to modify
+
+
+
+
+ glGetFragDataIndex — query the bindings of color indices to user-defined varying out variables
+
+
+ The name of the program containing varying out variable whose binding to query
+
+
+ The name of the user-defined varying out variable whose index to query
+
+
+ glGetFragDataIndex returns the index of the fragment color to which the variable namewas bound when the program object program was last linked. If name is not a varying outvariable of program, or if an error occurs, -1 will be returned.
+
+
+
+
+ glGenSamplers — generate sampler object names
+
+
+ Specifies the number of sampler object names to generate
+
+
+ Specifies an array in which the generated sampler object names are stored.
+
+
+
+
+ glDeleteSamplers — delete named sampler objects
+
+
+ Specifies the number of sampler objects to be deleted.
+
+
+ Specifies an array of sampler objects to be deleted.
+
+
+
+
+ glIsSampler — determine if a name corresponds to a sampler object
+
+
+ Specifies a value that may be the name of a sampler object.
+
+
+ glIsSampler returns GL_TRUE if id is currently the name of a sampler object.If id is zero, or is a non-zero value that is not currently thename of a sampler object, or if an error occurs, glIsSampler returns GL_FALSE
+
+
+
+
+ glBindSampler — bind a named sampler to a texturing target
+
+
+ Specifies the index of the texture unit to which the sampler is bound.
+
+
+ Specifies the name of a sampler.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glQueryCounter — record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.
+
+
+ Specify the name of a query object into which to record the GL time.
+
+
+ Specify the counter to query. target must be GL_TIMESTAMP.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+
+
+
+
+ glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+
+
+ Specify the index of the generic vertex attribute.
+
+
+ Specify the number of instances that will pass between updates of the generic attribute at slot index.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glMinSampleShading — specifies minimum rate at which sample shaing takes place
+
+
+ Specifies the rate at which samples are shaded within each covered pixel.
+
+
+
+
+ glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+
+
+ for glBlendEquationi, specifies the index of the draw bufferfor which to set the blend equation.
+
+
+ specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+
+
+ for glBlendEquationSeparatei, specifies the index of the draw buffer for whichto set the blend equations.
+
+
+ specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+ specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glBlendFunc — specify pixel arithmetic
+
+
+ For glBlendFunci, specifies the index of the drawbuffer for which to set the blend function.
+
+
+ Specifies how the red, green, blue,and alpha source blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, blue,and alpha destination blending factors are computed.The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR,
+ GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.The initial value is GL_ZERO.
+
+
+
+
+ glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+
+
+ For glBlendFuncSeparatei, specifies the index of the drawbuffer for which to set the blend functions.
+
+
+ Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+
+
+ Specified how the alpha source blending factor is computed.The initial value is GL_ONE
+
+
+ Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO
+
+
+
+
+ glDrawArraysIndirect — render primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the address of a structure containing the draw parameters.
+
+
+
+
+ glDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+
+
+ Specifies the address of a structure containing the draw parameters.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetSubroutineUniformLocation — retrieve the location of a subroutine uniform of a given shader stage within a program
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the name of the subroutine uniform whose index to query.
+
+
+ glGetSubroutineUniformLocation returns the location of the subroutine uniform variable name in the shader stage of type shadertype attached to program, with behavior otherwise identical to glGetUniformLocation.
+
+
+
+
+ glGetSubroutineIndex — retrieve the index of a subroutine uniform of a given shader stage within a program
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the name of the subroutine uniform whose index to query.
+
+
+ glGetSubroutineIndex returns the index of a subroutine uniform within a shader stage attached to a program object.
+
+
+
+
+ glGetActiveSubroutineUniform — query a property of an active shader subroutine uniform
+
+
+ Specifies the name of the program containing the subroutine.
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the parameter of the shader subroutine uniform to query. pnamemust be GL_NUM_COMPATIBLE_SUBROUTINES, GL_COMPATIBLE_SUBROUTINES, GL_UNIFORM_SIZE or GL_UNIFORM_NAME_LENGTH.
+
+
+ Specifies the address of a into which the queried value or values will be placed.
+
+
+
+
+ glGetActiveSubroutineUniformName — query the name of an active shader subroutine uniform
+
+
+ Specifies the name of the program containing the subroutine
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the size of the buffer whose address is given in name.
+
+
+ Specifies the address of a variable into which is written the number of characters copied into name.
+
+
+ Specifies the address of a buffer that will receive the name of the specified shader subroutine uniform.
+
+
+
+
+ glGetActiveSubroutineName — query the name of an active shader subroutine
+
+
+ Specifies the name of the program containing the subroutine.
+
+
+ Specifies the shader stage from which to query the subroutine name.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the size of the buffer whose address is given in name.
+
+
+ Specifies the address of a variable which is to receive the length of the shader subroutine uniform name.
+
+
+ Specifies the address of an array into which the name of the shader subroutine uniform will be written
+
+
+
+
+ glUniformSubroutines — load active subroutine uniforms
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the number of uniform indices stored in indices.
+
+
+ Specifies the address of an array holding the indices to load into the shader subroutine variables.
+
+
+
+
+ glGetUniformSubroutine — retrieve the value of a subroutine uniform of a given shader stage of the current program
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the location of the subroutine uniform.
+
+
+ Specifies the address of a variable to receive the value or values of the subroutine uniform.
+
+
+
+
+ glGetProgramStage — retrieve properties of a program object corresponding to a specified shader stage
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the parameter of the shader to query. pnamemust be GL_ACTIVE_SUBROUTINE_UNIFORMS, GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, GL_ACTIVE_SUBROUTINES, GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH,or GL_ACTIVE_SUBROUTINE_MAX_LENGTH.
+
+
+ Specifies the address of a variable into which the queried value or values will be placed.
+
+
+
+
+ glPatchParameter — specifies the parameters for patch primitives
+
+
+ Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+
+
+ Specifies the new value for the parameter given by pname
+
+
+
+
+ glPatchParameter — specifies the parameters for patch primitives
+
+
+ Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+
+
+ Specifies the address of an array containing the new values for the parameter given by pname.
+
+
+
+
+ glBindTransformFeedback — bind a transform feedback object
+
+
+ Specifies the target to which to bind the transform feedback object id. targetmust be GL_TRANSFORM_FEEDBACK.
+
+
+ Specifies the name of a transform feedback object reserved by glGenTransformFeedbacks.
+
+
+
+
+ glDeleteTransformFeedbacks — delete transform feedback objects
+
+
+ Specifies the number of transform feedback objects to delete.
+
+
+ Specifies an array of names of transform feedback objects to delete
+
+
+
+
+ glGenTransformFeedbacks — reserve transform feedback object names
+
+
+ Specifies the number of transform feedback object names to reserve.
+
+
+ Specifies an array of into which the reserved names will be written.
+
+
+
+
+ glIsTransformFeedback — determine if a name corresponds to a transform feedback object
+
+
+ Specifies a value that may be the name of a transform feedback object.
+
+
+ glIsTransformFeedback returns GL_TRUE if id is currently the name of a transform feedbackobject. If id is zero, or if id is not the name of a transform feedback object, or if an erroroccurs, glIsTransformFeedback returns GL_FALSE.
+
+
+
+
+ glPauseTransformFeedback — pause transform feedback operations
+
+
+
+
+ glResumeTransformFeedback — resume transform feedback operations
+
+
+
+
+ glDrawTransformFeedback — render primitives using a count derived from a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+
+
+ glDrawTransformFeedbackStream — render primitives using a count derived from a specifed stream of a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+
+
+
+
+ glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+
+
+ Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the index of the query target upon which to begin the query.
+
+
+ Specifies the name of a query object.
+
+
+
+
+ glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+
+
+ Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the index of the query target upon which to begin the query.
+
+
+
+
+ glGetQueryIndexediv — return parameters of an indexed query object target
+
+
+ Specifies a query object target.Must be GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_TIME_ELAPSED, or GL_TIMESTAMP.
+
+
+ Specifies the index of the query object target.
+
+
+ Specifies the symbolic name of a query object target parameter.Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+
+
+ Returns the requested data.
+
+
+
+
+ glReleaseShaderCompiler — release resources consumed by the implementation's shader compiler
+
+
+
+
+ glShaderBinary — load pre-compiled shader binaries
+
+
+ Specifies the number of shader object handles contained in shaders.
+
+
+ Specifies the address of an array of shader handles into which to load pre-compiled shader binaries.
+
+
+ Specifies the format of the shader binaries contained in binary.
+
+
+ Specifies the address of an array of bytes containing pre-compiled binary shader code.
+
+
+ Specifies the length of the array whose address is given in binary.
+
+
+
+
+ glGetShaderPrecisionFormat — retrieve the range and precision for numeric formats supported by the shader compiler
+
+
+ Specifies the type of shader whose precision to query. shaderTypemust be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the numeric format whose precision and range to query.
+
+
+ Specifies the address of array of two integers into which encodings of the implementation'snumeric range are returned.
+
+
+ Specifies the address of an integer into which the numeric precision of the implementationis written.
+
+
+
+
+ glDepthRange — specify mapping of depth values from normalized device coordinates to window coordinates
+
+
+ Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+
+
+
+
+ glClearDepth — specify the clear value for the depth buffer
+
+
+ Specifies the depth value used when the depth buffer is cleared. Theinitial value is 1.
+
+
+
+
+ glGetProgramBinary — return a binary representation of a program object's compiled and linked executable source
+
+
+ Specifies the name of a program object whose binary representation to retrieve.
+
+
+ Specifies the size of the buffer whose address is given by binary.
+
+
+ Specifies the address of a variable to receive the number of bytes written into binary.
+
+
+ Specifies the address of a variable to receive a token indicating the format of the binary data returned by the GL.
+
+
+ Specifies the address an array into which the GL will return program's binary representation.
+
+
+
+
+ glProgramBinary — load a program object with a program binary
+
+
+ Specifies the name of a program object into which to load a program binary.
+
+
+ Specifies the format of the binary data in binary.
+
+
+ Specifies the address an array containing the binary to be loaded into program.
+
+
+ Specifies the number of bytes contained in binary.
+
+
+
+
+ glProgramParameter — specify a parameter for a program object
+
+
+ Specifies the name of a program object whose parameter to modify.
+
+
+ Specifies the name of the parameter to modify.
+
+
+ Specifies the new value of the parameter specified by pname for program.
+
+
+
+
+ glUseProgramStages — bind stages of a program object to a program pipeline
+
+
+ Specifies the program pipeline object to which to bind stages from program.
+
+
+ Specifies a set of program stages to bind to the program pipeline object.
+
+
+ Specifies the program object containing the shader executables to use in pipeline.
+
+
+
+
+ glActiveShaderProgram — set the active program object for a program pipeline object
+
+
+ Specifies the program pipeline object to set the active program object for.
+
+
+ Specifies the program object to set as the active program pipeline object pipeline.
+
+
+
+
+ glCreateShaderProgramv — create a stand-alone program from an array of null-terminated source code strings
+
+
+ Specifies the type of shader to create.
+
+
+ Specifies the number of source code strings in the array strings.
+
+
+ Specifies the address of an array of pointers to source code strings from which to create the program object.
+
+
+ glCreateShaderProgram creates a program object containing compiled and linkedshaders for a single stage specified by type.
+
+
+
+
+ glBindProgramPipeline — bind a program pipeline to the current context
+
+
+ Specifies the name of the pipeline object to bind to the context.
+
+
+
+
+ glDeleteProgramPipelines — delete program pipeline objects
+
+
+ Specifies the number of program pipeline objects to delete
+
+
+ Specifies an array of names of program pipeline objects to delete.
+
+
+
+
+ glGenProgramPipelines — reserve program pipeline object names
+
+
+ Specifies the number of program pipeline object names to reserve.
+
+
+ Specifies an array of into which the reserved names will be written.
+
+
+
+
+ glIsProgramPipeline — determine if a name corresponds to a program pipeline object
+
+
+ Specifies a value that may be the name of a program pipeline object.
+
+
+ glIsProgramPipeline returns GL_TRUE if pipeline is currently the name of a program pipeline object..If pipeline is zero, or if pipeline is not thename of a program pipeline object, or if an error occurs, glIsProgramPipelinereturns GL_FALSE.
+
+
+
+
+ glGetProgramPipeline — retrieve properties of a program pipeline object
+
+
+ Specifies the name of a program pipeline object whose parameter retrieve.
+
+
+ Specifies the name of the parameter to retrieve.
+
+
+ Specifies the address of a variable into which will be written the value or valuesof pname for pipeline.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glValidateProgramPipeline — validate a program pipeline object against current GL state
+
+
+ Specifies the name of a program pipeline object to validate.
+
+
+
+
+ glGetProgramPipelineInfoLog — retrieve the info log string from a program pipeline object
+
+
+ Specifies the name of a program pipeline object from which to retrieve the info log.
+
+
+ Specifies the maximum number of characters, including the null terminator, that may be written into infoLog.
+
+
+ Specifies the address of a variable into which will be written the number of characters written into infoLog.
+
+
+ Specifies the address of an array of characters into which will be written the info log for pipeline.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer and glVertexAttribIPointer.
+ Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glViewportArray — set multiple viewports
+
+
+ Specify the first viewport to set.
+
+
+ Specify the number of viewports to set.
+
+
+ Specify the address of an array containing the viewport parameters.
+
+
+
+
+ glViewportIndexed — set a specified viewport
+
+
+ Specify the first viewport to set.
+
+
+ For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+
+
+ For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+
+
+
+
+ glViewportIndexed — set a specified viewport
+
+
+ Specify the first viewport to set.
+
+
+ For glViewportIndexedfv, specifies the address of an array containing the viewport parameters.
+
+
+
+
+ glScissorArray — define the scissor box for multiple viewports
+
+
+ Specifies the index of the first viewport whose scissor box to modify.
+
+
+ Specifies the number of scissor boxes to modify.
+
+
+ Specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+
+
+
+
+ glScissorIndexed — define the scissor box for a specific viewport
+
+
+ Specifies the index of the viewport whose scissor box to modify.
+
+
+ Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+
+
+ Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+
+
+ Specify ths dimensions of the scissor box, in pixels.
+
+
+ Specify ths dimensions of the scissor box, in pixels.
+
+
+
+
+ glScissorIndexed — define the scissor box for a specific viewport
+
+
+ Specifies the index of the viewport whose scissor box to modify.
+
+
+ For glScissorIndexedv, specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+
+
+
+
+ glDepthRangeArray — specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports
+
+
+ Specifies the index of the first viewport whose depth range to update.
+
+
+ Specifies the number of viewports whose depth range to update.
+
+
+ Specifies the address of an array containing the near and far values for thedepth range of each modified viewport.
+
+
+
+
+ glDepthRangeIndexed — specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport
+
+
+ Specifies the index of the viewport whose depth range to update.
+
+
+ Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glDrawArraysInstancedBaseInstance — draw multiple instances of a range of elements with offset applied to instanced attributes
+
+
+ Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN,
+ GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glDrawElementsInstancedBaseInstance — draw multiple instances of a set of elements with offset applied to instanced attributes
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glDrawElementsInstancedBaseVertexBaseInstance — render multiple instances of a set of primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY,
+ GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the indexed geometry that should be drawn.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+
+
+ Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specifies the internal format about which to retrieve information.
+
+
+ Specifies the type of information to query.
+
+
+ Specifies the maximum number of integers of the specified width that may be written to params by the function.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glGetActiveAtomicCounterBufferiv — retrieve information about the set of active atomic counter buffers for a program
+
+
+ The name of a program object from which to retrieve information.
+
+
+ Specifies index of an active atomic counter buffer.
+
+
+ Specifies which parameter of the atomic counter buffer to retrieve.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glBindImageTexture — bind a level of a texture to an image unit
+
+
+ Specifies the index of the image unit to which to bind the texture
+
+
+ Specifies the name of the texture to bind to the image unit.
+
+
+ Specifies the level of the texture that is to be bound.
+
+
+ Specifies whether a layered texture binding is to be established.
+
+
+ If layered is GL_FALSE, specifies the layer of texture to be bound to the image unit. Ignored otherwise.
+
+
+ Specifies a token indicating the type of access that will be performed on the image.
+
+
+ Specifies the format that the elements of the image will be treated as for the purposes of formatted stores.
+
+
+
+
+ glMemoryBarrier — defines a barrier ordering memory transactions
+
+
+ Specifies the barriers to insert. For glMemoryBarrier, must be abitwise combination of any of GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, GL_ELEMENT_ARRAY_BARRIER_BIT, GL_UNIFORM_BARRIER_BIT,
+ GL_TEXTURE_FETCH_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_PIXEL_BUFFER_BARRIER_BIT, GL_TEXTURE_UPDATE_BARRIER_BIT, GL_BUFFER_UPDATE_BARRIER_BIT,
+ GL_FRAMEBUFFER_BARRIER_BIT, GL_TRANSFORM_FEEDBACK_BARRIER_BIT, GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_SHADER_STORAGE_BARRIER_BIT.
+ For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT. GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT.
+ If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+
+
+
+
+ glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage1D. Must beone of GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+
+
+ glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage2D. Must beone of GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE,
+ GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+
+
+ glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage3D. Must beone of GL_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, GL_PROXY_TEXTURE_3D, GL_PROXY_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_CUBE_MAP_ARRAY.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in texels.
+
+
+
+
+ glDrawTransformFeedbackInstanced — render multiple instances of primitives using a count derived from a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the number of instances of the geometry to render.
+
+
+
+
+ glDrawTransformFeedbackStreamInstanced — render multiple instances of primitives using a count derived from a specifed stream of a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+
+
+ Specifies the number of instances of the geometry to render.
+
+
+
+
+ glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+
+
+ Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+
+
+ Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The offset in basic machine units into the bufferobject's data store at which to start filling.
+
+
+ The size in basic machine units of the range of thedata store to fill.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+ >
+
+
+
+ glDispatchCompute — launch one or more compute work groups
+
+
+ The number of work groups to be launched in the X dimension.
+
+
+ The number of work groups to be launched in the Y dimension.
+
+
+ The number of work groups to be launched in the Z dimension.
+
+
+
+
+ glDispatchComputeIndirect — launch one or more compute work groups using parameters stored in a buffer
+
+
+ The offset into the buffer object currently bound to the GL_DISPATCH_INDIRECT_BUFFER buffer target atwhich the dispatch parameters are stored.
+
+
+
+
+ glCopyImageSubData — perform a raw data copy between two images
+
+
+ The name of a texture or renderbuffer object from which to copy.
+
+
+ The target representing the namespace of the source name srcName.
+
+
+ The mipmap level to read from the source.
+
+
+ The X coordinate of the left edge of the souce region to copy.
+
+
+ The Y coordinate of the top edge of the souce region to copy.
+
+
+ The Z coordinate of the near edge of the souce region to copy.
+
+
+ The name of a texture or renderbuffer object to which to copy.
+
+
+ The target representing the namespace of the destination name dstName.
+
+
+ The mipmap level to the dst.
+
+
+ The X coordinate of the left edge of the destination region.
+
+
+ The Y coordinate of the top edge of the destination region.
+
+
+ The Z coordinate of the near edge of the destination region
+
+
+ The width of the region to be copied.
+
+
+ The height of the region to be copied.
+
+
+ The depth of the region to be copied.
+
+
+
+
+ glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferParameteri.
+
+
+ Specifies the framebuffer parameter to be modified.
+
+
+ The new value for the parameter named pname.
+
+
+
+
+ glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+
+
+ Specifies the target to which the framebuffer object isbound for glGetFramebufferParameteriv.
+
+
+ Specifies the parameter of the framebuffer object toquery.
+
+
+ Returns the value of parameter pname for the framebuffer object.
+
+
+
+
+ glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+
+
+ Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specifies the internal format about which to retrieve information.
+
+
+ Specifies the type of information to query.
+
+
+ Specifies the maximum number of integers of the specified width that may be written to params by the function.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glInvalidateTexSubImage — invalidate a region of a texture image
+
+
+ The name of a texture object a subregion of which to invalidate.
+
+
+ The level of detail of the texture object within which the region resides.
+
+
+ The X offset of the region to be invalidated.
+
+
+ The Y offset of the region to be invalidated
+
+
+ The Z offset of the region to be invalidated.
+
+
+ The width of the region to be invalidated.
+
+
+ The height of the region to be invalidated.
+
+
+ The depth of the region to be invalidated.
+
+
+
+
+ glInvalidateTexImage — invalidate the entirety a texture image
+
+
+ The name of a texture object to invalidate.
+
+
+ The level of detail of the texture object to invalidate.
+
+
+
+
+ glInvalidateBufferSubData — invalidate a region of a buffer object's data store
+
+
+ The name of a buffer object, a subrange of whose data store to invalidate.
+
+
+ The offset within the buffer's data store of the start of the range to be invalidated.
+
+
+ The length of the range within the buffer's data store to be invalidated.
+
+
+
+
+ glInvalidateBufferData — invalidate the content of a buffer object's data store
+
+
+ The name of a buffer object whose data store to invalidate.
+
+
+
+
+ glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+
+
+ Specifies the target to which the framebuffer object isattached for glInvalidateFramebuffer.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+
+
+ glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+
+
+ Specifies the target to which the framebuffer object isattached for glInvalidateSubFramebuffer.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+ Specifies the X offset of the region to be invalidated.
+
+
+ Specifies the Y offset of the region to be invalidated.
+
+
+ Specifies the width of the region to be invalidated.
+
+
+ Specifies the height of the region to be invalidated.
+
+
+
+
+ glMultiDrawArraysIndirect — render multiple sets of primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the address of an array of structures containing the draw parameters.
+
+
+ Specifies the the number of elements in the array of draw parameter structures.
+
+
+ Specifies the distance in basic machine units between elements of the draw parameter array.
+
+
+
+
+ glMultiDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+
+
+ Specifies the address of a structure containing an array of draw parameters.
+
+
+ Specifies the number of elements in the array addressed by indirect.
+
+
+ Specifies the distance in basic machine units between elements of the draw parameter array.
+
+
+
+
+ glGetProgramInterface — query a property of an interface in a program
+
+
+ The name of a program object whose interface to query.
+
+
+ A token identifying the interface within program to query.
+
+
+ The name of the parameter within programInterface to query.
+
+
+ The address of a variable to retrieve the value of pname for the program interface.
+
+
+
+
+ glGetProgramResourceIndex — query the index of a named resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the index of.
+
+
+ returns the unsignedinteger index assigned to a resource named name inthe interface type programInterface of program object program.
+
+
+
+
+ glGetProgramResourceName — query the name of an indexed resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the indexed resource.
+
+
+ The index of the resource within programInterface of program.
+
+
+ The size of the character array whose address is given by name.
+
+
+ The address of a variable which will receive the length of the resource name.
+
+
+ The address of a character array into which will be written the name of the resource.
+
+
+
+
+ glGetProgramResource — retrieve values for multiple properties of a single active resource within a program object
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ glGetProgramResourceLocation — query the location of a named resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the location of.
+
+
+ glGetProgramResourceLocation returns the location assignedto the variable named name in interface programInterface of programobject program.
+
+
+
+
+ glGetProgramResourceLocationIndex — query the fragment color index of a named variable within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the location of.
+
+
+ returns the fragment color index assignedto the variable named name in interface programInterface of programobject program.
+
+
+
+
+ glShaderStorageBlockBinding — change an active shader storage block binding
+
+
+ The name of the program containing the block whose binding to change.
+
+
+ The index storage block within the program.
+
+
+ The index storage block binding to associate with the specified storage block.
+
+
+
+
+ glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+
+
+ Specifies the target to which the texture object isbound for glTexBufferRange. Must be GL_TEXTURE_BUFFER.
+
+
+ Specifies the texture object name for glTextureBufferRange.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+ Specifies the offset of the start of the range of thebuffer's data store to attach.
+
+
+ Specifies the size of the range of the buffer's datastore to attach.
+
+
+
+
+ glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage2DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage3DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in layers.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTextureView — initialize a texture as a data alias of another texture's data store
+
+
+ Specifies the texture object to be initialized as a view.
+
+
+ Specifies the target to be used for the newly initialized texture.
+
+
+ Specifies the name of a texture object of which to make a view.
+
+
+ Specifies the internal format for the newly created view.
+
+
+ Specifies lowest level of detail of the view.
+
+
+ Specifies the number of levels of detail to include in the view.
+
+
+ Specifies the index of the first layer to include in the view.
+
+
+ Specifies the number of layers to include in the view.
+
+
+
+
+ glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+
+
+ The index of the vertex buffer binding point to which to bindthe buffer.
+
+
+ The name of a buffer to bind to the vertex buffer bindingpoint.
+
+
+ The offset of the first element of the buffer.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+
+
+ The index of the attribute to associate with a vertexbuffer binding.
+
+
+ The index of the vertex buffer binding with which toassociate the generic vertex attribute.
+
+
+
+
+ glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+
+
+ Specify the index of the generic vertex attribute.
+
+
+ Specify the number of instances that will pass between updates of the generic attribute at slot index.
+
+
+
+
+ glDebugMessageControl — control the reporting of debug messages in a debug context
+
+
+ The source of debug messages to enable or disable.
+
+
+ The type of debug messages to enable or disable.
+
+
+ The severity of debug messages to enable or disable.
+
+
+ The length of the array ids.
+
+
+ The address of an array of unsigned integers contianing the ids of the messages to enable or disable.
+
+
+ A Boolean flag determining whether the selected messages should be enabled or disabled.
+
+
+
+
+ glDebugMessageInsert — inject an application-supplied message into the debug message queue
+
+
+ The source of the debug message to insert.
+
+
+ The type of the debug message insert.
+
+
+ The user-supplied identifier of the message to insert.
+
+
+ The severity of the debug messages to insert.
+
+
+ The length string contained in the character array whose address is given by message.
+
+
+ The address of a character array containing the message to insert.
+
+
+
+
+ glDebugMessageCallback — specify a callback to receive debugging messages from the GL
+
+
+ The address of a callback function that will be called when a debug message is generated.
+
+
+ A user supplied pointer that will be passed on each invocation of callback.
+
+
+
+
+ glGetDebugMessageLog — retrieve messages from the debug message log
+
+
+ The number of debug messages to retrieve from the log.
+
+
+ The size of the buffer whose address is given by messageLog.
+
+
+ The address of an array of variables to receive the sources of the retrieved messages.
+
+
+ The address of an array of variables to receive the types of the retrieved messages.
+
+
+ The address of an array of unsigned integers to receive the ids of the retrieved messages.
+
+
+ The address of an array of variables to receive the severites of the retrieved messages.
+
+
+ The address of an array of variables to receive the lengths of the received messages.
+
+
+ The address of an array of characters that will receive the messages.
+
+
+ glGetDebugMessageLog retrieves messages from the debug message log. A maximum of count messages are retrieved from the log.
+
+
+
+
+ glPushDebugGroup — push a named debug group into the command stream
+
+
+ The source of the debug message.
+
+
+ The identifier of the message.
+
+
+ The length of the message to be sent to the debug output stream.
+
+
+ The a string containing the message to be sent to the debug output stream.
+
+
+
+
+ glPopDebugGroup — pop the active debug group
+
+
+
+
+ glObjectLabel — label a named object identified within a namespace
+
+
+ The namespace from which the name of the object is allocated.
+
+
+ The name of the object to label.
+
+
+ The length of the label to be used for the object.
+
+
+ The address of a string containing the label to assign to the object.
+
+
+
+
+ glGetObjectLabel — retrieve the label of a named object identified within a namespace
+
+
+ The namespace from which the name of the object is allocated.
+
+
+ The name of the object whose label to retrieve.
+
+
+ The length of the buffer whose address is in label.
+
+
+ The address of a variable to receive the length of the object label.
+
+
+ The address of a string that will receive the object label.
+
+
+
+
+ glObjectPtrLabel — label a a sync object identified by a pointer
+
+
+ A pointer identifying a sync object.
+
+
+ The length of the label to be used for the object.
+
+
+ The address of a string containing the label to assign to the object.
+
+
+
+
+ glGetObjectPtrLabel — retrieve the label of a sync object identified by a pointer
+
+
+ The name of the sync object whose label to retrieve.
+
+
+ The length of the buffer whose address is in label.
+
+
+ The address of a variable to receive the length of the object label.
+
+
+ The address of a string that will receive the object label.
+
+
+
+
+ glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+
+
+ Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,commandsGL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER ,
+ GL_ELEMENT_ARRAY_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER ,GL_TRANSFORM_FEEDBACK_BUFFER,
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+
+
+
+
+ glClearTexImage — fills all a texture image with a constant value
+
+
+ The name of an existing texture object containing the image to be cleared.
+
+
+ The level of texture containing the region to be cleared.
+
+
+ The format of the data whose address in memory is given by data.
+
+
+ The type of the data whose address in memory is given by data.
+
+
+ The address in memory of the data to be used to clear the specified region.
+
+
+
+
+ glClearTexSubImage — fills all or part of a texture image with a constant value
+
+
+ The name of an existing texture object containing the image to be cleared.
+
+
+ The level of texture containing the region to be cleared.
+
+
+ The coordinate of the left edge of the region to be cleared.
+
+
+ The coordinate of the lower edge of the region to be cleared.
+
+
+ The coordinate of the front of the region to be cleared.
+
+
+ The width of the region to be cleared.
+
+
+ The height of the region to be cleared.
+
+
+ The depth of the region to be cleared.
+
+
+ The format of the data whose address in memory is given by data.
+
+
+ The type of the data whose address in memory is given by data.
+
+
+ The address in memory of the data to be used to clear the specified region.
+
+
+
+
+ glBindBuffersBase — bind one or more buffer objects to a sequence of indexed buffer targets
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the first binding point within the array specified by target.
+
+
+ Specify the number of contiguous binding points to which to bind buffers.
+
+
+ A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+
+
+
+
+ glBindBuffersRange — bind ranges of one or more buffer objects to a sequence of indexed buffer targets
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the first binding point within the array specified by target.
+
+
+ Specify the number of contiguous binding points to which to bind buffers.
+
+
+ A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+
+
+ A pointer to an array of offsets into the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+
+
+ A pointer to an array of sizes of the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+
+
+
+
+ glBindTextures — bind one or more named textures to a sequence of consecutive texture units
+
+
+ Specifies the first texture unit to which a texture is to be bound.
+
+
+ Specifies the number of textures to bind.
+
+
+ Specifies the address of an array of names of existing texture objects.
+
+
+
+
+ glBindSamplers — bind one or more named sampler objects to a sequence of consecutive sampler units
+
+
+ Specifies the first sampler unit to which a sampler object is to be bound.
+
+
+ Specifies the number of samplers to bind.
+
+
+ Specifies the address of an array of names of existing sampler objects.
+
+
+
+
+ glBindImageTextures — bind one or more named texture images to a sequence of consecutive image units
+
+
+ Specifies the first image unit to which a texture is to be bound.
+
+
+ Specifies the number of textures to bind.
+
+
+ Specifies the address of an array of names of existing texture objects.
+
+
+
+
+ glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+
+
+ Specifies the first vertex buffer binding point to whicha buffer object is to be bound.
+
+
+ Specifies the number of buffers to bind.
+
+
+ Specifies the address of an array of names of existingbuffer objects.
+
+
+ Specifies the address of an array of offsets toassociate with the binding points.
+
+
+ Specifies the address of an array of strides toassociate with the binding points.
+
+
+
+
+ glClipControl — control clip coordinate to window coordinate behavior
+
+
+ Specifies the clip control origin. Must be one of GL_LOWER_LEFT or GL_UPPER_LEFT.
+
+
+ Specifies the clip control depth mode. Must be oneof GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE.
+
+
+
+
+ glCreateTransformFeedbacks — create transform feedback objects
+
+
+ Number of transform feedback objects to create.
+
+
+ Specifies an array in which names of the newtransform feedback objects are stored.
+
+
+
+
+ glTransformFeedbackBufferBase — bind a buffer object to a transform feedback buffer object
+
+
+ Name of the transform feedback buffer object.
+
+
+ Index of the binding point within xfb.
+
+
+ Name of the buffer object to bind to the specifiedbinding point.
+
+
+
+
+ glTransformFeedbackBufferRange — bind a range within a buffer object to a transform feedback buffer object
+
+
+ Name of the transform feedback buffer object.
+
+
+ Index of the binding point within xfb.
+
+
+ Name of the buffer object to bind to the specifiedbinding point
+
+
+ The starting offset in basic machine units into thebuffer object.
+
+
+ The amount of data in basic machine units that canbe read from or written to the buffer object whileused as an indexed target.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ Index of the transform feedback stream (for indexedstate).
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ Index of the transform feedback stream (for indexedstate).
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glCreateBuffers — create buffer objects
+
+
+ Specifies the number of buffer objects to create.
+
+
+ Specifies an array in which names of the new bufferobjects are stored.
+
+
+
+
+ glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+
+
+ Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,
+ GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+
+
+
+
+ glBufferData, glNamedBufferData — creates and initializes a buffer object's datastore
+
+
+ Specifies the name of the buffer object for glNamedBufferData function.
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the expected usage pattern of the data store. Thesymbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+
+
+
+
+ glBufferSubData, glNamedBufferSubData — updates a subset of a buffer object's data store
+
+
+ Specifies the name of the buffer objectfor glNamedBufferSubData.
+
+
+ Specifies the offset into the buffer object's data storewhere data replacement will begin, measured in bytes.
+
+
+ Specifies the size in bytes of the data store regionbeing replaced.
+
+
+ Specifies a pointer to the new data that will be copiedinto the data store.
+
+
+
+
+ glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+
+
+ Specifies the name of the source buffer object for glCopyNamedBufferSubData
+
+
+ Specifies the name of the destination buffer object for glCopyNamedBufferSubData.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+
+
+ Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+
+
+
+
+ glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+
+
+ Specifies the name of the buffer object for glClearNamedBufferData.
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+
+
+ Specifies the name of the buffer object for glClearNamedBufferSubData
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The offset in basic machine units into the bufferobject's data store at which to start filling.
+
+
+ The size in basic machine units of the range of thedata store to fill.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glMapNamedBuffer.
+
+
+ Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+
+
+
+
+ glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glMapNamedBufferRange.
+
+
+ Specifies the starting offset within the buffer of therange to be mapped.
+
+
+ Specifies the length of the range to be mapped.
+
+
+ Specifies a combination of access flags indicating thedesired access to the mapped range.
+
+
+
+
+ glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glUnmapNamedBuffer.
+
+
+ glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+
+
+
+
+ glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+
+
+ Specifies the name of the buffer object for glFlushMappedNamedBufferRange.
+
+
+ Specifies the start of the buffer subrange, in basic machine units.
+
+
+ Specifies the length of the buffer subrange, in basic machine units.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+
+
+ Specifies the name of the buffer object for glGetNamedBufferPointerv.
+
+
+ Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+
+
+ Specifies the name of the buffer object for glGetNamedBufferSubData.
+
+
+ Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being returned.
+
+
+ Specifies a pointer to the location where buffer object data is returned.
+
+
+
+
+ glCreateFramebuffers — create framebuffer objects
+
+
+ Number of framebuffer objects to create.
+
+
+ Specifies an array in which names of the newframebuffer objects are stored.
+
+
+
+
+ glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferRenderbuffer
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+
+
+ Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+
+
+
+
+ glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferParameteri.
+
+
+ Specifies the framebuffer parameter to be modified
+
+
+ The new value for the parameter named pname.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferTexture.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferTextureLayer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ Specifies the layer of the texture object toattach.
+
+
+
+
+ glDrawBuffer, glNamedFramebufferDrawBuffer — specify which color buffers are to be drawn into
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffer function. Must bezero or the name of a framebuffer object.
+
+
+ For default framebuffer, the argument specifies up to fourcolor buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT
+ GL_BACK, GL_LEFT, GL_RIGHT, and GL_FRONT_AND_BACK are accepted. The initialvalue is GL_FRONT for single-buffered contexts,and GL_BACK for double-buffered contexts. Forframebuffer objects,
+ GL_COLOR_ATTACHMENT$m$ and GL_NONE enums are accepted, where $m$ is a value between 0 and GL_MAX_COLOR_ATTACHMENTS.
+
+
+
+
+ glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffers.
+
+
+ Specifies the number of buffers in bufs.
+
+
+ Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+
+
+
+
+ glReadBuffer, glNamedFramebufferReadBuffer — select a color buffer source for pixels
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferReadBuffer function.
+
+
+ Specifies a color buffer. Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, and the constants GL_COLOR_ATTACHMENTi.
+
+
+
+
+ glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+
+
+ Specifies the name of the framebuffer object for glInvalidateNamedFramebufferData.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+
+
+ glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+
+
+ Specifies the name of the framebuffer object for glInvalidateNamedFramebufferSubData.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+ Specifies the X offset of the region to be invalidated.
+
+
+ Specifies the Y offset of the region to be invalidated.
+
+
+ Specifies the width of the region to be invalidated.
+
+
+ Specifies the height of the region to be invalidated.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ The value to clear the depth buffer to.
+
+
+ The value to clear the stencil buffer to.
+
+
+
+
+ glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+
+
+ Specifies the name of the source framebuffer objectfor glBlitNamedFramebuffer.
+
+
+ Specifies the name of the destination framebuffer objectfor glBlitNamedFramebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+
+
+ Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+
+
+
+
+ glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+
+
+ Specifies the name of the framebuffer objectfor glCheckNamedFramebufferStatus
+
+
+ Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+
+
+ glCheckNamedFramebufferStatus return thecompleteness status of a framebuffer object when treated as aread or draw framebuffer, depending on the value of target.
+
+
+
+
+ glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glGetNamedFramebufferParameteriv.
+
+
+ Specifies the parameter of the framebuffer object toquery.
+
+
+ Returns the value of parameter pname for the framebuffer object.
+
+
+
+
+ glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glGetNamedFramebufferAttachmentParameteriv
+
+
+ Specifies the attachment of the framebuffer object toquery.
+
+
+ Specifies the parameter of attachment to query.
+
+
+ Returns the value of parameter pname for attachment.
+
+
+
+
+ glCreateRenderbuffers — create renderbuffer objects
+
+
+ Number of renderbuffer objects to create.
+
+
+ Specifies an array in which names of the new renderbufferobjects are stored.
+
+
+
+
+ glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+
+
+ Specifies the name of the renderbuffer object for glNamedRenderbufferStorage function.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+
+
+ Specifies the name of the renderbuffer object for glNamedRenderbufferStorageMultisamplefunction.
+
+
+ Specifies the number of samples to be used for therenderbuffer object's storage.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glGetRenderbufferParameteriv, glGetNamedRenderbufferParameteriv — query a named parameter of a renderbuffer object
+
+
+ Specifies the name of the renderbuffer object for glGetNamedRenderbufferParameteriv.
+
+
+ Specifies the parameter of the renderbuffer object toquery.
+
+
+ Returns the value of parameter pname for the renderbuffer object.
+
+
+
+
+ glCreateTextures — create texture objects
+
+
+ Specifies the effective texture targetof each created texture.
+ target must be one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Number of texture objects to create.
+
+
+ Specifies an array in which names of the new textureobjects are stored.
+
+
+
+
+ glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+
+
+ Specifies the texture object name for glTextureBuffer.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+
+
+ glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+
+
+ Specifies the texture object name for glTextureBufferRange.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+ Specifies the offset of the start of the range of thebuffer's data store to attach.
+
+
+ Specifies the size of the range of the buffer's datastore to attach.
+
+
+
+
+ glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+
+
+ Specifies the texture object name for glTextureStorage1D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+
+
+ glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+
+
+ Specifies the texture object name for glTextureStorage2D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+
+
+ glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+
+
+ Specifies the texture object name for glTextureStorage3D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in texels.
+
+
+
+
+ glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+
+
+ Specifies the texture object name for glTextureStorage2DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+
+
+ Specifies the texture object name for glTextureStorage3DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in layers.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexSubImage1D, glTextureSubImage1D — specify a one-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage1D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage2D, glTextureSubImage2D — specify a two-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage2D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage3D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies a texel offset in the z direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+
+
+ Specifies the texture object name for glCompressedTextureSubImage1D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+
+
+ Specifies the texture object name for glCompressedTextureSubImage2D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+
+
+ Specifies the texture object name for glCompressedTextureSubImage3D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCopyTexSubImage1D, glCopyTextureSubImage1D — copy a one-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage1D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the texel offset within the texture array.
+
+
+ Specify the window coordinates of the left corner of the rowof pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the rowof pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+
+
+ glCopyTexSubImage2D, glCopyTextureSubImage2D — copy a two-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage2D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage3D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+
+
+ Specifies the texture object name for glGenerateTextureMipmap.
+
+
+
+
+ glBindTextureUnit — bind an existing texture object to the specified texture unit
+
+
+ Specifies the texture unit, to which the texture object should be bound to.
+
+
+ Specifies the name of a texture.
+
+
+
+
+ glGetTexImage — return a texture image
+
+
+ Specifies the texture object name.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+
+
+ Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+
+
+ Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the texture object name for glGetCompressedTextureImage function.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+
+
+ Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+
+
+ Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glCreateVertexArrays — create vertex array objects
+
+
+ Number of vertex array objects to create.
+
+
+ Specifies an array in which names of the new vertex arrayobjects are stored.
+
+
+
+
+ glDisableVertexAttribArray — disable a generic vertex attributearray
+
+
+ Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+
+
+ Specifies the index of the generic vertex attribute to beenabled or disabled.
+
+
+
+
+ glEnableVertexAttribArray — enable a generic vertex attributearray
+
+
+ Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+
+
+ Specifies the index of the generic vertex attribute to beenabled or disabled.
+
+
+
+
+ glVertexArrayElementBuffer — configures element array buffer binding of a vertex array object
+
+
+ Specifies the name of the vertex array object.
+
+
+ Specifies the name of the buffer object to use for the element array buffer binding
+
+
+
+
+ glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+
+
+ Specifies the name of the vertex array object to be used by glVertexArrayVertexBuffer function.
+
+
+ The index of the vertex buffer binding point to which to bindthe buffer.
+
+
+ The name of a buffer to bind to the vertex buffer bindingpoint.
+
+
+ The offset of the first element of the buffer.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+
+
+ Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+
+
+ Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+
+
+ Specifies the number of buffers to bind.
+
+
+ Specifies the address of an array of names of existingbuffer objects.
+
+
+ Specifies the address of an array of offsets toassociate with the binding points.
+
+
+ Specifies the address of an array of strides toassociate with the binding points.
+
+
+
+
+ glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttribBinding.
+
+
+ The index of the attribute to associate with a vertexbuffer binding.
+
+
+ The index of the vertex buffer binding with which toassociate the generic vertex attribute
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexBindingDivisor, glVertexArrayBindingDivisor — modify the rate at which generic vertex attributesadvance
+
+
+ Specifies the name of the vertex array object for glVertexArrayBindingDivisor function.
+
+
+ The index of the binding whose divisor to modify.
+
+
+ The new value for the instance step rate to apply.
+
+
+
+
+ glGetVertexArrayiv — retrieve parameters of a vertex array object
+
+
+ specifies the name of the vertex array object to use for thequery.
+
+
+ Name of the property to use for the query. Must be GL_ELEMENT_ARRAY_BUFFER_BINDING.
+
+
+ Returns the requested value.
+
+
+
+
+ glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+
+
+ Specifies the name of a vertex array object.
+
+
+ Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+
+
+ Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+
+
+ Returns the requested value.
+
+
+
+
+ glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+
+
+ Specifies the name of a vertex array object.
+
+
+ Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+
+
+ Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+ For glGetVertexArrayIndexed64v, it must be equal to GL_VERTEX_BINDING_OFFSET.
+
+
+ Returns the requested value.
+
+
+
+
+ glCreateSamplers — create sampler objects
+
+
+ Number of sampler objects to create.
+
+
+ Specifies an array in which names of the new samplerobjects are stored.
+
+
+
+
+ glCreateProgramPipelines — create program pipeline objects
+
+
+ Number of program pipeline objects to create.
+
+
+ Specifies an array in which names of the new programpipeline objects are stored.
+
+
+
+
+ glCreateQueries — create query objects
+
+
+ Specifies the target of each created query object.
+
+
+ Number of query objects to create
+
+
+ Specifies an array in which names of the new queryobjects are stored.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glMemoryBarrier — defines a barrier ordering memory transactions
+
+
+ For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT.
+ GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT. If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+
+
+
+
+ glGetTextureSubImage — retrieve a sub-region of a texture image from a textureobject
+
+
+ Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE.
+ In specific, buffer andmultisample textures are not permitted.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data. The followingsymbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
+ GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies the size of the buffer to receive the retrievedpixel data.
+
+
+ Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+
+
+
+
+ glGetCompressedTextureSubImage — retrieve a sub-region of a compressed texture image from acompressed texture object
+
+
+ Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE. In specific, buffer andmultisample textures are not permitted.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage. Must be amultiple of the compressed block's width, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the height of the texture subimage. Must be amultiple of the compressed block's height, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the depth of the texture subimage. Must be amultiple of the compressed block's depth, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the size of the buffer to receive the retrievedpixel data.
+
+
+ Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+
+
+
+
+ glGetGraphicsResetStatus — check if the rendering context has not been lost due to software or hardware issues
+
+
+ glGetGraphicsResetStatus can return one of the followingconstants:
+ GL_NO_ERROR,GL_GUILTY_CONTEXT_RESET,GL_INNOCENT_CONTEXT_RESET,GL_UNKNOWN_CONTEXT_RESET
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glGetTexImage — return a texture image
+
+
+ Specifies the target to which the texture is bound for glGetTexImage and glGetnTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, and GL_TEXTURE_CUBE_MAP_ARRAY are acceptable.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+
+
+ Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+
+
+ Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glReadPixels, glReadnPixels — read a block of pixels from the frame buffer
+
+
+ Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+
+
+ Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+
+
+ Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+
+
+ Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+
+
+ Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
+
+
+ Specifies the data type of the pixel data. Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, or GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer datafor glReadnPixels function.
+
+
+ Returns the pixel data.
+
+
+
+
+ glTextureBarrier — controls the ordering of reads and writes to rendered fragments across drawing commands
+
+
+
+
+ windows系统API类
+
+
+
+
+ The ChoosePixelFormat function attempts to match an appropriate pixel format supported by a device context to a given pixel format specification.
+
+
+ Specifies the device context that the function examines to determine the best match for the pixel format descriptor pointed to by ppfd.
+
+
+ Pointer to a PIXELFORMATDESCRIPTOR structure that specifies the requested pixel format.
+
+
+ If the function succeeds, the return value is a pixel format index (one-based) that is the closest match to the given pixel format descriptor.
+ If the function fails, the return value is zero.
+
+
+
+
+ The SetPixelFormat function sets the pixel format of the specified device context to the format specified by the iPixelFormat index.
+
+
+ Specifies the device context whose pixel format the function attempts to set.
+
+ Index that identifies the pixel format to set.
+ The various pixel formats supported by a device context are identified by one-based indexes.
+
+
+ Pointer to a PIXELFORMATDESCRIPTOR structure that contains the logical pixel format specification.
+ The system's metafile component uses this structure to record the logical pixel format specification.
+
+
+ If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+
+
+
+
+ The GetDC function retrieves a handle to a device context (DC) for the client area of a specified window or for the entire screen.
+ You can use the returned handle in subsequent GDI functions to draw in the DC.
+
+
+ A handle to the window whose DC is to be retrieved. If this value is NULL, GetDC retrieves the DC for the entire screen.
+
+
+ If the function succeeds, the return value is a handle to the DC for the specified window's client area.
+ If the function fails, the return value is NULL.
+
+
+
+
+ The SwapBuffers function exchanges the front and back buffers if the current pixel format for the window referenced by the specified device context includes a back buffer.
+
+
+ Specifies a device context.
+ If the current pixel format for the window referenced by this device context includes a back buffer,
+ the function exchanges the front and back buffers.
+
+
+ If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+
+
+
+
+ 获取当前线程的控制台窗口句柄
+
+ 当前线程控制台句柄
+
@@ -318,5 +11090,21 @@
The m128* pointer to the target m128 transformed in ulong form
+
+
+ 一个强类型的资源类,用于查找本地化的字符串等。
+
+
+
+
+ 返回此类使用的缓存的 ResourceManager 实例。
+
+
+
+
+ 重写当前线程的 CurrentUICulture 属性,对
+ 使用此强类型资源类的所有资源查找执行重写。
+
+
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/ref/StgSharp.dll b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/ref/StgSharp.dll
index c752fcc2..a6af33c0 100644
Binary files a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/ref/StgSharp.dll and b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/ref/StgSharp.dll differ
diff --git a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/refint/StgSharp.dll b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/refint/StgSharp.dll
index c752fcc2..a6af33c0 100644
Binary files a/源代码/StgSharp/obj/x64/Debug/netstandard2.1/refint/StgSharp.dll and b/源代码/StgSharp/obj/x64/Debug/netstandard2.1/refint/StgSharp.dll differ
diff --git a/源代码/StgSharpDebug/Program.cs b/源代码/StgSharpDebug/Program.cs
index abff1bfb..272c0884 100644
--- a/源代码/StgSharpDebug/Program.cs
+++ b/源代码/StgSharpDebug/Program.cs
@@ -10,7 +10,8 @@ internal class Program
{
private unsafe static void Main(string[] args)
{
- /**/
+
+#if DEBUG
double time;
TimeSpan span;
m128 m = new m128();
@@ -33,7 +34,7 @@ internal class Program
stopwatch02.Start();
for (int t = 0; t < 1000000; t++)
{
- mf = Calc.Sqrt(t);
+ mf = Calc.Sqrts(t);
}
stopwatch02.Stop();
span = stopwatch02.Elapsed;
@@ -42,9 +43,7 @@ internal class Program
Console.WriteLine();
}
- /**/
-
-
+#endif
}
}
diff --git a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.dll b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.dll
index 88c3b09b..17a3d147 100644
Binary files a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.dll and b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.dll differ
diff --git a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.pdb b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.pdb
deleted file mode 100644
index cf0f0a6f..00000000
Binary files a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.pdb and /dev/null differ
diff --git a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.xml b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.xml
index 4c2e8985..e9555b34 100644
--- a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.xml
+++ b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharp.xml
@@ -64,6 +64,10778 @@
当前游戏刻
+
+
+ OpenGL接口函数封装类
+
+
+
+
+ bind a named texture to a texturing target.
+
+
+ Specifies the target to which the texture is bound.
+ Must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the name of a texture.
+
+
+
+
+ specify pixel arithmetic.
+
+
+ Specifies how the red, green, blue, and alpha source blending factors are computed.
+ The following symbolic constants are accepted:
+ GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
+ GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR,GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, and GL_SRC_ALPHA_SATURATE.
+ The initial value is GL_ONE.
+
+
+ Specifies how the red, green, blue, and alpha destination blending factors are computed.
+ The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA.
+ GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.
+ The initial value is GL_ZERO.
+
+
+
+
+ clear buffers to preset values.
+
+
+ Bitwise OR of masks that indicate the buffers to be cleared.
+ The four masks are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_ACCUM_BUFFER_BIT,and GL_STENCIL_BUFFER_BIT.
+
+
+
+
+ specify clear values for the color buffers.
+
+
+ Specify the red value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the green value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the blue value used when the color buffers are cleared. The initial value is 0.
+
+
+ Specify the alpha value used when the color buffers are cleared. The initial value is 0.
+
+
+
+
+ specify the clear value for the depth buffer.
+
+
+ Specifies the depth value used when the depth buffer is cleared. The initial value is 1.
+
+
+
+
+ specify the clear value for the stencil buffer.
+
+
+ Specifies the index used when the stencil buffer is cleared. The initial value is 0.
+
+
+
+
+ enable and disable writing of frame buffer color components.
+
+
+ Specify whether red can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether green can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether blue can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+ Specify whether alpha can or cannot be written into the frame buffer. The initial value is GL_TRUE,
+ indicating that the color component can be written.
+
+
+
+
+ copy pixels into a 1D texture image.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the internal format of the texture.
+ Must be one of the following symbolic constants:
+ GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+ The height of the texture image is 1.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+
+
+ copy pixels into a 2D texture image.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the internal format of the texture.
+ Must be one of the following symbolic constants:
+ GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA,GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY,
+ GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8,
+ GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2,GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16,
+ GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2,GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1,
+ GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA,GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture image. Must be 0 or 2^n+2(border) for some integer n.
+
+
+ Specifies the height of the texture image. Must be 0 or 2^m+2(border) for some integer m.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+
+
+ copy a one-dimensional texture subimage.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the texel offset within the texture array.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the row of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+
+
+ copy a two-dimensional texture subimage.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ specify whether front- or back-facing facets can be culled.
+
+
+ Specifies whether front- or back-facing facets are candidates for culling.
+ Symbolic constants GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK are accepted.
+ The initial value is GL_BACK.
+
+
+
+
+ delete named textures.
+
+
+ Specifies the number of textures to be deleted.
+
+
+ Specifies an array of textures to be deleted.
+
+
+
+
+ specify the value used for depth buffer comparisons.
+
+
+ Specifies the depth comparison function.
+ Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
+ and GL_ALWAYS are accepted. The initial value is GL_LESS.
+
+
+
+
+ enable or disable writing into the depth buffer.
+
+
+ Specifies whether the depth buffer is enabled for writing.
+ If flag is GL_FALSE, depth buffer writing is disabled. Otherwise, it is enabled.
+ Initially, depth buffer writing is enabled.
+
+
+
+
+ specify mapping of depth values from normalized device coordinates to window coordinates.
+
+
+ Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
+
+
+
+
+ disable server-side GL capabilities.
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+
+
+ render primitives from array data.
+
+
+ Specifies what kind of primitives to render.
+ Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+
+
+ specify which color buffers are to be drawn into.
+
+
+ Specifies up to four color buffers to be drawn into.
+ Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, GL_FRONT_AND_BACK,
+ and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1, are accepted.
+
+
+
+
+ render primitives from array data.
+
+
+ Specifies what kind of primitives to render.
+ Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES,GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices.
+ Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+ please using the function glaux.ArrayToPointer to get array pointer.
+
+
+
+
+ enable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+
+
+ block until all GL execution is complete.
+
+
+
+
+ force execution of GL commands in finite time
+
+
+
+
+ define front- and back-facing polygons.
+
+
+ Specifies the orientation of front-facing polygons. GL_CW and GL_CCW are accepted.
+ The initial value is GL_CCW.
+
+
+
+
+ generate texture names.
+
+
+ Specifies the number of texture names to be generated.
+
+
+ Specifies an array in which the generated texture names are stored.
+
+
+
+
+ return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returned.
+ The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return error information.
+
+
+ returns the value of the error flag.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the value or values of a selected parameter.
+
+
+ Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ return the address of the specified pointer.
+
+
+ Specifies the array or buffer pointer to be returned.
+ Symbolic constants GL_COLOR_ARRAY_POINTER, GL_EDGE_FLAG_ARRAY_POINTER, GL_FOG_COORD_ARRAY_POINTER,
+ GL_FEEDBACK_BUFFER_POINTER, GL_INDEX_ARRAY_POINTER, GL_NORMAL_ARRAY_POINTER,
+ GL_SECONDARY_COLOR_ARRAY_POINTER, GL_SELECTION_BUFFER_POINTER, GL_TEXTURE_COORD_ARRAY_POINTER,or GL_VERTEX_ARRAY_POINTER are accepted.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ return a string describing the current GL connection.
+
+
+ Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION,or GL_EXTENSIONS.
+
+
+
+
+
+ return a texture image
+
+
+ Specifies which texture is to be obtained.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z are accepted.
+
+
+ Specifies the level-of-detail number of the desired image. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data.
+ The supported formats are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA,
+ GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies a pixel type for the returned data.
+ The supported types are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+
+
+ Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number of the desired image.
+ Level 0 is the base image level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE,
+ GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ Returns the texture image. Should be a pointer to an array of the type specified by type.
+
+
+ Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D,
+ GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number of the desired image.
+ Level 0 is the base image level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT,
+ GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE ,
+ GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE,
+ GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ return texture parameter values.
+
+
+ Specifies the symbolic name of the target texture.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ return texture parameter values.
+
+
+ Specifies the symbolic name of the target texture.
+ GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.
+
+
+ Specifies the symbolic name of a texture parameter.
+ GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
+ GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE,and GL_GENERATE_MIPMAP are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ specify implementation-specific hints.
+
+
+ Specifies a symbolic constant indicating the behavior to be controlled.
+ GL_FOG_HINT, GL_GENERATE_MIPMAP_HINT, GL_LINE_SMOOTH_HINT, GL_PERSPECTIVE_CORRECTION_HINT,
+ GL_POINT_SMOOTH_HINT, GL_POLYGON_SMOOTH_HINT, GL_TEXTURE_COMPRESSION_HINT,and GL_FRAGMENT_SHADER_DERIVATIVE_HINT are accepted.
+
+
+ Specifies a symbolic constant indicating the desired behavior.
+ GL_FASTEST, GL_NICEST, and GL_DONT_CARE are accepted.
+
+
+
+
+ test whether a capability is enabled
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+ returns GL_TRUE if cap is an enabled capability and returns GL_FALSE otherwise.
+
+
+
+
+ determine if a name corresponds to a texture
+
+
+ Specifies a value that may be the name of a texture.
+
+
+ returns GL_TRUE if texture is currently the name of a texture.
+
+
+
+
+ specify the width of rasterized lines.
+
+
+ Specifies the width of rasterized lines. The initial value is 1.
+
+
+
+
+ specify a logical pixel operation for color index rendering.
+
+
+ Specifies a symbolic constant that selects a logical operation.
+ The following symbols are accepted: GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT,
+ GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE,
+ and GL_OR_INVERTED. The initial value is GL_COPY.
+
+
+
+
+ set pixel storage modes.
+
+
+ Specifies the symbolic name of the parameter to be set.
+ Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+
+
+ Specifies the value that pname is set to.
+
+
+
+
+ set pixel storage modes.
+
+
+ Specifies the symbolic name of the parameter to be set.
+ Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST,
+ GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES,
+ and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES,
+ GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS,
+ GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.
+
+
+ Specifies the value that pname is set to.
+
+
+
+
+ specify the diameter of rasterized points.
+
+
+ Specifies the diameter of rasterized points. The initial value is 1.
+
+
+
+
+ select a polygon rasterization mode.
+
+
+ Specifies the polygons that mode applies to.
+ Must be GL_FRONT for front-facing polygons, GL_BACK for back-facing polygons,or GL_FRONT_AND_BACK for front- and back-facing polygons.
+
+
+ Specifies how polygons will be rasterized. Accepted values are GL_POINT, GL_LINE, and GL_FILL.
+ The initial value is GL_FILL for both front- and back-facing polygons.
+
+
+
+
+ set the scale and units used to calculate depth values.
+
+
+ Specifies a scale factor that is used to create a variable depth offset for each polygon.
+ The initial value is 0.
+
+
+ Is multiplied by an implementation-specific value to create a constant depth offset.
+ The initial value is 0.
+
+
+
+
+ select a color buffer source for pixels.
+
+
+ Specifies a color buffer.
+ Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT,GL_BACK, GL_LEFT, GL_RIGHT, and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1.
+
+
+
+
+ read a block of pixels from the frame buffer.
+
+
+ Specify the window coordinates of the first pixel that is read from the frame buffer.
+ This location is the lower left corner of a rectangular block of pixels.
+
+
+ Specify the window coordinates of the first pixel that is read from the frame buffer.
+ This location is the lower left corner of a rectangular block of pixels.
+
+
+ Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+
+
+ Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted: GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT,
+ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
+ GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
+ GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Returns the pixel data.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ define the scissor box.
+
+
+ Specify the lower left corner of the scissor box. Initially (0, 0).
+
+
+ Specify the lower left corner of the scissor box. Initially (0, 0).
+
+
+ Specify the width of the scissor box.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+ Specify the height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+
+
+ set front and back function and reference value for stencil testing.
+
+
+ Specifies the test function.
+ Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
+ GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+
+
+ Specifies the reference value for the stencil test.
+ ref is clamped to the range [0,2n−1], where n is the number of bitplanes in the stencil buffer.
+ The initial value is 0.
+
+
+ Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done.
+ The initial value is all 1's.
+
+
+
+
+ control the front and back writing of individual bits in the stencil planes.
+
+
+ Specifies a bit mask to enable and disable writing of individual bits in the stencil planes.
+ Initially, the mask is all 1's.
+
+
+
+
+ set front and back stencil test actions.
+
+
+ Specifies the action to take when the stencil test fails.
+ Eight symbolic constants are accepted:
+ GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT.
+ The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when the stencil test passes, but the depth test fails.
+ dpfail accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when both the stencil test and the depth test pass,
+ or when the stencil test passes and either there is no depth buffer or depth testing is not enabled.
+ dppass accepts the same symbolic constants as sfail. The initial value is GL_KEEP.
+
+
+
+
+ specify a one-dimensional texture image.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image
+
+
+ Specifies the number of color components in the texture.
+ Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specifies the width of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ All implementations support texture images that are at least 64 texels wide.
+ The height of the 1D texture image is 1.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ specify a two-dimensional texture image.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies the number of color components in the texture.
+ Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
+ GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA,
+ GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12,
+ GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8,
+ GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4,
+ GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10,
+ GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16,
+ GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
+
+
+ Specifies the width of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^n+2(border) for some integer n.
+ All implementations support texture images that are at least 64 texels wide.
+
+
+ Specifies the height of the texture image including the border if any.
+ If the GL version does not support non-power-of-two sizes, this value must be 2^m+2(border) for some integer m.
+ All implementations support texture images that are at least 64 texels high.
+
+
+ Specifies the width of the border. Must be either 0 or 1.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA,
+ GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ set texture parameters.
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the symbolic name of a single-valued texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies the value of pname.
+
+
+
+
+ set texture parameters
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+
+
+ Specifies the symbolic name of a texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies an array where the value or values of pname are stored.
+
+
+
+
+ set texture parameters.
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,or GL_TEXTURE_CUBE_MAP.
+
+
+ Specifies the symbolic name of a single-valued texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC,GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies the value of pname.
+
+
+
+
+ set texture parameters
+
+
+ Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
+
+
+ Specifies the symbolic name of a texture parameter.
+ pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
+ GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
+ GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.
+
+
+ Specifies an array where the value or values of pname are stored.
+
+
+
+
+ specify a one-dimensional texture subimage.
+
+
+ Specifies the target texture. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ specify a two-dimensional texture subimage.
+
+
+ Specifies the target texture.
+ Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the base image level.
+ Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the pixel data.
+ The following symbolic values are accepted:
+ GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE,and GL_LUMINANCE_ALPHA.
+
+
+ Specifies the data type of the pixel data.
+ The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
+ GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
+ GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+ You can use the function glaux.ArrayToPointer to get the array pointer.
+
+
+
+
+ set the viewport.
+
+
+ Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ Specify the width and height of the viewport.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+ Specify the width and height of the viewport.
+ When a GL context is first attached to a window, width and height are set to the dimensions of that window.
+
+
+
+
+ glDrawRangeElements — render primitives from array data
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the minimum array index contained in indices.
+
+
+ Specifies the maximum array index contained in indices.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+
+
+ glTexImage3D — specify a three-dimensional texture image
+
+
+ Specifies the target texture.Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the number of color components in the texture.Must be one of base internal formats given in Table 1,one of the sized internal formats given in Table 2, or oneof the compressed internal formats given in Table 3, below.
+
+
+ Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texelswide.
+
+
+ Specifies the height of the texture image.All implementations support 3D texture images that are at least 256 texelshigh.
+
+
+ Specifies the depth of the texture image, or the number of layers in a texture array.All implementations support 3D texture images that are at least 256 texelsdeep, and texture arrays that are at least 256 layers deep.
+
+
+ This value must be 0.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+
+
+ Specifies the target to which the texture is boundfor glTexSubImage3D.Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies a texel offset in the z direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+
+
+ Specifies the target to which the texture object is bound for glCopyTexSubImage3D function. Must be GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glActiveTexture — select active texture unit
+
+
+ Specifies which texture unit to make active. The numberof texture units is implementation dependent, but mustbe at least 80. texture must beone of GL_TEXTUREi,where i ranges from zero to the valueof
+ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITSminus one. The initial value is GL_TEXTURE0.
+
+
+
+
+ glSampleCoverage — specify multisample coverage parameters
+
+
+ Specify a single floating-point sample coverage value. The value isclamped to the range [0,1].The initial value is 1.0.
+
+
+ Specify a single boolean value representing if the coverage masks should beinverted. GL_TRUE and GL_FALSE are accepted. The initial valueis GL_FALSE.
+
+
+
+
+ glCompressedTexImage3D — specify a three-dimensional texture image in a compressed format
+
+
+ Specifies the target texture.Must be GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image
+
+
+ Specifies the format of the compressed image data stored at address data.
+
+
+ Specifies the width of the texture image.All implementations support 3D texture images that are at least 16 texels wide.
+
+
+ Specifies the height of the texture image.All implementations support 3D texture images that are at least 16 texelshigh.
+
+
+ Specifies the depth of the texture image.All implementations support 3D texture images that are at least 16 texelsdeep.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexImage2D — specify a two-dimensional texture image in a compressed format.
+
+
+ Specifies the target texture.Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_1D_ARRAY, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies the format of the compressed image data stored at address data.width
+
+
+ Specifies the width of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels wide.
+
+
+ Specifies the height of the texture image.All implementations support 2D texture and cube map texture images that are at least 16384 texels high.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at theaddress specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexImage1D — specify a one-dimensional texture image in a compressed format
+
+
+ Specifies the target texture.Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies the format of the compressed image data stored at address data.
+
+
+ Specifies the width of the texture image.All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.
+
+
+ This value must be 0.
+
+
+ Specifies the number of unsigned bytes of image data starting at the address specified by data.
+
+
+ Specifies a pointer to the compressed image data in memory.
+
+
+
+
+ glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+
+
+ Specifies the target to which the texture is bound for glCompressedTexSubImage3D function. Must be GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP_ARRAY.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+
+
+ Specifies the target to which the texture is bound for glCompressedTexSubImage2D function. Must be GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+
+
+ Specifies the target, to which the texture is bound, for glCompressedTexSubImage1D function. Must be GL_TEXTURE_1D.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+
+
+ Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+
+
+ Specified how the alpha source blending factor is computed.The initial value is GL_ONE.
+
+
+ Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO.
+
+
+
+
+ glMultiDrawArrays — render multiple sets of primitives from array data
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of starting indices in the enabled arrays.
+
+
+ Points to an array of the number of indices to be rendered.
+
+
+ Specifies the size of the first and count
+
+
+
+
+ glMultiDrawElements — render multiple sets of primitives by specifying indices of array data elements
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of the elements counts.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the size of the count and indices arrays.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterf and glPointParameteri, specifies thevalue that pname will be set to.
+
+
+
+
+ glPointParameter — specify point parameters
+
+
+ Specifies a single-valued point parameter. GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGINare accepted.
+
+
+ For glPointParameterfv and glPointParameteriv, specifies apointer to an array where the value or values to beassigned to pname are stored.
+
+
+
+
+ glBlendColor — set the blend color
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+ specify the components of GL_BLEND_COLOR
+
+
+
+
+ glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+
+
+ specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glGenQueries — generate query object names
+
+
+ Specifies the number of query object names to be generated.
+
+
+ Specifies an array in which the generated query object names are stored.
+
+
+
+
+ glDeleteQueries — delete named query objects
+
+
+ Specifies the number of query objects to be deleted.
+
+
+ Specifies an array of query objects to be deleted.
+
+
+
+
+ glIsQuery — determine if a name corresponds to a query object
+
+
+ Specifies a value that may be the name of a query object.
+
+
+ glIsQuery returns GL_TRUE if id is currently the name of a query object.If id is zero, or is a non-zero value that is not currently thename of a query object, or if an error occurs, glIsQuery returns GL_FALSE.
+
+
+
+
+ glBeginQuery — delimit the boundaries of a query object
+
+
+ Specifies the target type of query object established between glBeginQuery and the subsequent glEndQuery.The symbolic constant must be one of GL_SAMPLES_PASSED,
+ GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the name of a query object.
+
+
+
+
+ glBeginQuery and glEndQuery delimit the boundaries of a query object. If a query object with name id does not yet exist it is created.
+
+
+ Specifies the target type of query object to be concluded. The symbolic constant must be GL_SAMPLES_PASSED.
+
+
+
+
+ glGetQueryiv — return parameters of a query object target
+
+
+ Specifies a query object target. Must be GL_SAMPLES_PASSED.
+
+
+ Specifies the symbolic name of a query object target parameter. Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+
+
+ Returns the requested data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE
+
+
+ Returns the requested data.
+
+
+
+
+ glBindBuffer — bind a named buffer object
+
+
+ Specifies the target to which the buffer object is bound. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+
+
+ Specifies the name of a buffer object.
+
+
+
+
+ glDeleteBuffers — delete named buffer objects
+
+
+ Specifies the number of buffer objects to be deleted.
+
+
+ Specifies an array of buffer objects to be deleted.
+
+
+
+
+ glGenBuffers — generate buffer object names
+
+
+ Specifies the number of buffer object names to be generated.
+
+
+ Specifies an array in which the generated buffer object names are stored.
+
+
+
+
+ glIsBuffer — determine if a name corresponds to a buffer object
+
+
+ Specifies a value that may be the name of a buffer object.
+
+
+ glIsBuffer returns GL_TRUE if buffer is currently the name of a buffer object.If buffer is zero, or is a non-zero value that is not currently thename of a buffer object, or if an error occurs, glIsBuffer returns GL_FALSE.
+
+
+
+
+ glBufferData — creates and initializes a buffer object's data store
+
+
+ Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.
+
+
+ Specifies the size in bytes of the buffer object's new data store.
+
+
+ Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied.
+
+
+ Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+
+
+
+
+ glBufferSubData — updates a subset of a buffer object's data store
+
+
+ Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER
+
+
+ Specifies the offset into the buffer object's data store where data replacement will begin, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being replaced.
+
+
+ Specifies a pointer to the new data that will be copied into the data store.
+
+
+
+
+ glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferSubData, which mustbe one of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_UNPACK_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER >
+
+
+ Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being returned.
+
+
+ Specifies a pointer to the location where buffer object data is returned.
+
+
+
+
+ glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space.
+
+
+ Specifies the target to which the buffer object is boundfor glMapBuffer, which must be oneof the buffer binding targets in the following table:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+
+
+
+
+ glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+
+
+ Specifies the target to which the buffer object is boundfor glUnmapBuffer, which must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER, GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER ,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER ,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+ Insuch situations, GL_FALSE is returned andthe data store contents are undefined. An application mustdetect this rare condition and reinitialize the data store.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the following table:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferPointerv, which mustbe one of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+
+
+ specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+ specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+
+
+ Specifies the number of buffers in bufs.
+
+
+ Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+
+
+
+
+ glStencilOpSeparate — set front and/or back stencil test actions
+
+
+ Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies the action to take when the stencil test fails.Eight symbolic constants are accepted: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT. The initial value is GL_KEEP.
+
+
+ Specifies the stencil action when the stencil test passes,but the depth test fails. dpfail accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+
+
+ Specifies the stencil action when both the stencil test and the depthtest pass, or when the stencil test passes and either there is nodepth buffer or depth testing is not enabled. dppass accepts the same symbolic constants as sfail. The initial valueis GL_KEEP.
+
+
+
+
+ glStencilFuncSeparate — set front and/or back function and reference value for stencil testing
+
+
+ Specifies whether front and/or back stencil state is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies the test function.Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.
+
+
+ Specifies the reference value for the stencil test. ref is clamped to the range [0,2n−1],where n is the number of bitplanes in the stencil buffer.Theinitial value is 0.
+
+
+ Specifies a mask that is ANDed with both the reference valueand the stored stencil value when the test is done. The initial valueis all 1's.
+
+
+
+
+ glStencilMaskSeparate — control the front and/or back writing of individual bits in the stencil planes
+
+
+ Specifies whether the front and/or back stencil writemask is updated.Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.
+
+
+ Specifies a bit mask to enable and disable writing of individual bitsin the stencil planes.Initially, the mask is all 1's.
+
+
+
+
+ glAttachShader — Attaches a shader object to a program object
+
+
+ Specifies the program object to which a shaderobject will be attached.
+
+
+ Specifies the shader object that is to be attached.
+
+
+
+
+ glBindAttribLocation — Associates a generic vertex attribute index with a named attribute variable
+
+
+ Specifies the handle of the program object inwhich the association is to be made.
+
+
+ Specifies the index of the generic vertexattribute to be bound.
+
+
+ Specifies a null terminated string containingthe name of the vertex shader attribute variable towhich index is to bebound.
+
+
+
+
+ glCompileShader — Compiles a shader object
+
+ Specifies the shader object to becompiled.
+
+
+
+ glCreateProgram — Creates a program object
+
+ glCreateProgram creates an emptyprogram object and returns a non-zero value by which it can bereferenced.
+
+
+
+ glCreateShader — Creates a shader object
+
+
+ Specifies the type of shader to be created.Must be one of GL_COMPUTE_SHADER, GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER,or GL_FRAGMENT_SHADER.
+
+
+ glCreateShader creates an emptyshader object and returns a non-zero value by which it can bereferenced.
+
+
+
+
+ glDeleteProgram — Deletes a program object
+
+
+ Specifies the program object to bedeleted.
+
+
+
+
+ glDeleteShader — Deletes a shader object
+
+
+ Specifies the shader object to be deleted.
+
+
+
+
+ glDetachShader — Detaches a shader object from a program object to which it is attached
+
+
+ Specifies the program object from which todetach the shader object.
+
+
+ Specifies the shader object to bedetached.
+
+
+
+
+ glDisableVertexAttribArray — disable a generic vertex attributearray
+
+
+ Specifies the index of the generic vertex attribute to be disabled.
+
+
+
+
+ glEnableVertexAttribArray — Enable a generic vertex attributearray
+
+
+ Specifies the index of the generic vertex attribute to be enabled
+
+
+
+
+ glGetActiveAttrib — Returns information about an active attribute variable for the specified program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the index of the attribute variableto be queried.
+
+
+ Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+
+
+ Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+
+
+ Returns the size of the attributevariable.
+
+
+ Returns the data type of the attributevariable.
+
+
+ Returns a null terminated string containingthe name of the attribute variable.
+
+
+
+
+ glGetActiveUniform — Returns information about an active uniform variable for the specified program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the index of the uniform variable tobe queried.
+
+
+ Specifies the maximum number of charactersOpenGL is allowed to write in the character bufferindicated by name.
+
+
+ Returns the number of characters actuallywritten by OpenGL in the string indicated by name (excluding the nullterminator) if a value other than NULL is passed.
+
+
+ Returns the size of the uniformvariable
+
+
+ Returns the data type of the uniformvariable.
+
+
+ Returns a null terminated string containingthe name of the uniform variable.
+
+
+
+
+ glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the size of the array for storingthe returned object names.
+
+
+ Returns the number of names actually returnedin shaders.
+
+
+ Specifies an array that is used to return thenames of attached shader objects.
+
+
+
+
+ glGetAttribLocation — Returns the location of an attribute variable
+
+
+ Specifies the program object to bequeried
+
+
+ Points to a null terminated string containingthe name of the attribute variable whose location isto be queried.
+
+
+ glGetAttribLocation queries thepreviously linked program object specified by program for the attribute variablespecified by name and returns the index of the generic vertex attribute that is bound to that attributevariable.
+
+
+
+
+ glGetProgramiv — Returns a parameter from a program object
+
+
+ Specifies the program object to bequeried.
+
+
+ Specifies the object parameter. Acceptedsymbolic names are GL_DELETE_STATUS, GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS,
+ GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_BLOCKS, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_COMPUTE_WORK_GROUP_SIZE ,
+ GL_PROGRAM_BINARY_LENGTH, GL_TRANSFORM_FEEDBACK_BUFFER_MODE, GL_TRANSFORM_FEEDBACK_VARYINGS, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, GL_GEOMETRY_VERTICES_OUT, GL_GEOMETRY_INPUT_TYPE, and GL_GEOMETRY_OUTPUT_TYPE.
+
+
+ Returns the requested object parameter.
+
+
+
+
+ glGetProgramInfoLog — Returns the information log for a program object
+
+
+ Specifies the program object whose informationlog is to be queried.
+
+
+ Specifies the size of the character buffer forstoring the returned information log.
+
+
+ Returns the length of the string returned in infoLog (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the information log.
+
+
+
+
+ glGetShaderiv — Returns a parameter from a shader object
+
+
+ Specifies the shader object to bequeried.
+
+
+ Specifies the object parameter. Acceptedsymbolic names are GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.
+
+
+ Returns the requested object parameter.
+
+
+
+
+ glGetShaderInfoLog — Returns the information log for a shader object
+
+
+ Specifies the shader object whose informationlog is to be queried.
+
+
+ Specifies the size of the character buffer forstoring the returned information log.
+
+
+ Returns the length of the string returned in infoLog (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the information log.
+
+
+
+
+ glGetShaderSource — Returns the source code string from a shader object
+
+
+ Specifies the shader object to bequeried.
+
+
+ Specifies the size of the character buffer forstoring the returned source code string.
+
+
+ Returns the length of the string returned in source (excluding the nullterminator).
+
+
+ Specifies an array of characters that is usedto return the source code string.
+
+
+
+
+ glGetUniformLocation — Returns the location of a uniform variable
+
+
+ Specifies the program object to bequeried.
+
+
+ Points to a null terminated string containingthe name of the uniform variable whose location isto be queried.
+
+
+ glGetUniformLocation returns aninteger that represents the location of a specific uniformvariable within a program object.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttribPointerv — return the address of the specified generic vertex attribute pointer
+
+
+ Specifies the generic vertex attributeparameter to be returned.
+
+
+ Specifies the symbolic name of the genericvertex attribute parameter to be returned. Must be GL_VERTEX_ATTRIB_ARRAY_POINTER.
+
+
+ Returns the pointer value.
+
+
+
+
+ glIsProgram — Determines if a name corresponds to a program object
+
+
+ Specifies a potential program object.
+
+
+ glIsProgram returns GL_TRUE if programis the name of a program object previously created with glCreateProgramand not yet deleted with glDeleteProgram.
+
+
+
+
+ glIsShader — Determines if a name corresponds to a shader object
+
+
+ Specifies a potential shader object.
+
+
+ glIsShader returns GL_TRUE if shader is the name of a shader object previously created with glCreateShaderand not yet deleted with glDeleteShader.
+
+
+
+
+ glLinkProgram — Links a program object
+
+
+ Specifies the handle of the program object to be linked.
+
+
+
+
+ glShaderSource — Replaces the source code in a shader object
+
+
+ Specifies the handle of the shader objectwhose source code is to be replaced.
+
+
+ Specifies the number of elements in the string and lengtharrays.
+
+
+ Specifies an array of pointers to stringscontaining the source code to be loaded into theshader.
+
+
+ Specifies an array of string lengths.
+
+
+
+
+ glUseProgram — Installs a program object as part of current rendering state
+
+
+ Specifies the handle of the program objectwhose executables are to be used as part of currentrendering state.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ the number of return values.
+
+
+ For the vector and matrix commands, specifies a pointer to an array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glValidateProgram — Validates a program object
+
+
+ Specifies the handle of the program object tobe validated.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ For glVertexAttribPointer, specifies whether fixed-point data valuesshould be normalized (GL_TRUE)or converted directly as fixed-point values(GL_FALSE) when they areaccessed.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glColorMask, glColorMaski — enable and disable writing of frame buffer color components
+
+
+ For glColorMaski, specifies the index of thedraw buffer whose color mask to set.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+ Specify whether red, green, blue, and alpha are to be writteninto the frame buffer.The initial values are all GL_TRUE,indicating that the color components are written.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glEnable — enable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+
+
+ Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+
+
+
+
+ glDisnable — disable server-side GL capabilities
+
+
+ Specifies a symbolic constant indicating a GL capability.Some of the GL's capabilities :GL_BLEND ,GL_CLIP_DISTANCE i ,GL_COLOR_LOGIC_OP,GL_CULL_FACE,GL_DEBUG_OUTPUT,GL_DEBUG_OUTPUT_SYNCHRONOUS,
+ GL_DEPTH_CLAMP,GL_DEPTH_TEST,GL_DITHER ,GL_FRAMEBUFFER_SRGB ,GL_LINE_SMOOTH,GL_MULTISAMPLE,GL_POLYGON_OFFSET_FILL ,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT,
+ GL_POLYGON_SMOOTH,GL_PRIMITIVE_RESTART,GL_PRIMITIVE_RESTART_FIXED_INDEX,GL_RASTERIZER_DISCARD,GL_SAMPLE_ALPHA_TO_COVERAGE,GL_SAMPLE_ALPHA_TO_ONE,GL_SAMPLE_COVERAGE,
+ GL_SAMPLE_SHADING ,GL_SAMPLE_MASK,GL_SCISSOR_TEST,GL_STENCIL_TEST,GL_TEXTURE_CUBE_MAP_SEAMLESS,GL_PROGRAM_POINT_SIZE.
+
+
+ Specifies the index of the switch to disable (for glEnablei and glDisablei only).
+
+
+
+
+ glIsEnabled, glIsEnabledi — test whether a capability is enabled
+
+
+ Specifies a symbolic constant indicating a GL capability.
+
+
+ Specifies the index of the capability.
+
+
+ glIsEnabled returns GL_TRUE if cap is an enabled capabilityand returns GL_FALSE otherwise.
+
+
+
+
+ glBeginTransformFeedback — start transform feedback operation
+
+
+ Specify the output type of the primitives that will be recorded into thebuffer objects that are bound for transform feedback.
+
+
+
+
+ glEndTransformFeedback — end transform feedback operation
+
+
+
+
+ glBindBufferRange — bind a range within a buffer object to an indexed buffer target
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER,or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the binding point within the array specified by target.
+
+
+ The name of a buffer object to bind to the specified binding point.
+
+
+ The starting offset in basic machine units into the buffer object buffer.
+
+
+ The amount of data in machine units that can be read from the buffer object while used as an indexed target.
+
+
+
+
+ glBindBufferBase — bind a buffer object to an indexed buffer target
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the binding point within the array specified by target.
+
+
+ The name of a buffer object to bind to the specified binding point.
+
+
+
+
+ glTransformFeedbackVaryings — specify values to record in transform feedback buffers
+
+
+ The name of the target program object.
+
+
+ The number of varying variables used for transform feedback.
+
+
+ An array of count zero-terminated strings specifying thenames of the varying variables to use for transform feedback.
+
+
+ Identifies the mode used to capture the varying variables when transform feedback is active. bufferMode must be GL_INTERLEAVED_ATTRIBS or GL_SEPARATE_ATTRIBS.
+
+
+
+
+ glGetTransformFeedbackVarying — retrieve information about varying variables selected for transform feedback
+
+
+ The name of the target program object.
+
+
+ The index of the varying variable whose information to retrieve.
+
+
+ The maximum number of characters, including the null terminator, that may be written into name.
+
+
+ The address of a variable which will receive the number of characters written into name,excluding the null-terminator. If length is NULL no length is returned.
+
+
+ The address of a variable that will receive the size of the varying.
+
+
+ The address of a variable that will recieve the type of the varying.
+
+
+ The address of a buffer into which will be written the name of the varying.
+
+
+
+
+ glClampColor — specify whether data read via glReadPixels should be clamped
+
+
+ Target for color clamping. target must be GL_CLAMP_READ_COLOR.
+
+
+ Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE.
+
+
+
+
+ glBeginConditionalRender — start conditional rendering
+
+
+ Specifies the name of an occlusion query object whose results are used to determine if the rendering commands are discarded.
+
+
+ Specifies how glBeginConditionalRender interprets the results of the occlusion query.
+
+
+
+
+ glEndConditionalRender — end conditional rendering
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer
+ and glVertexAttribIPointer. Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable.
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glBindFragDataLocation — bind a user-defined varying out variable to a fragment shader color number
+
+
+ The name of the program containing varying out variable whose binding to modify
+
+
+ The color number to bind the user-defined varying out variable to
+
+
+ The name of the user-defined varying out variable whose binding to modify
+
+
+
+
+ glGetFragDataLocation — query the bindings of color numbers to user-defined varying out variables
+
+
+ The name of the program containing varying out variable whose binding to query
+
+
+ The name of the user-defined varying out variable whose binding to query
+
+
+ glGetFragDataLocation retrieves the assigned color number binding for the user-defined varying out variable name for program program.
+ If nameis not the name of an active user-defined varying out fragment shader variable within program, -1 willbe returned.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the target to which the texture is bound for glTexParameter functions. Must be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL,
+ GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the target to which the texture is bound for glGetTexParameterfv, glGetTexParameteriv, glGetTexParameterIiv, and glGetTexParameterIuiv functions.
+ GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE, and GL_TEXTURE_CUBE_MAP_ARRAY are accepted.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR,
+ GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A,
+ GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ The value to clear the depth buffer to.
+
+
+ The value to clear the stencil buffer to.
+
+
+
+
+ glGetStringi returns a pointer to a static stringindexed by index. name can be one of the following:
+
+
+ Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, or GL_SHADING_LANGUAGE_VERSION.Additionally, glGetStringi accepts the GL_EXTENSIONS token.
+
+
+ For glGetStringi, specifies the index of the string to return.
+
+
+ glGetString returns a pointer to a static stringdescribing some aspect of the current GL
+
+
+
+
+ glIsRenderbuffer — determine if a name corresponds to a renderbuffer object
+
+
+ Specifies a value that may be the name of a renderbuffer object
+
+
+ glIsRenderbuffer returns GL_TRUE if renderbuffer is currently the name of a renderbufferobject. If renderbuffer is zero, or if renderbuffer is not the name of a renderbuffer object, or if an erroroccurs, glIsRenderbuffer returns GL_FALSE.
+
+
+
+
+ glBindRenderbuffer — bind a renderbuffer to a renderbuffer target
+
+
+ Specifies the renderbuffer target of the binding operation. target must be GL_RENDERBUFFER.
+
+
+ Specifies the name of the renderbuffer object to bind.
+
+
+
+
+ glDeleteRenderbuffers — delete renderbuffer objects
+
+
+ Specifies the number of renderbuffer objects to be deleted.
+
+
+ A pointer to an array containing n renderbuffer objects to be deleted.
+
+
+
+
+ glGenRenderbuffers — generate renderbuffer object names
+
+
+ Specifies the number of renderbuffer object names to generate.
+
+
+ Specifies an array in which the generated renderbuffer object names are stored.
+
+
+
+
+ glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+
+
+ Specifies a binding target of the allocation for glRenderbufferStorage function. Must be GL_RENDERBUFFER.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER ,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glIsFramebuffer — determine if a name corresponds to a framebuffer object
+
+
+ Specifies a value that may be the name of a framebuffer object.
+
+
+ glIsFramebuffer returns GL_TRUE if framebuffer is currently the name of a framebufferobject. If framebuffer is zero, or if framebuffer is not the name of a framebuffer object, or if an erroroccurs, glIsFramebuffer returns GL_FALSE.
+
+
+
+
+ glBindFramebuffer — bind a framebuffer to a framebuffer target
+
+
+ Specifies the framebuffer target of the binding operation.
+
+
+ Specifies the name of the framebuffer object to bind.
+
+
+
+
+ glDeleteFramebuffers — delete framebuffer objects
+
+
+ Specifies the number of framebuffer objects to be deleted.
+
+
+ A pointer to an array containing n framebuffer objects to be deleted.
+
+
+
+
+ glGenFramebuffers — generate framebuffer object names
+
+
+ Specifies the number of framebuffer object names to generate.
+
+
+ Specifies an array in which the generated framebuffer object names are stored.
+
+
+
+
+ glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+
+
+ Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+
+
+ The return value is GL_FRAMEBUFFER_COMPLETE if the specified framebuffer is complete.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ specifies the layer of a2-dimensional image within a 3-dimensional texture.
+
+
+
+
+ glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferRenderbuffer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+
+
+ Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+
+
+
+
+ glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+
+
+ Specifies the target to which the framebuffer object isbound for glGetFramebufferAttachmentParameteriv
+
+
+ Specifies the attachment of the framebuffer object toquery.
+
+
+ Specifies the parameter of attachment to query.
+
+
+ Returns the value of parameter pname for attachment.
+
+
+
+
+ glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+
+
+ Specifies the target to which the texture object isbound for glGenerateMipmap. Must beone of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP, or GL_TEXTURE_CUBE_MAP_ARRAY.
+
+
+
+
+ glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+
+
+ Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+
+
+
+
+ glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+
+
+ Specifies a binding target of the allocation for glRenderbufferStorageMultisample function. Mustbe GL_RENDERBUFFER.
+
+
+ Specifies the number of samples to be used for therenderbuffer object's storage.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferTextureLayer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ Specifies the layer of the texture object toattach.
+
+
+
+
+ glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+
+
+ Specifies the target to which the buffer object is boundfor glMapBufferRange, which must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER,
+ GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,
+
+
+ Specifies the starting offset within the buffer of therange to be mapped.
+
+
+ Specifies the length of the range to be mapped.
+
+
+ Specifies a combination of access flags indicating thedesired access to the mapped range.
+
+
+
+
+ glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+
+
+ Specifies the target to which the buffer object is boundfor glFlushMappedBufferRange, whichmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER ,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the start of the buffer subrange, in basic machine units.
+
+
+ Specifies the length of the buffer subrange, in basic machine units.
+
+
+
+
+ glBindVertexArray — bind a vertex array object
+
+
+ Specifies the name of the vertex array to bind.
+
+
+
+
+ glDeleteVertexArrays — delete vertex array objects
+
+
+ Specifies the number of vertex array objects to be deleted.
+
+
+ Specifies the address of an array containing the n names of the objects to be deleted.
+
+
+
+
+ glGenVertexArrays — generate vertex array object names
+
+
+ Specifies the number of vertex array object names to generate
+
+
+ Specifies an array in which the generated vertex array object names are stored.
+
+
+
+
+ glIsVertexArray — determine if a name corresponds to a vertex array object
+
+
+ Specifies a value that may be the name of a vertex array object.
+
+
+ glIsVertexArray returns GL_TRUE if array is currently the name of a vertex arrayobject. If array is zero, or if array is not the name of a vertex array object, or if an erroroccurs, glIsVertexArray returns GL_FALSE.
+
+
+
+
+ glDrawArraysInstanced — draw multiple instances of a range of elements
+
+
+ Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+
+
+ glDrawElementsInstanced — draw multiple instances of a set of elements
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+
+
+ glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+
+
+ Specifies the target to which the texture is bound for glTexBuffer. Must be GL_TEXTURE_BUFFER.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+
+
+ glPrimitiveRestartIndex — specify the primitive restart index
+
+
+ Specifies the value to be interpreted as the primitive restart index.
+
+
+
+
+ glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+
+
+ Specifies the target to which the source buffer objectis bound for glCopyBufferSubData
+
+
+ Specifies the target to which the destination bufferobject is bound for glCopyBufferSubData.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+
+
+ Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+
+
+
+
+ glGetUniformIndices — retrieve the index of a named uniform block
+
+
+ Specifies the name of a program containing uniforms whose indices to query.
+
+
+ Specifies the number of uniforms whose indices to query.
+
+
+ Specifies the address of an array of pointers to buffers containing the names of the queried uniforms.
+
+
+ Specifies the address of an array that will receive the indices of the uniforms.
+
+
+
+
+ glGetActiveUniformsiv — Returns information about several active uniform variables for the specified program object
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies both the number of elements in the array ofindices uniformIndices and the number ofparameters written to params uponsuccessful return.
+
+
+ Specifies the address of an array of uniformCount integers containing theindices of uniforms within program whoseparameter pname should be queried.
+
+
+ Specifies the property of each uniform in uniformIndices that should be writteninto the corresponding element of params.
+
+
+ Specifies the address of an array of uniformCount integers which are toreceive the value of pname for eachuniform in uniformIndices.
+
+
+
+
+ glGetActiveUniformName — query the name of an active uniform
+
+
+ Specifies the program containing the active uniform index uniformIndex.
+
+
+ Specifies the index of the active uniform whose name to query.
+
+
+ Specifies the size of the buffer, in units of GLchar, of the buffer whose address is specified in uniformName.
+
+
+ Specifies the address of a variable that will receive the number of characters that were or would have been written to the buffer addressed by uniformName.
+
+
+ Specifies the address of a buffer into which the GL will place the name of the active uniform at uniformIndex within program.
+
+
+
+
+ glGetUniformBlockIndex — retrieve the index of a named uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the address an array of characters to containing the name of the uniform block whose index to retrieve.
+
+
+ glGetUniformBlockIndex retrieves the index of a uniform block within program.
+
+
+
+
+ glGetActiveUniformBlock — query information about an active uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the index of the uniform block within program.
+
+
+ Specifies the name of the parameter to query.
+
+
+ Specifies the address of a variable to receive the result of the query.
+
+
+
+
+ glGetActiveUniformBlockName — retrieve the name of an active uniform block
+
+
+ Specifies the name of a program containing the uniform block.
+
+
+ Specifies the index of the uniform block within program.
+
+
+ Specifies the size of the buffer addressed by uniformBlockName.
+
+
+ Specifies the address of a variable to receive the number of characters that were written to uniformBlockName.
+
+
+ Specifies the address an array of characters to receive the name of the uniform block at uniformBlockIndex.
+
+
+
+
+ glUniformBlockBinding — assign a binding point to an active uniform block
+
+
+ The name of a program object containing the active uniform block whose binding to assign.
+
+
+ The index of the active uniform block within program whose binding to assign.
+
+
+ Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.
+
+
+
+
+ glDrawElementsBaseVertex — render primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glDrawRangeElementsBaseVertex — render primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the minimum array index contained in indices.
+
+
+ Specifies the maximum array index contained in indices.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glDrawElementsInstancedBaseVertex — render multiple instances of a set of primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the indexed geometry that should be drawn.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+
+
+ glMultiDrawElementsBaseVertex — render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Points to an array of the elements counts.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the size of the count, indices and basevertex arrays.
+
+
+ Specifies a pointer to the location where the base vertices are stored.
+
+
+
+
+ glProvokingVertex — specifiy the vertex to be used as the source of data for flat shaded varyings
+
+
+ Specifies the vertex to be used as the source of data for flat shaded varyings.
+
+
+
+
+ glFenceSync — create a new sync object and insert it into the GL command stream
+
+
+ Specifies the condition that must be met to set the sync object's state to signaled. conditionmust be GL_SYNC_GPU_COMMANDS_COMPLETE.
+
+
+ Specifies a bitwise combination of flags controlling the behavior of the sync object. No flags are presently definedfor this operation and flags must be zero.
+
+
+ glFenceSync creates a new fence sync object, inserts a fence command into the GL command stream andassociates it with that sync object, and returns a non-zero name corresponding to the sync object.
+
+
+
+
+ glIsSync — determine if a name corresponds to a sync object
+
+
+ Specifies a value that may be the name of a sync object.
+
+
+ glIsSync returns GL_TRUE if sync is currently the name of a sync object.If sync is not the name of a sync object, or if an error occurs, glIsSync returns GL_FALSE. Note that zero is not the name of a sync object
+
+
+
+
+ glDeleteSync — delete a sync object
+
+
+ The sync object to be deleted
+
+
+
+
+ glClientWaitSync — block and wait for a sync object to become signaled
+
+
+ The sync object whose status to wait on.
+
+
+ A bitfield controlling the command flushing behavior. flags may be GL_SYNC_FLUSH_COMMANDS_BIT.
+
+
+ The timeout, specified in nanoseconds, for which the implementation should wait for sync to become signaled.
+
+
+ The return value is one of four status values:
+ GL_ALREADY_SIGNALED,GL_TIMEOUT_EXPIRED,GL_CONDITION_SATISFIED,GL_WAIT_FAILED
+
+
+
+
+ glWaitSync — instruct the GL server to block until the specified sync object becomes signaled
+
+
+ Specifies the sync object whose status to wait on.
+
+
+ A bitfield controlling the command flushing behavior. flags may be zero.
+
+
+ Specifies the timeout that the server should wait before continuing. timeout must be GL_TIMEOUT_IGNORED.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor non-indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGetSynciv — query the properties of a sync object
+
+
+ Specifies the sync object whose properties to query.
+
+
+ Specifies the parameter whose value to retrieve from the sync object specified in sync.
+
+
+ Specifies the size of the buffer whose address is given in values.
+
+
+ Specifies the address of an variable to receive the number of integers placed in values.
+
+
+ Specifies the address of an array to receive the values of the queried parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the target to which the buffer object is boundfor glGetBufferParameteriv and glGetBufferParameteri64v. Must beone of the buffer binding targets in the followingtable:
+ GL_ARRAY_BUFFER ,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the name of the buffer object parameter to query.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor all commands except glNamedFramebufferTexture.
+
+
+ Specifies the attachment point of the framebuffer
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glTexImage2DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+
+
+ Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+
+
+ The number of samples in the multisample texture's image.
+
+
+ The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+
+
+ The width of the multisample texture's image, in texels.
+
+
+ The height of the multisample texture's image, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexImage3DMultisample — establish the data storage, format, dimensions, and number of samples of a multisample texture's image
+
+
+ Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ The number of samples in the multisample texture's image.
+
+
+ The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.
+
+
+ The width of the multisample texture's image, in texels.
+
+
+ The height of the multisample texture's image, in texels.
+
+
+ The depth of the multisample texture's image, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glGetMultisamplefv — retrieve the location of a sample
+
+
+ Specifies the sample parameter name. pname must be GL_SAMPLE_POSITION.
+
+
+ Specifies the index of the sample whose position to query.
+
+
+ Specifies the address of an array to receive the position of the sample.
+
+
+
+
+ glSampleMaski — set the value of a sub-word of the sample mask
+
+
+ Specifies which 32-bit sub-word of the sample mask to update
+
+
+ Specifies the new value of the mask sub-word.
+
+
+
+
+ glBindFragDataLocationIndexed — bind a user-defined varying out variable to a fragment shader color number and index
+
+
+ The name of the program containing varying out variable whose binding to modify
+
+
+ The color number to bind the user-defined varying out variable to
+
+
+ The index of the color input to bind the user-defined varying out variable to
+
+
+ The name of the user-defined varying out variable whose binding to modify
+
+
+
+
+ glGetFragDataIndex — query the bindings of color indices to user-defined varying out variables
+
+
+ The name of the program containing varying out variable whose binding to query
+
+
+ The name of the user-defined varying out variable whose index to query
+
+
+ glGetFragDataIndex returns the index of the fragment color to which the variable namewas bound when the program object program was last linked. If name is not a varying outvariable of program, or if an error occurs, -1 will be returned.
+
+
+
+
+ glGenSamplers — generate sampler object names
+
+
+ Specifies the number of sampler object names to generate
+
+
+ Specifies an array in which the generated sampler object names are stored.
+
+
+
+
+ glDeleteSamplers — delete named sampler objects
+
+
+ Specifies the number of sampler objects to be deleted.
+
+
+ Specifies an array of sampler objects to be deleted.
+
+
+
+
+ glIsSampler — determine if a name corresponds to a sampler object
+
+
+ Specifies a value that may be the name of a sampler object.
+
+
+ glIsSampler returns GL_TRUE if id is currently the name of a sampler object.If id is zero, or is a non-zero value that is not currently thename of a sampler object, or if an error occurs, glIsSampler returns GL_FALSE
+
+
+
+
+ glBindSampler — bind a named sampler to a texturing target
+
+
+ Specifies the index of the texture unit to which the sampler is bound.
+
+
+ Specifies the name of a sampler.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glSamplerParameter — set sampler parameters
+
+
+ Specifies the sampler object whose parameter to modify.
+
+
+ Specifies the symbolic name of a sampler parameter. pname can be one of thefollowing: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS GL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.
+
+
+ For the vector commands(glSamplerParameter*v), specifies apointer to an array where the value or values of pname are stored
+
+
+
+
+ glQueryCounter — record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.
+
+
+ Specify the name of a query object into which to record the GL time.
+
+
+ Specify the counter to query. target must be GL_TIMESTAMP.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+
+
+
+
+ glGetQueryObject — return parameters of a query object
+
+
+ Specifies the name of a query object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ If a buffer is bound to the GL_QUERY_RESULT_BUFFER target, then paramsis treated as an offset to a location within that buffer's data store to receive the result of the query.
+ Ifno buffer is bound to GL_QUERY_RESULT_BUFFER, then params istreated as an address in client memory of a variable to receive the resulting data.
+
+
+
+
+ glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+
+
+ Specify the index of the generic vertex attribute.
+
+
+ Specify the number of instances that will pass between updates of the generic attribute at slot index.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the packed commands, specifies the new packed value tobe used for the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the packed commands(glVertexAttribP*), specified the typeof packing used on the data. This parameter must be GL_INT_2_10_10_10_REV or
+ GL_UNSIGNED_INT_2_10_10_10_REV, tospecify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV tospecify floating point data.
+
+
+ For the packed commands, if GL_TRUE,then the values are to be converted to floating point valuesby normalizing. Otherwise, they are converted directly tofloating-point values.
+ If typeindicates a floating-pont format, then normalized value must be GL_FALSE.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glMinSampleShading — specifies minimum rate at which sample shaing takes place
+
+
+ Specifies the rate at which samples are shaded within each covered pixel.
+
+
+
+
+ glBlendEquation — specify the equation used for both the RGB blend equation and the Alpha blend equation
+
+
+ for glBlendEquationi, specifies the index of the draw bufferfor which to set the blend equation.
+
+
+ specifies how source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glBlendEquationSeparate — set the RGB blend equation and the alpha blend equation separately
+
+
+ for glBlendEquationSeparatei, specifies the index of the draw buffer for whichto set the blend equations.
+
+
+ specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+ specifies the alpha blend equation, how the alpha component of the source and destination colors are combined.It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.
+
+
+
+
+ glBlendFunc — specify pixel arithmetic
+
+
+ For glBlendFunci, specifies the index of the drawbuffer for which to set the blend function.
+
+
+ Specifies how the red, green, blue,and alpha source blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, blue,and alpha destination blending factors are computed.The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
+ GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR,
+ GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA.The initial value is GL_ZERO.
+
+
+
+
+ glBlendFuncSeparate — specify pixel arithmetic for RGB and alpha components separately
+
+
+ For glBlendFuncSeparatei, specifies the index of the drawbuffer for which to set the blend functions.
+
+
+ Specifies how the red, green, and blue blending factors are computed.The initial value is GL_ONE.
+
+
+ Specifies how the red, green, and blue destination blending factors arecomputed.The initial value is GL_ZERO.
+
+
+ Specified how the alpha source blending factor is computed.The initial value is GL_ONE
+
+
+ Specified how the alpha destination blending factor is computed.The initial value is GL_ZERO
+
+
+
+
+ glDrawArraysIndirect — render primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the address of a structure containing the draw parameters.
+
+
+
+
+ glDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+
+
+ Specifies the address of a structure containing the draw parameters.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector (glUniform*v) commands,specifies the number of elements that are to be modified.This should be 1 if the targeted uniform variable is not anarray, and 1 or more if it is an array.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glUniform — Specify the value of a uniform variable for the current program object
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix (glUniformMatrix*)commands, specifies the number of matrices that are to bemodified. This should be 1 if the targeted uniform variableis not an array of matrices, and 1 or more if it is an arrayof matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the vector and matrix commands, specifies a pointer toan array of count values that will beused to update the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetSubroutineUniformLocation — retrieve the location of a subroutine uniform of a given shader stage within a program
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the name of the subroutine uniform whose index to query.
+
+
+ glGetSubroutineUniformLocation returns the location of the subroutine uniform variable name in the shader stage of type shadertype attached to program, with behavior otherwise identical to glGetUniformLocation.
+
+
+
+
+ glGetSubroutineIndex — retrieve the index of a subroutine uniform of a given shader stage within a program
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the name of the subroutine uniform whose index to query.
+
+
+ glGetSubroutineIndex returns the index of a subroutine uniform within a shader stage attached to a program object.
+
+
+
+
+ glGetActiveSubroutineUniform — query a property of an active shader subroutine uniform
+
+
+ Specifies the name of the program containing the subroutine.
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the parameter of the shader subroutine uniform to query. pnamemust be GL_NUM_COMPATIBLE_SUBROUTINES, GL_COMPATIBLE_SUBROUTINES, GL_UNIFORM_SIZE or GL_UNIFORM_NAME_LENGTH.
+
+
+ Specifies the address of a into which the queried value or values will be placed.
+
+
+
+
+ glGetActiveSubroutineUniformName — query the name of an active shader subroutine uniform
+
+
+ Specifies the name of the program containing the subroutine
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the size of the buffer whose address is given in name.
+
+
+ Specifies the address of a variable into which is written the number of characters copied into name.
+
+
+ Specifies the address of a buffer that will receive the name of the specified shader subroutine uniform.
+
+
+
+
+ glGetActiveSubroutineName — query the name of an active shader subroutine
+
+
+ Specifies the name of the program containing the subroutine.
+
+
+ Specifies the shader stage from which to query the subroutine name.
+
+
+ Specifies the index of the shader subroutine uniform.
+
+
+ Specifies the size of the buffer whose address is given in name.
+
+
+ Specifies the address of a variable which is to receive the length of the shader subroutine uniform name.
+
+
+ Specifies the address of an array into which the name of the shader subroutine uniform will be written
+
+
+
+
+ glUniformSubroutines — load active subroutine uniforms
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the number of uniform indices stored in indices.
+
+
+ Specifies the address of an array holding the indices to load into the shader subroutine variables.
+
+
+
+
+ glGetUniformSubroutine — retrieve the value of a subroutine uniform of a given shader stage of the current program
+
+
+ Specifies the shader stage from which to query for subroutine uniform index. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the location of the subroutine uniform.
+
+
+ Specifies the address of a variable to receive the value or values of the subroutine uniform.
+
+
+
+
+ glGetProgramStage — retrieve properties of a program object corresponding to a specified shader stage
+
+
+ Specifies the name of the program containing shader stage.
+
+
+ Specifies the shader stage from which to query for the subroutine parameter. shadertypemust be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the parameter of the shader to query. pnamemust be GL_ACTIVE_SUBROUTINE_UNIFORMS, GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, GL_ACTIVE_SUBROUTINES, GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH,or GL_ACTIVE_SUBROUTINE_MAX_LENGTH.
+
+
+ Specifies the address of a variable into which the queried value or values will be placed.
+
+
+
+
+ glPatchParameter — specifies the parameters for patch primitives
+
+
+ Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+
+
+ Specifies the new value for the parameter given by pname
+
+
+
+
+ glPatchParameter — specifies the parameters for patch primitives
+
+
+ Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.
+
+
+ Specifies the address of an array containing the new values for the parameter given by pname.
+
+
+
+
+ glBindTransformFeedback — bind a transform feedback object
+
+
+ Specifies the target to which to bind the transform feedback object id. targetmust be GL_TRANSFORM_FEEDBACK.
+
+
+ Specifies the name of a transform feedback object reserved by glGenTransformFeedbacks.
+
+
+
+
+ glDeleteTransformFeedbacks — delete transform feedback objects
+
+
+ Specifies the number of transform feedback objects to delete.
+
+
+ Specifies an array of names of transform feedback objects to delete
+
+
+
+
+ glGenTransformFeedbacks — reserve transform feedback object names
+
+
+ Specifies the number of transform feedback object names to reserve.
+
+
+ Specifies an array of into which the reserved names will be written.
+
+
+
+
+ glIsTransformFeedback — determine if a name corresponds to a transform feedback object
+
+
+ Specifies a value that may be the name of a transform feedback object.
+
+
+ glIsTransformFeedback returns GL_TRUE if id is currently the name of a transform feedbackobject. If id is zero, or if id is not the name of a transform feedback object, or if an erroroccurs, glIsTransformFeedback returns GL_FALSE.
+
+
+
+
+ glPauseTransformFeedback — pause transform feedback operations
+
+
+
+
+ glResumeTransformFeedback — resume transform feedback operations
+
+
+
+
+ glDrawTransformFeedback — render primitives using a count derived from a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+
+
+ glDrawTransformFeedbackStream — render primitives using a count derived from a specifed stream of a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+
+
+
+
+ glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+
+
+ Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the index of the query target upon which to begin the query.
+
+
+ Specifies the name of a query object.
+
+
+
+
+ glBeginQueryIndexed, glEndQueryIndexed — delimit the boundaries of a query object on an indexed target
+
+
+ Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed.
+ symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.
+
+
+ Specifies the index of the query target upon which to begin the query.
+
+
+
+
+ glGetQueryIndexediv — return parameters of an indexed query object target
+
+
+ Specifies a query object target.Must be GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_TIME_ELAPSED, or GL_TIMESTAMP.
+
+
+ Specifies the index of the query object target.
+
+
+ Specifies the symbolic name of a query object target parameter.Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.
+
+
+ Returns the requested data.
+
+
+
+
+ glReleaseShaderCompiler — release resources consumed by the implementation's shader compiler
+
+
+
+
+ glShaderBinary — load pre-compiled shader binaries
+
+
+ Specifies the number of shader object handles contained in shaders.
+
+
+ Specifies the address of an array of shader handles into which to load pre-compiled shader binaries.
+
+
+ Specifies the format of the shader binaries contained in binary.
+
+
+ Specifies the address of an array of bytes containing pre-compiled binary shader code.
+
+
+ Specifies the length of the array whose address is given in binary.
+
+
+
+
+ glGetShaderPrecisionFormat — retrieve the range and precision for numeric formats supported by the shader compiler
+
+
+ Specifies the type of shader whose precision to query. shaderTypemust be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
+
+
+ Specifies the numeric format whose precision and range to query.
+
+
+ Specifies the address of array of two integers into which encodings of the implementation'snumeric range are returned.
+
+
+ Specifies the address of an integer into which the numeric precision of the implementationis written.
+
+
+
+
+ glDepthRange — specify mapping of depth values from normalized device coordinates to window coordinates
+
+
+ Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+
+
+
+
+ glClearDepth — specify the clear value for the depth buffer
+
+
+ Specifies the depth value used when the depth buffer is cleared. Theinitial value is 1.
+
+
+
+
+ glGetProgramBinary — return a binary representation of a program object's compiled and linked executable source
+
+
+ Specifies the name of a program object whose binary representation to retrieve.
+
+
+ Specifies the size of the buffer whose address is given by binary.
+
+
+ Specifies the address of a variable to receive the number of bytes written into binary.
+
+
+ Specifies the address of a variable to receive a token indicating the format of the binary data returned by the GL.
+
+
+ Specifies the address an array into which the GL will return program's binary representation.
+
+
+
+
+ glProgramBinary — load a program object with a program binary
+
+
+ Specifies the name of a program object into which to load a program binary.
+
+
+ Specifies the format of the binary data in binary.
+
+
+ Specifies the address an array containing the binary to be loaded into program.
+
+
+ Specifies the number of bytes contained in binary.
+
+
+
+
+ glProgramParameter — specify a parameter for a program object
+
+
+ Specifies the name of a program object whose parameter to modify.
+
+
+ Specifies the name of the parameter to modify.
+
+
+ Specifies the new value of the parameter specified by pname for program.
+
+
+
+
+ glUseProgramStages — bind stages of a program object to a program pipeline
+
+
+ Specifies the program pipeline object to which to bind stages from program.
+
+
+ Specifies a set of program stages to bind to the program pipeline object.
+
+
+ Specifies the program object containing the shader executables to use in pipeline.
+
+
+
+
+ glActiveShaderProgram — set the active program object for a program pipeline object
+
+
+ Specifies the program pipeline object to set the active program object for.
+
+
+ Specifies the program object to set as the active program pipeline object pipeline.
+
+
+
+
+ glCreateShaderProgramv — create a stand-alone program from an array of null-terminated source code strings
+
+
+ Specifies the type of shader to create.
+
+
+ Specifies the number of source code strings in the array strings.
+
+
+ Specifies the address of an array of pointers to source code strings from which to create the program object.
+
+
+ glCreateShaderProgram creates a program object containing compiled and linkedshaders for a single stage specified by type.
+
+
+
+
+ glBindProgramPipeline — bind a program pipeline to the current context
+
+
+ Specifies the name of the pipeline object to bind to the context.
+
+
+
+
+ glDeleteProgramPipelines — delete program pipeline objects
+
+
+ Specifies the number of program pipeline objects to delete
+
+
+ Specifies an array of names of program pipeline objects to delete.
+
+
+
+
+ glGenProgramPipelines — reserve program pipeline object names
+
+
+ Specifies the number of program pipeline object names to reserve.
+
+
+ Specifies an array of into which the reserved names will be written.
+
+
+
+
+ glIsProgramPipeline — determine if a name corresponds to a program pipeline object
+
+
+ Specifies a value that may be the name of a program pipeline object.
+
+
+ glIsProgramPipeline returns GL_TRUE if pipeline is currently the name of a program pipeline object..If pipeline is zero, or if pipeline is not thename of a program pipeline object, or if an error occurs, glIsProgramPipelinereturns GL_FALSE.
+
+
+
+
+ glGetProgramPipeline — retrieve properties of a program pipeline object
+
+
+ Specifies the name of a program pipeline object whose parameter retrieve.
+
+
+ Specifies the name of the parameter to retrieve.
+
+
+ Specifies the address of a variable into which will be written the value or valuesof pname for pipeline.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the vector commands(glProgramUniform*v), specifies thenumber of elements that are to be modified. This should be 1if the targeted uniform variable is not an array, and 1 ormore if it is an array.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glProgramUniform — Specify the value of a uniform variable for a specified program object
+
+
+ Specifies the handle of the program containing the uniformvariable to be modified.
+
+
+ Specifies the location of the uniform variableto be modified.
+
+
+ For the matrix commands(glProgramUniformMatrix*), specifiesthe number of matrices that are to be modified. This shouldbe 1 if the targeted uniform variable is not an array ofmatrices, and 1 or more if it is an array of matrices.
+
+
+ For the matrix commands, specifies whether to transpose thematrix as the values are loaded into the uniform variable.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified uniform variable.
+
+
+
+
+ glValidateProgramPipeline — validate a program pipeline object against current GL state
+
+
+ Specifies the name of a program pipeline object to validate.
+
+
+
+
+ glGetProgramPipelineInfoLog — retrieve the info log string from a program pipeline object
+
+
+ Specifies the name of a program pipeline object from which to retrieve the info log.
+
+
+ Specifies the maximum number of characters, including the null terminator, that may be written into infoLog.
+
+
+ Specifies the address of a variable into which will be written the number of characters written into infoLog.
+
+
+ Specifies the address of an array of characters into which will be written the info log for pipeline.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+ For the scalar commands, specifies the new values to be usedfor the specified vertex attribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttrib — Specifies the value of a generic vertex attribute
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ For the vector commands(glVertexAttrib*v), specifies a pointerto an array of values to be used for the generic vertexattribute.
+
+
+
+
+ glVertexAttribPointer — define an array of generic vertex attribute data
+
+
+ Specifies the index of the generic vertexattribute to be modified.
+
+
+ Specifies the number of components pergeneric vertex attribute. Mustbe 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRAis accepted by glVertexAttribPointer. The initial value is 4.
+
+
+ Specifies the data type of each component inthe array. The symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, and GL_UNSIGNED_INT are accepted by glVertexAttribPointer and glVertexAttribIPointer.
+ Additionally GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV and GL_UNSIGNED_INT_10F_11F_11F_REV are accepted by glVertexAttribPointer.
+ GL_DOUBLE is also accepted by glVertexAttribLPointer and isthe only token accepted by the type parameter for that function.The initial value is GL_FLOAT.
+
+
+ Specifies the byte offset between consecutivegeneric vertex attributes. If strideis 0, the generic vertex attributes areunderstood to be tightly packed in thearray. The initial value is 0.
+
+
+ Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of thebuffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0.
+
+
+
+
+ glGetVertexAttrib — Return a generic vertex attribute parameter
+
+
+ Specifies the generic vertex attributeparameter to be queried.
+
+
+ Specifies the symbolic name of the vertexattribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE,
+ GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.
+
+
+ Returns the requested data.
+
+
+
+
+ glViewportArray — set multiple viewports
+
+
+ Specify the first viewport to set.
+
+
+ Specify the number of viewports to set.
+
+
+ Specify the address of an array containing the viewport parameters.
+
+
+
+
+ glViewportIndexed — set a specified viewport
+
+
+ Specify the first viewport to set.
+
+
+ For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ For glViewportIndexedf, specifies the lower left corner ofthe viewport rectangle, in pixels. The initial value is (0,0).
+
+
+ For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+
+
+ For glViewportIndexedf, specifies the width and heightof the viewport.When a GL context is first attached to a window, width and height are set to the dimensions of thatwindow.
+
+
+
+
+ glViewportIndexed — set a specified viewport
+
+
+ Specify the first viewport to set.
+
+
+ For glViewportIndexedfv, specifies the address of an array containing the viewport parameters.
+
+
+
+
+ glScissorArray — define the scissor box for multiple viewports
+
+
+ Specifies the index of the first viewport whose scissor box to modify.
+
+
+ Specifies the number of scissor boxes to modify.
+
+
+ Specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+
+
+
+
+ glScissorIndexed — define the scissor box for a specific viewport
+
+
+ Specifies the index of the viewport whose scissor box to modify.
+
+
+ Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+
+
+ Specify the coordinate of the bottom left corner of the scissor box, in pixels.
+
+
+ Specify ths dimensions of the scissor box, in pixels.
+
+
+ Specify ths dimensions of the scissor box, in pixels.
+
+
+
+
+ glScissorIndexed — define the scissor box for a specific viewport
+
+
+ Specifies the index of the viewport whose scissor box to modify.
+
+
+ For glScissorIndexedv, specifies the address of an array containing the left, bottom, width and height of eachscissor box, in that order.
+
+
+
+
+ glDepthRangeArray — specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports
+
+
+ Specifies the index of the first viewport whose depth range to update.
+
+
+ Specifies the number of viewports whose depth range to update.
+
+
+ Specifies the address of an array containing the near and far values for thedepth range of each modified viewport.
+
+
+
+
+ glDepthRangeIndexed — specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport
+
+
+ Specifies the index of the viewport whose depth range to update.
+
+
+ Specifies the mapping of the near clipping plane to window coordinates.The initial value is 0.
+
+
+ Specifies the mapping of the far clipping plane to window coordinates.The initial value is 1.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glGet — return the value or values of a selected parameter
+
+
+ Specifies the parameter value to be returnedfor indexed versions of glGet.The symbolic constants in the list below are accepted.
+
+
+ Specifies the index of the particular element being queried.
+
+
+ Returns the value or values of the specified parameter.
+
+
+
+
+ glDrawArraysInstancedBaseInstance — draw multiple instances of a range of elements with offset applied to instanced attributes
+
+
+ Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN,
+ GL_TRIANGLES GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the starting index in the enabled arrays.
+
+
+ Specifies the number of indices to be rendered.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glDrawElementsInstancedBaseInstance — draw multiple instances of a set of elements with offset applied to instanced attributes
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHESare accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the specified range of indices to be rendered.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glDrawElementsInstancedBaseVertexBaseInstance — render multiple instances of a set of primitives from array data with a per-element offset
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY,
+ GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
+
+
+ Specifies the number of elements to be rendered.
+
+
+ Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.
+
+
+ Specifies a pointer to the location where the indices are stored.
+
+
+ Specifies the number of instances of the indexed geometry that should be drawn.
+
+
+ Specifies a constant that should be added to each element of indiceswhen chosing elements from the enabled vertex arrays.
+
+
+ Specifies the base instance for use in fetching instanced vertex attributes.
+
+
+
+
+ glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+
+
+ Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specifies the internal format about which to retrieve information.
+
+
+ Specifies the type of information to query.
+
+
+ Specifies the maximum number of integers of the specified width that may be written to params by the function.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glGetActiveAtomicCounterBufferiv — retrieve information about the set of active atomic counter buffers for a program
+
+
+ The name of a program object from which to retrieve information.
+
+
+ Specifies index of an active atomic counter buffer.
+
+
+ Specifies which parameter of the atomic counter buffer to retrieve.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glBindImageTexture — bind a level of a texture to an image unit
+
+
+ Specifies the index of the image unit to which to bind the texture
+
+
+ Specifies the name of the texture to bind to the image unit.
+
+
+ Specifies the level of the texture that is to be bound.
+
+
+ Specifies whether a layered texture binding is to be established.
+
+
+ If layered is GL_FALSE, specifies the layer of texture to be bound to the image unit. Ignored otherwise.
+
+
+ Specifies a token indicating the type of access that will be performed on the image.
+
+
+ Specifies the format that the elements of the image will be treated as for the purposes of formatted stores.
+
+
+
+
+ glMemoryBarrier — defines a barrier ordering memory transactions
+
+
+ Specifies the barriers to insert. For glMemoryBarrier, must be abitwise combination of any of GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, GL_ELEMENT_ARRAY_BARRIER_BIT, GL_UNIFORM_BARRIER_BIT,
+ GL_TEXTURE_FETCH_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_PIXEL_BUFFER_BARRIER_BIT, GL_TEXTURE_UPDATE_BARRIER_BIT, GL_BUFFER_UPDATE_BARRIER_BIT,
+ GL_FRAMEBUFFER_BARRIER_BIT, GL_TRANSFORM_FEEDBACK_BARRIER_BIT, GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_SHADER_STORAGE_BARRIER_BIT.
+ For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT. GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT.
+ If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+
+
+
+
+ glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage1D. Must beone of GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+
+
+ glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage2D. Must beone of GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE,
+ GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+
+
+ glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage3D. Must beone of GL_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, GL_PROXY_TEXTURE_3D, GL_PROXY_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_CUBE_MAP_ARRAY.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in texels.
+
+
+
+
+ glDrawTransformFeedbackInstanced — render multiple instances of primitives using a count derived from a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the number of instances of the geometry to render.
+
+
+
+
+ glDrawTransformFeedbackStreamInstanced — render multiple instances of primitives using a count derived from a specifed stream of a transform feedback object
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the name of a transform feedback object from which to retrieve a primitive count.
+
+
+ Specifies the index of the transform feedback stream from which to retrieve a primitive count.
+
+
+ Specifies the number of instances of the geometry to render.
+
+
+
+
+ glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+
+
+ Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+
+
+ Specifies the target to which the buffer object is boundfor glClearBufferData, which mustmust be one of the buffer binding targets in thefollowing table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER ,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,GL_ELEMENT_ARRAY_BUFFER ,
+ GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The offset in basic machine units into the bufferobject's data store at which to start filling.
+
+
+ The size in basic machine units of the range of thedata store to fill.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+ >
+
+
+
+ glDispatchCompute — launch one or more compute work groups
+
+
+ The number of work groups to be launched in the X dimension.
+
+
+ The number of work groups to be launched in the Y dimension.
+
+
+ The number of work groups to be launched in the Z dimension.
+
+
+
+
+ glDispatchComputeIndirect — launch one or more compute work groups using parameters stored in a buffer
+
+
+ The offset into the buffer object currently bound to the GL_DISPATCH_INDIRECT_BUFFER buffer target atwhich the dispatch parameters are stored.
+
+
+
+
+ glCopyImageSubData — perform a raw data copy between two images
+
+
+ The name of a texture or renderbuffer object from which to copy.
+
+
+ The target representing the namespace of the source name srcName.
+
+
+ The mipmap level to read from the source.
+
+
+ The X coordinate of the left edge of the souce region to copy.
+
+
+ The Y coordinate of the top edge of the souce region to copy.
+
+
+ The Z coordinate of the near edge of the souce region to copy.
+
+
+ The name of a texture or renderbuffer object to which to copy.
+
+
+ The target representing the namespace of the destination name dstName.
+
+
+ The mipmap level to the dst.
+
+
+ The X coordinate of the left edge of the destination region.
+
+
+ The Y coordinate of the top edge of the destination region.
+
+
+ The Z coordinate of the near edge of the destination region
+
+
+ The width of the region to be copied.
+
+
+ The height of the region to be copied.
+
+
+ The depth of the region to be copied.
+
+
+
+
+ glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+
+
+ Specifies the target to which the framebuffer is boundfor glFramebufferParameteri.
+
+
+ Specifies the framebuffer parameter to be modified.
+
+
+ The new value for the parameter named pname.
+
+
+
+
+ glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+
+
+ Specifies the target to which the framebuffer object isbound for glGetFramebufferParameteriv.
+
+
+ Specifies the parameter of the framebuffer object toquery.
+
+
+ Returns the value of parameter pname for the framebuffer object.
+
+
+
+
+ glGetInternalformat — retrieve information about implementation-dependent support for internal formats
+
+
+ Indicates the usage of the internal format. target must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BUFFER, GL_RENDERBUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specifies the internal format about which to retrieve information.
+
+
+ Specifies the type of information to query.
+
+
+ Specifies the maximum number of integers of the specified width that may be written to params by the function.
+
+
+ Specifies the address of a variable into which to write the retrieved information.
+
+
+
+
+ glInvalidateTexSubImage — invalidate a region of a texture image
+
+
+ The name of a texture object a subregion of which to invalidate.
+
+
+ The level of detail of the texture object within which the region resides.
+
+
+ The X offset of the region to be invalidated.
+
+
+ The Y offset of the region to be invalidated
+
+
+ The Z offset of the region to be invalidated.
+
+
+ The width of the region to be invalidated.
+
+
+ The height of the region to be invalidated.
+
+
+ The depth of the region to be invalidated.
+
+
+
+
+ glInvalidateTexImage — invalidate the entirety a texture image
+
+
+ The name of a texture object to invalidate.
+
+
+ The level of detail of the texture object to invalidate.
+
+
+
+
+ glInvalidateBufferSubData — invalidate a region of a buffer object's data store
+
+
+ The name of a buffer object, a subrange of whose data store to invalidate.
+
+
+ The offset within the buffer's data store of the start of the range to be invalidated.
+
+
+ The length of the range within the buffer's data store to be invalidated.
+
+
+
+
+ glInvalidateBufferData — invalidate the content of a buffer object's data store
+
+
+ The name of a buffer object whose data store to invalidate.
+
+
+
+
+ glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+
+
+ Specifies the target to which the framebuffer object isattached for glInvalidateFramebuffer.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+
+
+ glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+
+
+ Specifies the target to which the framebuffer object isattached for glInvalidateSubFramebuffer.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+ Specifies the X offset of the region to be invalidated.
+
+
+ Specifies the Y offset of the region to be invalidated.
+
+
+ Specifies the width of the region to be invalidated.
+
+
+ Specifies the height of the region to be invalidated.
+
+
+
+
+ glMultiDrawArraysIndirect — render multiple sets of primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the address of an array of structures containing the draw parameters.
+
+
+ Specifies the the number of elements in the array of draw parameter structures.
+
+
+ Specifies the distance in basic machine units between elements of the draw parameter array.
+
+
+
+
+ glMultiDrawElementsIndirect — render indexed primitives from array data, taking parameters from memory
+
+
+ Specifies what kind of primitives to render.Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
+ GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHESare accepted.
+
+
+ Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.
+
+
+ Specifies the address of a structure containing an array of draw parameters.
+
+
+ Specifies the number of elements in the array addressed by indirect.
+
+
+ Specifies the distance in basic machine units between elements of the draw parameter array.
+
+
+
+
+ glGetProgramInterface — query a property of an interface in a program
+
+
+ The name of a program object whose interface to query.
+
+
+ A token identifying the interface within program to query.
+
+
+ The name of the parameter within programInterface to query.
+
+
+ The address of a variable to retrieve the value of pname for the program interface.
+
+
+
+
+ glGetProgramResourceIndex — query the index of a named resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the index of.
+
+
+ returns the unsignedinteger index assigned to a resource named name inthe interface type programInterface of program object program.
+
+
+
+
+ glGetProgramResourceName — query the name of an indexed resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the indexed resource.
+
+
+ The index of the resource within programInterface of program.
+
+
+ The size of the character array whose address is given by name.
+
+
+ The address of a variable which will receive the length of the resource name.
+
+
+ The address of a character array into which will be written the name of the resource.
+
+
+
+
+ glGetProgramResource — retrieve values for multiple properties of a single active resource within a program object
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ glGetProgramResourceLocation — query the location of a named resource within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the location of.
+
+
+ glGetProgramResourceLocation returns the location assignedto the variable named name in interface programInterface of programobject program.
+
+
+
+
+ glGetProgramResourceLocationIndex — query the fragment color index of a named variable within a program
+
+
+ The name of a program object whose resources to query.
+
+
+ A token identifying the interface within program containing the resource named name.
+
+
+ The name of the resource to query the location of.
+
+
+ returns the fragment color index assignedto the variable named name in interface programInterface of programobject program.
+
+
+
+
+ glShaderStorageBlockBinding — change an active shader storage block binding
+
+
+ The name of the program containing the block whose binding to change.
+
+
+ The index storage block within the program.
+
+
+ The index storage block binding to associate with the specified storage block.
+
+
+
+
+ glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+
+
+ Specifies the target to which the texture object isbound for glTexBufferRange. Must be GL_TEXTURE_BUFFER.
+
+
+ Specifies the texture object name for glTextureBufferRange.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+ Specifies the offset of the start of the range of thebuffer's data store to attach.
+
+
+ Specifies the size of the range of the buffer's datastore to attach.
+
+
+
+
+ glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage2DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+
+
+ Specifies the target to which the texture object isbound for glTexStorage3DMultisample. Must beone of GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in layers.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTextureView — initialize a texture as a data alias of another texture's data store
+
+
+ Specifies the texture object to be initialized as a view.
+
+
+ Specifies the target to be used for the newly initialized texture.
+
+
+ Specifies the name of a texture object of which to make a view.
+
+
+ Specifies the internal format for the newly created view.
+
+
+ Specifies lowest level of detail of the view.
+
+
+ Specifies the number of levels of detail to include in the view.
+
+
+ Specifies the index of the first layer to include in the view.
+
+
+ Specifies the number of layers to include in the view.
+
+
+
+
+ glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+
+
+ The index of the vertex buffer binding point to which to bindthe buffer.
+
+
+ The name of a buffer to bind to the vertex buffer bindingpoint.
+
+
+ The offset of the first element of the buffer.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+
+
+ The index of the attribute to associate with a vertexbuffer binding.
+
+
+ The index of the vertex buffer binding with which toassociate the generic vertex attribute.
+
+
+
+
+ glVertexAttribDivisor — modify the rate at which generic vertex attributes advance during instanced rendering
+
+
+ Specify the index of the generic vertex attribute.
+
+
+ Specify the number of instances that will pass between updates of the generic attribute at slot index.
+
+
+
+
+ glDebugMessageControl — control the reporting of debug messages in a debug context
+
+
+ The source of debug messages to enable or disable.
+
+
+ The type of debug messages to enable or disable.
+
+
+ The severity of debug messages to enable or disable.
+
+
+ The length of the array ids.
+
+
+ The address of an array of unsigned integers contianing the ids of the messages to enable or disable.
+
+
+ A Boolean flag determining whether the selected messages should be enabled or disabled.
+
+
+
+
+ glDebugMessageInsert — inject an application-supplied message into the debug message queue
+
+
+ The source of the debug message to insert.
+
+
+ The type of the debug message insert.
+
+
+ The user-supplied identifier of the message to insert.
+
+
+ The severity of the debug messages to insert.
+
+
+ The length string contained in the character array whose address is given by message.
+
+
+ The address of a character array containing the message to insert.
+
+
+
+
+ glDebugMessageCallback — specify a callback to receive debugging messages from the GL
+
+
+ The address of a callback function that will be called when a debug message is generated.
+
+
+ A user supplied pointer that will be passed on each invocation of callback.
+
+
+
+
+ glGetDebugMessageLog — retrieve messages from the debug message log
+
+
+ The number of debug messages to retrieve from the log.
+
+
+ The size of the buffer whose address is given by messageLog.
+
+
+ The address of an array of variables to receive the sources of the retrieved messages.
+
+
+ The address of an array of variables to receive the types of the retrieved messages.
+
+
+ The address of an array of unsigned integers to receive the ids of the retrieved messages.
+
+
+ The address of an array of variables to receive the severites of the retrieved messages.
+
+
+ The address of an array of variables to receive the lengths of the received messages.
+
+
+ The address of an array of characters that will receive the messages.
+
+
+ glGetDebugMessageLog retrieves messages from the debug message log. A maximum of count messages are retrieved from the log.
+
+
+
+
+ glPushDebugGroup — push a named debug group into the command stream
+
+
+ The source of the debug message.
+
+
+ The identifier of the message.
+
+
+ The length of the message to be sent to the debug output stream.
+
+
+ The a string containing the message to be sent to the debug output stream.
+
+
+
+
+ glPopDebugGroup — pop the active debug group
+
+
+
+
+ glObjectLabel — label a named object identified within a namespace
+
+
+ The namespace from which the name of the object is allocated.
+
+
+ The name of the object to label.
+
+
+ The length of the label to be used for the object.
+
+
+ The address of a string containing the label to assign to the object.
+
+
+
+
+ glGetObjectLabel — retrieve the label of a named object identified within a namespace
+
+
+ The namespace from which the name of the object is allocated.
+
+
+ The name of the object whose label to retrieve.
+
+
+ The length of the buffer whose address is in label.
+
+
+ The address of a variable to receive the length of the object label.
+
+
+ The address of a string that will receive the object label.
+
+
+
+
+ glObjectPtrLabel — label a a sync object identified by a pointer
+
+
+ A pointer identifying a sync object.
+
+
+ The length of the label to be used for the object.
+
+
+ The address of a string containing the label to assign to the object.
+
+
+
+
+ glGetObjectPtrLabel — retrieve the label of a sync object identified by a pointer
+
+
+ The name of the sync object whose label to retrieve.
+
+
+ The length of the buffer whose address is in label.
+
+
+ The address of a variable to receive the length of the object label.
+
+
+ The address of a string that will receive the object label.
+
+
+
+
+ glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+
+
+ Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER,GL_COPY_WRITE_BUFFER ,GL_DISPATCH_INDIRECT_BUFFER,commandsGL_DRAW_INDIRECT_BUFFER,GL_UNIFORM_BUFFER ,
+ GL_ELEMENT_ARRAY_BUFFER ,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER ,GL_TRANSFORM_FEEDBACK_BUFFER,
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+
+
+
+
+ glClearTexImage — fills all a texture image with a constant value
+
+
+ The name of an existing texture object containing the image to be cleared.
+
+
+ The level of texture containing the region to be cleared.
+
+
+ The format of the data whose address in memory is given by data.
+
+
+ The type of the data whose address in memory is given by data.
+
+
+ The address in memory of the data to be used to clear the specified region.
+
+
+
+
+ glClearTexSubImage — fills all or part of a texture image with a constant value
+
+
+ The name of an existing texture object containing the image to be cleared.
+
+
+ The level of texture containing the region to be cleared.
+
+
+ The coordinate of the left edge of the region to be cleared.
+
+
+ The coordinate of the lower edge of the region to be cleared.
+
+
+ The coordinate of the front of the region to be cleared.
+
+
+ The width of the region to be cleared.
+
+
+ The height of the region to be cleared.
+
+
+ The depth of the region to be cleared.
+
+
+ The format of the data whose address in memory is given by data.
+
+
+ The type of the data whose address in memory is given by data.
+
+
+ The address in memory of the data to be used to clear the specified region.
+
+
+
+
+ glBindBuffersBase — bind one or more buffer objects to a sequence of indexed buffer targets
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the first binding point within the array specified by target.
+
+
+ Specify the number of contiguous binding points to which to bind buffers.
+
+
+ A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+
+
+
+
+ glBindBuffersRange — bind ranges of one or more buffer objects to a sequence of indexed buffer targets
+
+
+ Specify the target of the bind operation. target must beone of GL_ATOMIC_COUNTER_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER or GL_SHADER_STORAGE_BUFFER.
+
+
+ Specify the index of the first binding point within the array specified by target.
+
+
+ Specify the number of contiguous binding points to which to bind buffers.
+
+
+ A pointer to an array of names of buffer objects to bind to the targets on the specified binding point, or NULL.
+
+
+ A pointer to an array of offsets into the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+
+
+ A pointer to an array of sizes of the corresponding buffer in buffers tobind, or NULL if buffers is NULL.
+
+
+
+
+ glBindTextures — bind one or more named textures to a sequence of consecutive texture units
+
+
+ Specifies the first texture unit to which a texture is to be bound.
+
+
+ Specifies the number of textures to bind.
+
+
+ Specifies the address of an array of names of existing texture objects.
+
+
+
+
+ glBindSamplers — bind one or more named sampler objects to a sequence of consecutive sampler units
+
+
+ Specifies the first sampler unit to which a sampler object is to be bound.
+
+
+ Specifies the number of samplers to bind.
+
+
+ Specifies the address of an array of names of existing sampler objects.
+
+
+
+
+ glBindImageTextures — bind one or more named texture images to a sequence of consecutive image units
+
+
+ Specifies the first image unit to which a texture is to be bound.
+
+
+ Specifies the number of textures to bind.
+
+
+ Specifies the address of an array of names of existing texture objects.
+
+
+
+
+ glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+
+
+ Specifies the first vertex buffer binding point to whicha buffer object is to be bound.
+
+
+ Specifies the number of buffers to bind.
+
+
+ Specifies the address of an array of names of existingbuffer objects.
+
+
+ Specifies the address of an array of offsets toassociate with the binding points.
+
+
+ Specifies the address of an array of strides toassociate with the binding points.
+
+
+
+
+ glClipControl — control clip coordinate to window coordinate behavior
+
+
+ Specifies the clip control origin. Must be one of GL_LOWER_LEFT or GL_UPPER_LEFT.
+
+
+ Specifies the clip control depth mode. Must be oneof GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE.
+
+
+
+
+ glCreateTransformFeedbacks — create transform feedback objects
+
+
+ Number of transform feedback objects to create.
+
+
+ Specifies an array in which names of the newtransform feedback objects are stored.
+
+
+
+
+ glTransformFeedbackBufferBase — bind a buffer object to a transform feedback buffer object
+
+
+ Name of the transform feedback buffer object.
+
+
+ Index of the binding point within xfb.
+
+
+ Name of the buffer object to bind to the specifiedbinding point.
+
+
+
+
+ glTransformFeedbackBufferRange — bind a range within a buffer object to a transform feedback buffer object
+
+
+ Name of the transform feedback buffer object.
+
+
+ Index of the binding point within xfb.
+
+
+ Name of the buffer object to bind to the specifiedbinding point
+
+
+ The starting offset in basic machine units into thebuffer object.
+
+
+ The amount of data in basic machine units that canbe read from or written to the buffer object whileused as an indexed target.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ Index of the transform feedback stream (for indexedstate).
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glGetTransformFeedbackiv — query the state of a transform feedback object.
+
+
+ The name of an existing transform feedback object, or zero forthe default transform feedback object.
+
+
+ Property to use for the query. Must be one of the values: GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, GL_TRANSFORM_FEEDBACK_BUFFER_START, GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, GL_TRANSFORM_FEEDBACK_PAUSED, GL_TRANSFORM_FEEDBACK_ACTIVE.
+
+
+ Index of the transform feedback stream (for indexedstate).
+
+
+ The address of a buffer into which will be written therequested state information.
+
+
+
+
+ glCreateBuffers — create buffer objects
+
+
+ Specifies the number of buffer objects to create.
+
+
+ Specifies an array in which names of the new bufferobjects are stored.
+
+
+
+
+ glBufferStorage, glNamedBufferStorage — creates and initializes a buffer object's immutable datastore
+
+
+ Specifies the target to which the buffer object is bound for glBufferStorage, which must be one of thebuffer binding targets in the following table:
+ GL_ARRAY_BUFFER,GL_ATOMIC_COUNTER_BUFFER,GL_COPY_READ_BUFFER ,GL_COPY_WRITE_BUFFER,GL_DISPATCH_INDIRECT_BUFFER,GL_DRAW_INDIRECT_BUFFER,
+ GL_ELEMENT_ARRAY_BUFFER,GL_PIXEL_PACK_BUFFER,GL_PIXEL_UNPACK_BUFFER,GL_QUERY_BUFFER,GL_SHADER_STORAGE_BUFFER,GL_TEXTURE_BUFFER,GL_TRANSFORM_FEEDBACK_BUFFER,GL_UNIFORM_BUFFER
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the intended usage of the buffer's data store. Mustbe a bitwise combination of the following flags. GL_DYNAMIC_STORAGE_BIT, GL_MAP_READ_BIT GL_MAP_WRITE_BIT, GL_MAP_PERSISTENT_BIT, GL_MAP_COHERENT_BIT, and GL_CLIENT_STORAGE_BIT.
+
+
+
+
+ glBufferData, glNamedBufferData — creates and initializes a buffer object's datastore
+
+
+ Specifies the name of the buffer object for glNamedBufferData function.
+
+
+ Specifies the size in bytes of the buffer object's new datastore.
+
+
+ Specifies a pointer to data that will be copied into the datastore for initialization, or NULL if no data isto be copied.
+
+
+ Specifies the expected usage pattern of the data store. Thesymbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
+
+
+
+
+ glBufferSubData, glNamedBufferSubData — updates a subset of a buffer object's data store
+
+
+ Specifies the name of the buffer objectfor glNamedBufferSubData.
+
+
+ Specifies the offset into the buffer object's data storewhere data replacement will begin, measured in bytes.
+
+
+ Specifies the size in bytes of the data store regionbeing replaced.
+
+
+ Specifies a pointer to the new data that will be copiedinto the data store.
+
+
+
+
+ glCopyBufferSubData, glCopyNamedBufferSubData — copy all or part of the data store of a buffer object to the data store of another buffer object
+
+
+ Specifies the name of the source buffer object for glCopyNamedBufferSubData
+
+
+ Specifies the name of the destination buffer object for glCopyNamedBufferSubData.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the source buffer object at which datawill be read.
+
+
+ Specifies the offset, in basic machine units, within thedata store of the destination buffer object at whichdata will be written.
+
+
+ Specifies the size, in basic machine units, of the datato be copied from the source buffer object to thedestination buffer object.
+
+
+
+
+ glClearBufferData, glClearNamedBufferData — fill a buffer object's data store with a fixed value
+
+
+ Specifies the name of the buffer object for glClearNamedBufferData.
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glClearBufferSubData, glClearNamedBufferSubData — fill all or part of buffer object's data store with a fixed value
+
+
+ Specifies the name of the buffer object for glClearNamedBufferSubData
+
+
+ The internal format with which the data will be storedin the buffer object.
+
+
+ The offset in basic machine units into the bufferobject's data store at which to start filling.
+
+
+ The size in basic machine units of the range of thedata store to fill.
+
+
+ The format of the data in memory addressed by data.
+
+
+ The type of the data in memory addressed by data.
+
+
+ The address of a memory location storing the data to bereplicated into the buffer's data store.
+
+
+
+
+ glMapBuffer, glMapNamedBuffer — map all of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glMapNamedBuffer.
+
+
+ Specifies the access policy for glMapBuffer and glMapNamedBuffer, indicatingwhether it will be possible to read from, write to, orboth read from and write to the buffer object's mappeddata store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.
+
+
+
+
+ glMapBufferRange, glMapNamedBufferRange — map all or part of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glMapNamedBufferRange.
+
+
+ Specifies the starting offset within the buffer of therange to be mapped.
+
+
+ Specifies the length of the range to be mapped.
+
+
+ Specifies a combination of access flags indicating thedesired access to the mapped range.
+
+
+
+
+ glUnmapBuffer, glUnmapNamedBuffer — release the mapping of a buffer object's data store into the client's address space
+
+
+ Specifies the name of the buffer object for glUnmapNamedBuffer.
+
+
+ glUnmapBuffer returns GL_TRUE unless the data store contents havebecome corrupt during the time the data store was mapped.
+
+
+
+
+ glFlushMappedBufferRange, glFlushMappedNamedBufferRange — indicate modifications to a range of a mapped buffer
+
+
+ Specifies the name of the buffer object for glFlushMappedNamedBufferRange.
+
+
+ Specifies the start of the buffer subrange, in basic machine units.
+
+
+ Specifies the length of the buffer subrange, in basic machine units.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferParameter — return parameters of a buffer object
+
+
+ Specifies the name of the buffer object for glGetNamedBufferParameteriv and glGetNamedBufferParameteri64v.
+
+
+ Specifies the name of the buffer object parameter toquery.
+
+
+ Returns the requested parameter.
+
+
+
+
+ glGetBufferPointerv, glGetNamedBufferPointerv — return the pointer to a mapped buffer object's data store
+
+
+ Specifies the name of the buffer object for glGetNamedBufferPointerv.
+
+
+ Specifies the name of the pointer to be returned. Mustbe GL_BUFFER_MAP_POINTER.
+
+
+ Returns the pointer value specified by pname.
+
+
+
+
+ glGetBufferSubData, glGetNamedBufferSubData — returns a subset of a buffer object's data store
+
+
+ Specifies the name of the buffer object for glGetNamedBufferSubData.
+
+
+ Specifies the offset into the buffer object's data storefrom which data will be returned, measured in bytes.
+
+
+ Specifies the size in bytes of the data store region being returned.
+
+
+ Specifies a pointer to the location where buffer object data is returned.
+
+
+
+
+ glCreateFramebuffers — create framebuffer objects
+
+
+ Number of framebuffer objects to create.
+
+
+ Specifies an array in which names of the newframebuffer objects are stored.
+
+
+
+
+ glFramebufferRenderbuffer, glNamedFramebufferRenderbuffer — attach a renderbuffer as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferRenderbuffer
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the renderbuffer target. Must be GL_RENDERBUFFER.
+
+
+ Specifies the name of an existing renderbuffer object oftype renderbuffertarget toattach.
+
+
+
+
+ glFramebufferParameteri, glNamedFramebufferParameteri — set a named parameter of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferParameteri.
+
+
+ Specifies the framebuffer parameter to be modified
+
+
+ The new value for the parameter named pname.
+
+
+
+
+ glFramebufferTexture — attach a level of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferTexture.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifieswhat type of texture is expected in the texture parameter, or for cubemap textures, which face is to be attached.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+
+
+ glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferTextureLayer.
+
+
+ Specifies the attachment point of the framebuffer.
+
+
+ Specifies the name of an existing texture object toattach.
+
+
+ Specifies the mipmap level of the texture object toattach.
+
+
+ Specifies the layer of the texture object toattach.
+
+
+
+
+ glDrawBuffer, glNamedFramebufferDrawBuffer — specify which color buffers are to be drawn into
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffer function. Must bezero or the name of a framebuffer object.
+
+
+ For default framebuffer, the argument specifies up to fourcolor buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT
+ GL_BACK, GL_LEFT, GL_RIGHT, and GL_FRONT_AND_BACK are accepted. The initialvalue is GL_FRONT for single-buffered contexts,and GL_BACK for double-buffered contexts. Forframebuffer objects,
+ GL_COLOR_ATTACHMENT$m$ and GL_NONE enums are accepted, where $m$ is a value between 0 and GL_MAX_COLOR_ATTACHMENTS.
+
+
+
+
+ glDrawBuffers, glNamedFramebufferDrawBuffers — Specifies a list of color buffers to be drawninto
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferDrawBuffers.
+
+
+ Specifies the number of buffers in bufs.
+
+
+ Points to an array of symbolic constants specifying thebuffers into which fragment colors or data values will bewritten.
+
+
+
+
+ glReadBuffer, glNamedFramebufferReadBuffer — select a color buffer source for pixels
+
+
+ Specifies the name of the framebuffer object for glNamedFramebufferReadBuffer function.
+
+
+ Specifies a color buffer. Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, and the constants GL_COLOR_ATTACHMENTi.
+
+
+
+
+ glInvalidateFramebuffer, glInvalidateNamedFramebufferData — invalidate the content of some or all of a framebuffer's attachments
+
+
+ Specifies the name of the framebuffer object for glInvalidateNamedFramebufferData.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+
+
+ glInvalidateSubFramebuffer, glInvalidateNamedFramebufferSubData — invalidate the content of a region of some or all of a framebuffer's attachments
+
+
+ Specifies the name of the framebuffer object for glInvalidateNamedFramebufferSubData.
+
+
+ Specifies the number of entries in the attachments array.
+
+
+ Specifies a pointer to an array identifying theattachments to be invalidated.
+
+
+ Specifies the X offset of the region to be invalidated.
+
+
+ Specifies the Y offset of the region to be invalidated.
+
+
+ Specifies the width of the region to be invalidated.
+
+
+ Specifies the height of the region to be invalidated.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ A pointer to the value or values to clear the buffer to.
+
+
+
+
+ glClearBuffer — clear individual buffers of a framebuffer
+
+
+ Specifies the name of the framebuffer object for glClearNamedFramebuffer*.
+
+
+ Specify the buffer to clear.
+
+
+ Specify a particular draw buffer to clear.
+
+
+ The value to clear the depth buffer to.
+
+
+ The value to clear the stencil buffer to.
+
+
+
+
+ glBlitFramebuffer, glBlitNamedFramebuffer — copy a block of pixels from one framebuffer object to another
+
+
+ Specifies the name of the source framebuffer objectfor glBlitNamedFramebuffer.
+
+
+ Specifies the name of the destination framebuffer objectfor glBlitNamedFramebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the source rectangle within the read buffer of the read framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.
+
+
+ The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.
+
+
+ Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.
+
+
+
+
+ glCheckFramebufferStatus, glCheckNamedFramebufferStatus — check the completeness status of a framebuffer
+
+
+ Specifies the name of the framebuffer objectfor glCheckNamedFramebufferStatus
+
+
+ Specify the target to which the framebuffer is bound for glCheckFramebufferStatus, and thetarget against which framebuffer completeness of framebuffer is checked for glCheckNamedFramebufferStatus.
+
+
+ glCheckNamedFramebufferStatus return thecompleteness status of a framebuffer object when treated as aread or draw framebuffer, depending on the value of target.
+
+
+
+
+ glGetFramebufferParameteriv, glGetNamedFramebufferParameteriv — query a named parameter of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glGetNamedFramebufferParameteriv.
+
+
+ Specifies the parameter of the framebuffer object toquery.
+
+
+ Returns the value of parameter pname for the framebuffer object.
+
+
+
+
+ glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object
+
+
+ Specifies the name of the framebuffer object for glGetNamedFramebufferAttachmentParameteriv
+
+
+ Specifies the attachment of the framebuffer object toquery.
+
+
+ Specifies the parameter of attachment to query.
+
+
+ Returns the value of parameter pname for attachment.
+
+
+
+
+ glCreateRenderbuffers — create renderbuffer objects
+
+
+ Number of renderbuffer objects to create.
+
+
+ Specifies an array in which names of the new renderbufferobjects are stored.
+
+
+
+
+ glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of arenderbuffer object's image
+
+
+ Specifies the name of the renderbuffer object for glNamedRenderbufferStorage function.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glRenderbufferStorageMultisample, glNamedRenderbufferStorageMultisample — establish data storage, format, dimensions and sample count ofa renderbuffer object's image
+
+
+ Specifies the name of the renderbuffer object for glNamedRenderbufferStorageMultisamplefunction.
+
+
+ Specifies the number of samples to be used for therenderbuffer object's storage.
+
+
+ Specifies the internal format to use for the renderbufferobject's image.
+
+
+ Specifies the width of the renderbuffer, in pixels.
+
+
+ Specifies the height of the renderbuffer, in pixels.
+
+
+
+
+ glGetRenderbufferParameteriv, glGetNamedRenderbufferParameteriv — query a named parameter of a renderbuffer object
+
+
+ Specifies the name of the renderbuffer object for glGetNamedRenderbufferParameteriv.
+
+
+ Specifies the parameter of the renderbuffer object toquery.
+
+
+ Returns the value of parameter pname for the renderbuffer object.
+
+
+
+
+ glCreateTextures — create texture objects
+
+
+ Specifies the effective texture targetof each created texture.
+ target must be one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
+
+
+ Number of texture objects to create.
+
+
+ Specifies an array in which names of the new textureobjects are stored.
+
+
+
+
+ glTexBuffer, glTextureBuffer — attach a buffer object's data store to a buffer texture object
+
+
+ Specifies the texture object name for glTextureBuffer.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+
+
+ glTexBufferRange, glTextureBufferRange — attach a range of a buffer object's data store to a buffer texture object
+
+
+ Specifies the texture object name for glTextureBufferRange.
+
+
+ Specifies the internal format of the data in the storebelonging to buffer.
+
+
+ Specifies the name of the buffer object whose storage toattach to the active buffer texture.
+
+
+ Specifies the offset of the start of the range of thebuffer's data store to attach.
+
+
+ Specifies the size of the range of the buffer's datastore to attach.
+
+
+
+
+ glTexStorage1D, glTextureStorage1D — simultaneously specify storage for all levels of a one-dimensional texture
+
+
+ Specifies the texture object name for glTextureStorage1D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+
+
+ glTexStorage2D, glTextureStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
+
+
+ Specifies the texture object name for glTextureStorage2D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+
+
+ glTexStorage3D, glTextureStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
+
+
+ Specifies the texture object name for glTextureStorage3D. The effectivetarget of texture must be one ofthe valid non-proxy target valuesabove.
+
+
+ Specify the number of texture levels.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in texels.
+
+
+
+
+ glTexStorage2DMultisample, glTextureStorage2DMultisample — specify storage for a two-dimensional multisample texture
+
+
+ Specifies the texture object name for glTextureStorage2DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexStorage3DMultisample, glTextureStorage3DMultisample — specify storage for a two-dimensional multisample array texture
+
+
+ Specifies the texture object name for glTextureStorage3DMultisample. Theeffective target of texture mustbe one of the valid non-proxy target values above.
+
+
+ Specify the number of samples in the texture.
+
+
+ Specifies the sized internal format to be used to store texture image data.
+
+
+ Specifies the width of the texture, in texels.
+
+
+ Specifies the height of the texture, in texels.
+
+
+ Specifies the depth of the texture, in layers.
+
+
+ Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will notdepend on the internal format or size of the image.
+
+
+
+
+ glTexSubImage1D, glTextureSubImage1D — specify a one-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage1D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage2D, glTextureSubImage2D — specify a two-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage2D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
+ GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glTexSubImage3D, glTextureSubImage3D — specify a three-dimensional texture subimage
+
+
+ Specifies the texture object name for glTextureSubImage3D. The effectivetarget of texture must be one ofthe valid target values above.
+
+
+ Specifies the level-of-detail number.Level 0 is the base image level.Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texture array.
+
+
+ Specifies a texel offset in the z direction within the texture array.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data.The following symbolic values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_DEPTH_COMPONENT, and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data.The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies a pointer to the image data in memory.
+
+
+
+
+ glCompressedTexSubImage1D, glCompressedTextureSubImage1D — specify a one-dimensional texture subimage in a compressedformat
+
+
+ Specifies the texture object name for glCompressedTextureSubImage1D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage2D, glCompressedTextureSubImage2D — specify a two-dimensional texture subimage in a compressed format
+
+
+ Specifies the texture object name for glCompressedTextureSubImage2D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCompressedTexSubImage3D, glCompressedTextureSubImage3D — specify a three-dimensional texture subimage in a compressed format
+
+
+ Specifies the texture object name for glCompressedTextureSubImage3D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the compressed image data stored ataddress data.
+
+
+ Specifies the number of unsigned bytes of image data startingat the address specified by data.
+
+
+ Specifies a pointer to the compressed image data inmemory.
+
+
+
+
+ glCopyTexSubImage1D, glCopyTextureSubImage1D — copy a one-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage1D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies the texel offset within the texture array.
+
+
+ Specify the window coordinates of the left corner of the rowof pixels to be copied.
+
+
+ Specify the window coordinates of the left corner of the rowof pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+
+
+ glCopyTexSubImage2D, glCopyTextureSubImage2D — copy a two-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage2D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glCopyTexSubImage3D, glCopyTextureSubImage3D — copy a three-dimensional texture subimage
+
+
+ Specifies the texture object name for glCopyTextureSubImage3D function.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the nth mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texture array.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specify the window coordinates of the lower left corner of therectangular region of pixels to be copied.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the vector commands, specifies a pointer to an array wherethe value or values of pname arestored.
+
+
+
+
+ glTexParameter, glTextureParameter — set texture parameters
+
+
+ Specifies the texture object name for glTextureParameter functions.
+
+
+ Specifies the symbolic name of a single-valued textureparameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R,
+ GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.
+ For the vector commands(glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.
+
+
+ For the scalar commands, specifies the value of pname.
+
+
+
+
+ glGenerateMipmap, glGenerateTextureMipmap — generate mipmaps for a specified texture object
+
+
+ Specifies the texture object name for glGenerateTextureMipmap.
+
+
+
+
+ glBindTextureUnit — bind an existing texture object to the specified texture unit
+
+
+ Specifies the texture unit, to which the texture object should be bound to.
+
+
+ Specifies the name of a texture.
+
+
+
+
+ glGetTexImage — return a texture image
+
+
+ Specifies the texture object name.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+
+
+ Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+
+
+ Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the texture object name for glGetCompressedTextureImage function.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+
+
+ Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetTexLevelParameter — return texture parameter values for a specific level ofdetail
+
+
+ Specifies the texture object name for glGetTextureLevelParameterfv and glGetTextureLevelParameteriv functions.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE,
+ GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, and GL_TEXTURE_BUFFER_OFFSET are accepted.
+
+
+ Returns the requested data.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glGetTexParameter — return texture parameter values
+
+
+ Specifies the texture object name for glGetTextureParameterfv, glGetTextureParameteriv, glGetTextureParameterIiv, and glGetTextureParameterIuiv functions.
+
+
+ Specifies the symbolic name of a texture parameter. GL_DEPTH_STENCIL_TEXTURE_MODE, GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE,
+ GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_IMMUTABLE_FORMAT, GL_TEXTURE_IMMUTABLE_LEVELS, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MIN_FILTER,
+ GL_TEXTURE_MIN_LOD, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_TARGET, GL_TEXTURE_VIEW_MIN_LAYER,
+ GL_TEXTURE_VIEW_MIN_LEVEL, GL_TEXTURE_VIEW_NUM_LAYERS, GL_TEXTURE_VIEW_NUM_LEVELS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R are accepted.
+
+
+ Returns the texture parameters.
+
+
+
+
+ glCreateVertexArrays — create vertex array objects
+
+
+ Number of vertex array objects to create.
+
+
+ Specifies an array in which names of the new vertex arrayobjects are stored.
+
+
+
+
+ glDisableVertexAttribArray — disable a generic vertex attributearray
+
+
+ Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+
+
+ Specifies the index of the generic vertex attribute to beenabled or disabled.
+
+
+
+
+ glEnableVertexAttribArray — enable a generic vertex attributearray
+
+
+ Specifies the name of the vertex array object for glDisableVertexArrayAttrib and glEnableVertexArrayAttrib functions.
+
+
+ Specifies the index of the generic vertex attribute to beenabled or disabled.
+
+
+
+
+ glVertexArrayElementBuffer — configures element array buffer binding of a vertex array object
+
+
+ Specifies the name of the vertex array object.
+
+
+ Specifies the name of the buffer object to use for the element array buffer binding
+
+
+
+
+ glBindVertexBuffer, glVertexArrayVertexBuffer — bind a buffer to a vertex buffer bind point
+
+
+ Specifies the name of the vertex array object to be used by glVertexArrayVertexBuffer function.
+
+
+ The index of the vertex buffer binding point to which to bindthe buffer.
+
+
+ The name of a buffer to bind to the vertex buffer bindingpoint.
+
+
+ The offset of the first element of the buffer.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object
+
+
+ Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+
+
+ Specifies the name of the vertex array object for glVertexArrayVertexBuffers.
+
+
+ Specifies the number of buffers to bind.
+
+
+ Specifies the address of an array of names of existingbuffer objects.
+
+
+ Specifies the address of an array of offsets toassociate with the binding points.
+
+
+ Specifies the address of an array of strides toassociate with the binding points.
+
+
+
+
+ glVertexAttribBinding — associate a vertex attribute and a vertex buffer binding for a vertex array object
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttribBinding.
+
+
+ The index of the attribute to associate with a vertexbuffer binding.
+
+
+ The index of the vertex buffer binding with which toassociate the generic vertex attribute
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ Specifies whether fixed-point data values should be normalized (GL_TRUE) orconverted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays
+
+
+ Specifies the name of the vertex array object for glVertexArrayAttrib{I, L}Formatfunctions.
+
+
+ The generic vertex attribute array being described.
+
+
+ The number of values per vertex that are stored in thearray.
+
+
+ The type of the data stored in the array.
+
+
+ The distance between elements within the buffer.
+
+
+
+
+ glVertexBindingDivisor, glVertexArrayBindingDivisor — modify the rate at which generic vertex attributesadvance
+
+
+ Specifies the name of the vertex array object for glVertexArrayBindingDivisor function.
+
+
+ The index of the binding whose divisor to modify.
+
+
+ The new value for the instance step rate to apply.
+
+
+
+
+ glGetVertexArrayiv — retrieve parameters of a vertex array object
+
+
+ specifies the name of the vertex array object to use for thequery.
+
+
+ Name of the property to use for the query. Must be GL_ELEMENT_ARRAY_BUFFER_BINDING.
+
+
+ Returns the requested value.
+
+
+
+
+ glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+
+
+ Specifies the name of a vertex array object.
+
+
+ Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+
+
+ Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+
+
+ Returns the requested value.
+
+
+
+
+ glGetVertexArrayIndexed — retrieve parameters of an attribute of a vertex arrayobject
+
+
+ Specifies the name of a vertex array object.
+
+
+ Specifies the index of the vertex array object attribute. Mustbe a number between 0 and(GL_MAX_VERTEX_ATTRIBS - 1).
+
+
+ Specifies the property to be used for the query. For glGetVertexArrayIndexediv, it must be one ofthe following values: GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE,
+ GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_LONG, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
+ For glGetVertexArrayIndexed64v, it must be equal to GL_VERTEX_BINDING_OFFSET.
+
+
+ Returns the requested value.
+
+
+
+
+ glCreateSamplers — create sampler objects
+
+
+ Number of sampler objects to create.
+
+
+ Specifies an array in which names of the new samplerobjects are stored.
+
+
+
+
+ glCreateProgramPipelines — create program pipeline objects
+
+
+ Number of program pipeline objects to create.
+
+
+ Specifies an array in which names of the new programpipeline objects are stored.
+
+
+
+
+ glCreateQueries — create query objects
+
+
+ Specifies the target of each created query object.
+
+
+ Number of query objects to create
+
+
+ Specifies an array in which names of the new queryobjects are stored.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glGetQueryObject, glGetQueryBufferObject — return parameters of a query object
+
+
+ Specifies the name of a query object
+
+
+ Specifies the name of a buffer object.
+
+
+ Specifies the symbolic name of a query object parameter.Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.
+
+
+ Specifies the byte offset into buffer's data storewhere the queried result will be written.
+
+
+
+
+ glMemoryBarrier — defines a barrier ordering memory transactions
+
+
+ For glMemoryBarrier, must be abitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT.
+ GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT. If the special value GL_ALL_BARRIER_BITS is specified,all supported barriers for the corresponding commandwill be inserted.
+
+
+
+
+ glGetTextureSubImage — retrieve a sub-region of a texture image from a textureobject
+
+
+ Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE.
+ In specific, buffer andmultisample textures are not permitted.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray.
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage.
+
+
+ Specifies the height of the texture subimage.
+
+
+ Specifies the depth of the texture subimage.
+
+
+ Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_DEPTH_COMPONENT and GL_STENCIL_INDEX.
+
+
+ Specifies the data type of the pixel data. The followingsymbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
+ GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
+
+
+ Specifies the size of the buffer to receive the retrievedpixel data.
+
+
+ Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+
+
+
+
+ glGetCompressedTextureSubImage — retrieve a sub-region of a compressed texture image from acompressed texture object
+
+
+ Specifies the name of the source texture object. Must be GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_ARRAY or GL_TEXTURE_RECTANGLE. In specific, buffer andmultisample textures are not permitted.
+
+
+ Specifies the level-of-detail number. Level 0 is the baseimage level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies a texel offset in the x direction within the texturearray.
+
+
+ Specifies a texel offset in the y direction within the texturearray
+
+
+ Specifies a texel offset in the z direction within the texturearray.
+
+
+ Specifies the width of the texture subimage. Must be amultiple of the compressed block's width, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the height of the texture subimage. Must be amultiple of the compressed block's height, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the depth of the texture subimage. Must be amultiple of the compressed block's depth, unless the offset is zero and the size equals the textureimage size.
+
+
+ Specifies the size of the buffer to receive the retrievedpixel data.
+
+
+ Returns the texture subimage. Should be a pointer to an arrayof the type specified by type.
+
+
+
+
+ glGetGraphicsResetStatus — check if the rendering context has not been lost due to software or hardware issues
+
+
+ glGetGraphicsResetStatus can return one of the followingconstants:
+ GL_NO_ERROR,GL_GUILTY_CONTEXT_RESET,GL_INNOCENT_CONTEXT_RESET,GL_UNKNOWN_CONTEXT_RESET
+
+
+
+
+ glGetCompressedTexImage — return a compressed texture image
+
+
+ Specifies the target to which the texture is bound for glGetCompressedTexImage and glGetnCompressedTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_RECTANGLE are accepted
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level. Level n is the n-th mipmap reduction image.
+
+
+ Specifies the size of the buffer pixelsfor glGetCompressedTextureImage and glGetnCompressedTexImage functions.
+
+
+ Returns the compressed texture image.
+
+
+
+
+ glGetTexImage — return a texture image
+
+
+ Specifies the target to which the texture is bound for glGetTexImage and glGetnTexImage functions. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, and GL_TEXTURE_CUBE_MAP_ARRAY are acceptable.
+
+
+ Specifies the level-of-detail number of the desired image.Level 0 is the base image level.Level n is the n-th mipmap reduction image.
+
+
+ Specifies a pixel format for the returned data. The supportedformats are GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_RGBA, GL_BGR,
+ GL_BGRA, GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER, GL_BGR_INTEGER, GL_BGRA_INTEGER.
+
+
+ Specifies a pixel type for the returned data. The supportedtypes are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
+ GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
+ GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer pixelsfor glGetnTexImage and glGetTextureImage functions.
+
+
+ Returns the texture image. Should be a pointer to an array ofthe type specified by type.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glGetUniform — Returns the value of a uniform variable
+
+
+ Specifies the program object to be queried.
+
+
+ Specifies the location of the uniform variable to bequeried.
+
+
+ Specifies the size of the buffer params.
+
+
+ Returns the value of the specified uniform variable.
+
+
+
+
+ glReadPixels, glReadnPixels — read a block of pixels from the frame buffer
+
+
+ Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+
+
+ Specify the window coordinates of the first pixel that is readfrom the frame buffer. This location is the lower left corner of arectangular block of pixels.
+
+
+ Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+
+
+ Specify the dimensions of the pixel rectangle. width and height ofone correspond to a single pixel
+
+
+ Specifies the format of the pixel data. The following symbolicvalues are accepted: GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_RED, GL_GREEN, GL_BLUE, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
+
+
+ Specifies the data type of the pixel data. Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
+ GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
+ GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_UNSIGNED_INT_5_9_9_9_REV, or GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
+
+
+ Specifies the size of the buffer datafor glReadnPixels function.
+
+
+ Returns the pixel data.
+
+
+
+
+ glTextureBarrier — controls the ordering of reads and writes to rendered fragments across drawing commands
+
+
+
+
+ windows系统API类
+
+
+
+
+ The ChoosePixelFormat function attempts to match an appropriate pixel format supported by a device context to a given pixel format specification.
+
+
+ Specifies the device context that the function examines to determine the best match for the pixel format descriptor pointed to by ppfd.
+
+
+ Pointer to a PIXELFORMATDESCRIPTOR structure that specifies the requested pixel format.
+
+
+ If the function succeeds, the return value is a pixel format index (one-based) that is the closest match to the given pixel format descriptor.
+ If the function fails, the return value is zero.
+
+
+
+
+ The SetPixelFormat function sets the pixel format of the specified device context to the format specified by the iPixelFormat index.
+
+
+ Specifies the device context whose pixel format the function attempts to set.
+
+ Index that identifies the pixel format to set.
+ The various pixel formats supported by a device context are identified by one-based indexes.
+
+
+ Pointer to a PIXELFORMATDESCRIPTOR structure that contains the logical pixel format specification.
+ The system's metafile component uses this structure to record the logical pixel format specification.
+
+
+ If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+
+
+
+
+ The GetDC function retrieves a handle to a device context (DC) for the client area of a specified window or for the entire screen.
+ You can use the returned handle in subsequent GDI functions to draw in the DC.
+
+
+ A handle to the window whose DC is to be retrieved. If this value is NULL, GetDC retrieves the DC for the entire screen.
+
+
+ If the function succeeds, the return value is a handle to the DC for the specified window's client area.
+ If the function fails, the return value is NULL.
+
+
+
+
+ The SwapBuffers function exchanges the front and back buffers if the current pixel format for the window referenced by the specified device context includes a back buffer.
+
+
+ Specifies a device context.
+ If the current pixel format for the window referenced by this device context includes a back buffer,
+ the function exchanges the front and back buffers.
+
+
+ If the function succeeds, the return value is TRUE.If the function fails, the return value is FALSE.
+
+
+
+
+ 获取当前线程的控制台窗口句柄
+
+ 当前线程控制台句柄
+
@@ -318,5 +11090,21 @@
The m128* pointer to the target m128 transformed in ulong form
+
+
+ 一个强类型的资源类,用于查找本地化的字符串等。
+
+
+
+
+ 返回此类使用的缓存的 ResourceManager 实例。
+
+
+
+
+ 重写当前线程的 CurrentUICulture 属性,对
+ 使用此强类型资源类的所有资源查找执行重写。
+
+
diff --git a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.dll b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.dll
index ccc82633..344f98e3 100644
Binary files a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.dll and b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.dll differ
diff --git a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.pdb b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.pdb
index cfe60a7f..506f59b1 100644
Binary files a/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.pdb and b/源代码/StgSharpDebug/bin/x64/Debug/net6.0/StgSharpDebug.pdb differ
diff --git a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.AssemblyReference.cache b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.AssemblyReference.cache
index a52f9dc9..c637ada4 100644
Binary files a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.AssemblyReference.cache and b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.AssemblyReference.cache differ
diff --git a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.FileListAbsolute.txt b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.FileListAbsolute.txt
index d66987a4..81bcf5b6 100644
--- a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.FileListAbsolute.txt
+++ b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.csproj.FileListAbsolute.txt
@@ -4,7 +4,6 @@ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\bin\x64\Debug\net6.0\StgSharpDebug.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\bin\x64\Debug\net6.0\StgSharpDebug.pdb
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\bin\x64\Debug\net6.0\StgSharp.dll
-D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\bin\x64\Debug\net6.0\StgSharp.pdb
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\bin\x64\Debug\net6.0\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\obj\x64\Debug\net6.0\StgSharpDebug.csproj.AssemblyReference.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\obj\x64\Debug\net6.0\StgSharpDebug.GeneratedMSBuildEditorConfig.editorconfig
diff --git a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.dll b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.dll
index ccc82633..344f98e3 100644
Binary files a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.dll and b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.dll differ
diff --git a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.pdb b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.pdb
index cfe60a7f..506f59b1 100644
Binary files a/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.pdb and b/源代码/StgSharpDebug/obj/x64/Debug/net6.0/StgSharpDebug.pdb differ
diff --git a/源代码/cache.txt b/源代码/cache.txt
new file mode 100644
index 00000000..e69de29b