summaryrefslogblamecommitdiff
path: root/src/lib/evas/Evas_GL.h
blob: a06b523277585f23b53c8f83cf473be93f2fadd3 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002



                  
                    




                  
   
                                         





                                                                                                          
  
                                   
  
                                                                        
                  
  











                         
                        







                                    
                                                                       

                                                                                        
                                                                     







                                                                                 
                       
                        
                                





                          
                                                                   





                                                       
                                                            
                                                    
 




                                                            







                                                                               
                                  
                                                                  



                                                        
                                                      
                                             

                                                                                

                                          
                                                                            

                                                                       

                                                                              

                                                               
                                                                           









                                                                
                                                                            




                                                                   



                                                                               
     
                                                                                  
                                                                          


                                                                             

                                      
                                                                            
                       
 

                                                                        

                           
                                                                        







                                                               

                                                                      
                                                                       

                                                                         


                                                    
 









                                                         
                                 






                                       
                                                         


                                                    
                        
      
                           




                           
                                                                               
                                           
                                                       







                                                                       

                                                                        


                              
                                      
                                    
 


                          

                                  



                                                                     
 






                                      


                                                                             
                                                       
                                    















                                                             
                 

                      
 



                                                            
 














                                                                  
          


                                
                            






















                                                                       
                                   




                                                             
               

                      
 



                                                                   
 













                                                                         


                       




                      
 
   

                    

                                                                              




                                              

                                                                                              




                                                      

                                                                                               




                                                      

                                                                                               




                                                     

                                                                                                        




                                                  

                                                                                  




                                                   

                                                                                 


                                                  
                                                                       


                                  


                                                                                                                                                           


                       
                                                            



                                



                                                                       


                     
                                                              



                                  




                                                                              


                       
                                                             
  
             



                                                            



                                                                                                                          


                       
                                                                                                                     
  
             

                                                                            



                                                                 

                                                                                     



                                                                          
















                                                                             









                                                                                   






                                                                                  
                                                                                                                                         

  
                                                                                                                  



                                  


                                                                                          
  
                                                                    

                                                                                                               
 
   
                                  
  


                                                           
   
                                                                                                
 
   



                                                                               
  
                           
   
                                                                

   


                                                                                          
  



                                                                               



                                                                                                   
                                                                                 
  








                                                                                 

                                                                                                                                                             
 
   
































                                                                                                                                                                                        
                                      
  

                                                   

                                                         
   

                                                                                                                         
   
                                                           
  




                                                                         
   

                                                                                                                                                    
   
























                                                                                                                                                                                        
                                                    
  




                                               
   

                                                                                                                        
   
                                                                              
  




                                              

                                                                                                                                               
 
   
                                                                                                  
  

                                                                                            



                                                                                                                                            



                                                                             
  



                                                                                

                                                                                                                                                      
 
   






                                                                                                
  


                                                                           

                                                                                                                                                    

   
                                                  
  




                                                                                            
  








                                                                                  
  
   

                                                                                                
   


























                                                                                                                      
























                                                                                                                        














                                                                      
              



                                                                                                                                                        








                                                                                               

                                                                             
  





                                                                                




                                                                                                





























                                                                                                                         


















                                                                                
                      
                 
 









                                                                           
                                













                                                                 












































































































































































































































































































































































































































                                                                                





                                                                                                                                                          




















                                                











































                                                      







































                                                        



























































                                                  







                                                
































                                                












































                                                               



























































                                                               
                                                        
 


                                                

































                                                 
















                                                






                                                          
                                             
 


                                                   






























                                                       
                                              
 

                                      










                                                          



























                                                               


































































                                                           
                               
 

                             






                                                










                                                





































                                                



                                




                                                 









                                                



                                    







                                                            








                                                  






























                                                        






















                                                           


















































































                                                              
























                                                        





















































                                                         




















































                                                










                                                   












                                                    









































                                                



                               















                                                







                                                






                                                       








                                                









                                                




                                                




























































                                                    











                                                   














                                                
                                 
 

                               








































                                                    
















                                                                                                                                                          
 
 
































                                                                         
 








                                                
 








                                                
 









                                                
 






                                                
 

                            
 

                                 
 



                           
 



                                                
 








                      
 

































                                                
 







                                                
 



                                                
 





                                                
 


                                                
 








































































































































































































































































































































































                                                    

                                                                           
                                

                                                                            






















                                                                      
 




                                                                                                                                                        
 
 

                    

                                                                           
                       

                                                                            





                                                                      
 






                                                                      
 






                                                                      
 



                                                                      
 


                        
 



                                                                      
 



































                                                                      
 





                                                                      
 


















                                                                      
 



                                                                      
 




                                                                      
 




















                                                                      
 


                                                                            
 





                                                                      
 
                                                                           
                       

                                                                            




















                                                                      

                                                                           
                          

                                                                            













                                        
 



                                 
 



                             
 





















































                                        
 



                                        

                                                                           
                            

                                                                            



                                          
 


                                                                            
 



                                 
 


                                                                            
 



                                                    
 



                                
 
     
                              
                                                                                                                                                        


       





                                                           
 







                                                                                   
































































                                                                                                                                                                                                                             














                                                                                













                                                                                                                                                                    
                                    









                                                                                                                                              
 

















                                                                                                                                            

         




                                                                 



                                                                                                                                                                                                                                                                                             

         




                                            





                                                                           

                   



                                                                     
                          
 








                                                                          

































































































                                                                                                                                                                                           
                                                                                                                  










































                                                                                                                                                                                













                                                                         
                                                                          
                                                                                                        
                                                                                      
                                                                                                                  



                                                                                                                                
                                                                                                              
























































                                                                                                                                                                                                                            




                                                                                                                    



































                                                                                                                

                                                          




























                                                                                                                                                                  





































































































                                                                                                                      
            
 






































































































































































                                                                                                                                                              
































                                                                                                           
                                                           

  





                  


     
#ifndef _EVAS_GL_H
#define _EVAS_GL_H

#include <Evas.h>
//#include <GL/gl.h>

#ifdef __cplusplus
extern "C" {
#endif

/**
 * @defgroup Evas_GL Rendering GL on Evas
 * @ingroup Evas_Canvas
 *
 * @brief This group discusses the functions that are used to do OpenGL rendering on Evas. Evas allows you
 *        to use OpenGL to render to specially set up image objects (which act as
 *        render target surfaces).
 *
 *
 * <h2> Evas GL usage example </h2>
 *
 * Below is an illustrative example of how to use OpenGL to render to an
 * object in Evas.
 *
 * @code
// Simple Evas_GL example
#include <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas_GL.h>
#include <stdio.h>

// GL related data here..
typedef struct _GLData
{
   Evas_GL_Context *ctx;
   Evas_GL_Surface *sfc;
   Evas_GL_Config  *cfg;
   Evas_GL         *evasgl;
   Evas_GL_API     *glapi;
   GLuint           program;
   GLuint           vtx_shader;
   GLuint           fgmt_shader;
   Eina_Bool        initialized : 1;
} GLData;

// Callbacks we need to handle deletion on the object and updates/draws
static void      on_del       (void *data, Evas *e, Evas_Object *obj, void *event_info);
static void      on_pixels    (void *data, Evas_Object *obj);
// Demo - animator just to keep ticking over asking to draw the image
static Eina_Bool on_animate   (void *data);
// gl stuff
static int       init_shaders (GLData *gld);
static GLuint    load_shader  (GLData *gld, GLenum type, const char *shader_src);

int
main(int argc, char **argv)
{
   // A size by default
   int w = 256, h = 256;
   // Some variables we will use
   Ecore_Evas  *ee;
   Evas *canvas;
   Evas_Object *r1;
   Evas_Native_Surface ns;
   GLData *gld = NULL;

   // Regular low-level EFL (ecore+ecore-evas) init. elm is simpler
   ecore_init();
   ecore_evas_init();
   ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512);
   ecore_evas_title_set(ee, "Ecore_Evas Template");
   canvas = ecore_evas_get(ee);

   // Alloc a data struct to hold our relevant gl info in it
   if (!(gld = calloc(1, sizeof(GLData)))) return 0;

   //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
   //-//
   // get the evas gl handle for doing gl things
   gld->evasgl = evas_gl_new(canvas);
   gld->glapi = evas_gl_api_get(gld->evasgl);

   // Set a surface config
   gld->cfg = evas_gl_config_new();
   gld->cfg->color_format = EVAS_GL_RGBA_8888;
   //gld->cfg->depth_bits   = EVAS_GL_DEPTH_NONE;        // Othe config options
   //gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
   //gld->cfg->options_bits = EVAS_GL_OPTIONS_NONE;

   // Create a surface and context
   gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, w, h);
   gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
   //-//
   //-//-//-// END GL INIT BLOB

   // Set up the image object. A filled one by default
   r1 = evas_object_image_filled_add(canvas);
   // Attach important data we need to the object using key names. This just
   // avoids some global variables which means we can do a good cleanup. You can
   // avoid this if you are lazy
   evas_object_data_set(r1, "..gld", gld);
   // When the object is deleted - call the on_del callback. Like the above,
   // this is just being clean
   evas_object_event_callback_add(r1, EVAS_CALLBACK_DEL, on_del, NULL);
   // Set up an actual pixel size for the buffer data. It may be different
   // from the output size. Any windowing system has something like this, only
   // evas has 2 sizes, a pixel size and the output object size
   evas_object_image_size_set(r1, w, h);
   // Set up the native surface info to use the context and surface created
   // above

   //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
   //-//
   evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
   evas_object_image_native_surface_set(r1, &ns);
   evas_object_image_pixels_get_callback_set(r1, on_pixels, r1);
   //-//
   //-//-//-// END GL INIT BLOB

   // Move the image object somewhere, resize it, and show it. Any windowing
   // system would need this kind of thing - place a child "window"
   evas_object_move(r1, 128, 128);
   evas_object_resize(r1, w, h);
   evas_object_show(r1);

   // Animating - just a demo. As long as you trigger an update on the image
   // object via evas_object_image_pixels_dirty_set(), any display system,
   // mainloop system etc., will have something of this kind unless it's making
   // you spin infinitely by yourself and invent your own animation mechanism
   //
   // NOTE: If you delete r1, this animator will keep running and trying to access
   // r1 so you'd better delete this animator with ecore_animator_del() or
   // structure how you do animation differently. You can also attach it like
   // evasgl, sfc, etc., if this animator is specific to this object
   // then delete it in the del handler for the obj.
   ecore_animator_add(on_animate, r1);

   // Finally show the window for the world to see. Windowing system generic
   ecore_evas_show(ee);

   // Begin the mainloop and tick over the animator, handle events, etc.
   // Also windowing system generic
   ecore_main_loop_begin();

   // Standard EFL shutdown stuff - generic for most systems, EFL or not
   ecore_evas_shutdown();
   ecore_shutdown();
   return 0;
}

static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
   // On delete of our object clean up some things that don't get auto
   // deleted for us as they are not intrinsically bound to the image
   // object as such (you could use the same context and surface across
   // multiple image objects and re-use the evasgl handle multiple times.
   // Here we bind them to only 1 object though by doing this.
   GLData *gld = evas_object_data_get(obj, "..gld");
   if (!gld) return;
   Evas_GL_API *gl = gld->glapi;

   evas_object_data_del(obj, "..gld");

   // Do a make_current before deleting all the GL stuff.
   evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
   gl->glDeleteShader(gld->vtx_shader);
   gl->glDeleteShader(gld->fgmt_shader);
   gl->glDeleteProgram(gld->program);

   evas_gl_surface_destroy(gld->evasgl, gld->sfc);
   evas_gl_context_destroy(gld->evasgl, gld->ctx);
   evas_gl_config_free(gld->cfg);
   evas_gl_free(gld->evasgl);
   free(gld);
}

static void
on_pixels(void *data, Evas_Object *obj)
{
   // Get some variable we need from the object data keys
   GLData *gld = evas_object_data_get(obj, "..gld");
   if (!gld) return;
   Evas_GL_API *gl = gld->glapi;
   GLfloat vVertices[] =
     {
         0.0f,  0.5f, 0.0f,
        -0.5f, -0.5f, 0.0f,
         0.5f, -0.5f, 0.0f
     };
   int w, h;

   // Get the image size, in case it changed, with evas_object_image_size_set()
   evas_object_image_size_get(obj, &w, &h);
   // Set up the context and surface as the current one
   evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);

   if (!gld->initialized)
     {
        if (!init_shaders(gld)) printf("Error Initializing Shaders\n");
        gld->initialized = EINA_TRUE;
     }

   // GL Viewport stuff. You can avoid doing this if viewport is all the
   // same as the last frame, if you want
   gl->glViewport(0, 0, w, h);

   // Clear the buffer
   gl->glClearColor(1.0, 0.0, 0.0, 1);
   gl->glClear(GL_COLOR_BUFFER_BIT);

   // Draw a Triangle
   gl->glEnable(GL_BLEND);

   gl->glUseProgram(gld->program);

   gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
   gl->glEnableVertexAttribArray(0);

   gl->glDrawArrays(GL_TRIANGLES, 0, 3);

   // Optional - Flush the GL pipeline
   gl->glFlush();
}

static Eina_Bool
on_animate(void *data)
{
   // Just a demo - Animate here whenever an animation tick happens and then
   // mark the image as "dirty" meaning it needs an update the next time evas
   // renders. It will then call the pixel get callback.
   evas_object_image_pixels_dirty_set(data, EINA_TRUE);
   return EINA_TRUE; // Keep looping
}

static GLuint
load_shader(GLData *gld, GLenum type, const char *shader_src)
{
   Evas_GL_API *gl = gld->glapi;
   GLuint shader;
   GLint compiled = 0;

   // Create the shader object
   if (!(shader = gl->glCreateShader(type))) return 0;
   gl->glShaderSource(shader, 1, &shader_src, NULL);
   // Compile the shader
   gl->glCompileShader(shader);
   gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);

   if (!compiled)
     {
        GLint len = 0;

        gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
        if (len > 1)
          {
             char *info = malloc(sizeof(char) * len);

             if (info)
               {
                  gl->glGetShaderInfoLog(shader, len, NULL, info);
                  printf("Error compiling shader:\n"
                         "%s\n", info);
                  free(info);
               }
          }
        gl->glDeleteShader(shader);
        return 0;
     }
   return shader;
}

// Initialize the shader and program object
static int
init_shaders(GLData *gld)
{
   Evas_GL_API *gl = gld->glapi;
   const char vShaderStr[] =
      "attribute vec4 vPosition;    \n"
      "void main()                  \n"
      "{                            \n"
      "   gl_Position = vPosition;  \n"
      "}                            \n";
   const char fShaderStr[] =
      "precision mediump float;                    \n"
      "void main()                                 \n"
      "{                                           \n"
      "  gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
      "}                                           \n";
   GLint linked = 0;

   // Load the vertex/fragment shaders
   gld->vtx_shader  = load_shader(gld, GL_VERTEX_SHADER, vShaderStr);
   gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr);

   // Create the program object
   if (!(gld->program = gl->glCreateProgram())) return 0;

   gl->glAttachShader(gld->program, gld->vtx_shader);
   gl->glAttachShader(gld->program, gld->fgmt_shader);

   // Bind vPosition to attribute 0
   gl->glBindAttribLocation(gld->program, 0, "vPosition");
   // Link the program
   gl->glLinkProgram(gld->program);
   gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);

   if (!linked)
     {
        GLint len = 0;

        gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
        if (len > 1)
          {
             char *info = malloc(sizeof(char) * len);

             if (info)
               {
                  gl->glGetProgramInfoLog(gld->program, len, NULL, info);
                  printf("Error linking program:\n"
                         "%s\n", info);
                  free(info);
               }
          }
        gl->glDeleteProgram(gld->program);
        return 0;
     }
   return 1;
}
 * @endcode
 *
 * @ingroup Evas_Canvas
 */

/**
 * @addtogroup Evas_GL
 * @{
 */

/**
  * @typedef Evas_GL
  *
  * @brief The structure type of the Evas GL object used to render GL in Evas.
  */
typedef struct _Evas_GL               Evas_GL;

/**
  * @typedef Evas_GL_Surface
  *
  * @brief The structure type of the Evas GL Surface object, a GL rendering target in Evas GL.
  */
typedef struct _Evas_GL_Surface       Evas_GL_Surface;

/**
  * @typedef Evas_GL_Context
  *
  * @brief The structure type of the Evas GL Context object, a GL rendering context in Evas GL.
  */
typedef struct _Evas_GL_Context       Evas_GL_Context;

/**
  * @typedef Evas_GL_Config
  *
  * @brief The structure type of the Evas GL Surface configuration object for surface creation.
  */
typedef struct _Evas_GL_Config        Evas_GL_Config;

/**
  * @typedef Evas_GL_API
  *
  * @brief The structure type of the Evas GL API object that contains the GL APIs to be used in Evas GL.
  */
typedef struct _Evas_GL_API           Evas_GL_API;

/**
  * @typedef Evas_GL_Func
  *
  * @brief Represents a function pointer, that can be used for Evas GL extensions.
  */
typedef void                         *Evas_GL_Func;

/**
  * @typedef EvasGLImage
  *
  * @brief Represents an Evas GL Image object used with Evas GL Image extensions.
  */
typedef void                         *EvasGLImage;

/**
 * @brief Enumeration that defines the available surface color formats.
 */
typedef enum _Evas_GL_Color_Format
{
    EVAS_GL_RGB_888   = 0, /**< Opaque RGB surface */
    EVAS_GL_RGBA_8888 = 1, /**< RGBA surface with alpha */
    EVAS_GL_NO_FBO    = 2  /**< Special value for creating PBuffer surfaces without any attached buffer. @see evas_gl_pbuffer_surface_create. @since 1.12*/
} Evas_GL_Color_Format;

/**
 * @brief Enumeration that defines the Surface Depth Format.
 */
typedef enum _Evas_GL_Depth_Bits
{
    EVAS_GL_DEPTH_NONE   = 0,
    EVAS_GL_DEPTH_BIT_8  = 1,   /**< 8 bits precision surface depth */
    EVAS_GL_DEPTH_BIT_16 = 2,   /**< 16 bits precision surface depth */
    EVAS_GL_DEPTH_BIT_24 = 3,   /**< 24 bits precision surface depth */
    EVAS_GL_DEPTH_BIT_32 = 4    /**< 32 bits precision surface depth */
} Evas_GL_Depth_Bits;

/**
 * @brief Enumeration that defines the Surface Stencil Format.
 */
typedef enum _Evas_GL_Stencil_Bits
{
    EVAS_GL_STENCIL_NONE   = 0,
    EVAS_GL_STENCIL_BIT_1  = 1,   /**< 1 bit precision for stencil buffer */
    EVAS_GL_STENCIL_BIT_2  = 2,   /**< 2 bits precision for stencil buffer */
    EVAS_GL_STENCIL_BIT_4  = 3,   /**< 4 bits precision for stencil buffer */
    EVAS_GL_STENCIL_BIT_8  = 4,   /**< 8 bits precision for stencil buffer */
    EVAS_GL_STENCIL_BIT_16 = 5    /**< 16 bits precision for stencil buffer */
} Evas_GL_Stencil_Bits;

/**
 * @brief Enumeration that defines the Configuration Options.
 *
 * @since 1.1
 */
typedef enum _Evas_GL_Options_Bits
{
   EVAS_GL_OPTIONS_NONE    = 0,     /**< No extra options */
   EVAS_GL_OPTIONS_DIRECT  = (1<<0),/**< Optional hint to allow rendering directly to the Evas window if possible */
   EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION = (1<<1) /**< Force direct rendering even if the canvas is rotated.
                                                  *   In that case, it is the application's role to rotate the contents of
                                                  *   the Evas_GL view. @see evas_gl_rotation_get. @since 1.12 */
} Evas_GL_Options_Bits;

/**
 * @brief Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface.
 *
 * @since 1.2
 *
 * @remarks This only works on devices that support the required extensions.
 */
typedef enum _Evas_GL_Multisample_Bits
{
   EVAS_GL_MULTISAMPLE_NONE = 0, /**< No multisample rendering */
   EVAS_GL_MULTISAMPLE_LOW  = 1, /**< MSAA with minimum number of samples */
   EVAS_GL_MULTISAMPLE_MED  = 2, /**< MSAA with half the maximum number of samples */
   EVAS_GL_MULTISAMPLE_HIGH = 3  /**< MSAA with maximum allowed samples */
} Evas_GL_Multisample_Bits;

/**
 * @brief Enumeration that defines the available OpenGL ES version numbers.
 *        They can be used to create OpenGL-ES 1.1 contexts.
 *
 * @since 1.12
 *
 * @see evas_gl_context_version_create
 *
 * @remarks This will only work with EGL/GLES (but not with desktop OpenGL).
 */
typedef enum _Evas_GL_Context_Version
{
   EVAS_GL_GLES_1_X = 1, /**< OpenGL-ES 1.x */
   EVAS_GL_GLES_2_X = 2, /**< OpenGL-ES 2.x is the default */
   EVAS_GL_GLES_3_X = 3  /**< @internal OpenGL-ES 3.x, not implemented yet */
} Evas_GL_Context_Version;

/**
 * @struct _Evas_GL_Config
 *
 * @brief A structure used to specify the configuration of an @ref Evas_GL_Surface.
 *
 * This structure should be allocated with @ref evas_gl_config_new() and released
 * with @ref evas_gl_config_free().
 *
 * @see evas_gl_surface_create
 * @see evas_gl_pbuffer_surface_create
 */
struct _Evas_GL_Config
{
   Evas_GL_Color_Format       color_format;     /**< Surface Color Format */
   Evas_GL_Depth_Bits         depth_bits;       /**< Surface Depth Bits */
   Evas_GL_Stencil_Bits       stencil_bits;     /**< Surface Stencil Bits */
   Evas_GL_Options_Bits       options_bits;     /**< Extra Surface Options */
   Evas_GL_Multisample_Bits   multisample_bits; /**< Optional Surface MSAA Bits */
   Evas_GL_Context_Version    gles_version;     /**< @internal Special flag for OpenGL-ES 1.1 indirect rendering surfaces (since 1.12) */
};

/** @brief Constant to use when calling @ref evas_gl_string_query to retrieve the available Evas_GL extensions. */
#define EVAS_GL_EXTENSIONS       1


/**
 * @brief Creates a new Evas_GL object and returns a handle for GL rendering with the EFL.
 *
 * @param[in] e The given Evas canvas to use
 *
 * @return The created Evas_GL object, or @c NULL in case of failure
 */
EAPI Evas_GL                 *evas_gl_new                (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @brief Frees an Evas_GL object.
 *
 * @param[in] evas_gl   The given Evas_GL object to destroy
 *
 * @see evas_gl_new
 */
EAPI void                     evas_gl_free               (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);

/**
 * @brief Allocates a new config object for the user to fill out.
 *
 * @remarks As long as Evas creates a config object for the user, it takes care
 *          of the backward compatibility issue.
 *
 * @see evas_gl_config_free
 */
EAPI Evas_GL_Config          *evas_gl_config_new         (void);

/**
 * @brief Frees a config object created from evas_gl_config_new.
 *
 * @param[in] cfg  The configuration structure to free, it can not be accessed afterwards.
 *
 * @remarks As long as Evas creates a config object for the user, it takes care
 *          of the backward compatibility issue.
 *
 * @see evas_gl_config_new
 */
EAPI void                     evas_gl_config_free        (Evas_GL_Config *cfg) EINA_ARG_NONNULL(1);

/**
 * @brief Creates and returns a new @ref Evas_GL_Surface object for GL Rendering.
 *
 * @param[in] evas_gl The given Evas_GL object
 * @param[in] cfg     The pixel format and configuration of the rendering surface
 * @param[in] w       The width of the surface
 * @param[in] h       The height of the surface
 *
 * @return The created GL surface object,
 *         otherwise @c NULL on failure
 *
 * @see evas_gl_surface_destroy
 */
EAPI Evas_GL_Surface         *evas_gl_surface_create     (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);

/**
 * @brief Create a pixel buffer surface
 *
 * @param[in] evas_gl     The given Evas_GL object
 * @param[in] cfg         Pixel format and configuration of the pixel buffer surface
 * @param[in] w           Requested width of the buffer
 * @param[in] h           Requested height of the buffer
 * @param[in] attrib_list An optional list of attribute-value pairs terminated by attribute 0, can be @c NULL. Currently, no attributes are supported.
 *
 * @return The created GL surface object,
 *         otherwise @c NULL on failure
 *
 * The surface must be released with @ref evas_gl_surface_destroy.
 *
 * If the color format in @a cfg is @ref EVAS_GL_RGB_888 or @ref EVAS_GL_RGBA_8888,
 * then Evas will automatically generate a framebuffer attached to this PBuffer.
 * Its properties can be queried using @ref evas_gl_native_surface_get.
 * If you want to attach an FBO yourself, or create a PBuffer surface only,
 * please use the color format @ref EVAS_GL_NO_FBO.
 *
 * Creating a 1x1 PBuffer surface can be useful in order to call
 * @ref evas_gl_make_current() from another thread.
 *
 * @note The attribute list can be terminated by EVAS_GL_NONE or 0.
 *       As of now, no special attributes are supported yet. Also, only EGL
 *       is supported at the moment of writing.
 *
 * @see evas_gl_surface_destroy
 *
 * @since 1.12
 */
EAPI Evas_GL_Surface         *evas_gl_pbuffer_surface_create(Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h, const int *attrib_list) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);

/**
 * @brief Destroys an Evas GL Surface.
 *
 * @param[in] evas_gl   The given Evas_GL object
 * @param[in] surf      The given GL surface object
 *
 * @note This function can also destroy pbuffer surfaces.
 */
EAPI void                     evas_gl_surface_destroy    (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);

/**
 * @brief Creates and returns a new Evas GL context object.
 *
 * @param[in] evas_gl    The given Evas_GL object
 * @param[in] share_ctx  An Evas_GL context to share with the new context
 *
 * @return The created context,
 *         otherwise @c NULL on failure
 */
EAPI Evas_GL_Context         *evas_gl_context_create     (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @brief Creates and returns a new Evas GL context object for OpenGL-ES 1.1 or 2.0.
 *
 * @param[in] evas_gl    The given Evas_GL object
 * @param[in] share_ctx  A context to share (can be NULL)
 * @param[in] version    Major OpenGL-ES version number
 *
 * @return The created context,
 *         otherwise @c NULL on failure
 *
 * This function can be used to create OpenGL-ES 1.1 contexts, but OpenGL-ES 3.x
 * is not supported yet.
 *
 * The GL API bound to the created context must be queried using
 * @ref evas_gl_context_api_get (instead of @ref evas_gl_api_get).
 *
 * @note GLES 3.x is not supported yet.
 *
 * @see Evas_GL_Context_Version
 * @see evas_gl_context_api_get
 *
 * @since 1.12
 */
EAPI Evas_GL_Context         *evas_gl_context_version_create(Evas_GL *evas_gl, Evas_GL_Context *share_ctx, Evas_GL_Context_Version version) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @brief Destroys the given Evas GL context object.
 *
 * @param[in] evas_gl The given Evas_GL object
 * @param[in] ctx     The given Evas GL context
 *
 * @see evas_gl_context_create
 * @see evas_gl_context_version_create
 */
EAPI void                     evas_gl_context_destroy    (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);

/**
 * @brief Sets the given context as the current context for the given surface.
 *
 * @param[in] evas_gl The given Evas_GL object
 * @param[in] surf The given Evas GL surface
 * @param[in] ctx The given Evas GL context
 * @return @c EINA_TRUE if successful,
 *         otherwise @c EINA_FALSE if not
 */
EAPI Eina_Bool                evas_gl_make_current       (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);

/**
 * @brief Returns a pointer to a static, null-terminated string describing some aspect of Evas GL.
 *
 * @param[in] evas_gl The given Evas_GL object
 * @param[in] name    A symbolic constant, only @ref EVAS_GL_EXTENSIONS is supported for now
 */
EAPI const char              *evas_gl_string_query       (Evas_GL *evas_gl, int name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_PURE;

/**
 * @brief Returns a extension function from OpenGL or the Evas_GL glue layer.
 *
 * @param[in] evas_gl  The given Evas_GL object
 * @param[in] name     The name of the function to return
 *
 * The available extension functions may depend on the backend engine Evas GL is
 * running on.
 *
 * @return A function pointer to the Evas_GL extension.
 */
EAPI Evas_GL_Func             evas_gl_proc_address_get   (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE;

/**
 * @brief Fills in the Native Surface information from a given Evas GL surface.
 *
 * @param[in]  evas_gl The given Evas_GL object
 * @param[in]  surf    The given Evas GL surface to retrieve the Native Surface information from
 * @param[out] ns      The native surface structure that the function fills in
 * @return @c EINA_TRUE if successful,
 *         otherwise @c EINA_FALSE if not
 *
 * @details This function can be called to later set this native surface as
 *          source of an Evas Object Image. Please refer to
 *          @ref evas_object_image_native_surface_set.
 */
EAPI Eina_Bool                evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3);

/**
 * @brief Gets the API for rendering using OpenGL.
 *
 * @details This returns a structure that contains all the OpenGL functions you can
 *          use to render in Evas. These functions consist of all the standard
 *          OpenGL-ES2.0 functions and any additional ones that Evas has decided to provide.
 *          This means that if you have your code ported to OpenGL-ES2.0,
 *          it is going to be easy to render to Evas.
 *
 * @param[in] evas_gl The given Evas_GL object
 *
 * @return The API to use
 *
 * @note This function will always return an OpenGL-ES 2.0 API, please use
 *       @ref evas_gl_context_api_get instead to get an OpenGL-ES 1.1 set of APIs.
 *
 * @see Evas_GL_API
 * @see evas_gl_context_api_get
 *
 */
EAPI Evas_GL_API             *evas_gl_api_get            (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);

/**
 * @brief Gets the API for rendering using OpenGL with non standard contexts.
 *
 * This function is similar to @ref evas_gl_api_get but takes an extra Evas GL
 * context argument as it is used to get the real API used by special contexts,
 * that have been instanciated with @ref evas_gl_context_version_create().
 *
 * This function can be used to get the GL API for a OpenGL-ES 1.1 context. When
 * using OpenGL-ES 1.1, applications should always use @ref evas_gl_context_api_get
 * and never call @ref evas_gl_api_get (this will always return a OpenGL-ES 2+ API).
 *
 * @param[in] evas_gl The given Evas_GL object
 * @param[in] ctx     Specifies which context to use, based on this, Evas GL
 *                    will return a 1.1- or a 2.0-compatible OpenGL-ES API.
 *
 * @return The API to use. Only the available function pointers will be set
 *         in the structure. All the non compatible functions or unsupported
 *         extension function pointers will be set to NULL.
 *
 * @see Evas_GL_API
 * @see evas_gl_api_get
 * @see evas_gl_context_version_create
 *
 * @since 1.12
 */
EAPI Evas_GL_API             *evas_gl_context_api_get    (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1);

/**
 * @brief Get the current rotation of the view, in degrees.
 *
 * This function should be called in order to properly handle the current
 * rotation of the view. It will always return 0 unless the option
 * @ref EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION has been set.
 *
 * Indeed, in case of direct rendering to the back buffer, the client
 * application is responsible for properly rotating its view. This can generally
 * be done by applying a rotation to a view matrix.
 *
 * @param[in] evas_gl    The current Evas_GL object
 *
 * @note The returned value may not be the same as the window rotation, for
 * example if indirect rendering is used as a fallback, or if the GPU supports
 * transparent rotation of the buffer during swap.
 *
 * @return 0, 90, 180 or 270 depending on the Evas canvas' orientation.
 *
 * @see EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION
 *
 * @since 1.12
 */
EAPI int                      evas_gl_rotation_get       (Evas_GL *evas_gl) EINA_ARG_NONNULL(1) EINA_WARN_UNUSED_RESULT;

/**
 * @brief Query a surface for its properties
 *
 * @param[in]  evas_gl    The current Evas_GL object
 * @param[in]  surface    An Evas_GL_Surface surface to query
 * @param[in]  attribute  Specifies the attribute to query.
 * @param[out] value      Returns the requested value (usually an int)
 *
 * The currently accepted attributes are the following:
 * @li @ref EVAS_GL_WIDTH,
 * @li @ref EVAS_GL_HEIGHT,
 * @li @ref EVAS_GL_TEXTURE_FORMAT,
 * @li @ref EVAS_GL_TEXTURE_TARGET
 *
 * @return EINA_TRUE in case of success, EINA_FALSE in case of error.
 *
 * @since 1.12
 */
EAPI Eina_Bool                evas_gl_surface_query      (Evas_GL *evas_gl, Evas_GL_Surface *surface, int attribute, void *value) EINA_ARG_NONNULL(1,2);

/**
 * @brief Returns the last error of any evas_gl function called in the current thread.
 *        Initially, the error is set to @ref EVAS_GL_SUCCESS. A call to @ref evas_gl_error_get
 *        resets the error to @ref EVAS_GL_SUCCESS.
 *
 * @param[in] evas_gl The given Evas_GL object
 *
 * @return @ref EVAS_GL_SUCCESS in case of no error, or any other @c EVAS_GL error code.
 *
 * Since Evas GL is a glue layer for GL imitating EGL, the error codes returned
 * have a similar meaning as those defined in EGL, so please refer to the EGL
 * documentation for more information about the various error codes.
 *
 * @note Evas GL does not specify exactly which error codes will be returned in
 *       which circumstances. This is because different backends may behave
 *       differently and Evas GL will try to give the most meaningful error code
 *       based on the backend's error. Evas GL only tries to provide some
 *       information, so an application can not expect the exact same error
 *       codes as EGL would return.
 *
 * @since 1.12
 */
EAPI int                      evas_gl_error_get          (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);

/**
 * @brief Returns the Evas GL context object in use or set by @ref evas_gl_make_current.
 *
 * @param[in] evas_gl The given Evas_GL object
 *
 * @return The current context for the calling thread, or @c NULL in case of
 *         failure and when there is no current context in this thread.
 *
 * @since 1.12
 */
EAPI Evas_GL_Context         *evas_gl_current_context_get (Evas_GL *evas_gl) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @brief Returns the Evas GL surface object in use or set by @ref evas_gl_make_current
 *
 * @param evas_gl The given Evas_GL object
 *
 * @return The current surface for the calling thread, or @c NULL in case of
 *         failure and when there is no current surface in this thread.
 *
 * This can be used to get a handle to the current surface, so as to switch
 * between contexts back and forth. Note that the OpenGL driver may stall when
 * doing so.
 *
 * @see evas_gl_make_current
 *
 * @since 1.12
 */
EAPI Evas_GL_Surface         *evas_gl_current_surface_get (Evas_GL *evas_gl) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);



/*-------------------------------------------------------------------------
 * Data types, definitions and values for use with Evas GL.
 *
 * The following definitions have been imported from the official GLES/GLES2
 * header files. Please do not include the official GL headers along with
 * Evas_GL.h as these will conflict.
 *-----------------------------------------------------------------------*/

#ifndef KHRONOS_SUPPORT_INT64
typedef unsigned long long khronos_uint64_t;
typedef signed long long   khronos_int64_t;
#endif

// Due to build conflicts on various platforms, we can't use GL[u]int64 directly
typedef khronos_int64_t    EvasGLint64;
typedef khronos_uint64_t   EvasGLuint64;

#if !defined(__gl2_h_)
# define __gl2_h_

/*
 * This document is licensed under the SGI Free Software B License Version
 * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
 */

/*-------------------------------------------------------------------------
 * Data type definitions
 *-----------------------------------------------------------------------*/

typedef void             GLvoid;
typedef char             GLchar;
typedef unsigned int     GLenum;
typedef unsigned char    GLboolean;
typedef unsigned int     GLbitfield;
typedef signed char      GLbyte;       // Changed khronos_int8_t
typedef short            GLshort;
typedef int              GLint;
typedef int              GLsizei;
typedef unsigned char    GLubyte;      // Changed khronos_uint8_t
typedef unsigned short   GLushort;
typedef unsigned int     GLuint;
typedef float            GLfloat;      // Changed khronos_float_t
typedef float            GLclampf;     // Changed khronos_float_t
typedef signed int       GLfixed;      // Changed khronos_int32_t

/* OpenGL ES core versions */
//#define GL_ES_VERSION_2_0                 1

/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT               0x00000100
#define GL_STENCIL_BUFFER_BIT             0x00000400
#define GL_COLOR_BUFFER_BIT               0x00004000

/* Boolean */
#define GL_FALSE                          0
#define GL_TRUE                           1

/* BeginMode */
#define GL_POINTS                         0x0000
#define GL_LINES                          0x0001
#define GL_LINE_LOOP                      0x0002
#define GL_LINE_STRIP                     0x0003
#define GL_TRIANGLES                      0x0004
#define GL_TRIANGLE_STRIP                 0x0005
#define GL_TRIANGLE_FAN                   0x0006

/* AlphaFunction (not supported in ES20) */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* BlendingFactorDest */
#define GL_ZERO                           0
#define GL_ONE                            1
#define GL_SRC_COLOR                      0x0300
#define GL_ONE_MINUS_SRC_COLOR            0x0301
#define GL_SRC_ALPHA                      0x0302
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
#define GL_DST_ALPHA                      0x0304
#define GL_ONE_MINUS_DST_ALPHA            0x0305

/* BlendingFactorSrc */
/*      GL_ZERO */
/*      GL_ONE */
#define GL_DST_COLOR                      0x0306
#define GL_ONE_MINUS_DST_COLOR            0x0307
#define GL_SRC_ALPHA_SATURATE             0x0308
/*      GL_SRC_ALPHA */
/*      GL_ONE_MINUS_SRC_ALPHA */
/*      GL_DST_ALPHA */
/*      GL_ONE_MINUS_DST_ALPHA */

/* BlendEquationSeparate */
#define GL_FUNC_ADD                       0x8006
#define GL_BLEND_EQUATION                 0x8009
#define GL_BLEND_EQUATION_RGB             0x8009    /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA           0x883D

/* BlendSubtract */
#define GL_FUNC_SUBTRACT                  0x800A
#define GL_FUNC_REVERSE_SUBTRACT          0x800B

/* Separate Blend Functions */
#define GL_BLEND_DST_RGB                  0x80C8
#define GL_BLEND_SRC_RGB                  0x80C9
#define GL_BLEND_DST_ALPHA                0x80CA
#define GL_BLEND_SRC_ALPHA                0x80CB
#define GL_CONSTANT_COLOR                 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002
#define GL_CONSTANT_ALPHA                 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004
#define GL_BLEND_COLOR                    0x8005

/* Buffer Objects */
#define GL_ARRAY_BUFFER                   0x8892
#define GL_ELEMENT_ARRAY_BUFFER           0x8893
#define GL_ARRAY_BUFFER_BINDING           0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895

#define GL_STREAM_DRAW                    0x88E0
#define GL_STATIC_DRAW                    0x88E4
#define GL_DYNAMIC_DRAW                   0x88E8

#define GL_BUFFER_SIZE                    0x8764
#define GL_BUFFER_USAGE                   0x8765

#define GL_CURRENT_VERTEX_ATTRIB          0x8626

/* CullFaceMode */
#define GL_FRONT                          0x0404
#define GL_BACK                           0x0405
#define GL_FRONT_AND_BACK                 0x0408

/* DepthFunction */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* EnableCap */
#define GL_TEXTURE_2D                     0x0DE1
#define GL_CULL_FACE                      0x0B44
#define GL_BLEND                          0x0BE2
#define GL_DITHER                         0x0BD0
#define GL_STENCIL_TEST                   0x0B90
#define GL_DEPTH_TEST                     0x0B71
#define GL_SCISSOR_TEST                   0x0C11
#define GL_POLYGON_OFFSET_FILL            0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
#define GL_SAMPLE_COVERAGE                0x80A0

/* ErrorCode */
#define GL_NO_ERROR                       0
#define GL_INVALID_ENUM                   0x0500
#define GL_INVALID_VALUE                  0x0501
#define GL_INVALID_OPERATION              0x0502
#define GL_OUT_OF_MEMORY                  0x0505

/* FrontFaceDirection */
#define GL_CW                             0x0900
#define GL_CCW                            0x0901

/* GetPName */
#define GL_LINE_WIDTH                     0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE       0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
#define GL_CULL_FACE_MODE                 0x0B45
#define GL_FRONT_FACE                     0x0B46
#define GL_DEPTH_RANGE                    0x0B70
#define GL_DEPTH_WRITEMASK                0x0B72
#define GL_DEPTH_CLEAR_VALUE              0x0B73
#define GL_DEPTH_FUNC                     0x0B74
#define GL_STENCIL_CLEAR_VALUE            0x0B91
#define GL_STENCIL_FUNC                   0x0B92
#define GL_STENCIL_FAIL                   0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96
#define GL_STENCIL_REF                    0x0B97
#define GL_STENCIL_VALUE_MASK             0x0B93
#define GL_STENCIL_WRITEMASK              0x0B98
#define GL_STENCIL_BACK_FUNC              0x8800
#define GL_STENCIL_BACK_FAIL              0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
#define GL_STENCIL_BACK_REF               0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
#define GL_STENCIL_BACK_WRITEMASK         0x8CA5
#define GL_VIEWPORT                       0x0BA2
#define GL_SCISSOR_BOX                    0x0C10
/*      GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE              0x0C22
#define GL_COLOR_WRITEMASK                0x0C23
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_ALIGNMENT                 0x0D05
#define GL_MAX_TEXTURE_SIZE               0x0D33
#define GL_MAX_VIEWPORT_DIMS              0x0D3A
#define GL_SUBPIXEL_BITS                  0x0D50
#define GL_RED_BITS                       0x0D52
#define GL_GREEN_BITS                     0x0D53
#define GL_BLUE_BITS                      0x0D54
#define GL_ALPHA_BITS                     0x0D55
#define GL_DEPTH_BITS                     0x0D56
#define GL_STENCIL_BITS                   0x0D57
#define GL_POLYGON_OFFSET_UNITS           0x2A00
/*      GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR          0x8038
#define GL_TEXTURE_BINDING_2D             0x8069
#define GL_SAMPLE_BUFFERS                 0x80A8
#define GL_SAMPLES                        0x80A9
#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
#define GL_SAMPLE_COVERAGE_INVERT         0x80AB

/* GetTextureParameter */
/*      GL_TEXTURE_MAG_FILTER */
/*      GL_TEXTURE_MIN_FILTER */
/*      GL_TEXTURE_WRAP_S */
/*      GL_TEXTURE_WRAP_T */

#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3

/* HintMode */
#define GL_DONT_CARE                      0x1100
#define GL_FASTEST                        0x1101
#define GL_NICEST                         0x1102

/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT            0x8192

/* DataType */
#define GL_BYTE                           0x1400
#define GL_UNSIGNED_BYTE                  0x1401
#define GL_SHORT                          0x1402
#define GL_UNSIGNED_SHORT                 0x1403
#define GL_INT                            0x1404
#define GL_UNSIGNED_INT                   0x1405
#define GL_FLOAT                          0x1406
#define GL_FIXED                          0x140C

/* PixelFormat */
#define GL_DEPTH_COMPONENT                0x1902
#define GL_ALPHA                          0x1906
#define GL_RGB                            0x1907
#define GL_RGBA                           0x1908
#define GL_LUMINANCE                      0x1909
#define GL_LUMINANCE_ALPHA                0x190A

/* PixelType */
/*      GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
#define GL_UNSIGNED_SHORT_5_6_5           0x8363

/* Shaders */
#define GL_FRAGMENT_SHADER                  0x8B30
#define GL_VERTEX_SHADER                    0x8B31
#define GL_MAX_VERTEX_ATTRIBS               0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS       0x8DFB
#define GL_MAX_VARYING_VECTORS              0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS   0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS          0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS     0x8DFD
#define GL_SHADER_TYPE                      0x8B4F
#define GL_DELETE_STATUS                    0x8B80
#define GL_LINK_STATUS                      0x8B82
#define GL_VALIDATE_STATUS                  0x8B83
#define GL_ATTACHED_SHADERS                 0x8B85
#define GL_ACTIVE_UNIFORMS                  0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH        0x8B87
#define GL_ACTIVE_ATTRIBUTES                0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH      0x8B8A
#define GL_SHADING_LANGUAGE_VERSION         0x8B8C
#define GL_CURRENT_PROGRAM                  0x8B8D

/* StencilFunction */
#define GL_NEVER                          0x0200
#define GL_LESS                           0x0201
#define GL_EQUAL                          0x0202
#define GL_LEQUAL                         0x0203
#define GL_GREATER                        0x0204
#define GL_NOTEQUAL                       0x0205
#define GL_GEQUAL                         0x0206
#define GL_ALWAYS                         0x0207

/* StencilOp */
/*      GL_ZERO */
#define GL_KEEP                           0x1E00
#define GL_REPLACE                        0x1E01
#define GL_INCR                           0x1E02
#define GL_DECR                           0x1E03
#define GL_INVERT                         0x150A
#define GL_INCR_WRAP                      0x8507
#define GL_DECR_WRAP                      0x8508

/* StringName */
#define GL_VENDOR                         0x1F00
#define GL_RENDERER                       0x1F01
#define GL_VERSION                        0x1F02
#define GL_EXTENSIONS                     0x1F03

/* TextureMagFilter */
#define GL_NEAREST                        0x2600
#define GL_LINEAR                         0x2601

/* TextureMinFilter */
/*      GL_NEAREST */
/*      GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST         0x2700
#define GL_LINEAR_MIPMAP_NEAREST          0x2701
#define GL_NEAREST_MIPMAP_LINEAR          0x2702
#define GL_LINEAR_MIPMAP_LINEAR           0x2703

/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER             0x2800
#define GL_TEXTURE_MIN_FILTER             0x2801
#define GL_TEXTURE_WRAP_S                 0x2802
#define GL_TEXTURE_WRAP_T                 0x2803

/* TextureTarget */
/*      GL_TEXTURE_2D */
#define GL_TEXTURE                        0x1702

#define GL_TEXTURE_CUBE_MAP               0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C

/* TextureUnit */
#define GL_TEXTURE0                       0x84C0
#define GL_TEXTURE1                       0x84C1
#define GL_TEXTURE2                       0x84C2
#define GL_TEXTURE3                       0x84C3
#define GL_TEXTURE4                       0x84C4
#define GL_TEXTURE5                       0x84C5
#define GL_TEXTURE6                       0x84C6
#define GL_TEXTURE7                       0x84C7
#define GL_TEXTURE8                       0x84C8
#define GL_TEXTURE9                       0x84C9
#define GL_TEXTURE10                      0x84CA
#define GL_TEXTURE11                      0x84CB
#define GL_TEXTURE12                      0x84CC
#define GL_TEXTURE13                      0x84CD
#define GL_TEXTURE14                      0x84CE
#define GL_TEXTURE15                      0x84CF
#define GL_TEXTURE16                      0x84D0
#define GL_TEXTURE17                      0x84D1
#define GL_TEXTURE18                      0x84D2
#define GL_TEXTURE19                      0x84D3
#define GL_TEXTURE20                      0x84D4
#define GL_TEXTURE21                      0x84D5
#define GL_TEXTURE22                      0x84D6
#define GL_TEXTURE23                      0x84D7
#define GL_TEXTURE24                      0x84D8
#define GL_TEXTURE25                      0x84D9
#define GL_TEXTURE26                      0x84DA
#define GL_TEXTURE27                      0x84DB
#define GL_TEXTURE28                      0x84DC
#define GL_TEXTURE29                      0x84DD
#define GL_TEXTURE30                      0x84DE
#define GL_TEXTURE31                      0x84DF
#define GL_ACTIVE_TEXTURE                 0x84E0

/* TextureWrapMode */
#define GL_REPEAT                         0x2901
#define GL_CLAMP_TO_EDGE                  0x812F
#define GL_MIRRORED_REPEAT                0x8370

/* Uniform Types */
#define GL_FLOAT_VEC2                     0x8B50
#define GL_FLOAT_VEC3                     0x8B51
#define GL_FLOAT_VEC4                     0x8B52
#define GL_INT_VEC2                       0x8B53
#define GL_INT_VEC3                       0x8B54
#define GL_INT_VEC4                       0x8B55
#define GL_BOOL                           0x8B56
#define GL_BOOL_VEC2                      0x8B57
#define GL_BOOL_VEC3                      0x8B58
#define GL_BOOL_VEC4                      0x8B59
#define GL_FLOAT_MAT2                     0x8B5A
#define GL_FLOAT_MAT3                     0x8B5B
#define GL_FLOAT_MAT4                     0x8B5C
#define GL_SAMPLER_2D                     0x8B5E
#define GL_SAMPLER_CUBE                   0x8B60

/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED        0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE           0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE         0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE           0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED     0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER        0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F

/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE   0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B

/* Shader Source */
#define GL_COMPILE_STATUS                 0x8B81
#define GL_INFO_LOG_LENGTH                0x8B84
#define GL_SHADER_SOURCE_LENGTH           0x8B88
#define GL_SHADER_COMPILER                0x8DFA

/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS          0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS      0x8DF9

/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT                      0x8DF0
#define GL_MEDIUM_FLOAT                   0x8DF1
#define GL_HIGH_FLOAT                     0x8DF2
#define GL_LOW_INT                        0x8DF3
#define GL_MEDIUM_INT                     0x8DF4
#define GL_HIGH_INT                       0x8DF5

/* Framebuffer Object. */
#define GL_FRAMEBUFFER                    0x8D40
#define GL_RENDERBUFFER                   0x8D41

#define GL_RGBA4                          0x8056
#define GL_RGB5_A1                        0x8057
#define GL_RGB565                         0x8D62
#define GL_DEPTH_COMPONENT16              0x81A5
#define GL_STENCIL_INDEX                  0x1901
#define GL_STENCIL_INDEX8                 0x8D48

#define GL_RENDERBUFFER_WIDTH             0x8D42
#define GL_RENDERBUFFER_HEIGHT            0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44
#define GL_RENDERBUFFER_RED_SIZE          0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE        0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE         0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE        0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE        0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE      0x8D55

#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE           0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME           0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL         0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3

#define GL_COLOR_ATTACHMENT0              0x8CE0
#define GL_DEPTH_ATTACHMENT               0x8D00
#define GL_STENCIL_ATTACHMENT             0x8D20

#define GL_NONE                           0

#define GL_FRAMEBUFFER_COMPLETE                      0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT         0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS         0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED                   0x8CDD

#define GL_FRAMEBUFFER_BINDING            0x8CA6
#define GL_RENDERBUFFER_BINDING           0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE          0x84E8

#define GL_INVALID_FRAMEBUFFER_OPERATION  0x0506

#else
# ifndef EVAS_GL_NO_GL_H_CHECK
#  error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
#endif

#ifndef __gl2ext_h_
#define __gl2ext_h_ 1

#ifndef GL_KHR_blend_equation_advanced
#define GL_KHR_blend_equation_advanced 1
#define GL_BLEND_ADVANCED_COHERENT_KHR    0x9285
#define GL_MULTIPLY_KHR                   0x9294
#define GL_SCREEN_KHR                     0x9295
#define GL_OVERLAY_KHR                    0x9296
#define GL_DARKEN_KHR                     0x9297
#define GL_LIGHTEN_KHR                    0x9298
#define GL_COLORDODGE_KHR                 0x9299
#define GL_COLORBURN_KHR                  0x929A
#define GL_HARDLIGHT_KHR                  0x929B
#define GL_SOFTLIGHT_KHR                  0x929C
#define GL_DIFFERENCE_KHR                 0x929E
#define GL_EXCLUSION_KHR                  0x92A0
#define GL_HSL_HUE_KHR                    0x92AD
#define GL_HSL_SATURATION_KHR             0x92AE
#define GL_HSL_COLOR_KHR                  0x92AF
#define GL_HSL_LUMINOSITY_KHR             0x92B0
#endif /* GL_KHR_blend_equation_advanced */

#ifndef GL_KHR_debug
#define GL_KHR_debug 1
#define GL_SAMPLER                        0x82E6
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR   0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION_KHR    0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM_KHR  0x8245
#define GL_DEBUG_SOURCE_API_KHR           0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR   0x8249
#define GL_DEBUG_SOURCE_APPLICATION_KHR   0x824A
#define GL_DEBUG_SOURCE_OTHER_KHR         0x824B
#define GL_DEBUG_TYPE_ERROR_KHR           0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E
#define GL_DEBUG_TYPE_PORTABILITY_KHR     0x824F
#define GL_DEBUG_TYPE_PERFORMANCE_KHR     0x8250
#define GL_DEBUG_TYPE_OTHER_KHR           0x8251
#define GL_DEBUG_TYPE_MARKER_KHR          0x8268
#define GL_DEBUG_TYPE_PUSH_GROUP_KHR      0x8269
#define GL_DEBUG_TYPE_POP_GROUP_KHR       0x826A
#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C
#define GL_DEBUG_GROUP_STACK_DEPTH_KHR    0x826D
#define GL_BUFFER_KHR                     0x82E0
#define GL_SHADER_KHR                     0x82E1
#define GL_PROGRAM_KHR                    0x82E2
#define GL_VERTEX_ARRAY_KHR               0x8074
#define GL_QUERY_KHR                      0x82E3
#define GL_SAMPLER_KHR                    0x82E6
#define GL_MAX_LABEL_LENGTH_KHR           0x82E8
#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR   0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR  0x9144
#define GL_DEBUG_LOGGED_MESSAGES_KHR      0x9145
#define GL_DEBUG_SEVERITY_HIGH_KHR        0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_KHR      0x9147
#define GL_DEBUG_SEVERITY_LOW_KHR         0x9148
#define GL_DEBUG_OUTPUT_KHR               0x92E0
#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR     0x00000002
#define GL_STACK_OVERFLOW_KHR             0x0503
#define GL_STACK_UNDERFLOW_KHR            0x0504
#endif /* GL_KHR_debug */

#ifndef GL_KHR_texture_compression_astc_hdr
#define GL_KHR_texture_compression_astc_hdr 1
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR   0x93B0
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR   0x93B1
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR   0x93B2
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR   0x93B3
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR   0x93B4
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR   0x93B5
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR   0x93B6
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR   0x93B7
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR  0x93B8
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR  0x93B9
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR  0x93BA
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#endif /* GL_KHR_texture_compression_astc_hdr */

#ifndef GL_KHR_texture_compression_astc_ldr
#define GL_KHR_texture_compression_astc_ldr 1
#endif /* GL_KHR_texture_compression_astc_ldr */

#ifndef GL_OES_EGL_image
#define GL_OES_EGL_image 1
#endif /* GL_OES_EGL_image */

#ifndef GL_OES_EGL_image_external
#define GL_OES_EGL_image_external 1
#define GL_TEXTURE_EXTERNAL_OES           0x8D65
#define GL_TEXTURE_BINDING_EXTERNAL_OES   0x8D67
#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68
#define GL_SAMPLER_EXTERNAL_OES           0x8D66
#endif /* GL_OES_EGL_image_external */

#ifndef GL_OES_compressed_ETC1_RGB8_texture
#define GL_OES_compressed_ETC1_RGB8_texture 1
#define GL_ETC1_RGB8_OES                  0x8D64
#endif /* GL_OES_compressed_ETC1_RGB8_texture */

#ifndef GL_OES_compressed_paletted_texture
#define GL_OES_compressed_paletted_texture 1
#define GL_PALETTE4_RGB8_OES              0x8B90
#define GL_PALETTE4_RGBA8_OES             0x8B91
#define GL_PALETTE4_R5_G6_B5_OES          0x8B92
#define GL_PALETTE4_RGBA4_OES             0x8B93
#define GL_PALETTE4_RGB5_A1_OES           0x8B94
#define GL_PALETTE8_RGB8_OES              0x8B95
#define GL_PALETTE8_RGBA8_OES             0x8B96
#define GL_PALETTE8_R5_G6_B5_OES          0x8B97
#define GL_PALETTE8_RGBA4_OES             0x8B98
#define GL_PALETTE8_RGB5_A1_OES           0x8B99
#endif /* GL_OES_compressed_paletted_texture */

#ifndef GL_OES_depth24
#define GL_OES_depth24 1
#define GL_DEPTH_COMPONENT24_OES          0x81A6
#endif /* GL_OES_depth24 */

#ifndef GL_OES_depth32
#define GL_OES_depth32 1
#define GL_DEPTH_COMPONENT32_OES          0x81A7
#endif /* GL_OES_depth32 */

#ifndef GL_OES_depth_texture
#define GL_OES_depth_texture 1
#endif /* GL_OES_depth_texture */

#ifndef GL_OES_element_index_uint
#define GL_OES_element_index_uint 1
#endif /* GL_OES_element_index_uint */

#ifndef GL_OES_fbo_render_mipmap
#define GL_OES_fbo_render_mipmap 1
#endif /* GL_OES_fbo_render_mipmap */

#ifndef GL_OES_fragment_precision_high
#define GL_OES_fragment_precision_high 1
#endif /* GL_OES_fragment_precision_high */

#ifndef GL_OES_get_program_binary
#define GL_OES_get_program_binary 1
#define GL_PROGRAM_BINARY_LENGTH_OES      0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE
#define GL_PROGRAM_BINARY_FORMATS_OES     0x87FF
#endif /* GL_OES_get_program_binary */

#ifndef GL_OES_mapbuffer
#define GL_OES_mapbuffer 1
#define GL_WRITE_ONLY_OES                 0x88B9
#define GL_BUFFER_ACCESS_OES              0x88BB
#define GL_BUFFER_MAPPED_OES              0x88BC
#define GL_BUFFER_MAP_POINTER_OES         0x88BD
#endif /* GL_OES_mapbuffer */

#ifndef GL_OES_packed_depth_stencil
#define GL_OES_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_OES              0x84F9
#define GL_UNSIGNED_INT_24_8_OES          0x84FA
#define GL_DEPTH24_STENCIL8_OES           0x88F0
#endif /* GL_OES_packed_depth_stencil */

#ifndef GL_OES_required_internalformat
#define GL_OES_required_internalformat 1
#define GL_ALPHA8_OES                     0x803C
#define GL_DEPTH_COMPONENT16_OES          0x81A5
#define GL_LUMINANCE4_ALPHA4_OES          0x8043
#define GL_LUMINANCE8_ALPHA8_OES          0x8045
#define GL_LUMINANCE8_OES                 0x8040
#define GL_RGBA4_OES                      0x8056
#define GL_RGB5_A1_OES                    0x8057
#define GL_RGB565_OES                     0x8D62
#define GL_RGB8_OES                       0x8051
#define GL_RGBA8_OES                      0x8058
#define GL_RGB10_EXT                      0x8052
#define GL_RGB10_A2_EXT                   0x8059
#endif /* GL_OES_required_internalformat */

#ifndef GL_OES_rgb8_rgba8
#define GL_OES_rgb8_rgba8 1
#endif /* GL_OES_rgb8_rgba8 */

#ifndef GL_OES_sample_shading
#define GL_OES_sample_shading 1
#define GL_SAMPLE_SHADING_OES             0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE_OES   0x8C37
#endif /* GL_OES_sample_shading */

#ifndef GL_OES_sample_variables
#define GL_OES_sample_variables 1
#endif /* GL_OES_sample_variables */

#ifndef GL_OES_shader_image_atomic
#define GL_OES_shader_image_atomic 1
#endif /* GL_OES_shader_image_atomic */

#ifndef GL_OES_shader_multisample_interpolation
#define GL_OES_shader_multisample_interpolation 1
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5C
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES 0x8E5D
#endif /* GL_OES_shader_multisample_interpolation */

#ifndef GL_OES_standard_derivatives
#define GL_OES_standard_derivatives 1
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B
#endif /* GL_OES_standard_derivatives */

#ifndef GL_OES_stencil1
#define GL_OES_stencil1 1
#define GL_STENCIL_INDEX1_OES             0x8D46
#endif /* GL_OES_stencil1 */

#ifndef GL_OES_stencil4
#define GL_OES_stencil4 1
#define GL_STENCIL_INDEX4_OES             0x8D47
#endif /* GL_OES_stencil4 */

#ifndef GL_OES_surfaceless_context
#define GL_OES_surfaceless_context 1
#define GL_FRAMEBUFFER_UNDEFINED_OES      0x8219
#endif /* GL_OES_surfaceless_context */

#ifndef GL_OES_texture_3D
#define GL_OES_texture_3D 1
#define GL_TEXTURE_WRAP_R_OES             0x8072
#define GL_TEXTURE_3D_OES                 0x806F
#define GL_TEXTURE_BINDING_3D_OES         0x806A
#define GL_MAX_3D_TEXTURE_SIZE_OES        0x8073
#define GL_SAMPLER_3D_OES                 0x8B5F
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4
#endif /* GL_OES_texture_3D */

#ifndef GL_OES_texture_compression_astc
#define GL_OES_texture_compression_astc 1
#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0
#define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES 0x93C1
#define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES 0x93C2
#define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES 0x93C3
#define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES 0x93C4
#define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES 0x93C5
#define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES 0x93C6
#define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES 0x93C7
#define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES 0x93C8
#define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES 0x93C9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES 0x93E0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES 0x93E1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES 0x93E2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES 0x93E3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES 0x93E4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES 0x93E5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES 0x93E6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES 0x93E7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES 0x93E8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9
#endif /* GL_OES_texture_compression_astc */

#ifndef GL_OES_texture_float
#define GL_OES_texture_float 1
#endif /* GL_OES_texture_float */

#ifndef GL_OES_texture_float_linear
#define GL_OES_texture_float_linear 1
#endif /* GL_OES_texture_float_linear */

#ifndef GL_OES_texture_half_float
#define GL_OES_texture_half_float 1
#define GL_HALF_FLOAT_OES                 0x8D61
#endif /* GL_OES_texture_half_float */

#ifndef GL_OES_texture_half_float_linear
#define GL_OES_texture_half_float_linear 1
#endif /* GL_OES_texture_half_float_linear */

#ifndef GL_OES_texture_npot
#define GL_OES_texture_npot 1
#endif /* GL_OES_texture_npot */

#ifndef GL_OES_texture_stencil8
#define GL_OES_texture_stencil8 1
#define GL_STENCIL_INDEX_OES              0x1901
#define GL_STENCIL_INDEX8_OES             0x8D48
#endif /* GL_OES_texture_stencil8 */

#ifndef GL_OES_texture_storage_multisample_2d_array
#define GL_OES_texture_storage_multisample_2d_array 1
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES 0x9102
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES 0x9105
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910B
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910C
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D
#endif /* GL_OES_texture_storage_multisample_2d_array */

#ifndef GL_OES_vertex_array_object
#define GL_OES_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING_OES       0x85B5
#endif /* GL_OES_vertex_array_object */

#ifndef GL_OES_vertex_half_float
#define GL_OES_vertex_half_float 1
#endif /* GL_OES_vertex_half_float */

#ifndef GL_OES_vertex_type_10_10_10_2
#define GL_OES_vertex_type_10_10_10_2 1
#define GL_UNSIGNED_INT_10_10_10_2_OES    0x8DF6
#define GL_INT_10_10_10_2_OES             0x8DF7
#endif /* GL_OES_vertex_type_10_10_10_2 */

#ifndef GL_AMD_compressed_3DC_texture
#define GL_AMD_compressed_3DC_texture 1
#define GL_3DC_X_AMD                      0x87F9
#define GL_3DC_XY_AMD                     0x87FA
#endif /* GL_AMD_compressed_3DC_texture */

#ifndef GL_AMD_compressed_ATC_texture
#define GL_AMD_compressed_ATC_texture 1
#define GL_ATC_RGB_AMD                    0x8C92
#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD    0x8C93
#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
#endif /* GL_AMD_compressed_ATC_texture */

#ifndef GL_AMD_performance_monitor
#define GL_AMD_performance_monitor 1
#define GL_COUNTER_TYPE_AMD               0x8BC0
#define GL_COUNTER_RANGE_AMD              0x8BC1
#define GL_UNSIGNED_INT64_AMD             0x8BC2
#define GL_PERCENTAGE_AMD                 0x8BC3
#define GL_PERFMON_RESULT_AVAILABLE_AMD   0x8BC4
#define GL_PERFMON_RESULT_SIZE_AMD        0x8BC5
#define GL_PERFMON_RESULT_AMD             0x8BC6
#endif /* GL_AMD_performance_monitor */

#ifndef GL_AMD_program_binary_Z400
#define GL_AMD_program_binary_Z400 1
#define GL_Z400_BINARY_AMD                0x8740
#endif /* GL_AMD_program_binary_Z400 */

#ifndef GL_ANGLE_depth_texture
#define GL_ANGLE_depth_texture 1
#endif /* GL_ANGLE_depth_texture */

#ifndef GL_ANGLE_framebuffer_blit
#define GL_ANGLE_framebuffer_blit 1
#define GL_READ_FRAMEBUFFER_ANGLE         0x8CA8
#define GL_DRAW_FRAMEBUFFER_ANGLE         0x8CA9
#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA
#endif /* GL_ANGLE_framebuffer_blit */

#ifndef GL_ANGLE_framebuffer_multisample
#define GL_ANGLE_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_ANGLE     0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56
#define GL_MAX_SAMPLES_ANGLE              0x8D57
#endif /* GL_ANGLE_framebuffer_multisample */

#ifndef GL_ANGLE_instanced_arrays
#define GL_ANGLE_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE
#endif /* GL_ANGLE_instanced_arrays */

#ifndef GL_ANGLE_pack_reverse_row_order
#define GL_ANGLE_pack_reverse_row_order 1
#define GL_PACK_REVERSE_ROW_ORDER_ANGLE   0x93A4
#endif /* GL_ANGLE_pack_reverse_row_order */

#ifndef GL_ANGLE_program_binary
#define GL_ANGLE_program_binary 1
#define GL_PROGRAM_BINARY_ANGLE           0x93A6
#endif /* GL_ANGLE_program_binary */

#ifndef GL_ANGLE_texture_compression_dxt3
#define GL_ANGLE_texture_compression_dxt3 1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2
#endif /* GL_ANGLE_texture_compression_dxt3 */

#ifndef GL_ANGLE_texture_compression_dxt5
#define GL_ANGLE_texture_compression_dxt5 1
#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3
#endif /* GL_ANGLE_texture_compression_dxt5 */

#ifndef GL_ANGLE_texture_usage
#define GL_ANGLE_texture_usage 1
#define GL_TEXTURE_USAGE_ANGLE            0x93A2
#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE   0x93A3
#endif /* GL_ANGLE_texture_usage */

#ifndef GL_ANGLE_translated_shader_source
#define GL_ANGLE_translated_shader_source 1
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
#endif /* GL_ANGLE_translated_shader_source */

#ifndef GL_APPLE_copy_texture_levels
#define GL_APPLE_copy_texture_levels 1
#endif /* GL_APPLE_copy_texture_levels */

#ifndef GL_APPLE_framebuffer_multisample
#define GL_APPLE_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_APPLE     0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56
#define GL_MAX_SAMPLES_APPLE              0x8D57
#define GL_READ_FRAMEBUFFER_APPLE         0x8CA8
#define GL_DRAW_FRAMEBUFFER_APPLE         0x8CA9
#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA
#endif /* GL_APPLE_framebuffer_multisample */

#ifndef GL_APPLE_rgb_422
#define GL_APPLE_rgb_422 1
#define GL_RGB_422_APPLE                  0x8A1F
#define GL_UNSIGNED_SHORT_8_8_APPLE       0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_APPLE   0x85BB
#define GL_RGB_RAW_422_APPLE              0x8A51
#endif /* GL_APPLE_rgb_422 */

#ifndef GL_APPLE_sync
#define GL_APPLE_sync 1
#define GL_SYNC_OBJECT_APPLE              0x8A53
#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE  0x9111
#define GL_OBJECT_TYPE_APPLE              0x9112
#define GL_SYNC_CONDITION_APPLE           0x9113
#define GL_SYNC_STATUS_APPLE              0x9114
#define GL_SYNC_FLAGS_APPLE               0x9115
#define GL_SYNC_FENCE_APPLE               0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117
#define GL_UNSIGNALED_APPLE               0x9118
#define GL_SIGNALED_APPLE                 0x9119
#define GL_ALREADY_SIGNALED_APPLE         0x911A
#define GL_TIMEOUT_EXPIRED_APPLE          0x911B
#define GL_CONDITION_SATISFIED_APPLE      0x911C
#define GL_WAIT_FAILED_APPLE              0x911D
#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE  0x00000001
#define GL_TIMEOUT_IGNORED_APPLE          0xFFFFFFFFFFFFFFFFull
#endif /* GL_APPLE_sync */

#ifndef GL_APPLE_texture_format_BGRA8888
#define GL_APPLE_texture_format_BGRA8888 1
#define GL_BGRA_EXT                       0x80E1
#define GL_BGRA8_EXT                      0x93A1
#endif /* GL_APPLE_texture_format_BGRA8888 */

#ifndef GL_APPLE_texture_max_level
#define GL_APPLE_texture_max_level 1
#define GL_TEXTURE_MAX_LEVEL_APPLE        0x813D
#endif /* GL_APPLE_texture_max_level */

#ifndef GL_ARM_mali_program_binary
#define GL_ARM_mali_program_binary 1
#define GL_MALI_PROGRAM_BINARY_ARM        0x8F61
#endif /* GL_ARM_mali_program_binary */

#ifndef GL_ARM_mali_shader_binary
#define GL_ARM_mali_shader_binary 1
#define GL_MALI_SHADER_BINARY_ARM         0x8F60
#endif /* GL_ARM_mali_shader_binary */

#ifndef GL_ARM_rgba8
#define GL_ARM_rgba8 1
#endif /* GL_ARM_rgba8 */

#ifndef GL_ARM_shader_framebuffer_fetch
#define GL_ARM_shader_framebuffer_fetch 1
#define GL_FETCH_PER_SAMPLE_ARM           0x8F65
#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66
#endif /* GL_ARM_shader_framebuffer_fetch */

#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil
#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1
#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */

#ifndef GL_DMP_shader_binary
#define GL_DMP_shader_binary 1
#define GL_SHADER_BINARY_DMP              0x9250
#endif /* GL_DMP_shader_binary */

#ifndef GL_EXT_blend_minmax
#define GL_EXT_blend_minmax 1
#define GL_MIN_EXT                        0x8007
#define GL_MAX_EXT                        0x8008
#endif /* GL_EXT_blend_minmax */

#ifndef GL_EXT_color_buffer_half_float
#define GL_EXT_color_buffer_half_float 1
#define GL_RGBA16F_EXT                    0x881A
#define GL_RGB16F_EXT                     0x881B
#define GL_RG16F_EXT                      0x822F
#define GL_R16F_EXT                       0x822D
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211
#define GL_UNSIGNED_NORMALIZED_EXT        0x8C17
#endif /* GL_EXT_color_buffer_half_float */

#ifndef GL_EXT_debug_label
#define GL_EXT_debug_label 1
#define GL_PROGRAM_PIPELINE_OBJECT_EXT    0x8A4F
#define GL_PROGRAM_OBJECT_EXT             0x8B40
#define GL_SHADER_OBJECT_EXT              0x8B48
#define GL_BUFFER_OBJECT_EXT              0x9151
#define GL_QUERY_OBJECT_EXT               0x9153
#define GL_VERTEX_ARRAY_OBJECT_EXT        0x9154
#define GL_TRANSFORM_FEEDBACK             0x8E22
#endif /* GL_EXT_debug_label */

#ifndef GL_EXT_debug_marker
#define GL_EXT_debug_marker 1
#endif /* GL_EXT_debug_marker */

#ifndef GL_EXT_discard_framebuffer
#define GL_EXT_discard_framebuffer 1
#define GL_COLOR_EXT                      0x1800
#define GL_DEPTH_EXT                      0x1801
#define GL_STENCIL_EXT                    0x1802
#endif /* GL_EXT_discard_framebuffer */

#ifndef GL_EXT_disjoint_timer_query
#define GL_EXT_disjoint_timer_query 1
#define GL_QUERY_COUNTER_BITS_EXT         0x8864
#define GL_CURRENT_QUERY_EXT              0x8865
#define GL_QUERY_RESULT_EXT               0x8866
#define GL_QUERY_RESULT_AVAILABLE_EXT     0x8867
#define GL_TIME_ELAPSED_EXT               0x88BF
#define GL_TIMESTAMP_EXT                  0x8E28
#define GL_GPU_DISJOINT_EXT               0x8FBB
#endif /* GL_EXT_disjoint_timer_query */

#ifndef GL_EXT_draw_buffers
#define GL_EXT_draw_buffers 1
#define GL_MAX_COLOR_ATTACHMENTS_EXT      0x8CDF
#define GL_MAX_DRAW_BUFFERS_EXT           0x8824
#define GL_DRAW_BUFFER0_EXT               0x8825
#define GL_DRAW_BUFFER1_EXT               0x8826
#define GL_DRAW_BUFFER2_EXT               0x8827
#define GL_DRAW_BUFFER3_EXT               0x8828
#define GL_DRAW_BUFFER4_EXT               0x8829
#define GL_DRAW_BUFFER5_EXT               0x882A
#define GL_DRAW_BUFFER6_EXT               0x882B
#define GL_DRAW_BUFFER7_EXT               0x882C
#define GL_DRAW_BUFFER8_EXT               0x882D
#define GL_DRAW_BUFFER9_EXT               0x882E
#define GL_DRAW_BUFFER10_EXT              0x882F
#define GL_DRAW_BUFFER11_EXT              0x8830
#define GL_DRAW_BUFFER12_EXT              0x8831
#define GL_DRAW_BUFFER13_EXT              0x8832
#define GL_DRAW_BUFFER14_EXT              0x8833
#define GL_DRAW_BUFFER15_EXT              0x8834
#define GL_COLOR_ATTACHMENT0_EXT          0x8CE0
#define GL_COLOR_ATTACHMENT1_EXT          0x8CE1
#define GL_COLOR_ATTACHMENT2_EXT          0x8CE2
#define GL_COLOR_ATTACHMENT3_EXT          0x8CE3
#define GL_COLOR_ATTACHMENT4_EXT          0x8CE4
#define GL_COLOR_ATTACHMENT5_EXT          0x8CE5
#define GL_COLOR_ATTACHMENT6_EXT          0x8CE6
#define GL_COLOR_ATTACHMENT7_EXT          0x8CE7
#define GL_COLOR_ATTACHMENT8_EXT          0x8CE8
#define GL_COLOR_ATTACHMENT9_EXT          0x8CE9
#define GL_COLOR_ATTACHMENT10_EXT         0x8CEA
#define GL_COLOR_ATTACHMENT11_EXT         0x8CEB
#define GL_COLOR_ATTACHMENT12_EXT         0x8CEC
#define GL_COLOR_ATTACHMENT13_EXT         0x8CED
#define GL_COLOR_ATTACHMENT14_EXT         0x8CEE
#define GL_COLOR_ATTACHMENT15_EXT         0x8CEF
#endif /* GL_EXT_draw_buffers */

#ifndef GL_EXT_draw_instanced
#define GL_EXT_draw_instanced 1
#endif /* GL_EXT_draw_instanced */

#ifndef GL_EXT_instanced_arrays
#define GL_EXT_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE
#endif /* GL_EXT_instanced_arrays */

#ifndef GL_EXT_map_buffer_range
#define GL_EXT_map_buffer_range 1
#define GL_MAP_READ_BIT_EXT               0x0001
#define GL_MAP_WRITE_BIT_EXT              0x0002
#define GL_MAP_INVALIDATE_RANGE_BIT_EXT   0x0004
#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT  0x0008
#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT     0x0010
#define GL_MAP_UNSYNCHRONIZED_BIT_EXT     0x0020
#endif /* GL_EXT_map_buffer_range */

#ifndef GL_EXT_multi_draw_arrays
#define GL_EXT_multi_draw_arrays 1
#endif /* GL_EXT_multi_draw_arrays */

#ifndef GL_EXT_multisampled_render_to_texture
#define GL_EXT_multisampled_render_to_texture 1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C
#define GL_RENDERBUFFER_SAMPLES_EXT       0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
#define GL_MAX_SAMPLES_EXT                0x8D57
#endif /* GL_EXT_multisampled_render_to_texture */

#ifndef GL_EXT_multiview_draw_buffers
#define GL_EXT_multiview_draw_buffers 1
#define GL_COLOR_ATTACHMENT_EXT           0x90F0
#define GL_MULTIVIEW_EXT                  0x90F1
#define GL_DRAW_BUFFER_EXT                0x0C01
#define GL_READ_BUFFER_EXT                0x0C02
#define GL_MAX_MULTIVIEW_BUFFERS_EXT      0x90F2
#endif /* GL_EXT_multiview_draw_buffers */

#ifndef GL_EXT_occlusion_query_boolean
#define GL_EXT_occlusion_query_boolean 1
#define GL_ANY_SAMPLES_PASSED_EXT         0x8C2F
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A
#endif /* GL_EXT_occlusion_query_boolean */

#ifndef GL_EXT_pvrtc_sRGB
#define GL_EXT_pvrtc_sRGB 1
#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
#endif /* GL_EXT_pvrtc_sRGB */

#ifndef GL_EXT_read_format_bgra
#define GL_EXT_read_format_bgra 1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366
#endif /* GL_EXT_read_format_bgra */

#ifndef GL_EXT_robustness
#define GL_EXT_robustness 1
#define GL_GUILTY_CONTEXT_RESET_EXT       0x8253
#define GL_INNOCENT_CONTEXT_RESET_EXT     0x8254
#define GL_UNKNOWN_CONTEXT_RESET_EXT      0x8255
#define GL_CONTEXT_ROBUST_ACCESS_EXT      0x90F3
#define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256
#define GL_LOSE_CONTEXT_ON_RESET_EXT      0x8252
#define GL_NO_RESET_NOTIFICATION_EXT      0x8261
#endif /* GL_EXT_robustness */

#ifndef GL_EXT_sRGB
#define GL_EXT_sRGB 1
#define GL_SRGB_EXT                       0x8C40
#define GL_SRGB_ALPHA_EXT                 0x8C42
#define GL_SRGB8_ALPHA8_EXT               0x8C43
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210
#endif /* GL_EXT_sRGB */

#ifndef GL_EXT_sRGB_write_control
#define GL_EXT_sRGB_write_control 1
#define GL_FRAMEBUFFER_SRGB_EXT           0x8DB9
#endif /* GL_EXT_sRGB_write_control */

#ifndef GL_EXT_separate_shader_objects
#define GL_EXT_separate_shader_objects 1
#define GL_ACTIVE_PROGRAM_EXT             0x8259
#define GL_VERTEX_SHADER_BIT_EXT          0x00000001
#define GL_FRAGMENT_SHADER_BIT_EXT        0x00000002
#define GL_ALL_SHADER_BITS_EXT            0xFFFFFFFF
#define GL_PROGRAM_SEPARABLE_EXT          0x8258
#define GL_PROGRAM_PIPELINE_BINDING_EXT   0x825A
#endif /* GL_EXT_separate_shader_objects */

#ifndef GL_EXT_shader_framebuffer_fetch
#define GL_EXT_shader_framebuffer_fetch 1
#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52
#endif /* GL_EXT_shader_framebuffer_fetch */

#ifndef GL_EXT_shader_integer_mix
#define GL_EXT_shader_integer_mix 1
#endif /* GL_EXT_shader_integer_mix */

#ifndef GL_EXT_shader_pixel_local_storage
#define GL_EXT_shader_pixel_local_storage 1
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63
#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67
#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64
#endif /* GL_EXT_shader_pixel_local_storage */

#ifndef GL_EXT_shader_texture_lod
#define GL_EXT_shader_texture_lod 1
#endif /* GL_EXT_shader_texture_lod */

#ifndef GL_EXT_shadow_samplers
#define GL_EXT_shadow_samplers 1
#define GL_TEXTURE_COMPARE_MODE_EXT       0x884C
#define GL_TEXTURE_COMPARE_FUNC_EXT       0x884D
#define GL_COMPARE_REF_TO_TEXTURE_EXT     0x884E
#define GL_SAMPLER_2D_SHADOW_EXT          0x8B62
#endif /* GL_EXT_shadow_samplers */

#ifndef GL_EXT_texture_compression_dxt1
#define GL_EXT_texture_compression_dxt1 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT   0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT  0x83F1
#endif /* GL_EXT_texture_compression_dxt1 */

#ifndef GL_EXT_texture_compression_s3tc
#define GL_EXT_texture_compression_s3tc 1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT  0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT  0x83F3
#endif /* GL_EXT_texture_compression_s3tc */

#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
#define GL_TEXTURE_MAX_ANISOTROPY_EXT     0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif /* GL_EXT_texture_filter_anisotropic */

#ifndef GL_EXT_texture_format_BGRA8888
#define GL_EXT_texture_format_BGRA8888 1
#endif /* GL_EXT_texture_format_BGRA8888 */

#ifndef GL_EXT_texture_rg
#define GL_EXT_texture_rg 1
#define GL_RED_EXT                        0x1903
#define GL_RG_EXT                         0x8227
#define GL_R8_EXT                         0x8229
#define GL_RG8_EXT                        0x822B
#endif /* GL_EXT_texture_rg */

#ifndef GL_EXT_texture_sRGB_decode
#define GL_EXT_texture_sRGB_decode 1
#define GL_TEXTURE_SRGB_DECODE_EXT        0x8A48
#define GL_DECODE_EXT                     0x8A49
#define GL_SKIP_DECODE_EXT                0x8A4A
#endif /* GL_EXT_texture_sRGB_decode */

#ifndef GL_EXT_texture_storage
#define GL_EXT_texture_storage 1
#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT   0x912F
#define GL_ALPHA8_EXT                     0x803C
#define GL_LUMINANCE8_EXT                 0x8040
#define GL_LUMINANCE8_ALPHA8_EXT          0x8045
#define GL_RGBA32F_EXT                    0x8814
#define GL_RGB32F_EXT                     0x8815
#define GL_ALPHA32F_EXT                   0x8816
#define GL_LUMINANCE32F_EXT               0x8818
#define GL_LUMINANCE_ALPHA32F_EXT         0x8819
#define GL_ALPHA16F_EXT                   0x881C
#define GL_LUMINANCE16F_EXT               0x881E
#define GL_LUMINANCE_ALPHA16F_EXT         0x881F
#define GL_R32F_EXT                       0x822E
#define GL_RG32F_EXT                      0x8230
#endif /* GL_EXT_texture_storage */

#ifndef GL_EXT_texture_type_2_10_10_10_REV
#define GL_EXT_texture_type_2_10_10_10_REV 1
#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368
#endif /* GL_EXT_texture_type_2_10_10_10_REV */

#ifndef GL_EXT_unpack_subimage
#define GL_EXT_unpack_subimage 1
#define GL_UNPACK_ROW_LENGTH_EXT          0x0CF2
#define GL_UNPACK_SKIP_ROWS_EXT           0x0CF3
#define GL_UNPACK_SKIP_PIXELS_EXT         0x0CF4
#endif /* GL_EXT_unpack_subimage */

#ifndef GL_FJ_shader_binary_GCCSO
#define GL_FJ_shader_binary_GCCSO 1
#define GL_GCCSO_SHADER_BINARY_FJ         0x9260
#endif /* GL_FJ_shader_binary_GCCSO */

#ifndef GL_IMG_multisampled_render_to_texture
#define GL_IMG_multisampled_render_to_texture 1
#define GL_RENDERBUFFER_SAMPLES_IMG       0x9133
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134
#define GL_MAX_SAMPLES_IMG                0x9135
#define GL_TEXTURE_SAMPLES_IMG            0x9136
#endif /* GL_IMG_multisampled_render_to_texture */

#ifndef GL_IMG_program_binary
#define GL_IMG_program_binary 1
#define GL_SGX_PROGRAM_BINARY_IMG         0x9130
#endif /* GL_IMG_program_binary */

#ifndef GL_IMG_read_format
#define GL_IMG_read_format 1
#define GL_BGRA_IMG                       0x80E1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365
#endif /* GL_IMG_read_format */

#ifndef GL_IMG_shader_binary
#define GL_IMG_shader_binary 1
#define GL_SGX_BINARY_IMG                 0x8C0A
#endif /* GL_IMG_shader_binary */

#ifndef GL_IMG_texture_compression_pvrtc
#define GL_IMG_texture_compression_pvrtc 1
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
#endif /* GL_IMG_texture_compression_pvrtc */

#ifndef GL_IMG_texture_compression_pvrtc2
#define GL_IMG_texture_compression_pvrtc2 1
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138
#endif /* GL_IMG_texture_compression_pvrtc2 */

#ifndef GL_INTEL_performance_query
#define GL_INTEL_performance_query 1
#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000
#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001
#define GL_PERFQUERY_WAIT_INTEL           0x83FB
#define GL_PERFQUERY_FLUSH_INTEL          0x83FA
#define GL_PERFQUERY_DONOT_FLUSH_INTEL    0x83F9
#define GL_PERFQUERY_COUNTER_EVENT_INTEL  0x94F0
#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1
#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2
#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3
#define GL_PERFQUERY_COUNTER_RAW_INTEL    0x94F4
#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5
#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8
#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9
#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA
#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB
#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC
#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD
#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE
#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF
#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500
#endif /* GL_INTEL_performance_query */

#ifndef GL_NV_blend_equation_advanced
#define GL_NV_blend_equation_advanced 1
#define GL_BLEND_OVERLAP_NV               0x9281
#define GL_BLEND_PREMULTIPLIED_SRC_NV     0x9280
#define GL_BLUE_NV                        0x1905
#define GL_COLORBURN_NV                   0x929A
#define GL_COLORDODGE_NV                  0x9299
#define GL_CONJOINT_NV                    0x9284
#define GL_CONTRAST_NV                    0x92A1
#define GL_DARKEN_NV                      0x9297
#define GL_DIFFERENCE_NV                  0x929E
#define GL_DISJOINT_NV                    0x9283
#define GL_DST_ATOP_NV                    0x928F
#define GL_DST_IN_NV                      0x928B
#define GL_DST_NV                         0x9287
#define GL_DST_OUT_NV                     0x928D
#define GL_DST_OVER_NV                    0x9289
#define GL_EXCLUSION_NV                   0x92A0
#define GL_GREEN_NV                       0x1904
#define GL_HARDLIGHT_NV                   0x929B
#define GL_HARDMIX_NV                     0x92A9
#define GL_HSL_COLOR_NV                   0x92AF
#define GL_HSL_HUE_NV                     0x92AD
#define GL_HSL_LUMINOSITY_NV              0x92B0
#define GL_HSL_SATURATION_NV              0x92AE
#define GL_INVERT_OVG_NV                  0x92B4
#define GL_INVERT_RGB_NV                  0x92A3
#define GL_LIGHTEN_NV                     0x9298
#define GL_LINEARBURN_NV                  0x92A5
#define GL_LINEARDODGE_NV                 0x92A4
#define GL_LINEARLIGHT_NV                 0x92A7
#define GL_MINUS_CLAMPED_NV               0x92B3
#define GL_MINUS_NV                       0x929F
#define GL_MULTIPLY_NV                    0x9294
#define GL_OVERLAY_NV                     0x9296
#define GL_PINLIGHT_NV                    0x92A8
#define GL_PLUS_CLAMPED_ALPHA_NV          0x92B2
#define GL_PLUS_CLAMPED_NV                0x92B1
#define GL_PLUS_DARKER_NV                 0x9292
#define GL_PLUS_NV                        0x9291
#define GL_RED_NV                         0x1903
#define GL_SCREEN_NV                      0x9295
#define GL_SOFTLIGHT_NV                   0x929C
#define GL_SRC_ATOP_NV                    0x928E
#define GL_SRC_IN_NV                      0x928A
#define GL_SRC_NV                         0x9286
#define GL_SRC_OUT_NV                     0x928C
#define GL_SRC_OVER_NV                    0x9288
#define GL_UNCORRELATED_NV                0x9282
#define GL_VIVIDLIGHT_NV                  0x92A6
#define GL_XOR_NV                         0x1506
#endif /* GL_NV_blend_equation_advanced */

#ifndef GL_NV_blend_equation_advanced_coherent
#define GL_NV_blend_equation_advanced_coherent 1
#define GL_BLEND_ADVANCED_COHERENT_NV     0x9285
#endif /* GL_NV_blend_equation_advanced_coherent */

#ifndef GL_NV_copy_buffer
#define GL_NV_copy_buffer 1
#define GL_COPY_READ_BUFFER_NV            0x8F36
#define GL_COPY_WRITE_BUFFER_NV           0x8F37
#endif /* GL_NV_copy_buffer */

#ifndef GL_NV_coverage_sample
#define GL_NV_coverage_sample 1
#define GL_COVERAGE_COMPONENT_NV          0x8ED0
#define GL_COVERAGE_COMPONENT4_NV         0x8ED1
#define GL_COVERAGE_ATTACHMENT_NV         0x8ED2
#define GL_COVERAGE_BUFFERS_NV            0x8ED3
#define GL_COVERAGE_SAMPLES_NV            0x8ED4
#define GL_COVERAGE_ALL_FRAGMENTS_NV      0x8ED5
#define GL_COVERAGE_EDGE_FRAGMENTS_NV     0x8ED6
#define GL_COVERAGE_AUTOMATIC_NV          0x8ED7
#define GL_COVERAGE_BUFFER_BIT_NV         0x00008000
#endif /* GL_NV_coverage_sample */

#ifndef GL_NV_depth_nonlinear
#define GL_NV_depth_nonlinear 1
#define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C
#endif /* GL_NV_depth_nonlinear */

#ifndef GL_NV_draw_buffers
#define GL_NV_draw_buffers 1
#define GL_MAX_DRAW_BUFFERS_NV            0x8824
#define GL_DRAW_BUFFER0_NV                0x8825
#define GL_DRAW_BUFFER1_NV                0x8826
#define GL_DRAW_BUFFER2_NV                0x8827
#define GL_DRAW_BUFFER3_NV                0x8828
#define GL_DRAW_BUFFER4_NV                0x8829
#define GL_DRAW_BUFFER5_NV                0x882A
#define GL_DRAW_BUFFER6_NV                0x882B
#define GL_DRAW_BUFFER7_NV                0x882C
#define GL_DRAW_BUFFER8_NV                0x882D
#define GL_DRAW_BUFFER9_NV                0x882E
#define GL_DRAW_BUFFER10_NV               0x882F
#define GL_DRAW_BUFFER11_NV               0x8830
#define GL_DRAW_BUFFER12_NV               0x8831
#define GL_DRAW_BUFFER13_NV               0x8832
#define GL_DRAW_BUFFER14_NV               0x8833
#define GL_DRAW_BUFFER15_NV               0x8834
#define GL_COLOR_ATTACHMENT0_NV           0x8CE0
#define GL_COLOR_ATTACHMENT1_NV           0x8CE1
#define GL_COLOR_ATTACHMENT2_NV           0x8CE2
#define GL_COLOR_ATTACHMENT3_NV           0x8CE3
#define GL_COLOR_ATTACHMENT4_NV           0x8CE4
#define GL_COLOR_ATTACHMENT5_NV           0x8CE5
#define GL_COLOR_ATTACHMENT6_NV           0x8CE6
#define GL_COLOR_ATTACHMENT7_NV           0x8CE7
#define GL_COLOR_ATTACHMENT8_NV           0x8CE8
#define GL_COLOR_ATTACHMENT9_NV           0x8CE9
#define GL_COLOR_ATTACHMENT10_NV          0x8CEA
#define GL_COLOR_ATTACHMENT11_NV          0x8CEB
#define GL_COLOR_ATTACHMENT12_NV          0x8CEC
#define GL_COLOR_ATTACHMENT13_NV          0x8CED
#define GL_COLOR_ATTACHMENT14_NV          0x8CEE
#define GL_COLOR_ATTACHMENT15_NV          0x8CEF
#endif /* GL_NV_draw_buffers */

#ifndef GL_NV_draw_instanced
#define GL_NV_draw_instanced 1
#endif /* GL_NV_draw_instanced */

#ifndef GL_NV_explicit_attrib_location
#define GL_NV_explicit_attrib_location 1
#endif /* GL_NV_explicit_attrib_location */

#ifndef GL_NV_fbo_color_attachments
#define GL_NV_fbo_color_attachments 1
#define GL_MAX_COLOR_ATTACHMENTS_NV       0x8CDF
#endif /* GL_NV_fbo_color_attachments */

#ifndef GL_NV_fence
#define GL_NV_fence 1
#define GL_ALL_COMPLETED_NV               0x84F2
#define GL_FENCE_STATUS_NV                0x84F3
#define GL_FENCE_CONDITION_NV             0x84F4
#endif /* GL_NV_fence */

#ifndef GL_NV_framebuffer_blit
#define GL_NV_framebuffer_blit 1
#define GL_READ_FRAMEBUFFER_NV            0x8CA8
#define GL_DRAW_FRAMEBUFFER_NV            0x8CA9
#define GL_DRAW_FRAMEBUFFER_BINDING_NV    0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING_NV    0x8CAA
#endif /* GL_NV_framebuffer_blit */

#ifndef GL_NV_framebuffer_multisample
#define GL_NV_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_NV        0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56
#define GL_MAX_SAMPLES_NV                 0x8D57
#endif /* GL_NV_framebuffer_multisample */

#ifndef GL_NV_generate_mipmap_sRGB
#define GL_NV_generate_mipmap_sRGB 1
#endif /* GL_NV_generate_mipmap_sRGB */

#ifndef GL_NV_instanced_arrays
#define GL_NV_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE
#endif /* GL_NV_instanced_arrays */

#ifndef GL_NV_non_square_matrices
#define GL_NV_non_square_matrices 1
#define GL_FLOAT_MAT2x3_NV                0x8B65
#define GL_FLOAT_MAT2x4_NV                0x8B66
#define GL_FLOAT_MAT3x2_NV                0x8B67
#define GL_FLOAT_MAT3x4_NV                0x8B68
#define GL_FLOAT_MAT4x2_NV                0x8B69
#define GL_FLOAT_MAT4x3_NV                0x8B6A
#endif /* GL_NV_non_square_matrices */

#ifndef GL_NV_read_buffer
#define GL_NV_read_buffer 1
#define GL_READ_BUFFER_NV                 0x0C02
#endif /* GL_NV_read_buffer */

#ifndef GL_NV_read_buffer_front
#define GL_NV_read_buffer_front 1
#endif /* GL_NV_read_buffer_front */

#ifndef GL_NV_read_depth
#define GL_NV_read_depth 1
#endif /* GL_NV_read_depth */

#ifndef GL_NV_read_depth_stencil
#define GL_NV_read_depth_stencil 1
#endif /* GL_NV_read_depth_stencil */

#ifndef GL_NV_read_stencil
#define GL_NV_read_stencil 1
#endif /* GL_NV_read_stencil */

#ifndef GL_NV_sRGB_formats
#define GL_NV_sRGB_formats 1
#define GL_SLUMINANCE_NV                  0x8C46
#define GL_SLUMINANCE_ALPHA_NV            0x8C44
#define GL_SRGB8_NV                       0x8C41
#define GL_SLUMINANCE8_NV                 0x8C47
#define GL_SLUMINANCE8_ALPHA8_NV          0x8C45
#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV   0x8C4C
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
#define GL_ETC1_SRGB8_NV                  0x88EE
#endif /* GL_NV_sRGB_formats */

#ifndef GL_NV_shadow_samplers_array
#define GL_NV_shadow_samplers_array 1
#define GL_SAMPLER_2D_ARRAY_SHADOW_NV     0x8DC4
#endif /* GL_NV_shadow_samplers_array */

#ifndef GL_NV_shadow_samplers_cube
#define GL_NV_shadow_samplers_cube 1
#define GL_SAMPLER_CUBE_SHADOW_NV         0x8DC5
#endif /* GL_NV_shadow_samplers_cube */

#ifndef GL_NV_texture_border_clamp
#define GL_NV_texture_border_clamp 1
#define GL_TEXTURE_BORDER_COLOR_NV        0x1004
#define GL_CLAMP_TO_BORDER_NV             0x812D
#endif /* GL_NV_texture_border_clamp */

#ifndef GL_NV_texture_compression_s3tc_update
#define GL_NV_texture_compression_s3tc_update 1
#endif /* GL_NV_texture_compression_s3tc_update */

#ifndef GL_NV_texture_npot_2D_mipmap
#define GL_NV_texture_npot_2D_mipmap 1
#endif /* GL_NV_texture_npot_2D_mipmap */

#ifndef GL_QCOM_alpha_test
#define GL_QCOM_alpha_test 1
#define GL_ALPHA_TEST_QCOM                0x0BC0
#define GL_ALPHA_TEST_FUNC_QCOM           0x0BC1
#define GL_ALPHA_TEST_REF_QCOM            0x0BC2
#endif /* GL_QCOM_alpha_test */

#ifndef GL_QCOM_binning_control
#define GL_QCOM_binning_control 1
#define GL_BINNING_CONTROL_HINT_QCOM      0x8FB0
#define GL_CPU_OPTIMIZED_QCOM             0x8FB1
#define GL_GPU_OPTIMIZED_QCOM             0x8FB2
#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3
#endif /* GL_QCOM_binning_control */

#ifndef GL_QCOM_driver_control
#define GL_QCOM_driver_control 1
#endif /* GL_QCOM_driver_control */

#ifndef GL_QCOM_extended_get
#define GL_QCOM_extended_get 1
#define GL_TEXTURE_WIDTH_QCOM             0x8BD2
#define GL_TEXTURE_HEIGHT_QCOM            0x8BD3
#define GL_TEXTURE_DEPTH_QCOM             0x8BD4
#define GL_TEXTURE_INTERNAL_FORMAT_QCOM   0x8BD5
#define GL_TEXTURE_FORMAT_QCOM            0x8BD6
#define GL_TEXTURE_TYPE_QCOM              0x8BD7
#define GL_TEXTURE_IMAGE_VALID_QCOM       0x8BD8
#define GL_TEXTURE_NUM_LEVELS_QCOM        0x8BD9
#define GL_TEXTURE_TARGET_QCOM            0x8BDA
#define GL_TEXTURE_OBJECT_VALID_QCOM      0x8BDB
#define GL_STATE_RESTORE                  0x8BDC
#endif /* GL_QCOM_extended_get */

#ifndef GL_QCOM_extended_get2
#define GL_QCOM_extended_get2 1
#endif /* GL_QCOM_extended_get2 */

#ifndef GL_QCOM_perfmon_global_mode
#define GL_QCOM_perfmon_global_mode 1
#define GL_PERFMON_GLOBAL_MODE_QCOM       0x8FA0
#endif /* GL_QCOM_perfmon_global_mode */

#ifndef GL_QCOM_tiled_rendering
#define GL_QCOM_tiled_rendering 1
#define GL_COLOR_BUFFER_BIT0_QCOM         0x00000001
#define GL_COLOR_BUFFER_BIT1_QCOM         0x00000002
#define GL_COLOR_BUFFER_BIT2_QCOM         0x00000004
#define GL_COLOR_BUFFER_BIT3_QCOM         0x00000008
#define GL_COLOR_BUFFER_BIT4_QCOM         0x00000010
#define GL_COLOR_BUFFER_BIT5_QCOM         0x00000020
#define GL_COLOR_BUFFER_BIT6_QCOM         0x00000040
#define GL_COLOR_BUFFER_BIT7_QCOM         0x00000080
#define GL_DEPTH_BUFFER_BIT0_QCOM         0x00000100
#define GL_DEPTH_BUFFER_BIT1_QCOM         0x00000200
#define GL_DEPTH_BUFFER_BIT2_QCOM         0x00000400
#define GL_DEPTH_BUFFER_BIT3_QCOM         0x00000800
#define GL_DEPTH_BUFFER_BIT4_QCOM         0x00001000
#define GL_DEPTH_BUFFER_BIT5_QCOM         0x00002000
#define GL_DEPTH_BUFFER_BIT6_QCOM         0x00004000
#define GL_DEPTH_BUFFER_BIT7_QCOM         0x00008000
#define GL_STENCIL_BUFFER_BIT0_QCOM       0x00010000
#define GL_STENCIL_BUFFER_BIT1_QCOM       0x00020000
#define GL_STENCIL_BUFFER_BIT2_QCOM       0x00040000
#define GL_STENCIL_BUFFER_BIT3_QCOM       0x00080000
#define GL_STENCIL_BUFFER_BIT4_QCOM       0x00100000
#define GL_STENCIL_BUFFER_BIT5_QCOM       0x00200000
#define GL_STENCIL_BUFFER_BIT6_QCOM       0x00400000
#define GL_STENCIL_BUFFER_BIT7_QCOM       0x00800000
#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM   0x01000000
#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM   0x02000000
#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM   0x04000000
#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM   0x08000000
#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM   0x10000000
#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM   0x20000000
#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM   0x40000000
#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM   0x80000000
#endif /* GL_QCOM_tiled_rendering */

#ifndef GL_QCOM_writeonly_rendering
#define GL_QCOM_writeonly_rendering 1
#define GL_WRITEONLY_RENDERING_QCOM       0x8823
#endif /* GL_QCOM_writeonly_rendering */

#ifndef GL_VIV_shader_binary
#define GL_VIV_shader_binary 1
#define GL_SHADER_BINARY_VIV              0x8FC4
#endif /* GL_VIV_shader_binary */

#else
# ifndef EVAS_GL_NO_GL_H_CHECK
#  error "You may only include either Evas_GL.h OR use your native GLES2 headers. If you use Evas to do GL, then you cannot use the native GLES2 headers."
# endif
#endif


/* OpenGLES 1.0 */

#ifndef __gl_h_
# define __gl_h_ 1

/* Note: This should redefine a lot of the macros already defined above,
 * but the compiler shouldn't raise any warning since the definitions are
 * exactly the same.
 */

/* OpenGL ES core versions */
#define GL_VERSION_ES_CM_1_0          1
#define GL_VERSION_ES_CL_1_0          1
#define GL_VERSION_ES_CM_1_1          1
#define GL_VERSION_ES_CL_1_1          1

/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT               0x00000100
#define GL_STENCIL_BUFFER_BIT             0x00000400
#define GL_COLOR_BUFFER_BIT               0x00004000

/* Boolean */
#define GL_FALSE                          0
#define GL_TRUE                           1

/* BeginMode */
#define GL_POINTS                         0x0000
#define GL_LINES                          0x0001
#define GL_LINE_LOOP                      0x0002
#define GL_LINE_STRIP                     0x0003
#define GL_TRIANGLES                      0x0004
#define GL_TRIANGLE_STRIP                 0x0005
#define GL_TRIANGLE_FAN                   0x0006

/* AlphaFunction */
#define GL_NEVER                          0x0200
#define GL_LESS                           0x0201
#define GL_EQUAL                          0x0202
#define GL_LEQUAL                         0x0203
#define GL_GREATER                        0x0204
#define GL_NOTEQUAL                       0x0205
#define GL_GEQUAL                         0x0206
#define GL_ALWAYS                         0x0207

/* BlendingFactorDest */
#define GL_ZERO                           0
#define GL_ONE                            1
#define GL_SRC_COLOR                      0x0300
#define GL_ONE_MINUS_SRC_COLOR            0x0301
#define GL_SRC_ALPHA                      0x0302
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
#define GL_DST_ALPHA                      0x0304
#define GL_ONE_MINUS_DST_ALPHA            0x0305

/* BlendingFactorSrc */
/*      GL_ZERO */
/*      GL_ONE */
#define GL_DST_COLOR                      0x0306
#define GL_ONE_MINUS_DST_COLOR            0x0307
#define GL_SRC_ALPHA_SATURATE             0x0308
/*      GL_SRC_ALPHA */
/*      GL_ONE_MINUS_SRC_ALPHA */
/*      GL_DST_ALPHA */
/*      GL_ONE_MINUS_DST_ALPHA */

/* ClipPlaneName */
#define GL_CLIP_PLANE0                    0x3000
#define GL_CLIP_PLANE1                    0x3001
#define GL_CLIP_PLANE2                    0x3002
#define GL_CLIP_PLANE3                    0x3003
#define GL_CLIP_PLANE4                    0x3004
#define GL_CLIP_PLANE5                    0x3005

/* ColorMaterialFace */
/*      GL_FRONT_AND_BACK */

/* ColorMaterialParameter */
/*      GL_AMBIENT_AND_DIFFUSE */

/* ColorPointerType */
/*      GL_UNSIGNED_BYTE */
/*      GL_FLOAT */
/*      GL_FIXED */

/* CullFaceMode */
#define GL_FRONT                          0x0404
#define GL_BACK                           0x0405
#define GL_FRONT_AND_BACK                 0x0408

/* DepthFunction */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* EnableCap */
#define GL_FOG                            0x0B60
#define GL_LIGHTING                       0x0B50
#define GL_TEXTURE_2D                     0x0DE1
#define GL_CULL_FACE                      0x0B44
#define GL_ALPHA_TEST                     0x0BC0
#define GL_BLEND                          0x0BE2
#define GL_COLOR_LOGIC_OP                 0x0BF2
#define GL_DITHER                         0x0BD0
#define GL_STENCIL_TEST                   0x0B90
#define GL_DEPTH_TEST                     0x0B71
/*      GL_LIGHT0 */
/*      GL_LIGHT1 */
/*      GL_LIGHT2 */
/*      GL_LIGHT3 */
/*      GL_LIGHT4 */
/*      GL_LIGHT5 */
/*      GL_LIGHT6 */
/*      GL_LIGHT7 */
#define GL_POINT_SMOOTH                   0x0B10
#define GL_LINE_SMOOTH                    0x0B20
#define GL_SCISSOR_TEST                   0x0C11
#define GL_COLOR_MATERIAL                 0x0B57
#define GL_NORMALIZE                      0x0BA1
#define GL_RESCALE_NORMAL                 0x803A
#define GL_POLYGON_OFFSET_FILL            0x8037
#define GL_VERTEX_ARRAY                   0x8074
#define GL_NORMAL_ARRAY                   0x8075
#define GL_COLOR_ARRAY                    0x8076
#define GL_TEXTURE_COORD_ARRAY            0x8078
#define GL_MULTISAMPLE                    0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
#define GL_SAMPLE_ALPHA_TO_ONE            0x809F
#define GL_SAMPLE_COVERAGE                0x80A0

/* ErrorCode */
#define GL_NO_ERROR                       0
#define GL_INVALID_ENUM                   0x0500
#define GL_INVALID_VALUE                  0x0501
#define GL_INVALID_OPERATION              0x0502
#define GL_STACK_OVERFLOW                 0x0503
#define GL_STACK_UNDERFLOW                0x0504
#define GL_OUT_OF_MEMORY                  0x0505

/* FogMode */
/*      GL_LINEAR */
#define GL_EXP                            0x0800
#define GL_EXP2                           0x0801

/* FogParameter */
#define GL_FOG_DENSITY                    0x0B62
#define GL_FOG_START                      0x0B63
#define GL_FOG_END                        0x0B64
#define GL_FOG_MODE                       0x0B65
#define GL_FOG_COLOR                      0x0B66

/* FrontFaceDirection */
#define GL_CW                             0x0900
#define GL_CCW                            0x0901

/* GetPName */
#define GL_CURRENT_COLOR                  0x0B00
#define GL_CURRENT_NORMAL                 0x0B02
#define GL_CURRENT_TEXTURE_COORDS         0x0B03
#define GL_POINT_SIZE                     0x0B11
#define GL_POINT_SIZE_MIN                 0x8126
#define GL_POINT_SIZE_MAX                 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE      0x8128
#define GL_POINT_DISTANCE_ATTENUATION     0x8129
#define GL_SMOOTH_POINT_SIZE_RANGE        0x0B12
#define GL_LINE_WIDTH                     0x0B21
#define GL_SMOOTH_LINE_WIDTH_RANGE        0x0B22
#define GL_ALIASED_POINT_SIZE_RANGE       0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
#define GL_CULL_FACE_MODE                 0x0B45
#define GL_FRONT_FACE                     0x0B46
#define GL_SHADE_MODEL                    0x0B54
#define GL_DEPTH_RANGE                    0x0B70
#define GL_DEPTH_WRITEMASK                0x0B72
#define GL_DEPTH_CLEAR_VALUE              0x0B73
#define GL_DEPTH_FUNC                     0x0B74
#define GL_STENCIL_CLEAR_VALUE            0x0B91
#define GL_STENCIL_FUNC                   0x0B92
#define GL_STENCIL_VALUE_MASK             0x0B93
#define GL_STENCIL_FAIL                   0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96
#define GL_STENCIL_REF                    0x0B97
#define GL_STENCIL_WRITEMASK              0x0B98
#define GL_MATRIX_MODE                    0x0BA0
#define GL_VIEWPORT                       0x0BA2
#define GL_MODELVIEW_STACK_DEPTH          0x0BA3
#define GL_PROJECTION_STACK_DEPTH         0x0BA4
#define GL_TEXTURE_STACK_DEPTH            0x0BA5
#define GL_MODELVIEW_MATRIX               0x0BA6
#define GL_PROJECTION_MATRIX              0x0BA7
#define GL_TEXTURE_MATRIX                 0x0BA8
#define GL_ALPHA_TEST_FUNC                0x0BC1
#define GL_ALPHA_TEST_REF                 0x0BC2
#define GL_BLEND_DST                      0x0BE0
#define GL_BLEND_SRC                      0x0BE1
#define GL_LOGIC_OP_MODE                  0x0BF0
#define GL_SCISSOR_BOX                    0x0C10
#define GL_SCISSOR_TEST                   0x0C11
#define GL_COLOR_CLEAR_VALUE              0x0C22
#define GL_COLOR_WRITEMASK                0x0C23
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_ALIGNMENT                 0x0D05
#define GL_MAX_LIGHTS                     0x0D31
#define GL_MAX_CLIP_PLANES                0x0D32
#define GL_MAX_TEXTURE_SIZE               0x0D33
#define GL_MAX_MODELVIEW_STACK_DEPTH      0x0D36
#define GL_MAX_PROJECTION_STACK_DEPTH     0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH        0x0D39
#define GL_MAX_VIEWPORT_DIMS              0x0D3A
#define GL_MAX_TEXTURE_UNITS              0x84E2
#define GL_SUBPIXEL_BITS                  0x0D50
#define GL_RED_BITS                       0x0D52
#define GL_GREEN_BITS                     0x0D53
#define GL_BLUE_BITS                      0x0D54
#define GL_ALPHA_BITS                     0x0D55
#define GL_DEPTH_BITS                     0x0D56
#define GL_STENCIL_BITS                   0x0D57
#define GL_POLYGON_OFFSET_UNITS           0x2A00
#define GL_POLYGON_OFFSET_FILL            0x8037
#define GL_POLYGON_OFFSET_FACTOR          0x8038
#define GL_TEXTURE_BINDING_2D             0x8069
#define GL_VERTEX_ARRAY_SIZE              0x807A
#define GL_VERTEX_ARRAY_TYPE              0x807B
#define GL_VERTEX_ARRAY_STRIDE            0x807C
#define GL_NORMAL_ARRAY_TYPE              0x807E
#define GL_NORMAL_ARRAY_STRIDE            0x807F
#define GL_COLOR_ARRAY_SIZE               0x8081
#define GL_COLOR_ARRAY_TYPE               0x8082
#define GL_COLOR_ARRAY_STRIDE             0x8083
#define GL_TEXTURE_COORD_ARRAY_SIZE       0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE       0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE     0x808A
#define GL_VERTEX_ARRAY_POINTER           0x808E
#define GL_NORMAL_ARRAY_POINTER           0x808F
#define GL_COLOR_ARRAY_POINTER            0x8090
#define GL_TEXTURE_COORD_ARRAY_POINTER    0x8092
#define GL_SAMPLE_BUFFERS                 0x80A8
#define GL_SAMPLES                        0x80A9
#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
#define GL_SAMPLE_COVERAGE_INVERT         0x80AB

/* GetTextureParameter */
/*      GL_TEXTURE_MAG_FILTER */
/*      GL_TEXTURE_MIN_FILTER */
/*      GL_TEXTURE_WRAP_S */
/*      GL_TEXTURE_WRAP_T */

#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3

/* HintMode */
#define GL_DONT_CARE                      0x1100
#define GL_FASTEST                        0x1101
#define GL_NICEST                         0x1102

/* HintTarget */
#define GL_PERSPECTIVE_CORRECTION_HINT    0x0C50
#define GL_POINT_SMOOTH_HINT              0x0C51
#define GL_LINE_SMOOTH_HINT               0x0C52
#define GL_FOG_HINT                       0x0C54
#define GL_GENERATE_MIPMAP_HINT           0x8192

/* LightModelParameter */
#define GL_LIGHT_MODEL_AMBIENT            0x0B53
#define GL_LIGHT_MODEL_TWO_SIDE           0x0B52

/* LightParameter */
#define GL_AMBIENT                        0x1200
#define GL_DIFFUSE                        0x1201
#define GL_SPECULAR                       0x1202
#define GL_POSITION                       0x1203
#define GL_SPOT_DIRECTION                 0x1204
#define GL_SPOT_EXPONENT                  0x1205
#define GL_SPOT_CUTOFF                    0x1206
#define GL_CONSTANT_ATTENUATION           0x1207
#define GL_LINEAR_ATTENUATION             0x1208
#define GL_QUADRATIC_ATTENUATION          0x1209

/* DataType */
#define GL_BYTE                           0x1400
#define GL_UNSIGNED_BYTE                  0x1401
#define GL_SHORT                          0x1402
#define GL_UNSIGNED_SHORT                 0x1403
#define GL_FLOAT                          0x1406
#define GL_FIXED                          0x140C

/* LogicOp */
#define GL_CLEAR                          0x1500
#define GL_AND                            0x1501
#define GL_AND_REVERSE                    0x1502
#define GL_COPY                           0x1503
#define GL_AND_INVERTED                   0x1504
#define GL_NOOP                           0x1505
#define GL_XOR                            0x1506
#define GL_OR                             0x1507
#define GL_NOR                            0x1508
#define GL_EQUIV                          0x1509
#define GL_INVERT                         0x150A
#define GL_OR_REVERSE                     0x150B
#define GL_COPY_INVERTED                  0x150C
#define GL_OR_INVERTED                    0x150D
#define GL_NAND                           0x150E
#define GL_SET                            0x150F

/* MaterialFace */
/*      GL_FRONT_AND_BACK */

/* MaterialParameter */
#define GL_EMISSION                       0x1600
#define GL_SHININESS                      0x1601
#define GL_AMBIENT_AND_DIFFUSE            0x1602
/*      GL_AMBIENT */
/*      GL_DIFFUSE */
/*      GL_SPECULAR */

/* MatrixMode */
#define GL_MODELVIEW                      0x1700
#define GL_PROJECTION                     0x1701
#define GL_TEXTURE                        0x1702

/* NormalPointerType */
/*      GL_BYTE */
/*      GL_SHORT */
/*      GL_FLOAT */
/*      GL_FIXED */

/* PixelFormat */
#define GL_ALPHA                          0x1906
#define GL_RGB                            0x1907
#define GL_RGBA                           0x1908
#define GL_LUMINANCE                      0x1909
#define GL_LUMINANCE_ALPHA                0x190A

/* PixelStoreParameter */
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_ALIGNMENT                 0x0D05

/* PixelType */
/*      GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
#define GL_UNSIGNED_SHORT_5_6_5           0x8363

/* ShadingModel */
#define GL_FLAT                           0x1D00
#define GL_SMOOTH                         0x1D01

/* StencilFunction */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* StencilOp */
/*      GL_ZERO */
#define GL_KEEP                           0x1E00
#define GL_REPLACE                        0x1E01
#define GL_INCR                           0x1E02
#define GL_DECR                           0x1E03
/*      GL_INVERT */

/* StringName */
#define GL_VENDOR                         0x1F00
#define GL_RENDERER                       0x1F01
#define GL_VERSION                        0x1F02
#define GL_EXTENSIONS                     0x1F03

/* TexCoordPointerType */
/*      GL_SHORT */
/*      GL_FLOAT */
/*      GL_FIXED */
/*      GL_BYTE */

/* TextureEnvMode */
#define GL_MODULATE                       0x2100
#define GL_DECAL                          0x2101
/*      GL_BLEND */
#define GL_ADD                            0x0104
/*      GL_REPLACE */

/* TextureEnvParameter */
#define GL_TEXTURE_ENV_MODE               0x2200
#define GL_TEXTURE_ENV_COLOR              0x2201

/* TextureEnvTarget */
#define GL_TEXTURE_ENV                    0x2300

/* TextureMagFilter */
#define GL_NEAREST                        0x2600
#define GL_LINEAR                         0x2601

/* TextureMinFilter */
/*      GL_NEAREST */
/*      GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST         0x2700
#define GL_LINEAR_MIPMAP_NEAREST          0x2701
#define GL_NEAREST_MIPMAP_LINEAR          0x2702
#define GL_LINEAR_MIPMAP_LINEAR           0x2703

/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER             0x2800
#define GL_TEXTURE_MIN_FILTER             0x2801
#define GL_TEXTURE_WRAP_S                 0x2802
#define GL_TEXTURE_WRAP_T                 0x2803
#define GL_GENERATE_MIPMAP                0x8191

/* TextureTarget */
/*      GL_TEXTURE_2D */

/* TextureUnit */
#define GL_TEXTURE0                       0x84C0
#define GL_TEXTURE1                       0x84C1
#define GL_TEXTURE2                       0x84C2
#define GL_TEXTURE3                       0x84C3
#define GL_TEXTURE4                       0x84C4
#define GL_TEXTURE5                       0x84C5
#define GL_TEXTURE6                       0x84C6
#define GL_TEXTURE7                       0x84C7
#define GL_TEXTURE8                       0x84C8
#define GL_TEXTURE9                       0x84C9
#define GL_TEXTURE10                      0x84CA
#define GL_TEXTURE11                      0x84CB
#define GL_TEXTURE12                      0x84CC
#define GL_TEXTURE13                      0x84CD
#define GL_TEXTURE14                      0x84CE
#define GL_TEXTURE15                      0x84CF
#define GL_TEXTURE16                      0x84D0
#define GL_TEXTURE17                      0x84D1
#define GL_TEXTURE18                      0x84D2
#define GL_TEXTURE19                      0x84D3
#define GL_TEXTURE20                      0x84D4
#define GL_TEXTURE21                      0x84D5
#define GL_TEXTURE22                      0x84D6
#define GL_TEXTURE23                      0x84D7
#define GL_TEXTURE24                      0x84D8
#define GL_TEXTURE25                      0x84D9
#define GL_TEXTURE26                      0x84DA
#define GL_TEXTURE27                      0x84DB
#define GL_TEXTURE28                      0x84DC
#define GL_TEXTURE29                      0x84DD
#define GL_TEXTURE30                      0x84DE
#define GL_TEXTURE31                      0x84DF
#define GL_ACTIVE_TEXTURE                 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE          0x84E1

/* TextureWrapMode */
#define GL_REPEAT                         0x2901
#define GL_CLAMP_TO_EDGE                  0x812F

/* VertexPointerType */
/*      GL_SHORT */
/*      GL_FLOAT */
/*      GL_FIXED */
/*      GL_BYTE */

/* LightName */
#define GL_LIGHT0                         0x4000
#define GL_LIGHT1                         0x4001
#define GL_LIGHT2                         0x4002
#define GL_LIGHT3                         0x4003
#define GL_LIGHT4                         0x4004
#define GL_LIGHT5                         0x4005
#define GL_LIGHT6                         0x4006
#define GL_LIGHT7                         0x4007

/* Buffer Objects */
#define GL_ARRAY_BUFFER                   0x8892
#define GL_ELEMENT_ARRAY_BUFFER           0x8893

#define GL_ARRAY_BUFFER_BINDING               0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING       0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING        0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING        0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING         0x8898
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A

#define GL_STATIC_DRAW                    0x88E4
#define GL_DYNAMIC_DRAW                   0x88E8

#define GL_BUFFER_SIZE                    0x8764
#define GL_BUFFER_USAGE                   0x8765

/* Texture combine + dot3 */
#define GL_SUBTRACT                       0x84E7
#define GL_COMBINE                        0x8570
#define GL_COMBINE_RGB                    0x8571
#define GL_COMBINE_ALPHA                  0x8572
#define GL_RGB_SCALE                      0x8573
#define GL_ADD_SIGNED                     0x8574
#define GL_INTERPOLATE                    0x8575
#define GL_CONSTANT                       0x8576
#define GL_PRIMARY_COLOR                  0x8577
#define GL_PREVIOUS                       0x8578
#define GL_OPERAND0_RGB                   0x8590
#define GL_OPERAND1_RGB                   0x8591
#define GL_OPERAND2_RGB                   0x8592
#define GL_OPERAND0_ALPHA                 0x8598
#define GL_OPERAND1_ALPHA                 0x8599
#define GL_OPERAND2_ALPHA                 0x859A

#define GL_ALPHA_SCALE                    0x0D1C

#define GL_SRC0_RGB                       0x8580
#define GL_SRC1_RGB                       0x8581
#define GL_SRC2_RGB                       0x8582
#define GL_SRC0_ALPHA                     0x8588
#define GL_SRC1_ALPHA                     0x8589
#define GL_SRC2_ALPHA                     0x858A

#define GL_DOT3_RGB                       0x86AE
#define GL_DOT3_RGBA                      0x86AF

/*------------------------------------------------------------------------*
 * required OES extension tokens
 *------------------------------------------------------------------------*/

/* OES_read_format */
#ifndef GL_OES_read_format
#define GL_OES_read_format 1
#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES                   0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES                 0x8B9B
#endif

/* OES_point_size_array */
#ifndef GL_OES_point_size_array
#define GL_OES_point_size_array 1
#define GL_POINT_SIZE_ARRAY_OES                                 0x8B9C
#define GL_POINT_SIZE_ARRAY_TYPE_OES                            0x898A
#define GL_POINT_SIZE_ARRAY_STRIDE_OES                          0x898B
#define GL_POINT_SIZE_ARRAY_POINTER_OES                         0x898C
#define GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES                  0x8B9F
#endif

/* GL_OES_point_sprite */
#ifndef GL_OES_point_sprite
#define GL_OES_point_sprite 1
#define GL_POINT_SPRITE_OES                                     0x8861
#define GL_COORD_REPLACE_OES                                    0x8862
#endif

#else
# ifndef EVAS_GL_NO_GL_H_CHECK
#  error "You may only include either Evas_GL.h OR use your native GLES headers. If you use Evas to do GL, then you cannot use the native GLES headers."
# endif
#endif


#ifndef __glext_h_
#define __glext_h_ 1

/*------------------------------------------------------------------------*
 * OES extension tokens
 *------------------------------------------------------------------------*/

/* GL_OES_blend_equation_separate */
#ifndef GL_OES_blend_equation_separate
/* BLEND_EQUATION_RGB_OES same as BLEND_EQUATION_OES */
#define GL_BLEND_EQUATION_RGB_OES                               0x8009
#define GL_BLEND_EQUATION_ALPHA_OES                             0x883D
#endif

/* GL_OES_blend_func_separate */
#ifndef GL_OES_blend_func_separate
#define GL_BLEND_DST_RGB_OES                                    0x80C8
#define GL_BLEND_SRC_RGB_OES                                    0x80C9
#define GL_BLEND_DST_ALPHA_OES                                  0x80CA
#define GL_BLEND_SRC_ALPHA_OES                                  0x80CB
#endif

/* GL_OES_blend_subtract */
#ifndef GL_OES_blend_subtract
#define GL_BLEND_EQUATION_OES                                   0x8009
#define GL_FUNC_ADD_OES                                         0x8006
#define GL_FUNC_SUBTRACT_OES                                    0x800A
#define GL_FUNC_REVERSE_SUBTRACT_OES                            0x800B
#endif

/* GL_OES_draw_texture */
#ifndef GL_OES_draw_texture
#define GL_TEXTURE_CROP_RECT_OES                                0x8B9D
#endif

/* GL_OES_EGL_image */
#ifndef GL_OES_EGL_image
#endif

/* GL_OES_fixed_point */
#ifndef GL_OES_fixed_point
#define GL_FIXED_OES                                            0x140C
#endif

/* GL_OES_framebuffer_object */
#ifndef GL_OES_framebuffer_object
#define GL_NONE_OES                                             0
#define GL_FRAMEBUFFER_OES                                      0x8D40
#define GL_RENDERBUFFER_OES                                     0x8D41
#define GL_RGBA4_OES                                            0x8056
#define GL_RGB5_A1_OES                                          0x8057
#define GL_RGB565_OES                                           0x8D62
#define GL_DEPTH_COMPONENT16_OES                                0x81A5
#define GL_RENDERBUFFER_WIDTH_OES                               0x8D42
#define GL_RENDERBUFFER_HEIGHT_OES                              0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT_OES                     0x8D44
#define GL_RENDERBUFFER_RED_SIZE_OES                            0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE_OES                          0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE_OES                           0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE_OES                          0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE_OES                          0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE_OES                        0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_OES               0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_OES               0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_OES             0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_OES     0x8CD3
#define GL_COLOR_ATTACHMENT0_OES                                0x8CE0
#define GL_DEPTH_ATTACHMENT_OES                                 0x8D00
#define GL_STENCIL_ATTACHMENT_OES                               0x8D20
#define GL_FRAMEBUFFER_COMPLETE_OES                             0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES                0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES        0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES                0x8CD9
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES                   0x8CDA
#define GL_FRAMEBUFFER_UNSUPPORTED_OES                          0x8CDD
#define GL_FRAMEBUFFER_BINDING_OES                              0x8CA6
#define GL_RENDERBUFFER_BINDING_OES                             0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE_OES                            0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION_OES                    0x0506
#endif

/* GL_OES_matrix_get */
#ifndef GL_OES_matrix_get
#define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES               0x898D
#define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES              0x898E
#define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES                 0x898F
#endif

/* GL_OES_matrix_palette */
#ifndef GL_OES_matrix_palette
#define GL_MAX_VERTEX_UNITS_OES                                 0x86A4
#define GL_MAX_PALETTE_MATRICES_OES                             0x8842
#define GL_MATRIX_PALETTE_OES                                   0x8840
#define GL_MATRIX_INDEX_ARRAY_OES                               0x8844
#define GL_WEIGHT_ARRAY_OES                                     0x86AD
#define GL_CURRENT_PALETTE_MATRIX_OES                           0x8843
#define GL_MATRIX_INDEX_ARRAY_SIZE_OES                          0x8846
#define GL_MATRIX_INDEX_ARRAY_TYPE_OES                          0x8847
#define GL_MATRIX_INDEX_ARRAY_STRIDE_OES                        0x8848
#define GL_MATRIX_INDEX_ARRAY_POINTER_OES                       0x8849
#define GL_MATRIX_INDEX_ARRAY_BUFFER_BINDING_OES                0x8B9E
#define GL_WEIGHT_ARRAY_SIZE_OES                                0x86AB
#define GL_WEIGHT_ARRAY_TYPE_OES                                0x86A9
#define GL_WEIGHT_ARRAY_STRIDE_OES                              0x86AA
#define GL_WEIGHT_ARRAY_POINTER_OES                             0x86AC
#define GL_WEIGHT_ARRAY_BUFFER_BINDING_OES                      0x889E
#endif

/* GL_OES_stencil8 */
#ifndef GL_OES_stencil8
#define GL_STENCIL_INDEX8_OES                                   0x8D48
#endif

/* GL_OES_stencil_wrap */
#ifndef GL_OES_stencil_wrap
#define GL_INCR_WRAP_OES                                        0x8507
#define GL_DECR_WRAP_OES                                        0x8508
#endif

/* GL_OES_texture_cube_map */
#ifndef GL_OES_texture_cube_map
#define GL_NORMAL_MAP_OES                                       0x8511
#define GL_REFLECTION_MAP_OES                                   0x8512
#define GL_TEXTURE_CUBE_MAP_OES                                 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP_OES                         0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_OES                      0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_OES                      0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_OES                      0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_OES                      0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_OES                      0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES                      0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES                        0x851C
#define GL_TEXTURE_GEN_MODE_OES                                 0x2500
#define GL_TEXTURE_GEN_STR_OES                                  0x8D60
#endif

/* GL_OES_texture_mirrored_repeat */
#ifndef GL_OES_texture_mirrored_repeat
#define GL_MIRRORED_REPEAT_OES                                  0x8370
#endif

/*------------------------------------------------------------------------*
 * EXT extension tokens
 *------------------------------------------------------------------------*/

/* GL_EXT_texture_lod_bias */
#ifndef GL_EXT_texture_lod_bias
#define GL_MAX_TEXTURE_LOD_BIAS_EXT                             0x84FD
#define GL_TEXTURE_FILTER_CONTROL_EXT                           0x8500
#define GL_TEXTURE_LOD_BIAS_EXT                                 0x8501
#endif

/*------------------------------------------------------------------------*
 * IMG extension tokens
 *------------------------------------------------------------------------*/

/* GL_IMG_texture_env_enhanced_fixed_function */
#ifndef GL_IMG_texture_env_enhanced_fixed_function
#define GL_MODULATE_COLOR_IMG                                   0x8C04
#define GL_RECIP_ADD_SIGNED_ALPHA_IMG                           0x8C05
#define GL_TEXTURE_ALPHA_MODULATE_IMG                           0x8C06
#define GL_FACTOR_ALPHA_MODULATE_IMG                            0x8C07
#define GL_FRAGMENT_ALPHA_MODULATE_IMG                          0x8C08
#define GL_ADD_BLEND_IMG                                        0x8C09
#define GL_DOT3_RGBA_IMG                                        0x86AF
#endif

/* GL_IMG_user_clip_plane */
#ifndef GL_IMG_user_clip_plane
#define GL_CLIP_PLANE0_IMG                                      0x3000
#define GL_CLIP_PLANE1_IMG                                      0x3001
#define GL_CLIP_PLANE2_IMG                                      0x3002
#define GL_CLIP_PLANE3_IMG                                      0x3003
#define GL_CLIP_PLANE4_IMG                                      0x3004
#define GL_CLIP_PLANE5_IMG                                      0x3005
#define GL_MAX_CLIP_PLANES_IMG                                  0x0D32
#endif

/*------------------------------------------------------------------------*
 * OES extension functions
 *------------------------------------------------------------------------*/

/* GL_OES_blend_equation_separate */
#ifndef GL_OES_blend_equation_separate
#define GL_OES_blend_equation_separate 1
#endif

/* GL_OES_blend_func_separate */
#ifndef GL_OES_blend_func_separate
#define GL_OES_blend_func_separate 1
#endif

/* GL_OES_blend_subtract */
#ifndef GL_OES_blend_subtract
#define GL_OES_blend_subtract 1
#endif

/* GL_OES_byte_coordinates */
#ifndef GL_OES_byte_coordinates
#define GL_OES_byte_coordinates 1
#endif

/* GL_OES_draw_texture */
#ifndef GL_OES_draw_texture
#define GL_OES_draw_texture 1
#endif

/* GL_OES_extended_matrix_palette */
#ifndef GL_OES_extended_matrix_palette
#define GL_OES_extended_matrix_palette 1
#endif

/* GL_OES_fixed_point */
#ifndef GL_OES_fixed_point
#define GL_OES_fixed_point 1
#endif

/* GL_OES_framebuffer_object */
#ifndef GL_OES_framebuffer_object
#define GL_OES_framebuffer_object 1
#endif

/* GL_OES_matrix_get */
#ifndef GL_OES_matrix_get
#define GL_OES_matrix_get 1
#endif

/* GL_OES_matrix_palette */
#ifndef GL_OES_matrix_palette
#define GL_OES_matrix_palette 1
#endif

/* GL_OES_query_matrix */
#ifndef GL_OES_query_matrix
#define GL_OES_query_matrix 1
#endif

/* GL_OES_single_precision */
#ifndef GL_OES_single_precision
#define GL_OES_single_precision 1
#endif

/* GL_OES_stencil8 */
#ifndef GL_OES_stencil8
#define GL_OES_stencil8 1
#endif

/* GL_OES_stencil_wrap */
#ifndef GL_OES_stencil_wrap
#define GL_OES_stencil_wrap 1
#endif

/* GL_OES_texture_cube_map */
#ifndef GL_OES_texture_cube_map
#define GL_OES_texture_cube_map 1
#endif

/* GL_OES_texture_env_crossbar */
#ifndef GL_OES_texture_env_crossbar
#define GL_OES_texture_env_crossbar 1
#endif

/* GL_OES_texture_mirrored_repeat */
#ifndef GL_OES_texture_mirrored_repeat
#define GL_OES_texture_mirrored_repeat 1
#endif

/*------------------------------------------------------------------------*
 * APPLE extension functions
 *------------------------------------------------------------------------*/

/* GL_APPLE_texture_2D_limited_npot */
#ifndef GL_APPLE_texture_2D_limited_npot
#define GL_APPLE_texture_2D_limited_npot 1
#endif

/*------------------------------------------------------------------------*
 * EXT extension functions
 *------------------------------------------------------------------------*/

/* GL_EXT_texture_lod_bias */
#ifndef GL_EXT_texture_lod_bias
#define GL_EXT_texture_lod_bias 1
#endif

/*------------------------------------------------------------------------*
 * IMG extension functions
 *------------------------------------------------------------------------*/

/* GL_IMG_texture_env_enhanced_fixed_function */
#ifndef GL_IMG_texture_env_enhanced_fixed_function
#define GL_IMG_texture_env_enhanced_fixed_function 1
#endif

/* GL_IMG_user_clip_plane */
#ifndef GL_IMG_user_clip_plane
#define GL_IMG_user_clip_plane 1
#endif

#else
# ifndef EVAS_GL_NO_GL_H_CHECK
#  error "You may only include either Evas_GL.h OR use your native GLES headers. If you use Evas to do GL, then you cannot use the native GLES headers."
# endif
#endif

#ifndef GL_ES_VERSION_2_0
/* GL types for handling large vertex buffer objects */
#include <stddef.h>
typedef ptrdiff_t GLintptr;     // Changed khronos_intptr_t
typedef ptrdiff_t GLsizeiptr;   // Changed khronos_ssize_t
#endif

/* Some definitions from GLES 3.0.
 * Note: Evas_GL does NOT support GLES 3.
 */

/* Evas can use RGB8_ETC2 and RGBA8_ETC2_EAC internally, depending on the driver */
#define GL_COMPRESSED_RGB8_ETC2           0x9274
#define GL_COMPRESSED_RGBA8_ETC2_EAC      0x9278


// These types are required since we can't include GLES/gl.h or gl2.h
typedef signed int         GLclampx;   // Changed khronos_int32_t
typedef struct __GLsync*   GLsync;



/*
 * EGL-related definitions
 *
 * Note the names have been changed from EGL to EvasGL so as to be
 * platform independent. Except for the error codes, the following
 * EVAS_GL_x definitions have the same values as their EGL_x counterparts.
 * Please note that the error codes have been reset to start from 0 (success).
 */

/* EGL/EvasGL Types */
typedef void *EvasGLSync;
typedef unsigned long long EvasGLTime;

/* @brief Attribute list terminator
 * 0 is also accepted as an attribute terminator.
 * Evas_GL will ensure that the attribute list is always properly terminated
 * (eg. using EGL_NONE for EGL backends) and the values are supported by the
 * backends.
 */
#define EVAS_GL_NONE                            0x3038

/* EGL_KHR_image_base */
#define EVAS_GL_image_base 1
#define EVAS_GL_IMAGE_PRESERVED                 0x30D2  /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext, the default is @c EINA_FALSE. Please refer to @c EGL_IMAGE_PRESERVED_KHR. */

/* EGL_KHR_image */
#define EVAS_GL_image 1
#define EVAS_GL_NATIVE_PIXMAP                   0x30B0  /**< @internal A target for @ref evasglCreateImage or @ref evasglCreateImageForContext. Since it is X11-specific, it should not be used by Tizen applications. */

/* EGL_KHR_vg_parent_image */
#define EVAS_VG_PARENT_IMAGE                    0x30BA  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */

/* EGL_KHR_gl_texture_2D_image */
#define EVAS_GL_TEXTURE_2D                      0x30B1  /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_LEVEL                   0x30BC  /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */

/* EGL_KHR_gl_texture_cubemap_image */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X     0x30B3  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X     0x30B4  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y     0x30B5  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y     0x30B6  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z     0x30B7  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z     0x30B8  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */

/* EGL_KHR_gl_texture_3D_image */
#define EVAS_GL_TEXTURE_3D                      0x30B2  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_ZOFFSET                 0x30BD  /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */

/* EGL_KHR_gl_renderbuffer_image */
#define EVAS_GL_RENDERBUFFER                    0x30B9  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */

/* Out-of-band attribute value */
#define EVAS_GL_DONT_CARE			(-1)

/* EGL_TIZEN_image_native_surface */
#define EVAS_GL_TIZEN_image_native_surface 1
#define EVAS_GL_NATIVE_SURFACE_TIZEN            0x32A1  /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext. This is a Tizen specific feature. */

/**
 * @name Evas GL error codes
 *
 * These are the possible return values of @ref evas_gl_error_get.
 * The values are the same as EGL error codes - @c EGL_SUCCESS.
 *
 * Some of the values may be set directly by Evas GL when an obvious error was
 * detected (eg. @c NULL pointers or invalid dimensions), otherwise Evas GL will
 * call the backend's GetError() function and translate to a valid @c EVAS_GL_
 * error code.
 *
 * @since 1.12
 *
 * @{
 */
#define EVAS_GL_SUCCESS                         0x0000  /**< @brief The last evas_gl_ operation succeeded. A call to @c evas_gl_error_get() will reset the error. */
#define EVAS_GL_NOT_INITIALIZED                 0x0001  /**< @brief Evas GL was not initialized or a @c NULL pointer was passed */
#define EVAS_GL_BAD_ACCESS                      0x0002  /**< @brief Bad access; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_ALLOC                       0x0003  /**< @brief Bad allocation; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_ATTRIBUTE                   0x0004  /**< @brief Bad attribute; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CONFIG                      0x0005  /**< @brief Bad configuration; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CONTEXT                     0x0006  /**< @brief Bad context; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CURRENT_SURFACE             0x0007  /**< @brief Bad current surface; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_DISPLAY                     0x0008  /**< @brief Bad display; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_MATCH                       0x0009  /**< @brief Bad match; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_NATIVE_PIXMAP               0x000A  /**< @internal Bad native pixmap; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_NATIVE_WINDOW               0x000B  /**< @brief Bad native window; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_PARAMETER                   0x000C  /**< @brief Bad parameter; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_SURFACE                     0x000D  /**< @brief Bad surface; for more information, please refer to its EGL counterpart */
/* EGL 1.1 - IMG_power_management */
#define EVAS_GL_CONTEXT_LOST                    0x000E  /**< @brief Context lost; for more information, please refer to its EGL counterpart */

/** @} */

/* EGL_KHR_fence_sync - EVAS_GL_fence_sync */
#define EVAS_GL_fence_sync 1
/* EGL_KHR_reusable_sync - EVAS_GL_reusable_sync */
#define EVAS_GL_reusable_sync 1
/* EGL_KHR_wait_sync - EVAS_GL_wait_sync */
#define EVAS_GL_KHR_wait_sync 1

/**
 * @name Constants used to define and wait for Sync objects.
 * @{
 */
#define EVAS_GL_SYNC_PRIOR_COMMANDS_COMPLETE    0x30F0 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_CONDITION  */
#define EVAS_GL_SYNC_STATUS                     0x30F1 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SIGNALED                        0x30F2 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_STATUS  */
#define EVAS_GL_UNSIGNALED                      0x30F3 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_STATUS  */
#define EVAS_GL_TIMEOUT_EXPIRED                 0x30F5 /**< @brief A returned by @ref evasglClientWaitSync */
#define EVAS_GL_CONDITION_SATISFIED             0x30F6 /**< @brief A returned by @ref evasglClientWaitSync */
#define EVAS_GL_SYNC_TYPE                       0x30F7 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SYNC_CONDITION                  0x30F8 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SYNC_FENCE                      0x30F9 /**< @brief A type for @ref evasglCreateSync */
#define EVAS_GL_SYNC_REUSABLE                   0x30FA /**< @brief A type for @ref evasglCreateSync */

#define EVAS_GL_SYNC_FLUSH_COMMANDS_BIT         0x0001 /**< @brief A flag for @ref evasglClientWaitSync */
#define EVAS_GL_FOREVER                         0xFFFFFFFFFFFFFFFFull  /**< @brief Disable wait timeout */
#define EVAS_GL_NO_SYNC                         ((EvasGLSync) NULL)    /**< @brief Empty sync object, see @ref evasglCreateSync */
/** @} */

/**
 * @name Surface attributes
 * The attributes can be queried using @ref evas_gl_surface_query
 * @{
 */
#define EVAS_GL_HEIGHT                          0x3056 /**< @brief Attribute for @ref evas_gl_surface_query, returns the surface width in pixels (@c value should be an @c int) */
#define EVAS_GL_WIDTH                           0x3057 /**< @brief Attribute for @ref evas_gl_surface_query, returns the surface width in pixels (@c value should be an @c int) */
#define EVAS_GL_TEXTURE_FORMAT                  0x3080 /**< @brief Attribute for @ref evas_gl_surface_query, returns an @ref Evas_GL_Color_Format */
#define EVAS_GL_TEXTURE_TARGET                  0x3081 /**< @brief Attribute for @ref evas_gl_surface_query, returns @ref EVAS_GL_TEXTURE_2D (if format is @c EVAS_GL_RGB_888 or @c EVAS_GL_RGBA_8888) or 0 (meaning @c NO_TEXTURE, from @c EVAS_GL_NO_FBO) (@c value should be an @c int) */
/** @} */


/* Version 1: OpenGLES 2.0 + extensions only
 * Version 2: OpenGLES 1.0 + extensions
 */
#define EVAS_GL_API_VERSION 2

/**
 * @brief The Evas GL API
 * This structure contains function pointers to the available GL functions.
 * Some of these functions may be wrapped internally by Evas GL.
 */
struct _Evas_GL_API
{
   /**
    * The current version number is @c EVAS_GL_API_VERSION (2).
    * This should not be confused with the OpenGL-ES context version.
    */
   int            version;

   /**
    * @anchor gles2
    * @name OpenGL-ES 2.0.
    *
    * Evas_GL_API version 1.
    *
    * The following functions are supported in all OpenGL-ES 2.0 contexts.
    * @{
    */
   void         (*glActiveTexture) (GLenum texture);
   void         (*glAttachShader) (GLuint program, GLuint shader);
   void         (*glBindAttribLocation) (GLuint program, GLuint index, const char* name);
   void         (*glBindBuffer) (GLenum target, GLuint buffer);
   void         (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
   void         (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
   void         (*glBindTexture) (GLenum target, GLuint texture);
   void         (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
   void         (*glBlendEquation) ( GLenum mode );
   void         (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha);
   void         (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
   void         (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
   void         (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
   void         (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
   GLenum       (*glCheckFramebufferStatus) (GLenum target);
   void         (*glClear) (GLbitfield mask);
   void         (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
   void         (*glClearDepthf) (GLclampf depth);
   void         (*glClearStencil) (GLint s);
   void         (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
   void         (*glCompileShader) (GLuint shader);
   void         (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
   void         (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
   void         (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
   void         (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
   GLuint       (*glCreateProgram) (void);
   GLuint       (*glCreateShader) (GLenum type);
   void         (*glCullFace) (GLenum mode);
   void         (*glDeleteBuffers) (GLsizei n, const GLuint* buffers);
   void         (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
   void         (*glDeleteProgram) (GLuint program);
   void         (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
   void         (*glDeleteShader) (GLuint shader);
   void         (*glDeleteTextures) (GLsizei n, const GLuint* textures);
   void         (*glDepthFunc) (GLenum func);
   void         (*glDepthMask) (GLboolean flag);
   void         (*glDepthRangef) (GLclampf zNear, GLclampf zFar);
   void         (*glDetachShader) (GLuint program, GLuint shader);
   void         (*glDisable) (GLenum cap);
   void         (*glDisableVertexAttribArray) (GLuint index);
   void         (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
   void         (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices);
   void         (*glEnable) (GLenum cap);
   void         (*glEnableVertexAttribArray) (GLuint index);
   void         (*glFinish) (void);
   void         (*glFlush) (void);
   void         (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
   void         (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
   void         (*glFrontFace) (GLenum mode);
   void         (*glGenBuffers) (GLsizei n, GLuint* buffers);
   void         (*glGenerateMipmap) (GLenum target);
   void         (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
   void         (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
   void         (*glGenTextures) (GLsizei n, GLuint* textures);
   void         (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
   void         (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
   void         (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
   int          (*glGetAttribLocation) (GLuint program, const char* name);
   void         (*glGetBooleanv) (GLenum pname, GLboolean* params);
   void         (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params);
   GLenum       (*glGetError) (void);
   void         (*glGetFloatv) (GLenum pname, GLfloat* params);
   void         (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
   void         (*glGetIntegerv) (GLenum pname, GLint* params);
   void         (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params);
   void         (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
   void         (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params);
   void         (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
   void         (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
   void         (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
   void         (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
   const GLubyte* (*glGetString) (GLenum name);
   void         (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
   void         (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
   void         (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params);
   void         (*glGetUniformiv) (GLuint program, GLint location, GLint* params);
   int          (*glGetUniformLocation) (GLuint program, const char* name);
   void         (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params);
   void         (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params);
   void         (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer);
   void         (*glHint) (GLenum target, GLenum mode);
   GLboolean    (*glIsBuffer) (GLuint buffer);
   GLboolean    (*glIsEnabled) (GLenum cap);
   GLboolean    (*glIsFramebuffer) (GLuint framebuffer);
   GLboolean    (*glIsProgram) (GLuint program);
   GLboolean    (*glIsRenderbuffer) (GLuint renderbuffer);
   GLboolean    (*glIsShader) (GLuint shader);
   GLboolean    (*glIsTexture) (GLuint texture);
   void         (*glLineWidth) (GLfloat width);
   void         (*glLinkProgram) (GLuint program);
   void         (*glPixelStorei) (GLenum pname, GLint param);
   void         (*glPolygonOffset) (GLfloat factor, GLfloat units);
   void         (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
   void         (*glReleaseShaderCompiler) (void);
   void         (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
   void         (*glSampleCoverage) (GLclampf value, GLboolean invert);
   void         (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
   void         (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
   void         (*glShaderSource) (GLuint shader, GLsizei count, const char* const * string, const GLint* length);
   void         (*glStencilFunc) (GLenum func, GLint ref, GLuint mask);
   void         (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
   void         (*glStencilMask) (GLuint mask);
   void         (*glStencilMaskSeparate) (GLenum face, GLuint mask);
   void         (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
   void         (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
   void         (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
   void         (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
   void         (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
   void         (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
   void         (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
   void         (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
   void         (*glUniform1f) (GLint location, GLfloat x);
   void         (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v);
   void         (*glUniform1i) (GLint location, GLint x);
   void         (*glUniform1iv) (GLint location, GLsizei count, const GLint* v);
   void         (*glUniform2f) (GLint location, GLfloat x, GLfloat y);
   void         (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v);
   void         (*glUniform2i) (GLint location, GLint x, GLint y);
   void         (*glUniform2iv) (GLint location, GLsizei count, const GLint* v);
   void         (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z);
   void         (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v);
   void         (*glUniform3i) (GLint location, GLint x, GLint y, GLint z);
   void         (*glUniform3iv) (GLint location, GLsizei count, const GLint* v);
   void         (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
   void         (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v);
   void         (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w);
   void         (*glUniform4iv) (GLint location, GLsizei count, const GLint* v);
   void         (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
   void         (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
   void         (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
   void         (*glUseProgram) (GLuint program);
   void         (*glValidateProgram) (GLuint program);
   void         (*glVertexAttrib1f) (GLuint indx, GLfloat x);
   void         (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values);
   void         (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y);
   void         (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values);
   void         (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
   void         (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values);
   void         (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
   void         (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values);
   void         (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
   void         (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
   /** @} */

   /**
    * @name OpenGL-ES 2.0 extensions.
    *
    *  Evas_GL_API version 1
    *
    * The following functions may be supported in OpenGL-ES 2.0 contexts,
    * depending on which extensions Evas has decided to support.
    *
    * @{
    */

   /* GL_OES_EGL_image */
   // Notice these two names have been changed to fit Evas GL and not EGL!
   /** @brief Requires the @c GL_OES_EGL_image extension, similar to @c glEGLImageTargetTexture2DOES. */
   void         (*glEvasGLImageTargetTexture2DOES) (GLenum target, EvasGLImage image);
   /** @brief Requires the @c GL_OES_EGL_image extension, similar to @c glEGLImageTargetRenderbufferStorageOES. */
   void         (*glEvasGLImageTargetRenderbufferStorageOES) (GLenum target, EvasGLImage image);

   /* GL_OES_get_program_binary */
   void 	(*glGetProgramBinaryOES) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
   void 	(*glProgramBinaryOES) (GLuint program, GLenum binaryFormat, const void *binary, GLint length);
   /* GL_OES_mapbuffer */
   void* 	(*glMapBufferOES) (GLenum target, GLenum access);
   GLboolean 	(*glUnmapBufferOES) (GLenum target);
   void 	(*glGetBufferPointervOES) (GLenum target, GLenum pname, void** params);
   /* GL_OES_texture_3D */
   void 	(*glTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
   void 	(*glTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
   void 	(*glCopyTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
   void 	(*glCompressedTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
   void 	(*glCompressedTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
   void 	(*glFramebufferTexture3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);

   /* AMD_performance_monitor */
   void 	(*glGetPerfMonitorGroupsAMD) (GLint* numGroups, GLsizei groupsSize, GLuint* groups);
   void 	(*glGetPerfMonitorCountersAMD) (GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
   void 	(*glGetPerfMonitorGroupStringAMD) (GLuint group, GLsizei bufSize, GLsizei* length, char* groupString);
   void 	(*glGetPerfMonitorCounterStringAMD) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char* counterString);
   void 	(*glGetPerfMonitorCounterInfoAMD) (GLuint group, GLuint counter, GLenum pname, void* data);
   void 	(*glGenPerfMonitorsAMD) (GLsizei n, GLuint* monitors);
   void 	(*glDeletePerfMonitorsAMD) (GLsizei n, GLuint* monitors);
   void 	(*glSelectPerfMonitorCountersAMD) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
   void 	(*glBeginPerfMonitorAMD) (GLuint monitor);
   void 	(*glEndPerfMonitorAMD) (GLuint monitor);
   void 	(*glGetPerfMonitorCounterDataAMD) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);

   /* GL_EXT_discard_framebuffer */
   void 	(*glDiscardFramebufferEXT) (GLenum target, GLsizei numAttachments, const GLenum* attachments);

   /* GL_EXT_multi_draw_arrays */
   void 	(*glMultiDrawArraysEXT) (GLenum mode, GLint* first, GLsizei* count, GLsizei primcount);
   void 	(*glMultiDrawElementsEXT) (GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount);

   /* GL_NV_fence */
   void 	(*glDeleteFencesNV) (GLsizei n, const GLuint* fences);
   void 	(*glGenFencesNV) (GLsizei n, GLuint* fences);
   GLboolean 	(*glIsFenceNV) (GLuint fence);
   GLboolean 	(*glTestFenceNV) (GLuint fence);
   void 	(*glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params);
   void 	(*glFinishFenceNV) (GLuint fence);
   void 	(*glSetFenceNV) (GLuint, GLenum);

   /* GL_QCOM_driver_control */
   void 	(*glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls);
   void 	(*glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString);
   void 	(*glEnableDriverControlQCOM) (GLuint driverControl);
   void 	(*glDisableDriverControlQCOM) (GLuint driverControl);

   /* GL_QCOM_extended_get */
   void 	(*glExtGetTexturesQCOM) (GLuint* textures, GLint maxTextures, GLint* numTextures);
   void 	(*glExtGetBuffersQCOM) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
   void 	(*glExtGetRenderbuffersQCOM) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
   void 	(*glExtGetFramebuffersQCOM) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
   void 	(*glExtGetTexLevelParameterivQCOM) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
   void 	(*glExtTexObjectStateOverrideiQCOM) (GLenum target, GLenum pname, GLint param);
   void 	(*glExtGetTexSubImageQCOM) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void* texels);
   void 	(*glExtGetBufferPointervQCOM) (GLenum target, void** params);

   /* GL_QCOM_extended_get2 */
   void 	(*glExtGetShadersQCOM) (GLuint* shaders, GLint maxShaders, GLint* numShaders);
   void 	(*glExtGetProgramsQCOM) (GLuint* programs, GLint maxPrograms, GLint* numPrograms);
   GLboolean 	(*glExtIsProgramBinaryQCOM) (GLuint program);
   void 	(*glExtGetProgramBinarySourceQCOM) (GLuint program, GLenum shadertype, char* source, GLint* length);
   /** @} */

   /**
    * @name EGL-related extensions
    *
    * Evas_GL_API version 1.
    *
    * @{
    */

   /* EGL_KHR_image - #ifdef EVAS_GL_image */
   /**
    * @anchor evasglCreateImage
    * @brief Create an EvasGLImage for the current context.
    *
    * Common targets are:
    * @li @c EVAS_GL_TEXTURE_2D:<br/>
    * In case of @c EVAS_GL_TEXTURE_2D on EGL, the currently bound EGLContext
    * will be used to create the image. The buffer argument must be a texture
    * ID cast down to a void* pointer.<br/>
    * Requires the @c EVAS_GL_image extension.
    *
    * @li @c EVAS_GL_NATIVE_SURFACE_TIZEN (Tizen platform only):<br/>
    * Requires the @c EVAS_GL_TIZEN_image_native_surface extension.
    *
    * @note Please consider using @ref evasglCreateImageForContext instead.
    */
   EvasGLImage  (*evasglCreateImage) (int target, void* buffer, const int* attrib_list) EINA_WARN_UNUSED_RESULT;

   /**
    * @anchor evasglDestroyImage
    * @brief Destroys an EvasGLImage.
    * Destroy an image created by either @ref evasglCreateImage or @ref evasglCreateImageForContext.
    *
    * Requires the @c EVAS_GL_image extension.
    */
   void         (*evasglDestroyImage) (EvasGLImage image);

   /* Evas_GL_API version 2: */

   /**
    * @anchor evasglCreateImageForContext
    * @brief Create an EvasGLImage for a given context.
    *
    * @param[in]  evas_gl     The current Evas GL object,
    * @param[in]  ctx         A context to create this image for,
    * @param[in]  target      One of @c EVAS_GL_TEXTURE_2D and @c EVAS_GL_NATIVE_SURFACE_TIZEN,
    * @param[in]  buffer      A pointer to a buffer, see below,
    * @param[in]  attrib_list An array of key-value pairs terminated by 0 (see @ref EVAS_GL_IMAGE_PRESERVED)
    *
    * Common targets are:
    * @li @c EVAS_GL_TEXTURE_2D:<br/>
    * In case of @c EVAS_GL_TEXTURE_2D, the buffer argument must be a texture
    * ID cast down to a void* pointer.<br/>
    * Requires the @c EVAS_GL_image extension.
    *
    * @code
EvasGLImage *img = glapi->evasglCreateImageForContext
  (evasgl, ctx, EVAS_GL_TEXTURE_2D, (void*)(intptr_t)texture_id, NULL);
    * @endcode
    *
    * @li @c EVAS_GL_NATIVE_SURFACE_TIZEN (Tizen platform only):<br/>
    * Requires the @c EVAS_GL_TIZEN_image_native_surface extension.
    *
    * @since 1.12
    */
   EvasGLImage  (*evasglCreateImageForContext) (Evas_GL *evas_gl, Evas_GL_Context *ctx, int target, void* buffer, const int* attrib_list) EINA_WARN_UNUSED_RESULT;

   /* This defines shows that Evas_GL_API supports GLES1 APIs */
#define EVAS_GL_GLES1 1
   /**
    * @name OpenGL-ES 1.1
    *
    * Evas_GL_API version 2.
    *
    * The following functions are some of the standard OpenGL-ES 1.0 functions,
    * that are not also present in the @ref gles2 "OpenGL-ES 2.0 APIs".
    * @{
    */
   /* Available only in Common profile */
   void         (*glAlphaFunc) (GLenum func, GLclampf ref);
   void         (*glClipPlanef) (GLenum plane, const GLfloat *equation);
   void         (*glColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
   void         (*glFogf) (GLenum pname, GLfloat param);
   void         (*glFogfv) (GLenum pname, const GLfloat *params);
   void         (*glFrustumf) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
   void         (*glGetClipPlanef) (GLenum pname, GLfloat eqn[4]);
   void         (*glGetLightfv) (GLenum light, GLenum pname, GLfloat *params);
   void         (*glGetMaterialfv) (GLenum face, GLenum pname, GLfloat *params);
   void         (*glGetTexEnvfv) (GLenum env, GLenum pname, GLfloat *params);
   void         (*glLightModelf) (GLenum pname, GLfloat param);
   void         (*glLightModelfv) (GLenum pname, const GLfloat *params);
   void         (*glLightf) (GLenum light, GLenum pname, GLfloat param);
   void         (*glLightfv) (GLenum light, GLenum pname, const GLfloat *params);
   void         (*glLoadMatrixf) (const GLfloat *m);
   void         (*glMaterialf) (GLenum face, GLenum pname, GLfloat param);
   void         (*glMaterialfv) (GLenum face, GLenum pname, const GLfloat *params);
   void         (*glMultMatrixf) (const GLfloat *m);
   void         (*glMultiTexCoord4f) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
   void         (*glNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz);
   void         (*glOrthof) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
   void         (*glPointParameterf) (GLenum pname, GLfloat param);
   void         (*glPointParameterfv) (GLenum pname, const GLfloat *params);
   void         (*glPointSize) (GLfloat size);
   void         (*glPointSizePointerOES) (GLenum type, GLsizei stride, const GLvoid * pointer);
   void         (*glRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
   void         (*glScalef) (GLfloat x, GLfloat y, GLfloat z);
   void         (*glTexEnvf) (GLenum target, GLenum pname, GLfloat param);
   void         (*glTexEnvfv) (GLenum target, GLenum pname, const GLfloat *params);
   void         (*glTranslatef) (GLfloat x, GLfloat y, GLfloat z);

   /* Available in both Common and Common-Lite profiles */
   void         (*glAlphaFuncx) (GLenum func, GLclampx ref);
   void         (*glClearColorx) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
   void         (*glClearDepthx) (GLclampx depth);
   void         (*glClientActiveTexture) (GLenum texture);
   void         (*glClipPlanex) (GLenum plane, const GLfixed *equation);
   void         (*glColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
   void         (*glColor4x) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
   void         (*glColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
   void         (*glDepthRangex) (GLclampx zNear, GLclampx zFar);
   void         (*glDisableClientState) (GLenum array);
   void         (*glEnableClientState) (GLenum array);
   void         (*glFogx) (GLenum pname, GLfixed param);
   void         (*glFogxv) (GLenum pname, const GLfixed *params);
   void         (*glFrustumx) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
   void         (*glGetClipPlanex) (GLenum pname, GLfixed eqn[4]);
   void         (*glGetFixedv) (GLenum pname, GLfixed *params);
   void         (*glGetLightxv) (GLenum light, GLenum pname, GLfixed *params);
   void         (*glGetMaterialxv) (GLenum face, GLenum pname, GLfixed *params);
   void         (*glGetPointerv) (GLenum pname, GLvoid **params);
   void         (*glGetTexEnviv) (GLenum env, GLenum pname, GLint *params);
   void         (*glGetTexEnvxv) (GLenum env, GLenum pname, GLfixed *params);
   void         (*glGetTexParameterxv) (GLenum target, GLenum pname, GLfixed *params);
   void         (*glLightModelx) (GLenum pname, GLfixed param);
   void         (*glLightModelxv) (GLenum pname, const GLfixed *params);
   void         (*glLightx) (GLenum light, GLenum pname, GLfixed param);
   void         (*glLightxv) (GLenum light, GLenum pname, const GLfixed *params);
   void         (*glLineWidthx) (GLfixed width);
   void         (*glLoadIdentity) (void);
   void         (*glLoadMatrixx) (const GLfixed *m);
   void         (*glLogicOp) (GLenum opcode);
   void         (*glMaterialx) (GLenum face, GLenum pname, GLfixed param);
   void         (*glMaterialxv) (GLenum face, GLenum pname, const GLfixed *params);
   void         (*glMatrixMode) (GLenum mode);
   void         (*glMultMatrixx) (const GLfixed *m);
   void         (*glMultiTexCoord4x) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
   void         (*glNormal3x) (GLfixed nx, GLfixed ny, GLfixed nz);
   void         (*glNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
   void         (*glOrthox) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
   void         (*glPointParameterx) (GLenum pname, GLfixed param);
   void         (*glPointParameterxv) (GLenum pname, const GLfixed *params);
   void         (*glPointSizex) (GLfixed size);
   void         (*glPolygonOffsetx) (GLfixed factor, GLfixed units);
   void         (*glPopMatrix) (void);
   void         (*glPushMatrix) (void);
   void         (*glRotatex) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
   void         (*glSampleCoveragex) (GLclampx value, GLboolean invert);
   void         (*glScalex) (GLfixed x, GLfixed y, GLfixed z);
   void         (*glShadeModel) (GLenum mode);
   void         (*glTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
   void         (*glTexEnvi) (GLenum target, GLenum pname, GLint param);
   void         (*glTexEnvx) (GLenum target, GLenum pname, GLfixed param);
   void         (*glTexEnviv) (GLenum target, GLenum pname, const GLint *params);
   void         (*glTexEnvxv) (GLenum target, GLenum pname, const GLfixed *params);
   void         (*glTexParameterx) (GLenum target, GLenum pname, GLfixed param);
   void         (*glTexParameterxv) (GLenum target, GLenum pname, const GLfixed *params);
   void         (*glTranslatex) (GLfixed x, GLfixed y, GLfixed z);
   void         (*glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
   /** @} */

   /**
    * @name OpenGL-ES 1.1 extensions
    *
    * Evas_GL_API version 2.
    *
    * OpenGL-ES 1.1 specifies a set of extensions on top of OpenGL-ES 1.0.
    * When available, Evas GL will expose these extensions with the following
    * function pointers.
    * @{
    */
   /* GL_OES_blend_equation_separate */
   void         (*glBlendEquationSeparateOES) (GLenum modeRGB, GLenum modeAlpha);

   /* GL_OES_blend_func_separate */
   void         (*glBlendFuncSeparateOES) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);

   /* GL_OES_blend_subtract */
   void         (*glBlendEquationOES) (GLenum mode);

   /* GL_OES_draw_texture */
   void         (*glDrawTexsOES) (GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
   void         (*glDrawTexiOES) (GLint x, GLint y, GLint z, GLint width, GLint height);
   void         (*glDrawTexxOES) (GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
   void         (*glDrawTexsvOES) (const GLshort *coords);
   void         (*glDrawTexivOES) (const GLint *coords);
   void         (*glDrawTexxvOES) (const GLfixed *coords);
   void         (*glDrawTexfOES) (GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
   void         (*glDrawTexfvOES) (const GLfloat *coords);

   /* GL_OES_fixed_point */
   void         (*glAlphaFuncxOES) (GLenum func, GLclampx ref);
   void         (*glClearColorxOES) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
   void         (*glClearDepthxOES) (GLclampx depth);
   void         (*glClipPlanexOES) (GLenum plane, const GLfixed *equation);
   void         (*glColor4xOES) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
   void         (*glDepthRangexOES) (GLclampx zNear, GLclampx zFar);
   void         (*glFogxOES) (GLenum pname, GLfixed param);
   void         (*glFogxvOES) (GLenum pname, const GLfixed *params);
   void         (*glFrustumxOES) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
   void         (*glGetClipPlanexOES) (GLenum pname, GLfixed eqn[4]);
   void         (*glGetFixedvOES) (GLenum pname, GLfixed *params);
   void         (*glGetLightxvOES) (GLenum light, GLenum pname, GLfixed *params);
   void         (*glGetMaterialxvOES) (GLenum face, GLenum pname, GLfixed *params);
   void         (*glGetTexEnvxvOES) (GLenum env, GLenum pname, GLfixed *params);
   void         (*glGetTexParameterxvOES) (GLenum target, GLenum pname, GLfixed *params);
   void         (*glLightModelxOES) (GLenum pname, GLfixed param);
   void         (*glLightModelxvOES) (GLenum pname, const GLfixed *params);
   void         (*glLightxOES) (GLenum light, GLenum pname, GLfixed param);
   void         (*glLightxvOES) (GLenum light, GLenum pname, const GLfixed *params);
   void         (*glLineWidthxOES) (GLfixed width);
   void         (*glLoadMatrixxOES) (const GLfixed *m);
   void         (*glMaterialxOES) (GLenum face, GLenum pname, GLfixed param);
   void         (*glMaterialxvOES) (GLenum face, GLenum pname, const GLfixed *params);
   void         (*glMultMatrixxOES) (const GLfixed *m);
   void         (*glMultiTexCoord4xOES) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
   void         (*glNormal3xOES) (GLfixed nx, GLfixed ny, GLfixed nz);
   void         (*glOrthoxOES) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
   void         (*glPointParameterxOES) (GLenum pname, GLfixed param);
   void         (*glPointParameterxvOES) (GLenum pname, const GLfixed *params);
   void         (*glPointSizexOES) (GLfixed size);
   void         (*glPolygonOffsetxOES) (GLfixed factor, GLfixed units);
   void         (*glRotatexOES) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
   void         (*glSampleCoveragexOES) (GLclampx value, GLboolean invert);
   void         (*glScalexOES) (GLfixed x, GLfixed y, GLfixed z);
   void         (*glTexEnvxOES) (GLenum target, GLenum pname, GLfixed param);
   void         (*glTexEnvxvOES) (GLenum target, GLenum pname, const GLfixed *params);
   void         (*glTexParameterxOES) (GLenum target, GLenum pname, GLfixed param);
   void         (*glTexParameterxvOES) (GLenum target, GLenum pname, const GLfixed *params);
   void         (*glTranslatexOES) (GLfixed x, GLfixed y, GLfixed z);

   /* GL_OES_framebuffer_object */
   GLboolean    (*glIsRenderbufferOES) (GLuint renderbuffer);
   void         (*glBindRenderbufferOES) (GLenum target, GLuint renderbuffer);
   void         (*glDeleteRenderbuffersOES) (GLsizei n, const GLuint* renderbuffers);
   void         (*glGenRenderbuffersOES) (GLsizei n, GLuint* renderbuffers);
   void         (*glRenderbufferStorageOES) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
   void         (*glGetRenderbufferParameterivOES) (GLenum target, GLenum pname, GLint* params);
   GLboolean    (*glIsFramebufferOES) (GLuint framebuffer);
   void         (*glBindFramebufferOES) (GLenum target, GLuint framebuffer);
   void         (*glDeleteFramebuffersOES) (GLsizei n, const GLuint* framebuffers);
   void         (*glGenFramebuffersOES) (GLsizei n, GLuint* framebuffers);
   GLenum       (*glCheckFramebufferStatusOES) (GLenum target);
   void         (*glFramebufferRenderbufferOES) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
   void         (*glFramebufferTexture2DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
   void         (*glGetFramebufferAttachmentParameterivOES) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
   void         (*glGenerateMipmapOES) (GLenum target);

   /* GL_OES_matrix_palette */
   void         (*glCurrentPaletteMatrixOES) (GLuint matrixpaletteindex);
   void         (*glLoadPaletteFromModelViewMatrixOES) (void);
   void         (*glMatrixIndexPointerOES) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
   void         (*glWeightPointerOES) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);

   /* GL_OES_query_matrix */
   GLbitfield   (*glQueryMatrixxOES) (GLfixed mantissa[16], GLint exponent[16]);

   /* GL_OES_single_precision */
   void         (*glDepthRangefOES) (GLclampf zNear, GLclampf zFar);
   void         (*glFrustumfOES) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
   void         (*glOrthofOES) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
   void         (*glClipPlanefOES) (GLenum plane, const GLfloat *equation);
   void         (*glGetClipPlanefOES) (GLenum pname, GLfloat eqn[4]);
   void         (*glClearDepthfOES) (GLclampf depth);

   /* GL_OES_texture_cube_map */
   void         (*glTexGenfOES) (GLenum coord, GLenum pname, GLfloat param);
   void         (*glTexGenfvOES) (GLenum coord, GLenum pname, const GLfloat *params);
   void         (*glTexGeniOES) (GLenum coord, GLenum pname, GLint param);
   void         (*glTexGenivOES) (GLenum coord, GLenum pname, const GLint *params);
   void         (*glTexGenxOES) (GLenum coord, GLenum pname, GLfixed param);
   void         (*glTexGenxvOES) (GLenum coord, GLenum pname, const GLfixed *params);
   void         (*glGetTexGenfvOES) (GLenum coord, GLenum pname, GLfloat *params);
   void         (*glGetTexGenivOES) (GLenum coord, GLenum pname, GLint *params);
   void         (*glGetTexGenxvOES) (GLenum coord, GLenum pname, GLfixed *params);

   /* GL_OES_vertex_array_object */
   void         (*glBindVertexArrayOES) (GLuint array);
   void         (*glDeleteVertexArraysOES) (GLsizei n, const GLuint *arrays);
   void         (*glGenVertexArraysOES) (GLsizei n, GLuint *arrays);
   GLboolean    (*glIsVertexArrayOES) (GLuint array);

   /* GL_APPLE_copy_texture_levels */
   void         (*glCopyTextureLevelsAPPLE) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount);
   void         (*glRenderbufferStorageMultisampleAPPLE) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
   void         (*glResolveMultisampleFramebufferAPPLE) (void);
   GLsync       (*glFenceSyncAPPLE) (GLenum condition, GLbitfield flags);
   GLboolean    (*glIsSyncAPPLE) (GLsync sync);
   void         (*glDeleteSyncAPPLE) (GLsync sync);
   GLenum       (*glClientWaitSyncAPPLE) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
   void         (*glWaitSyncAPPLE) (GLsync sync, GLbitfield flags, EvasGLuint64 timeout);
   void         (*glGetInteger64vAPPLE) (GLenum pname, EvasGLint64 *params);
   void         (*glGetSyncivAPPLE) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);

   /* GL_EXT_map_buffer_range */
   void*        (*glMapBufferRangeEXT) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
   void         (*glFlushMappedBufferRangeEXT) (GLenum target, GLintptr offset, GLsizeiptr length);

   /* GL_EXT_multisampled_render_to_texture */
   void         (*glRenderbufferStorageMultisampleEXT) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
   void         (*glFramebufferTexture2DMultisampleEXT) (GLenum, GLenum, GLenum, GLuint, GLint, GLsizei);

   /* GL_EXT_robustness */
   GLenum       (*glGetGraphicsResetStatusEXT) (void);
   void         (*glReadnPixelsEXT) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);
   void         (*glGetnUniformfvEXT) (GLuint program, GLint location, GLsizei bufSize, float *params);
   void         (*glGetnUniformivEXT) (GLuint program, GLint location, GLsizei bufSize, GLint *params);

   /* GL_EXT_texture_storage */
   void         (*glTexStorage1DEXT) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
   void         (*glTexStorage2DEXT) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
   void         (*glTexStorage3DEXT) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
   void         (*glTextureStorage1DEXT) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
   void         (*glTextureStorage2DEXT) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
   void         (*glTextureStorage3DEXT) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);

   /* GL_IMG_user_clip_plane */
   void         (*glClipPlanefIMG) (GLenum, const GLfloat *);
   void         (*glClipPlanexIMG) (GLenum, const GLfixed *);

   /* GL_IMG_multisampled_render_to_texture */
   void         (*glRenderbufferStorageMultisampleIMG) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
   void         (*glFramebufferTexture2DMultisampleIMG) (GLenum, GLenum, GLenum, GLuint, GLint, GLsizei);

   /* GL_QCOM_tiled_rendering */
   void         (*glStartTilingQCOM) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);
   void         (*glEndTilingQCOM) (GLbitfield preserveMask);


   /*------- EvasGL / EGL-related functions -------*/
   /**
    * @name Evas GL Sync object functions
    * @since_tizen 2.3
    * @{ */
   /**
    * @anchor evasglCreateSync
    * @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglCreateSyncKHR.
    */
   EvasGLSync   (*evasglCreateSync) (Evas_GL *evas_gl, unsigned int type, const int *attrib_list);
   /** @anchor evasglDestroySync
    * @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglDestroySyncKHR.
    */
   Eina_Bool    (*evasglDestroySync) (Evas_GL *evas_gl, EvasGLSync sync);
   /** @anchor evasglClientWaitSync
    * @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglClientWaitSyncKHR.
    */
   int          (*evasglClientWaitSync) (Evas_GL *evas_gl, EvasGLSync sync, int flags, EvasGLTime timeout);
   /** @anchor evasglSignalSync
    * @brief Requires the extension @c EGL_KHR_reusable_sync, similar to eglSignalSyncKHR.
    */
   Eina_Bool    (*evasglSignalSync) (Evas_GL *evas_gl, EvasGLSync sync, unsigned mode);
   /** @anchor evasglGetSyncAttrib
    * @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglGetSyncAttribKHR.
    */
   Eina_Bool    (*evasglGetSyncAttrib) (Evas_GL *evas_gl, EvasGLSync sync, int attribute, int *value);
   /** @anchor evasglWaitSync
    * @brief Requires the extension @c EGL_KHR_wait_sync, similar to eglWaitSyncKHR.
    */
   int          (*evasglWaitSync) (Evas_GL *evas_gl, EvasGLSync sync, int flags);
   /** @} */

   /* future calls will be added down here for expansion */
};


#ifdef __cplusplus
}
#endif

#endif
/**
 * @}
 */