/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2015-2016 The Khronos Group Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ /*! * \file * \brief */ /*-------------------------------------------------------------------*/ #include "glcExtTokens.hpp" #include "glwEnums.inl" namespace deqp { void GLExtTokens::init(const glu::ContextType& contextType) { if (glu::contextSupports(contextType, glu::ApiType::es(3, 2))) { GEOMETRY_SHADER = GL_GEOMETRY_SHADER; GEOMETRY_SHADER_BIT = GL_GEOMETRY_SHADER_BIT; GEOMETRY_LINKED_VERTICES_OUT = GL_GEOMETRY_VERTICES_OUT; GEOMETRY_LINKED_INPUT_TYPE = GL_GEOMETRY_INPUT_TYPE; GEOMETRY_LINKED_OUTPUT_TYPE = GL_GEOMETRY_OUTPUT_TYPE; GEOMETRY_SHADER_INVOCATIONS = GL_GEOMETRY_SHADER_INVOCATIONS; MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS; MAX_GEOMETRY_IMAGE_UNIFORMS = GL_MAX_GEOMETRY_IMAGE_UNIFORMS; MAX_GEOMETRY_SHADER_STORAGE_BLOCKS = GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS; MAX_GEOMETRY_ATOMIC_COUNTERS = GL_MAX_GEOMETRY_ATOMIC_COUNTERS; LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY; LINES_ADJACENCY = GL_LINES_ADJACENCY; TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY; TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY; FRAMEBUFFER_ATTACHMENT_LAYERED = GL_FRAMEBUFFER_ATTACHMENT_LAYERED; LAYER_PROVOKING_VERTEX = GL_LAYER_PROVOKING_VERTEX; FIRST_VERTEX_CONVENTION = GL_FIRST_VERTEX_CONVENTION; LAST_VERTEX_CONVENTION = GL_LAST_VERTEX_CONVENTION; UNDEFINED_VERTEX = GL_UNDEFINED_VERTEX; FRAMEBUFFER_DEFAULT_LAYERS = GL_FRAMEBUFFER_DEFAULT_LAYERS; FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS; MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS; MAX_FRAMEBUFFER_LAYERS = GL_MAX_FRAMEBUFFER_LAYERS; MAX_GEOMETRY_UNIFORM_COMPONENTS = GL_MAX_GEOMETRY_UNIFORM_COMPONENTS; MAX_GEOMETRY_UNIFORM_BLOCKS = GL_MAX_GEOMETRY_UNIFORM_BLOCKS; MAX_GEOMETRY_INPUT_COMPONENTS = GL_MAX_GEOMETRY_INPUT_COMPONENTS; MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS; MAX_GEOMETRY_OUTPUT_COMPONENTS = GL_MAX_GEOMETRY_OUTPUT_COMPONENTS; MAX_GEOMETRY_OUTPUT_VERTICES = GL_MAX_GEOMETRY_OUTPUT_VERTICES; MAX_GEOMETRY_SHADER_INVOCATIONS = GL_MAX_GEOMETRY_SHADER_INVOCATIONS; MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS = GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS; PRIMITIVES_GENERATED = GL_PRIMITIVES_GENERATED; TEXTURE_BORDER_COLOR = GL_TEXTURE_BORDER_COLOR; TEXTURE_BUFFER_BINDING = GL_TEXTURE_BUFFER_BINDING; TEXTURE_BUFFER_DATA_STORE_BINDING = GL_TEXTURE_BUFFER_DATA_STORE_BINDING; TEXTURE_BUFFER_OFFSET = GL_TEXTURE_BUFFER_OFFSET; CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER; PATCH_VERTICES = GL_PATCH_VERTICES; TESS_CONTROL_SHADER = GL_TESS_CONTROL_SHADER; TESS_EVALUATION_SHADER = GL_TESS_EVALUATION_SHADER; PATCHES = GL_PATCHES; MAX_PATCH_VERTICES = GL_MAX_PATCH_VERTICES; MAX_TESS_GEN_LEVEL = GL_MAX_TESS_GEN_LEVEL; MAX_TESS_CONTROL_INPUT_COMPONENTS = GL_MAX_TESS_CONTROL_INPUT_COMPONENTS; MAX_TESS_CONTROL_OUTPUT_COMPONENTS = GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS; MAX_TESS_PATCH_COMPONENTS = GL_MAX_TESS_PATCH_COMPONENTS; MAX_TESS_EVALUATION_INPUT_COMPONENTS = GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS; MAX_TESS_EVALUATION_OUTPUT_COMPONENTS = GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS; MAX_TESS_EVALUATION_ATOMIC_COUNTERS = GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS; MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS = GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS; MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS = GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS; MAX_TESS_CONTROL_ATOMIC_COUNTERS = GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS; MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS = GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS; MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS; MAX_TEXTURE_BUFFER_SIZE = GL_MAX_TEXTURE_BUFFER_SIZE; REFERENCED_BY_GEOMETRY_SHADER = GL_REFERENCED_BY_GEOMETRY_SHADER; REFERENCED_BY_TESS_CONTROL_SHADER = GL_REFERENCED_BY_TESS_CONTROL_SHADER; REFERENCED_BY_TESS_EVALUATION_SHADER = GL_REFERENCED_BY_TESS_EVALUATION_SHADER; TESS_CONTROL_OUTPUT_VERTICES = GL_TESS_CONTROL_OUTPUT_VERTICES; TESS_GEN_MODE = GL_TESS_GEN_MODE; TESS_GEN_SPACING = GL_TESS_GEN_SPACING; TESS_GEN_POINT_MODE = GL_TESS_GEN_POINT_MODE; TESS_GEN_VERTEX_ORDER = GL_TESS_GEN_VERTEX_ORDER; TESS_CONTROL_SHADER_BIT = GL_TESS_CONTROL_SHADER_BIT; TESS_EVALUATION_SHADER_BIT = GL_TESS_EVALUATION_SHADER_BIT; TEXTURE_BUFFER = GL_TEXTURE_BUFFER; TEXTURE_BUFFER_SIZE = GL_TEXTURE_BUFFER_SIZE; TEXTURE_BINDING_BUFFER = GL_TEXTURE_BINDING_BUFFER; SAMPLER_BUFFER = GL_SAMPLER_BUFFER; INT_SAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER; UNSIGNED_INT_SAMPLER_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER; IMAGE_BUFFER = GL_IMAGE_BUFFER; INT_IMAGE_BUFFER = GL_INT_IMAGE_BUFFER; UNSIGNED_INT_IMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER; TEXTURE_BUFFER_OFFSET_ALIGNMENT = GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT; QUADS = GL_QUADS; ISOLINES = GL_ISOLINES; FRACTIONAL_EVEN = GL_FRACTIONAL_EVEN; FRACTIONAL_ODD = GL_FRACTIONAL_ODD; COMPRESSED_RGBA_ASTC_4x4 = GL_COMPRESSED_RGBA_ASTC_4x4; COMPRESSED_RGBA_ASTC_5x4 = GL_COMPRESSED_RGBA_ASTC_5x4; COMPRESSED_RGBA_ASTC_5x5 = GL_COMPRESSED_RGBA_ASTC_5x5; COMPRESSED_RGBA_ASTC_6x5 = GL_COMPRESSED_RGBA_ASTC_6x5; COMPRESSED_RGBA_ASTC_6x6 = GL_COMPRESSED_RGBA_ASTC_6x6; COMPRESSED_RGBA_ASTC_8x5 = GL_COMPRESSED_RGBA_ASTC_8x5; COMPRESSED_RGBA_ASTC_8x6 = GL_COMPRESSED_RGBA_ASTC_8x6; COMPRESSED_RGBA_ASTC_8x8 = GL_COMPRESSED_RGBA_ASTC_8x8; COMPRESSED_RGBA_ASTC_10x5 = GL_COMPRESSED_RGBA_ASTC_10x5; COMPRESSED_RGBA_ASTC_10x6 = GL_COMPRESSED_RGBA_ASTC_10x6; COMPRESSED_RGBA_ASTC_10x8 = GL_COMPRESSED_RGBA_ASTC_10x8; COMPRESSED_RGBA_ASTC_10x10 = GL_COMPRESSED_RGBA_ASTC_10x10; COMPRESSED_RGBA_ASTC_12x10 = GL_COMPRESSED_RGBA_ASTC_12x10; COMPRESSED_RGBA_ASTC_12x12 = GL_COMPRESSED_RGBA_ASTC_12x12; COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4; COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4; COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5; COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5; COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6; COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5; COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6; COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8; COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5; COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6; COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8; COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10; COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10; COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12; MULTIPLY = GL_MULTIPLY; SCREEN = GL_SCREEN; OVERLAY = GL_OVERLAY; DARKEN = GL_DARKEN; LIGHTEN = GL_LIGHTEN; COLORDODGE = GL_COLORDODGE; COLORBURN = GL_COLORBURN; HARDLIGHT = GL_HARDLIGHT; SOFTLIGHT = GL_SOFTLIGHT; DIFFERENCE = GL_DIFFERENCE; EXCLUSION = GL_EXCLUSION; HSL_HUE = GL_HSL_HUE; HSL_SATURATION = GL_HSL_SATURATION; HSL_COLOR = GL_HSL_COLOR; HSL_LUMINOSITY = GL_HSL_LUMINOSITY; PRIMITIVE_BOUNDING_BOX = GL_PRIMITIVE_BOUNDING_BOX; } else { GEOMETRY_SHADER = GL_GEOMETRY_SHADER_EXT; GEOMETRY_SHADER_BIT = GL_GEOMETRY_SHADER_BIT_EXT; GEOMETRY_LINKED_VERTICES_OUT = GL_GEOMETRY_LINKED_VERTICES_OUT_EXT; GEOMETRY_LINKED_INPUT_TYPE = GL_GEOMETRY_LINKED_INPUT_TYPE_EXT; GEOMETRY_LINKED_OUTPUT_TYPE = GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT; GEOMETRY_SHADER_INVOCATIONS = GL_GEOMETRY_SHADER_INVOCATIONS_EXT; MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT; MAX_GEOMETRY_IMAGE_UNIFORMS = GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT; MAX_GEOMETRY_SHADER_STORAGE_BLOCKS = GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT; MAX_GEOMETRY_ATOMIC_COUNTERS = GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT; LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY_EXT; LINES_ADJACENCY = GL_LINES_ADJACENCY_EXT; TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY_EXT; TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY_EXT; FRAMEBUFFER_ATTACHMENT_LAYERED = GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT; LAYER_PROVOKING_VERTEX = GL_LAYER_PROVOKING_VERTEX_EXT; FIRST_VERTEX_CONVENTION = GL_FIRST_VERTEX_CONVENTION_EXT; LAST_VERTEX_CONVENTION = GL_LAST_VERTEX_CONVENTION_EXT; UNDEFINED_VERTEX = GL_UNDEFINED_VERTEX_EXT; FRAMEBUFFER_DEFAULT_LAYERS = GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT; FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT; MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT; MAX_FRAMEBUFFER_LAYERS = GL_MAX_FRAMEBUFFER_LAYERS_EXT; MAX_GEOMETRY_UNIFORM_COMPONENTS = GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT; MAX_GEOMETRY_UNIFORM_BLOCKS = GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT; MAX_GEOMETRY_INPUT_COMPONENTS = GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT; MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT; MAX_GEOMETRY_OUTPUT_COMPONENTS = GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT; MAX_GEOMETRY_OUTPUT_VERTICES = GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT; MAX_GEOMETRY_SHADER_INVOCATIONS = GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT; MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS = GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT; PRIMITIVES_GENERATED = GL_PRIMITIVES_GENERATED_EXT; TEXTURE_BORDER_COLOR = GL_TEXTURE_BORDER_COLOR_EXT; TEXTURE_BUFFER_BINDING = GL_TEXTURE_BUFFER_BINDING_EXT; TEXTURE_BUFFER_DATA_STORE_BINDING = GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT; CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER_EXT; PATCH_VERTICES = GL_PATCH_VERTICES_EXT; TESS_CONTROL_SHADER = GL_TESS_CONTROL_SHADER_EXT; TESS_EVALUATION_SHADER = GL_TESS_EVALUATION_SHADER_EXT; PATCHES = GL_PATCHES_EXT; MAX_PATCH_VERTICES = GL_MAX_PATCH_VERTICES_EXT; MAX_TESS_GEN_LEVEL = GL_MAX_TESS_GEN_LEVEL_EXT; MAX_TESS_CONTROL_INPUT_COMPONENTS = GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT; MAX_TESS_CONTROL_OUTPUT_COMPONENTS = GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT; MAX_TESS_PATCH_COMPONENTS = GL_MAX_TESS_PATCH_COMPONENTS_EXT; MAX_TESS_EVALUATION_INPUT_COMPONENTS = GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT; MAX_TESS_EVALUATION_OUTPUT_COMPONENTS = GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT; MAX_TESS_EVALUATION_ATOMIC_COUNTERS = GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT; MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS = GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT; MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS = GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT; MAX_TESS_CONTROL_ATOMIC_COUNTERS = GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT; MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS = GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT; MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT; MAX_TEXTURE_BUFFER_SIZE = GL_MAX_TEXTURE_BUFFER_SIZE_EXT; REFERENCED_BY_GEOMETRY_SHADER = GL_REFERENCED_BY_GEOMETRY_SHADER_EXT; REFERENCED_BY_TESS_CONTROL_SHADER = GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT; REFERENCED_BY_TESS_EVALUATION_SHADER = GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT; TESS_CONTROL_OUTPUT_VERTICES = GL_TESS_CONTROL_OUTPUT_VERTICES_EXT; TESS_GEN_MODE = GL_TESS_GEN_MODE_EXT; TESS_GEN_SPACING = GL_TESS_GEN_SPACING_EXT; TESS_GEN_POINT_MODE = GL_TESS_GEN_POINT_MODE_EXT; TESS_GEN_VERTEX_ORDER = GL_TESS_GEN_VERTEX_ORDER_EXT; TESS_CONTROL_SHADER_BIT = GL_TESS_CONTROL_SHADER_BIT_EXT; TESS_EVALUATION_SHADER_BIT = GL_TESS_EVALUATION_SHADER_BIT_EXT; TEXTURE_BUFFER = GL_TEXTURE_BUFFER_EXT; TEXTURE_BUFFER_SIZE = GL_TEXTURE_BUFFER_SIZE_EXT; TEXTURE_BINDING_BUFFER = GL_TEXTURE_BINDING_BUFFER_EXT; TEXTURE_BUFFER_OFFSET = GL_TEXTURE_BUFFER_OFFSET_EXT; TEXTURE_BUFFER_OFFSET_ALIGNMENT = GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT; SAMPLER_BUFFER = GL_SAMPLER_BUFFER_EXT; INT_SAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER_EXT; UNSIGNED_INT_SAMPLER_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT; IMAGE_BUFFER = GL_IMAGE_BUFFER_EXT; INT_IMAGE_BUFFER = GL_INT_IMAGE_BUFFER_EXT; UNSIGNED_INT_IMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER_EXT; QUADS = GL_QUADS_EXT; ISOLINES = GL_ISOLINES_EXT; FRACTIONAL_EVEN = GL_FRACTIONAL_EVEN_EXT; FRACTIONAL_ODD = GL_FRACTIONAL_ODD_EXT; COMPRESSED_RGBA_ASTC_4x4 = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; COMPRESSED_RGBA_ASTC_5x4 = GL_COMPRESSED_RGBA_ASTC_5x4_KHR; COMPRESSED_RGBA_ASTC_5x5 = GL_COMPRESSED_RGBA_ASTC_5x5_KHR; COMPRESSED_RGBA_ASTC_6x5 = GL_COMPRESSED_RGBA_ASTC_6x5_KHR; COMPRESSED_RGBA_ASTC_6x6 = GL_COMPRESSED_RGBA_ASTC_6x6_KHR; COMPRESSED_RGBA_ASTC_8x5 = GL_COMPRESSED_RGBA_ASTC_8x5_KHR; COMPRESSED_RGBA_ASTC_8x6 = GL_COMPRESSED_RGBA_ASTC_8x6_KHR; COMPRESSED_RGBA_ASTC_8x8 = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; COMPRESSED_RGBA_ASTC_10x5 = GL_COMPRESSED_RGBA_ASTC_10x5_KHR; COMPRESSED_RGBA_ASTC_10x6 = GL_COMPRESSED_RGBA_ASTC_10x6_KHR; COMPRESSED_RGBA_ASTC_10x8 = GL_COMPRESSED_RGBA_ASTC_10x8_KHR; COMPRESSED_RGBA_ASTC_10x10 = GL_COMPRESSED_RGBA_ASTC_10x10_KHR; COMPRESSED_RGBA_ASTC_12x10 = GL_COMPRESSED_RGBA_ASTC_12x10_KHR; COMPRESSED_RGBA_ASTC_12x12 = GL_COMPRESSED_RGBA_ASTC_12x12_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR; COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR; MULTIPLY = GL_MULTIPLY_KHR; SCREEN = GL_SCREEN_KHR; OVERLAY = GL_OVERLAY_KHR; DARKEN = GL_DARKEN_KHR; LIGHTEN = GL_LIGHTEN_KHR; COLORDODGE = GL_COLORDODGE_KHR; COLORBURN = GL_COLORBURN_KHR; HARDLIGHT = GL_HARDLIGHT_KHR; SOFTLIGHT = GL_SOFTLIGHT_KHR; DIFFERENCE = GL_DIFFERENCE_KHR; EXCLUSION = GL_EXCLUSION_KHR; HSL_HUE = GL_HSL_HUE_KHR; HSL_SATURATION = GL_HSL_SATURATION_KHR; HSL_COLOR = GL_HSL_COLOR_KHR; HSL_LUMINOSITY = GL_HSL_LUMINOSITY_KHR; PRIMITIVE_BOUNDING_BOX = GL_PRIMITIVE_BOUNDING_BOX_EXT; } } } //deqp