1<?xml version="1.0"?> 2<!DOCTYPE OpenGLAPI SYSTEM "gl_API.dtd"> 3 4<OpenGLAPI> 5 6<category name="GL_ARB_ES2_compatibility" number="95"> 7 <enum name="FIXED" count="1" value="0x140C"/> 8 <enum name="LOW_FLOAT" value="0x8DF0"/> 9 <enum name="MEDIUM_FLOAT" value="0x8DF1"/> 10 <enum name="HIGH_FLOAT" value="0x8DF2"/> 11 <enum name="LOW_INT" value="0x8DF3"/> 12 <enum name="MEDIUM_INT" value="0x8DF4"/> 13 <enum name="HIGH_INT" value="0x8DF5"/> 14 <enum name="SHADER_BINARY_FORMATS" value="0x8DF8"/> 15 <enum name="NUM_SHADER_BINARY_FORMATS" value="0x8DF9"/> 16 <enum name="SHADER_COMPILER" value="0x8DFA"/> 17 <enum name="MAX_VERTEX_UNIFORM_VECTORS" value="0x8DFB"/> 18 <enum name="MAX_VARYING_VECTORS" value="0x8DFC"/> 19 <enum name="MAX_FRAGMENT_UNIFORM_VECTORS" value="0x8DFD"/> 20 21 <function name="GetShaderPrecisionFormat" es2="2.0"> 22 <param name="shadertype" type="GLenum"/> 23 <param name="precisiontype" type="GLenum"/> 24 <param name="range" type="GLint *"/> 25 <param name="precision" type="GLint *"/> 26 </function> 27 28 <function name="ReleaseShaderCompiler" es2="2.0"> 29 </function> 30 31 <function name="ShaderBinary" es2="2.0"> 32 <param name="n" type="GLsizei"/> 33 <param name="shaders" type="const GLuint *"/> 34 <param name="binaryformat" type="GLenum"/> 35 <param name="binary" type="const GLvoid *"/> 36 <param name="length" type="GLsizei"/> 37 </function> 38 39 <!-- from GL_OES_fixed_point --> 40 <enum name="FIXED" value="0x140C"/> 41 <type name="fixed" size="4" /> 42 43 <!-- from GL_OES_read_format --> 44 <enum name="IMPLEMENTATION_COLOR_READ_TYPE" value="0x8B9A"/> 45 <enum name="IMPLEMENTATION_COLOR_READ_FORMAT" value="0x8B9B"/> 46 47 <!-- from GL_OES_single_precision --> 48 <function name="ClearDepthf" es1="1.0" es2="2.0"> 49 <param name="depth" type="GLclampf"/> 50 </function> 51 52 <function name="DepthRangef" es1="1.0" es2="2.0"> 53 <param name="zNear" type="GLclampf"/> 54 <param name="zFar" type="GLclampf"/> 55 </function> 56</category> 57 58</OpenGLAPI> 59