Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// cglmtex.cpp
//
//===============================================================================
#include "togles/rendermechanism.h"
extern "C" {
#include "decompress.h"
}
#include "tier0/icommandline.h"
#include "glmtexinlines.h"
// memdbgon -must- be the last include file in a .cpp file.
#include "tier0/memdbgon.h"
#if defined(OSX)
#include "appframework/ilaunchermgr.h"
extern ILauncherMgr *g_pLauncherMgr;
#endif
//===============================================================================
#if GLMDEBUG
CGLMTex *g_pFirstCGMLTex;
#endif
ConVar gl_pow2_tempmem( "gl_pow2_tempmem", "0", FCVAR_INTERNAL_USE,
"If set, use power-of-two allocations for temporary texture memory during uploads. "
"May help with fragmentation on certain systems caused by heavy churn of large allocations." );
#define TEXSPACE_LOGGING 0
// encoding layout to an index where the bits read
// 4 : 1 if compressed
// 2 : 1 if not power of two
// 1 : 1 if mipmapped
bool pwroftwo (int val )
{
return (val & (val-1)) == 0;
}
int sEncodeLayoutAsIndex( GLMTexLayoutKey *key )
{
int index = 0;
if (key->m_texFlags & kGLMTexMipped)
{
index |= 1;
}
if ( ! ( pwroftwo(key->m_xSize) && pwroftwo(key->m_ySize) && pwroftwo(key->m_zSize) ) )
{
// if not all power of two
index |= 2;
}
if (GetFormatDesc( key->m_texFormat )->m_chunkSize >1 )
{
index |= 4;
}
return index;
}
static unsigned long g_texGlobalBytes[8];
//===============================================================================
const GLMTexFormatDesc g_formatDescTable[] =
{
// not yet handled by this table:
// D3DFMT_INDEX16, D3DFMT_VERTEXDATA // D3DFMT_INDEX32,
// WTF { D3DFMT_R5G6R5 ???, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 1, 2 },
// WTF { D3DFMT_A ???, GL_ALPHA8, GL_ALPHA, GL_UNSIGNED_BYTE, 1, 1 },
// ??? D3DFMT_V8U8,
// ??? D3DFMT_Q8W8V8U8,
// ??? D3DFMT_X8L8V8U8,
// ??? D3DFMT_R32F,
// ??? D3DFMT_D24X4S4 unsure how to handle or if it is ever used..
// ??? D3DFMT_D15S1 ever used ?
// ??? D3DFMT_D24X8 ever used?
// summ-name d3d-format gl-int-format gl-int-format-srgb gl-data-format gl-data-type chunksize, bytes-per-sqchunk
{ "_D16", D3DFMT_D16, GL_DEPTH_COMPONENT16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 1, 2 },
{ "_D24X8", D3DFMT_D24X8, GL_DEPTH_COMPONENT24, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 1, 4 }, // ??? unsure on this one
{ "_D24S8", D3DFMT_D24S8, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 1, 4 },
{ "_A8R8G8B8", D3DFMT_A8R8G8B8, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 },
{ "_A4R4G4B4", D3DFMT_A4R4G4B4, GL_RGBA4, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 1, 2 },
{ "_X8R8G8B8", D3DFMT_X8R8G8B8, GL_RGB8, GL_SRGB8_EXT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 },
{ "_X1R5G5B5", D3DFMT_X1R5G5B5, GL_RGB5, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 1, 2 },
{ "_A1R5G5B5", D3DFMT_A1R5G5B5, GL_RGB5_A1, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 1, 2 },
{ "_L8", D3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, GL_LUMINANCE, GL_UNSIGNED_BYTE, 1, 1 },
{ "_A8L8", D3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 1, 2 },
{ "_DXT1", D3DFMT_DXT1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_RGB, GL_UNSIGNED_BYTE, 4, 8 },
{ "_DXT3", D3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 4, 16 },
{ "_DXT5", D3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 4, 16 },
{ "_A16B16G16R16F", D3DFMT_A16B16G16R16F, GL_RGBA16F_ARB, 0, GL_RGBA, GL_HALF_FLOAT_ARB, 1, 8 },
{ "_A16B16G16R16", D3DFMT_A16B16G16R16, GL_RGBA16, 0, GL_RGBA, GL_UNSIGNED_SHORT, 1, 8 }, // 16bpc integer tex
{ "_A32B32G32R32F", D3DFMT_A32B32G32R32F, GL_RGBA32F_ARB, 0, GL_RGBA, GL_FLOAT, 1, 16 },
{ "_R8G8B8", D3DFMT_R8G8B8, GL_RGB8, GL_SRGB8_EXT, GL_BGR, GL_UNSIGNED_BYTE, 1, 3 },
{ "_A8", D3DFMT_A8, GL_ALPHA8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 1, 1 },
{ "_R5G6B5", D3DFMT_R5G6B5, GL_RGB, GL_SRGB_EXT, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 1, 2 },
// fakey tex formats: the stated GL format and the memory layout may not agree (U8V8 for example)
// _Q8W8V8U8 we just pass through as RGBA bytes. Shader does scale/bias fix
{ "_Q8W8V8U8", D3DFMT_Q8W8V8U8, GL_RGBA8, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, // straight ripoff of D3DFMT_A8R8G8B8
// U8V8 is exposed to the client as 2-bytes per texel, but we download it as 3-byte RGB.
// WriteTexels needs to do that conversion from rg8 to rgb8 in order to be able to download it correctly
{ "_V8U8", D3DFMT_V8U8, GL_RGB8, 0, GL_RG, GL_BYTE, 1, 2 },
{ "_R32F", D3DFMT_R32F, GL_R32F, GL_R32F, GL_RED, GL_FLOAT, 1, 4 },
//$ TODO: Need to merge bitmap changes over from Dota to get these formats.
#if 0
{ "_A2R10G10B10", D3DFMT_A2R10G10B10, GL_RGB10_A2, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_10_10_10_2, 1, 4 },
{ "_A2B10G10R10", D3DFMT_A2B10G10R10, GL_RGB10_A2, GL_RGB10_A2, GL_BGRA, GL_UNSIGNED_INT_10_10_10_2, 1, 4 },
#endif
/*
// NV shadow depth tex
D3DFMT_NV_INTZ = 0x5a544e49, // MAKEFOURCC('I','N','T','Z')
D3DFMT_NV_RAWZ = 0x5a574152, // MAKEFOURCC('R','A','W','Z')
// NV null tex
D3DFMT_NV_NULL = 0x4c4c554e, // MAKEFOURCC('N','U','L','L')
// ATI shadow depth tex
D3DFMT_ATI_D16 = 0x36314644, // MAKEFOURCC('D','F','1','6')
D3DFMT_ATI_D24S8 = 0x34324644, // MAKEFOURCC('D','F','2','4')
// ATI 1N and 2N compressed tex
D3DFMT_ATI_2N = 0x32495441, // MAKEFOURCC('A', 'T', 'I', '2')
D3DFMT_ATI_1N = 0x31495441, // MAKEFOURCC('A', 'T', 'I', '1')
*/
};
int g_formatDescTableCount = sizeof(g_formatDescTable) / sizeof( g_formatDescTable[0] );
const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format )
{
for( int i=0; i<g_formatDescTableCount; i++)
{
if (g_formatDescTable[i].m_d3dFormat == format)
{
return &g_formatDescTable[i];
}
}
return (const GLMTexFormatDesc *)NULL; // not found
}
//===============================================================================
void InsertTexelComponentFixed( float value, int width, unsigned long *valuebuf )
{
unsigned long range = (1<<width);
unsigned long scaled = (value * (float) range) * (range-1) / (range);
if (scaled >= range) DebuggerBreak();
*valuebuf = (*valuebuf << width) | scaled;
}
// return true if successful
bool GLMGenTexels( GLMGenTexelParams *params )
{
unsigned char chunkbuf[256]; // can't think of any chunk this big..
const GLMTexFormatDesc *format = GetFormatDesc( params->m_format );
if (!format)
{
return FALSE; // fail
}
// this section just generates one square chunk in the desired format
unsigned long *temp32 = (unsigned long*)chunkbuf;
unsigned int chunksize = 0; // we can sanity check against the format table with this
switch( params->m_format )
{
// comment shows byte order in RAM
// lowercase is bit arrangement in a byte
case D3DFMT_A8R8G8B8: // B G R A
InsertTexelComponentFixed( params->a, 8, temp32 ); // A is inserted first and winds up at most significant bits after insertions follow
InsertTexelComponentFixed( params->r, 8, temp32 );
InsertTexelComponentFixed( params->g, 8, temp32 );
InsertTexelComponentFixed( params->b, 8, temp32 );
chunksize = 4;
break;
case D3DFMT_A4R4G4B4: // [ggggbbbb] [aaaarrrr] RA (nibbles)
InsertTexelComponentFixed( params->a, 4, temp32 );
InsertTexelComponentFixed( params->r, 4, temp32 );
InsertTexelComponentFixed( params->g, 4, temp32 );
InsertTexelComponentFixed( params->b, 4, temp32 );
chunksize = 2;
break;
case D3DFMT_X8R8G8B8: // B G R X
InsertTexelComponentFixed( 0.0, 8, temp32 );
InsertTexelComponentFixed( params->r, 8, temp32 );
InsertTexelComponentFixed( params->g, 8, temp32 );
InsertTexelComponentFixed( params->b, 8, temp32 );
chunksize = 4;
break;
case D3DFMT_X1R5G5B5: // [gggbbbbb] [xrrrrrgg]
InsertTexelComponentFixed( 0.0, 1, temp32 );
InsertTexelComponentFixed( params->r, 5, temp32 );
InsertTexelComponentFixed( params->g, 5, temp32 );
InsertTexelComponentFixed( params->b, 5, temp32 );
chunksize = 2;
break;
case D3DFMT_A1R5G5B5: // [gggbbbbb] [arrrrrgg]
InsertTexelComponentFixed( params->a, 1, temp32 );
InsertTexelComponentFixed( params->r, 5, temp32 );
InsertTexelComponentFixed( params->g, 5, temp32 );
InsertTexelComponentFixed( params->b, 5, temp32 );
chunksize = 2;
break;
case D3DFMT_L8: // L // caller, use R for L
InsertTexelComponentFixed( params->r, 8, temp32 );
chunksize = 1;
break;
case D3DFMT_A8L8: // L A // caller, use R for L and A for A
InsertTexelComponentFixed( params->a, 8, temp32 );
InsertTexelComponentFixed( params->r, 8, temp32 );
chunksize = 2;
break;
case D3DFMT_R8G8B8: // B G R
InsertTexelComponentFixed( params->r, 8, temp32 );
InsertTexelComponentFixed( params->g, 8, temp32 );
InsertTexelComponentFixed( params->b, 8, temp32 );
chunksize = 3;
break;
case D3DFMT_A8: // A
InsertTexelComponentFixed( params->a, 8, temp32 );
chunksize = 1;
break;
case D3DFMT_R5G6B5: // [gggbbbbb] [rrrrrggg]
InsertTexelComponentFixed( params->r, 5, temp32 );
InsertTexelComponentFixed( params->g, 6, temp32 );
InsertTexelComponentFixed( params->b, 5, temp32 );
chunksize = 2;
break;
case D3DFMT_DXT1:
{
memset( temp32, 0, 8 ); // zap 8 bytes
// two 565 RGB words followed by 32 bits of 2-bit interp values for a 4x4 block
// we write the same color to both slots and all zeroes for the mask (one color total)
unsigned long dxt1_color = 0;
// generate one such word and clone it
InsertTexelComponentFixed( params->r, 5, &dxt1_color );
InsertTexelComponentFixed( params->g, 6, &dxt1_color );
InsertTexelComponentFixed( params->b, 5, &dxt1_color );
// dupe
dxt1_color = dxt1_color | (dxt1_color<<16);
// write into chunkbuf
*(unsigned long*)&chunkbuf[0] = dxt1_color;
// color mask bits after that are already set to all zeroes. chunk is done.
chunksize = 8;
}
break;
case D3DFMT_DXT3:
{
memset( temp32, 0, 16 ); // zap 16 bytes
// eight bytes of alpha (16 4-bit alpha nibbles)
// followed by a DXT1 block
unsigned long dxt3_alpha = 0;
for( int i=0; i<8; i++)
{
// splat same alpha through block
InsertTexelComponentFixed( params->a, 4, &dxt3_alpha );
}
unsigned long dxt3_color = 0;
// generate one such word and clone it
InsertTexelComponentFixed( params->r, 5, &dxt3_color );
InsertTexelComponentFixed( params->g, 6, &dxt3_color );
InsertTexelComponentFixed( params->b, 5, &dxt3_color );
// dupe
dxt3_color = dxt3_color | (dxt3_color<<16);
// write into chunkbuf
*(unsigned long*)&chunkbuf[0] = dxt3_alpha;
*(unsigned long*)&chunkbuf[4] = dxt3_alpha;
*(unsigned long*)&chunkbuf[8] = dxt3_color;
*(unsigned long*)&chunkbuf[12] = dxt3_color;
chunksize = 16;
}
break;
case D3DFMT_DXT5:
{
memset( temp32, 0, 16 ); // zap 16 bytes
// DXT5 has 8 bytes of compressed alpha, then 8 bytes of compressed RGB like DXT1.
// the 8 alpha bytes are 2 bytes of endpoint alpha values, then 16x3 bits of interpolants.
// so to write a single alpha value, just figure out the value, store it in both the first two bytes then store zeroes.
InsertTexelComponentFixed( params->a, 8, (unsigned long*)&chunkbuf[0] );
InsertTexelComponentFixed( params->a, 8, (unsigned long*)&chunkbuf[0] );
// rest of the alpha mask was already zeroed.
// now do colors
unsigned long dxt5_color = 0;
// generate one such word and clone it
InsertTexelComponentFixed( params->r, 5, &dxt5_color );
InsertTexelComponentFixed( params->g, 6, &dxt5_color );
InsertTexelComponentFixed( params->b, 5, &dxt5_color );
// dupe
dxt5_color = dxt5_color | (dxt5_color<<16);
// write into chunkbuf
*(unsigned long*)&chunkbuf[8] = dxt5_color;
*(unsigned long*)&chunkbuf[12] = dxt5_color;
chunksize = 16;
}
break;
case D3DFMT_A32B32G32R32F:
{
*(float*)&chunkbuf[0] = params->r;
*(float*)&chunkbuf[4] = params->g;
*(float*)&chunkbuf[8] = params->b;
*(float*)&chunkbuf[12] = params->a;
chunksize = 16;
}
break;
case D3DFMT_A16B16G16R16:
memset( chunkbuf, 0, 8 );
// R and G wind up in the first 32 bits
// B and A wind up in the second 32 bits
InsertTexelComponentFixed( params->a, 16, (unsigned long*)&chunkbuf[4] ); // winds up as MSW of second word (note [4]) - thus last in RAM
InsertTexelComponentFixed( params->b, 16, (unsigned long*)&chunkbuf[4] );
InsertTexelComponentFixed( params->g, 16, (unsigned long*)&chunkbuf[0] );
InsertTexelComponentFixed( params->r, 16, (unsigned long*)&chunkbuf[0] ); // winds up as LSW of first word, thus first in RAM
chunksize = 8;
break;
// not done yet
//case D3DFMT_D16:
//case D3DFMT_D24X8:
//case D3DFMT_D24S8:
//case D3DFMT_A16B16G16R16F:
default:
return FALSE; // fail
break;
}
// once the chunk buffer is filled..
// sanity check the reported chunk size.
if (static_cast<int>(chunksize) != format->m_bytesPerSquareChunk)
{
DebuggerBreak();
return FALSE;
}
// verify that the amount you want to write will not exceed the limit byte count
unsigned long destByteCount = chunksize * params->m_chunkCount;
if (static_cast<int>(destByteCount) > params->m_byteCountLimit)
{
DebuggerBreak();
return FALSE;
}
// write the bytes.
unsigned char *destP = (unsigned char*)params->m_dest;
for( int chunk=0; chunk < params->m_chunkCount; chunk++)
{
for( uint byteindex = 0; byteindex < chunksize; byteindex++)
{
*destP++ = chunkbuf[byteindex];
}
}
params->m_bytesWritten = destP - (unsigned char*)params->m_dest;
return TRUE;
}
//===============================================================================
bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b )
{
#define DO_LESS(fff) if (a.fff != b.fff) { return (a.fff< b.fff); }
DO_LESS(m_texGLTarget);
DO_LESS(m_texFormat);
DO_LESS(m_texFlags);
DO_LESS(m_texSamples);
DO_LESS(m_xSize);
DO_LESS(m_ySize)
DO_LESS(m_zSize);
#undef DO_LESS
return false; // they are equal
}
CGLMTexLayoutTable::CGLMTexLayoutTable()
{
m_layoutMap.SetLessFunc( LessFunc_GLMTexLayoutKey );
}
GLMTexLayout *CGLMTexLayoutTable::NewLayoutRef( GLMTexLayoutKey *pDesiredKey )
{
GLMTexLayoutKey tempKey;
GLMTexLayoutKey *key = pDesiredKey;
// look up 'key' in the map and see if it's a hit, if so, bump the refcount and return
// if not, generate a completed layout based on the key, add to map, set refcount to 1, return that
const GLMTexFormatDesc *formatDesc = GetFormatDesc( key->m_texFormat );
//bool compression = (formatDesc->m_chunkSize > 1) != 0;
if (!formatDesc)
{
GLMStop(); // bad news
}
if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
{
if ( ( formatDesc->m_glIntFormatSRGB != 0 ) && ( ( key->m_texFlags & kGLMTexSRGB ) == 0 ) )
{
tempKey = *pDesiredKey;
key = &tempKey;
// Slam on SRGB texture flag, and we'll use GL_EXT_texture_sRGB_decode to selectively turn it off in the samplers
key->m_texFlags |= kGLMTexSRGB;
}
}
unsigned short index = m_layoutMap.Find( *key );
if (index != m_layoutMap.InvalidIndex())
{
// found it
//printf(" -hit- ");
GLMTexLayout *layout = m_layoutMap[ index ];
// bump ref count
layout->m_refCount ++;
return layout;
}
else
{
//printf(" -miss- ");
// need to make a new one
// to allocate it, we need to know how big to make it (slice count)
// figure out how many mip levels are in play
int mipCount = 1;
if (key->m_texFlags & kGLMTexMipped)
{
int largestAxis = key->m_xSize;
if (key->m_ySize > largestAxis)
largestAxis = key->m_ySize;
if (key->m_zSize > largestAxis)
largestAxis = key->m_zSize;
mipCount = 0;
while( largestAxis > 0 )
{
mipCount ++;
largestAxis >>= 1;
}
}
int faceCount = 1;
if (key->m_texGLTarget == GL_TEXTURE_CUBE_MAP)
{
faceCount = 6;
}
int sliceCount = mipCount * faceCount;
if (key->m_texFlags & kGLMTexMultisampled)
{
Assert( (key->m_texGLTarget == GL_TEXTURE_2D) );
Assert( sliceCount == 1 );
// assume non mipped
Assert( (key->m_texFlags & kGLMTexMipped) == 0 );
Assert( (key->m_texFlags & kGLMTexMippedAuto) == 0 );
// assume renderable and srgb
Assert( (key->m_texFlags & kGLMTexRenderable) !=0 );
//Assert( (key->m_texFlags & kGLMTexSRGB) !=0 ); //FIXME don't assert on making depthstencil surfaces which are non srgb
// double check sample count (FIXME need real limit check here against device/driver)
Assert( (key->m_texSamples==2) || (key->m_texSamples==4) || (key->m_texSamples==6) || (key->m_texSamples==8) );
}
// now we know enough to allocate and populate the new tex layout.
// malloc the new layout
int layoutSize = sizeof( GLMTexLayout ) + (sliceCount * sizeof( GLMTexLayoutSlice ));
GLMTexLayout *layout = (GLMTexLayout *)malloc( layoutSize );
memset( layout, 0, layoutSize );
// clone the key in there
memset( &layout->m_key, 0x00, sizeof(layout->m_key) );
layout->m_key = *key;
// set refcount
layout->m_refCount = 1;
// save the format desc
layout->m_format = (GLMTexFormatDesc *)formatDesc;
// we know the mipcount from before
layout->m_mipCount = mipCount;
// we know the face count too
layout->m_faceCount = faceCount;
// slice count is the product
layout->m_sliceCount = mipCount * faceCount;
// we can now fill in the slices.
GLMTexLayoutSlice *slicePtr = &layout->m_slices[0];
int storageOffset = 0;
//bool compressed = (formatDesc->m_chunkSize > 1); // true if DXT
for( int mip = 0; mip < mipCount; mip ++ )
{
for( int face = 0; face < faceCount; face++ )
{
// note application of chunk size which is 1 for uncompressed, and 4 for compressed tex (DXT)
// note also that the *dimensions* must scale down to 1
// but that the *storage* cannot go below 4x4.
// we introduce the "storage sizes" which are clamped, to compute the storage footprint.
int storage_x,storage_y,storage_z;
slicePtr->m_xSize = layout->m_key.m_xSize >> mip;
slicePtr->m_xSize = MAX( slicePtr->m_xSize, 1 ); // dimension can't go to zero
storage_x = MAX( slicePtr->m_xSize, formatDesc->m_chunkSize ); // storage extent can't go below chunk size
slicePtr->m_ySize = layout->m_key.m_ySize >> mip;
slicePtr->m_ySize = MAX( slicePtr->m_ySize, 1 ); // dimension can't go to zero
storage_y = MAX( slicePtr->m_ySize, formatDesc->m_chunkSize ); // storage extent can't go below chunk size
slicePtr->m_zSize = layout->m_key.m_zSize >> mip;
slicePtr->m_zSize = MAX( slicePtr->m_zSize, 1 ); // dimension can't go to zero
storage_z = MAX( slicePtr->m_zSize, 1); // storage extent for Z cannot go below '1'.
//if (compressed) NO NO NO do not lie about the dimensionality, just fudge the storage.
//{
// // round up to multiple of 4 in X and Y axes
// slicePtr->m_xSize = (slicePtr->m_xSize+3) & (~3);
// slicePtr->m_ySize = (slicePtr->m_ySize+3) & (~3);
//}
int xchunks = (storage_x / formatDesc->m_chunkSize );
int ychunks = (storage_y / formatDesc->m_chunkSize );
slicePtr->m_storageSize = (xchunks * ychunks * formatDesc->m_bytesPerSquareChunk) * storage_z;
slicePtr->m_storageOffset = storageOffset;
storageOffset += slicePtr->m_storageSize;
storageOffset = ( (storageOffset+0x0F) & (~0x0F)); // keep each MIP starting on a 16 byte boundary.
slicePtr++;
}
}
layout->m_storageTotalSize = storageOffset;
//printf("\n size %08x for key (x=%d y=%d z=%d, fmt=%08x, bpsc=%d)", layout->m_storageTotalSize, key->m_xSize, key->m_ySize, key->m_zSize, key->m_texFormat, formatDesc->m_bytesPerSquareChunk );
// generate summary
// "target, format, +/- mips, base size"
char scratch[1024];
char *targetname = "?";
switch( key->m_texGLTarget )
{
case GL_TEXTURE_2D: targetname = "2D "; break;
case GL_TEXTURE_3D: targetname = "3D "; break;
case GL_TEXTURE_CUBE_MAP: targetname = "CUBE"; break;
}
sprintf( scratch, "[%s %s %dx%dx%d mips=%d slices=%d flags=%02lX%s]",
targetname,
formatDesc->m_formatSummary,
layout->m_key.m_xSize, layout->m_key.m_ySize, layout->m_key.m_zSize,
mipCount,
sliceCount,
layout->m_key.m_texFlags,
(layout->m_key.m_texFlags & kGLMTexSRGB) ? " SRGB" : ""
);
layout->m_layoutSummary = strdup( scratch );
//GLMPRINTF(("-D- new tex layout [ %s ]", scratch ));
// then insert into map. disregard returned index.
m_layoutMap.Insert( layout->m_key, layout );
return layout;
}
}
void CGLMTexLayoutTable::DelLayoutRef( GLMTexLayout *layout )
{
// locate layout in hash, drop refcount
// (some GC step later on will harvest expired layouts - not like it's any big challenge to re-generate them)
unsigned short index = m_layoutMap.Find( layout->m_key );
if (index != m_layoutMap.InvalidIndex())
{
// found it
GLMTexLayout *layout = m_layoutMap[ index ];
// drop ref count
layout->m_refCount --;
//assert( layout->m_refCount >= 0 );
}
else
{
// that's bad
GLMStop();
}
}
void CGLMTexLayoutTable::DumpStats( )
{
for (uint i=0; i<m_layoutMap.Count(); i++ )
{
GLMTexLayout *layout = m_layoutMap[ i ];
// print it out
printf("\n%05d instances %08d bytes %08d totbytes %s", layout->m_refCount, layout->m_storageTotalSize, (layout->m_refCount*layout->m_storageTotalSize), layout->m_layoutSummary );
}
}
ConVar gl_texmsaalog ( "gl_texmsaalog", "0");
ConVar gl_rt_forcergba ( "gl_rt_forcergba", "1" ); // on teximage of a renderable tex, pass GL_RGBA in place of GL_BGRA
ConVar gl_minimize_rt_tex ( "gl_minimize_rt_tex", "0" ); // if 1, set the GL_TEXTURE_MINIMIZE_STORAGE_APPLE texture parameter to cut off mipmaps for RT's
ConVar gl_minimize_all_tex ( "gl_minimize_all_tex", "1" ); // if 1, set the GL_TEXTURE_MINIMIZE_STORAGE_APPLE texture parameter to cut off mipmaps for textures which are unmipped
ConVar gl_minimize_tex_log ( "gl_minimize_tex_log", "0" ); // if 1, printf the names of the tex that got minimized
CGLMTex::CGLMTex( GLMContext *ctx, GLMTexLayout *layout, uint levels, const char *debugLabel )
{
#if GLMDEBUG
m_pPrevTex = NULL;
m_pNextTex = g_pFirstCGMLTex;
if ( m_pNextTex )
{
Assert( m_pNextTex->m_pPrevTex == NULL );
m_pNextTex->m_pPrevTex = this;
}
g_pFirstCGMLTex = this;
#endif
// caller has responsibility to make 'ctx' current, but we check to be sure.
ctx->CheckCurrent();
m_nLastResolvedBatchCounter = ctx->m_nBatchCounter;
// note layout requested
m_layout = layout;
m_texGLTarget = m_layout->m_key.m_texGLTarget;
m_nSamplerType = SAMPLER_TYPE_UNUSED;
switch ( m_texGLTarget )
{
case GL_TEXTURE_CUBE_MAP: m_nSamplerType = SAMPLER_TYPE_CUBE; break;
case GL_TEXTURE_2D: m_nSamplerType = SAMPLER_TYPE_2D; break;
case GL_TEXTURE_3D: m_nSamplerType = SAMPLER_TYPE_3D; break;
default:
Assert( 0 );
break;
}
m_maxActiveMip = -1; //index of highest mip that has been written - increase as each mip arrives
m_minActiveMip = 999; //index of lowest mip that has been written - lower it as each mip arrives
// note context owner
m_ctx = ctx;
// clear the bind point flags
//m_bindPoints.ClearAll();
// clear the RT attach count
m_rtAttachCount = 0;
// come up with a GL name for this texture.
m_texName = ctx->CreateTex( m_texGLTarget, m_layout->m_format->m_glIntFormat );
m_pBlitSrcFBO = NULL;
m_pBlitDstFBO = NULL;
m_mapped = NULL;
m_pbo = 0;
if( m_layout->m_key.m_texFlags & kGLMTexDynamic )
{
gGL->glGenBuffers(1, &m_pbo);
gGL->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pbo);
gGL->glBufferData(GL_PIXEL_UNPACK_BUFFER, m_layout->m_storageTotalSize, 0, GL_DYNAMIC_DRAW);
gGL->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
// Sense whether to try and apply client storage upon teximage/subimage.
// This should only be true if we're running on OSX 10.6 or it was explicitly
// enabled with -gl_texclientstorage on the command line.
m_texClientStorage = ctx->m_bTexClientStorage;
// flag that we have not yet been explicitly kicked into VRAM..
m_texPreloaded = false;
// clone the debug label if there is one.
m_debugLabel = debugLabel ? strdup(debugLabel) : NULL;
// if tex is MSAA renderable, make an RBO, else zero the RBO name and dirty bit
if (layout->m_key.m_texFlags & kGLMTexMultisampled)
{
gGL->glGenRenderbuffers( 1, &m_rboName );
// so we have enough info to go ahead and bind the RBO and put storage on it?
// try it.
gGL->glBindRenderbuffer( GL_RENDERBUFFER, m_rboName );
// quietly clamp if sample count exceeds known limit for the device
int sampleCount = layout->m_key.m_texSamples;
if (sampleCount > ctx->Caps().m_maxSamples)
{
sampleCount = ctx->Caps().m_maxSamples; // clamp
}
GLenum msaaFormat = (layout->m_key.m_texFlags & kGLMTexSRGB) ? layout->m_format->m_glIntFormatSRGB : layout->m_format->m_glIntFormat;
gGL->glRenderbufferStorageMultisample( GL_RENDERBUFFER,
sampleCount, // not "layout->m_key.m_texSamples"
msaaFormat,
layout->m_key.m_xSize,
layout->m_key.m_ySize );
if (gl_texmsaalog.GetInt())
{
printf( "\n == MSAA Tex %p %s : MSAA RBO is intformat %s (%x)", this, m_debugLabel?m_debugLabel:"", GLMDecode( eGL_ENUM, msaaFormat ), msaaFormat );
}
gGL->glBindRenderbuffer( GL_RENDERBUFFER, 0 );
}
else
{
m_rboName = 0;
}
// at this point we have the complete description of the texture, and a name for it, but no data and no actual GL object.
// we know this name has bever seen duty before, so we're going to hard-bind it to TMU 0, displacing any other tex that might have been bound there.
// any previously bound tex will be unbound and appropriately marked as a result.
// the active TMU will be set as a side effect.
CGLMTex *pPrevTex = ctx->m_samplers[0].m_pBoundTex;
ctx->BindTexToTMU( this, 0 );
m_SamplingParams.SetToDefaults();
m_SamplingParams.SetToTarget( m_texGLTarget );
// OK, our texture now exists and is bound on the active TMU. Not drawable yet though.
// Create backing storage and fill it
if ( !(layout->m_key.m_texFlags & kGLMTexRenderable) && m_texClientStorage )
{
m_backing = (char *)malloc( m_layout->m_storageTotalSize );
// track bytes allocated for non-RT's
int formindex = sEncodeLayoutAsIndex( &layout->m_key );
g_texGlobalBytes[ formindex ] += m_layout->m_storageTotalSize;
#if TEXSPACE_LOGGING
printf( "\n Tex %s added %d bytes in form %d which is now %d bytes", m_debugLabel ? m_debugLabel : "-", m_layout->m_storageTotalSize, formindex, g_texGlobalBytes[ formindex ] );
printf( "\n\t\t[ %d %d %d %d %d %d %d %d ]",
g_texGlobalBytes[ 0 ],g_texGlobalBytes[ 1 ],g_texGlobalBytes[ 2 ],g_texGlobalBytes[ 3 ],
g_texGlobalBytes[ 4 ],g_texGlobalBytes[ 5 ],g_texGlobalBytes[ 6 ],g_texGlobalBytes[ 7 ]
);
#endif
}
else
{
m_backing = NULL;
m_texClientStorage = false;
}
// init lock count
// lock reqs are tracked by the owning context
m_lockCount = 0;
m_sliceFlags.SetCount( m_layout->m_sliceCount );
for( int i=0; i< m_layout->m_sliceCount; i++)
{
m_sliceFlags[i] = 0;
// kSliceValid = false (we have not teximaged each slice yet)
// kSliceStorageValid = false (the storage allocated does not reflect what is in the tex)
// kSliceLocked = false (the slices are not locked)
// kSliceFullyDirty = false (this does not come true til first lock)
}
// texture minimize parameter keeps driver from allocing mips when it should not, by being explicit about the ones that have no mips.
bool setMinimizeParameter = false;
bool minimize_rt = (gl_minimize_rt_tex.GetInt()!=0);
bool minimize_all = (gl_minimize_all_tex.GetInt()!=0);
if (layout->m_key.m_texFlags & kGLMTexRenderable)
{
// it's an RT. if mips were not explicitly requested, and "gl_minimize_rt_tex" is true, set the minimize parameter.
if ( (minimize_rt || minimize_all) && ( !(layout->m_key.m_texFlags & kGLMTexMipped) ) )
{
setMinimizeParameter = true;
}
}
else
{
// not an RT. if mips were not requested, and "gl_minimize_all_tex" is true, set the minimize parameter.
if ( minimize_all && ( !(layout->m_key.m_texFlags & kGLMTexMipped) ) )
{
setMinimizeParameter = true;
}
}
if (setMinimizeParameter)
{
if (gl_minimize_tex_log.GetInt())
{
printf("\n minimizing storage for tex '%s' [%s] ", m_debugLabel?m_debugLabel:"-", m_layout->m_layoutSummary );
}
}
// after a lot of pain with texture completeness...
// always push black into all slices of all newly created textures.
#if 0
bool pushRenderableSlices = (m_layout->m_key.m_texFlags & kGLMTexRenderable) != 0;
bool pushTexSlices = true; // just do it everywhere (m_layout->m_mipCount>1) && (m_layout->m_format->m_chunkSize !=1) ;
if (pushTexSlices)
{
// fill storage with mostly-opaque purple
GLMGenTexelParams genp;
memset( &genp, 0, sizeof(genp) );
genp.m_format = m_layout->m_format->m_d3dFormat;
const GLMTexFormatDesc *format = GetFormatDesc( genp.m_format );
genp.m_dest = m_backing; // dest addr
genp.m_chunkCount = m_layout->m_storageTotalSize / format->m_bytesPerSquareChunk; // fill the whole slab
genp.m_byteCountLimit = m_layout->m_storageTotalSize; // limit writes to this amount
genp.r = 1.0;
genp.g = 0.0;
genp.b = 1.0;
genp.a = 0.75;
GLMGenTexels( &genp );
}
#endif
//if (pushRenderableSlices || pushTexSlices)
if ( !( ( layout->m_key.m_texFlags & kGLMTexMipped ) && ( levels == ( unsigned ) m_layout->m_mipCount ) ) )
{
for( int face=0; face <m_layout->m_faceCount; face++)
{
for( int mip=0; mip <m_layout->m_mipCount; mip++)
{
// we're not really going to lock, we're just going to write the blank data from the backing store we just made
GLMTexLockDesc desc;
desc.m_req.m_tex = this;
desc.m_req.m_face = face;
desc.m_req.m_mip = mip;
desc.m_sliceIndex = CalcSliceIndex( face, mip );
GLMTexLayoutSlice *slice = &m_layout->m_slices[ desc.m_sliceIndex ];
desc.m_req.m_region.xmin = desc.m_req.m_region.ymin = desc.m_req.m_region.zmin = 0;
desc.m_req.m_region.xmax = slice->m_xSize;
desc.m_req.m_region.ymax = slice->m_ySize;
desc.m_req.m_region.zmax = slice->m_zSize;
desc.m_sliceBaseOffset = slice->m_storageOffset; // doesn't really matter... we're just pushing zeroes..
desc.m_sliceRegionOffset = 0;
WriteTexels( &desc, true, (layout->m_key.m_texFlags & kGLMTexRenderable)!=0 ); // write whole slice - but disable data source if it's an RT, as there's no backing
}
}
}
GLMPRINTF(("-A- -**TEXNEW '%-60s' name=%06d size=%09d storage=%08x label=%s ", m_layout->m_layoutSummary, m_texName, m_layout->m_storageTotalSize, m_backing, m_debugLabel ? m_debugLabel : "-" ));
ctx->BindTexToTMU( pPrevTex, 0 );
}
CGLMTex::~CGLMTex( )
{
#if GLMDEBUG
if ( m_pPrevTex )
{
Assert( m_pPrevTex->m_pNextTex == this );
m_pPrevTex->m_pNextTex = m_pNextTex;
}
else
{
Assert( g_pFirstCGMLTex == this );
g_pFirstCGMLTex = m_pNextTex;
}
if ( m_pNextTex )
{
Assert( m_pNextTex->m_pPrevTex == this );
m_pNextTex->m_pPrevTex = m_pPrevTex;
}
m_pNextTex = m_pPrevTex = NULL;
#endif
if ( !(m_layout->m_key.m_texFlags & kGLMTexRenderable) )
{
int formindex = sEncodeLayoutAsIndex( &m_layout->m_key );
g_texGlobalBytes[ formindex ] -= m_layout->m_storageTotalSize;
#if TEXSPACE_LOGGING
printf( "\n Tex %s freed %d bytes in form %d which is now %d bytes", m_debugLabel ? m_debugLabel : "-", m_layout->m_storageTotalSize, formindex, g_texGlobalBytes[ formindex ] );
printf( "\n\t\t[ %d %d %d %d %d %d %d %d ]",
g_texGlobalBytes[ 0 ],g_texGlobalBytes[ 1 ],g_texGlobalBytes[ 2 ],g_texGlobalBytes[ 3 ],
g_texGlobalBytes[ 4 ],g_texGlobalBytes[ 5 ],g_texGlobalBytes[ 6 ],g_texGlobalBytes[ 7 ]
);
#endif
}
GLMPRINTF(("-A- -**TEXDEL '%-60s' name=%06d size=%09d storage=%08x label=%s ", m_layout->m_layoutSummary, m_texName, m_layout->m_storageTotalSize, m_backing, m_debugLabel ? m_debugLabel : "-" ));
// check first to see if we were still bound anywhere or locked... these should be failures.
if ( m_pBlitSrcFBO )
{
m_ctx->DelFBO( m_pBlitSrcFBO );
m_pBlitSrcFBO = NULL;
}
if ( m_pBlitDstFBO )
{
m_ctx->DelFBO( m_pBlitDstFBO );
m_pBlitDstFBO = NULL;
}
if ( m_rboName )
{
gGL->glDeleteRenderbuffers( 1, &m_rboName );
m_rboName = 0;
}
// if all that is OK, then delete the underlying tex
if ( m_texName )
{
m_ctx->DestroyTex( m_texGLTarget, m_layout, m_texName );
m_texName = 0;
}
// release our usage of the layout
m_ctx->m_texLayoutTable->DelLayoutRef( m_layout );
m_layout = NULL;
if (m_backing)
{
free( m_backing );
m_backing = NULL;
}
if (m_debugLabel)
{
free( m_debugLabel );
m_debugLabel = NULL;
}
if( m_pbo )
gGL->glDeleteBuffers( 1, &m_pbo );
m_ctx = NULL;
}
int CGLMTex::CalcSliceIndex( int face, int mip )
{
// faces of the same mip level are adjacent. "face major" storage
int index = (mip * m_layout->m_faceCount) + face;
return index;
}
void CGLMTex::CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut )
{
int offset = 0;
int yStride = 0;
int zStride = 0;
GLMTexFormatDesc *format = m_layout->m_format;
if (format->m_chunkSize==1)
{
// figure out row stride and layer stride
yStride = format->m_bytesPerSquareChunk * m_layout->m_slices[sliceIndex].m_xSize; // bytes per texel row (y stride)
zStride = yStride * m_layout->m_slices[sliceIndex].m_ySize; // bytes per texel layer (if 3D tex)
offset = x * format->m_bytesPerSquareChunk; // lateral offset
offset += (y * yStride); // scanline offset
offset += (z * zStride); // should be zero for 2D tex
}
else
{
yStride = format->m_bytesPerSquareChunk * (m_layout->m_slices[sliceIndex].m_xSize / format->m_chunkSize);
zStride = yStride * (m_layout->m_slices[sliceIndex].m_ySize / format->m_chunkSize);
// compressed format. scale the x,y,z values into chunks.
// assert if any of them are not multiples of a chunk.
int chunkx = x / format->m_chunkSize;
int chunky = y / format->m_chunkSize;
int chunkz = z / format->m_chunkSize;
if ( (chunkx * format->m_chunkSize) != x)
{
GLMStop();
}
if ( (chunky * format->m_chunkSize) != y)
{
GLMStop();
}
if ( (chunkz * format->m_chunkSize) != z)
{
GLMStop();
}
offset = chunkx * format->m_bytesPerSquareChunk; // lateral offset
offset += (chunky * yStride); // chunk row offset
offset += (chunkz * zStride); // should be zero for 2D tex
}
*offsetOut = offset;
*yStrideOut = yStride;
*zStrideOut = zStride;
}
extern void convert_texture( GLenum &internalformat, GLsizei width, GLsizei height, GLenum &format, GLenum &type, void *data );
GLubyte *CGLMTex::ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice, bool readOnly )
{
GLMRegion readBox;
GLubyte* data = NULL;
if (readWholeSlice)
{
readBox.xmin = readBox.ymin = readBox.zmin = 0;
readBox.xmax = m_layout->m_slices[ desc->m_sliceIndex ].m_xSize;
readBox.ymax = m_layout->m_slices[ desc->m_sliceIndex ].m_ySize;
readBox.zmax = m_layout->m_slices[ desc->m_sliceIndex ].m_zSize;
}
else
{
readBox = desc->m_req.m_region;
}
CGLMTex *pPrevTex = m_ctx->m_samplers[0].m_pBoundTex;
m_ctx->BindTexToTMU( this, 0 ); // SelectTMU(n) is a side effect
if (readWholeSlice)
{
// make this work first.... then write the partial path
// (Hmmmm, I don't think we will ever actually need a partial path -
// since we have no notion of a partially valid slice of storage
GLMTexFormatDesc *format = m_layout->m_format;
GLenum target = m_layout->m_key.m_texGLTarget;
if( readOnly )
{
data = (GLubyte*)(m_backing + m_layout->m_slices[ desc->m_sliceIndex ].m_storageOffset); // this would change for PBO
//int sliceSize = m_layout->m_slices[ desc->m_sliceIndex ].m_storageSize;
// interestingly enough, we can use the same path for both 2D and 3D fetch
switch( target )
{
case GL_TEXTURE_CUBE_MAP:
// adjust target to steer to the proper face, then fall through to the 2D texture path.
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + desc->m_req.m_face;
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
{
// uncompressed path
// http://www.opengl.org/sdk/docs/man/xhtml/glGetTexImage.xml
GLuint fbo;
GLint Rfbo = 0, Dfbo = 0;
gGL->glGetIntegerv( GL_DRAW_FRAMEBUFFER_BINDING, &Dfbo );
gGL->glGetIntegerv( GL_READ_FRAMEBUFFER_BINDING, &Rfbo );
gGL->glGenFramebuffers(1, &fbo);
gGL->glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gGL->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, m_ctx->m_samplers[0].m_pBoundTex->m_texName, 0);
GLenum fmt = format->m_glDataFormat;
GLenum dataType = format->m_glDataType;
convert_texture(fmt, 0, 0, fmt, dataType, NULL);
gGL->glReadPixels(0, 0, m_layout->m_slices[ desc->m_sliceIndex ].m_xSize, m_layout->m_slices[ desc->m_sliceIndex ].m_ySize, fmt, dataType, data);
gGL->glBindFramebuffer(GL_READ_FRAMEBUFFER, Rfbo);
gGL->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, Dfbo);
gGL->glDeleteFramebuffers(1, &fbo);
break;
}
}
}
else
{
gGL->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pbo);
data = (GLubyte*)gGL->glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_layout->m_slices[ desc->m_sliceIndex ].m_storageSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
}
else
{
GLMStop();
}
m_ctx->BindTexToTMU( pPrevTex, 0 );
return data;
}
struct mem_s
{
const int value;
const char *str;
} g_glEnums[] =
{
{ 0x0000, "GL_ZERO" },
{ 0x0001, "GL_ONE" },
{ 0x0004, "GL_TRIANGLES" },
{ 0x0005, "GL_TRIANGLE_STRIP" },
{ 0x0006, "GL_TRIANGLE_FAN" },
{ 0x0007, "GL_QUADS" },
{ 0x0008, "GL_QUAD_STRIP" },
{ 0x0009, "GL_POLYGON" },
{ 0x0200, "GL_NEVER" },
{ 0x0201, "GL_LESS" },
{ 0x0202, "GL_EQUAL" },
{ 0x0203, "GL_LEQUAL" },
{ 0x0204, "GL_GREATER" },
{ 0x0205, "GL_NOTEQUAL" },
{ 0x0206, "GL_GEQUAL" },
{ 0x0207, "GL_ALWAYS" },
{ 0x0300, "GL_SRC_COLOR" },
{ 0x0301, "GL_ONE_MINUS_SRC_COLOR" },
{ 0x0302, "GL_SRC_ALPHA" },
{ 0x0303, "GL_ONE_MINUS_SRC_ALPHA" },
{ 0x0304, "GL_DST_ALPHA" },
{ 0x0305, "GL_ONE_MINUS_DST_ALPHA" },
{ 0x0306, "GL_DST_COLOR" },
{ 0x0307, "GL_ONE_MINUS_DST_COLOR" },
{ 0x0308, "GL_SRC_ALPHA_SATURATE" },
{ 0x0400, "GL_FRONT_LEFT" },
{ 0x0401, "GL_FRONT_RIGHT" },
{ 0x0402, "GL_BACK_LEFT" },
{ 0x0403, "GL_BACK_RIGHT" },
{ 0x0404, "GL_FRONT" },
{ 0x0405, "GL_BACK" },
{ 0x0406, "GL_LEFT" },
{ 0x0407, "GL_RIGHT" },
{ 0x0408, "GL_FRONT_AND_BACK" },
{ 0x0409, "GL_AUX0" },
{ 0x040A, "GL_AUX1" },
{ 0x040B, "GL_AUX2" },
{ 0x040C, "GL_AUX3" },
{ 0x0500, "GL_INVALID_ENUM" },
{ 0x0501, "GL_INVALID_VALUE" },
{ 0x0502, "GL_INVALID_OPERATION" },
{ 0x0503, "GL_STACK_OVERFLOW" },
{ 0x0504, "GL_STACK_UNDERFLOW" },
{ 0x0505, "GL_OUT_OF_MEMORY" },
{ 0x0506, "GL_INVALID_FRAMEBUFFER_OPERATION" },
{ 0x0600, "GL_2D" },
{ 0x0601, "GL_3D" },
{ 0x0602, "GL_3D_COLOR" },
{ 0x0603, "GL_3D_COLOR_TEXTURE" },
{ 0x0604, "GL_4D_COLOR_TEXTURE" },
{ 0x0700, "GL_PASS_THROUGH_TOKEN" },
{ 0x0701, "GL_POINT_TOKEN" },
{ 0x0702, "GL_LINE_TOKEN" },
{ 0x0703, "GL_POLYGON_TOKEN" },
{ 0x0704, "GL_BITMAP_TOKEN" },
{ 0x0705, "GL_DRAW_PIXEL_TOKEN" },
{ 0x0706, "GL_COPY_PIXEL_TOKEN" },
{ 0x0707, "GL_LINE_RESET_TOKEN" },
{ 0x0800, "GL_EXP" },
{ 0x0801, "GL_EXP2" },
{ 0x0900, "GL_CW" },
{ 0x0901, "GL_CCW" },
{ 0x0A00, "GL_COEFF" },
{ 0x0A01, "GL_ORDER" },
{ 0x0A02, "GL_DOMAIN" },
{ 0x0B00, "GL_CURRENT_COLOR" },
{ 0x0B01, "GL_CURRENT_INDEX" },
{ 0x0B02, "GL_CURRENT_NORMAL" },
{ 0x0B03, "GL_CURRENT_TEXTURE_COORDS" },
{ 0x0B04, "GL_CURRENT_RASTER_COLOR" },
{ 0x0B05, "GL_CURRENT_RASTER_INDEX" },
{ 0x0B06, "GL_CURRENT_RASTER_TEXTURE_COORDS" },
{ 0x0B07, "GL_CURRENT_RASTER_POSITION" },
{ 0x0B08, "GL_CURRENT_RASTER_POSITION_VALID" },
{ 0x0B09, "GL_CURRENT_RASTER_DISTANCE" },
{ 0x0B10, "GL_POINT_SMOOTH" },
{ 0x0B11, "GL_POINT_SIZE" },
{ 0x0B12, "GL_POINT_SIZE_RANGE" },
{ 0x0B12, "GL_SMOOTH_POINT_SIZE_RANGE" },
{ 0x0B13, "GL_POINT_SIZE_GRANULARITY" },
{ 0x0B13, "GL_SMOOTH_POINT_SIZE_GRANULARITY" },
{ 0x0B20, "GL_LINE_SMOOTH" },
{ 0x0B21, "GL_LINE_WIDTH" },
{ 0x0B22, "GL_LINE_WIDTH_RANGE" },
{ 0x0B22, "GL_SMOOTH_LINE_WIDTH_RANGE" },
{ 0x0B23, "GL_LINE_WIDTH_GRANULARITY" },
{ 0x0B23, "GL_SMOOTH_LINE_WIDTH_GRANULARITY" },
{ 0x0B24, "GL_LINE_STIPPLE" },
{ 0x0B25, "GL_LINE_STIPPLE_PATTERN" },
{ 0x0B26, "GL_LINE_STIPPLE_REPEAT" },
{ 0x0B30, "GL_LIST_MODE" },
{ 0x0B31, "GL_MAX_LIST_NESTING" },
{ 0x0B32, "GL_LIST_BASE" },
{ 0x0B33, "GL_LIST_INDEX" },
{ 0x0B40, "GL_POLYGON_MODE" },
{ 0x0B41, "GL_POLYGON_SMOOTH" },
{ 0x0B42, "GL_POLYGON_STIPPLE" },
{ 0x0B43, "GL_EDGE_FLAG" },
{ 0x0B44, "GL_CULL_FACE" },
{ 0x0B45, "GL_CULL_FACE_MODE" },
{ 0x0B46, "GL_FRONT_FACE" },
{ 0x0B50, "GL_LIGHTING" },
{ 0x0B51, "GL_LIGHT_MODEL_LOCAL_VIEWER" },
{ 0x0B52, "GL_LIGHT_MODEL_TWO_SIDE" },
{ 0x0B53, "GL_LIGHT_MODEL_AMBIENT" },
{ 0x0B54, "GL_SHADE_MODEL" },
{ 0x0B55, "GL_COLOR_MATERIAL_FACE" },
{ 0x0B56, "GL_COLOR_MATERIAL_PARAMETER" },
{ 0x0B57, "GL_COLOR_MATERIAL" },
{ 0x0B60, "GL_FOG" },
{ 0x0B61, "GL_FOG_INDEX" },
{ 0x0B62, "GL_FOG_DENSITY" },
{ 0x0B63, "GL_FOG_START" },
{ 0x0B64, "GL_FOG_END" },
{ 0x0B65, "GL_FOG_MODE" },
{ 0x0B66, "GL_FOG_COLOR" },
{ 0x0B70, "GL_DEPTH_RANGE" },
{ 0x0B71, "GL_DEPTH_TEST" },
{ 0x0B72, "GL_DEPTH_WRITEMASK" },
{ 0x0B73, "GL_DEPTH_CLEAR_VALUE" },
{ 0x0B74, "GL_DEPTH_FUNC" },
{ 0x0B80, "GL_ACCUM_CLEAR_VALUE" },
{ 0x0B90, "GL_STENCIL_TEST" },
{ 0x0B91, "GL_STENCIL_CLEAR_VALUE" },
{ 0x0B92, "GL_STENCIL_FUNC" },
{ 0x0B93, "GL_STENCIL_VALUE_MASK" },
{ 0x0B94, "GL_STENCIL_FAIL" },
{ 0x0B95, "GL_STENCIL_PASS_DEPTH_FAIL" },
{ 0x0B96, "GL_STENCIL_PASS_DEPTH_PASS" },
{ 0x0B97, "GL_STENCIL_REF" },
{ 0x0B98, "GL_STENCIL_WRITEMASK" },
{ 0x0BA0, "GL_MATRIX_MODE" },
{ 0x0BA1, "GL_NORMALIZE" },
{ 0x0BA2, "GL_VIEWPORT" },
{ 0x0BA3, "GL_MODELVIEW_STACK_DEPTH" },
{ 0x0BA4, "GL_PROJECTION_STACK_DEPTH" },
{ 0x0BA5, "GL_TEXTURE_STACK_DEPTH" },
{ 0x0BA6, "GL_MODELVIEW_MATRIX" },
{ 0x0BA7, "GL_PROJECTION_MATRIX" },
{ 0x0BA8, "GL_TEXTURE_MATRIX" },
{ 0x0BB0, "GL_ATTRIB_STACK_DEPTH" },
{ 0x0BB1, "GL_CLIENT_ATTRIB_STACK_DEPTH" },
{ 0x0BC0, "GL_ALPHA_TEST" },
{ 0x0BC1, "GL_ALPHA_TEST_FUNC" },
{ 0x0BC2, "GL_ALPHA_TEST_REF" },
{ 0x0BD0, "GL_DITHER" },
{ 0x0BE0, "GL_BLEND_DST" },
{ 0x0BE1, "GL_BLEND_SRC" },
{ 0x0BE2, "GL_BLEND" },
{ 0x0BF0, "GL_LOGIC_OP_MODE" },
{ 0x0BF1, "GL_INDEX_LOGIC_OP" },
{ 0x0BF2, "GL_COLOR_LOGIC_OP" },
{ 0x0C00, "GL_AUX_BUFFERS" },
{ 0x0C01, "GL_DRAW_BUFFER" },
{ 0x0C02, "GL_READ_BUFFER" },
{ 0x0C10, "GL_SCISSOR_BOX" },
{ 0x0C11, "GL_SCISSOR_TEST" },
{ 0x0C20, "GL_INDEX_CLEAR_VALUE" },
{ 0x0C21, "GL_INDEX_WRITEMASK" },
{ 0x0C22, "GL_COLOR_CLEAR_VALUE" },
{ 0x0C23, "GL_COLOR_WRITEMASK" },
{ 0x0C30, "GL_INDEX_MODE" },
{ 0x0C31, "GL_RGBA_MODE" },
{ 0x0C32, "GL_DOUBLEBUFFER" },
{ 0x0C33, "GL_STEREO" },
{ 0x0C40, "GL_RENDER_MODE" },
{ 0x0C50, "GL_PERSPECTIVE_CORRECTION_HINT" },
{ 0x0C51, "GL_POINT_SMOOTH_HINT" },
{ 0x0C52, "GL_LINE_SMOOTH_HINT" },
{ 0x0C53, "GL_POLYGON_SMOOTH_HINT" },
{ 0x0C54, "GL_FOG_HINT" },
{ 0x0C60, "GL_TEXTURE_GEN_S" },
{ 0x0C61, "GL_TEXTURE_GEN_T" },
{ 0x0C62, "GL_TEXTURE_GEN_R" },
{ 0x0C63, "GL_TEXTURE_GEN_Q" },
{ 0x0C70, "GL_PIXEL_MAP_I_TO_I" },
{ 0x0C71, "GL_PIXEL_MAP_S_TO_S" },
{ 0x0C72, "GL_PIXEL_MAP_I_TO_R" },
{ 0x0C73, "GL_PIXEL_MAP_I_TO_G" },
{ 0x0C74, "GL_PIXEL_MAP_I_TO_B" },
{ 0x0C75, "GL_PIXEL_MAP_I_TO_A" },
{ 0x0C76, "GL_PIXEL_MAP_R_TO_R" },
{ 0x0C77, "GL_PIXEL_MAP_G_TO_G" },
{ 0x0C78, "GL_PIXEL_MAP_B_TO_B" },
{ 0x0C79, "GL_PIXEL_MAP_A_TO_A" },
{ 0x0CB0, "GL_PIXEL_MAP_I_TO_I_SIZE" },
{ 0x0CB1, "GL_PIXEL_MAP_S_TO_S_SIZE" },
{ 0x0CB2, "GL_PIXEL_MAP_I_TO_R_SIZE" },
{ 0x0CB3, "GL_PIXEL_MAP_I_TO_G_SIZE" },
{ 0x0CB4, "GL_PIXEL_MAP_I_TO_B_SIZE" },
{ 0x0CB5, "GL_PIXEL_MAP_I_TO_A_SIZE" },
{ 0x0CB6, "GL_PIXEL_MAP_R_TO_R_SIZE" },
{ 0x0CB7, "GL_PIXEL_MAP_G_TO_G_SIZE" },
{ 0x0CB8, "GL_PIXEL_MAP_B_TO_B_SIZE" },
{ 0x0CB9, "GL_PIXEL_MAP_A_TO_A_SIZE" },
{ 0x0CF0, "GL_UNPACK_SWAP_BYTES" },
{ 0x0CF1, "GL_UNPACK_LSB_FIRST" },
{ 0x0CF2, "GL_UNPACK_ROW_LENGTH" },
{ 0x0CF3, "GL_UNPACK_SKIP_ROWS" },
{ 0x0CF4, "GL_UNPACK_SKIP_PIXELS" },
{ 0x0CF5, "GL_UNPACK_ALIGNMENT" },
{ 0x0D00, "GL_PACK_SWAP_BYTES" },
{ 0x0D01, "GL_PACK_LSB_FIRST" },
{ 0x0D02, "GL_PACK_ROW_LENGTH" },
{ 0x0D03, "GL_PACK_SKIP_ROWS" },
{ 0x0D04, "GL_PACK_SKIP_PIXELS" },
{ 0x0D05, "GL_PACK_ALIGNMENT" },
{ 0x0D10, "GL_MAP_COLOR" },
{ 0x0D11, "GL_MAP_STENCIL" },
{ 0x0D12, "GL_INDEX_SHIFT" },
{ 0x0D13, "GL_INDEX_OFFSET" },
{ 0x0D14, "GL_RED_SCALE" },
{ 0x0D15, "GL_RED_BIAS" },
{ 0x0D16, "GL_ZOOM_X" },
{ 0x0D17, "GL_ZOOM_Y" },
{ 0x0D18, "GL_GREEN_SCALE" },
{ 0x0D19, "GL_GREEN_BIAS" },
{ 0x0D1A, "GL_BLUE_SCALE" },
{ 0x0D1B, "GL_BLUE_BIAS" },
{ 0x0D1C, "GL_ALPHA_SCALE" },
{ 0x0D1D, "GL_ALPHA_BIAS" },
{ 0x0D1E, "GL_DEPTH_SCALE" },
{ 0x0D1F, "GL_DEPTH_BIAS" },
{ 0x0D30, "GL_MAX_EVAL_ORDER" },
{ 0x0D31, "GL_MAX_LIGHTS" },
{ 0x0D32, "GL_MAX_CLIP_PLANES" },
{ 0x0D33, "GL_MAX_TEXTURE_SIZE" },
{ 0x0D34, "GL_MAX_PIXEL_MAP_TABLE" },
{ 0x0D35, "GL_MAX_ATTRIB_STACK_DEPTH" },
{ 0x0D36, "GL_MAX_MODELVIEW_STACK_DEPTH" },
{ 0x0D37, "GL_MAX_NAME_STACK_DEPTH" },
{ 0x0D38, "GL_MAX_PROJECTION_STACK_DEPTH" },
{ 0x0D39, "GL_MAX_TEXTURE_STACK_DEPTH" },
{ 0x0D3A, "GL_MAX_VIEWPORT_DIMS" },
{ 0x0D3B, "GL_MAX_CLIENT_ATTRIB_STACK_DEPTH" },
{ 0x0D50, "GL_SUBPIXEL_BITS" },
{ 0x0D51, "GL_INDEX_BITS" },
{ 0x0D52, "GL_RED_BITS" },
{ 0x0D53, "GL_GREEN_BITS" },
{ 0x0D54, "GL_BLUE_BITS" },
{ 0x0D55, "GL_ALPHA_BITS" },
{ 0x0D56, "GL_DEPTH_BITS" },
{ 0x0D57, "GL_STENCIL_BITS" },
{ 0x0D58, "GL_ACCUM_RED_BITS" },
{ 0x0D59, "GL_ACCUM_GREEN_BITS" },
{ 0x0D5A, "GL_ACCUM_BLUE_BITS" },
{ 0x0D5B, "GL_ACCUM_ALPHA_BITS" },
{ 0x0D70, "GL_NAME_STACK_DEPTH" },
{ 0x0D80, "GL_AUTO_NORMAL" },
{ 0x0D90, "GL_MAP1_COLOR_4" },
{ 0x0D91, "GL_MAP1_INDEX" },
{ 0x0D92, "GL_MAP1_NORMAL" },
{ 0x0D93, "GL_MAP1_TEXTURE_COORD_1" },
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{ 0x0D95, "GL_MAP1_TEXTURE_COORD_3" },
{ 0x0D96, "GL_MAP1_TEXTURE_COORD_4" },
{ 0x0D97, "GL_MAP1_VERTEX_3" },
{ 0x0D98, "GL_MAP1_VERTEX_4" },
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{ 0x0DB5, "GL_MAP2_TEXTURE_COORD_3" },
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{ 0x0DB7, "GL_MAP2_VERTEX_3" },
{ 0x0DB8, "GL_MAP2_VERTEX_4" },
{ 0x0DD0, "GL_MAP1_GRID_DOMAIN" },
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{ 0x1003, "GL_TEXTURE_INTERNAL_FORMAT" },
{ 0x1004, "GL_TEXTURE_BORDER_COLOR" },
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{ 0x1100, "GL_DONT_CARE" },
{ 0x1101, "GL_FASTEST" },
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{ 0x1907, "GL_RGB" },
{ 0x1908, "GL_RGBA" },
{ 0x1909, "GL_LUMINANCE" },
{ 0x190A, "GL_LUMINANCE_ALPHA" },
{ 0x1A00, "GL_BITMAP" },
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{ 0x2700, "GL_NEAREST_MIPMAP_NEAREST" },
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{ 0x2703, "GL_LINEAR_MIPMAP_LINEAR" },
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{ 0x2802, "GL_TEXTURE_WRAP_S" },
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{ 0x2900, "GL_CLAMP" },
{ 0x2901, "GL_REPEAT" },
{ 0x2A00, "GL_POLYGON_OFFSET_UNITS" },
{ 0x2A01, "GL_POLYGON_OFFSET_POINT" },
{ 0x2A02, "GL_POLYGON_OFFSET_LINE" },
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{ 0x2A22, "GL_C4UB_V2F" },
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{ 0x2A24, "GL_C3F_V3F" },
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{ 0x2A26, "GL_C4F_N3F_V3F" },
{ 0x2A27, "GL_T2F_V3F" },
{ 0x2A28, "GL_T4F_V4F" },
{ 0x2A29, "GL_T2F_C4UB_V3F" },
{ 0x2A2A, "GL_T2F_C3F_V3F" },
{ 0x2A2B, "GL_T2F_N3F_V3F" },
{ 0x2A2C, "GL_T2F_C4F_N3F_V3F" },
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{ 0x3000, "GL_CLIP_PLANE0" },
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{ 0x4000, "GL_LIGHT0" },
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{ 0x8006, "GL_FUNC_ADD" },
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{ 0x8009, "GL_BLEND_EQUATION_RGB" },
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{ 0x800A, "GL_FUNC_SUBTRACT" },
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{ 0x8010, "GL_CONVOLUTION_1D" },
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{ 0x8012, "GL_SEPARABLE_2D" },
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{ 0x8014, "GL_CONVOLUTION_FILTER_SCALE" },
{ 0x8015, "GL_CONVOLUTION_FILTER_BIAS" },
{ 0x8016, "GL_REDUCE" },
{ 0x8017, "GL_CONVOLUTION_FORMAT" },
{ 0x8018, "GL_CONVOLUTION_WIDTH" },
{ 0x8019, "GL_CONVOLUTION_HEIGHT" },
{ 0x801A, "GL_MAX_CONVOLUTION_WIDTH" },
{ 0x801B, "GL_MAX_CONVOLUTION_HEIGHT" },
{ 0x801C, "GL_POST_CONVOLUTION_RED_SCALE" },
{ 0x801D, "GL_POST_CONVOLUTION_GREEN_SCALE" },
{ 0x801E, "GL_POST_CONVOLUTION_BLUE_SCALE" },
{ 0x801F, "GL_POST_CONVOLUTION_ALPHA_SCALE" },
{ 0x8020, "GL_POST_CONVOLUTION_RED_BIAS" },
{ 0x8021, "GL_POST_CONVOLUTION_GREEN_BIAS" },
{ 0x8022, "GL_POST_CONVOLUTION_BLUE_BIAS" },
{ 0x8023, "GL_POST_CONVOLUTION_ALPHA_BIAS" },
{ 0x8024, "GL_HISTOGRAM" },
{ 0x8025, "GL_PROXY_HISTOGRAM" },
{ 0x8026, "GL_HISTOGRAM_WIDTH" },
{ 0x8027, "GL_HISTOGRAM_FORMAT" },
{ 0x8028, "GL_HISTOGRAM_RED_SIZE" },
{ 0x8029, "GL_HISTOGRAM_GREEN_SIZE" },
{ 0x802A, "GL_HISTOGRAM_BLUE_SIZE" },
{ 0x802B, "GL_HISTOGRAM_ALPHA_SIZE" },
{ 0x802C, "GL_HISTOGRAM_LUMINANCE_SIZE" },
{ 0x802D, "GL_HISTOGRAM_SINK" },
{ 0x802E, "GL_MINMAX" },
{ 0x802F, "GL_MINMAX_FORMAT" },
{ 0x8030, "GL_MINMAX_SINK" },
{ 0x8031, "GL_TABLE_TOO_LARGE" },
{ 0x8032, "GL_UNSIGNED_BYTE_3_3_2" },
{ 0x8033, "GL_UNSIGNED_SHORT_4_4_4_4" },
{ 0x8034, "GL_UNSIGNED_SHORT_5_5_5_1" },
{ 0x8035, "GL_UNSIGNED_INT_8_8_8_8" },
{ 0x8036, "GL_UNSIGNED_INT_10_10_10_2" },
{ 0x8037, "GL_POLYGON_OFFSET_FILL" },
{ 0x8038, "GL_POLYGON_OFFSET_FACTOR" },
{ 0x803A, "GL_RESCALE_NORMAL" },
{ 0x803B, "GL_ALPHA4" },
{ 0x803C, "GL_ALPHA8" },
{ 0x803D, "GL_ALPHA12" },
{ 0x803E, "GL_ALPHA16" },
{ 0x803F, "GL_LUMINANCE4" },
{ 0x8040, "GL_LUMINANCE8" },
{ 0x8041, "GL_LUMINANCE12" },
{ 0x8042, "GL_LUMINANCE16" },
{ 0x8043, "GL_LUMINANCE4_ALPHA4" },
{ 0x8044, "GL_LUMINANCE6_ALPHA2" },
{ 0x8045, "GL_LUMINANCE8_ALPHA8" },
{ 0x8046, "GL_LUMINANCE12_ALPHA4" },
{ 0x8047, "GL_LUMINANCE12_ALPHA12" },
{ 0x8048, "GL_LUMINANCE16_ALPHA16" },
{ 0x8049, "GL_INTENSITY" },
{ 0x804A, "GL_INTENSITY4" },
{ 0x804B, "GL_INTENSITY8" },
{ 0x804C, "GL_INTENSITY12" },
{ 0x804D, "GL_INTENSITY16" },
{ 0x804F, "GL_RGB4" },
{ 0x8050, "GL_RGB5" },
{ 0x8051, "GL_RGB8" },
{ 0x8052, "GL_RGB10" },
{ 0x8053, "GL_RGB12" },
{ 0x8054, "GL_RGB16" },
{ 0x8055, "GL_RGBA2" },
{ 0x8056, "GL_RGBA4" },
{ 0x8057, "GL_RGB5_A1" },
{ 0x8058, "GL_RGBA8" },
{ 0x8059, "GL_RGB10_A2" },
{ 0x805A, "GL_RGBA12" },
{ 0x805B, "GL_RGBA16" },
{ 0x805C, "GL_TEXTURE_RED_SIZE" },
{ 0x805D, "GL_TEXTURE_GREEN_SIZE" },
{ 0x805E, "GL_TEXTURE_BLUE_SIZE" },
{ 0x805F, "GL_TEXTURE_ALPHA_SIZE" },
{ 0x8060, "GL_TEXTURE_LUMINANCE_SIZE" },
{ 0x8061, "GL_TEXTURE_INTENSITY_SIZE" },
{ 0x8063, "GL_PROXY_TEXTURE_1D" },
{ 0x8064, "GL_PROXY_TEXTURE_2D" },
{ 0x8066, "GL_TEXTURE_PRIORITY" },
{ 0x8067, "GL_TEXTURE_RESIDENT" },
{ 0x8068, "GL_TEXTURE_BINDING_1D" },
{ 0x8069, "GL_TEXTURE_BINDING_2D" },
{ 0x806A, "GL_TEXTURE_BINDING_3D" },
{ 0x806B, "GL_PACK_SKIP_IMAGES" },
{ 0x806C, "GL_PACK_IMAGE_HEIGHT" },
{ 0x806D, "GL_UNPACK_SKIP_IMAGES" },
{ 0x806E, "GL_UNPACK_IMAGE_HEIGHT" },
{ 0x806F, "GL_TEXTURE_3D" },
{ 0x8070, "GL_PROXY_TEXTURE_3D" },
{ 0x8071, "GL_TEXTURE_DEPTH" },
{ 0x8072, "GL_TEXTURE_WRAP_R" },
{ 0x8073, "GL_MAX_3D_TEXTURE_SIZE" },
{ 0x8074, "GL_VERTEX_ARRAY" },
{ 0x8075, "GL_NORMAL_ARRAY" },
{ 0x8076, "GL_COLOR_ARRAY" },
{ 0x8077, "GL_INDEX_ARRAY" },
{ 0x8078, "GL_TEXTURE_COORD_ARRAY" },
{ 0x8079, "GL_EDGE_FLAG_ARRAY" },
{ 0x807A, "GL_VERTEX_ARRAY_SIZE" },
{ 0x807B, "GL_VERTEX_ARRAY_TYPE" },
{ 0x807C, "GL_VERTEX_ARRAY_STRIDE" },
{ 0x807E, "GL_NORMAL_ARRAY_TYPE" },
{ 0x807F, "GL_NORMAL_ARRAY_STRIDE" },
{ 0x8081, "GL_COLOR_ARRAY_SIZE" },
{ 0x8082, "GL_COLOR_ARRAY_TYPE" },
{ 0x8083, "GL_COLOR_ARRAY_STRIDE" },
{ 0x8085, "GL_INDEX_ARRAY_TYPE" },
{ 0x8086, "GL_INDEX_ARRAY_STRIDE" },
{ 0x8088, "GL_TEXTURE_COORD_ARRAY_SIZE" },
{ 0x8089, "GL_TEXTURE_COORD_ARRAY_TYPE" },
{ 0x808A, "GL_TEXTURE_COORD_ARRAY_STRIDE" },
{ 0x808C, "GL_EDGE_FLAG_ARRAY_STRIDE" },
{ 0x808E, "GL_VERTEX_ARRAY_POINTER" },
{ 0x808F, "GL_NORMAL_ARRAY_POINTER" },
{ 0x8090, "GL_COLOR_ARRAY_POINTER" },
{ 0x8091, "GL_INDEX_ARRAY_POINTER" },
{ 0x8092, "GL_TEXTURE_COORD_ARRAY_POINTER" },
{ 0x8093, "GL_EDGE_FLAG_ARRAY_POINTER" },
{ 0x809D, "GL_MULTISAMPLE_ARB" },
{ 0x809D, "GL_MULTISAMPLE" },
{ 0x809E, "GL_SAMPLE_ALPHA_TO_COVERAGE_ARB" },
{ 0x809E, "GL_SAMPLE_ALPHA_TO_COVERAGE" },
{ 0x809F, "GL_SAMPLE_ALPHA_TO_ONE_ARB" },
{ 0x809F, "GL_SAMPLE_ALPHA_TO_ONE" },
{ 0x80A0, "GL_SAMPLE_COVERAGE_ARB" },
{ 0x80A0, "GL_SAMPLE_COVERAGE" },
{ 0x80A0, "GL_SAMPLE_MASK_EXT" },
{ 0x80A1, "GL_1PASS_EXT" },
{ 0x80A2, "GL_2PASS_0_EXT" },
{ 0x80A3, "GL_2PASS_1_EXT" },
{ 0x80A4, "GL_4PASS_0_EXT" },
{ 0x80A5, "GL_4PASS_1_EXT" },
{ 0x80A6, "GL_4PASS_2_EXT" },
{ 0x80A7, "GL_4PASS_3_EXT" },
{ 0x80A8, "GL_SAMPLE_BUFFERS" },
{ 0x80A9, "GL_SAMPLES" },
{ 0x80AA, "GL_SAMPLE_COVERAGE_VALUE" },
{ 0x80AB, "GL_SAMPLE_COVERAGE_INVERT" },
{ 0x80AC, "GL_SAMPLE_PATTERN_EXT" },
{ 0x80B1, "GL_COLOR_MATRIX" },
{ 0x80B2, "GL_COLOR_MATRIX_STACK_DEPTH" },
{ 0x80B3, "GL_MAX_COLOR_MATRIX_STACK_DEPTH" },
{ 0x80B4, "GL_POST_COLOR_MATRIX_RED_SCALE" },
{ 0x80B5, "GL_POST_COLOR_MATRIX_GREEN_SCALE" },
{ 0x80B6, "GL_POST_COLOR_MATRIX_BLUE_SCALE" },
{ 0x80B7, "GL_POST_COLOR_MATRIX_ALPHA_SCALE" },
{ 0x80B8, "GL_POST_COLOR_MATRIX_RED_BIAS" },
{ 0x80B9, "GL_POST_COLOR_MATRIX_GREEN_BIAS" },
{ 0x80BA, "GL_POST_COLOR_MATRIX_BLUE_BIAS" },
{ 0x80BB, "GL_POST_COLOR_MATRIX_ALPHA_BIAS" },
{ 0x80BF, "GL_TEXTURE_COMPARE_FAIL_VALUE_ARB" },
{ 0x80C8, "GL_BLEND_DST_RGB" },
{ 0x80C9, "GL_BLEND_SRC_RGB" },
{ 0x80CA, "GL_BLEND_DST_ALPHA" },
{ 0x80CB, "GL_BLEND_SRC_ALPHA" },
{ 0x80CC, "GL_422_EXT" },
{ 0x80CD, "GL_422_REV_EXT" },
{ 0x80CE, "GL_422_AVERAGE_EXT" },
{ 0x80CF, "GL_422_REV_AVERAGE_EXT" },
{ 0x80D0, "GL_COLOR_TABLE" },
{ 0x80D1, "GL_POST_CONVOLUTION_COLOR_TABLE" },
{ 0x80D2, "GL_POST_COLOR_MATRIX_COLOR_TABLE" },
{ 0x80D3, "GL_PROXY_COLOR_TABLE" },
{ 0x80D4, "GL_PROXY_POST_CONVOLUTION_COLOR_TABLE" },
{ 0x80D5, "GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE" },
{ 0x80D6, "GL_COLOR_TABLE_SCALE" },
{ 0x80D7, "GL_COLOR_TABLE_BIAS" },
{ 0x80D8, "GL_COLOR_TABLE_FORMAT" },
{ 0x80D9, "GL_COLOR_TABLE_WIDTH" },
{ 0x80DA, "GL_COLOR_TABLE_RED_SIZE" },
{ 0x80DB, "GL_COLOR_TABLE_GREEN_SIZE" },
{ 0x80DC, "GL_COLOR_TABLE_BLUE_SIZE" },
{ 0x80DD, "GL_COLOR_TABLE_ALPHA_SIZE" },
{ 0x80DE, "GL_COLOR_TABLE_LUMINANCE_SIZE" },
{ 0x80DF, "GL_COLOR_TABLE_INTENSITY_SIZE" },
{ 0x80E0, "GL_BGR_EXT" },
{ 0x80E0, "GL_BGR" },
{ 0x80E1, "GL_BGRA_EXT" },
{ 0x80E1, "GL_BGRA" },
{ 0x80E1, "GL_BGRA" },
{ 0x80E2, "GL_COLOR_INDEX1_EXT" },
{ 0x80E3, "GL_COLOR_INDEX2_EXT" },
{ 0x80E4, "GL_COLOR_INDEX4_EXT" },
{ 0x80E5, "GL_COLOR_INDEX8_EXT" },
{ 0x80E6, "GL_COLOR_INDEX12_EXT" },
{ 0x80E7, "GL_COLOR_INDEX16_EXT" },
{ 0x80E8, "GL_MAX_ELEMENTS_VERTICES_EXT" },
{ 0x80E8, "GL_MAX_ELEMENTS_VERTICES" },
{ 0x80E9, "GL_MAX_ELEMENTS_INDICES_EXT" },
{ 0x80E9, "GL_MAX_ELEMENTS_INDICES" },
{ 0x80ED, "GL_TEXTURE_INDEX_SIZE_EXT" },
{ 0x80F0, "GL_CLIP_VOLUME_CLIPPING_HINT_EXT" },
{ 0x8126, "GL_POINT_SIZE_MIN_ARB" },
{ 0x8126, "GL_POINT_SIZE_MIN" },
{ 0x8127, "GL_POINT_SIZE_MAX_ARB" },
{ 0x8127, "GL_POINT_SIZE_MAX" },
{ 0x8128, "GL_POINT_FADE_THRESHOLD_SIZE_ARB" },
{ 0x8128, "GL_POINT_FADE_THRESHOLD_SIZE" },
{ 0x8129, "GL_POINT_DISTANCE_ATTENUATION_ARB" },
{ 0x8129, "GL_POINT_DISTANCE_ATTENUATION" },
{ 0x812D, "GL_CLAMP_TO_BORDER_ARB" },
{ 0x812D, "GL_CLAMP_TO_BORDER" },
{ 0x812F, "GL_CLAMP_TO_EDGE" },
{ 0x813A, "GL_TEXTURE_MIN_LOD" },
{ 0x813B, "GL_TEXTURE_MAX_LOD" },
{ 0x813C, "GL_TEXTURE_BASE_LEVEL" },
{ 0x813D, "GL_TEXTURE_MAX_LEVEL" },
{ 0x8151, "GL_CONSTANT_BORDER" },
{ 0x8153, "GL_REPLICATE_BORDER" },
{ 0x8154, "GL_CONVOLUTION_BORDER_COLOR" },
{ 0x8191, "GL_GENERATE_MIPMAP" },
{ 0x8192, "GL_GENERATE_MIPMAP_HINT" },
{ 0x81A5, "GL_DEPTH_COMPONENT16_ARB" },
{ 0x81A5, "GL_DEPTH_COMPONENT16" },
{ 0x81A6, "GL_DEPTH_COMPONENT24_ARB" },
{ 0x81A6, "GL_DEPTH_COMPONENT24" },
{ 0x81A7, "GL_DEPTH_COMPONENT32_ARB" },
{ 0x81A7, "GL_DEPTH_COMPONENT32" },
{ 0x81A8, "GL_ARRAY_ELEMENT_LOCK_FIRST_EXT" },
{ 0x81A9, "GL_ARRAY_ELEMENT_LOCK_COUNT_EXT" },
{ 0x81AA, "GL_CULL_VERTEX_EXT" },
{ 0x81AB, "GL_CULL_VERTEX_EYE_POSITION_EXT" },
{ 0x81AC, "GL_CULL_VERTEX_OBJECT_POSITION_EXT" },
{ 0x81AD, "GL_IUI_V2F_EXT" },
{ 0x81AE, "GL_IUI_V3F_EXT" },
{ 0x81AF, "GL_IUI_N3F_V2F_EXT" },
{ 0x81B0, "GL_IUI_N3F_V3F_EXT" },
{ 0x81B1, "GL_T2F_IUI_V2F_EXT" },
{ 0x81B2, "GL_T2F_IUI_V3F_EXT" },
{ 0x81B3, "GL_T2F_IUI_N3F_V2F_EXT" },
{ 0x81B4, "GL_T2F_IUI_N3F_V3F_EXT" },
{ 0x81B5, "GL_INDEX_TEST_EXT" },
{ 0x81B6, "GL_INDEX_TEST_FUNC_EXT" },
{ 0x81B7, "GL_INDEX_TEST_REF_EXT" },
{ 0x81B8, "GL_INDEX_MATERIAL_EXT" },
{ 0x81B9, "GL_INDEX_MATERIAL_PARAMETER_EXT" },
{ 0x81BA, "GL_INDEX_MATERIAL_FACE_EXT" },
{ 0x81F8, "GL_LIGHT_MODEL_COLOR_CONTROL_EXT" },
{ 0x81F8, "GL_LIGHT_MODEL_COLOR_CONTROL" },
{ 0x81F9, "GL_SINGLE_COLOR_EXT" },
{ 0x81F9, "GL_SINGLE_COLOR" },
{ 0x81FA, "GL_SEPARATE_SPECULAR_COLOR_EXT" },
{ 0x81FA, "GL_SEPARATE_SPECULAR_COLOR" },
{ 0x81FB, "GL_SHARED_TEXTURE_PALETTE_EXT" },
{ 0x8210, "GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING" },
{ 0x8211, "GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE" },
{ 0x8212, "GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE" },
{ 0x8213, "GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE" },
{ 0x8214, "GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE" },
{ 0x8215, "GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE" },
{ 0x8216, "GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE" },
{ 0x8217, "GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE" },
{ 0x8218, "GL_FRAMEBUFFER_DEFAULT" },
{ 0x8219, "GL_FRAMEBUFFER_UNDEFINED" },
{ 0x821A, "GL_DEPTH_STENCIL_ATTACHMENT" },
{ 0x8225, "GL_COMPRESSED_RED" },
{ 0x8226, "GL_COMPRESSED_RG" },
{ 0x8227, "GL_RG" },
{ 0x8228, "GL_RG_INTEGER" },
{ 0x8229, "GL_R8" },
{ 0x822A, "GL_R16" },
{ 0x822B, "GL_RG8" },
{ 0x822C, "GL_RG16" },
{ 0x822D, "GL_R16F" },
{ 0x822E, "GL_R32F" },
{ 0x822F, "GL_RG16F" },
{ 0x8230, "GL_RG32F" },
{ 0x8231, "GL_R8I" },
{ 0x8232, "GL_R8UI" },
{ 0x8233, "GL_R16I" },
{ 0x8234, "GL_R16UI" },
{ 0x8235, "GL_R32I" },
{ 0x8236, "GL_R32UI" },
{ 0x8237, "GL_RG8I" },
{ 0x8238, "GL_RG8UI" },
{ 0x8239, "GL_RG16I" },
{ 0x823A, "GL_RG16UI" },
{ 0x823B, "GL_RG32I" },
{ 0x823C, "GL_RG32UI" },
{ 0x8330, "GL_PIXEL_TRANSFORM_2D_EXT" },
{ 0x8331, "GL_PIXEL_MAG_FILTER_EXT" },
{ 0x8332, "GL_PIXEL_MIN_FILTER_EXT" },
{ 0x8333, "GL_PIXEL_CUBIC_WEIGHT_EXT" },
{ 0x8334, "GL_CUBIC_EXT" },
{ 0x8335, "GL_AVERAGE_EXT" },
{ 0x8336, "GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT" },
{ 0x8337, "GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT" },
{ 0x8338, "GL_PIXEL_TRANSFORM_2D_MATRIX_EXT" },
{ 0x8349, "GL_FRAGMENT_MATERIAL_EXT" },
{ 0x834A, "GL_FRAGMENT_NORMAL_EXT" },
{ 0x834C, "GL_FRAGMENT_COLOR_EXT" },
{ 0x834D, "GL_ATTENUATION_EXT" },
{ 0x834E, "GL_SHADOW_ATTENUATION_EXT" },
{ 0x834F, "GL_TEXTURE_APPLICATION_MODE_EXT" },
{ 0x8350, "GL_TEXTURE_LIGHT_EXT" },
{ 0x8351, "GL_TEXTURE_MATERIAL_FACE_EXT" },
{ 0x8352, "GL_TEXTURE_MATERIAL_PARAMETER_EXT" },
{ 0x8362, "GL_UNSIGNED_BYTE_2_3_3_REV" },
{ 0x8363, "GL_UNSIGNED_SHORT_5_6_5" },
{ 0x8364, "GL_UNSIGNED_SHORT_5_6_5_REV" },
{ 0x8365, "GL_UNSIGNED_SHORT_4_4_4_4_REV" },
{ 0x8366, "GL_UNSIGNED_SHORT_1_5_5_5_REV" },
{ 0x8367, "GL_UNSIGNED_INT_8_8_8_8_REV" },
{ 0x8368, "GL_UNSIGNED_INT_2_10_10_10_REV" },
{ 0x8370, "GL_MIRRORED_REPEAT_ARB" },
{ 0x8370, "GL_MIRRORED_REPEAT" },
{ 0x83F0, "GL_COMPRESSED_RGB_S3TC_DXT1_EXT" },
{ 0x83F1, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT" },
{ 0x83F2, "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT" },
{ 0x83F3, "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT" },
{ 0x8439, "GL_TANGENT_ARRAY_EXT" },
{ 0x843A, "GL_BINORMAL_ARRAY_EXT" },
{ 0x843B, "GL_CURRENT_TANGENT_EXT" },
{ 0x843C, "GL_CURRENT_BINORMAL_EXT" },
{ 0x843E, "GL_TANGENT_ARRAY_TYPE_EXT" },
{ 0x843F, "GL_TANGENT_ARRAY_STRIDE_EXT" },
{ 0x8440, "GL_BINORMAL_ARRAY_TYPE_EXT" },
{ 0x8441, "GL_BINORMAL_ARRAY_STRIDE_EXT" },
{ 0x8442, "GL_TANGENT_ARRAY_POINTER_EXT" },
{ 0x8443, "GL_BINORMAL_ARRAY_POINTER_EXT" },
{ 0x8444, "GL_MAP1_TANGENT_EXT" },
{ 0x8445, "GL_MAP2_TANGENT_EXT" },
{ 0x8446, "GL_MAP1_BINORMAL_EXT" },
{ 0x8447, "GL_MAP2_BINORMAL_EXT" },
{ 0x8450, "GL_FOG_COORD_SRC" },
{ 0x8450, "GL_FOG_COORDINATE_SOURCE_EXT" },
{ 0x8450, "GL_FOG_COORDINATE_SOURCE" },
{ 0x8451, "GL_FOG_COORD" },
{ 0x8451, "GL_FOG_COORDINATE_EXT" },
{ 0x8451, "GL_FOG_COORDINATE" },
{ 0x8452, "GL_FRAGMENT_DEPTH_EXT" },
{ 0x8452, "GL_FRAGMENT_DEPTH" },
{ 0x8453 , "GL_CURRENT_FOG_COORD" },
{ 0x8453 , "GL_CURRENT_FOG_COORDINATE" },
{ 0x8453, "GL_CURRENT_FOG_COORDINATE_EXT" },
{ 0x8454, "GL_FOG_COORD_ARRAY_TYPE" },
{ 0x8454, "GL_FOG_COORDINATE_ARRAY_TYPE_EXT" },
{ 0x8454, "GL_FOG_COORDINATE_ARRAY_TYPE" },
{ 0x8455, "GL_FOG_COORD_ARRAY_STRIDE" },
{ 0x8455, "GL_FOG_COORDINATE_ARRAY_STRIDE_EXT" },
{ 0x8455, "GL_FOG_COORDINATE_ARRAY_STRIDE" },
{ 0x8456, "GL_FOG_COORD_ARRAY_POINTER" },
{ 0x8456, "GL_FOG_COORDINATE_ARRAY_POINTER_EXT" },
{ 0x8456, "GL_FOG_COORDINATE_ARRAY_POINTER" },
{ 0x8457, "GL_FOG_COORD_ARRAY" },
{ 0x8457, "GL_FOG_COORDINATE_ARRAY_EXT" },
{ 0x8457, "GL_FOG_COORDINATE_ARRAY" },
{ 0x8458, "GL_COLOR_SUM_ARB" },
{ 0x8458, "GL_COLOR_SUM_EXT" },
{ 0x8458, "GL_COLOR_SUM" },
{ 0x8459, "GL_CURRENT_SECONDARY_COLOR_EXT" },
{ 0x8459, "GL_CURRENT_SECONDARY_COLOR" },
{ 0x845A, "GL_SECONDARY_COLOR_ARRAY_SIZE_EXT" },
{ 0x845A, "GL_SECONDARY_COLOR_ARRAY_SIZE" },
{ 0x845B, "GL_SECONDARY_COLOR_ARRAY_TYPE_EXT" },
{ 0x845B, "GL_SECONDARY_COLOR_ARRAY_TYPE" },
{ 0x845C, "GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT" },
{ 0x845C, "GL_SECONDARY_COLOR_ARRAY_STRIDE" },
{ 0x845D, "GL_SECONDARY_COLOR_ARRAY_POINTER_EXT" },
{ 0x845D, "GL_SECONDARY_COLOR_ARRAY_POINTER" },
{ 0x845E, "GL_SECONDARY_COLOR_ARRAY_EXT" },
{ 0x845E, "GL_SECONDARY_COLOR_ARRAY" },
{ 0x845F, "GL_CURRENT_RASTER_SECONDARY_COLOR" },
{ 0x846D, "GL_ALIASED_POINT_SIZE_RANGE" },
{ 0x846E, "GL_ALIASED_LINE_WIDTH_RANGE" },
{ 0x84C0, "GL_TEXTURE0" },
{ 0x84C1, "GL_TEXTURE1" },
{ 0x84C2, "GL_TEXTURE2" },
{ 0x84C3, "GL_TEXTURE3" },
{ 0x84C4, "GL_TEXTURE4" },
{ 0x84C5, "GL_TEXTURE5" },
{ 0x84C6, "GL_TEXTURE6" },
{ 0x84C7, "GL_TEXTURE7" },
{ 0x84C8, "GL_TEXTURE8" },
{ 0x84C9, "GL_TEXTURE9" },
{ 0x84CA, "GL_TEXTURE10" },
{ 0x84CB, "GL_TEXTURE11" },
{ 0x84CC, "GL_TEXTURE12" },
{ 0x84CD, "GL_TEXTURE13" },
{ 0x84CE, "GL_TEXTURE14" },
{ 0x84CF, "GL_TEXTURE15" },
{ 0x84D0, "GL_TEXTURE16" },
{ 0x84D1, "GL_TEXTURE17" },
{ 0x84D2, "GL_TEXTURE18" },
{ 0x84D3, "GL_TEXTURE19" },
{ 0x84D4, "GL_TEXTURE20" },
{ 0x84D5, "GL_TEXTURE21" },
{ 0x84D6, "GL_TEXTURE22" },
{ 0x84D7, "GL_TEXTURE23" },
{ 0x84D8, "GL_TEXTURE24" },
{ 0x84D9, "GL_TEXTURE25" },
{ 0x84DA, "GL_TEXTURE26" },
{ 0x84DB, "GL_TEXTURE27" },
{ 0x84DC, "GL_TEXTURE28" },
{ 0x84DD, "GL_TEXTURE29" },
{ 0x84DE, "GL_TEXTURE30" },
{ 0x84DF, "GL_TEXTURE31" },
{ 0x84E0, "GL_ACTIVE_TEXTURE" },
{ 0x84E1, "GL_CLIENT_ACTIVE_TEXTURE" },
{ 0x84E2, "GL_MAX_TEXTURE_UNITS" },
{ 0x84E3, "GL_TRANSPOSE_MODELVIEW_MATRIX" },
{ 0x84E4, "GL_TRANSPOSE_PROJECTION_MATRIX" },
{ 0x84E5, "GL_TRANSPOSE_TEXTURE_MATRIX" },
{ 0x84E6, "GL_TRANSPOSE_COLOR_MATRIX" },
{ 0x84E7, "GL_SUBTRACT" },
{ 0x84E8, "GL_MAX_RENDERBUFFER_SIZE" },
{ 0x84E9, "GL_COMPRESSED_ALPHA" },
{ 0x84EA, "GL_COMPRESSED_LUMINANCE" },
{ 0x84EB, "GL_COMPRESSED_LUMINANCE_ALPHA" },
{ 0x84EC, "GL_COMPRESSED_INTENSITY" },
{ 0x84ED, "GL_COMPRESSED_RGB" },
{ 0x84EE, "GL_COMPRESSED_RGBA" },
{ 0x84EF, "GL_TEXTURE_COMPRESSION_HINT" },
{ 0x84F5, "GL_TEXTURE_RECTANGLE_EXT" },
{ 0x84F6, "GL_TEXTURE_BINDING_RECTANGLE_EXT" },
{ 0x84F7, "GL_PROXY_TEXTURE_RECTANGLE_EXT" },
{ 0x84F8, "GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT" },
{ 0x84F9, "GL_DEPTH_STENCIL" },
{ 0x84FA, "GL_UNSIGNED_INT_24_8" },
{ 0x84FD, "GL_MAX_TEXTURE_LOD_BIAS" },
{ 0x84FE, "GL_TEXTURE_MAX_ANISOTROPY_EXT" },
{ 0x84FF, "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT" },
{ 0x8500, "GL_TEXTURE_FILTER_CONTROL" },
{ 0x8501, "GL_TEXTURE_LOD_BIAS" },
{ 0x8502, "GL_MODELVIEW1_STACK_DEPTH_EXT" },
{ 0x8506, "GL_MODELVIEW_MATRIX1_EXT" },
{ 0x8507, "GL_INCR_WRAP" },
{ 0x8508, "GL_DECR_WRAP" },
{ 0x8509, "GL_VERTEX_WEIGHTING_EXT" },
{ 0x850A, "GL_MODELVIEW1_ARB" },
{ 0x850B, "GL_CURRENT_VERTEX_WEIGHT_EXT" },
{ 0x850C, "GL_VERTEX_WEIGHT_ARRAY_EXT" },
{ 0x850D, "GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT" },
{ 0x850E, "GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT" },
{ 0x850F, "GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT" },
{ 0x8510, "GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT" },
{ 0x8511, "GL_NORMAL_MAP_ARB" },
{ 0x8511, "GL_NORMAL_MAP_EXT" },
{ 0x8511, "GL_NORMAL_MAP" },
{ 0x8512, "GL_REFLECTION_MAP_ARB" },
{ 0x8512, "GL_REFLECTION_MAP_EXT" },
{ 0x8512, "GL_REFLECTION_MAP" },
{ 0x8513, "GL_TEXTURE_CUBE_MAP_ARB" },
{ 0x8513, "GL_TEXTURE_CUBE_MAP_EXT" },
{ 0x8513, "GL_TEXTURE_CUBE_MAP" },
{ 0x8514, "GL_TEXTURE_BINDING_CUBE_MAP_ARB" },
{ 0x8514, "GL_TEXTURE_BINDING_CUBE_MAP_EXT" },
{ 0x8514, "GL_TEXTURE_BINDING_CUBE_MAP" },
{ 0x8515, "GL_TEXTURE_CUBE_MAP_POSITIVE_X" },
{ 0x8516, "GL_TEXTURE_CUBE_MAP_NEGATIVE_X" },
{ 0x8517, "GL_TEXTURE_CUBE_MAP_POSITIVE_Y" },
{ 0x8518, "GL_TEXTURE_CUBE_MAP_NEGATIVE_Y" },
{ 0x8519, "GL_TEXTURE_CUBE_MAP_POSITIVE_Z" },
{ 0x851A, "GL_TEXTURE_CUBE_MAP_NEGATIVE_Z" },
{ 0x851B, "GL_PROXY_TEXTURE_CUBE_MAP" },
{ 0x851C, "GL_MAX_CUBE_MAP_TEXTURE_SIZE" },
{ 0x851D, "GL_VERTEX_ARRAY_RANGE_APPLE" },
{ 0x851E, "GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE" },
{ 0x851F, "GL_VERTEX_ARRAY_STORAGE_HINT_APPLE" },
{ 0x8520, "GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE" },
{ 0x8521, "GL_VERTEX_ARRAY_RANGE_POINTER_APPLE" },
{ 0x8570, "GL_COMBINE_ARB" },
{ 0x8570, "GL_COMBINE_EXT" },
{ 0x8570, "GL_COMBINE" },
{ 0x8571, "GL_COMBINE_RGB_ARB" },
{ 0x8571, "GL_COMBINE_RGB_EXT" },
{ 0x8571, "GL_COMBINE_RGB" },
{ 0x8572, "GL_COMBINE_ALPHA_ARB" },
{ 0x8572, "GL_COMBINE_ALPHA_EXT" },
{ 0x8572, "GL_COMBINE_ALPHA" },
{ 0x8573, "GL_RGB_SCALE_ARB" },
{ 0x8573, "GL_RGB_SCALE_EXT" },
{ 0x8573, "GL_RGB_SCALE" },
{ 0x8574, "GL_ADD_SIGNED_ARB" },
{ 0x8574, "GL_ADD_SIGNED_EXT" },
{ 0x8574, "GL_ADD_SIGNED" },
{ 0x8575, "GL_INTERPOLATE_ARB" },
{ 0x8575, "GL_INTERPOLATE_EXT" },
{ 0x8575, "GL_INTERPOLATE" },
{ 0x8576, "GL_CONSTANT_ARB" },
{ 0x8576, "GL_CONSTANT_EXT" },
{ 0x8576, "GL_CONSTANT" },
{ 0x8577, "GL_PRIMARY_COLOR_ARB" },
{ 0x8577, "GL_PRIMARY_COLOR_EXT" },
{ 0x8577, "GL_PRIMARY_COLOR" },
{ 0x8578, "GL_PREVIOUS_ARB" },
{ 0x8578, "GL_PREVIOUS_EXT" },
{ 0x8578, "GL_PREVIOUS" },
{ 0x8580, "GL_SOURCE0_RGB_ARB" },
{ 0x8580, "GL_SOURCE0_RGB_EXT" },
{ 0x8580, "GL_SOURCE0_RGB" },
{ 0x8580, "GL_SRC0_RGB" },
{ 0x8581, "GL_SOURCE1_RGB_ARB" },
{ 0x8581, "GL_SOURCE1_RGB_EXT" },
{ 0x8581, "GL_SOURCE1_RGB" },
{ 0x8581, "GL_SRC1_RGB" },
{ 0x8582, "GL_SOURCE2_RGB_ARB" },
{ 0x8582, "GL_SOURCE2_RGB_EXT" },
{ 0x8582, "GL_SOURCE2_RGB" },
{ 0x8582, "GL_SRC2_RGB" },
{ 0x8583, "GL_SOURCE3_RGB_ARB" },
{ 0x8583, "GL_SOURCE3_RGB_EXT" },
{ 0x8583, "GL_SOURCE3_RGB" },
{ 0x8583, "GL_SRC3_RGB" },
{ 0x8584, "GL_SOURCE4_RGB_ARB" },
{ 0x8584, "GL_SOURCE4_RGB_EXT" },
{ 0x8584, "GL_SOURCE4_RGB" },
{ 0x8584, "GL_SRC4_RGB" },
{ 0x8585, "GL_SOURCE5_RGB_ARB" },
{ 0x8585, "GL_SOURCE5_RGB_EXT" },
{ 0x8585, "GL_SOURCE5_RGB" },
{ 0x8585, "GL_SRC5_RGB" },
{ 0x8586, "GL_SOURCE6_RGB_ARB" },
{ 0x8586, "GL_SOURCE6_RGB_EXT" },
{ 0x8586, "GL_SOURCE6_RGB" },
{ 0x8586, "GL_SRC6_RGB" },
{ 0x8587, "GL_SOURCE7_RGB_ARB" },
{ 0x8587, "GL_SOURCE7_RGB_EXT" },
{ 0x8587, "GL_SOURCE7_RGB" },
{ 0x8587, "GL_SRC7_RGB" },
{ 0x8588, "GL_SOURCE0_ALPHA_ARB" },
{ 0x8588, "GL_SOURCE0_ALPHA_EXT" },
{ 0x8588, "GL_SOURCE0_ALPHA" },
{ 0x8588, "GL_SRC0_ALPHA" },
{ 0x8589, "GL_SOURCE1_ALPHA_ARB" },
{ 0x8589, "GL_SOURCE1_ALPHA_EXT" },
{ 0x8589, "GL_SOURCE1_ALPHA" },
{ 0x8589, "GL_SRC1_ALPHA" },
{ 0x858A, "GL_SOURCE2_ALPHA_ARB" },
{ 0x858A, "GL_SOURCE2_ALPHA_EXT" },
{ 0x858A, "GL_SOURCE2_ALPHA" },
{ 0x858A, "GL_SRC2_ALPHA" },
{ 0x858B, "GL_SOURCE3_ALPHA_ARB" },
{ 0x858B, "GL_SOURCE3_ALPHA_EXT" },
{ 0x858B, "GL_SOURCE3_ALPHA" },
{ 0x858B, "GL_SRC3_ALPHA" },
{ 0x858C, "GL_SOURCE4_ALPHA_ARB" },
{ 0x858C, "GL_SOURCE4_ALPHA_EXT" },
{ 0x858C, "GL_SOURCE4_ALPHA" },
{ 0x858C, "GL_SRC4_ALPHA" },
{ 0x858D, "GL_SOURCE5_ALPHA_ARB" },
{ 0x858D, "GL_SOURCE5_ALPHA_EXT" },
{ 0x858D, "GL_SOURCE5_ALPHA" },
{ 0x858D, "GL_SRC5_ALPHA" },
{ 0x858E, "GL_SOURCE6_ALPHA_ARB" },
{ 0x858E, "GL_SOURCE6_ALPHA_EXT" },
{ 0x858E, "GL_SOURCE6_ALPHA" },
{ 0x858E, "GL_SRC6_ALPHA" },
{ 0x858F, "GL_SOURCE7_ALPHA_ARB" },
{ 0x858F, "GL_SOURCE7_ALPHA_EXT" },
{ 0x858F, "GL_SOURCE7_ALPHA" },
{ 0x858F, "GL_SRC7_ALPHA" },
{ 0x8590, "GL_OPERAND0_RGB_ARB" },
{ 0x8590, "GL_OPERAND0_RGB_EXT" },
{ 0x8590, "GL_OPERAND0_RGB" },
{ 0x8591, "GL_OPERAND1_RGB_ARB" },
{ 0x8591, "GL_OPERAND1_RGB_EXT" },
{ 0x8591, "GL_OPERAND1_RGB" },
{ 0x8592, "GL_OPERAND2_RGB_ARB" },
{ 0x8592, "GL_OPERAND2_RGB_EXT" },
{ 0x8592, "GL_OPERAND2_RGB" },
{ 0x8593, "GL_OPERAND3_RGB_ARB" },
{ 0x8593, "GL_OPERAND3_RGB_EXT" },
{ 0x8593, "GL_OPERAND3_RGB" },
{ 0x8594, "GL_OPERAND4_RGB_ARB" },
{ 0x8594, "GL_OPERAND4_RGB_EXT" },
{ 0x8594, "GL_OPERAND4_RGB" },
{ 0x8595, "GL_OPERAND5_RGB_ARB" },
{ 0x8595, "GL_OPERAND5_RGB_EXT" },
{ 0x8595, "GL_OPERAND5_RGB" },
{ 0x8596, "GL_OPERAND6_RGB_ARB" },
{ 0x8596, "GL_OPERAND6_RGB_EXT" },
{ 0x8596, "GL_OPERAND6_RGB" },
{ 0x8597, "GL_OPERAND7_RGB_ARB" },
{ 0x8597, "GL_OPERAND7_RGB_EXT" },
{ 0x8597, "GL_OPERAND7_RGB" },
{ 0x8598, "GL_OPERAND0_ALPHA_ARB" },
{ 0x8598, "GL_OPERAND0_ALPHA_EXT" },
{ 0x8598, "GL_OPERAND0_ALPHA" },
{ 0x8599, "GL_OPERAND1_ALPHA_ARB" },
{ 0x8599, "GL_OPERAND1_ALPHA_EXT" },
{ 0x8599, "GL_OPERAND1_ALPHA" },
{ 0x859A, "GL_OPERAND2_ALPHA_ARB" },
{ 0x859A, "GL_OPERAND2_ALPHA_EXT" },
{ 0x859A, "GL_OPERAND2_ALPHA" },
{ 0x859B, "GL_OPERAND3_ALPHA_ARB" },
{ 0x859B, "GL_OPERAND3_ALPHA_EXT" },
{ 0x859B, "GL_OPERAND3_ALPHA" },
{ 0x859C, "GL_OPERAND4_ALPHA_ARB" },
{ 0x859C, "GL_OPERAND4_ALPHA_EXT" },
{ 0x859C, "GL_OPERAND4_ALPHA" },
{ 0x859D, "GL_OPERAND5_ALPHA_ARB" },
{ 0x859D, "GL_OPERAND5_ALPHA_EXT" },
{ 0x859D, "GL_OPERAND5_ALPHA" },
{ 0x859E, "GL_OPERAND6_ALPHA_ARB" },
{ 0x859E, "GL_OPERAND6_ALPHA_EXT" },
{ 0x859E, "GL_OPERAND6_ALPHA" },
{ 0x859F, "GL_OPERAND7_ALPHA_ARB" },
{ 0x859F, "GL_OPERAND7_ALPHA_EXT" },
{ 0x859F, "GL_OPERAND7_ALPHA" },
{ 0x85AE, "GL_PERTURB_EXT" },
{ 0x85AF, "GL_TEXTURE_NORMAL_EXT" },
{ 0x85B4, "GL_STORAGE_CLIENT_APPLE" },
{ 0x85B5, "GL_VERTEX_ARRAY_BINDING_APPLE" },
{ 0x85BD, "GL_STORAGE_PRIVATE_APPLE" },
{ 0x85BE, "GL_STORAGE_CACHED_APPLE" },
{ 0x85BF, "GL_STORAGE_SHARED_APPLE" },
{ 0x8620, "GL_VERTEX_PROGRAM_ARB" },
{ 0x8620, "GL_VERTEX_PROGRAM_NV" },
{ 0x8621, "GL_VERTEX_STATE_PROGRAM_NV" },
{ 0x8622, "GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB" },
{ 0x8622, "GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB" },
{ 0x8622, "GL_VERTEX_ATTRIB_ARRAY_ENABLED" },
{ 0x8623, "GL_ATTRIB_ARRAY_SIZE_NV" },
{ 0x8623, "GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB" },
{ 0x8623, "GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB" },
{ 0x8623, "GL_VERTEX_ATTRIB_ARRAY_SIZE" },
{ 0x8624, "GL_ATTRIB_ARRAY_STRIDE_NV" },
{ 0x8624, "GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB" },
{ 0x8624, "GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB" },
{ 0x8624, "GL_VERTEX_ATTRIB_ARRAY_STRIDE" },
{ 0x8625, "GL_ATTRIB_ARRAY_TYPE_NV" },
{ 0x8625, "GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB" },
{ 0x8625, "GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB" },
{ 0x8625, "GL_VERTEX_ATTRIB_ARRAY_TYPE" },
{ 0x8626, "GL_CURRENT_ATTRIB_NV" },
{ 0x8626, "GL_CURRENT_VERTEX_ATTRIB_ARB" },
{ 0x8626, "GL_CURRENT_VERTEX_ATTRIB_ARB" },
{ 0x8626, "GL_CURRENT_VERTEX_ATTRIB" },
{ 0x8627, "GL_PROGRAM_LENGTH_ARB" },
{ 0x8627, "GL_PROGRAM_LENGTH_NV" },
{ 0x8628, "GL_PROGRAM_STRING_ARB" },
{ 0x8628, "GL_PROGRAM_STRING_NV" },
{ 0x8629, "GL_MODELVIEW_PROJECTION_NV" },
{ 0x862A, "GL_IDENTITY_NV" },
{ 0x862B, "GL_INVERSE_NV" },
{ 0x862C, "GL_TRANSPOSE_NV" },
{ 0x862D, "GL_INVERSE_TRANSPOSE_NV" },
{ 0x862E, "GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB" },
{ 0x862E, "GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV" },
{ 0x862F, "GL_MAX_PROGRAM_MATRICES_ARB" },
{ 0x862F, "GL_MAX_TRACK_MATRICES_NV" },
{ 0x8630, "GL_MATRIX0_NV" },
{ 0x8631, "GL_MATRIX1_NV" },
{ 0x8632, "GL_MATRIX2_NV" },
{ 0x8633, "GL_MATRIX3_NV" },
{ 0x8634, "GL_MATRIX4_NV" },
{ 0x8635, "GL_MATRIX5_NV" },
{ 0x8636, "GL_MATRIX6_NV" },
{ 0x8637, "GL_MATRIX7_NV" },
{ 0x8640, "GL_CURRENT_MATRIX_STACK_DEPTH_ARB" },
{ 0x8640, "GL_CURRENT_MATRIX_STACK_DEPTH_NV" },
{ 0x8641, "GL_CURRENT_MATRIX_ARB" },
{ 0x8641, "GL_CURRENT_MATRIX_NV" },
{ 0x8642, "GL_PROGRAM_POINT_SIZE_EXT" },
{ 0x8642, "GL_VERTEX_PROGRAM_POINT_SIZE_ARB" },
{ 0x8642, "GL_VERTEX_PROGRAM_POINT_SIZE_ARB" },
{ 0x8642, "GL_VERTEX_PROGRAM_POINT_SIZE_NV" },
{ 0x8642, "GL_VERTEX_PROGRAM_POINT_SIZE" },
{ 0x8643, "GL_VERTEX_PROGRAM_TWO_SIDE_ARB" },
{ 0x8643, "GL_VERTEX_PROGRAM_TWO_SIDE_ARB" },
{ 0x8643, "GL_VERTEX_PROGRAM_TWO_SIDE_NV" },
{ 0x8643, "GL_VERTEX_PROGRAM_TWO_SIDE" },
{ 0x8644, "GL_PROGRAM_PARAMETER_NV" },
{ 0x8645, "GL_ATTRIB_ARRAY_POINTER_NV" },
{ 0x8645, "GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB" },
{ 0x8645, "GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB" },
{ 0x8645, "GL_VERTEX_ATTRIB_ARRAY_POINTER" },
{ 0x8646, "GL_PROGRAM_TARGET_NV" },
{ 0x8647, "GL_PROGRAM_RESIDENT_NV" },
{ 0x8648, "GL_TRACK_MATRIX_NV" },
{ 0x8649, "GL_TRACK_MATRIX_TRANSFORM_NV" },
{ 0x864A, "GL_VERTEX_PROGRAM_BINDING_NV" },
{ 0x864B, "GL_PROGRAM_ERROR_POSITION_ARB" },
{ 0x864B, "GL_PROGRAM_ERROR_POSITION_NV" },
{ 0x8650, "GL_VERTEX_ATTRIB_ARRAY0_NV" },
{ 0x8651, "GL_VERTEX_ATTRIB_ARRAY1_NV" },
{ 0x8652, "GL_VERTEX_ATTRIB_ARRAY2_NV" },
{ 0x8653, "GL_VERTEX_ATTRIB_ARRAY3_NV" },
{ 0x8654, "GL_VERTEX_ATTRIB_ARRAY4_NV" },
{ 0x8655, "GL_VERTEX_ATTRIB_ARRAY5_NV" },
{ 0x8656, "GL_VERTEX_ATTRIB_ARRAY6_NV" },
{ 0x8657, "GL_VERTEX_ATTRIB_ARRAY7_NV" },
{ 0x8658, "GL_VERTEX_ATTRIB_ARRAY8_NV" },
{ 0x8659, "GL_VERTEX_ATTRIB_ARRAY9_NV" },
{ 0x865A, "GL_VERTEX_ATTRIB_ARRAY10_NV" },
{ 0x865B, "GL_VERTEX_ATTRIB_ARRAY11_NV" },
{ 0x865C, "GL_VERTEX_ATTRIB_ARRAY12_NV" },
{ 0x865D, "GL_VERTEX_ATTRIB_ARRAY13_NV" },
{ 0x865E, "GL_VERTEX_ATTRIB_ARRAY14_NV" },
{ 0x865F, "GL_VERTEX_ATTRIB_ARRAY15_NV" },
{ 0x8660, "GL_MAP1_VERTEX_ATTRIB0_4_NV" },
{ 0x8661, "GL_MAP1_VERTEX_ATTRIB1_4_NV" },
{ 0x8662, "GL_MAP1_VERTEX_ATTRIB2_4_NV" },
{ 0x8663, "GL_MAP1_VERTEX_ATTRIB3_4_NV" },
{ 0x8664, "GL_MAP1_VERTEX_ATTRIB4_4_NV" },
{ 0x8665, "GL_MAP1_VERTEX_ATTRIB5_4_NV" },
{ 0x8666, "GL_MAP1_VERTEX_ATTRIB6_4_NV" },
{ 0x8667, "GL_MAP1_VERTEX_ATTRIB7_4_NV" },
{ 0x8668, "GL_MAP1_VERTEX_ATTRIB8_4_NV" },
{ 0x8669, "GL_MAP1_VERTEX_ATTRIB9_4_NV" },
{ 0x866A, "GL_MAP1_VERTEX_ATTRIB10_4_NV" },
{ 0x866B, "GL_MAP1_VERTEX_ATTRIB11_4_NV" },
{ 0x866C, "GL_MAP1_VERTEX_ATTRIB12_4_NV" },
{ 0x866D, "GL_MAP1_VERTEX_ATTRIB13_4_NV" },
{ 0x866E, "GL_MAP1_VERTEX_ATTRIB14_4_NV" },
{ 0x866F, "GL_MAP1_VERTEX_ATTRIB15_4_NV" },
{ 0x8670, "GL_MAP2_VERTEX_ATTRIB0_4_NV" },
{ 0x8671, "GL_MAP2_VERTEX_ATTRIB1_4_NV" },
{ 0x8672, "GL_MAP2_VERTEX_ATTRIB2_4_NV" },
{ 0x8673, "GL_MAP2_VERTEX_ATTRIB3_4_NV" },
{ 0x8674, "GL_MAP2_VERTEX_ATTRIB4_4_NV" },
{ 0x8675, "GL_MAP2_VERTEX_ATTRIB5_4_NV" },
{ 0x8676, "GL_MAP2_VERTEX_ATTRIB6_4_NV" },
{ 0x8677, "GL_MAP2_VERTEX_ATTRIB7_4_NV" },
{ 0x8677, "GL_PROGRAM_BINDING_ARB" },
{ 0x8677, "GL_PROGRAM_NAME_ARB" },
{ 0x8678, "GL_MAP2_VERTEX_ATTRIB8_4_NV" },
{ 0x8679, "GL_MAP2_VERTEX_ATTRIB9_4_NV" },
{ 0x867A, "GL_MAP2_VERTEX_ATTRIB10_4_NV" },
{ 0x867B, "GL_MAP2_VERTEX_ATTRIB11_4_NV" },
{ 0x867C, "GL_MAP2_VERTEX_ATTRIB12_4_NV" },
{ 0x867D, "GL_MAP2_VERTEX_ATTRIB13_4_NV" },
{ 0x867E, "GL_MAP2_VERTEX_ATTRIB14_4_NV" },
{ 0x867F, "GL_MAP2_VERTEX_ATTRIB15_4_NV" },
{ 0x86A0, "GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB" },
{ 0x86A0, "GL_TEXTURE_COMPRESSED_IMAGE_SIZE" },
{ 0x86A1, "GL_TEXTURE_COMPRESSED_ARB" },
{ 0x86A1, "GL_TEXTURE_COMPRESSED" },
{ 0x86A2, "GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB" },
{ 0x86A2, "GL_NUM_COMPRESSED_TEXTURE_FORMATS" },
{ 0x86A3, "GL_COMPRESSED_TEXTURE_FORMATS_ARB" },
{ 0x86A3, "GL_COMPRESSED_TEXTURE_FORMATS" },
{ 0x86A4, "GL_MAX_VERTEX_UNITS_ARB" },
{ 0x86A5, "GL_ACTIVE_VERTEX_UNITS_ARB" },
{ 0x86A6, "GL_WEIGHT_SUM_UNITY_ARB" },
{ 0x86A7, "GL_VERTEX_BLEND_ARB" },
{ 0x86A8, "GL_CURRENT_WEIGHT_ARB" },
{ 0x86A9, "GL_WEIGHT_ARRAY_TYPE_ARB" },
{ 0x86AA, "GL_WEIGHT_ARRAY_STRIDE_ARB" },
{ 0x86AB, "GL_WEIGHT_ARRAY_SIZE_ARB" },
{ 0x86AC, "GL_WEIGHT_ARRAY_POINTER_ARB" },
{ 0x86AD, "GL_WEIGHT_ARRAY_ARB" },
{ 0x86AE, "GL_DOT3_RGB_ARB" },
{ 0x86AE, "GL_DOT3_RGB" },
{ 0x86AF, "GL_DOT3_RGBA_ARB" },
{ 0x86AF, "GL_DOT3_RGBA" },
{ 0x8722, "GL_MODELVIEW2_ARB" },
{ 0x8723, "GL_MODELVIEW3_ARB" },
{ 0x8724, "GL_MODELVIEW4_ARB" },
{ 0x8725, "GL_MODELVIEW5_ARB" },
{ 0x8726, "GL_MODELVIEW6_ARB" },
{ 0x8727, "GL_MODELVIEW7_ARB" },
{ 0x8728, "GL_MODELVIEW8_ARB" },
{ 0x8729, "GL_MODELVIEW9_ARB" },
{ 0x872A, "GL_MODELVIEW10_ARB" },
{ 0x872B, "GL_MODELVIEW11_ARB" },
{ 0x872C, "GL_MODELVIEW12_ARB" },
{ 0x872D, "GL_MODELVIEW13_ARB" },
{ 0x872E, "GL_MODELVIEW14_ARB" },
{ 0x872F, "GL_MODELVIEW15_ARB" },
{ 0x8730, "GL_MODELVIEW16_ARB" },
{ 0x8731, "GL_MODELVIEW17_ARB" },
{ 0x8732, "GL_MODELVIEW18_ARB" },
{ 0x8733, "GL_MODELVIEW19_ARB" },
{ 0x8734, "GL_MODELVIEW20_ARB" },
{ 0x8735, "GL_MODELVIEW21_ARB" },
{ 0x8736, "GL_MODELVIEW22_ARB" },
{ 0x8737, "GL_MODELVIEW23_ARB" },
{ 0x8738, "GL_MODELVIEW24_ARB" },
{ 0x8739, "GL_MODELVIEW25_ARB" },
{ 0x873A, "GL_MODELVIEW26_ARB" },
{ 0x873B, "GL_MODELVIEW27_ARB" },
{ 0x873C, "GL_MODELVIEW28_ARB" },
{ 0x873D, "GL_MODELVIEW29_ARB" },
{ 0x873E, "GL_MODELVIEW30_ARB" },
{ 0x873F, "GL_MODELVIEW31_ARB" },
{ 0x8742, "GL_MIRROR_CLAMP_EXT" },
{ 0x8743, "GL_MIRROR_CLAMP_TO_EDGE_EXT" },
{ 0x8764, "GL_BUFFER_SIZE_ARB" },
{ 0x8764, "GL_BUFFER_SIZE" },
{ 0x8765, "GL_BUFFER_USAGE_ARB" },
{ 0x8765, "GL_BUFFER_USAGE" },
{ 0x8780, "GL_VERTEX_SHADER_EXT" },
{ 0x8781, "GL_VERTEX_SHADER_BINDING_EXT" },
{ 0x8782, "GL_OP_INDEX_EXT" },
{ 0x8783, "GL_OP_NEGATE_EXT" },
{ 0x8784, "GL_OP_DOT3_EXT" },
{ 0x8785, "GL_OP_DOT4_EXT" },
{ 0x8786, "GL_OP_MUL_EXT" },
{ 0x8787, "GL_OP_ADD_EXT" },
{ 0x8788, "GL_OP_MADD_EXT" },
{ 0x8789, "GL_OP_FRAC_EXT" },
{ 0x878A, "GL_OP_MAX_EXT" },
{ 0x878B, "GL_OP_MIN_EXT" },
{ 0x878C, "GL_OP_SET_GE_EXT" },
{ 0x878D, "GL_OP_SET_LT_EXT" },
{ 0x878E, "GL_OP_CLAMP_EXT" },
{ 0x878F, "GL_OP_FLOOR_EXT" },
{ 0x8790, "GL_OP_ROUND_EXT" },
{ 0x8791, "GL_OP_EXP_BASE_2_EXT" },
{ 0x8792, "GL_OP_LOG_BASE_2_EXT" },
{ 0x8793, "GL_OP_POWER_EXT" },
{ 0x8794, "GL_OP_RECIP_EXT" },
{ 0x8795, "GL_OP_RECIP_SQRT_EXT" },
{ 0x8796, "GL_OP_SUB_EXT" },
{ 0x8797, "GL_OP_CROSS_PRODUCT_EXT" },
{ 0x8798, "GL_OP_MULTIPLY_MATRIX_EXT" },
{ 0x8799, "GL_OP_MOV_EXT" },
{ 0x879A, "GL_OUTPUT_VERTEX_EXT" },
{ 0x879B, "GL_OUTPUT_COLOR0_EXT" },
{ 0x879C, "GL_OUTPUT_COLOR1_EXT" },
{ 0x879D, "GL_OUTPUT_TEXTURE_COORD0_EXT" },
{ 0x879E, "GL_OUTPUT_TEXTURE_COORD1_EXT" },
{ 0x879F, "GL_OUTPUT_TEXTURE_COORD2_EXT" },
{ 0x87A0, "GL_OUTPUT_TEXTURE_COORD3_EXT" },
{ 0x87A1, "GL_OUTPUT_TEXTURE_COORD4_EXT" },
{ 0x87A2, "GL_OUTPUT_TEXTURE_COORD5_EXT" },
{ 0x87A3, "GL_OUTPUT_TEXTURE_COORD6_EXT" },
{ 0x87A4, "GL_OUTPUT_TEXTURE_COORD7_EXT" },
{ 0x87A5, "GL_OUTPUT_TEXTURE_COORD8_EXT" },
{ 0x87A6, "GL_OUTPUT_TEXTURE_COORD9_EXT" },
{ 0x87A7, "GL_OUTPUT_TEXTURE_COORD10_EXT" },
{ 0x87A8, "GL_OUTPUT_TEXTURE_COORD11_EXT" },
{ 0x87A9, "GL_OUTPUT_TEXTURE_COORD12_EXT" },
{ 0x87AA, "GL_OUTPUT_TEXTURE_COORD13_EXT" },
{ 0x87AB, "GL_OUTPUT_TEXTURE_COORD14_EXT" },
{ 0x87AC, "GL_OUTPUT_TEXTURE_COORD15_EXT" },
{ 0x87AD, "GL_OUTPUT_TEXTURE_COORD16_EXT" },
{ 0x87AE, "GL_OUTPUT_TEXTURE_COORD17_EXT" },
{ 0x87AF, "GL_OUTPUT_TEXTURE_COORD18_EXT" },
{ 0x87B0, "GL_OUTPUT_TEXTURE_COORD19_EXT" },
{ 0x87B1, "GL_OUTPUT_TEXTURE_COORD20_EXT" },
{ 0x87B2, "GL_OUTPUT_TEXTURE_COORD21_EXT" },
{ 0x87B3, "GL_OUTPUT_TEXTURE_COORD22_EXT" },
{ 0x87B4, "GL_OUTPUT_TEXTURE_COORD23_EXT" },
{ 0x87B5, "GL_OUTPUT_TEXTURE_COORD24_EXT" },
{ 0x87B6, "GL_OUTPUT_TEXTURE_COORD25_EXT" },
{ 0x87B7, "GL_OUTPUT_TEXTURE_COORD26_EXT" },
{ 0x87B8, "GL_OUTPUT_TEXTURE_COORD27_EXT" },
{ 0x87B9, "GL_OUTPUT_TEXTURE_COORD28_EXT" },
{ 0x87BA, "GL_OUTPUT_TEXTURE_COORD29_EXT" },
{ 0x87BB, "GL_OUTPUT_TEXTURE_COORD30_EXT" },
{ 0x87BC, "GL_OUTPUT_TEXTURE_COORD31_EXT" },
{ 0x87BD, "GL_OUTPUT_FOG_EXT" },
{ 0x87BE, "GL_SCALAR_EXT" },
{ 0x87BF, "GL_VECTOR_EXT" },
{ 0x87C0, "GL_MATRIX_EXT" },
{ 0x87C1, "GL_VARIANT_EXT" },
{ 0x87C2, "GL_INVARIANT_EXT" },
{ 0x87C3, "GL_LOCAL_CONSTANT_EXT" },
{ 0x87C4, "GL_LOCAL_EXT" },
{ 0x87C5, "GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT" },
{ 0x87C6, "GL_MAX_VERTEX_SHADER_VARIANTS_EXT" },
{ 0x87C7, "GL_MAX_VERTEX_SHADER_INVARIANTS_EXT" },
{ 0x87C8, "GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT" },
{ 0x87C9, "GL_MAX_VERTEX_SHADER_LOCALS_EXT" },
{ 0x87CA, "GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT" },
{ 0x87CB, "GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT" },
{ 0x87CC, "GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT" },
{ 0x87CD, "GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT" },
{ 0x87CE, "GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT" },
{ 0x87CF, "GL_VERTEX_SHADER_INSTRUCTIONS_EXT" },
{ 0x87D0, "GL_VERTEX_SHADER_VARIANTS_EXT" },
{ 0x87D1, "GL_VERTEX_SHADER_INVARIANTS_EXT" },
{ 0x87D2, "GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT" },
{ 0x87D3, "GL_VERTEX_SHADER_LOCALS_EXT" },
{ 0x87D4, "GL_VERTEX_SHADER_OPTIMIZED_EXT" },
{ 0x87D5, "GL_X_EXT" },
{ 0x87D6, "GL_Y_EXT" },
{ 0x87D7, "GL_Z_EXT" },
{ 0x87D8, "GL_W_EXT" },
{ 0x87D9, "GL_NEGATIVE_X_EXT" },
{ 0x87DA, "GL_NEGATIVE_Y_EXT" },
{ 0x87DB, "GL_NEGATIVE_Z_EXT" },
{ 0x87DC, "GL_NEGATIVE_W_EXT" },
{ 0x87DF, "GL_NEGATIVE_ONE_EXT" },
{ 0x87E0, "GL_NORMALIZED_RANGE_EXT" },
{ 0x87E1, "GL_FULL_RANGE_EXT" },
{ 0x87E2, "GL_CURRENT_VERTEX_EXT" },
{ 0x87E3, "GL_MVP_MATRIX_EXT" },
{ 0x87E4, "GL_VARIANT_VALUE_EXT" },
{ 0x87E5, "GL_VARIANT_DATATYPE_EXT" },
{ 0x87E6, "GL_VARIANT_ARRAY_STRIDE_EXT" },
{ 0x87E7, "GL_VARIANT_ARRAY_TYPE_EXT" },
{ 0x87E8, "GL_VARIANT_ARRAY_EXT" },
{ 0x87E9, "GL_VARIANT_ARRAY_POINTER_EXT" },
{ 0x87EA, "GL_INVARIANT_VALUE_EXT" },
{ 0x87EB, "GL_INVARIANT_DATATYPE_EXT" },
{ 0x87EC, "GL_LOCAL_CONSTANT_VALUE_EXT" },
{ 0x87Ed, "GL_LOCAL_CONSTANT_DATATYPE_EXT" },
{ 0x8800, "GL_STENCIL_BACK_FUNC_ATI" },
{ 0x8800, "GL_STENCIL_BACK_FUNC" },
{ 0x8801, "GL_STENCIL_BACK_FAIL_ATI" },
{ 0x8801, "GL_STENCIL_BACK_FAIL" },
{ 0x8802, "GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI" },
{ 0x8802, "GL_STENCIL_BACK_PASS_DEPTH_FAIL" },
{ 0x8803, "GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI" },
{ 0x8803, "GL_STENCIL_BACK_PASS_DEPTH_PASS" },
{ 0x8804, "GL_FRAGMENT_PROGRAM_ARB" },
{ 0x8805, "GL_PROGRAM_ALU_INSTRUCTIONS_ARB" },
{ 0x8806, "GL_PROGRAM_TEX_INSTRUCTIONS_ARB" },
{ 0x8807, "GL_PROGRAM_TEX_INDIRECTIONS_ARB" },
{ 0x8808, "GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB" },
{ 0x8809, "GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB" },
{ 0x880A, "GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB" },
{ 0x880B, "GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB" },
{ 0x880C, "GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB" },
{ 0x880D, "GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB" },
{ 0x880E, "GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB" },
{ 0x880F, "GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB" },
{ 0x8810, "GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB" },
{ 0x8814, "GL_RGBA_FLOAT32_APPLE" },
{ 0x8814, "GL_RGBA_FLOAT32_ATI" },
{ 0x8814, "GL_RGBA32F_ARB" },
{ 0x8815, "GL_RGB_FLOAT32_APPLE" },
{ 0x8815, "GL_RGB_FLOAT32_ATI" },
{ 0x8815, "GL_RGB32F_ARB" },
{ 0x8816, "GL_ALPHA_FLOAT32_APPLE" },
{ 0x8816, "GL_ALPHA_FLOAT32_ATI" },
{ 0x8816, "GL_ALPHA32F_ARB" },
{ 0x8817, "GL_INTENSITY_FLOAT32_APPLE" },
{ 0x8817, "GL_INTENSITY_FLOAT32_ATI" },
{ 0x8817, "GL_INTENSITY32F_ARB" },
{ 0x8818, "GL_LUMINANCE_FLOAT32_APPLE" },
{ 0x8818, "GL_LUMINANCE_FLOAT32_ATI" },
{ 0x8818, "GL_LUMINANCE32F_ARB" },
{ 0x8819, "GL_LUMINANCE_ALPHA_FLOAT32_APPLE" },
{ 0x8819, "GL_LUMINANCE_ALPHA_FLOAT32_ATI" },
{ 0x8819, "GL_LUMINANCE_ALPHA32F_ARB" },
{ 0x881A, "GL_RGBA_FLOAT16_APPLE" },
{ 0x881A, "GL_RGBA_FLOAT16_ATI" },
{ 0x881A, "GL_RGBA16F_ARB" },
{ 0x881B, "GL_RGB_FLOAT16_APPLE" },
{ 0x881B, "GL_RGB_FLOAT16_ATI" },
{ 0x881B, "GL_RGB16F_ARB" },
{ 0x881C, "GL_ALPHA_FLOAT16_APPLE" },
{ 0x881C, "GL_ALPHA_FLOAT16_ATI" },
{ 0x881C, "GL_ALPHA16F_ARB" },
{ 0x881D, "GL_INTENSITY_FLOAT16_APPLE" },
{ 0x881D, "GL_INTENSITY_FLOAT16_ATI" },
{ 0x881D, "GL_INTENSITY16F_ARB" },
{ 0x881E, "GL_LUMINANCE_FLOAT16_APPLE" },
{ 0x881E, "GL_LUMINANCE_FLOAT16_ATI" },
{ 0x881E, "GL_LUMINANCE16F_ARB" },
{ 0x881F, "GL_LUMINANCE_ALPHA_FLOAT16_APPLE" },
{ 0x881F, "GL_LUMINANCE_ALPHA_FLOAT16_ATI" },
{ 0x881F, "GL_LUMINANCE_ALPHA16F_ARB" },
{ 0x8820, "GL_RGBA_FLOAT_MODE_ARB" },
{ 0x8824, "GL_MAX_DRAW_BUFFERS_ARB" },
{ 0x8824, "GL_MAX_DRAW_BUFFERS" },
{ 0x8825, "GL_DRAW_BUFFER0_ARB" },
{ 0x8825, "GL_DRAW_BUFFER0" },
{ 0x8826, "GL_DRAW_BUFFER1_ARB" },
{ 0x8826, "GL_DRAW_BUFFER1" },
{ 0x8827, "GL_DRAW_BUFFER2_ARB" },
{ 0x8827, "GL_DRAW_BUFFER2" },
{ 0x8828, "GL_DRAW_BUFFER3_ARB" },
{ 0x8828, "GL_DRAW_BUFFER3" },
{ 0x8829, "GL_DRAW_BUFFER4_ARB" },
{ 0x8829, "GL_DRAW_BUFFER4" },
{ 0x882A, "GL_DRAW_BUFFER5_ARB" },
{ 0x882A, "GL_DRAW_BUFFER5" },
{ 0x882B, "GL_DRAW_BUFFER6_ARB" },
{ 0x882B, "GL_DRAW_BUFFER6" },
{ 0x882C, "GL_DRAW_BUFFER7_ARB" },
{ 0x882C, "GL_DRAW_BUFFER7" },
{ 0x882D, "GL_DRAW_BUFFER8_ARB" },
{ 0x882D, "GL_DRAW_BUFFER8" },
{ 0x882E, "GL_DRAW_BUFFER9_ARB" },
{ 0x882E, "GL_DRAW_BUFFER9" },
{ 0x882F, "GL_DRAW_BUFFER10_ARB" },
{ 0x882F, "GL_DRAW_BUFFER10" },
{ 0x8830, "GL_DRAW_BUFFER11_ARB" },
{ 0x8830, "GL_DRAW_BUFFER11" },
{ 0x8831, "GL_DRAW_BUFFER12_ARB" },
{ 0x8831, "GL_DRAW_BUFFER12" },
{ 0x8832, "GL_DRAW_BUFFER13_ARB" },
{ 0x8832, "GL_DRAW_BUFFER13" },
{ 0x8833, "GL_DRAW_BUFFER14_ARB" },
{ 0x8833, "GL_DRAW_BUFFER14" },
{ 0x8834, "GL_DRAW_BUFFER15_ARB" },
{ 0x8834, "GL_DRAW_BUFFER15" },
{ 0x883D, "GL_ALPHA_BLEND_EQUATION_ATI" },
{ 0x883D, "GL_BLEND_EQUATION_ALPHA_EXT" },
{ 0x883D, "GL_BLEND_EQUATION_ALPHA" },
{ 0x884A, "GL_TEXTURE_DEPTH_SIZE_ARB" },
{ 0x884A, "GL_TEXTURE_DEPTH_SIZE" },
{ 0x884B, "GL_DEPTH_TEXTURE_MODE_ARB" },
{ 0x884B, "GL_DEPTH_TEXTURE_MODE" },
{ 0x884C, "GL_TEXTURE_COMPARE_MODE_ARB" },
{ 0x884C, "GL_TEXTURE_COMPARE_MODE" },
{ 0x884D, "GL_TEXTURE_COMPARE_FUNC_ARB" },
{ 0x884D, "GL_TEXTURE_COMPARE_FUNC" },
{ 0x884E, "GL_COMPARE_R_TO_TEXTURE_ARB" },
{ 0x884E, "GL_COMPARE_R_TO_TEXTURE" },
{ 0x884E, "GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT" },
{ 0x8861, "GL_POINT_SPRITE_ARB" },
{ 0x8861, "GL_POINT_SPRITE" },
{ 0x8862, "GL_COORD_REPLACE_ARB" },
{ 0x8862, "GL_COORD_REPLACE" },
{ 0x8864, "GL_QUERY_COUNTER_BITS_ARB" },
{ 0x8864, "GL_QUERY_COUNTER_BITS" },
{ 0x8865, "GL_CURRENT_QUERY_ARB" },
{ 0x8865, "GL_CURRENT_QUERY" },
{ 0x8866, "GL_QUERY_RESULT_ARB" },
{ 0x8866, "GL_QUERY_RESULT" },
{ 0x8867, "GL_QUERY_RESULT_AVAILABLE_ARB" },
{ 0x8867, "GL_QUERY_RESULT_AVAILABLE" },
{ 0x8869, "GL_MAX_VERTEX_ATTRIBS_ARB" },
{ 0x8869, "GL_MAX_VERTEX_ATTRIBS_ARB" },
{ 0x8869, "GL_MAX_VERTEX_ATTRIBS" },
{ 0x886A, "GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB" },
{ 0x886A, "GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB" },
{ 0x886A, "GL_VERTEX_ATTRIB_ARRAY_NORMALIZED" },
{ 0x8871, "GL_MAX_TEXTURE_COORDS_ARB" },
{ 0x8871, "GL_MAX_TEXTURE_COORDS_ARB" },
{ 0x8871, "GL_MAX_TEXTURE_COORDS_ARB" },
{ 0x8871, "GL_MAX_TEXTURE_COORDS" },
{ 0x8872, "GL_MAX_TEXTURE_IMAGE_UNITS_ARB" },
{ 0x8872, "GL_MAX_TEXTURE_IMAGE_UNITS_ARB" },
{ 0x8872, "GL_MAX_TEXTURE_IMAGE_UNITS_ARB" },
{ 0x8872, "GL_MAX_TEXTURE_IMAGE_UNITS" },
{ 0x8874, "GL_PROGRAM_ERROR_STRING_ARB" },
{ 0x8875, "GL_PROGRAM_FORMAT_ASCII_ARB" },
{ 0x8876, "GL_PROGRAM_FORMAT_ARB" },
{ 0x8890, "GL_DEPTH_BOUNDS_TEST_EXT" },
{ 0x8891, "GL_DEPTH_BOUNDS_EXT" },
{ 0x8892, "GL_ARRAY_BUFFER_ARB" },
{ 0x8892, "GL_ARRAY_BUFFER" },
{ 0x8893, "GL_ELEMENT_ARRAY_BUFFER_ARB" },
{ 0x8893, "GL_ELEMENT_ARRAY_BUFFER" },
{ 0x8894, "GL_ARRAY_BUFFER_BINDING_ARB" },
{ 0x8894, "GL_ARRAY_BUFFER_BINDING" },
{ 0x8895, "GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB" },
{ 0x8895, "GL_ELEMENT_ARRAY_BUFFER_BINDING" },
{ 0x8896, "GL_VERTEX_ARRAY_BUFFER_BINDING_ARB" },
{ 0x8896, "GL_VERTEX_ARRAY_BUFFER_BINDING" },
{ 0x8897, "GL_NORMAL_ARRAY_BUFFER_BINDING_ARB" },
{ 0x8897, "GL_NORMAL_ARRAY_BUFFER_BINDING" },
{ 0x8898, "GL_COLOR_ARRAY_BUFFER_BINDING_ARB" },
{ 0x8898, "GL_COLOR_ARRAY_BUFFER_BINDING" },
{ 0x8899, "GL_INDEX_ARRAY_BUFFER_BINDING_ARB" },
{ 0x8899, "GL_INDEX_ARRAY_BUFFER_BINDING" },
{ 0x889A, "GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889A, "GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING" },
{ 0x889B, "GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889B, "GL_EDGE_FLAG_ARRAY_BUFFER_BINDING" },
{ 0x889C, "GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889C, "GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING" },
{ 0x889D, "GL_FOG_COORD_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889D, "GL_FOG_COORD_ARRAY_BUFFER_BINDING" },
{ 0x889D, "GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889D, "GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING" },
{ 0x889E, "GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889E, "GL_WEIGHT_ARRAY_BUFFER_BINDING" },
{ 0x889F, "GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB" },
{ 0x889F, "GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING" },
{ 0x88A0, "GL_PROGRAM_INSTRUCTIONS_ARB" },
{ 0x88A1, "GL_MAX_PROGRAM_INSTRUCTIONS_ARB" },
{ 0x88A2, "GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB" },
{ 0x88A3, "GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB" },
{ 0x88A4, "GL_PROGRAM_TEMPORARIES_ARB" },
{ 0x88A5, "GL_MAX_PROGRAM_TEMPORARIES_ARB" },
{ 0x88A6, "GL_PROGRAM_NATIVE_TEMPORARIES_ARB" },
{ 0x88A7, "GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB" },
{ 0x88A8, "GL_PROGRAM_PARAMETERS_ARB" },
{ 0x88A9, "GL_MAX_PROGRAM_PARAMETERS_ARB" },
{ 0x88AA, "GL_PROGRAM_NATIVE_PARAMETERS_ARB" },
{ 0x88AB, "GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB" },
{ 0x88AC, "GL_PROGRAM_ATTRIBS_ARB" },
{ 0x88AD, "GL_MAX_PROGRAM_ATTRIBS_ARB" },
{ 0x88AE, "GL_PROGRAM_NATIVE_ATTRIBS_ARB" },
{ 0x88AF, "GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB" },
{ 0x88B0, "GL_PROGRAM_ADDRESS_REGISTERS_ARB" },
{ 0x88B1, "GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB" },
{ 0x88B2, "GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB" },
{ 0x88B3, "GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB" },
{ 0x88B4, "GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB" },
{ 0x88B5, "GL_MAX_PROGRAM_ENV_PARAMETERS_ARB" },
{ 0x88B6, "GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB" },
{ 0x88B7, "GL_TRANSPOSE_CURRENT_MATRIX_ARB" },
{ 0x88B8, "GL_READ_ONLY_ARB" },
{ 0x88B8, "GL_READ_ONLY" },
{ 0x88B9, "GL_WRITE_ONLY_ARB" },
{ 0x88B9, "GL_WRITE_ONLY" },
{ 0x88BA, "GL_READ_WRITE_ARB" },
{ 0x88BA, "GL_READ_WRITE" },
{ 0x88BB, "GL_BUFFER_ACCESS_ARB" },
{ 0x88BB, "GL_BUFFER_ACCESS" },
{ 0x88BC, "GL_BUFFER_MAPPED_ARB" },
{ 0x88BC, "GL_BUFFER_MAPPED" },
{ 0x88BD, "GL_BUFFER_MAP_POINTER_ARB" },
{ 0x88BD, "GL_BUFFER_MAP_POINTER" },
{ 0x88C0, "GL_MATRIX0_ARB" },
{ 0x88C1, "GL_MATRIX1_ARB" },
{ 0x88C2, "GL_MATRIX2_ARB" },
{ 0x88C3, "GL_MATRIX3_ARB" },
{ 0x88C4, "GL_MATRIX4_ARB" },
{ 0x88C5, "GL_MATRIX5_ARB" },
{ 0x88C6, "GL_MATRIX6_ARB" },
{ 0x88C7, "GL_MATRIX7_ARB" },
{ 0x88C8, "GL_MATRIX8_ARB" },
{ 0x88C9, "GL_MATRIX9_ARB" },
{ 0x88CA, "GL_MATRIX10_ARB" },
{ 0x88CB, "GL_MATRIX11_ARB" },
{ 0x88CC, "GL_MATRIX12_ARB" },
{ 0x88CD, "GL_MATRIX13_ARB" },
{ 0x88CE, "GL_MATRIX14_ARB" },
{ 0x88CF, "GL_MATRIX15_ARB" },
{ 0x88D0, "GL_MATRIX16_ARB" },
{ 0x88D1, "GL_MATRIX17_ARB" },
{ 0x88D2, "GL_MATRIX18_ARB" },
{ 0x88D3, "GL_MATRIX19_ARB" },
{ 0x88D4, "GL_MATRIX20_ARB" },
{ 0x88D5, "GL_MATRIX21_ARB" },
{ 0x88D6, "GL_MATRIX22_ARB" },
{ 0x88D7, "GL_MATRIX23_ARB" },
{ 0x88D8, "GL_MATRIX24_ARB" },
{ 0x88D9, "GL_MATRIX25_ARB" },
{ 0x88DA, "GL_MATRIX26_ARB" },
{ 0x88DB, "GL_MATRIX27_ARB" },
{ 0x88DC, "GL_MATRIX28_ARB" },
{ 0x88DD, "GL_MATRIX29_ARB" },
{ 0x88DE, "GL_MATRIX30_ARB" },
{ 0x88DF, "GL_MATRIX31_ARB" },
{ 0x88E0, "GL_STREAM_DRAW_ARB" },
{ 0x88E0, "GL_STREAM_DRAW" },
{ 0x88E1, "GL_STREAM_READ_ARB" },
{ 0x88E1, "GL_STREAM_READ" },
{ 0x88E2, "GL_STREAM_COPY_ARB" },
{ 0x88E2, "GL_STREAM_COPY" },
{ 0x88E4, "GL_STATIC_DRAW_ARB" },
{ 0x88E4, "GL_STATIC_DRAW" },
{ 0x88E5, "GL_STATIC_READ_ARB" },
{ 0x88E5, "GL_STATIC_READ" },
{ 0x88E6, "GL_STATIC_COPY_ARB" },
{ 0x88E6, "GL_STATIC_COPY" },
{ 0x88E8, "GL_DYNAMIC_DRAW_ARB" },
{ 0x88E8, "GL_DYNAMIC_DRAW" },
{ 0x88E9, "GL_DYNAMIC_READ_ARB" },
{ 0x88E9, "GL_DYNAMIC_READ" },
{ 0x88EA, "GL_DYNAMIC_COPY_ARB" },
{ 0x88EA, "GL_DYNAMIC_COPY" },
{ 0x88EB, "GL_PIXEL_PACK_BUFFER_ARB" },
{ 0x88EB, "GL_PIXEL_PACK_BUFFER" },
{ 0x88EC, "GL_PIXEL_UNPACK_BUFFER_ARB" },
{ 0x88EC, "GL_PIXEL_UNPACK_BUFFER" },
{ 0x88ED, "GL_PIXEL_PACK_BUFFER_BINDING_ARB" },
{ 0x88ED, "GL_PIXEL_PACK_BUFFER_BINDING" },
{ 0x88EF, "GL_PIXEL_UNPACK_BUFFER_BINDING_ARB" },
{ 0x88EF, "GL_PIXEL_UNPACK_BUFFER_BINDING" },
{ 0x88F0, "GL_DEPTH24_STENCIL8_EXT" },
{ 0x88F0, "GL_DEPTH24_STENCIL8" },
{ 0x88F1, "GL_TEXTURE_STENCIL_SIZE_EXT" },
{ 0x88F1, "GL_TEXTURE_STENCIL_SIZE" },
{ 0x88FD, "GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT" },
{ 0x88FE, "GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB" },
{ 0x88FF, "GL_MAX_ARRAY_TEXTURE_LAYERS_EXT" },
{ 0x8904, "GL_MIN_PROGRAM_TEXEL_OFFSET_EXT" },
{ 0x8905, "GL_MAX_PROGRAM_TEXEL_OFFSET_EXT" },
{ 0x8910, "GL_STENCIL_TEST_TWO_SIDE_EXT" },
{ 0x8911, "GL_ACTIVE_STENCIL_FACE_EXT" },
{ 0x8912, "GL_MIRROR_CLAMP_TO_BORDER_EXT" },
{ 0x8914, "GL_SAMPLES_PASSED_ARB" },
{ 0x8914, "GL_SAMPLES_PASSED" },
{ 0x891A, "GL_CLAMP_VERTEX_COLOR_ARB" },
{ 0x891B, "GL_CLAMP_FRAGMENT_COLOR_ARB" },
{ 0x891C, "GL_CLAMP_READ_COLOR_ARB" },
{ 0x891D, "GL_FIXED_ONLY_ARB" },
{ 0x8920, "GL_FRAGMENT_SHADER_EXT" },
{ 0x896D, "GL_SECONDARY_INTERPOLATOR_EXT" },
{ 0x896E, "GL_NUM_FRAGMENT_REGISTERS_EXT" },
{ 0x896F, "GL_NUM_FRAGMENT_CONSTANTS_EXT" },
{ 0x8A0C, "GL_ELEMENT_ARRAY_APPLE" },
{ 0x8A0D, "GL_ELEMENT_ARRAY_TYPE_APPLE" },
{ 0x8A0E, "GL_ELEMENT_ARRAY_POINTER_APPLE" },
{ 0x8A0F, "GL_COLOR_FLOAT_APPLE" },
{ 0x8A11, "GL_UNIFORM_BUFFER" },
{ 0x8A28, "GL_UNIFORM_BUFFER_BINDING" },
{ 0x8A29, "GL_UNIFORM_BUFFER_START" },
{ 0x8A2A, "GL_UNIFORM_BUFFER_SIZE" },
{ 0x8A2B, "GL_MAX_VERTEX_UNIFORM_BLOCKS" },
{ 0x8A2C, "GL_MAX_GEOMETRY_UNIFORM_BLOCKS" },
{ 0x8A2D, "GL_MAX_FRAGMENT_UNIFORM_BLOCKS" },
{ 0x8A2E, "GL_MAX_COMBINED_UNIFORM_BLOCKS" },
{ 0x8A2F, "GL_MAX_UNIFORM_BUFFER_BINDINGS" },
{ 0x8A30, "GL_MAX_UNIFORM_BLOCK_SIZE" },
{ 0x8A31, "GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS" },
{ 0x8A32, "GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS" },
{ 0x8A33, "GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS" },
{ 0x8A34, "GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT" },
{ 0x8A35, "GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH" },
{ 0x8A36, "GL_ACTIVE_UNIFORM_BLOCKS" },
{ 0x8A37, "GL_UNIFORM_TYPE" },
{ 0x8A38, "GL_UNIFORM_SIZE" },
{ 0x8A39, "GL_UNIFORM_NAME_LENGTH" },
{ 0x8A3A, "GL_UNIFORM_BLOCK_INDEX" },
{ 0x8A3B, "GL_UNIFORM_OFFSET" },
{ 0x8A3C, "GL_UNIFORM_ARRAY_STRIDE" },
{ 0x8A3D, "GL_UNIFORM_MATRIX_STRIDE" },
{ 0x8A3E, "GL_UNIFORM_IS_ROW_MAJOR" },
{ 0x8A3F, "GL_UNIFORM_BLOCK_BINDING" },
{ 0x8A40, "GL_UNIFORM_BLOCK_DATA_SIZE" },
{ 0x8A41, "GL_UNIFORM_BLOCK_NAME_LENGTH" },
{ 0x8A42, "GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS" },
{ 0x8A43, "GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES" },
{ 0x8A44, "GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER" },
{ 0x8A45, "GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER" },
{ 0x8A46, "GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER" },
{ 0x8B30, "GL_FRAGMENT_SHADER_ARB" },
{ 0x8B30, "GL_FRAGMENT_SHADER" },
{ 0x8B31, "GL_VERTEX_SHADER_ARB" },
{ 0x8B31, "GL_VERTEX_SHADER" },
{ 0x8B40, "GL_PROGRAM_OBJECT_ARB" },
{ 0x8B48, "GL_SHADER_OBJECT_ARB" },
{ 0x8B49, "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB" },
{ 0x8B49, "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS" },
{ 0x8B4A, "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB" },
{ 0x8B4A, "GL_MAX_VERTEX_UNIFORM_COMPONENTS" },
{ 0x8B4B, "GL_MAX_VARYING_COMPONENTS_EXT" },
{ 0x8B4B, "GL_MAX_VARYING_FLOATS_ARB" },
{ 0x8B4B, "GL_MAX_VARYING_FLOATS" },
{ 0x8B4C, "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB" },
{ 0x8B4C, "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS" },
{ 0x8B4D, "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB" },
{ 0x8B4D, "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS" },
{ 0x8B4E, "GL_OBJECT_TYPE_ARB" },
{ 0x8B4F, "GL_OBJECT_SUBTYPE_ARB" },
{ 0x8B4F, "GL_SHADER_TYPE" },
{ 0x8B50, "GL_FLOAT_VEC2_ARB" },
{ 0x8B50, "GL_FLOAT_VEC2" },
{ 0x8B51, "GL_FLOAT_VEC3_ARB" },
{ 0x8B51, "GL_FLOAT_VEC3" },
{ 0x8B52, "GL_FLOAT_VEC4_ARB" },
{ 0x8B52, "GL_FLOAT_VEC4" },
{ 0x8B53, "GL_INT_VEC2_ARB" },
{ 0x8B53, "GL_INT_VEC2" },
{ 0x8B54, "GL_INT_VEC3_ARB" },
{ 0x8B54, "GL_INT_VEC3" },
{ 0x8B55, "GL_INT_VEC4_ARB" },
{ 0x8B55, "GL_INT_VEC4" },
{ 0x8B56, "GL_BOOL_ARB" },
{ 0x8B56, "GL_BOOL" },
{ 0x8B57, "GL_BOOL_VEC2_ARB" },
{ 0x8B57, "GL_BOOL_VEC2" },
{ 0x8B58, "GL_BOOL_VEC3_ARB" },
{ 0x8B58, "GL_BOOL_VEC3" },
{ 0x8B59, "GL_BOOL_VEC4_ARB" },
{ 0x8B59, "GL_BOOL_VEC4" },
{ 0x8B5A, "GL_FLOAT_MAT2_ARB" },
{ 0x8B5A, "GL_FLOAT_MAT2" },
{ 0x8B5B, "GL_FLOAT_MAT3_ARB" },
{ 0x8B5B, "GL_FLOAT_MAT3" },
{ 0x8B5C, "GL_FLOAT_MAT4_ARB" },
{ 0x8B5C, "GL_FLOAT_MAT4" },
{ 0x8B5D, "GL_SAMPLER_1D_ARB" },
{ 0x8B5D, "GL_SAMPLER_1D" },
{ 0x8B5E, "GL_SAMPLER_2D_ARB" },
{ 0x8B5E, "GL_SAMPLER_2D" },
{ 0x8B5F, "GL_SAMPLER_3D_ARB" },
{ 0x8B5F, "GL_SAMPLER_3D" },
{ 0x8B60, "GL_SAMPLER_CUBE_ARB" },
{ 0x8B60, "GL_SAMPLER_CUBE" },
{ 0x8B61, "GL_SAMPLER_1D_SHADOW_ARB" },
{ 0x8B61, "GL_SAMPLER_1D_SHADOW" },
{ 0x8B62, "GL_SAMPLER_2D_SHADOW_ARB" },
{ 0x8B62, "GL_SAMPLER_2D_SHADOW" },
{ 0x8B63, "GL_SAMPLER_2D_RECT_ARB" },
{ 0x8B64, "GL_SAMPLER_2D_RECT_SHADOW_ARB" },
{ 0x8B65, "GL_FLOAT_MAT2x3" },
{ 0x8B66, "GL_FLOAT_MAT2x4" },
{ 0x8B67, "GL_FLOAT_MAT3x2" },
{ 0x8B68, "GL_FLOAT_MAT3x4" },
{ 0x8B69, "GL_FLOAT_MAT4x2" },
{ 0x8B6A, "GL_FLOAT_MAT4x3" },
{ 0x8B80, "GL_DELETE_STATUS" },
{ 0x8B80, "GL_OBJECT_DELETE_STATUS_ARB" },
{ 0x8B81, "GL_COMPILE_STATUS" },
{ 0x8B81, "GL_OBJECT_COMPILE_STATUS_ARB" },
{ 0x8B82, "GL_LINK_STATUS" },
{ 0x8B82, "GL_OBJECT_LINK_STATUS_ARB" },
{ 0x8B83, "GL_OBJECT_VALIDATE_STATUS_ARB" },
{ 0x8B83, "GL_VALIDATE_STATUS" },
{ 0x8B84, "GL_INFO_LOG_LENGTH" },
{ 0x8B84, "GL_OBJECT_INFO_LOG_LENGTH_ARB" },
{ 0x8B85, "GL_ATTACHED_SHADERS" },
{ 0x8B85, "GL_OBJECT_ATTACHED_OBJECTS_ARB" },
{ 0x8B86, "GL_ACTIVE_UNIFORMS" },
{ 0x8B86, "GL_OBJECT_ACTIVE_UNIFORMS_ARB" },
{ 0x8B87, "GL_ACTIVE_UNIFORM_MAX_LENGTH" },
{ 0x8B87, "GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB" },
{ 0x8B88, "GL_OBJECT_SHADER_SOURCE_LENGTH_ARB" },
{ 0x8B88, "GL_SHADER_SOURCE_LENGTH" },
{ 0x8B89, "GL_ACTIVE_ATTRIBUTES" },
{ 0x8B89, "GL_OBJECT_ACTIVE_ATTRIBUTES_ARB" },
{ 0x8B8A, "GL_ACTIVE_ATTRIBUTE_MAX_LENGTH" },
{ 0x8B8A, "GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB" },
{ 0x8B8B, "GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB" },
{ 0x8B8B, "GL_FRAGMENT_SHADER_DERIVATIVE_HINT" },
{ 0x8B8C, "GL_SHADING_LANGUAGE_VERSION_ARB" },
{ 0x8B8C, "GL_SHADING_LANGUAGE_VERSION" },
{ 0x8B8D, "GL_CURRENT_PROGRAM" },
{ 0x8C10, "GL_TEXTURE_RED_TYPE_ARB" },
{ 0x8C10, "GL_TEXTURE_RED_TYPE" },
{ 0x8C11, "GL_TEXTURE_GREEN_TYPE_ARB" },
{ 0x8C11, "GL_TEXTURE_GREEN_TYPE" },
{ 0x8C12, "GL_TEXTURE_BLUE_TYPE_ARB" },
{ 0x8C12, "GL_TEXTURE_BLUE_TYPE" },
{ 0x8C13, "GL_TEXTURE_ALPHA_TYPE_ARB" },
{ 0x8C13, "GL_TEXTURE_ALPHA_TYPE" },
{ 0x8C14, "GL_TEXTURE_LUMINANCE_TYPE_ARB" },
{ 0x8C15, "GL_TEXTURE_INTENSITY_TYPE_ARB" },
{ 0x8C16, "GL_TEXTURE_DEPTH_TYPE_ARB" },
{ 0x8C16, "GL_TEXTURE_DEPTH_TYPE" },
{ 0x8C17, "GL_UNSIGNED_NORMALIZED_ARB" },
{ 0x8C17, "GL_UNSIGNED_NORMALIZED" },
{ 0x8C18, "GL_TEXTURE_1D_ARRAY_EXT" },
{ 0x8C19, "GL_PROXY_TEXTURE_1D_ARRAY_EXT" },
{ 0x8C1A, "GL_TEXTURE_2D_ARRAY_EXT" },
{ 0x8C1B, "GL_PROXY_TEXTURE_2D_ARRAY_EXT" },
{ 0x8C1C, "GL_TEXTURE_BINDING_1D_ARRAY_EXT" },
{ 0x8C1D, "GL_TEXTURE_BINDING_2D_ARRAY_EXT" },
{ 0x8C29, "GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT" },
{ 0x8C3A, "GL_R11F_G11F_B10F_EXT" },
{ 0x8C3B, "GL_UNSIGNED_INT_10F_11F_11F_REV_EXT" },
{ 0x8C3C, "GL_RGBA_SIGNED_COMPONENTS_EXT" },
{ 0x8C3D, "GL_RGB9_E5_EXT" },
{ 0x8C3E, "GL_UNSIGNED_INT_5_9_9_9_REV_EXT" },
{ 0x8C3F, "GL_TEXTURE_SHARED_SIZE_EXT" },
{ 0x8C40, "GL_SRGB_EXT" },
{ 0x8C40, "GL_SRGB" },
{ 0x8C41, "GL_SRGB8_EXT" },
{ 0x8C41, "GL_SRGB8" },
{ 0x8C42, "GL_SRGB_ALPHA_EXT" },
{ 0x8C42, "GL_SRGB_ALPHA" },
{ 0x8C43, "GL_SRGB8_ALPHA8_EXT" },
{ 0x8C43, "GL_SRGB8_ALPHA8" },
{ 0x8C44, "GL_SLUMINANCE_ALPHA_EXT" },
{ 0x8C44, "GL_SLUMINANCE_ALPHA" },
{ 0x8C45, "GL_SLUMINANCE8_ALPHA8_EXT" },
{ 0x8C45, "GL_SLUMINANCE8_ALPHA8" },
{ 0x8C46, "GL_SLUMINANCE_EXT" },
{ 0x8C46, "GL_SLUMINANCE" },
{ 0x8C47, "GL_SLUMINANCE8_EXT" },
{ 0x8C47, "GL_SLUMINANCE8" },
{ 0x8C48, "GL_COMPRESSED_SRGB_EXT" },
{ 0x8C48, "GL_COMPRESSED_SRGB" },
{ 0x8C49, "GL_COMPRESSED_SRGB_ALPHA_EXT" },
{ 0x8C49, "GL_COMPRESSED_SRGB_ALPHA" },
{ 0x8C4A, "GL_COMPRESSED_SLUMINANCE_EXT" },
{ 0x8C4A, "GL_COMPRESSED_SLUMINANCE" },
{ 0x8C4B, "GL_COMPRESSED_SLUMINANCE_ALPHA_EXT" },
{ 0x8C4B, "GL_COMPRESSED_SLUMINANCE_ALPHA" },
{ 0x8C4C, "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT" },
{ 0x8C4D, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT" },
{ 0x8C4E, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT" },
{ 0x8C4F, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT" },
{ 0x8C76, "GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT" },
{ 0x8C7F, "GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT" },
{ 0x8C80, "GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT" },
{ 0x8C83, "GL_TRANSFORM_FEEDBACK_VARYINGS_EXT" },
{ 0x8C84, "GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT" },
{ 0x8C85, "GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT" },
{ 0x8C87, "GL_PRIMITIVES_GENERATED_EXT" },
{ 0x8C88, "GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT" },
{ 0x8C89, "GL_RASTERIZER_DISCARD_EXT" },
{ 0x8C8A, "GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT" },
{ 0x8C8B, "GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT" },
{ 0x8C8C, "GL_INTERLEAVED_ATTRIBS_EXT" },
{ 0x8C8D, "GL_SEPARATE_ATTRIBS_EXT" },
{ 0x8C8E, "GL_TRANSFORM_FEEDBACK_BUFFER_EXT" },
{ 0x8C8F, "GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT" },
{ 0x8CA0, "GL_POINT_SPRITE_COORD_ORIGIN" },
{ 0x8CA1, "GL_LOWER_LEFT" },
{ 0x8CA2, "GL_UPPER_LEFT" },
{ 0x8CA3, "GL_STENCIL_BACK_REF" },
{ 0x8CA4, "GL_STENCIL_BACK_VALUE_MASK" },
{ 0x8CA5, "GL_STENCIL_BACK_WRITEMASK" },
{ 0x8CA6, "GL_DRAW_FRAMEBUFFER_BINDING_EXT" },
{ 0x8CA6, "GL_FRAMEBUFFER_BINDING_EXT" },
{ 0x8CA6, "GL_FRAMEBUFFER_BINDING" },
{ 0x8CA7, "GL_RENDERBUFFER_BINDING_EXT" },
{ 0x8CA7, "GL_RENDERBUFFER_BINDING" },
{ 0x8CA8, "GL_READ_FRAMEBUFFER_EXT" },
{ 0x8CA8, "GL_READ_FRAMEBUFFER" },
{ 0x8CA9, "GL_DRAW_FRAMEBUFFER_EXT" },
{ 0x8CA9, "GL_DRAW_FRAMEBUFFER" },
{ 0x8CAA, "GL_READ_FRAMEBUFFER_BINDING_EXT" },
{ 0x8CAA, "GL_READ_FRAMEBUFFER_BINDING" },
{ 0x8CAB, "GL_RENDERBUFFER_SAMPLES_EXT" },
{ 0x8CAB, "GL_RENDERBUFFER_SAMPLES" },
{ 0x8CAC, "GL_DEPTH_COMPONENT32F" },
{ 0x8CAD, "GL_DEPTH32F_STENCIL8" },
{ 0x8CD0, "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT" },
{ 0x8CD0, "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE" },
{ 0x8CD1, "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT" },
{ 0x8CD1, "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME" },
{ 0x8CD2, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT" },
{ 0x8CD2, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL" },
{ 0x8CD3, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT" },
{ 0x8CD3, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE" },
{ 0x8CD4, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT" },
{ 0x8CD4, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT" },
{ 0x8CD4, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER" },
{ 0x8CD5, "GL_FRAMEBUFFER_COMPLETE_EXT" },
{ 0x8CD5, "GL_FRAMEBUFFER_COMPLETE" },
{ 0x8CD6, "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT" },
{ 0x8CD6, "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT" },
{ 0x8CD7, "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT" },
{ 0x8CD7, "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" },
{ 0x8CD9, "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT" },
{ 0x8CDA, "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT" },
{ 0x8CDB, "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT" },
{ 0x8CDB, "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER" },
{ 0x8CDC, "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT" },
{ 0x8CDC, "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER" },
{ 0x8CDD, "GL_FRAMEBUFFER_UNSUPPORTED_EXT" },
{ 0x8CDD, "GL_FRAMEBUFFER_UNSUPPORTED" },
{ 0x8CDF, "GL_MAX_COLOR_ATTACHMENTS_EXT" },
{ 0x8CDF, "GL_MAX_COLOR_ATTACHMENTS" },
{ 0x8CE0, "GL_COLOR_ATTACHMENT0_EXT" },
{ 0x8CE0, "GL_COLOR_ATTACHMENT0" },
{ 0x8CE1, "GL_COLOR_ATTACHMENT1_EXT" },
{ 0x8CE1, "GL_COLOR_ATTACHMENT1" },
{ 0x8CE2, "GL_COLOR_ATTACHMENT2_EXT" },
{ 0x8CE2, "GL_COLOR_ATTACHMENT2" },
{ 0x8CE3, "GL_COLOR_ATTACHMENT3_EXT" },
{ 0x8CE3, "GL_COLOR_ATTACHMENT3" },
{ 0x8CE4, "GL_COLOR_ATTACHMENT4_EXT" },
{ 0x8CE4, "GL_COLOR_ATTACHMENT4" },
{ 0x8CE5, "GL_COLOR_ATTACHMENT5_EXT" },
{ 0x8CE5, "GL_COLOR_ATTACHMENT5" },
{ 0x8CE6, "GL_COLOR_ATTACHMENT6_EXT" },
{ 0x8CE6, "GL_COLOR_ATTACHMENT6" },
{ 0x8CE7, "GL_COLOR_ATTACHMENT7_EXT" },
{ 0x8CE7, "GL_COLOR_ATTACHMENT7" },
{ 0x8CE8, "GL_COLOR_ATTACHMENT8_EXT" },
{ 0x8CE8, "GL_COLOR_ATTACHMENT8" },
{ 0x8CE9, "GL_COLOR_ATTACHMENT9_EXT" },
{ 0x8CE9, "GL_COLOR_ATTACHMENT9" },
{ 0x8CEA, "GL_COLOR_ATTACHMENT10_EXT" },
{ 0x8CEA, "GL_COLOR_ATTACHMENT10" },
{ 0x8CEB, "GL_COLOR_ATTACHMENT11_EXT" },
{ 0x8CEB, "GL_COLOR_ATTACHMENT11" },
{ 0x8CEC, "GL_COLOR_ATTACHMENT12_EXT" },
{ 0x8CEC, "GL_COLOR_ATTACHMENT12" },
{ 0x8CED, "GL_COLOR_ATTACHMENT13_EXT" },
{ 0x8CED, "GL_COLOR_ATTACHMENT13" },
{ 0x8CEE, "GL_COLOR_ATTACHMENT14_EXT" },
{ 0x8CEE, "GL_COLOR_ATTACHMENT14" },
{ 0x8CEF, "GL_COLOR_ATTACHMENT15_EXT" },
{ 0x8CEF, "GL_COLOR_ATTACHMENT15" },
{ 0x8D00, "GL_DEPTH_ATTACHMENT_EXT" },
{ 0x8D00, "GL_DEPTH_ATTACHMENT" },
{ 0x8D20, "GL_STENCIL_ATTACHMENT_EXT" },
{ 0x8D20, "GL_STENCIL_ATTACHMENT" },
{ 0x8D40, "GL_FRAMEBUFFER_EXT" },
{ 0x8D40, "GL_FRAMEBUFFER" },
{ 0x8D41, "GL_RENDERBUFFER_EXT" },
{ 0x8D41, "GL_RENDERBUFFER" },
{ 0x8D42, "GL_RENDERBUFFER_WIDTH_EXT" },
{ 0x8D42, "GL_RENDERBUFFER_WIDTH" },
{ 0x8D43, "GL_RENDERBUFFER_HEIGHT_EXT" },
{ 0x8D43, "GL_RENDERBUFFER_HEIGHT" },
{ 0x8D44, "GL_RENDERBUFFER_INTERNAL_FORMAT_EXT" },
{ 0x8D44, "GL_RENDERBUFFER_INTERNAL_FORMAT" },
{ 0x8D46, "GL_STENCIL_INDEX1_EXT" },
{ 0x8D46, "GL_STENCIL_INDEX1" },
{ 0x8D47, "GL_STENCIL_INDEX4_EXT" },
{ 0x8D47, "GL_STENCIL_INDEX4" },
{ 0x8D48, "GL_STENCIL_INDEX8_EXT" },
{ 0x8D48, "GL_STENCIL_INDEX8" },
{ 0x8D49, "GL_STENCIL_INDEX16_EXT" },
{ 0x8D49, "GL_STENCIL_INDEX16" },
{ 0x8D50, "GL_RENDERBUFFER_RED_SIZE_EXT" },
{ 0x8D50, "GL_RENDERBUFFER_RED_SIZE" },
{ 0x8D51, "GL_RENDERBUFFER_GREEN_SIZE_EXT" },
{ 0x8D51, "GL_RENDERBUFFER_GREEN_SIZE" },
{ 0x8D52, "GL_RENDERBUFFER_BLUE_SIZE_EXT" },
{ 0x8D52, "GL_RENDERBUFFER_BLUE_SIZE" },
{ 0x8D53, "GL_RENDERBUFFER_ALPHA_SIZE_EXT" },
{ 0x8D53, "GL_RENDERBUFFER_ALPHA_SIZE" },
{ 0x8D54, "GL_RENDERBUFFER_DEPTH_SIZE_EXT" },
{ 0x8D54, "GL_RENDERBUFFER_DEPTH_SIZE" },
{ 0x8D55, "GL_RENDERBUFFER_STENCIL_SIZE_EXT" },
{ 0x8D55, "GL_RENDERBUFFER_STENCIL_SIZE" },
{ 0x8D56, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT" },
{ 0x8D56, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE" },
{ 0x8D57, "GL_MAX_SAMPLES_EXT" },
{ 0x8D57, "GL_MAX_SAMPLES" },
{ 0x8D70, "GL_RGBA32UI_EXT" },
{ 0x8D71, "GL_RGB32UI_EXT" },
{ 0x8D72, "GL_ALPHA32UI_EXT" },
{ 0x8D73, "GL_INTENSITY32UI_EXT" },
{ 0x8D74, "GL_LUMINANCE32UI_EXT" },
{ 0x8D75, "GL_LUMINANCE_ALPHA32UI_EXT" },
{ 0x8D76, "GL_RGBA16UI_EXT" },
{ 0x8D77, "GL_RGB16UI_EXT" },
{ 0x8D78, "GL_ALPHA16UI_EXT" },
{ 0x8D79, "GL_INTENSITY16UI_EXT" },
{ 0x8D7A, "GL_LUMINANCE16UI_EXT" },
{ 0x8D7B, "GL_LUMINANCE_ALPHA16UI_EXT" },
{ 0x8D7C, "GL_RGBA8UI_EXT" },
{ 0x8D7D, "GL_RGB8UI_EXT" },
{ 0x8D7E, "GL_ALPHA8UI_EXT" },
{ 0x8D7F, "GL_INTENSITY8UI_EXT" },
{ 0x8D80, "GL_LUMINANCE8UI_EXT" },
{ 0x8D81, "GL_LUMINANCE_ALPHA8UI_EXT" },
{ 0x8D82, "GL_RGBA32I_EXT" },
{ 0x8D83, "GL_RGB32I_EXT" },
{ 0x8D84, "GL_ALPHA32I_EXT" },
{ 0x8D85, "GL_INTENSITY32I_EXT" },
{ 0x8D86, "GL_LUMINANCE32I_EXT" },
{ 0x8D87, "GL_LUMINANCE_ALPHA32I_EXT" },
{ 0x8D88, "GL_RGBA16I_EXT" },
{ 0x8D89, "GL_RGB16I_EXT" },
{ 0x8D8A, "GL_ALPHA16I_EXT" },
{ 0x8D8B, "GL_INTENSITY16I_EXT" },
{ 0x8D8C, "GL_LUMINANCE16I_EXT" },
{ 0x8D8D, "GL_LUMINANCE_ALPHA16I_EXT" },
{ 0x8D8E, "GL_RGBA8I_EXT" },
{ 0x8D8F, "GL_RGB8I_EXT" },
{ 0x8D90, "GL_ALPHA8I_EXT" },
{ 0x8D91, "GL_INTENSITY8I_EXT" },
{ 0x8D92, "GL_LUMINANCE8I_EXT" },
{ 0x8D93, "GL_LUMINANCE_ALPHA8I_EXT" },
{ 0x8D94, "GL_RED_INTEGER_EXT" },
{ 0x8D95, "GL_GREEN_INTEGER_EXT" },
{ 0x8D96, "GL_BLUE_INTEGER_EXT" },
{ 0x8D97, "GL_ALPHA_INTEGER_EXT" },
{ 0x8D98, "GL_RGB_INTEGER_EXT" },
{ 0x8D99, "GL_RGBA_INTEGER_EXT" },
{ 0x8D9A, "GL_BGR_INTEGER_EXT" },
{ 0x8D9B, "GL_BGRA_INTEGER_EXT" },
{ 0x8D9C, "GL_LUMINANCE_INTEGER_EXT" },
{ 0x8D9D, "GL_LUMINANCE_ALPHA_INTEGER_EXT" },
{ 0x8D9E, "GL_RGBA_INTEGER_MODE_EXT" },
{ 0x8DA7, "GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT" },
{ 0x8DA8, "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT" },
{ 0x8DA9, "GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT" },
{ 0x8DAD, "GL_FLOAT_32_UNSIGNED_INT_24_8_REV" },
{ 0x8DB9, "GL_FRAMEBUFFER_SRGB_EXT" },
{ 0x8DBA, "GL_FRAMEBUFFER_SRGB_CAPABLE_EXT" },
{ 0x8DBB, "GL_COMPRESSED_RED_RGTC1" },
{ 0x8DBC, "GL_COMPRESSED_SIGNED_RED_RGTC1" },
{ 0x8DBD, "GL_COMPRESSED_RG_RGTC2" },
{ 0x8DBE, "GL_COMPRESSED_SIGNED_RG_RGTC2" },
{ 0x8DC0, "GL_SAMPLER_1D_ARRAY_EXT" },
{ 0x8DC1, "GL_SAMPLER_2D_ARRAY_EXT" },
{ 0x8DC2, "GL_SAMPLER_BUFFER_EXT" },
{ 0x8DC3, "GL_SAMPLER_1D_ARRAY_SHADOW_EXT" },
{ 0x8DC4, "GL_SAMPLER_2D_ARRAY_SHADOW_EXT" },
{ 0x8DC5, "GL_SAMPLER_CUBE_SHADOW_EXT" },
{ 0x8DC6, "GL_UNSIGNED_INT_VEC2_EXT" },
{ 0x8DC7, "GL_UNSIGNED_INT_VEC3_EXT" },
{ 0x8DC8, "GL_UNSIGNED_INT_VEC4_EXT" },
{ 0x8DC9, "GL_INT_SAMPLER_1D_EXT" },
{ 0x8DCA, "GL_INT_SAMPLER_2D_EXT" },
{ 0x8DCB, "GL_INT_SAMPLER_3D_EXT" },
{ 0x8DCC, "GL_INT_SAMPLER_CUBE_EXT" },
{ 0x8DCD, "GL_INT_SAMPLER_2D_RECT_EXT" },
{ 0x8DCE, "GL_INT_SAMPLER_1D_ARRAY_EXT" },
{ 0x8DCF, "GL_INT_SAMPLER_2D_ARRAY_EXT" },
{ 0x8DD0, "GL_INT_SAMPLER_BUFFER_EXT" },
{ 0x8DD1, "GL_UNSIGNED_INT_SAMPLER_1D_EXT" },
{ 0x8DD2, "GL_UNSIGNED_INT_SAMPLER_2D_EXT" },
{ 0x8DD3, "GL_UNSIGNED_INT_SAMPLER_3D_EXT" },
{ 0x8DD4, "GL_UNSIGNED_INT_SAMPLER_CUBE_EXT" },
{ 0x8DD5, "GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT" },
{ 0x8DD6, "GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT" },
{ 0x8DD7, "GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT" },
{ 0x8DD8, "GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT" },
{ 0x8DD9, "GL_GEOMETRY_SHADER_EXT" },
{ 0x8DDA, "GL_GEOMETRY_VERTICES_OUT_EXT" },
{ 0x8DDB, "GL_GEOMETRY_INPUT_TYPE_EXT" },
{ 0x8DDC, "GL_GEOMETRY_OUTPUT_TYPE_EXT" },
{ 0x8DDD, "GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT" },
{ 0x8DDE, "GL_MAX_VERTEX_VARYING_COMPONENTS_EXT" },
{ 0x8DDF, "GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT" },
{ 0x8DE0, "GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT" },
{ 0x8DE1, "GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT" },
{ 0x8DE2, "GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT" },
{ 0x8DE3, "GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT" },
{ 0x8DE4, "GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT" },
{ 0x8DED, "GL_MAX_BINDABLE_UNIFORM_SIZE_EXT" },
{ 0x8DEE, "GL_UNIFORM_BUFFER_EXT" },
{ 0x8DEF, "GL_UNIFORM_BUFFER_BINDING_EXT" },
{ 0x8E4C, "GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT" },
{ 0x8E4D, "GL_FIRST_VERTEX_CONVENTION_EXT" },
{ 0x8E4E, "GL_LAST_VERTEX_CONVENTION_EXT" },
{ 0x8E4F, "GL_PROVOKING_VERTEX_EXT" }
};
const char *get_enum_str(uint val)
{
for(int i = 0; i < ARRAYSIZE(g_glEnums); i++)
{
if( g_glEnums[i].value == val )
return g_glEnums[i].str;
}
return "UNKNOWN";
}
typedef union {
uint16_t bin;
struct {
uint16_t sign:1;
uint16_t exp:5;
uint16_t mant:10;
} x;
} halffloat_t;
typedef union {
float f;
uint32_t bin;
struct {
uint32_t sign:1;
uint32_t exp:8;
uint32_t mant:23;
} x;
} fullfloat_t;
static inline float float_h2f(halffloat_t t)
{
fullfloat_t tmp;
tmp.x.sign = t.x.sign; // copy sign
if(t.x.exp==0 /*&& t.mant==0*/) {
// 0 and denormal?
tmp.x.exp=0;
tmp.x.mant=0;
} else if (t.x.exp==31) {
// Inf / NaN
tmp.x.exp=255;
tmp.x.mant=(t.x.mant<<13);
} else {
tmp.x.mant=(t.x.mant<<13);
tmp.x.exp = t.x.exp+0x38;
}
return tmp.f;
}
static inline halffloat_t float_f2h(float f)
{
fullfloat_t tmp;
halffloat_t ret;
tmp.f = f;
ret.x.sign = tmp.x.sign;
if (tmp.x.exp == 0) {
// O and denormal
ret.bin = 0;
} else if (tmp.x.exp==255) {
// Inf / NaN
ret.x.exp = 31;
ret.x.mant = tmp.x.mant>>13;
} else if(tmp.x.exp>0x71) {
// flush to 0
ret.x.exp = 0;
ret.x.mant = 0;
} else if(tmp.x.exp<0x8e) {
// clamp to max
ret.x.exp = 30;
ret.x.mant = 1023;
} else {
ret.x.exp = tmp.x.exp - 38;
ret.x.mant = tmp.x.mant>>13;
}
return ret;
}
void convert_texture( GLenum &internalformat, GLsizei width, GLsizei height, GLenum &format, GLenum &type, void *data )
{
if( format == GL_BGRA ) format = GL_RGBA;
if( format == GL_BGR ) format = GL_RGB;
if( internalformat == GL_SRGB8 && format == GL_RGBA )
internalformat = GL_SRGB8_ALPHA8;
if( format == GL_LUMINANCE || format == GL_LUMINANCE_ALPHA )
internalformat = format;
if( data )
{
if( internalformat == GL_RGBA16 && !gGL->m_bHave_GL_EXT_texture_norm16 )
{
uint16_t *_data = (uint16_t*)data;
uint8_t *new_data = (uint8_t*)data;
for( int i = 0; i < width*height*4; i+=4 )
{
new_data[i] = _data[i] >> 8;
new_data[i+1] = _data[i+1] >> 8;
new_data[i+2] = _data[i+2] >> 8;
new_data[i+3] = _data[i+3] >> 8;
}
}
}
if( internalformat == GL_RGBA16 && !gGL->m_bHave_GL_EXT_texture_norm16 )
{
internalformat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
}
if( type == GL_UNSIGNED_INT_8_8_8_8_REV )
type = GL_UNSIGNED_BYTE;
}
GLboolean isDXTc(GLenum format) {
switch (format) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
return 1;
}
return 0;
}
GLboolean isDXTcSRGB(GLenum format) {
switch (format) {
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
return 1;
}
return 0;
}
static GLboolean isDXTcAlpha(GLenum format) {
switch (format) {
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
return 1;
}
return 0;
}
GLvoid *uncompressDXTc(GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, int transparent0, int* simpleAlpha, int* complexAlpha, const GLvoid *data) {
// uncompress a DXTc image
// get pixel size of uncompressed image => fixed RGBA
int pixelsize = 4;
if (format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || format == GL_COMPRESSED_SRGB_S3TC_DXT1_EXT)
pixelsize = 3;
// check with the size of the input data stream if the stream is in fact uncompressed
if (imageSize == width*height*pixelsize || data==NULL) {
// uncompressed stream
return (GLvoid*)data;
}
// alloc memory
GLvoid *pixels = malloc(((width+3)&~3)*((height+3)&~3)*pixelsize);
// uncompress loop
int blocksize;
switch (format) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
blocksize = 8;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
blocksize = 16;
break;
}
uintptr_t src = (uintptr_t) data;
for (int y=0; y<height; y+=4) {
for (int x=0; x<width; x+=4) {
switch(format) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
DecompressBlockDXT1(x, y, width, (uint8_t*)src, transparent0, simpleAlpha, complexAlpha, (uint32_t*)pixels);
break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
DecompressBlockDXT3(x, y, width, (uint8_t*)src, transparent0, simpleAlpha, complexAlpha, (uint32_t*)pixels);
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
DecompressBlockDXT5(x, y, width, (uint8_t*)src, transparent0, simpleAlpha, complexAlpha, (uint32_t*)pixels);
break;
}
src+=blocksize;
}
}
return pixels;
}
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
GLsizei imageSize, const GLvoid *data)
{
if (internalformat==GL_RGBA8)
internalformat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
if ((width<=0) || (height<=0)) {
return;
}
bool hasAlpha = (internalformat != GL_COMPRESSED_RGB_S3TC_DXT1_EXT) && (internalformat != GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
GLenum format = hasAlpha ? GL_RGBA : GL_RGB;
GLenum intformat = hasAlpha ? GL_RGBA8 : GL_RGB8;
GLenum type = GL_UNSIGNED_BYTE;
GLvoid *pixels = NULL;
if (isDXTc(internalformat))
{
int srgb = isDXTcSRGB(internalformat);
int simpleAlpha = 0;
int complexAlpha = 0;
int transparent0 = (internalformat==GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || internalformat==GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT)?1:0;
if (data) {
pixels = uncompressDXTc(width, height, internalformat, imageSize, transparent0, &simpleAlpha, &complexAlpha, data);
} else {
if(isDXTcAlpha(internalformat)) {
simpleAlpha = complexAlpha = 1;
}
}
if( srgb )
intformat = hasAlpha ? GL_SRGB8_ALPHA8 : GL_SRGB8;
}
gGL->glTexImage2D(target, level, intformat, width, height, border, format, type, pixels);
if( data != pixels )
free(pixels);
}
// TexSubImage should work properly on every driver stack and GPU--enabling by default.
ConVar gl_enabletexsubimage( "gl_enabletexsubimage", "1" );
void CGLMTex::WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice, bool noDataWrite )
{
//if ( m_nBindlessHashNumEntries )
// return;
GLMRegion writeBox;
bool needsExpand = false;
char *expandTemp = NULL;
switch( m_layout->m_format->m_d3dFormat)
{
case D3DFMT_V8U8:
{
needsExpand = true;
writeWholeSlice = true;
// shoot down client storage if we have to generate a new flavor of the data
m_texClientStorage = false;
}
break;
}
if (writeWholeSlice)
{
writeBox.xmin = writeBox.ymin = writeBox.zmin = 0;
writeBox.xmax = m_layout->m_slices[ desc->m_sliceIndex ].m_xSize;
writeBox.ymax = m_layout->m_slices[ desc->m_sliceIndex ].m_ySize;
writeBox.zmax = m_layout->m_slices[ desc->m_sliceIndex ].m_zSize;
}
else
{
writeBox = desc->m_req.m_region;
}
// first thing is to get the GL texture bound to a TMU, or just select one if already bound
// to get this running we will just always slam TMU 0 and let the draw time code fix it back
// a later optimization would be to hoist the bind call to the caller, do it exactly once
CGLMTex *pPrevTex = m_ctx->m_samplers[0].m_pBoundTex;
m_ctx->BindTexToTMU( this, 0 ); // SelectTMU(n) is a side effect
GLMTexFormatDesc *format = m_layout->m_format;
GLenum target = m_layout->m_key.m_texGLTarget;
GLenum glDataFormat = format->m_glDataFormat; // this could change if expansion kicks in
GLenum glDataType = format->m_glDataType;
GLMTexLayoutSlice *slice = &m_layout->m_slices[ desc->m_sliceIndex ];
void *sliceAddress = NULL;
if( m_mapped )
sliceAddress = m_mapped;
else if( m_backing )
sliceAddress = m_backing + slice->m_storageOffset;
// allow use of subimage if the target is texture2D and it has already been teximage'd
bool mayUseSubImage = false;
if ( (target==GL_TEXTURE_2D) && (m_sliceFlags[ desc->m_sliceIndex ] & kSliceValid) )
mayUseSubImage = true;
// check flavor, 2D, 3D, or cube map
// we also have the choice to use subimage if this is a tex already created. (open question as to benefit)
// SRGB select. At this level (writetexels) we firmly obey the m_texFlags.
// (mechanism not policy)
GLenum intformat = (m_layout->m_key.m_texFlags & kGLMTexSRGB) ? format->m_glIntFormatSRGB : format->m_glIntFormat;
if (CommandLine()->FindParm("-disable_srgbtex"))
{
// force non srgb flavor - experiment to make ATI r600 happy on 10.5.8 (maybe x1600 too!)
intformat = format->m_glIntFormat;
}
Assert( intformat != 0 );
if (m_layout->m_key.m_texFlags & kGLMTexSRGB)
{
Assert( m_layout->m_format->m_glDataFormat != GL_DEPTH_COMPONENT );
Assert( m_layout->m_format->m_glDataFormat != GL_DEPTH_STENCIL );
Assert( m_layout->m_format->m_glDataFormat != GL_ALPHA );
}
// adjust min and max mip written
if (desc->m_req.m_mip > m_maxActiveMip)
{
m_maxActiveMip = desc->m_req.m_mip;
gGL->glTexParameteri( target, GL_TEXTURE_MAX_LEVEL, desc->m_req.m_mip);
}
if (desc->m_req.m_mip < m_minActiveMip)
{
m_minActiveMip = desc->m_req.m_mip;
gGL->glTexParameteri( target, GL_TEXTURE_BASE_LEVEL, desc->m_req.m_mip);
}
if (needsExpand && !m_mapped)
{
int expandSize = 0;
switch( m_layout->m_format->m_d3dFormat)
{
case D3DFMT_V8U8:
{
// figure out new size based on 3byte RGB format
// easy, just take the two byte size and grow it by 50%
expandSize = (slice->m_storageSize * 3) / 2;
expandTemp = (char*)malloc( expandSize );
char *src = (char*)sliceAddress;
char *dst = expandTemp;
// transfer RG's to RGB's
while(expandSize>0)
{
*dst = *src++; // move first byte
*dst = *src++; // move second byte
*reinterpret_cast<uint8*>(dst) = 0xBB; // pad third byte
expandSize -= 3;
}
// move the slice pointer
sliceAddress = expandTemp;
// change the data format we tell GL about
glDataFormat = GL_RGB;
}
break;
default: Assert(!"Don't know how to expand that format..");
}
}
// set up the client storage now, one way or another
// If this extension isn't supported, we just end up with two copies of the texture, one in the GL and one in app memory.
// So it's safe to just go on as if this extension existed and hold the possibly-unnecessary extra RAM.
switch( target )
{
case GL_TEXTURE_CUBE_MAP:
// adjust target to steer to the proper face, then fall through to the 2D texture path.
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + desc->m_req.m_face;
case GL_TEXTURE_2D:
{
// check compressed or not
if (format->m_chunkSize != 1)
{
Assert( writeWholeSlice ); //subimage not implemented in this path yet
// compressed path
// http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage2D.xml
if( gGL->m_bHave_GL_EXT_texture_compression_dxt1 )
gGL->glCompressedTexImage2D( target, desc->m_req.m_mip, intformat, slice->m_xSize, slice->m_ySize, 0, slice->m_storageSize, sliceAddress );
else
CompressedTexImage2D( target, desc->m_req.m_mip, intformat, slice->m_xSize, slice->m_ySize, 0, slice->m_storageSize, sliceAddress );
}
else
{
if (mayUseSubImage)
{
// go subimage2D if it's a replacement, not a creation
if( !m_mapped )
{
gGL->glPixelStorei( GL_UNPACK_ROW_LENGTH, slice->m_xSize ); // in pixels
gGL->glPixelStorei( GL_UNPACK_SKIP_PIXELS, writeBox.xmin ); // in pixels
gGL->glPixelStorei( GL_UNPACK_SKIP_ROWS, writeBox.ymin ); // in pixels
convert_texture(intformat, writeBox.xmax - writeBox.xmin, writeBox.ymax - writeBox.ymin, glDataFormat, glDataType, sliceAddress);
gGL->glTexSubImage2D( target,
desc->m_req.m_mip, // level
writeBox.xmin, // xoffset into dest
writeBox.ymin, // yoffset into dest
writeBox.xmax - writeBox.xmin, // width (was slice->m_xSize)
writeBox.ymax - writeBox.ymin, // height (was slice->m_ySize)
glDataFormat, // format
glDataType, // type
sliceAddress // data (will be offsetted by the SKIP_PIXELS and SKIP_ROWS - let GL do the math to find the first source texel)
);
gGL->glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
gGL->glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
gGL->glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
}
else
{
convert_texture(intformat, writeBox.xmax - writeBox.xmin, writeBox.ymax - writeBox.ymin, glDataFormat, glDataType, NULL);
gGL->glTexSubImage2D( target,
desc->m_req.m_mip, // level
writeBox.xmin, // xoffset into dest
writeBox.ymin, // yoffset into dest
writeBox.xmax - writeBox.xmin, // width (was slice->m_xSize)
writeBox.ymax - writeBox.ymin, // height (was slice->m_ySize)
glDataFormat, // format
glDataType, // type
0
);
}
}
else
{
// uncompressed path
// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
convert_texture(intformat, m_layout->m_slices[ desc->m_sliceIndex ].m_xSize, m_layout->m_slices[ desc->m_sliceIndex ].m_ySize, glDataFormat, glDataType, noDataWrite ? NULL : sliceAddress);
gGL->glTexImage2D( target, // target
desc->m_req.m_mip, // level
intformat, // internalformat - don't use format->m_glIntFormat because we have the SRGB select going on above
slice->m_xSize, // width
slice->m_ySize, // height
0, // border
glDataFormat, // dataformat
glDataType, // datatype
noDataWrite ? NULL : sliceAddress ); // data (optionally suppressed in case ResetSRGB desires)
if (m_layout->m_key.m_texFlags & kGLMTexMultisampled)
{
if (gl_texmsaalog.GetInt())
{
printf( "\n == MSAA Tex %p %s : glTexImage2D for flat tex using intformat %s (%x)", this, m_debugLabel?m_debugLabel:"", GLMDecode( eGL_ENUM, intformat ), intformat );
printf( "\n" );
}
}
m_sliceFlags[ desc->m_sliceIndex ] |= kSliceValid; // for next time, we can subimage..
}
}
}
break;
case GL_TEXTURE_3D:
{
// check compressed or not
if (format->m_chunkSize != 1)
{
// compressed path
// http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage3D.xml
gGL->glCompressedTexImage3D( target, // target
desc->m_req.m_mip, // level
intformat, // internalformat
slice->m_xSize, // width
slice->m_ySize, // height
slice->m_zSize, // depth
0, // border
slice->m_storageSize, // imageSize
sliceAddress ); // data
}
else
{
convert_texture(intformat, m_layout->m_slices[ desc->m_sliceIndex ].m_xSize, m_layout->m_slices[ desc->m_sliceIndex ].m_ySize, glDataFormat, glDataType, noDataWrite ? NULL : sliceAddress);
gGL->glTexImage3D( target, // target
desc->m_req.m_mip, // level
intformat, // internalformat
slice->m_xSize, // width
slice->m_ySize, // height
slice->m_zSize, // depth
0, // border
glDataFormat, // dataformat
glDataType, // datatype
noDataWrite ? NULL : sliceAddress ); // data (optionally suppressed in case ResetSRGB desires)
}
}
break;
}
if ( expandTemp )
{
free( expandTemp );
}
m_ctx->BindTexToTMU( pPrevTex, 0 );
}
void CGLMTex::Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut )
{
#if GL_TELEMETRY_GPU_ZONES
CScopedGLMPIXEvent glmPIXEvent( "CGLMTex::Lock" );
g_TelemetryGPUStats.m_nTotalTexLocksAndUnlocks++;
#endif
// locate appropriate slice in layout record
int sliceIndex = CalcSliceIndex( params->m_face, params->m_mip );
GLMTexLayoutSlice *slice = &m_layout->m_slices[sliceIndex];
// obtain offset
//int sliceBaseOffset = slice->m_storageOffset;
// cross check region req against slice bounds - figure out if it matches, exceeds, or is less than the whole slice.
char exceed = (params->m_region.xmin < 0) || (params->m_region.xmax > slice->m_xSize) ||
(params->m_region.ymin < 0) || (params->m_region.ymax > slice->m_ySize) ||
(params->m_region.zmin < 0) || (params->m_region.zmax > slice->m_zSize);
char partial = (params->m_region.xmin > 0) || (params->m_region.xmax < slice->m_xSize) ||
(params->m_region.ymin > 0) || (params->m_region.ymax < slice->m_ySize) ||
(params->m_region.zmin > 0) || (params->m_region.zmax < slice->m_zSize);
bool copyout = false; // set if a readback of the texture slice from GL is needed
if (exceed)
{
// illegal rect, out of bounds
GLMStop();
}
// on return, these things need to be true
// a - there needs to be storage allocated, which we will return an address within
// b - the region corresponding to the slice being locked, will have valid data there for the whole slice.
// c - the slice is marked as locked
// d - the params of the lock request have been saved in the lock table (in the context)
// so step 1 is unambiguous. If there's no backing storage, make some.
if (!m_backing && !(m_layout->m_key.m_texFlags & kGLMTexDynamic))
{
if ( gl_pow2_tempmem.GetBool() )
{
uint32_t unStoragePow2 = m_layout->m_storageTotalSize;
// Round up to next power of 2
unStoragePow2--;
unStoragePow2 |= unStoragePow2 >> 1;
unStoragePow2 |= unStoragePow2 >> 2;
unStoragePow2 |= unStoragePow2 >> 4;
unStoragePow2 |= unStoragePow2 >> 8;
unStoragePow2 |= unStoragePow2 >> 16;
unStoragePow2++;
m_backing = (char *)malloc( unStoragePow2 );
}
else
{
m_backing = (char *)malloc( m_layout->m_storageTotalSize );
}
// clear the kSliceStorageValid bit on all slices
for( int i=0; i<m_layout->m_sliceCount; i++)
{
m_sliceFlags[i] &= ~kSliceStorageValid;
}
}
// work on this slice now
// storage is known to exist at this point, but we need to check if its contents are valid for this slice.
// this is tracked per-slice so we don't hoist all the texels back out of GL across all slices if caller only
// wanted to lock some of them.
// (i.e. if we just alloced it, it's blank)
// if storage is invalid, but the texture itself is valid, hoist the texels back to the storage and mark it valid.
// if storage is invalid, and texture itself is also invalid, go ahead and mark storage as valid and fully dirty... to force teximage.
// ???????????? we need to go over this more carefully re "slice valid" (it has been teximaged) vs "storage valid" (it has been copied out).
unsigned char *sliceFlags = &m_sliceFlags[ sliceIndex ];
if (params->m_readback)
{
// caller is letting us know that it wants to readback the real texels.
*sliceFlags |= kSliceStorageValid;
*sliceFlags |= kSliceValid;
*sliceFlags &= ~(kSliceFullyDirty);
copyout = true;
}
else
{
// caller is pushing texels.
if (! (*sliceFlags & kSliceStorageValid) )
{
// storage is invalid. check texture state
if ( *sliceFlags & kSliceValid )
{
// kSliceValid set: the texture itself has a valid slice, but we don't have it in our backing copy, so copy it out.
copyout = true;
}
else
{
// kSliceValid not set: the texture does not have a valid slice to copy out - it hasn't been teximage'd yet.
// set the "full dirty" bit to make sure we teximage the whole thing on unlock.
*sliceFlags |= kSliceFullyDirty;
// assert if they did not ask to lock the full slice size on this go-round
if (partial)
{
// choice here -
// 1 - stop cold, we don't know how to subimage yet.
// 2 - grin and bear it, mark whole slice dirty (ah, we already did... so, do nothing).
// choice 2: // GLMStop();
}
}
// one way or another, upon reaching here the slice storage is valid for read.
*sliceFlags |= kSliceStorageValid;
}
}
// when we arrive here, there is storage, and the content of the storage for this slice is valid
// (or zeroes if it's the first lock)
// log the lock request in the context.
int newdesc = m_ctx->m_texLocks.AddToTail();
GLMTexLockDesc *desc = &m_ctx->m_texLocks[newdesc];
desc->m_req = *params;
desc->m_active = true;
desc->m_sliceIndex = sliceIndex;
desc->m_sliceBaseOffset = m_layout->m_slices[sliceIndex].m_storageOffset;
// to calculate the additional offset we need to look at the rect's min corner
// combined with the per-texel size and Y/Z stride
// also cross check it for 4x multiple if there is compression in play
int offsetInSlice = 0;
int yStride = 0;
int zStride = 0;
CalcTexelDataOffsetAndStrides( sliceIndex, params->m_region.xmin, params->m_region.ymin, params->m_region.zmin, &offsetInSlice, &yStride, &zStride );
// for compressed case...
// since there is presently no way to texsubimage a DXT when the rect does not cover the whole width,
// we will probably need to inflate the dirty rect in the recorded lock req so that the entire span is
// pushed across at unlock time.
desc->m_sliceRegionOffset = offsetInSlice + desc->m_sliceBaseOffset;
if ( (m_layout->m_key.m_texFlags & kGLMTexDynamic) || (params->m_readonly && copyout) )
{
// read the whole slice
// (odds are we'll never request anything but a whole slice to be read..)
*addressOut = (char*)ReadTexels( desc, true, params->m_readonly );
if( params->m_readonly == false )
m_mapped = (GLubyte*)*addressOut;
}
else
{
*addressOut = m_backing + desc->m_sliceRegionOffset;
}
*yStrideOut = yStride;
*zStrideOut = zStride;
m_lockCount++;
}
void CGLMTex::Unlock( GLMTexLockParams *params )
{
#if GL_TELEMETRY_GPU_ZONES
CScopedGLMPIXEvent glmPIXEvent( "CGLMTex::Unlock" );
g_TelemetryGPUStats.m_nTotalTexLocksAndUnlocks++;
#endif
// look for an active lock request on this face and mip (doesn't necessarily matter which one, if more than one)
// and mark it inactive.
// --> if you can't find one, fail. first line of defense against mismatched locks/unlocks..
int i=0;
bool found = false;
while( !found && (i<m_ctx->m_texLocks.Count()) )
{
GLMTexLockDesc *desc = &m_ctx->m_texLocks[i];
// is lock at index 'i' targeted at the texture/face/mip in question?
if ( (desc->m_req.m_tex == this) && (desc->m_req.m_face == params->m_face) & (desc->m_req.m_mip == params->m_mip) && (desc->m_active) )
{
// matched and active, so retire it
desc->m_active = false;
// stop searching
found = true;
}
i++;
}
if (!found)
{
GLMStop(); // bad news
}
// found - so drop lock count
m_lockCount--;
if (m_lockCount <0)
{
GLMStop(); // bad news
}
if (m_lockCount==0)
{
// there should not be any active locks remaining on this texture.
// motivation to defer all texel pushing til *all* open locks are closed out -
// if/when we back the texture with a PBO, we will need to unmap that PBO before teximaging from it;
// by waiting for all the locks to clear this gives us an unambiguous signal to act on.
// scan through all the retired locks for this texture and push the texels for each one.
// after each one is dispatched, remove it from the pile.
int j=0;
while( j<m_ctx->m_texLocks.Count() )
{
GLMTexLockDesc *desc = &m_ctx->m_texLocks[j];
if ( desc->m_req.m_tex == this )
{
// if it's active, something is wrong
if (desc->m_active)
{
GLMStop();
}
// write the texels
bool fullyDirty = false;
fullyDirty |= ((m_sliceFlags[ desc->m_sliceIndex ] & kSliceFullyDirty) != 0);
// this is not optimal and will result in full downloads on any dirty.
// we're papering over the fact that subimage isn't done yet.
// but this is safe if the slice of storage is all valid.
// at some point we'll need to actually compare the lock box against the slice bounds.
// fullyDirty |= (m_sliceFlags[ desc->m_sliceIndex ] & kSliceStorageValid);
if( m_layout->m_key.m_texFlags & kGLMTexDynamic && m_mapped )
{
gGL->glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
WriteTexels( desc, fullyDirty );
m_mapped = NULL;
gGL->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
else
WriteTexels( desc, fullyDirty );
// logical place to trigger preloading
// only do it for an RT tex, if it is not yet attached to any FBO.
// also, only do it if the slice number is the last slice in the tex.
if ( desc->m_sliceIndex == (m_layout->m_sliceCount-1) )
{
if ( !(m_layout->m_key.m_texFlags & kGLMTexRenderable) || (m_rtAttachCount==0) )
{
m_ctx->PreloadTex( this );
// printf("( slice %d of %d )", desc->m_sliceIndex, m_layout->m_sliceCount );
}
}
m_ctx->m_texLocks.FastRemove( j ); // remove from the pile, don't advance index
}
else
{
j++; // move on to next one
}
}
// clear the locked and full-dirty flags for all slices
for( int slice=0; slice < m_layout->m_sliceCount; slice++)
{
m_sliceFlags[slice] &= ~( kSliceLocked | kSliceFullyDirty );
}
// The 3D texture upload code seems to rely on the host copy, probably
// because it reuploads the whole thing each slice; we only use 3D textures
// for the 32x32x32 colorpsace conversion lookups and debugging the problem
// would not save any more memory.
if ( !m_texClientStorage && ( m_texGLTarget == GL_TEXTURE_2D ) && m_backing )
{
free(m_backing);
m_backing = NULL;
}
}
}
#if defined( OSX )
void CGLMTex::HandleSRGBMismatch( bool srgb, int &srgbFlipCount )
{
bool srgbCapableTex = false; // not yet known
bool renderableTex = false; // not yet known.
srgbCapableTex = m_layout->m_format->m_glIntFormatSRGB != 0;
renderableTex = ( m_layout->m_key.m_texFlags & kGLMTexRenderable ) != 0;
// we can fix it if it's not a renderable, and an sRGB enabled format variation is available.
if ( srgbCapableTex && !renderableTex )
{
char *texname = m_debugLabel;
if (!texname) texname = "-";
m_srgbFlipCount++;
#if GLMDEBUG
//policy: print the ones that have flipped 1 or N times
static bool print_allflips = CommandLine()->FindParm("-glmspewallsrgbflips");
static bool print_firstflips = CommandLine()->FindParm("-glmspewfirstsrgbflips");
static bool print_freqflips = CommandLine()->FindParm("-glmspewfreqsrgbflips");
static bool print_crawls = CommandLine()->FindParm("-glmspewsrgbcrawls");
static bool print_maxcrawls = CommandLine()->FindParm("-glmspewsrgbmaxcrawls");
bool print_it = false;
if (print_allflips)
{
print_it = true;
}
if (print_firstflips) // report on first flip
{
print_it |= m_srgbFlipCount==1;
}
if (print_freqflips) // report on 50th flip
{
print_it |= m_srgbFlipCount==50;
}
if ( print_it )
{
char *formatStr;
formatStr = "srgb change (samp=%d): tex '%-30s' %08x %s (srgb=%d, %d times)";
if (strlen(texname) >= 30)
{
formatStr = "srgb change (samp=%d): tex '%s' %08x %s (srgb=%d, %d times)";
}
printf( "\n" );
printf( formatStr, index, texname, m_layout->m_layoutSummary, (int)srgb, m_srgbFlipCount );
#ifdef POSIX
if (print_crawls)
{
static char *interesting_crawl_substrs[] = { "CShader::OnDrawElements", NULL }; // add more as needed
CStackCrawlParams cp;
memset( &cp, 0, sizeof(cp) );
cp.m_frameLimit = 20;
g_pLauncherMgr->GetStackCrawl(&cp);
for( int i=0; i< cp.m_frameCount; i++)
{
// for each row of crawl, decide if name is interesting
bool hit = print_maxcrawls;
for( char **match = interesting_crawl_substrs; (!hit) && (*match != NULL); match++)
{
if (strstr(cp.m_crawlNames[i], *match))
{
hit = true;
}
}
if (hit)
{
printf( "\n\t%s", cp.m_crawlNames[i] );
}
}
printf( "\n");
}
#endif
}
#endif // GLMDEBUG
#if GLMDEBUG && 0
//"toi" = texture of interest
static char s_toi[256] = "colorcorrection";
if (strstr( texname, s_toi ))
{
// breakpoint on this if you like
GLMPRINTF(( "srgb change %d for %s", m_srgbFlipCount, texname ));
}
#endif
// re-submit the tex unless we're stifling it
static bool s_nosrgbflips = CommandLine()->FindParm( "-glmnosrgbflips" );
if ( !s_nosrgbflips )
{
ResetSRGB( srgb, false );
}
}
else
{
//GLMPRINTF(("-Z- srgb sampling conflict: NOT fixing tex %08x [%s] (srgb req: %d) because (tex-srgb-capable=%d tex-renderable=%d)", m_textures[index], m_textures[index]->m_tex->m_layout->m_layoutSummary, (int)glsamp->m_srgb, (int)srgbCapableTex, (int)renderableTex ));
// we just leave the sampler state where it is, and that's life
}
}
void CGLMTex::ResetSRGB( bool srgb, bool noDataWrite )
{
// see if requested SRGB state differs from the known one
bool wasSRGB = (m_layout->m_key.m_texFlags & kGLMTexSRGB);
GLMTexLayout *oldLayout = m_layout; // need to m_ctx->m_texLayoutTable->DelLayoutRef on this one if we flip
if (srgb != wasSRGB)
{
// we're going to need a new layout (though the storage size should be the same - check it)
GLMTexLayoutKey newKey = m_layout->m_key;
newKey.m_texFlags &= (~kGLMTexSRGB); // turn off that bit
newKey.m_texFlags |= srgb ? kGLMTexSRGB : 0; // turn on that bit if it should be so
// get new layout
GLMTexLayout *newLayout = m_ctx->m_texLayoutTable->NewLayoutRef( &newKey );
// if SRGB requested, verify that the layout we just got can do it.
// if it can't, delete the new layout ref and bail.
if (srgb && (newLayout->m_format->m_glIntFormatSRGB == 0))
{
Assert( !"Can't enable SRGB mode on this format" );
m_ctx->m_texLayoutTable->DelLayoutRef( newLayout );
return;
}
// check sizes and fail if no match
if( newLayout->m_storageTotalSize != oldLayout->m_storageTotalSize )
{
Assert( !"Bug: layout sizes don't match on SRGB change" );
m_ctx->m_texLayoutTable->DelLayoutRef( newLayout );
return;
}
// commit to new layout
m_layout = newLayout;
m_texGLTarget = m_layout->m_key.m_texGLTarget;
// check same size
Assert( m_layout->m_storageTotalSize == oldLayout->m_storageTotalSize );
Assert( newLayout != oldLayout );
// release old
m_ctx->m_texLayoutTable->DelLayoutRef( oldLayout );
oldLayout = NULL;
// force texel re-DL
// note this messes with TMU 0 as side effect of WriteTexels
// so we save and restore the TMU 0 binding first
// since we're likely to be called in dxabstract when it is syncing sampler state, we can't go trampling the bindings.
// a refinement would be to have each texture make a note of which TMU they're bound on, and just use that active TMU for DL instead of 0.
CGLMTex *tmu0save = m_ctx->m_samplers[0].m_pBoundTex;
for( int face=0; face <m_layout->m_faceCount; face++)
{
for( int mip=0; mip <m_layout->m_mipCount; mip++)
{
// we're not really going to lock, we're just going to rewrite the orig data
GLMTexLockDesc desc;
desc.m_req.m_tex = this;
desc.m_req.m_face = face;
desc.m_req.m_mip = mip;
desc.m_sliceIndex = CalcSliceIndex( face, mip );
GLMTexLayoutSlice *slice = &m_layout->m_slices[ desc.m_sliceIndex ];
desc.m_req.m_region.xmin = desc.m_req.m_region.ymin = desc.m_req.m_region.zmin = 0;
desc.m_req.m_region.xmax = slice->m_xSize;
desc.m_req.m_region.ymax = slice->m_ySize;
desc.m_req.m_region.zmax = slice->m_zSize;
desc.m_sliceBaseOffset = slice->m_storageOffset; // doesn't really matter... we're just pushing zeroes..
desc.m_sliceRegionOffset = 0;
WriteTexels( &desc, true, noDataWrite ); // write whole slice. and avoid pushing real bits if the caller requests (RT's)
}
}
// put it back
m_ctx->BindTexToTMU( tmu0save, 0 );
}
}
#endif
bool CGLMTex::IsRBODirty() const
{
return m_nLastResolvedBatchCounter != m_ctx->m_nBatchCounter;
}
void CGLMTex::ForceRBONonDirty()
{
m_nLastResolvedBatchCounter = m_ctx->m_nBatchCounter;
}
void CGLMTex::ForceRBODirty()
{
m_nLastResolvedBatchCounter = m_ctx->m_nBatchCounter - 1;
}