//========= 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= 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(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(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; im_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_faceCount; face++) { for( int mip=0; mip 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, 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"GL_BLEND_EQUATION_RGB" }, { 0x8009, "GL_BLEND_EQUATION" }, { 0x800A, "GL_FUNC_SUBTRACT" }, { 0x800B, "GL_FUNC_REVERSE_SUBTRACT" }, { 0x8010, "GL_CONVOLUTION_1D" }, { 0x8011, "GL_CONVOLUTION_2D" }, { 0x8012, "GL_SEPARABLE_2D" }, { 0x8013, "GL_CONVOLUTION_BORDER_MODE" }, { 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, 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"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; yglTexImage2D(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(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; im_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 && (im_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( jm_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_faceCount; face++) { for( int mip=0; mip 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; }