Update Mac OS X SDL framework to 2.0.4
authorMario <mario@smbclan.net>
Sun, 13 Mar 2016 01:45:55 +0000 (17:45 -0800)
committerMario <mario@smbclan.net>
Sun, 13 Mar 2016 01:45:55 +0000 (17:45 -0800)
62 files changed:
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_assert.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_atomic.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_audio.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_bits.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_blendmode.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_clipboard.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_config.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_config_macosx.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_copying.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_cpuinfo.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_endian.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_error.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_events.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_filesystem.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_gesture.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_haptic.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_hints.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_joystick.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_keyboard.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_keycode.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_loadso.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_log.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_main.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_messagebox.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_mouse.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_mutex.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_name.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengl.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengl_glext.h [new file with mode: 0644]
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengles.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengles2.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengles2_gl2.h [new file with mode: 0644]
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengles2_gl2ext.h [new file with mode: 0644]
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengles2_gl2platform.h [new file with mode: 0644]
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_opengles2_khrplatform.h [new file with mode: 0644]
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_pixels.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_platform.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_power.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_quit.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_rect.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_render.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_revision.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_rwops.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_scancode.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_shape.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_stdinc.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_surface.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_system.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_syswm.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_thread.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_timer.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_touch.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_types.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_version.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/SDL_video.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/begin_code.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers/close_code.h
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/Resources/Info.plist
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/SDL2
misc/buildfiles/osx/Xonotic.app/Contents/Frameworks/SDL2.framework/Versions/A/_CodeSignature/CodeResources

index a907709..7647b51 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
  *  Main include header for the SDL library
  */
 
-/**
- *  \mainpage Simple DirectMedia Layer (SDL)
- *
- *  http://www.libsdl.org/
- *
- *  \section intro_sec Introduction
- *
- *  Simple DirectMedia Layer is a cross-platform development library designed
- *  to provide low level access to audio, keyboard, mouse, joystick, and
- *  graphics hardware via OpenGL and Direct3D. It is used by video playback
- *  software, emulators, and popular games including Valve's award winning
- *  catalog and many Humble Bundle games.
- *
- *  SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
- *  Support for other platforms may be found in the source code.
- *
- *  SDL is written in C, works natively with C++, and there are bindings 
- *  available for several other languages, including C# and Python.
- *
- *  This library is distributed under the zlib license, which can be found
- *  in the file "COPYING.txt".
- *
- *  The best way to learn how to use SDL is to check out the header files in
- *  the "include" subdirectory and the programs in the "test" subdirectory.
- *  The header files and test programs are well commented and always up to date.
- *  More documentation and FAQs are available online at:
- *      http://wiki.libsdl.org/
- *
- *  If you need help with the library, or just want to discuss SDL related
- *  issues, you can join the developers mailing list:
- *      http://www.libsdl.org/mailing-list.php
- *
- *  Enjoy!
- *      Sam Lantinga                (slouken@libsdl.org)
- */
 
 #ifndef _SDL_H
 #define _SDL_H
@@ -114,7 +79,7 @@ extern "C" {
 #define SDL_INIT_HAPTIC         0x00001000
 #define SDL_INIT_GAMECONTROLLER 0x00002000  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
 #define SDL_INIT_EVENTS         0x00004000
-#define SDL_INIT_NOPARACHUTE    0x00100000  /**< Don't catch fatal signals */
+#define SDL_INIT_NOPARACHUTE    0x00100000  /**< compatibility; this flag is ignored. */
 #define SDL_INIT_EVERYTHING ( \
                 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
                 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
@@ -123,13 +88,17 @@ extern "C" {
 
 /**
  *  This function initializes  the subsystems specified by \c flags
- *  Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
- *  signal handlers for some commonly ignored fatal signals (like SIGSEGV).
  */
 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
 
 /**
  *  This function initializes specific SDL subsystems
+ *
+ *  Subsystem initialization is ref-counted, you must call
+ *  SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
+ *  shutdown a subsystem manually (or call SDL_Quit to force shutdown).
+ *  If a subsystem is already loaded then this call will
+ *  increase the ref-count and return.
  */
 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
 
index 42348f7..402981f 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -51,7 +51,7 @@ assert can have unique static variables associated with it.
 /* Don't include intrin.h here because it contains C++ code */
     extern void __cdecl __debugbreak(void);
     #define SDL_TriggerBreakpoint() __debugbreak()
-#elif (defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
+#elif (!defined(__NACL__) && defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
     #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
 #elif defined(HAVE_SIGNAL_H)
     #include <signal.h>
@@ -86,8 +86,10 @@ This also solves the problem of...
 disable assertions.
 */
 
+/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
+    this condition isn't constant. And looks like an owl's face! */
 #ifdef _MSC_VER  /* stupid /W4 warnings. */
-#define SDL_NULL_WHILE_LOOP_CONDITION (-1 == __LINE__)
+#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
 #else
 #define SDL_NULL_WHILE_LOOP_CONDITION (0)
 #endif
@@ -102,9 +104,9 @@ typedef enum
     SDL_ASSERTION_ABORT,  /**< Terminate the program. */
     SDL_ASSERTION_IGNORE,  /**< Ignore the assert. */
     SDL_ASSERTION_ALWAYS_IGNORE  /**< Ignore the assert from now on. */
-} SDL_assert_state;
+} SDL_AssertState;
 
-typedef struct SDL_assert_data
+typedef struct SDL_AssertData
 {
     int always_ignore;
     unsigned int trigger_count;
@@ -112,13 +114,13 @@ typedef struct SDL_assert_data
     const char *filename;
     int linenum;
     const char *function;
-    const struct SDL_assert_data *next;
-} SDL_assert_data;
+    const struct SDL_AssertData *next;
+} SDL_AssertData;
 
 #if (SDL_ASSERT_LEVEL > 0)
 
 /* Never call this directly. Use the SDL_assert* macros. */
-extern DECLSPEC SDL_assert_state SDLCALL SDL_ReportAssertion(SDL_assert_data *,
+extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
                                                              const char *,
                                                              const char *, int)
 #if defined(__clang__)
@@ -141,16 +143,13 @@ extern DECLSPEC SDL_assert_state SDLCALL SDL_ReportAssertion(SDL_assert_data *,
 #define SDL_enabled_assert(condition) \
     do { \
         while ( !(condition) ) { \
-            static struct SDL_assert_data assert_data = { \
+            static struct SDL_AssertData sdl_assert_data = { \
                 0, 0, #condition, 0, 0, 0, 0 \
             }; \
-            const SDL_assert_state state = SDL_ReportAssertion(&assert_data, \
-                                                               SDL_FUNCTION, \
-                                                               SDL_FILE, \
-                                                               SDL_LINE); \
-            if (state == SDL_ASSERTION_RETRY) { \
+            const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
+            if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
                 continue; /* go again. */ \
-            } else if (state == SDL_ASSERTION_BREAK) { \
+            } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
                 SDL_TriggerBreakpoint(); \
             } \
             break; /* not retrying. */ \
@@ -184,8 +183,8 @@ extern DECLSPEC SDL_assert_state SDLCALL SDL_ReportAssertion(SDL_assert_data *,
 #define SDL_assert_always(condition) SDL_enabled_assert(condition)
 
 
-typedef SDL_assert_state (SDLCALL *SDL_AssertionHandler)(
-                                 const SDL_assert_data* data, void* userdata);
+typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
+                                 const SDL_AssertData* data, void* userdata);
 
 /**
  *  \brief Set an application-defined assertion handler.
@@ -202,7 +201,7 @@ typedef SDL_assert_state (SDLCALL *SDL_AssertionHandler)(
  *
  *  This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
  *
- *  \return SDL_assert_state value of how to handle the assertion failure.
+ *  \return SDL_AssertState value of how to handle the assertion failure.
  *
  *  \param handler Callback function, called when an assertion fails.
  *  \param userdata A pointer passed to the callback as-is.
@@ -249,7 +248,7 @@ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puse
  *  The proper way to examine this data looks something like this:
  *
  *  <code>
- *  const SDL_assert_data *item = SDL_GetAssertionReport();
+ *  const SDL_AssertData *item = SDL_GetAssertionReport();
  *  while (item) {
  *      printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\n",
  *             item->condition, item->function, item->filename,
@@ -262,7 +261,7 @@ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puse
  *  \return List of all assertions.
  *  \sa SDL_ResetAssertionReport
  */
-extern DECLSPEC const SDL_assert_data * SDLCALL SDL_GetAssertionReport(void);
+extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
 
 /**
  *  \brief Reset the list of all assertion failures.
@@ -273,6 +272,12 @@ extern DECLSPEC const SDL_assert_data * SDLCALL SDL_GetAssertionReport(void);
  */
 extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
 
+
+/* these had wrong naming conventions until 2.0.4. Please update your app! */
+#define SDL_assert_state SDL_AssertState
+#define SDL_assert_data SDL_AssertData
+
+
 /* Ends C function definitions when using C++ */
 #ifdef __cplusplus
 }
index bb3a9b6..56aa81d 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -122,7 +122,8 @@ extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
 void _ReadWriteBarrier(void);
 #pragma intrinsic(_ReadWriteBarrier)
 #define SDL_CompilerBarrier()   _ReadWriteBarrier()
-#elif defined(__GNUC__)
+#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
+/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
 #define SDL_CompilerBarrier()   __asm__ __volatile__ ("" : : : "memory")
 #else
 #define SDL_CompilerBarrier()   \
@@ -169,10 +170,17 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquire();
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("" : : : "memory")
 #endif /* __GNUC__ && __arm__ */
 #else
+#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
+/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
+#include <mbarrier.h>
+#define SDL_MemoryBarrierRelease()  __machine_rel_barrier()
+#define SDL_MemoryBarrierAcquire()  __machine_acq_barrier()
+#else
 /* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
 #define SDL_MemoryBarrierRelease()  SDL_CompilerBarrier()
 #define SDL_MemoryBarrierAcquire()  SDL_CompilerBarrier()
 #endif
+#endif
 
 /**
  * \brief A type representing an atomic integer value.  It is a struct
index 4c987d5..4f65521 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -155,6 +155,9 @@ typedef Uint16 SDL_AudioFormat;
  *
  *  Once the callback returns, the buffer will no longer be valid.
  *  Stereo samples are stored in a LRLRLR ordering.
+ *
+ *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
+ *  you like. Just open your audio device with a NULL callback.
  */
 typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
                                             int len);
@@ -171,8 +174,8 @@ typedef struct SDL_AudioSpec
     Uint16 samples;             /**< Audio buffer size in samples (power of 2) */
     Uint16 padding;             /**< Necessary for some compile environments */
     Uint32 size;                /**< Audio buffer size in bytes (calculated) */
-    SDL_AudioCallback callback;
-    void *userdata;
+    SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
+    void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
 } SDL_AudioSpec;
 
 
@@ -273,9 +276,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
  *      to the audio buffer, and the length in bytes of the audio buffer.
  *      This function usually runs in a separate thread, and so you should
  *      protect data structures that it accesses by calling SDL_LockAudio()
- *      and SDL_UnlockAudio() in your code.
+ *      and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
+ *      pointer here, and call SDL_QueueAudio() with some frequency, to queue
+ *      more audio samples to be played.
  *    - \c desired->userdata is passed as the first parameter to your callback
- *      function.
+ *      function. If you passed a NULL callback, this value is ignored.
  *
  *  The audio device starts out playing silence when it's opened, and should
  *  be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
@@ -475,6 +480,100 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
                                                 Uint32 len, int volume);
 
 /**
+ *  Queue more audio on non-callback devices.
+ *
+ *  SDL offers two ways to feed audio to the device: you can either supply a
+ *  callback that SDL triggers with some frequency to obtain more audio
+ *  (pull method), or you can supply no callback, and then SDL will expect
+ *  you to supply data at regular intervals (push method) with this function.
+ *
+ *  There are no limits on the amount of data you can queue, short of
+ *  exhaustion of address space. Queued data will drain to the device as
+ *  necessary without further intervention from you. If the device needs
+ *  audio but there is not enough queued, it will play silence to make up
+ *  the difference. This means you will have skips in your audio playback
+ *  if you aren't routinely queueing sufficient data.
+ *
+ *  This function copies the supplied data, so you are safe to free it when
+ *  the function returns. This function is thread-safe, but queueing to the
+ *  same device from two threads at once does not promise which buffer will
+ *  be queued first.
+ *
+ *  You may not queue audio on a device that is using an application-supplied
+ *  callback; doing so returns an error. You have to use the audio callback
+ *  or queue audio with this function, but not both.
+ *
+ *  You should not call SDL_LockAudio() on the device before queueing; SDL
+ *  handles locking internally for this function.
+ *
+ *  \param dev The device ID to which we will queue audio.
+ *  \param data The data to queue to the device for later playback.
+ *  \param len The number of bytes (not samples!) to which (data) points.
+ *  \return zero on success, -1 on error.
+ *
+ *  \sa SDL_GetQueuedAudioSize
+ *  \sa SDL_ClearQueuedAudio
+ */
+extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
+
+/**
+ *  Get the number of bytes of still-queued audio.
+ *
+ *  This is the number of bytes that have been queued for playback with
+ *  SDL_QueueAudio(), but have not yet been sent to the hardware.
+ *
+ *  Once we've sent it to the hardware, this function can not decide the exact
+ *  byte boundary of what has been played. It's possible that we just gave the
+ *  hardware several kilobytes right before you called this function, but it
+ *  hasn't played any of it yet, or maybe half of it, etc.
+ *
+ *  You may not queue audio on a device that is using an application-supplied
+ *  callback; calling this function on such a device always returns 0.
+ *  You have to use the audio callback or queue audio with SDL_QueueAudio(),
+ *  but not both.
+ *
+ *  You should not call SDL_LockAudio() on the device before querying; SDL
+ *  handles locking internally for this function.
+ *
+ *  \param dev The device ID of which we will query queued audio size.
+ *  \return Number of bytes (not samples!) of queued audio.
+ *
+ *  \sa SDL_QueueAudio
+ *  \sa SDL_ClearQueuedAudio
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
+
+/**
+ *  Drop any queued audio data waiting to be sent to the hardware.
+ *
+ *  Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
+ *  the hardware will start playing silence if more audio isn't queued.
+ *
+ *  This will not prevent playback of queued audio that's already been sent
+ *  to the hardware, as we can not undo that, so expect there to be some
+ *  fraction of a second of audio that might still be heard. This can be
+ *  useful if you want to, say, drop any pending music during a level change
+ *  in your game.
+ *
+ *  You may not queue audio on a device that is using an application-supplied
+ *  callback; calling this function on such a device is always a no-op.
+ *  You have to use the audio callback or queue audio with SDL_QueueAudio(),
+ *  but not both.
+ *
+ *  You should not call SDL_LockAudio() on the device before clearing the
+ *  queue; SDL handles locking internally for this function.
+ *
+ *  This function always succeeds and thus returns void.
+ *
+ *  \param dev The device ID of which to clear the audio queue.
+ *
+ *  \sa SDL_QueueAudio
+ *  \sa SDL_GetQueuedAudioSize
+ */
+extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
+
+
+/**
  *  \name Audio lock functions
  *
  *  The lock manipulated by these functions protects the callback function.
index 341524f..528da2e 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 8c257be..56d8ad6 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -58,6 +58,6 @@ typedef enum
 #endif
 #include "close_code.h"
 
-#endif /* _SDL_video_h */
+#endif /* _SDL_blendmode_h */
 
 /* vi: set ts=4 sw=4 expandtab: */
index 74e2b32..a5556f2 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 9a2e51c..4270c78 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index e627aef..5c8b7e0 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -96,6 +96,9 @@
 #define HAVE_SIN    1
 #define HAVE_SINF   1
 #define HAVE_SQRT   1
+#define HAVE_SQRTF  1
+#define HAVE_TAN    1
+#define HAVE_TANF   1
 #define HAVE_SIGACTION  1
 #define HAVE_SETJMP 1
 #define HAVE_NANOSLEEP  1
 #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/usr/X11R6/lib/libXrandr.2.dylib"
 #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/usr/X11R6/lib/libXss.1.dylib"
 #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE "/usr/X11R6/lib/libXxf86vm.1.dylib"
+#define SDL_VIDEO_DRIVER_X11_XDBE 1
 #define SDL_VIDEO_DRIVER_X11_XINERAMA 1
 #define SDL_VIDEO_DRIVER_X11_XRANDR 1
 #define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1
index 0964da8..212da0e 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 1f6efd3..d0ba47b 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -140,6 +140,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
 extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
 
 /**
+ *  This function returns true if the CPU has AVX2 features.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
+
+/**
  *  This function returns the amount of RAM configured in the system, in MB.
  */
 extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
index 161c418..9100b10 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -42,7 +42,7 @@
 #ifdef __linux__
 #include <endian.h>
 #define SDL_BYTEORDER  __BYTE_ORDER
-#else /* __linux __ */
+#else /* __linux__ */
 #if defined(__hppa__) || \
     defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
     (defined(__MIPS__) && defined(__MISPEB__)) || \
@@ -52,7 +52,7 @@
 #else
 #define SDL_BYTEORDER   SDL_LIL_ENDIAN
 #endif
-#endif /* __linux __ */
+#endif /* __linux__ */
 #endif /* !SDL_BYTEORDER */
 
 
index 5776cfa..2f3b4b5 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -38,7 +38,7 @@ extern "C" {
 
 /* Public functions */
 /* SDL_SetError() unconditionally returns -1. */
-extern DECLSPEC int SDLCALL SDL_SetError(const char *fmt, ...);
+extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
 extern DECLSPEC const char *SDLCALL SDL_GetError(void);
 extern DECLSPEC void SDLCALL SDL_ClearError(void);
 
index fc5a145..1437f4c 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -59,7 +59,7 @@ typedef enum
     /* Application events */
     SDL_QUIT           = 0x100, /**< User-requested quit */
 
-    /* These application events have special meaning on iOS, see README-ios.txt for details */
+    /* These application events have special meaning on iOS, see README-ios.md for details */
     SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
                                      Called on iOS in applicationWillTerminate()
                                      Called on Android in onDestroy()
@@ -94,6 +94,9 @@ typedef enum
     SDL_KEYUP,                  /**< Key released */
     SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
     SDL_TEXTINPUT,              /**< Keyboard text input */
+    SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
+                                     input language or keyboard layout change.
+                                */
 
     /* Mouse events */
     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
@@ -134,8 +137,13 @@ typedef enum
     /* Drag and drop events */
     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
 
+    /* Audio hotplug events */
+    SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
+    SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
+
     /* Render events */
-    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
+    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
+    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
 
     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
      *  and should be allocated with SDL_RegisterEvents()
@@ -259,6 +267,7 @@ typedef struct SDL_MouseWheelEvent
     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
+    Uint32 direction;   /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
 } SDL_MouseWheelEvent;
 
 /**
@@ -380,6 +389,20 @@ typedef struct SDL_ControllerDeviceEvent
     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
 } SDL_ControllerDeviceEvent;
 
+/**
+ *  \brief Audio device event structure (event.adevice.*)
+ */
+typedef struct SDL_AudioDeviceEvent
+{
+    Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
+    Uint32 timestamp;
+    Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
+    Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+} SDL_AudioDeviceEvent;
+
 
 /**
  *  \brief Touch finger event structure (event.tfinger.*)
@@ -392,8 +415,8 @@ typedef struct SDL_TouchFingerEvent
     SDL_FingerID fingerId;
     float x;            /**< Normalized in the range 0...1 */
     float y;            /**< Normalized in the range 0...1 */
-    float dx;           /**< Normalized in the range 0...1 */
-    float dy;           /**< Normalized in the range 0...1 */
+    float dx;           /**< Normalized in the range -1...1 */
+    float dy;           /**< Normalized in the range -1...1 */
     float pressure;     /**< Normalized in the range 0...1 */
 } SDL_TouchFingerEvent;
 
@@ -420,7 +443,7 @@ typedef struct SDL_MultiGestureEvent
  */
 typedef struct SDL_DollarGestureEvent
 {
-    Uint32 type;        /**< ::SDL_DOLLARGESTURE */
+    Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
     Uint32 timestamp;
     SDL_TouchID touchId; /**< The touch device id */
     SDL_GestureID gestureId;
@@ -433,8 +456,8 @@ typedef struct SDL_DollarGestureEvent
 
 /**
  *  \brief An event used to request a file open by the system (event.drop.*)
- *         This event is disabled by default, you can enable it with SDL_EventState()
- *  \note If you enable this event, you must free the filename in the event.
+ *         This event is enabled by default, you can disable it with SDL_EventState().
+ *  \note If this event is enabled, you must free the filename in the event.
  */
 typedef struct SDL_DropEvent
 {
@@ -514,6 +537,7 @@ typedef union SDL_Event
     SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
     SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
     SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
+    SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
     SDL_QuitEvent quit;             /**< Quit request event data */
     SDL_UserEvent user;             /**< Custom event data */
     SDL_SysWMEvent syswm;           /**< System dependent window event data */
@@ -583,6 +607,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
 
 /**
  *  This function clears events from the event queue
+ *  This function only affects currently queued events. If you want to make
+ *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ *  on the main thread immediately before the flush call.
  */
 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
index de3e227..02999ed 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -131,6 +131,6 @@ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
 #endif
 #include "close_code.h"
 
-#endif /* _SDL_system_h */
+#endif /* _SDL_filesystem_h */
 
 /* vi: set ts=4 sw=4 expandtab: */
index b00ad71..42087ee 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -43,7 +43,7 @@ extern "C" {
  *  \file SDL_gamecontroller.h
  *
  *  In order to use these functions, SDL_Init() must have been called
- *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
+ *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
  *  for game controllers, and load appropriate drivers.
  *
  *  If you would like to receive controller updates while the application
@@ -163,14 +163,20 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_
 /**
  *  Open a game controller for use.
  *  The index passed as an argument refers to the N'th game controller on the system.
- *  This index is the value which will identify this controller in future controller
- *  events.
+ *  This index is not the value which will identify this controller in future
+ *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
+ *  used there instead.
  *
  *  \return A controller identifier, or NULL if an error occurred.
  */
 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
 
 /**
+ * Return the SDL_GameController associated with an instance id.
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
+
+/**
  *  Return the name for this currently opened controller
  */
 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
@@ -241,7 +247,8 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
 /**
  *  Get the current state of an axis control on a game controller.
  *
- *  The state is a value ranging from -32768 to 32767.
+ *  The state is a value ranging from -32768 to 32767 (except for the triggers,
+ *  which range from 0 to 32767).
  *
  *  The axis indices start at index 0.
  */
index dbc1692..3c29ca7 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 234975a..b36d78b 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
  *    return 0; // Success
  * }
  * \endcode
- *
- * You can also find out more information on my blog:
- * http://bobbens.dyndns.org/journal/2010/sdl_haptic/
- *
- * \author Edgar Simo Serra
  */
 
 #ifndef _SDL_haptic_h
@@ -347,6 +342,9 @@ typedef struct _SDL_Haptic SDL_Haptic;
 /**
  *  \brief Structure that represents a haptic direction.
  *
+ *  This is the direction where the force comes from,
+ *  instead of the direction in which the force is exerted.
+ *
  *  Directions can be specified by:
  *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
  *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
@@ -370,7 +368,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
                          ^
                          |
                          |
-    (1,0)  West <----[ HAPTIC ]----> East (-1,0)
+   (-1,0)  West <----[ HAPTIC ]----> East (1,0)
                          |
                          |
                          v
@@ -395,9 +393,9 @@ typedef struct _SDL_Haptic SDL_Haptic;
  *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
  *  the first three \c dir parameters.  The cardinal directions would be:
  *   - North:  0,-1, 0
- *   - East:  -1, 0, 0
+ *   - East:   1, 0, 0
  *   - South:  0, 1, 0
- *   - West:   1, 0, 0
+ *   - West:  -1, 0, 0
  *
  *  The Z axis represents the height of the effect if supported, otherwise
  *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
@@ -492,7 +490,7 @@ typedef struct SDL_HapticConstant
  *  over time.  The type determines the shape of the wave and the parameters
  *  determine the dimensions of the wave.
  *
- *  Phase is given by hundredth of a cycle meaning that giving the phase a value
+ *  Phase is given by hundredth of a degree meaning that giving the phase a value
  *  of 9000 will displace it 25% of its period.  Here are sample values:
  *   -     0: No phase displacement.
  *   -  9000: Displaced 25% of its period.
@@ -553,9 +551,9 @@ typedef struct SDL_HapticPeriodic
 
     /* Periodic */
     Uint16 period;      /**< Period of the wave. */
-    Sint16 magnitude;   /**< Peak value. */
+    Sint16 magnitude;   /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
     Sint16 offset;      /**< Mean value of the wave. */
-    Uint16 phase;       /**< Horizontal shift given by hundredth of a cycle. */
+    Uint16 phase;       /**< Positive phase shift given by hundredth of a degree. */
 
     /* Envelope */
     Uint16 attack_length;   /**< Duration of the attack. */
@@ -604,11 +602,11 @@ typedef struct SDL_HapticCondition
     Uint16 interval;        /**< How soon it can be triggered again after button. */
 
     /* Condition */
-    Uint16 right_sat[3];    /**< Level when joystick is to the positive side. */
-    Uint16 left_sat[3];     /**< Level when joystick is to the negative side. */
+    Uint16 right_sat[3];    /**< Level when joystick is to the positive side; max 0xFFFF. */
+    Uint16 left_sat[3];     /**< Level when joystick is to the negative side; max 0xFFFF. */
     Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
     Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
-    Uint16 deadband[3];     /**< Size of the dead zone. */
+    Uint16 deadband[3];     /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
     Sint16 center[3];       /**< Position of the dead zone. */
 } SDL_HapticCondition;
 
@@ -897,7 +895,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
 /**
  *  \brief Opens a Haptic device for usage from a Joystick device.
  *
- *  You must still close the haptic device seperately.  It will not be closed
+ *  You must still close the haptic device separately.  It will not be closed
  *  with the joystick.
  *
  *  When opening from a joystick you should first close the haptic device before
@@ -954,7 +952,7 @@ extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
 
 /**
- *  \brief Gets the haptic devices supported features in bitwise matter.
+ *  \brief Gets the haptic device's supported features in bitwise manner.
  *
  *  Example:
  *  \code
@@ -1148,7 +1146,7 @@ extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
  *
  *  Call to unpause after SDL_HapticPause().
  *
- *  \param haptic Haptic device to pause.
+ *  \param haptic Haptic device to unpause.
  *  \return 0 on success or -1 on error.
  *
  *  \sa SDL_HapticPause
index b98ce68..3bd5435 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -116,7 +116,7 @@ extern "C" {
  *
  *  By default, SDL does not use Direct3D Debug Layer.
  */
-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_HINT_RENDER_DIRECT3D11_DEBUG"
+#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
 
 /**
  *  \brief  A variable controlling the scaling quality
@@ -186,6 +186,42 @@ extern "C" {
 #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
 
 /**
+ *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable _NET_WM_PING
+ *    "1"       - Enable _NET_WM_PING
+ *
+ *  By default SDL will use _NET_WM_PING, but for applications that know they
+ *  will not always be able to respond to ping requests in a timely manner they can
+ *  turn it off to avoid the window manager thinking the app is hung.
+ *  The hint is checked in CreateWindow.
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
+
+/**
+ *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
+ *    "1"       - The window frame is interactive when the cursor is hidden
+ *
+ *  By default SDL will allow interaction with the window frame when the cursor is hidden
+ */
+#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+
+/**
+ *  \brief  A variable controlling whether the windows message loop is processed by SDL 
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - The window message loop is not run
+ *    "1"       - The window message loop is processed in SDL_PumpEvents()
+ *
+ *  By default SDL will process the windows message loop
+ */
+#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
+
+/**
  *  \brief  A variable controlling whether grabbing input grabs the keyboard
  *
  *  This variable can be set to the following values:
@@ -221,6 +257,9 @@ extern "C" {
  *  this is problematic. This functionality can be disabled by setting this
  *  hint.
  *
+ *  As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
+ *  the same thing on iOS. They should be preferred over this hint.
+ *
  *  This variable can be set to the following values:
  *    "0"       - Enable idle timer
  *    "1"       - Disable idle timer
@@ -239,8 +278,9 @@ extern "C" {
 #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
     
 /**
- *  \brief  A variable controlling whether an Android built-in accelerometer should be
- *  listed as a joystick device, rather than listing actual joysticks only.
+ *  \brief  A variable controlling whether the Android / iOS built-in
+ *  accelerometer should be listed as a joystick device, rather than listing
+ *  actual joysticks only.
  *
  *  This variable can be set to the following values:
  *    "0"       - List only real joysticks and accept input from them
@@ -260,6 +300,16 @@ extern "C" {
 
 
 /**
+ *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
+ *
+ *  This hint is for backwards compatibility only and will be removed in SDL 2.1
+ *
+ *  The default value is "0".  This hint must be set before SDL_Init()
+ */
+#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
+
+
+/**
  *  \brief  A variable that lets you manually hint extra gamecontroller db entries
  *
  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
@@ -285,7 +335,7 @@ extern "C" {
 
 
 /**
- *  \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
+ *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
  *
  *  This variable can be set to the following values:
@@ -312,14 +362,25 @@ extern "C" {
 #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
 
 
+
+/**
+*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
+*
+*  Use this hint in case you need to set SDL's threads stack size to other than the default.
+*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
+*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
+*  Support for this hint is currently available only in the pthread backend.
+*/
+#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
+
 /**
- *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
+ *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
  */
 #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
 
 /**
  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
- *  
+ *
  *  If present, holding ctrl while left clicking will generate a right click
  *  event when on Mac.
  */
@@ -360,7 +421,7 @@ extern "C" {
 */
 #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
 
-/*
+/**
  *  \brief A URL to a WinRT app's privacy policy
  *
  *  All network-enabled WinRT apps must make a privacy policy available to its
@@ -384,13 +445,13 @@ extern "C" {
  *  will not get used on that platform.  Network-enabled phone apps should display
  *  their privacy policy through some other, in-app means.
  */
-#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_HINT_WINRT_PRIVACY_POLICY_URL"
+#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
 
 /** \brief Label text for a WinRT app's privacy policy link
  *
  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
  *  Microsoft mandates that this policy be available via the Windows Settings charm.
- *  SDL provides code to add a link there, with it's label text being set via the
+ *  SDL provides code to add a link there, with its label text being set via the
  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  *
  *  Please note that a privacy policy's contents are not set via this hint.  A separate
@@ -405,16 +466,59 @@ extern "C" {
  *  For additional information on linking to a privacy policy, see the documentation for
  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
  */
-#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_HINT_WINRT_PRIVACY_POLICY_LABEL"
-
-/** \brief If set to 1, back button press events on Windows Phone 8+ will be marked as handled.
- *
- *  TODO, WinRT: document SDL_HINT_WINRT_HANDLE_BACK_BUTTON need and use
- *  For now, more details on why this is needed can be found at the
- *  beginning of the following web page:
+#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
+
+/** \brief Allows back-button-press events on Windows Phone to be marked as handled
+ *
+ *  Windows Phone devices typically feature a Back button.  When pressed,
+ *  the OS will emit back-button-press events, which apps are expected to
+ *  handle in an appropriate manner.  If apps do not explicitly mark these
+ *  events as 'Handled', then the OS will invoke its default behavior for
+ *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
+ *  terminate the app (and attempt to switch to the previous app, or to the
+ *  device's home screen).
+ *
+ *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
+ *  to mark back-button-press events as Handled, if and when one is sent to
+ *  the app.
+ *
+ *  Internally, Windows Phone sends back button events as parameters to
+ *  special back-button-press callback functions.  Apps that need to respond
+ *  to back-button-press events are expected to register one or more
+ *  callback functions for such, shortly after being launched (during the
+ *  app's initialization phase).  After the back button is pressed, the OS
+ *  will invoke these callbacks.  If the app's callback(s) do not explicitly
+ *  mark the event as handled by the time they return, or if the app never
+ *  registers one of these callback, the OS will consider the event
+ *  un-handled, and it will apply its default back button behavior (terminate
+ *  the app).
+ *
+ *  SDL registers its own back-button-press callback with the Windows Phone
+ *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
+ *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
+ *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
+ *  If the hint's value is set to "1", the back button event's Handled
+ *  property will get set to 'true'.  If the hint's value is set to something
+ *  else, or if it is unset, SDL will leave the event's Handled property
+ *  alone.  (By default, the OS sets this property to 'false', to note.)
+ *
+ *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
+ *  back button is pressed, or can set it in direct-response to a back button
+ *  being pressed.
+ *
+ *  In order to get notified when a back button is pressed, SDL apps should
+ *  register a callback function with SDL_AddEventWatch(), and have it listen
+ *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
+ *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
+ *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
+ *  set by such a callback, will be applied to the OS' current
+ *  back-button-press event.
+ *
+ *  More details on back button behavior in Windows Phone apps can be found
+ *  at the following page, on Microsoft's developer site:
  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
  */
-#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_HINT_WINRT_HANDLE_BACK_BUTTON"
+#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
 
 /**
  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
@@ -427,7 +531,7 @@ extern "C" {
  *                button on their titlebars).
  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
- *                button on their titlebars.
+ *                button on their titlebars).
  *
  *  The default value is "1". Spaces are disabled regardless of this hint if
  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
@@ -435,6 +539,96 @@ extern "C" {
  */
 #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
 
+/**
+*  \brief  When set don't force the SDL app to become a foreground process
+*
+*  This hint only applies to Mac OS X.
+*
+*/
+#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
+
+/**
+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
+/**
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
+
+/**
+ * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
+ *               responsibility to render the text from these events and 
+ *               differentiate it somehow from committed text. (default)
+ *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
+ *               and text that is being composed will be rendered in its own UI.
+ */
+#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
+
+ /**
+ * \brief A variable to control whether mouse and touch events are to be treated together or separately
+ *
+ * The variable can be set to the following values:
+ *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
+ *               events. This is the behaviour of SDL <= 2.0.3. (default)
+ *   "1"       - Mouse events will be handled separately from pure touch events.
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
+
+/**
+ *  \brief override the binding element for keyboard inputs for Emscripten builds
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be one of
+ *    "#window"      - The javascript window object (this is the default)
+ *    "#document"    - The javascript document object
+ *    "#screen"      - the javascript window.screen object
+ *    "#canvas"      - the WebGL canvas element
+ *    any other string without a leading # sign applies to the element on the page with that ID.
+ */
+#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
+
+/**
+ *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
+ *
+ * This hint only applies to Unix-like platforms.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
+ *               catches a signal, convert it into an SDL_QUIT event.
+ *   "1"       - SDL will not install a signal handler at all.
+ */
+#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
+
+/**
+ *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
+ *   "1"       - SDL will only do normal key handling for Alt+F4.
+ */
+#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4    "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
 
 /**
  *  \brief  An enumeration of hint priorities
index b0b1c66..266f3b3 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -71,6 +71,16 @@ typedef struct {
 
 typedef Sint32 SDL_JoystickID;
 
+typedef enum
+{
+    SDL_JOYSTICK_POWER_UNKNOWN = -1,
+    SDL_JOYSTICK_POWER_EMPTY,
+    SDL_JOYSTICK_POWER_LOW,
+    SDL_JOYSTICK_POWER_MEDIUM,
+    SDL_JOYSTICK_POWER_FULL,
+    SDL_JOYSTICK_POWER_WIRED,
+    SDL_JOYSTICK_POWER_MAX
+} SDL_JoystickPowerLevel;
 
 /* Function prototypes */
 /**
@@ -87,15 +97,21 @@ extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
 
 /**
  *  Open a joystick for use.
- *  The index passed as an argument refers tothe N'th joystick on the system.
- *  This index is the value which will identify this joystick in future joystick
- *  events.
+ *  The index passed as an argument refers to the N'th joystick on the system.
+ *  This index is not the value which will identify this joystick in future
+ *  joystick events.  The joystick's instance id (::SDL_JoystickID) will be used
+ *  there instead.
  *
  *  \return A joystick identifier, or NULL if an error occurred.
  */
 extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
 
 /**
+ * Return the SDL_Joystick associated with an instance id.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID joyid);
+
+/**
  *  Return the name for this currently opened joystick.
  *  If no name can be found, this function returns NULL.
  */
@@ -189,7 +205,7 @@ extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
  */
 /* @{ */
 #define SDL_HAT_CENTERED    0x00
-#define SDL_HAT_UP      0x01
+#define SDL_HAT_UP          0x01
 #define SDL_HAT_RIGHT       0x02
 #define SDL_HAT_DOWN        0x04
 #define SDL_HAT_LEFT        0x08
@@ -241,6 +257,10 @@ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
  */
 extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
 
+/**
+ *  Return the battery level of this joystick
+ */
+extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick);
 
 /* Ends C function definitions when using C++ */
 #ifdef __cplusplus
index 586a26c..bbba0f0 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index d5f5dd0..7be9635 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 0359eae..3d540bd 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 5c2bca5..09be110 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -137,44 +137,44 @@ extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
 /**
  *  \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
  */
-extern DECLSPEC void SDLCALL SDL_Log(const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
 
 /**
  *  \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
  */
-extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
 
 /**
  *  \brief Log a message with SDL_LOG_PRIORITY_DEBUG
  */
-extern DECLSPEC void SDLCALL SDL_LogDebug(int category, const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
 
 /**
  *  \brief Log a message with SDL_LOG_PRIORITY_INFO
  */
-extern DECLSPEC void SDLCALL SDL_LogInfo(int category, const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
 
 /**
  *  \brief Log a message with SDL_LOG_PRIORITY_WARN
  */
-extern DECLSPEC void SDLCALL SDL_LogWarn(int category, const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
 
 /**
  *  \brief Log a message with SDL_LOG_PRIORITY_ERROR
  */
-extern DECLSPEC void SDLCALL SDL_LogError(int category, const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
 
 /**
  *  \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
  */
-extern DECLSPEC void SDLCALL SDL_LogCritical(int category, const char *fmt, ...);
+extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
 
 /**
  *  \brief Log a message with the specified category and priority.
  */
 extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
                                             SDL_LogPriority priority,
-                                            const char *fmt, ...);
+                                            SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
 
 /**
  *  \brief Log a message with the specified category and priority.
index 2e8fae9..9ce3754 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
  */
 #define SDL_MAIN_NEEDED
 
+#elif defined(__NACL__)
+/* On NACL we use ppapi_simple to set up the application helper code,
+   then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before 
+   starting the user main function.
+   All user code is run in a separate thread by ppapi_simple, thus 
+   allowing for blocking io to take place via nacl_io
+*/
+#define SDL_MAIN_NEEDED
+
 #endif
 #endif /* SDL_MAIN_HANDLED */
 
@@ -133,14 +142,11 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  *  \brief Initializes and launches an SDL/WinRT application.
  *
  *  \param mainFunction The SDL app's C-style main().
- *  \param xamlBackgroundPanel An optional, XAML-based, background panel.
- *     For Non-XAML apps, this value must be set to NULL.  For XAML apps,
- *     pass in a pointer to a SwapChainBackgroundPanel, casted to an
- *     IInspectable (via reinterpret_cast).
- *  \ret 0 on success, -1 on failure.  On failure, use SDL_GetError to retrieve more
+ *  \param reserved Reserved for future use; should be NULL
+ *  \return 0 on success, -1 on failure.  On failure, use SDL_GetError to retrieve more
  *      information on the failure.
  */
-extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel);
+extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
 
 #endif /* __WINRT__ */
 
index 6004da0..ec370db 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index ebfd18f..ea9622f 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
@@ -60,6 +60,15 @@ typedef enum
     SDL_NUM_SYSTEM_CURSORS
 } SDL_SystemCursor;
 
+/**
+ * \brief Scroll direction types for the Scroll event
+ */
+typedef enum
+{
+    SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */
+    SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */
+} SDL_MouseWheelDirection;
+
 /* Function prototypes */
 
 /**
@@ -78,6 +87,31 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
 extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
 
 /**
+ *  \brief Get the current state of the mouse, in relation to the desktop
+ *
+ *  This works just like SDL_GetMouseState(), but the coordinates will be
+ *  reported relative to the top-left of the desktop. This can be useful if
+ *  you need to track the mouse outside of a specific window and
+ *  SDL_CaptureMouse() doesn't fit your needs. For example, it could be
+ *  useful if you need to track the mouse while dragging a window, where
+ *  coordinates relative to a window might not be in sync at all times.
+ *
+ *  \note SDL_GetMouseState() returns the mouse position as SDL understands
+ *        it from the last pump of the event queue. This function, however,
+ *        queries the OS for the current mouse position, and as such, might
+ *        be a slightly less efficient function. Unless you know what you're
+ *        doing and have a good reason to use this function, you probably want
+ *        SDL_GetMouseState() instead.
+ *
+ *  \param x Returns the current X coord, relative to the desktop. Can be NULL.
+ *  \param y Returns the current Y coord, relative to the desktop. Can be NULL.
+ *  \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
+ *
+ *  \sa SDL_GetMouseState
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
+
+/**
  *  \brief Retrieve the relative state of the mouse.
  *
  *  The current button state is returned as a button bitmask, which can
@@ -99,6 +133,17 @@ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
                                                    int x, int y);
 
 /**
+ *  \brief Moves the mouse to the given position in global screen space.
+ *
+ *  \param x The x coordinate
+ *  \param y The y coordinate
+ *  \return 0 on success, -1 on error (usually: unsupported by a platform).
+ *
+ *  \note This function generates a mouse motion event
+ */
+extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
+
+/**
  *  \brief Set relative mouse mode.
  *
  *  \param enabled Whether or not to enable relative mode
@@ -117,6 +162,37 @@ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
 
 /**
+ *  \brief Capture the mouse, to track input outside an SDL window.
+ *
+ *  \param enabled Whether or not to enable capturing
+ *
+ *  Capturing enables your app to obtain mouse events globally, instead of
+ *  just within your window. Not all video targets support this function.
+ *  When capturing is enabled, the current window will get all mouse events,
+ *  but unlike relative mode, no change is made to the cursor and it is
+ *  not restrained to your window.
+ *
+ *  This function may also deny mouse input to other windows--both those in
+ *  your application and others on the system--so you should use this
+ *  function sparingly, and in small bursts. For example, you might want to
+ *  track the mouse while the user is dragging something, until the user
+ *  releases a mouse button. It is not recommended that you capture the mouse
+ *  for long periods of time, such as the entire time your app is running.
+ *
+ *  While captured, mouse events still report coordinates relative to the
+ *  current (foreground) window, but those coordinates may be outside the
+ *  bounds of the window (including negative values). Capturing is only
+ *  allowed for the foreground window. If the window loses focus while
+ *  capturing, the capture will be disabled automatically.
+ *
+ *  While capturing is enabled, the current window will have the
+ *  SDL_WINDOW_MOUSE_CAPTURE flag set.
+ *
+ *  \return 0 on success, or -1 if not supported.
+ */
+extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
+
+/**
  *  \brief Query whether relative mouse mode is enabled.
  *
  *  \sa SDL_SetRelativeMouseMode()
index 3e8b4db..b7e3973 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index 719666f..06cd4a5 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
index b48ea7a..780919b 100644 (file)
@@ -1,6 +1,6 @@
 /*
   Simple DirectMedia Layer
-  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
 
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
  *  This is a simple file to encapsulate the OpenGL API headers.
  */
 
+/**
+ *  \def NO_SDL_GLEXT
+ *
+ *  Define this if you have your own version of glext.h and want to disable the
+ *  version included in SDL_opengl.h.
+ */
+
 #ifndef _SDL_opengl_h
 #define _SDL_opengl_h
 
 #include "SDL_config.h"
 
-#ifndef __IPHONEOS__
-
-#ifdef __WIN32__
-#define WIN32_LEAN_AND_MEAN
-#ifndef NOMINMAX
-#define NOMINMAX                /* Don't defined min() and max() */
-#endif
-#include <windows.h>
-#endif
-
-#ifdef __glext_h_
-/* Someone has already included glext.h */
-#define NO_SDL_GLEXT
-#endif
-#ifndef NO_SDL_GLEXT
-#define __glext_h_              /* Don't let gl.h include glext.h */
-#endif
-#if defined(__MACOSX__)
-#include <OpenGL/gl.h>          /* Header File For The OpenGL Library */
-#define __X_GL_H
-#else
-#include <GL/gl.h>              /* Header File For The OpenGL Library */
-#endif
-#ifndef NO_SDL_GLEXT
-#undef __glext_h_
-#endif
+#ifndef __IPHONEOS__  /* No OpenGL on iOS. */
 
-/**
- *  \file SDL_opengl.h
+/*
+ * Mesa 3-D graphics library
  *
- *  This file is included because glext.h is not available on some systems.
- *  If you don't want this version included, simply define ::NO_SDL_GLEXT.
+ * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
+ * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
  *
- *  The latest version is available from:
- *      http://www.opengl.org/registry/
- */
-
-/**
- *  \def NO_SDL_GLEXT
+ * 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:
  *
- *  Define this if you have your own version of glext.h and want to disable the
- *  version included in SDL_opengl.h.
+ * 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.
  */
 
-#if !defined(NO_SDL_GLEXT) && !defined(GL_GLEXT_LEGACY)
-#ifndef __glext_h_
-#define __glext_h_
 
-#ifdef __cplusplus
-extern "C" {
+#ifndef __gl_h_
+#define __gl_h_
+
+#if defined(USE_MGL_NAMESPACE)
+#include "gl_mangle.h"
 #endif
 
-/*
-** Copyright (c) 2007-2010 The Khronos Group Inc.
-**
-** Permission is hereby granted, free of charge, to any person obtaining a
-** copy of this software and/or associated documentation files (the
-** "Materials"), to deal in the Materials without restriction, including
-** without limitation the rights to use, copy, modify, merge, publish,
-** distribute, sublicense, and/or sell copies of the Materials, and to
-** permit persons to whom the Materials are 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 Materials.
-**
-** THE MATERIALS ARE 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
-** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
-*/
 
-/* Header file version number, required by OpenGL ABI for Linux */
-/* glext.h last updated $Date: 2010-08-03 01:30:25 -0700 (Tue, 03 Aug 2010) $ */
-/* Current version at http://www.opengl.org/registry/ */
-#define GL_GLEXT_VERSION 64
-/* Function declaration macros - to move into glplatform.h */
+/**********************************************************************
+ * Begin system-specific stuff.
+ */
+
+#if defined(_WIN32) && !defined(__WIN32__) && !defined(__CYGWIN__)
+#define __WIN32__
+#endif
+
+#if defined(__WIN32__) && !defined(__CYGWIN__)
+#  if (defined(_MSC_VER) || defined(__MINGW32__)) && defined(BUILD_GL32) /* tag specify we're building mesa as a DLL */
+#    define GLAPI __declspec(dllexport)
+#  elif (defined(_MSC_VER) || defined(__MINGW32__)) && defined(_DLL) /* tag specifying we're building for DLL runtime support */
+#    define GLAPI __declspec(dllimport)
+#  else /* for use with static link lib build of Win32 edition only */
+#    define GLAPI extern
+#  endif /* _STATIC_MESA support */
+#  if defined(__MINGW32__) && defined(GL_NO_STDCALL) || defined(UNDER_CE)  /* The generated DLLs by MingW with STDCALL are not compatible with the ones done by Microsoft's compilers */
+#    define GLAPIENTRY 
+#  else
+#    define GLAPIENTRY __stdcall
+#  endif
+#elif defined(__CYGWIN__) && defined(USE_OPENGL32) /* use native windows opengl32 */
+#  define GLAPI extern
+#  define GLAPIENTRY __stdcall
+#elif (defined(__GNUC__) && __GNUC__ >= 4) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590))
+#  define GLAPI __attribute__((visibility("default")))
+#  define GLAPIENTRY
+#endif /* WIN32 && !CYGWIN */
 
-#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+/*
+ * WINDOWS: Include windows.h here to define APIENTRY.
+ * It is also useful when applications include this file by
+ * including only glut.h, since glut.h depends on windows.h.
+ * Applications needing to include windows.h with parms other
+ * than "WIN32_LEAN_AND_MEAN" may include windows.h before
+ * glut.h or gl.h.
+ */
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__)
+#ifndef WIN32_LEAN_AND_MEAN
 #define WIN32_LEAN_AND_MEAN 1
-#include <windows.h>
 #endif
-
-#ifndef APIENTRY
-#define APIENTRY
+#ifndef NOMINMAX   /* don't define min() and max(). */
+#define NOMINMAX
 #endif
-#ifndef APIENTRYP
-#define APIENTRYP APIENTRY *
+#include <windows.h>
 #endif
+
 #ifndef GLAPI
 #define GLAPI extern
 #endif
 
-/*************************************************************/
-
-#ifndef GL_VERSION_1_2
-#define GL_UNSIGNED_BYTE_3_3_2            0x8032
-#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
-#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
-#define GL_UNSIGNED_INT_8_8_8_8           0x8035
-#define GL_UNSIGNED_INT_10_10_10_2        0x8036
-#define GL_TEXTURE_BINDING_3D             0x806A
-#define GL_PACK_SKIP_IMAGES               0x806B
-#define GL_PACK_IMAGE_HEIGHT              0x806C
-#define GL_UNPACK_SKIP_IMAGES             0x806D
-#define GL_UNPACK_IMAGE_HEIGHT            0x806E
-#define GL_TEXTURE_3D                     0x806F
-#define GL_PROXY_TEXTURE_3D               0x8070
-#define GL_TEXTURE_DEPTH                  0x8071
-#define GL_TEXTURE_WRAP_R                 0x8072
-#define GL_MAX_3D_TEXTURE_SIZE            0x8073
-#define GL_UNSIGNED_BYTE_2_3_3_REV        0x8362
-#define GL_UNSIGNED_SHORT_5_6_5           0x8363
-#define GL_UNSIGNED_SHORT_5_6_5_REV       0x8364
-#define GL_UNSIGNED_SHORT_4_4_4_4_REV     0x8365
-#define GL_UNSIGNED_SHORT_1_5_5_5_REV     0x8366
-#define GL_UNSIGNED_INT_8_8_8_8_REV       0x8367
-#define GL_UNSIGNED_INT_2_10_10_10_REV    0x8368
-#define GL_BGR                            0x80E0
-#define GL_BGRA                           0x80E1
-#define GL_MAX_ELEMENTS_VERTICES          0x80E8
-#define GL_MAX_ELEMENTS_INDICES           0x80E9
-#define GL_CLAMP_TO_EDGE                  0x812F
-#define GL_TEXTURE_MIN_LOD                0x813A
-#define GL_TEXTURE_MAX_LOD                0x813B
-#define GL_TEXTURE_BASE_LEVEL             0x813C
-#define GL_TEXTURE_MAX_LEVEL              0x813D
-#define GL_SMOOTH_POINT_SIZE_RANGE        0x0B12
-#define GL_SMOOTH_POINT_SIZE_GRANULARITY  0x0B13
-#define GL_SMOOTH_LINE_WIDTH_RANGE        0x0B22
-#define GL_SMOOTH_LINE_WIDTH_GRANULARITY  0x0B23
-#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
+#ifndef GLAPIENTRY
+#define GLAPIENTRY
 #endif
 
-#ifndef GL_VERSION_1_2_DEPRECATED
-#define GL_RESCALE_NORMAL                 0x803A
-#define GL_LIGHT_MODEL_COLOR_CONTROL      0x81F8
-#define GL_SINGLE_COLOR                   0x81F9
-#define GL_SEPARATE_SPECULAR_COLOR        0x81FA
-#define GL_ALIASED_POINT_SIZE_RANGE       0x846D
+#ifndef APIENTRY
+#define APIENTRY GLAPIENTRY
 #endif
 
-#ifndef GL_ARB_imaging
-#define GL_CONSTANT_COLOR                 0x8001
-#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002
-#define GL_CONSTANT_ALPHA                 0x8003
-#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004
-#define GL_BLEND_COLOR                    0x8005
-#define GL_FUNC_ADD                       0x8006
-#define GL_MIN                            0x8007
-#define GL_MAX                            0x8008
-#define GL_BLEND_EQUATION                 0x8009
-#define GL_FUNC_SUBTRACT                  0x800A
-#define GL_FUNC_REVERSE_SUBTRACT          0x800B
+/* "P" suffix to be used for a pointer to a function */
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
 #endif
 
-#ifndef GL_ARB_imaging_DEPRECATED
-#define GL_CONVOLUTION_1D                 0x8010
-#define GL_CONVOLUTION_2D                 0x8011
-#define GL_SEPARABLE_2D                   0x8012
-#define GL_CONVOLUTION_BORDER_MODE        0x8013
-#define GL_CONVOLUTION_FILTER_SCALE       0x8014
-#define GL_CONVOLUTION_FILTER_BIAS        0x8015
-#define GL_REDUCE                         0x8016
-#define GL_CONVOLUTION_FORMAT             0x8017
-#define GL_CONVOLUTION_WIDTH              0x8018
-#define GL_CONVOLUTION_HEIGHT             0x8019
-#define GL_MAX_CONVOLUTION_WIDTH          0x801A
-#define GL_MAX_CONVOLUTION_HEIGHT         0x801B
-#define GL_POST_CONVOLUTION_RED_SCALE     0x801C
-#define GL_POST_CONVOLUTION_GREEN_SCALE   0x801D
-#define GL_POST_CONVOLUTION_BLUE_SCALE    0x801E
-#define GL_POST_CONVOLUTION_ALPHA_SCALE   0x801F
-#define GL_POST_CONVOLUTION_RED_BIAS      0x8020
-#define GL_POST_CONVOLUTION_GREEN_BIAS    0x8021
-#define GL_POST_CONVOLUTION_BLUE_BIAS     0x8022
-#define GL_POST_CONVOLUTION_ALPHA_BIAS    0x8023
-#define GL_HISTOGRAM                      0x8024
-#define GL_PROXY_HISTOGRAM                0x8025
-#define GL_HISTOGRAM_WIDTH                0x8026
-#define GL_HISTOGRAM_FORMAT               0x8027
-#define GL_HISTOGRAM_RED_SIZE             0x8028
-#define GL_HISTOGRAM_GREEN_SIZE           0x8029
-#define GL_HISTOGRAM_BLUE_SIZE            0x802A
-#define GL_HISTOGRAM_ALPHA_SIZE           0x802B
-#define GL_HISTOGRAM_LUMINANCE_SIZE       0x802C
-#define GL_HISTOGRAM_SINK                 0x802D
-#define GL_MINMAX                         0x802E
-#define GL_MINMAX_FORMAT                  0x802F
-#define GL_MINMAX_SINK                    0x8030
-#define GL_TABLE_TOO_LARGE                0x8031
-#define GL_COLOR_MATRIX                   0x80B1
-#define GL_COLOR_MATRIX_STACK_DEPTH       0x80B2
-#define GL_MAX_COLOR_MATRIX_STACK_DEPTH   0x80B3
-#define GL_POST_COLOR_MATRIX_RED_SCALE    0x80B4
-#define GL_POST_COLOR_MATRIX_GREEN_SCALE  0x80B5
-#define GL_POST_COLOR_MATRIX_BLUE_SCALE   0x80B6
-#define GL_POST_COLOR_MATRIX_ALPHA_SCALE  0x80B7
-#define GL_POST_COLOR_MATRIX_RED_BIAS     0x80B8
-#define GL_POST_COLOR_MATRIX_GREEN_BIAS   0x80B9
-#define GL_POST_COLOR_MATRIX_BLUE_BIAS    0x80BA
-#define GL_POST_COLOR_MATRIX_ALPHA_BIAS   0x80BB
-#define GL_COLOR_TABLE                    0x80D0
-#define GL_POST_CONVOLUTION_COLOR_TABLE   0x80D1
-#define GL_POST_COLOR_MATRIX_COLOR_TABLE  0x80D2
-#define GL_PROXY_COLOR_TABLE              0x80D3
-#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
-#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
-#define GL_COLOR_TABLE_SCALE              0x80D6
-#define GL_COLOR_TABLE_BIAS               0x80D7
-#define GL_COLOR_TABLE_FORMAT             0x80D8
-#define GL_COLOR_TABLE_WIDTH              0x80D9
-#define GL_COLOR_TABLE_RED_SIZE           0x80DA
-#define GL_COLOR_TABLE_GREEN_SIZE         0x80DB
-#define GL_COLOR_TABLE_BLUE_SIZE          0x80DC
-#define GL_COLOR_TABLE_ALPHA_SIZE         0x80DD
-#define GL_COLOR_TABLE_LUMINANCE_SIZE     0x80DE
-#define GL_COLOR_TABLE_INTENSITY_SIZE     0x80DF
-#define GL_CONSTANT_BORDER                0x8151
-#define GL_REPLICATE_BORDER               0x8153
-#define GL_CONVOLUTION_BORDER_COLOR       0x8154
+#ifndef GLAPIENTRYP
+#define GLAPIENTRYP GLAPIENTRY *
 #endif
 
-#ifndef GL_VERSION_1_3
-#define GL_TEXTURE0                       0x84C0
-#define GL_TEXTURE1                       0x84C1
-#define GL_TEXTURE2                       0x84C2
-#define GL_TEXTURE3                       0x84C3
-#define GL_TEXTURE4                       0x84C4
-#define GL_TEXTURE5                       0x84C5
-#define GL_TEXTURE6                       0x84C6
-#define GL_TEXTURE7                       0x84C7
-#define GL_TEXTURE8                       0x84C8
-#define GL_TEXTURE9                       0x84C9
-#define GL_TEXTURE10                      0x84CA
-#define GL_TEXTURE11                      0x84CB
-#define GL_TEXTURE12                      0x84CC
-#define GL_TEXTURE13                      0x84CD
-#define GL_TEXTURE14                      0x84CE
-#define GL_TEXTURE15                      0x84CF
-#define GL_TEXTURE16                      0x84D0
-#define GL_TEXTURE17                      0x84D1
-#define GL_TEXTURE18                      0x84D2
-#define GL_TEXTURE19                      0x84D3
-#define GL_TEXTURE20                      0x84D4
-#define GL_TEXTURE21                      0x84D5
-#define GL_TEXTURE22                      0x84D6
-#define GL_TEXTURE23                      0x84D7
-#define GL_TEXTURE24                      0x84D8
-#define GL_TEXTURE25                      0x84D9
-#define GL_TEXTURE26                      0x84DA
-#define GL_TEXTURE27                      0x84DB
-#define GL_TEXTURE28                      0x84DC
-#define GL_TEXTURE29                      0x84DD
-#define GL_TEXTURE30                      0x84DE
-#define GL_TEXTURE31                      0x84DF
-#define GL_ACTIVE_TEXTURE                 0x84E0
-#define GL_MULTISAMPLE                    0x809D
-#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
-#define GL_SAMPLE_ALPHA_TO_ONE            0x809F
-#define GL_SAMPLE_COVERAGE                0x80A0
-#define GL_SAMPLE_BUFFERS                 0x80A8
-#define GL_SAMPLES                        0x80A9
-#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
-#define GL_SAMPLE_COVERAGE_INVERT         0x80AB
-#define GL_TEXTURE_CUBE_MAP               0x8513
-#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A
-#define GL_PROXY_TEXTURE_CUBE_MAP         0x851B
-#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C
-#define GL_COMPRESSED_RGB                 0x84ED
-#define GL_COMPRESSED_RGBA                0x84EE
-#define GL_TEXTURE_COMPRESSION_HINT       0x84EF
-#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE  0x86A0
-#define GL_TEXTURE_COMPRESSED             0x86A1
-#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
-#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3
-#define GL_CLAMP_TO_BORDER                0x812D
+#if defined(PRAGMA_EXPORT_SUPPORTED)
+#pragma export on
 #endif
 
-#ifndef GL_VERSION_1_3_DEPRECATED
-#define GL_CLIENT_ACTIVE_TEXTURE          0x84E1
-#define GL_MAX_TEXTURE_UNITS              0x84E2
-#define GL_TRANSPOSE_MODELVIEW_MATRIX     0x84E3
-#define GL_TRANSPOSE_PROJECTION_MATRIX    0x84E4
-#define GL_TRANSPOSE_TEXTURE_MATRIX       0x84E5
-#define GL_TRANSPOSE_COLOR_MATRIX         0x84E6
-#define GL_MULTISAMPLE_BIT                0x20000000
-#define GL_NORMAL_MAP                     0x8511
-#define GL_REFLECTION_MAP                 0x8512
-#define GL_COMPRESSED_ALPHA               0x84E9
-#define GL_COMPRESSED_LUMINANCE           0x84EA
-#define GL_COMPRESSED_LUMINANCE_ALPHA     0x84EB
-#define GL_COMPRESSED_INTENSITY           0x84EC
-#define GL_COMBINE                        0x8570
-#define GL_COMBINE_RGB                    0x8571
-#define GL_COMBINE_ALPHA                  0x8572
-#define GL_SOURCE0_RGB                    0x8580
-#define GL_SOURCE1_RGB                    0x8581
-#define GL_SOURCE2_RGB                    0x8582
-#define GL_SOURCE0_ALPHA                  0x8588
-#define GL_SOURCE1_ALPHA                  0x8589
-#define GL_SOURCE2_ALPHA                  0x858A
-#define GL_OPERAND0_RGB                   0x8590
-#define GL_OPERAND1_RGB                   0x8591
-#define GL_OPERAND2_RGB                   0x8592
-#define GL_OPERAND0_ALPHA                 0x8598
-#define GL_OPERAND1_ALPHA                 0x8599
-#define GL_OPERAND2_ALPHA                 0x859A
-#define GL_RGB_SCALE                      0x8573
-#define GL_ADD_SIGNED                     0x8574
-#define GL_INTERPOLATE                    0x8575
-#define GL_SUBTRACT                       0x84E7
-#define GL_CONSTANT                       0x8576
-#define GL_PRIMARY_COLOR                  0x8577
-#define GL_PREVIOUS                       0x8578
-#define GL_DOT3_RGB                       0x86AE
-#define GL_DOT3_RGBA                      0x86AF
-#endif
+/*
+ * End system-specific stuff.
+ **********************************************************************/
 
-#ifndef GL_VERSION_1_4
-#define GL_BLEND_DST_RGB                  0x80C8
-#define GL_BLEND_SRC_RGB                  0x80C9
-#define GL_BLEND_DST_ALPHA                0x80CA
-#define GL_BLEND_SRC_ALPHA                0x80CB
-#define GL_POINT_FADE_THRESHOLD_SIZE      0x8128
-#define GL_DEPTH_COMPONENT16              0x81A5
-#define GL_DEPTH_COMPONENT24              0x81A6
-#define GL_DEPTH_COMPONENT32              0x81A7
-#define GL_MIRRORED_REPEAT                0x8370
-#define GL_MAX_TEXTURE_LOD_BIAS           0x84FD
-#define GL_TEXTURE_LOD_BIAS               0x8501
-#define GL_INCR_WRAP                      0x8507
-#define GL_DECR_WRAP                      0x8508
-#define GL_TEXTURE_DEPTH_SIZE             0x884A
-#define GL_TEXTURE_COMPARE_MODE           0x884C
-#define GL_TEXTURE_COMPARE_FUNC           0x884D
-#endif
 
-#ifndef GL_VERSION_1_4_DEPRECATED
-#define GL_POINT_SIZE_MIN                 0x8126
-#define GL_POINT_SIZE_MAX                 0x8127
-#define GL_POINT_DISTANCE_ATTENUATION     0x8129
-#define GL_GENERATE_MIPMAP                0x8191
-#define GL_GENERATE_MIPMAP_HINT           0x8192
-#define GL_FOG_COORDINATE_SOURCE          0x8450
-#define GL_FOG_COORDINATE                 0x8451
-#define GL_FRAGMENT_DEPTH                 0x8452
-#define GL_CURRENT_FOG_COORDINATE         0x8453
-#define GL_FOG_COORDINATE_ARRAY_TYPE      0x8454
-#define GL_FOG_COORDINATE_ARRAY_STRIDE    0x8455
-#define GL_FOG_COORDINATE_ARRAY_POINTER   0x8456
-#define GL_FOG_COORDINATE_ARRAY           0x8457
-#define GL_COLOR_SUM                      0x8458
-#define GL_CURRENT_SECONDARY_COLOR        0x8459
-#define GL_SECONDARY_COLOR_ARRAY_SIZE     0x845A
-#define GL_SECONDARY_COLOR_ARRAY_TYPE     0x845B
-#define GL_SECONDARY_COLOR_ARRAY_STRIDE   0x845C
-#define GL_SECONDARY_COLOR_ARRAY_POINTER  0x845D
-#define GL_SECONDARY_COLOR_ARRAY          0x845E
-#define GL_TEXTURE_FILTER_CONTROL         0x8500
-#define GL_DEPTH_TEXTURE_MODE             0x884B
-#define GL_COMPARE_R_TO_TEXTURE           0x884E
-#endif
 
-#ifndef GL_VERSION_1_5
-#define GL_BUFFER_SIZE                    0x8764
-#define GL_BUFFER_USAGE                   0x8765
-#define GL_QUERY_COUNTER_BITS             0x8864
-#define GL_CURRENT_QUERY                  0x8865
-#define GL_QUERY_RESULT                   0x8866
-#define GL_QUERY_RESULT_AVAILABLE         0x8867
-#define GL_ARRAY_BUFFER                   0x8892
-#define GL_ELEMENT_ARRAY_BUFFER           0x8893
-#define GL_ARRAY_BUFFER_BINDING           0x8894
-#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
-#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
-#define GL_READ_ONLY                      0x88B8
-#define GL_WRITE_ONLY                     0x88B9
-#define GL_READ_WRITE                     0x88BA
-#define GL_BUFFER_ACCESS                  0x88BB
-#define GL_BUFFER_MAPPED                  0x88BC
-#define GL_BUFFER_MAP_POINTER             0x88BD
-#define GL_STREAM_DRAW                    0x88E0
-#define GL_STREAM_READ                    0x88E1
-#define GL_STREAM_COPY                    0x88E2
-#define GL_STATIC_DRAW                    0x88E4
-#define GL_STATIC_READ                    0x88E5
-#define GL_STATIC_COPY                    0x88E6
-#define GL_DYNAMIC_DRAW                   0x88E8
-#define GL_DYNAMIC_READ                   0x88E9
-#define GL_DYNAMIC_COPY                   0x88EA
-#define GL_SAMPLES_PASSED                 0x8914
+#ifdef __cplusplus
+extern "C" {
 #endif
 
-#ifndef GL_VERSION_1_5_DEPRECATED
-#define GL_VERTEX_ARRAY_BUFFER_BINDING    0x8896
-#define GL_NORMAL_ARRAY_BUFFER_BINDING    0x8897
-#define GL_COLOR_ARRAY_BUFFER_BINDING     0x8898
-#define GL_INDEX_ARRAY_BUFFER_BINDING     0x8899
-#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
-#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
-#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
-#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
-#define GL_WEIGHT_ARRAY_BUFFER_BINDING    0x889E
-#define GL_FOG_COORD_SRC                  0x8450
-#define GL_FOG_COORD                      0x8451
-#define GL_CURRENT_FOG_COORD              0x8453
-#define GL_FOG_COORD_ARRAY_TYPE           0x8454
-#define GL_FOG_COORD_ARRAY_STRIDE         0x8455
-#define GL_FOG_COORD_ARRAY_POINTER        0x8456
-#define GL_FOG_COORD_ARRAY                0x8457
-#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D
-#define GL_SRC0_RGB                       0x8580
-#define GL_SRC1_RGB                       0x8581
-#define GL_SRC2_RGB                       0x8582
-#define GL_SRC0_ALPHA                     0x8588
-#define GL_SRC1_ALPHA                     0x8589
-#define GL_SRC2_ALPHA                     0x858A
-#endif
 
-#ifndef GL_VERSION_2_0
-#define GL_BLEND_EQUATION_RGB             0x8009
-#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
-#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
-#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
-#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
-#define GL_CURRENT_VERTEX_ATTRIB          0x8626
-#define GL_VERTEX_PROGRAM_POINT_SIZE      0x8642
-#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
-#define GL_STENCIL_BACK_FUNC              0x8800
-#define GL_STENCIL_BACK_FAIL              0x8801
-#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
-#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
-#define GL_MAX_DRAW_BUFFERS               0x8824
-#define GL_DRAW_BUFFER0                   0x8825
-#define GL_DRAW_BUFFER1                   0x8826
-#define GL_DRAW_BUFFER2                   0x8827
-#define GL_DRAW_BUFFER3                   0x8828
-#define GL_DRAW_BUFFER4                   0x8829
-#define GL_DRAW_BUFFER5                   0x882A
-#define GL_DRAW_BUFFER6                   0x882B
-#define GL_DRAW_BUFFER7                   0x882C
-#define GL_DRAW_BUFFER8                   0x882D
-#define GL_DRAW_BUFFER9                   0x882E
-#define GL_DRAW_BUFFER10                  0x882F
-#define GL_DRAW_BUFFER11                  0x8830
-#define GL_DRAW_BUFFER12                  0x8831
-#define GL_DRAW_BUFFER13                  0x8832
-#define GL_DRAW_BUFFER14                  0x8833
-#define GL_DRAW_BUFFER15                  0x8834
-#define GL_BLEND_EQUATION_ALPHA           0x883D
-#define GL_MAX_VERTEX_ATTRIBS             0x8869
-#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
-#define GL_MAX_TEXTURE_IMAGE_UNITS        0x8872
-#define GL_FRAGMENT_SHADER                0x8B30
-#define GL_VERTEX_SHADER                  0x8B31
-#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
-#define GL_MAX_VERTEX_UNIFORM_COMPONENTS  0x8B4A
-#define GL_MAX_VARYING_FLOATS             0x8B4B
-#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
-#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
-#define GL_SHADER_TYPE                    0x8B4F
-#define GL_FLOAT_VEC2                     0x8B50
-#define GL_FLOAT_VEC3                     0x8B51
-#define GL_FLOAT_VEC4                     0x8B52
-#define GL_INT_VEC2                       0x8B53
-#define GL_INT_VEC3                       0x8B54
-#define GL_INT_VEC4                       0x8B55
-#define GL_BOOL                           0x8B56
-#define GL_BOOL_VEC2                      0x8B57
-#define GL_BOOL_VEC3                      0x8B58
-#define GL_BOOL_VEC4                      0x8B59
-#define GL_FLOAT_MAT2                     0x8B5A
-#define GL_FLOAT_MAT3                     0x8B5B
-#define GL_FLOAT_MAT4                     0x8B5C
-#define GL_SAMPLER_1D                     0x8B5D
-#define GL_SAMPLER_2D                     0x8B5E
-#define GL_SAMPLER_3D                     0x8B5F
-#define GL_SAMPLER_CUBE                   0x8B60
-#define GL_SAMPLER_1D_SHADOW              0x8B61
-#define GL_SAMPLER_2D_SHADOW              0x8B62
-#define GL_DELETE_STATUS                  0x8B80
-#define GL_COMPILE_STATUS                 0x8B81
-#define GL_LINK_STATUS                    0x8B82
-#define GL_VALIDATE_STATUS                0x8B83
-#define GL_INFO_LOG_LENGTH                0x8B84
-#define GL_ATTACHED_SHADERS               0x8B85
-#define GL_ACTIVE_UNIFORMS                0x8B86
-#define GL_ACTIVE_UNIFORM_MAX_LENGTH      0x8B87
-#define GL_SHADER_SOURCE_LENGTH           0x8B88
-#define GL_ACTIVE_ATTRIBUTES              0x8B89
-#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH    0x8B8A
-#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
-#define GL_SHADING_LANGUAGE_VERSION       0x8B8C
-#define GL_CURRENT_PROGRAM                0x8B8D
-#define GL_POINT_SPRITE_COORD_ORIGIN      0x8CA0
-#define GL_LOWER_LEFT                     0x8CA1
-#define GL_UPPER_LEFT                     0x8CA2
-#define GL_STENCIL_BACK_REF               0x8CA3
-#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
-#define GL_STENCIL_BACK_WRITEMASK         0x8CA5
-#endif
 
-#ifndef GL_VERSION_2_0_DEPRECATED
-#define GL_VERTEX_PROGRAM_TWO_SIDE        0x8643
-#define GL_POINT_SPRITE                   0x8861
-#define GL_COORD_REPLACE                  0x8862
-#define GL_MAX_TEXTURE_COORDS             0x8871
-#endif
+#define GL_VERSION_1_1   1
+#define GL_VERSION_1_2   1
+#define GL_VERSION_1_3   1
+#define GL_ARB_imaging   1
 
-#ifndef GL_VERSION_2_1
-#define GL_PIXEL_PACK_BUFFER              0x88EB
-#define GL_PIXEL_UNPACK_BUFFER            0x88EC
-#define GL_PIXEL_PACK_BUFFER_BINDING      0x88ED
-#define GL_PIXEL_UNPACK_BUFFER_BINDING    0x88EF
-#define GL_FLOAT_MAT2x3                   0x8B65
-#define GL_FLOAT_MAT2x4                   0x8B66
-#define GL_FLOAT_MAT3x2                   0x8B67
-#define GL_FLOAT_MAT3x4                   0x8B68
-#define GL_FLOAT_MAT4x2                   0x8B69
-#define GL_FLOAT_MAT4x3                   0x8B6A
-#define GL_SRGB                           0x8C40
-#define GL_SRGB8                          0x8C41
-#define GL_SRGB_ALPHA                     0x8C42
-#define GL_SRGB8_ALPHA8                   0x8C43
-#define GL_COMPRESSED_SRGB                0x8C48
-#define GL_COMPRESSED_SRGB_ALPHA          0x8C49
-#endif
 
-#ifndef GL_VERSION_2_1_DEPRECATED
-#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F
-#define GL_SLUMINANCE_ALPHA               0x8C44
-#define GL_SLUMINANCE8_ALPHA8             0x8C45
-#define GL_SLUMINANCE                     0x8C46
-#define GL_SLUMINANCE8                    0x8C47
-#define GL_COMPRESSED_SLUMINANCE          0x8C4A
-#define GL_COMPRESSED_SLUMINANCE_ALPHA    0x8C4B
-#endif
+/*
+ * Datatypes
+ */
+typedef unsigned int   GLenum;
+typedef unsigned char  GLboolean;
+typedef unsigned int   GLbitfield;
+typedef void           GLvoid;
+typedef signed char    GLbyte;         /* 1-byte signed */
+typedef short          GLshort;        /* 2-byte signed */
+typedef int            GLint;          /* 4-byte signed */
+typedef unsigned char  GLubyte;        /* 1-byte unsigned */
+typedef unsigned short GLushort;       /* 2-byte unsigned */
+typedef unsigned int   GLuint;         /* 4-byte unsigned */
+typedef int            GLsizei;        /* 4-byte signed */
+typedef float          GLfloat;        /* single precision float */
+typedef float          GLclampf;       /* single precision float in [0,1] */
+typedef double         GLdouble;       /* double precision float */
+typedef double         GLclampd;       /* double precision float in [0,1] */
 
-#ifndef GL_VERSION_3_0
-#define GL_COMPARE_REF_TO_TEXTURE         0x884E
-#define GL_CLIP_DISTANCE0                 0x3000
-#define GL_CLIP_DISTANCE1                 0x3001
-#define GL_CLIP_DISTANCE2                 0x3002
-#define GL_CLIP_DISTANCE3                 0x3003
-#define GL_CLIP_DISTANCE4                 0x3004
-#define GL_CLIP_DISTANCE5                 0x3005
-#define GL_CLIP_DISTANCE6                 0x3006
-#define GL_CLIP_DISTANCE7                 0x3007
-#define GL_MAX_CLIP_DISTANCES             0x0D32
-#define GL_MAJOR_VERSION                  0x821B
-#define GL_MINOR_VERSION                  0x821C
-#define GL_NUM_EXTENSIONS                 0x821D
-#define GL_CONTEXT_FLAGS                  0x821E
-#define GL_DEPTH_BUFFER                   0x8223
-#define GL_STENCIL_BUFFER                 0x8224
-#define GL_COMPRESSED_RED                 0x8225
-#define GL_COMPRESSED_RG                  0x8226
-#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
-#define GL_RGBA32F                        0x8814
-#define GL_RGB32F                         0x8815
-#define GL_RGBA16F                        0x881A
-#define GL_RGB16F                         0x881B
-#define GL_VERTEX_ATTRIB_ARRAY_INTEGER    0x88FD
-#define GL_MAX_ARRAY_TEXTURE_LAYERS       0x88FF
-#define GL_MIN_PROGRAM_TEXEL_OFFSET       0x8904
-#define GL_MAX_PROGRAM_TEXEL_OFFSET       0x8905
-#define GL_CLAMP_READ_COLOR               0x891C
-#define GL_FIXED_ONLY                     0x891D
-#define GL_MAX_VARYING_COMPONENTS         0x8B4B
-#define GL_TEXTURE_1D_ARRAY               0x8C18
-#define GL_PROXY_TEXTURE_1D_ARRAY         0x8C19
-#define GL_TEXTURE_2D_ARRAY               0x8C1A
-#define GL_PROXY_TEXTURE_2D_ARRAY         0x8C1B
-#define GL_TEXTURE_BINDING_1D_ARRAY       0x8C1C
-#define GL_TEXTURE_BINDING_2D_ARRAY       0x8C1D
-#define GL_R11F_G11F_B10F                 0x8C3A
-#define GL_UNSIGNED_INT_10F_11F_11F_REV   0x8C3B
-#define GL_RGB9_E5                        0x8C3D
-#define GL_UNSIGNED_INT_5_9_9_9_REV       0x8C3E
-#define GL_TEXTURE_SHARED_SIZE            0x8C3F
-#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
-#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
-#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
-#define GL_TRANSFORM_FEEDBACK_VARYINGS    0x8C83
-#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
-#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
-#define GL_PRIMITIVES_GENERATED           0x8C87
-#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
-#define GL_RASTERIZER_DISCARD             0x8C89
-#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
-#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
-#define GL_INTERLEAVED_ATTRIBS            0x8C8C
-#define GL_SEPARATE_ATTRIBS               0x8C8D
-#define GL_TRANSFORM_FEEDBACK_BUFFER      0x8C8E
-#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
-#define GL_RGBA32UI                       0x8D70
-#define GL_RGB32UI                        0x8D71
-#define GL_RGBA16UI                       0x8D76
-#define GL_RGB16UI                        0x8D77
-#define GL_RGBA8UI                        0x8D7C
-#define GL_RGB8UI                         0x8D7D
-#define GL_RGBA32I                        0x8D82
-#define GL_RGB32I                         0x8D83
-#define GL_RGBA16I                        0x8D88
-#define GL_RGB16I                         0x8D89
-#define GL_RGBA8I                         0x8D8E
-#define GL_RGB8I                          0x8D8F
-#define GL_RED_INTEGER                    0x8D94
-#define GL_GREEN_INTEGER                  0x8D95
-#define GL_BLUE_INTEGER                   0x8D96
-#define GL_RGB_INTEGER                    0x8D98
-#define GL_RGBA_INTEGER                   0x8D99
-#define GL_BGR_INTEGER                    0x8D9A
-#define GL_BGRA_INTEGER                   0x8D9B
-#define GL_SAMPLER_1D_ARRAY               0x8DC0
-#define GL_SAMPLER_2D_ARRAY               0x8DC1
-#define GL_SAMPLER_1D_ARRAY_SHADOW        0x8DC3
-#define GL_SAMPLER_2D_ARRAY_SHADOW        0x8DC4
-#define GL_SAMPLER_CUBE_SHADOW            0x8DC5
-#define GL_UNSIGNED_INT_VEC2              0x8DC6
-#define GL_UNSIGNED_INT_VEC3              0x8DC7
-#define GL_UNSIGNED_INT_VEC4              0x8DC8
-#define GL_INT_SAMPLER_1D                 0x8DC9
-#define GL_INT_SAMPLER_2D                 0x8DCA
-#define GL_INT_SAMPLER_3D                 0x8DCB
-#define GL_INT_SAMPLER_CUBE               0x8DCC
-#define GL_INT_SAMPLER_1D_ARRAY           0x8DCE
-#define GL_INT_SAMPLER_2D_ARRAY           0x8DCF
-#define GL_UNSIGNED_INT_SAMPLER_1D        0x8DD1
-#define GL_UNSIGNED_INT_SAMPLER_2D        0x8DD2
-#define GL_UNSIGNED_INT_SAMPLER_3D        0x8DD3
-#define GL_UNSIGNED_INT_SAMPLER_CUBE      0x8DD4
-#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY  0x8DD6
-#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY  0x8DD7
-#define GL_QUERY_WAIT                     0x8E13
-#define GL_QUERY_NO_WAIT                  0x8E14
-#define GL_QUERY_BY_REGION_WAIT           0x8E15
-#define GL_QUERY_BY_REGION_NO_WAIT        0x8E16
-#define GL_BUFFER_ACCESS_FLAGS            0x911F
-#define GL_BUFFER_MAP_LENGTH              0x9120
-#define GL_BUFFER_MAP_OFFSET              0x9121
-/* Reuse tokens from ARB_depth_buffer_float */
-/* reuse GL_DEPTH_COMPONENT32F */
-/* reuse GL_DEPTH32F_STENCIL8 */
-/* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */
-/* Reuse tokens from ARB_framebuffer_object */
-/* reuse GL_INVALID_FRAMEBUFFER_OPERATION */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */
-/* reuse GL_FRAMEBUFFER_DEFAULT */
-/* reuse GL_FRAMEBUFFER_UNDEFINED */
-/* reuse GL_DEPTH_STENCIL_ATTACHMENT */
-/* reuse GL_INDEX */
-/* reuse GL_MAX_RENDERBUFFER_SIZE */
-/* reuse GL_DEPTH_STENCIL */
-/* reuse GL_UNSIGNED_INT_24_8 */
-/* reuse GL_DEPTH24_STENCIL8 */
-/* reuse GL_TEXTURE_STENCIL_SIZE */
-/* reuse GL_TEXTURE_RED_TYPE */
-/* reuse GL_TEXTURE_GREEN_TYPE */
-/* reuse GL_TEXTURE_BLUE_TYPE */
-/* reuse GL_TEXTURE_ALPHA_TYPE */
-/* reuse GL_TEXTURE_DEPTH_TYPE */
-/* reuse GL_UNSIGNED_NORMALIZED */
-/* reuse GL_FRAMEBUFFER_BINDING */
-/* reuse GL_DRAW_FRAMEBUFFER_BINDING */
-/* reuse GL_RENDERBUFFER_BINDING */
-/* reuse GL_READ_FRAMEBUFFER */
-/* reuse GL_DRAW_FRAMEBUFFER */
-/* reuse GL_READ_FRAMEBUFFER_BINDING */
-/* reuse GL_RENDERBUFFER_SAMPLES */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
-/* reuse GL_FRAMEBUFFER_COMPLETE */
-/* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */
-/* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */
-/* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */
-/* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */
-/* reuse GL_FRAMEBUFFER_UNSUPPORTED */
-/* reuse GL_MAX_COLOR_ATTACHMENTS */
-/* reuse GL_COLOR_ATTACHMENT0 */
-/* reuse GL_COLOR_ATTACHMENT1 */
-/* reuse GL_COLOR_ATTACHMENT2 */
-/* reuse GL_COLOR_ATTACHMENT3 */
-/* reuse GL_COLOR_ATTACHMENT4 */
-/* reuse GL_COLOR_ATTACHMENT5 */
-/* reuse GL_COLOR_ATTACHMENT6 */
-/* reuse GL_COLOR_ATTACHMENT7 */
-/* reuse GL_COLOR_ATTACHMENT8 */
-/* reuse GL_COLOR_ATTACHMENT9 */
-/* reuse GL_COLOR_ATTACHMENT10 */
-/* reuse GL_COLOR_ATTACHMENT11 */
-/* reuse GL_COLOR_ATTACHMENT12 */
-/* reuse GL_COLOR_ATTACHMENT13 */
-/* reuse GL_COLOR_ATTACHMENT14 */
-/* reuse GL_COLOR_ATTACHMENT15 */
-/* reuse GL_DEPTH_ATTACHMENT */
-/* reuse GL_STENCIL_ATTACHMENT */
-/* reuse GL_FRAMEBUFFER */
-/* reuse GL_RENDERBUFFER */
-/* reuse GL_RENDERBUFFER_WIDTH */
-/* reuse GL_RENDERBUFFER_HEIGHT */
-/* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */
-/* reuse GL_STENCIL_INDEX1 */
-/* reuse GL_STENCIL_INDEX4 */
-/* reuse GL_STENCIL_INDEX8 */
-/* reuse GL_STENCIL_INDEX16 */
-/* reuse GL_RENDERBUFFER_RED_SIZE */
-/* reuse GL_RENDERBUFFER_GREEN_SIZE */
-/* reuse GL_RENDERBUFFER_BLUE_SIZE */
-/* reuse GL_RENDERBUFFER_ALPHA_SIZE */
-/* reuse GL_RENDERBUFFER_DEPTH_SIZE */
-/* reuse GL_RENDERBUFFER_STENCIL_SIZE */
-/* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */
-/* reuse GL_MAX_SAMPLES */
-/* Reuse tokens from ARB_framebuffer_sRGB */
-/* reuse GL_FRAMEBUFFER_SRGB */
-/* Reuse tokens from ARB_half_float_vertex */
-/* reuse GL_HALF_FLOAT */
-/* Reuse tokens from ARB_map_buffer_range */
-/* reuse GL_MAP_READ_BIT */
-/* reuse GL_MAP_WRITE_BIT */
-/* reuse GL_MAP_INVALIDATE_RANGE_BIT */
-/* reuse GL_MAP_INVALIDATE_BUFFER_BIT */
-/* reuse GL_MAP_FLUSH_EXPLICIT_BIT */
-/* reuse GL_MAP_UNSYNCHRONIZED_BIT */
-/* Reuse tokens from ARB_texture_compression_rgtc */
-/* reuse GL_COMPRESSED_RED_RGTC1 */
-/* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */
-/* reuse GL_COMPRESSED_RG_RGTC2 */
-/* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */
-/* Reuse tokens from ARB_texture_rg */
-/* reuse GL_RG */
-/* reuse GL_RG_INTEGER */
-/* reuse GL_R8 */
-/* reuse GL_R16 */
-/* reuse GL_RG8 */
-/* reuse GL_RG16 */
-/* reuse GL_R16F */
-/* reuse GL_R32F */
-/* reuse GL_RG16F */
-/* reuse GL_RG32F */
-/* reuse GL_R8I */
-/* reuse GL_R8UI */
-/* reuse GL_R16I */
-/* reuse GL_R16UI */
-/* reuse GL_R32I */
-/* reuse GL_R32UI */
-/* reuse GL_RG8I */
-/* reuse GL_RG8UI */
-/* reuse GL_RG16I */
-/* reuse GL_RG16UI */
-/* reuse GL_RG32I */
-/* reuse GL_RG32UI */
-/* Reuse tokens from ARB_vertex_array_object */
-/* reuse GL_VERTEX_ARRAY_BINDING */
-#endif
 
-#ifndef GL_VERSION_3_0_DEPRECATED
-#define GL_CLAMP_VERTEX_COLOR             0x891A
-#define GL_CLAMP_FRAGMENT_COLOR           0x891B
-#define GL_ALPHA_INTEGER                  0x8D97
-/* Reuse tokens from ARB_framebuffer_object */
-/* reuse GL_TEXTURE_LUMINANCE_TYPE */
-/* reuse GL_TEXTURE_INTENSITY_TYPE */
-#endif
 
-#ifndef GL_VERSION_3_1
-#define GL_SAMPLER_2D_RECT                0x8B63
-#define GL_SAMPLER_2D_RECT_SHADOW         0x8B64
-#define GL_SAMPLER_BUFFER                 0x8DC2
-#define GL_INT_SAMPLER_2D_RECT            0x8DCD
-#define GL_INT_SAMPLER_BUFFER             0x8DD0
-#define GL_UNSIGNED_INT_SAMPLER_2D_RECT   0x8DD5
-#define GL_UNSIGNED_INT_SAMPLER_BUFFER    0x8DD8
-#define GL_TEXTURE_BUFFER                 0x8C2A
-#define GL_MAX_TEXTURE_BUFFER_SIZE        0x8C2B
-#define GL_TEXTURE_BINDING_BUFFER         0x8C2C
-#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
-#define GL_TEXTURE_BUFFER_FORMAT          0x8C2E
-#define GL_TEXTURE_RECTANGLE              0x84F5
-#define GL_TEXTURE_BINDING_RECTANGLE      0x84F6
-#define GL_PROXY_TEXTURE_RECTANGLE        0x84F7
-#define GL_MAX_RECTANGLE_TEXTURE_SIZE     0x84F8
-#define GL_RED_SNORM                      0x8F90
-#define GL_RG_SNORM                       0x8F91
-#define GL_RGB_SNORM                      0x8F92
-#define GL_RGBA_SNORM                     0x8F93
-#define GL_R8_SNORM                       0x8F94
-#define GL_RG8_SNORM                      0x8F95
-#define GL_RGB8_SNORM                     0x8F96
-#define GL_RGBA8_SNORM                    0x8F97
-#define GL_R16_SNORM                      0x8F98
-#define GL_RG16_SNORM                     0x8F99
-#define GL_RGB16_SNORM                    0x8F9A
-#define GL_RGBA16_SNORM                   0x8F9B
-#define GL_SIGNED_NORMALIZED              0x8F9C
-#define GL_PRIMITIVE_RESTART              0x8F9D
-#define GL_PRIMITIVE_RESTART_INDEX        0x8F9E
-/* Reuse tokens from ARB_copy_buffer */
-/* reuse GL_COPY_READ_BUFFER */
-/* reuse GL_COPY_WRITE_BUFFER */
-/* Reuse tokens from ARB_draw_instanced (none) */
-/* Reuse tokens from ARB_uniform_buffer_object */
-/* reuse GL_UNIFORM_BUFFER */
-/* reuse GL_UNIFORM_BUFFER_BINDING */
-/* reuse GL_UNIFORM_BUFFER_START */
-/* reuse GL_UNIFORM_BUFFER_SIZE */
-/* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */
-/* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */
-/* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */
-/* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */
-/* reuse GL_MAX_UNIFORM_BLOCK_SIZE */
-/* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */
-/* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */
-/* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */
-/* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */
-/* reuse GL_ACTIVE_UNIFORM_BLOCKS */
-/* reuse GL_UNIFORM_TYPE */
-/* reuse GL_UNIFORM_SIZE */
-/* reuse GL_UNIFORM_NAME_LENGTH */
-/* reuse GL_UNIFORM_BLOCK_INDEX */
-/* reuse GL_UNIFORM_OFFSET */
-/* reuse GL_UNIFORM_ARRAY_STRIDE */
-/* reuse GL_UNIFORM_MATRIX_STRIDE */
-/* reuse GL_UNIFORM_IS_ROW_MAJOR */
-/* reuse GL_UNIFORM_BLOCK_BINDING */
-/* reuse GL_UNIFORM_BLOCK_DATA_SIZE */
-/* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */
-/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */
-/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */
-/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */
-/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */
-/* reuse GL_INVALID_INDEX */
-#endif
+/*
+ * Constants
+ */
 
-#ifndef GL_VERSION_3_2
-#define GL_CONTEXT_CORE_PROFILE_BIT       0x00000001
-#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
-#define GL_LINES_ADJACENCY                0x000A
-#define GL_LINE_STRIP_ADJACENCY           0x000B
-#define GL_TRIANGLES_ADJACENCY            0x000C
-#define GL_TRIANGLE_STRIP_ADJACENCY       0x000D
-#define GL_PROGRAM_POINT_SIZE             0x8642
-#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
-#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
-#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
-#define GL_GEOMETRY_SHADER                0x8DD9
-#define GL_GEOMETRY_VERTICES_OUT          0x8916
-#define GL_GEOMETRY_INPUT_TYPE            0x8917
-#define GL_GEOMETRY_OUTPUT_TYPE           0x8918
-#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
-#define GL_MAX_GEOMETRY_OUTPUT_VERTICES   0x8DE0
-#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
-#define GL_MAX_VERTEX_OUTPUT_COMPONENTS   0x9122
-#define GL_MAX_GEOMETRY_INPUT_COMPONENTS  0x9123
-#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
-#define GL_MAX_FRAGMENT_INPUT_COMPONENTS  0x9125
-#define GL_CONTEXT_PROFILE_MASK           0x9126
-/* reuse GL_MAX_VARYING_COMPONENTS */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
-/* Reuse tokens from ARB_depth_clamp */
-/* reuse GL_DEPTH_CLAMP */
-/* Reuse tokens from ARB_draw_elements_base_vertex (none) */
-/* Reuse tokens from ARB_fragment_coord_conventions (none) */
-/* Reuse tokens from ARB_provoking_vertex */
-/* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */
-/* reuse GL_FIRST_VERTEX_CONVENTION */
-/* reuse GL_LAST_VERTEX_CONVENTION */
-/* reuse GL_PROVOKING_VERTEX */
-/* Reuse tokens from ARB_seamless_cube_map */
-/* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */
-/* Reuse tokens from ARB_sync */
-/* reuse GL_MAX_SERVER_WAIT_TIMEOUT */
-/* reuse GL_OBJECT_TYPE */
-/* reuse GL_SYNC_CONDITION */
-/* reuse GL_SYNC_STATUS */
-/* reuse GL_SYNC_FLAGS */
-/* reuse GL_SYNC_FENCE */
-/* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */
-/* reuse GL_UNSIGNALED */
-/* reuse GL_SIGNALED */
-/* reuse GL_ALREADY_SIGNALED */
-/* reuse GL_TIMEOUT_EXPIRED */
-/* reuse GL_CONDITION_SATISFIED */
-/* reuse GL_WAIT_FAILED */
-/* reuse GL_TIMEOUT_IGNORED */
-/* reuse GL_SYNC_FLUSH_COMMANDS_BIT */
-/* reuse GL_TIMEOUT_IGNORED */
-/* Reuse tokens from ARB_texture_multisample */
-/* reuse GL_SAMPLE_POSITION */
-/* reuse GL_SAMPLE_MASK */
-/* reuse GL_SAMPLE_MASK_VALUE */
-/* reuse GL_MAX_SAMPLE_MASK_WORDS */
-/* reuse GL_TEXTURE_2D_MULTISAMPLE */
-/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */
-/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
-/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */
-/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */
-/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */
-/* reuse GL_TEXTURE_SAMPLES */
-/* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */
-/* reuse GL_SAMPLER_2D_MULTISAMPLE */
-/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */
-/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */
-/* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */
-/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
-/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
-/* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */
-/* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */
-/* reuse GL_MAX_INTEGER_SAMPLES */
-/* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */
-#endif
+/* Boolean values */
+#define GL_FALSE                               0
+#define GL_TRUE                                        1
+
+/* Data types */
+#define GL_BYTE                                        0x1400
+#define GL_UNSIGNED_BYTE                       0x1401
+#define GL_SHORT                               0x1402
+#define GL_UNSIGNED_SHORT                      0x1403
+#define GL_INT                                 0x1404
+#define GL_UNSIGNED_INT                                0x1405
+#define GL_FLOAT                               0x1406
+#define GL_2_BYTES                             0x1407
+#define GL_3_BYTES                             0x1408
+#define GL_4_BYTES                             0x1409
+#define GL_DOUBLE                              0x140A
+
+/* Primitives */
+#define GL_POINTS                              0x0000
+#define GL_LINES                               0x0001
+#define GL_LINE_LOOP                           0x0002
+#define GL_LINE_STRIP                          0x0003
+#define GL_TRIANGLES                           0x0004
+#define GL_TRIANGLE_STRIP                      0x0005
+#define GL_TRIANGLE_FAN                                0x0006
+#define GL_QUADS                               0x0007
+#define GL_QUAD_STRIP                          0x0008
+#define GL_POLYGON                             0x0009
+
+/* Vertex Arrays */
+#define GL_VERTEX_ARRAY                                0x8074
+#define GL_NORMAL_ARRAY                                0x8075
+#define GL_COLOR_ARRAY                         0x8076
+#define GL_INDEX_ARRAY                         0x8077
+#define GL_TEXTURE_COORD_ARRAY                 0x8078
+#define GL_EDGE_FLAG_ARRAY                     0x8079
+#define GL_VERTEX_ARRAY_SIZE                   0x807A
+#define GL_VERTEX_ARRAY_TYPE                   0x807B
+#define GL_VERTEX_ARRAY_STRIDE                 0x807C
+#define GL_NORMAL_ARRAY_TYPE                   0x807E
+#define GL_NORMAL_ARRAY_STRIDE                 0x807F
+#define GL_COLOR_ARRAY_SIZE                    0x8081
+#define GL_COLOR_ARRAY_TYPE                    0x8082
+#define GL_COLOR_ARRAY_STRIDE                  0x8083
+#define GL_INDEX_ARRAY_TYPE                    0x8085
+#define GL_INDEX_ARRAY_STRIDE                  0x8086
+#define GL_TEXTURE_COORD_ARRAY_SIZE            0x8088
+#define GL_TEXTURE_COORD_ARRAY_TYPE            0x8089
+#define GL_TEXTURE_COORD_ARRAY_STRIDE          0x808A
+#define GL_EDGE_FLAG_ARRAY_STRIDE              0x808C
+#define GL_VERTEX_ARRAY_POINTER                        0x808E
+#define GL_NORMAL_ARRAY_POINTER                        0x808F
+#define GL_COLOR_ARRAY_POINTER                 0x8090
+#define GL_INDEX_ARRAY_POINTER                 0x8091
+#define GL_TEXTURE_COORD_ARRAY_POINTER         0x8092
+#define GL_EDGE_FLAG_ARRAY_POINTER             0x8093
+#define GL_V2F                                 0x2A20
+#define GL_V3F                                 0x2A21
+#define GL_C4UB_V2F                            0x2A22
+#define GL_C4UB_V3F                            0x2A23
+#define GL_C3F_V3F                             0x2A24
+#define GL_N3F_V3F                             0x2A25
+#define GL_C4F_N3F_V3F                         0x2A26
+#define GL_T2F_V3F                             0x2A27
+#define GL_T4F_V4F                             0x2A28
+#define GL_T2F_C4UB_V3F                                0x2A29
+#define GL_T2F_C3F_V3F                         0x2A2A
+#define GL_T2F_N3F_V3F                         0x2A2B
+#define GL_T2F_C4F_N3F_V3F                     0x2A2C
+#define GL_T4F_C4F_N3F_V4F                     0x2A2D
+
+/* Matrix Mode */
+#define GL_MATRIX_MODE                         0x0BA0
+#define GL_MODELVIEW                           0x1700
+#define GL_PROJECTION                          0x1701
+#define GL_TEXTURE                             0x1702
+
+/* Points */
+#define GL_POINT_SMOOTH                                0x0B10
+#define GL_POINT_SIZE                          0x0B11
+#define GL_POINT_SIZE_GRANULARITY              0x0B13
+#define GL_POINT_SIZE_RANGE                    0x0B12
+
+/* Lines */
+#define GL_LINE_SMOOTH                         0x0B20
+#define GL_LINE_STIPPLE                                0x0B24
+#define GL_LINE_STIPPLE_PATTERN                        0x0B25
+#define GL_LINE_STIPPLE_REPEAT                 0x0B26
+#define GL_LINE_WIDTH                          0x0B21
+#define GL_LINE_WIDTH_GRANULARITY              0x0B23
+#define GL_LINE_WIDTH_RANGE                    0x0B22
+
+/* Polygons */
+#define GL_POINT                               0x1B00
+#define GL_LINE                                        0x1B01
+#define GL_FILL                                        0x1B02
+#define GL_CW                                  0x0900
+#define GL_CCW                                 0x0901
+#define GL_FRONT                               0x0404
+#define GL_BACK                                        0x0405
+#define GL_POLYGON_MODE                                0x0B40
+#define GL_POLYGON_SMOOTH                      0x0B41
+#define GL_POLYGON_STIPPLE                     0x0B42
+#define GL_EDGE_FLAG                           0x0B43
+#define GL_CULL_FACE                           0x0B44
+#define GL_CULL_FACE_MODE                      0x0B45
+#define GL_FRONT_FACE                          0x0B46
+#define GL_POLYGON_OFFSET_FACTOR               0x8038
+#define GL_POLYGON_OFFSET_UNITS                        0x2A00
+#define GL_POLYGON_OFFSET_POINT                        0x2A01
+#define GL_POLYGON_OFFSET_LINE                 0x2A02
+#define GL_POLYGON_OFFSET_FILL                 0x8037
+
+/* Display Lists */
+#define GL_COMPILE                             0x1300
+#define GL_COMPILE_AND_EXECUTE                 0x1301
+#define GL_LIST_BASE                           0x0B32
+#define GL_LIST_INDEX                          0x0B33
+#define GL_LIST_MODE                           0x0B30
+
+/* Depth buffer */
+#define GL_NEVER                               0x0200
+#define GL_LESS                                        0x0201
+#define GL_EQUAL                               0x0202
+#define GL_LEQUAL                              0x0203
+#define GL_GREATER                             0x0204
+#define GL_NOTEQUAL                            0x0205
+#define GL_GEQUAL                              0x0206
+#define GL_ALWAYS                              0x0207
+#define GL_DEPTH_TEST                          0x0B71
+#define GL_DEPTH_BITS                          0x0D56
+#define GL_DEPTH_CLEAR_VALUE                   0x0B73
+#define GL_DEPTH_FUNC                          0x0B74
+#define GL_DEPTH_RANGE                         0x0B70
+#define GL_DEPTH_WRITEMASK                     0x0B72
+#define GL_DEPTH_COMPONENT                     0x1902
+
+/* Lighting */
+#define GL_LIGHTING                            0x0B50
+#define GL_LIGHT0                              0x4000
+#define GL_LIGHT1                              0x4001
+#define GL_LIGHT2                              0x4002
+#define GL_LIGHT3                              0x4003
+#define GL_LIGHT4                              0x4004
+#define GL_LIGHT5                              0x4005
+#define GL_LIGHT6                              0x4006
+#define GL_LIGHT7                              0x4007
+#define GL_SPOT_EXPONENT                       0x1205
+#define GL_SPOT_CUTOFF                         0x1206
+#define GL_CONSTANT_ATTENUATION                        0x1207
+#define GL_LINEAR_ATTENUATION                  0x1208
+#define GL_QUADRATIC_ATTENUATION               0x1209
+#define GL_AMBIENT                             0x1200
+#define GL_DIFFUSE                             0x1201
+#define GL_SPECULAR                            0x1202
+#define GL_SHININESS                           0x1601
+#define GL_EMISSION                            0x1600
+#define GL_POSITION                            0x1203
+#define GL_SPOT_DIRECTION                      0x1204
+#define GL_AMBIENT_AND_DIFFUSE                 0x1602
+#define GL_COLOR_INDEXES                       0x1603
+#define GL_LIGHT_MODEL_TWO_SIDE                        0x0B52
+#define GL_LIGHT_MODEL_LOCAL_VIEWER            0x0B51
+#define GL_LIGHT_MODEL_AMBIENT                 0x0B53
+#define GL_FRONT_AND_BACK                      0x0408
+#define GL_SHADE_MODEL                         0x0B54
+#define GL_FLAT                                        0x1D00
+#define GL_SMOOTH                              0x1D01
+#define GL_COLOR_MATERIAL                      0x0B57
+#define GL_COLOR_MATERIAL_FACE                 0x0B55
+#define GL_COLOR_MATERIAL_PARAMETER            0x0B56
+#define GL_NORMALIZE                           0x0BA1
+
+/* User clipping planes */
+#define GL_CLIP_PLANE0                         0x3000
+#define GL_CLIP_PLANE1                         0x3001
+#define GL_CLIP_PLANE2                         0x3002
+#define GL_CLIP_PLANE3                         0x3003
+#define GL_CLIP_PLANE4                         0x3004
+#define GL_CLIP_PLANE5                         0x3005
+
+/* Accumulation buffer */
+#define GL_ACCUM_RED_BITS                      0x0D58
+#define GL_ACCUM_GREEN_BITS                    0x0D59
+#define GL_ACCUM_BLUE_BITS                     0x0D5A
+#define GL_ACCUM_ALPHA_BITS                    0x0D5B
+#define GL_ACCUM_CLEAR_VALUE                   0x0B80
+#define GL_ACCUM                               0x0100
+#define GL_ADD                                 0x0104
+#define GL_LOAD                                        0x0101
+#define GL_MULT                                        0x0103
+#define GL_RETURN                              0x0102
+
+/* Alpha testing */
+#define GL_ALPHA_TEST                          0x0BC0
+#define GL_ALPHA_TEST_REF                      0x0BC2
+#define GL_ALPHA_TEST_FUNC                     0x0BC1
+
+/* Blending */
+#define GL_BLEND                               0x0BE2
+#define GL_BLEND_SRC                           0x0BE1
+#define GL_BLEND_DST                           0x0BE0
+#define GL_ZERO                                        0
+#define GL_ONE                                 1
+#define GL_SRC_COLOR                           0x0300
+#define GL_ONE_MINUS_SRC_COLOR                 0x0301
+#define GL_SRC_ALPHA                           0x0302
+#define GL_ONE_MINUS_SRC_ALPHA                 0x0303
+#define GL_DST_ALPHA                           0x0304
+#define GL_ONE_MINUS_DST_ALPHA                 0x0305
+#define GL_DST_COLOR                           0x0306
+#define GL_ONE_MINUS_DST_COLOR                 0x0307
+#define GL_SRC_ALPHA_SATURATE                  0x0308
+
+/* Render Mode */
+#define GL_FEEDBACK                            0x1C01
+#define GL_RENDER                              0x1C00
+#define GL_SELECT                              0x1C02
+
+/* Feedback */
+#define GL_2D                                  0x0600
+#define GL_3D                                  0x0601
+#define GL_3D_COLOR                            0x0602
+#define GL_3D_COLOR_TEXTURE                    0x0603
+#define GL_4D_COLOR_TEXTURE                    0x0604
+#define GL_POINT_TOKEN                         0x0701
+#define GL_LINE_TOKEN                          0x0702
+#define GL_LINE_RESET_TOKEN                    0x0707
+#define GL_POLYGON_TOKEN                       0x0703
+#define GL_BITMAP_TOKEN                                0x0704
+#define GL_DRAW_PIXEL_TOKEN                    0x0705
+#define GL_COPY_PIXEL_TOKEN                    0x0706
+#define GL_PASS_THROUGH_TOKEN                  0x0700
+#define GL_FEEDBACK_BUFFER_POINTER             0x0DF0
+#define GL_FEEDBACK_BUFFER_SIZE                        0x0DF1
+#define GL_FEEDBACK_BUFFER_TYPE                        0x0DF2
+
+/* Selection */
+#define GL_SELECTION_BUFFER_POINTER            0x0DF3
+#define GL_SELECTION_BUFFER_SIZE               0x0DF4
+
+/* Fog */
+#define GL_FOG                                 0x0B60
+#define GL_FOG_MODE                            0x0B65
+#define GL_FOG_DENSITY                         0x0B62
+#define GL_FOG_COLOR                           0x0B66
+#define GL_FOG_INDEX                           0x0B61
+#define GL_FOG_START                           0x0B63
+#define GL_FOG_END                             0x0B64
+#define GL_LINEAR                              0x2601
+#define GL_EXP                                 0x0800
+#define GL_EXP2                                        0x0801
+
+/* Logic Ops */
+#define GL_LOGIC_OP                            0x0BF1
+#define GL_INDEX_LOGIC_OP                      0x0BF1
+#define GL_COLOR_LOGIC_OP                      0x0BF2
+#define GL_LOGIC_OP_MODE                       0x0BF0
+#define GL_CLEAR                               0x1500
+#define GL_SET                                 0x150F
+#define GL_COPY                                        0x1503
+#define GL_COPY_INVERTED                       0x150C
+#define GL_NOOP                                        0x1505
+#define GL_INVERT                              0x150A
+#define GL_AND                                 0x1501
+#define GL_NAND                                        0x150E
+#define GL_OR                                  0x1507
+#define GL_NOR                                 0x1508
+#define GL_XOR                                 0x1506
+#define GL_EQUIV                               0x1509
+#define GL_AND_REVERSE                         0x1502
+#define GL_AND_INVERTED                                0x1504
+#define GL_OR_REVERSE                          0x150B
+#define GL_OR_INVERTED                         0x150D
+
+/* Stencil */
+#define GL_STENCIL_BITS                                0x0D57
+#define GL_STENCIL_TEST                                0x0B90
+#define GL_STENCIL_CLEAR_VALUE                 0x0B91
+#define GL_STENCIL_FUNC                                0x0B92
+#define GL_STENCIL_VALUE_MASK                  0x0B93
+#define GL_STENCIL_FAIL                                0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL             0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS             0x0B96
+#define GL_STENCIL_REF                         0x0B97
+#define GL_STENCIL_WRITEMASK                   0x0B98
+#define GL_STENCIL_INDEX                       0x1901
+#define GL_KEEP                                        0x1E00
+#define GL_REPLACE                             0x1E01
+#define GL_INCR                                        0x1E02
+#define GL_DECR                                        0x1E03
+
+/* Buffers, Pixel Drawing/Reading */
+#define GL_NONE                                        0
+#define GL_LEFT                                        0x0406
+#define GL_RIGHT                               0x0407
+/*GL_FRONT                                     0x0404 */
+/*GL_BACK                                      0x0405 */
+/*GL_FRONT_AND_BACK                            0x0408 */
+#define GL_FRONT_LEFT                          0x0400
+#define GL_FRONT_RIGHT                         0x0401
+#define GL_BACK_LEFT                           0x0402
+#define GL_BACK_RIGHT                          0x0403
+#define GL_AUX0                                        0x0409
+#define GL_AUX1                                        0x040A
+#define GL_AUX2                                        0x040B
+#define GL_AUX3                                        0x040C
+#define GL_COLOR_INDEX                         0x1900
+#define GL_RED                                 0x1903
+#define GL_GREEN                               0x1904
+#define GL_BLUE                                        0x1905
+#define GL_ALPHA                               0x1906
+#define GL_LUMINANCE                           0x1909
+#define GL_LUMINANCE_ALPHA                     0x190A
+#define GL_ALPHA_BITS                          0x0D55
+#define GL_RED_BITS                            0x0D52
+#define GL_GREEN_BITS                          0x0D53
+#define GL_BLUE_BITS                           0x0D54
+#define GL_INDEX_BITS                          0x0D51
+#define GL_SUBPIXEL_BITS                       0x0D50
+#define GL_AUX_BUFFERS                         0x0C00
+#define GL_READ_BUFFER                         0x0C02
+#define GL_DRAW_BUFFER                         0x0C01
+#define GL_DOUBLEBUFFER                                0x0C32
+#define GL_STEREO                              0x0C33
+#define GL_BITMAP                              0x1A00
+#define GL_COLOR                               0x1800
+#define GL_DEPTH                               0x1801
+#define GL_STENCIL                             0x1802
+#define GL_DITHER                              0x0BD0
+#define GL_RGB                                 0x1907
+#define GL_RGBA                                        0x1908
+
+/* Implementation limits */
+#define GL_MAX_LIST_NESTING                    0x0B31
+#define GL_MAX_EVAL_ORDER                      0x0D30
+#define GL_MAX_LIGHTS                          0x0D31
+#define GL_MAX_CLIP_PLANES                     0x0D32
+#define GL_MAX_TEXTURE_SIZE                    0x0D33
+#define GL_MAX_PIXEL_MAP_TABLE                 0x0D34
+#define GL_MAX_ATTRIB_STACK_DEPTH              0x0D35
+#define GL_MAX_MODELVIEW_STACK_DEPTH           0x0D36
+#define GL_MAX_NAME_STACK_DEPTH                        0x0D37
+#define GL_MAX_PROJECTION_STACK_DEPTH          0x0D38
+#define GL_MAX_TEXTURE_STACK_DEPTH             0x0D39
+#define GL_MAX_VIEWPORT_DIMS                   0x0D3A
+#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH       0x0D3B
+
+/* Gets */
+#define GL_ATTRIB_STACK_DEPTH                  0x0BB0
+#define GL_CLIENT_ATTRIB_STACK_DEPTH           0x0BB1
+#define GL_COLOR_CLEAR_VALUE                   0x0C22
+#define GL_COLOR_WRITEMASK                     0x0C23
+#define GL_CURRENT_INDEX                       0x0B01
+#define GL_CURRENT_COLOR                       0x0B00
+#define GL_CURRENT_NORMAL                      0x0B02
+#define GL_CURRENT_RASTER_COLOR                        0x0B04
+#define GL_CURRENT_RASTER_DISTANCE             0x0B09
+#define GL_CURRENT_RASTER_INDEX                        0x0B05
+#define GL_CURRENT_RASTER_POSITION             0x0B07
+#define GL_CURRENT_RASTER_TEXTURE_COORDS       0x0B06
+#define GL_CURRENT_RASTER_POSITION_VALID       0x0B08
+#define GL_CURRENT_TEXTURE_COORDS              0x0B03
+#define GL_INDEX_CLEAR_VALUE                   0x0C20
+#define GL_INDEX_MODE                          0x0C30
+#define GL_INDEX_WRITEMASK                     0x0C21
+#define GL_MODELVIEW_MATRIX                    0x0BA6
+#define GL_MODELVIEW_STACK_DEPTH               0x0BA3
+#define GL_NAME_STACK_DEPTH                    0x0D70
+#define GL_PROJECTION_MATRIX                   0x0BA7
+#define GL_PROJECTION_STACK_DEPTH              0x0BA4
+#define GL_RENDER_MODE                         0x0C40
+#define GL_RGBA_MODE                           0x0C31
+#define GL_TEXTURE_MATRIX                      0x0BA8
+#define GL_TEXTURE_STACK_DEPTH                 0x0BA5
+#define GL_VIEWPORT                            0x0BA2
+
+/* Evaluators */
+#define GL_AUTO_NORMAL                         0x0D80
+#define GL_MAP1_COLOR_4                                0x0D90
+#define GL_MAP1_INDEX                          0x0D91
+#define GL_MAP1_NORMAL                         0x0D92
+#define GL_MAP1_TEXTURE_COORD_1                        0x0D93
+#define GL_MAP1_TEXTURE_COORD_2                        0x0D94
+#define GL_MAP1_TEXTURE_COORD_3                        0x0D95
+#define GL_MAP1_TEXTURE_COORD_4                        0x0D96
+#define GL_MAP1_VERTEX_3                       0x0D97
+#define GL_MAP1_VERTEX_4                       0x0D98
+#define GL_MAP2_COLOR_4                                0x0DB0
+#define GL_MAP2_INDEX                          0x0DB1
+#define GL_MAP2_NORMAL                         0x0DB2
+#define GL_MAP2_TEXTURE_COORD_1                        0x0DB3
+#define GL_MAP2_TEXTURE_COORD_2                        0x0DB4
+#define GL_MAP2_TEXTURE_COORD_3                        0x0DB5
+#define GL_MAP2_TEXTURE_COORD_4                        0x0DB6
+#define GL_MAP2_VERTEX_3                       0x0DB7
+#define GL_MAP2_VERTEX_4                       0x0DB8
+#define GL_MAP1_GRID_DOMAIN                    0x0DD0
+#define GL_MAP1_GRID_SEGMENTS                  0x0DD1
+#define GL_MAP2_GRID_DOMAIN                    0x0DD2
+#define GL_MAP2_GRID_SEGMENTS                  0x0DD3
+#define GL_COEFF                               0x0A00
+#define GL_ORDER                               0x0A01
+#define GL_DOMAIN                              0x0A02
+
+/* Hints */
+#define GL_PERSPECTIVE_CORRECTION_HINT         0x0C50
+#define GL_POINT_SMOOTH_HINT                   0x0C51
+#define GL_LINE_SMOOTH_HINT                    0x0C52
+#define GL_POLYGON_SMOOTH_HINT                 0x0C53
+#define GL_FOG_HINT                            0x0C54
+#define GL_DONT_CARE                           0x1100
+#define GL_FASTEST                             0x1101
+#define GL_NICEST                              0x1102
+
+/* Scissor box */
+#define GL_SCISSOR_BOX                         0x0C10
+#define GL_SCISSOR_TEST                                0x0C11
+
+/* Pixel Mode / Transfer */
+#define GL_MAP_COLOR                           0x0D10
+#define GL_MAP_STENCIL                         0x0D11
+#define GL_INDEX_SHIFT                         0x0D12
+#define GL_INDEX_OFFSET                                0x0D13
+#define GL_RED_SCALE                           0x0D14
+#define GL_RED_BIAS                            0x0D15
+#define GL_GREEN_SCALE                         0x0D18
+#define GL_GREEN_BIAS                          0x0D19
+#define GL_BLUE_SCALE                          0x0D1A
+#define GL_BLUE_BIAS                           0x0D1B
+#define GL_ALPHA_SCALE                         0x0D1C
+#define GL_ALPHA_BIAS                          0x0D1D
+#define GL_DEPTH_SCALE                         0x0D1E
+#define GL_DEPTH_BIAS                          0x0D1F
+#define GL_PIXEL_MAP_S_TO_S_SIZE               0x0CB1
+#define GL_PIXEL_MAP_I_TO_I_SIZE               0x0CB0
+#define GL_PIXEL_MAP_I_TO_R_SIZE               0x0CB2
+#define GL_PIXEL_MAP_I_TO_G_SIZE               0x0CB3
+#define GL_PIXEL_MAP_I_TO_B_SIZE               0x0CB4
+#define GL_PIXEL_MAP_I_TO_A_SIZE               0x0CB5
+#define GL_PIXEL_MAP_R_TO_R_SIZE               0x0CB6
+#define GL_PIXEL_MAP_G_TO_G_SIZE               0x0CB7
+#define GL_PIXEL_MAP_B_TO_B_SIZE               0x0CB8
+#define GL_PIXEL_MAP_A_TO_A_SIZE               0x0CB9
+#define GL_PIXEL_MAP_S_TO_S                    0x0C71
+#define GL_PIXEL_MAP_I_TO_I                    0x0C70
+#define GL_PIXEL_MAP_I_TO_R                    0x0C72
+#define GL_PIXEL_MAP_I_TO_G                    0x0C73
+#define GL_PIXEL_MAP_I_TO_B                    0x0C74
+#define GL_PIXEL_MAP_I_TO_A                    0x0C75
+#define GL_PIXEL_MAP_R_TO_R                    0x0C76
+#define GL_PIXEL_MAP_G_TO_G                    0x0C77
+#define GL_PIXEL_MAP_B_TO_B                    0x0C78
+#define GL_PIXEL_MAP_A_TO_A                    0x0C79
+#define GL_PACK_ALIGNMENT                      0x0D05
+#define GL_PACK_LSB_FIRST                      0x0D01
+#define GL_PACK_ROW_LENGTH                     0x0D02
+#define GL_PACK_SKIP_PIXELS                    0x0D04
+#define GL_PACK_SKIP_ROWS                      0x0D03
+#define GL_PACK_SWAP_BYTES                     0x0D00
+#define GL_UNPACK_ALIGNMENT                    0x0CF5
+#define GL_UNPACK_LSB_FIRST                    0x0CF1
+#define GL_UNPACK_ROW_LENGTH                   0x0CF2
+#define GL_UNPACK_SKIP_PIXELS                  0x0CF4
+#define GL_UNPACK_SKIP_ROWS                    0x0CF3
+#define GL_UNPACK_SWAP_BYTES                   0x0CF0
+#define GL_ZOOM_X                              0x0D16
+#define GL_ZOOM_Y                              0x0D17
+
+/* Texture mapping */
+#define GL_TEXTURE_ENV                         0x2300
+#define GL_TEXTURE_ENV_MODE                    0x2200
+#define GL_TEXTURE_1D                          0x0DE0
+#define GL_TEXTURE_2D                          0x0DE1
+#define GL_TEXTURE_WRAP_S                      0x2802
+#define GL_TEXTURE_WRAP_T                      0x2803
+#define GL_TEXTURE_MAG_FILTER                  0x2800
+#define GL_TEXTURE_MIN_FILTER                  0x2801
+#define GL_TEXTURE_ENV_COLOR                   0x2201
+#define GL_TEXTURE_GEN_S                       0x0C60
+#define GL_TEXTURE_GEN_T                       0x0C61
+#define GL_TEXTURE_GEN_R                       0x0C62
+#define GL_TEXTURE_GEN_Q                       0x0C63
+#define GL_TEXTURE_GEN_MODE                    0x2500
+#define GL_TEXTURE_BORDER_COLOR                        0x1004
+#define GL_TEXTURE_WIDTH                       0x1000
+#define GL_TEXTURE_HEIGHT                      0x1001
+#define GL_TEXTURE_BORDER                      0x1005
+#define GL_TEXTURE_COMPONENTS                  0x1003
+#define GL_TEXTURE_RED_SIZE                    0x805C
+#define GL_TEXTURE_GREEN_SIZE                  0x805D
+#define GL_TEXTURE_BLUE_SIZE                   0x805E
+#define GL_TEXTURE_ALPHA_SIZE                  0x805F
+#define GL_TEXTURE_LUMINANCE_SIZE              0x8060
+#define GL_TEXTURE_INTENSITY_SIZE              0x8061
+#define GL_NEAREST_MIPMAP_NEAREST              0x2700
+#define GL_NEAREST_MIPMAP_LINEAR               0x2702
+#define GL_LINEAR_MIPMAP_NEAREST               0x2701
+#define GL_LINEAR_MIPMAP_LINEAR                        0x2703
+#define GL_OBJECT_LINEAR                       0x2401
+#define GL_OBJECT_PLANE                                0x2501
+#define GL_EYE_LINEAR                          0x2400
+#define GL_EYE_PLANE                           0x2502
+#define GL_SPHERE_MAP                          0x2402
+#define GL_DECAL                               0x2101
+#define GL_MODULATE                            0x2100
+#define GL_NEAREST                             0x2600
+#define GL_REPEAT                              0x2901
+#define GL_CLAMP                               0x2900
+#define GL_S                                   0x2000
+#define GL_T                                   0x2001
+#define GL_R                                   0x2002
+#define GL_Q                                   0x2003
+
+/* Utility */
+#define GL_VENDOR                              0x1F00
+#define GL_RENDERER                            0x1F01
+#define GL_VERSION                             0x1F02
+#define GL_EXTENSIONS                          0x1F03
+
+/* Errors */
+#define GL_NO_ERROR                            0
+#define GL_INVALID_ENUM                                0x0500
+#define GL_INVALID_VALUE                       0x0501
+#define GL_INVALID_OPERATION                   0x0502
+#define GL_STACK_OVERFLOW                      0x0503
+#define GL_STACK_UNDERFLOW                     0x0504
+#define GL_OUT_OF_MEMORY                       0x0505
+
+/* glPush/PopAttrib bits */
+#define GL_CURRENT_BIT                         0x00000001
+#define GL_POINT_BIT                           0x00000002
+#define GL_LINE_BIT                            0x00000004
+#define GL_POLYGON_BIT                         0x00000008
+#define GL_POLYGON_STIPPLE_BIT                 0x00000010
+#define GL_PIXEL_MODE_BIT                      0x00000020
+#define GL_LIGHTING_BIT                                0x00000040
+#define GL_FOG_BIT                             0x00000080
+#define GL_DEPTH_BUFFER_BIT                    0x00000100
+#define GL_ACCUM_BUFFER_BIT                    0x00000200
+#define GL_STENCIL_BUFFER_BIT                  0x00000400
+#define GL_VIEWPORT_BIT                                0x00000800
+#define GL_TRANSFORM_BIT                       0x00001000
+#define GL_ENABLE_BIT                          0x00002000
+#define GL_COLOR_BUFFER_BIT                    0x00004000
+#define GL_HINT_BIT                            0x00008000
+#define GL_EVAL_BIT                            0x00010000
+#define GL_LIST_BIT                            0x00020000
+#define GL_TEXTURE_BIT                         0x00040000
+#define GL_SCISSOR_BIT                         0x00080000
+#define GL_ALL_ATTRIB_BITS                     0x000FFFFF
+
+
+/* OpenGL 1.1 */
+#define GL_PROXY_TEXTURE_1D                    0x8063
+#define GL_PROXY_TEXTURE_2D                    0x8064
+#define GL_TEXTURE_PRIORITY                    0x8066
+#define GL_TEXTURE_RESIDENT                    0x8067
+#define GL_TEXTURE_BINDING_1D                  0x8068
+#define GL_TEXTURE_BINDING_2D                  0x8069
+#define GL_TEXTURE_INTERNAL_FORMAT             0x1003
+#define GL_ALPHA4                              0x803B
+#define GL_ALPHA8                              0x803C
+#define GL_ALPHA12                             0x803D
+#define GL_ALPHA16                             0x803E
+#define GL_LUMINANCE4                          0x803F
+#define GL_LUMINANCE8                          0x8040
+#define GL_LUMINANCE12                         0x8041
+#define GL_LUMINANCE16                         0x8042
+#define GL_LUMINANCE4_ALPHA4                   0x8043
+#define GL_LUMINANCE6_ALPHA2                   0x8044
+#define GL_LUMINANCE8_ALPHA8                   0x8045
+#define GL_LUMINANCE12_ALPHA4                  0x8046
+#define GL_LUMINANCE12_ALPHA12                 0x8047
+#define GL_LUMINANCE16_ALPHA16                 0x8048
+#define GL_INTENSITY                           0x8049
+#define GL_INTENSITY4                          0x804A
+#define GL_INTENSITY8                          0x804B
+#define GL_INTENSITY12                         0x804C
+#define GL_INTENSITY16                         0x804D
+#define GL_R3_G3_B2                            0x2A10
+#define GL_RGB4                                        0x804F
+#define GL_RGB5                                        0x8050
+#define GL_RGB8                                        0x8051
+#define GL_RGB10                               0x8052
+#define GL_RGB12                               0x8053
+#define GL_RGB16                               0x8054
+#define GL_RGBA2                               0x8055
+#define GL_RGBA4                               0x8056
+#define GL_RGB5_A1                             0x8057
+#define GL_RGBA8                               0x8058
+#define GL_RGB10_A2                            0x8059
+#define GL_RGBA12                              0x805A
+#define GL_RGBA16                              0x805B
+#define GL_CLIENT_PIXEL_STORE_BIT              0x00000001
+#define GL_CLIENT_VERTEX_ARRAY_BIT             0x00000002
+#define GL_ALL_CLIENT_ATTRIB_BITS              0xFFFFFFFF
+#define GL_CLIENT_ALL_ATTRIB_BITS              0xFFFFFFFF
 
-#ifndef GL_VERSION_3_3
-#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR    0x88FE
-/* Reuse tokens from ARB_blend_func_extended */
-/* reuse GL_SRC1_COLOR */
-/* reuse GL_ONE_MINUS_SRC1_COLOR */
-/* reuse GL_ONE_MINUS_SRC1_ALPHA */
-/* reuse GL_MAX_DUAL_SOURCE_DRAW_BUFFERS */
-/* Reuse tokens from ARB_explicit_attrib_location (none) */
-/* Reuse tokens from ARB_occlusion_query2 */
-/* reuse GL_ANY_SAMPLES_PASSED */
-/* Reuse tokens from ARB_sampler_objects */
-/* reuse GL_SAMPLER_BINDING */
-/* Reuse tokens from ARB_shader_bit_encoding (none) */
-/* Reuse tokens from ARB_texture_rgb10_a2ui */
-/* reuse GL_RGB10_A2UI */
-/* Reuse tokens from ARB_texture_swizzle */
-/* reuse GL_TEXTURE_SWIZZLE_R */
-/* reuse GL_TEXTURE_SWIZZLE_G */
-/* reuse GL_TEXTURE_SWIZZLE_B */
-/* reuse GL_TEXTURE_SWIZZLE_A */
-/* reuse GL_TEXTURE_SWIZZLE_RGBA */
-/* Reuse tokens from ARB_timer_query */
-/* reuse GL_TIME_ELAPSED */
-/* reuse GL_TIMESTAMP */
-/* Reuse tokens from ARB_vertex_type_2_10_10_10_rev */
-/* reuse GL_INT_2_10_10_10_REV */
-#endif
 
-#ifndef GL_VERSION_4_0
-#define GL_SAMPLE_SHADING                 0x8C36
-#define GL_MIN_SAMPLE_SHADING_VALUE       0x8C37
-#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
-#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
-#define GL_TEXTURE_CUBE_MAP_ARRAY         0x9009
-#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
-#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY   0x900B
-#define GL_SAMPLER_CUBE_MAP_ARRAY         0x900C
-#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW  0x900D
-#define GL_INT_SAMPLER_CUBE_MAP_ARRAY     0x900E
-#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
-/* Reuse tokens from ARB_texture_query_lod (none) */
-/* Reuse tokens from ARB_draw_buffers_blend (none) */
-/* Reuse tokens from ARB_draw_indirect */
-/* reuse GL_DRAW_INDIRECT_BUFFER */
-/* reuse GL_DRAW_INDIRECT_BUFFER_BINDING */
-/* Reuse tokens from ARB_gpu_shader5 */
-/* reuse GL_GEOMETRY_SHADER_INVOCATIONS */
-/* reuse GL_MAX_GEOMETRY_SHADER_INVOCATIONS */
-/* reuse GL_MIN_FRAGMENT_INTERPOLATION_OFFSET */
-/* reuse GL_MAX_FRAGMENT_INTERPOLATION_OFFSET */
-/* reuse GL_FRAGMENT_INTERPOLATION_OFFSET_BITS */
-/* reuse GL_MAX_VERTEX_STREAMS */
-/* Reuse tokens from ARB_gpu_shader_fp64 */
-/* reuse GL_DOUBLE_VEC2 */
-/* reuse GL_DOUBLE_VEC3 */
-/* reuse GL_DOUBLE_VEC4 */
-/* reuse GL_DOUBLE_MAT2 */
-/* reuse GL_DOUBLE_MAT3 */
-/* reuse GL_DOUBLE_MAT4 */
-/* reuse GL_DOUBLE_MAT2x3 */
-/* reuse GL_DOUBLE_MAT2x4 */
-/* reuse GL_DOUBLE_MAT3x2 */
-/* reuse GL_DOUBLE_MAT3x4 */
-/* reuse GL_DOUBLE_MAT4x2 */
-/* reuse GL_DOUBLE_MAT4x3 */
-/* Reuse tokens from ARB_shader_subroutine */
-/* reuse GL_ACTIVE_SUBROUTINES */
-/* reuse GL_ACTIVE_SUBROUTINE_UNIFORMS */
-/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS */
-/* reuse GL_ACTIVE_SUBROUTINE_MAX_LENGTH */
-/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH */
-/* reuse GL_MAX_SUBROUTINES */
-/* reuse GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS */
-/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
-/* reuse GL_COMPATIBLE_SUBROUTINES */
-/* Reuse tokens from ARB_tessellation_shader */
-/* reuse GL_PATCHES */
-/* reuse GL_PATCH_VERTICES */
-/* reuse GL_PATCH_DEFAULT_INNER_LEVEL */
-/* reuse GL_PATCH_DEFAULT_OUTER_LEVEL */
-/* reuse GL_TESS_CONTROL_OUTPUT_VERTICES */
-/* reuse GL_TESS_GEN_MODE */
-/* reuse GL_TESS_GEN_SPACING */
-/* reuse GL_TESS_GEN_VERTEX_ORDER */
-/* reuse GL_TESS_GEN_POINT_MODE */
-/* reuse GL_ISOLINES */
-/* reuse GL_FRACTIONAL_ODD */
-/* reuse GL_FRACTIONAL_EVEN */
-/* reuse GL_MAX_PATCH_VERTICES */
-/* reuse GL_MAX_TESS_GEN_LEVEL */
-/* reuse GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS */
-/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS */
-/* reuse GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS */
-/* reuse GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS */
-/* reuse GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS */
-/* reuse GL_MAX_TESS_PATCH_COMPONENTS */
-/* reuse GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS */
-/* reuse GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS */
-/* reuse GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS */
-/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS */
-/* reuse GL_MAX_TESS_CONTROL_INPUT_COMPONENTS */
-/* reuse GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS */
-/* reuse GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS */
-/* reuse GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS */
-/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER */
-/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER */
-/* reuse GL_TESS_EVALUATION_SHADER */
-/* reuse GL_TESS_CONTROL_SHADER */
-/* Reuse tokens from ARB_texture_buffer_object_rgb32 (none) */
-/* Reuse tokens from ARB_transform_feedback2 */
-/* reuse GL_TRANSFORM_FEEDBACK */
-/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED */
-/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE */
-/* reuse GL_TRANSFORM_FEEDBACK_BINDING */
-/* Reuse tokens from ARB_transform_feedback3 */
-/* reuse GL_MAX_TRANSFORM_FEEDBACK_BUFFERS */
-/* reuse GL_MAX_VERTEX_STREAMS */
-#endif
 
-#ifndef GL_VERSION_4_1
-/* Reuse tokens from ARB_ES2_compatibility */
-/* reuse GL_FIXED */
-/* reuse GL_IMPLEMENTATION_COLOR_READ_TYPE */
-/* reuse GL_IMPLEMENTATION_COLOR_READ_FORMAT */
-/* reuse GL_LOW_FLOAT */
-/* reuse GL_MEDIUM_FLOAT */
-/* reuse GL_HIGH_FLOAT */
-/* reuse GL_LOW_INT */
-/* reuse GL_MEDIUM_INT */
-/* reuse GL_HIGH_INT */
-/* reuse GL_SHADER_COMPILER */
-/* reuse GL_NUM_SHADER_BINARY_FORMATS */
-/* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */
-/* reuse GL_MAX_VARYING_VECTORS */
-/* reuse GL_MAX_FRAGMENT_UNIFORM_VECTORS */
-/* Reuse tokens from ARB_get_program_binary */
-/* reuse GL_PROGRAM_BINARY_RETRIEVABLE_HINT */
-/* reuse GL_PROGRAM_BINARY_LENGTH */
-/* reuse GL_NUM_PROGRAM_BINARY_FORMATS */
-/* reuse GL_PROGRAM_BINARY_FORMATS */
-/* Reuse tokens from ARB_separate_shader_objects */
-/* reuse GL_VERTEX_SHADER_BIT */
-/* reuse GL_FRAGMENT_SHADER_BIT */
-/* reuse GL_GEOMETRY_SHADER_BIT */
-/* reuse GL_TESS_CONTROL_SHADER_BIT */
-/* reuse GL_TESS_EVALUATION_SHADER_BIT */
-/* reuse GL_ALL_SHADER_BITS */
-/* reuse GL_PROGRAM_SEPARABLE */
-/* reuse GL_ACTIVE_PROGRAM */
-/* reuse GL_PROGRAM_PIPELINE_BINDING */
-/* Reuse tokens from ARB_shader_precision (none) */
-/* Reuse tokens from ARB_vertex_attrib_64bit - all are in GL 3.0 and 4.0 already */
-/* Reuse tokens from ARB_viewport_array - some are in GL 1.1 and ARB_provoking_vertex already */
-/* reuse GL_MAX_VIEWPORTS */
-/* reuse GL_VIEWPORT_SUBPIXEL_BITS */
-/* reuse GL_VIEWPORT_BOUNDS_RANGE */
-/* reuse GL_LAYER_PROVOKING_VERTEX */
-/* reuse GL_VIEWPORT_INDEX_PROVOKING_VERTEX */
-/* reuse GL_UNDEFINED_VERTEX */
-#endif
+/*
+ * Miscellaneous
+ */
 
-#ifndef GL_ARB_multitexture
-#define GL_TEXTURE0_ARB                   0x84C0
-#define GL_TEXTURE1_ARB                   0x84C1
-#define GL_TEXTURE2_ARB                   0x84C2
-#define GL_TEXTURE3_ARB                   0x84C3
-#define GL_TEXTURE4_ARB                   0x84C4
-#define GL_TEXTURE5_ARB                   0x84C5
-#define GL_TEXTURE6_ARB                   0x84C6
-#define GL_TEXTURE7_ARB                   0x84C7
-#define GL_TEXTURE8_ARB                   0x84C8
-#define GL_TEXTURE9_ARB                   0x84C9
-#define GL_TEXTURE10_ARB                  0x84CA
-#define GL_TEXTURE11_ARB                  0x84CB
-#define GL_TEXTURE12_ARB                  0x84CC
-#define GL_TEXTURE13_ARB                  0x84CD
-#define GL_TEXTURE14_ARB                  0x84CE
-#define GL_TEXTURE15_ARB                  0x84CF
-#define GL_TEXTURE16_ARB                  0x84D0
-#define GL_TEXTURE17_ARB                  0x84D1
-#define GL_TEXTURE18_ARB                  0x84D2
-#define GL_TEXTURE19_ARB                  0x84D3
-#define GL_TEXTURE20_ARB                  0x84D4
-#define GL_TEXTURE21_ARB                  0x84D5
-#define GL_TEXTURE22_ARB                  0x84D6
-#define GL_TEXTURE23_ARB                  0x84D7
-#define GL_TEXTURE24_ARB                  0x84D8
-#define GL_TEXTURE25_ARB                  0x84D9
-#define GL_TEXTURE26_ARB                  0x84DA
-#define GL_TEXTURE27_ARB                  0x84DB
-#define GL_TEXTURE28_ARB                  0x84DC
-#define GL_TEXTURE29_ARB                  0x84DD
-#define GL_TEXTURE30_ARB                  0x84DE
-#define GL_TEXTURE31_ARB                  0x84DF
-#define GL_ACTIVE_TEXTURE_ARB             0x84E0
-#define GL_CLIENT_ACTIVE_TEXTURE_ARB      0x84E1
-#define GL_MAX_TEXTURE_UNITS_ARB          0x84E2
-#endif
+GLAPI void GLAPIENTRY glClearIndex( GLfloat c );
 
-#ifndef GL_ARB_transpose_matrix
-#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3
-#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4
-#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB   0x84E5
-#define GL_TRANSPOSE_COLOR_MATRIX_ARB     0x84E6
-#endif
+GLAPI void GLAPIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha );
 
-#ifndef GL_ARB_multisample
-#define GL_MULTISAMPLE_ARB                0x809D
-#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB   0x809E
-#define GL_SAMPLE_ALPHA_TO_ONE_ARB        0x809F
-#define GL_SAMPLE_COVERAGE_ARB            0x80A0
-#define GL_SAMPLE_BUFFERS_ARB             0x80A8
-#define GL_SAMPLES_ARB                    0x80A9
-#define GL_SAMPLE_COVERAGE_VALUE_ARB      0x80AA
-#define GL_SAMPLE_COVERAGE_INVERT_ARB     0x80AB
-#define GL_MULTISAMPLE_BIT_ARB            0x20000000
-#endif
+GLAPI void GLAPIENTRY glClear( GLbitfield mask );
 
-#ifndef GL_ARB_texture_env_add
-#endif
+GLAPI void GLAPIENTRY glIndexMask( GLuint mask );
 
-#ifndef GL_ARB_texture_cube_map
-#define GL_NORMAL_MAP_ARB                 0x8511
-#define GL_REFLECTION_MAP_ARB             0x8512
-#define GL_TEXTURE_CUBE_MAP_ARB           0x8513
-#define GL_TEXTURE_BINDING_CUBE_MAP_ARB   0x8514
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
-#define GL_PROXY_TEXTURE_CUBE_MAP_ARB     0x851B
-#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB  0x851C
-#endif
+GLAPI void GLAPIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha );
 
-#ifndef GL_ARB_texture_compression
-#define GL_COMPRESSED_ALPHA_ARB           0x84E9
-#define GL_COMPRESSED_LUMINANCE_ARB       0x84EA
-#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
-#define GL_COMPRESSED_INTENSITY_ARB       0x84EC
-#define GL_COMPRESSED_RGB_ARB             0x84ED
-#define GL_COMPRESSED_RGBA_ARB            0x84EE
-#define GL_TEXTURE_COMPRESSION_HINT_ARB   0x84EF
-#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
-#define GL_TEXTURE_COMPRESSED_ARB         0x86A1
-#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
-#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
-#endif
+GLAPI void GLAPIENTRY glAlphaFunc( GLenum func, GLclampf ref );
 
-#ifndef GL_ARB_texture_border_clamp
-#define GL_CLAMP_TO_BORDER_ARB            0x812D
-#endif
+GLAPI void GLAPIENTRY glBlendFunc( GLenum sfactor, GLenum dfactor );
 
-#ifndef GL_ARB_point_parameters
-#define GL_POINT_SIZE_MIN_ARB             0x8126
-#define GL_POINT_SIZE_MAX_ARB             0x8127
-#define GL_POINT_FADE_THRESHOLD_SIZE_ARB  0x8128
-#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
-#endif
+GLAPI void GLAPIENTRY glLogicOp( GLenum opcode );
 
-#ifndef GL_ARB_vertex_blend
-#define GL_MAX_VERTEX_UNITS_ARB           0x86A4
-#define GL_ACTIVE_VERTEX_UNITS_ARB        0x86A5
-#define GL_WEIGHT_SUM_UNITY_ARB           0x86A6
-#define GL_VERTEX_BLEND_ARB               0x86A7
-#define GL_CURRENT_WEIGHT_ARB             0x86A8
-#define GL_WEIGHT_ARRAY_TYPE_ARB          0x86A9
-#define GL_WEIGHT_ARRAY_STRIDE_ARB        0x86AA
-#define GL_WEIGHT_ARRAY_SIZE_ARB          0x86AB
-#define GL_WEIGHT_ARRAY_POINTER_ARB       0x86AC
-#define GL_WEIGHT_ARRAY_ARB               0x86AD
-#define GL_MODELVIEW0_ARB                 0x1700
-#define GL_MODELVIEW1_ARB                 0x850A
-#define GL_MODELVIEW2_ARB                 0x8722
-#define GL_MODELVIEW3_ARB                 0x8723
-#define GL_MODELVIEW4_ARB                 0x8724
-#define GL_MODELVIEW5_ARB                 0x8725
-#define GL_MODELVIEW6_ARB                 0x8726
-#define GL_MODELVIEW7_ARB                 0x8727
-#define GL_MODELVIEW8_ARB                 0x8728
-#define GL_MODELVIEW9_ARB                 0x8729
-#define GL_MODELVIEW10_ARB                0x872A
-#define GL_MODELVIEW11_ARB                0x872B
-#define GL_MODELVIEW12_ARB                0x872C
-#define GL_MODELVIEW13_ARB                0x872D
-#define GL_MODELVIEW14_ARB                0x872E
-#define GL_MODELVIEW15_ARB                0x872F
-#define GL_MODELVIEW16_ARB                0x8730
-#define GL_MODELVIEW17_ARB                0x8731
-#define GL_MODELVIEW18_ARB                0x8732
-#define GL_MODELVIEW19_ARB                0x8733
-#define GL_MODELVIEW20_ARB                0x8734
-#define GL_MODELVIEW21_ARB                0x8735
-#define GL_MODELVIEW22_ARB                0x8736
-#define GL_MODELVIEW23_ARB                0x8737
-#define GL_MODELVIEW24_ARB                0x8738
-#define GL_MODELVIEW25_ARB                0x8739
-#define GL_MODELVIEW26_ARB                0x873A
-#define GL_MODELVIEW27_ARB                0x873B
-#define GL_MODELVIEW28_ARB                0x873C
-#define GL_MODELVIEW29_ARB                0x873D
-#define GL_MODELVIEW30_ARB                0x873E
-#define GL_MODELVIEW31_ARB                0x873F
-#endif
+GLAPI void GLAPIENTRY glCullFace( GLenum mode );
 
-#ifndef GL_ARB_matrix_palette
-#define GL_MATRIX_PALETTE_ARB             0x8840
-#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841
-#define GL_MAX_PALETTE_MATRICES_ARB       0x8842
-#define GL_CURRENT_PALETTE_MATRIX_ARB     0x8843
-#define GL_MATRIX_INDEX_ARRAY_ARB         0x8844
-#define GL_CURRENT_MATRIX_INDEX_ARB       0x8845
-#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB    0x8846
-#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB    0x8847
-#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB  0x8848
-#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849
-#endif
+GLAPI void GLAPIENTRY glFrontFace( GLenum mode );
 
-#ifndef GL_ARB_texture_env_combine
-#define GL_COMBINE_ARB                    0x8570
-#define GL_COMBINE_RGB_ARB                0x8571
-#define GL_COMBINE_ALPHA_ARB              0x8572
-#define GL_SOURCE0_RGB_ARB                0x8580
-#define GL_SOURCE1_RGB_ARB                0x8581
-#define GL_SOURCE2_RGB_ARB                0x8582
-#define GL_SOURCE0_ALPHA_ARB              0x8588
-#define GL_SOURCE1_ALPHA_ARB              0x8589
-#define GL_SOURCE2_ALPHA_ARB              0x858A
-#define GL_OPERAND0_RGB_ARB               0x8590
-#define GL_OPERAND1_RGB_ARB               0x8591
-#define GL_OPERAND2_RGB_ARB               0x8592
-#define GL_OPERAND0_ALPHA_ARB             0x8598
-#define GL_OPERAND1_ALPHA_ARB             0x8599
-#define GL_OPERAND2_ALPHA_ARB             0x859A
-#define GL_RGB_SCALE_ARB                  0x8573
-#define GL_ADD_SIGNED_ARB                 0x8574
-#define GL_INTERPOLATE_ARB                0x8575
-#define GL_SUBTRACT_ARB                   0x84E7
-#define GL_CONSTANT_ARB                   0x8576
-#define GL_PRIMARY_COLOR_ARB              0x8577
-#define GL_PREVIOUS_ARB                   0x8578
-#endif
+GLAPI void GLAPIENTRY glPointSize( GLfloat size );
 
-#ifndef GL_ARB_texture_env_crossbar
-#endif
+GLAPI void GLAPIENTRY glLineWidth( GLfloat width );
 
-#ifndef GL_ARB_texture_env_dot3
-#define GL_DOT3_RGB_ARB                   0x86AE
-#define GL_DOT3_RGBA_ARB                  0x86AF
-#endif
+GLAPI void GLAPIENTRY glLineStipple( GLint factor, GLushort pattern );
 
-#ifndef GL_ARB_texture_mirrored_repeat
-#define GL_MIRRORED_REPEAT_ARB            0x8370
-#endif
+GLAPI void GLAPIENTRY glPolygonMode( GLenum face, GLenum mode );
 
-#ifndef GL_ARB_depth_texture
-#define GL_DEPTH_COMPONENT16_ARB          0x81A5
-#define GL_DEPTH_COMPONENT24_ARB          0x81A6
-#define GL_DEPTH_COMPONENT32_ARB          0x81A7
-#define GL_TEXTURE_DEPTH_SIZE_ARB         0x884A
-#define GL_DEPTH_TEXTURE_MODE_ARB         0x884B
-#endif
+GLAPI void GLAPIENTRY glPolygonOffset( GLfloat factor, GLfloat units );
 
-#ifndef GL_ARB_shadow
-#define GL_TEXTURE_COMPARE_MODE_ARB       0x884C
-#define GL_TEXTURE_COMPARE_FUNC_ARB       0x884D
-#define GL_COMPARE_R_TO_TEXTURE_ARB       0x884E
-#endif
+GLAPI void GLAPIENTRY glPolygonStipple( const GLubyte *mask );
 
-#ifndef GL_ARB_shadow_ambient
-#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
-#endif
+GLAPI void GLAPIENTRY glGetPolygonStipple( GLubyte *mask );
 
-#ifndef GL_ARB_window_pos
-#endif
+GLAPI void GLAPIENTRY glEdgeFlag( GLboolean flag );
 
-#ifndef GL_ARB_vertex_program
-#define GL_COLOR_SUM_ARB                  0x8458
-#define GL_VERTEX_PROGRAM_ARB             0x8620
-#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
-#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB   0x8623
-#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
-#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB   0x8625
-#define GL_CURRENT_VERTEX_ATTRIB_ARB      0x8626
-#define GL_PROGRAM_LENGTH_ARB             0x8627
-#define GL_PROGRAM_STRING_ARB             0x8628
-#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
-#define GL_MAX_PROGRAM_MATRICES_ARB       0x862F
-#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
-#define GL_CURRENT_MATRIX_ARB             0x8641
-#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB  0x8642
-#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB    0x8643
-#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
-#define GL_PROGRAM_ERROR_POSITION_ARB     0x864B
-#define GL_PROGRAM_BINDING_ARB            0x8677
-#define GL_MAX_VERTEX_ATTRIBS_ARB         0x8869
-#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
-#define GL_PROGRAM_ERROR_STRING_ARB       0x8874
-#define GL_PROGRAM_FORMAT_ASCII_ARB       0x8875
-#define GL_PROGRAM_FORMAT_ARB             0x8876
-#define GL_PROGRAM_INSTRUCTIONS_ARB       0x88A0
-#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB   0x88A1
-#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
-#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
-#define GL_PROGRAM_TEMPORARIES_ARB        0x88A4
-#define GL_MAX_PROGRAM_TEMPORARIES_ARB    0x88A5
-#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
-#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
-#define GL_PROGRAM_PARAMETERS_ARB         0x88A8
-#define GL_MAX_PROGRAM_PARAMETERS_ARB     0x88A9
-#define GL_PROGRAM_NATIVE_PARAMETERS_ARB  0x88AA
-#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
-#define GL_PROGRAM_ATTRIBS_ARB            0x88AC
-#define GL_MAX_PROGRAM_ATTRIBS_ARB        0x88AD
-#define GL_PROGRAM_NATIVE_ATTRIBS_ARB     0x88AE
-#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
-#define GL_PROGRAM_ADDRESS_REGISTERS_ARB  0x88B0
-#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
-#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
-#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
-#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
-#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
-#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
-#define GL_TRANSPOSE_CURRENT_MATRIX_ARB   0x88B7
-#define GL_MATRIX0_ARB                    0x88C0
-#define GL_MATRIX1_ARB                    0x88C1
-#define GL_MATRIX2_ARB                    0x88C2
-#define GL_MATRIX3_ARB                    0x88C3
-#define GL_MATRIX4_ARB                    0x88C4
-#define GL_MATRIX5_ARB                    0x88C5
-#define GL_MATRIX6_ARB                    0x88C6
-#define GL_MATRIX7_ARB                    0x88C7
-#define GL_MATRIX8_ARB                    0x88C8
-#define GL_MATRIX9_ARB                    0x88C9
-#define GL_MATRIX10_ARB                   0x88CA
-#define GL_MATRIX11_ARB                   0x88CB
-#define GL_MATRIX12_ARB                   0x88CC
-#define GL_MATRIX13_ARB                   0x88CD
-#define GL_MATRIX14_ARB                   0x88CE
-#define GL_MATRIX15_ARB                   0x88CF
-#define GL_MATRIX16_ARB                   0x88D0
-#define GL_MATRIX17_ARB                   0x88D1
-#define GL_MATRIX18_ARB                   0x88D2
-#define GL_MATRIX19_ARB                   0x88D3
-#define GL_MATRIX20_ARB                   0x88D4
-#define GL_MATRIX21_ARB                   0x88D5
-#define GL_MATRIX22_ARB                   0x88D6
-#define GL_MATRIX23_ARB                   0x88D7
-#define GL_MATRIX24_ARB                   0x88D8
-#define GL_MATRIX25_ARB                   0x88D9
-#define GL_MATRIX26_ARB                   0x88DA
-#define GL_MATRIX27_ARB                   0x88DB
-#define GL_MATRIX28_ARB                   0x88DC
-#define GL_MATRIX29_ARB                   0x88DD
-#define GL_MATRIX30_ARB                   0x88DE
-#define GL_MATRIX31_ARB                   0x88DF
-#endif
+GLAPI void GLAPIENTRY glEdgeFlagv( const GLboolean *flag );
 
-#ifndef GL_ARB_fragment_program
-#define GL_FRAGMENT_PROGRAM_ARB           0x8804
-#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB   0x8805
-#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB   0x8806
-#define GL_PROGRAM_TEX_INDIRECTIONS_ARB   0x8807
-#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
-#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
-#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
-#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
-#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
-#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
-#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
-#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
-#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
-#define GL_MAX_TEXTURE_COORDS_ARB         0x8871
-#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB    0x8872
-#endif
+GLAPI void GLAPIENTRY glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
 
-#ifndef GL_ARB_vertex_buffer_object
-#define GL_BUFFER_SIZE_ARB                0x8764
-#define GL_BUFFER_USAGE_ARB               0x8765
-#define GL_ARRAY_BUFFER_ARB               0x8892
-#define GL_ELEMENT_ARRAY_BUFFER_ARB       0x8893
-#define GL_ARRAY_BUFFER_BINDING_ARB       0x8894
-#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
-#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
-#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
-#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
-#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
-#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
-#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
-#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
-#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
-#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
-#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
-#define GL_READ_ONLY_ARB                  0x88B8
-#define GL_WRITE_ONLY_ARB                 0x88B9
-#define GL_READ_WRITE_ARB                 0x88BA
-#define GL_BUFFER_ACCESS_ARB              0x88BB
-#define GL_BUFFER_MAPPED_ARB              0x88BC
-#define GL_BUFFER_MAP_POINTER_ARB         0x88BD
-#define GL_STREAM_DRAW_ARB                0x88E0
-#define GL_STREAM_READ_ARB                0x88E1
-#define GL_STREAM_COPY_ARB                0x88E2
-#define GL_STATIC_DRAW_ARB                0x88E4
-#define GL_STATIC_READ_ARB                0x88E5
-#define GL_STATIC_COPY_ARB                0x88E6
-#define GL_DYNAMIC_DRAW_ARB               0x88E8
-#define GL_DYNAMIC_READ_ARB               0x88E9
-#define GL_DYNAMIC_COPY_ARB               0x88EA
-#endif
+GLAPI void GLAPIENTRY glClipPlane( GLenum plane, const GLdouble *equation );
 
-#ifndef GL_ARB_occlusion_query
-#define GL_QUERY_COUNTER_BITS_ARB         0x8864
-#define GL_CURRENT_QUERY_ARB              0x8865
-#define GL_QUERY_RESULT_ARB               0x8866
-#define GL_QUERY_RESULT_AVAILABLE_ARB     0x8867
-#define GL_SAMPLES_PASSED_ARB             0x8914
-#endif
+GLAPI void GLAPIENTRY glGetClipPlane( GLenum plane, GLdouble *equation );
 
-#ifndef GL_ARB_shader_objects
-#define GL_PROGRAM_OBJECT_ARB             0x8B40
-#define GL_SHADER_OBJECT_ARB              0x8B48
-#define GL_OBJECT_TYPE_ARB                0x8B4E
-#define GL_OBJECT_SUBTYPE_ARB             0x8B4F
-#define GL_FLOAT_VEC2_ARB                 0x8B50
-#define GL_FLOAT_VEC3_ARB                 0x8B51
-#define GL_FLOAT_VEC4_ARB                 0x8B52
-#define GL_INT_VEC2_ARB                   0x8B53
-#define GL_INT_VEC3_ARB                   0x8B54
-#define GL_INT_VEC4_ARB                   0x8B55
-#define GL_BOOL_ARB                       0x8B56
-#define GL_BOOL_VEC2_ARB                  0x8B57
-#define GL_BOOL_VEC3_ARB                  0x8B58
-#define GL_BOOL_VEC4_ARB                  0x8B59
-#define GL_FLOAT_MAT2_ARB                 0x8B5A
-#define GL_FLOAT_MAT3_ARB                 0x8B5B
-#define GL_FLOAT_MAT4_ARB                 0x8B5C
-#define GL_SAMPLER_1D_ARB                 0x8B5D
-#define GL_SAMPLER_2D_ARB                 0x8B5E
-#define GL_SAMPLER_3D_ARB                 0x8B5F
-#define GL_SAMPLER_CUBE_ARB               0x8B60
-#define GL_SAMPLER_1D_SHADOW_ARB          0x8B61
-#define GL_SAMPLER_2D_SHADOW_ARB          0x8B62
-#define GL_SAMPLER_2D_RECT_ARB            0x8B63
-#define GL_SAMPLER_2D_RECT_SHADOW_ARB     0x8B64
-#define GL_OBJECT_DELETE_STATUS_ARB       0x8B80
-#define GL_OBJECT_COMPILE_STATUS_ARB      0x8B81
-#define GL_OBJECT_LINK_STATUS_ARB         0x8B82
-#define GL_OBJECT_VALIDATE_STATUS_ARB     0x8B83
-#define GL_OBJECT_INFO_LOG_LENGTH_ARB     0x8B84
-#define GL_OBJECT_ATTACHED_OBJECTS_ARB    0x8B85
-#define GL_OBJECT_ACTIVE_UNIFORMS_ARB     0x8B86
-#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
-#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
-#endif
+GLAPI void GLAPIENTRY glDrawBuffer( GLenum mode );
 
-#ifndef GL_ARB_vertex_shader
-#define GL_VERTEX_SHADER_ARB              0x8B31
-#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
-#define GL_MAX_VARYING_FLOATS_ARB         0x8B4B
-#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
-#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
-#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB   0x8B89
-#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
-#endif
+GLAPI void GLAPIENTRY glReadBuffer( GLenum mode );
 
-#ifndef GL_ARB_fragment_shader
-#define GL_FRAGMENT_SHADER_ARB            0x8B30
-#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
-#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
-#endif
+GLAPI void GLAPIENTRY glEnable( GLenum cap );
 
-#ifndef GL_ARB_shading_language_100
-#define GL_SHADING_LANGUAGE_VERSION_ARB   0x8B8C
-#endif
+GLAPI void GLAPIENTRY glDisable( GLenum cap );
 
-#ifndef GL_ARB_texture_non_power_of_two
-#endif
+GLAPI GLboolean GLAPIENTRY glIsEnabled( GLenum cap );
 
-#ifndef GL_ARB_point_sprite
-#define GL_POINT_SPRITE_ARB               0x8861
-#define GL_COORD_REPLACE_ARB              0x8862
-#endif
 
-#ifndef GL_ARB_fragment_program_shadow
-#endif
+GLAPI void GLAPIENTRY glEnableClientState( GLenum cap );  /* 1.1 */
 
-#ifndef GL_ARB_draw_buffers
-#define GL_MAX_DRAW_BUFFERS_ARB           0x8824
-#define GL_DRAW_BUFFER0_ARB               0x8825
-#define GL_DRAW_BUFFER1_ARB               0x8826
-#define GL_DRAW_BUFFER2_ARB               0x8827
-#define GL_DRAW_BUFFER3_ARB               0x8828
-#define GL_DRAW_BUFFER4_ARB               0x8829
-#define GL_DRAW_BUFFER5_ARB               0x882A
-#define GL_DRAW_BUFFER6_ARB               0x882B
-#define GL_DRAW_BUFFER7_ARB               0x882C
-#define GL_DRAW_BUFFER8_ARB               0x882D
-#define GL_DRAW_BUFFER9_ARB               0x882E
-#define GL_DRAW_BUFFER10_ARB              0x882F
-#define GL_DRAW_BUFFER11_ARB              0x8830
-#define GL_DRAW_BUFFER12_ARB              0x8831
-#define GL_DRAW_BUFFER13_ARB              0x8832
-#define GL_DRAW_BUFFER14_ARB              0x8833
-#define GL_DRAW_BUFFER15_ARB              0x8834
-#endif
+GLAPI void GLAPIENTRY glDisableClientState( GLenum cap );  /* 1.1 */
 
-#ifndef GL_ARB_texture_rectangle
-#define GL_TEXTURE_RECTANGLE_ARB          0x84F5
-#define GL_TEXTURE_BINDING_RECTANGLE_ARB  0x84F6
-#define GL_PROXY_TEXTURE_RECTANGLE_ARB    0x84F7
-#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
-#endif
 
-#ifndef GL_ARB_color_buffer_float
-#define GL_RGBA_FLOAT_MODE_ARB            0x8820
-#define GL_CLAMP_VERTEX_COLOR_ARB         0x891A
-#define GL_CLAMP_FRAGMENT_COLOR_ARB       0x891B
-#define GL_CLAMP_READ_COLOR_ARB           0x891C
-#define GL_FIXED_ONLY_ARB                 0x891D
-#endif
+GLAPI void GLAPIENTRY glGetBooleanv( GLenum pname, GLboolean *params );
 
-#ifndef GL_ARB_half_float_pixel
-#define GL_HALF_FLOAT_ARB                 0x140B
-#endif
+GLAPI void GLAPIENTRY glGetDoublev( GLenum pname, GLdouble *params );
 
-#ifndef GL_ARB_texture_float
-#define GL_TEXTURE_RED_TYPE_ARB           0x8C10
-#define GL_TEXTURE_GREEN_TYPE_ARB         0x8C11
-#define GL_TEXTURE_BLUE_TYPE_ARB          0x8C12
-#define GL_TEXTURE_ALPHA_TYPE_ARB         0x8C13
-#define GL_TEXTURE_LUMINANCE_TYPE_ARB     0x8C14
-#define GL_TEXTURE_INTENSITY_TYPE_ARB     0x8C15
-#define GL_TEXTURE_DEPTH_TYPE_ARB         0x8C16
-#define GL_UNSIGNED_NORMALIZED_ARB        0x8C17
-#define GL_RGBA32F_ARB                    0x8814
-#define GL_RGB32F_ARB                     0x8815
-#define GL_ALPHA32F_ARB                   0x8816
-#define GL_INTENSITY32F_ARB               0x8817
-#define GL_LUMINANCE32F_ARB               0x8818
-#define GL_LUMINANCE_ALPHA32F_ARB         0x8819
-#define GL_RGBA16F_ARB                    0x881A
-#define GL_RGB16F_ARB                     0x881B
-#define GL_ALPHA16F_ARB                   0x881C
-#define GL_INTENSITY16F_ARB               0x881D
-#define GL_LUMINANCE16F_ARB               0x881E
-#define GL_LUMINANCE_ALPHA16F_ARB         0x881F
-#endif
+GLAPI void GLAPIENTRY glGetFloatv( GLenum pname, GLfloat *params );
 
-#ifndef GL_ARB_pixel_buffer_object
-#define GL_PIXEL_PACK_BUFFER_ARB          0x88EB
-#define GL_PIXEL_UNPACK_BUFFER_ARB        0x88EC
-#define GL_PIXEL_PACK_BUFFER_BINDING_ARB  0x88ED
-#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
-#endif
+GLAPI void GLAPIENTRY glGetIntegerv( GLenum pname, GLint *params );
 
-#ifndef GL_ARB_depth_buffer_float
-#define GL_DEPTH_COMPONENT32F             0x8CAC
-#define GL_DEPTH32F_STENCIL8              0x8CAD
-#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
-#endif
 
-#ifndef GL_ARB_draw_instanced
-#endif
+GLAPI void GLAPIENTRY glPushAttrib( GLbitfield mask );
 
-#ifndef GL_ARB_framebuffer_object
-#define GL_INVALID_FRAMEBUFFER_OPERATION  0x0506
-#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
-#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
-#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
-#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
-#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
-#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
-#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
-#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
-#define GL_FRAMEBUFFER_DEFAULT            0x8218
-#define GL_FRAMEBUFFER_UNDEFINED          0x8219
-#define GL_DEPTH_STENCIL_ATTACHMENT       0x821A
-#define GL_MAX_RENDERBUFFER_SIZE          0x84E8
-#define GL_DEPTH_STENCIL                  0x84F9
-#define GL_UNSIGNED_INT_24_8              0x84FA
-#define GL_DEPTH24_STENCIL8               0x88F0
-#define GL_TEXTURE_STENCIL_SIZE           0x88F1
-#define GL_TEXTURE_RED_TYPE               0x8C10
-#define GL_TEXTURE_GREEN_TYPE             0x8C11
-#define GL_TEXTURE_BLUE_TYPE              0x8C12
-#define GL_TEXTURE_ALPHA_TYPE             0x8C13
-#define GL_TEXTURE_DEPTH_TYPE             0x8C16
-#define GL_UNSIGNED_NORMALIZED            0x8C17
-#define GL_FRAMEBUFFER_BINDING            0x8CA6
-#define GL_DRAW_FRAMEBUFFER_BINDING       GL_FRAMEBUFFER_BINDING
-#define GL_RENDERBUFFER_BINDING           0x8CA7
-#define GL_READ_FRAMEBUFFER               0x8CA8
-#define GL_DRAW_FRAMEBUFFER               0x8CA9
-#define GL_READ_FRAMEBUFFER_BINDING       0x8CAA
-#define GL_RENDERBUFFER_SAMPLES           0x8CAB
-#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
-#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
-#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
-#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
-#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
-#define GL_FRAMEBUFFER_COMPLETE           0x8CD5
-#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
-#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
-#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
-#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
-#define GL_FRAMEBUFFER_UNSUPPORTED        0x8CDD
-#define GL_MAX_COLOR_ATTACHMENTS          0x8CDF
-#define GL_COLOR_ATTACHMENT0              0x8CE0
-#define GL_COLOR_ATTACHMENT1              0x8CE1
-#define GL_COLOR_ATTACHMENT2              0x8CE2
-#define GL_COLOR_ATTACHMENT3              0x8CE3
-#define GL_COLOR_ATTACHMENT4              0x8CE4
-#define GL_COLOR_ATTACHMENT5              0x8CE5
-#define GL_COLOR_ATTACHMENT6              0x8CE6
-#define GL_COLOR_ATTACHMENT7              0x8CE7
-#define GL_COLOR_ATTACHMENT8              0x8CE8
-#define GL_COLOR_ATTACHMENT9              0x8CE9
-#define GL_COLOR_ATTACHMENT10             0x8CEA
-#define GL_COLOR_ATTACHMENT11             0x8CEB
-#define GL_COLOR_ATTACHMENT12             0x8CEC
-#define GL_COLOR_ATTACHMENT13             0x8CED
-#define GL_COLOR_ATTACHMENT14             0x8CEE
-#define GL_COLOR_ATTACHMENT15             0x8CEF
-#define GL_DEPTH_ATTACHMENT               0x8D00
-#define GL_STENCIL_ATTACHMENT             0x8D20
-#define GL_FRAMEBUFFER                    0x8D40
-#define GL_RENDERBUFFER                   0x8D41
-#define GL_RENDERBUFFER_WIDTH             0x8D42
-#define GL_RENDERBUFFER_HEIGHT            0x8D43
-#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44
-#define GL_STENCIL_INDEX1                 0x8D46
-#define GL_STENCIL_INDEX4                 0x8D47
-#define GL_STENCIL_INDEX8                 0x8D48
-#define GL_STENCIL_INDEX16                0x8D49
-#define GL_RENDERBUFFER_RED_SIZE          0x8D50
-#define GL_RENDERBUFFER_GREEN_SIZE        0x8D51
-#define GL_RENDERBUFFER_BLUE_SIZE         0x8D52
-#define GL_RENDERBUFFER_ALPHA_SIZE        0x8D53
-#define GL_RENDERBUFFER_DEPTH_SIZE        0x8D54
-#define GL_RENDERBUFFER_STENCIL_SIZE      0x8D55
-#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
-#define GL_MAX_SAMPLES                    0x8D57
-#endif
+GLAPI void GLAPIENTRY glPopAttrib( void );
 
-#ifndef GL_ARB_framebuffer_object_DEPRECATED
-#define GL_INDEX                          0x8222
-#define GL_TEXTURE_LUMINANCE_TYPE         0x8C14
-#define GL_TEXTURE_INTENSITY_TYPE         0x8C15
-#endif
 
-#ifndef GL_ARB_framebuffer_sRGB
-#define GL_FRAMEBUFFER_SRGB               0x8DB9
-#endif
+GLAPI void GLAPIENTRY glPushClientAttrib( GLbitfield mask );  /* 1.1 */
 
-#ifndef GL_ARB_geometry_shader4
-#define GL_LINES_ADJACENCY_ARB            0x000A
-#define GL_LINE_STRIP_ADJACENCY_ARB       0x000B
-#define GL_TRIANGLES_ADJACENCY_ARB        0x000C
-#define GL_TRIANGLE_STRIP_ADJACENCY_ARB   0x000D
-#define GL_PROGRAM_POINT_SIZE_ARB         0x8642
-#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29
-#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7
-#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8
-#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9
-#define GL_GEOMETRY_SHADER_ARB            0x8DD9
-#define GL_GEOMETRY_VERTICES_OUT_ARB      0x8DDA
-#define GL_GEOMETRY_INPUT_TYPE_ARB        0x8DDB
-#define GL_GEOMETRY_OUTPUT_TYPE_ARB       0x8DDC
-#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD
-#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE
-#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF
-#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0
-#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1
-/* reuse GL_MAX_VARYING_COMPONENTS */
-/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
-#endif
+GLAPI void GLAPIENTRY glPopClientAttrib( void );  /* 1.1 */
 
-#ifndef GL_ARB_half_float_vertex
-#define GL_HALF_FLOAT                     0x140B
-#endif
 
-#ifndef GL_ARB_instanced_arrays
-#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE
-#endif
+GLAPI GLint GLAPIENTRY glRenderMode( GLenum mode );
 
-#ifndef GL_ARB_map_buffer_range
-#define GL_MAP_READ_BIT                   0x0001
-#define GL_MAP_WRITE_BIT                  0x0002
-#define GL_MAP_INVALIDATE_RANGE_BIT       0x0004
-#define GL_MAP_INVALIDATE_BUFFER_BIT      0x0008
-#define GL_MAP_FLUSH_EXPLICIT_BIT         0x0010
-#define GL_MAP_UNSYNCHRONIZED_BIT         0x0020
-#endif
+GLAPI GLenum GLAPIENTRY glGetError( void );
 
-#ifndef GL_ARB_texture_buffer_object
-#define GL_TEXTURE_BUFFER_ARB             0x8C2A
-#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB    0x8C2B
-#define GL_TEXTURE_BINDING_BUFFER_ARB     0x8C2C
-#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D
-#define GL_TEXTURE_BUFFER_FORMAT_ARB      0x8C2E
-#endif
+GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name );
 
-#ifndef GL_ARB_texture_compression_rgtc
-#define GL_COMPRESSED_RED_RGTC1           0x8DBB
-#define GL_COMPRESSED_SIGNED_RED_RGTC1    0x8DBC
-#define GL_COMPRESSED_RG_RGTC2            0x8DBD
-#define GL_COMPRESSED_SIGNED_RG_RGTC2     0x8DBE
-#endif
+GLAPI void GLAPIENTRY glFinish( void );
 
-#ifndef GL_ARB_texture_rg
-#define GL_RG                             0x8227
-#define GL_RG_INTEGER                     0x8228
-#define GL_R8                             0x8229
-#define GL_R16                            0x822A
-#define GL_RG8                            0x822B
-#define GL_RG16                           0x822C
-#define GL_R16F                           0x822D
-#define GL_R32F                           0x822E
-#define GL_RG16F                          0x822F
-#define GL_RG32F                          0x8230
-#define GL_R8I                            0x8231
-#define GL_R8UI                           0x8232
-#define GL_R16I                           0x8233
-#define GL_R16UI                          0x8234
-#define GL_R32I                           0x8235
-#define GL_R32UI                          0x8236
-#define GL_RG8I                           0x8237
-#define GL_RG8UI                          0x8238
-#define GL_RG16I                          0x8239
-#define GL_RG16UI                         0x823A
-#define GL_RG32I                          0x823B
-#define GL_RG32UI                         0x823C
-#endif
+GLAPI void GLAPIENTRY glFlush( void );
 
-#ifndef GL_ARB_vertex_array_object
-#define GL_VERTEX_ARRAY_BINDING           0x85B5
-#endif
+GLAPI void GLAPIENTRY glHint( GLenum target, GLenum mode );
 
-#ifndef GL_ARB_uniform_buffer_object
-#define GL_UNIFORM_BUFFER                 0x8A11
-#define GL_UNIFORM_BUFFER_BINDING         0x8A28
-#define GL_UNIFORM_BUFFER_START           0x8A29
-#define GL_UNIFORM_BUFFER_SIZE            0x8A2A
-#define GL_MAX_VERTEX_UNIFORM_BLOCKS      0x8A2B
-#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS    0x8A2C
-#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS    0x8A2D
-#define GL_MAX_COMBINED_UNIFORM_BLOCKS    0x8A2E
-#define GL_MAX_UNIFORM_BUFFER_BINDINGS    0x8A2F
-#define GL_MAX_UNIFORM_BLOCK_SIZE         0x8A30
-#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
-#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
-#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
-#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
-#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
-#define GL_ACTIVE_UNIFORM_BLOCKS          0x8A36
-#define GL_UNIFORM_TYPE                   0x8A37
-#define GL_UNIFORM_SIZE                   0x8A38
-#define GL_UNIFORM_NAME_LENGTH            0x8A39
-#define GL_UNIFORM_BLOCK_INDEX            0x8A3A
-#define GL_UNIFORM_OFFSET                 0x8A3B
-#define GL_UNIFORM_ARRAY_STRIDE           0x8A3C
-#define GL_UNIFORM_MATRIX_STRIDE          0x8A3D
-#define GL_UNIFORM_IS_ROW_MAJOR           0x8A3E
-#define GL_UNIFORM_BLOCK_BINDING          0x8A3F
-#define GL_UNIFORM_BLOCK_DATA_SIZE        0x8A40
-#define GL_UNIFORM_BLOCK_NAME_LENGTH      0x8A41
-#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS  0x8A42
-#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
-#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
-#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
-#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
-#define GL_INVALID_INDEX                  0xFFFFFFFFu
-#endif
 
-#ifndef GL_ARB_compatibility
-/* ARB_compatibility just defines tokens from core 3.0 */
-#endif
+/*
+ * Depth Buffer
+ */
 
-#ifndef GL_ARB_copy_buffer
-#define GL_COPY_READ_BUFFER               0x8F36
-#define GL_COPY_WRITE_BUFFER              0x8F37
-#endif
+GLAPI void GLAPIENTRY glClearDepth( GLclampd depth );
 
-#ifndef GL_ARB_shader_texture_lod
-#endif
+GLAPI void GLAPIENTRY glDepthFunc( GLenum func );
 
-#ifndef GL_ARB_depth_clamp
-#define GL_DEPTH_CLAMP                    0x864F
-#endif
+GLAPI void GLAPIENTRY glDepthMask( GLboolean flag );
 
-#ifndef GL_ARB_draw_elements_base_vertex
-#endif
+GLAPI void GLAPIENTRY glDepthRange( GLclampd near_val, GLclampd far_val );
 
-#ifndef GL_ARB_fragment_coord_conventions
-#endif
 
-#ifndef GL_ARB_provoking_vertex
-#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
-#define GL_FIRST_VERTEX_CONVENTION        0x8E4D
-#define GL_LAST_VERTEX_CONVENTION         0x8E4E
-#define GL_PROVOKING_VERTEX               0x8E4F
-#endif
+/*
+ * Accumulation Buffer
+ */
 
-#ifndef GL_ARB_seamless_cube_map
-#define GL_TEXTURE_CUBE_MAP_SEAMLESS      0x884F
-#endif
+GLAPI void GLAPIENTRY glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha );
 
-#ifndef GL_ARB_sync
-#define GL_MAX_SERVER_WAIT_TIMEOUT        0x9111
-#define GL_OBJECT_TYPE                    0x9112
-#define GL_SYNC_CONDITION                 0x9113
-#define GL_SYNC_STATUS                    0x9114
-#define GL_SYNC_FLAGS                     0x9115
-#define GL_SYNC_FENCE                     0x9116
-#define GL_SYNC_GPU_COMMANDS_COMPLETE     0x9117
-#define GL_UNSIGNALED                     0x9118
-#define GL_SIGNALED                       0x9119
-#define GL_ALREADY_SIGNALED               0x911A
-#define GL_TIMEOUT_EXPIRED                0x911B
-#define GL_CONDITION_SATISFIED            0x911C
-#define GL_WAIT_FAILED                    0x911D
-#define GL_SYNC_FLUSH_COMMANDS_BIT        0x00000001
-#define GL_TIMEOUT_IGNORED                0xFFFFFFFFFFFFFFFFull
-#endif
+GLAPI void GLAPIENTRY glAccum( GLenum op, GLfloat value );
 
-#ifndef GL_ARB_texture_multisample
-#define GL_SAMPLE_POSITION                0x8E50
-#define GL_SAMPLE_MASK                    0x8E51
-#define GL_SAMPLE_MASK_VALUE              0x8E52
-#define GL_MAX_SAMPLE_MASK_WORDS          0x8E59
-#define GL_TEXTURE_2D_MULTISAMPLE         0x9100
-#define GL_PROXY_TEXTURE_2D_MULTISAMPLE   0x9101
-#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY   0x9102
-#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
-#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
-#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
-#define GL_TEXTURE_SAMPLES                0x9106
-#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
-#define GL_SAMPLER_2D_MULTISAMPLE         0x9108
-#define GL_INT_SAMPLER_2D_MULTISAMPLE     0x9109
-#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
-#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY   0x910B
-#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
-#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
-#define GL_MAX_COLOR_TEXTURE_SAMPLES      0x910E
-#define GL_MAX_DEPTH_TEXTURE_SAMPLES      0x910F
-#define GL_MAX_INTEGER_SAMPLES            0x9110
-#endif
 
-#ifndef GL_ARB_vertex_array_bgra
-/* reuse GL_BGRA */
-#endif
+/*
+ * Transformation
+ */
 
-#ifndef GL_ARB_draw_buffers_blend
-#endif
+GLAPI void GLAPIENTRY glMatrixMode( GLenum mode );
 
-#ifndef GL_ARB_sample_shading
-#define GL_SAMPLE_SHADING_ARB             0x8C36
-#define GL_MIN_SAMPLE_SHADING_VALUE_ARB   0x8C37
-#endif
+GLAPI void GLAPIENTRY glOrtho( GLdouble left, GLdouble right,
+                                 GLdouble bottom, GLdouble top,
+                                 GLdouble near_val, GLdouble far_val );
 
-#ifndef GL_ARB_texture_cube_map_array
-#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB     0x9009
-#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
-#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
-#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB     0x900C
-#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
-#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
-#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
-#endif
+GLAPI void GLAPIENTRY glFrustum( GLdouble left, GLdouble right,
+                                   GLdouble bottom, GLdouble top,
+                                   GLdouble near_val, GLdouble far_val );
 
-#ifndef GL_ARB_texture_gather
-#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
-#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
-#endif
+GLAPI void GLAPIENTRY glViewport( GLint x, GLint y,
+                                    GLsizei width, GLsizei height );
 
-#ifndef GL_ARB_texture_query_lod
-#endif
+GLAPI void GLAPIENTRY glPushMatrix( void );
 
-#ifndef GL_ARB_shading_language_include
-#define GL_SHADER_INCLUDE_ARB             0x8DAE
-#define GL_NAMED_STRING_LENGTH_ARB        0x8DE9
-#define GL_NAMED_STRING_TYPE_ARB          0x8DEA
-#endif
+GLAPI void GLAPIENTRY glPopMatrix( void );
 
-#ifndef GL_ARB_texture_compression_bptc
-#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
-#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
-#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
-#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
-#endif
+GLAPI void GLAPIENTRY glLoadIdentity( void );
 
-#ifndef GL_ARB_blend_func_extended
-#define GL_SRC1_COLOR                     0x88F9
-/* reuse GL_SRC1_ALPHA */
-#define GL_ONE_MINUS_SRC1_COLOR           0x88FA
-#define GL_ONE_MINUS_SRC1_ALPHA           0x88FB
-#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS   0x88FC
-#endif
+GLAPI void GLAPIENTRY glLoadMatrixd( const GLdouble *m );
+GLAPI void GLAPIENTRY glLoadMatrixf( const GLfloat *m );
 
-#ifndef GL_ARB_explicit_attrib_location
-#endif
+GLAPI void GLAPIENTRY glMultMatrixd( const GLdouble *m );
+GLAPI void GLAPIENTRY glMultMatrixf( const GLfloat *m );
 
-#ifndef GL_ARB_occlusion_query2
-#define GL_ANY_SAMPLES_PASSED             0x8C2F
-#endif
+GLAPI void GLAPIENTRY glRotated( GLdouble angle,
+                                   GLdouble x, GLdouble y, GLdouble z );
+GLAPI void GLAPIENTRY glRotatef( GLfloat angle,
+                                   GLfloat x, GLfloat y, GLfloat z );
 
-#ifndef GL_ARB_sampler_objects
-#define GL_SAMPLER_BINDING                0x8919
-#endif
+GLAPI void GLAPIENTRY glScaled( GLdouble x, GLdouble y, GLdouble z );
+GLAPI void GLAPIENTRY glScalef( GLfloat x, GLfloat y, GLfloat z );
 
-#ifndef GL_ARB_shader_bit_encoding
-#endif
+GLAPI void GLAPIENTRY glTranslated( GLdouble x, GLdouble y, GLdouble z );
+GLAPI void GLAPIENTRY glTranslatef( GLfloat x, GLfloat y, GLfloat z );
 
-#ifndef GL_ARB_texture_rgb10_a2ui
-#define GL_RGB10_A2UI                     0x906F
-#endif
 
-#ifndef GL_ARB_texture_swizzle
-#define GL_TEXTURE_SWIZZLE_R              0x8E42
-#define GL_TEXTURE_SWIZZLE_G              0x8E43
-#define GL_TEXTURE_SWIZZLE_B              0x8E44
-#define GL_TEXTURE_SWIZZLE_A              0x8E45
-#define GL_TEXTURE_SWIZZLE_RGBA           0x8E46
-#endif
+/*
+ * Display Lists
+ */
 
-#ifndef GL_ARB_timer_query
-#define GL_TIME_ELAPSED                   0x88BF
-#define GL_TIMESTAMP                      0x8E28
-#endif
+GLAPI GLboolean GLAPIENTRY glIsList( GLuint list );
 
-#ifndef GL_ARB_vertex_type_2_10_10_10_rev
-/* reuse GL_UNSIGNED_INT_2_10_10_10_REV */
-#define GL_INT_2_10_10_10_REV             0x8D9F
-#endif
+GLAPI void GLAPIENTRY glDeleteLists( GLuint list, GLsizei range );
 
-#ifndef GL_ARB_draw_indirect
-#define GL_DRAW_INDIRECT_BUFFER           0x8F3F
-#define GL_DRAW_INDIRECT_BUFFER_BINDING   0x8F43
-#endif
+GLAPI GLuint GLAPIENTRY glGenLists( GLsizei range );
 
-#ifndef GL_ARB_gpu_shader5
-#define GL_GEOMETRY_SHADER_INVOCATIONS    0x887F
-#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
-#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
-#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
-#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
-/* reuse GL_MAX_VERTEX_STREAMS */
-#endif
+GLAPI void GLAPIENTRY glNewList( GLuint list, GLenum mode );
 
-#ifndef GL_ARB_gpu_shader_fp64
-/* reuse GL_DOUBLE */
-#define GL_DOUBLE_VEC2                    0x8FFC
-#define GL_DOUBLE_VEC3                    0x8FFD
-#define GL_DOUBLE_VEC4                    0x8FFE
-#define GL_DOUBLE_MAT2                    0x8F46
-#define GL_DOUBLE_MAT3                    0x8F47
-#define GL_DOUBLE_MAT4                    0x8F48
-#define GL_DOUBLE_MAT2x3                  0x8F49
-#define GL_DOUBLE_MAT2x4                  0x8F4A
-#define GL_DOUBLE_MAT3x2                  0x8F4B
-#define GL_DOUBLE_MAT3x4                  0x8F4C
-#define GL_DOUBLE_MAT4x2                  0x8F4D
-#define GL_DOUBLE_MAT4x3                  0x8F4E
-#endif
+GLAPI void GLAPIENTRY glEndList( void );
 
-#ifndef GL_ARB_shader_subroutine
-#define GL_ACTIVE_SUBROUTINES             0x8DE5
-#define GL_ACTIVE_SUBROUTINE_UNIFORMS     0x8DE6
-#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
-#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH   0x8E48
-#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
-#define GL_MAX_SUBROUTINES                0x8DE7
-#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
-#define GL_NUM_COMPATIBLE_SUBROUTINES     0x8E4A
-#define GL_COMPATIBLE_SUBROUTINES         0x8E4B
-/* reuse GL_UNIFORM_SIZE */
-/* reuse GL_UNIFORM_NAME_LENGTH */
-#endif
+GLAPI void GLAPIENTRY glCallList( GLuint list );
 
-#ifndef GL_ARB_tessellation_shader
-#define GL_PATCHES                        0x000E
-#define GL_PATCH_VERTICES                 0x8E72
-#define GL_PATCH_DEFAULT_INNER_LEVEL      0x8E73
-#define GL_PATCH_DEFAULT_OUTER_LEVEL      0x8E74
-#define GL_TESS_CONTROL_OUTPUT_VERTICES   0x8E75
-#define GL_TESS_GEN_MODE                  0x8E76
-#define GL_TESS_GEN_SPACING               0x8E77
-#define GL_TESS_GEN_VERTEX_ORDER          0x8E78
-#define GL_TESS_GEN_POINT_MODE            0x8E79
-/* reuse GL_TRIANGLES */
-/* reuse GL_QUADS */
-#define GL_ISOLINES                       0x8E7A
-/* reuse GL_EQUAL */
-#define GL_FRACTIONAL_ODD                 0x8E7B
-#define GL_FRACTIONAL_EVEN                0x8E7C
-/* reuse GL_CCW */
-/* reuse GL_CW */
-#define GL_MAX_PATCH_VERTICES             0x8E7D
-#define GL_MAX_TESS_GEN_LEVEL             0x8E7E
-#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
-#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
-#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
-#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
-#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
-#define GL_MAX_TESS_PATCH_COMPONENTS      0x8E84
-#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
-#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
-#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
-#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
-#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
-#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
-#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
-#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
-#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
-#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
-#define GL_TESS_EVALUATION_SHADER         0x8E87
-#define GL_TESS_CONTROL_SHADER            0x8E88
-#endif
+GLAPI void GLAPIENTRY glCallLists( GLsizei n, GLenum type,
+                                     const GLvoid *lists );
 
-#ifndef GL_ARB_texture_buffer_object_rgb32
-/* reuse GL_RGB32F */
-/* reuse GL_RGB32UI */
-/* reuse GL_RGB32I */
-#endif
+GLAPI void GLAPIENTRY glListBase( GLuint base );
 
-#ifndef GL_ARB_transform_feedback2
-#define GL_TRANSFORM_FEEDBACK             0x8E22
-#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23
-#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24
-#define GL_TRANSFORM_FEEDBACK_BINDING     0x8E25
-#endif
 
-#ifndef GL_ARB_transform_feedback3
-#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
-#define GL_MAX_VERTEX_STREAMS             0x8E71
-#endif
+/*
+ * Drawing Functions
+ */
 
-#ifndef GL_ARB_ES2_compatibility
-#define GL_FIXED                          0x140C
-#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
-#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
-#define GL_LOW_FLOAT                      0x8DF0
-#define GL_MEDIUM_FLOAT                   0x8DF1
-#define GL_HIGH_FLOAT                     0x8DF2
-#define GL_LOW_INT                        0x8DF3
-#define GL_MEDIUM_INT                     0x8DF4
-#define GL_HIGH_INT                       0x8DF5
-#define GL_SHADER_COMPILER                0x8DFA
-#define GL_NUM_SHADER_BINARY_FORMATS      0x8DF9
-#define GL_MAX_VERTEX_UNIFORM_VECTORS     0x8DFB
-#define GL_MAX_VARYING_VECTORS            0x8DFC
-#define GL_MAX_FRAGMENT_UNIFORM_VECTORS   0x8DFD
-#endif
+GLAPI void GLAPIENTRY glBegin( GLenum mode );
+
+GLAPI void GLAPIENTRY glEnd( void );
+
+
+GLAPI void GLAPIENTRY glVertex2d( GLdouble x, GLdouble y );
+GLAPI void GLAPIENTRY glVertex2f( GLfloat x, GLfloat y );
+GLAPI void GLAPIENTRY glVertex2i( GLint x, GLint y );
+GLAPI void GLAPIENTRY glVertex2s( GLshort x, GLshort y );
+
+GLAPI void GLAPIENTRY glVertex3d( GLdouble x, GLdouble y, GLdouble z );
+GLAPI void GLAPIENTRY glVertex3f( GLfloat x, GLfloat y, GLfloat z );
+GLAPI void GLAPIENTRY glVertex3i( GLint x, GLint y, GLint z );
+GLAPI void GLAPIENTRY glVertex3s( GLshort x, GLshort y, GLshort z );
+
+GLAPI void GLAPIENTRY glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
+GLAPI void GLAPIENTRY glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
+GLAPI void GLAPIENTRY glVertex4i( GLint x, GLint y, GLint z, GLint w );
+GLAPI void GLAPIENTRY glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w );
+
+GLAPI void GLAPIENTRY glVertex2dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glVertex2fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glVertex2iv( const GLint *v );
+GLAPI void GLAPIENTRY glVertex2sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glVertex3dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glVertex3fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glVertex3iv( const GLint *v );
+GLAPI void GLAPIENTRY glVertex3sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glVertex4dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glVertex4fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glVertex4iv( const GLint *v );
+GLAPI void GLAPIENTRY glVertex4sv( const GLshort *v );
+
+
+GLAPI void GLAPIENTRY glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz );
+GLAPI void GLAPIENTRY glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz );
+GLAPI void GLAPIENTRY glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz );
+GLAPI void GLAPIENTRY glNormal3i( GLint nx, GLint ny, GLint nz );
+GLAPI void GLAPIENTRY glNormal3s( GLshort nx, GLshort ny, GLshort nz );
+
+GLAPI void GLAPIENTRY glNormal3bv( const GLbyte *v );
+GLAPI void GLAPIENTRY glNormal3dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glNormal3fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glNormal3iv( const GLint *v );
+GLAPI void GLAPIENTRY glNormal3sv( const GLshort *v );
+
+
+GLAPI void GLAPIENTRY glIndexd( GLdouble c );
+GLAPI void GLAPIENTRY glIndexf( GLfloat c );
+GLAPI void GLAPIENTRY glIndexi( GLint c );
+GLAPI void GLAPIENTRY glIndexs( GLshort c );
+GLAPI void GLAPIENTRY glIndexub( GLubyte c );  /* 1.1 */
+
+GLAPI void GLAPIENTRY glIndexdv( const GLdouble *c );
+GLAPI void GLAPIENTRY glIndexfv( const GLfloat *c );
+GLAPI void GLAPIENTRY glIndexiv( const GLint *c );
+GLAPI void GLAPIENTRY glIndexsv( const GLshort *c );
+GLAPI void GLAPIENTRY glIndexubv( const GLubyte *c );  /* 1.1 */
+
+GLAPI void GLAPIENTRY glColor3b( GLbyte red, GLbyte green, GLbyte blue );
+GLAPI void GLAPIENTRY glColor3d( GLdouble red, GLdouble green, GLdouble blue );
+GLAPI void GLAPIENTRY glColor3f( GLfloat red, GLfloat green, GLfloat blue );
+GLAPI void GLAPIENTRY glColor3i( GLint red, GLint green, GLint blue );
+GLAPI void GLAPIENTRY glColor3s( GLshort red, GLshort green, GLshort blue );
+GLAPI void GLAPIENTRY glColor3ub( GLubyte red, GLubyte green, GLubyte blue );
+GLAPI void GLAPIENTRY glColor3ui( GLuint red, GLuint green, GLuint blue );
+GLAPI void GLAPIENTRY glColor3us( GLushort red, GLushort green, GLushort blue );
+
+GLAPI void GLAPIENTRY glColor4b( GLbyte red, GLbyte green,
+                                   GLbyte blue, GLbyte alpha );
+GLAPI void GLAPIENTRY glColor4d( GLdouble red, GLdouble green,
+                                   GLdouble blue, GLdouble alpha );
+GLAPI void GLAPIENTRY glColor4f( GLfloat red, GLfloat green,
+                                   GLfloat blue, GLfloat alpha );
+GLAPI void GLAPIENTRY glColor4i( GLint red, GLint green,
+                                   GLint blue, GLint alpha );
+GLAPI void GLAPIENTRY glColor4s( GLshort red, GLshort green,
+                                   GLshort blue, GLshort alpha );
+GLAPI void GLAPIENTRY glColor4ub( GLubyte red, GLubyte green,
+                                    GLubyte blue, GLubyte alpha );
+GLAPI void GLAPIENTRY glColor4ui( GLuint red, GLuint green,
+                                    GLuint blue, GLuint alpha );
+GLAPI void GLAPIENTRY glColor4us( GLushort red, GLushort green,
+                                    GLushort blue, GLushort alpha );
+
+
+GLAPI void GLAPIENTRY glColor3bv( const GLbyte *v );
+GLAPI void GLAPIENTRY glColor3dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glColor3fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glColor3iv( const GLint *v );
+GLAPI void GLAPIENTRY glColor3sv( const GLshort *v );
+GLAPI void GLAPIENTRY glColor3ubv( const GLubyte *v );
+GLAPI void GLAPIENTRY glColor3uiv( const GLuint *v );
+GLAPI void GLAPIENTRY glColor3usv( const GLushort *v );
+
+GLAPI void GLAPIENTRY glColor4bv( const GLbyte *v );
+GLAPI void GLAPIENTRY glColor4dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glColor4fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glColor4iv( const GLint *v );
+GLAPI void GLAPIENTRY glColor4sv( const GLshort *v );
+GLAPI void GLAPIENTRY glColor4ubv( const GLubyte *v );
+GLAPI void GLAPIENTRY glColor4uiv( const GLuint *v );
+GLAPI void GLAPIENTRY glColor4usv( const GLushort *v );
+
+
+GLAPI void GLAPIENTRY glTexCoord1d( GLdouble s );
+GLAPI void GLAPIENTRY glTexCoord1f( GLfloat s );
+GLAPI void GLAPIENTRY glTexCoord1i( GLint s );
+GLAPI void GLAPIENTRY glTexCoord1s( GLshort s );
+
+GLAPI void GLAPIENTRY glTexCoord2d( GLdouble s, GLdouble t );
+GLAPI void GLAPIENTRY glTexCoord2f( GLfloat s, GLfloat t );
+GLAPI void GLAPIENTRY glTexCoord2i( GLint s, GLint t );
+GLAPI void GLAPIENTRY glTexCoord2s( GLshort s, GLshort t );
+
+GLAPI void GLAPIENTRY glTexCoord3d( GLdouble s, GLdouble t, GLdouble r );
+GLAPI void GLAPIENTRY glTexCoord3f( GLfloat s, GLfloat t, GLfloat r );
+GLAPI void GLAPIENTRY glTexCoord3i( GLint s, GLint t, GLint r );
+GLAPI void GLAPIENTRY glTexCoord3s( GLshort s, GLshort t, GLshort r );
+
+GLAPI void GLAPIENTRY glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q );
+GLAPI void GLAPIENTRY glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q );
+GLAPI void GLAPIENTRY glTexCoord4i( GLint s, GLint t, GLint r, GLint q );
+GLAPI void GLAPIENTRY glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q );
+
+GLAPI void GLAPIENTRY glTexCoord1dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glTexCoord1fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glTexCoord1iv( const GLint *v );
+GLAPI void GLAPIENTRY glTexCoord1sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glTexCoord2dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glTexCoord2fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glTexCoord2iv( const GLint *v );
+GLAPI void GLAPIENTRY glTexCoord2sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glTexCoord3dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glTexCoord3fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glTexCoord3iv( const GLint *v );
+GLAPI void GLAPIENTRY glTexCoord3sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glTexCoord4dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glTexCoord4fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glTexCoord4iv( const GLint *v );
+GLAPI void GLAPIENTRY glTexCoord4sv( const GLshort *v );
+
+
+GLAPI void GLAPIENTRY glRasterPos2d( GLdouble x, GLdouble y );
+GLAPI void GLAPIENTRY glRasterPos2f( GLfloat x, GLfloat y );
+GLAPI void GLAPIENTRY glRasterPos2i( GLint x, GLint y );
+GLAPI void GLAPIENTRY glRasterPos2s( GLshort x, GLshort y );
+
+GLAPI void GLAPIENTRY glRasterPos3d( GLdouble x, GLdouble y, GLdouble z );
+GLAPI void GLAPIENTRY glRasterPos3f( GLfloat x, GLfloat y, GLfloat z );
+GLAPI void GLAPIENTRY glRasterPos3i( GLint x, GLint y, GLint z );
+GLAPI void GLAPIENTRY glRasterPos3s( GLshort x, GLshort y, GLshort z );
+
+GLAPI void GLAPIENTRY glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
+GLAPI void GLAPIENTRY glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
+GLAPI void GLAPIENTRY glRasterPos4i( GLint x, GLint y, GLint z, GLint w );
+GLAPI void GLAPIENTRY glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w );
+
+GLAPI void GLAPIENTRY glRasterPos2dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glRasterPos2fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glRasterPos2iv( const GLint *v );
+GLAPI void GLAPIENTRY glRasterPos2sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glRasterPos3dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glRasterPos3fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glRasterPos3iv( const GLint *v );
+GLAPI void GLAPIENTRY glRasterPos3sv( const GLshort *v );
+
+GLAPI void GLAPIENTRY glRasterPos4dv( const GLdouble *v );
+GLAPI void GLAPIENTRY glRasterPos4fv( const GLfloat *v );
+GLAPI void GLAPIENTRY glRasterPos4iv( const GLint *v );
+GLAPI void GLAPIENTRY glRasterPos4sv( const GLshort *v );
+
+
+GLAPI void GLAPIENTRY glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 );
+GLAPI void GLAPIENTRY glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
+GLAPI void GLAPIENTRY glRecti( GLint x1, GLint y1, GLint x2, GLint y2 );
+GLAPI void GLAPIENTRY glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 );
+
+
+GLAPI void GLAPIENTRY glRectdv( const GLdouble *v1, const GLdouble *v2 );
+GLAPI void GLAPIENTRY glRectfv( const GLfloat *v1, const GLfloat *v2 );
+GLAPI void GLAPIENTRY glRectiv( const GLint *v1, const GLint *v2 );
+GLAPI void GLAPIENTRY glRectsv( const GLshort *v1, const GLshort *v2 );
 
-#ifndef GL_ARB_get_program_binary
-#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
-#define GL_PROGRAM_BINARY_LENGTH          0x8741
-#define GL_NUM_PROGRAM_BINARY_FORMATS     0x87FE
-#define GL_PROGRAM_BINARY_FORMATS         0x87FF
-#endif
 
-#ifndef GL_ARB_separate_shader_objects
-#define GL_VERTEX_SHADER_BIT              0x00000001
-#define GL_FRAGMENT_SHADER_BIT            0x00000002
-#define GL_GEOMETRY_SHADER_BIT            0x00000004
-#define GL_TESS_CONTROL_SHADER_BIT        0x00000008
-#define GL_TESS_EVALUATION_SHADER_BIT     0x00000010
-#define GL_ALL_SHADER_BITS                0xFFFFFFFF
-#define GL_PROGRAM_SEPARABLE              0x8258
-#define GL_ACTIVE_PROGRAM                 0x8259
-#define GL_PROGRAM_PIPELINE_BINDING       0x825A
-#endif
+/*
+ * Vertex Arrays  (1.1)
+ */
 
-#ifndef GL_ARB_shader_precision
-#endif
+GLAPI void GLAPIENTRY glVertexPointer( GLint size, GLenum type,
+                                       GLsizei stride, const GLvoid *ptr );
 
-#ifndef GL_ARB_vertex_attrib_64bit
-/* reuse GL_RGB32I */
-/* reuse GL_DOUBLE_VEC2 */
-/* reuse GL_DOUBLE_VEC3 */
-/* reuse GL_DOUBLE_VEC4 */
-/* reuse GL_DOUBLE_MAT2 */
-/* reuse GL_DOUBLE_MAT3 */
-/* reuse GL_DOUBLE_MAT4 */
-/* reuse GL_DOUBLE_MAT2x3 */
-/* reuse GL_DOUBLE_MAT2x4 */
-/* reuse GL_DOUBLE_MAT3x2 */
-/* reuse GL_DOUBLE_MAT3x4 */
-/* reuse GL_DOUBLE_MAT4x2 */
-/* reuse GL_DOUBLE_MAT4x3 */
-#endif
+GLAPI void GLAPIENTRY glNormalPointer( GLenum type, GLsizei stride,
+                                       const GLvoid *ptr );
 
-#ifndef GL_ARB_viewport_array
-/* reuse GL_SCISSOR_BOX */
-/* reuse GL_VIEWPORT */
-/* reuse GL_DEPTH_RANGE */
-/* reuse GL_SCISSOR_TEST */
-#define GL_MAX_VIEWPORTS                  0x825B
-#define GL_VIEWPORT_SUBPIXEL_BITS         0x825C
-#define GL_VIEWPORT_BOUNDS_RANGE          0x825D
-#define GL_LAYER_PROVOKING_VERTEX         0x825E
-#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
-#define GL_UNDEFINED_VERTEX               0x8260
-/* reuse GL_FIRST_VERTEX_CONVENTION */
-/* reuse GL_LAST_VERTEX_CONVENTION */
-/* reuse GL_PROVOKING_VERTEX */
-#endif
+GLAPI void GLAPIENTRY glColorPointer( GLint size, GLenum type,
+                                      GLsizei stride, const GLvoid *ptr );
 
-#ifndef GL_ARB_cl_event
-#define GL_SYNC_CL_EVENT_ARB              0x8240
-#define GL_SYNC_CL_EVENT_COMPLETE_ARB     0x8241
-#endif
+GLAPI void GLAPIENTRY glIndexPointer( GLenum type, GLsizei stride,
+                                      const GLvoid *ptr );
 
-#ifndef GL_ARB_debug_output
-#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB   0x8242
-#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
-#define GL_DEBUG_CALLBACK_FUNCTION_ARB    0x8244
-#define GL_DEBUG_CALLBACK_USER_PARAM_ARB  0x8245
-#define GL_DEBUG_SOURCE_API_ARB           0x8246
-#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
-#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
-#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB   0x8249
-#define GL_DEBUG_SOURCE_APPLICATION_ARB   0x824A
-#define GL_DEBUG_SOURCE_OTHER_ARB         0x824B
-#define GL_DEBUG_TYPE_ERROR_ARB           0x824C
-#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
-#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
-#define GL_DEBUG_TYPE_PORTABILITY_ARB     0x824F
-#define GL_DEBUG_TYPE_PERFORMANCE_ARB     0x8250
-#define GL_DEBUG_TYPE_OTHER_ARB           0x8251
-#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB   0x9143
-#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB  0x9144
-#define GL_DEBUG_LOGGED_MESSAGES_ARB      0x9145
-#define GL_DEBUG_SEVERITY_HIGH_ARB        0x9146
-#define GL_DEBUG_SEVERITY_MEDIUM_ARB      0x9147
-#define GL_DEBUG_SEVERITY_LOW_ARB         0x9148
-#endif
+GLAPI void GLAPIENTRY glTexCoordPointer( GLint size, GLenum type,
+                                         GLsizei stride, const GLvoid *ptr );
 
-#ifndef GL_ARB_robustness
-/* reuse GL_NO_ERROR */
-#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
-#define GL_LOSE_CONTEXT_ON_RESET_ARB      0x8252
-#define GL_GUILTY_CONTEXT_RESET_ARB       0x8253
-#define GL_INNOCENT_CONTEXT_RESET_ARB     0x8254
-#define GL_UNKNOWN_CONTEXT_RESET_ARB      0x8255
-#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
-#define GL_NO_RESET_NOTIFICATION_ARB      0x8261
-#endif
+GLAPI void GLAPIENTRY glEdgeFlagPointer( GLsizei stride, const GLvoid *ptr );
 
-#ifndef GL_ARB_shader_stencil_export
-#endif
+GLAPI void GLAPIENTRY glGetPointerv( GLenum pname, GLvoid **params );
 
-#ifndef GL_EXT_abgr
-#define GL_ABGR_EXT                       0x8000
-#endif
+GLAPI void GLAPIENTRY glArrayElement( GLint i );
 
-#ifndef GL_EXT_blend_color
-#define GL_CONSTANT_COLOR_EXT             0x8001
-#define GL_ONE_MINUS_CONSTANT_COLOR_EXT   0x8002
-#define GL_CONSTANT_ALPHA_EXT             0x8003
-#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT   0x8004
-#define GL_BLEND_COLOR_EXT                0x8005
-#endif
+GLAPI void GLAPIENTRY glDrawArrays( GLenum mode, GLint first, GLsizei count );
 
-#ifndef GL_EXT_polygon_offset
-#define GL_POLYGON_OFFSET_EXT             0x8037
-#define GL_POLYGON_OFFSET_FACTOR_EXT      0x8038
-#define GL_POLYGON_OFFSET_BIAS_EXT        0x8039
-#endif
+GLAPI void GLAPIENTRY glDrawElements( GLenum mode, GLsizei count,
+                                      GLenum type, const GLvoid *indices );
 
-#ifndef GL_EXT_texture
-#define GL_ALPHA4_EXT                     0x803B
-#define GL_ALPHA8_EXT                     0x803C
-#define GL_ALPHA12_EXT                    0x803D
-#define GL_ALPHA16_EXT                    0x803E
-#define GL_LUMINANCE4_EXT                 0x803F
-#define GL_LUMINANCE8_EXT                 0x8040
-#define GL_LUMINANCE12_EXT                0x8041
-#define GL_LUMINANCE16_EXT                0x8042
-#define GL_LUMINANCE4_ALPHA4_EXT          0x8043
-#define GL_LUMINANCE6_ALPHA2_EXT          0x8044
-#define GL_LUMINANCE8_ALPHA8_EXT          0x8045
-#define GL_LUMINANCE12_ALPHA4_EXT         0x8046
-#define GL_LUMINANCE12_ALPHA12_EXT        0x8047
-#define GL_LUMINANCE16_ALPHA16_EXT        0x8048
-#define GL_INTENSITY_EXT                  0x8049
-#define GL_INTENSITY4_EXT                 0x804A
-#define GL_INTENSITY8_EXT                 0x804B
-#define GL_INTENSITY12_EXT                0x804C
-#define GL_INTENSITY16_EXT                0x804D
-#define GL_RGB2_EXT                       0x804E
-#define GL_RGB4_EXT                       0x804F
-#define GL_RGB5_EXT                       0x8050
-#define GL_RGB8_EXT                       0x8051
-#define GL_RGB10_EXT                      0x8052
-#define GL_RGB12_EXT                      0x8053
-#define GL_RGB16_EXT                      0x8054
-#define GL_RGBA2_EXT                      0x8055
-#define GL_RGBA4_EXT                      0x8056
-#define GL_RGB5_A1_EXT                    0x8057
-#define GL_RGBA8_EXT                      0x8058
-#define GL_RGB10_A2_EXT                   0x8059
-#define GL_RGBA12_EXT                     0x805A
-#define GL_RGBA16_EXT                     0x805B
-#define GL_TEXTURE_RED_SIZE_EXT           0x805C
-#define GL_TEXTURE_GREEN_SIZE_EXT         0x805D
-#define GL_TEXTURE_BLUE_SIZE_EXT          0x805E
-#define GL_TEXTURE_ALPHA_SIZE_EXT         0x805F
-#define GL_TEXTURE_LUMINANCE_SIZE_EXT     0x8060
-#define GL_TEXTURE_INTENSITY_SIZE_EXT     0x8061
-#define GL_REPLACE_EXT                    0x8062
-#define GL_PROXY_TEXTURE_1D_EXT           0x8063
-#define GL_PROXY_TEXTURE_2D_EXT           0x8064
-#define GL_TEXTURE_TOO_LARGE_EXT          0x8065
-#endif
+GLAPI void GLAPIENTRY glInterleavedArrays( GLenum format, GLsizei stride,
+                                           const GLvoid *pointer );
 
-#ifndef GL_EXT_texture3D
-#define GL_PACK_SKIP_IMAGES_EXT           0x806B
-#define GL_PACK_IMAGE_HEIGHT_EXT          0x806C
-#define GL_UNPACK_SKIP_IMAGES_EXT         0x806D
-#define GL_UNPACK_IMAGE_HEIGHT_EXT        0x806E
-#define GL_TEXTURE_3D_EXT                 0x806F
-#define GL_PROXY_TEXTURE_3D_EXT           0x8070
-#define GL_TEXTURE_DEPTH_EXT              0x8071
-#define GL_TEXTURE_WRAP_R_EXT             0x8072
-#define GL_MAX_3D_TEXTURE_SIZE_EXT        0x8073
-#endif
+/*
+ * Lighting
+ */
 
-#ifndef GL_SGIS_texture_filter4
-#define GL_FILTER4_SGIS                   0x8146
-#define GL_TEXTURE_FILTER4_SIZE_SGIS      0x8147
-#endif
+GLAPI void GLAPIENTRY glShadeModel( GLenum mode );
 
-#ifndef GL_EXT_subtexture
-#endif
+GLAPI void GLAPIENTRY glLightf( GLenum light, GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glLighti( GLenum light, GLenum pname, GLint param );
+GLAPI void GLAPIENTRY glLightfv( GLenum light, GLenum pname,
+                                 const GLfloat *params );
+GLAPI void GLAPIENTRY glLightiv( GLenum light, GLenum pname,
+                                 const GLint *params );
 
-#ifndef GL_EXT_copy_texture
-#endif
+GLAPI void GLAPIENTRY glGetLightfv( GLenum light, GLenum pname,
+                                    GLfloat *params );
+GLAPI void GLAPIENTRY glGetLightiv( GLenum light, GLenum pname,
+                                    GLint *params );
 
-#ifndef GL_EXT_histogram
-#define GL_HISTOGRAM_EXT                  0x8024
-#define GL_PROXY_HISTOGRAM_EXT            0x8025
-#define GL_HISTOGRAM_WIDTH_EXT            0x8026
-#define GL_HISTOGRAM_FORMAT_EXT           0x8027
-#define GL_HISTOGRAM_RED_SIZE_EXT         0x8028
-#define GL_HISTOGRAM_GREEN_SIZE_EXT       0x8029
-#define GL_HISTOGRAM_BLUE_SIZE_EXT        0x802A
-#define GL_HISTOGRAM_ALPHA_SIZE_EXT       0x802B
-#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT   0x802C
-#define GL_HISTOGRAM_SINK_EXT             0x802D
-#define GL_MINMAX_EXT                     0x802E
-#define GL_MINMAX_FORMAT_EXT              0x802F
-#define GL_MINMAX_SINK_EXT                0x8030
-#define GL_TABLE_TOO_LARGE_EXT            0x8031
-#endif
+GLAPI void GLAPIENTRY glLightModelf( GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glLightModeli( GLenum pname, GLint param );
+GLAPI void GLAPIENTRY glLightModelfv( GLenum pname, const GLfloat *params );
+GLAPI void GLAPIENTRY glLightModeliv( GLenum pname, const GLint *params );
 
-#ifndef GL_EXT_convolution
-#define GL_CONVOLUTION_1D_EXT             0x8010
-#define GL_CONVOLUTION_2D_EXT             0x8011
-#define GL_SEPARABLE_2D_EXT               0x8012
-#define GL_CONVOLUTION_BORDER_MODE_EXT    0x8013
-#define GL_CONVOLUTION_FILTER_SCALE_EXT   0x8014
-#define GL_CONVOLUTION_FILTER_BIAS_EXT    0x8015
-#define GL_REDUCE_EXT                     0x8016
-#define GL_CONVOLUTION_FORMAT_EXT         0x8017
-#define GL_CONVOLUTION_WIDTH_EXT          0x8018
-#define GL_CONVOLUTION_HEIGHT_EXT         0x8019
-#define GL_MAX_CONVOLUTION_WIDTH_EXT      0x801A
-#define GL_MAX_CONVOLUTION_HEIGHT_EXT     0x801B
-#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C
-#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D
-#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E
-#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F
-#define GL_POST_CONVOLUTION_RED_BIAS_EXT  0x8020
-#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021
-#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022
-#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023
-#endif
+GLAPI void GLAPIENTRY glMaterialf( GLenum face, GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glMateriali( GLenum face, GLenum pname, GLint param );
+GLAPI void GLAPIENTRY glMaterialfv( GLenum face, GLenum pname, const GLfloat *params );
+GLAPI void GLAPIENTRY glMaterialiv( GLenum face, GLenum pname, const GLint *params );
 
-#ifndef GL_SGI_color_matrix
-#define GL_COLOR_MATRIX_SGI               0x80B1
-#define GL_COLOR_MATRIX_STACK_DEPTH_SGI   0x80B2
-#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3
-#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4
-#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5
-#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6
-#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7
-#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8
-#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9
-#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA
-#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB
-#endif
+GLAPI void GLAPIENTRY glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
+GLAPI void GLAPIENTRY glGetMaterialiv( GLenum face, GLenum pname, GLint *params );
 
-#ifndef GL_SGI_color_table
-#define GL_COLOR_TABLE_SGI                0x80D0
-#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1
-#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2
-#define GL_PROXY_COLOR_TABLE_SGI          0x80D3
-#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4
-#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5
-#define GL_COLOR_TABLE_SCALE_SGI          0x80D6
-#define GL_COLOR_TABLE_BIAS_SGI           0x80D7
-#define GL_COLOR_TABLE_FORMAT_SGI         0x80D8
-#define GL_COLOR_TABLE_WIDTH_SGI          0x80D9
-#define GL_COLOR_TABLE_RED_SIZE_SGI       0x80DA
-#define GL_COLOR_TABLE_GREEN_SIZE_SGI     0x80DB
-#define GL_COLOR_TABLE_BLUE_SIZE_SGI      0x80DC
-#define GL_COLOR_TABLE_ALPHA_SIZE_SGI     0x80DD
-#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE
-#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF
-#endif
+GLAPI void GLAPIENTRY glColorMaterial( GLenum face, GLenum mode );
 
-#ifndef GL_SGIS_pixel_texture
-#define GL_PIXEL_TEXTURE_SGIS             0x8353
-#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354
-#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355
-#define GL_PIXEL_GROUP_COLOR_SGIS         0x8356
-#endif
 
-#ifndef GL_SGIX_pixel_texture
-#define GL_PIXEL_TEX_GEN_SGIX             0x8139
-#define GL_PIXEL_TEX_GEN_MODE_SGIX        0x832B
-#endif
+/*
+ * Raster functions
+ */
 
-#ifndef GL_SGIS_texture4D
-#define GL_PACK_SKIP_VOLUMES_SGIS         0x8130
-#define GL_PACK_IMAGE_DEPTH_SGIS          0x8131
-#define GL_UNPACK_SKIP_VOLUMES_SGIS       0x8132
-#define GL_UNPACK_IMAGE_DEPTH_SGIS        0x8133
-#define GL_TEXTURE_4D_SGIS                0x8134
-#define GL_PROXY_TEXTURE_4D_SGIS          0x8135
-#define GL_TEXTURE_4DSIZE_SGIS            0x8136
-#define GL_TEXTURE_WRAP_Q_SGIS            0x8137
-#define GL_MAX_4D_TEXTURE_SIZE_SGIS       0x8138
-#define GL_TEXTURE_4D_BINDING_SGIS        0x814F
-#endif
+GLAPI void GLAPIENTRY glPixelZoom( GLfloat xfactor, GLfloat yfactor );
 
-#ifndef GL_SGI_texture_color_table
-#define GL_TEXTURE_COLOR_TABLE_SGI        0x80BC
-#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI  0x80BD
-#endif
+GLAPI void GLAPIENTRY glPixelStoref( GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glPixelStorei( GLenum pname, GLint param );
 
-#ifndef GL_EXT_cmyka
-#define GL_CMYK_EXT                       0x800C
-#define GL_CMYKA_EXT                      0x800D
-#define GL_PACK_CMYK_HINT_EXT             0x800E
-#define GL_UNPACK_CMYK_HINT_EXT           0x800F
-#endif
+GLAPI void GLAPIENTRY glPixelTransferf( GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glPixelTransferi( GLenum pname, GLint param );
 
-#ifndef GL_EXT_texture_object
-#define GL_TEXTURE_PRIORITY_EXT           0x8066
-#define GL_TEXTURE_RESIDENT_EXT           0x8067
-#define GL_TEXTURE_1D_BINDING_EXT         0x8068
-#define GL_TEXTURE_2D_BINDING_EXT         0x8069
-#define GL_TEXTURE_3D_BINDING_EXT         0x806A
-#endif
+GLAPI void GLAPIENTRY glPixelMapfv( GLenum map, GLsizei mapsize,
+                                    const GLfloat *values );
+GLAPI void GLAPIENTRY glPixelMapuiv( GLenum map, GLsizei mapsize,
+                                     const GLuint *values );
+GLAPI void GLAPIENTRY glPixelMapusv( GLenum map, GLsizei mapsize,
+                                     const GLushort *values );
 
-#ifndef GL_SGIS_detail_texture
-#define GL_DETAIL_TEXTURE_2D_SGIS         0x8095
-#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096
-#define GL_LINEAR_DETAIL_SGIS             0x8097
-#define GL_LINEAR_DETAIL_ALPHA_SGIS       0x8098
-#define GL_LINEAR_DETAIL_COLOR_SGIS       0x8099
-#define GL_DETAIL_TEXTURE_LEVEL_SGIS      0x809A
-#define GL_DETAIL_TEXTURE_MODE_SGIS       0x809B
-#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C
-#endif
+GLAPI void GLAPIENTRY glGetPixelMapfv( GLenum map, GLfloat *values );
+GLAPI void GLAPIENTRY glGetPixelMapuiv( GLenum map, GLuint *values );
+GLAPI void GLAPIENTRY glGetPixelMapusv( GLenum map, GLushort *values );
 
-#ifndef GL_SGIS_sharpen_texture
-#define GL_LINEAR_SHARPEN_SGIS            0x80AD
-#define GL_LINEAR_SHARPEN_ALPHA_SGIS      0x80AE
-#define GL_LINEAR_SHARPEN_COLOR_SGIS      0x80AF
-#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0
-#endif
+GLAPI void GLAPIENTRY glBitmap( GLsizei width, GLsizei height,
+                                GLfloat xorig, GLfloat yorig,
+                                GLfloat xmove, GLfloat ymove,
+                                const GLubyte *bitmap );
 
-#ifndef GL_EXT_packed_pixels
-#define GL_UNSIGNED_BYTE_3_3_2_EXT        0x8032
-#define GL_UNSIGNED_SHORT_4_4_4_4_EXT     0x8033
-#define GL_UNSIGNED_SHORT_5_5_5_1_EXT     0x8034
-#define GL_UNSIGNED_INT_8_8_8_8_EXT       0x8035
-#define GL_UNSIGNED_INT_10_10_10_2_EXT    0x8036
-#endif
+GLAPI void GLAPIENTRY glReadPixels( GLint x, GLint y,
+                                    GLsizei width, GLsizei height,
+                                    GLenum format, GLenum type,
+                                    GLvoid *pixels );
 
-#ifndef GL_SGIS_texture_lod
-#define GL_TEXTURE_MIN_LOD_SGIS           0x813A
-#define GL_TEXTURE_MAX_LOD_SGIS           0x813B
-#define GL_TEXTURE_BASE_LEVEL_SGIS        0x813C
-#define GL_TEXTURE_MAX_LEVEL_SGIS         0x813D
-#endif
+GLAPI void GLAPIENTRY glDrawPixels( GLsizei width, GLsizei height,
+                                    GLenum format, GLenum type,
+                                    const GLvoid *pixels );
 
-#ifndef GL_SGIS_multisample
-#define GL_MULTISAMPLE_SGIS               0x809D
-#define GL_SAMPLE_ALPHA_TO_MASK_SGIS      0x809E
-#define GL_SAMPLE_ALPHA_TO_ONE_SGIS       0x809F
-#define GL_SAMPLE_MASK_SGIS               0x80A0
-#define GL_1PASS_SGIS                     0x80A1
-#define GL_2PASS_0_SGIS                   0x80A2
-#define GL_2PASS_1_SGIS                   0x80A3
-#define GL_4PASS_0_SGIS                   0x80A4
-#define GL_4PASS_1_SGIS                   0x80A5
-#define GL_4PASS_2_SGIS                   0x80A6
-#define GL_4PASS_3_SGIS                   0x80A7
-#define GL_SAMPLE_BUFFERS_SGIS            0x80A8
-#define GL_SAMPLES_SGIS                   0x80A9
-#define GL_SAMPLE_MASK_VALUE_SGIS         0x80AA
-#define GL_SAMPLE_MASK_INVERT_SGIS        0x80AB
-#define GL_SAMPLE_PATTERN_SGIS            0x80AC
-#endif
+GLAPI void GLAPIENTRY glCopyPixels( GLint x, GLint y,
+                                    GLsizei width, GLsizei height,
+                                    GLenum type );
 
-#ifndef GL_EXT_rescale_normal
-#define GL_RESCALE_NORMAL_EXT             0x803A
-#endif
+/*
+ * Stenciling
+ */
 
-#ifndef GL_EXT_vertex_array
-#define GL_VERTEX_ARRAY_EXT               0x8074
-#define GL_NORMAL_ARRAY_EXT               0x8075
-#define GL_COLOR_ARRAY_EXT                0x8076
-#define GL_INDEX_ARRAY_EXT                0x8077
-#define GL_TEXTURE_COORD_ARRAY_EXT        0x8078
-#define GL_EDGE_FLAG_ARRAY_EXT            0x8079
-#define GL_VERTEX_ARRAY_SIZE_EXT          0x807A
-#define GL_VERTEX_ARRAY_TYPE_EXT          0x807B
-#define GL_VERTEX_ARRAY_STRIDE_EXT        0x807C
-#define GL_VERTEX_ARRAY_COUNT_EXT         0x807D
-#define GL_NORMAL_ARRAY_TYPE_EXT          0x807E
-#define GL_NORMAL_ARRAY_STRIDE_EXT        0x807F
-#define GL_NORMAL_ARRAY_COUNT_EXT         0x8080
-#define GL_COLOR_ARRAY_SIZE_EXT           0x8081
-#define GL_COLOR_ARRAY_TYPE_EXT           0x8082
-#define GL_COLOR_ARRAY_STRIDE_EXT         0x8083
-#define GL_COLOR_ARRAY_COUNT_EXT          0x8084
-#define GL_INDEX_ARRAY_TYPE_EXT           0x8085
-#define GL_INDEX_ARRAY_STRIDE_EXT         0x8086
-#define GL_INDEX_ARRAY_COUNT_EXT          0x8087
-#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT   0x8088
-#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT   0x8089
-#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
-#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT  0x808B
-#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT     0x808C
-#define GL_EDGE_FLAG_ARRAY_COUNT_EXT      0x808D
-#define GL_VERTEX_ARRAY_POINTER_EXT       0x808E
-#define GL_NORMAL_ARRAY_POINTER_EXT       0x808F
-#define GL_COLOR_ARRAY_POINTER_EXT        0x8090
-#define GL_INDEX_ARRAY_POINTER_EXT        0x8091
-#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
-#define GL_EDGE_FLAG_ARRAY_POINTER_EXT    0x8093
-#endif
+GLAPI void GLAPIENTRY glStencilFunc( GLenum func, GLint ref, GLuint mask );
 
-#ifndef GL_EXT_misc_attribute
-#endif
+GLAPI void GLAPIENTRY glStencilMask( GLuint mask );
 
-#ifndef GL_SGIS_generate_mipmap
-#define GL_GENERATE_MIPMAP_SGIS           0x8191
-#define GL_GENERATE_MIPMAP_HINT_SGIS      0x8192
-#endif
+GLAPI void GLAPIENTRY glStencilOp( GLenum fail, GLenum zfail, GLenum zpass );
 
-#ifndef GL_SGIX_clipmap
-#define GL_LINEAR_CLIPMAP_LINEAR_SGIX     0x8170
-#define GL_TEXTURE_CLIPMAP_CENTER_SGIX    0x8171
-#define GL_TEXTURE_CLIPMAP_FRAME_SGIX     0x8172
-#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX    0x8173
-#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174
-#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175
-#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX     0x8176
-#define GL_MAX_CLIPMAP_DEPTH_SGIX         0x8177
-#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178
-#define GL_NEAREST_CLIPMAP_NEAREST_SGIX   0x844D
-#define GL_NEAREST_CLIPMAP_LINEAR_SGIX    0x844E
-#define GL_LINEAR_CLIPMAP_NEAREST_SGIX    0x844F
-#endif
+GLAPI void GLAPIENTRY glClearStencil( GLint s );
 
-#ifndef GL_SGIX_shadow
-#define GL_TEXTURE_COMPARE_SGIX           0x819A
-#define GL_TEXTURE_COMPARE_OPERATOR_SGIX  0x819B
-#define GL_TEXTURE_LEQUAL_R_SGIX          0x819C
-#define GL_TEXTURE_GEQUAL_R_SGIX          0x819D
-#endif
 
-#ifndef GL_SGIS_texture_edge_clamp
-#define GL_CLAMP_TO_EDGE_SGIS             0x812F
-#endif
 
-#ifndef GL_SGIS_texture_border_clamp
-#define GL_CLAMP_TO_BORDER_SGIS           0x812D
-#endif
+/*
+ * Texture mapping
+ */
 
-#ifndef GL_EXT_blend_minmax
-#define GL_FUNC_ADD_EXT                   0x8006
-#define GL_MIN_EXT                        0x8007
-#define GL_MAX_EXT                        0x8008
-#define GL_BLEND_EQUATION_EXT             0x8009
-#endif
+GLAPI void GLAPIENTRY glTexGend( GLenum coord, GLenum pname, GLdouble param );
+GLAPI void GLAPIENTRY glTexGenf( GLenum coord, GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glTexGeni( GLenum coord, GLenum pname, GLint param );
 
-#ifndef GL_EXT_blend_subtract
-#define GL_FUNC_SUBTRACT_EXT              0x800A
-#define GL_FUNC_REVERSE_SUBTRACT_EXT      0x800B
-#endif
+GLAPI void GLAPIENTRY glTexGendv( GLenum coord, GLenum pname, const GLdouble *params );
+GLAPI void GLAPIENTRY glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
+GLAPI void GLAPIENTRY glTexGeniv( GLenum coord, GLenum pname, const GLint *params );
 
-#ifndef GL_EXT_blend_logic_op
-#endif
+GLAPI void GLAPIENTRY glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params );
+GLAPI void GLAPIENTRY glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params );
+GLAPI void GLAPIENTRY glGetTexGeniv( GLenum coord, GLenum pname, GLint *params );
 
-#ifndef GL_SGIX_interlace
-#define GL_INTERLACE_SGIX                 0x8094
-#endif
 
-#ifndef GL_SGIX_pixel_tiles
-#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E
-#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F
-#define GL_PIXEL_TILE_WIDTH_SGIX          0x8140
-#define GL_PIXEL_TILE_HEIGHT_SGIX         0x8141
-#define GL_PIXEL_TILE_GRID_WIDTH_SGIX     0x8142
-#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX    0x8143
-#define GL_PIXEL_TILE_GRID_DEPTH_SGIX     0x8144
-#define GL_PIXEL_TILE_CACHE_SIZE_SGIX     0x8145
-#endif
+GLAPI void GLAPIENTRY glTexEnvf( GLenum target, GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glTexEnvi( GLenum target, GLenum pname, GLint param );
 
-#ifndef GL_SGIS_texture_select
-#define GL_DUAL_ALPHA4_SGIS               0x8110
-#define GL_DUAL_ALPHA8_SGIS               0x8111
-#define GL_DUAL_ALPHA12_SGIS              0x8112
-#define GL_DUAL_ALPHA16_SGIS              0x8113
-#define GL_DUAL_LUMINANCE4_SGIS           0x8114
-#define GL_DUAL_LUMINANCE8_SGIS           0x8115
-#define GL_DUAL_LUMINANCE12_SGIS          0x8116
-#define GL_DUAL_LUMINANCE16_SGIS          0x8117
-#define GL_DUAL_INTENSITY4_SGIS           0x8118
-#define GL_DUAL_INTENSITY8_SGIS           0x8119
-#define GL_DUAL_INTENSITY12_SGIS          0x811A
-#define GL_DUAL_INTENSITY16_SGIS          0x811B
-#define GL_DUAL_LUMINANCE_ALPHA4_SGIS     0x811C
-#define GL_DUAL_LUMINANCE_ALPHA8_SGIS     0x811D
-#define GL_QUAD_ALPHA4_SGIS               0x811E
-#define GL_QUAD_ALPHA8_SGIS               0x811F
-#define GL_QUAD_LUMINANCE4_SGIS           0x8120
-#define GL_QUAD_LUMINANCE8_SGIS           0x8121
-#define GL_QUAD_INTENSITY4_SGIS           0x8122
-#define GL_QUAD_INTENSITY8_SGIS           0x8123
-#define GL_DUAL_TEXTURE_SELECT_SGIS       0x8124
-#define GL_QUAD_TEXTURE_SELECT_SGIS       0x8125
-#endif
+GLAPI void GLAPIENTRY glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params );
+GLAPI void GLAPIENTRY glTexEnviv( GLenum target, GLenum pname, const GLint *params );
 
-#ifndef GL_SGIX_sprite
-#define GL_SPRITE_SGIX                    0x8148
-#define GL_SPRITE_MODE_SGIX               0x8149
-#define GL_SPRITE_AXIS_SGIX               0x814A
-#define GL_SPRITE_TRANSLATION_SGIX        0x814B
-#define GL_SPRITE_AXIAL_SGIX              0x814C
-#define GL_SPRITE_OBJECT_ALIGNED_SGIX     0x814D
-#define GL_SPRITE_EYE_ALIGNED_SGIX        0x814E
-#endif
+GLAPI void GLAPIENTRY glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params );
+GLAPI void GLAPIENTRY glGetTexEnviv( GLenum target, GLenum pname, GLint *params );
 
-#ifndef GL_SGIX_texture_multi_buffer
-#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E
-#endif
 
-#ifndef GL_EXT_point_parameters
-#define GL_POINT_SIZE_MIN_EXT             0x8126
-#define GL_POINT_SIZE_MAX_EXT             0x8127
-#define GL_POINT_FADE_THRESHOLD_SIZE_EXT  0x8128
-#define GL_DISTANCE_ATTENUATION_EXT       0x8129
-#endif
+GLAPI void GLAPIENTRY glTexParameterf( GLenum target, GLenum pname, GLfloat param );
+GLAPI void GLAPIENTRY glTexParameteri( GLenum target, GLenum pname, GLint param );
 
-#ifndef GL_SGIS_point_parameters
-#define GL_POINT_SIZE_MIN_SGIS            0x8126
-#define GL_POINT_SIZE_MAX_SGIS            0x8127
-#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128
-#define GL_DISTANCE_ATTENUATION_SGIS      0x8129
-#endif
+GLAPI void GLAPIENTRY glTexParameterfv( GLenum target, GLenum pname,
+                                          const GLfloat *params );
+GLAPI void GLAPIENTRY glTexParameteriv( GLenum target, GLenum pname,
+                                          const GLint *params );
 
-#ifndef GL_SGIX_instruments
-#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180
-#define GL_INSTRUMENT_MEASUREMENTS_SGIX   0x8181
-#endif
+GLAPI void GLAPIENTRY glGetTexParameterfv( GLenum target,
+                                           GLenum pname, GLfloat *params);
+GLAPI void GLAPIENTRY glGetTexParameteriv( GLenum target,
+                                           GLenum pname, GLint *params );
 
-#ifndef GL_SGIX_texture_scale_bias
-#define GL_POST_TEXTURE_FILTER_BIAS_SGIX  0x8179
-#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A
-#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B
-#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C
-#endif
+GLAPI void GLAPIENTRY glGetTexLevelParameterfv( GLenum target, GLint level,
+                                                GLenum pname, GLfloat *params );
+GLAPI void GLAPIENTRY glGetTexLevelParameteriv( GLenum target, GLint level,
+                                                GLenum pname, GLint *params );
 
-#ifndef GL_SGIX_framezoom
-#define GL_FRAMEZOOM_SGIX                 0x818B
-#define GL_FRAMEZOOM_FACTOR_SGIX          0x818C
-#define GL_MAX_FRAMEZOOM_FACTOR_SGIX      0x818D
-#endif
 
-#ifndef GL_SGIX_tag_sample_buffer
-#endif
+GLAPI void GLAPIENTRY glTexImage1D( GLenum target, GLint level,
+                                    GLint internalFormat,
+                                    GLsizei width, GLint border,
+                                    GLenum format, GLenum type,
+                                    const GLvoid *pixels );
 
-#ifndef GL_FfdMaskSGIX
-#define GL_TEXTURE_DEFORMATION_BIT_SGIX   0x00000001
-#define GL_GEOMETRY_DEFORMATION_BIT_SGIX  0x00000002
-#endif
+GLAPI void GLAPIENTRY glTexImage2D( GLenum target, GLint level,
+                                    GLint internalFormat,
+                                    GLsizei width, GLsizei height,
+                                    GLint border, GLenum format, GLenum type,
+                                    const GLvoid *pixels );
 
-#ifndef GL_SGIX_polynomial_ffd
-#define GL_GEOMETRY_DEFORMATION_SGIX      0x8194
-#define GL_TEXTURE_DEFORMATION_SGIX       0x8195
-#define GL_DEFORMATIONS_MASK_SGIX         0x8196
-#define GL_MAX_DEFORMATION_ORDER_SGIX     0x8197
-#endif
+GLAPI void GLAPIENTRY glGetTexImage( GLenum target, GLint level,
+                                     GLenum format, GLenum type,
+                                     GLvoid *pixels );
 
-#ifndef GL_SGIX_reference_plane
-#define GL_REFERENCE_PLANE_SGIX           0x817D
-#define GL_REFERENCE_PLANE_EQUATION_SGIX  0x817E
-#endif
 
-#ifndef GL_SGIX_flush_raster
-#endif
+/* 1.1 functions */
 
-#ifndef GL_SGIX_depth_texture
-#define GL_DEPTH_COMPONENT16_SGIX         0x81A5
-#define GL_DEPTH_COMPONENT24_SGIX         0x81A6
-#define GL_DEPTH_COMPONENT32_SGIX         0x81A7
-#endif
+GLAPI void GLAPIENTRY glGenTextures( GLsizei n, GLuint *textures );
 
-#ifndef GL_SGIS_fog_function
-#define GL_FOG_FUNC_SGIS                  0x812A
-#define GL_FOG_FUNC_POINTS_SGIS           0x812B
-#define GL_MAX_FOG_FUNC_POINTS_SGIS       0x812C
-#endif
+GLAPI void GLAPIENTRY glDeleteTextures( GLsizei n, const GLuint *textures);
 
-#ifndef GL_SGIX_fog_offset
-#define GL_FOG_OFFSET_SGIX                0x8198
-#define GL_FOG_OFFSET_VALUE_SGIX          0x8199
-#endif
+GLAPI void GLAPIENTRY glBindTexture( GLenum target, GLuint texture );
 
-#ifndef GL_HP_image_transform
-#define GL_IMAGE_SCALE_X_HP               0x8155
-#define GL_IMAGE_SCALE_Y_HP               0x8156
-#define GL_IMAGE_TRANSLATE_X_HP           0x8157
-#define GL_IMAGE_TRANSLATE_Y_HP           0x8158
-#define GL_IMAGE_ROTATE_ANGLE_HP          0x8159
-#define GL_IMAGE_ROTATE_ORIGIN_X_HP       0x815A
-#define GL_IMAGE_ROTATE_ORIGIN_Y_HP       0x815B
-#define GL_IMAGE_MAG_FILTER_HP            0x815C
-#define GL_IMAGE_MIN_FILTER_HP            0x815D
-#define GL_IMAGE_CUBIC_WEIGHT_HP          0x815E
-#define GL_CUBIC_HP                       0x815F
-#define GL_AVERAGE_HP                     0x8160
-#define GL_IMAGE_TRANSFORM_2D_HP          0x8161
-#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162
-#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163
-#endif
+GLAPI void GLAPIENTRY glPrioritizeTextures( GLsizei n,
+                                            const GLuint *textures,
+                                            const GLclampf *priorities );
 
-#ifndef GL_HP_convolution_border_modes
-#define GL_IGNORE_BORDER_HP               0x8150
-#define GL_CONSTANT_BORDER_HP             0x8151
-#define GL_REPLICATE_BORDER_HP            0x8153
-#define GL_CONVOLUTION_BORDER_COLOR_HP    0x8154
-#endif
+GLAPI GLboolean GLAPIENTRY glAreTexturesResident( GLsizei n,
+                                                  const GLuint *textures,
+                                                  GLboolean *residences );
 
-#ifndef GL_INGR_palette_buffer
-#endif
+GLAPI GLboolean GLAPIENTRY glIsTexture( GLuint texture );
 
-#ifndef GL_SGIX_texture_add_env
-#define GL_TEXTURE_ENV_BIAS_SGIX          0x80BE
-#endif
 
-#ifndef GL_EXT_color_subtable
-#endif
+GLAPI void GLAPIENTRY glTexSubImage1D( GLenum target, GLint level,
+                                       GLint xoffset,
+                                       GLsizei width, GLenum format,
+                                       GLenum type, const GLvoid *pixels );
 
-#ifndef GL_PGI_vertex_hints
-#define GL_VERTEX_DATA_HINT_PGI           0x1A22A
-#define GL_VERTEX_CONSISTENT_HINT_PGI     0x1A22B
-#define GL_MATERIAL_SIDE_HINT_PGI         0x1A22C
-#define GL_MAX_VERTEX_HINT_PGI            0x1A22D
-#define GL_COLOR3_BIT_PGI                 0x00010000
-#define GL_COLOR4_BIT_PGI                 0x00020000
-#define GL_EDGEFLAG_BIT_PGI               0x00040000
-#define GL_INDEX_BIT_PGI                  0x00080000
-#define GL_MAT_AMBIENT_BIT_PGI            0x00100000
-#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000
-#define GL_MAT_DIFFUSE_BIT_PGI            0x00400000
-#define GL_MAT_EMISSION_BIT_PGI           0x00800000
-#define GL_MAT_COLOR_INDEXES_BIT_PGI      0x01000000
-#define GL_MAT_SHININESS_BIT_PGI          0x02000000
-#define GL_MAT_SPECULAR_BIT_PGI           0x04000000
-#define GL_NORMAL_BIT_PGI                 0x08000000
-#define GL_TEXCOORD1_BIT_PGI              0x10000000
-#define GL_TEXCOORD2_BIT_PGI              0x20000000
-#define GL_TEXCOORD3_BIT_PGI              0x40000000
-#define GL_TEXCOORD4_BIT_PGI              0x80000000
-#define GL_VERTEX23_BIT_PGI               0x00000004
-#define GL_VERTEX4_BIT_PGI                0x00000008
-#endif
 
-#ifndef GL_PGI_misc_hints
-#define GL_PREFER_DOUBLEBUFFER_HINT_PGI   0x1A1F8
-#define GL_CONSERVE_MEMORY_HINT_PGI       0x1A1FD
-#define GL_RECLAIM_MEMORY_HINT_PGI        0x1A1FE
-#define GL_NATIVE_GRAPHICS_HANDLE_PGI     0x1A202
-#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203
-#define GL_NATIVE_GRAPHICS_END_HINT_PGI   0x1A204
-#define GL_ALWAYS_FAST_HINT_PGI           0x1A20C
-#define GL_ALWAYS_SOFT_HINT_PGI           0x1A20D
-#define GL_ALLOW_DRAW_OBJ_HINT_PGI        0x1A20E
-#define GL_ALLOW_DRAW_WIN_HINT_PGI        0x1A20F
-#define GL_ALLOW_DRAW_FRG_HINT_PGI        0x1A210
-#define GL_ALLOW_DRAW_MEM_HINT_PGI        0x1A211
-#define GL_STRICT_DEPTHFUNC_HINT_PGI      0x1A216
-#define GL_STRICT_LIGHTING_HINT_PGI       0x1A217
-#define GL_STRICT_SCISSOR_HINT_PGI        0x1A218
-#define GL_FULL_STIPPLE_HINT_PGI          0x1A219
-#define GL_CLIP_NEAR_HINT_PGI             0x1A220
-#define GL_CLIP_FAR_HINT_PGI              0x1A221
-#define GL_WIDE_LINE_HINT_PGI             0x1A222
-#define GL_BACK_NORMALS_HINT_PGI          0x1A223
-#endif
+GLAPI void GLAPIENTRY glTexSubImage2D( GLenum target, GLint level,
+                                       GLint xoffset, GLint yoffset,
+                                       GLsizei width, GLsizei height,
+                                       GLenum format, GLenum type,
+                                       const GLvoid *pixels );
 
-#ifndef GL_EXT_paletted_texture
-#define GL_COLOR_INDEX1_EXT               0x80E2
-#define GL_COLOR_INDEX2_EXT               0x80E3
-#define GL_COLOR_INDEX4_EXT               0x80E4
-#define GL_COLOR_INDEX8_EXT               0x80E5
-#define GL_COLOR_INDEX12_EXT              0x80E6
-#define GL_COLOR_INDEX16_EXT              0x80E7
-#define GL_TEXTURE_INDEX_SIZE_EXT         0x80ED
-#endif
 
-#ifndef GL_EXT_clip_volume_hint
-#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT  0x80F0
-#endif
+GLAPI void GLAPIENTRY glCopyTexImage1D( GLenum target, GLint level,
+                                        GLenum internalformat,
+                                        GLint x, GLint y,
+                                        GLsizei width, GLint border );
 
-#ifndef GL_SGIX_list_priority
-#define GL_LIST_PRIORITY_SGIX             0x8182
-#endif
 
-#ifndef GL_SGIX_ir_instrument1
-#define GL_IR_INSTRUMENT1_SGIX            0x817F
-#endif
+GLAPI void GLAPIENTRY glCopyTexImage2D( GLenum target, GLint level,
+                                        GLenum internalformat,
+                                        GLint x, GLint y,
+                                        GLsizei width, GLsizei height,
+                                        GLint border );
 
-#ifndef GL_SGIX_calligraphic_fragment
-#define GL_CALLIGRAPHIC_FRAGMENT_SGIX     0x8183
-#endif
 
-#ifndef GL_SGIX_texture_lod_bias
-#define GL_TEXTURE_LOD_BIAS_S_SGIX        0x818E
-#define GL_TEXTURE_LOD_BIAS_T_SGIX        0x818F
-#define GL_TEXTURE_LOD_BIAS_R_SGIX        0x8190
-#endif
+GLAPI void GLAPIENTRY glCopyTexSubImage1D( GLenum target, GLint level,
+                                           GLint xoffset, GLint x, GLint y,
+                                           GLsizei width );
 
-#ifndef GL_SGIX_shadow_ambient
-#define GL_SHADOW_AMBIENT_SGIX            0x80BF
-#endif
 
-#ifndef GL_EXT_index_texture
-#endif
+GLAPI void GLAPIENTRY glCopyTexSubImage2D( GLenum target, GLint level,
+                                           GLint xoffset, GLint yoffset,
+                                           GLint x, GLint y,
+                                           GLsizei width, GLsizei height );
 
-#ifndef GL_EXT_index_material
-#define GL_INDEX_MATERIAL_EXT             0x81B8
-#define GL_INDEX_MATERIAL_PARAMETER_EXT   0x81B9
-#define GL_INDEX_MATERIAL_FACE_EXT        0x81BA
-#endif
 
-#ifndef GL_EXT_index_func
-#define GL_INDEX_TEST_EXT                 0x81B5
-#define GL_INDEX_TEST_FUNC_EXT            0x81B6
-#define GL_INDEX_TEST_REF_EXT             0x81B7
-#endif
+/*
+ * Evaluators
+ */
 
-#ifndef GL_EXT_index_array_formats
-#define GL_IUI_V2F_EXT                    0x81AD
-#define GL_IUI_V3F_EXT                    0x81AE
-#define GL_IUI_N3F_V2F_EXT                0x81AF
-#define GL_IUI_N3F_V3F_EXT                0x81B0
-#define GL_T2F_IUI_V2F_EXT                0x81B1
-#define GL_T2F_IUI_V3F_EXT                0x81B2
-#define GL_T2F_IUI_N3F_V2F_EXT            0x81B3
-#define GL_T2F_IUI_N3F_V3F_EXT            0x81B4
-#endif
-
-#ifndef GL_EXT_compiled_vertex_array
-#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT   0x81A8
-#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT   0x81A9
-#endif
-
-#ifndef GL_EXT_cull_vertex
-#define GL_CULL_VERTEX_EXT                0x81AA
-#define GL_CULL_VERTEX_EYE_POSITION_EXT   0x81AB
-#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC
-#endif
-
-#ifndef GL_SGIX_ycrcb
-#define GL_YCRCB_422_SGIX                 0x81BB
-#define GL_YCRCB_444_SGIX                 0x81BC
-#endif
-
-#ifndef GL_SGIX_fragment_lighting
-#define GL_FRAGMENT_LIGHTING_SGIX         0x8400
-#define GL_FRAGMENT_COLOR_MATERIAL_SGIX   0x8401
-#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402
-#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403
-#define GL_MAX_FRAGMENT_LIGHTS_SGIX       0x8404
-#define GL_MAX_ACTIVE_LIGHTS_SGIX         0x8405
-#define GL_CURRENT_RASTER_NORMAL_SGIX     0x8406
-#define GL_LIGHT_ENV_MODE_SGIX            0x8407
-#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408
-#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409
-#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A
-#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B
-#define GL_FRAGMENT_LIGHT0_SGIX           0x840C
-#define GL_FRAGMENT_LIGHT1_SGIX           0x840D
-#define GL_FRAGMENT_LIGHT2_SGIX           0x840E
-#define GL_FRAGMENT_LIGHT3_SGIX           0x840F
-#define GL_FRAGMENT_LIGHT4_SGIX           0x8410
-#define GL_FRAGMENT_LIGHT5_SGIX           0x8411
-#define GL_FRAGMENT_LIGHT6_SGIX           0x8412
-#define GL_FRAGMENT_LIGHT7_SGIX           0x8413
-#endif
-
-#ifndef GL_IBM_rasterpos_clip
-#define GL_RASTER_POSITION_UNCLIPPED_IBM  0x19262
-#endif
-
-#ifndef GL_HP_texture_lighting
-#define GL_TEXTURE_LIGHTING_MODE_HP       0x8167
-#define GL_TEXTURE_POST_SPECULAR_HP       0x8168
-#define GL_TEXTURE_PRE_SPECULAR_HP        0x8169
-#endif
-
-#ifndef GL_EXT_draw_range_elements
-#define GL_MAX_ELEMENTS_VERTICES_EXT      0x80E8
-#define GL_MAX_ELEMENTS_INDICES_EXT       0x80E9
-#endif
-
-#ifndef GL_WIN_phong_shading
-#define GL_PHONG_WIN                      0x80EA
-#define GL_PHONG_HINT_WIN                 0x80EB
-#endif
-
-#ifndef GL_WIN_specular_fog
-#define GL_FOG_SPECULAR_TEXTURE_WIN       0x80EC
-#endif
-
-#ifndef GL_EXT_light_texture
-#define GL_FRAGMENT_MATERIAL_EXT          0x8349
-#define GL_FRAGMENT_NORMAL_EXT            0x834A
-#define GL_FRAGMENT_COLOR_EXT             0x834C
-#define GL_ATTENUATION_EXT                0x834D
-#define GL_SHADOW_ATTENUATION_EXT         0x834E
-#define GL_TEXTURE_APPLICATION_MODE_EXT   0x834F
-#define GL_TEXTURE_LIGHT_EXT              0x8350
-#define GL_TEXTURE_MATERIAL_FACE_EXT      0x8351
-#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352
-/* reuse GL_FRAGMENT_DEPTH_EXT */
-#endif
-
-#ifndef GL_SGIX_blend_alpha_minmax
-#define GL_ALPHA_MIN_SGIX                 0x8320
-#define GL_ALPHA_MAX_SGIX                 0x8321
-#endif
-
-#ifndef GL_SGIX_impact_pixel_texture
-#define GL_PIXEL_TEX_GEN_Q_CEILING_SGIX   0x8184
-#define GL_PIXEL_TEX_GEN_Q_ROUND_SGIX     0x8185
-#define GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX     0x8186
-#define GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX 0x8187
-#define GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX 0x8188
-#define GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX    0x8189
-#define GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX    0x818A
-#endif
-
-#ifndef GL_EXT_bgra
-#define GL_BGR_EXT                        0x80E0
-#define GL_BGRA_EXT                       0x80E1
-#endif
-
-#ifndef GL_SGIX_async
-#define GL_ASYNC_MARKER_SGIX              0x8329
-#endif
-
-#ifndef GL_SGIX_async_pixel
-#define GL_ASYNC_TEX_IMAGE_SGIX           0x835C
-#define GL_ASYNC_DRAW_PIXELS_SGIX         0x835D
-#define GL_ASYNC_READ_PIXELS_SGIX         0x835E
-#define GL_MAX_ASYNC_TEX_IMAGE_SGIX       0x835F
-#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX     0x8360
-#define GL_MAX_ASYNC_READ_PIXELS_SGIX     0x8361
-#endif
-
-#ifndef GL_SGIX_async_histogram
-#define GL_ASYNC_HISTOGRAM_SGIX           0x832C
-#define GL_MAX_ASYNC_HISTOGRAM_SGIX       0x832D
-#endif
-
-#ifndef GL_INTEL_texture_scissor
-#endif
-
-#ifndef GL_INTEL_parallel_arrays
-#define GL_PARALLEL_ARRAYS_INTEL          0x83F4
-#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5
-#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6
-#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7
-#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8
-#endif
-
-#ifndef GL_HP_occlusion_test
-#define GL_OCCLUSION_TEST_HP              0x8165
-#define GL_OCCLUSION_TEST_RESULT_HP       0x8166
-#endif
-
-#ifndef GL_EXT_pixel_transform
-#define GL_PIXEL_TRANSFORM_2D_EXT         0x8330
-#define GL_PIXEL_MAG_FILTER_EXT           0x8331
-#define GL_PIXEL_MIN_FILTER_EXT           0x8332
-#define GL_PIXEL_CUBIC_WEIGHT_EXT         0x8333
-#define GL_CUBIC_EXT                      0x8334
-#define GL_AVERAGE_EXT                    0x8335
-#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336
-#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337
-#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT  0x8338
-#endif
-
-#ifndef GL_EXT_pixel_transform_color_table
-#endif
-
-#ifndef GL_EXT_shared_texture_palette
-#define GL_SHARED_TEXTURE_PALETTE_EXT     0x81FB
-#endif
-
-#ifndef GL_EXT_separate_specular_color
-#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT  0x81F8
-#define GL_SINGLE_COLOR_EXT               0x81F9
-#define GL_SEPARATE_SPECULAR_COLOR_EXT    0x81FA
-#endif
-
-#ifndef GL_EXT_secondary_color
-#define GL_COLOR_SUM_EXT                  0x8458
-#define GL_CURRENT_SECONDARY_COLOR_EXT    0x8459
-#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
-#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
-#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
-#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
-#define GL_SECONDARY_COLOR_ARRAY_EXT      0x845E
-#endif
-
-#ifndef GL_EXT_texture_perturb_normal
-#define GL_PERTURB_EXT                    0x85AE
-#define GL_TEXTURE_NORMAL_EXT             0x85AF
-#endif
+GLAPI void GLAPIENTRY glMap1d( GLenum target, GLdouble u1, GLdouble u2,
+                               GLint stride,
+                               GLint order, const GLdouble *points );
+GLAPI void GLAPIENTRY glMap1f( GLenum target, GLfloat u1, GLfloat u2,
+                               GLint stride,
+                               GLint order, const GLfloat *points );
 
-#ifndef GL_EXT_multi_draw_arrays
-#endif
+GLAPI void GLAPIENTRY glMap2d( GLenum target,
+                    GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
+                    GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
+                    const GLdouble *points );
+GLAPI void GLAPIENTRY glMap2f( GLenum target,
+                    GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
+                    GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
+                    const GLfloat *points );
 
-#ifndef GL_EXT_fog_coord
-#define GL_FOG_COORDINATE_SOURCE_EXT      0x8450
-#define GL_FOG_COORDINATE_EXT             0x8451
-#define GL_FRAGMENT_DEPTH_EXT             0x8452
-#define GL_CURRENT_FOG_COORDINATE_EXT     0x8453
-#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT  0x8454
-#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
-#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
-#define GL_FOG_COORDINATE_ARRAY_EXT       0x8457
-#endif
+GLAPI void GLAPIENTRY glGetMapdv( GLenum target, GLenum query, GLdouble *v );
+GLAPI void GLAPIENTRY glGetMapfv( GLenum target, GLenum query, GLfloat *v );
+GLAPI void GLAPIENTRY glGetMapiv( GLenum target, GLenum query, GLint *v );
 
-#ifndef GL_REND_screen_coordinates
-#define GL_SCREEN_COORDINATES_REND        0x8490
-#define GL_INVERTED_SCREEN_W_REND         0x8491
-#endif
+GLAPI void GLAPIENTRY glEvalCoord1d( GLdouble u );
+GLAPI void GLAPIENTRY glEvalCoord1f( GLfloat u );
 
-#ifndef GL_EXT_coordinate_frame
-#define GL_TANGENT_ARRAY_EXT              0x8439
-#define GL_BINORMAL_ARRAY_EXT             0x843A
-#define GL_CURRENT_TANGENT_EXT            0x843B
-#define GL_CURRENT_BINORMAL_EXT           0x843C
-#define GL_TANGENT_ARRAY_TYPE_EXT         0x843E
-#define GL_TANGENT_ARRAY_STRIDE_EXT       0x843F
-#define GL_BINORMAL_ARRAY_TYPE_EXT        0x8440
-#define GL_BINORMAL_ARRAY_STRIDE_EXT      0x8441
-#define GL_TANGENT_ARRAY_POINTER_EXT      0x8442
-#define GL_BINORMAL_ARRAY_POINTER_EXT     0x8443
-#define GL_MAP1_TANGENT_EXT               0x8444
-#define GL_MAP2_TANGENT_EXT               0x8445
-#define GL_MAP1_BINORMAL_EXT              0x8446
-#define GL_MAP2_BINORMAL_EXT              0x8447
-#endif
+GLAPI void GLAPIENTRY glEvalCoord1dv( const GLdouble *u );
+GLAPI void GLAPIENTRY glEvalCoord1fv( const GLfloat *u );
 
-#ifndef GL_EXT_texture_env_combine
-#define GL_COMBINE_EXT                    0x8570
-#define GL_COMBINE_RGB_EXT                0x8571
-#define GL_COMBINE_ALPHA_EXT              0x8572
-#define GL_RGB_SCALE_EXT                  0x8573
-#define GL_ADD_SIGNED_EXT                 0x8574
-#define GL_INTERPOLATE_EXT                0x8575
-#define GL_CONSTANT_EXT                   0x8576
-#define GL_PRIMARY_COLOR_EXT              0x8577
-#define GL_PREVIOUS_EXT                   0x8578
-#define GL_SOURCE0_RGB_EXT                0x8580
-#define GL_SOURCE1_RGB_EXT                0x8581
-#define GL_SOURCE2_RGB_EXT                0x8582
-#define GL_SOURCE0_ALPHA_EXT              0x8588
-#define GL_SOURCE1_ALPHA_EXT              0x8589
-#define GL_SOURCE2_ALPHA_EXT              0x858A
-#define GL_OPERAND0_RGB_EXT               0x8590
-#define GL_OPERAND1_RGB_EXT               0x8591
-#define GL_OPERAND2_RGB_EXT               0x8592
-#define GL_OPERAND0_ALPHA_EXT             0x8598
-#define GL_OPERAND1_ALPHA_EXT             0x8599
-#define GL_OPERAND2_ALPHA_EXT             0x859A
-#endif
+GLAPI void GLAPIENTRY glEvalCoord2d( GLdouble u, GLdouble v );
+GLAPI void GLAPIENTRY glEvalCoord2f( GLfloat u, GLfloat v );
 
-#ifndef GL_APPLE_specular_vector
-#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0
-#endif
+GLAPI void GLAPIENTRY glEvalCoord2dv( const GLdouble *u );
+GLAPI void GLAPIENTRY glEvalCoord2fv( const GLfloat *u );
 
-#ifndef GL_APPLE_transform_hint
-#define GL_TRANSFORM_HINT_APPLE           0x85B1
-#endif
+GLAPI void GLAPIENTRY glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 );
+GLAPI void GLAPIENTRY glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 );
 
-#ifndef GL_SGIX_fog_scale
-#define GL_FOG_SCALE_SGIX                 0x81FC
-#define GL_FOG_SCALE_VALUE_SGIX           0x81FD
-#endif
+GLAPI void GLAPIENTRY glMapGrid2d( GLint un, GLdouble u1, GLdouble u2,
+                                   GLint vn, GLdouble v1, GLdouble v2 );
+GLAPI void GLAPIENTRY glMapGrid2f( GLint un, GLfloat u1, GLfloat u2,
+                                   GLint vn, GLfloat v1, GLfloat v2 );
 
-#ifndef GL_SUNX_constant_data
-#define GL_UNPACK_CONSTANT_DATA_SUNX      0x81D5
-#define GL_TEXTURE_CONSTANT_DATA_SUNX     0x81D6
-#endif
+GLAPI void GLAPIENTRY glEvalPoint1( GLint i );
 
-#ifndef GL_SUN_global_alpha
-#define GL_GLOBAL_ALPHA_SUN               0x81D9
-#define GL_GLOBAL_ALPHA_FACTOR_SUN        0x81DA
-#endif
+GLAPI void GLAPIENTRY glEvalPoint2( GLint i, GLint j );
 
-#ifndef GL_SUN_triangle_list
-#define GL_RESTART_SUN                    0x0001
-#define GL_REPLACE_MIDDLE_SUN             0x0002
-#define GL_REPLACE_OLDEST_SUN             0x0003
-#define GL_TRIANGLE_LIST_SUN              0x81D7
-#define GL_REPLACEMENT_CODE_SUN           0x81D8
-#define GL_REPLACEMENT_CODE_ARRAY_SUN     0x85C0
-#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1
-#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2
-#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3
-#define GL_R1UI_V3F_SUN                   0x85C4
-#define GL_R1UI_C4UB_V3F_SUN              0x85C5
-#define GL_R1UI_C3F_V3F_SUN               0x85C6
-#define GL_R1UI_N3F_V3F_SUN               0x85C7
-#define GL_R1UI_C4F_N3F_V3F_SUN           0x85C8
-#define GL_R1UI_T2F_V3F_SUN               0x85C9
-#define GL_R1UI_T2F_N3F_V3F_SUN           0x85CA
-#define GL_R1UI_T2F_C4F_N3F_V3F_SUN       0x85CB
-#endif
+GLAPI void GLAPIENTRY glEvalMesh1( GLenum mode, GLint i1, GLint i2 );
 
-#ifndef GL_SUN_vertex
-#endif
+GLAPI void GLAPIENTRY glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 );
 
-#ifndef GL_EXT_blend_func_separate
-#define GL_BLEND_DST_RGB_EXT              0x80C8
-#define GL_BLEND_SRC_RGB_EXT              0x80C9
-#define GL_BLEND_DST_ALPHA_EXT            0x80CA
-#define GL_BLEND_SRC_ALPHA_EXT            0x80CB
-#endif
 
-#ifndef GL_INGR_color_clamp
-#define GL_RED_MIN_CLAMP_INGR             0x8560
-#define GL_GREEN_MIN_CLAMP_INGR           0x8561
-#define GL_BLUE_MIN_CLAMP_INGR            0x8562
-#define GL_ALPHA_MIN_CLAMP_INGR           0x8563
-#define GL_RED_MAX_CLAMP_INGR             0x8564
-#define GL_GREEN_MAX_CLAMP_INGR           0x8565
-#define GL_BLUE_MAX_CLAMP_INGR            0x8566
-#define GL_ALPHA_MAX_CLAMP_INGR           0x8567
-#endif
+/*
+ * Fog
+ */
 
-#ifndef GL_INGR_interlace_read
-#define GL_INTERLACE_READ_INGR            0x8568
-#endif
+GLAPI void GLAPIENTRY glFogf( GLenum pname, GLfloat param );
 
-#ifndef GL_EXT_stencil_wrap
-#define GL_INCR_WRAP_EXT                  0x8507
-#define GL_DECR_WRAP_EXT                  0x8508
-#endif
+GLAPI void GLAPIENTRY glFogi( GLenum pname, GLint param );
 
-#ifndef GL_EXT_422_pixels
-#define GL_422_EXT                        0x80CC
-#define GL_422_REV_EXT                    0x80CD
-#define GL_422_AVERAGE_EXT                0x80CE
-#define GL_422_REV_AVERAGE_EXT            0x80CF
-#endif
+GLAPI void GLAPIENTRY glFogfv( GLenum pname, const GLfloat *params );
 
-#ifndef GL_NV_texgen_reflection
-#define GL_NORMAL_MAP_NV                  0x8511
-#define GL_REFLECTION_MAP_NV              0x8512
-#endif
+GLAPI void GLAPIENTRY glFogiv( GLenum pname, const GLint *params );
 
-#ifndef GL_EXT_texture_cube_map
-#define GL_NORMAL_MAP_EXT                 0x8511
-#define GL_REFLECTION_MAP_EXT             0x8512
-#define GL_TEXTURE_CUBE_MAP_EXT           0x8513
-#define GL_TEXTURE_BINDING_CUBE_MAP_EXT   0x8514
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A
-#define GL_PROXY_TEXTURE_CUBE_MAP_EXT     0x851B
-#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT  0x851C
-#endif
 
-#ifndef GL_SUN_convolution_border_modes
-#define GL_WRAP_BORDER_SUN                0x81D4
-#endif
+/*
+ * Selection and Feedback
+ */
 
-#ifndef GL_EXT_texture_env_add
-#endif
+GLAPI void GLAPIENTRY glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer );
 
-#ifndef GL_EXT_texture_lod_bias
-#define GL_MAX_TEXTURE_LOD_BIAS_EXT       0x84FD
-#define GL_TEXTURE_FILTER_CONTROL_EXT     0x8500
-#define GL_TEXTURE_LOD_BIAS_EXT           0x8501
-#endif
+GLAPI void GLAPIENTRY glPassThrough( GLfloat token );
 
-#ifndef GL_EXT_texture_filter_anisotropic
-#define GL_TEXTURE_MAX_ANISOTROPY_EXT     0x84FE
-#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
-#endif
+GLAPI void GLAPIENTRY glSelectBuffer( GLsizei size, GLuint *buffer );
 
-#ifndef GL_EXT_vertex_weighting
-#define GL_MODELVIEW0_STACK_DEPTH_EXT     GL_MODELVIEW_STACK_DEPTH
-#define GL_MODELVIEW1_STACK_DEPTH_EXT     0x8502
-#define GL_MODELVIEW0_MATRIX_EXT          GL_MODELVIEW_MATRIX
-#define GL_MODELVIEW1_MATRIX_EXT          0x8506
-#define GL_VERTEX_WEIGHTING_EXT           0x8509
-#define GL_MODELVIEW0_EXT                 GL_MODELVIEW
-#define GL_MODELVIEW1_EXT                 0x850A
-#define GL_CURRENT_VERTEX_WEIGHT_EXT      0x850B
-#define GL_VERTEX_WEIGHT_ARRAY_EXT        0x850C
-#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT   0x850D
-#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT   0x850E
-#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F
-#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510
-#endif
+GLAPI void GLAPIENTRY glInitNames( void );
 
-#ifndef GL_NV_light_max_exponent
-#define GL_MAX_SHININESS_NV               0x8504
-#define GL_MAX_SPOT_EXPONENT_NV           0x8505
-#endif
+GLAPI void GLAPIENTRY glLoadName( GLuint name );
 
-#ifndef GL_NV_vertex_array_range
-#define GL_VERTEX_ARRAY_RANGE_NV          0x851D
-#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV   0x851E
-#define GL_VERTEX_ARRAY_RANGE_VALID_NV    0x851F
-#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520
-#define GL_VERTEX_ARRAY_RANGE_POINTER_NV  0x8521
-#endif
+GLAPI void GLAPIENTRY glPushName( GLuint name );
 
-#ifndef GL_NV_register_combiners
-#define GL_REGISTER_COMBINERS_NV          0x8522
-#define GL_VARIABLE_A_NV                  0x8523
-#define GL_VARIABLE_B_NV                  0x8524
-#define GL_VARIABLE_C_NV                  0x8525
-#define GL_VARIABLE_D_NV                  0x8526
-#define GL_VARIABLE_E_NV                  0x8527
-#define GL_VARIABLE_F_NV                  0x8528
-#define GL_VARIABLE_G_NV                  0x8529
-#define GL_CONSTANT_COLOR0_NV             0x852A
-#define GL_CONSTANT_COLOR1_NV             0x852B
-#define GL_PRIMARY_COLOR_NV               0x852C
-#define GL_SECONDARY_COLOR_NV             0x852D
-#define GL_SPARE0_NV                      0x852E
-#define GL_SPARE1_NV                      0x852F
-#define GL_DISCARD_NV                     0x8530
-#define GL_E_TIMES_F_NV                   0x8531
-#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
-#define GL_UNSIGNED_IDENTITY_NV           0x8536
-#define GL_UNSIGNED_INVERT_NV             0x8537
-#define GL_EXPAND_NORMAL_NV               0x8538
-#define GL_EXPAND_NEGATE_NV               0x8539
-#define GL_HALF_BIAS_NORMAL_NV            0x853A
-#define GL_HALF_BIAS_NEGATE_NV            0x853B
-#define GL_SIGNED_IDENTITY_NV             0x853C
-#define GL_SIGNED_NEGATE_NV               0x853D
-#define GL_SCALE_BY_TWO_NV                0x853E
-#define GL_SCALE_BY_FOUR_NV               0x853F
-#define GL_SCALE_BY_ONE_HALF_NV           0x8540
-#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV   0x8541
-#define GL_COMBINER_INPUT_NV              0x8542
-#define GL_COMBINER_MAPPING_NV            0x8543
-#define GL_COMBINER_COMPONENT_USAGE_NV    0x8544
-#define GL_COMBINER_AB_DOT_PRODUCT_NV     0x8545
-#define GL_COMBINER_CD_DOT_PRODUCT_NV     0x8546
-#define GL_COMBINER_MUX_SUM_NV            0x8547
-#define GL_COMBINER_SCALE_NV              0x8548
-#define GL_COMBINER_BIAS_NV               0x8549
-#define GL_COMBINER_AB_OUTPUT_NV          0x854A
-#define GL_COMBINER_CD_OUTPUT_NV          0x854B
-#define GL_COMBINER_SUM_OUTPUT_NV         0x854C
-#define GL_MAX_GENERAL_COMBINERS_NV       0x854D
-#define GL_NUM_GENERAL_COMBINERS_NV       0x854E
-#define GL_COLOR_SUM_CLAMP_NV             0x854F
-#define GL_COMBINER0_NV                   0x8550
-#define GL_COMBINER1_NV                   0x8551
-#define GL_COMBINER2_NV                   0x8552
-#define GL_COMBINER3_NV                   0x8553
-#define GL_COMBINER4_NV                   0x8554
-#define GL_COMBINER5_NV                   0x8555
-#define GL_COMBINER6_NV                   0x8556
-#define GL_COMBINER7_NV                   0x8557
-/* reuse GL_TEXTURE0_ARB */
-/* reuse GL_TEXTURE1_ARB */
-/* reuse GL_ZERO */
-/* reuse GL_NONE */
-/* reuse GL_FOG */
-#endif
+GLAPI void GLAPIENTRY glPopName( void );
 
-#ifndef GL_NV_fog_distance
-#define GL_FOG_DISTANCE_MODE_NV           0x855A
-#define GL_EYE_RADIAL_NV                  0x855B
-#define GL_EYE_PLANE_ABSOLUTE_NV          0x855C
-/* reuse GL_EYE_PLANE */
-#endif
 
-#ifndef GL_NV_texgen_emboss
-#define GL_EMBOSS_LIGHT_NV                0x855D
-#define GL_EMBOSS_CONSTANT_NV             0x855E
-#define GL_EMBOSS_MAP_NV                  0x855F
-#endif
 
-#ifndef GL_NV_blend_square
-#endif
+/*
+ * OpenGL 1.2
+ */
 
-#ifndef GL_NV_texture_env_combine4
-#define GL_COMBINE4_NV                    0x8503
-#define GL_SOURCE3_RGB_NV                 0x8583
-#define GL_SOURCE3_ALPHA_NV               0x858B
-#define GL_OPERAND3_RGB_NV                0x8593
-#define GL_OPERAND3_ALPHA_NV              0x859B
-#endif
+#define GL_RESCALE_NORMAL                      0x803A
+#define GL_CLAMP_TO_EDGE                       0x812F
+#define GL_MAX_ELEMENTS_VERTICES               0x80E8
+#define GL_MAX_ELEMENTS_INDICES                        0x80E9
+#define GL_BGR                                 0x80E0
+#define GL_BGRA                                        0x80E1
+#define GL_UNSIGNED_BYTE_3_3_2                 0x8032
+#define GL_UNSIGNED_BYTE_2_3_3_REV             0x8362
+#define GL_UNSIGNED_SHORT_5_6_5                        0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV            0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4              0x8033
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV          0x8365
+#define GL_UNSIGNED_SHORT_5_5_5_1              0x8034
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV          0x8366
+#define GL_UNSIGNED_INT_8_8_8_8                        0x8035
+#define GL_UNSIGNED_INT_8_8_8_8_REV            0x8367
+#define GL_UNSIGNED_INT_10_10_10_2             0x8036
+#define GL_UNSIGNED_INT_2_10_10_10_REV         0x8368
+#define GL_LIGHT_MODEL_COLOR_CONTROL           0x81F8
+#define GL_SINGLE_COLOR                                0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR             0x81FA
+#define GL_TEXTURE_MIN_LOD                     0x813A
+#define GL_TEXTURE_MAX_LOD                     0x813B
+#define GL_TEXTURE_BASE_LEVEL                  0x813C
+#define GL_TEXTURE_MAX_LEVEL                   0x813D
+#define GL_SMOOTH_POINT_SIZE_RANGE             0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY       0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE             0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY       0x0B23
+#define GL_ALIASED_POINT_SIZE_RANGE            0x846D
+#define GL_ALIASED_LINE_WIDTH_RANGE            0x846E
+#define GL_PACK_SKIP_IMAGES                    0x806B
+#define GL_PACK_IMAGE_HEIGHT                   0x806C
+#define GL_UNPACK_SKIP_IMAGES                  0x806D
+#define GL_UNPACK_IMAGE_HEIGHT                 0x806E
+#define GL_TEXTURE_3D                          0x806F
+#define GL_PROXY_TEXTURE_3D                    0x8070
+#define GL_TEXTURE_DEPTH                       0x8071
+#define GL_TEXTURE_WRAP_R                      0x8072
+#define GL_MAX_3D_TEXTURE_SIZE                 0x8073
+#define GL_TEXTURE_BINDING_3D                  0x806A
+
+GLAPI void GLAPIENTRY glDrawRangeElements( GLenum mode, GLuint start,
+       GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
+
+GLAPI void GLAPIENTRY glTexImage3D( GLenum target, GLint level,
+                                      GLint internalFormat,
+                                      GLsizei width, GLsizei height,
+                                      GLsizei depth, GLint border,
+                                      GLenum format, GLenum type,
+                                      const GLvoid *pixels );
+
+GLAPI void GLAPIENTRY glTexSubImage3D( GLenum target, GLint level,
+                                         GLint xoffset, GLint yoffset,
+                                         GLint zoffset, GLsizei width,
+                                         GLsizei height, GLsizei depth,
+                                         GLenum format,
+                                         GLenum type, const GLvoid *pixels);
+
+GLAPI void GLAPIENTRY glCopyTexSubImage3D( GLenum target, GLint level,
+                                             GLint xoffset, GLint yoffset,
+                                             GLint zoffset, GLint x,
+                                             GLint y, GLsizei width,
+                                             GLsizei height );
 
-#ifndef GL_MESA_resize_buffers
-#endif
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
 
-#ifndef GL_MESA_window_pos
-#endif
 
-#ifndef GL_EXT_texture_compression_s3tc
-#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT   0x83F0
-#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT  0x83F1
-#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT  0x83F2
-#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT  0x83F3
-#endif
+/*
+ * GL_ARB_imaging
+ */
 
-#ifndef GL_IBM_cull_vertex
-#define GL_CULL_VERTEX_IBM                103050
-#endif
+#define GL_CONSTANT_COLOR                      0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR            0x8002
+#define GL_CONSTANT_ALPHA                      0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA            0x8004
+#define GL_COLOR_TABLE                         0x80D0
+#define GL_POST_CONVOLUTION_COLOR_TABLE                0x80D1
+#define GL_POST_COLOR_MATRIX_COLOR_TABLE       0x80D2
+#define GL_PROXY_COLOR_TABLE                   0x80D3
+#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE  0x80D4
+#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
+#define GL_COLOR_TABLE_SCALE                   0x80D6
+#define GL_COLOR_TABLE_BIAS                    0x80D7
+#define GL_COLOR_TABLE_FORMAT                  0x80D8
+#define GL_COLOR_TABLE_WIDTH                   0x80D9
+#define GL_COLOR_TABLE_RED_SIZE                        0x80DA
+#define GL_COLOR_TABLE_GREEN_SIZE              0x80DB
+#define GL_COLOR_TABLE_BLUE_SIZE               0x80DC
+#define GL_COLOR_TABLE_ALPHA_SIZE              0x80DD
+#define GL_COLOR_TABLE_LUMINANCE_SIZE          0x80DE
+#define GL_COLOR_TABLE_INTENSITY_SIZE          0x80DF
+#define GL_CONVOLUTION_1D                      0x8010
+#define GL_CONVOLUTION_2D                      0x8011
+#define GL_SEPARABLE_2D                                0x8012
+#define GL_CONVOLUTION_BORDER_MODE             0x8013
+#define GL_CONVOLUTION_FILTER_SCALE            0x8014
+#define GL_CONVOLUTION_FILTER_BIAS             0x8015
+#define GL_REDUCE                              0x8016
+#define GL_CONVOLUTION_FORMAT                  0x8017
+#define GL_CONVOLUTION_WIDTH                   0x8018
+#define GL_CONVOLUTION_HEIGHT                  0x8019
+#define GL_MAX_CONVOLUTION_WIDTH               0x801A
+#define GL_MAX_CONVOLUTION_HEIGHT              0x801B
+#define GL_POST_CONVOLUTION_RED_SCALE          0x801C
+#define GL_POST_CONVOLUTION_GREEN_SCALE                0x801D
+#define GL_POST_CONVOLUTION_BLUE_SCALE         0x801E
+#define GL_POST_CONVOLUTION_ALPHA_SCALE                0x801F
+#define GL_POST_CONVOLUTION_RED_BIAS           0x8020
+#define GL_POST_CONVOLUTION_GREEN_BIAS         0x8021
+#define GL_POST_CONVOLUTION_BLUE_BIAS          0x8022
+#define GL_POST_CONVOLUTION_ALPHA_BIAS         0x8023
+#define GL_CONSTANT_BORDER                     0x8151
+#define GL_REPLICATE_BORDER                    0x8153
+#define GL_CONVOLUTION_BORDER_COLOR            0x8154
+#define GL_COLOR_MATRIX                                0x80B1
+#define GL_COLOR_MATRIX_STACK_DEPTH            0x80B2
+#define GL_MAX_COLOR_MATRIX_STACK_DEPTH                0x80B3
+#define GL_POST_COLOR_MATRIX_RED_SCALE         0x80B4
+#define GL_POST_COLOR_MATRIX_GREEN_SCALE       0x80B5
+#define GL_POST_COLOR_MATRIX_BLUE_SCALE                0x80B6
+#define GL_POST_COLOR_MATRIX_ALPHA_SCALE       0x80B7
+#define GL_POST_COLOR_MATRIX_RED_BIAS          0x80B8
+#define GL_POST_COLOR_MATRIX_GREEN_BIAS                0x80B9
+#define GL_POST_COLOR_MATRIX_BLUE_BIAS         0x80BA
+#define GL_POST_COLOR_MATRIX_ALPHA_BIAS                0x80BB
+#define GL_HISTOGRAM                           0x8024
+#define GL_PROXY_HISTOGRAM                     0x8025
+#define GL_HISTOGRAM_WIDTH                     0x8026
+#define GL_HISTOGRAM_FORMAT                    0x8027
+#define GL_HISTOGRAM_RED_SIZE                  0x8028
+#define GL_HISTOGRAM_GREEN_SIZE                        0x8029
+#define GL_HISTOGRAM_BLUE_SIZE                 0x802A
+#define GL_HISTOGRAM_ALPHA_SIZE                        0x802B
+#define GL_HISTOGRAM_LUMINANCE_SIZE            0x802C
+#define GL_HISTOGRAM_SINK                      0x802D
+#define GL_MINMAX                              0x802E
+#define GL_MINMAX_FORMAT                       0x802F
+#define GL_MINMAX_SINK                         0x8030
+#define GL_TABLE_TOO_LARGE                     0x8031
+#define GL_BLEND_EQUATION                      0x8009
+#define GL_MIN                                 0x8007
+#define GL_MAX                                 0x8008
+#define GL_FUNC_ADD                            0x8006
+#define GL_FUNC_SUBTRACT                       0x800A
+#define GL_FUNC_REVERSE_SUBTRACT               0x800B
+#define GL_BLEND_COLOR                         0x8005
+
+
+GLAPI void GLAPIENTRY glColorTable( GLenum target, GLenum internalformat,
+                                    GLsizei width, GLenum format,
+                                    GLenum type, const GLvoid *table );
+
+GLAPI void GLAPIENTRY glColorSubTable( GLenum target,
+                                       GLsizei start, GLsizei count,
+                                       GLenum format, GLenum type,
+                                       const GLvoid *data );
+
+GLAPI void GLAPIENTRY glColorTableParameteriv(GLenum target, GLenum pname,
+                                              const GLint *params);
+
+GLAPI void GLAPIENTRY glColorTableParameterfv(GLenum target, GLenum pname,
+                                              const GLfloat *params);
+
+GLAPI void GLAPIENTRY glCopyColorSubTable( GLenum target, GLsizei start,
+                                           GLint x, GLint y, GLsizei width );
+
+GLAPI void GLAPIENTRY glCopyColorTable( GLenum target, GLenum internalformat,
+                                        GLint x, GLint y, GLsizei width );
+
+GLAPI void GLAPIENTRY glGetColorTable( GLenum target, GLenum format,
+                                       GLenum type, GLvoid *table );
+
+GLAPI void GLAPIENTRY glGetColorTableParameterfv( GLenum target, GLenum pname,
+                                                  GLfloat *params );
+
+GLAPI void GLAPIENTRY glGetColorTableParameteriv( GLenum target, GLenum pname,
+                                                  GLint *params );
+
+GLAPI void GLAPIENTRY glBlendEquation( GLenum mode );
+
+GLAPI void GLAPIENTRY glBlendColor( GLclampf red, GLclampf green,
+                                    GLclampf blue, GLclampf alpha );
+
+GLAPI void GLAPIENTRY glHistogram( GLenum target, GLsizei width,
+                                  GLenum internalformat, GLboolean sink );
+
+GLAPI void GLAPIENTRY glResetHistogram( GLenum target );
+
+GLAPI void GLAPIENTRY glGetHistogram( GLenum target, GLboolean reset,
+                                     GLenum format, GLenum type,
+                                     GLvoid *values );
+
+GLAPI void GLAPIENTRY glGetHistogramParameterfv( GLenum target, GLenum pname,
+                                                GLfloat *params );
+
+GLAPI void GLAPIENTRY glGetHistogramParameteriv( GLenum target, GLenum pname,
+                                                GLint *params );
+
+GLAPI void GLAPIENTRY glMinmax( GLenum target, GLenum internalformat,
+                               GLboolean sink );
 
-#ifndef GL_IBM_multimode_draw_arrays
-#endif
+GLAPI void GLAPIENTRY glResetMinmax( GLenum target );
 
-#ifndef GL_IBM_vertex_array_lists
-#define GL_VERTEX_ARRAY_LIST_IBM          103070
-#define GL_NORMAL_ARRAY_LIST_IBM          103071
-#define GL_COLOR_ARRAY_LIST_IBM           103072
-#define GL_INDEX_ARRAY_LIST_IBM           103073
-#define GL_TEXTURE_COORD_ARRAY_LIST_IBM   103074
-#define GL_EDGE_FLAG_ARRAY_LIST_IBM       103075
-#define GL_FOG_COORDINATE_ARRAY_LIST_IBM  103076
-#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077
-#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM   103080
-#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM   103081
-#define GL_COLOR_ARRAY_LIST_STRIDE_IBM    103082
-#define GL_INDEX_ARRAY_LIST_STRIDE_IBM    103083
-#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084
-#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085
-#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086
-#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087
-#endif
+GLAPI void GLAPIENTRY glGetMinmax( GLenum target, GLboolean reset,
+                                   GLenum format, GLenum types,
+                                   GLvoid *values );
 
-#ifndef GL_SGIX_subsample
-#define GL_PACK_SUBSAMPLE_RATE_SGIX       0x85A0
-#define GL_UNPACK_SUBSAMPLE_RATE_SGIX     0x85A1
-#define GL_PIXEL_SUBSAMPLE_4444_SGIX      0x85A2
-#define GL_PIXEL_SUBSAMPLE_2424_SGIX      0x85A3
-#define GL_PIXEL_SUBSAMPLE_4242_SGIX      0x85A4
-#endif
+GLAPI void GLAPIENTRY glGetMinmaxParameterfv( GLenum target, GLenum pname,
+                                             GLfloat *params );
 
-#ifndef GL_SGIX_ycrcb_subsample
-#endif
+GLAPI void GLAPIENTRY glGetMinmaxParameteriv( GLenum target, GLenum pname,
+                                             GLint *params );
 
-#ifndef GL_SGIX_ycrcba
-#define GL_YCRCB_SGIX                     0x8318
-#define GL_YCRCBA_SGIX                    0x8319
-#endif
+GLAPI void GLAPIENTRY glConvolutionFilter1D( GLenum target,
+       GLenum internalformat, GLsizei width, GLenum format, GLenum type,
+       const GLvoid *image );
 
-#ifndef GL_SGI_depth_pass_instrument
-#define GL_DEPTH_PASS_INSTRUMENT_SGIX     0x8310
-#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311
-#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312
-#endif
+GLAPI void GLAPIENTRY glConvolutionFilter2D( GLenum target,
+       GLenum internalformat, GLsizei width, GLsizei height, GLenum format,
+       GLenum type, const GLvoid *image );
 
-#ifndef GL_3DFX_texture_compression_FXT1
-#define GL_COMPRESSED_RGB_FXT1_3DFX       0x86B0
-#define GL_COMPRESSED_RGBA_FXT1_3DFX      0x86B1
-#endif
+GLAPI void GLAPIENTRY glConvolutionParameterf( GLenum target, GLenum pname,
+       GLfloat params );
 
-#ifndef GL_3DFX_multisample
-#define GL_MULTISAMPLE_3DFX               0x86B2
-#define GL_SAMPLE_BUFFERS_3DFX            0x86B3
-#define GL_SAMPLES_3DFX                   0x86B4
-#define GL_MULTISAMPLE_BIT_3DFX           0x20000000
-#endif
+GLAPI void GLAPIENTRY glConvolutionParameterfv( GLenum target, GLenum pname,
+       const GLfloat *params );
 
-#ifndef GL_3DFX_tbuffer
-#endif
+GLAPI void GLAPIENTRY glConvolutionParameteri( GLenum target, GLenum pname,
+       GLint params );
 
-#ifndef GL_EXT_multisample
-#define GL_MULTISAMPLE_EXT                0x809D
-#define GL_SAMPLE_ALPHA_TO_MASK_EXT       0x809E
-#define GL_SAMPLE_ALPHA_TO_ONE_EXT        0x809F
-#define GL_SAMPLE_MASK_EXT                0x80A0
-#define GL_1PASS_EXT                      0x80A1
-#define GL_2PASS_0_EXT                    0x80A2
-#define GL_2PASS_1_EXT                    0x80A3
-#define GL_4PASS_0_EXT                    0x80A4
-#define GL_4PASS_1_EXT                    0x80A5
-#define GL_4PASS_2_EXT                    0x80A6
-#define GL_4PASS_3_EXT                    0x80A7
-#define GL_SAMPLE_BUFFERS_EXT             0x80A8
-#define GL_SAMPLES_EXT                    0x80A9
-#define GL_SAMPLE_MASK_VALUE_EXT          0x80AA
-#define GL_SAMPLE_MASK_INVERT_EXT         0x80AB
-#define GL_SAMPLE_PATTERN_EXT             0x80AC
-#define GL_MULTISAMPLE_BIT_EXT            0x20000000
-#endif
+GLAPI void GLAPIENTRY glConvolutionParameteriv( GLenum target, GLenum pname,
+       const GLint *params );
 
-#ifndef GL_SGIX_vertex_preclip
-#define GL_VERTEX_PRECLIP_SGIX            0x83EE
-#define GL_VERTEX_PRECLIP_HINT_SGIX       0x83EF
-#endif
+GLAPI void GLAPIENTRY glCopyConvolutionFilter1D( GLenum target,
+       GLenum internalformat, GLint x, GLint y, GLsizei width );
 
-#ifndef GL_SGIX_convolution_accuracy
-#define GL_CONVOLUTION_HINT_SGIX          0x8316
-#endif
+GLAPI void GLAPIENTRY glCopyConvolutionFilter2D( GLenum target,
+       GLenum internalformat, GLint x, GLint y, GLsizei width,
+       GLsizei height);
 
-#ifndef GL_SGIX_resample
-#define GL_PACK_RESAMPLE_SGIX             0x842C
-#define GL_UNPACK_RESAMPLE_SGIX           0x842D
-#define GL_RESAMPLE_REPLICATE_SGIX        0x842E
-#define GL_RESAMPLE_ZERO_FILL_SGIX        0x842F
-#define GL_RESAMPLE_DECIMATE_SGIX         0x8430
-#endif
+GLAPI void GLAPIENTRY glGetConvolutionFilter( GLenum target, GLenum format,
+       GLenum type, GLvoid *image );
 
-#ifndef GL_SGIS_point_line_texgen
-#define GL_EYE_DISTANCE_TO_POINT_SGIS     0x81F0
-#define GL_OBJECT_DISTANCE_TO_POINT_SGIS  0x81F1
-#define GL_EYE_DISTANCE_TO_LINE_SGIS      0x81F2
-#define GL_OBJECT_DISTANCE_TO_LINE_SGIS   0x81F3
-#define GL_EYE_POINT_SGIS                 0x81F4
-#define GL_OBJECT_POINT_SGIS              0x81F5
-#define GL_EYE_LINE_SGIS                  0x81F6
-#define GL_OBJECT_LINE_SGIS               0x81F7
-#endif
+GLAPI void GLAPIENTRY glGetConvolutionParameterfv( GLenum target, GLenum pname,
+       GLfloat *params );
 
-#ifndef GL_SGIS_texture_color_mask
-#define GL_TEXTURE_COLOR_WRITEMASK_SGIS   0x81EF
-#endif
+GLAPI void GLAPIENTRY glGetConvolutionParameteriv( GLenum target, GLenum pname,
+       GLint *params );
 
-#ifndef GL_EXT_texture_env_dot3
-#define GL_DOT3_RGB_EXT                   0x8740
-#define GL_DOT3_RGBA_EXT                  0x8741
-#endif
+GLAPI void GLAPIENTRY glSeparableFilter2D( GLenum target,
+       GLenum internalformat, GLsizei width, GLsizei height, GLenum format,
+       GLenum type, const GLvoid *row, const GLvoid *column );
 
-#ifndef GL_ATI_texture_mirror_once
-#define GL_MIRROR_CLAMP_ATI               0x8742
-#define GL_MIRROR_CLAMP_TO_EDGE_ATI       0x8743
-#endif
+GLAPI void GLAPIENTRY glGetSeparableFilter( GLenum target, GLenum format,
+       GLenum type, GLvoid *row, GLvoid *column, GLvoid *span );
 
-#ifndef GL_NV_fence
-#define GL_ALL_COMPLETED_NV               0x84F2
-#define GL_FENCE_STATUS_NV                0x84F3
-#define GL_FENCE_CONDITION_NV             0x84F4
-#endif
 
-#ifndef GL_IBM_texture_mirrored_repeat
-#define GL_MIRRORED_REPEAT_IBM            0x8370
-#endif
 
-#ifndef GL_NV_evaluators
-#define GL_EVAL_2D_NV                     0x86C0
-#define GL_EVAL_TRIANGULAR_2D_NV          0x86C1
-#define GL_MAP_TESSELLATION_NV            0x86C2
-#define GL_MAP_ATTRIB_U_ORDER_NV          0x86C3
-#define GL_MAP_ATTRIB_V_ORDER_NV          0x86C4
-#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5
-#define GL_EVAL_VERTEX_ATTRIB0_NV         0x86C6
-#define GL_EVAL_VERTEX_ATTRIB1_NV         0x86C7
-#define GL_EVAL_VERTEX_ATTRIB2_NV         0x86C8
-#define GL_EVAL_VERTEX_ATTRIB3_NV         0x86C9
-#define GL_EVAL_VERTEX_ATTRIB4_NV         0x86CA
-#define GL_EVAL_VERTEX_ATTRIB5_NV         0x86CB
-#define GL_EVAL_VERTEX_ATTRIB6_NV         0x86CC
-#define GL_EVAL_VERTEX_ATTRIB7_NV         0x86CD
-#define GL_EVAL_VERTEX_ATTRIB8_NV         0x86CE
-#define GL_EVAL_VERTEX_ATTRIB9_NV         0x86CF
-#define GL_EVAL_VERTEX_ATTRIB10_NV        0x86D0
-#define GL_EVAL_VERTEX_ATTRIB11_NV        0x86D1
-#define GL_EVAL_VERTEX_ATTRIB12_NV        0x86D2
-#define GL_EVAL_VERTEX_ATTRIB13_NV        0x86D3
-#define GL_EVAL_VERTEX_ATTRIB14_NV        0x86D4
-#define GL_EVAL_VERTEX_ATTRIB15_NV        0x86D5
-#define GL_MAX_MAP_TESSELLATION_NV        0x86D6
-#define GL_MAX_RATIONAL_EVAL_ORDER_NV     0x86D7
-#endif
 
-#ifndef GL_NV_packed_depth_stencil
-#define GL_DEPTH_STENCIL_NV               0x84F9
-#define GL_UNSIGNED_INT_24_8_NV           0x84FA
-#endif
+/*
+ * OpenGL 1.3
+ */
 
-#ifndef GL_NV_register_combiners2
-#define GL_PER_STAGE_CONSTANTS_NV         0x8535
-#endif
+/* multitexture */
+#define GL_TEXTURE0                            0x84C0
+#define GL_TEXTURE1                            0x84C1
+#define GL_TEXTURE2                            0x84C2
+#define GL_TEXTURE3                            0x84C3
+#define GL_TEXTURE4                            0x84C4
+#define GL_TEXTURE5                            0x84C5
+#define GL_TEXTURE6                            0x84C6
+#define GL_TEXTURE7                            0x84C7
+#define GL_TEXTURE8                            0x84C8
+#define GL_TEXTURE9                            0x84C9
+#define GL_TEXTURE10                           0x84CA
+#define GL_TEXTURE11                           0x84CB
+#define GL_TEXTURE12                           0x84CC
+#define GL_TEXTURE13                           0x84CD
+#define GL_TEXTURE14                           0x84CE
+#define GL_TEXTURE15                           0x84CF
+#define GL_TEXTURE16                           0x84D0
+#define GL_TEXTURE17                           0x84D1
+#define GL_TEXTURE18                           0x84D2
+#define GL_TEXTURE19                           0x84D3
+#define GL_TEXTURE20                           0x84D4
+#define GL_TEXTURE21                           0x84D5
+#define GL_TEXTURE22                           0x84D6
+#define GL_TEXTURE23                           0x84D7
+#define GL_TEXTURE24                           0x84D8
+#define GL_TEXTURE25                           0x84D9
+#define GL_TEXTURE26                           0x84DA
+#define GL_TEXTURE27                           0x84DB
+#define GL_TEXTURE28                           0x84DC
+#define GL_TEXTURE29                           0x84DD
+#define GL_TEXTURE30                           0x84DE
+#define GL_TEXTURE31                           0x84DF
+#define GL_ACTIVE_TEXTURE                      0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE               0x84E1
+#define GL_MAX_TEXTURE_UNITS                   0x84E2
+/* texture_cube_map */
+#define GL_NORMAL_MAP                          0x8511
+#define GL_REFLECTION_MAP                      0x8512
+#define GL_TEXTURE_CUBE_MAP                    0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP            0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X         0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X         0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y         0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y         0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z         0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z         0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP              0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE           0x851C
+/* texture_compression */
+#define GL_COMPRESSED_ALPHA                    0x84E9
+#define GL_COMPRESSED_LUMINANCE                        0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA          0x84EB
+#define GL_COMPRESSED_INTENSITY                        0x84EC
+#define GL_COMPRESSED_RGB                      0x84ED
+#define GL_COMPRESSED_RGBA                     0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT            0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE       0x86A0
+#define GL_TEXTURE_COMPRESSED                  0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS      0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS          0x86A3
+/* multisample */
+#define GL_MULTISAMPLE                         0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE            0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE                 0x809F
+#define GL_SAMPLE_COVERAGE                     0x80A0
+#define GL_SAMPLE_BUFFERS                      0x80A8
+#define GL_SAMPLES                             0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE               0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT              0x80AB
+#define GL_MULTISAMPLE_BIT                     0x20000000
+/* transpose_matrix */
+#define GL_TRANSPOSE_MODELVIEW_MATRIX          0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX         0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX            0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX              0x84E6
+/* texture_env_combine */
+#define GL_COMBINE                             0x8570
+#define GL_COMBINE_RGB                         0x8571
+#define GL_COMBINE_ALPHA                       0x8572
+#define GL_SOURCE0_RGB                         0x8580
+#define GL_SOURCE1_RGB                         0x8581
+#define GL_SOURCE2_RGB                         0x8582
+#define GL_SOURCE0_ALPHA                       0x8588
+#define GL_SOURCE1_ALPHA                       0x8589
+#define GL_SOURCE2_ALPHA                       0x858A
+#define GL_OPERAND0_RGB                                0x8590
+#define GL_OPERAND1_RGB                                0x8591
+#define GL_OPERAND2_RGB                                0x8592
+#define GL_OPERAND0_ALPHA                      0x8598
+#define GL_OPERAND1_ALPHA                      0x8599
+#define GL_OPERAND2_ALPHA                      0x859A
+#define GL_RGB_SCALE                           0x8573
+#define GL_ADD_SIGNED                          0x8574
+#define GL_INTERPOLATE                         0x8575
+#define GL_SUBTRACT                            0x84E7
+#define GL_CONSTANT                            0x8576
+#define GL_PRIMARY_COLOR                       0x8577
+#define GL_PREVIOUS                            0x8578
+/* texture_env_dot3 */
+#define GL_DOT3_RGB                            0x86AE
+#define GL_DOT3_RGBA                           0x86AF
+/* texture_border_clamp */
+#define GL_CLAMP_TO_BORDER                     0x812D
 
-#ifndef GL_NV_texture_compression_vtc
-#endif
+GLAPI void GLAPIENTRY glActiveTexture( GLenum texture );
 
-#ifndef GL_NV_texture_rectangle
-#define GL_TEXTURE_RECTANGLE_NV           0x84F5
-#define GL_TEXTURE_BINDING_RECTANGLE_NV   0x84F6
-#define GL_PROXY_TEXTURE_RECTANGLE_NV     0x84F7
-#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV  0x84F8
-#endif
+GLAPI void GLAPIENTRY glClientActiveTexture( GLenum texture );
 
-#ifndef GL_NV_texture_shader
-#define GL_OFFSET_TEXTURE_RECTANGLE_NV    0x864C
-#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
-#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
-#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
-#define GL_UNSIGNED_INT_S8_S8_8_8_NV      0x86DA
-#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV  0x86DB
-#define GL_DSDT_MAG_INTENSITY_NV          0x86DC
-#define GL_SHADER_CONSISTENT_NV           0x86DD
-#define GL_TEXTURE_SHADER_NV              0x86DE
-#define GL_SHADER_OPERATION_NV            0x86DF
-#define GL_CULL_MODES_NV                  0x86E0
-#define GL_OFFSET_TEXTURE_MATRIX_NV       0x86E1
-#define GL_OFFSET_TEXTURE_SCALE_NV        0x86E2
-#define GL_OFFSET_TEXTURE_BIAS_NV         0x86E3
-#define GL_OFFSET_TEXTURE_2D_MATRIX_NV    GL_OFFSET_TEXTURE_MATRIX_NV
-#define GL_OFFSET_TEXTURE_2D_SCALE_NV     GL_OFFSET_TEXTURE_SCALE_NV
-#define GL_OFFSET_TEXTURE_2D_BIAS_NV      GL_OFFSET_TEXTURE_BIAS_NV
-#define GL_PREVIOUS_TEXTURE_INPUT_NV      0x86E4
-#define GL_CONST_EYE_NV                   0x86E5
-#define GL_PASS_THROUGH_NV                0x86E6
-#define GL_CULL_FRAGMENT_NV               0x86E7
-#define GL_OFFSET_TEXTURE_2D_NV           0x86E8
-#define GL_DEPENDENT_AR_TEXTURE_2D_NV     0x86E9
-#define GL_DEPENDENT_GB_TEXTURE_2D_NV     0x86EA
-#define GL_DOT_PRODUCT_NV                 0x86EC
-#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV   0x86ED
-#define GL_DOT_PRODUCT_TEXTURE_2D_NV      0x86EE
-#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
-#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
-#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
-#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
-#define GL_HILO_NV                        0x86F4
-#define GL_DSDT_NV                        0x86F5
-#define GL_DSDT_MAG_NV                    0x86F6
-#define GL_DSDT_MAG_VIB_NV                0x86F7
-#define GL_HILO16_NV                      0x86F8
-#define GL_SIGNED_HILO_NV                 0x86F9
-#define GL_SIGNED_HILO16_NV               0x86FA
-#define GL_SIGNED_RGBA_NV                 0x86FB
-#define GL_SIGNED_RGBA8_NV                0x86FC
-#define GL_SIGNED_RGB_NV                  0x86FE
-#define GL_SIGNED_RGB8_NV                 0x86FF
-#define GL_SIGNED_LUMINANCE_NV            0x8701
-#define GL_SIGNED_LUMINANCE8_NV           0x8702
-#define GL_SIGNED_LUMINANCE_ALPHA_NV      0x8703
-#define GL_SIGNED_LUMINANCE8_ALPHA8_NV    0x8704
-#define GL_SIGNED_ALPHA_NV                0x8705
-#define GL_SIGNED_ALPHA8_NV               0x8706
-#define GL_SIGNED_INTENSITY_NV            0x8707
-#define GL_SIGNED_INTENSITY8_NV           0x8708
-#define GL_DSDT8_NV                       0x8709
-#define GL_DSDT8_MAG8_NV                  0x870A
-#define GL_DSDT8_MAG8_INTENSITY8_NV       0x870B
-#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV   0x870C
-#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
-#define GL_HI_SCALE_NV                    0x870E
-#define GL_LO_SCALE_NV                    0x870F
-#define GL_DS_SCALE_NV                    0x8710
-#define GL_DT_SCALE_NV                    0x8711
-#define GL_MAGNITUDE_SCALE_NV             0x8712
-#define GL_VIBRANCE_SCALE_NV              0x8713
-#define GL_HI_BIAS_NV                     0x8714
-#define GL_LO_BIAS_NV                     0x8715
-#define GL_DS_BIAS_NV                     0x8716
-#define GL_DT_BIAS_NV                     0x8717
-#define GL_MAGNITUDE_BIAS_NV              0x8718
-#define GL_VIBRANCE_BIAS_NV               0x8719
-#define GL_TEXTURE_BORDER_VALUES_NV       0x871A
-#define GL_TEXTURE_HI_SIZE_NV             0x871B
-#define GL_TEXTURE_LO_SIZE_NV             0x871C
-#define GL_TEXTURE_DS_SIZE_NV             0x871D
-#define GL_TEXTURE_DT_SIZE_NV             0x871E
-#define GL_TEXTURE_MAG_SIZE_NV            0x871F
-#endif
+GLAPI void GLAPIENTRY glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data );
 
-#ifndef GL_NV_texture_shader2
-#define GL_DOT_PRODUCT_TEXTURE_3D_NV      0x86EF
-#endif
+GLAPI void GLAPIENTRY glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data );
 
-#ifndef GL_NV_vertex_array_range2
-#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
-#endif
+GLAPI void GLAPIENTRY glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data );
 
-#ifndef GL_NV_vertex_program
-#define GL_VERTEX_PROGRAM_NV              0x8620
-#define GL_VERTEX_STATE_PROGRAM_NV        0x8621
-#define GL_ATTRIB_ARRAY_SIZE_NV           0x8623
-#define GL_ATTRIB_ARRAY_STRIDE_NV         0x8624
-#define GL_ATTRIB_ARRAY_TYPE_NV           0x8625
-#define GL_CURRENT_ATTRIB_NV              0x8626
-#define GL_PROGRAM_LENGTH_NV              0x8627
-#define GL_PROGRAM_STRING_NV              0x8628
-#define GL_MODELVIEW_PROJECTION_NV        0x8629
-#define GL_IDENTITY_NV                    0x862A
-#define GL_INVERSE_NV                     0x862B
-#define GL_TRANSPOSE_NV                   0x862C
-#define GL_INVERSE_TRANSPOSE_NV           0x862D
-#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E
-#define GL_MAX_TRACK_MATRICES_NV          0x862F
-#define GL_MATRIX0_NV                     0x8630
-#define GL_MATRIX1_NV                     0x8631
-#define GL_MATRIX2_NV                     0x8632
-#define GL_MATRIX3_NV                     0x8633
-#define GL_MATRIX4_NV                     0x8634
-#define GL_MATRIX5_NV                     0x8635
-#define GL_MATRIX6_NV                     0x8636
-#define GL_MATRIX7_NV                     0x8637
-#define GL_CURRENT_MATRIX_STACK_DEPTH_NV  0x8640
-#define GL_CURRENT_MATRIX_NV              0x8641
-#define GL_VERTEX_PROGRAM_POINT_SIZE_NV   0x8642
-#define GL_VERTEX_PROGRAM_TWO_SIDE_NV     0x8643
-#define GL_PROGRAM_PARAMETER_NV           0x8644
-#define GL_ATTRIB_ARRAY_POINTER_NV        0x8645
-#define GL_PROGRAM_TARGET_NV              0x8646
-#define GL_PROGRAM_RESIDENT_NV            0x8647
-#define GL_TRACK_MATRIX_NV                0x8648
-#define GL_TRACK_MATRIX_TRANSFORM_NV      0x8649
-#define GL_VERTEX_PROGRAM_BINDING_NV      0x864A
-#define GL_PROGRAM_ERROR_POSITION_NV      0x864B
-#define GL_VERTEX_ATTRIB_ARRAY0_NV        0x8650
-#define GL_VERTEX_ATTRIB_ARRAY1_NV        0x8651
-#define GL_VERTEX_ATTRIB_ARRAY2_NV        0x8652
-#define GL_VERTEX_ATTRIB_ARRAY3_NV        0x8653
-#define GL_VERTEX_ATTRIB_ARRAY4_NV        0x8654
-#define GL_VERTEX_ATTRIB_ARRAY5_NV        0x8655
-#define GL_VERTEX_ATTRIB_ARRAY6_NV        0x8656
-#define GL_VERTEX_ATTRIB_ARRAY7_NV        0x8657
-#define GL_VERTEX_ATTRIB_ARRAY8_NV        0x8658
-#define GL_VERTEX_ATTRIB_ARRAY9_NV        0x8659
-#define GL_VERTEX_ATTRIB_ARRAY10_NV       0x865A
-#define GL_VERTEX_ATTRIB_ARRAY11_NV       0x865B
-#define GL_VERTEX_ATTRIB_ARRAY12_NV       0x865C
-#define GL_VERTEX_ATTRIB_ARRAY13_NV       0x865D
-#define GL_VERTEX_ATTRIB_ARRAY14_NV       0x865E
-#define GL_VERTEX_ATTRIB_ARRAY15_NV       0x865F
-#define GL_MAP1_VERTEX_ATTRIB0_4_NV       0x8660
-#define GL_MAP1_VERTEX_ATTRIB1_4_NV       0x8661
-#define GL_MAP1_VERTEX_ATTRIB2_4_NV       0x8662
-#define GL_MAP1_VERTEX_ATTRIB3_4_NV       0x8663
-#define GL_MAP1_VERTEX_ATTRIB4_4_NV       0x8664
-#define GL_MAP1_VERTEX_ATTRIB5_4_NV       0x8665
-#define GL_MAP1_VERTEX_ATTRIB6_4_NV       0x8666
-#define GL_MAP1_VERTEX_ATTRIB7_4_NV       0x8667
-#define GL_MAP1_VERTEX_ATTRIB8_4_NV       0x8668
-#define GL_MAP1_VERTEX_ATTRIB9_4_NV       0x8669
-#define GL_MAP1_VERTEX_ATTRIB10_4_NV      0x866A
-#define GL_MAP1_VERTEX_ATTRIB11_4_NV      0x866B
-#define GL_MAP1_VERTEX_ATTRIB12_4_NV      0x866C
-#define GL_MAP1_VERTEX_ATTRIB13_4_NV      0x866D
-#define GL_MAP1_VERTEX_ATTRIB14_4_NV      0x866E
-#define GL_MAP1_VERTEX_ATTRIB15_4_NV      0x866F
-#define GL_MAP2_VERTEX_ATTRIB0_4_NV       0x8670
-#define GL_MAP2_VERTEX_ATTRIB1_4_NV       0x8671
-#define GL_MAP2_VERTEX_ATTRIB2_4_NV       0x8672
-#define GL_MAP2_VERTEX_ATTRIB3_4_NV       0x8673
-#define GL_MAP2_VERTEX_ATTRIB4_4_NV       0x8674
-#define GL_MAP2_VERTEX_ATTRIB5_4_NV       0x8675
-#define GL_MAP2_VERTEX_ATTRIB6_4_NV       0x8676
-#define GL_MAP2_VERTEX_ATTRIB7_4_NV       0x8677
-#define GL_MAP2_VERTEX_ATTRIB8_4_NV       0x8678
-#define GL_MAP2_VERTEX_ATTRIB9_4_NV       0x8679
-#define GL_MAP2_VERTEX_ATTRIB10_4_NV      0x867A
-#define GL_MAP2_VERTEX_ATTRIB11_4_NV      0x867B
-#define GL_MAP2_VERTEX_ATTRIB12_4_NV      0x867C
-#define GL_MAP2_VERTEX_ATTRIB13_4_NV      0x867D
-#define GL_MAP2_VERTEX_ATTRIB14_4_NV      0x867E
-#define GL_MAP2_VERTEX_ATTRIB15_4_NV      0x867F
-#endif
+GLAPI void GLAPIENTRY glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data );
 
-#ifndef GL_SGIX_texture_coordinate_clamp
-#define GL_TEXTURE_MAX_CLAMP_S_SGIX       0x8369
-#define GL_TEXTURE_MAX_CLAMP_T_SGIX       0x836A
-#define GL_TEXTURE_MAX_CLAMP_R_SGIX       0x836B
-#endif
+GLAPI void GLAPIENTRY glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data );
 
-#ifndef GL_SGIX_scalebias_hint
-#define GL_SCALEBIAS_HINT_SGIX            0x8322
-#endif
+GLAPI void GLAPIENTRY glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data );
 
-#ifndef GL_OML_interlace
-#define GL_INTERLACE_OML                  0x8980
-#define GL_INTERLACE_READ_OML             0x8981
-#endif
+GLAPI void GLAPIENTRY glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img );
 
-#ifndef GL_OML_subsample
-#define GL_FORMAT_SUBSAMPLE_24_24_OML     0x8982
-#define GL_FORMAT_SUBSAMPLE_244_244_OML   0x8983
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1d( GLenum target, GLdouble s );
 
-#ifndef GL_OML_resample
-#define GL_PACK_RESAMPLE_OML              0x8984
-#define GL_UNPACK_RESAMPLE_OML            0x8985
-#define GL_RESAMPLE_REPLICATE_OML         0x8986
-#define GL_RESAMPLE_ZERO_FILL_OML         0x8987
-#define GL_RESAMPLE_AVERAGE_OML           0x8988
-#define GL_RESAMPLE_DECIMATE_OML          0x8989
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1dv( GLenum target, const GLdouble *v );
 
-#ifndef GL_NV_copy_depth_to_color
-#define GL_DEPTH_STENCIL_TO_RGBA_NV       0x886E
-#define GL_DEPTH_STENCIL_TO_BGRA_NV       0x886F
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1f( GLenum target, GLfloat s );
 
-#ifndef GL_ATI_envmap_bumpmap
-#define GL_BUMP_ROT_MATRIX_ATI            0x8775
-#define GL_BUMP_ROT_MATRIX_SIZE_ATI       0x8776
-#define GL_BUMP_NUM_TEX_UNITS_ATI         0x8777
-#define GL_BUMP_TEX_UNITS_ATI             0x8778
-#define GL_DUDV_ATI                       0x8779
-#define GL_DU8DV8_ATI                     0x877A
-#define GL_BUMP_ENVMAP_ATI                0x877B
-#define GL_BUMP_TARGET_ATI                0x877C
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1fv( GLenum target, const GLfloat *v );
 
-#ifndef GL_ATI_fragment_shader
-#define GL_FRAGMENT_SHADER_ATI            0x8920
-#define GL_REG_0_ATI                      0x8921
-#define GL_REG_1_ATI                      0x8922
-#define GL_REG_2_ATI                      0x8923
-#define GL_REG_3_ATI                      0x8924
-#define GL_REG_4_ATI                      0x8925
-#define GL_REG_5_ATI                      0x8926
-#define GL_REG_6_ATI                      0x8927
-#define GL_REG_7_ATI                      0x8928
-#define GL_REG_8_ATI                      0x8929
-#define GL_REG_9_ATI                      0x892A
-#define GL_REG_10_ATI                     0x892B
-#define GL_REG_11_ATI                     0x892C
-#define GL_REG_12_ATI                     0x892D
-#define GL_REG_13_ATI                     0x892E
-#define GL_REG_14_ATI                     0x892F
-#define GL_REG_15_ATI                     0x8930
-#define GL_REG_16_ATI                     0x8931
-#define GL_REG_17_ATI                     0x8932
-#define GL_REG_18_ATI                     0x8933
-#define GL_REG_19_ATI                     0x8934
-#define GL_REG_20_ATI                     0x8935
-#define GL_REG_21_ATI                     0x8936
-#define GL_REG_22_ATI                     0x8937
-#define GL_REG_23_ATI                     0x8938
-#define GL_REG_24_ATI                     0x8939
-#define GL_REG_25_ATI                     0x893A
-#define GL_REG_26_ATI                     0x893B
-#define GL_REG_27_ATI                     0x893C
-#define GL_REG_28_ATI                     0x893D
-#define GL_REG_29_ATI                     0x893E
-#define GL_REG_30_ATI                     0x893F
-#define GL_REG_31_ATI                     0x8940
-#define GL_CON_0_ATI                      0x8941
-#define GL_CON_1_ATI                      0x8942
-#define GL_CON_2_ATI                      0x8943
-#define GL_CON_3_ATI                      0x8944
-#define GL_CON_4_ATI                      0x8945
-#define GL_CON_5_ATI                      0x8946
-#define GL_CON_6_ATI                      0x8947
-#define GL_CON_7_ATI                      0x8948
-#define GL_CON_8_ATI                      0x8949
-#define GL_CON_9_ATI                      0x894A
-#define GL_CON_10_ATI                     0x894B
-#define GL_CON_11_ATI                     0x894C
-#define GL_CON_12_ATI                     0x894D
-#define GL_CON_13_ATI                     0x894E
-#define GL_CON_14_ATI                     0x894F
-#define GL_CON_15_ATI                     0x8950
-#define GL_CON_16_ATI                     0x8951
-#define GL_CON_17_ATI                     0x8952
-#define GL_CON_18_ATI                     0x8953
-#define GL_CON_19_ATI                     0x8954
-#define GL_CON_20_ATI                     0x8955
-#define GL_CON_21_ATI                     0x8956
-#define GL_CON_22_ATI                     0x8957
-#define GL_CON_23_ATI                     0x8958
-#define GL_CON_24_ATI                     0x8959
-#define GL_CON_25_ATI                     0x895A
-#define GL_CON_26_ATI                     0x895B
-#define GL_CON_27_ATI                     0x895C
-#define GL_CON_28_ATI                     0x895D
-#define GL_CON_29_ATI                     0x895E
-#define GL_CON_30_ATI                     0x895F
-#define GL_CON_31_ATI                     0x8960
-#define GL_MOV_ATI                        0x8961
-#define GL_ADD_ATI                        0x8963
-#define GL_MUL_ATI                        0x8964
-#define GL_SUB_ATI                        0x8965
-#define GL_DOT3_ATI                       0x8966
-#define GL_DOT4_ATI                       0x8967
-#define GL_MAD_ATI                        0x8968
-#define GL_LERP_ATI                       0x8969
-#define GL_CND_ATI                        0x896A
-#define GL_CND0_ATI                       0x896B
-#define GL_DOT2_ADD_ATI                   0x896C
-#define GL_SECONDARY_INTERPOLATOR_ATI     0x896D
-#define GL_NUM_FRAGMENT_REGISTERS_ATI     0x896E
-#define GL_NUM_FRAGMENT_CONSTANTS_ATI     0x896F
-#define GL_NUM_PASSES_ATI                 0x8970
-#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI  0x8971
-#define GL_NUM_INSTRUCTIONS_TOTAL_ATI     0x8972
-#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973
-#define GL_NUM_LOOPBACK_COMPONENTS_ATI    0x8974
-#define GL_COLOR_ALPHA_PAIRING_ATI        0x8975
-#define GL_SWIZZLE_STR_ATI                0x8976
-#define GL_SWIZZLE_STQ_ATI                0x8977
-#define GL_SWIZZLE_STR_DR_ATI             0x8978
-#define GL_SWIZZLE_STQ_DQ_ATI             0x8979
-#define GL_SWIZZLE_STRQ_ATI               0x897A
-#define GL_SWIZZLE_STRQ_DQ_ATI            0x897B
-#define GL_RED_BIT_ATI                    0x00000001
-#define GL_GREEN_BIT_ATI                  0x00000002
-#define GL_BLUE_BIT_ATI                   0x00000004
-#define GL_2X_BIT_ATI                     0x00000001
-#define GL_4X_BIT_ATI                     0x00000002
-#define GL_8X_BIT_ATI                     0x00000004
-#define GL_HALF_BIT_ATI                   0x00000008
-#define GL_QUARTER_BIT_ATI                0x00000010
-#define GL_EIGHTH_BIT_ATI                 0x00000020
-#define GL_SATURATE_BIT_ATI               0x00000040
-#define GL_COMP_BIT_ATI                   0x00000002
-#define GL_NEGATE_BIT_ATI                 0x00000004
-#define GL_BIAS_BIT_ATI                   0x00000008
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1i( GLenum target, GLint s );
 
-#ifndef GL_ATI_pn_triangles
-#define GL_PN_TRIANGLES_ATI               0x87F0
-#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
-#define GL_PN_TRIANGLES_POINT_MODE_ATI    0x87F2
-#define GL_PN_TRIANGLES_NORMAL_MODE_ATI   0x87F3
-#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
-#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
-#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
-#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
-#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1iv( GLenum target, const GLint *v );
 
-#ifndef GL_ATI_vertex_array_object
-#define GL_STATIC_ATI                     0x8760
-#define GL_DYNAMIC_ATI                    0x8761
-#define GL_PRESERVE_ATI                   0x8762
-#define GL_DISCARD_ATI                    0x8763
-#define GL_OBJECT_BUFFER_SIZE_ATI         0x8764
-#define GL_OBJECT_BUFFER_USAGE_ATI        0x8765
-#define GL_ARRAY_OBJECT_BUFFER_ATI        0x8766
-#define GL_ARRAY_OBJECT_OFFSET_ATI        0x8767
-#endif
+GLAPI void GLAPIENTRY glMultiTexCoord1s( GLenum target, GLshort s );
 
-#ifndef GL_EXT_vertex_shader
-#define GL_VERTEX_SHADER_EXT              0x8780