gl46/gl_groups.rs
1use super::*;
2
3/// AtomicCounterBufferPName
4/// * [`GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS`]
5/// * [`GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES`]
6/// * [`GL_ATOMIC_COUNTER_BUFFER_BINDING`]
7/// * [`GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE`]
8/// * [`GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER`]
9/// * [`GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER`]
10/// * [`GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER`]
11/// * [`GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER`]
12/// * [`GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER`]
13/// * [`GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER`]
14pub type AtomicCounterBufferPName = GLenum;
15
16/// AttributeType
17/// * [`GL_BOOL`]
18/// * [`GL_BOOL_VEC2`]
19/// * [`GL_BOOL_VEC3`]
20/// * [`GL_BOOL_VEC4`]
21/// * [`GL_DOUBLE`]
22/// * [`GL_DOUBLE_MAT2`]
23/// * [`GL_DOUBLE_MAT2x3`]
24/// * [`GL_DOUBLE_MAT2x4`]
25/// * [`GL_DOUBLE_MAT3`]
26/// * [`GL_DOUBLE_MAT3x2`]
27/// * [`GL_DOUBLE_MAT3x4`]
28/// * [`GL_DOUBLE_MAT4`]
29/// * [`GL_DOUBLE_MAT4x2`]
30/// * [`GL_DOUBLE_MAT4x3`]
31/// * [`GL_DOUBLE_VEC2`]
32/// * [`GL_DOUBLE_VEC3`]
33/// * [`GL_DOUBLE_VEC4`]
34/// * [`GL_FLOAT`]
35/// * [`GL_FLOAT_MAT2`]
36/// * [`GL_FLOAT_MAT2x3`]
37/// * [`GL_FLOAT_MAT2x4`]
38/// * [`GL_FLOAT_MAT3`]
39/// * [`GL_FLOAT_MAT3x2`]
40/// * [`GL_FLOAT_MAT3x4`]
41/// * [`GL_FLOAT_MAT4`]
42/// * [`GL_FLOAT_MAT4x2`]
43/// * [`GL_FLOAT_MAT4x3`]
44/// * [`GL_FLOAT_VEC2`]
45/// * [`GL_FLOAT_VEC3`]
46/// * [`GL_FLOAT_VEC4`]
47/// * [`GL_IMAGE_1D`]
48/// * [`GL_IMAGE_1D_ARRAY`]
49/// * [`GL_IMAGE_2D`]
50/// * [`GL_IMAGE_2D_ARRAY`]
51/// * [`GL_IMAGE_2D_MULTISAMPLE`]
52/// * [`GL_IMAGE_2D_MULTISAMPLE_ARRAY`]
53/// * [`GL_IMAGE_2D_RECT`]
54/// * [`GL_IMAGE_3D`]
55/// * [`GL_IMAGE_BUFFER`]
56/// * [`GL_IMAGE_CUBE`]
57/// * [`GL_IMAGE_CUBE_MAP_ARRAY`]
58/// * [`GL_INT`]
59/// * [`GL_INT_IMAGE_1D`]
60/// * [`GL_INT_IMAGE_1D_ARRAY`]
61/// * [`GL_INT_IMAGE_2D`]
62/// * [`GL_INT_IMAGE_2D_ARRAY`]
63/// * [`GL_INT_IMAGE_2D_MULTISAMPLE`]
64/// * [`GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY`]
65/// * [`GL_INT_IMAGE_2D_RECT`]
66/// * [`GL_INT_IMAGE_3D`]
67/// * [`GL_INT_IMAGE_BUFFER`]
68/// * [`GL_INT_IMAGE_CUBE`]
69/// * [`GL_INT_IMAGE_CUBE_MAP_ARRAY`]
70/// * [`GL_INT_SAMPLER_1D`]
71/// * [`GL_INT_SAMPLER_1D_ARRAY`]
72/// * [`GL_INT_SAMPLER_2D`]
73/// * [`GL_INT_SAMPLER_2D_ARRAY`]
74/// * [`GL_INT_SAMPLER_2D_MULTISAMPLE`]
75/// * [`GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY`]
76/// * [`GL_INT_SAMPLER_2D_RECT`]
77/// * [`GL_INT_SAMPLER_3D`]
78/// * [`GL_INT_SAMPLER_BUFFER`]
79/// * [`GL_INT_SAMPLER_CUBE`]
80/// * [`GL_INT_SAMPLER_CUBE_MAP_ARRAY`]
81/// * [`GL_INT_VEC2`]
82/// * [`GL_INT_VEC3`]
83/// * [`GL_INT_VEC4`]
84/// * [`GL_SAMPLER_1D`]
85/// * [`GL_SAMPLER_1D_ARRAY_SHADOW`]
86/// * [`GL_SAMPLER_1D_SHADOW`]
87/// * [`GL_SAMPLER_2D`]
88/// * [`GL_SAMPLER_2D_ARRAY_SHADOW`]
89/// * [`GL_SAMPLER_2D_MULTISAMPLE`]
90/// * [`GL_SAMPLER_2D_MULTISAMPLE_ARRAY`]
91/// * [`GL_SAMPLER_2D_RECT`]
92/// * [`GL_SAMPLER_2D_RECT_SHADOW`]
93/// * [`GL_SAMPLER_2D_SHADOW`]
94/// * [`GL_SAMPLER_3D`]
95/// * [`GL_SAMPLER_BUFFER`]
96/// * [`GL_SAMPLER_CUBE`]
97/// * [`GL_SAMPLER_CUBE_MAP_ARRAY`]
98/// * [`GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW`]
99/// * [`GL_SAMPLER_CUBE_SHADOW`]
100/// * [`GL_UNSIGNED_INT`]
101/// * [`GL_UNSIGNED_INT64_ARB`]
102/// * [`GL_UNSIGNED_INT_IMAGE_1D`]
103/// * [`GL_UNSIGNED_INT_IMAGE_1D_ARRAY`]
104/// * [`GL_UNSIGNED_INT_IMAGE_2D`]
105/// * [`GL_UNSIGNED_INT_IMAGE_2D_ARRAY`]
106/// * [`GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE`]
107/// * [`GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY`]
108/// * [`GL_UNSIGNED_INT_IMAGE_2D_RECT`]
109/// * [`GL_UNSIGNED_INT_IMAGE_3D`]
110/// * [`GL_UNSIGNED_INT_IMAGE_BUFFER`]
111/// * [`GL_UNSIGNED_INT_IMAGE_CUBE`]
112/// * [`GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY`]
113/// * [`GL_UNSIGNED_INT_SAMPLER_1D`]
114/// * [`GL_UNSIGNED_INT_SAMPLER_1D_ARRAY`]
115/// * [`GL_UNSIGNED_INT_SAMPLER_2D`]
116/// * [`GL_UNSIGNED_INT_SAMPLER_2D_ARRAY`]
117/// * [`GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE`]
118/// * [`GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY`]
119/// * [`GL_UNSIGNED_INT_SAMPLER_2D_RECT`]
120/// * [`GL_UNSIGNED_INT_SAMPLER_3D`]
121/// * [`GL_UNSIGNED_INT_SAMPLER_BUFFER`]
122/// * [`GL_UNSIGNED_INT_SAMPLER_CUBE`]
123/// * [`GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY`]
124/// * [`GL_UNSIGNED_INT_VEC2`]
125/// * [`GL_UNSIGNED_INT_VEC3`]
126/// * [`GL_UNSIGNED_INT_VEC4`]
127pub type AttributeType = GLenum;
128
129/// BindTransformFeedbackTarget
130/// * [`GL_TRANSFORM_FEEDBACK`]
131pub type BindTransformFeedbackTarget = GLenum;
132
133/// BlendEquationModeEXT
134/// * [`GL_FUNC_ADD`]
135/// * [`GL_FUNC_REVERSE_SUBTRACT`]
136/// * [`GL_FUNC_SUBTRACT`]
137/// * [`GL_MAX`]
138/// * [`GL_MIN`]
139pub type BlendEquationModeEXT = GLenum;
140
141/// BlendingFactor
142/// * [`GL_CONSTANT_ALPHA`]
143/// * [`GL_CONSTANT_COLOR`]
144/// * [`GL_DST_ALPHA`]
145/// * [`GL_DST_COLOR`]
146/// * [`GL_ONE`]
147/// * [`GL_ONE_MINUS_CONSTANT_ALPHA`]
148/// * [`GL_ONE_MINUS_CONSTANT_COLOR`]
149/// * [`GL_ONE_MINUS_DST_ALPHA`]
150/// * [`GL_ONE_MINUS_DST_COLOR`]
151/// * [`GL_ONE_MINUS_SRC1_ALPHA`]
152/// * [`GL_ONE_MINUS_SRC1_COLOR`]
153/// * [`GL_ONE_MINUS_SRC_ALPHA`]
154/// * [`GL_ONE_MINUS_SRC_COLOR`]
155/// * [`GL_SRC1_ALPHA`]
156/// * [`GL_SRC1_COLOR`]
157/// * [`GL_SRC_ALPHA`]
158/// * [`GL_SRC_ALPHA_SATURATE`]
159/// * [`GL_SRC_COLOR`]
160/// * [`GL_ZERO`]
161pub type BlendingFactor = GLenum;
162
163/// BlitFramebufferFilter
164/// * [`GL_LINEAR`]
165/// * [`GL_NEAREST`]
166pub type BlitFramebufferFilter = GLenum;
167
168/// Boolean
169/// * [`GL_FALSE`]
170/// * [`GL_TRUE`]
171pub type Boolean = GLenum;
172
173/// Buffer
174/// * [`GL_COLOR`]
175/// * [`GL_DEPTH`]
176/// * [`GL_STENCIL`]
177pub type Buffer = GLenum;
178
179/// BufferAccessARB
180/// * [`GL_READ_ONLY`]
181/// * [`GL_READ_WRITE`]
182/// * [`GL_WRITE_ONLY`]
183pub type BufferAccessARB = GLenum;
184
185/// BufferPNameARB
186/// * [`GL_BUFFER_ACCESS`]
187/// * [`GL_BUFFER_ACCESS_FLAGS`]
188/// * [`GL_BUFFER_IMMUTABLE_STORAGE`]
189/// * [`GL_BUFFER_MAPPED`]
190/// * [`GL_BUFFER_MAP_LENGTH`]
191/// * [`GL_BUFFER_MAP_OFFSET`]
192/// * [`GL_BUFFER_SIZE`]
193/// * [`GL_BUFFER_STORAGE_FLAGS`]
194/// * [`GL_BUFFER_USAGE`]
195pub type BufferPNameARB = GLenum;
196
197/// BufferPointerNameARB
198/// * [`GL_BUFFER_MAP_POINTER`]
199pub type BufferPointerNameARB = GLenum;
200
201/// BufferStorageTarget
202/// * [`GL_ARRAY_BUFFER`]
203/// * [`GL_ATOMIC_COUNTER_BUFFER`]
204/// * [`GL_COPY_READ_BUFFER`]
205/// * [`GL_COPY_WRITE_BUFFER`]
206/// * [`GL_DISPATCH_INDIRECT_BUFFER`]
207/// * [`GL_DRAW_INDIRECT_BUFFER`]
208/// * [`GL_ELEMENT_ARRAY_BUFFER`]
209/// * [`GL_PIXEL_PACK_BUFFER`]
210/// * [`GL_PIXEL_UNPACK_BUFFER`]
211/// * [`GL_QUERY_BUFFER`]
212/// * [`GL_SHADER_STORAGE_BUFFER`]
213/// * [`GL_TEXTURE_BUFFER`]
214/// * [`GL_TRANSFORM_FEEDBACK_BUFFER`]
215/// * [`GL_UNIFORM_BUFFER`]
216pub type BufferStorageTarget = GLenum;
217
218/// BufferTargetARB
219/// * [`GL_ARRAY_BUFFER`]
220/// * [`GL_ATOMIC_COUNTER_BUFFER`]
221/// * [`GL_COPY_READ_BUFFER`]
222/// * [`GL_COPY_WRITE_BUFFER`]
223/// * [`GL_DISPATCH_INDIRECT_BUFFER`]
224/// * [`GL_DRAW_INDIRECT_BUFFER`]
225/// * [`GL_ELEMENT_ARRAY_BUFFER`]
226/// * [`GL_PARAMETER_BUFFER`]
227/// * [`GL_PIXEL_PACK_BUFFER`]
228/// * [`GL_PIXEL_UNPACK_BUFFER`]
229/// * [`GL_QUERY_BUFFER`]
230/// * [`GL_SHADER_STORAGE_BUFFER`]
231/// * [`GL_TEXTURE_BUFFER`]
232/// * [`GL_TRANSFORM_FEEDBACK_BUFFER`]
233/// * [`GL_UNIFORM_BUFFER`]
234pub type BufferTargetARB = GLenum;
235
236/// BufferUsageARB
237/// * [`GL_DYNAMIC_COPY`]
238/// * [`GL_DYNAMIC_DRAW`]
239/// * [`GL_DYNAMIC_READ`]
240/// * [`GL_STATIC_COPY`]
241/// * [`GL_STATIC_DRAW`]
242/// * [`GL_STATIC_READ`]
243/// * [`GL_STREAM_COPY`]
244/// * [`GL_STREAM_DRAW`]
245/// * [`GL_STREAM_READ`]
246pub type BufferUsageARB = GLenum;
247
248/// ClampColorModeARB
249/// * [`GL_FALSE`]
250/// * [`GL_FIXED_ONLY`]
251/// * [`GL_TRUE`]
252pub type ClampColorModeARB = GLenum;
253
254/// ClampColorTargetARB
255/// * [`GL_CLAMP_READ_COLOR`]
256pub type ClampColorTargetARB = GLenum;
257
258/// ClipControlDepth
259/// * [`GL_NEGATIVE_ONE_TO_ONE`]
260/// * [`GL_ZERO_TO_ONE`]
261pub type ClipControlDepth = GLenum;
262
263/// ClipControlOrigin
264/// * [`GL_LOWER_LEFT`]
265/// * [`GL_UPPER_LEFT`]
266pub type ClipControlOrigin = GLenum;
267
268/// ColorBuffer
269/// * [`GL_BACK`]
270/// * [`GL_BACK_LEFT`]
271/// * [`GL_BACK_RIGHT`]
272/// * [`GL_COLOR_ATTACHMENT0`]
273/// * [`GL_COLOR_ATTACHMENT1`]
274/// * [`GL_COLOR_ATTACHMENT10`]
275/// * [`GL_COLOR_ATTACHMENT11`]
276/// * [`GL_COLOR_ATTACHMENT12`]
277/// * [`GL_COLOR_ATTACHMENT13`]
278/// * [`GL_COLOR_ATTACHMENT14`]
279/// * [`GL_COLOR_ATTACHMENT15`]
280/// * [`GL_COLOR_ATTACHMENT16`]
281/// * [`GL_COLOR_ATTACHMENT17`]
282/// * [`GL_COLOR_ATTACHMENT18`]
283/// * [`GL_COLOR_ATTACHMENT19`]
284/// * [`GL_COLOR_ATTACHMENT2`]
285/// * [`GL_COLOR_ATTACHMENT20`]
286/// * [`GL_COLOR_ATTACHMENT21`]
287/// * [`GL_COLOR_ATTACHMENT22`]
288/// * [`GL_COLOR_ATTACHMENT23`]
289/// * [`GL_COLOR_ATTACHMENT24`]
290/// * [`GL_COLOR_ATTACHMENT25`]
291/// * [`GL_COLOR_ATTACHMENT26`]
292/// * [`GL_COLOR_ATTACHMENT27`]
293/// * [`GL_COLOR_ATTACHMENT28`]
294/// * [`GL_COLOR_ATTACHMENT29`]
295/// * [`GL_COLOR_ATTACHMENT3`]
296/// * [`GL_COLOR_ATTACHMENT30`]
297/// * [`GL_COLOR_ATTACHMENT31`]
298/// * [`GL_COLOR_ATTACHMENT4`]
299/// * [`GL_COLOR_ATTACHMENT5`]
300/// * [`GL_COLOR_ATTACHMENT6`]
301/// * [`GL_COLOR_ATTACHMENT7`]
302/// * [`GL_COLOR_ATTACHMENT8`]
303/// * [`GL_COLOR_ATTACHMENT9`]
304/// * [`GL_FRONT`]
305/// * [`GL_FRONT_AND_BACK`]
306/// * [`GL_FRONT_LEFT`]
307/// * [`GL_FRONT_RIGHT`]
308/// * [`GL_LEFT`]
309/// * [`GL_NONE`]
310/// * [`GL_RIGHT`]
311pub type ColorBuffer = GLenum;
312
313/// ConditionalRenderMode
314/// * [`GL_QUERY_BY_REGION_NO_WAIT`]
315/// * [`GL_QUERY_BY_REGION_NO_WAIT_INVERTED`]
316/// * [`GL_QUERY_BY_REGION_WAIT`]
317/// * [`GL_QUERY_BY_REGION_WAIT_INVERTED`]
318/// * [`GL_QUERY_NO_WAIT`]
319/// * [`GL_QUERY_NO_WAIT_INVERTED`]
320/// * [`GL_QUERY_WAIT`]
321/// * [`GL_QUERY_WAIT_INVERTED`]
322pub type ConditionalRenderMode = GLenum;
323
324/// CopyBufferSubDataTarget
325/// * [`GL_ARRAY_BUFFER`]
326/// * [`GL_ATOMIC_COUNTER_BUFFER`]
327/// * [`GL_COPY_READ_BUFFER`]
328/// * [`GL_COPY_WRITE_BUFFER`]
329/// * [`GL_DISPATCH_INDIRECT_BUFFER`]
330/// * [`GL_DRAW_INDIRECT_BUFFER`]
331/// * [`GL_ELEMENT_ARRAY_BUFFER`]
332/// * [`GL_PIXEL_PACK_BUFFER`]
333/// * [`GL_PIXEL_UNPACK_BUFFER`]
334/// * [`GL_QUERY_BUFFER`]
335/// * [`GL_SHADER_STORAGE_BUFFER`]
336/// * [`GL_TEXTURE_BUFFER`]
337/// * [`GL_TRANSFORM_FEEDBACK_BUFFER`]
338/// * [`GL_UNIFORM_BUFFER`]
339pub type CopyBufferSubDataTarget = GLenum;
340
341/// CopyImageSubDataTarget
342/// * [`GL_RENDERBUFFER`]
343/// * [`GL_TEXTURE_1D`]
344/// * [`GL_TEXTURE_1D_ARRAY`]
345/// * [`GL_TEXTURE_2D`]
346/// * [`GL_TEXTURE_2D_ARRAY`]
347/// * [`GL_TEXTURE_2D_MULTISAMPLE`]
348/// * [`GL_TEXTURE_2D_MULTISAMPLE_ARRAY`]
349/// * [`GL_TEXTURE_3D`]
350/// * [`GL_TEXTURE_CUBE_MAP`]
351/// * [`GL_TEXTURE_CUBE_MAP_ARRAY`]
352/// * [`GL_TEXTURE_RECTANGLE`]
353pub type CopyImageSubDataTarget = GLenum;
354
355/// CullFaceMode
356/// * [`GL_BACK`]
357/// * [`GL_FRONT`]
358/// * [`GL_FRONT_AND_BACK`]
359pub type CullFaceMode = GLenum;
360
361/// DebugSeverity
362/// * [`GL_DEBUG_SEVERITY_HIGH`]
363/// * [`GL_DEBUG_SEVERITY_LOW`]
364/// * [`GL_DEBUG_SEVERITY_MEDIUM`]
365/// * [`GL_DEBUG_SEVERITY_NOTIFICATION`]
366/// * [`GL_DONT_CARE`]
367pub type DebugSeverity = GLenum;
368
369/// DebugSource
370/// * [`GL_DEBUG_SOURCE_API`]
371/// * [`GL_DEBUG_SOURCE_APPLICATION`]
372/// * [`GL_DEBUG_SOURCE_OTHER`]
373/// * [`GL_DEBUG_SOURCE_SHADER_COMPILER`]
374/// * [`GL_DEBUG_SOURCE_THIRD_PARTY`]
375/// * [`GL_DEBUG_SOURCE_WINDOW_SYSTEM`]
376/// * [`GL_DONT_CARE`]
377pub type DebugSource = GLenum;
378
379/// DebugType
380/// * [`GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR`]
381/// * [`GL_DEBUG_TYPE_ERROR`]
382/// * [`GL_DEBUG_TYPE_MARKER`]
383/// * [`GL_DEBUG_TYPE_OTHER`]
384/// * [`GL_DEBUG_TYPE_PERFORMANCE`]
385/// * [`GL_DEBUG_TYPE_POP_GROUP`]
386/// * [`GL_DEBUG_TYPE_PORTABILITY`]
387/// * [`GL_DEBUG_TYPE_PUSH_GROUP`]
388/// * [`GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR`]
389/// * [`GL_DONT_CARE`]
390pub type DebugType = GLenum;
391
392/// DepthFunction
393/// * [`GL_ALWAYS`]
394/// * [`GL_EQUAL`]
395/// * [`GL_GEQUAL`]
396/// * [`GL_GREATER`]
397/// * [`GL_LEQUAL`]
398/// * [`GL_LESS`]
399/// * [`GL_NEVER`]
400/// * [`GL_NOTEQUAL`]
401pub type DepthFunction = GLenum;
402
403/// DrawBufferMode
404/// * [`GL_BACK`]
405/// * [`GL_BACK_LEFT`]
406/// * [`GL_BACK_RIGHT`]
407/// * [`GL_COLOR_ATTACHMENT0`]
408/// * [`GL_COLOR_ATTACHMENT1`]
409/// * [`GL_COLOR_ATTACHMENT10`]
410/// * [`GL_COLOR_ATTACHMENT11`]
411/// * [`GL_COLOR_ATTACHMENT12`]
412/// * [`GL_COLOR_ATTACHMENT13`]
413/// * [`GL_COLOR_ATTACHMENT14`]
414/// * [`GL_COLOR_ATTACHMENT15`]
415/// * [`GL_COLOR_ATTACHMENT16`]
416/// * [`GL_COLOR_ATTACHMENT17`]
417/// * [`GL_COLOR_ATTACHMENT18`]
418/// * [`GL_COLOR_ATTACHMENT19`]
419/// * [`GL_COLOR_ATTACHMENT2`]
420/// * [`GL_COLOR_ATTACHMENT20`]
421/// * [`GL_COLOR_ATTACHMENT21`]
422/// * [`GL_COLOR_ATTACHMENT22`]
423/// * [`GL_COLOR_ATTACHMENT23`]
424/// * [`GL_COLOR_ATTACHMENT24`]
425/// * [`GL_COLOR_ATTACHMENT25`]
426/// * [`GL_COLOR_ATTACHMENT26`]
427/// * [`GL_COLOR_ATTACHMENT27`]
428/// * [`GL_COLOR_ATTACHMENT28`]
429/// * [`GL_COLOR_ATTACHMENT29`]
430/// * [`GL_COLOR_ATTACHMENT3`]
431/// * [`GL_COLOR_ATTACHMENT30`]
432/// * [`GL_COLOR_ATTACHMENT31`]
433/// * [`GL_COLOR_ATTACHMENT4`]
434/// * [`GL_COLOR_ATTACHMENT5`]
435/// * [`GL_COLOR_ATTACHMENT6`]
436/// * [`GL_COLOR_ATTACHMENT7`]
437/// * [`GL_COLOR_ATTACHMENT8`]
438/// * [`GL_COLOR_ATTACHMENT9`]
439/// * [`GL_FRONT`]
440/// * [`GL_FRONT_AND_BACK`]
441/// * [`GL_FRONT_LEFT`]
442/// * [`GL_FRONT_RIGHT`]
443/// * [`GL_LEFT`]
444/// * [`GL_NONE`]
445/// * [`GL_RIGHT`]
446pub type DrawBufferMode = GLenum;
447
448/// DrawElementsType
449/// * [`GL_UNSIGNED_BYTE`]
450/// * [`GL_UNSIGNED_INT`]
451/// * [`GL_UNSIGNED_SHORT`]
452pub type DrawElementsType = GLenum;
453
454/// EnableCap
455/// * [`GL_BLEND`]
456/// * [`GL_CLIP_DISTANCE0`]
457/// * [`GL_CLIP_DISTANCE1`]
458/// * [`GL_CLIP_DISTANCE2`]
459/// * [`GL_CLIP_DISTANCE3`]
460/// * [`GL_CLIP_DISTANCE4`]
461/// * [`GL_CLIP_DISTANCE5`]
462/// * [`GL_CLIP_DISTANCE6`]
463/// * [`GL_CLIP_DISTANCE7`]
464/// * [`GL_COLOR_LOGIC_OP`]
465/// * [`GL_CULL_FACE`]
466/// * [`GL_DEBUG_OUTPUT`]
467/// * [`GL_DEBUG_OUTPUT_SYNCHRONOUS`]
468/// * [`GL_DEPTH_CLAMP`]
469/// * [`GL_DEPTH_TEST`]
470/// * [`GL_DITHER`]
471/// * [`GL_FRAMEBUFFER_SRGB`]
472/// * [`GL_LINE_SMOOTH`]
473/// * [`GL_MULTISAMPLE`]
474/// * [`GL_POLYGON_OFFSET_FILL`]
475/// * [`GL_POLYGON_OFFSET_LINE`]
476/// * [`GL_POLYGON_OFFSET_POINT`]
477/// * [`GL_POLYGON_SMOOTH`]
478/// * [`GL_PRIMITIVE_RESTART`]
479/// * [`GL_PRIMITIVE_RESTART_FIXED_INDEX`]
480/// * [`GL_PROGRAM_POINT_SIZE`]
481/// * [`GL_RASTERIZER_DISCARD`]
482/// * [`GL_SAMPLE_ALPHA_TO_COVERAGE`]
483/// * [`GL_SAMPLE_ALPHA_TO_ONE`]
484/// * [`GL_SAMPLE_COVERAGE`]
485/// * [`GL_SAMPLE_MASK`]
486/// * [`GL_SAMPLE_SHADING`]
487/// * [`GL_SCISSOR_TEST`]
488/// * [`GL_STENCIL_TEST`]
489/// * [`GL_TEXTURE_1D`]
490/// * [`GL_TEXTURE_2D`]
491/// * [`GL_TEXTURE_CUBE_MAP_SEAMLESS`]
492/// * [`GL_VERTEX_ARRAY`]
493pub type EnableCap = GLenum;
494
495/// ErrorCode
496/// * [`GL_INVALID_ENUM`]
497/// * [`GL_INVALID_FRAMEBUFFER_OPERATION`]
498/// * [`GL_INVALID_OPERATION`]
499/// * [`GL_INVALID_VALUE`]
500/// * [`GL_NO_ERROR`]
501/// * [`GL_OUT_OF_MEMORY`]
502/// * [`GL_STACK_OVERFLOW`]
503/// * [`GL_STACK_UNDERFLOW`]
504pub type ErrorCode = GLenum;
505
506/// FramebufferAttachment
507/// * [`GL_COLOR_ATTACHMENT0`]
508/// * [`GL_COLOR_ATTACHMENT1`]
509/// * [`GL_COLOR_ATTACHMENT10`]
510/// * [`GL_COLOR_ATTACHMENT11`]
511/// * [`GL_COLOR_ATTACHMENT12`]
512/// * [`GL_COLOR_ATTACHMENT13`]
513/// * [`GL_COLOR_ATTACHMENT14`]
514/// * [`GL_COLOR_ATTACHMENT15`]
515/// * [`GL_COLOR_ATTACHMENT16`]
516/// * [`GL_COLOR_ATTACHMENT17`]
517/// * [`GL_COLOR_ATTACHMENT18`]
518/// * [`GL_COLOR_ATTACHMENT19`]
519/// * [`GL_COLOR_ATTACHMENT2`]
520/// * [`GL_COLOR_ATTACHMENT20`]
521/// * [`GL_COLOR_ATTACHMENT21`]
522/// * [`GL_COLOR_ATTACHMENT22`]
523/// * [`GL_COLOR_ATTACHMENT23`]
524/// * [`GL_COLOR_ATTACHMENT24`]
525/// * [`GL_COLOR_ATTACHMENT25`]
526/// * [`GL_COLOR_ATTACHMENT26`]
527/// * [`GL_COLOR_ATTACHMENT27`]
528/// * [`GL_COLOR_ATTACHMENT28`]
529/// * [`GL_COLOR_ATTACHMENT29`]
530/// * [`GL_COLOR_ATTACHMENT3`]
531/// * [`GL_COLOR_ATTACHMENT30`]
532/// * [`GL_COLOR_ATTACHMENT31`]
533/// * [`GL_COLOR_ATTACHMENT4`]
534/// * [`GL_COLOR_ATTACHMENT5`]
535/// * [`GL_COLOR_ATTACHMENT6`]
536/// * [`GL_COLOR_ATTACHMENT7`]
537/// * [`GL_COLOR_ATTACHMENT8`]
538/// * [`GL_COLOR_ATTACHMENT9`]
539/// * [`GL_DEPTH_ATTACHMENT`]
540/// * [`GL_STENCIL_ATTACHMENT`]
541pub type FramebufferAttachment = GLenum;
542
543/// FramebufferAttachmentParameterName
544/// * [`GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE`]
545/// * [`GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE`]
546/// * [`GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING`]
547/// * [`GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE`]
548/// * [`GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE`]
549/// * [`GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE`]
550/// * [`GL_FRAMEBUFFER_ATTACHMENT_LAYERED`]
551/// * [`GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME`]
552/// * [`GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE`]
553/// * [`GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE`]
554/// * [`GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE`]
555/// * [`GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE`]
556/// * [`GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER`]
557/// * [`GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL`]
558pub type FramebufferAttachmentParameterName = GLenum;
559
560/// FramebufferParameterName
561/// * [`GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS`]
562/// * [`GL_FRAMEBUFFER_DEFAULT_HEIGHT`]
563/// * [`GL_FRAMEBUFFER_DEFAULT_LAYERS`]
564/// * [`GL_FRAMEBUFFER_DEFAULT_SAMPLES`]
565/// * [`GL_FRAMEBUFFER_DEFAULT_WIDTH`]
566pub type FramebufferParameterName = GLenum;
567
568/// FramebufferStatus
569/// * [`GL_FRAMEBUFFER_COMPLETE`]
570/// * [`GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`]
571/// * [`GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER`]
572/// * [`GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS`]
573/// * [`GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT`]
574/// * [`GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE`]
575/// * [`GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER`]
576/// * [`GL_FRAMEBUFFER_UNDEFINED`]
577/// * [`GL_FRAMEBUFFER_UNSUPPORTED`]
578pub type FramebufferStatus = GLenum;
579
580/// FramebufferTarget
581/// * [`GL_DRAW_FRAMEBUFFER`]
582/// * [`GL_FRAMEBUFFER`]
583/// * [`GL_READ_FRAMEBUFFER`]
584pub type FramebufferTarget = GLenum;
585
586/// FrontFaceDirection
587/// * [`GL_CCW`]
588/// * [`GL_CW`]
589pub type FrontFaceDirection = GLenum;
590
591/// GetFramebufferParameter
592/// * [`GL_DOUBLEBUFFER`]
593/// * [`GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS`]
594/// * [`GL_FRAMEBUFFER_DEFAULT_HEIGHT`]
595/// * [`GL_FRAMEBUFFER_DEFAULT_LAYERS`]
596/// * [`GL_FRAMEBUFFER_DEFAULT_SAMPLES`]
597/// * [`GL_FRAMEBUFFER_DEFAULT_WIDTH`]
598/// * [`GL_IMPLEMENTATION_COLOR_READ_FORMAT`]
599/// * [`GL_IMPLEMENTATION_COLOR_READ_TYPE`]
600/// * [`GL_SAMPLES`]
601/// * [`GL_SAMPLE_BUFFERS`]
602/// * [`GL_STEREO`]
603pub type GetFramebufferParameter = GLenum;
604
605/// GetMultisamplePNameNV
606/// * [`GL_SAMPLE_POSITION`]
607pub type GetMultisamplePNameNV = GLenum;
608
609/// GetPName
610/// * [`GL_ACTIVE_TEXTURE`]
611/// * [`GL_ALIASED_LINE_WIDTH_RANGE`]
612/// * [`GL_ARRAY_BUFFER_BINDING`]
613/// * [`GL_BLEND`]
614/// * [`GL_BLEND_COLOR`]
615/// * [`GL_BLEND_DST`]
616/// * [`GL_BLEND_DST_ALPHA`]
617/// * [`GL_BLEND_DST_RGB`]
618/// * [`GL_BLEND_EQUATION_ALPHA`]
619/// * [`GL_BLEND_EQUATION_RGB`]
620/// * [`GL_BLEND_SRC`]
621/// * [`GL_BLEND_SRC_ALPHA`]
622/// * [`GL_BLEND_SRC_RGB`]
623/// * [`GL_COLOR_CLEAR_VALUE`]
624/// * [`GL_COLOR_LOGIC_OP`]
625/// * [`GL_COLOR_WRITEMASK`]
626/// * [`GL_COMPRESSED_TEXTURE_FORMATS`]
627/// * [`GL_CONTEXT_FLAGS`]
628/// * [`GL_CONTEXT_PROFILE_MASK`]
629/// * [`GL_CULL_FACE`]
630/// * [`GL_CULL_FACE_MODE`]
631/// * [`GL_CURRENT_PROGRAM`]
632/// * [`GL_DEBUG_GROUP_STACK_DEPTH`]
633/// * [`GL_DEPTH_CLEAR_VALUE`]
634/// * [`GL_DEPTH_FUNC`]
635/// * [`GL_DEPTH_RANGE`]
636/// * [`GL_DEPTH_TEST`]
637/// * [`GL_DEPTH_WRITEMASK`]
638/// * [`GL_DISPATCH_INDIRECT_BUFFER_BINDING`]
639/// * [`GL_DITHER`]
640/// * [`GL_DOUBLEBUFFER`]
641/// * [`GL_DRAW_BUFFER`]
642/// * [`GL_DRAW_FRAMEBUFFER_BINDING`]
643/// * [`GL_ELEMENT_ARRAY_BUFFER_BINDING`]
644/// * [`GL_FRAGMENT_SHADER_DERIVATIVE_HINT`]
645/// * [`GL_FRONT_FACE`]
646/// * [`GL_IMPLEMENTATION_COLOR_READ_FORMAT`]
647/// * [`GL_IMPLEMENTATION_COLOR_READ_TYPE`]
648/// * [`GL_LAYER_PROVOKING_VERTEX`]
649/// * [`GL_LINE_SMOOTH`]
650/// * [`GL_LINE_SMOOTH_HINT`]
651/// * [`GL_LINE_WIDTH`]
652/// * [`GL_LINE_WIDTH_GRANULARITY`]
653/// * [`GL_LINE_WIDTH_RANGE`]
654/// * [`GL_LOGIC_OP_MODE`]
655/// * [`GL_MAJOR_VERSION`]
656/// * [`GL_MAX_3D_TEXTURE_SIZE`]
657/// * [`GL_MAX_ARRAY_TEXTURE_LAYERS`]
658/// * [`GL_MAX_CLIP_DISTANCES`]
659/// * [`GL_MAX_COLOR_TEXTURE_SAMPLES`]
660/// * [`GL_MAX_COMBINED_ATOMIC_COUNTERS`]
661/// * [`GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS`]
662/// * [`GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS`]
663/// * [`GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS`]
664/// * [`GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS`]
665/// * [`GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS`]
666/// * [`GL_MAX_COMBINED_UNIFORM_BLOCKS`]
667/// * [`GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS`]
668/// * [`GL_MAX_COMPUTE_ATOMIC_COUNTERS`]
669/// * [`GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS`]
670/// * [`GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS`]
671/// * [`GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS`]
672/// * [`GL_MAX_COMPUTE_UNIFORM_BLOCKS`]
673/// * [`GL_MAX_COMPUTE_UNIFORM_COMPONENTS`]
674/// * [`GL_MAX_COMPUTE_WORK_GROUP_COUNT`]
675/// * [`GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS`]
676/// * [`GL_MAX_COMPUTE_WORK_GROUP_SIZE`]
677/// * [`GL_MAX_CUBE_MAP_TEXTURE_SIZE`]
678/// * [`GL_MAX_DEBUG_GROUP_STACK_DEPTH`]
679/// * [`GL_MAX_DEPTH_TEXTURE_SAMPLES`]
680/// * [`GL_MAX_DRAW_BUFFERS`]
681/// * [`GL_MAX_DUAL_SOURCE_DRAW_BUFFERS`]
682/// * [`GL_MAX_ELEMENTS_INDICES`]
683/// * [`GL_MAX_ELEMENTS_VERTICES`]
684/// * [`GL_MAX_ELEMENT_INDEX`]
685/// * [`GL_MAX_FRAGMENT_ATOMIC_COUNTERS`]
686/// * [`GL_MAX_FRAGMENT_INPUT_COMPONENTS`]
687/// * [`GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS`]
688/// * [`GL_MAX_FRAGMENT_UNIFORM_BLOCKS`]
689/// * [`GL_MAX_FRAGMENT_UNIFORM_COMPONENTS`]
690/// * [`GL_MAX_FRAGMENT_UNIFORM_VECTORS`]
691/// * [`GL_MAX_FRAMEBUFFER_HEIGHT`]
692/// * [`GL_MAX_FRAMEBUFFER_LAYERS`]
693/// * [`GL_MAX_FRAMEBUFFER_SAMPLES`]
694/// * [`GL_MAX_FRAMEBUFFER_WIDTH`]
695/// * [`GL_MAX_GEOMETRY_ATOMIC_COUNTERS`]
696/// * [`GL_MAX_GEOMETRY_INPUT_COMPONENTS`]
697/// * [`GL_MAX_GEOMETRY_OUTPUT_COMPONENTS`]
698/// * [`GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS`]
699/// * [`GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS`]
700/// * [`GL_MAX_GEOMETRY_UNIFORM_BLOCKS`]
701/// * [`GL_MAX_GEOMETRY_UNIFORM_COMPONENTS`]
702/// * [`GL_MAX_INTEGER_SAMPLES`]
703/// * [`GL_MAX_LABEL_LENGTH`]
704/// * [`GL_MAX_PROGRAM_TEXEL_OFFSET`]
705/// * [`GL_MAX_RECTANGLE_TEXTURE_SIZE`]
706/// * [`GL_MAX_RENDERBUFFER_SIZE`]
707/// * [`GL_MAX_SAMPLE_MASK_WORDS`]
708/// * [`GL_MAX_SERVER_WAIT_TIMEOUT`]
709/// * [`GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS`]
710/// * [`GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS`]
711/// * [`GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS`]
712/// * [`GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS`]
713/// * [`GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS`]
714/// * [`GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS`]
715/// * [`GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS`]
716/// * [`GL_MAX_TEXTURE_BUFFER_SIZE`]
717/// * [`GL_MAX_TEXTURE_IMAGE_UNITS`]
718/// * [`GL_MAX_TEXTURE_LOD_BIAS`]
719/// * [`GL_MAX_TEXTURE_SIZE`]
720/// * [`GL_MAX_UNIFORM_BLOCK_SIZE`]
721/// * [`GL_MAX_UNIFORM_BUFFER_BINDINGS`]
722/// * [`GL_MAX_UNIFORM_LOCATIONS`]
723/// * [`GL_MAX_VARYING_COMPONENTS`]
724/// * [`GL_MAX_VARYING_FLOATS`]
725/// * [`GL_MAX_VARYING_VECTORS`]
726/// * [`GL_MAX_VERTEX_ATOMIC_COUNTERS`]
727/// * [`GL_MAX_VERTEX_ATTRIBS`]
728/// * [`GL_MAX_VERTEX_ATTRIB_BINDINGS`]
729/// * [`GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET`]
730/// * [`GL_MAX_VERTEX_OUTPUT_COMPONENTS`]
731/// * [`GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS`]
732/// * [`GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS`]
733/// * [`GL_MAX_VERTEX_UNIFORM_BLOCKS`]
734/// * [`GL_MAX_VERTEX_UNIFORM_COMPONENTS`]
735/// * [`GL_MAX_VERTEX_UNIFORM_VECTORS`]
736/// * [`GL_MAX_VIEWPORTS`]
737/// * [`GL_MAX_VIEWPORT_DIMS`]
738/// * [`GL_MINOR_VERSION`]
739/// * [`GL_MIN_MAP_BUFFER_ALIGNMENT`]
740/// * [`GL_MIN_PROGRAM_TEXEL_OFFSET`]
741/// * [`GL_NUM_COMPRESSED_TEXTURE_FORMATS`]
742/// * [`GL_NUM_EXTENSIONS`]
743/// * [`GL_NUM_PROGRAM_BINARY_FORMATS`]
744/// * [`GL_NUM_SHADER_BINARY_FORMATS`]
745/// * [`GL_PACK_ALIGNMENT`]
746/// * [`GL_PACK_IMAGE_HEIGHT`]
747/// * [`GL_PACK_LSB_FIRST`]
748/// * [`GL_PACK_ROW_LENGTH`]
749/// * [`GL_PACK_SKIP_IMAGES`]
750/// * [`GL_PACK_SKIP_PIXELS`]
751/// * [`GL_PACK_SKIP_ROWS`]
752/// * [`GL_PACK_SWAP_BYTES`]
753/// * [`GL_PIXEL_PACK_BUFFER_BINDING`]
754/// * [`GL_PIXEL_UNPACK_BUFFER_BINDING`]
755/// * [`GL_POINT_FADE_THRESHOLD_SIZE`]
756/// * [`GL_POINT_SIZE`]
757/// * [`GL_POINT_SIZE_GRANULARITY`]
758/// * [`GL_POINT_SIZE_RANGE`]
759/// * [`GL_POLYGON_MODE`]
760/// * [`GL_POLYGON_OFFSET_FACTOR`]
761/// * [`GL_POLYGON_OFFSET_FILL`]
762/// * [`GL_POLYGON_OFFSET_LINE`]
763/// * [`GL_POLYGON_OFFSET_POINT`]
764/// * [`GL_POLYGON_OFFSET_UNITS`]
765/// * [`GL_POLYGON_SMOOTH`]
766/// * [`GL_POLYGON_SMOOTH_HINT`]
767/// * [`GL_PRIMITIVE_RESTART_INDEX`]
768/// * [`GL_PROGRAM_BINARY_FORMATS`]
769/// * [`GL_PROGRAM_PIPELINE_BINDING`]
770/// * [`GL_PROGRAM_POINT_SIZE`]
771/// * [`GL_PROVOKING_VERTEX`]
772/// * [`GL_READ_BUFFER`]
773/// * [`GL_READ_FRAMEBUFFER_BINDING`]
774/// * [`GL_RENDERBUFFER_BINDING`]
775/// * [`GL_SAMPLER_BINDING`]
776/// * [`GL_SAMPLES`]
777/// * [`GL_SAMPLE_BUFFERS`]
778/// * [`GL_SAMPLE_COVERAGE_INVERT`]
779/// * [`GL_SAMPLE_COVERAGE_VALUE`]
780/// * [`GL_SCISSOR_BOX`]
781/// * [`GL_SCISSOR_TEST`]
782/// * [`GL_SHADER_BINARY_FORMATS`]
783/// * [`GL_SHADER_COMPILER`]
784/// * [`GL_SHADER_STORAGE_BUFFER_BINDING`]
785/// * [`GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT`]
786/// * [`GL_SHADER_STORAGE_BUFFER_SIZE`]
787/// * [`GL_SHADER_STORAGE_BUFFER_START`]
788/// * [`GL_SMOOTH_LINE_WIDTH_GRANULARITY`]
789/// * [`GL_SMOOTH_LINE_WIDTH_RANGE`]
790/// * [`GL_SMOOTH_POINT_SIZE_GRANULARITY`]
791/// * [`GL_SMOOTH_POINT_SIZE_RANGE`]
792/// * [`GL_STENCIL_BACK_FAIL`]
793/// * [`GL_STENCIL_BACK_FUNC`]
794/// * [`GL_STENCIL_BACK_PASS_DEPTH_FAIL`]
795/// * [`GL_STENCIL_BACK_PASS_DEPTH_PASS`]
796/// * [`GL_STENCIL_BACK_REF`]
797/// * [`GL_STENCIL_BACK_VALUE_MASK`]
798/// * [`GL_STENCIL_BACK_WRITEMASK`]
799/// * [`GL_STENCIL_CLEAR_VALUE`]
800/// * [`GL_STENCIL_FAIL`]
801/// * [`GL_STENCIL_FUNC`]
802/// * [`GL_STENCIL_PASS_DEPTH_FAIL`]
803/// * [`GL_STENCIL_PASS_DEPTH_PASS`]
804/// * [`GL_STENCIL_REF`]
805/// * [`GL_STENCIL_TEST`]
806/// * [`GL_STENCIL_VALUE_MASK`]
807/// * [`GL_STENCIL_WRITEMASK`]
808/// * [`GL_STEREO`]
809/// * [`GL_SUBPIXEL_BITS`]
810/// * [`GL_TEXTURE_1D`]
811/// * [`GL_TEXTURE_2D`]
812/// * [`GL_TEXTURE_BINDING_1D`]
813/// * [`GL_TEXTURE_BINDING_1D_ARRAY`]
814/// * [`GL_TEXTURE_BINDING_2D`]
815/// * [`GL_TEXTURE_BINDING_2D_ARRAY`]
816/// * [`GL_TEXTURE_BINDING_2D_MULTISAMPLE`]
817/// * [`GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY`]
818/// * [`GL_TEXTURE_BINDING_3D`]
819/// * [`GL_TEXTURE_BINDING_BUFFER`]
820/// * [`GL_TEXTURE_BINDING_CUBE_MAP`]
821/// * [`GL_TEXTURE_BINDING_RECTANGLE`]
822/// * [`GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT`]
823/// * [`GL_TEXTURE_COMPRESSION_HINT`]
824/// * [`GL_TIMESTAMP`]
825/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_BINDING`]
826/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_SIZE`]
827/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_START`]
828/// * [`GL_UNIFORM_BUFFER_BINDING`]
829/// * [`GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT`]
830/// * [`GL_UNIFORM_BUFFER_SIZE`]
831/// * [`GL_UNIFORM_BUFFER_START`]
832/// * [`GL_UNPACK_ALIGNMENT`]
833/// * [`GL_UNPACK_IMAGE_HEIGHT`]
834/// * [`GL_UNPACK_LSB_FIRST`]
835/// * [`GL_UNPACK_ROW_LENGTH`]
836/// * [`GL_UNPACK_SKIP_IMAGES`]
837/// * [`GL_UNPACK_SKIP_PIXELS`]
838/// * [`GL_UNPACK_SKIP_ROWS`]
839/// * [`GL_UNPACK_SWAP_BYTES`]
840/// * [`GL_VERTEX_ARRAY`]
841/// * [`GL_VERTEX_ARRAY_BINDING`]
842/// * [`GL_VERTEX_BINDING_DIVISOR`]
843/// * [`GL_VERTEX_BINDING_OFFSET`]
844/// * [`GL_VERTEX_BINDING_STRIDE`]
845/// * [`GL_VIEWPORT`]
846/// * [`GL_VIEWPORT_BOUNDS_RANGE`]
847/// * [`GL_VIEWPORT_INDEX_PROVOKING_VERTEX`]
848/// * [`GL_VIEWPORT_SUBPIXEL_BITS`]
849pub type GetPName = GLenum;
850
851/// GetPointervPName
852/// * [`GL_DEBUG_CALLBACK_FUNCTION`]
853/// * [`GL_DEBUG_CALLBACK_USER_PARAM`]
854pub type GetPointervPName = GLenum;
855
856/// GetTextureParameter
857/// * [`GL_TEXTURE_ALPHA_SIZE`]
858/// * [`GL_TEXTURE_BLUE_SIZE`]
859/// * [`GL_TEXTURE_BORDER_COLOR`]
860/// * [`GL_TEXTURE_GREEN_SIZE`]
861/// * [`GL_TEXTURE_HEIGHT`]
862/// * [`GL_TEXTURE_INTERNAL_FORMAT`]
863/// * [`GL_TEXTURE_MAG_FILTER`]
864/// * [`GL_TEXTURE_MIN_FILTER`]
865/// * [`GL_TEXTURE_RED_SIZE`]
866/// * [`GL_TEXTURE_WIDTH`]
867/// * [`GL_TEXTURE_WRAP_S`]
868/// * [`GL_TEXTURE_WRAP_T`]
869pub type GetTextureParameter = GLenum;
870
871/// GraphicsResetStatus
872/// * [`GL_GUILTY_CONTEXT_RESET`]
873/// * [`GL_INNOCENT_CONTEXT_RESET`]
874/// * [`GL_NO_ERROR`]
875/// * [`GL_UNKNOWN_CONTEXT_RESET`]
876pub type GraphicsResetStatus = GLenum;
877
878/// HintMode
879/// * [`GL_DONT_CARE`]
880/// * [`GL_FASTEST`]
881/// * [`GL_NICEST`]
882pub type HintMode = GLenum;
883
884/// HintTarget
885/// * [`GL_FRAGMENT_SHADER_DERIVATIVE_HINT`]
886/// * [`GL_LINE_SMOOTH_HINT`]
887/// * [`GL_POLYGON_SMOOTH_HINT`]
888/// * [`GL_PROGRAM_BINARY_RETRIEVABLE_HINT`]
889/// * [`GL_TEXTURE_COMPRESSION_HINT`]
890pub type HintTarget = GLenum;
891
892/// InternalFormat
893/// * [`GL_COMPRESSED_R11_EAC`]
894/// * [`GL_COMPRESSED_RED`]
895/// * [`GL_COMPRESSED_RED_RGTC1`]
896/// * [`GL_COMPRESSED_RG`]
897/// * [`GL_COMPRESSED_RG11_EAC`]
898/// * [`GL_COMPRESSED_RGB`]
899/// * [`GL_COMPRESSED_RGB8_ETC2`]
900/// * [`GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2`]
901/// * [`GL_COMPRESSED_RGBA`]
902/// * [`GL_COMPRESSED_RGBA8_ETC2_EAC`]
903/// * [`GL_COMPRESSED_RGBA_BPTC_UNORM`]
904/// * [`GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT`]
905/// * [`GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT`]
906/// * [`GL_COMPRESSED_RG_RGTC2`]
907/// * [`GL_COMPRESSED_SIGNED_R11_EAC`]
908/// * [`GL_COMPRESSED_SIGNED_RED_RGTC1`]
909/// * [`GL_COMPRESSED_SIGNED_RG11_EAC`]
910/// * [`GL_COMPRESSED_SIGNED_RG_RGTC2`]
911/// * [`GL_COMPRESSED_SRGB`]
912/// * [`GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC`]
913/// * [`GL_COMPRESSED_SRGB8_ETC2`]
914/// * [`GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2`]
915/// * [`GL_COMPRESSED_SRGB_ALPHA`]
916/// * [`GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM`]
917/// * [`GL_DEPTH24_STENCIL8`]
918/// * [`GL_DEPTH32F_STENCIL8`]
919/// * [`GL_DEPTH_COMPONENT`]
920/// * [`GL_DEPTH_COMPONENT16`]
921/// * [`GL_DEPTH_COMPONENT32F`]
922/// * [`GL_DEPTH_STENCIL`]
923/// * [`GL_R11F_G11F_B10F`]
924/// * [`GL_R16`]
925/// * [`GL_R16F`]
926/// * [`GL_R16I`]
927/// * [`GL_R16UI`]
928/// * [`GL_R16_SNORM`]
929/// * [`GL_R32F`]
930/// * [`GL_R32I`]
931/// * [`GL_R32UI`]
932/// * [`GL_R3_G3_B2`]
933/// * [`GL_R8`]
934/// * [`GL_R8I`]
935/// * [`GL_R8UI`]
936/// * [`GL_R8_SNORM`]
937/// * [`GL_RED`]
938/// * [`GL_RG`]
939/// * [`GL_RG16`]
940/// * [`GL_RG16F`]
941/// * [`GL_RG16I`]
942/// * [`GL_RG16UI`]
943/// * [`GL_RG16_SNORM`]
944/// * [`GL_RG32F`]
945/// * [`GL_RG32I`]
946/// * [`GL_RG32UI`]
947/// * [`GL_RG8`]
948/// * [`GL_RG8I`]
949/// * [`GL_RG8UI`]
950/// * [`GL_RG8_SNORM`]
951/// * [`GL_RGB`]
952/// * [`GL_RGB10`]
953/// * [`GL_RGB10_A2`]
954/// * [`GL_RGB10_A2UI`]
955/// * [`GL_RGB12`]
956/// * [`GL_RGB16`]
957/// * [`GL_RGB16F`]
958/// * [`GL_RGB16I`]
959/// * [`GL_RGB16UI`]
960/// * [`GL_RGB16_SNORM`]
961/// * [`GL_RGB32F`]
962/// * [`GL_RGB32I`]
963/// * [`GL_RGB32UI`]
964/// * [`GL_RGB4`]
965/// * [`GL_RGB5`]
966/// * [`GL_RGB5_A1`]
967/// * [`GL_RGB8`]
968/// * [`GL_RGB8I`]
969/// * [`GL_RGB8UI`]
970/// * [`GL_RGB8_SNORM`]
971/// * [`GL_RGB9_E5`]
972/// * [`GL_RGBA`]
973/// * [`GL_RGBA12`]
974/// * [`GL_RGBA16`]
975/// * [`GL_RGBA16F`]
976/// * [`GL_RGBA16I`]
977/// * [`GL_RGBA16UI`]
978/// * [`GL_RGBA32F`]
979/// * [`GL_RGBA32I`]
980/// * [`GL_RGBA32UI`]
981/// * [`GL_RGBA4`]
982/// * [`GL_RGBA8`]
983/// * [`GL_RGBA8I`]
984/// * [`GL_RGBA8UI`]
985/// * [`GL_RGBA8_SNORM`]
986/// * [`GL_SRGB`]
987/// * [`GL_SRGB8`]
988/// * [`GL_SRGB8_ALPHA8`]
989/// * [`GL_SRGB_ALPHA`]
990/// * [`GL_STENCIL_INDEX`]
991/// * [`GL_STENCIL_INDEX1`]
992/// * [`GL_STENCIL_INDEX16`]
993/// * [`GL_STENCIL_INDEX4`]
994/// * [`GL_STENCIL_INDEX8`]
995pub type InternalFormat = GLenum;
996
997/// InternalFormatPName
998/// * [`GL_AUTO_GENERATE_MIPMAP`]
999/// * [`GL_CLEAR_BUFFER`]
1000/// * [`GL_CLEAR_TEXTURE`]
1001/// * [`GL_COLOR_COMPONENTS`]
1002/// * [`GL_COLOR_ENCODING`]
1003/// * [`GL_COLOR_RENDERABLE`]
1004/// * [`GL_COMPUTE_TEXTURE`]
1005/// * [`GL_DEPTH_RENDERABLE`]
1006/// * [`GL_FILTER`]
1007/// * [`GL_FRAGMENT_TEXTURE`]
1008/// * [`GL_FRAMEBUFFER_BLEND`]
1009/// * [`GL_FRAMEBUFFER_RENDERABLE`]
1010/// * [`GL_FRAMEBUFFER_RENDERABLE_LAYERED`]
1011/// * [`GL_GEOMETRY_TEXTURE`]
1012/// * [`GL_GET_TEXTURE_IMAGE_FORMAT`]
1013/// * [`GL_GET_TEXTURE_IMAGE_TYPE`]
1014/// * [`GL_IMAGE_COMPATIBILITY_CLASS`]
1015/// * [`GL_IMAGE_FORMAT_COMPATIBILITY_TYPE`]
1016/// * [`GL_IMAGE_PIXEL_FORMAT`]
1017/// * [`GL_IMAGE_PIXEL_TYPE`]
1018/// * [`GL_IMAGE_TEXEL_SIZE`]
1019/// * [`GL_INTERNALFORMAT_ALPHA_SIZE`]
1020/// * [`GL_INTERNALFORMAT_ALPHA_TYPE`]
1021/// * [`GL_INTERNALFORMAT_BLUE_SIZE`]
1022/// * [`GL_INTERNALFORMAT_BLUE_TYPE`]
1023/// * [`GL_INTERNALFORMAT_DEPTH_SIZE`]
1024/// * [`GL_INTERNALFORMAT_DEPTH_TYPE`]
1025/// * [`GL_INTERNALFORMAT_GREEN_SIZE`]
1026/// * [`GL_INTERNALFORMAT_GREEN_TYPE`]
1027/// * [`GL_INTERNALFORMAT_PREFERRED`]
1028/// * [`GL_INTERNALFORMAT_RED_SIZE`]
1029/// * [`GL_INTERNALFORMAT_RED_TYPE`]
1030/// * [`GL_INTERNALFORMAT_SHARED_SIZE`]
1031/// * [`GL_INTERNALFORMAT_STENCIL_SIZE`]
1032/// * [`GL_INTERNALFORMAT_STENCIL_TYPE`]
1033/// * [`GL_INTERNALFORMAT_SUPPORTED`]
1034/// * [`GL_MAX_DEPTH`]
1035/// * [`GL_MAX_HEIGHT`]
1036/// * [`GL_MAX_LAYERS`]
1037/// * [`GL_MAX_WIDTH`]
1038/// * [`GL_MIPMAP`]
1039/// * [`GL_NUM_SAMPLE_COUNTS`]
1040/// * [`GL_READ_PIXELS`]
1041/// * [`GL_READ_PIXELS_FORMAT`]
1042/// * [`GL_READ_PIXELS_TYPE`]
1043/// * [`GL_SAMPLES`]
1044/// * [`GL_SHADER_IMAGE_ATOMIC`]
1045/// * [`GL_SHADER_IMAGE_LOAD`]
1046/// * [`GL_SHADER_IMAGE_STORE`]
1047/// * [`GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST`]
1048/// * [`GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE`]
1049/// * [`GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST`]
1050/// * [`GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE`]
1051/// * [`GL_SRGB_READ`]
1052/// * [`GL_SRGB_WRITE`]
1053/// * [`GL_STENCIL_RENDERABLE`]
1054/// * [`GL_TESS_CONTROL_TEXTURE`]
1055/// * [`GL_TESS_EVALUATION_TEXTURE`]
1056/// * [`GL_TEXTURE_COMPRESSED`]
1057/// * [`GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT`]
1058/// * [`GL_TEXTURE_COMPRESSED_BLOCK_SIZE`]
1059/// * [`GL_TEXTURE_COMPRESSED_BLOCK_WIDTH`]
1060/// * [`GL_TEXTURE_GATHER`]
1061/// * [`GL_TEXTURE_GATHER_SHADOW`]
1062/// * [`GL_TEXTURE_IMAGE_FORMAT`]
1063/// * [`GL_TEXTURE_IMAGE_TYPE`]
1064/// * [`GL_TEXTURE_SHADOW`]
1065/// * [`GL_TEXTURE_VIEW`]
1066/// * [`GL_VERTEX_TEXTURE`]
1067/// * [`GL_VIEW_COMPATIBILITY_CLASS`]
1068pub type InternalFormatPName = GLenum;
1069
1070/// InvalidateFramebufferAttachment
1071/// * [`GL_COLOR`]
1072/// * [`GL_COLOR_ATTACHMENT0`]
1073/// * [`GL_COLOR_ATTACHMENT1`]
1074/// * [`GL_COLOR_ATTACHMENT10`]
1075/// * [`GL_COLOR_ATTACHMENT11`]
1076/// * [`GL_COLOR_ATTACHMENT12`]
1077/// * [`GL_COLOR_ATTACHMENT13`]
1078/// * [`GL_COLOR_ATTACHMENT14`]
1079/// * [`GL_COLOR_ATTACHMENT15`]
1080/// * [`GL_COLOR_ATTACHMENT16`]
1081/// * [`GL_COLOR_ATTACHMENT17`]
1082/// * [`GL_COLOR_ATTACHMENT18`]
1083/// * [`GL_COLOR_ATTACHMENT19`]
1084/// * [`GL_COLOR_ATTACHMENT2`]
1085/// * [`GL_COLOR_ATTACHMENT20`]
1086/// * [`GL_COLOR_ATTACHMENT21`]
1087/// * [`GL_COLOR_ATTACHMENT22`]
1088/// * [`GL_COLOR_ATTACHMENT23`]
1089/// * [`GL_COLOR_ATTACHMENT24`]
1090/// * [`GL_COLOR_ATTACHMENT25`]
1091/// * [`GL_COLOR_ATTACHMENT26`]
1092/// * [`GL_COLOR_ATTACHMENT27`]
1093/// * [`GL_COLOR_ATTACHMENT28`]
1094/// * [`GL_COLOR_ATTACHMENT29`]
1095/// * [`GL_COLOR_ATTACHMENT3`]
1096/// * [`GL_COLOR_ATTACHMENT30`]
1097/// * [`GL_COLOR_ATTACHMENT31`]
1098/// * [`GL_COLOR_ATTACHMENT4`]
1099/// * [`GL_COLOR_ATTACHMENT5`]
1100/// * [`GL_COLOR_ATTACHMENT6`]
1101/// * [`GL_COLOR_ATTACHMENT7`]
1102/// * [`GL_COLOR_ATTACHMENT8`]
1103/// * [`GL_COLOR_ATTACHMENT9`]
1104/// * [`GL_DEPTH`]
1105/// * [`GL_DEPTH_ATTACHMENT`]
1106/// * [`GL_DEPTH_STENCIL_ATTACHMENT`]
1107/// * [`GL_STENCIL`]
1108pub type InvalidateFramebufferAttachment = GLenum;
1109
1110/// LogicOp
1111/// * [`GL_AND`]
1112/// * [`GL_AND_INVERTED`]
1113/// * [`GL_AND_REVERSE`]
1114/// * [`GL_CLEAR`]
1115/// * [`GL_COPY`]
1116/// * [`GL_COPY_INVERTED`]
1117/// * [`GL_EQUIV`]
1118/// * [`GL_INVERT`]
1119/// * [`GL_NAND`]
1120/// * [`GL_NOOP`]
1121/// * [`GL_NOR`]
1122/// * [`GL_OR`]
1123/// * [`GL_OR_INVERTED`]
1124/// * [`GL_OR_REVERSE`]
1125/// * [`GL_SET`]
1126/// * [`GL_XOR`]
1127pub type LogicOp = GLenum;
1128
1129/// MaterialFace
1130/// * [`GL_BACK`]
1131/// * [`GL_FRONT`]
1132/// * [`GL_FRONT_AND_BACK`]
1133pub type MaterialFace = GLenum;
1134
1135/// ObjectIdentifier
1136/// * [`GL_BUFFER`]
1137/// * [`GL_FRAMEBUFFER`]
1138/// * [`GL_PROGRAM`]
1139/// * [`GL_PROGRAM_PIPELINE`]
1140/// * [`GL_QUERY`]
1141/// * [`GL_RENDERBUFFER`]
1142/// * [`GL_SAMPLER`]
1143/// * [`GL_SHADER`]
1144/// * [`GL_TEXTURE`]
1145/// * [`GL_TRANSFORM_FEEDBACK`]
1146/// * [`GL_VERTEX_ARRAY`]
1147pub type ObjectIdentifier = GLenum;
1148
1149/// PatchParameterName
1150/// * [`GL_PATCH_DEFAULT_INNER_LEVEL`]
1151/// * [`GL_PATCH_DEFAULT_OUTER_LEVEL`]
1152/// * [`GL_PATCH_VERTICES`]
1153pub type PatchParameterName = GLenum;
1154
1155/// PipelineParameterName
1156/// * [`GL_ACTIVE_PROGRAM`]
1157/// * [`GL_FRAGMENT_SHADER`]
1158/// * [`GL_GEOMETRY_SHADER`]
1159/// * [`GL_INFO_LOG_LENGTH`]
1160/// * [`GL_TESS_CONTROL_SHADER`]
1161/// * [`GL_TESS_EVALUATION_SHADER`]
1162/// * [`GL_VERTEX_SHADER`]
1163pub type PipelineParameterName = GLenum;
1164
1165/// PixelFormat
1166/// * [`GL_ALPHA`]
1167/// * [`GL_BGR`]
1168/// * [`GL_BGRA`]
1169/// * [`GL_BGRA_INTEGER`]
1170/// * [`GL_BGR_INTEGER`]
1171/// * [`GL_BLUE`]
1172/// * [`GL_BLUE_INTEGER`]
1173/// * [`GL_DEPTH_COMPONENT`]
1174/// * [`GL_DEPTH_STENCIL`]
1175/// * [`GL_GREEN`]
1176/// * [`GL_GREEN_INTEGER`]
1177/// * [`GL_RED`]
1178/// * [`GL_RED_INTEGER`]
1179/// * [`GL_RG`]
1180/// * [`GL_RGB`]
1181/// * [`GL_RGBA`]
1182/// * [`GL_RGBA_INTEGER`]
1183/// * [`GL_RGB_INTEGER`]
1184/// * [`GL_RG_INTEGER`]
1185/// * [`GL_STENCIL_INDEX`]
1186/// * [`GL_UNSIGNED_INT`]
1187/// * [`GL_UNSIGNED_SHORT`]
1188pub type PixelFormat = GLenum;
1189
1190/// PixelStoreParameter
1191/// * [`GL_PACK_ALIGNMENT`]
1192/// * [`GL_PACK_IMAGE_HEIGHT`]
1193/// * [`GL_PACK_LSB_FIRST`]
1194/// * [`GL_PACK_ROW_LENGTH`]
1195/// * [`GL_PACK_SKIP_IMAGES`]
1196/// * [`GL_PACK_SKIP_PIXELS`]
1197/// * [`GL_PACK_SKIP_ROWS`]
1198/// * [`GL_PACK_SWAP_BYTES`]
1199/// * [`GL_UNPACK_ALIGNMENT`]
1200/// * [`GL_UNPACK_IMAGE_HEIGHT`]
1201/// * [`GL_UNPACK_LSB_FIRST`]
1202/// * [`GL_UNPACK_ROW_LENGTH`]
1203/// * [`GL_UNPACK_SKIP_IMAGES`]
1204/// * [`GL_UNPACK_SKIP_PIXELS`]
1205/// * [`GL_UNPACK_SKIP_ROWS`]
1206/// * [`GL_UNPACK_SWAP_BYTES`]
1207pub type PixelStoreParameter = GLenum;
1208
1209/// PixelType
1210/// * [`GL_BYTE`]
1211/// * [`GL_FLOAT`]
1212/// * [`GL_INT`]
1213/// * [`GL_SHORT`]
1214/// * [`GL_UNSIGNED_BYTE`]
1215/// * [`GL_UNSIGNED_BYTE_3_3_2`]
1216/// * [`GL_UNSIGNED_INT`]
1217/// * [`GL_UNSIGNED_INT_10_10_10_2`]
1218/// * [`GL_UNSIGNED_INT_8_8_8_8`]
1219/// * [`GL_UNSIGNED_SHORT`]
1220/// * [`GL_UNSIGNED_SHORT_4_4_4_4`]
1221/// * [`GL_UNSIGNED_SHORT_5_5_5_1`]
1222pub type PixelType = GLenum;
1223
1224/// PointParameterNameARB
1225/// * [`GL_POINT_FADE_THRESHOLD_SIZE`]
1226pub type PointParameterNameARB = GLenum;
1227
1228/// PolygonMode
1229/// * [`GL_FILL`]
1230/// * [`GL_LINE`]
1231/// * [`GL_POINT`]
1232pub type PolygonMode = GLenum;
1233
1234/// PrecisionType
1235/// * [`GL_HIGH_FLOAT`]
1236/// * [`GL_HIGH_INT`]
1237/// * [`GL_LOW_FLOAT`]
1238/// * [`GL_LOW_INT`]
1239/// * [`GL_MEDIUM_FLOAT`]
1240/// * [`GL_MEDIUM_INT`]
1241pub type PrecisionType = GLenum;
1242
1243/// PrimitiveType
1244/// * [`GL_LINES`]
1245/// * [`GL_LINES_ADJACENCY`]
1246/// * [`GL_LINE_LOOP`]
1247/// * [`GL_LINE_STRIP`]
1248/// * [`GL_LINE_STRIP_ADJACENCY`]
1249/// * [`GL_PATCHES`]
1250/// * [`GL_POINTS`]
1251/// * [`GL_QUADS`]
1252/// * [`GL_TRIANGLES`]
1253/// * [`GL_TRIANGLES_ADJACENCY`]
1254/// * [`GL_TRIANGLE_FAN`]
1255/// * [`GL_TRIANGLE_STRIP`]
1256/// * [`GL_TRIANGLE_STRIP_ADJACENCY`]
1257pub type PrimitiveType = GLenum;
1258
1259/// ProgramInterface
1260/// * [`GL_BUFFER_VARIABLE`]
1261/// * [`GL_COMPUTE_SUBROUTINE`]
1262/// * [`GL_COMPUTE_SUBROUTINE_UNIFORM`]
1263/// * [`GL_FRAGMENT_SUBROUTINE`]
1264/// * [`GL_FRAGMENT_SUBROUTINE_UNIFORM`]
1265/// * [`GL_GEOMETRY_SUBROUTINE`]
1266/// * [`GL_GEOMETRY_SUBROUTINE_UNIFORM`]
1267/// * [`GL_PROGRAM_INPUT`]
1268/// * [`GL_PROGRAM_OUTPUT`]
1269/// * [`GL_SHADER_STORAGE_BLOCK`]
1270/// * [`GL_TESS_CONTROL_SUBROUTINE`]
1271/// * [`GL_TESS_CONTROL_SUBROUTINE_UNIFORM`]
1272/// * [`GL_TESS_EVALUATION_SUBROUTINE`]
1273/// * [`GL_TESS_EVALUATION_SUBROUTINE_UNIFORM`]
1274/// * [`GL_TRANSFORM_FEEDBACK_BUFFER`]
1275/// * [`GL_TRANSFORM_FEEDBACK_VARYING`]
1276/// * [`GL_UNIFORM`]
1277/// * [`GL_UNIFORM_BLOCK`]
1278/// * [`GL_VERTEX_SUBROUTINE`]
1279/// * [`GL_VERTEX_SUBROUTINE_UNIFORM`]
1280pub type ProgramInterface = GLenum;
1281
1282/// ProgramInterfacePName
1283/// * [`GL_ACTIVE_RESOURCES`]
1284/// * [`GL_MAX_NAME_LENGTH`]
1285/// * [`GL_MAX_NUM_ACTIVE_VARIABLES`]
1286/// * [`GL_MAX_NUM_COMPATIBLE_SUBROUTINES`]
1287pub type ProgramInterfacePName = GLenum;
1288
1289/// ProgramParameterPName
1290/// * [`GL_PROGRAM_BINARY_RETRIEVABLE_HINT`]
1291/// * [`GL_PROGRAM_SEPARABLE`]
1292pub type ProgramParameterPName = GLenum;
1293
1294/// ProgramPropertyARB
1295/// * [`GL_ACTIVE_ATOMIC_COUNTER_BUFFERS`]
1296/// * [`GL_ACTIVE_ATTRIBUTES`]
1297/// * [`GL_ACTIVE_ATTRIBUTE_MAX_LENGTH`]
1298/// * [`GL_ACTIVE_UNIFORMS`]
1299/// * [`GL_ACTIVE_UNIFORM_BLOCKS`]
1300/// * [`GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH`]
1301/// * [`GL_ACTIVE_UNIFORM_MAX_LENGTH`]
1302/// * [`GL_ATTACHED_SHADERS`]
1303/// * [`GL_COMPUTE_WORK_GROUP_SIZE`]
1304/// * [`GL_DELETE_STATUS`]
1305/// * [`GL_GEOMETRY_INPUT_TYPE`]
1306/// * [`GL_GEOMETRY_OUTPUT_TYPE`]
1307/// * [`GL_GEOMETRY_VERTICES_OUT`]
1308/// * [`GL_INFO_LOG_LENGTH`]
1309/// * [`GL_LINK_STATUS`]
1310/// * [`GL_PROGRAM_BINARY_LENGTH`]
1311/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_MODE`]
1312/// * [`GL_TRANSFORM_FEEDBACK_VARYINGS`]
1313/// * [`GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH`]
1314/// * [`GL_VALIDATE_STATUS`]
1315pub type ProgramPropertyARB = GLenum;
1316
1317/// ProgramResourceProperty
1318/// * [`GL_ACTIVE_VARIABLES`]
1319/// * [`GL_ARRAY_SIZE`]
1320/// * [`GL_ARRAY_STRIDE`]
1321/// * [`GL_ATOMIC_COUNTER_BUFFER_INDEX`]
1322/// * [`GL_BLOCK_INDEX`]
1323/// * [`GL_BUFFER_BINDING`]
1324/// * [`GL_BUFFER_DATA_SIZE`]
1325/// * [`GL_COMPATIBLE_SUBROUTINES`]
1326/// * [`GL_IS_PER_PATCH`]
1327/// * [`GL_IS_ROW_MAJOR`]
1328/// * [`GL_LOCATION`]
1329/// * [`GL_LOCATION_COMPONENT`]
1330/// * [`GL_LOCATION_INDEX`]
1331/// * [`GL_MATRIX_STRIDE`]
1332/// * [`GL_NAME_LENGTH`]
1333/// * [`GL_NUM_ACTIVE_VARIABLES`]
1334/// * [`GL_NUM_COMPATIBLE_SUBROUTINES`]
1335/// * [`GL_OFFSET`]
1336/// * [`GL_REFERENCED_BY_COMPUTE_SHADER`]
1337/// * [`GL_REFERENCED_BY_FRAGMENT_SHADER`]
1338/// * [`GL_REFERENCED_BY_GEOMETRY_SHADER`]
1339/// * [`GL_REFERENCED_BY_TESS_CONTROL_SHADER`]
1340/// * [`GL_REFERENCED_BY_TESS_EVALUATION_SHADER`]
1341/// * [`GL_REFERENCED_BY_VERTEX_SHADER`]
1342/// * [`GL_TOP_LEVEL_ARRAY_SIZE`]
1343/// * [`GL_TOP_LEVEL_ARRAY_STRIDE`]
1344/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_INDEX`]
1345/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE`]
1346/// * [`GL_TYPE`]
1347/// * [`GL_UNIFORM`]
1348pub type ProgramResourceProperty = GLenum;
1349
1350/// ProgramStagePName
1351/// * [`GL_ACTIVE_SUBROUTINES`]
1352/// * [`GL_ACTIVE_SUBROUTINE_MAX_LENGTH`]
1353/// * [`GL_ACTIVE_SUBROUTINE_UNIFORMS`]
1354/// * [`GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS`]
1355/// * [`GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH`]
1356pub type ProgramStagePName = GLenum;
1357
1358/// QueryCounterTarget
1359/// * [`GL_TIMESTAMP`]
1360pub type QueryCounterTarget = GLenum;
1361
1362/// QueryObjectParameterName
1363/// * [`GL_QUERY_RESULT`]
1364/// * [`GL_QUERY_RESULT_AVAILABLE`]
1365/// * [`GL_QUERY_RESULT_NO_WAIT`]
1366/// * [`GL_QUERY_TARGET`]
1367pub type QueryObjectParameterName = GLenum;
1368
1369/// QueryParameterName
1370/// * [`GL_CURRENT_QUERY`]
1371/// * [`GL_QUERY_COUNTER_BITS`]
1372pub type QueryParameterName = GLenum;
1373
1374/// QueryTarget
1375/// * [`GL_ANY_SAMPLES_PASSED`]
1376/// * [`GL_ANY_SAMPLES_PASSED_CONSERVATIVE`]
1377/// * [`GL_PRIMITIVES_GENERATED`]
1378/// * [`GL_PRIMITIVES_SUBMITTED`]
1379/// * [`GL_SAMPLES_PASSED`]
1380/// * [`GL_TIME_ELAPSED`]
1381/// * [`GL_TRANSFORM_FEEDBACK_OVERFLOW`]
1382/// * [`GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN`]
1383/// * [`GL_VERTEX_SHADER_INVOCATIONS`]
1384/// * [`GL_VERTICES_SUBMITTED`]
1385pub type QueryTarget = GLenum;
1386
1387/// ReadBufferMode
1388/// * [`GL_BACK`]
1389/// * [`GL_BACK_LEFT`]
1390/// * [`GL_BACK_RIGHT`]
1391/// * [`GL_COLOR_ATTACHMENT0`]
1392/// * [`GL_COLOR_ATTACHMENT1`]
1393/// * [`GL_COLOR_ATTACHMENT10`]
1394/// * [`GL_COLOR_ATTACHMENT11`]
1395/// * [`GL_COLOR_ATTACHMENT12`]
1396/// * [`GL_COLOR_ATTACHMENT13`]
1397/// * [`GL_COLOR_ATTACHMENT14`]
1398/// * [`GL_COLOR_ATTACHMENT15`]
1399/// * [`GL_COLOR_ATTACHMENT2`]
1400/// * [`GL_COLOR_ATTACHMENT3`]
1401/// * [`GL_COLOR_ATTACHMENT4`]
1402/// * [`GL_COLOR_ATTACHMENT5`]
1403/// * [`GL_COLOR_ATTACHMENT6`]
1404/// * [`GL_COLOR_ATTACHMENT7`]
1405/// * [`GL_COLOR_ATTACHMENT8`]
1406/// * [`GL_COLOR_ATTACHMENT9`]
1407/// * [`GL_FRONT`]
1408/// * [`GL_FRONT_LEFT`]
1409/// * [`GL_FRONT_RIGHT`]
1410/// * [`GL_LEFT`]
1411/// * [`GL_NONE`]
1412/// * [`GL_RIGHT`]
1413pub type ReadBufferMode = GLenum;
1414
1415/// RenderbufferParameterName
1416/// * [`GL_RENDERBUFFER_ALPHA_SIZE`]
1417/// * [`GL_RENDERBUFFER_BLUE_SIZE`]
1418/// * [`GL_RENDERBUFFER_DEPTH_SIZE`]
1419/// * [`GL_RENDERBUFFER_GREEN_SIZE`]
1420/// * [`GL_RENDERBUFFER_HEIGHT`]
1421/// * [`GL_RENDERBUFFER_INTERNAL_FORMAT`]
1422/// * [`GL_RENDERBUFFER_RED_SIZE`]
1423/// * [`GL_RENDERBUFFER_SAMPLES`]
1424/// * [`GL_RENDERBUFFER_STENCIL_SIZE`]
1425/// * [`GL_RENDERBUFFER_WIDTH`]
1426pub type RenderbufferParameterName = GLenum;
1427
1428/// RenderbufferTarget
1429/// * [`GL_RENDERBUFFER`]
1430pub type RenderbufferTarget = GLenum;
1431
1432/// SamplerParameterF
1433/// * [`GL_TEXTURE_BORDER_COLOR`]
1434/// * [`GL_TEXTURE_LOD_BIAS`]
1435/// * [`GL_TEXTURE_MAX_ANISOTROPY`]
1436/// * [`GL_TEXTURE_MAX_LOD`]
1437/// * [`GL_TEXTURE_MIN_LOD`]
1438pub type SamplerParameterF = GLenum;
1439
1440/// SamplerParameterI
1441/// * [`GL_TEXTURE_COMPARE_FUNC`]
1442/// * [`GL_TEXTURE_COMPARE_MODE`]
1443/// * [`GL_TEXTURE_MAG_FILTER`]
1444/// * [`GL_TEXTURE_MIN_FILTER`]
1445/// * [`GL_TEXTURE_WRAP_R`]
1446/// * [`GL_TEXTURE_WRAP_S`]
1447/// * [`GL_TEXTURE_WRAP_T`]
1448pub type SamplerParameterI = GLenum;
1449
1450/// ShaderBinaryFormat
1451/// * [`GL_SHADER_BINARY_FORMAT_SPIR_V`]
1452pub type ShaderBinaryFormat = GLenum;
1453
1454/// ShaderParameterName
1455/// * [`GL_COMPILE_STATUS`]
1456/// * [`GL_DELETE_STATUS`]
1457/// * [`GL_INFO_LOG_LENGTH`]
1458/// * [`GL_SHADER_SOURCE_LENGTH`]
1459/// * [`GL_SHADER_TYPE`]
1460pub type ShaderParameterName = GLenum;
1461
1462/// ShaderType
1463/// * [`GL_COMPUTE_SHADER`]
1464/// * [`GL_FRAGMENT_SHADER`]
1465/// * [`GL_GEOMETRY_SHADER`]
1466/// * [`GL_TESS_CONTROL_SHADER`]
1467/// * [`GL_TESS_EVALUATION_SHADER`]
1468/// * [`GL_VERTEX_SHADER`]
1469pub type ShaderType = GLenum;
1470
1471/// StencilFaceDirection
1472/// * [`GL_BACK`]
1473/// * [`GL_FRONT`]
1474/// * [`GL_FRONT_AND_BACK`]
1475pub type StencilFaceDirection = GLenum;
1476
1477/// StencilFunction
1478/// * [`GL_ALWAYS`]
1479/// * [`GL_EQUAL`]
1480/// * [`GL_GEQUAL`]
1481/// * [`GL_GREATER`]
1482/// * [`GL_LEQUAL`]
1483/// * [`GL_LESS`]
1484/// * [`GL_NEVER`]
1485/// * [`GL_NOTEQUAL`]
1486pub type StencilFunction = GLenum;
1487
1488/// StencilOp
1489/// * [`GL_DECR`]
1490/// * [`GL_DECR_WRAP`]
1491/// * [`GL_INCR`]
1492/// * [`GL_INCR_WRAP`]
1493/// * [`GL_INVERT`]
1494/// * [`GL_KEEP`]
1495/// * [`GL_REPLACE`]
1496/// * [`GL_ZERO`]
1497pub type StencilOp = GLenum;
1498
1499/// StringName
1500/// * [`GL_EXTENSIONS`]
1501/// * [`GL_RENDERER`]
1502/// * [`GL_SHADING_LANGUAGE_VERSION`]
1503/// * [`GL_VENDOR`]
1504/// * [`GL_VERSION`]
1505pub type StringName = GLenum;
1506
1507/// SubroutineParameterName
1508/// * [`GL_COMPATIBLE_SUBROUTINES`]
1509/// * [`GL_NUM_COMPATIBLE_SUBROUTINES`]
1510/// * [`GL_UNIFORM_NAME_LENGTH`]
1511/// * [`GL_UNIFORM_SIZE`]
1512pub type SubroutineParameterName = GLenum;
1513
1514/// SyncCondition
1515/// * [`GL_SYNC_GPU_COMMANDS_COMPLETE`]
1516pub type SyncCondition = GLenum;
1517
1518/// SyncParameterName
1519/// * [`GL_OBJECT_TYPE`]
1520/// * [`GL_SYNC_CONDITION`]
1521/// * [`GL_SYNC_FLAGS`]
1522/// * [`GL_SYNC_STATUS`]
1523pub type SyncParameterName = GLenum;
1524
1525/// SyncStatus
1526/// * [`GL_ALREADY_SIGNALED`]
1527/// * [`GL_CONDITION_SATISFIED`]
1528/// * [`GL_TIMEOUT_EXPIRED`]
1529/// * [`GL_WAIT_FAILED`]
1530pub type SyncStatus = GLenum;
1531
1532/// TextureParameterName
1533/// * [`GL_DEPTH_STENCIL_TEXTURE_MODE`]
1534/// * [`GL_TEXTURE_ALPHA_SIZE`]
1535/// * [`GL_TEXTURE_BASE_LEVEL`]
1536/// * [`GL_TEXTURE_BLUE_SIZE`]
1537/// * [`GL_TEXTURE_BORDER_COLOR`]
1538/// * [`GL_TEXTURE_COMPARE_FUNC`]
1539/// * [`GL_TEXTURE_COMPARE_MODE`]
1540/// * [`GL_TEXTURE_GREEN_SIZE`]
1541/// * [`GL_TEXTURE_HEIGHT`]
1542/// * [`GL_TEXTURE_INTERNAL_FORMAT`]
1543/// * [`GL_TEXTURE_LOD_BIAS`]
1544/// * [`GL_TEXTURE_MAG_FILTER`]
1545/// * [`GL_TEXTURE_MAX_LEVEL`]
1546/// * [`GL_TEXTURE_MAX_LOD`]
1547/// * [`GL_TEXTURE_MIN_FILTER`]
1548/// * [`GL_TEXTURE_MIN_LOD`]
1549/// * [`GL_TEXTURE_RED_SIZE`]
1550/// * [`GL_TEXTURE_SWIZZLE_A`]
1551/// * [`GL_TEXTURE_SWIZZLE_B`]
1552/// * [`GL_TEXTURE_SWIZZLE_G`]
1553/// * [`GL_TEXTURE_SWIZZLE_R`]
1554/// * [`GL_TEXTURE_SWIZZLE_RGBA`]
1555/// * [`GL_TEXTURE_WIDTH`]
1556/// * [`GL_TEXTURE_WRAP_R`]
1557/// * [`GL_TEXTURE_WRAP_S`]
1558/// * [`GL_TEXTURE_WRAP_T`]
1559pub type TextureParameterName = GLenum;
1560
1561/// TextureTarget
1562/// * [`GL_PROXY_TEXTURE_1D`]
1563/// * [`GL_PROXY_TEXTURE_1D_ARRAY`]
1564/// * [`GL_PROXY_TEXTURE_2D`]
1565/// * [`GL_PROXY_TEXTURE_2D_ARRAY`]
1566/// * [`GL_PROXY_TEXTURE_2D_MULTISAMPLE`]
1567/// * [`GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY`]
1568/// * [`GL_PROXY_TEXTURE_3D`]
1569/// * [`GL_PROXY_TEXTURE_CUBE_MAP`]
1570/// * [`GL_PROXY_TEXTURE_CUBE_MAP_ARRAY`]
1571/// * [`GL_PROXY_TEXTURE_RECTANGLE`]
1572/// * [`GL_TEXTURE_1D`]
1573/// * [`GL_TEXTURE_1D_ARRAY`]
1574/// * [`GL_TEXTURE_2D`]
1575/// * [`GL_TEXTURE_2D_ARRAY`]
1576/// * [`GL_TEXTURE_2D_MULTISAMPLE`]
1577/// * [`GL_TEXTURE_2D_MULTISAMPLE_ARRAY`]
1578/// * [`GL_TEXTURE_3D`]
1579/// * [`GL_TEXTURE_BUFFER`]
1580/// * [`GL_TEXTURE_CUBE_MAP`]
1581/// * [`GL_TEXTURE_CUBE_MAP_ARRAY`]
1582/// * [`GL_TEXTURE_CUBE_MAP_NEGATIVE_X`]
1583/// * [`GL_TEXTURE_CUBE_MAP_NEGATIVE_Y`]
1584/// * [`GL_TEXTURE_CUBE_MAP_NEGATIVE_Z`]
1585/// * [`GL_TEXTURE_CUBE_MAP_POSITIVE_X`]
1586/// * [`GL_TEXTURE_CUBE_MAP_POSITIVE_Y`]
1587/// * [`GL_TEXTURE_CUBE_MAP_POSITIVE_Z`]
1588/// * [`GL_TEXTURE_RECTANGLE`]
1589pub type TextureTarget = GLenum;
1590
1591/// TextureUnit
1592/// * [`GL_TEXTURE0`]
1593/// * [`GL_TEXTURE1`]
1594/// * [`GL_TEXTURE10`]
1595/// * [`GL_TEXTURE11`]
1596/// * [`GL_TEXTURE12`]
1597/// * [`GL_TEXTURE13`]
1598/// * [`GL_TEXTURE14`]
1599/// * [`GL_TEXTURE15`]
1600/// * [`GL_TEXTURE16`]
1601/// * [`GL_TEXTURE17`]
1602/// * [`GL_TEXTURE18`]
1603/// * [`GL_TEXTURE19`]
1604/// * [`GL_TEXTURE2`]
1605/// * [`GL_TEXTURE20`]
1606/// * [`GL_TEXTURE21`]
1607/// * [`GL_TEXTURE22`]
1608/// * [`GL_TEXTURE23`]
1609/// * [`GL_TEXTURE24`]
1610/// * [`GL_TEXTURE25`]
1611/// * [`GL_TEXTURE26`]
1612/// * [`GL_TEXTURE27`]
1613/// * [`GL_TEXTURE28`]
1614/// * [`GL_TEXTURE29`]
1615/// * [`GL_TEXTURE3`]
1616/// * [`GL_TEXTURE30`]
1617/// * [`GL_TEXTURE31`]
1618/// * [`GL_TEXTURE4`]
1619/// * [`GL_TEXTURE5`]
1620/// * [`GL_TEXTURE6`]
1621/// * [`GL_TEXTURE7`]
1622/// * [`GL_TEXTURE8`]
1623/// * [`GL_TEXTURE9`]
1624pub type TextureUnit = GLenum;
1625
1626/// TransformFeedbackBufferMode
1627/// * [`GL_INTERLEAVED_ATTRIBS`]
1628/// * [`GL_SEPARATE_ATTRIBS`]
1629pub type TransformFeedbackBufferMode = GLenum;
1630
1631/// TransformFeedbackPName
1632/// * [`GL_TRANSFORM_FEEDBACK_ACTIVE`]
1633/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_BINDING`]
1634/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_SIZE`]
1635/// * [`GL_TRANSFORM_FEEDBACK_BUFFER_START`]
1636/// * [`GL_TRANSFORM_FEEDBACK_PAUSED`]
1637pub type TransformFeedbackPName = GLenum;
1638
1639/// UniformBlockPName
1640/// * [`GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS`]
1641/// * [`GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES`]
1642/// * [`GL_UNIFORM_BLOCK_BINDING`]
1643/// * [`GL_UNIFORM_BLOCK_DATA_SIZE`]
1644/// * [`GL_UNIFORM_BLOCK_NAME_LENGTH`]
1645/// * [`GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER`]
1646/// * [`GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER`]
1647/// * [`GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER`]
1648/// * [`GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER`]
1649/// * [`GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER`]
1650/// * [`GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER`]
1651pub type UniformBlockPName = GLenum;
1652
1653/// UniformPName
1654/// * [`GL_UNIFORM_ARRAY_STRIDE`]
1655/// * [`GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX`]
1656/// * [`GL_UNIFORM_BLOCK_INDEX`]
1657/// * [`GL_UNIFORM_IS_ROW_MAJOR`]
1658/// * [`GL_UNIFORM_MATRIX_STRIDE`]
1659/// * [`GL_UNIFORM_NAME_LENGTH`]
1660/// * [`GL_UNIFORM_OFFSET`]
1661/// * [`GL_UNIFORM_SIZE`]
1662/// * [`GL_UNIFORM_TYPE`]
1663pub type UniformPName = GLenum;
1664
1665/// UniformType
1666/// * [`GL_BOOL`]
1667/// * [`GL_BOOL_VEC2`]
1668/// * [`GL_BOOL_VEC3`]
1669/// * [`GL_BOOL_VEC4`]
1670/// * [`GL_DOUBLE`]
1671/// * [`GL_DOUBLE_MAT2`]
1672/// * [`GL_DOUBLE_MAT2x3`]
1673/// * [`GL_DOUBLE_MAT2x4`]
1674/// * [`GL_DOUBLE_MAT3`]
1675/// * [`GL_DOUBLE_MAT3x2`]
1676/// * [`GL_DOUBLE_MAT3x4`]
1677/// * [`GL_DOUBLE_MAT4`]
1678/// * [`GL_DOUBLE_MAT4x2`]
1679/// * [`GL_DOUBLE_MAT4x3`]
1680/// * [`GL_DOUBLE_VEC2`]
1681/// * [`GL_DOUBLE_VEC3`]
1682/// * [`GL_DOUBLE_VEC4`]
1683/// * [`GL_FLOAT`]
1684/// * [`GL_FLOAT_MAT2`]
1685/// * [`GL_FLOAT_MAT2x3`]
1686/// * [`GL_FLOAT_MAT2x4`]
1687/// * [`GL_FLOAT_MAT3`]
1688/// * [`GL_FLOAT_MAT3x2`]
1689/// * [`GL_FLOAT_MAT3x4`]
1690/// * [`GL_FLOAT_MAT4`]
1691/// * [`GL_FLOAT_MAT4x2`]
1692/// * [`GL_FLOAT_MAT4x3`]
1693/// * [`GL_FLOAT_VEC2`]
1694/// * [`GL_FLOAT_VEC3`]
1695/// * [`GL_FLOAT_VEC4`]
1696/// * [`GL_INT`]
1697/// * [`GL_INT_SAMPLER_1D`]
1698/// * [`GL_INT_SAMPLER_1D_ARRAY`]
1699/// * [`GL_INT_SAMPLER_2D`]
1700/// * [`GL_INT_SAMPLER_2D_ARRAY`]
1701/// * [`GL_INT_SAMPLER_2D_MULTISAMPLE`]
1702/// * [`GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY`]
1703/// * [`GL_INT_SAMPLER_2D_RECT`]
1704/// * [`GL_INT_SAMPLER_3D`]
1705/// * [`GL_INT_SAMPLER_BUFFER`]
1706/// * [`GL_INT_SAMPLER_CUBE`]
1707/// * [`GL_INT_SAMPLER_CUBE_MAP_ARRAY`]
1708/// * [`GL_INT_VEC2`]
1709/// * [`GL_INT_VEC3`]
1710/// * [`GL_INT_VEC4`]
1711/// * [`GL_SAMPLER_1D`]
1712/// * [`GL_SAMPLER_1D_ARRAY`]
1713/// * [`GL_SAMPLER_1D_ARRAY_SHADOW`]
1714/// * [`GL_SAMPLER_1D_SHADOW`]
1715/// * [`GL_SAMPLER_2D`]
1716/// * [`GL_SAMPLER_2D_ARRAY`]
1717/// * [`GL_SAMPLER_2D_ARRAY_SHADOW`]
1718/// * [`GL_SAMPLER_2D_MULTISAMPLE`]
1719/// * [`GL_SAMPLER_2D_MULTISAMPLE_ARRAY`]
1720/// * [`GL_SAMPLER_2D_RECT`]
1721/// * [`GL_SAMPLER_2D_RECT_SHADOW`]
1722/// * [`GL_SAMPLER_2D_SHADOW`]
1723/// * [`GL_SAMPLER_3D`]
1724/// * [`GL_SAMPLER_BUFFER`]
1725/// * [`GL_SAMPLER_CUBE`]
1726/// * [`GL_SAMPLER_CUBE_MAP_ARRAY`]
1727/// * [`GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW`]
1728/// * [`GL_SAMPLER_CUBE_SHADOW`]
1729/// * [`GL_UNSIGNED_INT`]
1730/// * [`GL_UNSIGNED_INT_SAMPLER_1D`]
1731/// * [`GL_UNSIGNED_INT_SAMPLER_1D_ARRAY`]
1732/// * [`GL_UNSIGNED_INT_SAMPLER_2D`]
1733/// * [`GL_UNSIGNED_INT_SAMPLER_2D_ARRAY`]
1734/// * [`GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE`]
1735/// * [`GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY`]
1736/// * [`GL_UNSIGNED_INT_SAMPLER_2D_RECT`]
1737/// * [`GL_UNSIGNED_INT_SAMPLER_3D`]
1738/// * [`GL_UNSIGNED_INT_SAMPLER_BUFFER`]
1739/// * [`GL_UNSIGNED_INT_SAMPLER_CUBE`]
1740/// * [`GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY`]
1741/// * [`GL_UNSIGNED_INT_VEC2`]
1742/// * [`GL_UNSIGNED_INT_VEC3`]
1743/// * [`GL_UNSIGNED_INT_VEC4`]
1744pub type UniformType = GLenum;
1745
1746/// VertexArrayPName
1747/// * [`GL_VERTEX_ATTRIB_ARRAY_DIVISOR`]
1748/// * [`GL_VERTEX_ATTRIB_ARRAY_ENABLED`]
1749/// * [`GL_VERTEX_ATTRIB_ARRAY_INTEGER`]
1750/// * [`GL_VERTEX_ATTRIB_ARRAY_LONG`]
1751/// * [`GL_VERTEX_ATTRIB_ARRAY_NORMALIZED`]
1752/// * [`GL_VERTEX_ATTRIB_ARRAY_SIZE`]
1753/// * [`GL_VERTEX_ATTRIB_ARRAY_STRIDE`]
1754/// * [`GL_VERTEX_ATTRIB_ARRAY_TYPE`]
1755/// * [`GL_VERTEX_ATTRIB_RELATIVE_OFFSET`]
1756pub type VertexArrayPName = GLenum;
1757
1758/// VertexAttribEnum
1759/// * [`GL_CURRENT_VERTEX_ATTRIB`]
1760/// * [`GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING`]
1761/// * [`GL_VERTEX_ATTRIB_ARRAY_DIVISOR`]
1762/// * [`GL_VERTEX_ATTRIB_ARRAY_ENABLED`]
1763/// * [`GL_VERTEX_ATTRIB_ARRAY_INTEGER`]
1764/// * [`GL_VERTEX_ATTRIB_ARRAY_NORMALIZED`]
1765/// * [`GL_VERTEX_ATTRIB_ARRAY_SIZE`]
1766/// * [`GL_VERTEX_ATTRIB_ARRAY_STRIDE`]
1767/// * [`GL_VERTEX_ATTRIB_ARRAY_TYPE`]
1768pub type VertexAttribEnum = GLenum;
1769
1770/// VertexAttribIType
1771/// * [`GL_BYTE`]
1772/// * [`GL_INT`]
1773/// * [`GL_SHORT`]
1774/// * [`GL_UNSIGNED_BYTE`]
1775/// * [`GL_UNSIGNED_INT`]
1776/// * [`GL_UNSIGNED_SHORT`]
1777pub type VertexAttribIType = GLenum;
1778
1779/// VertexAttribLType
1780/// * [`GL_DOUBLE`]
1781pub type VertexAttribLType = GLenum;
1782
1783/// VertexAttribPointerPropertyARB
1784/// * [`GL_VERTEX_ATTRIB_ARRAY_POINTER`]
1785pub type VertexAttribPointerPropertyARB = GLenum;
1786
1787/// VertexAttribPointerType
1788/// * [`GL_BYTE`]
1789/// * [`GL_DOUBLE`]
1790/// * [`GL_FIXED`]
1791/// * [`GL_FLOAT`]
1792/// * [`GL_HALF_FLOAT`]
1793/// * [`GL_INT`]
1794/// * [`GL_INT_2_10_10_10_REV`]
1795/// * [`GL_SHORT`]
1796/// * [`GL_UNSIGNED_BYTE`]
1797/// * [`GL_UNSIGNED_INT`]
1798/// * [`GL_UNSIGNED_INT64_ARB`]
1799/// * [`GL_UNSIGNED_INT_10F_11F_11F_REV`]
1800/// * [`GL_UNSIGNED_INT_2_10_10_10_REV`]
1801/// * [`GL_UNSIGNED_SHORT`]
1802pub type VertexAttribPointerType = GLenum;
1803
1804/// VertexAttribPropertyARB
1805/// * [`GL_CURRENT_VERTEX_ATTRIB`]
1806/// * [`GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING`]
1807/// * [`GL_VERTEX_ATTRIB_ARRAY_DIVISOR`]
1808/// * [`GL_VERTEX_ATTRIB_ARRAY_ENABLED`]
1809/// * [`GL_VERTEX_ATTRIB_ARRAY_INTEGER`]
1810/// * [`GL_VERTEX_ATTRIB_ARRAY_LONG`]
1811/// * [`GL_VERTEX_ATTRIB_ARRAY_NORMALIZED`]
1812/// * [`GL_VERTEX_ATTRIB_ARRAY_SIZE`]
1813/// * [`GL_VERTEX_ATTRIB_ARRAY_STRIDE`]
1814/// * [`GL_VERTEX_ATTRIB_ARRAY_TYPE`]
1815/// * [`GL_VERTEX_ATTRIB_BINDING`]
1816/// * [`GL_VERTEX_ATTRIB_RELATIVE_OFFSET`]
1817pub type VertexAttribPropertyARB = GLenum;
1818
1819/// VertexAttribType
1820/// * [`GL_BYTE`]
1821/// * [`GL_DOUBLE`]
1822/// * [`GL_FIXED`]
1823/// * [`GL_FLOAT`]
1824/// * [`GL_HALF_FLOAT`]
1825/// * [`GL_INT`]
1826/// * [`GL_INT_2_10_10_10_REV`]
1827/// * [`GL_SHORT`]
1828/// * [`GL_UNSIGNED_BYTE`]
1829/// * [`GL_UNSIGNED_INT`]
1830/// * [`GL_UNSIGNED_INT_10F_11F_11F_REV`]
1831/// * [`GL_UNSIGNED_INT_2_10_10_10_REV`]
1832/// * [`GL_UNSIGNED_SHORT`]
1833pub type VertexAttribType = GLenum;
1834
1835/// VertexBufferObjectUsage
1836/// * [`GL_DYNAMIC_COPY`]
1837/// * [`GL_DYNAMIC_DRAW`]
1838/// * [`GL_DYNAMIC_READ`]
1839/// * [`GL_STATIC_COPY`]
1840/// * [`GL_STATIC_DRAW`]
1841/// * [`GL_STATIC_READ`]
1842/// * [`GL_STREAM_COPY`]
1843/// * [`GL_STREAM_DRAW`]
1844/// * [`GL_STREAM_READ`]
1845pub type VertexBufferObjectUsage = GLenum;
1846
1847/// VertexProvokingMode
1848/// * [`GL_FIRST_VERTEX_CONVENTION`]
1849/// * [`GL_LAST_VERTEX_CONVENTION`]
1850pub type VertexProvokingMode = GLenum;