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use Context;
use ;
// typedef struct _GLES2Offscreen
// {
// List link;
// Offscreen *original_offscreen;
// GLFramebuffer gl_framebuffer;
// } GLES2Offscreen;
// typedef struct
// {
// /* GL's ID for the shader */
// GLuint object_id;
// /* Shader type */
// GLenum type;
// /* Number of references to this shader. The shader will have one
// * reference when it is created. This reference will be removed when
// * glDeleteShader is called. An additional reference will be taken
// * whenever the shader is attached to a program. This is necessary
// * to correctly detect when a shader is destroyed because
// * glDeleteShader doesn't actually delete the object if it is
// * attached to a program */
// int ref_count;
// /* Set once this object has had glDeleteShader called on it. We need
// * to keep track of this so we don't deref the data twice if the
// * application calls glDeleteShader multiple times */
// Bool deleted;
// } GLES2ShaderData;
// typedef enum
// {
// GLES2_FLIP_STATE_UNKNOWN,
// GLES2_FLIP_STATE_NORMAL,
// GLES2_FLIP_STATE_FLIPPED
// } GLES2FlipState;
// typedef struct
// {
// /* GL's ID for the program */
// GLuint object_id;
// /* List of shaders attached to this program */
// GList *attached_shaders;
// /* Reference count. There can be up to two references. One of these
// * will exist between glCreateProgram and glDeleteShader, the other
// * will exist while the program is made current. This is necessary
// * to correctly detect when the program is deleted because
// * glDeleteShader will delay the deletion if the program is
// * current */
// int ref_count;
// /* Set once this object has had glDeleteProgram called on it. We need
// * to keep track of this so we don't deref the data twice if the
// * application calls glDeleteProgram multiple times */
// Bool deleted;
// GLuint flip_vector_location;
// /* A cache of what value we've put in the flip vector uniform so
// * that we don't flush unless it's changed */
// GLES2FlipState flip_vector_state;
// GLES2Context *context;
// } GLES2ProgramData;
// State tracked for each texture unit */
// typedef struct
// {
// /* The currently bound texture for the GL_TEXTURE_2D */
// GLuint current_texture_2d;
// } GLES2TextureUnitData;
// State tracked for each texture object */
// typedef struct
// {
// /* GL's ID for this object */
// GLuint object_id;
// GLenum target;
// /* The details for texture when it has a 2D target */
// int width, height;
// GLenum format;
// } GLES2TextureObjectData;