2 <!DOCTYPE OpenGLAPI SYSTEM
"gl_API.dtd">
6 <category name=
"GL_ARB_ES2_compatibility" number=
"95">
7 <enum name=
"FIXED" count=
"1" value=
"0x140C"/>
8 <enum name=
"LOW_FLOAT" value=
"0x8DF0"/>
9 <enum name=
"MEDIUM_FLOAT" value=
"0x8DF1"/>
10 <enum name=
"HIGH_FLOAT" value=
"0x8DF2"/>
11 <enum name=
"LOW_INT" value=
"0x8DF3"/>
12 <enum name=
"MEDIUM_INT" value=
"0x8DF4"/>
13 <enum name=
"HIGH_INT" value=
"0x8DF5"/>
14 <enum name=
"SHADER_BINARY_FORMATS" value=
"0x8DF8"/>
15 <enum name=
"NUM_SHADER_BINARY_FORMATS" value=
"0x8DF9"/>
16 <enum name=
"SHADER_COMPILER" value=
"0x8DFA"/>
17 <enum name=
"MAX_VERTEX_UNIFORM_VECTORS" value=
"0x8DFB"/>
18 <enum name=
"MAX_VARYING_VECTORS" value=
"0x8DFC"/>
19 <enum name=
"MAX_FRAGMENT_UNIFORM_VECTORS" value=
"0x8DFD"/>
21 <function name=
"GetShaderPrecisionFormat" offset=
"assign">
22 <param name=
"shadertype" type=
"GLenum"/>
23 <param name=
"precisiontype" type=
"GLenum"/>
24 <param name=
"range" type=
"GLint *"/>
25 <param name=
"precision" type=
"GLint *"/>
28 <function name=
"ReleaseShaderCompiler" offset=
"assign">
31 <function name=
"ShaderBinary" offset=
"assign">
32 <param name=
"n" type=
"GLsizei"/>
33 <param name=
"shaders" type=
"const GLuint *"/>
34 <param name=
"binaryformat" type=
"GLenum"/>
35 <param name=
"binary" type=
"const GLvoid *"/>
36 <param name=
"length" type=
"GLsizei"/>
39 <!-- from GL_OES_fixed_point -->
40 <enum name=
"FIXED" value=
"0x140C"/>
41 <type name=
"fixed" size=
"4" />
43 <!-- from GL_OES_read_format -->
44 <enum name=
"IMPLEMENTATION_COLOR_READ_TYPE" value=
"0x8B9A"/>
45 <enum name=
"IMPLEMENTATION_COLOR_READ_FORMAT" value=
"0x8B9B"/>
47 <!-- from GL_OES_single_precision -->
48 <function name=
"ClearDepthf" offset=
"assign">
49 <param name=
"depth" type=
"GLclampf"/>
52 <function name=
"DepthRangef" offset=
"assign">
53 <param name=
"zNear" type=
"GLclampf"/>
54 <param name=
"zFar" type=
"GLclampf"/>