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+// GENERATED FILE - DO NOT EDIT.
+// Generated by gen_extensions.py using data from registry_xml.py and gl.xml
+//
+// Copyright 2021 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// gles_extensions_autogen.h: GLES extension information.
+
+#ifndef LIBANGLE_GLES_EXTENSIONS_AUTOGEN_H_
+#define LIBANGLE_GLES_EXTENSIONS_AUTOGEN_H_
+
+namespace gl
+{
+class TextureCapsMap;
+
+struct Extensions
+{
+ Extensions();
+ Extensions(const Extensions &other);
+
+ Extensions &operator=(const Extensions &other);
+
+ // Generate a vector of supported extension strings
+ std::vector<std::string> getStrings() const;
+
+ // Set all texture related extension support based on the supported textures.
+ // Determines support for:
+ // GL_OES_packed_depth_stencil
+ // GL_OES_rgb8_rgba8
+ // GL_EXT_texture_format_BGRA8888
+ // GL_EXT_color_buffer_half_float,
+ // GL_OES_texture_half_float, GL_OES_texture_half_float_linear
+ // GL_OES_texture_float, GL_OES_texture_float_linear
+ // GL_EXT_texture_rg
+ // GL_EXT_texture_type_2_10_10_10_REV
+ // GL_EXT_texture_compression_dxt1, GL_ANGLE_texture_compression_dxt3,
+ // GL_ANGLE_texture_compression_dxt5
+ // GL_KHR_texture_compression_astc_ldr, GL_OES_texture_compression_astc.
+ // NOTE: GL_KHR_texture_compression_astc_hdr must be enabled separately. Support for the
+ // HDR profile cannot be determined from the format enums alone.
+ // GL_OES_compressed_ETC1_RGB8_texture
+ // GL_EXT_sRGB
+ // GL_ANGLE_depth_texture, GL_OES_depth32
+ // GL_EXT_color_buffer_float
+ // GL_EXT_texture_norm16
+ // GL_EXT_texture_compression_bptc
+ // GL_EXT_texture_compression_rgtc
+ void setTextureExtensionSupport(const TextureCapsMap &textureCaps);
+
+ // Helper functions
+ bool copyImageAny() const { return (copyImageEXT || copyImageOES); }
+ bool depthTextureAny() const { return (depthTextureANGLE || depthTextureOES); }
+ bool drawBuffersIndexedAny() const { return (drawBuffersIndexedEXT || drawBuffersIndexedOES); }
+ bool drawElementsBaseVertexAny() const
+ {
+ return (drawElementsBaseVertexEXT || drawElementsBaseVertexOES);
+ }
+ bool framebufferBlitAny() const { return (framebufferBlitANGLE || framebufferBlitNV); }
+ bool geometryShaderAny() const { return (geometryShaderEXT || geometryShaderOES); }
+ bool instancedArraysAny() const { return (instancedArraysANGLE || instancedArraysEXT); }
+ bool primitiveBoundingBoxAny() const
+ {
+ return (primitiveBoundingBoxEXT || primitiveBoundingBoxOES);
+ }
+ bool shaderIoBlocksAny() const { return (shaderIoBlocksEXT || shaderIoBlocksOES); }
+ bool textureBorderClampAny() const { return (textureBorderClampEXT || textureBorderClampOES); }
+ bool textureBufferAny() const { return (textureBufferEXT || textureBufferOES); }
+ bool textureCubeMapArrayAny() const
+ {
+ return (textureCubeMapArrayEXT || textureCubeMapArrayOES);
+ }
+
+ // GLES 2.0+ extensions
+ // --------------------
+
+ // GL_EXT_base_instance
+ bool baseInstanceEXT = false;
+
+ // GL_KHR_blend_equation_advanced
+ bool blendEquationAdvancedKHR = false;
+
+ // GL_EXT_blend_func_extended
+ bool blendFuncExtendedEXT = false;
+
+ // GL_EXT_blend_minmax
+ bool blendMinmaxEXT = false;
+
+ // GL_EXT_buffer_storage
+ bool bufferStorageEXT = false;
+
+ // GL_EXT_clip_control
+ bool clipControlEXT = false;
+
+ // GL_EXT_clip_cull_distance
+ bool clipCullDistanceEXT = false;
+
+ // GL_APPLE_clip_distance
+ bool clipDistanceAPPLE = false;
+
+ // GL_EXT_color_buffer_float
+ bool colorBufferFloatEXT = false;
+
+ // GL_EXT_color_buffer_half_float
+ bool colorBufferHalfFloatEXT = false;
+
+ // GL_OES_compressed_EAC_R11_signed_texture
+ bool compressedEACR11SignedTextureOES = false;
+
+ // GL_OES_compressed_EAC_R11_unsigned_texture
+ bool compressedEACR11UnsignedTextureOES = false;
+
+ // GL_OES_compressed_EAC_RG11_signed_texture
+ bool compressedEACRG11SignedTextureOES = false;
+
+ // GL_OES_compressed_EAC_RG11_unsigned_texture
+ bool compressedEACRG11UnsignedTextureOES = false;
+
+ // GL_EXT_compressed_ETC1_RGB8_sub_texture
+ bool compressedETC1RGB8SubTextureEXT = false;
+
+ // GL_OES_compressed_ETC1_RGB8_texture
+ bool compressedETC1RGB8TextureOES = false;
+
+ // GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture
+ bool compressedETC2PunchthroughARGBA8TextureOES = false;
+
+ // GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture
+ bool compressedETC2PunchthroughASRGB8AlphaTextureOES = false;
+
+ // GL_OES_compressed_ETC2_RGB8_texture
+ bool compressedETC2RGB8TextureOES = false;
+
+ // GL_OES_compressed_ETC2_RGBA8_texture
+ bool compressedETC2RGBA8TextureOES = false;
+
+ // GL_OES_compressed_ETC2_sRGB8_alpha8_texture
+ bool compressedETC2SRGB8Alpha8TextureOES = false;
+
+ // GL_OES_compressed_ETC2_sRGB8_texture
+ bool compressedETC2SRGB8TextureOES = false;
+
+ // GL_OES_compressed_paletted_texture
+ bool compressedPalettedTextureOES = false;
+
+ // GL_EXT_copy_image
+ bool copyImageEXT = false;
+
+ // GL_OES_copy_image
+ bool copyImageOES = false;
+
+ // GL_KHR_debug
+ bool debugKHR = false;
+
+ // GL_EXT_debug_label
+ bool debugLabelEXT = false;
+
+ // GL_EXT_debug_marker
+ bool debugMarkerEXT = false;
+
+ // GL_OES_depth24
+ bool depth24OES = false;
+
+ // GL_OES_depth32
+ bool depth32OES = false;
+
+ // GL_NV_depth_buffer_float2
+ bool depthBufferFloat2NV = false;
+
+ // GL_ANGLE_depth_texture
+ bool depthTextureANGLE = false;
+
+ // GL_OES_depth_texture
+ bool depthTextureOES = false;
+
+ // GL_OES_depth_texture_cube_map
+ bool depthTextureCubeMapOES = false;
+
+ // GL_EXT_discard_framebuffer
+ bool discardFramebufferEXT = false;
+
+ // GL_EXT_disjoint_timer_query
+ bool disjointTimerQueryEXT = false;
+
+ // GL_EXT_draw_buffers
+ bool drawBuffersEXT = false;
+
+ // GL_EXT_draw_buffers_indexed
+ bool drawBuffersIndexedEXT = false;
+
+ // GL_OES_draw_buffers_indexed
+ bool drawBuffersIndexedOES = false;
+
+ // GL_EXT_draw_elements_base_vertex
+ bool drawElementsBaseVertexEXT = false;
+
+ // GL_OES_draw_elements_base_vertex
+ bool drawElementsBaseVertexOES = false;
+
+ // GL_OES_EGL_image
+ bool EGLImageOES = false;
+
+ // GL_EXT_EGL_image_array
+ bool EGLImageArrayEXT = false;
+
+ // GL_OES_EGL_image_external
+ bool EGLImageExternalOES = false;
+
+ // GL_OES_EGL_image_external_essl3
+ bool EGLImageExternalEssl3OES = false;
+
+ // GL_EXT_EGL_image_external_wrap_modes
+ bool EGLImageExternalWrapModesEXT = false;
+
+ // GL_EXT_EGL_image_storage
+ bool EGLImageStorageEXT = false;
+
+ // GL_NV_EGL_stream_consumer_external
+ bool EGLStreamConsumerExternalNV = false;
+
+ // GL_OES_EGL_sync
+ bool EGLSyncOES = false;
+
+ // GL_OES_element_index_uint
+ bool elementIndexUintOES = false;
+
+ // GL_ANDROID_extension_pack_es31a
+ bool extensionPackEs31aANDROID = false;
+
+ // GL_EXT_external_buffer
+ bool externalBufferEXT = false;
+
+ // GL_OES_fbo_render_mipmap
+ bool fboRenderMipmapOES = false;
+
+ // GL_NV_fence
+ bool fenceNV = false;
+
+ // GL_EXT_float_blend
+ bool floatBlendEXT = false;
+
+ // GL_EXT_frag_depth
+ bool fragDepthEXT = false;
+
+ // GL_ANGLE_framebuffer_blit
+ bool framebufferBlitANGLE = false;
+
+ // GL_NV_framebuffer_blit
+ bool framebufferBlitNV = false;
+
+ // GL_MESA_framebuffer_flip_y
+ bool framebufferFlipYMESA = false;
+
+ // GL_EXT_geometry_shader
+ bool geometryShaderEXT = false;
+
+ // GL_OES_geometry_shader
+ bool geometryShaderOES = false;
+
+ // GL_OES_get_program_binary
+ bool getProgramBinaryOES = false;
+
+ // GL_EXT_gpu_shader5
+ bool gpuShader5EXT = false;
+
+ // GL_ANGLE_instanced_arrays
+ bool instancedArraysANGLE = false;
+
+ // GL_EXT_instanced_arrays
+ bool instancedArraysEXT = false;
+
+ // GL_OES_mapbuffer
+ bool mapbufferOES = false;
+
+ // GL_EXT_map_buffer_range
+ bool mapBufferRangeEXT = false;
+
+ // GL_EXT_memory_object
+ bool memoryObjectEXT = false;
+
+ // GL_EXT_memory_object_fd
+ bool memoryObjectFdEXT = false;
+
+ // GL_EXT_multi_draw_indirect
+ bool multiDrawIndirectEXT = false;
+
+ // GL_EXT_multisample_compatibility
+ bool multisampleCompatibilityEXT = false;
+
+ // GL_EXT_multisampled_render_to_texture
+ bool multisampledRenderToTextureEXT = false;
+
+ // GL_EXT_multisampled_render_to_texture2
+ bool multisampledRenderToTexture2EXT = false;
+
+ // GL_OVR_multiview
+ bool multiviewOVR = false;
+
+ // GL_OVR_multiview2
+ bool multiview2OVR = false;
+
+ // GL_KHR_no_error
+ bool noErrorKHR = false;
+
+ // GL_EXT_occlusion_query_boolean
+ bool occlusionQueryBooleanEXT = false;
+
+ // GL_OES_packed_depth_stencil
+ bool packedDepthStencilOES = false;
+
+ // GL_ANGLE_pack_reverse_row_order
+ bool packReverseRowOrderANGLE = false;
+
+ // GL_NV_pack_subimage
+ bool packSubimageNV = false;
+
+ // GL_KHR_parallel_shader_compile
+ bool parallelShaderCompileKHR = false;
+
+ // GL_AMD_performance_monitor
+ bool performanceMonitorAMD = false;
+
+ // GL_NV_pixel_buffer_object
+ bool pixelBufferObjectNV = false;
+
+ // GL_EXT_primitive_bounding_box
+ bool primitiveBoundingBoxEXT = false;
+
+ // GL_OES_primitive_bounding_box
+ bool primitiveBoundingBoxOES = false;
+
+ // GL_EXT_protected_textures
+ bool protectedTexturesEXT = false;
+
+ // GL_EXT_pvrtc_sRGB
+ bool pvrtcSRGBEXT = false;
+
+ // GL_NV_read_depth
+ bool readDepthNV = false;
+
+ // GL_NV_read_depth_stencil
+ bool readDepthStencilNV = false;
+
+ // GL_EXT_read_format_bgra
+ bool readFormatBgraEXT = false;
+
+ // GL_NV_read_stencil
+ bool readStencilNV = false;
+
+ // GL_OES_rgb8_rgba8
+ bool rgb8Rgba8OES = false;
+
+ // GL_KHR_robust_buffer_access_behavior
+ bool robustBufferAccessBehaviorKHR = false;
+
+ // GL_EXT_robustness
+ bool robustnessEXT = false;
+
+ // GL_NV_robustness_video_memory_purge
+ bool robustnessVideoMemoryPurgeNV = false;
+
+ // GL_OES_sample_shading
+ bool sampleShadingOES = false;
+
+ // GL_OES_sample_variables
+ bool sampleVariablesOES = false;
+
+ // GL_EXT_semaphore
+ bool semaphoreEXT = false;
+
+ // GL_EXT_semaphore_fd
+ bool semaphoreFdEXT = false;
+
+ // GL_EXT_separate_shader_objects
+ bool separateShaderObjectsEXT = false;
+
+ // GL_EXT_shader_framebuffer_fetch
+ bool shaderFramebufferFetchEXT = false;
+
+ // GL_EXT_shader_framebuffer_fetch_non_coherent
+ bool shaderFramebufferFetchNonCoherentEXT = false;
+
+ // GL_OES_shader_image_atomic
+ bool shaderImageAtomicOES = false;
+
+ // GL_EXT_shader_io_blocks
+ bool shaderIoBlocksEXT = false;
+
+ // GL_OES_shader_io_blocks
+ bool shaderIoBlocksOES = false;
+
+ // GL_OES_shader_multisample_interpolation
+ bool shaderMultisampleInterpolationOES = false;
+
+ // GL_EXT_shader_non_constant_global_initializers
+ bool shaderNonConstantGlobalInitializersEXT = false;
+
+ // GL_NV_shader_noperspective_interpolation
+ bool shaderNoperspectiveInterpolationNV = false;
+
+ // GL_EXT_shader_texture_lod
+ bool shaderTextureLodEXT = false;
+
+ // GL_QCOM_shading_rate
+ bool shadingRateQCOM = false;
+
+ // GL_EXT_shadow_samplers
+ bool shadowSamplersEXT = false;
+
+ // GL_EXT_sRGB
+ bool sRGBEXT = false;
+
+ // GL_EXT_sRGB_write_control
+ bool sRGBWriteControlEXT = false;
+
+ // GL_OES_standard_derivatives
+ bool standardDerivativesOES = false;
+
+ // GL_OES_surfaceless_context
+ bool surfacelessContextOES = false;
+
+ // GL_ARB_sync
+ bool syncARB = false;
+
+ // GL_EXT_tessellation_shader
+ bool tessellationShaderEXT = false;
+
+ // GL_OES_texture_3D
+ bool texture3DOES = false;
+
+ // GL_EXT_texture_border_clamp
+ bool textureBorderClampEXT = false;
+
+ // GL_OES_texture_border_clamp
+ bool textureBorderClampOES = false;
+
+ // GL_EXT_texture_buffer
+ bool textureBufferEXT = false;
+
+ // GL_OES_texture_buffer
+ bool textureBufferOES = false;
+
+ // GL_OES_texture_compression_astc
+ bool textureCompressionAstcOES = false;
+
+ // GL_KHR_texture_compression_astc_hdr
+ bool textureCompressionAstcHdrKHR = false;
+
+ // GL_KHR_texture_compression_astc_ldr
+ bool textureCompressionAstcLdrKHR = false;
+
+ // GL_KHR_texture_compression_astc_sliced_3d
+ bool textureCompressionAstcSliced3dKHR = false;
+
+ // GL_EXT_texture_compression_bptc
+ bool textureCompressionBptcEXT = false;
+
+ // GL_EXT_texture_compression_dxt1
+ bool textureCompressionDxt1EXT = false;
+
+ // GL_IMG_texture_compression_pvrtc
+ bool textureCompressionPvrtcIMG = false;
+
+ // GL_IMG_texture_compression_pvrtc2
+ bool textureCompressionPvrtc2IMG = false;
+
+ // GL_EXT_texture_compression_rgtc
+ bool textureCompressionRgtcEXT = false;
+
+ // GL_EXT_texture_compression_s3tc
+ bool textureCompressionS3tcEXT = false;
+
+ // GL_EXT_texture_compression_s3tc_srgb
+ bool textureCompressionS3tcSrgbEXT = false;
+
+ // GL_EXT_texture_cube_map_array
+ bool textureCubeMapArrayEXT = false;
+
+ // GL_OES_texture_cube_map_array
+ bool textureCubeMapArrayOES = false;
+
+ // GL_EXT_texture_filter_anisotropic
+ bool textureFilterAnisotropicEXT = false;
+
+ // GL_OES_texture_float
+ bool textureFloatOES = false;
+
+ // GL_OES_texture_float_linear
+ bool textureFloatLinearOES = false;
+
+ // GL_EXT_texture_format_BGRA8888
+ bool textureFormatBGRA8888EXT = false;
+
+ // GL_EXT_texture_format_sRGB_override
+ bool textureFormatSRGBOverrideEXT = false;
+
+ // GL_OES_texture_half_float
+ bool textureHalfFloatOES = false;
+
+ // GL_OES_texture_half_float_linear
+ bool textureHalfFloatLinearOES = false;
+
+ // GL_EXT_texture_norm16
+ bool textureNorm16EXT = false;
+
+ // GL_OES_texture_npot
+ bool textureNpotOES = false;
+
+ // GL_EXT_texture_rg
+ bool textureRgEXT = false;
+
+ // GL_EXT_texture_sRGB_decode
+ bool textureSRGBDecodeEXT = false;
+
+ // GL_EXT_texture_sRGB_R8
+ bool textureSRGBR8EXT = false;
+
+ // GL_EXT_texture_sRGB_RG8
+ bool textureSRGBRG8EXT = false;
+
+ // GL_OES_texture_stencil8
+ bool textureStencil8OES = false;
+
+ // GL_EXT_texture_storage
+ bool textureStorageEXT = false;
+
+ // GL_OES_texture_storage_multisample_2d_array
+ bool textureStorageMultisample2dArrayOES = false;
+
+ // GL_EXT_texture_type_2_10_10_10_REV
+ bool textureType2101010REVEXT = false;
+
+ // GL_ANGLE_texture_usage
+ bool textureUsageANGLE = false;
+
+ // GL_ANGLE_translated_shader_source
+ bool translatedShaderSourceANGLE = false;
+
+ // GL_EXT_unpack_subimage
+ bool unpackSubimageEXT = false;
+
+ // GL_OES_vertex_array_object
+ bool vertexArrayObjectOES = false;
+
+ // GL_OES_vertex_half_float
+ bool vertexHalfFloatOES = false;
+
+ // GL_OES_vertex_type_10_10_10_2
+ bool vertexType1010102OES = false;
+
+ // GL_WEBGL_video_texture
+ bool videoTextureWEBGL = false;
+
+ // GL_EXT_YUV_target
+ bool YUVTargetEXT = false;
+
+ // ANGLE unofficial extensions
+ // ---------------------------
+
+ // GL_ANGLE_base_vertex_base_instance
+ bool baseVertexBaseInstanceANGLE = false;
+
+ // GL_ANGLE_base_vertex_base_instance_shader_builtin
+ bool baseVertexBaseInstanceShaderBuiltinANGLE = false;
+
+ // GL_CHROMIUM_bind_generates_resource
+ bool bindGeneratesResourceCHROMIUM = false;
+
+ // GL_CHROMIUM_bind_uniform_location
+ bool bindUniformLocationCHROMIUM = false;
+
+ // GL_ANGLE_client_arrays
+ bool clientArraysANGLE = false;
+
+ // GL_CHROMIUM_color_buffer_float_rgb
+ bool colorBufferFloatRgbCHROMIUM = false;
+
+ // GL_CHROMIUM_color_buffer_float_rgba
+ bool colorBufferFloatRgbaCHROMIUM = false;
+
+ // GL_ANGLE_compressed_texture_etc
+ bool compressedTextureEtcANGLE = false;
+
+ // GL_CHROMIUM_copy_compressed_texture
+ bool copyCompressedTextureCHROMIUM = false;
+
+ // GL_CHROMIUM_copy_texture
+ bool copyTextureCHROMIUM = false;
+
+ // GL_ANGLE_copy_texture_3d
+ bool copyTexture3dANGLE = false;
+
+ // GL_CHROMIUM_framebuffer_mixed_samples
+ bool framebufferMixedSamplesCHROMIUM = false;
+
+ // GL_ANGLE_framebuffer_multisample
+ bool framebufferMultisampleANGLE = false;
+
+ // GL_ANGLE_get_image
+ bool getImageANGLE = false;
+
+ // GL_ANGLE_get_serialized_context_string
+ bool getSerializedContextStringANGLE = false;
+
+ // GL_ANGLE_get_tex_level_parameter
+ bool getTexLevelParameterANGLE = false;
+
+ // GL_ANGLE_logic_op
+ bool logicOpANGLE = false;
+
+ // GL_CHROMIUM_lose_context
+ bool loseContextCHROMIUM = false;
+
+ // GL_ANGLE_lossy_etc_decode
+ bool lossyEtcDecodeANGLE = false;
+
+ // GL_ANGLE_memory_object_flags
+ bool memoryObjectFlagsANGLE = false;
+
+ // GL_ANGLE_memory_object_fuchsia
+ bool memoryObjectFuchsiaANGLE = false;
+
+ // GL_ANGLE_memory_size
+ bool memorySizeANGLE = false;
+
+ // GL_ANGLE_multi_draw
+ bool multiDrawANGLE = false;
+
+ // GL_ANGLE_multiview_multisample
+ bool multiviewMultisampleANGLE = false;
+
+ // GL_ANGLE_program_binary
+ bool programBinaryANGLE = false;
+
+ // GL_ANGLE_program_cache_control
+ bool programCacheControlANGLE = false;
+
+ // GL_ANGLE_provoking_vertex
+ bool provokingVertexANGLE = false;
+
+ // GL_ANGLE_read_only_depth_stencil_feedback_loops
+ bool readOnlyDepthStencilFeedbackLoopsANGLE = false;
+
+ // GL_ANGLE_relaxed_vertex_attribute_type
+ bool relaxedVertexAttributeTypeANGLE = false;
+
+ // GL_ANGLE_request_extension
+ bool requestExtensionANGLE = false;
+
+ // GL_ANGLE_rgbx_internal_format
+ bool rgbxInternalFormatANGLE = false;
+
+ // GL_ANGLE_robust_client_memory
+ bool robustClientMemoryANGLE = false;
+
+ // GL_ANGLE_robust_fragment_shader_output
+ bool robustFragmentShaderOutputANGLE = false;
+
+ // GL_ANGLE_robust_resource_initialization
+ bool robustResourceInitializationANGLE = false;
+
+ // GL_ANGLE_semaphore_fuchsia
+ bool semaphoreFuchsiaANGLE = false;
+
+ // GL_ANGLE_shader_pixel_local_storage
+ bool shaderPixelLocalStorageANGLE = false;
+
+ // GL_ANGLE_shader_pixel_local_storage_coherent
+ bool shaderPixelLocalStorageCoherentANGLE = false;
+
+ // GL_CHROMIUM_sync_query
+ bool syncQueryCHROMIUM = false;
+
+ // GL_ANGLE_texture_compression_dxt3
+ bool textureCompressionDxt3ANGLE = false;
+
+ // GL_ANGLE_texture_compression_dxt5
+ bool textureCompressionDxt5ANGLE = false;
+
+ // GL_ANGLE_texture_external_update
+ bool textureExternalUpdateANGLE = false;
+
+ // GL_CHROMIUM_texture_filtering_hint
+ bool textureFilteringHintCHROMIUM = false;
+
+ // GL_ANGLE_texture_multisample
+ bool textureMultisampleANGLE = false;
+
+ // GL_ANGLE_texture_rectangle
+ bool textureRectangleANGLE = false;
+
+ // GL_ANGLE_vulkan_image
+ bool vulkanImageANGLE = false;
+
+ // GL_ANGLE_webgl_compatibility
+ bool webglCompatibilityANGLE = false;
+
+ // GL_ANGLE_yuv_internal_format
+ bool yuvInternalFormatANGLE = false;
+
+ // GLES 1.0 and 1.1 extensions
+ // ---------------------------
+
+ // GL_OES_draw_texture
+ bool drawTextureOES = false;
+
+ // GL_OES_framebuffer_object
+ bool framebufferObjectOES = false;
+
+ // GL_OES_matrix_palette
+ bool matrixPaletteOES = false;
+
+ // GL_OES_point_size_array
+ bool pointSizeArrayOES = false;
+
+ // GL_OES_point_sprite
+ bool pointSpriteOES = false;
+
+ // GL_OES_query_matrix
+ bool queryMatrixOES = false;
+
+ // GL_OES_texture_cube_map
+ bool textureCubeMapOES = false;
+};
+} // namespace gl
+
+#endif // LIBANGLE_GLES_EXTENSIONS_AUTOGEN_H_