зеркало из https://github.com/AvaloniaUI/angle.git
Use a common include for GL headers.
A common place to define required GL includes gives us a nice point to centralize GL customizations. In the header currently are the basic GLES headers with extensions, and a define carried over from desktop GL. BUG=angle:466 Change-Id: I6fc61947b4514654ec21355a786904eac04656c0 Reviewed-on: https://chromium-review.googlesource.com/204936 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
This commit is contained in:
Родитель
d4a3a3171c
Коммит
f51639a4d1
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@ -0,0 +1,23 @@
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//
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// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// angle_gl.h:
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// Includes all necessary GL headers and definitions for ANGLE.
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//
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#ifndef ANGLE_GL_H_
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#define ANGLE_GL_H_
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#include "GLES2/gl2.h"
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#include "GLES2/gl2ext.h"
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#include "GLES3/gl3.h"
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#include "GLES3/gl3ext.h"
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// The following enum is used in ANGLE, but is from desktop GL
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#ifndef GL_SAMPLER_2D_RECT_ARB
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#define GL_SAMPLER_2D_RECT_ARB 0x8B63
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#endif
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#endif // ANGLE_GL_H_
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@ -131,6 +131,7 @@
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<ClInclude Include="..\..\src\common\angleutils.h"/>
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<ClInclude Include="..\..\src\common\shadervars.h"/>
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<ClInclude Include="..\..\src\common\blocklayout.h"/>
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<ClInclude Include="..\..\include\angle_gl.h"/>
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<ClInclude Include="..\..\include\KHR\khrplatform.h"/>
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<ClInclude Include="..\..\include\GLSLANG\ShaderLang.h"/>
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<ClInclude Include="..\..\include\GLES2\gl2.h"/>
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@ -123,6 +123,9 @@
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<ClCompile Include="..\..\src\common\blocklayout.cpp">
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<Filter>src\common</Filter>
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</ClCompile>
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<ClInclude Include="..\..\include\angle_gl.h">
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<Filter>include</Filter>
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</ClInclude>
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<ClInclude Include="..\..\include\KHR\khrplatform.h">
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<Filter>include\KHR</Filter>
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</ClInclude>
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@ -283,6 +283,7 @@
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<ClInclude Include="..\..\src\common\version.h"/>
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<ClInclude Include="..\..\src\third_party\systeminfo\SystemInfo.h"/>
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<ClInclude Include="..\..\src\third_party\murmurhash\MurmurHash3.h"/>
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<ClInclude Include="..\..\include\angle_gl.h"/>
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<ClInclude Include="..\..\include\KHR\khrplatform.h"/>
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<ClInclude Include="..\..\include\GLSLANG\ShaderLang.h"/>
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<ClInclude Include="..\..\include\GLES2\gl2ext.h"/>
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@ -341,11 +342,11 @@
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Renderer11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\InputLayoutCache.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\ShaderExecutable11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\PixelTransfer11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\VertexBuffer11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Fence11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Query11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\ShaderExecutable11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\RenderTarget11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Blit11.cpp"/>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\IndexBuffer11.cpp"/>
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@ -366,9 +366,6 @@
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\InputLayoutCache.cpp">
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<Filter>src\libGLESv2\renderer\d3d\d3d11</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\ShaderExecutable11.cpp">
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<Filter>src\libGLESv2\renderer\d3d\d3d11</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\PixelTransfer11.cpp">
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<Filter>src\libGLESv2\renderer\d3d\d3d11</Filter>
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</ClCompile>
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@ -396,6 +393,9 @@
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Query11.cpp">
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<Filter>src\libGLESv2\renderer\d3d\d3d11</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\ShaderExecutable11.cpp">
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<Filter>src\libGLESv2\renderer\d3d\d3d11</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\RenderTarget11.cpp">
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<Filter>src\libGLESv2\renderer\d3d\d3d11</Filter>
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</ClCompile>
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@ -831,6 +831,9 @@
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<ClCompile Include="..\..\src\third_party\murmurhash\MurmurHash3.cpp">
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<Filter>src\third_party\murmurhash</Filter>
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</ClCompile>
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<ClInclude Include="..\..\include\angle_gl.h">
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<Filter>include</Filter>
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</ClInclude>
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<ClInclude Include="..\..\include\KHR\khrplatform.h">
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<Filter>include\KHR</Filter>
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</ClInclude>
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@ -189,6 +189,7 @@
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<ClInclude Include="..\..\src\compiler\translator\depgraph\DependencyGraph.h"/>
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<ClInclude Include="..\..\src\compiler\translator\depgraph\DependencyGraphOutput.h"/>
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<ClInclude Include="..\..\src\compiler\translator\depgraph\DependencyGraphBuilder.h"/>
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<ClInclude Include="..\..\include\angle_gl.h"/>
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<ClInclude Include="..\..\include\KHR\khrplatform.h"/>
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<ClInclude Include="..\..\include\GLSLANG\ShaderLang.h"/>
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<ClInclude Include="..\..\include\GLES2\gl2platform.h"/>
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@ -459,6 +459,9 @@
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<ClCompile Include="..\..\src\compiler\translator\depgraph\DependencyGraphBuilder.cpp">
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<Filter>src\compiler\translator\depgraph</Filter>
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</ClCompile>
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<ClInclude Include="..\..\include\angle_gl.h">
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<Filter>include</Filter>
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</ClInclude>
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<ClInclude Include="..\..\include\KHR\khrplatform.h">
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<Filter>include\KHR</Filter>
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</ClInclude>
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@ -14,8 +14,7 @@
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#include <cstddef>
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/debug.h"
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#define COMMON_BLOCKLAYOUT_H_
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#include <vector>
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include <GLSLANG/ShaderLang.h>
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#include <cstddef>
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#ifndef LIBGLESV2_UTILITIES_H
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#define LIBGLESV2_UTILITIES_H
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include <string>
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#include <math.h>
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#include <set>
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#include <map>
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "compiler/translator/intermediate.h"
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#include "compiler/translator/ParseContext.h"
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#include "common/shadervars.h"
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#include <vector>
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#include "compiler/translator/Types.h"
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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namespace sh
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{
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#define COMPILER_UTIL_H
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#include "compiler/translator/Types.h"
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/shadervars.h"
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// atof_clamp is like atof but
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#include <algorithm>
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#include <vector>
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include <EGL/eglext.h>
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#include "common/debug.h"
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#include "common/debug.h"
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#include "common/angleutils.h"
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#include <GLES2/gl2ext.h>
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#include <GLES3/gl3ext.h>
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#include "angle_gl.h"
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#include <algorithm>
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#include <sstream>
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// found in the LICENSE file.
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//
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#include <GLES2/gl2.h>
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#include <GLES3/gl3.h>
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#include "angle_gl.h"
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#include <set>
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#include <unordered_map>
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#ifndef LIBGLESV2_CONTEXT_H_
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#define LIBGLESV2_CONTEXT_H_
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include <EGL/egl.h>
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#include <string>
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#ifndef LIBGLESV2_FRAMEBUFFERATTACHMENT_H_
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#define LIBGLESV2_FRAMEBUFFERATTACHMENT_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/angleutils.h"
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#include "common/RefCountObject.h"
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#ifndef LIBGLESV2_HANDLEALLOCATOR_H_
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#define LIBGLESV2_HANDLEALLOCATOR_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include <vector>
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#ifndef LIBGLESV2_PROGRAM_BINARY_H_
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#define LIBGLESV2_PROGRAM_BINARY_H_
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include <string>
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#include <vector>
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#ifndef LIBGLESV2_QUERY_H_
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#define LIBGLESV2_QUERY_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/angleutils.h"
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#include "common/RefCountObject.h"
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#ifndef LIBGLESV2_RENDERBUFFER_H_
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#define LIBGLESV2_RENDERBUFFER_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/angleutils.h"
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#include "common/RefCountObject.h"
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#ifndef LIBGLESV2_RESOURCEMANAGER_H_
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#define LIBGLESV2_RESOURCEMANAGER_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include <unordered_map>
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#ifndef LIBGLESV2_SHADER_H_
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#define LIBGLESV2_SHADER_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include <string>
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#include <list>
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#include <vector>
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#include <vector>
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/debug.h"
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#include "common/RefCountObject.h"
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#include "common/angleutils.h"
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#include "common/RefCountObject.h"
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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namespace gl
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{
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#include <string>
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#include <vector>
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include "angle_gl.h"
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#include "common/debug.h"
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#include "angletypes.h"
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#ifndef LIBGLESV2_FORMATUTILS_H_
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#define LIBGLESV2_FORMATUTILS_H_
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#include <GLES3/gl3.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include "libGLESv2/Caps.h"
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#include "libGLESv2/angletypes.h"
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// precompiled.h: Precompiled header file for libGLESv2.
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include <EGL/egl.h>
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#include <assert.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "angle_gl.h"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <algorithm>
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