{-# LANGUAGE CPP, ScopedTypeVariables, PatternSynonyms #-}
module Graphics.GL.Embedded32 (
module Graphics.GL.Embedded31
, glBlendBarrier
, glBlendEquationSeparatei
, glBlendEquationi
, glBlendFuncSeparatei
, glBlendFunci
, glColorMaski
, glCopyImageSubData
, glDebugMessageCallback
, glDebugMessageControl
, glDebugMessageInsert
, glDisablei
, glDrawElementsBaseVertex
, glDrawElementsInstancedBaseVertex
, glDrawRangeElementsBaseVertex
, glEnablei
, glFramebufferTexture
, glGetDebugMessageLog
, glGetGraphicsResetStatus
, glGetObjectLabel
, glGetObjectPtrLabel
, glGetPointerv
, glGetSamplerParameterIiv
, glGetSamplerParameterIuiv
, glGetTexParameterIiv
, glGetTexParameterIuiv
, glGetnUniformfv
, glGetnUniformiv
, glGetnUniformuiv
, glIsEnabledi
, glMinSampleShading
, glObjectLabel
, glObjectPtrLabel
, glPatchParameteri
, glPopDebugGroup
, glPrimitiveBoundingBox
, glPushDebugGroup
, glReadnPixels
, glSamplerParameterIiv
, glSamplerParameterIuiv
, glTexBuffer
, glTexBufferRange
, glTexParameterIiv
, glTexParameterIuiv
, glTexStorage3DMultisample
, pattern GL_BUFFER
, pattern GL_CLAMP_TO_BORDER
, pattern GL_COLORBURN
, pattern GL_COLORDODGE
, pattern GL_COMPRESSED_RGBA_ASTC_10x10
, pattern GL_COMPRESSED_RGBA_ASTC_10x5
, pattern GL_COMPRESSED_RGBA_ASTC_10x6
, pattern GL_COMPRESSED_RGBA_ASTC_10x8
, pattern GL_COMPRESSED_RGBA_ASTC_12x10
, pattern GL_COMPRESSED_RGBA_ASTC_12x12
, pattern GL_COMPRESSED_RGBA_ASTC_4x4
, pattern GL_COMPRESSED_RGBA_ASTC_5x4
, pattern GL_COMPRESSED_RGBA_ASTC_5x5
, pattern GL_COMPRESSED_RGBA_ASTC_6x5
, pattern GL_COMPRESSED_RGBA_ASTC_6x6
, pattern GL_COMPRESSED_RGBA_ASTC_8x5
, pattern GL_COMPRESSED_RGBA_ASTC_8x6
, pattern GL_COMPRESSED_RGBA_ASTC_8x8
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6
, pattern GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8
, pattern GL_CONTEXT_FLAGS
, pattern GL_CONTEXT_FLAG_DEBUG_BIT
, pattern GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT
, pattern GL_CONTEXT_LOST
, pattern GL_DARKEN
, pattern GL_DEBUG_CALLBACK_FUNCTION
, pattern GL_DEBUG_CALLBACK_USER_PARAM
, pattern GL_DEBUG_GROUP_STACK_DEPTH
, pattern GL_DEBUG_LOGGED_MESSAGES
, pattern GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH
, pattern GL_DEBUG_OUTPUT
, pattern GL_DEBUG_OUTPUT_SYNCHRONOUS
, pattern GL_DEBUG_SEVERITY_HIGH
, pattern GL_DEBUG_SEVERITY_LOW
, pattern GL_DEBUG_SEVERITY_MEDIUM
, pattern GL_DEBUG_SEVERITY_NOTIFICATION
, pattern GL_DEBUG_SOURCE_API
, pattern GL_DEBUG_SOURCE_APPLICATION
, pattern GL_DEBUG_SOURCE_OTHER
, pattern GL_DEBUG_SOURCE_SHADER_COMPILER
, pattern GL_DEBUG_SOURCE_THIRD_PARTY
, pattern GL_DEBUG_SOURCE_WINDOW_SYSTEM
, pattern GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
, pattern GL_DEBUG_TYPE_ERROR
, pattern GL_DEBUG_TYPE_MARKER
, pattern GL_DEBUG_TYPE_OTHER
, pattern GL_DEBUG_TYPE_PERFORMANCE
, pattern GL_DEBUG_TYPE_POP_GROUP
, pattern GL_DEBUG_TYPE_PORTABILITY
, pattern GL_DEBUG_TYPE_PUSH_GROUP
, pattern GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
, pattern GL_DIFFERENCE
, pattern GL_EXCLUSION
, pattern GL_FIRST_VERTEX_CONVENTION
, pattern GL_FRACTIONAL_EVEN
, pattern GL_FRACTIONAL_ODD
, pattern GL_FRAGMENT_INTERPOLATION_OFFSET_BITS
, pattern GL_FRAMEBUFFER_ATTACHMENT_LAYERED
, pattern GL_FRAMEBUFFER_DEFAULT_LAYERS
, pattern GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
, pattern GL_GEOMETRY_INPUT_TYPE
, pattern GL_GEOMETRY_OUTPUT_TYPE
, pattern GL_GEOMETRY_SHADER
, pattern GL_GEOMETRY_SHADER_BIT
, pattern GL_GEOMETRY_SHADER_INVOCATIONS
, pattern GL_GEOMETRY_VERTICES_OUT
, pattern GL_GUILTY_CONTEXT_RESET
, pattern GL_HARDLIGHT
, pattern GL_HSL_COLOR
, pattern GL_HSL_HUE
, pattern GL_HSL_LUMINOSITY
, pattern GL_HSL_SATURATION
, pattern GL_IMAGE_BUFFER
, pattern GL_IMAGE_CUBE_MAP_ARRAY
, pattern GL_INNOCENT_CONTEXT_RESET
, pattern GL_INT_IMAGE_BUFFER
, pattern GL_INT_IMAGE_CUBE_MAP_ARRAY
, pattern GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
, pattern GL_INT_SAMPLER_BUFFER
, pattern GL_INT_SAMPLER_CUBE_MAP_ARRAY
, pattern GL_ISOLINES
, pattern GL_IS_PER_PATCH
, pattern GL_LAST_VERTEX_CONVENTION
, pattern GL_LAYER_PROVOKING_VERTEX
, pattern GL_LIGHTEN
, pattern GL_LINES_ADJACENCY
, pattern GL_LINE_STRIP_ADJACENCY
, pattern GL_LOSE_CONTEXT_ON_RESET
, pattern GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS
, pattern GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS
, pattern GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS
, pattern GL_MAX_DEBUG_GROUP_STACK_DEPTH
, pattern GL_MAX_DEBUG_LOGGED_MESSAGES
, pattern GL_MAX_DEBUG_MESSAGE_LENGTH
, pattern GL_MAX_FRAGMENT_INTERPOLATION_OFFSET
, pattern GL_MAX_FRAMEBUFFER_LAYERS
, pattern GL_MAX_GEOMETRY_ATOMIC_COUNTERS
, pattern GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS
, pattern GL_MAX_GEOMETRY_IMAGE_UNIFORMS
, pattern GL_MAX_GEOMETRY_INPUT_COMPONENTS
, pattern GL_MAX_GEOMETRY_OUTPUT_COMPONENTS
, pattern GL_MAX_GEOMETRY_OUTPUT_VERTICES
, pattern GL_MAX_GEOMETRY_SHADER_INVOCATIONS
, pattern GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS
, pattern GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
, pattern GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
, pattern GL_MAX_GEOMETRY_UNIFORM_BLOCKS
, pattern GL_MAX_GEOMETRY_UNIFORM_COMPONENTS
, pattern GL_MAX_LABEL_LENGTH
, pattern GL_MAX_PATCH_VERTICES
, pattern GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS
, pattern GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS
, pattern GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS
, pattern GL_MAX_TESS_CONTROL_INPUT_COMPONENTS
, pattern GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS
, pattern GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS
, pattern GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS
, pattern GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS
, pattern GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS
, pattern GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS
, pattern GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS
, pattern GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS
, pattern GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS
, pattern GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS
, pattern GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS
, pattern GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS
, pattern GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS
, pattern GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS
, pattern GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS
, pattern GL_MAX_TESS_GEN_LEVEL
, pattern GL_MAX_TESS_PATCH_COMPONENTS
, pattern GL_MAX_TEXTURE_BUFFER_SIZE
, pattern GL_MIN_FRAGMENT_INTERPOLATION_OFFSET
, pattern GL_MIN_SAMPLE_SHADING_VALUE
, pattern GL_MULTIPLY
, pattern GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY
, pattern GL_MULTISAMPLE_LINE_WIDTH_RANGE
, pattern GL_NO_RESET_NOTIFICATION
, pattern GL_OVERLAY
, pattern GL_PATCHES
, pattern GL_PATCH_VERTICES
, pattern GL_PRIMITIVES_GENERATED
, pattern GL_PRIMITIVE_BOUNDING_BOX
, pattern GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED
, pattern GL_PROGRAM
, pattern GL_PROGRAM_PIPELINE
, pattern GL_QUADS
, pattern GL_QUERY
, pattern GL_REFERENCED_BY_GEOMETRY_SHADER
, pattern GL_REFERENCED_BY_TESS_CONTROL_SHADER
, pattern GL_REFERENCED_BY_TESS_EVALUATION_SHADER
, pattern GL_RESET_NOTIFICATION_STRATEGY
, pattern GL_SAMPLER
, pattern GL_SAMPLER_2D_MULTISAMPLE_ARRAY
, pattern GL_SAMPLER_BUFFER
, pattern GL_SAMPLER_CUBE_MAP_ARRAY
, pattern GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
, pattern GL_SAMPLE_SHADING
, pattern GL_SCREEN
, pattern GL_SHADER
, pattern GL_SOFTLIGHT
, pattern GL_STACK_OVERFLOW
, pattern GL_STACK_UNDERFLOW
, pattern GL_TESS_CONTROL_OUTPUT_VERTICES
, pattern GL_TESS_CONTROL_SHADER
, pattern GL_TESS_CONTROL_SHADER_BIT
, pattern GL_TESS_EVALUATION_SHADER
, pattern GL_TESS_EVALUATION_SHADER_BIT
, pattern GL_TESS_GEN_MODE
, pattern GL_TESS_GEN_POINT_MODE
, pattern GL_TESS_GEN_SPACING
, pattern GL_TESS_GEN_VERTEX_ORDER
, pattern GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, pattern GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, pattern GL_TEXTURE_BINDING_BUFFER
, pattern GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
, pattern GL_TEXTURE_BORDER_COLOR
, pattern GL_TEXTURE_BUFFER
, pattern GL_TEXTURE_BUFFER_BINDING
, pattern GL_TEXTURE_BUFFER_DATA_STORE_BINDING
, pattern GL_TEXTURE_BUFFER_OFFSET
, pattern GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
, pattern GL_TEXTURE_BUFFER_SIZE
, pattern GL_TEXTURE_CUBE_MAP_ARRAY
, pattern GL_TRIANGLES_ADJACENCY
, pattern GL_TRIANGLE_STRIP_ADJACENCY
, pattern GL_UNDEFINED_VERTEX
, pattern GL_UNKNOWN_CONTEXT_RESET
, pattern GL_UNSIGNED_INT_IMAGE_BUFFER
, pattern GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY
, pattern GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
, pattern GL_UNSIGNED_INT_SAMPLER_BUFFER
, pattern GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
, pattern GL_VERTEX_ARRAY
) where
import Control.Monad.IO.Class
import Foreign.Ptr
import Graphics.GL.Internal.FFI
import Graphics.GL.Internal.Proc
import Graphics.GL.Internal.Shared
import Graphics.GL.Types
import System.IO.Unsafe
import Graphics.GL.Embedded31
glBlendBarrier :: MonadIO m => m ()
glBlendBarrier :: m ()
glBlendBarrier = FunPtr (IO ()) -> m ()
forall (m :: * -> *). MonadIO m => FunPtr (IO ()) -> m ()
ffiIOV FunPtr (IO ())
glBlendBarrierFunPtr
glBlendBarrierFunPtr :: FunPtr (IO ())
glBlendBarrierFunPtr :: FunPtr (IO ())
glBlendBarrierFunPtr = IO (FunPtr (IO ())) -> FunPtr (IO ())
forall a. IO a -> a
unsafePerformIO (String -> IO (FunPtr (IO ()))
forall a. String -> IO (FunPtr a)
getProcAddress "glBlendBarrier")
{-# NOINLINE glBlendBarrierFunPtr #-}
glPrimitiveBoundingBox :: MonadIO m => GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> m ()
glPrimitiveBoundingBox :: GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> m ()
glPrimitiveBoundingBox = FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ())
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> m ()
forall (m :: * -> *).
MonadIO m =>
FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ())
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> m ()
ffifloatfloatfloatfloatfloatfloatfloatfloatIOV FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ())
glPrimitiveBoundingBoxFunPtr
glPrimitiveBoundingBoxFunPtr :: FunPtr (GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> IO ())
glPrimitiveBoundingBoxFunPtr :: FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ())
glPrimitiveBoundingBoxFunPtr = IO
(FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ()))
-> FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ())
forall a. IO a -> a
unsafePerformIO (String
-> IO
(FunPtr
(GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> GLfloat
-> IO ()))
forall a. String -> IO (FunPtr a)
getProcAddress "glPrimitiveBoundingBox")
{-# NOINLINE glPrimitiveBoundingBoxFunPtr #-}
pattern $bGL_COLORBURN :: a
$mGL_COLORBURN :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COLORBURN = 0x929A
pattern $bGL_COLORDODGE :: a
$mGL_COLORDODGE :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COLORDODGE = 0x9299
pattern $bGL_COMPRESSED_RGBA_ASTC_10x10 :: a
$mGL_COMPRESSED_RGBA_ASTC_10x10 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_10x10 = 0x93BB
pattern $bGL_COMPRESSED_RGBA_ASTC_10x5 :: a
$mGL_COMPRESSED_RGBA_ASTC_10x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_10x5 = 0x93B8
pattern $bGL_COMPRESSED_RGBA_ASTC_10x6 :: a
$mGL_COMPRESSED_RGBA_ASTC_10x6 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_10x6 = 0x93B9
pattern $bGL_COMPRESSED_RGBA_ASTC_10x8 :: a
$mGL_COMPRESSED_RGBA_ASTC_10x8 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_10x8 = 0x93BA
pattern $bGL_COMPRESSED_RGBA_ASTC_12x10 :: a
$mGL_COMPRESSED_RGBA_ASTC_12x10 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_12x10 = 0x93BC
pattern $bGL_COMPRESSED_RGBA_ASTC_12x12 :: a
$mGL_COMPRESSED_RGBA_ASTC_12x12 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_12x12 = 0x93BD
pattern $bGL_COMPRESSED_RGBA_ASTC_4x4 :: a
$mGL_COMPRESSED_RGBA_ASTC_4x4 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_4x4 = 0x93B0
pattern $bGL_COMPRESSED_RGBA_ASTC_5x4 :: a
$mGL_COMPRESSED_RGBA_ASTC_5x4 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_5x4 = 0x93B1
pattern $bGL_COMPRESSED_RGBA_ASTC_5x5 :: a
$mGL_COMPRESSED_RGBA_ASTC_5x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_5x5 = 0x93B2
pattern $bGL_COMPRESSED_RGBA_ASTC_6x5 :: a
$mGL_COMPRESSED_RGBA_ASTC_6x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_6x5 = 0x93B3
pattern $bGL_COMPRESSED_RGBA_ASTC_6x6 :: a
$mGL_COMPRESSED_RGBA_ASTC_6x6 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_6x6 = 0x93B4
pattern $bGL_COMPRESSED_RGBA_ASTC_8x5 :: a
$mGL_COMPRESSED_RGBA_ASTC_8x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_8x5 = 0x93B5
pattern $bGL_COMPRESSED_RGBA_ASTC_8x6 :: a
$mGL_COMPRESSED_RGBA_ASTC_8x6 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_8x6 = 0x93B6
pattern $bGL_COMPRESSED_RGBA_ASTC_8x8 :: a
$mGL_COMPRESSED_RGBA_ASTC_8x8 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_RGBA_ASTC_8x8 = 0x93B7
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 = 0x93DB
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 = 0x93D8
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 = 0x93D9
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 = 0x93DA
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 = 0x93DC
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 = 0x93DD
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 = 0x93D0
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 = 0x93D1
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 = 0x93D2
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 = 0x93D3
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 = 0x93D4
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 = 0x93D5
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 = 0x93D6
pattern $bGL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 :: a
$mGL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 = 0x93D7
pattern $bGL_DARKEN :: a
$mGL_DARKEN :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DARKEN = 0x9297
pattern $bGL_DIFFERENCE :: a
$mGL_DIFFERENCE :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DIFFERENCE = 0x929E
pattern $bGL_EXCLUSION :: a
$mGL_EXCLUSION :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_EXCLUSION = 0x92A0
pattern $bGL_HARDLIGHT :: a
$mGL_HARDLIGHT :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HARDLIGHT = 0x929B
pattern $bGL_HSL_COLOR :: a
$mGL_HSL_COLOR :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HSL_COLOR = 0x92AF
pattern $bGL_HSL_HUE :: a
$mGL_HSL_HUE :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HSL_HUE = 0x92AD
pattern $bGL_HSL_LUMINOSITY :: a
$mGL_HSL_LUMINOSITY :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HSL_LUMINOSITY = 0x92B0
pattern $bGL_HSL_SATURATION :: a
$mGL_HSL_SATURATION :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HSL_SATURATION = 0x92AE
pattern $bGL_LIGHTEN :: a
$mGL_LIGHTEN :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_LIGHTEN = 0x9298
pattern $bGL_MULTIPLY :: a
$mGL_MULTIPLY :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_MULTIPLY = 0x9294
pattern $bGL_MULTISAMPLE_LINE_WIDTH_GRANULARITY :: a
$mGL_MULTISAMPLE_LINE_WIDTH_GRANULARITY :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY = 0x9382
pattern $bGL_MULTISAMPLE_LINE_WIDTH_RANGE :: a
$mGL_MULTISAMPLE_LINE_WIDTH_RANGE :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_MULTISAMPLE_LINE_WIDTH_RANGE = 0x9381
pattern $bGL_OVERLAY :: a
$mGL_OVERLAY :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OVERLAY = 0x9296
pattern $bGL_PRIMITIVE_BOUNDING_BOX :: a
$mGL_PRIMITIVE_BOUNDING_BOX :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_PRIMITIVE_BOUNDING_BOX = 0x92BE
pattern $bGL_SCREEN :: a
$mGL_SCREEN :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SCREEN = 0x9295
pattern $bGL_SOFTLIGHT :: a
$mGL_SOFTLIGHT :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SOFTLIGHT = 0x929C