<?xml version="1.0"?> <!DOCTYPE OpenGLAPI SYSTEM "gl_API.dtd"> <OpenGLAPI> <category name="GL_ARB_ES2_compatibility" number="95"> <enum name="FIXED" count="1" value="0x140C"/> <enum name="LOW_FLOAT" value="0x8DF0"/> <enum name="MEDIUM_FLOAT" value="0x8DF1"/> <enum name="HIGH_FLOAT" value="0x8DF2"/> <enum name="LOW_INT" value="0x8DF3"/> <enum name="MEDIUM_INT" value="0x8DF4"/> <enum name="HIGH_INT" value="0x8DF5"/> <enum name="SHADER_BINARY_FORMATS" value="0x8DF8"/> <enum name="NUM_SHADER_BINARY_FORMATS" value="0x8DF9"/> <enum name="SHADER_COMPILER" value="0x8DFA"/> <enum name="MAX_VERTEX_UNIFORM_VECTORS" value="0x8DFB"/> <enum name="MAX_VARYING_VECTORS" value="0x8DFC"/> <enum name="MAX_FRAGMENT_UNIFORM_VECTORS" value="0x8DFD"/> <function name="GetShaderPrecisionFormat" offset="assign" es2="2.0"> <param name="shadertype" type="GLenum"/> <param name="precisiontype" type="GLenum"/> <param name="range" type="GLint *"/> <param name="precision" type="GLint *"/> </function> <function name="ReleaseShaderCompiler" offset="assign" es2="2.0"> </function> <function name="ShaderBinary" offset="assign" es2="2.0"> <param name="n" type="GLsizei"/> <param name="shaders" type="const GLuint *"/> <param name="binaryformat" type="GLenum"/> <param name="binary" type="const GLvoid *"/> <param name="length" type="GLsizei"/> </function> <!-- from GL_OES_fixed_point --> <enum name="FIXED" value="0x140C"/> <type name="fixed" size="4" /> <!-- from GL_OES_read_format --> <enum name="IMPLEMENTATION_COLOR_READ_TYPE" value="0x8B9A"/> <enum name="IMPLEMENTATION_COLOR_READ_FORMAT" value="0x8B9B"/> <!-- from GL_OES_single_precision --> <function name="ClearDepthf" offset="assign" es1="1.0" es2="2.0"> <param name="depth" type="GLclampf"/> </function> <function name="DepthRangef" offset="assign" es1="1.0" es2="2.0"> <param name="zNear" type="GLclampf"/> <param name="zFar" type="GLclampf"/> </function> </category> </OpenGLAPI>