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1861 lines
90 KiB
1861 lines
90 KiB
/* WARNING: This is auto-generated file. Do not modify, since changes will
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* be lost! Modify the generating script instead.
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*
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* Generated from Khronos GL API description (gl.xml) revision 9d534f9312e56c72df763207e449c6719576fd54.
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*/
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const char* getErrorName (int value)
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|
{
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|
switch (value)
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|
{
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case GL_NO_ERROR: return "GL_NO_ERROR";
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION";
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case GL_CONTEXT_LOST: return "GL_CONTEXT_LOST";
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default: return DE_NULL;
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}
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}
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const char* getTypeName (int value)
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{
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switch (value)
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{
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case GL_BYTE: return "GL_BYTE";
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case GL_UNSIGNED_BYTE: return "GL_UNSIGNED_BYTE";
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case GL_SHORT: return "GL_SHORT";
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case GL_UNSIGNED_SHORT: return "GL_UNSIGNED_SHORT";
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case GL_INT: return "GL_INT";
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case GL_UNSIGNED_INT: return "GL_UNSIGNED_INT";
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case GL_FLOAT: return "GL_FLOAT";
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case GL_FIXED: return "GL_FIXED";
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case GL_UNSIGNED_SHORT_5_6_5: return "GL_UNSIGNED_SHORT_5_6_5";
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case GL_UNSIGNED_SHORT_4_4_4_4: return "GL_UNSIGNED_SHORT_4_4_4_4";
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case GL_UNSIGNED_SHORT_5_5_5_1: return "GL_UNSIGNED_SHORT_5_5_5_1";
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case GL_HALF_FLOAT: return "GL_HALF_FLOAT";
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case GL_INT_2_10_10_10_REV: return "GL_INT_2_10_10_10_REV";
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case GL_UNSIGNED_INT_2_10_10_10_REV: return "GL_UNSIGNED_INT_2_10_10_10_REV";
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case GL_UNSIGNED_INT_10F_11F_11F_REV: return "GL_UNSIGNED_INT_10F_11F_11F_REV";
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case GL_UNSIGNED_INT_5_9_9_9_REV: return "GL_UNSIGNED_INT_5_9_9_9_REV";
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case GL_UNSIGNED_INT_24_8: return "GL_UNSIGNED_INT_24_8";
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case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: return "GL_FLOAT_32_UNSIGNED_INT_24_8_REV";
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case GL_SIGNED_NORMALIZED: return "GL_SIGNED_NORMALIZED";
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case GL_UNSIGNED_NORMALIZED: return "GL_UNSIGNED_NORMALIZED";
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case GL_HALF_FLOAT_OES: return "GL_HALF_FLOAT_OES";
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default: return DE_NULL;
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}
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}
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const char* getParamQueryName (int value)
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{
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switch (value)
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{
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case GL_LINE_WIDTH: return "GL_LINE_WIDTH";
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case GL_ALIASED_POINT_SIZE_RANGE: return "GL_ALIASED_POINT_SIZE_RANGE";
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case GL_ALIASED_LINE_WIDTH_RANGE: return "GL_ALIASED_LINE_WIDTH_RANGE";
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case GL_CULL_FACE_MODE: return "GL_CULL_FACE_MODE";
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case GL_FRONT_FACE: return "GL_FRONT_FACE";
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case GL_DEPTH_RANGE: return "GL_DEPTH_RANGE";
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case GL_DEPTH_WRITEMASK: return "GL_DEPTH_WRITEMASK";
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case GL_DEPTH_CLEAR_VALUE: return "GL_DEPTH_CLEAR_VALUE";
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case GL_DEPTH_FUNC: return "GL_DEPTH_FUNC";
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case GL_STENCIL_CLEAR_VALUE: return "GL_STENCIL_CLEAR_VALUE";
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case GL_STENCIL_FUNC: return "GL_STENCIL_FUNC";
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case GL_STENCIL_FAIL: return "GL_STENCIL_FAIL";
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case GL_STENCIL_PASS_DEPTH_FAIL: return "GL_STENCIL_PASS_DEPTH_FAIL";
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case GL_STENCIL_PASS_DEPTH_PASS: return "GL_STENCIL_PASS_DEPTH_PASS";
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case GL_STENCIL_REF: return "GL_STENCIL_REF";
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case GL_STENCIL_VALUE_MASK: return "GL_STENCIL_VALUE_MASK";
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case GL_STENCIL_WRITEMASK: return "GL_STENCIL_WRITEMASK";
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case GL_STENCIL_BACK_FUNC: return "GL_STENCIL_BACK_FUNC";
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case GL_STENCIL_BACK_FAIL: return "GL_STENCIL_BACK_FAIL";
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case GL_STENCIL_BACK_PASS_DEPTH_FAIL: return "GL_STENCIL_BACK_PASS_DEPTH_FAIL";
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case GL_STENCIL_BACK_PASS_DEPTH_PASS: return "GL_STENCIL_BACK_PASS_DEPTH_PASS";
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case GL_STENCIL_BACK_REF: return "GL_STENCIL_BACK_REF";
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case GL_STENCIL_BACK_VALUE_MASK: return "GL_STENCIL_BACK_VALUE_MASK";
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case GL_STENCIL_BACK_WRITEMASK: return "GL_STENCIL_BACK_WRITEMASK";
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case GL_VIEWPORT: return "GL_VIEWPORT";
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case GL_SCISSOR_BOX: return "GL_SCISSOR_BOX";
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case GL_SCISSOR_TEST: return "GL_SCISSOR_TEST";
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case GL_COLOR_CLEAR_VALUE: return "GL_COLOR_CLEAR_VALUE";
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case GL_COLOR_WRITEMASK: return "GL_COLOR_WRITEMASK";
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case GL_UNPACK_ALIGNMENT: return "GL_UNPACK_ALIGNMENT";
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case GL_PACK_ALIGNMENT: return "GL_PACK_ALIGNMENT";
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case GL_MAX_TEXTURE_SIZE: return "GL_MAX_TEXTURE_SIZE";
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case GL_MAX_VIEWPORT_DIMS: return "GL_MAX_VIEWPORT_DIMS";
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case GL_SUBPIXEL_BITS: return "GL_SUBPIXEL_BITS";
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case GL_RED_BITS: return "GL_RED_BITS";
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case GL_GREEN_BITS: return "GL_GREEN_BITS";
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case GL_BLUE_BITS: return "GL_BLUE_BITS";
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case GL_ALPHA_BITS: return "GL_ALPHA_BITS";
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case GL_DEPTH_BITS: return "GL_DEPTH_BITS";
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case GL_STENCIL_BITS: return "GL_STENCIL_BITS";
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case GL_POLYGON_OFFSET_UNITS: return "GL_POLYGON_OFFSET_UNITS";
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case GL_POLYGON_OFFSET_FILL: return "GL_POLYGON_OFFSET_FILL";
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case GL_POLYGON_OFFSET_FACTOR: return "GL_POLYGON_OFFSET_FACTOR";
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case GL_TEXTURE_BINDING_2D: return "GL_TEXTURE_BINDING_2D";
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case GL_SAMPLE_BUFFERS: return "GL_SAMPLE_BUFFERS";
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case GL_SAMPLES: return "GL_SAMPLES";
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case GL_SAMPLE_COVERAGE_VALUE: return "GL_SAMPLE_COVERAGE_VALUE";
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case GL_SAMPLE_COVERAGE_INVERT: return "GL_SAMPLE_COVERAGE_INVERT";
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case GL_MAX_CUBE_MAP_TEXTURE_SIZE: return "GL_MAX_CUBE_MAP_TEXTURE_SIZE";
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case GL_MAX_RENDERBUFFER_SIZE: return "GL_MAX_RENDERBUFFER_SIZE";
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case GL_MAX_VERTEX_ATTRIBS: return "GL_MAX_VERTEX_ATTRIBS";
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case GL_MAX_VERTEX_UNIFORM_VECTORS: return "GL_MAX_VERTEX_UNIFORM_VECTORS";
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case GL_MAX_VARYING_VECTORS: return "GL_MAX_VARYING_VECTORS";
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case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: return "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS";
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case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: return "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS";
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case GL_MAX_TEXTURE_IMAGE_UNITS: return "GL_MAX_TEXTURE_IMAGE_UNITS";
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case GL_MAX_FRAGMENT_UNIFORM_VECTORS: return "GL_MAX_FRAGMENT_UNIFORM_VECTORS";
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default: return DE_NULL;
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}
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}
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const char* getProgramParamName (int value)
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{
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switch (value)
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{
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case GL_ACTIVE_ATTRIBUTES: return "GL_ACTIVE_ATTRIBUTES";
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case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: return "GL_ACTIVE_ATTRIBUTE_MAX_LENGTH";
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case GL_ACTIVE_UNIFORMS: return "GL_ACTIVE_UNIFORMS";
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case GL_ACTIVE_UNIFORM_BLOCKS: return "GL_ACTIVE_UNIFORM_BLOCKS";
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case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: return "GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH";
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case GL_ACTIVE_UNIFORM_MAX_LENGTH: return "GL_ACTIVE_UNIFORM_MAX_LENGTH";
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case GL_ATTACHED_SHADERS: return "GL_ATTACHED_SHADERS";
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case GL_DELETE_STATUS: return "GL_DELETE_STATUS";
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case GL_INFO_LOG_LENGTH: return "GL_INFO_LOG_LENGTH";
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case GL_LINK_STATUS: return "GL_LINK_STATUS";
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case GL_PROGRAM_BINARY_RETRIEVABLE_HINT: return "GL_PROGRAM_BINARY_RETRIEVABLE_HINT";
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case GL_TRANSFORM_FEEDBACK_BUFFER_MODE: return "GL_TRANSFORM_FEEDBACK_BUFFER_MODE";
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case GL_TRANSFORM_FEEDBACK_VARYINGS: return "GL_TRANSFORM_FEEDBACK_VARYINGS";
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case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: return "GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH";
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case GL_VALIDATE_STATUS: return "GL_VALIDATE_STATUS";
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case GL_GEOMETRY_INPUT_TYPE: return "GL_GEOMETRY_INPUT_TYPE";
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case GL_GEOMETRY_OUTPUT_TYPE: return "GL_GEOMETRY_OUTPUT_TYPE";
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case GL_GEOMETRY_VERTICES_OUT: return "GL_GEOMETRY_VERTICES_OUT";
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case GL_GEOMETRY_SHADER_INVOCATIONS: return "GL_GEOMETRY_SHADER_INVOCATIONS";
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case GL_PROGRAM_SEPARABLE: return "GL_PROGRAM_SEPARABLE";
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case GL_COMPUTE_WORK_GROUP_SIZE: return "GL_COMPUTE_WORK_GROUP_SIZE";
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case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS: return "GL_ACTIVE_ATOMIC_COUNTER_BUFFERS";
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case GL_TESS_CONTROL_OUTPUT_VERTICES: return "GL_TESS_CONTROL_OUTPUT_VERTICES";
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case GL_TESS_GEN_MODE: return "GL_TESS_GEN_MODE";
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case GL_TESS_GEN_SPACING: return "GL_TESS_GEN_SPACING";
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case GL_TESS_GEN_VERTEX_ORDER: return "GL_TESS_GEN_VERTEX_ORDER";
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case GL_TESS_GEN_POINT_MODE: return "GL_TESS_GEN_POINT_MODE";
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default: return DE_NULL;
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}
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}
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const char* getUniformParamName (int value)
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|
{
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|
switch (value)
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{
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case GL_UNIFORM_TYPE: return "GL_UNIFORM_TYPE";
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case GL_UNIFORM_SIZE: return "GL_UNIFORM_SIZE";
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case GL_UNIFORM_NAME_LENGTH: return "GL_UNIFORM_NAME_LENGTH";
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case GL_UNIFORM_BLOCK_INDEX: return "GL_UNIFORM_BLOCK_INDEX";
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case GL_UNIFORM_OFFSET: return "GL_UNIFORM_OFFSET";
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case GL_UNIFORM_ARRAY_STRIDE: return "GL_UNIFORM_ARRAY_STRIDE";
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case GL_UNIFORM_MATRIX_STRIDE: return "GL_UNIFORM_MATRIX_STRIDE";
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case GL_UNIFORM_IS_ROW_MAJOR: return "GL_UNIFORM_IS_ROW_MAJOR";
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default: return DE_NULL;
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|
}
|
|
}
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const char* getFramebufferAttachmentName (int value)
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|
{
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switch (value)
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{
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case GL_COLOR_ATTACHMENT0: return "GL_COLOR_ATTACHMENT0";
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case GL_COLOR_ATTACHMENT1: return "GL_COLOR_ATTACHMENT1";
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case GL_COLOR_ATTACHMENT2: return "GL_COLOR_ATTACHMENT2";
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case GL_COLOR_ATTACHMENT3: return "GL_COLOR_ATTACHMENT3";
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case GL_COLOR_ATTACHMENT4: return "GL_COLOR_ATTACHMENT4";
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|
case GL_COLOR_ATTACHMENT5: return "GL_COLOR_ATTACHMENT5";
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|
case GL_COLOR_ATTACHMENT6: return "GL_COLOR_ATTACHMENT6";
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case GL_COLOR_ATTACHMENT7: return "GL_COLOR_ATTACHMENT7";
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case GL_COLOR_ATTACHMENT8: return "GL_COLOR_ATTACHMENT8";
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|
case GL_COLOR_ATTACHMENT9: return "GL_COLOR_ATTACHMENT9";
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case GL_COLOR_ATTACHMENT10: return "GL_COLOR_ATTACHMENT10";
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case GL_COLOR_ATTACHMENT11: return "GL_COLOR_ATTACHMENT11";
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case GL_COLOR_ATTACHMENT12: return "GL_COLOR_ATTACHMENT12";
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case GL_COLOR_ATTACHMENT13: return "GL_COLOR_ATTACHMENT13";
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case GL_COLOR_ATTACHMENT14: return "GL_COLOR_ATTACHMENT14";
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case GL_COLOR_ATTACHMENT15: return "GL_COLOR_ATTACHMENT15";
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case GL_DEPTH_ATTACHMENT: return "GL_DEPTH_ATTACHMENT";
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case GL_STENCIL_ATTACHMENT: return "GL_STENCIL_ATTACHMENT";
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case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
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case GL_BACK: return "GL_BACK";
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case GL_FRONT_LEFT: return "GL_FRONT_LEFT";
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case GL_FRONT_RIGHT: return "GL_FRONT_RIGHT";
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|
case GL_BACK_LEFT: return "GL_BACK_LEFT";
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|
case GL_BACK_RIGHT: return "GL_BACK_RIGHT";
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|
case GL_DEPTH: return "GL_DEPTH";
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|
case GL_STENCIL: return "GL_STENCIL";
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default: return DE_NULL;
|
|
}
|
|
}
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|
|
const char* getFramebufferAttachmentParameterName (int value)
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|
{
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|
switch (value)
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{
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case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE";
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case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: return "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME";
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case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: return "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL";
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case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: return "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE";
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case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: return "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER";
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case GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: return "GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE";
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|
case GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: return "GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING";
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case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE";
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|
case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE";
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case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE";
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case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE";
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case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE";
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case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE";
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case GL_FRAMEBUFFER_ATTACHMENT_LAYERED: return "GL_FRAMEBUFFER_ATTACHMENT_LAYERED";
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default: return DE_NULL;
|
|
}
|
|
}
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|
|
const char* getFramebufferTargetName (int value)
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|
{
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|
switch (value)
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|
{
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|
case GL_FRAMEBUFFER: return "GL_FRAMEBUFFER";
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|
case GL_RENDERBUFFER: return "GL_RENDERBUFFER";
|
|
case GL_DRAW_FRAMEBUFFER: return "GL_DRAW_FRAMEBUFFER";
|
|
case GL_READ_FRAMEBUFFER: return "GL_READ_FRAMEBUFFER";
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default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getFramebufferStatusName (int value)
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|
{
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|
switch (value)
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|
{
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|
case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE";
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|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
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|
case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: return "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS";
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|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getFramebufferAttachmentTypeName (int value)
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|
{
|
|
switch (value)
|
|
{
|
|
case GL_NONE: return "GL_NONE";
|
|
case GL_FRAMEBUFFER_DEFAULT: return "GL_FRAMEBUFFER_DEFAULT";
|
|
case GL_TEXTURE: return "GL_TEXTURE";
|
|
case GL_RENDERBUFFER: return "GL_RENDERBUFFER";
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|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getFramebufferColorEncodingName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_LINEAR: return "GL_LINEAR";
|
|
case GL_SRGB: return "GL_SRGB";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getFramebufferParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_FRAMEBUFFER_DEFAULT_WIDTH: return "GL_FRAMEBUFFER_DEFAULT_WIDTH";
|
|
case GL_FRAMEBUFFER_DEFAULT_HEIGHT: return "GL_FRAMEBUFFER_DEFAULT_HEIGHT";
|
|
case GL_FRAMEBUFFER_DEFAULT_SAMPLES: return "GL_FRAMEBUFFER_DEFAULT_SAMPLES";
|
|
case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS: return "GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS";
|
|
case GL_FRAMEBUFFER_DEFAULT_LAYERS: return "GL_FRAMEBUFFER_DEFAULT_LAYERS";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getRenderbufferParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_RENDERBUFFER_WIDTH: return "GL_RENDERBUFFER_WIDTH";
|
|
case GL_RENDERBUFFER_HEIGHT: return "GL_RENDERBUFFER_HEIGHT";
|
|
case GL_RENDERBUFFER_INTERNAL_FORMAT: return "GL_RENDERBUFFER_INTERNAL_FORMAT";
|
|
case GL_RENDERBUFFER_RED_SIZE: return "GL_RENDERBUFFER_RED_SIZE";
|
|
case GL_RENDERBUFFER_GREEN_SIZE: return "GL_RENDERBUFFER_GREEN_SIZE";
|
|
case GL_RENDERBUFFER_BLUE_SIZE: return "GL_RENDERBUFFER_BLUE_SIZE";
|
|
case GL_RENDERBUFFER_ALPHA_SIZE: return "GL_RENDERBUFFER_ALPHA_SIZE";
|
|
case GL_RENDERBUFFER_DEPTH_SIZE: return "GL_RENDERBUFFER_DEPTH_SIZE";
|
|
case GL_RENDERBUFFER_STENCIL_SIZE: return "GL_RENDERBUFFER_STENCIL_SIZE";
|
|
case GL_RENDERBUFFER_SAMPLES: return "GL_RENDERBUFFER_SAMPLES";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getPrimitiveTypeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_POINTS: return "GL_POINTS";
|
|
case GL_LINES: return "GL_LINES";
|
|
case GL_LINE_STRIP: return "GL_LINE_STRIP";
|
|
case GL_LINE_LOOP: return "GL_LINE_LOOP";
|
|
case GL_TRIANGLES: return "GL_TRIANGLES";
|
|
case GL_TRIANGLE_STRIP: return "GL_TRIANGLE_STRIP";
|
|
case GL_TRIANGLE_FAN: return "GL_TRIANGLE_FAN";
|
|
case GL_LINES_ADJACENCY: return "GL_LINES_ADJACENCY";
|
|
case GL_LINE_STRIP_ADJACENCY: return "GL_LINE_STRIP_ADJACENCY";
|
|
case GL_TRIANGLES_ADJACENCY: return "GL_TRIANGLES_ADJACENCY";
|
|
case GL_TRIANGLE_STRIP_ADJACENCY: return "GL_TRIANGLE_STRIP_ADJACENCY";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBlendFactorName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ZERO: return "GL_ZERO";
|
|
case GL_ONE: return "GL_ONE";
|
|
case GL_SRC_ALPHA_SATURATE: return "GL_SRC_ALPHA_SATURATE";
|
|
case GL_SRC_COLOR: return "GL_SRC_COLOR";
|
|
case GL_ONE_MINUS_SRC_COLOR: return "GL_ONE_MINUS_SRC_COLOR";
|
|
case GL_SRC_ALPHA: return "GL_SRC_ALPHA";
|
|
case GL_ONE_MINUS_SRC_ALPHA: return "GL_ONE_MINUS_SRC_ALPHA";
|
|
case GL_SRC1_COLOR: return "GL_SRC1_COLOR";
|
|
case GL_ONE_MINUS_SRC1_COLOR: return "GL_ONE_MINUS_SRC1_COLOR";
|
|
case GL_SRC1_ALPHA: return "GL_SRC1_ALPHA";
|
|
case GL_ONE_MINUS_SRC1_ALPHA: return "GL_ONE_MINUS_SRC1_ALPHA";
|
|
case GL_DST_COLOR: return "GL_DST_COLOR";
|
|
case GL_ONE_MINUS_DST_COLOR: return "GL_ONE_MINUS_DST_COLOR";
|
|
case GL_DST_ALPHA: return "GL_DST_ALPHA";
|
|
case GL_ONE_MINUS_DST_ALPHA: return "GL_ONE_MINUS_DST_ALPHA";
|
|
case GL_CONSTANT_COLOR: return "GL_CONSTANT_COLOR";
|
|
case GL_ONE_MINUS_CONSTANT_COLOR: return "GL_ONE_MINUS_CONSTANT_COLOR";
|
|
case GL_CONSTANT_ALPHA: return "GL_CONSTANT_ALPHA";
|
|
case GL_ONE_MINUS_CONSTANT_ALPHA: return "GL_ONE_MINUS_CONSTANT_ALPHA";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBlendEquationName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_FUNC_ADD: return "GL_FUNC_ADD";
|
|
case GL_FUNC_SUBTRACT: return "GL_FUNC_SUBTRACT";
|
|
case GL_FUNC_REVERSE_SUBTRACT: return "GL_FUNC_REVERSE_SUBTRACT";
|
|
case GL_MIN: return "GL_MIN";
|
|
case GL_MAX: return "GL_MAX";
|
|
case GL_MULTIPLY_KHR: return "GL_MULTIPLY_KHR";
|
|
case GL_SCREEN_KHR: return "GL_SCREEN_KHR";
|
|
case GL_OVERLAY_KHR: return "GL_OVERLAY_KHR";
|
|
case GL_DARKEN_KHR: return "GL_DARKEN_KHR";
|
|
case GL_LIGHTEN_KHR: return "GL_LIGHTEN_KHR";
|
|
case GL_COLORDODGE_KHR: return "GL_COLORDODGE_KHR";
|
|
case GL_COLORBURN_KHR: return "GL_COLORBURN_KHR";
|
|
case GL_HARDLIGHT_KHR: return "GL_HARDLIGHT_KHR";
|
|
case GL_SOFTLIGHT_KHR: return "GL_SOFTLIGHT_KHR";
|
|
case GL_DIFFERENCE_KHR: return "GL_DIFFERENCE_KHR";
|
|
case GL_EXCLUSION_KHR: return "GL_EXCLUSION_KHR";
|
|
case GL_HSL_HUE_KHR: return "GL_HSL_HUE_KHR";
|
|
case GL_HSL_SATURATION_KHR: return "GL_HSL_SATURATION_KHR";
|
|
case GL_HSL_COLOR_KHR: return "GL_HSL_COLOR_KHR";
|
|
case GL_HSL_LUMINOSITY_KHR: return "GL_HSL_LUMINOSITY_KHR";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBufferTargetName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ARRAY_BUFFER: return "GL_ARRAY_BUFFER";
|
|
case GL_ELEMENT_ARRAY_BUFFER: return "GL_ELEMENT_ARRAY_BUFFER";
|
|
case GL_COPY_READ_BUFFER: return "GL_COPY_READ_BUFFER";
|
|
case GL_COPY_WRITE_BUFFER: return "GL_COPY_WRITE_BUFFER";
|
|
case GL_PIXEL_PACK_BUFFER: return "GL_PIXEL_PACK_BUFFER";
|
|
case GL_PIXEL_UNPACK_BUFFER: return "GL_PIXEL_UNPACK_BUFFER";
|
|
case GL_TRANSFORM_FEEDBACK_BUFFER: return "GL_TRANSFORM_FEEDBACK_BUFFER";
|
|
case GL_UNIFORM_BUFFER: return "GL_UNIFORM_BUFFER";
|
|
case GL_DRAW_INDIRECT_BUFFER: return "GL_DRAW_INDIRECT_BUFFER";
|
|
case GL_SHADER_STORAGE_BUFFER: return "GL_SHADER_STORAGE_BUFFER";
|
|
case GL_TEXTURE_BUFFER: return "GL_TEXTURE_BUFFER";
|
|
case GL_DISPATCH_INDIRECT_BUFFER: return "GL_DISPATCH_INDIRECT_BUFFER";
|
|
case GL_ATOMIC_COUNTER_BUFFER: return "GL_ATOMIC_COUNTER_BUFFER";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBufferBindingName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ARRAY_BUFFER_BINDING: return "GL_ARRAY_BUFFER_BINDING";
|
|
case GL_ELEMENT_ARRAY_BUFFER_BINDING: return "GL_ELEMENT_ARRAY_BUFFER_BINDING";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getUsageName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_STREAM_DRAW: return "GL_STREAM_DRAW";
|
|
case GL_STREAM_READ: return "GL_STREAM_READ";
|
|
case GL_STREAM_COPY: return "GL_STREAM_COPY";
|
|
case GL_STATIC_DRAW: return "GL_STATIC_DRAW";
|
|
case GL_STATIC_READ: return "GL_STATIC_READ";
|
|
case GL_STATIC_COPY: return "GL_STATIC_COPY";
|
|
case GL_DYNAMIC_DRAW: return "GL_DYNAMIC_DRAW";
|
|
case GL_DYNAMIC_READ: return "GL_DYNAMIC_READ";
|
|
case GL_DYNAMIC_COPY: return "GL_DYNAMIC_COPY";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBufferQueryName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_BUFFER_SIZE: return "GL_BUFFER_SIZE";
|
|
case GL_BUFFER_USAGE: return "GL_BUFFER_USAGE";
|
|
case GL_BUFFER_ACCESS_FLAGS: return "GL_BUFFER_ACCESS_FLAGS";
|
|
case GL_BUFFER_MAPPED: return "GL_BUFFER_MAPPED";
|
|
case GL_BUFFER_MAP_OFFSET: return "GL_BUFFER_MAP_OFFSET";
|
|
case GL_BUFFER_MAP_LENGTH: return "GL_BUFFER_MAP_LENGTH";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getFaceName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_FRONT: return "GL_FRONT";
|
|
case GL_BACK: return "GL_BACK";
|
|
case GL_FRONT_AND_BACK: return "GL_FRONT_AND_BACK";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getCompareFuncName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_NEVER: return "GL_NEVER";
|
|
case GL_LESS: return "GL_LESS";
|
|
case GL_LEQUAL: return "GL_LEQUAL";
|
|
case GL_GREATER: return "GL_GREATER";
|
|
case GL_EQUAL: return "GL_EQUAL";
|
|
case GL_NOTEQUAL: return "GL_NOTEQUAL";
|
|
case GL_GEQUAL: return "GL_GEQUAL";
|
|
case GL_ALWAYS: return "GL_ALWAYS";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getEnableCapName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TEXTURE_2D: return "GL_TEXTURE_2D";
|
|
case GL_CULL_FACE: return "GL_CULL_FACE";
|
|
case GL_BLEND: return "GL_BLEND";
|
|
case GL_DITHER: return "GL_DITHER";
|
|
case GL_STENCIL_TEST: return "GL_STENCIL_TEST";
|
|
case GL_DEPTH_TEST: return "GL_DEPTH_TEST";
|
|
case GL_SCISSOR_TEST: return "GL_SCISSOR_TEST";
|
|
case GL_POLYGON_OFFSET_FILL: return "GL_POLYGON_OFFSET_FILL";
|
|
case GL_SAMPLE_ALPHA_TO_COVERAGE: return "GL_SAMPLE_ALPHA_TO_COVERAGE";
|
|
case GL_SAMPLE_COVERAGE: return "GL_SAMPLE_COVERAGE";
|
|
case GL_PRIMITIVE_RESTART_FIXED_INDEX: return "GL_PRIMITIVE_RESTART_FIXED_INDEX";
|
|
case GL_RASTERIZER_DISCARD: return "GL_RASTERIZER_DISCARD";
|
|
case GL_FRAMEBUFFER_SRGB: return "GL_FRAMEBUFFER_SRGB";
|
|
case GL_SAMPLE_SHADING: return "GL_SAMPLE_SHADING";
|
|
case GL_DEPTH_CLAMP: return "GL_DEPTH_CLAMP";
|
|
case GL_PRIMITIVE_RESTART: return "GL_PRIMITIVE_RESTART";
|
|
case GL_SAMPLE_MASK: return "GL_SAMPLE_MASK";
|
|
case GL_DEBUG_OUTPUT: return "GL_DEBUG_OUTPUT";
|
|
case GL_DEBUG_OUTPUT_SYNCHRONOUS: return "GL_DEBUG_OUTPUT_SYNCHRONOUS";
|
|
case GL_BLEND_ADVANCED_COHERENT_KHR: return "GL_BLEND_ADVANCED_COHERENT_KHR";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getIndexedEnableCapName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_BLEND: return "GL_BLEND";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getWindingName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_CW: return "GL_CW";
|
|
case GL_CCW: return "GL_CCW";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getHintModeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_DONT_CARE: return "GL_DONT_CARE";
|
|
case GL_FASTEST: return "GL_FASTEST";
|
|
case GL_NICEST: return "GL_NICEST";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getHintName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_GENERATE_MIPMAP_HINT: return "GL_GENERATE_MIPMAP_HINT";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getStencilOpName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ZERO: return "GL_ZERO";
|
|
case GL_KEEP: return "GL_KEEP";
|
|
case GL_REPLACE: return "GL_REPLACE";
|
|
case GL_INCR: return "GL_INCR";
|
|
case GL_DECR: return "GL_DECR";
|
|
case GL_INVERT: return "GL_INVERT";
|
|
case GL_INCR_WRAP: return "GL_INCR_WRAP";
|
|
case GL_DECR_WRAP: return "GL_DECR_WRAP";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getShaderTypeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_VERTEX_SHADER: return "GL_VERTEX_SHADER";
|
|
case GL_FRAGMENT_SHADER: return "GL_FRAGMENT_SHADER";
|
|
case GL_COMPUTE_SHADER: return "GL_COMPUTE_SHADER";
|
|
case GL_TESS_CONTROL_SHADER: return "GL_TESS_CONTROL_SHADER";
|
|
case GL_TESS_EVALUATION_SHADER: return "GL_TESS_EVALUATION_SHADER";
|
|
case GL_GEOMETRY_SHADER: return "GL_GEOMETRY_SHADER";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBufferName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_COLOR: return "GL_COLOR";
|
|
case GL_DEPTH: return "GL_DEPTH";
|
|
case GL_STENCIL: return "GL_STENCIL";
|
|
case GL_DEPTH_STENCIL: return "GL_DEPTH_STENCIL";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getInvalidateAttachmentName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_COLOR: return "GL_COLOR";
|
|
case GL_DEPTH: return "GL_DEPTH";
|
|
case GL_STENCIL: return "GL_STENCIL";
|
|
case GL_COLOR_ATTACHMENT0: return "GL_COLOR_ATTACHMENT0";
|
|
case GL_COLOR_ATTACHMENT1: return "GL_COLOR_ATTACHMENT1";
|
|
case GL_COLOR_ATTACHMENT2: return "GL_COLOR_ATTACHMENT2";
|
|
case GL_COLOR_ATTACHMENT3: return "GL_COLOR_ATTACHMENT3";
|
|
case GL_COLOR_ATTACHMENT4: return "GL_COLOR_ATTACHMENT4";
|
|
case GL_COLOR_ATTACHMENT5: return "GL_COLOR_ATTACHMENT5";
|
|
case GL_COLOR_ATTACHMENT6: return "GL_COLOR_ATTACHMENT6";
|
|
case GL_COLOR_ATTACHMENT7: return "GL_COLOR_ATTACHMENT7";
|
|
case GL_DEPTH_ATTACHMENT: return "GL_DEPTH_ATTACHMENT";
|
|
case GL_STENCIL_ATTACHMENT: return "GL_STENCIL_ATTACHMENT";
|
|
case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getDrawReadBufferName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_COLOR: return "GL_COLOR";
|
|
case GL_DEPTH: return "GL_DEPTH";
|
|
case GL_STENCIL: return "GL_STENCIL";
|
|
case GL_BACK: return "GL_BACK";
|
|
case GL_NONE: return "GL_NONE";
|
|
case GL_COLOR_ATTACHMENT0: return "GL_COLOR_ATTACHMENT0";
|
|
case GL_COLOR_ATTACHMENT1: return "GL_COLOR_ATTACHMENT1";
|
|
case GL_COLOR_ATTACHMENT2: return "GL_COLOR_ATTACHMENT2";
|
|
case GL_COLOR_ATTACHMENT3: return "GL_COLOR_ATTACHMENT3";
|
|
case GL_COLOR_ATTACHMENT4: return "GL_COLOR_ATTACHMENT4";
|
|
case GL_COLOR_ATTACHMENT5: return "GL_COLOR_ATTACHMENT5";
|
|
case GL_COLOR_ATTACHMENT6: return "GL_COLOR_ATTACHMENT6";
|
|
case GL_COLOR_ATTACHMENT7: return "GL_COLOR_ATTACHMENT7";
|
|
case GL_DEPTH_ATTACHMENT: return "GL_DEPTH_ATTACHMENT";
|
|
case GL_STENCIL_ATTACHMENT: return "GL_STENCIL_ATTACHMENT";
|
|
case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureTargetName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TEXTURE_1D: return "GL_TEXTURE_1D";
|
|
case GL_TEXTURE_2D: return "GL_TEXTURE_2D";
|
|
case GL_TEXTURE_CUBE_MAP: return "GL_TEXTURE_CUBE_MAP";
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_X: return "GL_TEXTURE_CUBE_MAP_POSITIVE_X";
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: return "GL_TEXTURE_CUBE_MAP_NEGATIVE_X";
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: return "GL_TEXTURE_CUBE_MAP_POSITIVE_Y";
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: return "GL_TEXTURE_CUBE_MAP_NEGATIVE_Y";
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: return "GL_TEXTURE_CUBE_MAP_POSITIVE_Z";
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: return "GL_TEXTURE_CUBE_MAP_NEGATIVE_Z";
|
|
case GL_TEXTURE_3D: return "GL_TEXTURE_3D";
|
|
case GL_TEXTURE_2D_ARRAY: return "GL_TEXTURE_2D_ARRAY";
|
|
case GL_TEXTURE_2D_MULTISAMPLE: return "GL_TEXTURE_2D_MULTISAMPLE";
|
|
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return "GL_TEXTURE_2D_MULTISAMPLE_ARRAY";
|
|
case GL_TEXTURE_BUFFER: return "GL_TEXTURE_BUFFER";
|
|
case GL_TEXTURE_CUBE_MAP_ARRAY: return "GL_TEXTURE_CUBE_MAP_ARRAY";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TEXTURE_WRAP_S: return "GL_TEXTURE_WRAP_S";
|
|
case GL_TEXTURE_WRAP_T: return "GL_TEXTURE_WRAP_T";
|
|
case GL_TEXTURE_WRAP_R: return "GL_TEXTURE_WRAP_R";
|
|
case GL_TEXTURE_BASE_LEVEL: return "GL_TEXTURE_BASE_LEVEL";
|
|
case GL_TEXTURE_MAX_LEVEL: return "GL_TEXTURE_MAX_LEVEL";
|
|
case GL_TEXTURE_COMPARE_MODE: return "GL_TEXTURE_COMPARE_MODE";
|
|
case GL_TEXTURE_COMPARE_FUNC: return "GL_TEXTURE_COMPARE_FUNC";
|
|
case GL_TEXTURE_MAX_LOD: return "GL_TEXTURE_MAX_LOD";
|
|
case GL_TEXTURE_MIN_LOD: return "GL_TEXTURE_MIN_LOD";
|
|
case GL_TEXTURE_SWIZZLE_R: return "GL_TEXTURE_SWIZZLE_R";
|
|
case GL_TEXTURE_SWIZZLE_G: return "GL_TEXTURE_SWIZZLE_G";
|
|
case GL_TEXTURE_SWIZZLE_B: return "GL_TEXTURE_SWIZZLE_B";
|
|
case GL_TEXTURE_SWIZZLE_A: return "GL_TEXTURE_SWIZZLE_A";
|
|
case GL_TEXTURE_MIN_FILTER: return "GL_TEXTURE_MIN_FILTER";
|
|
case GL_TEXTURE_MAG_FILTER: return "GL_TEXTURE_MAG_FILTER";
|
|
case GL_DEPTH_STENCIL_TEXTURE_MODE: return "GL_DEPTH_STENCIL_TEXTURE_MODE";
|
|
case GL_TEXTURE_SRGB_DECODE_EXT: return "GL_TEXTURE_SRGB_DECODE_EXT";
|
|
case GL_TEXTURE_BORDER_COLOR: return "GL_TEXTURE_BORDER_COLOR";
|
|
case GL_TEXTURE_IMMUTABLE_LEVELS: return "GL_TEXTURE_IMMUTABLE_LEVELS";
|
|
case GL_TEXTURE_IMMUTABLE_FORMAT: return "GL_TEXTURE_IMMUTABLE_FORMAT";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureLevelParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TEXTURE_SAMPLES: return "GL_TEXTURE_SAMPLES";
|
|
case GL_TEXTURE_FIXED_SAMPLE_LOCATIONS: return "GL_TEXTURE_FIXED_SAMPLE_LOCATIONS";
|
|
case GL_TEXTURE_WIDTH: return "GL_TEXTURE_WIDTH";
|
|
case GL_TEXTURE_HEIGHT: return "GL_TEXTURE_HEIGHT";
|
|
case GL_TEXTURE_DEPTH: return "GL_TEXTURE_DEPTH";
|
|
case GL_TEXTURE_INTERNAL_FORMAT: return "GL_TEXTURE_INTERNAL_FORMAT";
|
|
case GL_TEXTURE_RED_SIZE: return "GL_TEXTURE_RED_SIZE";
|
|
case GL_TEXTURE_GREEN_SIZE: return "GL_TEXTURE_GREEN_SIZE";
|
|
case GL_TEXTURE_BLUE_SIZE: return "GL_TEXTURE_BLUE_SIZE";
|
|
case GL_TEXTURE_ALPHA_SIZE: return "GL_TEXTURE_ALPHA_SIZE";
|
|
case GL_TEXTURE_DEPTH_SIZE: return "GL_TEXTURE_DEPTH_SIZE";
|
|
case GL_TEXTURE_STENCIL_SIZE: return "GL_TEXTURE_STENCIL_SIZE";
|
|
case GL_TEXTURE_SHARED_SIZE: return "GL_TEXTURE_SHARED_SIZE";
|
|
case GL_TEXTURE_RED_TYPE: return "GL_TEXTURE_RED_TYPE";
|
|
case GL_TEXTURE_GREEN_TYPE: return "GL_TEXTURE_GREEN_TYPE";
|
|
case GL_TEXTURE_BLUE_TYPE: return "GL_TEXTURE_BLUE_TYPE";
|
|
case GL_TEXTURE_ALPHA_TYPE: return "GL_TEXTURE_ALPHA_TYPE";
|
|
case GL_TEXTURE_DEPTH_TYPE: return "GL_TEXTURE_DEPTH_TYPE";
|
|
case GL_TEXTURE_COMPRESSED: return "GL_TEXTURE_COMPRESSED";
|
|
case GL_TEXTURE_BUFFER_DATA_STORE_BINDING: return "GL_TEXTURE_BUFFER_DATA_STORE_BINDING";
|
|
case GL_TEXTURE_BUFFER_OFFSET: return "GL_TEXTURE_BUFFER_OFFSET";
|
|
case GL_TEXTURE_BUFFER_SIZE: return "GL_TEXTURE_BUFFER_SIZE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getRepeatModeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_REPEAT: return "GL_REPEAT";
|
|
case GL_CLAMP_TO_EDGE: return "GL_CLAMP_TO_EDGE";
|
|
case GL_MIRRORED_REPEAT: return "GL_MIRRORED_REPEAT";
|
|
case GL_CLAMP_TO_BORDER: return "GL_CLAMP_TO_BORDER";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureFilterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_NEAREST: return "GL_NEAREST";
|
|
case GL_LINEAR: return "GL_LINEAR";
|
|
case GL_NEAREST_MIPMAP_NEAREST: return "GL_NEAREST_MIPMAP_NEAREST";
|
|
case GL_LINEAR_MIPMAP_NEAREST: return "GL_LINEAR_MIPMAP_NEAREST";
|
|
case GL_NEAREST_MIPMAP_LINEAR: return "GL_NEAREST_MIPMAP_LINEAR";
|
|
case GL_LINEAR_MIPMAP_LINEAR: return "GL_LINEAR_MIPMAP_LINEAR";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureWrapModeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_REPEAT: return "GL_REPEAT";
|
|
case GL_CLAMP_TO_EDGE: return "GL_CLAMP_TO_EDGE";
|
|
case GL_MIRRORED_REPEAT: return "GL_MIRRORED_REPEAT";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureSwizzleName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_RED: return "GL_RED";
|
|
case GL_GREEN: return "GL_GREEN";
|
|
case GL_BLUE: return "GL_BLUE";
|
|
case GL_ALPHA: return "GL_ALPHA";
|
|
case GL_ZERO: return "GL_ZERO";
|
|
case GL_ONE: return "GL_ONE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureCompareModeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_NONE: return "GL_NONE";
|
|
case GL_COMPARE_REF_TO_TEXTURE: return "GL_COMPARE_REF_TO_TEXTURE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getCubeMapFaceName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_X: return "GL_TEXTURE_CUBE_MAP_POSITIVE_X";
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: return "GL_TEXTURE_CUBE_MAP_NEGATIVE_X";
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: return "GL_TEXTURE_CUBE_MAP_POSITIVE_Y";
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: return "GL_TEXTURE_CUBE_MAP_NEGATIVE_Y";
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: return "GL_TEXTURE_CUBE_MAP_POSITIVE_Z";
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: return "GL_TEXTURE_CUBE_MAP_NEGATIVE_Z";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureDepthStencilModeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_DEPTH_COMPONENT: return "GL_DEPTH_COMPONENT";
|
|
case GL_STENCIL_INDEX: return "GL_STENCIL_INDEX";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getPixelStoreParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_UNPACK_ALIGNMENT: return "GL_UNPACK_ALIGNMENT";
|
|
case GL_UNPACK_IMAGE_HEIGHT: return "GL_UNPACK_IMAGE_HEIGHT";
|
|
case GL_UNPACK_ROW_LENGTH: return "GL_UNPACK_ROW_LENGTH";
|
|
case GL_UNPACK_SKIP_IMAGES: return "GL_UNPACK_SKIP_IMAGES";
|
|
case GL_UNPACK_SKIP_ROWS: return "GL_UNPACK_SKIP_ROWS";
|
|
case GL_UNPACK_SKIP_PIXELS: return "GL_UNPACK_SKIP_PIXELS";
|
|
case GL_PACK_ROW_LENGTH: return "GL_PACK_ROW_LENGTH";
|
|
case GL_PACK_SKIP_ROWS: return "GL_PACK_SKIP_ROWS";
|
|
case GL_PACK_SKIP_PIXELS: return "GL_PACK_SKIP_PIXELS";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getUncompressedTextureFormatName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_LUMINANCE: return "GL_LUMINANCE";
|
|
case GL_LUMINANCE_ALPHA: return "GL_LUMINANCE_ALPHA";
|
|
case GL_ALPHA: return "GL_ALPHA";
|
|
case GL_RGB: return "GL_RGB";
|
|
case GL_RGBA: return "GL_RGBA";
|
|
case GL_RGBA4: return "GL_RGBA4";
|
|
case GL_RGB5_A1: return "GL_RGB5_A1";
|
|
case GL_RGB565: return "GL_RGB565";
|
|
case GL_DEPTH_COMPONENT16: return "GL_DEPTH_COMPONENT16";
|
|
case GL_STENCIL_INDEX8: return "GL_STENCIL_INDEX8";
|
|
case GL_RG: return "GL_RG";
|
|
case GL_RED: return "GL_RED";
|
|
case GL_RGBA_INTEGER: return "GL_RGBA_INTEGER";
|
|
case GL_RGB_INTEGER: return "GL_RGB_INTEGER";
|
|
case GL_RG_INTEGER: return "GL_RG_INTEGER";
|
|
case GL_RED_INTEGER: return "GL_RED_INTEGER";
|
|
case GL_DEPTH_COMPONENT: return "GL_DEPTH_COMPONENT";
|
|
case GL_DEPTH_STENCIL: return "GL_DEPTH_STENCIL";
|
|
case GL_RGBA32F: return "GL_RGBA32F";
|
|
case GL_RGBA32I: return "GL_RGBA32I";
|
|
case GL_RGBA32UI: return "GL_RGBA32UI";
|
|
case GL_RGBA16: return "GL_RGBA16";
|
|
case GL_RGBA16_SNORM: return "GL_RGBA16_SNORM";
|
|
case GL_RGBA16F: return "GL_RGBA16F";
|
|
case GL_RGBA16I: return "GL_RGBA16I";
|
|
case GL_RGBA16UI: return "GL_RGBA16UI";
|
|
case GL_RGBA8: return "GL_RGBA8";
|
|
case GL_RGBA8I: return "GL_RGBA8I";
|
|
case GL_RGBA8UI: return "GL_RGBA8UI";
|
|
case GL_SRGB8_ALPHA8: return "GL_SRGB8_ALPHA8";
|
|
case GL_RGB10_A2: return "GL_RGB10_A2";
|
|
case GL_RGB10_A2UI: return "GL_RGB10_A2UI";
|
|
case GL_RGBA8_SNORM: return "GL_RGBA8_SNORM";
|
|
case GL_RGB8: return "GL_RGB8";
|
|
case GL_R11F_G11F_B10F: return "GL_R11F_G11F_B10F";
|
|
case GL_RGB32F: return "GL_RGB32F";
|
|
case GL_RGB32I: return "GL_RGB32I";
|
|
case GL_RGB32UI: return "GL_RGB32UI";
|
|
case GL_RGB16: return "GL_RGB16";
|
|
case GL_RGB16_SNORM: return "GL_RGB16_SNORM";
|
|
case GL_RGB16F: return "GL_RGB16F";
|
|
case GL_RGB16I: return "GL_RGB16I";
|
|
case GL_RGB16UI: return "GL_RGB16UI";
|
|
case GL_RGB8_SNORM: return "GL_RGB8_SNORM";
|
|
case GL_RGB8I: return "GL_RGB8I";
|
|
case GL_RGB8UI: return "GL_RGB8UI";
|
|
case GL_SRGB8: return "GL_SRGB8";
|
|
case GL_RGB9_E5: return "GL_RGB9_E5";
|
|
case GL_RG32F: return "GL_RG32F";
|
|
case GL_RG32I: return "GL_RG32I";
|
|
case GL_RG32UI: return "GL_RG32UI";
|
|
case GL_RG16: return "GL_RG16";
|
|
case GL_RG16_SNORM: return "GL_RG16_SNORM";
|
|
case GL_RG16F: return "GL_RG16F";
|
|
case GL_RG16I: return "GL_RG16I";
|
|
case GL_RG16UI: return "GL_RG16UI";
|
|
case GL_RG8: return "GL_RG8";
|
|
case GL_RG8I: return "GL_RG8I";
|
|
case GL_RG8UI: return "GL_RG8UI";
|
|
case GL_RG8_SNORM: return "GL_RG8_SNORM";
|
|
case GL_R32F: return "GL_R32F";
|
|
case GL_R32I: return "GL_R32I";
|
|
case GL_R32UI: return "GL_R32UI";
|
|
case GL_R16: return "GL_R16";
|
|
case GL_R16_SNORM: return "GL_R16_SNORM";
|
|
case GL_R16F: return "GL_R16F";
|
|
case GL_R16I: return "GL_R16I";
|
|
case GL_R16UI: return "GL_R16UI";
|
|
case GL_R8: return "GL_R8";
|
|
case GL_R8I: return "GL_R8I";
|
|
case GL_R8UI: return "GL_R8UI";
|
|
case GL_R8_SNORM: return "GL_R8_SNORM";
|
|
case GL_DEPTH_COMPONENT32F: return "GL_DEPTH_COMPONENT32F";
|
|
case GL_DEPTH_COMPONENT24: return "GL_DEPTH_COMPONENT24";
|
|
case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";
|
|
case GL_DEPTH24_STENCIL8: return "GL_DEPTH24_STENCIL8";
|
|
case GL_RGB10: return "GL_RGB10";
|
|
case GL_DEPTH_COMPONENT32: return "GL_DEPTH_COMPONENT32";
|
|
case GL_SRGB: return "GL_SRGB";
|
|
case GL_SRGB_ALPHA: return "GL_SRGB_ALPHA";
|
|
case GL_SR8_EXT: return "GL_SR8_EXT";
|
|
case GL_SRG8_EXT: return "GL_SRG8_EXT";
|
|
case GL_BGRA: return "GL_BGRA";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getCompressedTextureFormatName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_COMPRESSED_R11_EAC: return "GL_COMPRESSED_R11_EAC";
|
|
case GL_COMPRESSED_SIGNED_R11_EAC: return "GL_COMPRESSED_SIGNED_R11_EAC";
|
|
case GL_COMPRESSED_RG11_EAC: return "GL_COMPRESSED_RG11_EAC";
|
|
case GL_COMPRESSED_SIGNED_RG11_EAC: return "GL_COMPRESSED_SIGNED_RG11_EAC";
|
|
case GL_COMPRESSED_RGB8_ETC2: return "GL_COMPRESSED_RGB8_ETC2";
|
|
case GL_COMPRESSED_SRGB8_ETC2: return "GL_COMPRESSED_SRGB8_ETC2";
|
|
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2";
|
|
case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2";
|
|
case GL_COMPRESSED_RGBA8_ETC2_EAC: return "GL_COMPRESSED_RGBA8_ETC2_EAC";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC";
|
|
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_5x4_KHR: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_5x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_6x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_6x6_KHR: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_8x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_8x6_KHR: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_8x8_KHR: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x6_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x8_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x10_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_12x10_KHR: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_12x12_KHR: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR";
|
|
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT";
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT";
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT";
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT";
|
|
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG";
|
|
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG";
|
|
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG";
|
|
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getShaderVarTypeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_FLOAT: return "GL_FLOAT";
|
|
case GL_FLOAT_VEC2: return "GL_FLOAT_VEC2";
|
|
case GL_FLOAT_VEC3: return "GL_FLOAT_VEC3";
|
|
case GL_FLOAT_VEC4: return "GL_FLOAT_VEC4";
|
|
case GL_INT: return "GL_INT";
|
|
case GL_INT_VEC2: return "GL_INT_VEC2";
|
|
case GL_INT_VEC3: return "GL_INT_VEC3";
|
|
case GL_INT_VEC4: return "GL_INT_VEC4";
|
|
case GL_UNSIGNED_INT: return "GL_UNSIGNED_INT";
|
|
case GL_UNSIGNED_INT_VEC2: return "GL_UNSIGNED_INT_VEC2";
|
|
case GL_UNSIGNED_INT_VEC3: return "GL_UNSIGNED_INT_VEC3";
|
|
case GL_UNSIGNED_INT_VEC4: return "GL_UNSIGNED_INT_VEC4";
|
|
case GL_BOOL: return "GL_BOOL";
|
|
case GL_BOOL_VEC2: return "GL_BOOL_VEC2";
|
|
case GL_BOOL_VEC3: return "GL_BOOL_VEC3";
|
|
case GL_BOOL_VEC4: return "GL_BOOL_VEC4";
|
|
case GL_FLOAT_MAT2: return "GL_FLOAT_MAT2";
|
|
case GL_FLOAT_MAT3: return "GL_FLOAT_MAT3";
|
|
case GL_FLOAT_MAT4: return "GL_FLOAT_MAT4";
|
|
case GL_FLOAT_MAT2x3: return "GL_FLOAT_MAT2x3";
|
|
case GL_FLOAT_MAT2x4: return "GL_FLOAT_MAT2x4";
|
|
case GL_FLOAT_MAT3x2: return "GL_FLOAT_MAT3x2";
|
|
case GL_FLOAT_MAT3x4: return "GL_FLOAT_MAT3x4";
|
|
case GL_FLOAT_MAT4x2: return "GL_FLOAT_MAT4x2";
|
|
case GL_FLOAT_MAT4x3: return "GL_FLOAT_MAT4x3";
|
|
case GL_SAMPLER_2D: return "GL_SAMPLER_2D";
|
|
case GL_SAMPLER_3D: return "GL_SAMPLER_3D";
|
|
case GL_SAMPLER_CUBE: return "GL_SAMPLER_CUBE";
|
|
case GL_SAMPLER_2D_SHADOW: return "GL_SAMPLER_2D_SHADOW";
|
|
case GL_SAMPLER_2D_ARRAY: return "GL_SAMPLER_2D_ARRAY";
|
|
case GL_SAMPLER_2D_ARRAY_SHADOW: return "GL_SAMPLER_2D_ARRAY_SHADOW";
|
|
case GL_SAMPLER_CUBE_SHADOW: return "GL_SAMPLER_CUBE_SHADOW";
|
|
case GL_INT_SAMPLER_2D: return "GL_INT_SAMPLER_2D";
|
|
case GL_INT_SAMPLER_3D: return "GL_INT_SAMPLER_3D";
|
|
case GL_INT_SAMPLER_CUBE: return "GL_INT_SAMPLER_CUBE";
|
|
case GL_INT_SAMPLER_2D_ARRAY: return "GL_INT_SAMPLER_2D_ARRAY";
|
|
case GL_UNSIGNED_INT_SAMPLER_2D: return "GL_UNSIGNED_INT_SAMPLER_2D";
|
|
case GL_UNSIGNED_INT_SAMPLER_3D: return "GL_UNSIGNED_INT_SAMPLER_3D";
|
|
case GL_UNSIGNED_INT_SAMPLER_CUBE: return "GL_UNSIGNED_INT_SAMPLER_CUBE";
|
|
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return "GL_UNSIGNED_INT_SAMPLER_2D_ARRAY";
|
|
case GL_SAMPLER_2D_MULTISAMPLE: return "GL_SAMPLER_2D_MULTISAMPLE";
|
|
case GL_INT_SAMPLER_2D_MULTISAMPLE: return "GL_INT_SAMPLER_2D_MULTISAMPLE";
|
|
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return "GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE";
|
|
case GL_IMAGE_2D: return "GL_IMAGE_2D";
|
|
case GL_IMAGE_3D: return "GL_IMAGE_3D";
|
|
case GL_IMAGE_CUBE: return "GL_IMAGE_CUBE";
|
|
case GL_IMAGE_2D_ARRAY: return "GL_IMAGE_2D_ARRAY";
|
|
case GL_INT_IMAGE_2D: return "GL_INT_IMAGE_2D";
|
|
case GL_INT_IMAGE_3D: return "GL_INT_IMAGE_3D";
|
|
case GL_INT_IMAGE_CUBE: return "GL_INT_IMAGE_CUBE";
|
|
case GL_INT_IMAGE_2D_ARRAY: return "GL_INT_IMAGE_2D_ARRAY";
|
|
case GL_UNSIGNED_INT_IMAGE_2D: return "GL_UNSIGNED_INT_IMAGE_2D";
|
|
case GL_UNSIGNED_INT_IMAGE_3D: return "GL_UNSIGNED_INT_IMAGE_3D";
|
|
case GL_UNSIGNED_INT_IMAGE_CUBE: return "GL_UNSIGNED_INT_IMAGE_CUBE";
|
|
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY: return "GL_UNSIGNED_INT_IMAGE_2D_ARRAY";
|
|
case GL_UNSIGNED_INT_ATOMIC_COUNTER: return "GL_UNSIGNED_INT_ATOMIC_COUNTER";
|
|
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return "GL_SAMPLER_2D_MULTISAMPLE_ARRAY";
|
|
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY";
|
|
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY";
|
|
case GL_SAMPLER_BUFFER: return "GL_SAMPLER_BUFFER";
|
|
case GL_INT_SAMPLER_BUFFER: return "GL_INT_SAMPLER_BUFFER";
|
|
case GL_UNSIGNED_INT_SAMPLER_BUFFER: return "GL_UNSIGNED_INT_SAMPLER_BUFFER";
|
|
case GL_IMAGE_BUFFER: return "GL_IMAGE_BUFFER";
|
|
case GL_INT_IMAGE_BUFFER: return "GL_INT_IMAGE_BUFFER";
|
|
case GL_UNSIGNED_INT_IMAGE_BUFFER: return "GL_UNSIGNED_INT_IMAGE_BUFFER";
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY: return "GL_SAMPLER_CUBE_MAP_ARRAY";
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: return "GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW";
|
|
case GL_INT_SAMPLER_CUBE_MAP_ARRAY: return "GL_INT_SAMPLER_CUBE_MAP_ARRAY";
|
|
case GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY: return "GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY";
|
|
case GL_IMAGE_CUBE_MAP_ARRAY: return "GL_IMAGE_CUBE_MAP_ARRAY";
|
|
case GL_INT_IMAGE_CUBE_MAP_ARRAY: return "GL_INT_IMAGE_CUBE_MAP_ARRAY";
|
|
case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY: return "GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getShaderParamName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_SHADER_TYPE: return "GL_SHADER_TYPE";
|
|
case GL_DELETE_STATUS: return "GL_DELETE_STATUS";
|
|
case GL_COMPILE_STATUS: return "GL_COMPILE_STATUS";
|
|
case GL_INFO_LOG_LENGTH: return "GL_INFO_LOG_LENGTH";
|
|
case GL_SHADER_SOURCE_LENGTH: return "GL_SHADER_SOURCE_LENGTH";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getVertexAttribParameterNameName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: return "GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING";
|
|
case GL_VERTEX_ATTRIB_ARRAY_ENABLED: return "GL_VERTEX_ATTRIB_ARRAY_ENABLED";
|
|
case GL_VERTEX_ATTRIB_ARRAY_SIZE: return "GL_VERTEX_ATTRIB_ARRAY_SIZE";
|
|
case GL_VERTEX_ATTRIB_ARRAY_STRIDE: return "GL_VERTEX_ATTRIB_ARRAY_STRIDE";
|
|
case GL_VERTEX_ATTRIB_ARRAY_TYPE: return "GL_VERTEX_ATTRIB_ARRAY_TYPE";
|
|
case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: return "GL_VERTEX_ATTRIB_ARRAY_NORMALIZED";
|
|
case GL_VERTEX_ATTRIB_ARRAY_INTEGER: return "GL_VERTEX_ATTRIB_ARRAY_INTEGER";
|
|
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR: return "GL_VERTEX_ATTRIB_ARRAY_DIVISOR";
|
|
case GL_CURRENT_VERTEX_ATTRIB: return "GL_CURRENT_VERTEX_ATTRIB";
|
|
case GL_VERTEX_ATTRIB_BINDING: return "GL_VERTEX_ATTRIB_BINDING";
|
|
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: return "GL_VERTEX_ATTRIB_RELATIVE_OFFSET";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getBooleanName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_FALSE: return "GL_FALSE";
|
|
case GL_TRUE: return "GL_TRUE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getGettableStateName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ELEMENT_ARRAY_BUFFER_BINDING: return "GL_ELEMENT_ARRAY_BUFFER_BINDING";
|
|
case GL_ARRAY_BUFFER_BINDING: return "GL_ARRAY_BUFFER_BINDING";
|
|
case GL_VERTEX_ARRAY_BINDING: return "GL_VERTEX_ARRAY_BINDING";
|
|
case GL_VIEWPORT: return "GL_VIEWPORT";
|
|
case GL_DEPTH_RANGE: return "GL_DEPTH_RANGE";
|
|
case GL_TRANSFORM_FEEDBACK_BINDING: return "GL_TRANSFORM_FEEDBACK_BINDING";
|
|
case GL_LINE_WIDTH: return "GL_LINE_WIDTH";
|
|
case GL_CULL_FACE_MODE: return "GL_CULL_FACE_MODE";
|
|
case GL_FRONT_FACE: return "GL_FRONT_FACE";
|
|
case GL_POLYGON_OFFSET_FACTOR: return "GL_POLYGON_OFFSET_FACTOR";
|
|
case GL_POLYGON_OFFSET_UNITS: return "GL_POLYGON_OFFSET_UNITS";
|
|
case GL_SAMPLE_COVERAGE_VALUE: return "GL_SAMPLE_COVERAGE_VALUE";
|
|
case GL_SAMPLE_COVERAGE_INVERT: return "GL_SAMPLE_COVERAGE_INVERT";
|
|
case GL_ACTIVE_TEXTURE: return "GL_ACTIVE_TEXTURE";
|
|
case GL_TEXTURE_BINDING_1D: return "GL_TEXTURE_BINDING_1D";
|
|
case GL_TEXTURE_BINDING_2D: return "GL_TEXTURE_BINDING_2D";
|
|
case GL_TEXTURE_BINDING_3D: return "GL_TEXTURE_BINDING_3D";
|
|
case GL_TEXTURE_BINDING_2D_ARRAY: return "GL_TEXTURE_BINDING_2D_ARRAY";
|
|
case GL_TEXTURE_BINDING_CUBE_MAP: return "GL_TEXTURE_BINDING_CUBE_MAP";
|
|
case GL_SAMPLER_BINDING: return "GL_SAMPLER_BINDING";
|
|
case GL_SCISSOR_BOX: return "GL_SCISSOR_BOX";
|
|
case GL_STENCIL_FUNC: return "GL_STENCIL_FUNC";
|
|
case GL_STENCIL_VALUE_MASK: return "GL_STENCIL_VALUE_MASK";
|
|
case GL_STENCIL_REF: return "GL_STENCIL_REF";
|
|
case GL_STENCIL_FAIL: return "GL_STENCIL_FAIL";
|
|
case GL_STENCIL_PASS_DEPTH_FAIL: return "GL_STENCIL_PASS_DEPTH_FAIL";
|
|
case GL_STENCIL_PASS_DEPTH_PASS: return "GL_STENCIL_PASS_DEPTH_PASS";
|
|
case GL_STENCIL_BACK_FUNC: return "GL_STENCIL_BACK_FUNC";
|
|
case GL_STENCIL_BACK_VALUE_MASK: return "GL_STENCIL_BACK_VALUE_MASK";
|
|
case GL_STENCIL_BACK_REF: return "GL_STENCIL_BACK_REF";
|
|
case GL_STENCIL_BACK_FAIL: return "GL_STENCIL_BACK_FAIL";
|
|
case GL_STENCIL_BACK_PASS_DEPTH_FAIL: return "GL_STENCIL_BACK_PASS_DEPTH_FAIL";
|
|
case GL_STENCIL_BACK_PASS_DEPTH_PASS: return "GL_STENCIL_BACK_PASS_DEPTH_PASS";
|
|
case GL_DEPTH_FUNC: return "GL_DEPTH_FUNC";
|
|
case GL_BLEND_SRC_RGB: return "GL_BLEND_SRC_RGB";
|
|
case GL_BLEND_SRC_ALPHA: return "GL_BLEND_SRC_ALPHA";
|
|
case GL_BLEND_DST_RGB: return "GL_BLEND_DST_RGB";
|
|
case GL_BLEND_DST_ALPHA: return "GL_BLEND_DST_ALPHA";
|
|
case GL_BLEND_EQUATION_RGB: return "GL_BLEND_EQUATION_RGB";
|
|
case GL_BLEND_EQUATION_ALPHA: return "GL_BLEND_EQUATION_ALPHA";
|
|
case GL_BLEND_COLOR: return "GL_BLEND_COLOR";
|
|
case GL_COLOR_WRITEMASK: return "GL_COLOR_WRITEMASK";
|
|
case GL_DEPTH_WRITEMASK: return "GL_DEPTH_WRITEMASK";
|
|
case GL_STENCIL_WRITEMASK: return "GL_STENCIL_WRITEMASK";
|
|
case GL_STENCIL_BACK_WRITEMASK: return "GL_STENCIL_BACK_WRITEMASK";
|
|
case GL_COLOR_CLEAR_VALUE: return "GL_COLOR_CLEAR_VALUE";
|
|
case GL_DEPTH_CLEAR_VALUE: return "GL_DEPTH_CLEAR_VALUE";
|
|
case GL_STENCIL_CLEAR_VALUE: return "GL_STENCIL_CLEAR_VALUE";
|
|
case GL_DRAW_FRAMEBUFFER_BINDING: return "GL_DRAW_FRAMEBUFFER_BINDING";
|
|
case GL_READ_FRAMEBUFFER_BINDING: return "GL_READ_FRAMEBUFFER_BINDING";
|
|
case GL_RENDERBUFFER_BINDING: return "GL_RENDERBUFFER_BINDING";
|
|
case GL_DRAW_BUFFER0: return "GL_DRAW_BUFFER0";
|
|
case GL_DRAW_BUFFER1: return "GL_DRAW_BUFFER1";
|
|
case GL_DRAW_BUFFER2: return "GL_DRAW_BUFFER2";
|
|
case GL_DRAW_BUFFER3: return "GL_DRAW_BUFFER3";
|
|
case GL_DRAW_BUFFER4: return "GL_DRAW_BUFFER4";
|
|
case GL_DRAW_BUFFER5: return "GL_DRAW_BUFFER5";
|
|
case GL_DRAW_BUFFER6: return "GL_DRAW_BUFFER6";
|
|
case GL_DRAW_BUFFER7: return "GL_DRAW_BUFFER7";
|
|
case GL_DRAW_BUFFER8: return "GL_DRAW_BUFFER8";
|
|
case GL_DRAW_BUFFER9: return "GL_DRAW_BUFFER9";
|
|
case GL_DRAW_BUFFER10: return "GL_DRAW_BUFFER10";
|
|
case GL_DRAW_BUFFER11: return "GL_DRAW_BUFFER11";
|
|
case GL_DRAW_BUFFER12: return "GL_DRAW_BUFFER12";
|
|
case GL_DRAW_BUFFER13: return "GL_DRAW_BUFFER13";
|
|
case GL_DRAW_BUFFER14: return "GL_DRAW_BUFFER14";
|
|
case GL_DRAW_BUFFER15: return "GL_DRAW_BUFFER15";
|
|
case GL_READ_BUFFER: return "GL_READ_BUFFER";
|
|
case GL_UNPACK_IMAGE_HEIGHT: return "GL_UNPACK_IMAGE_HEIGHT";
|
|
case GL_UNPACK_SKIP_IMAGES: return "GL_UNPACK_SKIP_IMAGES";
|
|
case GL_UNPACK_ROW_LENGTH: return "GL_UNPACK_ROW_LENGTH";
|
|
case GL_UNPACK_SKIP_ROWS: return "GL_UNPACK_SKIP_ROWS";
|
|
case GL_UNPACK_SKIP_PIXELS: return "GL_UNPACK_SKIP_PIXELS";
|
|
case GL_UNPACK_ALIGNMENT: return "GL_UNPACK_ALIGNMENT";
|
|
case GL_PACK_ROW_LENGTH: return "GL_PACK_ROW_LENGTH";
|
|
case GL_PACK_SKIP_ROWS: return "GL_PACK_SKIP_ROWS";
|
|
case GL_PACK_SKIP_PIXELS: return "GL_PACK_SKIP_PIXELS";
|
|
case GL_PACK_ALIGNMENT: return "GL_PACK_ALIGNMENT";
|
|
case GL_PIXEL_PACK_BUFFER_BINDING: return "GL_PIXEL_PACK_BUFFER_BINDING";
|
|
case GL_PIXEL_UNPACK_BUFFER_BINDING: return "GL_PIXEL_UNPACK_BUFFER_BINDING";
|
|
case GL_CURRENT_PROGRAM: return "GL_CURRENT_PROGRAM";
|
|
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: return "GL_TRANSFORM_FEEDBACK_BUFFER_BINDING";
|
|
case GL_TRANSFORM_FEEDBACK_PAUSED: return "GL_TRANSFORM_FEEDBACK_PAUSED";
|
|
case GL_TRANSFORM_FEEDBACK_ACTIVE: return "GL_TRANSFORM_FEEDBACK_ACTIVE";
|
|
case GL_UNIFORM_BUFFER_BINDING: return "GL_UNIFORM_BUFFER_BINDING";
|
|
case GL_GENERATE_MIPMAP_HINT: return "GL_GENERATE_MIPMAP_HINT";
|
|
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: return "GL_FRAGMENT_SHADER_DERIVATIVE_HINT";
|
|
case GL_MAX_ELEMENT_INDEX: return "GL_MAX_ELEMENT_INDEX";
|
|
case GL_SUBPIXEL_BITS: return "GL_SUBPIXEL_BITS";
|
|
case GL_MAX_3D_TEXTURE_SIZE: return "GL_MAX_3D_TEXTURE_SIZE";
|
|
case GL_MAX_TEXTURE_SIZE: return "GL_MAX_TEXTURE_SIZE";
|
|
case GL_MAX_ARRAY_TEXTURE_LAYERS: return "GL_MAX_ARRAY_TEXTURE_LAYERS";
|
|
case GL_MAX_TEXTURE_LOD_BIAS: return "GL_MAX_TEXTURE_LOD_BIAS";
|
|
case GL_MAX_CUBE_MAP_TEXTURE_SIZE: return "GL_MAX_CUBE_MAP_TEXTURE_SIZE";
|
|
case GL_MAX_RENDERBUFFER_SIZE: return "GL_MAX_RENDERBUFFER_SIZE";
|
|
case GL_MAX_DRAW_BUFFERS: return "GL_MAX_DRAW_BUFFERS";
|
|
case GL_MAX_COLOR_ATTACHMENTS: return "GL_MAX_COLOR_ATTACHMENTS";
|
|
case GL_MAX_VIEWPORT_DIMS: return "GL_MAX_VIEWPORT_DIMS";
|
|
case GL_ALIASED_POINT_SIZE_RANGE: return "GL_ALIASED_POINT_SIZE_RANGE";
|
|
case GL_ALIASED_LINE_WIDTH_RANGE: return "GL_ALIASED_LINE_WIDTH_RANGE";
|
|
case GL_MAX_ELEMENTS_INDICES: return "GL_MAX_ELEMENTS_INDICES";
|
|
case GL_MAX_ELEMENTS_VERTICES: return "GL_MAX_ELEMENTS_VERTICES";
|
|
case GL_COMPRESSED_TEXTURE_FORMATS: return "GL_COMPRESSED_TEXTURE_FORMATS";
|
|
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: return "GL_NUM_COMPRESSED_TEXTURE_FORMATS";
|
|
case GL_PROGRAM_BINARY_FORMATS: return "GL_PROGRAM_BINARY_FORMATS";
|
|
case GL_NUM_PROGRAM_BINARY_FORMATS: return "GL_NUM_PROGRAM_BINARY_FORMATS";
|
|
case GL_SHADER_BINARY_FORMATS: return "GL_SHADER_BINARY_FORMATS";
|
|
case GL_NUM_SHADER_BINARY_FORMATS: return "GL_NUM_SHADER_BINARY_FORMATS";
|
|
case GL_SHADER_COMPILER: return "GL_SHADER_COMPILER";
|
|
case GL_MAX_SERVER_WAIT_TIMEOUT: return "GL_MAX_SERVER_WAIT_TIMEOUT";
|
|
case GL_NUM_EXTENSIONS: return "GL_NUM_EXTENSIONS";
|
|
case GL_MAJOR_VERSION: return "GL_MAJOR_VERSION";
|
|
case GL_MINOR_VERSION: return "GL_MINOR_VERSION";
|
|
case GL_MAX_VERTEX_ATTRIBS: return "GL_MAX_VERTEX_ATTRIBS";
|
|
case GL_MAX_VERTEX_UNIFORM_COMPONENTS: return "GL_MAX_VERTEX_UNIFORM_COMPONENTS";
|
|
case GL_MAX_VERTEX_UNIFORM_VECTORS: return "GL_MAX_VERTEX_UNIFORM_VECTORS";
|
|
case GL_MAX_VERTEX_UNIFORM_BLOCKS: return "GL_MAX_VERTEX_UNIFORM_BLOCKS";
|
|
case GL_MAX_VERTEX_OUTPUT_COMPONENTS: return "GL_MAX_VERTEX_OUTPUT_COMPONENTS";
|
|
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: return "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS";
|
|
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: return "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS";
|
|
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: return "GL_MAX_FRAGMENT_UNIFORM_VECTORS";
|
|
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: return "GL_MAX_FRAGMENT_UNIFORM_BLOCKS";
|
|
case GL_MAX_FRAGMENT_INPUT_COMPONENTS: return "GL_MAX_FRAGMENT_INPUT_COMPONENTS";
|
|
case GL_MAX_TEXTURE_IMAGE_UNITS: return "GL_MAX_TEXTURE_IMAGE_UNITS";
|
|
case GL_MIN_PROGRAM_TEXEL_OFFSET: return "GL_MIN_PROGRAM_TEXEL_OFFSET";
|
|
case GL_MAX_PROGRAM_TEXEL_OFFSET: return "GL_MAX_PROGRAM_TEXEL_OFFSET";
|
|
case GL_MAX_UNIFORM_BUFFER_BINDINGS: return "GL_MAX_UNIFORM_BUFFER_BINDINGS";
|
|
case GL_MAX_UNIFORM_BLOCK_SIZE: return "GL_MAX_UNIFORM_BLOCK_SIZE";
|
|
case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: return "GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT";
|
|
case GL_MAX_COMBINED_UNIFORM_BLOCKS: return "GL_MAX_COMBINED_UNIFORM_BLOCKS";
|
|
case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: return "GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS";
|
|
case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: return "GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS";
|
|
case GL_MAX_VARYING_COMPONENTS: return "GL_MAX_VARYING_COMPONENTS";
|
|
case GL_MAX_VARYING_VECTORS: return "GL_MAX_VARYING_VECTORS";
|
|
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: return "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS";
|
|
case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: return "GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS";
|
|
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: return "GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS";
|
|
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: return "GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS";
|
|
case GL_SAMPLE_BUFFERS: return "GL_SAMPLE_BUFFERS";
|
|
case GL_SAMPLES: return "GL_SAMPLES";
|
|
case GL_MAX_SAMPLES: return "GL_MAX_SAMPLES";
|
|
case GL_DEPTH_BITS: return "GL_DEPTH_BITS";
|
|
case GL_STENCIL_BITS: return "GL_STENCIL_BITS";
|
|
case GL_IMPLEMENTATION_COLOR_READ_TYPE: return "GL_IMPLEMENTATION_COLOR_READ_TYPE";
|
|
case GL_IMPLEMENTATION_COLOR_READ_FORMAT: return "GL_IMPLEMENTATION_COLOR_READ_FORMAT";
|
|
case GL_COPY_READ_BUFFER_BINDING: return "GL_COPY_READ_BUFFER_BINDING";
|
|
case GL_COPY_WRITE_BUFFER_BINDING: return "GL_COPY_WRITE_BUFFER_BINDING";
|
|
case GL_RED_BITS: return "GL_RED_BITS";
|
|
case GL_GREEN_BITS: return "GL_GREEN_BITS";
|
|
case GL_BLUE_BITS: return "GL_BLUE_BITS";
|
|
case GL_ALPHA_BITS: return "GL_ALPHA_BITS";
|
|
case GL_MAX_COLOR_TEXTURE_SAMPLES: return "GL_MAX_COLOR_TEXTURE_SAMPLES";
|
|
case GL_TIMESTAMP: return "GL_TIMESTAMP";
|
|
case GL_MAX_DEPTH_TEXTURE_SAMPLES: return "GL_MAX_DEPTH_TEXTURE_SAMPLES";
|
|
case GL_MAX_INTEGER_SAMPLES: return "GL_MAX_INTEGER_SAMPLES";
|
|
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: return "GL_TEXTURE_BINDING_2D_MULTISAMPLE";
|
|
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: return "GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY";
|
|
case GL_MAX_VERTEX_ATTRIB_STRIDE: return "GL_MAX_VERTEX_ATTRIB_STRIDE";
|
|
case GL_MAX_VERTEX_ATTRIB_BINDINGS: return "GL_MAX_VERTEX_ATTRIB_BINDINGS";
|
|
case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: return "GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET";
|
|
case GL_MIN_SAMPLE_SHADING_VALUE: return "GL_MIN_SAMPLE_SHADING_VALUE";
|
|
case GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: return "GL_FRAGMENT_INTERPOLATION_OFFSET_BITS";
|
|
case GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: return "GL_MAX_FRAGMENT_INTERPOLATION_OFFSET";
|
|
case GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: return "GL_MIN_FRAGMENT_INTERPOLATION_OFFSET";
|
|
case GL_MAX_GEOMETRY_SHADER_INVOCATIONS: return "GL_MAX_GEOMETRY_SHADER_INVOCATIONS";
|
|
case GL_LAYER_PROVOKING_VERTEX: return "GL_LAYER_PROVOKING_VERTEX";
|
|
case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: return "GL_MAX_GEOMETRY_UNIFORM_COMPONENTS";
|
|
case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: return "GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS";
|
|
case GL_MAX_GEOMETRY_UNIFORM_BLOCKS: return "GL_MAX_GEOMETRY_UNIFORM_BLOCKS";
|
|
case GL_MAX_GEOMETRY_INPUT_COMPONENTS: return "GL_MAX_GEOMETRY_INPUT_COMPONENTS";
|
|
case GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: return "GL_MAX_GEOMETRY_OUTPUT_COMPONENTS";
|
|
case GL_MAX_GEOMETRY_IMAGE_UNIFORMS: return "GL_MAX_GEOMETRY_IMAGE_UNIFORMS";
|
|
case GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: return "GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS";
|
|
case GL_MAX_GEOMETRY_OUTPUT_VERTICES: return "GL_MAX_GEOMETRY_OUTPUT_VERTICES";
|
|
case GL_MAX_GEOMETRY_ATOMIC_COUNTERS: return "GL_MAX_GEOMETRY_ATOMIC_COUNTERS";
|
|
case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: return "GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS";
|
|
case GL_MAX_FRAMEBUFFER_LAYERS: return "GL_MAX_FRAMEBUFFER_LAYERS";
|
|
case GL_PROVOKING_VERTEX: return "GL_PROVOKING_VERTEX";
|
|
case GL_PRIMITIVE_RESTART_INDEX: return "GL_PRIMITIVE_RESTART_INDEX";
|
|
case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_FRAGMENT_ATOMIC_COUNTERS: return "GL_MAX_FRAGMENT_ATOMIC_COUNTERS";
|
|
case GL_MAX_FRAGMENT_IMAGE_UNIFORMS: return "GL_MAX_FRAGMENT_IMAGE_UNIFORMS";
|
|
case GL_MAX_COMPUTE_UNIFORM_BLOCKS: return "GL_MAX_COMPUTE_UNIFORM_BLOCKS";
|
|
case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: return "GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS";
|
|
case GL_MAX_COMPUTE_UNIFORM_COMPONENTS: return "GL_MAX_COMPUTE_UNIFORM_COMPONENTS";
|
|
case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_COMPUTE_ATOMIC_COUNTERS: return "GL_MAX_COMPUTE_ATOMIC_COUNTERS";
|
|
case GL_MAX_COMPUTE_IMAGE_UNIFORMS: return "GL_MAX_COMPUTE_IMAGE_UNIFORMS";
|
|
case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: return "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS";
|
|
case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: return "GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS";
|
|
case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: return "GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS";
|
|
case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_VERTEX_ATOMIC_COUNTERS: return "GL_MAX_VERTEX_ATOMIC_COUNTERS";
|
|
case GL_MAX_VERTEX_IMAGE_UNIFORMS: return "GL_MAX_VERTEX_IMAGE_UNIFORMS";
|
|
case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: return "GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS";
|
|
case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES: return "GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES";
|
|
case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: return "GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS";
|
|
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: return "GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE";
|
|
case GL_MAX_IMAGE_UNITS: return "GL_MAX_IMAGE_UNITS";
|
|
case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_COMBINED_IMAGE_UNIFORMS: return "GL_MAX_COMBINED_IMAGE_UNIFORMS";
|
|
case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: return "GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS";
|
|
case GL_MAX_SHADER_STORAGE_BLOCK_SIZE: return "GL_MAX_SHADER_STORAGE_BLOCK_SIZE";
|
|
case GL_MAX_COMBINED_ATOMIC_COUNTERS: return "GL_MAX_COMBINED_ATOMIC_COUNTERS";
|
|
case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: return "GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS";
|
|
case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT: return "GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT";
|
|
case GL_PRIMITIVE_BOUNDING_BOX_EXT: return "GL_PRIMITIVE_BOUNDING_BOX_EXT";
|
|
case GL_DRAW_INDIRECT_BUFFER_BINDING: return "GL_DRAW_INDIRECT_BUFFER_BINDING";
|
|
case GL_MAX_SAMPLE_MASK_WORDS: return "GL_MAX_SAMPLE_MASK_WORDS";
|
|
case GL_PROGRAM_PIPELINE_BINDING: return "GL_PROGRAM_PIPELINE_BINDING";
|
|
case GL_ATOMIC_COUNTER_BUFFER_BINDING: return "GL_ATOMIC_COUNTER_BUFFER_BINDING";
|
|
case GL_SHADER_STORAGE_BUFFER_BINDING: return "GL_SHADER_STORAGE_BUFFER_BINDING";
|
|
case GL_DISPATCH_INDIRECT_BUFFER_BINDING: return "GL_DISPATCH_INDIRECT_BUFFER_BINDING";
|
|
case GL_MAX_FRAMEBUFFER_WIDTH: return "GL_MAX_FRAMEBUFFER_WIDTH";
|
|
case GL_MAX_FRAMEBUFFER_HEIGHT: return "GL_MAX_FRAMEBUFFER_HEIGHT";
|
|
case GL_MAX_FRAMEBUFFER_SAMPLES: return "GL_MAX_FRAMEBUFFER_SAMPLES";
|
|
case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: return "GL_MAX_COMPUTE_SHARED_MEMORY_SIZE";
|
|
case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: return "GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET";
|
|
case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: return "GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET";
|
|
case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: return "GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS";
|
|
case GL_MAX_UNIFORM_LOCATIONS: return "GL_MAX_UNIFORM_LOCATIONS";
|
|
case GL_MAX_DEBUG_MESSAGE_LENGTH: return "GL_MAX_DEBUG_MESSAGE_LENGTH";
|
|
case GL_MAX_DEBUG_LOGGED_MESSAGES: return "GL_MAX_DEBUG_LOGGED_MESSAGES";
|
|
case GL_MAX_DEBUG_GROUP_STACK_DEPTH: return "GL_MAX_DEBUG_GROUP_STACK_DEPTH";
|
|
case GL_MAX_LABEL_LENGTH: return "GL_MAX_LABEL_LENGTH";
|
|
case GL_CONTEXT_FLAGS: return "GL_CONTEXT_FLAGS";
|
|
case GL_DEBUG_LOGGED_MESSAGES: return "GL_DEBUG_LOGGED_MESSAGES";
|
|
case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH: return "GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH";
|
|
case GL_DEBUG_GROUP_STACK_DEPTH: return "GL_DEBUG_GROUP_STACK_DEPTH";
|
|
case GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: return "GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS";
|
|
case GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT: return "GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT";
|
|
case GL_TEXTURE_BUFFER_BINDING: return "GL_TEXTURE_BUFFER_BINDING";
|
|
case GL_TEXTURE_BINDING_BUFFER: return "GL_TEXTURE_BINDING_BUFFER";
|
|
case GL_MAX_TEXTURE_BUFFER_SIZE: return "GL_MAX_TEXTURE_BUFFER_SIZE";
|
|
case GL_MAX_PATCH_VERTICES: return "GL_MAX_PATCH_VERTICES";
|
|
case GL_MAX_TESS_GEN_LEVEL: return "GL_MAX_TESS_GEN_LEVEL";
|
|
case GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: return "GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS";
|
|
case GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: return "GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS";
|
|
case GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: return "GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS";
|
|
case GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: return "GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS";
|
|
case GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: return "GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS";
|
|
case GL_MAX_TESS_PATCH_COMPONENTS: return "GL_MAX_TESS_PATCH_COMPONENTS";
|
|
case GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: return "GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS";
|
|
case GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: return "GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS";
|
|
case GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: return "GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS";
|
|
case GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: return "GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS";
|
|
case GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: return "GL_MAX_TESS_CONTROL_INPUT_COMPONENTS";
|
|
case GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: return "GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS";
|
|
case GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS: return "GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS";
|
|
case GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: return "GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS";
|
|
case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: return "GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS";
|
|
case GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: return "GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS";
|
|
case GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: return "GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS";
|
|
case GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: return "GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS";
|
|
case GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: return "GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS";
|
|
case GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: return "GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS";
|
|
case GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: return "GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS";
|
|
case GL_PATCH_VERTICES: return "GL_PATCH_VERTICES";
|
|
case GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED: return "GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED";
|
|
case GL_TEXTURE_2D: return "GL_TEXTURE_2D";
|
|
case GL_CULL_FACE: return "GL_CULL_FACE";
|
|
case GL_BLEND: return "GL_BLEND";
|
|
case GL_DITHER: return "GL_DITHER";
|
|
case GL_STENCIL_TEST: return "GL_STENCIL_TEST";
|
|
case GL_DEPTH_TEST: return "GL_DEPTH_TEST";
|
|
case GL_SCISSOR_TEST: return "GL_SCISSOR_TEST";
|
|
case GL_POLYGON_OFFSET_FILL: return "GL_POLYGON_OFFSET_FILL";
|
|
case GL_SAMPLE_ALPHA_TO_COVERAGE: return "GL_SAMPLE_ALPHA_TO_COVERAGE";
|
|
case GL_SAMPLE_COVERAGE: return "GL_SAMPLE_COVERAGE";
|
|
case GL_PRIMITIVE_RESTART_FIXED_INDEX: return "GL_PRIMITIVE_RESTART_FIXED_INDEX";
|
|
case GL_RASTERIZER_DISCARD: return "GL_RASTERIZER_DISCARD";
|
|
case GL_FRAMEBUFFER_SRGB: return "GL_FRAMEBUFFER_SRGB";
|
|
case GL_SAMPLE_SHADING: return "GL_SAMPLE_SHADING";
|
|
case GL_DEPTH_CLAMP: return "GL_DEPTH_CLAMP";
|
|
case GL_PRIMITIVE_RESTART: return "GL_PRIMITIVE_RESTART";
|
|
case GL_SAMPLE_MASK: return "GL_SAMPLE_MASK";
|
|
case GL_DEBUG_OUTPUT: return "GL_DEBUG_OUTPUT";
|
|
case GL_DEBUG_OUTPUT_SYNCHRONOUS: return "GL_DEBUG_OUTPUT_SYNCHRONOUS";
|
|
case GL_BLEND_ADVANCED_COHERENT_KHR: return "GL_BLEND_ADVANCED_COHERENT_KHR";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getGettableIndexedStateName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: return "GL_TRANSFORM_FEEDBACK_BUFFER_BINDING";
|
|
case GL_UNIFORM_BUFFER_BINDING: return "GL_UNIFORM_BUFFER_BINDING";
|
|
case GL_TRANSFORM_FEEDBACK_BUFFER_START: return "GL_TRANSFORM_FEEDBACK_BUFFER_START";
|
|
case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: return "GL_TRANSFORM_FEEDBACK_BUFFER_SIZE";
|
|
case GL_UNIFORM_BUFFER_START: return "GL_UNIFORM_BUFFER_START";
|
|
case GL_UNIFORM_BUFFER_SIZE: return "GL_UNIFORM_BUFFER_SIZE";
|
|
case GL_SAMPLE_MASK_VALUE: return "GL_SAMPLE_MASK_VALUE";
|
|
case GL_VERTEX_BINDING_OFFSET: return "GL_VERTEX_BINDING_OFFSET";
|
|
case GL_VERTEX_BINDING_STRIDE: return "GL_VERTEX_BINDING_STRIDE";
|
|
case GL_VERTEX_BINDING_DIVISOR: return "GL_VERTEX_BINDING_DIVISOR";
|
|
case GL_VERTEX_BINDING_BUFFER: return "GL_VERTEX_BINDING_BUFFER";
|
|
case GL_MAX_COMPUTE_WORK_GROUP_COUNT: return "GL_MAX_COMPUTE_WORK_GROUP_COUNT";
|
|
case GL_MAX_COMPUTE_WORK_GROUP_SIZE: return "GL_MAX_COMPUTE_WORK_GROUP_SIZE";
|
|
case GL_ATOMIC_COUNTER_BUFFER_BINDING: return "GL_ATOMIC_COUNTER_BUFFER_BINDING";
|
|
case GL_ATOMIC_COUNTER_BUFFER_START: return "GL_ATOMIC_COUNTER_BUFFER_START";
|
|
case GL_ATOMIC_COUNTER_BUFFER_SIZE: return "GL_ATOMIC_COUNTER_BUFFER_SIZE";
|
|
case GL_SHADER_STORAGE_BUFFER_BINDING: return "GL_SHADER_STORAGE_BUFFER_BINDING";
|
|
case GL_SHADER_STORAGE_BUFFER_START: return "GL_SHADER_STORAGE_BUFFER_START";
|
|
case GL_SHADER_STORAGE_BUFFER_SIZE: return "GL_SHADER_STORAGE_BUFFER_SIZE";
|
|
case GL_IMAGE_BINDING_NAME: return "GL_IMAGE_BINDING_NAME";
|
|
case GL_IMAGE_BINDING_LEVEL: return "GL_IMAGE_BINDING_LEVEL";
|
|
case GL_IMAGE_BINDING_LAYERED: return "GL_IMAGE_BINDING_LAYERED";
|
|
case GL_IMAGE_BINDING_LAYER: return "GL_IMAGE_BINDING_LAYER";
|
|
case GL_IMAGE_BINDING_ACCESS: return "GL_IMAGE_BINDING_ACCESS";
|
|
case GL_IMAGE_BINDING_FORMAT: return "GL_IMAGE_BINDING_FORMAT";
|
|
case GL_BLEND_EQUATION_RGB: return "GL_BLEND_EQUATION_RGB";
|
|
case GL_BLEND_EQUATION_ALPHA: return "GL_BLEND_EQUATION_ALPHA";
|
|
case GL_BLEND_SRC_RGB: return "GL_BLEND_SRC_RGB";
|
|
case GL_BLEND_SRC_ALPHA: return "GL_BLEND_SRC_ALPHA";
|
|
case GL_BLEND_DST_RGB: return "GL_BLEND_DST_RGB";
|
|
case GL_BLEND_DST_ALPHA: return "GL_BLEND_DST_ALPHA";
|
|
case GL_COLOR_WRITEMASK: return "GL_COLOR_WRITEMASK";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getGettableStringName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_EXTENSIONS: return "GL_EXTENSIONS";
|
|
case GL_RENDERER: return "GL_RENDERER";
|
|
case GL_SHADING_LANGUAGE_VERSION: return "GL_SHADING_LANGUAGE_VERSION";
|
|
case GL_VENDOR: return "GL_VENDOR";
|
|
case GL_VERSION: return "GL_VERSION";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getPointerStateName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_DEBUG_CALLBACK_FUNCTION: return "GL_DEBUG_CALLBACK_FUNCTION";
|
|
case GL_DEBUG_CALLBACK_USER_PARAM: return "GL_DEBUG_CALLBACK_USER_PARAM";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getInternalFormatParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_NUM_SAMPLE_COUNTS: return "GL_NUM_SAMPLE_COUNTS";
|
|
case GL_SAMPLES: return "GL_SAMPLES";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getInternalFormatTargetName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_RENDERBUFFER: return "GL_RENDERBUFFER";
|
|
case GL_TEXTURE_2D_MULTISAMPLE: return "GL_TEXTURE_2D_MULTISAMPLE";
|
|
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return "GL_TEXTURE_2D_MULTISAMPLE_ARRAY";
|
|
case GL_TEXTURE_2D: return "GL_TEXTURE_2D";
|
|
case GL_TEXTURE_3D: return "GL_TEXTURE_3D";
|
|
case GL_TEXTURE_2D_ARRAY: return "GL_TEXTURE_2D_ARRAY";
|
|
case GL_TEXTURE_CUBE_MAP: return "GL_TEXTURE_CUBE_MAP";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getMultisampleParameterName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_SAMPLE_POSITION: return "GL_SAMPLE_POSITION";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getQueryTargetName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_SAMPLES_PASSED: return "GL_SAMPLES_PASSED";
|
|
case GL_ANY_SAMPLES_PASSED: return "GL_ANY_SAMPLES_PASSED";
|
|
case GL_PRIMITIVES_GENERATED: return "GL_PRIMITIVES_GENERATED";
|
|
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return "GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN";
|
|
case GL_TIME_ELAPSED: return "GL_TIME_ELAPSED";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getQueryParamName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_CURRENT_QUERY: return "GL_CURRENT_QUERY";
|
|
case GL_QUERY_COUNTER_BITS: return "GL_QUERY_COUNTER_BITS";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getQueryObjectParamName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_QUERY_RESULT: return "GL_QUERY_RESULT";
|
|
case GL_QUERY_RESULT_AVAILABLE: return "GL_QUERY_RESULT_AVAILABLE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getImageAccessName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_READ_ONLY: return "GL_READ_ONLY";
|
|
case GL_WRITE_ONLY: return "GL_WRITE_ONLY";
|
|
case GL_READ_WRITE: return "GL_READ_WRITE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getProgramInterfaceName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_UNIFORM: return "GL_UNIFORM";
|
|
case GL_UNIFORM_BLOCK: return "GL_UNIFORM_BLOCK";
|
|
case GL_ATOMIC_COUNTER_BUFFER: return "GL_ATOMIC_COUNTER_BUFFER";
|
|
case GL_PROGRAM_INPUT: return "GL_PROGRAM_INPUT";
|
|
case GL_PROGRAM_OUTPUT: return "GL_PROGRAM_OUTPUT";
|
|
case GL_TRANSFORM_FEEDBACK_VARYING: return "GL_TRANSFORM_FEEDBACK_VARYING";
|
|
case GL_BUFFER_VARIABLE: return "GL_BUFFER_VARIABLE";
|
|
case GL_SHADER_STORAGE_BLOCK: return "GL_SHADER_STORAGE_BLOCK";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getProgramResourcePropertyName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ACTIVE_VARIABLES: return "GL_ACTIVE_VARIABLES";
|
|
case GL_BUFFER_BINDING: return "GL_BUFFER_BINDING";
|
|
case GL_NUM_ACTIVE_VARIABLES: return "GL_NUM_ACTIVE_VARIABLES";
|
|
case GL_ARRAY_SIZE: return "GL_ARRAY_SIZE";
|
|
case GL_ARRAY_STRIDE: return "GL_ARRAY_STRIDE";
|
|
case GL_BLOCK_INDEX: return "GL_BLOCK_INDEX";
|
|
case GL_IS_ROW_MAJOR: return "GL_IS_ROW_MAJOR";
|
|
case GL_MATRIX_STRIDE: return "GL_MATRIX_STRIDE";
|
|
case GL_ATOMIC_COUNTER_BUFFER_INDEX: return "GL_ATOMIC_COUNTER_BUFFER_INDEX";
|
|
case GL_BUFFER_DATA_SIZE: return "GL_BUFFER_DATA_SIZE";
|
|
case GL_LOCATION: return "GL_LOCATION";
|
|
case GL_NAME_LENGTH: return "GL_NAME_LENGTH";
|
|
case GL_OFFSET: return "GL_OFFSET";
|
|
case GL_REFERENCED_BY_VERTEX_SHADER: return "GL_REFERENCED_BY_VERTEX_SHADER";
|
|
case GL_REFERENCED_BY_FRAGMENT_SHADER: return "GL_REFERENCED_BY_FRAGMENT_SHADER";
|
|
case GL_REFERENCED_BY_COMPUTE_SHADER: return "GL_REFERENCED_BY_COMPUTE_SHADER";
|
|
case GL_REFERENCED_BY_GEOMETRY_SHADER: return "GL_REFERENCED_BY_GEOMETRY_SHADER";
|
|
case GL_REFERENCED_BY_TESS_CONTROL_SHADER: return "GL_REFERENCED_BY_TESS_CONTROL_SHADER";
|
|
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER: return "GL_REFERENCED_BY_TESS_EVALUATION_SHADER";
|
|
case GL_TOP_LEVEL_ARRAY_SIZE: return "GL_TOP_LEVEL_ARRAY_SIZE";
|
|
case GL_TOP_LEVEL_ARRAY_STRIDE: return "GL_TOP_LEVEL_ARRAY_STRIDE";
|
|
case GL_TYPE: return "GL_TYPE";
|
|
case GL_IS_PER_PATCH: return "GL_IS_PER_PATCH";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getPrecisionFormatTypeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_LOW_FLOAT: return "GL_LOW_FLOAT";
|
|
case GL_MEDIUM_FLOAT: return "GL_MEDIUM_FLOAT";
|
|
case GL_HIGH_FLOAT: return "GL_HIGH_FLOAT";
|
|
case GL_LOW_INT: return "GL_LOW_INT";
|
|
case GL_MEDIUM_INT: return "GL_MEDIUM_INT";
|
|
case GL_HIGH_INT: return "GL_HIGH_INT";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTransformFeedbackTargetName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_TRANSFORM_FEEDBACK: return "GL_TRANSFORM_FEEDBACK";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getProvokingVertexName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_FIRST_VERTEX_CONVENTION: return "GL_FIRST_VERTEX_CONVENTION";
|
|
case GL_LAST_VERTEX_CONVENTION: return "GL_LAST_VERTEX_CONVENTION";
|
|
case GL_UNDEFINED_VERTEX: return "GL_UNDEFINED_VERTEX";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getDebugMessageSourceName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_DEBUG_SOURCE_API: return "GL_DEBUG_SOURCE_API";
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "GL_DEBUG_SOURCE_WINDOW_SYSTEM";
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER: return "GL_DEBUG_SOURCE_SHADER_COMPILER";
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY: return "GL_DEBUG_SOURCE_THIRD_PARTY";
|
|
case GL_DEBUG_SOURCE_APPLICATION: return "GL_DEBUG_SOURCE_APPLICATION";
|
|
case GL_DEBUG_SOURCE_OTHER: return "GL_DEBUG_SOURCE_OTHER";
|
|
case GL_DONT_CARE: return "GL_DONT_CARE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getDebugMessageTypeName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_DEBUG_TYPE_ERROR: return "GL_DEBUG_TYPE_ERROR";
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR";
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR";
|
|
case GL_DEBUG_TYPE_PORTABILITY: return "GL_DEBUG_TYPE_PORTABILITY";
|
|
case GL_DEBUG_TYPE_PERFORMANCE: return "GL_DEBUG_TYPE_PERFORMANCE";
|
|
case GL_DEBUG_TYPE_OTHER: return "GL_DEBUG_TYPE_OTHER";
|
|
case GL_DEBUG_TYPE_MARKER: return "GL_DEBUG_TYPE_MARKER";
|
|
case GL_DEBUG_TYPE_PUSH_GROUP: return "GL_DEBUG_TYPE_PUSH_GROUP";
|
|
case GL_DEBUG_TYPE_POP_GROUP: return "GL_DEBUG_TYPE_POP_GROUP";
|
|
case GL_DONT_CARE: return "GL_DONT_CARE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getDebugMessageSeverityName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_DEBUG_SEVERITY_HIGH: return "GL_DEBUG_SEVERITY_HIGH";
|
|
case GL_DEBUG_SEVERITY_MEDIUM: return "GL_DEBUG_SEVERITY_MEDIUM";
|
|
case GL_DEBUG_SEVERITY_LOW: return "GL_DEBUG_SEVERITY_LOW";
|
|
case GL_DEBUG_SEVERITY_NOTIFICATION: return "GL_DEBUG_SEVERITY_NOTIFICATION";
|
|
case GL_DONT_CARE: return "GL_DONT_CARE";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getPipelineParamName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_ACTIVE_PROGRAM: return "GL_ACTIVE_PROGRAM";
|
|
case GL_INFO_LOG_LENGTH: return "GL_INFO_LOG_LENGTH";
|
|
case GL_VALIDATE_STATUS: return "GL_VALIDATE_STATUS";
|
|
case GL_VERTEX_SHADER: return "GL_VERTEX_SHADER";
|
|
case GL_FRAGMENT_SHADER: return "GL_FRAGMENT_SHADER";
|
|
case GL_COMPUTE_SHADER: return "GL_COMPUTE_SHADER";
|
|
case GL_GEOMETRY_SHADER: return "GL_GEOMETRY_SHADER";
|
|
case GL_TESS_CONTROL_SHADER: return "GL_TESS_CONTROL_SHADER";
|
|
case GL_TESS_EVALUATION_SHADER: return "GL_TESS_EVALUATION_SHADER";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getPatchParamName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_PATCH_VERTICES: return "GL_PATCH_VERTICES";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getTextureFormatName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_LUMINANCE: return "GL_LUMINANCE";
|
|
case GL_LUMINANCE_ALPHA: return "GL_LUMINANCE_ALPHA";
|
|
case GL_ALPHA: return "GL_ALPHA";
|
|
case GL_RGB: return "GL_RGB";
|
|
case GL_RGBA: return "GL_RGBA";
|
|
case GL_RGBA4: return "GL_RGBA4";
|
|
case GL_RGB5_A1: return "GL_RGB5_A1";
|
|
case GL_RGB565: return "GL_RGB565";
|
|
case GL_DEPTH_COMPONENT16: return "GL_DEPTH_COMPONENT16";
|
|
case GL_STENCIL_INDEX8: return "GL_STENCIL_INDEX8";
|
|
case GL_RG: return "GL_RG";
|
|
case GL_RED: return "GL_RED";
|
|
case GL_RGBA_INTEGER: return "GL_RGBA_INTEGER";
|
|
case GL_RGB_INTEGER: return "GL_RGB_INTEGER";
|
|
case GL_RG_INTEGER: return "GL_RG_INTEGER";
|
|
case GL_RED_INTEGER: return "GL_RED_INTEGER";
|
|
case GL_DEPTH_COMPONENT: return "GL_DEPTH_COMPONENT";
|
|
case GL_DEPTH_STENCIL: return "GL_DEPTH_STENCIL";
|
|
case GL_RGBA32F: return "GL_RGBA32F";
|
|
case GL_RGBA32I: return "GL_RGBA32I";
|
|
case GL_RGBA32UI: return "GL_RGBA32UI";
|
|
case GL_RGBA16: return "GL_RGBA16";
|
|
case GL_RGBA16_SNORM: return "GL_RGBA16_SNORM";
|
|
case GL_RGBA16F: return "GL_RGBA16F";
|
|
case GL_RGBA16I: return "GL_RGBA16I";
|
|
case GL_RGBA16UI: return "GL_RGBA16UI";
|
|
case GL_RGBA8: return "GL_RGBA8";
|
|
case GL_RGBA8I: return "GL_RGBA8I";
|
|
case GL_RGBA8UI: return "GL_RGBA8UI";
|
|
case GL_SRGB8_ALPHA8: return "GL_SRGB8_ALPHA8";
|
|
case GL_RGB10_A2: return "GL_RGB10_A2";
|
|
case GL_RGB10_A2UI: return "GL_RGB10_A2UI";
|
|
case GL_RGBA8_SNORM: return "GL_RGBA8_SNORM";
|
|
case GL_RGB8: return "GL_RGB8";
|
|
case GL_R11F_G11F_B10F: return "GL_R11F_G11F_B10F";
|
|
case GL_RGB32F: return "GL_RGB32F";
|
|
case GL_RGB32I: return "GL_RGB32I";
|
|
case GL_RGB32UI: return "GL_RGB32UI";
|
|
case GL_RGB16: return "GL_RGB16";
|
|
case GL_RGB16_SNORM: return "GL_RGB16_SNORM";
|
|
case GL_RGB16F: return "GL_RGB16F";
|
|
case GL_RGB16I: return "GL_RGB16I";
|
|
case GL_RGB16UI: return "GL_RGB16UI";
|
|
case GL_RGB8_SNORM: return "GL_RGB8_SNORM";
|
|
case GL_RGB8I: return "GL_RGB8I";
|
|
case GL_RGB8UI: return "GL_RGB8UI";
|
|
case GL_SRGB8: return "GL_SRGB8";
|
|
case GL_RGB9_E5: return "GL_RGB9_E5";
|
|
case GL_RG32F: return "GL_RG32F";
|
|
case GL_RG32I: return "GL_RG32I";
|
|
case GL_RG32UI: return "GL_RG32UI";
|
|
case GL_RG16: return "GL_RG16";
|
|
case GL_RG16_SNORM: return "GL_RG16_SNORM";
|
|
case GL_RG16F: return "GL_RG16F";
|
|
case GL_RG16I: return "GL_RG16I";
|
|
case GL_RG16UI: return "GL_RG16UI";
|
|
case GL_RG8: return "GL_RG8";
|
|
case GL_RG8I: return "GL_RG8I";
|
|
case GL_RG8UI: return "GL_RG8UI";
|
|
case GL_RG8_SNORM: return "GL_RG8_SNORM";
|
|
case GL_R32F: return "GL_R32F";
|
|
case GL_R32I: return "GL_R32I";
|
|
case GL_R32UI: return "GL_R32UI";
|
|
case GL_R16: return "GL_R16";
|
|
case GL_R16_SNORM: return "GL_R16_SNORM";
|
|
case GL_R16F: return "GL_R16F";
|
|
case GL_R16I: return "GL_R16I";
|
|
case GL_R16UI: return "GL_R16UI";
|
|
case GL_R8: return "GL_R8";
|
|
case GL_R8I: return "GL_R8I";
|
|
case GL_R8UI: return "GL_R8UI";
|
|
case GL_R8_SNORM: return "GL_R8_SNORM";
|
|
case GL_DEPTH_COMPONENT32F: return "GL_DEPTH_COMPONENT32F";
|
|
case GL_DEPTH_COMPONENT24: return "GL_DEPTH_COMPONENT24";
|
|
case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";
|
|
case GL_DEPTH24_STENCIL8: return "GL_DEPTH24_STENCIL8";
|
|
case GL_RGB10: return "GL_RGB10";
|
|
case GL_DEPTH_COMPONENT32: return "GL_DEPTH_COMPONENT32";
|
|
case GL_SRGB: return "GL_SRGB";
|
|
case GL_SRGB_ALPHA: return "GL_SRGB_ALPHA";
|
|
case GL_SR8_EXT: return "GL_SR8_EXT";
|
|
case GL_SRG8_EXT: return "GL_SRG8_EXT";
|
|
case GL_BGRA: return "GL_BGRA";
|
|
case GL_COMPRESSED_R11_EAC: return "GL_COMPRESSED_R11_EAC";
|
|
case GL_COMPRESSED_SIGNED_R11_EAC: return "GL_COMPRESSED_SIGNED_R11_EAC";
|
|
case GL_COMPRESSED_RG11_EAC: return "GL_COMPRESSED_RG11_EAC";
|
|
case GL_COMPRESSED_SIGNED_RG11_EAC: return "GL_COMPRESSED_SIGNED_RG11_EAC";
|
|
case GL_COMPRESSED_RGB8_ETC2: return "GL_COMPRESSED_RGB8_ETC2";
|
|
case GL_COMPRESSED_SRGB8_ETC2: return "GL_COMPRESSED_SRGB8_ETC2";
|
|
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2";
|
|
case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2";
|
|
case GL_COMPRESSED_RGBA8_ETC2_EAC: return "GL_COMPRESSED_RGBA8_ETC2_EAC";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC";
|
|
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_5x4_KHR: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_5x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_6x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_6x6_KHR: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_8x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_8x6_KHR: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_8x8_KHR: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x5_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x6_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x8_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_10x10_KHR: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_12x10_KHR: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR";
|
|
case GL_COMPRESSED_RGBA_ASTC_12x12_KHR: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR";
|
|
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR";
|
|
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT";
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT";
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT";
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT";
|
|
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG";
|
|
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG";
|
|
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG";
|
|
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
const char* getGraphicsResetStatusName (int value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case GL_NO_ERROR: return "GL_NO_ERROR";
|
|
case GL_GUILTY_CONTEXT_RESET: return "GL_GUILTY_CONTEXT_RESET";
|
|
case GL_INNOCENT_CONTEXT_RESET: return "GL_INNOCENT_CONTEXT_RESET";
|
|
case GL_UNKNOWN_CONTEXT_RESET: return "GL_UNKNOWN_CONTEXT_RESET";
|
|
default: return DE_NULL;
|
|
}
|
|
}
|
|
|
|
tcu::Format::Bitfield<16> getBufferMaskStr (int value)
|
|
{
|
|
static const tcu::Format::BitDesc s_desc[] =
|
|
{
|
|
tcu::Format::BitDesc(GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT"),
|
|
tcu::Format::BitDesc(GL_STENCIL_BUFFER_BIT, "GL_STENCIL_BUFFER_BIT"),
|
|
tcu::Format::BitDesc(GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT"),
|
|
};
|
|
return tcu::Format::Bitfield<16>(value, &s_desc[0], &s_desc[DE_LENGTH_OF_ARRAY(s_desc)]);
|
|
}
|
|
|
|
tcu::Format::Bitfield<16> getBufferMapFlagsStr (int value)
|
|
{
|
|
static const tcu::Format::BitDesc s_desc[] =
|
|
{
|
|
tcu::Format::BitDesc(GL_MAP_READ_BIT, "GL_MAP_READ_BIT"),
|
|
tcu::Format::BitDesc(GL_MAP_WRITE_BIT, "GL_MAP_WRITE_BIT"),
|
|
tcu::Format::BitDesc(GL_MAP_INVALIDATE_RANGE_BIT, "GL_MAP_INVALIDATE_RANGE_BIT"),
|
|
tcu::Format::BitDesc(GL_MAP_INVALIDATE_BUFFER_BIT, "GL_MAP_INVALIDATE_BUFFER_BIT"),
|
|
tcu::Format::BitDesc(GL_MAP_FLUSH_EXPLICIT_BIT, "GL_MAP_FLUSH_EXPLICIT_BIT"),
|
|
tcu::Format::BitDesc(GL_MAP_UNSYNCHRONIZED_BIT, "GL_MAP_UNSYNCHRONIZED_BIT"),
|
|
};
|
|
return tcu::Format::Bitfield<16>(value, &s_desc[0], &s_desc[DE_LENGTH_OF_ARRAY(s_desc)]);
|
|
}
|
|
|
|
tcu::Format::Bitfield<16> getMemoryBarrierFlagsStr (int value)
|
|
{
|
|
static const tcu::Format::BitDesc s_desc[] =
|
|
{
|
|
tcu::Format::BitDesc(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, "GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_ELEMENT_ARRAY_BARRIER_BIT, "GL_ELEMENT_ARRAY_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_UNIFORM_BARRIER_BIT, "GL_UNIFORM_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_TEXTURE_FETCH_BARRIER_BIT, "GL_TEXTURE_FETCH_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, "GL_SHADER_IMAGE_ACCESS_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_COMMAND_BARRIER_BIT, "GL_COMMAND_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_PIXEL_BUFFER_BARRIER_BIT, "GL_PIXEL_BUFFER_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_TEXTURE_UPDATE_BARRIER_BIT, "GL_TEXTURE_UPDATE_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_BUFFER_UPDATE_BARRIER_BIT, "GL_BUFFER_UPDATE_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_FRAMEBUFFER_BARRIER_BIT, "GL_FRAMEBUFFER_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_TRANSFORM_FEEDBACK_BARRIER_BIT, "GL_TRANSFORM_FEEDBACK_BARRIER_BIT"),
|
|
tcu::Format::BitDesc(GL_ATOMIC_COUNTER_BARRIER_BIT, "GL_ATOMIC_COUNTER_BARRIER_BIT"),
|
|
};
|
|
return tcu::Format::Bitfield<16>(value, &s_desc[0], &s_desc[DE_LENGTH_OF_ARRAY(s_desc)]);
|
|
}
|
|
|
|
tcu::Format::Bitfield<16> getShaderTypeMaskStr (int value)
|
|
{
|
|
static const tcu::Format::BitDesc s_desc[] =
|
|
{
|
|
tcu::Format::BitDesc(GL_VERTEX_SHADER_BIT, "GL_VERTEX_SHADER_BIT"),
|
|
tcu::Format::BitDesc(GL_FRAGMENT_SHADER_BIT, "GL_FRAGMENT_SHADER_BIT"),
|
|
tcu::Format::BitDesc(GL_COMPUTE_SHADER_BIT, "GL_COMPUTE_SHADER_BIT"),
|
|
tcu::Format::BitDesc(GL_GEOMETRY_SHADER_BIT, "GL_GEOMETRY_SHADER_BIT"),
|
|
tcu::Format::BitDesc(GL_TESS_CONTROL_SHADER_BIT, "GL_TESS_CONTROL_SHADER_BIT"),
|
|
tcu::Format::BitDesc(GL_TESS_EVALUATION_SHADER_BIT, "GL_TESS_EVALUATION_SHADER_BIT"),
|
|
};
|
|
return tcu::Format::Bitfield<16>(value, &s_desc[0], &s_desc[DE_LENGTH_OF_ARRAY(s_desc)]);
|
|
}
|