Files
gio/internal/gl/gl.go
T
Elias Naur 7f6e376424 gpu,gpu/internal: support variable strides in ReadPixels
It saves a roundtrip to scratch memory when the CPU fallback renderer
downloads rendered materials.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-27 12:59:01 +02:00

131 lines
5.5 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gl
type (
Attrib uint
Enum uint
)
const (
ACTIVE_TEXTURE = 0x84E0
ALL_BARRIER_BITS = 0xffffffff
ARRAY_BUFFER = 0x8892
ARRAY_BUFFER_BINDING = 0x8894
BACK = 0x0405
BLEND = 0xbe2
BLEND_DST_RGB = 0x80C8
BLEND_SRC_RGB = 0x80C9
BLEND_DST_ALPHA = 0x80CA
BLEND_SRC_ALPHA = 0x80CB
CLAMP_TO_EDGE = 0x812f
COLOR_ATTACHMENT0 = 0x8ce0
COLOR_BUFFER_BIT = 0x4000
COLOR_CLEAR_VALUE = 0x0C22
COMPILE_STATUS = 0x8b81
COMPUTE_SHADER = 0x91B9
CURRENT_PROGRAM = 0x8B8D
DEPTH_ATTACHMENT = 0x8d00
DEPTH_BUFFER_BIT = 0x100
DEPTH_CLEAR_VALUE = 0x0B73
DEPTH_COMPONENT16 = 0x81a5
DEPTH_COMPONENT24 = 0x81A6
DEPTH_COMPONENT32F = 0x8CAC
DEPTH_FUNC = 0x0B74
DEPTH_TEST = 0xb71
DEPTH_WRITEMASK = 0x0B72
DRAW_FRAMEBUFFER = 0x8CA9
DST_COLOR = 0x306
DYNAMIC_DRAW = 0x88E8
DYNAMIC_READ = 0x88E9
ELEMENT_ARRAY_BUFFER = 0x8893
ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
EXTENSIONS = 0x1f03
FALSE = 0
FLOAT = 0x1406
FRAGMENT_SHADER = 0x8b30
FRAMEBUFFER = 0x8d40
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
FRAMEBUFFER_BINDING = 0x8ca6
FRAMEBUFFER_COMPLETE = 0x8cd5
FRAMEBUFFER_SRGB = 0x8db9
HALF_FLOAT = 0x140b
HALF_FLOAT_OES = 0x8d61
INFO_LOG_LENGTH = 0x8B84
INVALID_INDEX = ^uint(0)
GREATER = 0x204
GEQUAL = 0x206
LINEAR = 0x2601
LINK_STATUS = 0x8b82
LUMINANCE = 0x1909
MAP_READ_BIT = 0x0001
MAX_TEXTURE_SIZE = 0xd33
NEAREST = 0x2600
NO_ERROR = 0x0
NUM_EXTENSIONS = 0x821D
ONE = 0x1
ONE_MINUS_SRC_ALPHA = 0x303
PACK_ROW_LENGTH = 0x0D02
PROGRAM_BINARY_LENGTH = 0x8741
QUERY_RESULT = 0x8866
QUERY_RESULT_AVAILABLE = 0x8867
R16F = 0x822d
R8 = 0x8229
READ_FRAMEBUFFER = 0x8ca8
READ_FRAMEBUFFER_BINDING = 0x8CAA
READ_ONLY = 0x88B8
READ_WRITE = 0x88BA
RED = 0x1903
RENDERER = 0x1F01
RENDERBUFFER = 0x8d41
RENDERBUFFER_BINDING = 0x8ca7
RENDERBUFFER_HEIGHT = 0x8d43
RENDERBUFFER_WIDTH = 0x8d42
RGB = 0x1907
RGBA = 0x1908
RGBA8 = 0x8058
SHADER_STORAGE_BUFFER = 0x90D2
SHADER_STORAGE_BUFFER_BINDING = 0x90D3
SHORT = 0x1402
SRGB = 0x8c40
SRGB_ALPHA_EXT = 0x8c42
SRGB8 = 0x8c41
SRGB8_ALPHA8 = 0x8c43
STATIC_DRAW = 0x88e4
STENCIL_BUFFER_BIT = 0x00000400
TEXTURE_2D = 0xde1
TEXTURE_BINDING_2D = 0x8069
TEXTURE_MAG_FILTER = 0x2800
TEXTURE_MIN_FILTER = 0x2801
TEXTURE_WRAP_S = 0x2802
TEXTURE_WRAP_T = 0x2803
TEXTURE0 = 0x84c0
TEXTURE1 = 0x84c1
TRIANGLE_STRIP = 0x5
TRIANGLES = 0x4
TRUE = 1
UNIFORM_BUFFER = 0x8A11
UNIFORM_BUFFER_BINDING = 0x8A28
UNPACK_ALIGNMENT = 0xcf5
UNPACK_ROW_LENGTH = 0x0CF2
UNSIGNED_BYTE = 0x1401
UNSIGNED_SHORT = 0x1403
VIEWPORT = 0x0BA2
VERSION = 0x1f02
VERTEX_ARRAY_BINDING = 0x85B5
VERTEX_SHADER = 0x8b31
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
WRITE_ONLY = 0x88B9
ZERO = 0x0
// EXT_disjoint_timer_query
TIME_ELAPSED_EXT = 0x88BF
GPU_DISJOINT_EXT = 0x8FBB
)