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https://git.sr.ht/~eliasnaur/gio
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bebc73db37
All GPU APIs except OpenGL ES 2 can generate mipmaps for textures. This trades 33% more GPU memory use for improved rendering quality and speed for downscaled images. Signed-off-by: Elias Naur <mail@eliasnaur.com>
132 lines
5.6 KiB
Go
132 lines
5.6 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gl
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type (
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Attrib uint
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Enum uint
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)
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const (
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ACTIVE_TEXTURE = 0x84E0
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ALL_BARRIER_BITS = 0xffffffff
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ARRAY_BUFFER = 0x8892
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ARRAY_BUFFER_BINDING = 0x8894
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BACK = 0x0405
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BLEND = 0xbe2
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BLEND_DST_RGB = 0x80C8
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BLEND_SRC_RGB = 0x80C9
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BLEND_DST_ALPHA = 0x80CA
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BLEND_SRC_ALPHA = 0x80CB
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CLAMP_TO_EDGE = 0x812f
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COLOR_ATTACHMENT0 = 0x8ce0
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COLOR_BUFFER_BIT = 0x4000
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COLOR_CLEAR_VALUE = 0x0C22
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COMPILE_STATUS = 0x8b81
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COMPUTE_SHADER = 0x91B9
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CURRENT_PROGRAM = 0x8B8D
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DEPTH_ATTACHMENT = 0x8d00
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DEPTH_BUFFER_BIT = 0x100
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DEPTH_CLEAR_VALUE = 0x0B73
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DEPTH_COMPONENT16 = 0x81a5
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DEPTH_COMPONENT24 = 0x81A6
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DEPTH_COMPONENT32F = 0x8CAC
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DEPTH_FUNC = 0x0B74
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DEPTH_TEST = 0xb71
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DEPTH_WRITEMASK = 0x0B72
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DRAW_FRAMEBUFFER = 0x8CA9
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DST_COLOR = 0x306
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DYNAMIC_DRAW = 0x88E8
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DYNAMIC_READ = 0x88E9
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ELEMENT_ARRAY_BUFFER = 0x8893
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ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
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EXTENSIONS = 0x1f03
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FALSE = 0
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FLOAT = 0x1406
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FRAGMENT_SHADER = 0x8b30
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FRAMEBUFFER = 0x8d40
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FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
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FRAMEBUFFER_BINDING = 0x8ca6
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FRAMEBUFFER_COMPLETE = 0x8cd5
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FRAMEBUFFER_SRGB = 0x8db9
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HALF_FLOAT = 0x140b
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HALF_FLOAT_OES = 0x8d61
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INFO_LOG_LENGTH = 0x8B84
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INVALID_INDEX = ^uint(0)
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GREATER = 0x204
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GEQUAL = 0x206
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LINEAR = 0x2601
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LINEAR_MIPMAP_LINEAR = 0x2703
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LINK_STATUS = 0x8b82
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LUMINANCE = 0x1909
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MAP_READ_BIT = 0x0001
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MAX_TEXTURE_SIZE = 0xd33
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NEAREST = 0x2600
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NO_ERROR = 0x0
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NUM_EXTENSIONS = 0x821D
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ONE = 0x1
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ONE_MINUS_SRC_ALPHA = 0x303
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PACK_ROW_LENGTH = 0x0D02
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PROGRAM_BINARY_LENGTH = 0x8741
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QUERY_RESULT = 0x8866
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QUERY_RESULT_AVAILABLE = 0x8867
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R16F = 0x822d
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R8 = 0x8229
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READ_FRAMEBUFFER = 0x8ca8
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READ_FRAMEBUFFER_BINDING = 0x8CAA
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READ_ONLY = 0x88B8
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READ_WRITE = 0x88BA
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RED = 0x1903
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RENDERER = 0x1F01
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RENDERBUFFER = 0x8d41
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RENDERBUFFER_BINDING = 0x8ca7
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RENDERBUFFER_HEIGHT = 0x8d43
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RENDERBUFFER_WIDTH = 0x8d42
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RGB = 0x1907
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RGBA = 0x1908
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RGBA8 = 0x8058
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SHADER_STORAGE_BUFFER = 0x90D2
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SHADER_STORAGE_BUFFER_BINDING = 0x90D3
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SHORT = 0x1402
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SRGB = 0x8c40
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SRGB_ALPHA_EXT = 0x8c42
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SRGB8 = 0x8c41
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SRGB8_ALPHA8 = 0x8c43
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STATIC_DRAW = 0x88e4
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STENCIL_BUFFER_BIT = 0x00000400
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TEXTURE_2D = 0xde1
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TEXTURE_BINDING_2D = 0x8069
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TEXTURE_MAG_FILTER = 0x2800
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TEXTURE_MIN_FILTER = 0x2801
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TEXTURE_WRAP_S = 0x2802
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TEXTURE_WRAP_T = 0x2803
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TEXTURE0 = 0x84c0
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TEXTURE1 = 0x84c1
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TRIANGLE_STRIP = 0x5
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TRIANGLES = 0x4
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TRUE = 1
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UNIFORM_BUFFER = 0x8A11
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UNIFORM_BUFFER_BINDING = 0x8A28
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UNPACK_ALIGNMENT = 0xcf5
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UNPACK_ROW_LENGTH = 0x0CF2
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UNSIGNED_BYTE = 0x1401
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UNSIGNED_SHORT = 0x1403
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VIEWPORT = 0x0BA2
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VERSION = 0x1f02
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VERTEX_ARRAY_BINDING = 0x85B5
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VERTEX_SHADER = 0x8b31
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VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
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VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
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VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
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VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
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VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
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VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
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VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
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WRITE_ONLY = 0x88B9
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ZERO = 0x0
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// EXT_disjoint_timer_query
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TIME_ELAPSED_EXT = 0x88BF
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GPU_DISJOINT_EXT = 0x8FBB
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)
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