| /* WARNING: This is auto-generated file. Do not modify, since changes will |
| * be lost! Modify the generating script instead. |
| * |
| * Generated from Khronos GL API description (gl.xml) revision 32093. |
| */ |
| |
| const char* getErrorName (int value) |
| { |
| switch (value) |
| { |
| case GL_NO_ERROR: return "GL_NO_ERROR"; |
| case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; |
| case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; |
| case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; |
| case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; |
| case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getTypeName (int value) |
| { |
| switch (value) |
| { |
| case GL_BYTE: return "GL_BYTE"; |
| case GL_UNSIGNED_BYTE: return "GL_UNSIGNED_BYTE"; |
| case GL_SHORT: return "GL_SHORT"; |
| case GL_UNSIGNED_SHORT: return "GL_UNSIGNED_SHORT"; |
| case GL_INT: return "GL_INT"; |
| case GL_UNSIGNED_INT: return "GL_UNSIGNED_INT"; |
| case GL_FLOAT: return "GL_FLOAT"; |
| case GL_FIXED: return "GL_FIXED"; |
| case GL_UNSIGNED_SHORT_5_6_5: return "GL_UNSIGNED_SHORT_5_6_5"; |
| case GL_UNSIGNED_SHORT_4_4_4_4: return "GL_UNSIGNED_SHORT_4_4_4_4"; |
| case GL_UNSIGNED_SHORT_5_5_5_1: return "GL_UNSIGNED_SHORT_5_5_5_1"; |
| case GL_HALF_FLOAT: return "GL_HALF_FLOAT"; |
| case GL_INT_2_10_10_10_REV: return "GL_INT_2_10_10_10_REV"; |
| case GL_UNSIGNED_INT_2_10_10_10_REV: return "GL_UNSIGNED_INT_2_10_10_10_REV"; |
| case GL_UNSIGNED_INT_10F_11F_11F_REV: return "GL_UNSIGNED_INT_10F_11F_11F_REV"; |
| case GL_UNSIGNED_INT_5_9_9_9_REV: return "GL_UNSIGNED_INT_5_9_9_9_REV"; |
| case GL_UNSIGNED_INT_24_8: return "GL_UNSIGNED_INT_24_8"; |
| case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: return "GL_FLOAT_32_UNSIGNED_INT_24_8_REV"; |
| case GL_SIGNED_NORMALIZED: return "GL_SIGNED_NORMALIZED"; |
| case GL_UNSIGNED_NORMALIZED: return "GL_UNSIGNED_NORMALIZED"; |
| case GL_HALF_FLOAT_OES: return "GL_HALF_FLOAT_OES"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getParamQueryName (int value) |
| { |
| switch (value) |
| { |
| case GL_LINE_WIDTH: return "GL_LINE_WIDTH"; |
| 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_CULL_FACE_MODE: return "GL_CULL_FACE_MODE"; |
| case GL_FRONT_FACE: return "GL_FRONT_FACE"; |
| case GL_DEPTH_RANGE: return "GL_DEPTH_RANGE"; |
| case GL_DEPTH_WRITEMASK: return "GL_DEPTH_WRITEMASK"; |
| case GL_DEPTH_CLEAR_VALUE: return "GL_DEPTH_CLEAR_VALUE"; |
| case GL_DEPTH_FUNC: return "GL_DEPTH_FUNC"; |
| case GL_STENCIL_CLEAR_VALUE: return "GL_STENCIL_CLEAR_VALUE"; |
| case GL_STENCIL_FUNC: return "GL_STENCIL_FUNC"; |
| 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_REF: return "GL_STENCIL_REF"; |
| case GL_STENCIL_VALUE_MASK: return "GL_STENCIL_VALUE_MASK"; |
| case GL_STENCIL_WRITEMASK: return "GL_STENCIL_WRITEMASK"; |
| case GL_STENCIL_BACK_FUNC: return "GL_STENCIL_BACK_FUNC"; |
| 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_STENCIL_BACK_REF: return "GL_STENCIL_BACK_REF"; |
| case GL_STENCIL_BACK_VALUE_MASK: return "GL_STENCIL_BACK_VALUE_MASK"; |
| case GL_STENCIL_BACK_WRITEMASK: return "GL_STENCIL_BACK_WRITEMASK"; |
| case GL_VIEWPORT: return "GL_VIEWPORT"; |
| case GL_SCISSOR_BOX: return "GL_SCISSOR_BOX"; |
| case GL_SCISSOR_TEST: return "GL_SCISSOR_TEST"; |
| case GL_COLOR_CLEAR_VALUE: return "GL_COLOR_CLEAR_VALUE"; |
| case GL_COLOR_WRITEMASK: return "GL_COLOR_WRITEMASK"; |
| case GL_UNPACK_ALIGNMENT: return "GL_UNPACK_ALIGNMENT"; |
| case GL_PACK_ALIGNMENT: return "GL_PACK_ALIGNMENT"; |
| case GL_MAX_TEXTURE_SIZE: return "GL_MAX_TEXTURE_SIZE"; |
| case GL_MAX_VIEWPORT_DIMS: return "GL_MAX_VIEWPORT_DIMS"; |
| case GL_SUBPIXEL_BITS: return "GL_SUBPIXEL_BITS"; |
| 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_DEPTH_BITS: return "GL_DEPTH_BITS"; |
| case GL_STENCIL_BITS: return "GL_STENCIL_BITS"; |
| case GL_POLYGON_OFFSET_UNITS: return "GL_POLYGON_OFFSET_UNITS"; |
| case GL_POLYGON_OFFSET_FILL: return "GL_POLYGON_OFFSET_FILL"; |
| case GL_POLYGON_OFFSET_FACTOR: return "GL_POLYGON_OFFSET_FACTOR"; |
| case GL_TEXTURE_BINDING_2D: return "GL_TEXTURE_BINDING_2D"; |
| case GL_SAMPLE_BUFFERS: return "GL_SAMPLE_BUFFERS"; |
| case GL_SAMPLES: return "GL_SAMPLES"; |
| case GL_SAMPLE_COVERAGE_VALUE: return "GL_SAMPLE_COVERAGE_VALUE"; |
| case GL_SAMPLE_COVERAGE_INVERT: return "GL_SAMPLE_COVERAGE_INVERT"; |
| 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_VERTEX_ATTRIBS: return "GL_MAX_VERTEX_ATTRIBS"; |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: return "GL_MAX_VERTEX_UNIFORM_VECTORS"; |
| 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_VERTEX_TEXTURE_IMAGE_UNITS: return "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS"; |
| case GL_MAX_TEXTURE_IMAGE_UNITS: return "GL_MAX_TEXTURE_IMAGE_UNITS"; |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: return "GL_MAX_FRAGMENT_UNIFORM_VECTORS"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getProgramParamName (int value) |
| { |
| switch (value) |
| { |
| case GL_ACTIVE_ATTRIBUTES: return "GL_ACTIVE_ATTRIBUTES"; |
| case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: return "GL_ACTIVE_ATTRIBUTE_MAX_LENGTH"; |
| case GL_ACTIVE_UNIFORMS: return "GL_ACTIVE_UNIFORMS"; |
| case GL_ACTIVE_UNIFORM_BLOCKS: return "GL_ACTIVE_UNIFORM_BLOCKS"; |
| case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: return "GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH"; |
| case GL_ACTIVE_UNIFORM_MAX_LENGTH: return "GL_ACTIVE_UNIFORM_MAX_LENGTH"; |
| case GL_ATTACHED_SHADERS: return "GL_ATTACHED_SHADERS"; |
| case GL_DELETE_STATUS: return "GL_DELETE_STATUS"; |
| case GL_INFO_LOG_LENGTH: return "GL_INFO_LOG_LENGTH"; |
| case GL_LINK_STATUS: return "GL_LINK_STATUS"; |
| case GL_PROGRAM_BINARY_RETRIEVABLE_HINT: return "GL_PROGRAM_BINARY_RETRIEVABLE_HINT"; |
| case GL_TRANSFORM_FEEDBACK_BUFFER_MODE: return "GL_TRANSFORM_FEEDBACK_BUFFER_MODE"; |
| case GL_TRANSFORM_FEEDBACK_VARYINGS: return "GL_TRANSFORM_FEEDBACK_VARYINGS"; |
| case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: return "GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH"; |
| case GL_VALIDATE_STATUS: return "GL_VALIDATE_STATUS"; |
| case GL_GEOMETRY_INPUT_TYPE: return "GL_GEOMETRY_INPUT_TYPE"; |
| case GL_GEOMETRY_OUTPUT_TYPE: return "GL_GEOMETRY_OUTPUT_TYPE"; |
| case GL_GEOMETRY_VERTICES_OUT: return "GL_GEOMETRY_VERTICES_OUT"; |
| case GL_GEOMETRY_SHADER_INVOCATIONS: return "GL_GEOMETRY_SHADER_INVOCATIONS"; |
| case GL_PROGRAM_SEPARABLE: return "GL_PROGRAM_SEPARABLE"; |
| case GL_COMPUTE_WORK_GROUP_SIZE: return "GL_COMPUTE_WORK_GROUP_SIZE"; |
| case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS: return "GL_ACTIVE_ATOMIC_COUNTER_BUFFERS"; |
| case GL_TESS_CONTROL_OUTPUT_VERTICES: return "GL_TESS_CONTROL_OUTPUT_VERTICES"; |
| case GL_TESS_GEN_MODE: return "GL_TESS_GEN_MODE"; |
| case GL_TESS_GEN_SPACING: return "GL_TESS_GEN_SPACING"; |
| case GL_TESS_GEN_VERTEX_ORDER: return "GL_TESS_GEN_VERTEX_ORDER"; |
| case GL_TESS_GEN_POINT_MODE: return "GL_TESS_GEN_POINT_MODE"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getUniformParamName (int value) |
| { |
| switch (value) |
| { |
| case GL_UNIFORM_TYPE: return "GL_UNIFORM_TYPE"; |
| case GL_UNIFORM_SIZE: return "GL_UNIFORM_SIZE"; |
| case GL_UNIFORM_NAME_LENGTH: return "GL_UNIFORM_NAME_LENGTH"; |
| case GL_UNIFORM_BLOCK_INDEX: return "GL_UNIFORM_BLOCK_INDEX"; |
| case GL_UNIFORM_OFFSET: return "GL_UNIFORM_OFFSET"; |
| case GL_UNIFORM_ARRAY_STRIDE: return "GL_UNIFORM_ARRAY_STRIDE"; |
| case GL_UNIFORM_MATRIX_STRIDE: return "GL_UNIFORM_MATRIX_STRIDE"; |
| case GL_UNIFORM_IS_ROW_MAJOR: return "GL_UNIFORM_IS_ROW_MAJOR"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getFramebufferAttachmentName (int value) |
| { |
| switch (value) |
| { |
| 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_COLOR_ATTACHMENT8: return "GL_COLOR_ATTACHMENT8"; |
| case GL_COLOR_ATTACHMENT9: return "GL_COLOR_ATTACHMENT9"; |
| case GL_COLOR_ATTACHMENT10: return "GL_COLOR_ATTACHMENT10"; |
| case GL_COLOR_ATTACHMENT11: return "GL_COLOR_ATTACHMENT11"; |
| case GL_COLOR_ATTACHMENT12: return "GL_COLOR_ATTACHMENT12"; |
| case GL_COLOR_ATTACHMENT13: return "GL_COLOR_ATTACHMENT13"; |
| case GL_COLOR_ATTACHMENT14: return "GL_COLOR_ATTACHMENT14"; |
| case GL_COLOR_ATTACHMENT15: return "GL_COLOR_ATTACHMENT15"; |
| 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"; |
| case GL_BACK: return "GL_BACK"; |
| case GL_FRONT_LEFT: return "GL_FRONT_LEFT"; |
| case GL_FRONT_RIGHT: return "GL_FRONT_RIGHT"; |
| case GL_BACK_LEFT: return "GL_BACK_LEFT"; |
| case GL_BACK_RIGHT: return "GL_BACK_RIGHT"; |
| case GL_DEPTH: return "GL_DEPTH"; |
| case GL_STENCIL: return "GL_STENCIL"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getFramebufferAttachmentParameterName (int value) |
| { |
| switch (value) |
| { |
| case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: return "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME"; |
| case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: return "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL"; |
| case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: return "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: return "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER"; |
| case GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: return "GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: return "GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING"; |
| case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: return "GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE"; |
| case GL_FRAMEBUFFER_ATTACHMENT_LAYERED: return "GL_FRAMEBUFFER_ATTACHMENT_LAYERED"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getFramebufferTargetName (int value) |
| { |
| switch (value) |
| { |
| case GL_FRAMEBUFFER: return "GL_FRAMEBUFFER"; |
| case GL_RENDERBUFFER: return "GL_RENDERBUFFER"; |
| case GL_DRAW_FRAMEBUFFER: return "GL_DRAW_FRAMEBUFFER"; |
| case GL_READ_FRAMEBUFFER: return "GL_READ_FRAMEBUFFER"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getFramebufferStatusName (int value) |
| { |
| switch (value) |
| { |
| case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE"; |
| case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; |
| case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; |
| case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"; |
| 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"; |
| default: return DE_NULL; |
| } |
| } |
| |
| const char* getFramebufferAttachmentTypeName (int value) |
| { |
| 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"; |
| 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; |
| } |
| } |
| |
| 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)]); |
| } |