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// GENERATED FILE - DO NOT EDIT.
// Generated by gen_packed_gl_enums.py using data from packed_gl_enums.json.
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// PackedGLEnums_autogen.h:
// Declares ANGLE-specific enums classes for GLEnum and functions operating
// on them.
#ifndef LIBANGLE_PACKEDGLENUMS_AUTOGEN_H_
#define LIBANGLE_PACKEDGLENUMS_AUTOGEN_H_
#include <angle_gl.h>
#include <cstdint>
namespace gl
{
template <typename Enum>
Enum FromGLenum(GLenum from);
enum class AlphaTestFunc : uint8_t
{
AlwaysPass = 0,
Equal = 1,
Gequal = 2,
Greater = 3,
Lequal = 4,
Less = 5,
Never = 6,
NotEqual = 7,
InvalidEnum = 8,
EnumCount = 8,
};
template <>
AlphaTestFunc FromGLenum<AlphaTestFunc>(GLenum from);
GLenum ToGLenum(AlphaTestFunc from);
enum class BufferBinding : uint8_t
{
Array = 0,
AtomicCounter = 1,
CopyRead = 2,
CopyWrite = 3,
DispatchIndirect = 4,
DrawIndirect = 5,
ElementArray = 6,
PixelPack = 7,
PixelUnpack = 8,
ShaderStorage = 9,
TransformFeedback = 10,
Uniform = 11,
InvalidEnum = 12,
EnumCount = 12,
};
template <>
BufferBinding FromGLenum<BufferBinding>(GLenum from);
GLenum ToGLenum(BufferBinding from);
enum class BufferUsage : uint8_t
{
DynamicCopy = 0,
DynamicDraw = 1,
DynamicRead = 2,
StaticCopy = 3,
StaticDraw = 4,
StaticRead = 5,
StreamCopy = 6,
StreamDraw = 7,
StreamRead = 8,
InvalidEnum = 9,
EnumCount = 9,
};
template <>
BufferUsage FromGLenum<BufferUsage>(GLenum from);
GLenum ToGLenum(BufferUsage from);
enum class ClientVertexArrayType : uint8_t
{
Color = 0,
Normal = 1,
PointSize = 2,
TextureCoord = 3,
Vertex = 4,
InvalidEnum = 5,
EnumCount = 5,
};
template <>
ClientVertexArrayType FromGLenum<ClientVertexArrayType>(GLenum from);
GLenum ToGLenum(ClientVertexArrayType from);
enum class CullFaceMode : uint8_t
{
Back = 0,
Front = 1,
FrontAndBack = 2,
InvalidEnum = 3,
EnumCount = 3,
};
template <>
CullFaceMode FromGLenum<CullFaceMode>(GLenum from);
GLenum ToGLenum(CullFaceMode from);
enum class FogMode : uint8_t
{
Exp = 0,
Exp2 = 1,
Linear = 2,
InvalidEnum = 3,
EnumCount = 3,
};
template <>
FogMode FromGLenum<FogMode>(GLenum from);
GLenum ToGLenum(FogMode from);
enum class HintSetting : uint8_t
{
DontCare = 0,
Fastest = 1,
Nicest = 2,
InvalidEnum = 3,
EnumCount = 3,
};
template <>
HintSetting FromGLenum<HintSetting>(GLenum from);
GLenum ToGLenum(HintSetting from);
enum class LogicalOperation : uint8_t
{
And = 0,
AndInverted = 1,
AndReverse = 2,
Clear = 3,
Copy = 4,
CopyInverted = 5,
Equiv = 6,
Invert = 7,
Nand = 8,
Noop = 9,
Nor = 10,
Or = 11,
OrInverted = 12,
OrReverse = 13,
Set = 14,
Xor = 15,
InvalidEnum = 16,
EnumCount = 16,
};
template <>
LogicalOperation FromGLenum<LogicalOperation>(GLenum from);
GLenum ToGLenum(LogicalOperation from);
enum class MatrixType : uint8_t
{
Modelview = 0,
Projection = 1,
Texture = 2,
InvalidEnum = 3,
EnumCount = 3,
};
template <>
MatrixType FromGLenum<MatrixType>(GLenum from);
GLenum ToGLenum(MatrixType from);
enum class ShaderType : uint8_t
{
Vertex = 0,
Fragment = 1,
Geometry = 2,
Compute = 3,
InvalidEnum = 4,
EnumCount = 4,
};
template <>
ShaderType FromGLenum<ShaderType>(GLenum from);
GLenum ToGLenum(ShaderType from);
enum class ShadingModel : uint8_t
{
Flat = 0,
Smooth = 1,
InvalidEnum = 2,
EnumCount = 2,
};
template <>
ShadingModel FromGLenum<ShadingModel>(GLenum from);
GLenum ToGLenum(ShadingModel from);
enum class TextureCombine : uint8_t
{
Add = 0,
AddSigned = 1,
Dot3Rgb = 2,
Dot3Rgba = 3,
Interpolate = 4,
Modulate = 5,
Replace = 6,
Subtract = 7,
InvalidEnum = 8,
EnumCount = 8,
};
template <>
TextureCombine FromGLenum<TextureCombine>(GLenum from);
GLenum ToGLenum(TextureCombine from);
enum class TextureEnvMode : uint8_t
{
Add = 0,
Blend = 1,
Combine = 2,
Decal = 3,
Modulate = 4,
Replace = 5,
InvalidEnum = 6,
EnumCount = 6,
};
template <>
TextureEnvMode FromGLenum<TextureEnvMode>(GLenum from);
GLenum ToGLenum(TextureEnvMode from);
enum class TextureOp : uint8_t
{
OneMinusSrcAlpha = 0,
OneMinusSrcColor = 1,
SrcAlpha = 2,
SrcColor = 3,
InvalidEnum = 4,
EnumCount = 4,
};
template <>
TextureOp FromGLenum<TextureOp>(GLenum from);
GLenum ToGLenum(TextureOp from);
enum class TextureSrc : uint8_t
{
Constant = 0,
Previous = 1,
PrimaryColor = 2,
Texture = 3,
InvalidEnum = 4,
EnumCount = 4,
};
template <>
TextureSrc FromGLenum<TextureSrc>(GLenum from);
GLenum ToGLenum(TextureSrc from);
enum class TextureTarget : uint8_t
{
_2D = 0,
_2DArray = 1,
_2DMultisample = 2,
_3D = 3,
External = 4,
Rectangle = 5,
CubeMapPositiveX = 6,
CubeMapNegativeX = 7,
CubeMapPositiveY = 8,
CubeMapNegativeY = 9,
CubeMapPositiveZ = 10,
CubeMapNegativeZ = 11,
InvalidEnum = 12,
EnumCount = 12,
};
template <>
TextureTarget FromGLenum<TextureTarget>(GLenum from);
GLenum ToGLenum(TextureTarget from);
enum class TextureType : uint8_t
{
_2D = 0,
_2DArray = 1,
_2DMultisample = 2,
_3D = 3,
External = 4,
Rectangle = 5,
CubeMap = 6,
InvalidEnum = 7,
EnumCount = 7,
};
template <>
TextureType FromGLenum<TextureType>(GLenum from);
GLenum ToGLenum(TextureType from);
enum class VertexArrayType : uint8_t
{
Color = 0,
Normal = 1,
PointSize = 2,
TextureCoord = 3,
Vertex = 4,
InvalidEnum = 5,
EnumCount = 5,
};
template <>
VertexArrayType FromGLenum<VertexArrayType>(GLenum from);
GLenum ToGLenum(VertexArrayType from);
} // namespace gl
#endif // LIBANGLE_PACKEDGLENUMS_AUTOGEN_H_