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// Code generated by protoc-gen-gogo.
// source: android.googlesource.com/platform/tools/gpu/gapid/gfxapi/gfxapi.proto
// DO NOT EDIT!
/*
Package gfxapi is a generated protocol buffer package.
It is generated from these files:
android.googlesource.com/platform/tools/gpu/gapid/gfxapi/gfxapi.proto
It has these top-level messages:
*/
package gfxapi
import proto "github.com/gogo/protobuf/proto"
import fmt "fmt"
import math "math"
// Reference imports to suppress errors if they are not otherwise used.
var _ = proto.Marshal
var _ = fmt.Errorf
var _ = math.Inf
// This is a compile-time assertion to ensure that this generated file
// is compatible with the proto package it is being compiled against.
// A compilation error at this line likely means your copy of the
// proto package needs to be updated.
const _ = proto.GoGoProtoPackageIsVersion2 // please upgrade the proto package
// DrawPrimitive is an enumerator of primitive draw modes
type DrawPrimitive int32
const (
DrawPrimitive_Points DrawPrimitive = 0
DrawPrimitive_Lines DrawPrimitive = 1
DrawPrimitive_LineStrip DrawPrimitive = 2
DrawPrimitive_LineLoop DrawPrimitive = 3
DrawPrimitive_Triangles DrawPrimitive = 4
DrawPrimitive_TriangleStrip DrawPrimitive = 5
DrawPrimitive_TriangleFan DrawPrimitive = 6
)
var DrawPrimitive_name = map[int32]string{
0: "Points",
1: "Lines",
2: "LineStrip",
3: "LineLoop",
4: "Triangles",
5: "TriangleStrip",
6: "TriangleFan",
}
var DrawPrimitive_value = map[string]int32{
"Points": 0,
"Lines": 1,
"LineStrip": 2,
"LineLoop": 3,
"Triangles": 4,
"TriangleStrip": 5,
"TriangleFan": 6,
}
func (x DrawPrimitive) String() string {
return proto.EnumName(DrawPrimitive_name, int32(x))
}
func (DrawPrimitive) EnumDescriptor() ([]byte, []int) { return fileDescriptorGfxapi, []int{0} }
// ResourceType is an enumerator of resource types.
type ResourceType int32
const (
// Unknown represents an unknown resource type
ResourceType_Unknown ResourceType = 0
// Texture1D represents the Texture1D resource type
ResourceType_Texture1D ResourceType = 1
// Texture2D represents the Texture2D resource type
ResourceType_Texture2D ResourceType = 2
// Texture3D represents the Texture2D resource type
ResourceType_Texture3D ResourceType = 3
// Cubemap represents the Cubemap resource type
ResourceType_Cubemap ResourceType = 4
// Shader represents the Shader resource type
ResourceType_Shader ResourceType = 5
// Program represents the Program resource type
ResourceType_Program ResourceType = 6
)
var ResourceType_name = map[int32]string{
0: "Unknown",
1: "Texture1D",
2: "Texture2D",
3: "Texture3D",
4: "Cubemap",
5: "Shader",
6: "Program",
}
var ResourceType_value = map[string]int32{
"Unknown": 0,
"Texture1D": 1,
"Texture2D": 2,
"Texture3D": 3,
"Cubemap": 4,
"Shader": 5,
"Program": 6,
}
func (x ResourceType) String() string {
return proto.EnumName(ResourceType_name, int32(x))
}
func (ResourceType) EnumDescriptor() ([]byte, []int) { return fileDescriptorGfxapi, []int{1} }
// FramebufferAttachment values indicate the type of frame buffer attachment.
type FramebufferAttachment int32
const (
FramebufferAttachment_Depth FramebufferAttachment = 0
FramebufferAttachment_Stencil FramebufferAttachment = 1
FramebufferAttachment_Color0 FramebufferAttachment = 2
FramebufferAttachment_Color1 FramebufferAttachment = 3
FramebufferAttachment_Color2 FramebufferAttachment = 4
FramebufferAttachment_Color3 FramebufferAttachment = 5
)
var FramebufferAttachment_name = map[int32]string{
0: "Depth",
1: "Stencil",
2: "Color0",
3: "Color1",
4: "Color2",
5: "Color3",
}
var FramebufferAttachment_value = map[string]int32{
"Depth": 0,
"Stencil": 1,
"Color0": 2,
"Color1": 3,
"Color2": 4,
"Color3": 5,
}
func (x FramebufferAttachment) String() string {
return proto.EnumName(FramebufferAttachment_name, int32(x))
}
func (FramebufferAttachment) EnumDescriptor() ([]byte, []int) { return fileDescriptorGfxapi, []int{2} }
type ShaderType int32
const (
ShaderType_Vertex ShaderType = 0
ShaderType_Geometry ShaderType = 1
ShaderType_TessControl ShaderType = 2
ShaderType_TessEvaluation ShaderType = 3
ShaderType_Fragment ShaderType = 4
ShaderType_Compute ShaderType = 5
ShaderType_Spirv ShaderType = 6
)
var ShaderType_name = map[int32]string{
0: "Vertex",
1: "Geometry",
2: "TessControl",
3: "TessEvaluation",
4: "Fragment",
5: "Compute",
6: "Spirv",
}
var ShaderType_value = map[string]int32{
"Vertex": 0,
"Geometry": 1,
"TessControl": 2,
"TessEvaluation": 3,
"Fragment": 4,
"Compute": 5,
"Spirv": 6,
}
func (x ShaderType) String() string {
return proto.EnumName(ShaderType_name, int32(x))
}
func (ShaderType) EnumDescriptor() ([]byte, []int) { return fileDescriptorGfxapi, []int{3} }
type UniformFormat int32
const (
UniformFormat_Scalar UniformFormat = 0
UniformFormat_Vec2 UniformFormat = 1
UniformFormat_Vec3 UniformFormat = 2
UniformFormat_Vec4 UniformFormat = 3
UniformFormat_Mat2 UniformFormat = 4
UniformFormat_Mat3 UniformFormat = 5
UniformFormat_Mat4 UniformFormat = 6
UniformFormat_Mat2x3 UniformFormat = 7
UniformFormat_Mat2x4 UniformFormat = 8
UniformFormat_Mat3x2 UniformFormat = 9
UniformFormat_Mat3x4 UniformFormat = 10
UniformFormat_Mat4x2 UniformFormat = 11
UniformFormat_Mat4x3 UniformFormat = 12
UniformFormat_Sampler UniformFormat = 13
)
var UniformFormat_name = map[int32]string{
0: "Scalar",
1: "Vec2",
2: "Vec3",
3: "Vec4",
4: "Mat2",
5: "Mat3",
6: "Mat4",
7: "Mat2x3",
8: "Mat2x4",
9: "Mat3x2",
10: "Mat3x4",
11: "Mat4x2",
12: "Mat4x3",
13: "Sampler",
}
var UniformFormat_value = map[string]int32{
"Scalar": 0,
"Vec2": 1,
"Vec3": 2,
"Vec4": 3,
"Mat2": 4,
"Mat3": 5,
"Mat4": 6,
"Mat2x3": 7,
"Mat2x4": 8,
"Mat3x2": 9,
"Mat3x4": 10,
"Mat4x2": 11,
"Mat4x3": 12,
"Sampler": 13,
}
func (x UniformFormat) String() string {
return proto.EnumName(UniformFormat_name, int32(x))
}
func (UniformFormat) EnumDescriptor() ([]byte, []int) { return fileDescriptorGfxapi, []int{4} }
type UniformType int32
const (
UniformType_Int32 UniformType = 0
UniformType_Uint32 UniformType = 1
UniformType_Bool UniformType = 2
UniformType_Float UniformType = 3
UniformType_Double UniformType = 4
)
var UniformType_name = map[int32]string{
0: "Int32",
1: "Uint32",
2: "Bool",
3: "Float",
4: "Double",
}
var UniformType_value = map[string]int32{
"Int32": 0,
"Uint32": 1,
"Bool": 2,
"Float": 3,
"Double": 4,
}
func (x UniformType) String() string {
return proto.EnumName(UniformType_name, int32(x))
}
func (UniformType) EnumDescriptor() ([]byte, []int) { return fileDescriptorGfxapi, []int{5} }
func init() {
proto.RegisterEnum("gfxapi.DrawPrimitive", DrawPrimitive_name, DrawPrimitive_value)
proto.RegisterEnum("gfxapi.ResourceType", ResourceType_name, ResourceType_value)
proto.RegisterEnum("gfxapi.FramebufferAttachment", FramebufferAttachment_name, FramebufferAttachment_value)
proto.RegisterEnum("gfxapi.ShaderType", ShaderType_name, ShaderType_value)
proto.RegisterEnum("gfxapi.UniformFormat", UniformFormat_name, UniformFormat_value)
proto.RegisterEnum("gfxapi.UniformType", UniformType_name, UniformType_value)
}
func init() {
proto.RegisterFile("android.googlesource.com/platform/tools/gpu/gapid/gfxapi/gfxapi.proto", fileDescriptorGfxapi)
}
var fileDescriptorGfxapi = []byte{
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