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// Copyright (C) 2015 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
syntax = "proto3";
package gfxapi;
option java_package = "com.android.tools.idea.editors.gfxtrace.service.gfxapi";
option java_outer_classname = "GfxAPIProtos";
// DrawPrimitive is an enumerator of primitive draw modes
enum DrawPrimitive {
Points = 0;
Lines = 1;
LineStrip = 2;
LineLoop = 3;
Triangles = 4;
TriangleStrip = 5;
TriangleFan = 6;
}
// ResourceType is an enumerator of resource types.
enum ResourceType {
// Unknown represents an unknown resource type
Unknown = 0;
// Texture1D represents the Texture1D resource type
Texture1D = 1;
// Texture2D represents the Texture2D resource type
Texture2D = 2;
// Texture3D represents the Texture2D resource type
Texture3D = 3;
// Cubemap represents the Cubemap resource type
Cubemap = 4;
// Shader represents the Shader resource type
Shader = 5;
// Program represents the Program resource type
Program = 6;
}
// FramebufferAttachment values indicate the type of frame buffer attachment.
enum FramebufferAttachment {
Depth = 0;
Stencil = 1;
Color0 = 2;
Color1 = 3;
Color2 = 4;
Color3 = 5;
}
enum ShaderType {
Vertex = 0;
Geometry = 1;
TessControl = 2;
TessEvaluation = 3;
Fragment = 4;
Compute = 5;
Spirv = 6;
}
//INCOMPLETE... Is it really worth enumerating all these types?
enum UniformFormat {
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;
}
enum UniformType {
Int32 = 0;
Uint32 = 1;
Bool = 2;
Float = 3;
Double = 4;
}