[Piglit] [PATCH 08/13] util/gl: Implement piglit_get_gl_enum_name() for GLES3

Chad Versace chad.versace at linux.intel.com
Tue Nov 27 17:52:06 PST 2012


1. Create a new file, piglit-util-gles3-enum.c.
2. Copy <GLES3/gl3.h> into it.
3. Massage it to resemble piglit-util-gl-enum.c.

Signed-off-by: Chad Versace <chad.versace at linux.intel.com>
---
 tests/util/piglit-util-gles3-enum.c | 706 ++++++++++++++++++++++++++++++++++++
 1 file changed, 706 insertions(+)
 create mode 100644 tests/util/piglit-util-gles3-enum.c

diff --git a/tests/util/piglit-util-gles3-enum.c b/tests/util/piglit-util-gles3-enum.c
new file mode 100644
index 0000000..530bd88
--- /dev/null
+++ b/tests/util/piglit-util-gles3-enum.c
@@ -0,0 +1,706 @@
+/*
+ * Copyright 2012 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/* TODO: Automatically generate this file. */
+
+#include "piglit-util-gl-common.h"
+
+const char *
+piglit_get_gl_enum_name(GLenum param)
+{
+#define CASE(x) case x: return #x;
+
+	switch (param) {
+
+	/* <GLES3/gl3.h> */
+
+	/* BlendingFactorDest */
+	CASE(GL_SRC_COLOR)                                      // 0x0300
+	CASE(GL_ONE_MINUS_SRC_COLOR)                            // 0x0301
+	CASE(GL_SRC_ALPHA)                                      // 0x0302
+	CASE(GL_ONE_MINUS_SRC_ALPHA)                            // 0x0303
+	CASE(GL_DST_ALPHA)                                      // 0x0304
+	CASE(GL_ONE_MINUS_DST_ALPHA)                            // 0x0305
+
+	/* BlendingFactorSrc */
+	CASE(GL_DST_COLOR)                                      // 0x0306
+	CASE(GL_ONE_MINUS_DST_COLOR)                            // 0x0307
+	CASE(GL_SRC_ALPHA_SATURATE)                             // 0x0308
+
+	/* BlendEquationSeparate */
+	CASE(GL_FUNC_ADD)                                       // 0x8006
+	CASE(GL_BLEND_EQUATION)                                 // 0x8009
+	CASE(GL_BLEND_EQUATION_ALPHA)                           // 0x883D
+
+	/* BlendSubtract */
+	CASE(GL_FUNC_SUBTRACT)                                  // 0x800A
+	CASE(GL_FUNC_REVERSE_SUBTRACT)                          // 0x800B
+
+	/* Separate Blend Functions */
+	CASE(GL_BLEND_DST_RGB)                                  // 0x80C8
+	CASE(GL_BLEND_SRC_RGB)                                  // 0x80C9
+	CASE(GL_BLEND_DST_ALPHA)                                // 0x80CA
+	CASE(GL_BLEND_SRC_ALPHA)                                // 0x80CB
+	CASE(GL_CONSTANT_COLOR)                                 // 0x8001
+	CASE(GL_ONE_MINUS_CONSTANT_COLOR)                       // 0x8002
+	CASE(GL_CONSTANT_ALPHA)                                 // 0x8003
+	CASE(GL_ONE_MINUS_CONSTANT_ALPHA)                       // 0x8004
+	CASE(GL_BLEND_COLOR)                                    // 0x8005
+
+	/* Buffer Objects */
+	CASE(GL_ARRAY_BUFFER)                                   // 0x8892
+	CASE(GL_ELEMENT_ARRAY_BUFFER)                           // 0x8893
+	CASE(GL_ARRAY_BUFFER_BINDING)                           // 0x8894
+	CASE(GL_ELEMENT_ARRAY_BUFFER_BINDING)                   // 0x8895
+
+	CASE(GL_STREAM_DRAW)                                    // 0x88E0
+	CASE(GL_STATIC_DRAW)                                    // 0x88E4
+	CASE(GL_DYNAMIC_DRAW)                                   // 0x88E8
+
+	CASE(GL_BUFFER_SIZE)                                    // 0x8764
+	CASE(GL_BUFFER_USAGE)                                   // 0x8765
+
+	CASE(GL_CURRENT_VERTEX_ATTRIB)                          // 0x8626
+
+	/* CullFaceMode */
+	CASE(GL_FRONT)                                          // 0x0404
+	CASE(GL_BACK)                                           // 0x0405
+	CASE(GL_FRONT_AND_BACK)                                 // 0x0408
+
+	/* EnableCap */
+	CASE(GL_TEXTURE_2D)                                     // 0x0DE1
+	CASE(GL_CULL_FACE)                                      // 0x0B44
+	CASE(GL_BLEND)                                          // 0x0BE2
+	CASE(GL_DITHER)                                         // 0x0BD0
+	CASE(GL_STENCIL_TEST)                                   // 0x0B90
+	CASE(GL_DEPTH_TEST)                                     // 0x0B71
+	CASE(GL_SCISSOR_TEST)                                   // 0x0C11
+	CASE(GL_POLYGON_OFFSET_FILL)                            // 0x8037
+	CASE(GL_SAMPLE_ALPHA_TO_COVERAGE)                       // 0x809E
+	CASE(GL_SAMPLE_COVERAGE)                                // 0x80A0
+
+	/* ErrorCode */
+	CASE(GL_INVALID_ENUM)                                   // 0x0500
+	CASE(GL_INVALID_VALUE)                                  // 0x0501
+	CASE(GL_INVALID_OPERATION)                              // 0x0502
+	CASE(GL_OUT_OF_MEMORY)                                  // 0x0505
+
+	/* FrontFaceDirection */
+	CASE(GL_CW)                                             // 0x0900
+	CASE(GL_CCW)                                            // 0x0901
+
+	/* GetPName */
+	CASE(GL_LINE_WIDTH)                                     // 0x0B21
+	CASE(GL_ALIASED_POINT_SIZE_RANGE)                       // 0x846D
+	CASE(GL_ALIASED_LINE_WIDTH_RANGE)                       // 0x846E
+	CASE(GL_CULL_FACE_MODE)                                 // 0x0B45
+	CASE(GL_FRONT_FACE)                                     // 0x0B46
+	CASE(GL_DEPTH_RANGE)                                    // 0x0B70
+	CASE(GL_DEPTH_WRITEMASK)                                // 0x0B72
+	CASE(GL_DEPTH_CLEAR_VALUE)                              // 0x0B73
+	CASE(GL_DEPTH_FUNC)                                     // 0x0B74
+	CASE(GL_STENCIL_CLEAR_VALUE)                            // 0x0B91
+	CASE(GL_STENCIL_FUNC)                                   // 0x0B92
+	CASE(GL_STENCIL_FAIL)                                   // 0x0B94
+	CASE(GL_STENCIL_PASS_DEPTH_FAIL)                        // 0x0B95
+	CASE(GL_STENCIL_PASS_DEPTH_PASS)                        // 0x0B96
+	CASE(GL_STENCIL_REF)                                    // 0x0B97
+	CASE(GL_STENCIL_VALUE_MASK)                             // 0x0B93
+	CASE(GL_STENCIL_WRITEMASK)                              // 0x0B98
+	CASE(GL_STENCIL_BACK_FUNC)                              // 0x8800
+	CASE(GL_STENCIL_BACK_FAIL)                              // 0x8801
+	CASE(GL_STENCIL_BACK_PASS_DEPTH_FAIL)                   // 0x8802
+	CASE(GL_STENCIL_BACK_PASS_DEPTH_PASS)                   // 0x8803
+	CASE(GL_STENCIL_BACK_REF)                               // 0x8CA3
+	CASE(GL_STENCIL_BACK_VALUE_MASK)                        // 0x8CA4
+	CASE(GL_STENCIL_BACK_WRITEMASK)                         // 0x8CA5
+	CASE(GL_VIEWPORT)                                       // 0x0BA2
+	CASE(GL_SCISSOR_BOX)                                    // 0x0C10
+	CASE(GL_COLOR_CLEAR_VALUE)                              // 0x0C22
+	CASE(GL_COLOR_WRITEMASK)                                // 0x0C23
+	CASE(GL_UNPACK_ALIGNMENT)                               // 0x0CF5
+	CASE(GL_PACK_ALIGNMENT)                                 // 0x0D05
+	CASE(GL_MAX_TEXTURE_SIZE)                               // 0x0D33
+	CASE(GL_MAX_VIEWPORT_DIMS)                              // 0x0D3A
+	CASE(GL_SUBPIXEL_BITS)                                  // 0x0D50
+	CASE(GL_RED_BITS)                                       // 0x0D52
+	CASE(GL_GREEN_BITS)                                     // 0x0D53
+	CASE(GL_BLUE_BITS)                                      // 0x0D54
+	CASE(GL_ALPHA_BITS)                                     // 0x0D55
+	CASE(GL_DEPTH_BITS)                                     // 0x0D56
+	CASE(GL_STENCIL_BITS)                                   // 0x0D57
+	CASE(GL_POLYGON_OFFSET_UNITS)                           // 0x2A00
+	CASE(GL_POLYGON_OFFSET_FACTOR)                          // 0x8038
+	CASE(GL_TEXTURE_BINDING_2D)                             // 0x8069
+	CASE(GL_SAMPLE_BUFFERS)                                 // 0x80A8
+	CASE(GL_SAMPLES)                                        // 0x80A9
+	CASE(GL_SAMPLE_COVERAGE_VALUE)                          // 0x80AA
+	CASE(GL_SAMPLE_COVERAGE_INVERT)                         // 0x80AB
+
+	/* GetTextureParameter */
+	CASE(GL_NUM_COMPRESSED_TEXTURE_FORMATS)                 // 0x86A2
+	CASE(GL_COMPRESSED_TEXTURE_FORMATS)                     // 0x86A3
+
+	/* HintMode */
+	CASE(GL_DONT_CARE)                                      // 0x1100
+	CASE(GL_FASTEST)                                        // 0x1101
+	CASE(GL_NICEST)                                         // 0x1102
+
+	/* HintTarget */
+	CASE(GL_GENERATE_MIPMAP_HINT)                           // 0x8192
+
+	/* DataType */
+	CASE(GL_BYTE)                                           // 0x1400
+	CASE(GL_UNSIGNED_BYTE)                                  // 0x1401
+	CASE(GL_SHORT)                                          // 0x1402
+	CASE(GL_UNSIGNED_SHORT)                                 // 0x1403
+	CASE(GL_INT)                                            // 0x1404
+	CASE(GL_UNSIGNED_INT)                                   // 0x1405
+	CASE(GL_FLOAT)                                          // 0x1406
+	CASE(GL_FIXED)                                          // 0x140C
+
+	/* PixelFormat */
+	CASE(GL_DEPTH_COMPONENT)                                // 0x1902
+	CASE(GL_ALPHA)                                          // 0x1906
+	CASE(GL_RGB)                                            // 0x1907
+	CASE(GL_RGBA)                                           // 0x1908
+	CASE(GL_LUMINANCE)                                      // 0x1909
+	CASE(GL_LUMINANCE_ALPHA)                                // 0x190A
+
+	/* PixelType */
+	CASE(GL_UNSIGNED_SHORT_4_4_4_4)                         // 0x8033
+	CASE(GL_UNSIGNED_SHORT_5_5_5_1)                         // 0x8034
+	CASE(GL_UNSIGNED_SHORT_5_6_5)                           // 0x8363
+
+	/* Shaders */
+	CASE(GL_FRAGMENT_SHADER)                                // 0x8B30
+	CASE(GL_VERTEX_SHADER)                                  // 0x8B31
+	CASE(GL_MAX_VERTEX_ATTRIBS)                             // 0x8869
+	CASE(GL_MAX_VERTEX_UNIFORM_VECTORS)                     // 0x8DFB
+	CASE(GL_MAX_VARYING_VECTORS)                            // 0x8DFC
+	CASE(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)               // 0x8B4D
+	CASE(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS)                 // 0x8B4C
+	CASE(GL_MAX_TEXTURE_IMAGE_UNITS)                        // 0x8872
+	CASE(GL_MAX_FRAGMENT_UNIFORM_VECTORS)                   // 0x8DFD
+	CASE(GL_SHADER_TYPE)                                    // 0x8B4F
+	CASE(GL_DELETE_STATUS)                                  // 0x8B80
+	CASE(GL_LINK_STATUS)                                    // 0x8B82
+	CASE(GL_VALIDATE_STATUS)                                // 0x8B83
+	CASE(GL_ATTACHED_SHADERS)                               // 0x8B85
+	CASE(GL_ACTIVE_UNIFORMS)                                // 0x8B86
+	CASE(GL_ACTIVE_UNIFORM_MAX_LENGTH)                      // 0x8B87
+	CASE(GL_ACTIVE_ATTRIBUTES)                              // 0x8B89
+	CASE(GL_ACTIVE_ATTRIBUTE_MAX_LENGTH)                    // 0x8B8A
+	CASE(GL_SHADING_LANGUAGE_VERSION)                       // 0x8B8C
+	CASE(GL_CURRENT_PROGRAM)                                // 0x8B8D
+
+	/* StencilFunction */
+	CASE(GL_NEVER)                                          // 0x0200
+	CASE(GL_LESS)                                           // 0x0201
+	CASE(GL_EQUAL)                                          // 0x0202
+	CASE(GL_LEQUAL)                                         // 0x0203
+	CASE(GL_GREATER)                                        // 0x0204
+	CASE(GL_NOTEQUAL)                                       // 0x0205
+	CASE(GL_GEQUAL)                                         // 0x0206
+	CASE(GL_ALWAYS)                                         // 0x0207
+
+	/* StencilOp */
+	CASE(GL_KEEP)                                           // 0x1E00
+	CASE(GL_REPLACE)                                        // 0x1E01
+	CASE(GL_INCR)                                           // 0x1E02
+	CASE(GL_DECR)                                           // 0x1E03
+	CASE(GL_INVERT)                                         // 0x150A
+	CASE(GL_INCR_WRAP)                                      // 0x8507
+	CASE(GL_DECR_WRAP)                                      // 0x8508
+
+	/* StringName */
+	CASE(GL_VENDOR)                                         // 0x1F00
+	CASE(GL_RENDERER)                                       // 0x1F01
+	CASE(GL_VERSION)                                        // 0x1F02
+	CASE(GL_EXTENSIONS)                                     // 0x1F03
+
+	/* TextureMagFilter */
+	CASE(GL_NEAREST)                                        // 0x2600
+	CASE(GL_LINEAR)                                         // 0x2601
+
+	/* TextureMinFilter */
+	CASE(GL_NEAREST_MIPMAP_NEAREST)                         // 0x2700
+	CASE(GL_LINEAR_MIPMAP_NEAREST)                          // 0x2701
+	CASE(GL_NEAREST_MIPMAP_LINEAR)                          // 0x2702
+	CASE(GL_LINEAR_MIPMAP_LINEAR)                           // 0x2703
+
+	/* TextureParameterName */
+	CASE(GL_TEXTURE_MAG_FILTER)                             // 0x2800
+	CASE(GL_TEXTURE_MIN_FILTER)                             // 0x2801
+	CASE(GL_TEXTURE_WRAP_S)                                 // 0x2802
+	CASE(GL_TEXTURE_WRAP_T)                                 // 0x2803
+
+	/* TextureTarget */
+	CASE(GL_TEXTURE)                                        // 0x1702
+
+	CASE(GL_TEXTURE_CUBE_MAP)                               // 0x8513
+	CASE(GL_TEXTURE_BINDING_CUBE_MAP)                       // 0x8514
+	CASE(GL_TEXTURE_CUBE_MAP_POSITIVE_X)                    // 0x8515
+	CASE(GL_TEXTURE_CUBE_MAP_NEGATIVE_X)                    // 0x8516
+	CASE(GL_TEXTURE_CUBE_MAP_POSITIVE_Y)                    // 0x8517
+	CASE(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y)                    // 0x8518
+	CASE(GL_TEXTURE_CUBE_MAP_POSITIVE_Z)                    // 0x8519
+	CASE(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)                    // 0x851A
+	CASE(GL_MAX_CUBE_MAP_TEXTURE_SIZE)                      // 0x851C
+
+	/* TextureUnit */
+	CASE(GL_TEXTURE0)                                       // 0x84C0
+	CASE(GL_TEXTURE1)                                       // 0x84C1
+	CASE(GL_TEXTURE2)                                       // 0x84C2
+	CASE(GL_TEXTURE3)                                       // 0x84C3
+	CASE(GL_TEXTURE4)                                       // 0x84C4
+	CASE(GL_TEXTURE5)                                       // 0x84C5
+	CASE(GL_TEXTURE6)                                       // 0x84C6
+	CASE(GL_TEXTURE7)                                       // 0x84C7
+	CASE(GL_TEXTURE8)                                       // 0x84C8
+	CASE(GL_TEXTURE9)                                       // 0x84C9
+	CASE(GL_TEXTURE10)                                      // 0x84CA
+	CASE(GL_TEXTURE11)                                      // 0x84CB
+	CASE(GL_TEXTURE12)                                      // 0x84CC
+	CASE(GL_TEXTURE13)                                      // 0x84CD
+	CASE(GL_TEXTURE14)                                      // 0x84CE
+	CASE(GL_TEXTURE15)                                      // 0x84CF
+	CASE(GL_TEXTURE16)                                      // 0x84D0
+	CASE(GL_TEXTURE17)                                      // 0x84D1
+	CASE(GL_TEXTURE18)                                      // 0x84D2
+	CASE(GL_TEXTURE19)                                      // 0x84D3
+	CASE(GL_TEXTURE20)                                      // 0x84D4
+	CASE(GL_TEXTURE21)                                      // 0x84D5
+	CASE(GL_TEXTURE22)                                      // 0x84D6
+	CASE(GL_TEXTURE23)                                      // 0x84D7
+	CASE(GL_TEXTURE24)                                      // 0x84D8
+	CASE(GL_TEXTURE25)                                      // 0x84D9
+	CASE(GL_TEXTURE26)                                      // 0x84DA
+	CASE(GL_TEXTURE27)                                      // 0x84DB
+	CASE(GL_TEXTURE28)                                      // 0x84DC
+	CASE(GL_TEXTURE29)                                      // 0x84DD
+	CASE(GL_TEXTURE30)                                      // 0x84DE
+	CASE(GL_TEXTURE31)                                      // 0x84DF
+	CASE(GL_ACTIVE_TEXTURE)                                 // 0x84E0
+
+	/* TextureWrapMode */
+	CASE(GL_REPEAT)                                         // 0x2901
+	CASE(GL_CLAMP_TO_EDGE)                                  // 0x812F
+	CASE(GL_MIRRORED_REPEAT)                                // 0x8370
+
+	/* Uniform Types */
+	CASE(GL_FLOAT_VEC2)                                     // 0x8B50
+	CASE(GL_FLOAT_VEC3)                                     // 0x8B51
+	CASE(GL_FLOAT_VEC4)                                     // 0x8B52
+	CASE(GL_INT_VEC2)                                       // 0x8B53
+	CASE(GL_INT_VEC3)                                       // 0x8B54
+	CASE(GL_INT_VEC4)                                       // 0x8B55
+	CASE(GL_BOOL)                                           // 0x8B56
+	CASE(GL_BOOL_VEC2)                                      // 0x8B57
+	CASE(GL_BOOL_VEC3)                                      // 0x8B58
+	CASE(GL_BOOL_VEC4)                                      // 0x8B59
+	CASE(GL_FLOAT_MAT2)                                     // 0x8B5A
+	CASE(GL_FLOAT_MAT3)                                     // 0x8B5B
+	CASE(GL_FLOAT_MAT4)                                     // 0x8B5C
+	CASE(GL_SAMPLER_2D)                                     // 0x8B5E
+	CASE(GL_SAMPLER_CUBE)                                   // 0x8B60
+
+	/* Vertex Arrays */
+	CASE(GL_VERTEX_ATTRIB_ARRAY_ENABLED)                    // 0x8622
+	CASE(GL_VERTEX_ATTRIB_ARRAY_SIZE)                       // 0x8623
+	CASE(GL_VERTEX_ATTRIB_ARRAY_STRIDE)                     // 0x8624
+	CASE(GL_VERTEX_ATTRIB_ARRAY_TYPE)                       // 0x8625
+	CASE(GL_VERTEX_ATTRIB_ARRAY_NORMALIZED)                 // 0x886A
+	CASE(GL_VERTEX_ATTRIB_ARRAY_POINTER)                    // 0x8645
+	CASE(GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)             // 0x889F
+
+	/* Read Format */
+	CASE(GL_IMPLEMENTATION_COLOR_READ_TYPE)                 // 0x8B9A
+	CASE(GL_IMPLEMENTATION_COLOR_READ_FORMAT)               // 0x8B9B
+
+	/* Shader Source */
+	CASE(GL_COMPILE_STATUS)                                 // 0x8B81
+	CASE(GL_INFO_LOG_LENGTH)                                // 0x8B84
+	CASE(GL_SHADER_SOURCE_LENGTH)                           // 0x8B88
+	CASE(GL_SHADER_COMPILER)                                // 0x8DFA
+
+	/* Shader Binary */
+	CASE(GL_SHADER_BINARY_FORMATS)                          // 0x8DF8
+	CASE(GL_NUM_SHADER_BINARY_FORMATS)                      // 0x8DF9
+
+	/* Shader Precision-Specified Types */
+	CASE(GL_LOW_FLOAT)                                      // 0x8DF0
+	CASE(GL_MEDIUM_FLOAT)                                   // 0x8DF1
+	CASE(GL_HIGH_FLOAT)                                     // 0x8DF2
+	CASE(GL_LOW_INT)                                        // 0x8DF3
+	CASE(GL_MEDIUM_INT)                                     // 0x8DF4
+	CASE(GL_HIGH_INT)                                       // 0x8DF5
+
+	/* Framebuffer Object. */
+	CASE(GL_FRAMEBUFFER)                                    // 0x8D40
+	CASE(GL_RENDERBUFFER)                                   // 0x8D41
+
+	CASE(GL_RGBA4)                                          // 0x8056
+	CASE(GL_RGB5_A1)                                        // 0x8057
+	CASE(GL_RGB565)                                         // 0x8D62
+	CASE(GL_DEPTH_COMPONENT16)                              // 0x81A5
+	CASE(GL_STENCIL_INDEX8)                                 // 0x8D48
+
+	CASE(GL_RENDERBUFFER_WIDTH)                             // 0x8D42
+	CASE(GL_RENDERBUFFER_HEIGHT)                            // 0x8D43
+	CASE(GL_RENDERBUFFER_INTERNAL_FORMAT)                   // 0x8D44
+	CASE(GL_RENDERBUFFER_RED_SIZE)                          // 0x8D50
+	CASE(GL_RENDERBUFFER_GREEN_SIZE)                        // 0x8D51
+	CASE(GL_RENDERBUFFER_BLUE_SIZE)                         // 0x8D52
+	CASE(GL_RENDERBUFFER_ALPHA_SIZE)                        // 0x8D53
+	CASE(GL_RENDERBUFFER_DEPTH_SIZE)                        // 0x8D54
+	CASE(GL_RENDERBUFFER_STENCIL_SIZE)                      // 0x8D55
+
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)             // 0x8CD0
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)             // 0x8CD1
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)           // 0x8CD2
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)   // 0x8CD3
+
+	CASE(GL_COLOR_ATTACHMENT0)                              // 0x8CE0
+	CASE(GL_DEPTH_ATTACHMENT)                               // 0x8D00
+	CASE(GL_STENCIL_ATTACHMENT)                             // 0x8D20
+
+	CASE(GL_FRAMEBUFFER_COMPLETE)                           // 0x8CD5
+	CASE(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)              // 0x8CD6
+	CASE(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT)      // 0x8CD7
+	CASE(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS)              // 0x8CD9
+	CASE(GL_FRAMEBUFFER_UNSUPPORTED)                        // 0x8CDD
+
+	CASE(GL_FRAMEBUFFER_BINDING)                            // 0x8CA6
+	CASE(GL_RENDERBUFFER_BINDING)                           // 0x8CA7
+	CASE(GL_MAX_RENDERBUFFER_SIZE)                          // 0x84E8
+
+	CASE(GL_INVALID_FRAMEBUFFER_OPERATION)                  // 0x0506
+
+	CASE(GL_READ_BUFFER)                                    // 0x0C02
+	CASE(GL_UNPACK_ROW_LENGTH)                              // 0x0CF2
+	CASE(GL_UNPACK_SKIP_ROWS)                               // 0x0CF3
+	CASE(GL_UNPACK_SKIP_PIXELS)                             // 0x0CF4
+	CASE(GL_PACK_ROW_LENGTH)                                // 0x0D02
+	CASE(GL_PACK_SKIP_ROWS)                                 // 0x0D03
+	CASE(GL_PACK_SKIP_PIXELS)                               // 0x0D04
+	CASE(GL_COLOR)                                          // 0x1800
+	CASE(GL_DEPTH)                                          // 0x1801
+	CASE(GL_STENCIL)                                        // 0x1802
+	CASE(GL_RED)                                            // 0x1903
+	CASE(GL_RGB8)                                           // 0x8051
+	CASE(GL_RGBA8)                                          // 0x8058
+	CASE(GL_RGB10_A2)                                       // 0x8059
+	CASE(GL_TEXTURE_BINDING_3D)                             // 0x806A
+	CASE(GL_UNPACK_SKIP_IMAGES)                             // 0x806D
+	CASE(GL_UNPACK_IMAGE_HEIGHT)                            // 0x806E
+	CASE(GL_TEXTURE_3D)                                     // 0x806F
+	CASE(GL_TEXTURE_WRAP_R)                                 // 0x8072
+	CASE(GL_MAX_3D_TEXTURE_SIZE)                            // 0x8073
+	CASE(GL_UNSIGNED_INT_2_10_10_10_REV)                    // 0x8368
+	CASE(GL_MAX_ELEMENTS_VERTICES)                          // 0x80E8
+	CASE(GL_MAX_ELEMENTS_INDICES)                           // 0x80E9
+	CASE(GL_TEXTURE_MIN_LOD)                                // 0x813A
+	CASE(GL_TEXTURE_MAX_LOD)                                // 0x813B
+	CASE(GL_TEXTURE_BASE_LEVEL)                             // 0x813C
+	CASE(GL_TEXTURE_MAX_LEVEL)                              // 0x813D
+	CASE(GL_MIN)                                            // 0x8007
+	CASE(GL_MAX)                                            // 0x8008
+	CASE(GL_DEPTH_COMPONENT24)                              // 0x81A6
+	CASE(GL_MAX_TEXTURE_LOD_BIAS)                           // 0x84FD
+	CASE(GL_TEXTURE_COMPARE_MODE)                           // 0x884C
+	CASE(GL_TEXTURE_COMPARE_FUNC)                           // 0x884D
+	CASE(GL_CURRENT_QUERY)                                  // 0x8865
+	CASE(GL_QUERY_RESULT)                                   // 0x8866
+	CASE(GL_QUERY_RESULT_AVAILABLE)                         // 0x8867
+	CASE(GL_BUFFER_MAPPED)                                  // 0x88BC
+	CASE(GL_BUFFER_MAP_POINTER)                             // 0x88BD
+	CASE(GL_STREAM_READ)                                    // 0x88E1
+	CASE(GL_STREAM_COPY)                                    // 0x88E2
+	CASE(GL_STATIC_READ)                                    // 0x88E5
+	CASE(GL_STATIC_COPY)                                    // 0x88E6
+	CASE(GL_DYNAMIC_READ)                                   // 0x88E9
+	CASE(GL_DYNAMIC_COPY)                                   // 0x88EA
+	CASE(GL_MAX_DRAW_BUFFERS)                               // 0x8824
+	CASE(GL_DRAW_BUFFER0)                                   // 0x8825
+	CASE(GL_DRAW_BUFFER1)                                   // 0x8826
+	CASE(GL_DRAW_BUFFER2)                                   // 0x8827
+	CASE(GL_DRAW_BUFFER3)                                   // 0x8828
+	CASE(GL_DRAW_BUFFER4)                                   // 0x8829
+	CASE(GL_DRAW_BUFFER5)                                   // 0x882A
+	CASE(GL_DRAW_BUFFER6)                                   // 0x882B
+	CASE(GL_DRAW_BUFFER7)                                   // 0x882C
+	CASE(GL_DRAW_BUFFER8)                                   // 0x882D
+	CASE(GL_DRAW_BUFFER9)                                   // 0x882E
+	CASE(GL_DRAW_BUFFER10)                                  // 0x882F
+	CASE(GL_DRAW_BUFFER11)                                  // 0x8830
+	CASE(GL_DRAW_BUFFER12)                                  // 0x8831
+	CASE(GL_DRAW_BUFFER13)                                  // 0x8832
+	CASE(GL_DRAW_BUFFER14)                                  // 0x8833
+	CASE(GL_DRAW_BUFFER15)                                  // 0x8834
+	CASE(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS)                // 0x8B49
+	CASE(GL_MAX_VERTEX_UNIFORM_COMPONENTS)                  // 0x8B4A
+	CASE(GL_SAMPLER_3D)                                     // 0x8B5F
+	CASE(GL_SAMPLER_2D_SHADOW)                              // 0x8B62
+	CASE(GL_FRAGMENT_SHADER_DERIVATIVE_HINT)                // 0x8B8B
+	CASE(GL_PIXEL_PACK_BUFFER)                              // 0x88EB
+	CASE(GL_PIXEL_UNPACK_BUFFER)                            // 0x88EC
+	CASE(GL_PIXEL_PACK_BUFFER_BINDING)                      // 0x88ED
+	CASE(GL_PIXEL_UNPACK_BUFFER_BINDING)                    // 0x88EF
+	CASE(GL_FLOAT_MAT2x3)                                   // 0x8B65
+	CASE(GL_FLOAT_MAT2x4)                                   // 0x8B66
+	CASE(GL_FLOAT_MAT3x2)                                   // 0x8B67
+	CASE(GL_FLOAT_MAT3x4)                                   // 0x8B68
+	CASE(GL_FLOAT_MAT4x2)                                   // 0x8B69
+	CASE(GL_FLOAT_MAT4x3)                                   // 0x8B6A
+	CASE(GL_SRGB)                                           // 0x8C40
+	CASE(GL_SRGB8)                                          // 0x8C41
+	CASE(GL_SRGB8_ALPHA8)                                   // 0x8C43
+	CASE(GL_COMPARE_REF_TO_TEXTURE)                         // 0x884E
+	CASE(GL_MAJOR_VERSION)                                  // 0x821B
+	CASE(GL_MINOR_VERSION)                                  // 0x821C
+	CASE(GL_NUM_EXTENSIONS)                                 // 0x821D
+	CASE(GL_RGBA32F)                                        // 0x8814
+	CASE(GL_RGB32F)                                         // 0x8815
+	CASE(GL_RGBA16F)                                        // 0x881A
+	CASE(GL_RGB16F)                                         // 0x881B
+	CASE(GL_VERTEX_ATTRIB_ARRAY_INTEGER)                    // 0x88FD
+	CASE(GL_MAX_ARRAY_TEXTURE_LAYERS)                       // 0x88FF
+	CASE(GL_MIN_PROGRAM_TEXEL_OFFSET)                       // 0x8904
+	CASE(GL_MAX_PROGRAM_TEXEL_OFFSET)                       // 0x8905
+	CASE(GL_MAX_VARYING_COMPONENTS)                         // 0x8B4B
+	CASE(GL_TEXTURE_2D_ARRAY)                               // 0x8C1A
+	CASE(GL_TEXTURE_BINDING_2D_ARRAY)                       // 0x8C1D
+	CASE(GL_R11F_G11F_B10F)                                 // 0x8C3A
+	CASE(GL_UNSIGNED_INT_10F_11F_11F_REV)                   // 0x8C3B
+	CASE(GL_RGB9_E5)                                        // 0x8C3D
+	CASE(GL_UNSIGNED_INT_5_9_9_9_REV)                       // 0x8C3E
+	CASE(GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH)          // 0x8C76
+	CASE(GL_TRANSFORM_FEEDBACK_BUFFER_MODE)                 // 0x8C7F
+	CASE(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS)     // 0x8C80
+	CASE(GL_TRANSFORM_FEEDBACK_VARYINGS)                    // 0x8C83
+	CASE(GL_TRANSFORM_FEEDBACK_BUFFER_START)                // 0x8C84
+	CASE(GL_TRANSFORM_FEEDBACK_BUFFER_SIZE)                 // 0x8C85
+	CASE(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)          // 0x8C88
+	CASE(GL_RASTERIZER_DISCARD)                             // 0x8C89
+	CASE(GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS)  // 0x8C8A
+	CASE(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)        // 0x8C8B
+	CASE(GL_INTERLEAVED_ATTRIBS)                            // 0x8C8C
+	CASE(GL_SEPARATE_ATTRIBS)                               // 0x8C8D
+	CASE(GL_TRANSFORM_FEEDBACK_BUFFER)                      // 0x8C8E
+	CASE(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING)              // 0x8C8F
+	CASE(GL_RGBA32UI)                                       // 0x8D70
+	CASE(GL_RGB32UI)                                        // 0x8D71
+	CASE(GL_RGBA16UI)                                       // 0x8D76
+	CASE(GL_RGB16UI)                                        // 0x8D77
+	CASE(GL_RGBA8UI)                                        // 0x8D7C
+	CASE(GL_RGB8UI)                                         // 0x8D7D
+	CASE(GL_RGBA32I)                                        // 0x8D82
+	CASE(GL_RGB32I)                                         // 0x8D83
+	CASE(GL_RGBA16I)                                        // 0x8D88
+	CASE(GL_RGB16I)                                         // 0x8D89
+	CASE(GL_RGBA8I)                                         // 0x8D8E
+	CASE(GL_RGB8I)                                          // 0x8D8F
+	CASE(GL_RED_INTEGER)                                    // 0x8D94
+	CASE(GL_RGB_INTEGER)                                    // 0x8D98
+	CASE(GL_RGBA_INTEGER)                                   // 0x8D99
+	CASE(GL_SAMPLER_2D_ARRAY)                               // 0x8DC1
+	CASE(GL_SAMPLER_2D_ARRAY_SHADOW)                        // 0x8DC4
+	CASE(GL_SAMPLER_CUBE_SHADOW)                            // 0x8DC5
+	CASE(GL_UNSIGNED_INT_VEC2)                              // 0x8DC6
+	CASE(GL_UNSIGNED_INT_VEC3)                              // 0x8DC7
+	CASE(GL_UNSIGNED_INT_VEC4)                              // 0x8DC8
+	CASE(GL_INT_SAMPLER_2D)                                 // 0x8DCA
+	CASE(GL_INT_SAMPLER_3D)                                 // 0x8DCB
+	CASE(GL_INT_SAMPLER_CUBE)                               // 0x8DCC
+	CASE(GL_INT_SAMPLER_2D_ARRAY)                           // 0x8DCF
+	CASE(GL_UNSIGNED_INT_SAMPLER_2D)                        // 0x8DD2
+	CASE(GL_UNSIGNED_INT_SAMPLER_3D)                        // 0x8DD3
+	CASE(GL_UNSIGNED_INT_SAMPLER_CUBE)                      // 0x8DD4
+	CASE(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY)                  // 0x8DD7
+	CASE(GL_BUFFER_ACCESS_FLAGS)                            // 0x911F
+	CASE(GL_BUFFER_MAP_LENGTH)                              // 0x9120
+	CASE(GL_BUFFER_MAP_OFFSET)                              // 0x9121
+	CASE(GL_DEPTH_COMPONENT32F)                             // 0x8CAC
+	CASE(GL_DEPTH32F_STENCIL8)                              // 0x8CAD
+	CASE(GL_FLOAT_32_UNSIGNED_INT_24_8_REV)                 // 0x8DAD
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING)          // 0x8210
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE)          // 0x8211
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE)                // 0x8212
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE)              // 0x8213
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE)               // 0x8214
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE)              // 0x8215
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE)              // 0x8216
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE)            // 0x8217
+	CASE(GL_FRAMEBUFFER_DEFAULT)                            // 0x8218
+	CASE(GL_FRAMEBUFFER_UNDEFINED)                          // 0x8219
+	CASE(GL_DEPTH_STENCIL_ATTACHMENT)                       // 0x821A
+	CASE(GL_DEPTH_STENCIL)                                  // 0x84F9
+	CASE(GL_UNSIGNED_INT_24_8)                              // 0x84FA
+	CASE(GL_DEPTH24_STENCIL8)                               // 0x88F0
+	CASE(GL_UNSIGNED_NORMALIZED)                            // 0x8C17
+	CASE(GL_READ_FRAMEBUFFER)                               // 0x8CA8
+	CASE(GL_DRAW_FRAMEBUFFER)                               // 0x8CA9
+	CASE(GL_READ_FRAMEBUFFER_BINDING)                       // 0x8CAA
+	CASE(GL_RENDERBUFFER_SAMPLES)                           // 0x8CAB
+	CASE(GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER)           // 0x8CD4
+	CASE(GL_MAX_COLOR_ATTACHMENTS)                          // 0x8CDF
+	CASE(GL_COLOR_ATTACHMENT1)                              // 0x8CE1
+	CASE(GL_COLOR_ATTACHMENT2)                              // 0x8CE2
+	CASE(GL_COLOR_ATTACHMENT3)                              // 0x8CE3
+	CASE(GL_COLOR_ATTACHMENT4)                              // 0x8CE4
+	CASE(GL_COLOR_ATTACHMENT5)                              // 0x8CE5
+	CASE(GL_COLOR_ATTACHMENT6)                              // 0x8CE6
+	CASE(GL_COLOR_ATTACHMENT7)                              // 0x8CE7
+	CASE(GL_COLOR_ATTACHMENT8)                              // 0x8CE8
+	CASE(GL_COLOR_ATTACHMENT9)                              // 0x8CE9
+	CASE(GL_COLOR_ATTACHMENT10)                             // 0x8CEA
+	CASE(GL_COLOR_ATTACHMENT11)                             // 0x8CEB
+	CASE(GL_COLOR_ATTACHMENT12)                             // 0x8CEC
+	CASE(GL_COLOR_ATTACHMENT13)                             // 0x8CED
+	CASE(GL_COLOR_ATTACHMENT14)                             // 0x8CEE
+	CASE(GL_COLOR_ATTACHMENT15)                             // 0x8CEF
+	CASE(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE)             // 0x8D56
+	CASE(GL_MAX_SAMPLES)                                    // 0x8D57
+	CASE(GL_HALF_FLOAT)                                     // 0x140B
+	CASE(GL_MAP_READ_BIT)                                   // 0x0001
+	CASE(GL_MAP_WRITE_BIT)                                  // 0x0002
+	CASE(GL_MAP_INVALIDATE_RANGE_BIT)                       // 0x0004
+	CASE(GL_MAP_INVALIDATE_BUFFER_BIT)                      // 0x0008
+	CASE(GL_MAP_FLUSH_EXPLICIT_BIT)                         // 0x0010
+	CASE(GL_MAP_UNSYNCHRONIZED_BIT)                         // 0x0020
+	CASE(GL_RG)                                             // 0x8227
+	CASE(GL_RG_INTEGER)                                     // 0x8228
+	CASE(GL_R8)                                             // 0x8229
+	CASE(GL_RG8)                                            // 0x822B
+	CASE(GL_R16F)                                           // 0x822D
+	CASE(GL_R32F)                                           // 0x822E
+	CASE(GL_RG16F)                                          // 0x822F
+	CASE(GL_RG32F)                                          // 0x8230
+	CASE(GL_R8I)                                            // 0x8231
+	CASE(GL_R8UI)                                           // 0x8232
+	CASE(GL_R16I)                                           // 0x8233
+	CASE(GL_R16UI)                                          // 0x8234
+	CASE(GL_R32I)                                           // 0x8235
+	CASE(GL_R32UI)                                          // 0x8236
+	CASE(GL_RG8I)                                           // 0x8237
+	CASE(GL_RG8UI)                                          // 0x8238
+	CASE(GL_RG16I)                                          // 0x8239
+	CASE(GL_RG16UI)                                         // 0x823A
+	CASE(GL_RG32I)                                          // 0x823B
+	CASE(GL_RG32UI)                                         // 0x823C
+	CASE(GL_VERTEX_ARRAY_BINDING)                           // 0x85B5
+	CASE(GL_R8_SNORM)                                       // 0x8F94
+	CASE(GL_RG8_SNORM)                                      // 0x8F95
+	CASE(GL_RGB8_SNORM)                                     // 0x8F96
+	CASE(GL_RGBA8_SNORM)                                    // 0x8F97
+	CASE(GL_SIGNED_NORMALIZED)                              // 0x8F9C
+	CASE(GL_PRIMITIVE_RESTART_FIXED_INDEX)                  // 0x8D69
+	CASE(GL_COPY_READ_BUFFER)                               // 0x8F36
+	CASE(GL_COPY_WRITE_BUFFER)                              // 0x8F37
+	CASE(GL_UNIFORM_BUFFER)                                 // 0x8A11
+	CASE(GL_UNIFORM_BUFFER_BINDING)                         // 0x8A28
+	CASE(GL_UNIFORM_BUFFER_START)                           // 0x8A29
+	CASE(GL_UNIFORM_BUFFER_SIZE)                            // 0x8A2A
+	CASE(GL_MAX_VERTEX_UNIFORM_BLOCKS)                      // 0x8A2B
+	CASE(GL_MAX_FRAGMENT_UNIFORM_BLOCKS)                    // 0x8A2D
+	CASE(GL_MAX_COMBINED_UNIFORM_BLOCKS)                    // 0x8A2E
+	CASE(GL_MAX_UNIFORM_BUFFER_BINDINGS)                    // 0x8A2F
+	CASE(GL_MAX_UNIFORM_BLOCK_SIZE)                         // 0x8A30
+	CASE(GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS)         // 0x8A31
+	CASE(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS)       // 0x8A33
+	CASE(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT)                // 0x8A34
+	CASE(GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH)           // 0x8A35
+	CASE(GL_ACTIVE_UNIFORM_BLOCKS)                          // 0x8A36
+	CASE(GL_UNIFORM_TYPE)                                   // 0x8A37
+	CASE(GL_UNIFORM_SIZE)                                   // 0x8A38
+	CASE(GL_UNIFORM_NAME_LENGTH)                            // 0x8A39
+	CASE(GL_UNIFORM_BLOCK_INDEX)                            // 0x8A3A
+	CASE(GL_UNIFORM_OFFSET)                                 // 0x8A3B
+	CASE(GL_UNIFORM_ARRAY_STRIDE)                           // 0x8A3C
+	CASE(GL_UNIFORM_MATRIX_STRIDE)                          // 0x8A3D
+	CASE(GL_UNIFORM_IS_ROW_MAJOR)                           // 0x8A3E
+	CASE(GL_UNIFORM_BLOCK_BINDING)                          // 0x8A3F
+	CASE(GL_UNIFORM_BLOCK_DATA_SIZE)                        // 0x8A40
+	CASE(GL_UNIFORM_BLOCK_NAME_LENGTH)                      // 0x8A41
+	CASE(GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS)                  // 0x8A42
+	CASE(GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES)           // 0x8A43
+	CASE(GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER)      // 0x8A44
+	CASE(GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER)    // 0x8A46
+	CASE(GL_MAX_VERTEX_OUTPUT_COMPONENTS)                   // 0x9122
+	CASE(GL_MAX_FRAGMENT_INPUT_COMPONENTS)                  // 0x9125
+	CASE(GL_MAX_SERVER_WAIT_TIMEOUT)                        // 0x9111
+	CASE(GL_OBJECT_TYPE)                                    // 0x9112
+	CASE(GL_SYNC_CONDITION)                                 // 0x9113
+	CASE(GL_SYNC_STATUS)                                    // 0x9114
+	CASE(GL_SYNC_FLAGS)                                     // 0x9115
+	CASE(GL_SYNC_FENCE)                                     // 0x9116
+	CASE(GL_SYNC_GPU_COMMANDS_COMPLETE)                     // 0x9117
+	CASE(GL_UNSIGNALED)                                     // 0x9118
+	CASE(GL_SIGNALED)                                       // 0x9119
+	CASE(GL_ALREADY_SIGNALED)                               // 0x911A
+	CASE(GL_TIMEOUT_EXPIRED)                                // 0x911B
+	CASE(GL_CONDITION_SATISFIED)                            // 0x911C
+	CASE(GL_WAIT_FAILED)                                    // 0x911D
+	CASE(GL_VERTEX_ATTRIB_ARRAY_DIVISOR)                    // 0x88FE
+	CASE(GL_ANY_SAMPLES_PASSED)                             // 0x8C2F
+	CASE(GL_ANY_SAMPLES_PASSED_CONSERVATIVE)                // 0x8D6A
+	CASE(GL_SAMPLER_BINDING)                                // 0x8919
+	CASE(GL_RGB10_A2UI)                                     // 0x906F
+	CASE(GL_TEXTURE_SWIZZLE_R)                              // 0x8E42
+	CASE(GL_TEXTURE_SWIZZLE_G)                              // 0x8E43
+	CASE(GL_TEXTURE_SWIZZLE_B)                              // 0x8E44
+	CASE(GL_TEXTURE_SWIZZLE_A)                              // 0x8E45
+	CASE(GL_GREEN)                                          // 0x1904
+	CASE(GL_BLUE)                                           // 0x1905
+	CASE(GL_INT_2_10_10_10_REV)                             // 0x8D9F
+	CASE(GL_TRANSFORM_FEEDBACK)                             // 0x8E22
+	CASE(GL_TRANSFORM_FEEDBACK_PAUSED)                      // 0x8E23
+	CASE(GL_TRANSFORM_FEEDBACK_ACTIVE)                      // 0x8E24
+	CASE(GL_TRANSFORM_FEEDBACK_BINDING)                     // 0x8E25
+	CASE(GL_PROGRAM_BINARY_RETRIEVABLE_HINT)                // 0x8257
+	CASE(GL_PROGRAM_BINARY_LENGTH)                          // 0x8741
+	CASE(GL_NUM_PROGRAM_BINARY_FORMATS)                     // 0x87FE
+	CASE(GL_PROGRAM_BINARY_FORMATS)                         // 0x87FF
+	CASE(GL_COMPRESSED_R11_EAC)                             // 0x9270
+	CASE(GL_COMPRESSED_SIGNED_R11_EAC)                      // 0x9271
+	CASE(GL_COMPRESSED_RG11_EAC)                            // 0x9272
+	CASE(GL_COMPRESSED_SIGNED_RG11_EAC)                     // 0x9273
+	CASE(GL_COMPRESSED_RGB8_ETC2)                           // 0x9274
+	CASE(GL_COMPRESSED_SRGB8_ETC2)                          // 0x9275
+	CASE(GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2)       // 0x9276
+	CASE(GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2)      // 0x9277
+	CASE(GL_COMPRESSED_RGBA8_ETC2_EAC)                      // 0x9278
+	CASE(GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC)               // 0x9279
+	CASE(GL_TEXTURE_IMMUTABLE_FORMAT)                       // 0x912F
+	CASE(GL_MAX_ELEMENT_INDEX)                              // 0x8D6B
+	CASE(GL_NUM_SAMPLE_COUNTS)                              // 0x9380
+	CASE(GL_TEXTURE_IMMUTABLE_LEVELS)                       // 0x8D63
+
+	default:
+		return "(unrecognized enum)";
+	}
+
+#undef CASE
+}
+
-- 
1.7.11.7



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