[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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