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 <[email protected]> --- 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 _______________________________________________ Piglit mailing list [email protected] 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