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#pragma once
#include <cstdint>
#include <type_traits>
namespace mbgl {
namespace gl {
// Mapping based on https://www.opengl.org/wiki/OpenGL_Type
using ProgramID = uint32_t;
using ShaderID = uint32_t;
using BufferID = uint32_t;
using TextureID = uint32_t;
using VertexArrayID = uint32_t;
using FramebufferID = uint32_t;
using RenderbufferID = uint32_t;
// OpenGL does not formally define a type for attribute locations, but most APIs use
// GLuint. The exception is glGetAttribLocation, which returns GLint so that -1 can
// be used as an error indicator.
using AttributeLocation = uint32_t;
// OpenGL does not formally define a type for uniform locations, but all APIs use GLint.
// The value -1 is special, typically used as a placeholder for an unused uniform and
// "silently ignored".
using UniformLocation = int32_t;
using TextureUnit = uint8_t;
enum class ShaderType : uint32_t {
Vertex = 0x8B31,
Fragment = 0x8B30
};
enum class RenderbufferType : uint32_t {
RGBA = 0x8058,
DepthStencil = 0x88F0,
#if not MBGL_USE_GLES2
DepthComponent = 0x1902, // GL_DEPTH_COMPONENT
#else
DepthComponent = 0x81A5, // GL_DEPTH_COMPONENT16
#endif // MBGL_USE_GLES2
};
enum class TextureMipMap : bool { No = false, Yes = true };
enum class TextureFilter : bool { Nearest = false, Linear = true };
enum class TextureWrap : bool { Clamp, Repeat };
enum class TextureFormat : uint32_t {
RGBA = 0x1908,
Alpha = 0x1906,
#if not MBGL_USE_GLES2
Stencil = 0x1901,
Depth = 0x1902,
#endif // MBGL_USE_GLES2
};
enum class TextureType : uint32_t {
UnsignedByte = 0x1401,
#if MBGL_USE_GLES2
HalfFloat = 0x8D61,
#else
HalfFloat = 0x140B,
#endif // MBGL_USE_GLES2
};
struct PixelStorageType {
int32_t alignment;
};
constexpr bool operator!=(const PixelStorageType& a, const PixelStorageType& b) {
return a.alignment != b.alignment;
}
using BinaryProgramFormat = uint32_t;
enum class UniformDataType : uint32_t {
Float = 0x1406,
FloatVec2 = 0x8B50,
FloatVec3 = 0x8B51,
FloatVec4 = 0x8B52,
Int = 0x1404,
IntVec2 = 0x8B53,
IntVec3 = 0x8B54,
IntVec4 = 0x8B55,
Bool = 0x8B56,
BoolVec2 = 0x8B57,
BoolVec3 = 0x8B58,
BoolVec4 = 0x8B59,
FloatMat2 = 0x8B5A,
FloatMat3 = 0x8B5B,
FloatMat4 = 0x8B5C,
Sampler2D = 0x8B5E,
SamplerCube = 0x8B60,
};
} // namespace gl
} // namespace mbgl
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