# OpenShaderDesigner: Include/OpenGL/Enum.h Source File

Loading...
Searching...
No Matches
Enum.h
// =====================================================================================================================
// Copyright 2024 Medusa Slockbower
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// =====================================================================================================================
#ifndef ENUM_H
#define ENUM_H
#include <gl/glew.h>
namespace GLW
{
enum Primitive : GLenum
{
TRIANGLES = GL_TRIANGLES
, LINES = GL_LINES
, POINTS = GL_POINTS
};
enum BufferType : GLenum
{
AtomicCounter = GL_ATOMIC_COUNTER_BUFFER
, ElementArray = GL_ELEMENT_ARRAY_BUFFER
, IndirectCompute = GL_DISPATCH_INDIRECT_BUFFER
, IndirectDraw = GL_DRAW_INDIRECT_BUFFER
, PixelPack = GL_PIXEL_PACK_BUFFER
, PixelUnpack = GL_PIXEL_UNPACK_BUFFER
, ShaderStorage = GL_SHADER_STORAGE_BUFFER
, TransformFeedback = GL_TRANSFORM_FEEDBACK
, Uniform = GL_UNIFORM_BUFFER
, VertexArray = GL_ARRAY_BUFFER
};
enum BufferUsage : GLenum
{
STATIC = GL_NONE
, READ = GL_MAP_READ_BIT
, WRITE = GL_MAP_WRITE_BIT
, READ_WRITE = READ | WRITE
, DYNAMIC = GL_DYNAMIC_STORAGE_BIT
, PERSISTENT = GL_MAP_PERSISTENT_BIT
, COHERENT = GL_MAP_PERSISTENT_BIT | PERSISTENT
};
enum BufferStorage : GLenum
{
GPU = GL_NONE
, CPU = GL_CLIENT_STORAGE_BIT
};
}
#endif //ENUM_H