/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; import org.lwjgl.util.generator.*; import org.lwjgl.util.generator.opengl.GLbitfield; import org.lwjgl.util.generator.opengl.GLenum; import org.lwjgl.util.generator.opengl.GLsizei; import org.lwjgl.util.generator.opengl.GLuint; import java.nio.FloatBuffer; @Extension(postfix = "") public interface ARB_texture_multisample { /** Accepted by the <pname> parameter of GetMultisamplefv: */ int GL_SAMPLE_POSITION = 0x8E50; /** * Accepted by the <cap> parameter of Enable, Disable, and IsEnabled, and by * the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev: */ int GL_SAMPLE_MASK = 0x8E51; /** * Accepted by the <target> parameter of GetBooleani_v and * GetIntegeri_v: */ int GL_SAMPLE_MASK_VALUE = 0x8E52; /** * Accepted by the <target> parameter of BindTexture and * TexImage2DMultisample: */ int GL_TEXTURE_2D_MULTISAMPLE = 0x9100; /** Accepted by the <target> parameter of TexImage2DMultisample: */ int GL_PROXY_TEXTURE_2D_MULTISAMPLE = 0x9101; /** * Accepted by the <target> parameter of BindTexture and * TexImage3DMultisample: */ int GL_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9102; /** Accepted by the <target> parameter of TexImage3DMultisample: */ int GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9103; /** * Accepted by the <pname> parameter of GetBooleanv, GetDoublev, GetIntegerv, * and GetFloatv: */ int GL_MAX_SAMPLE_MASK_WORDS = 0x8E59; int GL_MAX_COLOR_TEXTURE_SAMPLES = 0x910E; int GL_MAX_DEPTH_TEXTURE_SAMPLES = 0x910F; int GL_MAX_INTEGER_SAMPLES = 0x9110; int GL_TEXTURE_BINDING_2D_MULTISAMPLE = 0x9104; int GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = 0x9105; /** Accepted by the <pname> parameter of GetTexLevelParameter */ int GL_TEXTURE_SAMPLES = 0x9106; int GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = 0x9107; /** Returned by the <type> parameter of GetActiveUniform: */ int GL_SAMPLER_2D_MULTISAMPLE = 0x9108; int GL_INT_SAMPLER_2D_MULTISAMPLE = 0x9109; int GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = 0x910A; int GL_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910B; int GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910C; int GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910D; @Reuse("GL32") void glTexImage2DMultisample(@GLenum int target, @GLsizei int samples, int internalformat, @GLsizei int width, @GLsizei int height, boolean fixedsamplelocations); @Reuse("GL32") void glTexImage3DMultisample(@GLenum int target, @GLsizei int samples, int internalformat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, boolean fixedsamplelocations); @Reuse("GL32") @StripPostfix("val") void glGetMultisamplefv(@GLenum int pname, @GLuint int index, @OutParameter @Check("2") FloatBuffer val); @Reuse("GL32") void glSampleMaski(@GLuint int index, @GLbitfield int mask); }