/*
* 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);
}