Files
commandergenius/project/jni/gl4es/src/gl/debug.c
2016-12-03 00:51:12 +02:00

141 lines
3.7 KiB
C
Executable File

#include "debug.h"
#define p(a) \
case a: return #a
const char* PrintEnum(GLenum what) {
static char fallback[64];
switch(what)
{
// target
p(GL_TEXTURE_1D);
p(GL_TEXTURE_2D);
p(GL_TEXTURE_3D);
p(GL_FRAMEBUFFER);
p(GL_RENDERBUFFER);
p(GL_PROXY_TEXTURE_1D);
p(GL_PROXY_TEXTURE_2D);
p(GL_PROXY_TEXTURE_3D);
p(GL_READ_FRAMEBUFFER);
p(GL_DRAW_FRAMEBUFFER);
p(GL_TEXTURE_CUBE_MAP);
p(GL_TEXTURE_CUBE_MAP_POSITIVE_X);
p(GL_TEXTURE_CUBE_MAP_NEGATIVE_X);
p(GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
p(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);
p(GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
p(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
// format
p(GL_RED);
p(GL_R);
p(GL_R3_G3_B2);
p(GL_RGB);
p(GL_BGR);
p(GL_RGB8);
p(GL_RGB5);
p(GL_RGB16);
p(GL_RGB16F);
p(GL_RGB32F);
p(GL_BGRA);
p(GL_RGBA);
p(GL_RGBA4);
p(GL_RGB5_A1);
p(GL_RGB10_A2);
p(GL_RGBA8);
p(GL_RGBA16);
p(GL_RGBA16F);
p(GL_RGBA32F);
p(GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
p(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
p(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
p(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
p(GL_LUMINANCE8_ALPHA8);
p(GL_LUMINANCE_ALPHA);
p(GL_LUMINANCE4_ALPHA4);
p(GL_LUMINANCE16_ALPHA16);
p(GL_LUMINANCE);
p(GL_ALPHA);
p(GL_LUMINANCE8);
p(GL_LUMINANCE16);
p(GL_ALPHA8);
p(GL_COMPRESSED_ALPHA);
p(GL_COMPRESSED_LUMINANCE);
p(GL_COMPRESSED_LUMINANCE_ALPHA);
p(GL_COMPRESSED_RGB);
p(GL_COMPRESSED_RGBA);
// type
p(GL_BYTE);
p(GL_UNSIGNED_BYTE);
p(GL_UNSIGNED_BYTE_2_3_3_REV);
p(GL_UNSIGNED_BYTE_3_3_2);
p(GL_UNSIGNED_INT);
p(GL_UNSIGNED_SHORT);
p(GL_UNSIGNED_SHORT_5_5_5_1);
p(GL_UNSIGNED_SHORT_1_5_5_5_REV);
p(GL_UNSIGNED_SHORT_4_4_4_4);
p(GL_UNSIGNED_SHORT_4_4_4_4_REV);
p(GL_UNSIGNED_SHORT_5_6_5);
p(GL_UNSIGNED_SHORT_5_6_5_REV);
p(GL_FLOAT);
p(GL_DOUBLE);
// texture infos
p(GL_TEXTURE_WIDTH);
p(GL_TEXTURE_HEIGHT);
p(GL_TEXTURE_COMPRESSED);
// texture pack/unpack
p(GL_UNPACK_ALIGNMENT);
// framebuffer
p(GL_COLOR_ATTACHMENT0);
p(GL_COLOR_ATTACHMENT1);
p(GL_COLOR_ATTACHMENT2);
p(GL_COLOR_ATTACHMENT3);
p(GL_COLOR_ATTACHMENT4);
p(GL_DEPTH_ATTACHMENT);
p(GL_STENCIL_ATTACHMENT);
// VBO
p(GL_STATIC_DRAW);
p(GL_READ_WRITE);
p(GL_ARRAY_BUFFER);
p(GL_ELEMENT_ARRAY_BUFFER);
p(GL_PIXEL_PACK_BUFFER);
p(GL_PIXEL_UNPACK_BUFFER);
// Texture
p(GL_TEXTURE0);
p(GL_TEXTURE1);
p(GL_TEXTURE2);
p(GL_TEXTURE3);
p(GL_TEXTURE4);
p(GL_TEXTURE5);
p(GL_TEXTURE6);
p(GL_TEXTURE7);
// mode
p(GL_POINTS);
p(GL_LINES);
p(GL_LINE_LOOP);
p(GL_LINE_STRIP);
p(GL_TRIANGLES);
p(GL_TRIANGLE_STRIP);
p(GL_TRIANGLE_FAN);
p(GL_QUADS);
p(GL_QUAD_STRIP);
p(GL_POLYGON);
// texgen
p(GL_S);
p(GL_T);
p(GL_Q);
p(GL_TEXTURE_GEN_MODE);
p(GL_OBJECT_LINEAR);
p(GL_EYE_LINEAR);
p(GL_SPHERE_MAP);
p(GL_NORMAL_MAP);
p(GL_REFLECTION_MAP);
// matrix mode
p(GL_PROJECTION);
p(GL_MODELVIEW);
p(GL_TEXTURE);
default:
sprintf(fallback, "0x%04X", what);
}
return fallback;
}