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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.opengles;
/**
* Native bindings to the ANGLE_texture_usage extension.
*
* In some implementations it is advantageous to know the expected usage of a texture before the backing storage for it is allocated. This can help to
* inform the implementation's choice of format and type of memory used for the allocation. If the usage is not known in advance, the implementation
* essentially has to make a guess as to how it will be used. If it is later proven wrong, it may need to perform costly re-allocations and/or
* reformatting of the texture data, resulting in reduced performance.
*
* This extension adds a texture usage flag that is specified via the TEXTURE_USAGE_ANGLE TexParameter. This can be used to indicate that the application
* knows that this texture will be used for rendering.
*/
public final class ANGLETextureUsage {
/**
* Accepted as a value for {@code pname} for the TexParameter{if} and TexParameter{if}v commands and for the {@code value} parameter of
* GetTexParameter{if}v.
*/
public static final int GL_TEXTURE_USAGE_ANGLE = 0x93A2;
/**
* Accepted as a value to {@code param} for the TexParameter{if} and to {@code params} for the TexParameter{if}v commands with a {@code pname} of
* TEXTURE_USAGE_ANGLE; returned as possible values for {@code data} when GetTexParameter{if}v is queried with a {@code value} of TEXTURE_USAGE_ANGLE.
*/
public static final int GL_FRAMEBUFFER_ATTACHMENT_ANGLE = 0x93A3;
private ANGLETextureUsage() {}
}