org.lwjgl.opengles.KHRTextureCompressionASTCLDR Maven / Gradle / Ivy
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/*
* 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 KHR_texture_compression_astc_ldr extension.
*
* Adaptive Scalable Texture Compression (ASTC) is a new texture compression technology that offers unprecendented flexibility, while producing better or
* comparable results than existing texture compressions at all bit rates. It includes support for 2D and slice-based 3D textures, with low and high
* dynamic range, at bitrates from below 1 bit/pixel up to 8 bits/pixel in fine steps.
*
* The goal of this extension is to support the full 2D profile of the ASTC texture compression specification, and allow construction of 3D textures from
* multiple 2D slices.
*
* ASTC-compressed textures are handled in OpenGL by adding new supported formats to the existing mechanisms for handling compressed textures.
*
* What is ASTC
*
* ASTC stands for Adaptive Scalable Texture Compression. The ASTC formats form a family of related compressed texture image formats. They are all derived
* from a common set of definitions.
*
* ASTC textures may be either 2D or 3D.
*
* ASTC textures may be encoded using either high or low dynamic range. Low dynamic range images may optionally be specified using the sRGB color space.
*
* A sub-profile ("HDR Profile") is defined, which supports only 2D images (and 3D images made up of multiple 2D slices) at low or high dynamic range.
*
* Support for this profile is indicated by the presence of the extension string "GL_KHR_texture_compression_astc_hdr". If, in future, the full profile is
* supported, "GL_KHR_texture_compression_astc_hdr" must still be published, in order to ensure backward compatibility.
*
* A lower sub-profile ("LDR Profile") may be implemented, which supports only 2D images at low dynamic range. This is indicated by the presence of the
* extension string "GL_KHR_texture_compression_astc_ldr". If either the HDR or full profile are implemented, then both name strings
* "GL_KHR_texture_compression_astc_ldr" and "GL_KHR_texture_compression_astc_hdr" must be published.
*
* ASTC textures may be encoded as 1, 2, 3 or 4 components, but they are all decoded into RGBA.
*
* ASTC has a variable block size, and this is specified as part of the name of the token passed to CompressedImage2D and its related functions.
*/
public final class KHRTextureCompressionASTCLDR {
/**
* Accepted by the {@code internalformat} parameter of CompressedTexImage2D, CompressedTexSubImage2D, CompressedTexImage3D, CompressedTexSubImage3D,
* TexStorage2D, TextureStorage2D, TexStorage3D, and TextureStorage3D.
*/
public static final int
GL_COMPRESSED_RGBA_ASTC_4x4_KHR = 0x93B0,
GL_COMPRESSED_RGBA_ASTC_5x4_KHR = 0x93B1,
GL_COMPRESSED_RGBA_ASTC_5x5_KHR = 0x93B2,
GL_COMPRESSED_RGBA_ASTC_6x5_KHR = 0x93B3,
GL_COMPRESSED_RGBA_ASTC_6x6_KHR = 0x93B4,
GL_COMPRESSED_RGBA_ASTC_8x5_KHR = 0x93B5,
GL_COMPRESSED_RGBA_ASTC_8x6_KHR = 0x93B6,
GL_COMPRESSED_RGBA_ASTC_8x8_KHR = 0x93B7,
GL_COMPRESSED_RGBA_ASTC_10x5_KHR = 0x93B8,
GL_COMPRESSED_RGBA_ASTC_10x6_KHR = 0x93B9,
GL_COMPRESSED_RGBA_ASTC_10x8_KHR = 0x93BA,
GL_COMPRESSED_RGBA_ASTC_10x10_KHR = 0x93BB,
GL_COMPRESSED_RGBA_ASTC_12x10_KHR = 0x93BC,
GL_COMPRESSED_RGBA_ASTC_12x12_KHR = 0x93BD,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR = 0x93D0,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR = 0x93D1,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR = 0x93D2,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR = 0x93D3,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR = 0x93D4,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR = 0x93D5,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR = 0x93D6,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR = 0x93D7,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR = 0x93D8,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR = 0x93D9,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR = 0x93DA,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR = 0x93DB,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR = 0x93DC,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR = 0x93DD;
private KHRTextureCompressionASTCLDR() {}
}