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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.

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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() {} }




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