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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 OES_required_internalformat extension.
*
* The ES 1.1 API allows an implementation to store texture data internally with arbitrary precision, regardless of the format and type of the data
* supplied by the application. Similarly, ES allows an implementation to choose an arbitrary precision for the internal storage of image data allocated
* by glRenderbufferStorageOES.
*
* While this allows flexibility for implementations, it does mean that an application does not have a reliable means to request the implementation
* maintain a specific precision or to find out what precision the implementation will maintain for a given texture or renderbuffer image.
*
* For reference, "Desktop" OpenGL uses the {@code internalformat} argument to glTexImage*, glCopyTexImage* and glRenderbufferStorageEXT as a hint,
* defining the particular base format and precision that the application wants the implementation to maintain when storing the image data. Further, the
* application can choose an {@code internalformat} with a different base internal format than the source format specified by . The implementation
* is not required to exactly match the precision specified by {@code internalformat} when choosing an internal storage precision, but it is required to
* match the base internal format of {@code internalformat}.
*
* In addition, ES 1.1 does not allow an implementation to fail a request to glTexImage2D for any of the legal {@code format} and {@code type}, even if
* the implementation does not natively support data stored in that external {@code format} and {@code type}. However, there are no additional requirements
* placed on the implementation. The ES implementation is free to store the texture data with lower precision than originally specified, for instance.
* Further, since ES removes the ability to query the texture object to find out what internal format it chose, there is no way for the application to
* find out that this has happened.
*
* This extension addresses the situation in two ways:
*
*
* - This extension introduces the ability for an application to specify the desired "sized" internal formats for texture image allocation.
* - This extension guarantees to maintain at least the specified precision of all available sized internal formats.
*
*
* An implementation that exports this extension is committing to support all of the legal values for {@code internalformat}, subject to the extension
* dependencies described herein. That is to say, the implementation is guaranteeing that choosing an {@code internalformat} argument with a value from
* these tables will not cause an image allocation request to fail. Furthermore, it is guaranteeing that for any sized internal format, the renderbuffer
* or texture data will be stored with at least the precision prescribed by the sized internal format.
*/
public final class OESRequiredInternalformat {
/** Accepted by the {@code internalformat} argument of TexImage2D, TexImage3DOES, and CopyTexImage2D. */
public static final int
GL_ALPHA8_OES = 0x803C,
GL_LUMINANCE8_OES = 0x8040,
GL_LUMINANCE8_ALPHA8_OES = 0x8045,
GL_LUMINANCE4_ALPHA4_OES = 0x8043,
GL_RGB565_OES = 0x8D62,
GL_RGB8_OES = 0x8051,
GL_RGBA4_OES = 0x8056,
GL_RGB5_A1_OES = 0x8057,
GL_RGBA8_OES = 0x8058,
GL_DEPTH_COMPONENT16_OES = 0x81A5,
GL_DEPTH_COMPONENT24_OES = 0x81A6,
GL_DEPTH_COMPONENT32_OES = 0x81A7,
GL_DEPTH24_STENCIL8_OES = 0x88F0,
GL_RGB10_EXT = 0x8052,
GL_RGB10_A2_EXT = 0x8059;
private OESRequiredInternalformat() {}
}