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Initial vogl checkin
[vogl] / src / voglcommon / gl_buffer_bindings.inc
1 // DEFINE_BINDING(category, target, glGet binding)
2
3 // texture objects
4 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D);
5 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D);
6 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D);
7 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY);
8 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY);
9 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BINDING_RECTANGLE);
10 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP);
11 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY);
12 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_BUFFER, GL_TEXTURE_BINDING_BUFFER);
13 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE);
14 DEFINE_BINDING(GL_TEXTURE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY);
15
16 // buffer objects
17 DEFINE_BINDING(GL_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING);
18 DEFINE_BINDING(GL_BUFFER, GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING);
19 DEFINE_BINDING(GL_BUFFER, GL_ATOMIC_COUNTER_BUFFER, GL_ATOMIC_COUNTER_BUFFER_BINDING);
20 DEFINE_BINDING(GL_BUFFER, GL_COPY_READ_BUFFER, GL_COPY_READ_BUFFER_BINDING);
21 DEFINE_BINDING(GL_BUFFER, GL_COPY_WRITE_BUFFER, GL_COPY_WRITE_BUFFER_BINDING);
22 DEFINE_BINDING(GL_BUFFER, GL_DRAW_INDIRECT_BUFFER, GL_DRAW_INDIRECT_BUFFER_BINDING);
23 DEFINE_BINDING(GL_BUFFER, GL_DISPATCH_INDIRECT_BUFFER, GL_DISPATCH_INDIRECT_BUFFER_BINDING);
24 DEFINE_BINDING(GL_BUFFER, GL_PIXEL_PACK_BUFFER, GL_PIXEL_PACK_BUFFER_BINDING);
25 DEFINE_BINDING(GL_BUFFER, GL_PIXEL_UNPACK_BUFFER, GL_PIXEL_UNPACK_BUFFER_BINDING);
26 DEFINE_BINDING(GL_BUFFER, GL_SHADER_STORAGE_BUFFER, GL_SHADER_STORAGE_BUFFER_BINDING);
27 DEFINE_BINDING(GL_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER_BINDING);
28 DEFINE_BINDING(GL_BUFFER, GL_UNIFORM_BUFFER, GL_UNIFORM_BUFFER_BINDING);
29
30 // framebuffer object
31 DEFINE_BINDING(GL_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING);
32 DEFINE_BINDING(GL_FRAMEBUFFER, GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER_BINDING);
33
34 // renderbuffer object
35 DEFINE_BINDING(GL_RENDERBUFFER, GL_RENDERBUFFER, GL_RENDERBUFFER_BINDING);
36
37 // sampler
38 DEFINE_BINDING(GL_SAMPLER, GL_SAMPLER, GL_SAMPLER_BINDING);
39
40 // vertex array object
41 DEFINE_BINDING(GL_VERTEX_ARRAY, GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_BINDING);
42
43 // active texture (not really a binding, but seems useful)
44 DEFINE_BINDING(GL_ACTIVE_TEXTURE, GL_ACTIVE_TEXTURE, GL_ACTIVE_TEXTURE);
45
46 // program
47 DEFINE_BINDING(GL_PROGRAM, GL_PROGRAM, GL_CURRENT_PROGRAM);