Enums: Shader Objects (Version20) [done!]
http://www.opengl.org/registry/specs/ARB/shader_objects.txt
Affected Functions:
*
old: GL.CreateShader( Version20 type );
new: GL.CreateShader( ShaderObjectType type );
*
old: GL.Arb.CreateShaderObject( ArbShaderObjects shaderType );
new: GL.Arb.CreateShaderObject( ShaderObjectType shaderType );
*
old: GL.Arb.GetHandle( ArbShaderObjects pname );
new: GL.Arb.GetHandle( ShaderObjectHandle pname );
*
old: GL.Arb.GetObjectParameter( XX, ArbShaderObjects pname, XX );
new: GL.Arb.GetObjectParameter( XX, ObjectParameterName pname, XX );
*
old: GL.GetActiveUniform( XX, XX, XX, XX, XX, out Version20 type, XX );
new: GL.GetActiveUniform( XX, XX, XX, XX, XX, out ActiveUniformType type, XX );
{
VertexShader = ( (int) 0x8b31 ),
FragmentShader = ( (int) 0x8b30 ),
GeometryShader = ExtGeometryShader4.GeometryShaderExt,
}
public enum ShaderObjectHandle : int
{
ProgramObject = (int) ArbShaderObjects.ProgramObjectArb,
}
public enum ObjectParameterName : int // whole enum added, wasn't given in Version20/1
{
ObjectType = (int) ArbShaderObjects.ObjectTypeArb,
ObjectSubType = (int) ArbShaderObjects.ObjectSubtypeArb,
ObjectDeleteStatus = (int) ArbShaderObjects.ObjectDeleteStatusArb,
ObjectCompileStatus = (int) ArbShaderObjects.ObjectCompileStatusArb,
ObjectLinkStatus = (int) ArbShaderObjects.ObjectLinkStatusArb,
ObjectValidateStatus = (int) ArbShaderObjects.ObjectValidateStatusArb,
ObjectInfoLogLength = (int) ArbShaderObjects.ObjectInfoLogLengthArb,
ObjectAttachedObjects = (int) ArbShaderObjects.ObjectAttachedObjectsArb,
ObjectActiveUniforms = (int) ArbShaderObjects.ObjectActiveUniformsArb,
ObjectActiveUniformMaxLength = (int) ArbShaderObjects.ObjectActiveUniformMaxLengthArb,
ObjectShaderSourceLength = (int) ArbShaderObjects.ObjectShaderSourceLengthArb,
}
public enum ActiveUniformType : int
{
Float = All.Float, // was missing
FloatVec2 = ( (int) 0x8b50 ),
FloatVec3 = ( (int) 0x8b51 ),
FloatVec4 = ( (int) 0x8b52 ),
Int = (int) All.Int, // was missing
IntVec2 = ( (int) 0x8b53 ),
IntVec3 = ( (int) 0x8b54 ),
IntVec4 = ( (int) 0x8b55 ),
Bool = ( (int) 0x8b56 ),
BoolVec2 = ( (int) 0x8b57 ),
BoolVec3 = ( (int) 0x8b58 ),
BoolVec4 = ( (int) 0x8b59 ),
FloatMat2 = ( (int) 0x8b5a ),
FloatMat3 = ( (int) 0x8b5b ),
FloatMat4 = ( (int) 0x8b5c ),
Sampler1d = ( (int) 0x8b5d ),
Sampler2d = ( (int) 0x8b5e ),
Sampler3d = ( (int) 0x8b5f ),
SamplerCube = ( (int) 0x8b60 ),
Sampler1dShadow = ( (int) 0x8b61 ),
Sampler2dShadow = ( (int) 0x8b62 ),
Sampler2dRect = All.Sampler2dRectArb, // was missing
Sampler2dRectShadow = All.Sampler2dRectShadowArb, // was missing
}




Comments
Jan 01
00:12:08I'm leaving the ARB stuff as
posted by the FiddlerI'm leaving the ARB stuff as is for now - since they are extensions, not core, we shoudln't drop the "Arb" prefix. The same goes for EXT_geometry_shader4: while this extensions updates the definition of CreateShader to accept the GEOMETRY_SHADER token, this is an extension to GL2.1 targeted by OpenTK.
Jan 01
00:26:55Updated using these
posted by the FiddlerUpdated using these definitions:
http://www.opengl.org/sdk/docs/man/xhtml/glCreateShader.xml
http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniform.xml