{
GLuint Name;
GLint RefCount;
+ GLchar *Label; /**< GL_KHR_debug */
GLenum WrapS; /**< S-axis texture image wrap mode */
GLenum WrapT; /**< T-axis texture image wrap mode */
_glthread_Mutex Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
GLuint Name; /**< the user-visible texture object ID */
+ GLchar *Label; /**< GL_KHR_debug */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
struct gl_sampler_object Sampler;
_glthread_Mutex Mutex;
GLint RefCount;
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
{
/** Name of the array object as received from glGenVertexArrayAPPLE. */
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
_glthread_Mutex Mutex;
struct gl_transform_feedback_object
{
GLuint Name; /**< AKA the object ID */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLboolean Active; /**< Is transform feedback enabled? */
GLboolean Paused; /**< Is transform feedback paused? */
*/
GLenum Type;
GLuint Name; /**< AKA the handle */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
GLboolean CompileStatus;
{
GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
{
GLenum Target; /**< The query target, when active */
GLuint Id; /**< hash table ID/name */
+ GLchar *Label; /**< GL_KHR_debug */
GLuint64EXT Result; /**< the counter */
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */
{
GLenum Type; /**< GL_SYNC_FENCE */
GLuint Name; /**< Fence name */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending; /**< Object was deleted while there were still
* live references (e.g., sync not yet finished)
_glthread_Mutex Mutex; /**< for thread safety */
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLuint Width, Height;
GLuint Depth;
* polygon face orientation, and polygon stipple will have to be inverted.
*/
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLboolean DeletePending;
struct gl_display_list
{
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLbitfield Flags; /**< DLIST_x flags */
/** The dlist commands are in a linked list of nodes */
union gl_dlist_node *Head;