1// @needsAudit 2export var GLLoggingOption; 3(function (GLLoggingOption) { 4 /** 5 * Disables logging entirely. 6 */ 7 GLLoggingOption[GLLoggingOption["DISABLED"] = 0] = "DISABLED"; 8 /** 9 * Logs method calls, their parameters and results. 10 */ 11 GLLoggingOption[GLLoggingOption["METHOD_CALLS"] = 1] = "METHOD_CALLS"; 12 /** 13 * Calls `gl.getError()` after each other method call and prints an error if any is returned. 14 * This option has a significant impact on the performance as this method is blocking. 15 */ 16 GLLoggingOption[GLLoggingOption["GET_ERRORS"] = 2] = "GET_ERRORS"; 17 /** 18 * Resolves parameters of type `number` to their constant names. 19 */ 20 GLLoggingOption[GLLoggingOption["RESOLVE_CONSTANTS"] = 4] = "RESOLVE_CONSTANTS"; 21 /** 22 * When this option is enabled, long strings will be truncated. 23 * It's useful if your shaders are really big and logging them significantly reduces performance. 24 */ 25 GLLoggingOption[GLLoggingOption["TRUNCATE_STRINGS"] = 8] = "TRUNCATE_STRINGS"; 26 /** 27 * Enables all other options. It implies `GET_ERRORS` so be aware of the slowdown. 28 */ 29 GLLoggingOption[GLLoggingOption["ALL"] = 15] = "ALL"; 30})(GLLoggingOption || (GLLoggingOption = {})); 31//# sourceMappingURL=GLView.types.js.map