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gl3.2.txt
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gl3.2.txt
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TEXTURE_BINDING_1D 48 3 Z+ GetIntegerv 0
TEXTURE_BINDING_2D 48 3 Z+ GetIntegerv 0
TEXTURE_BINDING_3D 48 3 Z+ GetIntegerv 0
Texture object bound to
TEXTURE_xD
3.8.14
TEXTURE BINDING 1D ARRAY 48 Z+ GetIntegerv 0
Texture object bound to
TEXTURE_1D_ARRAY
3.8.14
TEXTURE BINDING 2D ARRAY 48 Z+ GetIntegerv 0
Texture object bound to
TEXTURE_2D_ARRAY
3.8.14
TEXTURE BINDING RECTANGLE 48 Z+ GetIntegerv 0
Texture object bound
to TEXTURE_-
RECTANGLE
3.8.14
TEXTURE BINDING BUFFER 48 Z+ GetIntegerv 0
Texture object bound to
TEXTURE_BUFFER
3.8.14
TEXTURE BINDING CUBE MAP 48 Z+ GetIntegerv 0
Texture object bound to
TEXTURE_CUBE_MAP
3.8.14
TEXTURE BINDING 2D MULTISAMPLE 48 Z+ GetIntegerv 0
Texture object bound
to TEXTURE_2D_MULTISAMPLE
3.8.13
TEXTURE BINDING 2D MULTISAMPLE ARRAY 48 Z+ GetIntegerv 0
Texture object bound
to TEXTURE_2D_MULTISAMPLE_ARRAY
3.8.13
TEXTURE_1D n I GetTexImage see 3.8 xD texture image at l.o.d.
TEXTURE_2D n I GetTexImage see 3.8 xD texture image at l.o.d.
TEXTURE_3D n I GetTexImage see 3.8 xD texture image at l.o.d.
i
3.8
TEXTURE 1D ARRAY n I GetTexImage see 3.8
1D texture array image at
row i
3.8
TEXTURE 2D ARRAY n I GetTexImage see 3.8
2D texture array image at
slice i
3.8
TEXTURE RECTANGLE n I GetTexImage see 3.8
Rectangular texture image
at l.o.d. zero 3.8
TEXTURE CUBE MAP POSITIVE_X n I GetTexImage see 3.8.1
+x face cube map texture
image at l.o.d. i
3.8.1
TEXTURE CUBE MAP NEGATIVE_X n I GetTexImage see 3.8.1 ??x face cube map texture
image at l.o.d. i
3.8.1
TEXTURE CUBE MAP POSITIVE_Y n I GetTexImage see 3.8.1
+y face cube map texture
image at l.o.d. i
3.8.1
TEXTURE CUBE MAP NEGATIVE_Y n I GetTexImage see 3.8.1 ??y face cube map texture
image at l.o.d. i
3.8.1
TEXTURE CUBE MAP POSITIVE_Z n I GetTexImage see 3.8.1
+z face cube map texture
image at l.o.d. i
3.8.1
TEXTURE CUBE MAP NEGATIVE_Z n I GetTexImage see 3.8.1 ??z face cube map texture
image at l.o.d. i
3.8.1
MAX CLIP DISTANCES Z+ GetIntegerv 8
Maximum number of user clipping
planes 2.19
SUBPIXEL BITS Z+ GetIntegerv 4
Number of bits of subpixel precision
in screen xw and yw
3
MAX 3D TEXTURE SIZE Z+ GetIntegerv 256
Maximum 3D texture image dimension
3.8.1
MAX TEXTURE SIZE Z+ GetIntegerv 1024
Maximum 2D/1D texture image dimension
3.8.1
MAX ARRAY TEXTURE LAYERS Z+ GetIntegerv 256
Maximum number of layers for texture
arrays 3.8.1
MAX TEXTURE LOD BIAS R+ GetFloatv 2.0
Maximum absolute texture level of
detail bias 3.8.9
MAX CUBE MAP TEXTURE SIZE Z+ GetIntegerv 1024
Maximum cube map texture image
dimension 3.8.1
MAX RENDERBUFFER SIZE Z+ GetIntegerv 1024
Maximum width and height of renderbuffers
4.4.2
MAX VIEWPORT DIMS 2 Z+ GetIntegerv see 2.13.1
Maximum viewport
dimensions 2.13.1
POINT SIZE RANGE 2 R+ GetFloatv 1,1
Range (lo to hi) of point
sprite sizes 3.4
POINT SIZE GRANULARITY R+ GetFloatv –
Point sprite size granularity
3.4
ALIASED LINE WIDTH RANGE 2 R+ GetFloatv 1,1
Range (lo to hi) of aliased
line widths 3.5
SMOOTH LINE WIDTH RANGE (v1.1: LINE WIDTH RANGE) 2 R+ GetFloatv 1,1
Range (lo to hi) of antialiased
line widths 3.5
SMOOTH LINE WIDTH GRANULARITY (v1.1: LINE WIDTH GRANULARITY) R+ GetFloatv –
Antialiased line width
granularity 3.5
MAX ELEMENTS INDICES Z+ GetIntegerv –
Recommended
max. number of
DrawRangeElements
indices
2.8
MAX ELEMENTS VERTICES Z+ GetIntegerv –
Recommended
max. number of
DrawRangeElements
vertices
2.8
COMPRESSED TEXTURE FORMATS 4 Z+ GetIntegerv -
Enumerated compressed
texture formats 3.8.3
NUM COMPRESSED TEXTURE FORMATS Z GetIntegerv 4
Number of compressed
texture formats 3.8.3
MAX TEXTURE BUFFER SIZE Z+ GetIntegerv 65536
No. of addressable texels
for buffer textures 3.8.5
MAX RECTANGLE TEXTURE SIZE Z+ GetIntegerv 1024
Max. width & height of
rectangular textures 3.8.1
EXTENSIONS 0 S GetStringi –
Supported individual extension
names 6.1.4
NUM EXTENSIONS Z+ GetIntegerv –
Number of individual extension
names 6.1.4
MAJOR VERSION Z+ GetIntegerv 3
Major version number
supported 6.1.4
MINOR VERSION Z+ GetIntegerv –
Minor version number
supported 6.1.4
CONTEXT FLAGS Z+ GetIntegerv –
Context full/forwardcompatible
flag 6.1.4
RENDERER S GetString – Renderer string 6.1.4
SHADING LANGUAGE VERSION S GetString –
Shading Language version
supported 6.1.4
VENDOR S GetString – Vendor string 6.1.4
VERSION S GetString –
OpenGL version supported
6.1.4
MAX VERTEX ATTRIBS Z+ GetIntegerv 16
Number of active vertex
attributes 2.7
MAX VERTEX UNIFORM COMPONENTS Z+ GetIntegerv 1024
Number of components
for vertex shader uniform
variables
2.11.4
MAX VERTEX UNIFORM BLOCKS Z+ GetIntegerv 12
Max number of vertex
uniform buffers per program
2.11.4
MAX VERTEX OUTPUT COMPONENTS Z+ GetIntegerv 64
Max number of components
of outputs written
by a vertex shader
2.11.6
MAX VERTEX TEXTURE IMAGE UNITS Z+ GetIntegerv 16
Number of texture image
units accessible by a vertex
shader
2.11.7
MAX GEOMETRY UNIFORM BLOCKS Z+ GetIntegerv 12
Max number of geometry
uniform buffers per program
2.11.4
MAX GEOMETRY INPUT COMPONENTS Z+ GetIntegerv 64
Max number of components
of inputs read by a
geometry shader
2.12.4
MAX GEOMETRY OUTPUT COMPONENTS Z+ GetIntegerv 128
Max number of components
of outputs written
by a geometry shader
2.12.4
MAX GEOMETRY OUTPUT VERTICES Z+ GetIntegerv 256
Maximum number of
vertices that any geometry
shader can can
emit
2.12.4
MAX GEOMETRY TOTAL OUTPUT COMPONENTS Z+ GetIntegerv 1024
Maximum number of total
components (all vertices)
of active varyings
that a geometry shader
can emit
2.12.4
MAX GEOMETRY TEXTURE IMAGE UNITS Z+ GetIntegerv 16
Number of texture image
units accessible by a geometry
shader
2.12.4
MAX FRAGMENT UNIFORM COMPONENTS Z+ GetIntegerv 1024
Number of components
for frag. shader uniform
variables
3.9.1
MAX FRAGMENT UNIFORM BLOCKS Z+ GetIntegerv 12
Max number of fragment
uniform buffers per program
2.11.4
MAX FRAGMENT INPUT COMPONENTS Z+ GetIntegerv 128
Max number of components
of inputs read by a
fragment shader
3.9.2
MAX TEXTURE IMAGE UNITS Z+ GetIntegerv 16
Number of texture image
units accessible by a
fragment shader
2.11.7
MIN PROGRAM TEXEL OFFSET Z GetIntegerv -8
Minimum texel offset allowed
in lookup 2.11.7
MAX PROGRAM TEXEL OFFSET Z GetIntegerv 7
Maximum texel offset allowed
in lookup 2.11.7
MAX UNIFORM BUFFER BINDINGS Z+ GetIntegerv 24
Max number of uniform
buffer binding points on
the context
2.11.4
MAX UNIFORM BLOCK SIZE Z+ GetIntegerv 16384
Max size in basic machine
units of a uniform
block
2.11.4
UNIFORM BUFFER OFFSET ALIGNMENT Z+ GetIntegerv 1
Minimum required alignment
for uniform buffer
sizes and offsets
2.11.4
MAX COMBINED UNIFORM BLOCKS Z+ GetIntegerv 24
Max number of uniform
buffers per program 2.11.4
MAX COMBINED VERTEX UNIFORM COMPONENTS Z+ GetIntegerv y
Number of words for
vertex shader uniform
variables in all uniform
blocks (including
default)
2.11.4
MAX COMBINED FRAGMENT UNIFORM COMPONENTS Z+ GetIntegerv y
Number of words for
fragment shader uniform
variables in all uniform
blocks (including
default)
2.11.4
MAX COMBINED GEOMETRY UNIFORM COMPONENTS Z+ GetIntegerv y
Number of words for
geometry shader uniform
variables in all uniform
blocks (including
default)
2.11.4
MAX VARYING COMPONENTS Z+ GetIntegerv 60
Number of components
for varying variables 2.11.6
MAX COMBINED TEXTURE IMAGE UNITS Z+ GetIntegerv 48
Total number of texture
units accessible by the
GL
2.11.7
MAX SAMPLE MASK WORDS Z+ GetIntegerv 1
Maximum number of
sample mask words 4.1.3
MAX COLOR TEXTURE SAMPLES Z+ GetIntegerv 1
Maximum number of
samples in a color
multisample texture
4.1.3
MAX DEPTH TEXTURE SAMPLES Z+ GetIntegerv 1
Maximum number
of samples in a
depth/stencil multisample
texture
4.1.3
MAX INTEGER SAMPLES Z+ GetIntegerv 1
Maximum number of
samples in integer format
multisample buffers
4.4.2
QUADS FOLLOW PROVOKING VERTEX B GetBooleanv –
Whether quads follow
provoking vertex convention
2.18
QUERY COUNTER BITS 3 Z+ GetQueryiv see 6.1.6
Asynchronous query
counter bits 6.1.6
MAX SERVER WAIT TIMEOUT Z+ GetInteger64v 0
Maximum WaitSync
timeout interval 5.2.1
MAX DRAW BUFFERS Z+ GetIntegerv 8
Maximum number of active draw
buffers 4.2.1
DOUBLEBUFFER B GetBooleanv – True if front & back buffers exist 4.2.1
STEREO B GetBooleanv – True if left & right buffers exist 6
SAMPLE BUFFERS Z+ GetIntegerv 0 Number of multisample buffers 3.3.1
SAMPLES Z+ GetIntegerv 0 Coverage mask size 3.3.1
SAMPLE POSITION n 2 R[0;1] GetMultisamplefv – Explicit sample positions 3.3.1
MAX COLOR ATTACHMENTS Z+ GetIntegerv 8
Maximum number of FBO attachment
points for color buffers 4.4.2
MAX SAMPLES Z+ GetIntegerv 4
Maximum number of samples supported
for multisampling 4.4.2