diff --git a/es3.1/html/indexflat.php b/es3.1/html/indexflat.php index 553d5e9f..aa008e89 100644 --- a/es3.1/html/indexflat.php +++ b/es3.1/html/indexflat.php @@ -365,8 +365,8 @@
  • glMapBufferRange
  • matrixCompMult
  • max
  • -
  • memoryBarrier
  • glMemoryBarrier
  • +
  • memoryBarrier
  • memoryBarrierAtomicCounter
  • memoryBarrierBuffer
  • glMemoryBarrierByRegion
  • diff --git a/es3/html/indexflat.php b/es3/html/indexflat.php index 72688a48..5a1d1a46 100644 --- a/es3/html/indexflat.php +++ b/es3/html/indexflat.php @@ -422,8 +422,8 @@
  • glMapBufferRange
  • matrixCompMult
  • max
  • -
  • memoryBarrier
  • glMemoryBarrier
  • +
  • memoryBarrier
  • memoryBarrierAtomicCounter
  • memoryBarrierBuffer
  • glMemoryBarrierByRegion
  • diff --git a/gl4/bufferbindings.xml b/gl4/bufferbindings.xml index e684ce38..90304f3e 100644 --- a/gl4/bufferbindings.xml +++ b/gl4/bufferbindings.xml @@ -38,6 +38,10 @@ GL_ELEMENT_ARRAY_BUFFER Vertex array indices + + GL_PARAMETER_BUFFER + Draw parameters + GL_PIXEL_PACK_BUFFER Pixel read target diff --git a/gl4/glClampColor.xml b/gl4/glClampColor.xml index e495354f..6d452846 100644 --- a/gl4/glClampColor.xml +++ b/gl4/glClampColor.xml @@ -40,7 +40,7 @@ clamp - Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE. + Specifies whether to apply color clamping. clamp must be GL_TRUE, GL_FALSE, or GL_FIXED_ONLY. diff --git a/gl4/glGet.xml b/gl4/glGet.xml index 0eda9323..b84cc011 100644 --- a/gl4/glGet.xml +++ b/gl4/glGet.xml @@ -246,22 +246,22 @@ - GL_BLEND_EQUATION_RGB + GL_BLEND_EQUATION_ALPHA data returns one value, a symbolic constant indicating whether - the RGB blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, + the Alpha blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN or GL_MAX. See glBlendEquationSeparate. - GL_BLEND_EQUATION_ALPHA + GL_BLEND_EQUATION_RGB data returns one value, a symbolic constant indicating whether - the Alpha blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, + the RGB blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN or GL_MAX. See glBlendEquationSeparate. @@ -289,6 +289,48 @@ + + GL_CLAMP_READ_COLOR + + + data returns a single value, the current read color clamping mode. + The value is either GL_TRUE, GL_FALSE, or GL_FIXED_ONLY. + Initial value is GL_FIXED_ONLY. + See glClampColor. + + + + + GL_CLIP_DISTANCEi + + + data returns a single boolean value indicating if the ith user clipping plane is enabled. + Initial value is GL_FALSE. + + + + + GL_CLIP_ORIGIN + + + data returns a single value indicating the clip origin. + The value is either GL_LOWER_LEFT or GL_UPPER_LEFT. + Initial value is GL_LOWER_LEFT. + See glClipControl. + + + + + GL_CLIP_DEPTH_MODE + + + data returns a single value indicating the clip depth mode. + The value is either GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE. + Initial value is GL_NEGATIVE_ONE_TO_ONE. + See glClipControl. + + + GL_COLOR_CLEAR_VALUE @@ -345,183 +387,137 @@ - GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS - - - data returns one value, - the maximum number of active shader storage blocks that may be accessed by a compute shader. - - - - - GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS + GL_CONTEXT_FLAGS data returns one value, - the maximum total number of active shader storage blocks that may be accessed by all active shaders. + the flags with which the context was created (such as debugging functionality). - - GL_MAX_COMPUTE_UNIFORM_BLOCKS + GL_CONTEXT_PROFILE_MASK data returns one value, - the maximum number of uniform blocks per compute shader. The value must be at least 14. - See glUniformBlockBinding. + the profile mask with which the context was created (such as core profile or compatibility profile). - GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS + GL_CONTEXT_RELEASE_BEHAVIOR - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the compute shader. The value must be at least 16. - See glActiveTexture. + data returns one value, the flush behavior when the context is released with which the context was created. + Initial value is depends on how the context was created, the default is nothing else is specified is GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH. + The value is either GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH or GL_NONE. - GL_MAX_COMPUTE_UNIFORM_COMPONENTS + GL_COPY_READ_BUFFER_BINDING - data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a compute shader. The value must be at least 1024. - See glUniform. + data returns a single value, the name of the buffer object + currently bound to the target GL_COPY_READ_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. - GL_MAX_COMPUTE_ATOMIC_COUNTERS + GL_COPY_WRITE_BUFFER_BINDING - data returns a single value, the maximum number of atomic counters available to compute shaders. + data returns a single value, the name of the buffer object + currently bound to the target GL_COPY_WRITE_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. - GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS + GL_CULL_FACE - data returns a single value, the maximum number of atomic counter buffers that may be accessed by a compute shader. + data returns a single boolean value indicating whether polygon culling + is enabled. The initial value is GL_FALSE. + See glCullFace. - GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS + GL_CULL_FACE_MODE - data returns one value, - the number of words for compute shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + data returns a single value indicating the mode of polygon culling. + The initial value is GL_BACK. + See glCullFace. - GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS + GL_CURRENT_PROGRAM data returns one value, - the number of invocations in a single local work group - (i.e., the product of the three dimensions) that may - be dispatched to a compute shader. - - - - - GL_MAX_COMPUTE_WORK_GROUP_COUNT - - - Accepted by the indexed versions of glGet. - data the maximum number of work - groups that may be dispatched to a compute shader. Indices - 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively. - - - - - GL_MAX_COMPUTE_WORK_GROUP_SIZE - - - Accepted by the indexed versions of glGet. - data the maximum size of a work - groups that may be used during compilation of a compute shader. Indices - 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively. - - - - - GL_DISPATCH_INDIRECT_BUFFER_BINDING - - - data returns a single value, the name of the buffer object - currently bound to the target GL_DISPATCH_INDIRECT_BUFFER. If no buffer object - is bound to this target, 0 is returned. The initial value is 0. - See glBindBuffer. + the name of the program object that is currently active, or 0 if no program object is active. + See glUseProgram. - - - GL_MAX_DEBUG_GROUP_STACK_DEPTH + GL_DEBUG_GROUP_STACK_DEPTH - data returns a single value, the maximum depth of the + data returns a single value, the current depth of the debug message group stack. - GL_DEBUG_GROUP_STACK_DEPTH + GL_DEBUG_LOGGED_MESSAGES - data returns a single value, the current depth of the - debug message group stack. + data returns a single value, the number of messages + currently in the debug message log. - - GL_CONTEXT_FLAGS + GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH - data returns one value, - the flags with which the context was created (such as debugging functionality). + data returns a single value, the string length + of the oldest debug message in the debug message log. - GL_CULL_FACE + GL_DEBUG_OUTPUT - data returns a single boolean value indicating whether polygon culling - is enabled. The initial value is GL_FALSE. - See glCullFace. + data returns a single boolean value indicating whether debug output is enabled. + The initial value is GL_TRUE in a debug context and GL_FALSE in a non-debug context. - GL_CULL_FACE_MODE + GL_DEBUG_OUTPUT_SYNCHRONOUS - data returns a single value indicating the mode of polygon culling. - The initial value is GL_BACK. - See glCullFace. + data returns a single boolean value indicating whether synchronous debug callbacks are enabled. + The initial value is GL_FALSE. - GL_CURRENT_PROGRAM + GL_DEPTH_CLAMP - data returns one value, - the name of the program object that is currently active, or 0 if no program object is active. - See glUseProgram. + data returns a single boolean value indicating whether depth clamping is enabled. + Initial value is GL_FALSE + See glDepthRange. @@ -598,6 +594,17 @@ + + GL_DISPATCH_INDIRECT_BUFFER_BINDING + + + data returns a single value, the name of the buffer object + currently bound to the target GL_DISPATCH_INDIRECT_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. + + + GL_DITHER @@ -652,13 +659,13 @@ - GL_READ_FRAMEBUFFER_BINDING + GL_DRAW_INDIRECT_BUFFER_BINDING data returns one value, - the name of the framebuffer object currently bound to the GL_READ_FRAMEBUFFER target. - If the default framebuffer is bound, this value will be zero. The initial value is zero. - See glBindFramebuffer. + the name of the buffer object currently bound to the GL_DRAW_INDIRECT_BUFFER target. + If no buffer object is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. @@ -673,6 +680,15 @@ + + GL_FRAGMENT_INTERPOLATION_OFFSET_BITS + + + data returns one value, the subpixel bits for interpolateAtOffset. + The value must be at least 4. + + + GL_FRAGMENT_SHADER_DERIVATIVE_HINT @@ -685,6 +701,95 @@ + + GL_FRAMEBUFFER_SRGB + + + data returns a single boolean value indicating whether sRGB update and blending is enabled. + Initial value is GL_FALSE. + See glEnable. + + + + + GL_FRONT_FACE + + + data returns one value, the polygon frontface mode. + The value is either GL_CCW or GL_CW. + The initial value is GL_CCW. + See glFrontFace. + + + + + GL_IMAGE_BINDING_ACCESS + + + Accepted by the indexed versions of glGet. + data returns a single enum value, the read/write access of the texture object bound to the indexed image unit. + The value is either GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE. + Initial value is GL_READ_ONLY. + See glBindImageTexture. + + + + + GL_IMAGE_BINDING_FORMAT + + + Accepted by the indexed versions of glGet. + data returns a single value, the image format of the indexed image unit. + The value must be one of the allowed image formats. + Initial value is GL_R8. + See glBindImageTexture. + + + + + GL_IMAGE_BINDING_LAYER + + + Accepted by the indexed versions of glGet. + data returns a single value, the layer of the texture object bound to the indexed image unit. + Initial value is 0. + See glBindImageTexture. + + + + + GL_IMAGE_BINDING_LAYERED + + + Accepted by the indexed versions of glGet. + data returns a single boolean value, if the texture object bound to the indexed image unit was bound with multiple layers. + Initial value is GL_FALSE. + See glBindImageTexture. + + + + + GL_IMAGE_BINDING_LEVEL + + + Accepted by the indexed versions of glGet. + data returns a single value, the level of the texture object bound to the indexed image unit. + Initial value is 0. + See glBindImageTexture. + + + + + GL_IMAGE_BINDING_NAME + + + Accepted by the indexed versions of glGet. + data returns a single value, the name of the texture object bound to the indexed image unit. + Initial value is 0. + See glBindImageTexture. + + + GL_IMPLEMENTATION_COLOR_READ_FORMAT @@ -705,6 +810,24 @@ + + GL_LAYER_PROVOKING_VERTEX + + + data returns one value, + the implementation dependent specifc vertex of a primitive that is used to select the rendering layer. + If the value returned is equivalent to GL_PROVOKING_VERTEX, then the vertex + selection follows the convention specified by + glProvokingVertex. + If the value returned is equivalent to GL_FIRST_VERTEX_CONVENTION, then the + selection is always taken from the first vertex in the primitive. + If the value returned is equivalent to GL_LAST_VERTEX_CONVENTION, then the + selection is always taken from the last vertex in the primitive. + If the value returned is equivalent to GL_UNDEFINED_VERTEX, then the + selection is not guaranteed to be taken from any specific vertex in the primitive. + + + GL_LINE_SMOOTH @@ -736,24 +859,6 @@ - - GL_LAYER_PROVOKING_VERTEX - - - data returns one value, - the implementation dependent specifc vertex of a primitive that is used to select the rendering layer. - If the value returned is equivalent to GL_PROVOKING_VERTEX, then the vertex - selection follows the convention specified by - glProvokingVertex. - If the value returned is equivalent to GL_FIRST_VERTEX_CONVENTION, then the - selection is always taken from the first vertex in the primitive. - If the value returned is equivalent to GL_LAST_VERTEX_CONVENTION, then the - selection is always taken from the last vertex in the primitive. - If the value returned is equivalent to GL_UNDEFINED_VERTEX, then the - selection is not guaranteed to be taken from any specific vertex in the primitive. - - - GL_LOGIC_OP_MODE @@ -797,470 +902,1011 @@ - GL_MAX_CLIP_DISTANCES + GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS - data returns one value, - the maximum number of application-defined clipping distances. The value must be at least 8. + data returns one value. + The maximum number of atomic counter buffer bindings. The value must be at least 1. - GL_MAX_COLOR_TEXTURE_SAMPLES + GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE - data returns one value, - the maximum number of samples in a color multisample texture. + data returns one value. + The maximum size in basic machine units of an atomic counter buffer. The value must be at least 32. - - GL_MAX_COMBINED_ATOMIC_COUNTERS + GL_MAX_CLIP_DISTANCES - data returns a single value, the maximum number of atomic counters available to all active shaders. + data returns one value, + the maximum number of application-defined clipping distances. The value must be at least 8. - - GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS + GL_MAX_COLOR_ATTACHMENTS - data returns one value, - the number of words for fragment shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + data returns one value, the maximum number + of FBO attachment points for colorbuffers. - GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS + GL_MAX_COLOR_TEXTURE_SAMPLES data returns one value, - the number of words for geometry shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + the maximum number of samples in a color multisample texture. - GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS + GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the vertex shader and the fragment processor combined. - If both the vertex shader and the fragment processing stage access the same texture image - unit, then that counts as using two texture image units against this limit. - The value must be at least 48. - See glActiveTexture. + data returns a single value, the maximum number of atomic counter buffers per program. - GL_MAX_COMBINED_UNIFORM_BLOCKS + GL_MAX_COMBINED_ATOMIC_COUNTERS - data returns one value, - the maximum number of uniform blocks per program. The value must be at least 70. - See glUniformBlockBinding. + data returns a single value, the maximum number of atomic counters available to all active shaders. - GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS + GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES data returns one value, - the number of words for vertex shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + the combined maximum number of application-defined clipping and culling distances. + The value must be at least 8. - GL_MAX_CUBE_MAP_TEXTURE_SIZE + GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS - data returns one value. - The value gives a rough estimate of the largest cube-map texture that - the GL can handle. The value must be at least 1024. - Use GL_PROXY_TEXTURE_CUBE_MAP - to determine if a texture is too large. - See glTexImage2D. + data returns one value, + the maximum number of words for compute shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_COMPUTE_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_COMPUTE_UNIFORM_COMPONENTS. + See glUniform. - GL_MAX_DEPTH_TEXTURE_SAMPLES + GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS data returns one value, - the maximum number of samples in a multisample depth or depth-stencil texture. + the maximum number of words for fragment shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_FRAGMENT_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_FRAGMENT_UNIFORM_COMPONENTS. + See glUniform. - GL_MAX_DRAW_BUFFERS + GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS - data returns one value, the maximum number - of simultaneous outputs that may be written in a fragment shader. - The value must be at least 8. - See glDrawBuffers. + data returns one value, + the maximum number of words for geometry shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_GEOMETRY_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_GEOMETRY_UNIFORM_COMPONENTS. + See glUniform. - GL_MAX_DUAL_SOURCE_DRAW_BUFFERS + GL_MAX_COMBINED_IMAGE_UNIFORMS - data returns one value, the maximum number - of active draw buffers when using dual-source blending. The value must be at least 1. - See glBlendFunc and - glBlendFuncSeparate. + data returns one value, + the maximum number of image variables in all shaders. + The value must be at least 8. - GL_MAX_ELEMENTS_INDICES + GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES data returns one value, - the recommended maximum number of vertex array indices. - See glDrawRangeElements. + the limit on active image unit + shader storage blocks + fragment outputs. + The value must be at least 8. - GL_MAX_ELEMENTS_VERTICES + GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS data returns one value, - the recommended maximum number of vertex array vertices. - See glDrawRangeElements. + the maximum total number of active shader storage blocks that may be accessed by all active shaders. + The value must be at least 8. - - GL_MAX_FRAGMENT_ATOMIC_COUNTERS + GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS - data returns a single value, the maximum number of atomic counters available to fragment shaders. + data returns one value, + the maximum number of words for tessellation control shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS. + See glUniform. - - GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS + GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS data returns one value, - the maximum number of active shader storage blocks that may be accessed by a fragment shader. + the maximum number of words for tessellation evaluation shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS. + See glUniform. - GL_MAX_FRAGMENT_INPUT_COMPONENTS + GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS - data returns one value, - the maximum number of components of the inputs read by the fragment shader, which must be at least 128. + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the vertex shader and the fragment processor combined. + If both the vertex shader and the fragment processing stage access the same texture image + unit, then that counts as using two texture image units against this limit. + The value must be at least 80. + See glActiveTexture. - GL_MAX_FRAGMENT_UNIFORM_COMPONENTS + GL_MAX_COMBINED_UNIFORM_BLOCKS data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a fragment shader. The value must be at least 1024. - See glUniform. + the maximum number of uniform blocks per program. The value must be at least 70. + See glUniformBlockBinding. - GL_MAX_FRAGMENT_UNIFORM_VECTORS + GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS data returns one value, - the maximum number of individual 4-vectors of floating-point, integer, or boolean values - that can be held - in uniform variable storage for a fragment shader. The value is equal to the value of - GL_MAX_FRAGMENT_UNIFORM_COMPONENTS divided by 4 and must be at least 256. + the maximum number of words for vertex shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_VERTEX_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_VERTEX_UNIFORM_COMPONENTS. See glUniform. - GL_MAX_FRAGMENT_UNIFORM_BLOCKS + GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS - data returns one value, - the maximum number of uniform blocks per fragment shader. The value must be at least 12. - See glUniformBlockBinding. + data returns a single value, the maximum number of atomic counter buffers that may be accessed by a compute shader. + The value must be at least 8. - GL_MAX_FRAMEBUFFER_WIDTH + GL_MAX_COMPUTE_ATOMIC_COUNTERS - data returns one value, - the maximum width for a framebuffer that has no attachments, which must be at least 16384. - See glFramebufferParameter. + data returns a single value, the maximum number of atomic counters available to compute shaders. + The value must be at least 8. - GL_MAX_FRAMEBUFFER_HEIGHT + GL_MAX_COMPUTE_IMAGE_UNIFORMS data returns one value, - the maximum height for a framebuffer that has no attachments, which must be at least 16384. - See glFramebufferParameter. + the maximum number of image variables that may be accessed by a compute shader. + The value must be at least 8. - GL_MAX_FRAMEBUFFER_LAYERS + GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS data returns one value, - the maximum number of layers for a framebuffer that has no attachments, which must be at least 2048. - See glFramebufferParameter. + the maximum number of active shader storage blocks that may be accessed by a compute shader. + The value must be at least 8. - GL_MAX_FRAMEBUFFER_SAMPLES + GL_MAX_COMPUTE_SHARED_MEMORY_SIZE data returns one value, - the maximum samples in a framebuffer that has no attachments, which must be at least 4. - See glFramebufferParameter. + the maximum total storage size of all variables declared as shared in all compute shaders linked into a single program object. + The value must be at least 32768. - - GL_MAX_GEOMETRY_ATOMIC_COUNTERS + GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS - data returns a single value, the maximum number of atomic counters available to geometry shaders. + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the compute shader. The value must be at least 16. + See glActiveTexture. - - GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS + GL_MAX_COMPUTE_UNIFORM_BLOCKS data returns one value, - the maximum number of active shader storage blocks that may be accessed by a geometry shader. + the maximum number of uniform blocks per compute shader. The value must be at least 14. + See glUniformBlockBinding. - GL_MAX_GEOMETRY_INPUT_COMPONENTS + GL_MAX_COMPUTE_UNIFORM_COMPONENTS data returns one value, - the maximum number of components of inputs read by a geometry shader, which must be at least 64. + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a compute shader. The value must be at least 1024. + See glUniform. - GL_MAX_GEOMETRY_OUTPUT_COMPONENTS + GL_MAX_COMPUTE_WORK_GROUP_COUNT - data returns one value, - the maximum number of components of outputs written by a geometry shader, which must be at least 128. + Accepted by the indexed versions of glGet. + data the maximum number of work + groups that may be dispatched to a compute shader. Indices + 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively. - GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS + GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the geometry shader. The value must be at least 16. - See glActiveTexture. + data returns one value, + the number of invocations in a single local work group + (i.e., the product of the three dimensions) that may + be dispatched to a compute shader. - GL_MAX_GEOMETRY_UNIFORM_BLOCKS + GL_MAX_COMPUTE_WORK_GROUP_SIZE - data returns one value, - the maximum number of uniform blocks per geometry shader. The value must be at least 12. - See glUniformBlockBinding. + Accepted by the indexed versions of glGet. + data the maximum size of a work + groups that may be used during compilation of a compute shader. Indices + 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively. - GL_MAX_GEOMETRY_UNIFORM_COMPONENTS + GL_MAX_CUBE_MAP_TEXTURE_SIZE - data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a geometry shader. The value must be at least 1024. - See glUniform. + data returns one value. + The value gives a rough estimate of the largest cube-map texture that + the GL can handle. The value must be at least 1024. + Use GL_PROXY_TEXTURE_CUBE_MAP + to determine if a texture is too large. + See glTexImage2D. - GL_MAX_INTEGER_SAMPLES + GL_MAX_CULL_DISTANCES data returns one value, - the maximum number of samples supported in integer format multisample buffers. + the maximum number of application-defined culling distances. The value must be at least 8. - GL_MIN_MAP_BUFFER_ALIGNMENT + GL_MAX_DEBUG_GROUP_STACK_DEPTH - data returns one value, - the minimum alignment in basic machine units of pointers returned fromglMapBuffer - and glMapBufferRange. This value must be a power of two and must - be at least 64. + data returns a single value, the maximum depth of the + debug message group stack. - GL_MAX_LABEL_LENGTH + GL_MAX_DEBUG_LOGGED_MESSAGES - data returns one value, - the maximum length of a label that may be assigned to an object. - See glObjectLabel and - glObjectPtrLabel. + data returns a single value, the maximum number + of messages stored in the debug message log. - GL_MAX_PROGRAM_TEXEL_OFFSET + GL_MAX_DEBUG_MESSAGE_LENGTH - data returns one value, - the maximum texel offset allowed in a texture lookup, which must be at least 7. + data returns a single value, the maximum length of a + debug message string, including its null terminator. - GL_MIN_PROGRAM_TEXEL_OFFSET + GL_MAX_DEPTH_TEXTURE_SAMPLES data returns one value, - the minimum texel offset allowed in a texture lookup, which must be at most -8. + the maximum number of samples in a multisample depth or depth-stencil texture. - GL_MAX_RECTANGLE_TEXTURE_SIZE + GL_MAX_DRAW_BUFFERS - data returns one value. - The value gives a rough estimate of the largest rectangular texture that - the GL can handle. The value must be at least 1024. - Use GL_PROXY_TEXTURE_RECTANGLE - to determine if a texture is too large. - See glTexImage2D. + data returns one value, the maximum number + of simultaneous outputs that may be written in a fragment shader. + The value must be at least 8. + See glDrawBuffers. - GL_MAX_RENDERBUFFER_SIZE + GL_MAX_DUAL_SOURCE_DRAW_BUFFERS - data returns one value. - The value indicates the maximum supported size for renderbuffers. - See glFramebufferRenderbuffer. + data returns one value, the maximum number + of active draw buffers when using dual-source blending. The value must be at least 1. + See glBlendFunc and + glBlendFuncSeparate. - GL_MAX_SAMPLE_MASK_WORDS + GL_MAX_ELEMENT_INDEX - data returns one value, - the maximum number of sample mask words. + data returns a single value, the maximum index that may be specified during the + transfer of generic vertex attributes to the GL. - GL_MAX_SERVER_WAIT_TIMEOUT + GL_MAX_ELEMENTS_INDICES data returns one value, - the maximum glWaitSync timeout interval. + the recommended maximum number of vertex array indices. + See glDrawRangeElements. - GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS + GL_MAX_ELEMENTS_VERTICES data returns one value, - the maximum number of shader storage buffer binding points on the context, which must be at least 8. + the recommended maximum number of vertex array vertices. + See glDrawRangeElements. - - GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS + GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS - data returns a single value, the maximum number of atomic counters available to tessellation control shaders. + data returns a single value, the maximum number of atomic counter buffers available to fragment shaders. + The value must be at least 1. - GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS + GL_MAX_FRAGMENT_ATOMIC_COUNTERS - data returns a single value, the maximum number of atomic counters available to tessellation evaluation shaders. + data returns a single value, the maximum number of atomic counters available to fragment shaders. + The value must be at least 8. - GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS + GL_MAX_FRAGMENT_IMAGE_UNIFORMS data returns one value, - the maximum number of active shader storage blocks that may be accessed by a tessellation control shader. + the maximum number of image variables in fragment shaders, which must be at least 8. - GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS + GL_MAX_FRAGMENT_INPUT_COMPONENTS data returns one value, - the maximum number of active shader storage blocks that may be accessed by a tessellation evaluation shader. + the maximum number of components of the inputs read by the fragment shader, which must be at least 128. - - GL_MAX_TEXTURE_BUFFER_SIZE + GL_MAX_FRAGMENT_INTERPOLATION_OFFSET - data returns one value. - The value gives the maximum number of texels allowed in the texel array of a texture buffer object. - Value must be at least 65536. + data returns one value, the furthest positive offset for interpolateAtOffset. + The value must be at least 0.5. - GL_MAX_TEXTURE_IMAGE_UNITS + GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS + + + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a fragment shader. + The value must be at least 8. + + + + + GL_MAX_FRAGMENT_UNIFORM_BLOCKS + + + data returns one value, + the maximum number of uniform blocks per fragment shader. The value must be at least 14. + See glUniformBlockBinding. + + + + + GL_MAX_FRAGMENT_UNIFORM_COMPONENTS + + + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a fragment shader. The value must be at least 1024. + See glUniform. + + + + + GL_MAX_FRAGMENT_UNIFORM_VECTORS + + + data returns one value, + the maximum number of individual 4-vectors of floating-point, integer, or boolean values + that can be held + in uniform variable storage for a fragment shader. The value is equal to the value of + GL_MAX_FRAGMENT_UNIFORM_COMPONENTS divided by 4 and must be at least 256. + See glUniform. + + + + + GL_MAX_FRAMEBUFFER_HEIGHT + + + data returns one value, + the maximum height for a framebuffer that has no attachments, which must be at least 16384. + See glFramebufferParameter. + + + + + GL_MAX_FRAMEBUFFER_LAYERS + + + data returns one value, + the maximum number of layers for a framebuffer that has no attachments, which must be at least 2048. + See glFramebufferParameter. + + + + + GL_MAX_FRAMEBUFFER_SAMPLES + + + data returns one value, + the maximum samples in a framebuffer that has no attachments, which must be at least 4. + See glFramebufferParameter. + + + + + GL_MAX_FRAMEBUFFER_WIDTH + + + data returns one value, + the maximum width for a framebuffer that has no attachments, which must be at least 16384. + See glFramebufferParameter. + + + + + GL_MAX_GEOMETRY_ATOMIC_COUNTERS + + + data returns a single value, the maximum number of atomic counters available to geometry shaders. + + + + + GL_MAX_GEOMETRY_IMAGE_UNIFORMS + + + data returns one value, + the maximum number of image variables in geometry shaders, which must be at least 0. + + + + + GL_MAX_GEOMETRY_INPUT_COMPONENTS + + + data returns one value, + the maximum number of components of inputs read by a geometry shader, which must be at least 64. + + + + + GL_MAX_GEOMETRY_OUTPUT_COMPONENTS + + + data returns one value, + the maximum number of components of outputs written by a geometry shader, which must be at least 128. + + + + + GL_MAX_GEOMETRY_OUTPUT_VERTICES + + + data returns one value, + the maximum number of output vertices a geometry shader can emit, which must be at least 256. + + + + + GL_MAX_GEOMETRY_INVOCATIONS + + + data returns one value, + the maximum number of geometry shader invocations, which must be at least 32. + + + + + GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS + + + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a geometry shader. + + + + + GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS + + + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the geometry shader. The value must be at least 16. + See glActiveTexture. + + + + + GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS + + + data returns one value, + the maximum number of total components (all vertices) of active outputs that a geometry shader can emit, + which must be at least 1024. + + + + + GL_MAX_GEOMETRY_UNIFORM_BLOCKS + + + data returns one value, + the maximum number of uniform blocks per geometry shader. The value must be at least 14. + See glUniformBlockBinding. + + + + + GL_MAX_GEOMETRY_UNIFORM_COMPONENTS + + + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a geometry shader. The value must be at least 1024. + See glUniform. + + + + + GL_MAX_IMAGE_SAMPLES + + + data returns one value, + the maxumim allowed samples for a texture level bound to an image unit. + The value must be at least 0. + + + + + GL_MAX_IMAGE_UNITS + + + data returns one value, + the number of units for image load/store/atomic. + The value must be at least 8. + + + + + GL_MAX_INTEGER_SAMPLES + + + data returns one value, + the maximum number of samples supported in integer format multisample buffers. + + + + + GL_MAX_LABEL_LENGTH + + + data returns one value, + the maximum length of a label that may be assigned to an object. + See glObjectLabel and + glObjectPtrLabel. + + + + + GL_MAX_PATCH_VERTICES + + + data returns one value, + the maximum patch size. + The value must be at least 32. + + + + + GL_MAX_PROGRAM_TEXEL_OFFSET + + + data returns one value, + the maximum texel offset allowed in a texture lookup, which must be at least 7. + + + + + GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET + + + data returns one value, + the maximum texel offset allowed for textureGather, which must be at least 7. + + + + + GL_MAX_RECTANGLE_TEXTURE_SIZE + + + data returns one value. + The value gives a rough estimate of the largest rectangular texture that + the GL can handle. The value must be at least 1024. + Use GL_PROXY_TEXTURE_RECTANGLE + to determine if a texture is too large. + See glTexImage2D. + + + + + GL_MAX_RENDERBUFFER_SIZE + + + data returns one value. + The value indicates the maximum supported size for renderbuffers. + See glFramebufferRenderbuffer. + + + + + GL_MAX_SAMPLE_MASK_WORDS + + + data returns one value, + the maximum number of sample mask words. + + + + + GL_MAX_SAMPLES + + + data returns one value, + the maximum number of samples supported for multisampling. + + + + + GL_MAX_SERVER_WAIT_TIMEOUT + + + data returns one value, + the maximum glWaitSync timeout interval. + + + + + GL_MAX_SHADER_STORAGE_BLOCK_SIZE + + + data returns one value, + the maximum size in basic machine units of a shader storage block. Must be at least 227. + + + + + GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS + + + data returns one value, + the maximum number of shader storage buffer binding points on the context, which must be at least 8. + + + + + GL_MAX_SUBROUTINES + + + data returns one value, + the maximum number of subroutines per shader stage, which must be at least 256. + + + + + GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS + + + data returns one value, + the maximum number of subroutine uniform locations per stage, which must be at least 1024. + + + + + GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS + + + data returns a single value, the maximum number of atomic counter buffers available to tessellation control shaders. + The value must be at least 0. + + + + + GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS + + + data returns a single value, the maximum number of atomic counters available to tessellation control shaders. + The value must be at least 0. + + + + + GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS + + + data returns a single value, the maximum number of image variables in tessellation control shaders. + The value must be at least 0. + + + + + GL_MAX_TESS_CONTROL_INPUT_COMPONENTS + + + data returns one value, + the maximum number of per-vertex inputs for tessellation control shaders, which must be at least 128. + + + + + GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS + + + data returns one value, + the maximum number of components for per-vertex output written by a tessellation control shader, which must be at least 128. + + + + + GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS + + + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a tessellation control shader. + The value must be at least 0. + + + + + GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS + + + data returns one value, + the maximum number of components for per-vertex and per-patch output written by a tessellation control shader, which must be at least 4096. + + + + + GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS + + + data returns one value, + the maximum number of uniform blocks for a tessellation control shader. + The value must be at least 14. + See glUniformBlockBinding. + + + + + GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS + + + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a tessellation control shader. The value must be at least 1024. + See glUniform. + + + + + GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS + + + data returns a single value, the maximum number of atomic counter buffers available to tessellation evaluation shaders. + The value must be at least 0. + + + + + GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS + + + data returns a single value, the maximum number of atomic counters available to tessellation evaluation shaders. + The value must be at least 0. + + + + + GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS + + + data returns a single value, the maximum number of image variables in tessellation evaluation shaders. + The value must be at least 0. + + + + + GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS + + + data returns one value, + the maximum number of per-vertex inputs for tessellation evaluation shaders, which must be at least 128. + + + + + GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS + + + data returns one value, + the maximum number of components for per-vertex output written by a tessellation evaluation shader, which must be at least 128. + + + + + GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS + + + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a tessellation evaluation shader. + + + + + GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS + + + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the tessellation evaluation shader. The value may be at least 16. + See glActiveTexture. + + + + + GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS + + + data returns one value, + the maximum number of uniform blocks for a tessellation evaluation shader. + The value must be at least 14. + See glUniformBlockBinding. + + + + + GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS + + + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a tessellation evaluation shader. The value must be at least 1024. + See glUniform. + + + + + GL_MAX_TESS_GEN_LEVEL + + + data returns one value, + the maximum level supported by tessellation primitive generator. + The value must be at least 64. + + + + + GL_MAX_TESS_PATCH_COMPONENTS + + + data returns one value, + the maximum number of components for per-patch output written by a tessellation control shader, which must be at least 120. + + + + + GL_MAX_TEXTURE_BUFFER_SIZE + + + data returns one value. + The value gives the maximum number of texels allowed in the texel array of a texture buffer object. + Value must be at least 65536. + + + + + GL_MAX_TEXTURE_IMAGE_UNITS data returns one value, the maximum supported texture image units that @@ -1280,6 +1926,17 @@ + + GL_MAX_TEXTURE_MAX_ANISOTROPY + + + data returns one value, + the maximum degree of anisotropy for textures. + The value must be at least 16.0. + See glTexParameter. + + + GL_MAX_TEXTURE_SIZE @@ -1294,11 +1951,38 @@ - GL_MAX_UNIFORM_BUFFER_BINDINGS + GL_MAX_TRANSFORM_FEEDBACK_BUFFERS - data returns one value, - the maximum number of uniform buffer binding points on the context, which must be at least 36. + data returns one value, the maximum number + of buffer objs to write with transform feedback. + + + + + GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS + + + data returns one value, the maximum number + of components to write to a single buffer in interleaved mode. + + + + + GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS + + + data returns one value, the maximum number + of separate attributes or outputs that can be captured in transform feedback. + + + + + GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS + + + data returns one value, the maximum number + of components per attribute or output in separate mode. @@ -1311,6 +1995,15 @@ + + GL_MAX_UNIFORM_BUFFER_BINDINGS + + + data returns one value, + the maximum number of uniform buffer binding points on the context, which must be at least 36. + + + GL_MAX_UNIFORM_LOCATIONS @@ -1329,6 +2022,18 @@ + + GL_MAX_VARYING_FLOATS + + + data returns one value, + the maximum number of interpolators available for processing varying variables used by + vertex and fragment shaders. This value represents the number of individual floating-point + values that can be interpolated; varying variables declared as vectors, matrices, and arrays + will all consume multiple interpolators. The value must be at least 32. + + + GL_MAX_VARYING_VECTORS @@ -1340,178 +2045,335 @@ - GL_MAX_VARYING_FLOATS + GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS + + + data returns a single value, the maximum number of atomic counter buffers available to vertex shaders. + The value must be at least 0. + + + + + GL_MAX_VERTEX_ATOMIC_COUNTERS + + + data returns a single value, the maximum number of atomic counters available to vertex shaders. + The value must be at least 0. + + + + + GL_MAX_VERTEX_ATTRIB_BINDINGS + + + data returns a single integer value containing the maximum number of vertex buffers that may be bound. + The value must be at least 16. + + + + + GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET + + + data returns a single integer value containing the maximum offset that may be added to a vertex binding + offset. + The value must be at least 2047. + + + + + GL_MAX_VERTEX_ATTRIB_STRIDE + + + data returns a single integer value containing the maximum vertex attribute stride. + The value must be at least 2048. + + + + + GL_MAX_VERTEX_ATTRIBS + + + data returns one value, + the maximum number of 4-component generic vertex attributes accessible to a vertex shader. + The value must be at least 16. + See glVertexAttrib. + + + + + GL_MAX_VERTEX_IMAGE_UNIFORMS + + + data returns one value, + the maximum number of image variables in vertex shaders, which must be at least 0. + + + + + GL_MAX_VERTEX_OUTPUT_COMPONENTS + + + data returns one value, + the maximum number of components of output written by a vertex shader, which must be at least 64. + + + + + GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS + + + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a vertex shader. + The value must be at least 0. + + + + + GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS + + + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the vertex shader. The value may be at least 16. + See glActiveTexture. + + + + + GL_MAX_VERTEX_UNIFORM_BLOCKS + + + data returns one value, + the maximum number of uniform blocks per vertex shader. The value must be at least 14. + See glUniformBlockBinding. + + + + + GL_MAX_VERTEX_UNIFORM_COMPONENTS + + + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a vertex shader. The value must be at least 1024. + See glUniform. + + + + + GL_MAX_VERTEX_UNIFORM_VECTORS + + + data returns one value, + the maximum number of 4-vectors that may be held in uniform variable storage for the vertex + shader. The value of GL_MAX_VERTEX_UNIFORM_VECTORS is equal to the + value of GL_MAX_VERTEX_UNIFORM_COMPONENTS and must be at least + 256. + + + + + GL_MAX_VIEWPORT_DIMS + + + data returns two values: + the maximum supported width and height of the viewport. + These must be at least as large as the visible dimensions of the display + being rendered to. + See glViewport. + + + + + GL_MAX_VIEWPORTS + + + data returns one value, the maximum number + of simultaneous viewports that are supported. + The value must be at least 16. + See glViewportIndexed. + + + + + GL_MIN_FRAGMENT_INTERPOLATION_OFFSET + + + data returns one value, the furthest negative offset for interpolateAtOffset. + The values must be at most -0.5. + + + + + GL_MIN_MAP_BUFFER_ALIGNMENT data returns one value, - the maximum number of interpolators available for processing varying variables used by - vertex and fragment shaders. This value represents the number of individual floating-point - values that can be interpolated; varying variables declared as vectors, matrices, and arrays - will all consume multiple interpolators. The value must be at least 32. + the minimum alignment in basic machine units of pointers returned fromglMapBuffer + and glMapBufferRange. This value must be a power of two and must + be at least 64. - - GL_MAX_VERTEX_ATOMIC_COUNTERS + GL_MIN_PROGRAM_TEXEL_OFFSET - data returns a single value, the maximum number of atomic counters available to vertex shaders. + data returns one value, + the minimum texel offset allowed in a texture lookup, which must be at most -8. - - GL_MAX_VERTEX_ATTRIBS + GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET data returns one value, - the maximum number of 4-component generic vertex attributes accessible to a vertex shader. - The value must be at least 16. - See glVertexAttrib. + the minimum texel offset allowed for textureGather, which must be at most -8. - GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS + GL_MIN_SAMPLE_SHADING_VALUE data returns one value, - the maximum number of active shader storage blocks that may be accessed by a vertex shader. + the fraction of multisamples to use for sample shading. + Initial value is 0.0. + See glMinSampleShading. - GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS + GL_MINOR_VERSION - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the vertex shader. The value may be at least 16. - See glActiveTexture. + data returns one value, + the minor version number of the OpenGL API supported by the current context. - GL_MAX_VERTEX_UNIFORM_COMPONENTS + GL_MULTISAMPLE - data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a vertex shader. The value must be at least 1024. - See glUniform. + data returns a single boolean value indicating whether multisample rasterization is enabled. + Intitial value is GL_FALSE. + See glEnable. - GL_MAX_VERTEX_UNIFORM_VECTORS + GL_NUM_COMPRESSED_TEXTURE_FORMATS - data returns one value, - the maximum number of 4-vectors that may be held in uniform variable storage for the vertex - shader. The value of GL_MAX_VERTEX_UNIFORM_VECTORS is equal to the - value of GL_MAX_VERTEX_UNIFORM_COMPONENTS and must be at least - 256. + data returns a single integer value indicating the number of available + compressed texture formats. The minimum value is 4. + See glCompressedTexImage2D. - GL_MAX_VERTEX_OUTPUT_COMPONENTS + GL_NUM_EXTENSIONS data returns one value, - the maximum number of components of output written by a vertex shader, which must be at least 64. + the number of extensions supported by the GL implementation for the current context. + See glGetString. - GL_MAX_VERTEX_UNIFORM_BLOCKS + GL_NUM_PROGRAM_BINARY_FORMATS data returns one value, - the maximum number of uniform blocks per vertex shader. The value must be at least 12. - See glUniformBlockBinding. + the number of program binary formats supported by the implementation. - GL_MAX_VIEWPORT_DIMS + GL_NUM_SHADER_BINARY_FORMATS - data returns two values: - the maximum supported width and height of the viewport. - These must be at least as large as the visible dimensions of the display - being rendered to. - See glViewport. + data returns one value, + the number of binary shader formats supported by the implementation. If this value is + greater than zero, then the implementation supports loading binary shaders. If it is + zero, then the loading of binary shaders by the implementation is not supported. - GL_MAX_VIEWPORTS + GL_NUM_SHADING_LANGUAGE_VERSIONS - data returns one value, the maximum number - of simultaneous viewports that are supported. - The value must be at least 16. - See glViewportIndexed. + data returns one value, + the number of shading language versions supported by the implementation. + See glGetString. - GL_MINOR_VERSION + GL_NUM_SPIR_V_EXTENSIONS data returns one value, - the minor version number of the OpenGL API supported by the current context. + the number of SPIR-V extensions supported by the implementation. + See glGetString. - GL_NUM_COMPRESSED_TEXTURE_FORMATS + GL_PACK_ALIGNMENT - data returns a single integer value indicating the number of available - compressed texture formats. The minimum value is 4. - See glCompressedTexImage2D. + data returns one value, + the byte alignment used for writing pixel data to memory. The initial + value is 4. + See glPixelStore. - GL_NUM_EXTENSIONS + GL_PACK_COMPRESSED_BLOCK_DEPTH data returns one value, - the number of extensions supported by the GL implementation for the current context. - See glGetString. + the compressed block depth used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. - GL_NUM_PROGRAM_BINARY_FORMATS + GL_PACK_COMPRESSED_BLOCK_HEIGHT data returns one value, - the number of program binary formats supported by the implementation. + the compressed block height used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. - GL_NUM_SHADER_BINARY_FORMATS + GL_PACK_COMPRESSED_BLOCK_SIZE data returns one value, - the number of binary shader formats supported by the implementation. If this value is - greater than zero, then the implementation supports loading binary shaders. If it is - zero, then the loading of binary shaders by the implementation is not supported. + the compressed block size used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. - GL_PACK_ALIGNMENT + GL_PACK_COMPRESSED_BLOCK_WIDTH data returns one value, - the byte alignment used for writing pixel data to memory. The initial - value is 4. + the compressed block width used for writing pixel data to memory. + The initial value is 0. See glPixelStore. @@ -1593,6 +2455,45 @@ + + GL_PARAMETER_BUFFER_BINDING + + + data returns a single value, the name of the buffer object + currently bound to the target GL_PARAMETER_BUFFER. + + + + + GL_PATCH_VERTICES + + + data returns a single value, the number of vertices in an input patch. + Initial value is 3. + See glPatchParameter. + + + + + GL_PATCH_DEFAULT_OUTER_LEVEL + + + data returns a four values, the default outer tessellation level without tessellation control shader. + The initial value is (1.0, 1.0, 1.0, 1.0). + See glPatchParameter. + + + + + GL_PATCH_DEFAULT_INNER_LEVEL + + + data returns a two values, the default inner tessellation level without tessellation control shader. + The initial value is (1.0, 1.0). + See glPatchParameter. + + + GL_PIXEL_PACK_BUFFER_BINDING @@ -1626,98 +2527,114 @@ - GL_PRIMITIVE_RESTART_INDEX + GL_POINT_SIZE data returns one value, - the current primitive restart index. The initial value is 0. - See glPrimitiveRestartIndex. + the point size as specified by glPointSize. + The initial value is 1. - GL_PROGRAM_BINARY_FORMATS + GL_POINT_SIZE_GRANULARITY - data an array of GL_NUM_PROGRAM_BINARY_FORMATS values, - indicating the proram binary formats supported by the implementation. + data returns one value, + the size difference between adjacent supported sizes for antialiased points. + See glPointSize. - GL_PROGRAM_PIPELINE_BINDING + GL_POINT_SIZE_RANGE - data a single value, the name of the currently bound program pipeline - object, or zero if no program pipeline object is bound. - See glBindProgramPipeline. + data returns two values: + the smallest and largest supported sizes for antialiased + points. The smallest size must be at most 1, and the largest size must + be at least 1. + See glPointSize. - GL_PROGRAM_POINT_SIZE + GL_POINT_SPRITE_COORD_ORIGIN - data returns a single boolean value indicating whether vertex - program point size mode is enabled. If enabled, then the - point size is taken from the shader built-in gl_PointSize. If disabled, - then the point size is taken from the point state as specified - by glPointSize. - The initial value is GL_FALSE. + data returns a single value, the origin orientation for point sprites. + The value is either GL_UPPER_LEFT or GL_LOWER_LEFT + Initial value is GL_UPPER_LEFT. + See glPointParameter. - GL_PROVOKING_VERTEX + GL_POLYGON_MODE - data returns one value, - the currently selected provoking vertex convention. The initial value is GL_LAST_VERTEX_CONVENTION. - See glProvokingVertex. + data returns one value, the polygon rasterization mode. + The value is either GL_FILL, GL_LINE, or GL_POINT. + Initial value is GL_FILL. + See glPolygonMode. - GL_POINT_SIZE + GL_POLYGON_OFFSET_CLAMP data returns one value, - the point size as specified by glPointSize. - The initial value is 1. + the maximum or minimum value for the polygon offset calculation. + Negative values indicate a minimum depth offset while maximum values indicate a maximum depth offset. + A value of zero means no clamping is done. + The initial value is 0. + See glPolygonOffsetClamp. - GL_POINT_SIZE_GRANULARITY + GL_POLYGON_OFFSET_FACTOR data returns one value, - the size difference between adjacent supported sizes for antialiased points. - See glPointSize. + the scaling factor used to determine the variable offset that is added + to the depth value of each fragment generated when a polygon is + rasterized. The initial value is 0. + See glPolygonOffset and + glPolygonOffsetClamp. - GL_POINT_SIZE_RANGE + GL_POLYGON_OFFSET_FILL - data returns two values: - the smallest and largest supported sizes for antialiased - points. The smallest size must be at most 1, and the largest size must - be at least 1. - See glPointSize. + data returns a single boolean value indicating whether polygon offset + is enabled for polygons in fill mode. The initial value is GL_FALSE. + See glPolygonOffset and + glPolygonOffsetClamp. - GL_POLYGON_OFFSET_FACTOR + GL_POLYGON_OFFSET_LINE - data returns one value, - the scaling factor used to determine the variable offset that is added - to the depth value of each fragment generated when a polygon is - rasterized. The initial value is 0. - See glPolygonOffset and + data returns a single boolean value indicating whether polygon offset + is enabled for polygons in line mode. The initial value is GL_FALSE. + See glPolygonOffset and + glPolygonOffsetClamp. + + + + + GL_POLYGON_OFFSET_POINT + + + data returns a single boolean value indicating whether polygon offset + is enabled for polygons in point mode. The initial value is GL_FALSE. + See glPolygonOffset and glPolygonOffsetClamp. @@ -1736,67 +2653,135 @@ - GL_POLYGON_OFFSET_CLAMP + GL_POLYGON_SMOOTH + + + data returns a single boolean value indicating whether antialiasing of + polygons is enabled. The initial value is GL_FALSE. + See glPolygonMode. + + + + + GL_POLYGON_SMOOTH_HINT + + + data returns one value, + a symbolic constant indicating the mode of the polygon antialiasing + hint. The initial value is GL_DONT_CARE. + See glHint. + + + + + GL_PRIMITIVE_RESTART + + + data returns one boolean value indicating whether primitive restart is enabled. + The initial value is GL_FALSE. + See glEnable. + + + + + GL_PRIMITIVE_RESTART_FIXED_INDEX + + + data returns one boolean value indicating whether primitive restart fixed index is enabled. + The initial value is GL_FALSE. + See glEnable. + + + + + GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED + + + data returns one boolean value indicating whether primitive restart is supported for GL_PATCHES. + + + + + GL_PRIMITIVE_RESTART_INDEX + + + data returns one value, + the current primitive restart index. The initial value is 0. + See glPrimitiveRestartIndex. + + + + + GL_PROGRAM_BINARY_FORMATS + + + data an array of GL_NUM_PROGRAM_BINARY_FORMATS values, + indicating the proram binary formats supported by the implementation. + + + + + GL_PROGRAM_PIPELINE_BINDING - data returns one value. - This value is used to clamp the offset added to the depth value of each - fragment generated when a polygon is resterized. The initial value is 0. - See glPolygonOffsetClamp. + data a single value, the name of the currently bound program pipeline + object, or zero if no program pipeline object is bound. + See glBindProgramPipeline. - GL_POLYGON_OFFSET_FILL + GL_PROGRAM_POINT_SIZE - data returns a single boolean value indicating whether polygon offset - is enabled for polygons in fill mode. The initial value is GL_FALSE. - See glPolygonOffset and - glPolygonOffsetClamp. + data returns a single boolean value indicating whether vertex + program point size mode is enabled. If enabled, then the + point size is taken from the shader built-in gl_PointSize. If disabled, + then the point size is taken from the point state as specified + by glPointSize. + The initial value is GL_FALSE. - GL_POLYGON_OFFSET_LINE + GL_PROVOKING_VERTEX - data returns a single boolean value indicating whether polygon offset - is enabled for polygons in line mode. The initial value is GL_FALSE. - See glPolygonOffset and - glPolygonOffsetClamp. + data returns one value, + the currently selected provoking vertex convention. The initial value is GL_LAST_VERTEX_CONVENTION. + See glProvokingVertex. - GL_POLYGON_OFFSET_POINT + GL_QUERY_BUFFER_BINDING - data returns a single boolean value indicating whether polygon offset - is enabled for polygons in point mode. The initial value is GL_FALSE. - See glPolygonOffset and - glPolygonOffsetClamp. + data returns a single value, the name of the buffer object + currently bound to the target GL_QUERY_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. - GL_POLYGON_SMOOTH + GL_RASTERIZER_DISCARD - data returns a single boolean value indicating whether antialiasing of - polygons is enabled. The initial value is GL_FALSE. - See glPolygonMode. + data returns a single boolean value indicating whether primitives are discarded before rasterization. + Initial value is GL_FALSE. + See glEnable. - GL_POLYGON_SMOOTH_HINT + GL_READ_FRAMEBUFFER_BINDING data returns one value, - a symbolic constant indicating the mode of the polygon antialiasing - hint. The initial value is GL_DONT_CARE. - See glHint. + the name of the framebuffer object currently bound to the GL_READ_FRAMEBUFFER target. + If the default framebuffer is bound, this value will be zero. The initial value is zero. + See glBindFramebuffer. @@ -1824,6 +2809,33 @@ + + GL_RESET_NOTIFICATION_STRATEGY + + + data returns a single value, the reset notification behavior. + Either GL_NO_RESET_NOTIFICATION or GL_LOSE_CONTEXT_ON_RESET. + + + + + GL_SAMPLE_ALPHA_TO_COVERAGE + + + data returns a single boolean values indicating if alpha to coverage is enabled. + See glEnable. + + + + + GL_SAMPLE_ALPHA_TO_ONE + + + data returns a single boolean values indicating if fragment output alpha should be replaced by the maximum representable alpha value. + See glEnable. + + + GL_SAMPLE_BUFFERS @@ -1835,12 +2847,13 @@ - GL_SAMPLE_COVERAGE_VALUE + GL_SAMPLE_COVERAGE - data returns a single positive floating-point value indicating the - current sample coverage value. - See glSampleCoverage. + data returns a single boolean values indicating if GL_SAMPLE_COVERAGE_VALUE + and GL_SAMPLE_COVERAGE_INVERT will be used to modify the coverage mask. + Initial value is GL_FALSE. + See glEnable. @@ -1850,10 +2863,31 @@ data returns a single boolean value indicating if the temporary coverage value should be inverted. + Initial value is GL_FALSE. + See glSampleCoverage. + + + + + GL_SAMPLE_COVERAGE_VALUE + + + data returns a single positive floating-point value indicating the + current sample coverage value. + Initial value is 1.0. See glSampleCoverage. + + GL_SAMPLE_MASK + + + params returns a single boolean value indicating whether GL_SAMPLE_MASK_VALUE is used. + See glEnable. + + + GL_SAMPLE_MASK_VALUE @@ -1863,6 +2897,15 @@ + + GL_SAMPLE_SHADING + + + params returns a single boolean value indicating whether sample shading is enabled. + See glEnable. + + + GL_SAMPLER_BINDING @@ -1913,6 +2956,16 @@ + + GL_SHADER_BINARY_FORMATS + + + data an array of GL_NUM_SHADER_BINARY_FORMATS values, + indicating the shader binary formats supported by the implementation. + As of OpenGL 4.6 GL_SHADER_BINARY_FORMAT_SPIR_V is always supported. + + + GL_SHADER_COMPILER @@ -1945,48 +2998,48 @@ data returns a single value, the minimum required alignment - for shader storage buffer sizes and offset. The initial value is 1. + for shader storage buffer sizes and offset. The value is guaranteed to be less than or equal to 256. See glShaderStorageBlockBinding. - GL_SHADER_STORAGE_BUFFER_START + GL_SHADER_STORAGE_BUFFER_SIZE When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the start offset of the binding range for each + data returns a single value, the size of the binding range for each indexed shader storage buffer binding. The initial value is 0 for all bindings. See glBindBufferRange. - GL_SHADER_STORAGE_BUFFER_SIZE + GL_SHADER_STORAGE_BUFFER_START When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the size of the binding range for each + data returns a single value, the start offset of the binding range for each indexed shader storage buffer binding. The initial value is 0 for all bindings. See glBindBufferRange. - GL_SMOOTH_LINE_WIDTH_RANGE + GL_SMOOTH_LINE_WIDTH_GRANULARITY - data returns a pair of values indicating the range of - widths supported for smooth (antialiased) lines. See glLineWidth. + data returns a single value indicating the level of + quantization applied to smooth line width parameters. - GL_SMOOTH_LINE_WIDTH_GRANULARITY + GL_SMOOTH_LINE_WIDTH_RANGE - data returns a single value indicating the level of - quantization applied to smooth line width parameters. + data returns a pair of values indicating the range of + widths supported for smooth (antialiased) lines. See glLineWidth. @@ -2299,6 +3352,16 @@ + + GL_TEXTURE_BINDING_CUBE_MAP_ARRAY + + + data returns a single value, the name of the texture + currently bound to the target GL_TEXTURE_CUBE_MAP_ARRAY. The initial value is 0. + See glBindTexture. + + + GL_TEXTURE_BINDING_RECTANGLE @@ -2310,11 +3373,13 @@ - GL_TEXTURE_COMPRESSION_HINT + GL_TEXTURE_BUFFER_BINDING - data returns a single value indicating the mode of the texture - compression hint. The initial value is GL_DONT_CARE. + data returns a single value, the name of the buffer object + currently bound to the target GL_TEXTURE_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. @@ -2323,11 +3388,29 @@ data returns a single value, the minimum required alignment - for texture buffer sizes and offset. The initial value is 1. + for texture buffer sizes and offset. The value is guaranteed to be less than or equal to 256. See glUniformBlockBinding. + + GL_TEXTURE_COMPRESSION_HINT + + + data returns a single value indicating the mode of the texture + compression hint. The initial value is GL_DONT_CARE. + + + + + GL_TEXTURE_CUBE_MAP_SEAMLESS + + + data returns a single boolean value indicating whether seamless cubemap filtering is + enabled. Initial value is GL_FALSE. + + + GL_TIMESTAMP @@ -2338,6 +3421,28 @@ + + GL_TRANSFORM_FEEDBACK_BINDING + + + data returns a single value, the name of the transform feedback object + currently bound to the target GL_TRANSFORM_FEEDBACK. If no transform feedback object + is bound to this target, 0 is returned. + See glBindTransformFeedback. + + + + + GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE + + + data returns a single boolean value indicating if transform feedback is active. + The initial value is GL_FALSE. + See glBeginTransformFeedback and + glEndTransformFeedback. + + + GL_TRANSFORM_FEEDBACK_BUFFER_BINDING @@ -2355,22 +3460,33 @@ - GL_TRANSFORM_FEEDBACK_BUFFER_START + GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED + + + data returns a single boolean value indicating if transform feedback is paused. + The initial value is GL_FALSE. + See glPauseTransformFeedback and + glResumeTransformFeedback. + + + + + GL_TRANSFORM_FEEDBACK_BUFFER_SIZE When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the start offset of the binding range for each + data returns a single value, the size of the binding range for each transform feedback attribute stream. The initial value is 0 for all streams. See glBindBufferRange. - GL_TRANSFORM_FEEDBACK_BUFFER_SIZE + GL_TRANSFORM_FEEDBACK_BUFFER_START When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the size of the binding range for each + data returns a single value, the start offset of the binding range for each transform feedback attribute stream. The initial value is 0 for all streams. See glBindBufferRange. @@ -2397,7 +3513,7 @@ data returns a single value, the minimum required alignment - for uniform buffer sizes and offset. The initial value is 1. + for uniform buffer sizes and offset. The value is guaranteed to be less than or equal to 256. See glUniformBlockBinding. @@ -2435,6 +3551,50 @@ + + GL_UNPACK_COMPRESSED_BLOCK_DEPTH + + + data returns one value, + the compressed block depth used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. + + + + + GL_UNPACK_COMPRESSED_BLOCK_HEIGHT + + + data returns one value, + the compressed block height used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. + + + + + GL_UNPACK_COMPRESSED_BLOCK_SIZE + + + data returns one value, + the compressed block size used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. + + + + + GL_UNPACK_COMPRESSED_BLOCK_WIDTH + + + data returns one value, + the compressed block width used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. + + + GL_UNPACK_IMAGE_HEIGHT @@ -2523,6 +3683,15 @@ + + GL_VERTEX_BINDING_BUFFER + + + Accepted by the indexed forms. data returns a single integer value representing the name of the buffer + bound to vertex binding index. + + + GL_VERTEX_BINDING_DIVISOR @@ -2550,32 +3719,6 @@ - - GL_VERTEX_BINDING_BUFFER - - - Accepted by the indexed forms. data returns a single integer value representing the name of the buffer - bound to vertex binding index. - - - - - GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET - - - data returns a single integer value containing the maximum offset that may be added to a vertex binding - offset. - - - - - GL_MAX_VERTEX_ATTRIB_BINDINGS - - - data returns a single integer value containing the maximum number of vertex buffers that may be bound. - - - GL_VIEWPORT @@ -2651,16 +3794,7 @@ - - GL_MAX_ELEMENT_INDEX - - - data returns a single value, the maximum index that may be specified during the - transfer of generic vertex attributes to the GL. - - - - + Many of the boolean parameters can also be queried more easily using glIsEnabled. diff --git a/gl4/glGetGraphicsResetStatus.xml b/gl4/glGetGraphicsResetStatus.xml index 84ba52cf..f7223568 100644 --- a/gl4/glGetGraphicsResetStatus.xml +++ b/gl4/glGetGraphicsResetStatus.xml @@ -156,9 +156,9 @@ See Also - glGetError + glGetError, glGetIntegerv, - glGetQueryObjectuiv + glGetQueryObjectuiv, glGetSynciv diff --git a/gl4/glShaderBinary.xml b/gl4/glShaderBinary.xml index 18397078..d76e980b 100644 --- a/gl4/glShaderBinary.xml +++ b/gl4/glShaderBinary.xml @@ -82,9 +82,9 @@ The binary image contained in binary will be decoded according to the extension - specification defining the specified binaryFormat token. OpenGL - does not define any specific binary formats, but it does provide a mechanism to obtain token - vaues for such formats provided by such extensions. + specification defining the specified binaryFormat token. OpenGL 4.6 + defines the GL_SHADER_BINARY_FORMAT_SPIR_V format, it also provide a mechanism to obtain token + vaues for formats provided by extensions. Depending on the types of the shader objects in shaders, glShaderBinary diff --git a/gl4/glTexParameter.xml b/gl4/glTexParameter.xml index 421de7ac..5f539576 100644 --- a/gl4/glTexParameter.xml +++ b/gl4/glTexParameter.xml @@ -1414,6 +1414,21 @@ + + + + + GL_TEXTURE_MAX_ANISOTROPY + + + Sets the maximum degree of anisotropy parameter. + If this value is set to a value greater than 1.0, anisotropic texture filtering is used to filter the texture. + Otherwise isotropic texture filtering is used. + The initial value is 1.0. + + + + diff --git a/gl4/html/glBufferData.xhtml b/gl4/html/glBufferData.xhtml index d6ff873f..f9776562 100644 --- a/gl4/html/glBufferData.xhtml +++ b/gl4/html/glBufferData.xhtml @@ -152,6 +152,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glBufferStorage.xhtml b/gl4/html/glBufferStorage.xhtml index 05279fec..1db6568d 100644 --- a/gl4/html/glBufferStorage.xhtml +++ b/gl4/html/glBufferStorage.xhtml @@ -152,6 +152,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glBufferSubData.xhtml b/gl4/html/glBufferSubData.xhtml index ee745359..21d9368b 100644 --- a/gl4/html/glBufferSubData.xhtml +++ b/gl4/html/glBufferSubData.xhtml @@ -152,6 +152,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glClampColor.xhtml b/gl4/html/glClampColor.xhtml index e6b65898..fc1f6e06 100644 --- a/gl4/html/glClampColor.xhtml +++ b/gl4/html/glClampColor.xhtml @@ -67,7 +67,7 @@

    - Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE. + Specifies whether to apply color clamping. clamp must be GL_TRUE, GL_FALSE, or GL_FIXED_ONLY.

    diff --git a/gl4/html/glClearBufferData.xhtml b/gl4/html/glClearBufferData.xhtml index d2a16e09..2e1504a8 100644 --- a/gl4/html/glClearBufferData.xhtml +++ b/gl4/html/glClearBufferData.xhtml @@ -160,6 +160,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glClearBufferSubData.xhtml b/gl4/html/glClearBufferSubData.xhtml index 6ea25fad..a04186a5 100644 --- a/gl4/html/glClearBufferSubData.xhtml +++ b/gl4/html/glClearBufferSubData.xhtml @@ -176,6 +176,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glCopyBufferSubData.xhtml b/gl4/html/glCopyBufferSubData.xhtml index 5085e98a..c256db2c 100644 --- a/gl4/html/glCopyBufferSubData.xhtml +++ b/gl4/html/glCopyBufferSubData.xhtml @@ -266,6 +266,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glFlushMappedBufferRange.xhtml b/gl4/html/glFlushMappedBufferRange.xhtml index 1eb3eee8..86ac9eb5 100644 --- a/gl4/html/glFlushMappedBufferRange.xhtml +++ b/gl4/html/glFlushMappedBufferRange.xhtml @@ -144,6 +144,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glGet.xhtml b/gl4/html/glGet.xhtml index aad19ee4..135a57b5 100644 --- a/gl4/html/glGet.xhtml +++ b/gl4/html/glGet.xhtml @@ -381,26 +381,26 @@
    - GL_BLEND_EQUATION_RGB + GL_BLEND_EQUATION_ALPHA

    data returns one value, a symbolic constant indicating whether - the RGB blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, + the Alpha blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN or GL_MAX. See glBlendEquationSeparate.

    - GL_BLEND_EQUATION_ALPHA + GL_BLEND_EQUATION_RGB

    data returns one value, a symbolic constant indicating whether - the Alpha blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, + the RGB blend equation is GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN or GL_MAX. See glBlendEquationSeparate.

    @@ -431,6 +431,59 @@ See glBlendFunc and glBlendFuncSeparate.

    +
    + + GL_CLAMP_READ_COLOR + +
    +
    +

    + data returns a single value, the current read color clamping mode. + The value is either GL_TRUE, GL_FALSE, or GL_FIXED_ONLY. + Initial value is GL_FIXED_ONLY. + See glClampColor. +

    +
    +
    + + GL_CLIP_DISTANCE + + i + + +
    +
    +

    + data returns a single boolean value indicating if the ith user clipping plane is enabled. + Initial value is GL_FALSE. +

    +
    +
    + + GL_CLIP_ORIGIN + +
    +
    +

    + data returns a single value indicating the clip origin. + The value is either GL_LOWER_LEFT or GL_UPPER_LEFT. + Initial value is GL_LOWER_LEFT. + See glClipControl. +

    +
    +
    + + GL_CLIP_DEPTH_MODE + +
    +
    +

    + data returns a single value indicating the clip depth mode. + The value is either GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE. + Initial value is GL_NEGATIVE_ONE_TO_ONE. + See glClipControl. +

    +
    GL_COLOR_CLEAR_VALUE @@ -496,215 +549,165 @@
    - GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS - -
    -
    -

    - data returns one value, - the maximum number of active shader storage blocks that may be accessed by a compute shader. -

    -
    -
    - - GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS + GL_CONTEXT_FLAGS

    data returns one value, - the maximum total number of active shader storage blocks that may be accessed by all active shaders. + the flags with which the context was created (such as debugging functionality).

    - GL_MAX_COMPUTE_UNIFORM_BLOCKS + GL_CONTEXT_PROFILE_MASK

    data returns one value, - the maximum number of uniform blocks per compute shader. The value must be at least 14. - See glUniformBlockBinding. + the profile mask with which the context was created (such as core profile or compatibility profile).

    - GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS + GL_CONTEXT_RELEASE_BEHAVIOR

    - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the compute shader. The value must be at least 16. - See glActiveTexture. + data returns one value, the flush behavior when the context is released with which the context was created. + Initial value is depends on how the context was created, the default is nothing else is specified is GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH. + The value is either GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH or GL_NONE.

    - GL_MAX_COMPUTE_UNIFORM_COMPONENTS + GL_COPY_READ_BUFFER_BINDING

    - data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a compute shader. The value must be at least 1024. - See glUniform. + data returns a single value, the name of the buffer object + currently bound to the target GL_COPY_READ_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer.

    - GL_MAX_COMPUTE_ATOMIC_COUNTERS + GL_COPY_WRITE_BUFFER_BINDING

    - data returns a single value, the maximum number of atomic counters available to compute shaders. + data returns a single value, the name of the buffer object + currently bound to the target GL_COPY_WRITE_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer.

    - GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS + GL_CULL_FACE

    - data returns a single value, the maximum number of atomic counter buffers that may be accessed by a compute shader. + data returns a single boolean value indicating whether polygon culling + is enabled. The initial value is GL_FALSE. + See glCullFace.

    - GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS + GL_CULL_FACE_MODE

    - data returns one value, - the number of words for compute shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + data returns a single value indicating the mode of polygon culling. + The initial value is GL_BACK. + See glCullFace.

    - GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS + GL_CURRENT_PROGRAM

    data returns one value, - the number of invocations in a single local work group - (i.e., the product of the three dimensions) that may - be dispatched to a compute shader. -

    -
    -
    - - GL_MAX_COMPUTE_WORK_GROUP_COUNT - -
    -
    -

    - Accepted by the indexed versions of glGet. - data the maximum number of work - groups that may be dispatched to a compute shader. Indices - 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively. -

    -
    -
    - - GL_MAX_COMPUTE_WORK_GROUP_SIZE - -
    -
    -

    - Accepted by the indexed versions of glGet. - data the maximum size of a work - groups that may be used during compilation of a compute shader. Indices - 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively. -

    -
    -
    - - GL_DISPATCH_INDIRECT_BUFFER_BINDING - -
    -
    -

    - data returns a single value, the name of the buffer object - currently bound to the target GL_DISPATCH_INDIRECT_BUFFER. If no buffer object - is bound to this target, 0 is returned. The initial value is 0. - See glBindBuffer. + the name of the program object that is currently active, or 0 if no program object is active. + See glUseProgram.

    - GL_MAX_DEBUG_GROUP_STACK_DEPTH + GL_DEBUG_GROUP_STACK_DEPTH

    - data returns a single value, the maximum depth of the + data returns a single value, the current depth of the debug message group stack.

    - GL_DEBUG_GROUP_STACK_DEPTH + GL_DEBUG_LOGGED_MESSAGES

    - data returns a single value, the current depth of the - debug message group stack. + data returns a single value, the number of messages + currently in the debug message log.

    - GL_CONTEXT_FLAGS + GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH

    - data returns one value, - the flags with which the context was created (such as debugging functionality). + data returns a single value, the string length + of the oldest debug message in the debug message log.

    - GL_CULL_FACE + GL_DEBUG_OUTPUT

    - data returns a single boolean value indicating whether polygon culling - is enabled. The initial value is GL_FALSE. - See glCullFace. + data returns a single boolean value indicating whether debug output is enabled. + The initial value is GL_TRUE in a debug context and GL_FALSE in a non-debug context.

    - GL_CULL_FACE_MODE + GL_DEBUG_OUTPUT_SYNCHRONOUS

    - data returns a single value indicating the mode of polygon culling. - The initial value is GL_BACK. - See glCullFace. + data returns a single boolean value indicating whether synchronous debug callbacks are enabled. + The initial value is GL_FALSE.

    - GL_CURRENT_PROGRAM + GL_DEPTH_CLAMP

    - data returns one value, - the name of the program object that is currently active, or 0 if no program object is active. - See glUseProgram. + data returns a single boolean value indicating whether depth clamping is enabled. + Initial value is GL_FALSE + See glDepthRange.

    @@ -790,6 +793,19 @@ See glDepthMask.

    +
    + + GL_DISPATCH_INDIRECT_BUFFER_BINDING + +
    +
    +

    + data returns a single value, the name of the buffer object + currently bound to the target GL_DISPATCH_INDIRECT_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. +

    +
    GL_DITHER @@ -858,15 +874,15 @@
    - GL_READ_FRAMEBUFFER_BINDING + GL_DRAW_INDIRECT_BUFFER_BINDING

    data returns one value, - the name of the framebuffer object currently bound to the GL_READ_FRAMEBUFFER target. - If the default framebuffer is bound, this value will be zero. The initial value is zero. - See glBindFramebuffer. + the name of the buffer object currently bound to the GL_DRAW_INDIRECT_BUFFER target. + If no buffer object is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer.

    @@ -882,6 +898,17 @@ See glBindBuffer.

    +
    + + GL_FRAGMENT_INTERPOLATION_OFFSET_BITS + +
    +
    +

    + data returns one value, the subpixel bits for interpolateAtOffset. + The value must be at least 4. +

    +
    GL_FRAGMENT_SHADER_DERIVATIVE_HINT @@ -898,1176 +925,2189 @@
    - GL_IMPLEMENTATION_COLOR_READ_FORMAT + GL_FRAMEBUFFER_SRGB

    - data returns a single GLenum value indicating - the implementation's preferred pixel data format. - See glReadPixels. + data returns a single boolean value indicating whether sRGB update and blending is enabled. + Initial value is GL_FALSE. + See glEnable.

    - GL_IMPLEMENTATION_COLOR_READ_TYPE + GL_FRONT_FACE

    - data returns a single GLenum value indicating - the implementation's preferred pixel data type. - See glReadPixels. + data returns one value, the polygon frontface mode. + The value is either GL_CCW or GL_CW. + The initial value is GL_CCW. + See glFrontFace.

    - GL_LINE_SMOOTH + GL_IMAGE_BINDING_ACCESS

    - data returns a single boolean value indicating whether antialiasing of - lines is enabled. The initial value is GL_FALSE. - See glLineWidth. + Accepted by the indexed versions of glGet. + data returns a single enum value, the read/write access of the texture object bound to the indexed image unit. + The value is either GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE. + Initial value is GL_READ_ONLY. + See glBindImageTexture.

    - GL_LINE_SMOOTH_HINT + GL_IMAGE_BINDING_FORMAT

    - data returns one value, - a symbolic constant indicating the mode of the line antialiasing - hint. The initial value is GL_DONT_CARE. - See glHint. + Accepted by the indexed versions of glGet. + data returns a single value, the image format of the indexed image unit. + The value must be one of the allowed image formats. + Initial value is GL_R8. + See glBindImageTexture.

    - GL_LINE_WIDTH + GL_IMAGE_BINDING_LAYER

    - data returns one value, - the line width as specified with glLineWidth. The initial value is - 1. + Accepted by the indexed versions of glGet. + data returns a single value, the layer of the texture object bound to the indexed image unit. + Initial value is 0. + See glBindImageTexture.

    - GL_LAYER_PROVOKING_VERTEX + GL_IMAGE_BINDING_LAYERED

    - data returns one value, - the implementation dependent specifc vertex of a primitive that is used to select the rendering layer. - If the value returned is equivalent to GL_PROVOKING_VERTEX, then the vertex - selection follows the convention specified by - glProvokingVertex. - If the value returned is equivalent to GL_FIRST_VERTEX_CONVENTION, then the - selection is always taken from the first vertex in the primitive. - If the value returned is equivalent to GL_LAST_VERTEX_CONVENTION, then the - selection is always taken from the last vertex in the primitive. - If the value returned is equivalent to GL_UNDEFINED_VERTEX, then the - selection is not guaranteed to be taken from any specific vertex in the primitive. + Accepted by the indexed versions of glGet. + data returns a single boolean value, if the texture object bound to the indexed image unit was bound with multiple layers. + Initial value is GL_FALSE. + See glBindImageTexture.

    - GL_LOGIC_OP_MODE + GL_IMAGE_BINDING_LEVEL

    - data returns one value, - a symbolic constant indicating the selected logic operation - mode. The initial value is GL_COPY. - See glLogicOp. + Accepted by the indexed versions of glGet. + data returns a single value, the level of the texture object bound to the indexed image unit. + Initial value is 0. + See glBindImageTexture.

    - GL_MAJOR_VERSION + GL_IMAGE_BINDING_NAME

    - data returns one value, - the major version number of the OpenGL API supported by the current context. + Accepted by the indexed versions of glGet. + data returns a single value, the name of the texture object bound to the indexed image unit. + Initial value is 0. + See glBindImageTexture.

    - GL_MAX_3D_TEXTURE_SIZE + GL_IMPLEMENTATION_COLOR_READ_FORMAT

    - data returns one value, - a rough estimate of the largest 3D texture that the GL can handle. - The value must be at least 64. - Use GL_PROXY_TEXTURE_3D to determine if a texture is too large. - See glTexImage3D. + data returns a single GLenum value indicating + the implementation's preferred pixel data format. + See glReadPixels.

    - GL_MAX_ARRAY_TEXTURE_LAYERS + GL_IMPLEMENTATION_COLOR_READ_TYPE

    - data returns one value. - The value indicates the maximum number of layers allowed in an array texture, and must be at least 256. - See glTexImage2D. + data returns a single GLenum value indicating + the implementation's preferred pixel data type. + See glReadPixels.

    - GL_MAX_CLIP_DISTANCES + GL_LAYER_PROVOKING_VERTEX

    data returns one value, - the maximum number of application-defined clipping distances. The value must be at least 8. -

    + the implementation dependent specifc vertex of a primitive that is used to select the rendering layer. + If the value returned is equivalent to GL_PROVOKING_VERTEX, then the vertex + selection follows the convention specified by + glProvokingVertex. + If the value returned is equivalent to GL_FIRST_VERTEX_CONVENTION, then the + selection is always taken from the first vertex in the primitive. + If the value returned is equivalent to GL_LAST_VERTEX_CONVENTION, then the + selection is always taken from the last vertex in the primitive. + If the value returned is equivalent to GL_UNDEFINED_VERTEX, then the + selection is not guaranteed to be taken from any specific vertex in the primitive. +

    - GL_MAX_COLOR_TEXTURE_SAMPLES + GL_LINE_SMOOTH

    - data returns one value, - the maximum number of samples in a color multisample texture. + data returns a single boolean value indicating whether antialiasing of + lines is enabled. The initial value is GL_FALSE. + See glLineWidth.

    - GL_MAX_COMBINED_ATOMIC_COUNTERS + GL_LINE_SMOOTH_HINT

    - data returns a single value, the maximum number of atomic counters available to all active shaders. + data returns one value, + a symbolic constant indicating the mode of the line antialiasing + hint. The initial value is GL_DONT_CARE. + See glHint.

    - GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS + GL_LINE_WIDTH

    data returns one value, - the number of words for fragment shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + the line width as specified with glLineWidth. The initial value is + 1.

    - GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS + GL_LOGIC_OP_MODE

    data returns one value, - the number of words for geometry shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + a symbolic constant indicating the selected logic operation + mode. The initial value is GL_COPY. + See glLogicOp.

    - GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS + GL_MAJOR_VERSION

    - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the vertex shader and the fragment processor combined. - If both the vertex shader and the fragment processing stage access the same texture image - unit, then that counts as using two texture image units against this limit. - The value must be at least 48. - See glActiveTexture. + data returns one value, + the major version number of the OpenGL API supported by the current context.

    - GL_MAX_COMBINED_UNIFORM_BLOCKS + GL_MAX_3D_TEXTURE_SIZE

    data returns one value, - the maximum number of uniform blocks per program. The value must be at least 70. - See glUniformBlockBinding. + a rough estimate of the largest 3D texture that the GL can handle. + The value must be at least 64. + Use GL_PROXY_TEXTURE_3D to determine if a texture is too large. + See glTexImage3D.

    - GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS + GL_MAX_ARRAY_TEXTURE_LAYERS

    - data returns one value, - the number of words for vertex shader uniform variables in all uniform - blocks (including default). The value must be at least 1. - See glUniform. + data returns one value. + The value indicates the maximum number of layers allowed in an array texture, and must be at least 256. + See glTexImage2D.

    - GL_MAX_CUBE_MAP_TEXTURE_SIZE + GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS

    data returns one value. - The value gives a rough estimate of the largest cube-map texture that - the GL can handle. The value must be at least 1024. - Use GL_PROXY_TEXTURE_CUBE_MAP - to determine if a texture is too large. - See glTexImage2D. + The maximum number of atomic counter buffer bindings. The value must be at least 1.

    - GL_MAX_DEPTH_TEXTURE_SAMPLES + GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE

    - data returns one value, - the maximum number of samples in a multisample depth or depth-stencil texture. + data returns one value. + The maximum size in basic machine units of an atomic counter buffer. The value must be at least 32.

    - GL_MAX_DRAW_BUFFERS + GL_MAX_CLIP_DISTANCES

    - data returns one value, the maximum number - of simultaneous outputs that may be written in a fragment shader. - The value must be at least 8. - See glDrawBuffers. + data returns one value, + the maximum number of application-defined clipping distances. The value must be at least 8.

    - GL_MAX_DUAL_SOURCE_DRAW_BUFFERS + GL_MAX_COLOR_ATTACHMENTS

    data returns one value, the maximum number - of active draw buffers when using dual-source blending. The value must be at least 1. - See glBlendFunc and - glBlendFuncSeparate. + of FBO attachment points for colorbuffers.

    - GL_MAX_ELEMENTS_INDICES + GL_MAX_COLOR_TEXTURE_SAMPLES

    data returns one value, - the recommended maximum number of vertex array indices. - See glDrawRangeElements. + the maximum number of samples in a color multisample texture.

    - GL_MAX_ELEMENTS_VERTICES + GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS

    - data returns one value, - the recommended maximum number of vertex array vertices. - See glDrawRangeElements. + data returns a single value, the maximum number of atomic counter buffers per program.

    - GL_MAX_FRAGMENT_ATOMIC_COUNTERS + GL_MAX_COMBINED_ATOMIC_COUNTERS

    - data returns a single value, the maximum number of atomic counters available to fragment shaders. + data returns a single value, the maximum number of atomic counters available to all active shaders.

    - GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS + GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES

    data returns one value, - the maximum number of active shader storage blocks that may be accessed by a fragment shader. + the combined maximum number of application-defined clipping and culling distances. + The value must be at least 8.

    - GL_MAX_FRAGMENT_INPUT_COMPONENTS + GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS

    data returns one value, - the maximum number of components of the inputs read by the fragment shader, which must be at least 128. + the maximum number of words for compute shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_COMPUTE_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_COMPUTE_UNIFORM_COMPONENTS. + See glUniform.

    - GL_MAX_FRAGMENT_UNIFORM_COMPONENTS + GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS

    data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a fragment shader. The value must be at least 1024. + the maximum number of words for fragment shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_FRAGMENT_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_FRAGMENT_UNIFORM_COMPONENTS. See glUniform.

    - GL_MAX_FRAGMENT_UNIFORM_VECTORS + GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS

    data returns one value, - the maximum number of individual 4-vectors of floating-point, integer, or boolean values - that can be held - in uniform variable storage for a fragment shader. The value is equal to the value of - GL_MAX_FRAGMENT_UNIFORM_COMPONENTS divided by 4 and must be at least 256. + the maximum number of words for geometry shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_GEOMETRY_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_GEOMETRY_UNIFORM_COMPONENTS. See glUniform.

    - GL_MAX_FRAGMENT_UNIFORM_BLOCKS + GL_MAX_COMBINED_IMAGE_UNIFORMS

    data returns one value, - the maximum number of uniform blocks per fragment shader. The value must be at least 12. - See glUniformBlockBinding. + the maximum number of image variables in all shaders. + The value must be at least 8.

    - GL_MAX_FRAMEBUFFER_WIDTH + GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES

    data returns one value, - the maximum width for a framebuffer that has no attachments, which must be at least 16384. - See glFramebufferParameter. + the limit on active image unit + shader storage blocks + fragment outputs. + The value must be at least 8.

    - GL_MAX_FRAMEBUFFER_HEIGHT + GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS

    data returns one value, - the maximum height for a framebuffer that has no attachments, which must be at least 16384. - See glFramebufferParameter. + the maximum total number of active shader storage blocks that may be accessed by all active shaders. + The value must be at least 8.

    - GL_MAX_FRAMEBUFFER_LAYERS + GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS

    data returns one value, - the maximum number of layers for a framebuffer that has no attachments, which must be at least 2048. - See glFramebufferParameter. + the maximum number of words for tessellation control shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS. + See glUniform.

    - GL_MAX_FRAMEBUFFER_SAMPLES + GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS

    data returns one value, - the maximum samples in a framebuffer that has no attachments, which must be at least 4. - See glFramebufferParameter. + the maximum number of words for tessellation evaluation shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS. + See glUniform.

    - GL_MAX_GEOMETRY_ATOMIC_COUNTERS + GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS

    - data returns a single value, the maximum number of atomic counters available to geometry shaders. + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the vertex shader and the fragment processor combined. + If both the vertex shader and the fragment processing stage access the same texture image + unit, then that counts as using two texture image units against this limit. + The value must be at least 80. + See glActiveTexture.

    - GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS + GL_MAX_COMBINED_UNIFORM_BLOCKS

    data returns one value, - the maximum number of active shader storage blocks that may be accessed by a geometry shader. + the maximum number of uniform blocks per program. The value must be at least 70. + See glUniformBlockBinding.

    - GL_MAX_GEOMETRY_INPUT_COMPONENTS + GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS

    data returns one value, - the maximum number of components of inputs read by a geometry shader, which must be at least 64. + the maximum number of words for vertex shader uniform variables in all uniform + blocks (including default). The value must be at least + GL_MAX_VERTEX_UNIFORM_BLOCKS * GL_MAX_UNIFORM_BLOCK_SIZE / 4 + GL_MAX_VERTEX_UNIFORM_COMPONENTS. + See glUniform.

    - GL_MAX_GEOMETRY_OUTPUT_COMPONENTS + GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS

    - data returns one value, - the maximum number of components of outputs written by a geometry shader, which must be at least 128. + data returns a single value, the maximum number of atomic counter buffers that may be accessed by a compute shader. + The value must be at least 8.

    - GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS + GL_MAX_COMPUTE_ATOMIC_COUNTERS

    - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the geometry shader. The value must be at least 16. - See glActiveTexture. + data returns a single value, the maximum number of atomic counters available to compute shaders. + The value must be at least 8.

    - GL_MAX_GEOMETRY_UNIFORM_BLOCKS + GL_MAX_COMPUTE_IMAGE_UNIFORMS

    data returns one value, - the maximum number of uniform blocks per geometry shader. The value must be at least 12. - See glUniformBlockBinding. + the maximum number of image variables that may be accessed by a compute shader. + The value must be at least 8.

    - GL_MAX_GEOMETRY_UNIFORM_COMPONENTS + GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS

    data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a geometry shader. The value must be at least 1024. - See glUniform. + the maximum number of active shader storage blocks that may be accessed by a compute shader. + The value must be at least 8.

    - GL_MAX_INTEGER_SAMPLES + GL_MAX_COMPUTE_SHARED_MEMORY_SIZE

    data returns one value, - the maximum number of samples supported in integer format multisample buffers. + the maximum total storage size of all variables declared as shared in all compute shaders linked into a single program object. + The value must be at least 32768.

    - GL_MIN_MAP_BUFFER_ALIGNMENT + GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS

    - data returns one value, - the minimum alignment in basic machine units of pointers returned fromglMapBuffer - and glMapBufferRange. This value must be a power of two and must - be at least 64. + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the compute shader. The value must be at least 16. + See glActiveTexture.

    - GL_MAX_LABEL_LENGTH + GL_MAX_COMPUTE_UNIFORM_BLOCKS

    data returns one value, - the maximum length of a label that may be assigned to an object. - See glObjectLabel and - glObjectPtrLabel. + the maximum number of uniform blocks per compute shader. The value must be at least 14. + See glUniformBlockBinding.

    - GL_MAX_PROGRAM_TEXEL_OFFSET + GL_MAX_COMPUTE_UNIFORM_COMPONENTS

    data returns one value, - the maximum texel offset allowed in a texture lookup, which must be at least 7. + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a compute shader. The value must be at least 1024. + See glUniform.

    - GL_MIN_PROGRAM_TEXEL_OFFSET + GL_MAX_COMPUTE_WORK_GROUP_COUNT

    - data returns one value, - the minimum texel offset allowed in a texture lookup, which must be at most -8. + Accepted by the indexed versions of glGet. + data the maximum number of work + groups that may be dispatched to a compute shader. Indices + 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively.

    - GL_MAX_RECTANGLE_TEXTURE_SIZE + GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS

    - data returns one value. - The value gives a rough estimate of the largest rectangular texture that - the GL can handle. The value must be at least 1024. - Use GL_PROXY_TEXTURE_RECTANGLE - to determine if a texture is too large. - See glTexImage2D. + data returns one value, + the number of invocations in a single local work group + (i.e., the product of the three dimensions) that may + be dispatched to a compute shader.

    - GL_MAX_RENDERBUFFER_SIZE + GL_MAX_COMPUTE_WORK_GROUP_SIZE

    - data returns one value. - The value indicates the maximum supported size for renderbuffers. - See glFramebufferRenderbuffer. + Accepted by the indexed versions of glGet. + data the maximum size of a work + groups that may be used during compilation of a compute shader. Indices + 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively.

    - GL_MAX_SAMPLE_MASK_WORDS + GL_MAX_CUBE_MAP_TEXTURE_SIZE

    - data returns one value, - the maximum number of sample mask words. + data returns one value. + The value gives a rough estimate of the largest cube-map texture that + the GL can handle. The value must be at least 1024. + Use GL_PROXY_TEXTURE_CUBE_MAP + to determine if a texture is too large. + See glTexImage2D.

    - GL_MAX_SERVER_WAIT_TIMEOUT + GL_MAX_CULL_DISTANCES

    data returns one value, - the maximum glWaitSync timeout interval. + the maximum number of application-defined culling distances. The value must be at least 8.

    - GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS + GL_MAX_DEBUG_GROUP_STACK_DEPTH

    - data returns one value, - the maximum number of shader storage buffer binding points on the context, which must be at least 8. + data returns a single value, the maximum depth of the + debug message group stack.

    - GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS + GL_MAX_DEBUG_LOGGED_MESSAGES

    - data returns a single value, the maximum number of atomic counters available to tessellation control shaders. + data returns a single value, the maximum number + of messages stored in the debug message log.

    - GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS + GL_MAX_DEBUG_MESSAGE_LENGTH

    - data returns a single value, the maximum number of atomic counters available to tessellation evaluation shaders. + data returns a single value, the maximum length of a + debug message string, including its null terminator.

    - GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS + GL_MAX_DEPTH_TEXTURE_SAMPLES

    data returns one value, - the maximum number of active shader storage blocks that may be accessed by a tessellation control shader. + the maximum number of samples in a multisample depth or depth-stencil texture.

    - GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS + GL_MAX_DRAW_BUFFERS

    - data returns one value, - the maximum number of active shader storage blocks that may be accessed by a tessellation evaluation shader. + data returns one value, the maximum number + of simultaneous outputs that may be written in a fragment shader. + The value must be at least 8. + See glDrawBuffers.

    - GL_MAX_TEXTURE_BUFFER_SIZE + GL_MAX_DUAL_SOURCE_DRAW_BUFFERS

    - data returns one value. - The value gives the maximum number of texels allowed in the texel array of a texture buffer object. - Value must be at least 65536. + data returns one value, the maximum number + of active draw buffers when using dual-source blending. The value must be at least 1. + See glBlendFunc and + glBlendFuncSeparate.

    - GL_MAX_TEXTURE_IMAGE_UNITS + GL_MAX_ELEMENT_INDEX

    - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the fragment shader. - The value must be at least 16. - See glActiveTexture. + data returns a single value, the maximum index that may be specified during the + transfer of generic vertex attributes to the GL.

    - GL_MAX_TEXTURE_LOD_BIAS + GL_MAX_ELEMENTS_INDICES

    data returns one value, - the maximum, absolute value of the texture level-of-detail bias. The - value must be at least 2.0. + the recommended maximum number of vertex array indices. + See glDrawRangeElements.

    - GL_MAX_TEXTURE_SIZE + GL_MAX_ELEMENTS_VERTICES

    - data returns one value. - The value gives a rough estimate of the largest texture that - the GL can handle. The value must be at least 1024. - Use a proxy texture target such as GL_PROXY_TEXTURE_1D or GL_PROXY_TEXTURE_2D - to determine if a texture is too large. - See glTexImage1D and glTexImage2D. + data returns one value, + the recommended maximum number of vertex array vertices. + See glDrawRangeElements.

    - GL_MAX_UNIFORM_BUFFER_BINDINGS + GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS

    - data returns one value, - the maximum number of uniform buffer binding points on the context, which must be at least 36. + data returns a single value, the maximum number of atomic counter buffers available to fragment shaders. + The value must be at least 1.

    - GL_MAX_UNIFORM_BLOCK_SIZE + GL_MAX_FRAGMENT_ATOMIC_COUNTERS

    - data returns one value, - the maximum size in basic machine units of a uniform block, which must be at least 16384. + data returns a single value, the maximum number of atomic counters available to fragment shaders. + The value must be at least 8.

    - GL_MAX_UNIFORM_LOCATIONS + GL_MAX_FRAGMENT_IMAGE_UNIFORMS

    data returns one value, - the maximum number of explicitly assignable uniform locations, which must be at least 1024. + the maximum number of image variables in fragment shaders, which must be at least 8.

    - GL_MAX_VARYING_COMPONENTS + GL_MAX_FRAGMENT_INPUT_COMPONENTS

    data returns one value, - the number components for varying variables, which must be at least 60. + the maximum number of components of the inputs read by the fragment shader, which must be at least 128.

    - GL_MAX_VARYING_VECTORS + GL_MAX_FRAGMENT_INTERPOLATION_OFFSET

    - data returns one value, - the number 4-vectors for varying variables, which is equal to the value of - GL_MAX_VARYING_COMPONENTS and must be at least 15. + data returns one value, the furthest positive offset for interpolateAtOffset. + The value must be at least 0.5.

    - GL_MAX_VARYING_FLOATS + GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS

    data returns one value, - the maximum number of interpolators available for processing varying variables used by - vertex and fragment shaders. This value represents the number of individual floating-point - values that can be interpolated; varying variables declared as vectors, matrices, and arrays - will all consume multiple interpolators. The value must be at least 32. + the maximum number of active shader storage blocks that may be accessed by a fragment shader. + The value must be at least 8.

    - GL_MAX_VERTEX_ATOMIC_COUNTERS + GL_MAX_FRAGMENT_UNIFORM_BLOCKS

    - data returns a single value, the maximum number of atomic counters available to vertex shaders. + data returns one value, + the maximum number of uniform blocks per fragment shader. The value must be at least 14. + See glUniformBlockBinding.

    - GL_MAX_VERTEX_ATTRIBS + GL_MAX_FRAGMENT_UNIFORM_COMPONENTS

    data returns one value, - the maximum number of 4-component generic vertex attributes accessible to a vertex shader. - The value must be at least 16. - See glVertexAttrib. + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a fragment shader. The value must be at least 1024. + See glUniform.

    - GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS + GL_MAX_FRAGMENT_UNIFORM_VECTORS

    data returns one value, - the maximum number of active shader storage blocks that may be accessed by a vertex shader. + the maximum number of individual 4-vectors of floating-point, integer, or boolean values + that can be held + in uniform variable storage for a fragment shader. The value is equal to the value of + GL_MAX_FRAGMENT_UNIFORM_COMPONENTS divided by 4 and must be at least 256. + See glUniform.

    - GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS + GL_MAX_FRAMEBUFFER_HEIGHT

    - data returns one value, the maximum supported texture image units that - can be used to access texture maps from the vertex shader. The value may be at least 16. - See glActiveTexture. + data returns one value, + the maximum height for a framebuffer that has no attachments, which must be at least 16384. + See glFramebufferParameter.

    - GL_MAX_VERTEX_UNIFORM_COMPONENTS + GL_MAX_FRAMEBUFFER_LAYERS

    data returns one value, - the maximum number of individual floating-point, integer, or boolean values that can be held - in uniform variable storage for a vertex shader. The value must be at least 1024. - See glUniform. + the maximum number of layers for a framebuffer that has no attachments, which must be at least 2048. + See glFramebufferParameter.

    - GL_MAX_VERTEX_UNIFORM_VECTORS + GL_MAX_FRAMEBUFFER_SAMPLES

    data returns one value, - the maximum number of 4-vectors that may be held in uniform variable storage for the vertex - shader. The value of GL_MAX_VERTEX_UNIFORM_VECTORS is equal to the - value of GL_MAX_VERTEX_UNIFORM_COMPONENTS and must be at least - 256. + the maximum samples in a framebuffer that has no attachments, which must be at least 4. + See glFramebufferParameter.

    - GL_MAX_VERTEX_OUTPUT_COMPONENTS + GL_MAX_FRAMEBUFFER_WIDTH

    data returns one value, - the maximum number of components of output written by a vertex shader, which must be at least 64. + the maximum width for a framebuffer that has no attachments, which must be at least 16384. + See glFramebufferParameter.

    - GL_MAX_VERTEX_UNIFORM_BLOCKS + GL_MAX_GEOMETRY_ATOMIC_COUNTERS

    - data returns one value, - the maximum number of uniform blocks per vertex shader. The value must be at least 12. - See glUniformBlockBinding. + data returns a single value, the maximum number of atomic counters available to geometry shaders.

    - GL_MAX_VIEWPORT_DIMS + GL_MAX_GEOMETRY_IMAGE_UNIFORMS

    - data returns two values: - the maximum supported width and height of the viewport. - These must be at least as large as the visible dimensions of the display - being rendered to. - See glViewport. + data returns one value, + the maximum number of image variables in geometry shaders, which must be at least 0.

    - GL_MAX_VIEWPORTS + GL_MAX_GEOMETRY_INPUT_COMPONENTS

    - data returns one value, the maximum number - of simultaneous viewports that are supported. - The value must be at least 16. - See glViewportIndexed. + data returns one value, + the maximum number of components of inputs read by a geometry shader, which must be at least 64.

    - GL_MINOR_VERSION + GL_MAX_GEOMETRY_OUTPUT_COMPONENTS

    data returns one value, - the minor version number of the OpenGL API supported by the current context. + the maximum number of components of outputs written by a geometry shader, which must be at least 128.

    - GL_NUM_COMPRESSED_TEXTURE_FORMATS + GL_MAX_GEOMETRY_OUTPUT_VERTICES

    - data returns a single integer value indicating the number of available - compressed texture formats. The minimum value is 4. - See glCompressedTexImage2D. + data returns one value, + the maximum number of output vertices a geometry shader can emit, which must be at least 256.

    - GL_NUM_EXTENSIONS + GL_MAX_GEOMETRY_INVOCATIONS

    data returns one value, - the number of extensions supported by the GL implementation for the current context. - See glGetString. + the maximum number of geometry shader invocations, which must be at least 32.

    - GL_NUM_PROGRAM_BINARY_FORMATS + GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS

    data returns one value, - the number of program binary formats supported by the implementation. + the maximum number of active shader storage blocks that may be accessed by a geometry shader.

    - GL_NUM_SHADER_BINARY_FORMATS + GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS

    - data returns one value, - the number of binary shader formats supported by the implementation. If this value is - greater than zero, then the implementation supports loading binary shaders. If it is - zero, then the loading of binary shaders by the implementation is not supported. + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the geometry shader. The value must be at least 16. + See glActiveTexture.

    - GL_PACK_ALIGNMENT + GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS

    data returns one value, - the byte alignment used for writing pixel data to memory. The initial - value is 4. - See glPixelStore. + the maximum number of total components (all vertices) of active outputs that a geometry shader can emit, + which must be at least 1024.

    - GL_PACK_IMAGE_HEIGHT + GL_MAX_GEOMETRY_UNIFORM_BLOCKS

    data returns one value, - the image height used for writing pixel data to memory. The initial - value is 0. - See glPixelStore. + the maximum number of uniform blocks per geometry shader. The value must be at least 14. + See glUniformBlockBinding.

    - GL_PACK_LSB_FIRST + GL_MAX_GEOMETRY_UNIFORM_COMPONENTS

    - data returns a single boolean value indicating whether single-bit - pixels being written to memory are written first to the least significant - bit of each unsigned byte. The initial value is GL_FALSE. - See glPixelStore. + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a geometry shader. The value must be at least 1024. + See glUniform.

    - GL_PACK_ROW_LENGTH + GL_MAX_IMAGE_SAMPLES

    data returns one value, - the row length used for writing pixel data to memory. The initial value is - 0. - See glPixelStore. + the maxumim allowed samples for a texture level bound to an image unit. + The value must be at least 0.

    - GL_PACK_SKIP_IMAGES + GL_MAX_IMAGE_UNITS

    data returns one value, - the number of pixel images skipped before the first pixel is written - into memory. The initial value is 0. - See glPixelStore. + the number of units for image load/store/atomic. + The value must be at least 8.

    - GL_PACK_SKIP_PIXELS + GL_MAX_INTEGER_SAMPLES

    data returns one value, - the number of pixel locations skipped before the first pixel is written - into memory. The initial value is 0. - See glPixelStore. + the maximum number of samples supported in integer format multisample buffers.

    - GL_PACK_SKIP_ROWS + GL_MAX_LABEL_LENGTH

    data returns one value, - the number of rows of pixel locations skipped before the first pixel is written - into memory. The initial value is 0. - See glPixelStore. + the maximum length of a label that may be assigned to an object. + See glObjectLabel and + glObjectPtrLabel.

    - GL_PACK_SWAP_BYTES + GL_MAX_PATCH_VERTICES

    - data returns a single boolean value indicating whether the bytes of - two-byte and four-byte pixel indices and components are swapped before being - written to memory. The initial value is GL_FALSE. - See glPixelStore. + data returns one value, + the maximum patch size. + The value must be at least 32.

    - GL_PIXEL_PACK_BUFFER_BINDING + GL_MAX_PROGRAM_TEXEL_OFFSET

    - data returns a single value, the name of the buffer object - currently bound to the target GL_PIXEL_PACK_BUFFER. If no buffer object - is bound to this target, 0 is returned. The initial value is 0. - See glBindBuffer. + data returns one value, + the maximum texel offset allowed in a texture lookup, which must be at least 7.

    - GL_PIXEL_UNPACK_BUFFER_BINDING + GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET

    - data returns a single value, the name of the buffer object - currently bound to the target GL_PIXEL_UNPACK_BUFFER. If no buffer object - is bound to this target, 0 is returned. The initial value is 0. - See glBindBuffer. + data returns one value, + the maximum texel offset allowed for textureGather, which must be at least 7.

    - GL_POINT_FADE_THRESHOLD_SIZE + GL_MAX_RECTANGLE_TEXTURE_SIZE

    - data returns one value, - the point size threshold for determining the point size. - See glPointParameter. + data returns one value. + The value gives a rough estimate of the largest rectangular texture that + the GL can handle. The value must be at least 1024. + Use GL_PROXY_TEXTURE_RECTANGLE + to determine if a texture is too large. + See glTexImage2D.

    - GL_PRIMITIVE_RESTART_INDEX + GL_MAX_RENDERBUFFER_SIZE

    - data returns one value, - the current primitive restart index. The initial value is 0. - See glPrimitiveRestartIndex. + data returns one value. + The value indicates the maximum supported size for renderbuffers. + See glFramebufferRenderbuffer.

    - GL_PROGRAM_BINARY_FORMATS + GL_MAX_SAMPLE_MASK_WORDS

    - data an array of GL_NUM_PROGRAM_BINARY_FORMATS values, - indicating the proram binary formats supported by the implementation. + data returns one value, + the maximum number of sample mask words.

    - GL_PROGRAM_PIPELINE_BINDING + GL_MAX_SAMPLES

    - data a single value, the name of the currently bound program pipeline - object, or zero if no program pipeline object is bound. - See glBindProgramPipeline. + data returns one value, + the maximum number of samples supported for multisampling.

    - GL_PROGRAM_POINT_SIZE + GL_MAX_SERVER_WAIT_TIMEOUT

    - data returns a single boolean value indicating whether vertex - program point size mode is enabled. If enabled, then the - point size is taken from the shader built-in gl_PointSize. If disabled, - then the point size is taken from the point state as specified - by glPointSize. - The initial value is GL_FALSE. + data returns one value, + the maximum glWaitSync timeout interval.

    - GL_PROVOKING_VERTEX + GL_MAX_SHADER_STORAGE_BLOCK_SIZE

    data returns one value, - the currently selected provoking vertex convention. The initial value is GL_LAST_VERTEX_CONVENTION. - See glProvokingVertex. + the maximum size in basic machine units of a shader storage block. Must be at least 227. +

    +
    +
    + + GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS + +
    +
    +

    + data returns one value, + the maximum number of shader storage buffer binding points on the context, which must be at least 8. +

    +
    +
    + + GL_MAX_SUBROUTINES + +
    +
    +

    + data returns one value, + the maximum number of subroutines per shader stage, which must be at least 256. +

    +
    +
    + + GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS + +
    +
    +

    + data returns one value, + the maximum number of subroutine uniform locations per stage, which must be at least 1024. +

    +
    +
    + + GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS + +
    +
    +

    + data returns a single value, the maximum number of atomic counter buffers available to tessellation control shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS + +
    +
    +

    + data returns a single value, the maximum number of atomic counters available to tessellation control shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS + +
    +
    +

    + data returns a single value, the maximum number of image variables in tessellation control shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_CONTROL_INPUT_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of per-vertex inputs for tessellation control shaders, which must be at least 128. +

    +
    +
    + + GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of components for per-vertex output written by a tessellation control shader, which must be at least 128. +

    +
    +
    + + GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS + +
    +
    +

    + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a tessellation control shader. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of components for per-vertex and per-patch output written by a tessellation control shader, which must be at least 4096. +

    +
    +
    + + GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS + +
    +
    +

    + data returns one value, + the maximum number of uniform blocks for a tessellation control shader. + The value must be at least 14. + See glUniformBlockBinding. +

    +
    +
    + + GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a tessellation control shader. The value must be at least 1024. + See glUniform. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS + +
    +
    +

    + data returns a single value, the maximum number of atomic counter buffers available to tessellation evaluation shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS + +
    +
    +

    + data returns a single value, the maximum number of atomic counters available to tessellation evaluation shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS + +
    +
    +

    + data returns a single value, the maximum number of image variables in tessellation evaluation shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of per-vertex inputs for tessellation evaluation shaders, which must be at least 128. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of components for per-vertex output written by a tessellation evaluation shader, which must be at least 128. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS + +
    +
    +

    + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a tessellation evaluation shader. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS + +
    +
    +

    + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the tessellation evaluation shader. The value may be at least 16. + See glActiveTexture. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS + +
    +
    +

    + data returns one value, + the maximum number of uniform blocks for a tessellation evaluation shader. + The value must be at least 14. + See glUniformBlockBinding. +

    +
    +
    + + GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a tessellation evaluation shader. The value must be at least 1024. + See glUniform. +

    +
    +
    + + GL_MAX_TESS_GEN_LEVEL + +
    +
    +

    + data returns one value, + the maximum level supported by tessellation primitive generator. + The value must be at least 64. +

    +
    +
    + + GL_MAX_TESS_PATCH_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of components for per-patch output written by a tessellation control shader, which must be at least 120. +

    +
    +
    + + GL_MAX_TEXTURE_BUFFER_SIZE + +
    +
    +

    + data returns one value. + The value gives the maximum number of texels allowed in the texel array of a texture buffer object. + Value must be at least 65536. +

    +
    +
    + + GL_MAX_TEXTURE_IMAGE_UNITS + +
    +
    +

    + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the fragment shader. + The value must be at least 16. + See glActiveTexture. +

    +
    +
    + + GL_MAX_TEXTURE_LOD_BIAS + +
    +
    +

    + data returns one value, + the maximum, absolute value of the texture level-of-detail bias. The + value must be at least 2.0. +

    +
    +
    + + GL_MAX_TEXTURE_MAX_ANISOTROPY + +
    +
    +

    + data returns one value, + the maximum degree of anisotropy for textures. + The value must be at least 16.0. + See glTexParameter. +

    +
    +
    + + GL_MAX_TEXTURE_SIZE + +
    +
    +

    + data returns one value. + The value gives a rough estimate of the largest texture that + the GL can handle. The value must be at least 1024. + Use a proxy texture target such as GL_PROXY_TEXTURE_1D or GL_PROXY_TEXTURE_2D + to determine if a texture is too large. + See glTexImage1D and glTexImage2D. +

    +
    +
    + + GL_MAX_TRANSFORM_FEEDBACK_BUFFERS + +
    +
    +

    + data returns one value, the maximum number + of buffer objs to write with transform feedback. +

    +
    +
    + + GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS + +
    +
    +

    + data returns one value, the maximum number + of components to write to a single buffer in interleaved mode. +

    +
    +
    + + GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS + +
    +
    +

    + data returns one value, the maximum number + of separate attributes or outputs that can be captured in transform feedback. +

    +
    +
    + + GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS + +
    +
    +

    + data returns one value, the maximum number + of components per attribute or output in separate mode. +

    +
    +
    + + GL_MAX_UNIFORM_BLOCK_SIZE + +
    +
    +

    + data returns one value, + the maximum size in basic machine units of a uniform block, which must be at least 16384. +

    +
    +
    + + GL_MAX_UNIFORM_BUFFER_BINDINGS + +
    +
    +

    + data returns one value, + the maximum number of uniform buffer binding points on the context, which must be at least 36. +

    +
    +
    + + GL_MAX_UNIFORM_LOCATIONS + +
    +
    +

    + data returns one value, + the maximum number of explicitly assignable uniform locations, which must be at least 1024. +

    +
    +
    + + GL_MAX_VARYING_COMPONENTS + +
    +
    +

    + data returns one value, + the number components for varying variables, which must be at least 60. +

    +
    +
    + + GL_MAX_VARYING_FLOATS + +
    +
    +

    + data returns one value, + the maximum number of interpolators available for processing varying variables used by + vertex and fragment shaders. This value represents the number of individual floating-point + values that can be interpolated; varying variables declared as vectors, matrices, and arrays + will all consume multiple interpolators. The value must be at least 32. +

    +
    +
    + + GL_MAX_VARYING_VECTORS + +
    +
    +

    + data returns one value, + the number 4-vectors for varying variables, which is equal to the value of + GL_MAX_VARYING_COMPONENTS and must be at least 15. +

    +
    +
    + + GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS + +
    +
    +

    + data returns a single value, the maximum number of atomic counter buffers available to vertex shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_VERTEX_ATOMIC_COUNTERS + +
    +
    +

    + data returns a single value, the maximum number of atomic counters available to vertex shaders. + The value must be at least 0. +

    +
    +
    + + GL_MAX_VERTEX_ATTRIB_BINDINGS + +
    +
    +

    + data returns a single integer value containing the maximum number of vertex buffers that may be bound. + The value must be at least 16. +

    +
    +
    + + GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET + +
    +
    +

    + data returns a single integer value containing the maximum offset that may be added to a vertex binding + offset. + The value must be at least 2047. +

    +
    +
    + + GL_MAX_VERTEX_ATTRIB_STRIDE + +
    +
    +

    + data returns a single integer value containing the maximum vertex attribute stride. + The value must be at least 2048. +

    +
    +
    + + GL_MAX_VERTEX_ATTRIBS + +
    +
    +

    + data returns one value, + the maximum number of 4-component generic vertex attributes accessible to a vertex shader. + The value must be at least 16. + See glVertexAttrib. +

    +
    +
    + + GL_MAX_VERTEX_IMAGE_UNIFORMS + +
    +
    +

    + data returns one value, + the maximum number of image variables in vertex shaders, which must be at least 0. +

    +
    +
    + + GL_MAX_VERTEX_OUTPUT_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of components of output written by a vertex shader, which must be at least 64. +

    +
    +
    + + GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS + +
    +
    +

    + data returns one value, + the maximum number of active shader storage blocks that may be accessed by a vertex shader. + The value must be at least 0. +

    +
    +
    + + GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS + +
    +
    +

    + data returns one value, the maximum supported texture image units that + can be used to access texture maps from the vertex shader. The value may be at least 16. + See glActiveTexture. +

    +
    +
    + + GL_MAX_VERTEX_UNIFORM_BLOCKS + +
    +
    +

    + data returns one value, + the maximum number of uniform blocks per vertex shader. The value must be at least 14. + See glUniformBlockBinding. +

    +
    +
    + + GL_MAX_VERTEX_UNIFORM_COMPONENTS + +
    +
    +

    + data returns one value, + the maximum number of individual floating-point, integer, or boolean values that can be held + in uniform variable storage for a vertex shader. The value must be at least 1024. + See glUniform. +

    +
    +
    + + GL_MAX_VERTEX_UNIFORM_VECTORS + +
    +
    +

    + data returns one value, + the maximum number of 4-vectors that may be held in uniform variable storage for the vertex + shader. The value of GL_MAX_VERTEX_UNIFORM_VECTORS is equal to the + value of GL_MAX_VERTEX_UNIFORM_COMPONENTS and must be at least + 256. +

    +
    +
    + + GL_MAX_VIEWPORT_DIMS + +
    +
    +

    + data returns two values: + the maximum supported width and height of the viewport. + These must be at least as large as the visible dimensions of the display + being rendered to. + See glViewport. +

    +
    +
    + + GL_MAX_VIEWPORTS + +
    +
    +

    + data returns one value, the maximum number + of simultaneous viewports that are supported. + The value must be at least 16. + See glViewportIndexed. +

    +
    +
    + + GL_MIN_FRAGMENT_INTERPOLATION_OFFSET + +
    +
    +

    + data returns one value, the furthest negative offset for interpolateAtOffset. + The values must be at most -0.5. +

    +
    +
    + + GL_MIN_MAP_BUFFER_ALIGNMENT + +
    +
    +

    + data returns one value, + the minimum alignment in basic machine units of pointers returned fromglMapBuffer + and glMapBufferRange. This value must be a power of two and must + be at least 64. +

    +
    +
    + + GL_MIN_PROGRAM_TEXEL_OFFSET + +
    +
    +

    + data returns one value, + the minimum texel offset allowed in a texture lookup, which must be at most -8. +

    +
    +
    + + GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET + +
    +
    +

    + data returns one value, + the minimum texel offset allowed for textureGather, which must be at most -8. +

    +
    +
    + + GL_MIN_SAMPLE_SHADING_VALUE + +
    +
    +

    + data returns one value, + the fraction of multisamples to use for sample shading. + Initial value is 0.0. + See glMinSampleShading. +

    +
    +
    + + GL_MINOR_VERSION + +
    +
    +

    + data returns one value, + the minor version number of the OpenGL API supported by the current context. +

    +
    +
    + + GL_MULTISAMPLE + +
    +
    +

    + data returns a single boolean value indicating whether multisample rasterization is enabled. + Intitial value is GL_FALSE. + See glEnable. +

    +
    +
    + + GL_NUM_COMPRESSED_TEXTURE_FORMATS + +
    +
    +

    + data returns a single integer value indicating the number of available + compressed texture formats. The minimum value is 4. + See glCompressedTexImage2D. +

    +
    +
    + + GL_NUM_EXTENSIONS + +
    +
    +

    + data returns one value, + the number of extensions supported by the GL implementation for the current context. + See glGetString. +

    +
    +
    + + GL_NUM_PROGRAM_BINARY_FORMATS + +
    +
    +

    + data returns one value, + the number of program binary formats supported by the implementation. +

    +
    +
    + + GL_NUM_SHADER_BINARY_FORMATS + +
    +
    +

    + data returns one value, + the number of binary shader formats supported by the implementation. If this value is + greater than zero, then the implementation supports loading binary shaders. If it is + zero, then the loading of binary shaders by the implementation is not supported. +

    +
    +
    + + GL_NUM_SHADING_LANGUAGE_VERSIONS + +
    +
    +

    + data returns one value, + the number of shading language versions supported by the implementation. + See glGetString. +

    +
    +
    + + GL_NUM_SPIR_V_EXTENSIONS + +
    +
    +

    + data returns one value, + the number of SPIR-V extensions supported by the implementation. + See glGetString. +

    +
    +
    + + GL_PACK_ALIGNMENT + +
    +
    +

    + data returns one value, + the byte alignment used for writing pixel data to memory. The initial + value is 4. + See glPixelStore. +

    +
    +
    + + GL_PACK_COMPRESSED_BLOCK_DEPTH + +
    +
    +

    + data returns one value, + the compressed block depth used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_COMPRESSED_BLOCK_HEIGHT + +
    +
    +

    + data returns one value, + the compressed block height used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_COMPRESSED_BLOCK_SIZE + +
    +
    +

    + data returns one value, + the compressed block size used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_COMPRESSED_BLOCK_WIDTH + +
    +
    +

    + data returns one value, + the compressed block width used for writing pixel data to memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_IMAGE_HEIGHT + +
    +
    +

    + data returns one value, + the image height used for writing pixel data to memory. The initial + value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_LSB_FIRST + +
    +
    +

    + data returns a single boolean value indicating whether single-bit + pixels being written to memory are written first to the least significant + bit of each unsigned byte. The initial value is GL_FALSE. + See glPixelStore. +

    +
    +
    + + GL_PACK_ROW_LENGTH + +
    +
    +

    + data returns one value, + the row length used for writing pixel data to memory. The initial value is + 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_SKIP_IMAGES + +
    +
    +

    + data returns one value, + the number of pixel images skipped before the first pixel is written + into memory. The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_SKIP_PIXELS + +
    +
    +

    + data returns one value, + the number of pixel locations skipped before the first pixel is written + into memory. The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_SKIP_ROWS + +
    +
    +

    + data returns one value, + the number of rows of pixel locations skipped before the first pixel is written + into memory. The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_PACK_SWAP_BYTES + +
    +
    +

    + data returns a single boolean value indicating whether the bytes of + two-byte and four-byte pixel indices and components are swapped before being + written to memory. The initial value is GL_FALSE. + See glPixelStore. +

    +
    +
    + + GL_PARAMETER_BUFFER_BINDING + +
    +
    +

    + data returns a single value, the name of the buffer object + currently bound to the target GL_PARAMETER_BUFFER. +

    +
    +
    + + GL_PATCH_VERTICES + +
    +
    +

    + data returns a single value, the number of vertices in an input patch. + Initial value is 3. + See glPatchParameter. +

    +
    +
    + + GL_PATCH_DEFAULT_OUTER_LEVEL + +
    +
    +

    + data returns a four values, the default outer tessellation level without tessellation control shader. + The initial value is (1.0, 1.0, 1.0, 1.0). + See glPatchParameter. +

    +
    +
    + + GL_PATCH_DEFAULT_INNER_LEVEL + +
    +
    +

    + data returns a two values, the default inner tessellation level without tessellation control shader. + The initial value is (1.0, 1.0). + See glPatchParameter. +

    +
    +
    + + GL_PIXEL_PACK_BUFFER_BINDING + +
    +
    +

    + data returns a single value, the name of the buffer object + currently bound to the target GL_PIXEL_PACK_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. +

    +
    +
    + + GL_PIXEL_UNPACK_BUFFER_BINDING + +
    +
    +

    + data returns a single value, the name of the buffer object + currently bound to the target GL_PIXEL_UNPACK_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. +

    +
    +
    + + GL_POINT_FADE_THRESHOLD_SIZE + +
    +
    +

    + data returns one value, + the point size threshold for determining the point size. + See glPointParameter.

    @@ -2108,6 +3148,47 @@ See glPointSize.

    +
    + + GL_POINT_SPRITE_COORD_ORIGIN + +
    +
    +

    + data returns a single value, the origin orientation for point sprites. + The value is either GL_UPPER_LEFT or GL_LOWER_LEFT + Initial value is GL_UPPER_LEFT. + See glPointParameter. +

    +
    +
    + + GL_POLYGON_MODE + +
    +
    +

    + data returns one value, the polygon rasterization mode. + The value is either GL_FILL, GL_LINE, or GL_POINT. + Initial value is GL_FILL. + See glPolygonMode. +

    +
    +
    + + GL_POLYGON_OFFSET_CLAMP + +
    +
    +

    + data returns one value, + the maximum or minimum value for the polygon offset calculation. + Negative values indicate a minimum depth offset while maximum values indicate a maximum depth offset. + A value of zero means no clamping is done. + The initial value is 0. + See glPolygonOffsetClamp. +

    +
    GL_POLYGON_OFFSET_FACTOR @@ -2119,7 +3200,46 @@ the scaling factor used to determine the variable offset that is added to the depth value of each fragment generated when a polygon is rasterized. The initial value is 0. - See glPolygonOffset and + See glPolygonOffset and + glPolygonOffsetClamp. +

    + +
    + + GL_POLYGON_OFFSET_FILL + +
    +
    +

    + data returns a single boolean value indicating whether polygon offset + is enabled for polygons in fill mode. The initial value is GL_FALSE. + See glPolygonOffset and + glPolygonOffsetClamp. +

    +
    +
    + + GL_POLYGON_OFFSET_LINE + +
    +
    +

    + data returns a single boolean value indicating whether polygon offset + is enabled for polygons in line mode. The initial value is GL_FALSE. + See glPolygonOffset and + glPolygonOffsetClamp. +

    +
    +
    + + GL_POLYGON_OFFSET_POINT + +
    +
    +

    + data returns a single boolean value indicating whether polygon offset + is enabled for polygons in point mode. The initial value is GL_FALSE. + See glPolygonOffset and glPolygonOffsetClamp.

    @@ -2140,118 +3260,259 @@
    - GL_POLYGON_OFFSET_CLAMP + GL_POLYGON_SMOOTH

    - data returns one value. - This value is used to clamp the offset added to the depth value of each - fragment generated when a polygon is resterized. The initial value is 0. - See glPolygonOffsetClamp. + data returns a single boolean value indicating whether antialiasing of + polygons is enabled. The initial value is GL_FALSE. + See glPolygonMode.

    - GL_POLYGON_OFFSET_FILL + GL_POLYGON_SMOOTH_HINT

    - data returns a single boolean value indicating whether polygon offset - is enabled for polygons in fill mode. The initial value is GL_FALSE. - See glPolygonOffset and - glPolygonOffsetClamp. + data returns one value, + a symbolic constant indicating the mode of the polygon antialiasing + hint. The initial value is GL_DONT_CARE. + See glHint. +

    +
    +
    + + GL_PRIMITIVE_RESTART + +
    +
    +

    + data returns one boolean value indicating whether primitive restart is enabled. + The initial value is GL_FALSE. + See glEnable. +

    +
    +
    + + GL_PRIMITIVE_RESTART_FIXED_INDEX + +
    +
    +

    + data returns one boolean value indicating whether primitive restart fixed index is enabled. + The initial value is GL_FALSE. + See glEnable. +

    +
    +
    + + GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED + +
    +
    +

    + data returns one boolean value indicating whether primitive restart is supported for GL_PATCHES. +

    +
    +
    + + GL_PRIMITIVE_RESTART_INDEX + +
    +
    +

    + data returns one value, + the current primitive restart index. The initial value is 0. + See glPrimitiveRestartIndex. +

    +
    +
    + + GL_PROGRAM_BINARY_FORMATS + +
    +
    +

    + data an array of GL_NUM_PROGRAM_BINARY_FORMATS values, + indicating the proram binary formats supported by the implementation. +

    +
    +
    + + GL_PROGRAM_PIPELINE_BINDING + +
    +
    +

    + data a single value, the name of the currently bound program pipeline + object, or zero if no program pipeline object is bound. + See glBindProgramPipeline. +

    +
    +
    + + GL_PROGRAM_POINT_SIZE + +
    +
    +

    + data returns a single boolean value indicating whether vertex + program point size mode is enabled. If enabled, then the + point size is taken from the shader built-in gl_PointSize. If disabled, + then the point size is taken from the point state as specified + by glPointSize. + The initial value is GL_FALSE. +

    +
    +
    + + GL_PROVOKING_VERTEX + +
    +
    +

    + data returns one value, + the currently selected provoking vertex convention. The initial value is GL_LAST_VERTEX_CONVENTION. + See glProvokingVertex. +

    +
    +
    + + GL_QUERY_BUFFER_BINDING + +
    +
    +

    + data returns a single value, the name of the buffer object + currently bound to the target GL_QUERY_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer. +

    +
    +
    + + GL_RASTERIZER_DISCARD + +
    +
    +

    + data returns a single boolean value indicating whether primitives are discarded before rasterization. + Initial value is GL_FALSE. + See glEnable. +

    +
    +
    + + GL_READ_FRAMEBUFFER_BINDING + +
    +
    +

    + data returns one value, + the name of the framebuffer object currently bound to the GL_READ_FRAMEBUFFER target. + If the default framebuffer is bound, this value will be zero. The initial value is zero. + See glBindFramebuffer. +

    +
    +
    + + GL_READ_BUFFER + +
    +
    +

    + data returns one value, + a symbolic constant indicating which color buffer is selected for + reading. The initial value is GL_BACK if there is a back buffer, + otherwise it is GL_FRONT. + See + glReadPixels.

    - GL_POLYGON_OFFSET_LINE + GL_RENDERBUFFER_BINDING

    - data returns a single boolean value indicating whether polygon offset - is enabled for polygons in line mode. The initial value is GL_FALSE. - See glPolygonOffset and - glPolygonOffsetClamp. + data returns a single value, the name of the renderbuffer object + currently bound to the target GL_RENDERBUFFER. If no renderbuffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindRenderbuffer.

    - GL_POLYGON_OFFSET_POINT + GL_RESET_NOTIFICATION_STRATEGY

    - data returns a single boolean value indicating whether polygon offset - is enabled for polygons in point mode. The initial value is GL_FALSE. - See glPolygonOffset and - glPolygonOffsetClamp. + data returns a single value, the reset notification behavior. + Either GL_NO_RESET_NOTIFICATION or GL_LOSE_CONTEXT_ON_RESET.

    - GL_POLYGON_SMOOTH + GL_SAMPLE_ALPHA_TO_COVERAGE

    - data returns a single boolean value indicating whether antialiasing of - polygons is enabled. The initial value is GL_FALSE. - See glPolygonMode. + data returns a single boolean values indicating if alpha to coverage is enabled. + See glEnable.

    - GL_POLYGON_SMOOTH_HINT + GL_SAMPLE_ALPHA_TO_ONE

    - data returns one value, - a symbolic constant indicating the mode of the polygon antialiasing - hint. The initial value is GL_DONT_CARE. - See glHint. + data returns a single boolean values indicating if fragment output alpha should be replaced by the maximum representable alpha value. + See glEnable.

    - GL_READ_BUFFER + GL_SAMPLE_BUFFERS

    - data returns one value, - a symbolic constant indicating which color buffer is selected for - reading. The initial value is GL_BACK if there is a back buffer, - otherwise it is GL_FRONT. - See - glReadPixels. + data returns a single integer value indicating the number of sample buffers + associated with the framebuffer. + See glSampleCoverage.

    - GL_RENDERBUFFER_BINDING + GL_SAMPLE_COVERAGE

    - data returns a single value, the name of the renderbuffer object - currently bound to the target GL_RENDERBUFFER. If no renderbuffer object - is bound to this target, 0 is returned. The initial value is 0. - See glBindRenderbuffer. + data returns a single boolean values indicating if GL_SAMPLE_COVERAGE_VALUE + and GL_SAMPLE_COVERAGE_INVERT will be used to modify the coverage mask. + Initial value is GL_FALSE. + See glEnable.

    - GL_SAMPLE_BUFFERS + GL_SAMPLE_COVERAGE_INVERT

    - data returns a single integer value indicating the number of sample buffers - associated with the framebuffer. + data returns a single boolean value indicating if the temporary + coverage value should be inverted. + Initial value is GL_FALSE. See glSampleCoverage.

    @@ -2264,19 +3525,19 @@

    data returns a single positive floating-point value indicating the current sample coverage value. + Initial value is 1.0. See glSampleCoverage.

    - GL_SAMPLE_COVERAGE_INVERT + GL_SAMPLE_MASK

    - data returns a single boolean value indicating if the temporary - coverage value should be inverted. - See glSampleCoverage. + params returns a single boolean value indicating whether GL_SAMPLE_MASK_VALUE is used. + See glEnable.

    @@ -2290,6 +3551,17 @@ See glSampleMaski.

    +
    + + GL_SAMPLE_SHADING + +
    +
    +

    + params returns a single boolean value indicating whether sample shading is enabled. + See glEnable. +

    +
    GL_SAMPLER_BINDING @@ -2348,6 +3620,18 @@ See glScissor.

    +
    + + GL_SHADER_BINARY_FORMATS + +
    +
    +

    + data an array of GL_NUM_SHADER_BINARY_FORMATS values, + indicating the shader binary formats supported by the implementation. + As of OpenGL 4.6 GL_SHADER_BINARY_FORMAT_SPIR_V is always supported. +

    +
    GL_SHADER_COMPILER @@ -2387,56 +3671,56 @@

    data returns a single value, the minimum required alignment - for shader storage buffer sizes and offset. The initial value is 1. + for shader storage buffer sizes and offset. The value is guaranteed to be less than or equal to 256. See glShaderStorageBlockBinding.

    - GL_SHADER_STORAGE_BUFFER_START + GL_SHADER_STORAGE_BUFFER_SIZE

    When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the start offset of the binding range for each + data returns a single value, the size of the binding range for each indexed shader storage buffer binding. The initial value is 0 for all bindings. See glBindBufferRange.

    - GL_SHADER_STORAGE_BUFFER_SIZE + GL_SHADER_STORAGE_BUFFER_START

    When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the size of the binding range for each + data returns a single value, the start offset of the binding range for each indexed shader storage buffer binding. The initial value is 0 for all bindings. See glBindBufferRange.

    - GL_SMOOTH_LINE_WIDTH_RANGE + GL_SMOOTH_LINE_WIDTH_GRANULARITY

    - data returns a pair of values indicating the range of - widths supported for smooth (antialiased) lines. See glLineWidth. + data returns a single value indicating the level of + quantization applied to smooth line width parameters.

    - GL_SMOOTH_LINE_WIDTH_GRANULARITY + GL_SMOOTH_LINE_WIDTH_RANGE

    - data returns a single value indicating the level of - quantization applied to smooth line width parameters. + data returns a pair of values indicating the range of + widths supported for smooth (antialiased) lines. See glLineWidth.

    @@ -2802,6 +4086,18 @@ See glBindTexture.

    +
    + + GL_TEXTURE_BINDING_CUBE_MAP_ARRAY + +
    +
    +

    + data returns a single value, the name of the texture + currently bound to the target GL_TEXTURE_CUBE_MAP_ARRAY. The initial value is 0. + See glBindTexture. +

    +
    GL_TEXTURE_BINDING_RECTANGLE @@ -2816,13 +4112,15 @@
    - GL_TEXTURE_COMPRESSION_HINT + GL_TEXTURE_BUFFER_BINDING

    - data returns a single value indicating the mode of the texture - compression hint. The initial value is GL_DONT_CARE. + data returns a single value, the name of the buffer object + currently bound to the target GL_TEXTURE_BUFFER. If no buffer object + is bound to this target, 0 is returned. The initial value is 0. + See glBindBuffer.

    @@ -2833,10 +4131,32 @@

    data returns a single value, the minimum required alignment - for texture buffer sizes and offset. The initial value is 1. + for texture buffer sizes and offset. The value is guaranteed to be less than or equal to 256. See glUniformBlockBinding.

    +
    + + GL_TEXTURE_COMPRESSION_HINT + +
    +
    +

    + data returns a single value indicating the mode of the texture + compression hint. The initial value is GL_DONT_CARE. +

    +
    +
    + + GL_TEXTURE_CUBE_MAP_SEAMLESS + +
    +
    +

    + data returns a single boolean value indicating whether seamless cubemap filtering is + enabled. Initial value is GL_FALSE. +

    +
    GL_TIMESTAMP @@ -2849,6 +4169,32 @@ See glQueryCounter.

    +
    + + GL_TRANSFORM_FEEDBACK_BINDING + +
    +
    +

    + data returns a single value, the name of the transform feedback object + currently bound to the target GL_TRANSFORM_FEEDBACK. If no transform feedback object + is bound to this target, 0 is returned. + See glBindTransformFeedback. +

    +
    +
    + + GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE + +
    +
    +

    + data returns a single boolean value indicating if transform feedback is active. + The initial value is GL_FALSE. + See glBeginTransformFeedback and + glEndTransformFeedback. +

    +
    GL_TRANSFORM_FEEDBACK_BUFFER_BINDING @@ -2869,26 +4215,39 @@
    - GL_TRANSFORM_FEEDBACK_BUFFER_START + GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED + +
    +
    +

    + data returns a single boolean value indicating if transform feedback is paused. + The initial value is GL_FALSE. + See glPauseTransformFeedback and + glResumeTransformFeedback. +

    +
    +
    + + GL_TRANSFORM_FEEDBACK_BUFFER_SIZE

    When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the start offset of the binding range for each + data returns a single value, the size of the binding range for each transform feedback attribute stream. The initial value is 0 for all streams. See glBindBufferRange.

    - GL_TRANSFORM_FEEDBACK_BUFFER_SIZE + GL_TRANSFORM_FEEDBACK_BUFFER_START

    When used with indexed variants of glGet (such as glGetInteger64i_v), - data returns a single value, the size of the binding range for each + data returns a single value, the start offset of the binding range for each transform feedback attribute stream. The initial value is 0 for all streams. See glBindBufferRange.

    @@ -2919,7 +4278,7 @@

    data returns a single value, the minimum required alignment - for uniform buffer sizes and offset. The initial value is 1. + for uniform buffer sizes and offset. The value is guaranteed to be less than or equal to 256. See glUniformBlockBinding.

    @@ -2962,6 +4321,58 @@ See glPixelStore.

    +
    + + GL_UNPACK_COMPRESSED_BLOCK_DEPTH + +
    +
    +

    + data returns one value, + the compressed block depth used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_UNPACK_COMPRESSED_BLOCK_HEIGHT + +
    +
    +

    + data returns one value, + the compressed block height used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_UNPACK_COMPRESSED_BLOCK_SIZE + +
    +
    +

    + data returns one value, + the compressed block size used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. +

    +
    +
    + + GL_UNPACK_COMPRESSED_BLOCK_WIDTH + +
    +
    +

    + data returns one value, + the compressed block width used for reading pixel data from memory. + The initial value is 0. + See glPixelStore. +

    +
    GL_UNPACK_IMAGE_HEIGHT @@ -3068,67 +4479,46 @@
    - GL_VERTEX_BINDING_DIVISOR + GL_VERTEX_BINDING_BUFFER

    - Accepted by the indexed forms. data returns a single integer value representing the instance step - divisor of the first element in the bound buffer's data store for vertex attribute bound to index. + Accepted by the indexed forms. data returns a single integer value representing the name of the buffer + bound to vertex binding index.

    - GL_VERTEX_BINDING_OFFSET + GL_VERTEX_BINDING_DIVISOR

    - Accepted by the indexed forms. data returns a single integer value representing the byte offset - of the first element in the bound buffer's data store for vertex attribute bound to index. + Accepted by the indexed forms. data returns a single integer value representing the instance step + divisor of the first element in the bound buffer's data store for vertex attribute bound to index.

    - GL_VERTEX_BINDING_STRIDE + GL_VERTEX_BINDING_OFFSET

    Accepted by the indexed forms. data returns a single integer value representing the byte offset - between the start of each element in the bound buffer's data store for vertex attribute bound to index. -

    -
    -
    - - GL_VERTEX_BINDING_BUFFER - -
    -
    -

    - Accepted by the indexed forms. data returns a single integer value representing the name of the buffer - bound to vertex binding index. -

    -
    -
    - - GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET - -
    -
    -

    - data returns a single integer value containing the maximum offset that may be added to a vertex binding - offset. + of the first element in the bound buffer's data store for vertex attribute bound to index.

    - GL_MAX_VERTEX_ATTRIB_BINDINGS + GL_VERTEX_BINDING_STRIDE

    - data returns a single integer value containing the maximum number of vertex buffers that may be bound. + Accepted by the indexed forms. data returns a single integer value representing the byte offset + between the start of each element in the bound buffer's data store for vertex attribute bound to index.

    @@ -3214,17 +4604,6 @@ uses to interpret the floating point viewport bounds. The minimum value is 0.

    -
    - - GL_MAX_ELEMENT_INDEX - -
    -
    -

    - data returns a single value, the maximum index that may be specified during the - transfer of generic vertex attributes to the GL. -

    -

    diff --git a/gl4/html/glGetBufferParameter.xhtml b/gl4/html/glGetBufferParameter.xhtml index 85099b26..ea95582f 100644 --- a/gl4/html/glGetBufferParameter.xhtml +++ b/gl4/html/glGetBufferParameter.xhtml @@ -179,6 +179,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glGetBufferPointerv.xhtml b/gl4/html/glGetBufferPointerv.xhtml index f85b04fa..a0b92601 100644 --- a/gl4/html/glGetBufferPointerv.xhtml +++ b/gl4/html/glGetBufferPointerv.xhtml @@ -144,6 +144,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glGetBufferSubData.xhtml b/gl4/html/glGetBufferSubData.xhtml index ed3b5512..a3045790 100644 --- a/gl4/html/glGetBufferSubData.xhtml +++ b/gl4/html/glGetBufferSubData.xhtml @@ -152,6 +152,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glGetGraphicsResetStatus.xhtml b/gl4/html/glGetGraphicsResetStatus.xhtml index 6d16c44e..f9fa209e 100644 --- a/gl4/html/glGetGraphicsResetStatus.xhtml +++ b/gl4/html/glGetGraphicsResetStatus.xhtml @@ -275,9 +275,9 @@

    See Also

    - glGetError + glGetError, glGetIntegerv, - glGetQueryObjectuiv + glGetQueryObjectuiv, glGetSynciv

    diff --git a/gl4/html/glMapBuffer.xhtml b/gl4/html/glMapBuffer.xhtml index 1dcdb314..8119fbf8 100644 --- a/gl4/html/glMapBuffer.xhtml +++ b/gl4/html/glMapBuffer.xhtml @@ -135,6 +135,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glMapBufferRange.xhtml b/gl4/html/glMapBufferRange.xhtml index da73ccf4..747c21b9 100644 --- a/gl4/html/glMapBufferRange.xhtml +++ b/gl4/html/glMapBufferRange.xhtml @@ -152,6 +152,12 @@ Vertex array indices + + + GL_PARAMETER_BUFFER + + Draw parameters + GL_PIXEL_PACK_BUFFER diff --git a/gl4/html/glShaderBinary.xhtml b/gl4/html/glShaderBinary.xhtml index a2c17773..9121961c 100644 --- a/gl4/html/glShaderBinary.xhtml +++ b/gl4/html/glShaderBinary.xhtml @@ -131,9 +131,9 @@

    The binary image contained in binary will be decoded according to the extension - specification defining the specified binaryFormat token. OpenGL - does not define any specific binary formats, but it does provide a mechanism to obtain token - vaues for such formats provided by such extensions. + specification defining the specified binaryFormat token. OpenGL 4.6 + defines the GL_SHADER_BINARY_FORMAT_SPIR_V format, it also provide a mechanism to obtain token + vaues for formats provided by extensions.

    Depending on the types of the shader objects in shaders, glShaderBinary diff --git a/gl4/html/glTexParameter.xhtml b/gl4/html/glTexParameter.xhtml index 9da3e8a3..2dd2f041 100644 --- a/gl4/html/glTexParameter.xhtml +++ b/gl4/html/glTexParameter.xhtml @@ -1592,6 +1592,25 @@ +

    +

    +
    +
    +
    + + GL_TEXTURE_MAX_ANISOTROPY + +
    +
    +

    + Sets the maximum degree of anisotropy parameter. + If this value is set to a value greater than 1.0, anisotropic texture filtering is used to filter the texture. + Otherwise isotropic texture filtering is used. + The initial value is 1.0. +

    +
    +
    +

    Notes

    diff --git a/gl4/html/indexflat.php b/gl4/html/indexflat.php index d322ef03..055461c3 100644 --- a/gl4/html/indexflat.php +++ b/gl4/html/indexflat.php @@ -582,8 +582,8 @@
  • glMapNamedBufferRange
  • matrixCompMult
  • max
  • -
  • memoryBarrier
  • glMemoryBarrier
  • +
  • memoryBarrier
  • memoryBarrierAtomicCounter
  • memoryBarrierBuffer
  • glMemoryBarrierByRegion