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 @@
gl_PointSize. If disabled,
- then the point size is taken from the point state as specified
- by gl_PointSize. If disabled,
+ then the point size is taken from the point state as specified
+ by GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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.
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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.
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.
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.
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.
-
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 .
+
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 @@
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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 @@
- glGetError
+ glGetError,
glGetIntegerv,
- glGetQueryObjectuiv
+ glGetQueryObjectuiv,
glGetSynciv
GL_PARAMETER_BUFFER
+ 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 @@
GL_PARAMETER_BUFFER
+ 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. +
+