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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page opengl-mapping Command mapping
@brief List of OpenGL commands corresponding to particular Magnum API.
@tableofcontents
@m_footernavigation
@m_div{m-note m-success} Note that you can also use the search functionality to
find out which OpenGL API corresponds to which Magnum function, class or enum
value. Just enter name of an OpenGL function, define or GLSL name into the
search box. @m_enddiv
Legend:
- *not needed* --- given feature is implemented in a way that makes the
function unnecessary
- *not queryable*, *not supported* --- see @ref opengl-unsupported
- (empty) --- given feature is not yet implemented
@section opengl-mapping-functions Functions
@subsection opengl-mapping-functions-a A
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{ActiveShaderProgram} | not needed as @fn_gl{ProgramUniform} calls are used
@fn_gl{ActiveTexture} | @ref GL::AbstractTexture::bind()
@fn_gl{AttachShader} | @ref GL::AbstractShaderProgram::attachShader()
@subsection opengl-mapping-functions-b B
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{BeginConditionalRender}, `glEndConditionalRender()` | @ref GL::SampleQuery::beginConditionalRender(), \n @ref GL::SampleQuery::endConditionalRender()
@fn_gl{BeginQuery}, `glEndQuery()` | @ref GL::PrimitiveQuery::begin(), \n @ref GL::SampleQuery::begin(), \n @ref GL::TimeQuery::begin(), \n @ref GL::AbstractQuery::end()
@fn_gl{BeginQueryIndexed}, `glEndQueryIndexed()` | @ref GL::PrimitiveQuery::begin(UnsignedInt), \n @ref GL::PrimitiveQuery::end()
@fn_gl{BeginTransformFeedback}, `glEndTransformFeedback()` | @ref GL::TransformFeedback::begin(), @ref GL::TransformFeedback::end()
@fn_gl{BindAttribLocation} | @ref GL::AbstractShaderProgram::bindAttributeLocation()
@fn_gl{BindBuffer} | not needed, handled internally in @ref GL::Buffer and elsewhere
@fn_gl{BindBufferBase}, \n @fn_gl{BindBuffersBase}, \n @fn_gl{BindBufferRange}, \n @fn_gl{BindBuffersRange} | @ref GL::Buffer::bind(), \n @ref GL::Buffer::unbind(), \n @ref GL::TransformFeedback::attachBuffer(), \n @ref GL::TransformFeedback::attachBuffers()
@fn_gl{BindFragDataLocation} | @ref GL::AbstractShaderProgram::bindFragmentDataLocation()
@fn_gl{BindFragDataLocationIndexed} | @ref GL::AbstractShaderProgram::bindFragmentDataLocationIndexed()
@fn_gl{BindFramebuffer} | @ref GL::Framebuffer::bind()
@fn_gl{BindImageTexture}, \n @fn_gl{BindImageTextures} | @ref GL::AbstractTexture::unbindImage(), \n @ref GL::AbstractTexture::unbindImages(), \n @ref GL::AbstractTexture::bindImages(), \n @ref GL::Texture::bindImage(), \n @ref GL::Texture::bindImageLayered(), \n @ref GL::TextureArray::bindImage(), \n @ref GL::TextureArray::bindImageLayered(), \n @ref GL::CubeMapTexture::bindImage(), \n @ref GL::CubeMapTexture::bindImageLayered(), \n @ref GL::CubeMapTextureArray::bindImage(), \n @ref GL::CubeMapTextureArray::bindImageLayered(), \n @ref GL::MultisampleTexture::bindImage(), \n @ref GL::MultisampleTexture::bindImageLayered(), \n @ref GL::RectangleTexture::bindImage(), \n @ref GL::BufferTexture::bindImage()
@fn_gl{BindProgramPipeline} | |
@fn_gl{BindRenderbuffer} | not needed, handled internally in @ref GL::Renderbuffer
@fn_gl{BindSampler}, \n @fn_gl{BindSamplers} | |
@fn_gl{BindTexture}, \n @fn_gl{BindTextureUnit}, \n @fn_gl{BindTextures} | @ref GL::AbstractTexture::bind()
@fn_gl{BindTransformFeedback} | not needed, handled internally in @ref GL::TransformFeedback
@fn_gl{BindVertexArray} | not needed, handled internally in @ref GL::Mesh
@fn_gl{BindVertexBuffer}, \n `glVertexArrayVertexBuffer()`, \n @fn_gl{BindVertexBuffers}, \n `glVertexArrayVertexBuffers()` | |
@fn_gl_extension{BlendBarrier,KHR,blend_equation_advanced} | @ref GL::Renderer::blendBarrier()
@fn_gl{BlendColor} | @ref GL::Renderer::setBlendColor()
@fn_gl{BlendEquation}, \n @fn_gl{BlendEquationSeparate} | @ref GL::Renderer::setBlendEquation()
@fn_gl{BlendFunc}, \n @fn_gl{BlendFuncSeparate} | @ref GL::Renderer::setBlendFunction()
@fn_gl{BlitFramebuffer}, \n `glBlitNamedFramebuffer()` | @ref GL::AbstractFramebuffer::blit()
@fn_gl{BufferData}, \n `glNamedBufferData()` | @ref GL::Buffer::setData()
@fn_gl_extension{BufferPageCommitment,ARB,sparse_buffer}, \n `glNamedBufferPageCommitmentEXT()`, \n `glNamedBufferPageCommitmentARB()` | |
@fn_gl{BufferStorage}, \n `glNamedBufferStorage()` | |
@fn_gl{BufferSubData}, \n `glNamedBufferSubData()` | @ref GL::Buffer::setSubData()
@subsection opengl-mapping-functions-c C
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{CheckFramebufferStatus}, \n `glCheckNamedFramebufferStatus()` | @ref GL::DefaultFramebuffer::checkStatus(), \n @ref GL::Framebuffer::checkStatus()
@fn_gl{ClampColor} | |
@fn_gl{Clear} | @ref GL::AbstractFramebuffer::clear()
@fn_gl{ClearBuffer}, \n `glClearNamedFramebuffer()` | @ref GL::AbstractFramebuffer::clearDepth(), @ref GL::AbstractFramebuffer::clearStencil(), @ref GL::AbstractFramebuffer::clearDepthStencil(), @ref GL::DefaultFramebuffer::clearColor(), @ref GL::Framebuffer::clearColor()
@fn_gl{ClearBufferData}, \n `glClearNamedBufferData()` | |
@fn_gl{ClearBufferSubData}, \n `glClearNamedBufferSubData()` | |
@fn_gl{ClearColor} | @ref GL::Renderer::setClearColor()
@fn_gl{ClearDepth} | @ref GL::Renderer::setClearDepth()
@fn_gl{ClearStencil} | @ref GL::Renderer::setClearStencil()
@fn_gl{ClearTexImage} | |
@fn_gl{ClearTexSubImage} | |
@fn_gl{ClientWaitSync} | |
@fn_gl{ClipControl} | |
@fn_gl{ColorMask} | @ref GL::Renderer::setColorMask()
@fn_gl{CompileShader} | @ref GL::Shader::compile()
@fn_gl{CompressedTexImage1D}, \n @fn_gl{CompressedTexImage2D}, \n @fn_gl{CompressedTexImage3D} | @ref GL::Texture::setCompressedImage(), \n @ref GL::TextureArray::setCompressedImage(), \n @ref GL::CubeMapTexture::setCompressedImage(), \n @ref GL::CubeMapTextureArray::setCompressedImage(), \n @ref GL::RectangleTexture::setCompressedImage()
@fn_gl{CompressedTexSubImage1D}, \n `glCompressedTextureSubImage1D()`, \n @fn_gl{CompressedTexSubImage2D}, \n `glCompressedTextureSubImage2D()`, \n @fn_gl{CompressedTexSubImage3D}, \n `glCompressedTextureSubImage3D()` | @ref GL::Texture::setCompressedSubImage(), \n @ref GL::TextureArray::setCompressedSubImage(), \n @ref GL::CubeMapTexture::setCompressedSubImage(), \n @ref GL::CubeMapTextureArray::setCompressedSubImage(), \n @ref GL::RectangleTexture::setCompressedSubImage()
@fn_gl{CopyBufferSubData}, \n `glCopyNamedBufferSubData()` | @ref GL::Buffer::copy()
@fn_gl{CopyImageSubData} | |
@fn_gl{CopyTexImage1D}, \n @fn_gl{CopyTexImage2D} | @ref GL::Framebuffer::copyImage()
@fn_gl{CopyTexSubImage1D}, \n `glCopyTextureSubImage1D()`, \n @fn_gl{CopyTexSubImage2D}, \n `glCopyTextureSubImage2D()`, \n @fn_gl{CopyTexSubImage3D}, \n `glCopyTextureSubImage3D()` | @ref GL::Framebuffer::copySubImage()
@fn_gl{CreateProgram}, @fn_gl{DeleteProgram} | @ref GL::AbstractShaderProgram constructor and destructor
@fn_gl{CreateShader}, @fn_gl{DeleteShader} | @ref GL::Shader constructor and destructor
@fn_gl{CreateShaderProgram} | |
@fn_gl{CullFace} | @ref GL::Renderer::setFaceCullingMode()
@subsection opengl-mapping-functions-d D
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{DebugMessageCallback} | @ref GL::DebugOutput::setCallback()
@fn_gl{DebugMessageControl} | @ref GL::DebugOutput::setEnabled()
@fn_gl{DebugMessageInsert}, \n @fn_gl_extension{InsertEventMarker,EXT,debug_marker}, \n @fn_gl_extension{StringMarker,GREMEDY,string_marker} | @ref GL::DebugMessage::insert()
@fn_gl{DepthFunc} | @ref GL::Renderer::setDepthFunction()
@fn_gl{DepthMask} | @ref GL::Renderer::setDepthMask()
@fn_gl{DepthRange} | |
@fn_gl{DepthRangeArray} | |
@fn_gl{DepthRangeIndexed} | |
@fn_gl{DetachShader} | |
@fn_gl{DispatchCompute} | @ref GL::AbstractShaderProgram::dispatchCompute()
@fn_gl_extension{DispatchComputeGroupSize,ARB,compute_variable_group_size} | |
@fn_gl{DispatchComputeIndirect} | |
@fn_gl{DrawArrays}, \n @fn_gl{DrawArraysInstanced}, \n @fn_gl{DrawArraysInstancedBaseInstance}, \n @fn_gl{DrawElements}, \n @fn_gl{DrawRangeElements}, \n @fn_gl{DrawElementsBaseVertex}, \n @fn_gl{DrawRangeElementsBaseVertex}, \n @fn_gl{DrawElementsInstanced}, \n @fn_gl{DrawElementsInstancedBaseInstance}, \n @fn_gl{DrawElementsInstancedBaseVertex}, \n @fn_gl{DrawElementsInstancedBaseVertexBaseInstance} | @ref GL::Mesh::draw(AbstractShaderProgram&), \n @ref GL::MeshView::draw(AbstractShaderProgram&)
@fn_gl{DrawArraysIndirect}, \n @fn_gl{DrawElementsIndirect}, \n @fn_gl{MultiDrawArraysIndirect}, \n @fn_gl{MultiDrawElementsIndirect} | |
@fn_gl{DrawBuffer}, \n `glNamedFramebufferDrawBuffer()`, \n @fn_gl{DrawBuffers}, \n `glNamedFramebufferDrawBuffers()` | @ref GL::DefaultFramebuffer::mapForDraw(), \n @ref GL::Framebuffer::mapForDraw()
@fn_gl{DrawTransformFeedback}, \n @fn_gl{DrawTransformFeedbackInstanced}, \n @fn_gl{DrawTransformFeedbackStream}, \n @fn_gl{DrawTransformFeedbackStreamInstanced} | @ref GL::Mesh::draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt), \n @ref GL::MeshView::draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
@subsection opengl-mapping-functions-e E
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{Enable}, `glDisable()` | @ref GL::Renderer::setFeature()
@fn_gl{EnableVertexAttribArray}, \n `glEnableVertexArrayAttrib()`, \n `glDisableVertexAttribArray()`, \n `glDisableVertexArrayAttrib()`, \n `glDisableVertexArrayAttribEXT()` | @ref GL::Mesh::addVertexBuffer()
@subsection opengl-mapping-functions-f F
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{FenceSync}, @fn_gl{DeleteSync} | |
@fn_gl{Finish} | @ref GL::Renderer::finish()
@fn_gl{Flush} | @ref GL::Renderer::flush()
@fn_gl{FlushMappedBufferRange}, \n `glFlushMappedNamedBufferRange()` | @ref GL::Buffer::flushMappedRange()
@fn_gl2{FramebufferParameter,FramebufferParameteri}, \n `glNamedFramebufferParameter()` | |
@fn_gl{FramebufferRenderbuffer}, \n `glNamedFramebufferRenderbuffer()` | @ref GL::Framebuffer::attachRenderbuffer(), \n @ref GL::Framebuffer::detach()
@fn_gl{FramebufferTexture}, \n `glNamedFramebufferTexture()` | @ref GL::Framebuffer::attachLayeredTexture()
@fn_gl2{FramebufferTexture1D,FramebufferTexture}, \n `glFramebufferTexture2D()`, \n `glNamedFramebufferTexture2DEXT()` | @ref GL::Framebuffer::attachTexture(), \n @ref GL::Framebuffer::attachCubeMapTexture()
@fn_gl2{FramebufferTexture3D,FramebufferTexture} | not used, @fn_gl{FramebufferTextureLayer} has more complete features
@fn_gl{FramebufferTextureLayer}, \n `glNamedFramebufferTextureLayer()` | @ref GL::Framebuffer::attachTextureLayer(), \n @ref GL::Framebuffer::attachCubeMapTexture()
@fn_gl{FrontFace} | @ref GL::Renderer::setFrontFace()
@subsection opengl-mapping-functions-g G
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{GenBuffers}, \n @fn_gl{CreateBuffers}, \n @fn_gl{DeleteBuffers} | @ref GL::Buffer constructor and destructor
@fn_gl{GenFramebuffers}, \n @fn_gl{CreateFramebuffers}, \n @fn_gl{DeleteFramebuffers} | @ref GL::Framebuffer constructor and destructor
@fn_gl{GenProgramPipelines}, \n @fn_gl{CreateProgramPipelines}, \n @fn_gl{DeleteProgramPipelines} | |
@fn_gl{GenQueries}, \n @fn_gl{CreateQueries}, \n @fn_gl{DeleteQueries} | @ref GL::AbstractQuery constructor and destructor
@fn_gl{GenRenderbuffers}, \n @fn_gl{CreateRenderbuffers}, \n @fn_gl{DeleteRenderbuffers} | @ref GL::Renderbuffer constructor and destructor
@fn_gl{GenSamplers}, \n @fn_gl{CreateSamplers}, \n @fn_gl{DeleteSamplers} | |
@fn_gl{GenTextures}, \n @fn_gl{CreateTextures}, \n @fn_gl{DeleteTextures} | @ref GL::AbstractTexture constructor and destructor
@fn_gl{GenTransformFeedbacks}, \n @fn_gl{CreateTransformFeedbacks}, \n @fn_gl{DeleteTransformFeedbacks} | |
@fn_gl{GenVertexArrays}, \n @fn_gl{CreateVertexArrays}, \n @fn_gl{DeleteVertexArrays} | @ref GL::Mesh constructor and destructor
@fn_gl{GenerateMipmap}, \n `glGenerateTextureMipmap()` | @ref GL::Texture::generateMipmap(), \n @ref GL::TextureArray::generateMipmap(), \n @ref GL::CubeMapTexture::generateMipmap(), \n @ref GL::CubeMapTextureArray::generateMipmap()
@fn_gl{Get} | see @ref opengl-mapping-state "table below"
@fn_gl2{GetActiveAtomicCounterBuffer,GetActiveAtomicCounterBufferiv} | not queryable
@fn_gl{GetActiveAttrib}, \n @fn_gl{GetActiveSubroutineName}, \n @fn_gl{GetActiveSubroutineUniform}, \n @fn_gl{GetActiveSubroutineUniformName}, \n @fn_gl{GetActiveUniform}, \n @fn_gl{GetActiveUniformBlock}, \n @fn_gl{GetActiveUniformBlockName}, \n @fn_gl{GetActiveUniformName}, \n @fn_gl{GetActiveUniforms} | not queryable
@fn_gl{GetAttachedShaders} | not queryable, @ref GL::AbstractShaderProgram::attachShader() setter only
@fn_gl{GetAttribLocation} | not queryable, @ref GL::AbstractShaderProgram::bindAttributeLocation() setter only
@fn_gl{GetBufferParameter}, \n `glGetNamedBufferParameter()` | @ref GL::Buffer::size()
@fn_gl2{GetBufferPointer,GetBufferPointerv}, \n `glGetNamedBufferPointer()` | not queryable, @ref GL::Buffer::map() setter only
@fn_gl{GetBufferSubData}, \n `glGetNamedBufferSubData()` | @ref GL::Buffer::data(), \n @ref GL::Buffer::subData()
@fn_gl{GetCompressedTexImage}, \n `glGetnCompressedTexImage()`, \n @fn_gl_extension{GetnCompressedTexImage,ARB,robustness}, \n `glGetCompressedTextureImage()` | @ref GL::Texture::compressedImage(), \n @ref GL::TextureArray::compressedImage(), \n @ref GL::CubeMapTexture::compressedImage(), \n @ref GL::CubeMapTextureArray::compressedImage(), \n @ref GL::RectangleTexture::compressedImage()
@fn_gl{GetCompressedTextureSubImage} | @ref GL::Texture::compressedSubImage(), \n @ref GL::TextureArray::compressedSubImage(), \n @ref GL::CubeMapTexture::compressedImage(), \n @ref GL::CubeMapTexture::compressedSubImage(), \n @ref GL::CubeMapTextureArray::compressedSubImage(), \n @ref GL::RectangleTexture::compressedSubImage()
@fn_gl{GetDebugMessageLog} | |
@fn_gl{GetError} | @ref GL::Renderer::error()
@fn_gl{GetFragDataIndex}, @fn_gl{GetFragDataLocation} | not queryable, @ref GL::AbstractShaderProgram::bindFragmentDataLocation() and \n @ref GL::AbstractShaderProgram::bindFragmentDataLocationIndexed() setters only
@fn_gl{GetFramebufferAttachmentParameter}, \n `glGetNamedFramebufferAttachmentParameter()` | not queryable, @ref GL::Framebuffer setters only
@fn_gl{GetFramebufferParameter}, \n `glGetNamedFramebufferParameter()` | not queryable, @ref GL::DefaultFramebuffer and \n @ref GL::Framebuffer setters only
@fn_gl{GetGraphicsResetStatus}, \n @fn_gl_extension{GetGraphicsResetStatus,ARB,robustness} | @ref GL::Renderer::graphicsResetStatus()
@fn_gl_extension{GetImageHandle,ARB,bindless_texture} | |
@fn_gl{GetInternalformat} | |
@fn_gl{GetMultisample} | |
@fn_gl{GetObjectLabel}, \n @fn_gl{GetObjectPtrLabel} | @ref GL::AbstractShaderProgram::label(), \n @ref GL::AbstractQuery::label(), \n @ref GL::AbstractTexture::label(), \n @ref GL::Buffer::label(), \n @ref GL::Framebuffer::label(), \n @ref GL::Mesh::label(), \n @ref GL::Renderbuffer::label(), \n @ref GL::Shader::label()
@fn_gl{GetProgram}, \n @fn_gl{GetProgramInfoLog} | @ref GL::AbstractShaderProgram::link(), \n @ref GL::AbstractShaderProgram::validate()
@fn_gl{GetProgramBinary} | |
@fn_gl{GetProgramInterface} | |
@fn_gl{GetProgramPipeline} | |
@fn_gl{GetProgramPipelineInfoLog} | |
@fn_gl{GetProgramResource}, \n @fn_gl{GetProgramResourceIndex}, \n @fn_gl{GetProgramResourceLocation}, \n @fn_gl{GetProgramResourceLocationIndex}, \n @fn_gl{GetProgramResourceName} | not queryable, set them in shader code directly as described in @ref GL::AbstractShaderProgram docs
@fn_gl{GetProgramStage} | |
@fn_gl{GetQueryIndexed} | |
@fn_gl{GetQueryObject} | @ref GL::AbstractQuery::result()
@fn_gl{GetQueryBufferObject} | |
@fn_gl2{GetQuery,GetQueryiv} | |
@fn_gl{GetRenderbufferParameter}, \n `glGetNamedRenderbufferParameter()` | not queryable, @ref GL::Renderbuffer::setStorage() and \n @ref GL::Renderbuffer::setStorageMultisample() setter only
@fn_gl{GetSamplerParameter} | |
@fn_gl{GetShader}, \n @fn_gl{GetShaderInfoLog} | @ref GL::Shader::compile()
@fn_gl{GetShaderPrecisionFormat} | |
@fn_gl{GetShaderSource} | not queryable but tracked in @ref GL::Shader::sources()
@fn_gl{GetString} | @ref GL::Context::supportedExtensions(), \n @ref GL::Context::rendererString(), \n @ref GL::Context::shadingLanguageVersionString(), \n @ref GL::Context::vendorString(), \n @ref GL::Context::versionString()
@fn_gl{GetSubroutineIndex} | |
@fn_gl{GetSubroutineUniformLocation} | |
@fn_gl{GetSync} | |
@fn_gl{GetTexImage}, \n `glGetnTexImage()`, \n @fn_gl_extension{GetnTexImage,ARB,robustness}, \n `glGetTextureImage()` | @ref GL::Texture::image(), \n @ref GL::TextureArray::image(), \n @ref GL::CubeMapTexture::image(), \n @ref GL::CubeMapTextureArray::image(), \n @ref GL::RectangleTexture::image()
7 years ago
@fn_gl{GetTexLevelParameter}, \n `glGetTextureLevelParameter()` | @ref GL::Texture::imageSize(), \n @ref GL::TextureArray::imageSize(), \n @ref GL::CubeMapTexture::imageSize(), \n @ref GL::CubeMapTextureArray::imageSize(), \n @ref GL::RectangleTexture::imageSize(), \n @ref GL::BufferTexture::size()
@fn_gl{GetTexParameter}, \n `glGetTextureParameter()` | |
@fn_gl_extension{GetTextureHandle,ARB,bindless_texture} | |
@fn_gl_extension{GetTextureSamplerHandle,ARB,bindless_texture} | |
@fn_gl{GetTextureSubImage} | @ref GL::Texture::subImage(), \n @ref GL::TextureArray::subImage(), \n @ref GL::CubeMapTexture::image(), \n @ref GL::CubeMapTexture::subImage(), \n @ref GL::CubeMapTextureArray::subImage(), \n @ref GL::RectangleTexture::subImage()
@fn_gl{GetTransformFeedback} | not queryable, @ref GL::TransformFeedback::attachBuffer() and @ref GL::TransformFeedback::attachBuffers() setters only
@fn_gl{GetTransformFeedbackVarying} | not queryable, @ref GL::AbstractShaderProgram::setTransformFeedbackOutputs() setter only
@fn_gl{GetUniform}, \n `glGetnUniform()`, \n @fn_gl_extension{GetnUniform,ARB,robustness} | not queryable, @ref GL::AbstractShaderProgram::setUniform() setter only
@fn_gl{GetUniformBlockIndex} | @ref GL::AbstractShaderProgram::uniformBlockIndex()
@fn_gl{GetUniformIndices} | |
@fn_gl{GetUniformLocation} | @ref GL::AbstractShaderProgram::uniformLocation()
@fn_gl{GetUniformSubroutine} | |
@fn_gl{GetVertexAttrib}, \n @fn_gl{GetVertexArray} | not queryable, @ref GL::Mesh::addVertexBuffer() setter only
@subsection opengl-mapping-functions-h H
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{Hint} | @ref GL::Renderer::setHint()
@subsection opengl-mapping-functions-i I
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{InvalidateBufferData} | @ref GL::Buffer::invalidateData()
@fn_gl{InvalidateBufferSubData} | @ref GL::Buffer::invalidateSubData()
@fn_gl{InvalidateFramebuffer}, \n `glInvalidateNamedFramebufferData()`, \n @fn_gl_extension{DiscardFramebuffer,EXT,discard_framebuffer} | @ref GL::DefaultFramebuffer::invalidate(), \n @ref GL::Framebuffer::invalidate()
@fn_gl{InvalidateSubFramebuffer}, \n `glInvalidateNamedFramebufferSubData()` | @ref GL::DefaultFramebuffer::invalidate(), \n @ref GL::Framebuffer::invalidate()
@fn_gl{InvalidateTexImage} | @ref GL::Texture::invalidateImage(), \n @ref GL::TextureArray::invalidateImage(), \n @ref GL::CubeMapTexture::invalidateImage(), \n @ref GL::CubeMapTextureArray::invalidateImage(), \n @ref GL::RectangleTexture::invalidateImage(), \n @ref GL::MultisampleTexture::invalidateImage()
@fn_gl{InvalidateTexSubImage} | @ref GL::Texture::invalidateSubImage(), \n @ref GL::TextureArray::invalidateSubImage(), \n @ref GL::CubeMapTexture::invalidateSubImage(), \n @ref GL::CubeMapTextureArray::invalidateSubImage(), \n @ref GL::RectangleTexture::invalidateSubImage(), \n @ref GL::MultisampleTexture::invalidateSubImage()
@fn_gl{IsBuffer}, \n @fn_gl{IsFramebuffer}, \n @fn_gl{IsProgram}, \n @fn_gl{IsProgramPipeline}, \n @fn_gl{IsQuery}, \n @fn_gl{IsRenderbuffer}, \n @fn_gl{IsSampler}, \n @fn_gl{IsShader}, \n @fn_gl{IsSync}, \n @fn_gl{IsTexture}, \n @fn_gl{IsTransformFeedback}, \n @fn_gl{IsVertexArray} | not needed, objects are strongly typed
@fn_gl{IsEnabled} | not queryable, @ref GL::Renderer::setFeature() setter only
@fn_gl_extension{IsImageHandleResident,ARB,bindless_texture} | |
@fn_gl_extension{IsTextureHandleResident,ARB,bindless_texture} | |
@subsection opengl-mapping-functions-l L
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{LineWidth} | @ref GL::Renderer::setLineWidth()
@fn_gl{LinkProgram} | @ref GL::AbstractShaderProgram::link()
@fn_gl{LogicOp} | @ref GL::Renderer::setLogicOperation()
@subsection opengl-mapping-functions-m M
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl_extension{MakeImageHandleResident,ARB,bindless_texture} | |
@fn_gl_extension{MakeImageHandleNonResident,ARB,bindless_texture} | |
@fn_gl_extension{MakeTextureHandleResident,ARB,bindless_texture} | |
@fn_gl_extension{MakeTextureHandleNonResident,ARB,bindless_texture} | |
@fn_gl{MapBuffer}, \n `glMapNamedBuffer()`, \n @fn_gl{MapBufferRange}, \n `glMapNamedBufferRange()`, \n @fn_gl{UnmapBuffer}, \n `glUnmapNamedBuffer()` | @ref GL::Buffer::map(), @ref GL::Buffer::unmap()
@fn_gl{MemoryBarrier}, \n `glMemoryBarrierByRegion()` | @ref GL::Renderer::setMemoryBarrier(), \n @ref GL::Renderer::setMemoryBarrierByRegion()
@fn_gl{MinSampleShading} | @ref GL::Renderer::setMinSampleShading()
@fn_gl{MultiDrawArrays}, \n @fn_gl{MultiDrawElements}, \n @fn_gl{MultiDrawElementsBaseVertex} | @ref GL::MeshView::draw(AbstractShaderProgram&, std::initializer_list<Containers::Reference<MeshView>>)
@fn_gl{MultiDrawArraysIndirectCount}, \n @fn_gl{MultiDrawElementsIndirectCount} | |
@subsection opengl-mapping-functions-o O
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{ObjectLabel}, \n @fn_gl{ObjectPtrLabel}, \n @fn_gl_extension{LabelObject,EXT,debug_label} | @ref GL::AbstractShaderProgram::setLabel(), \n @ref GL::AbstractQuery::setLabel(), \n @ref GL::AbstractTexture::setLabel(), \n @ref GL::Buffer::setLabel(), \n @ref GL::Framebuffer::setLabel(), \n @ref GL::Mesh::setLabel(), \n @ref GL::Renderbuffer::setLabel(), \n @ref GL::Shader::setLabel()
@subsection opengl-mapping-functions-p P
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{PatchParameter} | |
@fn_gl{PauseTransformFeedback}, @fn_gl{ResumeTransformFeedback} | @ref GL::TransformFeedback::pause(), @ref GL::TransformFeedback::resume()
@fn_gl{PixelStore} | @ref GL::Texture::setImage(), \n @ref GL::TextureArray::setImage(), \n @ref GL::CubeMapTexture::setImage(), \n @ref GL::CubeMapTextureArray::setImage(), \n @ref GL::RectangleTexture::setImage(), \n @ref GL::Texture::setSubImage(), \n @ref GL::TextureArray::setSubImage(), \n @ref GL::CubeMapTexture::setSubImage(), \n @ref GL::CubeMapTextureArray::setSubImage(), \n @ref GL::RectangleTexture::setSubImage(), \n @ref GL::Texture::image(), @ref GL::TextureArray::image(), \n @ref GL::CubeMapTexture::image(), \n @ref GL::CubeMapTextureArray::image(), \n @ref GL::RectangleTexture::image(), \n @ref GL::Texture::subImage(), \n @ref GL::TextureArray::subImage(), \n @ref GL::CubeMapTexture::subImage(), \n @ref GL::CubeMapTextureArray::subImage(), \n @ref GL::RectangleTexture::subImage(), \n @ref GL::Texture::setCompressedImage(), \n @ref GL::TextureArray::setCompressedImage(), \n @ref GL::CubeMapTexture::setCompressedImage(), \n @ref GL::CubeMapTextureArray::setCompressedImage(), \n @ref GL::Texture::setCompressedSubImage(), \n @ref GL::TextureArray::setCompressedSubImage(), \n @ref GL::CubeMapTexture::setCompressedSubImage(), \n @ref GL::CubeMapTextureArray::setCompressedSubImage(), \n @ref GL::RectangleTexture::setCompressedSubImage(), \n @ref GL::Texture::compressedImage(), \n @ref GL::TextureArray::compressedImage(), \n @ref GL::CubeMapTexture::compressedImage(), \n @ref GL::CubeMapTextureArray::compressedImage(), \n @ref GL::RectangleTexture::compressedImage(), \n @ref GL::DefaultFramebuffer::read(), \n @ref GL::Framebuffer::read()
@fn_gl{PointParameter} | |
@fn_gl{PointSize} | @ref GL::Renderer::setPointSize()
@fn_gl{PolygonMode} | @ref GL::Renderer::setPolygonMode()
@fn_gl{PolygonOffset} | @ref GL::Renderer::setPolygonOffset()
@fn_gl{PolygonOffsetClamp} | |
@fn_gl_extension{PrimitiveBoundingBox,EXT,primitive_bounding_box}, \n @fn_gl_extension{PrimitiveBoundingBox,ARB,primitive_bounding_box} | |
@fn_gl{PrimitiveRestartIndex} | |
@fn_gl{ProgramBinary} | |
@fn_gl{ProgramParameter} | @ref GL::AbstractShaderProgram::setRetrievableBinary(), \n @ref GL::AbstractShaderProgram::setSeparable()
@fn_gl{ProvokingVertex} | @ref GL::Renderer::setProvokingVertex()
@fn_gl{PushDebugGroup}, \n @fn_gl_extension{PushGroupMarker,EXT,debug_marker} | @ref GL::DebugGroup::push()
@fn_gl{PopDebugGroup}, \n @fn_gl_extension{PopGroupMarker,EXT,debug_marker} | @ref GL::DebugGroup::pop()
@subsection opengl-mapping-functions-q Q
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{QueryCounter} | @ref GL::TimeQuery::timestamp()
@subsection opengl-mapping-functions-r R
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{ReadBuffer}, \n `glNamedFramebufferReadBuffer()` | @ref GL::DefaultFramebuffer::mapForRead(), \n @ref GL::Framebuffer::mapForRead()
@fn_gl{ReadPixels}, \n `glReadnPixels()`, \n @fn_gl_extension{ReadnPixels,ARB,robustness} | @ref GL::DefaultFramebuffer::read(), \n @ref GL::Framebuffer::read()
@fn_gl{ReleaseShaderCompiler} | |
@fn_gl{RenderbufferStorage}, \n `glNamedRenderbufferStorage()` | @ref GL::Renderbuffer::setStorage()
@fn_gl{RenderbufferStorageMultisample}, \n `glNamedRenderbufferStorageMultisample()` | @ref GL::Renderbuffer::setStorageMultisample()
@subsection opengl-mapping-functions-s S
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{SampleCoverage} | |
@fn_gl{SampleMaski} | |
@fn_gl{SamplerParameter} | |
@fn_gl{Scissor} | @ref GL::Renderer::setScissor()
@fn_gl{ScissorArray} | |
@fn_gl{ScissorIndexed} | |
@fn_gl{ShaderBinary} | |
@fn_gl{ShaderSource} | @ref GL::Shader::addFile(), \n @ref GL::Shader::addSource()
@fn_gl{ShaderStorageBlockBinding} | |
@fn_gl{SpecializeShader} | |
@fn_gl{StencilFunc}, \n @fn_gl{StencilFuncSeparate} | @ref GL::Renderer::setStencilFunction()
@fn_gl{StencilMask}, \n @fn_gl{StencilMaskSeparate} | @ref GL::Renderer::setStencilMask()
@fn_gl{StencilOp}, \n @fn_gl{StencilOpSeparate} | @ref GL::Renderer::setStencilOperation()
@subsection opengl-mapping-functions-t T
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{TexBuffer}, \n `glTextureBuffer()`, \n @fn_gl{TexBufferRange}, \n `glTextureBufferRange()` | @ref GL::BufferTexture::setBuffer()
@fn_gl{TexImage1D}, \n @fn_gl{TexImage2D}, \n @fn_gl{TexImage3D} | @ref GL::Texture::setImage(), \n @ref GL::TextureArray::setImage(), \n @ref GL::CubeMapTexture::setImage(), \n @ref GL::CubeMapTextureArray::setImage(), \n @ref GL::RectangleTexture::setImage()
@fn_gl{TexImage2DMultisample}, \n @fn_gl{TexImage3DMultisample} | @ref GL::MultisampleTexture::setStorage()
@fn_gl_extension{TexPageCommitment,ARB,sparse_texture} | |
@fn_gl{TexParameter}, \n `glTextureParameter()` | @ref GL::Texture::setBaseLevel() "*Texture::setBaseLevel()", \n @ref GL::Texture::setMaxLevel() "*Texture::setMaxLevel()", \n @ref GL::Texture::setMinificationFilter() "*Texture::setMinificationFilter()", \n @ref GL::Texture::setMagnificationFilter() "*Texture::setMagnificationFilter()", \n @ref GL::Texture::setMinLod() "*Texture::setMinLod()", \n @ref GL::Texture::setMaxLod() "*Texture::setMaxLod()", \n @ref GL::Texture::setLodBias() "*Texture::setLodBias()", \n @ref GL::Texture::setWrapping() "*Texture::setWrapping()", \n @ref GL::Texture::setBorderColor() "*Texture::setBorderColor()", \n @ref GL::Texture::setMaxAnisotropy() "*Texture::setMaxAnisotropy()", \n @ref GL::Texture::setSrgbDecode() "*Texture::setSrgbDecode()", \n @ref GL::Texture::setSwizzle() "*Texture::setSwizzle()", \n @ref GL::Texture::setCompareMode() "*Texture::setCompareMode()", \n @ref GL::Texture::setCompareFunction() "*Texture::setCompareFunction()", \n @ref GL::Texture::setDepthStencilMode() "*Texture::setDepthStencilMode()"
@fn_gl{TexStorage1D}, \n `glTextureStorage1D()`, \n @fn_gl{TexStorage2D}, \n `glTextureStorage2D()`, \n @fn_gl{TexStorage3D}, \n `glTextureStorage3D()` | @ref GL::Texture::setStorage(), \n @ref GL::TextureArray::setStorage(), \n @ref GL::CubeMapTexture::setStorage(), \n @ref GL::CubeMapTextureArray::setStorage(), \n @ref GL::RectangleTexture::setStorage()
@fn_gl{TexStorage2DMultisample}, \n `glTextureStorage2DMultisample()`, \n @fn_gl{TexStorage3DMultisample}, \n `glTextureStorage3DMultisample()` | @ref GL::MultisampleTexture::setStorage()
@fn_gl{TexSubImage1D}, \n `glTextureSubImage1D()`, \n @fn_gl{TexSubImage2D}, \n `glTextureSubImage2D()`, \n @fn_gl{TexSubImage3D}, \n `glTextureSubImage3D()` | @ref GL::Texture::setSubImage(), \n @ref GL::TextureArray::setSubImage(), \n @ref GL::CubeMapTexture::setSubImage(), \n @ref GL::CubeMapTextureArray::setSubImage(), \n @ref GL::RectangleTexture::setSubImage()
@fn_gl{TextureBarrier} | @ref GL::Renderer::setTextureBarrier()
@fn_gl{TextureView} | |
@fn_gl{TransformFeedbackBufferBase}, \n @fn_gl{TransformFeedbackBufferRange} | @ref GL::TransformFeedback::attachBuffer(), \n @ref GL::TransformFeedback::attachBuffers()
@fn_gl{TransformFeedbackVaryings} | @ref GL::AbstractShaderProgram::setTransformFeedbackOutputs()
@subsection opengl-mapping-functions-u U
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{Uniform}, \n @fn_gl{ProgramUniform} | @ref GL::AbstractShaderProgram::setUniform()
@fn_gl_extension{UniformHandle,ARB,bindless_texture}, \n @fn_gl_extension{ProgramUniformHandle,ARB,bindless_texture} | |
@fn_gl{UniformBlockBinding} | @ref GL::AbstractShaderProgram::setUniformBlockBinding()
@fn_gl{UniformSubroutines} | |
@fn_gl{UseProgram} | @ref GL::Mesh::draw(), @ref GL::MeshView::draw()
@fn_gl{UseProgramStages} | |
@subsection opengl-mapping-functions-v V
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{ValidateProgram} | @ref GL::AbstractShaderProgram::validate()
@fn_gl{ValidateProgramPipeline} | |
@fn_gl{VertexArrayElementBuffer} | |
@fn_gl{VertexAttrib} | not supported (@ref opengl-unsupported "details")
@fn_gl{VertexAttribBinding}, \n `glVertexArrayAttribBinding()` | |
@fn_gl{VertexAttribDivisor} | @ref GL::Mesh::addVertexBufferInstanced()
@fn_gl{VertexAttribFormat}, \n `glVertexArrayAttribFormat()` | |
@fn_gl{VertexAttribPointer} | @ref GL::Mesh::addVertexBuffer()
@fn_gl{VertexBindingDivisor}, \n `glVertexArrayBindingDivisor()` | |
@fn_gl{Viewport} | @ref GL::DefaultFramebuffer::setViewport(), \n @ref GL::Framebuffer::setViewport()
@fn_gl{ViewportArray} | |
@fn_gl{ViewportIndexed} | |
@subsection opengl-mapping-functions-w W
@m_class{m-fullwidth}
OpenGL function | Matching API
--------------------------------------- | ------------
@fn_gl{WaitSync} | |
@section opengl-mapping-state Limit and state queries
@todo Things marked only as *not queryable* should have at least setter
@m_class{m-fullwidth}
glGet() parameter | Matching API
--------------------------------------- | ------------
@def_gl{ACTIVE_TEXTURE}, \n @def_gl{TEXTURE_BINDING_1D_ARRAY}, \n @def_gl{TEXTURE_BINDING_1D}, \n @def_gl{TEXTURE_BINDING_2D_ARRAY}, \n @def_gl{TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY}, \n @def_gl{TEXTURE_BINDING_2D_MULTISAMPLE}, \n @def_gl{TEXTURE_BINDING_2D} , \n @def_gl{TEXTURE_BINDING_3D}, \n @def_gl{TEXTURE_BINDING_BUFFER}, \n @def_gl{TEXTURE_BINDING_BUFFER}, \n @def_gl{TEXTURE_BINDING_CUBE_MAP}, \n @def_gl{TEXTURE_BINDING_RECTANGLE} | not queryable but tracked internally
@def_gl{ALIASED_LINE_WIDTH_RANGE} | @ref GL::Renderer::lineWidthRange()
@def_gl{ARRAY_BUFFER_BINDING}, \n @def_gl{DISPATCH_INDIRECT_BUFFER_BINDING}, \n @def_gl{ELEMENT_ARRAY_BUFFER_BINDING}, \n @def_gl{PIXEL_PACK_BUFFER_BINDING}, \n @def_gl{PIXEL_UNPACK_BUFFER_BINDING} | not queryable but tracked internally
@def_gl{BLEND_COLOR} | not queryable, @ref GL::Renderer::setBlendColor() setter only
@def_gl{BLEND_DST_ALPHA}, \n @def_gl{BLEND_DST_RGB}, \n @def_gl{BLEND_SRC_ALPHA}, \n @def_gl{BLEND_SRC_RGB} | not queryable, @ref GL::Renderer::setBlendFunction() setter only
@def_gl{BLEND_EQUATION_ALPHA}, \n @def_gl{BLEND_EQUATION_RGB} | not queryable, @ref GL::Renderer::setBlendEquation() setter only
@def_gl{BLEND}, \n @def_gl{COLOR_LOGIC_OP}, \n @def_gl{CULL_FACE}, \n @def_gl{DEBUG_OUTPUT}, \n @def_gl{DEBUG_OUTPUT_SYNCHRONOUS}, \n @def_gl{DEPTH_CLAMP}, \n @def_gl{DEPTH_TEST}, \n @def_gl{DITHER}, \n @def_gl{MULTISAMPLE}, \n @def_gl{POLYGON_OFFSET_FILL}, \n @def_gl{POLYGON_OFFSET_LINE}, \n @def_gl{POLYGON_OFFSET_POINT}, \n @def_gl{PROGRAM_POINT_SIZE}, \n @def_gl{SCISSOR}, \n @def_gl{TEXTURE_CUBE_MAP_SEAMLESS}, \n @def_gl{STENCIL_TEST} | not queryable, @ref GL::Renderer::setFeature() setter only
@def_gl{COLOR_CLEAR_VALUE}, \n @def_gl{DEPTH_CLEAR_VALUE}, \n @def_gl{STENCIL_CLEAR_VALUE} | not queryable, @ref GL::Renderer::setClearColor(), \n @ref GL::Renderer::setClearDepth() and \n @ref GL::Renderer::setClearStencil() setters only
@def_gl{COLOR_WRITEMASK}, \n @def_gl{DEPTH_WRITEMASK}, \n @def_gl{STENCIL_BACK_WRITEMASK}, \n @def_gl{STENCIL_WRITEMASK} | not queryable, @ref GL::Renderer::setColorMask(), \n @ref GL::Renderer::setDepthMask() and \n @ref GL::Renderer::setStencilMask() setters only
@def_gl{CONTEXT_FLAGS} | @ref GL::Context::flags()
@def_gl{CONTEXT_PROFILE_MASK} | @ref GL::Context::isCoreProfile()
@def_gl{CURRENT_PROGRAM} | not queryable but tracked internally
@def_gl{DEBUG_GROUP_STACK_DEPTH} | |
@def_gl{DEPTH_FUNC} | not queryable, @ref GL::Renderer::setDepthFunction() setter only
@def_gl{DEPTH_RANGE} | not queryable
@def_gl{DOUBLEBUFFER}, \n @def_gl{STEREO} | |
@def_gl{DRAW_BUFFERi}, \n @def_gl{DRAW_BUFFER}, \n @def_gl{READ_BUFFER} | not queryable, @ref GL::DefaultFramebuffer::mapForDraw(), \n @ref GL::DefaultFramebuffer::mapForRead(), \n @ref GL::Framebuffer::mapForDraw() and \n @ref GL::Framebuffer::mapForRead() setters only
@def_gl{DRAW_FRAMEBUFFER_BINDING}, \n @def_gl{READ_FRAMEBUFFER_BINDING} | not queryable but tracked internally
@def_gl{FRAGMENT_SHADER_DERIVATIVE_HINT}, \n @def_gl{LINE_SMOOTH_HINT}, \n @def_gl{POLYGON_SMOOTH_HINT}, \n @def_gl{TEXTURE_COMPRESSION_HINT} | not queryable
@def_gl{IMPLEMENTATION_COLOR_READ_FORMAT} | @ref GL::AbstractFramebuffer::implementationColorReadFormat()
@def_gl{IMPLEMENTATION_COLOR_READ_TYPE} | @ref GL::AbstractFramebuffer::implementationColorReadType()
@def_gl{LAYER_PROVOKING_VERTEX} | |
@def_gl{LINE_SMOOTH}, \n @def_gl{POLYGON_SMOOTH} | not supported (@ref opengl-unsupported "details")
@def_gl{LINE_WIDTH} | not queryable, @ref GL::Renderer::setLineWidth() setter only
@def_gl{LOGIC_OP_MODE} | not queryable, @ref GL::Renderer::setLogicOperation() setter only
@def_gl{MAJOR_VERSION}, \n @def_gl{MINOR_VERSION} | @ref GL::Context::version()
`GL_MAX_*_ATOMIC_COUNTER_BUFFERS`, \n @def_gl{MAX_COMBINED_ATOMIC_COUNTER_BUFFERS} | @ref GL::Shader::maxAtomicCounterBuffers(), \n @ref GL::Shader::maxCombinedAtomicCounterBuffers()
`GL_MAX_*_ATOMIC_COUNTERS`, \n @def_gl{MAX_COMBINED_ATOMIC_COUNTERS} | @ref GL::Shader::maxAtomicCounters(), \n @ref GL::Shader::maxCombinedAtomicCounters()
`GL_MAX_*_IMAGE_UNIFORMS`, \n @def_gl{MAX_COMBINED_IMAGE_UNIFORMS} | @ref GL::Shader::maxImageUniforms(), \n @ref GL::Shader::maxCombinedImageUniforms()
`GL_MAX_*_SHADER_STORAGE_BLOCKS`, \n @def_gl{MAX_COMBINED_SHADER_STORAGE_BLOCKS} | @ref GL::Shader::maxShaderStorageBlocks(), \n @ref GL::Shader::maxCombinedShaderStorageBlocks()
`GL_MAX_*_TEXTURE_IMAGE_UNITS`, \n @def_gl{MAX_TEXTURE_IMAGE_UNITS}, \n @def_gl{MAX_COMBINED_TEXTURE_IMAGE_UNITS} | @ref GL::Shader::maxTextureImageUnits(), \n @ref GL::Shader::maxCombinedTextureImageUnits()
`GL_MAX_*_UNIFORM_BLOCKS`, \n @def_gl{MAX_COMBINED_UNIFORM_BLOCKS} | @ref GL::Shader::maxUniformBlocks(), \n @ref GL::Shader::maxCombinedUniformBlocks()
`GL_MAX_*_UNIFORM_COMPONENTS`, \n @def_gl{MAX_VERTEX_UNIFORM_VECTORS}, \n @def_gl{MAX_FRAGMENT_UNIFORM_VECTORS} | @ref GL::Shader::maxUniformComponents()
`GL_MAX_COMBINED_*_UNIFORM_COMPONENTS` | @ref GL::Shader::maxCombinedUniformComponents()
@def_gl{MAX_3D_TEXTURE_SIZE}, \n @def_gl{MAX_ARRAY_TEXTURE_LAYERS}, \n @def_gl{MAX_CUBE_MAP_TEXTURE_SIZE}, \n @def_gl{MAX_RECTANGLE_TEXTURE_SIZE}, \n @def_gl{MAX_TEXTURE_SIZE} | @ref GL::Texture::maxSize(), \n @ref GL::TextureArray::maxSize(), \n @ref GL::CubeMapTexture::maxSize(), \n @ref GL::CubeMapTextureArray::maxSize(), \n @ref GL::RectangleTexture::maxSize(), \n @ref GL::BufferTexture::maxSize(), \n @ref GL::MultisampleTexture::maxSize()
@def_gl{MAX_ATOMIC_COUNTER_BUFFER_SIZE} | @ref GL::AbstractShaderProgram::maxAtomicCounterBufferSize()
@def_gl{MAX_ATOMIC_COUNTER_BUFFER_BINDINGS} | @ref GL::Buffer::maxAtomicCounterBindings()
@def_gl{MAX_CLIP_DISTANCES} | |
@def_gl{MAX_COLOR_ATTACHMENTS} | @ref GL::Framebuffer::maxColorAttachments()
@def_gl{MAX_COLOR_TEXTURE_SAMPLES}, \n @def_gl{MAX_DEPTH_TEXTURE_SAMPLES}, \n @def_gl{MAX_INTEGER_SAMPLES} | @ref GL::AbstractTexture::maxColorSamples(), \n @ref GL::AbstractTexture::maxDepthSamples(), \n @ref GL::AbstractTexture::maxIntegerSamples()
@def_gl{MAX_COMBINED_CLIP_AND_CULL_DISTANCES} | |
@def_gl{MAX_COMBINED_SHADER_OUTPUT_RESOURCES} | @ref GL::AbstractShaderProgram::maxCombinedShaderOutputResources()
@def_gl_extension{MAX_COMPUTE_FIXED_GROUP_INVOCATIONS,ARB,compute_variable_group_size} | |
@def_gl_extension{MAX_COMPUTE_FIXED_GROUP_SIZE,ARB,compute_variable_group_size} | |
@def_gl{MAX_COMPUTE_SHARED_MEMORY_SIZE} | @ref GL::AbstractShaderProgram::maxComputeSharedMemorySize()
@def_gl_extension{MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS,ARB,compute_variable_group_size} | |
@def_gl_extension{MAX_COMPUTE_VARIABLE_GROUP_SIZE,ARB,compute_variable_group_size} | |
@def_gl{MAX_COMPUTE_WORK_GROUP_COUNT} | @ref GL::AbstractShaderProgram::maxComputeWorkGroupCount()
@def_gl{MAX_COMPUTE_WORK_GROUP_INVOCATIONS} | @ref GL::AbstractShaderProgram::maxComputeWorkGroupInvocations()
@def_gl{MAX_COMPUTE_WORK_GROUP_SIZE} | @ref GL::AbstractShaderProgram::maxComputeWorkGroupSize()
@def_gl{MAX_CULL_DISTANCES} | |
@def_gl{MAX_DEBUG_LOGGED_MESSAGES} | @ref GL::DebugOutput::maxLoggedMessages()
@def_gl{MAX_DEBUG_MESSAGE_LENGTH} | @ref GL::DebugOutput::maxMessageLength()
@def_gl{MAX_DEBUG_GROUP_STACK_DEPTH} | @ref GL::DebugGroup::maxStackDepth()
@def_gl{MAX_DRAW_BUFFERS} | @ref GL::AbstractFramebuffer::maxDrawBuffers()
@def_gl{MAX_DUAL_SOURCE_DRAW_BUFFERS} | @ref GL::AbstractFramebuffer::maxDualSourceDrawBuffers()
@def_gl{MAX_ELEMENT_INDEX} | @ref GL::Mesh::maxElementIndex()
@def_gl{MAX_ELEMENTS_INDICES} | @ref GL::Mesh::maxElementsIndices()
@def_gl{MAX_ELEMENTS_VERTICES} | @ref GL::Mesh::maxElementsVertices()
@def_gl{MAX_FRAMEBUFFER_HEIGHT} | |
@def_gl{MAX_FRAMEBUFFER_LAYERS} | |
@def_gl{MAX_FRAMEBUFFER_SAMPLES} | |
@def_gl{MAX_FRAMEBUFFER_WIDTH} | |
@def_gl{MAX_FRAGMENT_INPUT_COMPONENTS}, \n @def_gl{MAX_GEOMETRY_INPUT_COMPONENTS}, \n @def_gl{MAX_GEOMETRY_OUTPUT_COMPONENTS}, \n @def_gl{MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS}, \n @def_gl{MAX_TESS_CONTROL_INPUT_COMPONENTS}, \n @def_gl{MAX_TESS_CONTROL_OUTPUT_COMPONENTS}, \n @def_gl{MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS}, \n @def_gl{MAX_TESS_EVALUATION_INPUT_COMPONENTS}, \n @def_gl{MAX_TESS_EVALUATION_OUTPUT_COMPONENTS}, \n @def_gl{MAX_VERTEX_OUTPUT_COMPONENTS}, \n @def_gl{MAX_VARYING_VECTORS} | @ref GL::Shader::maxFragmentInputComponents(), \n @ref GL::Shader::maxGeometryInputComponents(), \n @ref GL::Shader::maxGeometryOutputComponents(), \n @ref GL::Shader::maxGeometryTotalOutputComponents(), \n @ref GL::Shader::maxTessellationControlInputComponents(), \n @ref GL::Shader::maxTessellationControlOutputComponents(), \n @ref GL::Shader::maxTessellationControlTotalOutputComponents(), \n @ref GL::Shader::maxTessellationEvaluationInputComponents(), \n @ref GL::Shader::maxTessellationEvaluationOutputComponents(), \n @ref GL::Shader::maxVertexOutputComponents()
@def_gl{MAX_GEOMETRY_OUTPUT_VERTICES} | |
@def_gl{MAX_GEOMETRY_SHADER_INVOCATIONS} | |
@def_gl{MAX_IMAGE_SAMPLES} | @ref GL::AbstractShaderProgram::maxImageSamples()
@def_gl{MAX_IMAGE_UNITS} | @ref GL::AbstractShaderProgram::maxImageUnits()
@def_gl{MAX_LABEL_LENGTH} | @ref GL::AbstractObject::maxLabelLength()
@def_gl{MAX_PATCH_VERTICES} | |
@def_gl{MAX_RENDERBUFFER_SIZE} | @ref GL::Renderbuffer::maxSize()
@def_gl{MAX_SAMPLE_MASK_WORDS} | |
@def_gl{MAX_SERVER_WAIT_TIMEOUT} | |
@def_gl{MAX_SHADER_STORAGE_BLOCK_SIZE} | @ref GL::AbstractShaderProgram::maxShaderStorageBlockSize()
@def_gl{MAX_SHADER_STORAGE_BUFFER_BINDINGS} | @ref GL::Buffer::maxShaderStorageBindings()
@def_gl_extension{MAX_SPARSE_TEXTURE_SIZE,ARB,sparse_texture} | |
@def_gl_extension{MAX_SPARSE_3D_TEXTURE_SIZE,ARB,sparse_texture} | |
@def_gl_extension{MAX_SPARSE_ARRAY_TEXTURE_LAYERS,ARB,sparse_texture} | |
@def_gl{MAX_TESS_GEN_LEVEL} | |
@def_gl{MAX_TESS_PATCH_COMPONENTS} | |
@def_gl{MAX_TEXTURE_BUFFER_SIZE} | @ref GL::BufferTexture::maxSize()
@def_gl{MAX_TEXTURE_LOD_BIAS} | @ref GL::AbstractTexture::maxLodBias()
@def_gl{MAX_TEXTURE_MAX_ANISOTROPY} | @ref GL::Sampler::maxMaxAnisotropy()
@def_gl{MAX_TRANSFORM_FEEDBACK_BUFFERS} | @ref GL::TransformFeedback::maxBuffers()
@def_gl{MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS} | @ref GL::TransformFeedback::maxInterleavedComponents()
@def_gl{MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS} | @ref GL::TransformFeedback::maxSeparateAttributes()
@def_gl{MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS} | @ref GL::TransformFeedback::maxSeparateComponents()
@def_gl{MAX_UNIFORM_BLOCK_SIZE} | @ref GL::AbstractShaderProgram::maxUniformBlockSize()
@def_gl{MAX_UNIFORM_BUFFER_BINDINGS} | @ref GL::Buffer::maxUniformBindings()
@def_gl{MAX_UNIFORM_LOCATIONS} | @ref GL::AbstractShaderProgram::maxUniformLocations()
@def_gl{MAX_VERTEX_ATTRIBS} | @ref GL::AbstractShaderProgram::maxVertexAttributes()
@def_gl{MAX_VERTEX_ATTRIB_STRIDE} | |
@def_gl{MAX_VERTEX_ATTRIB_BINDINGS} | |
@def_gl{MAX_VERTEX_ATTRIB_RELATIVE_OFFSET} | |
@def_gl{MAX_VERTEX_STREAMS} | @ref GL::TransformFeedback::maxVertexStreams()
@def_gl{MAX_VIEWPORTS} | |
@def_gl{MAX_VIEWPORT_DIMS} | @ref GL::AbstractFramebuffer::maxViewportSize()
@def_gl{MIN_FRAGMENT_INTERPOLATION_OFFSET}, \n @def_gl{MAX_FRAGMENT_INTERPOLATION_OFFSET} | |
@def_gl{MIN_MAP_BUFFER_ALIGNMENT} | @ref GL::Buffer::minMapAlignment()
@def_gl{MIN_PROGRAM_TEXEL_OFFSET}, \n @def_gl{MAX_PROGRAM_TEXEL_OFFSET} | @ref GL::AbstractShaderProgram::minTexelOffset(), \n @ref GL::AbstractShaderProgram::maxTexelOffset()
@def_gl{MIN_PROGRAM_TEXTURE_GATHER_OFFSET}, \n @def_gl{MAX_PROGRAM_TEXTURE_GATHER_OFFSET} | |
@def_gl{MIN_SAMPLE_SHADING_VALUE} | |
@def_gl{NUM_EXTENSIONS} | @ref GL::Context::supportedExtensions()
@def_gl{NUM_PROGRAM_BINARY_FORMATS}, \n @def_gl{PROGRAM_BINARY_FORMATS} | |
@def_gl{NUM_SHADER_BINARY_FORMATS}, \n @def_gl{SHADER_BINARY_FORMATS} | |
@def_gl{NUM_SPIR_V_EXTENSIONS} | |
@def_gl{PACK_ALIGNMENT}, \n @def_gl{PACK_IMAGE_HEIGHT}, \n @def_gl{PACK_ROW_LENGTH}, \n @def_gl{PACK_SKIP_IMAGES}, \n @def_gl{PACK_SKIP_PIXELS}, \n @def_gl{PACK_SKIP_ROWS}, \n @def_gl{PACK_SWAP_BYTES}, \n @def_gl{UNPACK_ALIGNMENT}, \n @def_gl{UNPACK_IMAGE_HEIGHT}, \n @def_gl{UNPACK_ROW_LENGTH}, \n @def_gl{UNPACK_SKIP_IMAGES}, \n @def_gl{UNPACK_SKIP_PIXELS}, \n @def_gl{UNPACK_SKIP_ROWS}, \n @def_gl{UNPACK_SWAP_BYTES} | not queryable, @ref PixelStorage setters only
@def_gl{POINT_FADE_THRESHOLD_SIZE} | |
@def_gl{POINT_SIZE_GRANULARITY}, \n @def_gl{POINT_SIZE_RANGE} | |
@def_gl{POINT_SIZE} | not queryable, @ref GL::Renderer::setPointSize() setter only
@def_gl{POLYGON_OFFSET_FACTOR}, \n @def_gl{POLYGON_OFFSET_UNITS} | not queryable, @ref GL::Renderer::setPolygonOffset() setter only
@def_gl{PRIMITIVE_RESTART_INDEX} | not queryable
@def_gl{PROGRAM_PIPELINE_BINDING} | not queryable
@def_gl{PROVOKING_VERTEX} | not queryable, @ref GL::Renderer::setProvokingVertex() setter only
@def_gl{RENDERBUFFER_BINDING} | not queryable but tracked internally
@def_gl{SAMPLER_BINDING} | not queryable
@def_gl{SAMPLES} | @ref GL::Renderbuffer::maxSamples()
@def_gl{SAMPLE_BUFFERS} | |
@def_gl{SAMPLE_COVERAGE_INVERT}, \n @def_gl{SAMPLE_COVERAGE_VALUE} | |
@def_gl{SCISSOR_BOX} | not queryable, @ref GL::Renderer::setScissor() setter only
@def_gl{SHADER_COMPILER} | not supported (@ref opengl-unsupported "details")
@def_gl{SHADER_STORAGE_BUFFER_BINDING}, \n @def_gl{SHADER_STORAGE_BUFFER_SIZE}, \n @def_gl{SHADER_STORAGE_BUFFER_START} | not queryable
@def_gl{SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT} | @ref GL::Buffer::shaderStorageOffsetAlignment()
@def_gl{SMOOTH_LINE_WIDTH_GRANULARITY} / @def_gl{LINE_WIDTH_GRANULARITY}, \n
@def_gl{SMOOTH_LINE_WIDTH_RANGE} / @def_gl{LINE_WIDTH_RANGE} | not supported (@ref opengl-unsupported "details")
@def_gl{STENCIL_BACK_FUNC}, \n @def_gl{STENCIL_BACK_REF}, \n @def_gl{STENCIL_BACK_VALUE_MASK}, \n @def_gl{STENCIL_FUNC}, \n @def_gl{STENCIL_REF}, \n @def_gl{STENCIL_VALUE_MASK} | not queryable, @ref GL::Renderer::setStencilFunction() setter only
@def_gl{STENCIL_BACK_FAIL}, \n @def_gl{STENCIL_BACK_PASS_DEPTH_FAIL}, \n @def_gl{STENCIL_BACK_PASS_DEPTH_PASS}, \n @def_gl{STENCIL_FAIL}, \n @def_gl{STENCIL_PASS_DEPTH_FAIL}, \n @def_gl{STENCIL_PASS_DEPTH_PASS} | not queryable, @ref GL::Renderer::setStencilOperation() setter only
@def_gl{SUBPIXEL_BITS} | |
@def_gl{TEXTURE_BUFFER_OFFSET_ALIGNMENT} | @ref GL::BufferTexture::offsetAlignment()
@def_gl{TIMESTAMP} | |
@def_gl{TRANSFORM_FEEDBACK_BUFFER_BINDING}, \n @def_gl{TRANSFORM_FEEDBACK_BUFFER_SIZE}, \n @def_gl{TRANSFORM_FEEDBACK_BUFFER_START} | not queryable
@def_gl{UNIFORM_BUFFER_OFFSET_ALIGNMENT} | @ref GL::Buffer::uniformOffsetAlignment()
@def_gl{UNIFORM_BUFFER_BINDING}, \n @def_gl{UNIFORM_BUFFER_SIZE}, \n @def_gl{UNIFORM_BUFFER_START} | not queryable
@def_gl{VERTEX_BINDING_DIVISOR}, \n @def_gl{VERTEX_BINDING_OFFSET}, \n @def_gl{VERTEX_BINDING_STRIDE} | not queryable
@def_gl{VERTEX_PROGRAM_POINT_SIZE} | not queryable
@def_gl{VIEWPORT_BOUNDS_RANGE} | |
@def_gl{VIEWPORT_INDEX_PROVOKING_VERTEX} | |
@def_gl{VIEWPORT_SUBPIXEL_BITS} | |
@def_gl{VIEWPORT} | not queryable but tracked in @ref GL::AbstractFramebuffer::viewport()
*/
}