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393 lines
36 KiB
393 lines
36 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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namespace Magnum { |
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/** @page opengl-mapping OpenGL command mapping |
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@brief List of OpenGL commands corresponding to particular %Magnum API. |
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@tableofcontents |
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Legend: |
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- *not needed* -- given feature is implemented in a way that makes the |
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function unnecessary |
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- *not queryable*, *not supported* -- see @ref opengl-unsupported |
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- (empty) -- given feature is not yet implemented |
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@section opengl-mapping-functions Functions |
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OpenGL function | Matching API |
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-------------------------------------- | ------------ |
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@fn_gl{ActiveShaderProgram} | | |
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@fn_gl{ActiveTexture} | @ref AbstractTexture::bind() |
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@fn_gl{AttachShader} | @ref AbstractShaderProgram::attachShader() |
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@fn_gl{BeginConditionalRender}, `glEndConditionalRender()` | @ref SampleQuery::beginConditionalRender(), \n @ref SampleQuery::endConditionalRender() |
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@fn_gl{BeginQuery}, `glEndQuery()` | @ref PrimitiveQuery::begin(), \n @ref SampleQuery::begin(), \n @ref TimeQuery::begin(), \n @ref AbstractQuery::end() |
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@fn_gl{BeginQueryIndexed}, `glEndQueryIndexed()` | | |
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@fn_gl{BeginTransformFeedback}, `glEndTransformFeedback()` | | |
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@fn_gl{BindAttribLocation} | @ref AbstractShaderProgram::bindAttributeLocation() |
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@fn_gl{BindBuffer} | not needed, handled internally in @ref Buffer and elsewhere |
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@fn_gl{BindBufferBase} | | |
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@fn_gl{BindBufferRange} | | |
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@fn_gl{BindBuffersBase} | | |
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@fn_gl{BindBuffersRange} | | |
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@fn_gl{BindFragDataLocation} | @ref AbstractShaderProgram::bindFragmentDataLocation() |
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@fn_gl{BindFragDataLocationIndexed} | @ref AbstractShaderProgram::bindFragmentDataLocationIndexed() |
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@fn_gl{BindFramebuffer} | @ref Framebuffer::bind() |
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@fn_gl{BindImageTexture} | | |
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@fn_gl{BindImageTextures} | | |
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@fn_gl{BindProgramPipeline} | | |
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@fn_gl{BindRenderbuffer} | not needed, handled internally in @ref Renderbuffer |
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@fn_gl{BindSampler} | | |
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@fn_gl{BindSamplers} | | |
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@fn_gl{BindTexture}, \n @fn_gl{BindTextures}, \n @fn_gl_extension{BindMultiTexture,EXT,direct_state_access} | @ref AbstractTexture::bind() |
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@fn_gl{BindTransformFeedback} | | |
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@fn_gl{BindVertexArray} | not needed, handled internally in @ref Mesh |
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@fn_gl{BindVertexBuffer} | | |
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@fn_gl{BindVertexBuffers} | | |
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@fn_gl{BlendColor} | @ref Renderer::setBlendColor() |
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@fn_gl{BlendEquation}, \n @fn_gl{BlendEquationSeparate} | @ref Renderer::setBlendEquation() |
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@fn_gl{BlendFunc}, \n @fn_gl{BlendFuncSeparate} | @ref Renderer::setBlendFunction() |
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@fn_gl{BlitFramebuffer} | @ref AbstractFramebuffer::blit() |
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@fn_gl{BufferData}, \n @fn_gl_extension{NamedBufferData,EXT,direct_state_access} | @ref Buffer::setData() |
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@fn_gl{BufferStorage} | | |
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@fn_gl{BufferSubData}, \n @fn_gl_extension{NamedBufferSubData,EXT,direct_state_access} | @ref Buffer::setSubData() |
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@fn_gl{CheckFramebufferStatus}, \n @fn_gl_extension{CheckNamedFramebufferStatus,EXT,direct_state_access} | @ref DefaultFramebuffer::checkStatus(), \n @ref Framebuffer::checkStatus() |
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@fn_gl{ClampColor} | | |
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@fn_gl{Clear} | @ref AbstractFramebuffer::clear() |
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@fn_gl{ClearBuffer} | | |
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@fn_gl{ClearBufferData} | | |
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@fn_gl{ClearBufferSubData} | | |
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@fn_gl{ClearColor} | @ref Renderer::setClearColor() |
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@fn_gl{ClearDepth} | @ref Renderer::setClearDepth() |
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@fn_gl{ClearStencil} | @ref Renderer::setClearStencil() |
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@fn_gl{ClearTexImage} | | |
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@fn_gl{ClearTexSubImage} | | |
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@fn_gl{ClientWaitSync} | | |
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@fn_gl{ColorMask} | @ref Renderer::setColorMask() |
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@fn_gl{CompileShader} | @ref Shader::compile() |
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@fn_gl{CompressedTexImage1D}, \n @fn_gl{CompressedTexImage2D}, \n @fn_gl{CompressedTexImage3D} | | |
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@fn_gl{CompressedTexSubImage1D}, \n @fn_gl{CompressedTexSubImage2D}, \n @fn_gl{CompressedTexSubImage3D} | | |
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@fn_gl{CopyBufferSubData}, \n @fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access} | @ref Buffer::copy() |
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@fn_gl{CopyImageSubData} | | |
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@fn_gl{CopyTexImage1D}, \n @fn_gl{CopyTexImage2D} | | |
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@fn_gl{CopyTexSubImage1D}, \n @fn_gl{CopyTexSubImage2D}, \n @fn_gl{CopyTexSubImage3D} | | |
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@fn_gl{CreateProgram}, @fn_gl{DeleteProgram} | @ref AbstractShaderProgram constructor and destructor |
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@fn_gl{CreateShader}, @fn_gl{DeleteShader} | @ref Shader constructor and destructor |
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@fn_gl{CreateShaderProgram} | | |
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@fn_gl{CullFace} | @ref Renderer::setFaceCullingMode() |
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@fn_gl{DebugMessageCallback} | @ref DebugMessage::setCallback() |
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@fn_gl{DebugMessageControl} | | |
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@fn_gl{DebugMessageInsert}, \n @fn_gl_extension2{InsertEventMarker,EXT,debug_marker}, \n @fn_gl_extension{StringMarker,GREMEDY,string_marker} | @ref DebugMessage::insert() |
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@fn_gl{DepthFunc} | @ref Renderer::setDepthFunction() |
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@fn_gl{DepthMask} | @ref Renderer::setDepthMask() |
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@fn_gl{DepthRange} | | |
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@fn_gl{DepthRangeArray} | | |
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@fn_gl{DepthRangeIndexed} | | |
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@fn_gl{DetachShader} | | |
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@fn_gl{DispatchCompute} | | |
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@fn_gl{DispatchComputeIndirect} | | |
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@fn_gl{DrawArrays}, \n @fn_gl{DrawElements}, \n @fn_gl{DrawRangeElements} | @ref Mesh::draw() |
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@fn_gl{DrawArraysIndirect}, \n @fn_gl{DrawElementsIndirect}, \n @fn_gl{MultiDrawArraysIndirect}, \n @fn_gl{MultiDrawElementsIndirect} | | |
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@fn_gl{DrawArraysInstanced}, \n @fn_gl{DrawArraysInstancedBaseInstance}, \n @fn_gl{DrawElementsInstanced}, \n @fn_gl{DrawElementsInstancedBaseInstance}, \n @fn_gl{DrawElementsInstancedBaseVertex}, \n @fn_gl{DrawElementsInstancedBaseVertexBaseInstance} | | |
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@fn_gl{DrawElementsBaseVertex}, \n @fn_gl{DrawRangeElementsBaseVertex} | | |
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@fn_gl{DrawBuffer}, \n @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access}, \n @fn_gl{DrawBuffers}, \n @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access} | @ref DefaultFramebuffer::mapForDraw(), \n @ref Framebuffer::mapForDraw() |
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@fn_gl{DrawTransformFeedback}, \n @fn_gl{DrawTransformFeedbackInstanced}, \n @fn_gl{DrawTransformFeedbackStream}, \n @fn_gl{DrawTransformFeedbackStreamInstanced} | | |
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@fn_gl{Enable}, `glDisable()` | @ref Renderer::setFeature() |
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@fn_gl{EnableVertexAttribArray}, \n @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access} \n @fn_gl2{DisableVertexAttribArray,EnableVertexAttribArray}, \n @fn_gl_extension{DisableVertexArrayAttrib,EXT,direct_state_access} | @ref Mesh::addVertexBuffer() |
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@fn_gl{FenceSync}, @fn_gl{DeleteSync} | | |
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@fn_gl{Finish} | @ref Renderer::finish() |
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@fn_gl{Flush} | @ref Renderer::flush() |
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@fn_gl{FlushMappedBufferRange}, \n @fn_gl_extension{FlushMappedNamedBufferRange,EXT,direct_state_access} | @ref Buffer::flushMappedRange() |
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@fn_gl2{FramebufferParameter,FramebufferParameteri} | | |
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@fn_gl{FramebufferRenderbuffer}, \n @fn_gl_extension{NamedFramebufferRenderbuffer,EXT,direct_state_access} | @ref Framebuffer::attachRenderbuffer() |
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@fn_gl{FramebufferTexture} | | |
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@fn_gl2{FramebufferTexture1D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access} | @ref Framebuffer::attachTexture1D() |
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@fn_gl2{FramebufferTexture2D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} | @ref Framebuffer::attachTexture2D() |
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@fn_gl2{FramebufferTexture3D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture3D,EXT,direct_state_access} | @ref Framebuffer::attachTexture3D() |
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@fn_gl{FramebufferTextureLayer} | | |
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@fn_gl{FrontFace} | @ref Renderer::setFrontFace() |
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@fn_gl{GenBuffers}, @fn_gl{DeleteBuffers} | @ref Buffer constructor and destructor |
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@fn_gl{GenFramebuffers}, @fn_gl{DeleteFramebuffers} | @ref Framebuffer constructor and destructor |
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@fn_gl{GenProgramPipelines}, @fn_gl{DeleteProgramPipelines} | | |
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@fn_gl{GenQueries}, @fn_gl{DeleteQueries} | @ref AbstractQuery constructor and destructor |
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@fn_gl{GenRenderbuffers}, @fn_gl{DeleteRenderbuffers} | @ref Renderbuffer constructor and destructor |
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@fn_gl{GenSamplers}, @fn_gl{DeleteSamplers} | | |
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@fn_gl{GenTextures}, @fn_gl{DeleteTextures} | @ref AbstractTexture constructor and destructor |
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@fn_gl{GenTransformFeedbacks}, @fn_gl{DeleteTransformFeedbacks} | | |
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@fn_gl{GenVertexArrays}, @fn_gl{DeleteVertexArrays} | @ref Mesh constructor and destructor |
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@fn_gl{GenerateMipmap}, \n @fn_gl_extension{GenerateTextureMipmap,EXT,direct_state_access} | @ref Texture::generateMipmap(), \n @ref TextureArray::generateMipmap(), \n @ref CubeMapTexture::generateMipmap(), \n @ref CubeMapTextureArray::generateMipmap() |
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@fn_gl{Get} | see @ref opengl-mapping-state "table below" |
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@fn_gl2{GetActiveAtomicCounterBuffer,GetActiveAtomicCounterBufferiv} | not queryable |
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@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 |
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@fn_gl{GetAttachedShaders} | not queryable, @ref AbstractShaderProgram::attachShader() setter only |
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@fn_gl{GetAttribLocation} | not queryable, @ref AbstractShaderProgram::bindAttributeLocation() setter only |
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@fn_gl{GetBufferParameter}, \n @fn_gl_extension{GetNamedBufferParameter,EXT,direct_state_access} | @ref Buffer::size() |
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@fn_gl2{GetBufferPointer,GetBufferPointerv} | not queryable, @ref Buffer::map() setter only |
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@fn_gl{GetBufferSubData}, \n @fn_gl_extension{GetNamedBufferSubData,EXT,direct_state_access} | @ref Buffer::data(), \n @ref Buffer::subData() |
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@fn_gl{GetCompressedTexImage} | | |
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@fn_gl{GetDebugMessageLog} | | |
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@fn_gl{GetError} | @ref Renderer::error() |
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@fn_gl{GetFragDataIndex}, @fn_gl{GetFragDataLocation} | not queryable, @ref AbstractShaderProgram::bindFragmentDataLocation() and \n @ref AbstractShaderProgram::bindFragmentDataLocationIndexed() setters only |
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@fn_gl{GetFramebufferAttachmentParameter} | not queryable, @ref Framebuffer setters only |
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@fn_gl{GetFramebufferParameter} | not queryable, @ref DefaultFramebuffer and \n @ref Framebuffer setters only |
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@fn_gl_extension{GetGraphicsResetStatus,ARB,robustness} | @ref Renderer::graphicsResetStatus() |
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@fn_gl{GetInternalformat} | | |
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@fn_gl{GetMultisample} | | |
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@fn_gl{GetObjectLabel}, \n @fn_gl{GetObjectPtrLabel} | @ref AbstractShaderProgram::label(), \n @ref AbstractQuery::label(), \n @ref AbstractTexture::label(), \n @ref Buffer::label(), \n @ref Framebuffer::label(), \n @ref Mesh::label(), \n @ref Renderbuffer::label(), \n @ref Shader::label() |
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@fn_gl{GetProgram}, \n @fn_gl{GetProgramInfoLog} | @ref AbstractShaderProgram::link(), \n @ref AbstractShaderProgram::validate() |
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@fn_gl{GetProgramBinary} | | |
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@fn_gl{GetProgramInterface} | | |
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@fn_gl{GetProgramPipeline} | | |
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@fn_gl{GetProgramPipelineInfoLog} | | |
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@fn_gl{GetProgramResource} | | |
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@fn_gl{GetProgramResourceIndex} | | |
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@fn_gl{GetProgramResourceLocation} | | |
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@fn_gl{GetProgramResourceLocationIndex}| | |
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@fn_gl{GetProgramResourceName} | | |
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@fn_gl{GetProgramStage} | | |
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@fn_gl{GetQueryIndexed} | | |
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@fn_gl{GetQueryObject} | @ref AbstractQuery::result() |
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@fn_gl2{GetQuery,GetQueryiv} | | |
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@fn_gl{GetRenderbufferParameter} | not queryable, @ref Renderbuffer::setStorage() and \n @ref Renderbuffer::setStorageMultisample() setter only |
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@fn_gl{GetSamplerParameter} | | |
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@fn_gl{GetShader}, \n @fn_gl{GetShaderInfoLog} | @ref Shader::compile() |
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@fn_gl{GetShaderPrecisionFormat} | | |
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@fn_gl{GetShaderSource} | not queryable but tracked in @ref Shader::sources() |
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@fn_gl{GetString} | @ref Context::supportedExtensions(), \n @ref Context::rendererString(), \n @ref Context::shadingLanguageVersionString(), \n @ref Context::vendorString(), \n @ref Context::versionString() |
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@fn_gl{GetSubroutineIndex} | | |
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@fn_gl{GetSubroutineUniformLocation} | | |
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@fn_gl{GetSync} | | |
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@fn_gl{GetTexImage}, \n @fn_gl_extension{GetTextureImage,EXT,direct_state_access}, \n @fn_gl_extension{GetnTexImage,ARB,robustness} | @ref Texture::image(), \n @ref TextureArray::image(), \n @ref CubeMapTexture::image(), \n @ref CubeMapTextureArray::image(), \n @ref RectangleTexture::image() |
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@fn_gl{GetTexLevelParameter}, \n @fn_gl_extension{GetTextureLevelParameter,EXT,direct_state_access} | @ref Texture::imageSize(), \n @ref TextureArray::imageSize(), \n @ref CubeMapTexture::imageSize(), \n @ref CubeMapTextureArray::imageSize(), \n @ref RectangleTexture::imageSize() |
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@fn_gl{GetTexParameter} | | |
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@fn_gl{GetTransformFeedbackVarying} | | |
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@fn_gl{GetUniform} | not queryable, @ref AbstractShaderProgram::setUniform() setter only |
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@fn_gl{GetUniformBlockIndex} | | |
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@fn_gl{GetUniformIndices} | | |
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@fn_gl{GetUniformLocation} | @ref AbstractShaderProgram::uniformLocation() |
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@fn_gl{GetUniformSubroutine} | | |
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@fn_gl{GetVertexAttrib} | not queryable, @ref Mesh::addVertexBuffer() setter only |
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@fn_gl{InvalidateBufferData} | @ref Buffer::invalidateData() |
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@fn_gl{InvalidateBufferSubData} | @ref Buffer::invalidateSubData() |
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@fn_gl{InvalidateFramebuffer}, \n @fn_gles_extension{DiscardFramebuffer,EXT,discard_framebuffer} | @ref DefaultFramebuffer::invalidate(), \n @ref Framebuffer::invalidate() |
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@fn_gl{InvalidateSubFramebuffer}, \n @fn_gles_extension{DiscardSubFramebuffer,EXT,discard_framebuffer} | @ref DefaultFramebuffer::invalidate(), \n @ref Framebuffer::invalidate() |
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@fn_gl{InvalidateTexImage} | @ref Texture::invalidateImage(), \n @ref TextureArray::invalidateImage(), \n @ref CubeMapTexture::invalidateImage(), \n @ref CubeMapTextureArray::invalidateImage(), \n @ref RectangleTexture::invalidateImage(), \n @ref MultisampleTexture::invalidateImage() |
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@fn_gl{InvalidateTexSubImage} | @ref Texture::invalidateSubImage(), \n @ref TextureArray::invalidateSubImage(), \n @ref CubeMapTexture::invalidateSubImage(), \n @ref CubeMapTextureArray::invalidateSubImage(), \n @ref RectangleTexture::invalidateSubImage(), \n @ref MultisampleTexture::invalidateSubImage() |
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@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 |
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@fn_gl{IsEnabled} | not queryable, @ref Renderer::setFeature() setter only |
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@fn_gl{LineWidth} | @ref Renderer::setLineWidth() |
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@fn_gl{LinkProgram} | @ref AbstractShaderProgram::link() |
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@fn_gl{LogicOp} | @ref Renderer::setLogicOperation() |
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@fn_gl{MapBuffer}, `glUnmapBuffer()`, \n @fn_gl_extension{MapNamedBuffer,EXT,direct_state_access}, @fn_gl_extension{UnmapNamedBuffer,EXT,direct_state_access}, \n @fn_gl{MapBufferRange}, \n @fn_gl_extension{MapNamedBufferRange,EXT,direct_state_access} | @ref Buffer::map(), @ref Buffer::unmap() |
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@fn_gl_extension{MapBufferSubData,CHROMIUM,map_sub}, @fn_gl_extension{UnmapBufferSubData,CHROMIUM,map_sub} | @ref Buffer::mapSub(), @ref Buffer::unmapSub() |
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@fn_gl{MemoryBarrier} | | |
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@fn_gl{MinSampleShading} | | |
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@fn_gl{MultiDrawArrays}, \n @fn_gl{MultiDrawElements} | | |
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@fn_gl{MultiDrawElementsBaseVertex} | | |
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@fn_gl{ObjectLabel}, \n @fn_gl{ObjectPtrLabel}, \n @fn_gl_extension2{LabelObject,EXT,debug_label} | @ref AbstractShaderProgram::setLabel(), \n @ref AbstractQuery::setLabel(), \n @ref AbstractTexture::setLabel(), \n @ref Buffer::setLabel(), \n @ref Framebuffer::setLabel(), \n @ref Mesh::setLabel(), \n @ref Renderbuffer::setLabel(), \n @ref Shader::setLabel() |
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@fn_gl{PatchParameter} | | |
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@fn_gl{PauseTransformFeedback}, @fn_gl{ResumeTransformFeedback} | | |
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@fn_gl{PixelStore} | | |
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@fn_gl{PointParameter} | | |
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@fn_gl{PointSize} | @ref Renderer::setPointSize() |
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@fn_gl{PolygonMode} | @ref Renderer::setPolygonMode() |
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@fn_gl{PolygonOffset} | @ref Renderer::setPolygonOffset() |
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@fn_gl{PrimitiveRestartIndex} | | |
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@fn_gl{ProgramBinary} | | |
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@fn_gl{ProgramParameter} | @ref AbstractShaderProgram::setRetrievableBinary(), \n @ref AbstractShaderProgram::setSeparable() |
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@fn_gl{ProvokingVertex} | @ref Renderer::setProvokingVertex() |
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@fn_gl{PushDebugGroup}, @fn_gl{PopDebugGroup} | | |
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@fn_gl{QueryCounter} | @ref TimeQuery::timestamp() |
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@fn_gl{ReadBuffer}, \n @fn_gl_extension{FramebufferReadBuffer,EXT,direct_state_access} | @ref DefaultFramebuffer::mapForRead(), \n @ref Framebuffer::mapForRead() |
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@fn_gl{ReadPixels}, \n @fn_gl_extension{ReadnPixels,ARB,robustness} | @ref DefaultFramebuffer::read(), \n @ref Framebuffer::read() |
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@fn_gl{ReleaseShaderCompiler} | | |
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@fn_gl{RenderbufferStorage}, \n @fn_gl_extension{NamedRenderbufferStorage,EXT,direct_state_access} | @ref Renderbuffer::setStorage() |
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@fn_gl{RenderbufferStorageMultisample}, \n @fn_gl_extension{NamedRenderbufferStorageMultisample,EXT,direct_state_access} | @ref Renderbuffer::setStorageMultisample() |
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@fn_gl{SampleCoverage} | | |
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@fn_gl{SampleMaski} | | |
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@fn_gl{SamplerParameter} | | |
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@fn_gl{Scissor} | @ref Renderer::setScissor() |
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@fn_gl{ScissorArray} | | |
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@fn_gl{ScissorIndexed} | | |
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@fn_gl{ShaderBinary} | | |
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@fn_gl{ShaderSource} | @ref Shader::addFile(), \n @ref Shader::addSource() |
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@fn_gl{ShaderStorageBlockBinding} | | |
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@fn_gl{StencilFunc}, \n @fn_gl{StencilFuncSeparate} | @ref Renderer::setStencilFunction() |
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@fn_gl{StencilMask}, \n @fn_gl{StencilMaskSeparate} | @ref Renderer::setStencilMask() |
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@fn_gl{StencilOp}, \n @fn_gl{StencilOpSeparate} | @ref Renderer::setStencilOperation() |
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@fn_gl{TexBuffer}, \n @fn_gl_extension{TextureBuffer,EXT,direct_state_access}, \n @fn_gl{TexBufferRange}, \n @fn_gl_extension{TextureBufferRange,EXT,direct_state_access} | @ref BufferTexture::setBuffer() |
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@fn_gl{TexImage1D}, \n @fn_gl_extension{TextureImage1D,EXT,direct_state_access} \n @fn_gl{TexImage2D}, \n @fn_gl_extension{TextureImage2D,EXT,direct_state_access}, \n @fn_gl{TexImage3D}, \n @fn_gl_extension{TextureImage3D,EXT,direct_state_access} | @ref Texture::setImage(), \n @ref TextureArray::setImage(), \n @ref CubeMapTexture::setImage(), \n @ref CubeMapTextureArray::setImage(), \n @ref RectangleTexture::setImage() |
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@fn_gl{TexImage2DMultisample}, \n @fn_gl{TexImage3DMultisample} | @ref MultisampleTexture::setStorage() |
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@fn_gl{TexParameter}, \n @fn_gl_extension{TextureParameter,EXT,direct_state_access} | @ref Texture::setBaseLevel() "*Texture::setBaseLevel()", \n @ref Texture::setMaxLevel() "*Texture::setMaxLevel()", \n @ref Texture::setMinificationFilter() "*Texture::setMinificationFilter()", \n @ref Texture::setMagnificationFilter() "*Texture::setMagnificationFilter()", \n @ref Texture::setMinLod() "*Texture::setMinLod()", \n @ref Texture::setMaxLod() "*Texture::setMaxLod()", \n @ref Texture::setLodBias() "*Texture::setLodBias()", \n @ref Texture::setWrapping() "*Texture::setWrapping()", \n @ref Texture::setBorderColor() "*Texture::setBorderColor()", \n @ref Texture::setMaxAnisotropy() "*Texture::setMaxAnisotropy()" |
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@fn_gl{TexStorage1D}, \n @fn_gl_extension{TextureStorage1D,EXT,direct_state_access}, \n @fn_gl{TexStorage2D}, \n @fn_gl_extension{TextureStorage2D,EXT,direct_state_access}, \n @fn_gl{TexStorage3D}, \n @fn_gl_extension{TextureStorage3D,EXT,direct_state_access} | @ref Texture::setStorage(), \n @ref TextureArray::setStorage(), \n @ref CubeMapTexture::setStorage(), \n @ref CubeMapTextureArray::setStorage(), \n @ref RectangleTexture::setStorage() |
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@fn_gl{TexStorage2DMultisample}, \n @fn_gl_extension{TextureStorage2DMultisample,EXT,direct_state_access}, \n @fn_gl{TexStorage3DMultisample}, \n @fn_gl_extension{TextureStorage3DMultisample,EXT,direct_state_access} | @ref MultisampleTexture::setStorage() |
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@fn_gl{TexSubImage1D}, \n @fn_gl_extension{TextureSubImage1D,EXT,direct_state_access}, \n @fn_gl{TexSubImage2D}, \n @fn_gl_extension{TextureSubImage2D,EXT,direct_state_access}, \n @fn_gl{TexSubImage3D}, \n @fn_gl_extension{TextureSubImage3D,EXT,direct_state_access} | @ref Texture::setSubImage(), \n @ref TextureArray::setSubImage(), \n @ref CubeMapTexture::setSubImage(), \n @ref CubeMapTextureArray::setSubImage(), \n @ref RectangleTexture::setSubImage() |
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@fn_gl{TextureView} | | |
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@fn_gl{TransformFeedbackVaryings} | | |
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@fn_gl{Uniform}, \n @fn_gl{ProgramUniform}, \n @fn_gl_extension{ProgramUniform,EXT,direct_state_access} | @ref AbstractShaderProgram::setUniform() |
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@fn_gl{UniformBlockBinding} | | |
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@fn_gl{UniformSubroutines} | | |
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@fn_gl{UseProgram} | @ref Mesh::draw(), @ref MeshView::draw() |
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@fn_gl{UseProgramStages} | | |
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@fn_gl{ValidateProgram} | @ref AbstractShaderProgram::validate() |
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@fn_gl{ValidateProgramPipeline} | | |
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@fn_gl{VertexAttrib} | not supported (@ref opengl-unsupported "details") |
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@fn_gl{VertexAttribBinding} | | |
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@fn_gl{VertexAttribDivisor} | | |
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@fn_gl{VertexAttribFormat} | | |
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@fn_gl{VertexAttribPointer}, \n @fn_gl_extension{VertexArrayVertexAttribOffset,EXT,direct_state_access} | @ref Mesh::addVertexBuffer() |
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@fn_gl{VertexBindingDivisor} | | |
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@fn_gl{Viewport} | @ref DefaultFramebuffer::setViewport(), \n @ref Framebuffer::setViewport() |
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@fn_gl{ViewportArray} | | |
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@fn_gl{ViewportIndexed} | | |
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@fn_gl{WaitSync} | | |
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@section opengl-mapping-state Limit and state queries |
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@todo Things marked only as *not queryable* should have at least setter |
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@fn_gl{Get} parameter | Matching API |
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-------------------------------------- | ------------ |
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@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 |
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@def_gl{ALIASED_LINE_WIDTH_RANGE} | | |
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@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 |
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@def_gl{BLEND_COLOR} | not queryable, @ref Renderer::setBlendColor() setter only |
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@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 Renderer::setBlendFunction() setter only |
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@def_gl{BLEND_EQUATION_ALPHA}, \n @def_gl{BLEND_EQUATION_RGB} | not queryable, @ref Renderer::setBlendEquation() setter only |
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@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 Renderer::setFeature() setter only |
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@def_gl{COLOR_CLEAR_VALUE}, \n @def_gl{DEPTH_CLEAR_VALUE}, \n @def_gl{STENCIL_CLEAR_VALUE} | not queryable, @ref Renderer::setClearColor(), \n @ref Renderer::setClearDepth() and \n @ref Renderer::setClearStencil() setters only |
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@def_gl{COLOR_WRITEMASK}, \n @def_gl{DEPTH_WRITEMASK}, \n @def_gl{STENCIL_BACK_WRITEMASK}, \n @def_gl{STENCIL_WRITEMASK} | not queryable, @ref Renderer::setColorMask(), \n @ref Renderer::setDepthMask() and \n @ref Renderer::setStencilMask() setters only |
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@def_gl{COMPRESSED_TEXTURE_FORMATS} | | |
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@def_gl{CONTEXT_FLAGS} | @ref Context::flags() |
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@def_gl{CURRENT_PROGRAM} | not queryable but tracked internally |
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@def_gl{DEBUG_GROUP_STACK_DEPTH} | | |
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@def_gl{DEPTH_FUNC} | not queryable, @ref Renderer::setDepthFunction() setter only |
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@def_gl{DEPTH_RANGE} | not queryable |
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@def_gl{DOUBLEBUFFER}, \n @def_gl{STEREO} | | |
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@def_gl{DRAW_BUFFERi}, \n @def_gl{DRAW_BUFFER}, \n @def_gl{READ_BUFFER} | not queryable, @ref DefaultFramebuffer::mapForDraw(), \n @ref DefaultFramebuffer::mapForRead(), \n @ref Framebuffer::mapForDraw() and \n @ref Framebuffer::mapForRead() setters only |
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@def_gl{DRAW_FRAMEBUFFER_BINDING}, \n @def_gl{READ_FRAMEBUFFER_BINDING} | not queryable but tracked internally |
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@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 |
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@def_gl{IMPLEMENTATION_COLOR_READ_FORMAT} | | |
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@def_gl{IMPLEMENTATION_COLOR_READ_TYPE} | | |
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@def_gl{LAYER_PROVOKING_VERTEX} | | |
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@def_gl{LINE_SMOOTH}, \n @def_gl{POLYGON_SMOOTH} | not supported (@ref opengl-unsupported "details") |
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@def_gl{LINE_WIDTH_GRANULARITY}, \n @def_gl{LINE_WIDTH_RANGE} | | |
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@def_gl{LINE_WIDTH} | not queryable, @ref Renderer::setLineWidth() setter only |
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@def_gl{LOGIC_OP_MODE} | not queryable, @ref Renderer::setLogicOperation() setter only |
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@def_gl{MAJOR_VERSION}, \n @def_gl{MINOR_VERSION} | @ref Context::version() |
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`GL_MAX_*_ATOMIC_COUNTER_BUFFERS`, \n @def_gl{MAX_COMBINED_ATOMIC_COUNTER_BUFFERS} | @ref Shader::maxAtomicCounterBuffers(), \n @ref Shader::maxCombinedAtomicCounterBuffers() |
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`GL_MAX_*_ATOMIC_COUNTERS`, \n @def_gl{MAX_COMBINED_ATOMIC_COUNTERS} | @ref Shader::maxAtomicCounters(), \n @ref Shader::maxCombinedAtomicCounters() |
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`GL_MAX_*_IMAGE_UNIFORMS`, \n @def_gl{MAX_COMBINED_IMAGE_UNIFORMS} | @ref Shader::maxImageUniforms(), \n @ref Shader::maxCombinedImageUniforms() |
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`GL_MAX_*_SHADER_STORAGE_BLOCKS`, \n @def_gl{MAX_COMBINED_SHADER_STORAGE_BLOCKS} | @ref Shader::maxShaderStorageBlocks(), \n @ref Shader::maxCombinedShaderStorageBlocks() |
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`GL_MAX_*_TEXTURE_IMAGE_UNITS`, \n @def_gl{MAX_TEXTURE_IMAGE_UNITS}, \n @def_gl{MAX_COMBINED_TEXTURE_IMAGE_UNITS} | @ref Shader::maxTextureImageUnits(), \n @ref Shader::maxCombinedTextureImageUnits() |
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`GL_MAX_*_UNIFORM_BLOCKS`, \n @def_gl{MAX_COMBINED_UNIFORM_BLOCKS} | @ref Shader::maxUniformBlocks(), \n @ref Shader::maxCombinedUniformBlocks() |
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`GL_MAX_*_UNIFORM_COMPONENTS`, \n @def_gl{MAX_VERTEX_UNIFORM_VECTORS}, \n @def_gl{MAX_FRAGMENT_UNIFORM_VECTORS} | @ref Shader::maxUniformComponents() |
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`GL_MAX_COMBINED_*_UNIFORM_COMPONENTS` | @ref Shader::maxCombinedUniformComponents() |
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@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} | | |
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@def_gl{MAX_ATOMIC_COUNTER_BUFFER_SIZE} | @ref AbstractShaderProgram::maxAtomicCounterBufferSize() |
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@def_gl{MAX_ATOMIC_COUNTER_BUFFER_BINDINGS} | @ref Buffer::maxAtomicCounterBindings() |
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@def_gl{MAX_COLOR_ATTACHMENTS} | @ref Framebuffer::maxColorAttachments() |
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@def_gl{MAX_COMBINED_SHADER_OUTPUT_RESOURCES} | @ref AbstractShaderProgram::maxCombinedShaderOutputResources() |
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@def_gl{MAX_COMPUTE_SHARED_MEMORY_SIZE} | @ref AbstractShaderProgram::maxComputeSharedMemorySize() |
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@def_gl{MAX_COMPUTE_WORK_GROUP_COUNT} | | |
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@def_gl{MAX_COMPUTE_WORK_GROUP_INVOCATIONS} | @ref AbstractShaderProgram::maxComputeWorkGroupInvocations() |
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@def_gl{MAX_COMPUTE_WORK_GROUP_SIZE} | | |
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@def_gl{MAX_DEBUG_LOGGED_MESSAGES} | @ref DebugMessage::maxLoggedMessages() |
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@def_gl{MAX_DEBUG_MESSAGE_LENGTH} | @ref DebugMessage::maxMessageLength() |
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@def_gl{MAX_DEBUG_GROUP_STACK_DEPTH} | | |
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@def_gl{MAX_CLIP_DISTANCES} | | |
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@def_gl{MAX_COLOR_TEXTURE_SAMPLES}, \n @def_gl{MAX_DEPTH_TEXTURE_SAMPLES}, \n @def_gl{MAX_INTEGER_SAMPLES} | @ref AbstractTexture::maxColorSamples(), \n @ref AbstractTexture::maxDepthSamples(), \n @ref AbstractTexture::maxIntegerSamples() |
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@def_gl{MAX_DRAW_BUFFERS} | @ref AbstractFramebuffer::maxDrawBuffers() |
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@def_gl{MAX_DUAL_SOURCE_DRAW_BUFFERS} | @ref AbstractFramebuffer::maxDualSourceDrawBuffers() |
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@def_gl{MAX_ELEMENTS_INDICES} | @ref Mesh::maxElementsIndices() |
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@def_gl{MAX_ELEMENTS_VERTICES} | @ref Mesh::maxElementsVertices() |
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@def_gl{MAX_ELEMENT_INDEX} | | |
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@def_gl{MAX_FRAMEBUFFER_HEIGHT} | | |
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@def_gl{MAX_FRAMEBUFFER_LAYERS} | | |
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@def_gl{MAX_FRAMEBUFFER_SAMPLES} | | |
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@def_gl{MAX_FRAMEBUFFER_WIDTH} | | |
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@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_COMPONENTS}, \n @def_gl{MAX_VARYING_FLOATS}, \n @def_gl{MAX_VARYING_VECTORS} | @ref Shader::maxFragmentInputComponents(), \n @ref Shader::maxGeometryInputComponents(), \n @ref Shader::maxGeometryOutputComponents(), \n @ref Shader::maxGeometryTotalOutputComponents(), \n @ref Shader::maxTessellationControlInputComponents(), \n @ref Shader::maxTessellationControlOutputComponents(), \n @ref Shader::maxTessellationControlTotalOutputComponents(), \n @ref Shader::maxTessellationEvaluationInputComponents(), \n @ref Shader::maxTessellationEvaluationOutputComponents(), \n @ref Shader::maxVertexOutputComponents() |
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@def_gl{MAX_IMAGE_SAMPLES} | @ref AbstractShaderProgram::maxImageSamples() |
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@def_gl{MAX_IMAGE_UNITS} | @ref AbstractShaderProgram::maxImageUnits() |
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@def_gl{MAX_LABEL_LENGTH} | @ref AbstractObject::maxLabelLength() |
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@def_gl{MAX_RENDERBUFFER_SIZE} | @ref Renderbuffer::maxSize() |
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@def_gl{MAX_SAMPLE_MASK_WORDS} | | |
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@def_gl{MAX_SERVER_WAIT_TIMEOUT} | | |
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@def_gl{MAX_SHADER_STORAGE_BLOCK_SIZE} | @ref AbstractShaderProgram::maxShaderStorageBlockSize() |
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@def_gl{MAX_SHADER_STORAGE_BUFFER_BINDINGS} | @ref Buffer::maxShaderStorageBindings() |
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@def_gl{MAX_TEXTURE_BUFFER_SIZE} | | |
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@def_gl_extension{MAX_TEXTURE_MAX_ANISOTROPY,EXT,texture_filter_anisotropic} | @ref Sampler::maxMaxAnisotropy() |
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@def_gl{MAX_TEXTURE_LOD_BIAS} | @ref AbstractTexture::maxLodBias() |
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@def_gl{MAX_UNIFORM_BLOCK_SIZE} | @ref AbstractShaderProgram::maxUniformBlockSize() |
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@def_gl{MAX_UNIFORM_BUFFER_BINDINGS} | @ref Buffer::maxUniformBindings() |
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@def_gl{MAX_UNIFORM_LOCATIONS} | @ref AbstractShaderProgram::maxUniformLocations() |
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@def_gl{MAX_VERTEX_ATTRIBS} | @ref AbstractShaderProgram::maxVertexAttributes() |
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@def_gl{MAX_VERTEX_ATTRIB_BINDINGS} | | |
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@def_gl{MAX_VERTEX_ATTRIB_RELATIVE_OFFSET} | | |
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@def_gl{MAX_VIEWPORTS} | | |
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@def_gl{MAX_VIEWPORT_DIMS} | @ref AbstractFramebuffer::maxViewportSize() |
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@def_gl{MIN_MAP_BUFFER_ALIGNMENT} | @ref Buffer::minMapAlignment() |
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@def_gl{MIN_PROGRAM_TEXEL_OFFSET}, \n @def_gl{MAX_PROGRAM_TEXEL_OFFSET} | @ref AbstractShaderProgram::minTexelOffset(), \n @ref AbstractShaderProgram::maxTexelOffset() |
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@def_gl{NUM_COMPRESSED_TEXTURE_FORMATS} | | |
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@def_gl{NUM_EXTENSIONS} | @ref Context::supportedExtensions() |
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@def_gl{NUM_PROGRAM_BINARY_FORMATS}, \n @def_gl{PROGRAM_BINARY_FORMATS} | | |
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@def_gl{NUM_SHADER_BINARY_FORMATS}, \n @def_gl{SHADER_BINARY_FORMATS} | | |
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@def_gl{PACK_ALIGNMENT}, \n @def_gl{PACK_IMAGE_HEIGHT}, \n @def_gl{PACK_LSB_FIRST}, \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_LSB_FIRST}, \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 |
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@def_gl{POINT_FADE_THRESHOLD_SIZE} | | |
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@def_gl{POINT_SIZE_GRANULARITY}, \n @def_gl{POINT_SIZE_RANGE} | | |
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@def_gl{POINT_SIZE} | not queryable, @ref Renderer::setPointSize() setter only |
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@def_gl{POLYGON_OFFSET_FACTOR}, \n @def_gl{POLYGON_OFFSET_UNITS} | not queryable, @ref Renderer::setPolygonOffset() setter only |
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@def_gl{PRIMITIVE_RESTART_INDEX} | not queryable |
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@def_gl{PROGRAM_PIPELINE_BINDING} | not queryable |
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@def_gl{PROVOKING_VERTEX} | not queryable, @ref Renderer::setProvokingVertex() setter only |
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@def_gl{RENDERBUFFER_BINDING} | not queryable but tracked internally |
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@def_gl{SAMPLER_BINDING} | not queryable |
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@def_gl{SAMPLES} | @ref Renderbuffer::maxSamples() |
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@def_gl{SAMPLE_BUFFERS} | | |
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@def_gl{SAMPLE_COVERAGE_INVERT}, \n @def_gl{SAMPLE_COVERAGE_VALUE} | | |
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@def_gl{SCISSOR_BOX} | not queryable, @ref Renderer::setScissor() setter only |
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@def_gl{SHADER_COMPILER} | not supported (@ref opengl-unsupported "details") |
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@def_gl{SHADER_STORAGE_BUFFER_BINDING}, \n @def_gl{SHADER_STORAGE_BUFFER_SIZE}, \n @def_gl{SHADER_STORAGE_BUFFER_START} | not queryable |
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@def_gl{SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT} | @ref Buffer::shaderStorageOffsetAlignment() |
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@def_gl{SMOOTH_LINE_WIDTH_GRANULARITY}, \n @def_gl{SMOOTH_LINE_WIDTH_RANGE} | | |
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@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 Renderer::setStencilFunction() setter only |
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@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 Renderer::setStencilOperation() setter only |
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@def_gl{SUBPIXEL_BITS} | | |
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@def_gl{TEXTURE_BUFFER_OFFSET_ALIGNMENT} | @ref BufferTexture::offsetAlignment() |
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@def_gl{TIMESTAMP} | | |
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@def_gl{TRANSFORM_FEEDBACK_BUFFER_BINDING}, \n @def_gl{TRANSFORM_FEEDBACK_BUFFER_SIZE}, \n @def_gl{TRANSFORM_FEEDBACK_BUFFER_START} | not queryable |
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@def_gl{UNIFORM_BUFFER_OFFSET_ALIGNMENT} | | |
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@def_gl{UNIFORM_BUFFER_BINDING}, \n @def_gl{UNIFORM_BUFFER_SIZE}, \n @def_gl{UNIFORM_BUFFER_START} | not queryable |
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@def_gl{VERTEX_BINDING_DIVISOR}, \n @def_gl{VERTEX_BINDING_OFFSET}, \n @def_gl{VERTEX_BINDING_STRIDE} | not queryable |
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@def_gl{VERTEX_PROGRAM_POINT_SIZE} | not queryable |
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@def_gl{VIEWPORT_BOUNDS_RANGE} | | |
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@def_gl{VIEWPORT_INDEX_PROVOKING_VERTEX} | | |
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@def_gl{VIEWPORT_SUBPIXEL_BITS} | | |
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@def_gl{VIEWPORT} | not queryable but tracked in @ref AbstractFramebuffer::viewport() |
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*/ |
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}
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