public final class GLCapabilities
extends java.lang.Object
public final long glAccum
public final long glAlphaFunc
public final long glAreTexturesResident
public final long glArrayElement
public final long glBegin
public final long glBitmap
public final long glCallList
public final long glCallLists
public final long glClearAccum
public final long glClearIndex
public final long glClipPlane
public final long glColor3b
public final long glColor3s
public final long glColor3i
public final long glColor3f
public final long glColor3d
public final long glColor3ub
public final long glColor3us
public final long glColor3ui
public final long glColor3bv
public final long glColor3sv
public final long glColor3iv
public final long glColor3fv
public final long glColor3dv
public final long glColor3ubv
public final long glColor3usv
public final long glColor3uiv
public final long glColor4b
public final long glColor4s
public final long glColor4i
public final long glColor4f
public final long glColor4d
public final long glColor4ub
public final long glColor4us
public final long glColor4ui
public final long glColor4bv
public final long glColor4sv
public final long glColor4iv
public final long glColor4fv
public final long glColor4dv
public final long glColor4ubv
public final long glColor4usv
public final long glColor4uiv
public final long glColorMaterial
public final long glColorPointer
public final long glCopyPixels
public final long glDeleteLists
public final long glDisableClientState
public final long glDrawPixels
public final long glEdgeFlag
public final long glEdgeFlagv
public final long glEdgeFlagPointer
public final long glEnableClientState
public final long glEnd
public final long glEvalCoord1f
public final long glEvalCoord1fv
public final long glEvalCoord1d
public final long glEvalCoord1dv
public final long glEvalCoord2f
public final long glEvalCoord2fv
public final long glEvalCoord2d
public final long glEvalCoord2dv
public final long glEvalMesh1
public final long glEvalMesh2
public final long glEvalPoint1
public final long glEvalPoint2
public final long glFeedbackBuffer
public final long glFogi
public final long glFogiv
public final long glFogf
public final long glFogfv
public final long glGenLists
public final long glGetClipPlane
public final long glGetLightiv
public final long glGetLightfv
public final long glGetMapiv
public final long glGetMapfv
public final long glGetMapdv
public final long glGetMaterialiv
public final long glGetMaterialfv
public final long glGetPixelMapfv
public final long glGetPixelMapusv
public final long glGetPixelMapuiv
public final long glGetPolygonStipple
public final long glGetTexEnviv
public final long glGetTexEnvfv
public final long glGetTexGeniv
public final long glGetTexGenfv
public final long glGetTexGendv
public final long glIndexi
public final long glIndexub
public final long glIndexs
public final long glIndexf
public final long glIndexd
public final long glIndexiv
public final long glIndexubv
public final long glIndexsv
public final long glIndexfv
public final long glIndexdv
public final long glIndexMask
public final long glIndexPointer
public final long glInitNames
public final long glInterleavedArrays
public final long glIsList
public final long glLightModeli
public final long glLightModelf
public final long glLightModeliv
public final long glLightModelfv
public final long glLighti
public final long glLightf
public final long glLightiv
public final long glLightfv
public final long glLineStipple
public final long glListBase
public final long glLoadMatrixf
public final long glLoadMatrixd
public final long glLoadIdentity
public final long glLoadName
public final long glMap1f
public final long glMap1d
public final long glMap2f
public final long glMap2d
public final long glMapGrid1f
public final long glMapGrid1d
public final long glMapGrid2f
public final long glMapGrid2d
public final long glMateriali
public final long glMaterialf
public final long glMaterialiv
public final long glMaterialfv
public final long glMatrixMode
public final long glMultMatrixf
public final long glMultMatrixd
public final long glFrustum
public final long glNewList
public final long glEndList
public final long glNormal3f
public final long glNormal3b
public final long glNormal3s
public final long glNormal3i
public final long glNormal3d
public final long glNormal3fv
public final long glNormal3bv
public final long glNormal3sv
public final long glNormal3iv
public final long glNormal3dv
public final long glNormalPointer
public final long glOrtho
public final long glPassThrough
public final long glPixelMapfv
public final long glPixelMapusv
public final long glPixelMapuiv
public final long glPixelTransferi
public final long glPixelTransferf
public final long glPixelZoom
public final long glPolygonStipple
public final long glPushAttrib
public final long glPushClientAttrib
public final long glPopAttrib
public final long glPopClientAttrib
public final long glPopMatrix
public final long glPopName
public final long glPrioritizeTextures
public final long glPushMatrix
public final long glPushName
public final long glRasterPos2i
public final long glRasterPos2s
public final long glRasterPos2f
public final long glRasterPos2d
public final long glRasterPos2iv
public final long glRasterPos2sv
public final long glRasterPos2fv
public final long glRasterPos2dv
public final long glRasterPos3i
public final long glRasterPos3s
public final long glRasterPos3f
public final long glRasterPos3d
public final long glRasterPos3iv
public final long glRasterPos3sv
public final long glRasterPos3fv
public final long glRasterPos3dv
public final long glRasterPos4i
public final long glRasterPos4s
public final long glRasterPos4f
public final long glRasterPos4d
public final long glRasterPos4iv
public final long glRasterPos4sv
public final long glRasterPos4fv
public final long glRasterPos4dv
public final long glRecti
public final long glRects
public final long glRectf
public final long glRectd
public final long glRectiv
public final long glRectsv
public final long glRectfv
public final long glRectdv
public final long glRenderMode
public final long glRotatef
public final long glRotated
public final long glScalef
public final long glScaled
public final long glSelectBuffer
public final long glShadeModel
public final long glTexCoord1f
public final long glTexCoord1s
public final long glTexCoord1i
public final long glTexCoord1d
public final long glTexCoord1fv
public final long glTexCoord1sv
public final long glTexCoord1iv
public final long glTexCoord1dv
public final long glTexCoord2f
public final long glTexCoord2s
public final long glTexCoord2i
public final long glTexCoord2d
public final long glTexCoord2fv
public final long glTexCoord2sv
public final long glTexCoord2iv
public final long glTexCoord2dv
public final long glTexCoord3f
public final long glTexCoord3s
public final long glTexCoord3i
public final long glTexCoord3d
public final long glTexCoord3fv
public final long glTexCoord3sv
public final long glTexCoord3iv
public final long glTexCoord3dv
public final long glTexCoord4f
public final long glTexCoord4s
public final long glTexCoord4i
public final long glTexCoord4d
public final long glTexCoord4fv
public final long glTexCoord4sv
public final long glTexCoord4iv
public final long glTexCoord4dv
public final long glTexCoordPointer
public final long glTexEnvi
public final long glTexEnviv
public final long glTexEnvf
public final long glTexEnvfv
public final long glTexGeni
public final long glTexGeniv
public final long glTexGenf
public final long glTexGenfv
public final long glTexGend
public final long glTexGendv
public final long glTranslatef
public final long glTranslated
public final long glVertex2f
public final long glVertex2s
public final long glVertex2i
public final long glVertex2d
public final long glVertex2fv
public final long glVertex2sv
public final long glVertex2iv
public final long glVertex2dv
public final long glVertex3f
public final long glVertex3s
public final long glVertex3i
public final long glVertex3d
public final long glVertex3fv
public final long glVertex3sv
public final long glVertex3iv
public final long glVertex3dv
public final long glVertex4f
public final long glVertex4s
public final long glVertex4i
public final long glVertex4d
public final long glVertex4fv
public final long glVertex4sv
public final long glVertex4iv
public final long glVertex4dv
public final long glVertexPointer
public final long glEnable
public final long glDisable
public final long glBindTexture
public final long glBlendFunc
public final long glClear
public final long glClearColor
public final long glClearDepth
public final long glClearStencil
public final long glColorMask
public final long glCullFace
public final long glDepthFunc
public final long glDepthMask
public final long glDepthRange
public final long glDrawArrays
public final long glDrawBuffer
public final long glDrawElements
public final long glFinish
public final long glFlush
public final long glFrontFace
public final long glGenTextures
public final long glDeleteTextures
public final long glGetBooleanv
public final long glGetFloatv
public final long glGetIntegerv
public final long glGetDoublev
public final long glGetError
public final long glGetPointerv
public final long glGetString
public final long glGetTexImage
public final long glGetTexLevelParameteriv
public final long glGetTexLevelParameterfv
public final long glGetTexParameteriv
public final long glGetTexParameterfv
public final long glHint
public final long glIsEnabled
public final long glIsTexture
public final long glLineWidth
public final long glLogicOp
public final long glPixelStorei
public final long glPixelStoref
public final long glPointSize
public final long glPolygonMode
public final long glPolygonOffset
public final long glReadBuffer
public final long glReadPixels
public final long glScissor
public final long glStencilFunc
public final long glStencilMask
public final long glStencilOp
public final long glTexImage1D
public final long glTexImage2D
public final long glCopyTexImage1D
public final long glCopyTexImage2D
public final long glCopyTexSubImage1D
public final long glCopyTexSubImage2D
public final long glTexParameteri
public final long glTexParameteriv
public final long glTexParameterf
public final long glTexParameterfv
public final long glTexSubImage1D
public final long glTexSubImage2D
public final long glViewport
public final long glTexImage3D
public final long glTexSubImage3D
public final long glCopyTexSubImage3D
public final long glDrawRangeElements
public final long glClientActiveTexture
public final long glMultiTexCoord1f
public final long glMultiTexCoord1s
public final long glMultiTexCoord1i
public final long glMultiTexCoord1d
public final long glMultiTexCoord1fv
public final long glMultiTexCoord1sv
public final long glMultiTexCoord1iv
public final long glMultiTexCoord1dv
public final long glMultiTexCoord2f
public final long glMultiTexCoord2s
public final long glMultiTexCoord2i
public final long glMultiTexCoord2d
public final long glMultiTexCoord2fv
public final long glMultiTexCoord2sv
public final long glMultiTexCoord2iv
public final long glMultiTexCoord2dv
public final long glMultiTexCoord3f
public final long glMultiTexCoord3s
public final long glMultiTexCoord3i
public final long glMultiTexCoord3d
public final long glMultiTexCoord3fv
public final long glMultiTexCoord3sv
public final long glMultiTexCoord3iv
public final long glMultiTexCoord3dv
public final long glMultiTexCoord4f
public final long glMultiTexCoord4s
public final long glMultiTexCoord4i
public final long glMultiTexCoord4d
public final long glMultiTexCoord4fv
public final long glMultiTexCoord4sv
public final long glMultiTexCoord4iv
public final long glMultiTexCoord4dv
public final long glLoadTransposeMatrixf
public final long glLoadTransposeMatrixd
public final long glMultTransposeMatrixf
public final long glMultTransposeMatrixd
public final long glCompressedTexImage3D
public final long glCompressedTexImage2D
public final long glCompressedTexImage1D
public final long glCompressedTexSubImage3D
public final long glCompressedTexSubImage2D
public final long glCompressedTexSubImage1D
public final long glGetCompressedTexImage
public final long glSampleCoverage
public final long glActiveTexture
public final long glFogCoordf
public final long glFogCoordd
public final long glFogCoordfv
public final long glFogCoorddv
public final long glFogCoordPointer
public final long glSecondaryColor3b
public final long glSecondaryColor3s
public final long glSecondaryColor3i
public final long glSecondaryColor3f
public final long glSecondaryColor3d
public final long glSecondaryColor3ub
public final long glSecondaryColor3us
public final long glSecondaryColor3ui
public final long glSecondaryColor3bv
public final long glSecondaryColor3sv
public final long glSecondaryColor3iv
public final long glSecondaryColor3fv
public final long glSecondaryColor3dv
public final long glSecondaryColor3ubv
public final long glSecondaryColor3usv
public final long glSecondaryColor3uiv
public final long glSecondaryColorPointer
public final long glWindowPos2i
public final long glWindowPos2s
public final long glWindowPos2f
public final long glWindowPos2d
public final long glWindowPos2iv
public final long glWindowPos2sv
public final long glWindowPos2fv
public final long glWindowPos2dv
public final long glWindowPos3i
public final long glWindowPos3s
public final long glWindowPos3f
public final long glWindowPos3d
public final long glWindowPos3iv
public final long glWindowPos3sv
public final long glWindowPos3fv
public final long glWindowPos3dv
public final long glBlendColor
public final long glBlendEquation
public final long glMultiDrawArrays
public final long glMultiDrawElements
public final long glPointParameterf
public final long glPointParameteri
public final long glPointParameterfv
public final long glPointParameteriv
public final long glBlendFuncSeparate
public final long glBindBuffer
public final long glDeleteBuffers
public final long glGenBuffers
public final long glIsBuffer
public final long glBufferData
public final long glBufferSubData
public final long glGetBufferSubData
public final long glMapBuffer
public final long glUnmapBuffer
public final long glGetBufferParameteriv
public final long glGetBufferPointerv
public final long glGenQueries
public final long glDeleteQueries
public final long glIsQuery
public final long glBeginQuery
public final long glEndQuery
public final long glGetQueryiv
public final long glGetQueryObjectiv
public final long glGetQueryObjectuiv
public final long glCreateProgram
public final long glDeleteProgram
public final long glIsProgram
public final long glCreateShader
public final long glDeleteShader
public final long glIsShader
public final long glAttachShader
public final long glDetachShader
public final long glShaderSource
public final long glCompileShader
public final long glLinkProgram
public final long glUseProgram
public final long glValidateProgram
public final long glUniform1f
public final long glUniform2f
public final long glUniform3f
public final long glUniform4f
public final long glUniform1i
public final long glUniform2i
public final long glUniform3i
public final long glUniform4i
public final long glUniform1fv
public final long glUniform2fv
public final long glUniform3fv
public final long glUniform4fv
public final long glUniform1iv
public final long glUniform2iv
public final long glUniform3iv
public final long glUniform4iv
public final long glUniformMatrix2fv
public final long glUniformMatrix3fv
public final long glUniformMatrix4fv
public final long glGetShaderiv
public final long glGetProgramiv
public final long glGetShaderInfoLog
public final long glGetProgramInfoLog
public final long glGetAttachedShaders
public final long glGetUniformLocation
public final long glGetActiveUniform
public final long glGetUniformfv
public final long glGetUniformiv
public final long glGetShaderSource
public final long glVertexAttrib1f
public final long glVertexAttrib1s
public final long glVertexAttrib1d
public final long glVertexAttrib2f
public final long glVertexAttrib2s
public final long glVertexAttrib2d
public final long glVertexAttrib3f
public final long glVertexAttrib3s
public final long glVertexAttrib3d
public final long glVertexAttrib4f
public final long glVertexAttrib4s
public final long glVertexAttrib4d
public final long glVertexAttrib4Nub
public final long glVertexAttrib1fv
public final long glVertexAttrib1sv
public final long glVertexAttrib1dv
public final long glVertexAttrib2fv
public final long glVertexAttrib2sv
public final long glVertexAttrib2dv
public final long glVertexAttrib3fv
public final long glVertexAttrib3sv
public final long glVertexAttrib3dv
public final long glVertexAttrib4fv
public final long glVertexAttrib4sv
public final long glVertexAttrib4dv
public final long glVertexAttrib4iv
public final long glVertexAttrib4bv
public final long glVertexAttrib4ubv
public final long glVertexAttrib4usv
public final long glVertexAttrib4uiv
public final long glVertexAttrib4Nbv
public final long glVertexAttrib4Nsv
public final long glVertexAttrib4Niv
public final long glVertexAttrib4Nubv
public final long glVertexAttrib4Nusv
public final long glVertexAttrib4Nuiv
public final long glVertexAttribPointer
public final long glEnableVertexAttribArray
public final long glDisableVertexAttribArray
public final long glBindAttribLocation
public final long glGetActiveAttrib
public final long glGetAttribLocation
public final long glGetVertexAttribiv
public final long glGetVertexAttribfv
public final long glGetVertexAttribdv
public final long glGetVertexAttribPointerv
public final long glDrawBuffers
public final long glBlendEquationSeparate
public final long glStencilOpSeparate
public final long glStencilFuncSeparate
public final long glStencilMaskSeparate
public final long glUniformMatrix2x3fv
public final long glUniformMatrix3x2fv
public final long glUniformMatrix2x4fv
public final long glUniformMatrix4x2fv
public final long glUniformMatrix3x4fv
public final long glUniformMatrix4x3fv
public final long glGetStringi
public final long glClearBufferiv
public final long glClearBufferuiv
public final long glClearBufferfv
public final long glClearBufferfi
public final long glVertexAttribI1i
public final long glVertexAttribI2i
public final long glVertexAttribI3i
public final long glVertexAttribI4i
public final long glVertexAttribI1ui
public final long glVertexAttribI2ui
public final long glVertexAttribI3ui
public final long glVertexAttribI4ui
public final long glVertexAttribI1iv
public final long glVertexAttribI2iv
public final long glVertexAttribI3iv
public final long glVertexAttribI4iv
public final long glVertexAttribI1uiv
public final long glVertexAttribI2uiv
public final long glVertexAttribI3uiv
public final long glVertexAttribI4uiv
public final long glVertexAttribI4bv
public final long glVertexAttribI4sv
public final long glVertexAttribI4ubv
public final long glVertexAttribI4usv
public final long glVertexAttribIPointer
public final long glGetVertexAttribIiv
public final long glGetVertexAttribIuiv
public final long glUniform1ui
public final long glUniform2ui
public final long glUniform3ui
public final long glUniform4ui
public final long glUniform1uiv
public final long glUniform2uiv
public final long glUniform3uiv
public final long glUniform4uiv
public final long glGetUniformuiv
public final long glBindFragDataLocation
public final long glGetFragDataLocation
public final long glBeginConditionalRender
public final long glEndConditionalRender
public final long glMapBufferRange
public final long glFlushMappedBufferRange
public final long glClampColor
public final long glIsRenderbuffer
public final long glBindRenderbuffer
public final long glDeleteRenderbuffers
public final long glGenRenderbuffers
public final long glRenderbufferStorage
public final long glRenderbufferStorageMultisample
public final long glGetRenderbufferParameteriv
public final long glIsFramebuffer
public final long glBindFramebuffer
public final long glDeleteFramebuffers
public final long glGenFramebuffers
public final long glCheckFramebufferStatus
public final long glFramebufferTexture1D
public final long glFramebufferTexture2D
public final long glFramebufferTexture3D
public final long glFramebufferTextureLayer
public final long glFramebufferRenderbuffer
public final long glGetFramebufferAttachmentParameteriv
public final long glBlitFramebuffer
public final long glGenerateMipmap
public final long glTexParameterIiv
public final long glTexParameterIuiv
public final long glGetTexParameterIiv
public final long glGetTexParameterIuiv
public final long glColorMaski
public final long glGetBooleani_v
public final long glGetIntegeri_v
public final long glEnablei
public final long glDisablei
public final long glIsEnabledi
public final long glBindBufferRange
public final long glBindBufferBase
public final long glBeginTransformFeedback
public final long glEndTransformFeedback
public final long glTransformFeedbackVaryings
public final long glGetTransformFeedbackVarying
public final long glBindVertexArray
public final long glDeleteVertexArrays
public final long glGenVertexArrays
public final long glIsVertexArray
public final long glDrawArraysInstanced
public final long glDrawElementsInstanced
public final long glCopyBufferSubData
public final long glPrimitiveRestartIndex
public final long glTexBuffer
public final long glGetUniformIndices
public final long glGetActiveUniformsiv
public final long glGetActiveUniformName
public final long glGetUniformBlockIndex
public final long glGetActiveUniformBlockiv
public final long glGetActiveUniformBlockName
public final long glUniformBlockBinding
public final long glGetBufferParameteri64v
public final long glDrawElementsBaseVertex
public final long glDrawRangeElementsBaseVertex
public final long glDrawElementsInstancedBaseVertex
public final long glMultiDrawElementsBaseVertex
public final long glProvokingVertex
public final long glTexImage2DMultisample
public final long glTexImage3DMultisample
public final long glGetMultisamplefv
public final long glSampleMaski
public final long glFramebufferTexture
public final long glFenceSync
public final long glIsSync
public final long glDeleteSync
public final long glClientWaitSync
public final long glWaitSync
public final long glGetInteger64v
public final long glGetInteger64i_v
public final long glGetSynciv
public final long glVertexP2ui
public final long glVertexP3ui
public final long glVertexP4ui
public final long glVertexP2uiv
public final long glVertexP3uiv
public final long glVertexP4uiv
public final long glTexCoordP1ui
public final long glTexCoordP2ui
public final long glTexCoordP3ui
public final long glTexCoordP4ui
public final long glTexCoordP1uiv
public final long glTexCoordP2uiv
public final long glTexCoordP3uiv
public final long glTexCoordP4uiv
public final long glMultiTexCoordP1ui
public final long glMultiTexCoordP2ui
public final long glMultiTexCoordP3ui
public final long glMultiTexCoordP4ui
public final long glMultiTexCoordP1uiv
public final long glMultiTexCoordP2uiv
public final long glMultiTexCoordP3uiv
public final long glMultiTexCoordP4uiv
public final long glNormalP3ui
public final long glNormalP3uiv
public final long glColorP3ui
public final long glColorP4ui
public final long glColorP3uiv
public final long glColorP4uiv
public final long glSecondaryColorP3ui
public final long glSecondaryColorP3uiv
public final long glBindFragDataLocationIndexed
public final long glGetFragDataIndex
public final long glGenSamplers
public final long glDeleteSamplers
public final long glIsSampler
public final long glBindSampler
public final long glSamplerParameteri
public final long glSamplerParameterf
public final long glSamplerParameteriv
public final long glSamplerParameterfv
public final long glSamplerParameterIiv
public final long glSamplerParameterIuiv
public final long glGetSamplerParameteriv
public final long glGetSamplerParameterfv
public final long glGetSamplerParameterIiv
public final long glGetSamplerParameterIuiv
public final long glQueryCounter
public final long glGetQueryObjecti64v
public final long glGetQueryObjectui64v
public final long glVertexAttribDivisor
public final long glVertexAttribP1ui
public final long glVertexAttribP2ui
public final long glVertexAttribP3ui
public final long glVertexAttribP4ui
public final long glVertexAttribP1uiv
public final long glVertexAttribP2uiv
public final long glVertexAttribP3uiv
public final long glVertexAttribP4uiv
public final long glBlendEquationi
public final long glBlendEquationSeparatei
public final long glBlendFunci
public final long glBlendFuncSeparatei
public final long glDrawArraysIndirect
public final long glDrawElementsIndirect
public final long glUniform1d
public final long glUniform2d
public final long glUniform3d
public final long glUniform4d
public final long glUniform1dv
public final long glUniform2dv
public final long glUniform3dv
public final long glUniform4dv
public final long glUniformMatrix2dv
public final long glUniformMatrix3dv
public final long glUniformMatrix4dv
public final long glUniformMatrix2x3dv
public final long glUniformMatrix2x4dv
public final long glUniformMatrix3x2dv
public final long glUniformMatrix3x4dv
public final long glUniformMatrix4x2dv
public final long glUniformMatrix4x3dv
public final long glGetUniformdv
public final long glMinSampleShading
public final long glGetSubroutineUniformLocation
public final long glGetSubroutineIndex
public final long glGetActiveSubroutineUniformiv
public final long glGetActiveSubroutineUniformName
public final long glGetActiveSubroutineName
public final long glUniformSubroutinesuiv
public final long glGetUniformSubroutineuiv
public final long glGetProgramStageiv
public final long glPatchParameteri
public final long glPatchParameterfv
public final long glBindTransformFeedback
public final long glDeleteTransformFeedbacks
public final long glGenTransformFeedbacks
public final long glIsTransformFeedback
public final long glPauseTransformFeedback
public final long glResumeTransformFeedback
public final long glDrawTransformFeedback
public final long glDrawTransformFeedbackStream
public final long glBeginQueryIndexed
public final long glEndQueryIndexed
public final long glGetQueryIndexediv
public final long glReleaseShaderCompiler
public final long glShaderBinary
public final long glGetShaderPrecisionFormat
public final long glDepthRangef
public final long glClearDepthf
public final long glGetProgramBinary
public final long glProgramBinary
public final long glProgramParameteri
public final long glUseProgramStages
public final long glActiveShaderProgram
public final long glCreateShaderProgramv
public final long glBindProgramPipeline
public final long glDeleteProgramPipelines
public final long glGenProgramPipelines
public final long glIsProgramPipeline
public final long glGetProgramPipelineiv
public final long glProgramUniform1i
public final long glProgramUniform2i
public final long glProgramUniform3i
public final long glProgramUniform4i
public final long glProgramUniform1ui
public final long glProgramUniform2ui
public final long glProgramUniform3ui
public final long glProgramUniform4ui
public final long glProgramUniform1f
public final long glProgramUniform2f
public final long glProgramUniform3f
public final long glProgramUniform4f
public final long glProgramUniform1d
public final long glProgramUniform2d
public final long glProgramUniform3d
public final long glProgramUniform4d
public final long glProgramUniform1iv
public final long glProgramUniform2iv
public final long glProgramUniform3iv
public final long glProgramUniform4iv
public final long glProgramUniform1uiv
public final long glProgramUniform2uiv
public final long glProgramUniform3uiv
public final long glProgramUniform4uiv
public final long glProgramUniform1fv
public final long glProgramUniform2fv
public final long glProgramUniform3fv
public final long glProgramUniform4fv
public final long glProgramUniform1dv
public final long glProgramUniform2dv
public final long glProgramUniform3dv
public final long glProgramUniform4dv
public final long glProgramUniformMatrix2fv
public final long glProgramUniformMatrix3fv
public final long glProgramUniformMatrix4fv
public final long glProgramUniformMatrix2dv
public final long glProgramUniformMatrix3dv
public final long glProgramUniformMatrix4dv
public final long glProgramUniformMatrix2x3fv
public final long glProgramUniformMatrix3x2fv
public final long glProgramUniformMatrix2x4fv
public final long glProgramUniformMatrix4x2fv
public final long glProgramUniformMatrix3x4fv
public final long glProgramUniformMatrix4x3fv
public final long glProgramUniformMatrix2x3dv
public final long glProgramUniformMatrix3x2dv
public final long glProgramUniformMatrix2x4dv
public final long glProgramUniformMatrix4x2dv
public final long glProgramUniformMatrix3x4dv
public final long glProgramUniformMatrix4x3dv
public final long glValidateProgramPipeline
public final long glGetProgramPipelineInfoLog
public final long glVertexAttribL1d
public final long glVertexAttribL2d
public final long glVertexAttribL3d
public final long glVertexAttribL4d
public final long glVertexAttribL1dv
public final long glVertexAttribL2dv
public final long glVertexAttribL3dv
public final long glVertexAttribL4dv
public final long glVertexAttribLPointer
public final long glGetVertexAttribLdv
public final long glViewportArrayv
public final long glViewportIndexedf
public final long glViewportIndexedfv
public final long glScissorArrayv
public final long glScissorIndexed
public final long glScissorIndexedv
public final long glDepthRangeArrayv
public final long glDepthRangeIndexed
public final long glGetFloati_v
public final long glGetDoublei_v
public final long glGetActiveAtomicCounterBufferiv
public final long glTexStorage1D
public final long glTexStorage2D
public final long glTexStorage3D
public final long glDrawTransformFeedbackInstanced
public final long glDrawTransformFeedbackStreamInstanced
public final long glDrawArraysInstancedBaseInstance
public final long glDrawElementsInstancedBaseInstance
public final long glDrawElementsInstancedBaseVertexBaseInstance
public final long glBindImageTexture
public final long glMemoryBarrier
public final long glGetInternalformativ
public final long glClearBufferData
public final long glClearBufferSubData
public final long glDispatchCompute
public final long glDispatchComputeIndirect
public final long glCopyImageSubData
public final long glDebugMessageControl
public final long glDebugMessageInsert
public final long glDebugMessageCallback
public final long glGetDebugMessageLog
public final long glPushDebugGroup
public final long glPopDebugGroup
public final long glObjectLabel
public final long glGetObjectLabel
public final long glObjectPtrLabel
public final long glGetObjectPtrLabel
public final long glFramebufferParameteri
public final long glGetFramebufferParameteriv
public final long glGetInternalformati64v
public final long glInvalidateTexSubImage
public final long glInvalidateTexImage
public final long glInvalidateBufferSubData
public final long glInvalidateBufferData
public final long glInvalidateFramebuffer
public final long glInvalidateSubFramebuffer
public final long glMultiDrawArraysIndirect
public final long glMultiDrawElementsIndirect
public final long glGetProgramInterfaceiv
public final long glGetProgramResourceIndex
public final long glGetProgramResourceName
public final long glGetProgramResourceiv
public final long glGetProgramResourceLocation
public final long glGetProgramResourceLocationIndex
public final long glShaderStorageBlockBinding
public final long glTexBufferRange
public final long glTexStorage2DMultisample
public final long glTexStorage3DMultisample
public final long glTextureView
public final long glBindVertexBuffer
public final long glVertexAttribFormat
public final long glVertexAttribIFormat
public final long glVertexAttribLFormat
public final long glVertexAttribBinding
public final long glVertexBindingDivisor
public final long glBufferStorage
public final long glClearTexSubImage
public final long glClearTexImage
public final long glBindBuffersBase
public final long glBindBuffersRange
public final long glBindTextures
public final long glBindSamplers
public final long glBindImageTextures
public final long glBindVertexBuffers
public final long glGetnMapdv
public final long glGetnMapfv
public final long glGetnMapiv
public final long glGetnPixelMapfv
public final long glGetnPixelMapuiv
public final long glGetnPixelMapusv
public final long glGetnPolygonStipple
public final long glGetnColorTable
public final long glGetnConvolutionFilter
public final long glGetnSeparableFilter
public final long glGetnHistogram
public final long glGetnMinmax
public final long glClipControl
public final long glCreateTransformFeedbacks
public final long glTransformFeedbackBufferBase
public final long glTransformFeedbackBufferRange
public final long glGetTransformFeedbackiv
public final long glGetTransformFeedbacki_v
public final long glGetTransformFeedbacki64_v
public final long glCreateBuffers
public final long glNamedBufferStorage
public final long glNamedBufferData
public final long glNamedBufferSubData
public final long glCopyNamedBufferSubData
public final long glClearNamedBufferData
public final long glClearNamedBufferSubData
public final long glMapNamedBuffer
public final long glMapNamedBufferRange
public final long glUnmapNamedBuffer
public final long glFlushMappedNamedBufferRange
public final long glGetNamedBufferParameteriv
public final long glGetNamedBufferParameteri64v
public final long glGetNamedBufferPointerv
public final long glGetNamedBufferSubData
public final long glCreateFramebuffers
public final long glNamedFramebufferRenderbuffer
public final long glNamedFramebufferParameteri
public final long glNamedFramebufferTexture
public final long glNamedFramebufferTextureLayer
public final long glNamedFramebufferDrawBuffer
public final long glNamedFramebufferDrawBuffers
public final long glNamedFramebufferReadBuffer
public final long glInvalidateNamedFramebufferData
public final long glInvalidateNamedFramebufferSubData
public final long glClearNamedFramebufferiv
public final long glClearNamedFramebufferuiv
public final long glClearNamedFramebufferfv
public final long glClearNamedFramebufferfi
public final long glBlitNamedFramebuffer
public final long glCheckNamedFramebufferStatus
public final long glGetNamedFramebufferParameteriv
public final long glGetNamedFramebufferAttachmentParameteriv
public final long glCreateRenderbuffers
public final long glNamedRenderbufferStorage
public final long glNamedRenderbufferStorageMultisample
public final long glGetNamedRenderbufferParameteriv
public final long glCreateTextures
public final long glTextureBuffer
public final long glTextureBufferRange
public final long glTextureStorage1D
public final long glTextureStorage2D
public final long glTextureStorage3D
public final long glTextureStorage2DMultisample
public final long glTextureStorage3DMultisample
public final long glTextureSubImage1D
public final long glTextureSubImage2D
public final long glTextureSubImage3D
public final long glCompressedTextureSubImage1D
public final long glCompressedTextureSubImage2D
public final long glCompressedTextureSubImage3D
public final long glCopyTextureSubImage1D
public final long glCopyTextureSubImage2D
public final long glCopyTextureSubImage3D
public final long glTextureParameterf
public final long glTextureParameterfv
public final long glTextureParameteri
public final long glTextureParameterIiv
public final long glTextureParameterIuiv
public final long glTextureParameteriv
public final long glGenerateTextureMipmap
public final long glBindTextureUnit
public final long glGetTextureImage
public final long glGetCompressedTextureImage
public final long glGetTextureLevelParameterfv
public final long glGetTextureLevelParameteriv
public final long glGetTextureParameterfv
public final long glGetTextureParameterIiv
public final long glGetTextureParameterIuiv
public final long glGetTextureParameteriv
public final long glCreateVertexArrays
public final long glDisableVertexArrayAttrib
public final long glEnableVertexArrayAttrib
public final long glVertexArrayElementBuffer
public final long glVertexArrayVertexBuffer
public final long glVertexArrayVertexBuffers
public final long glVertexArrayAttribFormat
public final long glVertexArrayAttribIFormat
public final long glVertexArrayAttribLFormat
public final long glVertexArrayAttribBinding
public final long glVertexArrayBindingDivisor
public final long glGetVertexArrayiv
public final long glGetVertexArrayIndexediv
public final long glGetVertexArrayIndexed64iv
public final long glCreateSamplers
public final long glCreateProgramPipelines
public final long glCreateQueries
public final long glGetQueryBufferObjectiv
public final long glGetQueryBufferObjectuiv
public final long glGetQueryBufferObjecti64v
public final long glGetQueryBufferObjectui64v
public final long glMemoryBarrierByRegion
public final long glGetTextureSubImage
public final long glGetCompressedTextureSubImage
public final long glTextureBarrier
public final long glGetGraphicsResetStatus
public final long glGetnTexImage
public final long glReadnPixels
public final long glGetnCompressedTexImage
public final long glGetnUniformfv
public final long glGetnUniformdv
public final long glGetnUniformiv
public final long glGetnUniformuiv
public final long glMultiDrawArraysIndirectCount
public final long glMultiDrawElementsIndirectCount
public final long glPolygonOffsetClamp
public final long glSpecializeShader
public final long glDebugMessageEnableAMD
public final long glDebugMessageInsertAMD
public final long glDebugMessageCallbackAMD
public final long glGetDebugMessageLogAMD
public final long glBlendFuncIndexedAMD
public final long glBlendFuncSeparateIndexedAMD
public final long glBlendEquationIndexedAMD
public final long glBlendEquationSeparateIndexedAMD
public final long glRenderbufferStorageMultisampleAdvancedAMD
public final long glNamedRenderbufferStorageMultisampleAdvancedAMD
public final long glVertexAttribParameteriAMD
public final long glQueryObjectParameteruiAMD
public final long glGetPerfMonitorGroupsAMD
public final long glGetPerfMonitorCountersAMD
public final long glGetPerfMonitorGroupStringAMD
public final long glGetPerfMonitorCounterStringAMD
public final long glGetPerfMonitorCounterInfoAMD
public final long glGenPerfMonitorsAMD
public final long glDeletePerfMonitorsAMD
public final long glSelectPerfMonitorCountersAMD
public final long glBeginPerfMonitorAMD
public final long glEndPerfMonitorAMD
public final long glGetPerfMonitorCounterDataAMD
public final long glSetMultisamplefvAMD
public final long glTexStorageSparseAMD
public final long glTextureStorageSparseAMD
public final long glStencilOpValueAMD
public final long glTessellationFactorAMD
public final long glTessellationModeAMD
public final long glGetTextureHandleARB
public final long glGetTextureSamplerHandleARB
public final long glMakeTextureHandleResidentARB
public final long glMakeTextureHandleNonResidentARB
public final long glGetImageHandleARB
public final long glMakeImageHandleResidentARB
public final long glMakeImageHandleNonResidentARB
public final long glUniformHandleui64ARB
public final long glUniformHandleui64vARB
public final long glProgramUniformHandleui64ARB
public final long glProgramUniformHandleui64vARB
public final long glIsTextureHandleResidentARB
public final long glIsImageHandleResidentARB
public final long glVertexAttribL1ui64ARB
public final long glVertexAttribL1ui64vARB
public final long glGetVertexAttribLui64vARB
public final long glNamedBufferStorageEXT
public final long glCreateSyncFromCLeventARB
public final long glClearNamedBufferDataEXT
public final long glClearNamedBufferSubDataEXT
public final long glClampColorARB
public final long glDispatchComputeGroupSizeARB
public final long glDebugMessageControlARB
public final long glDebugMessageInsertARB
public final long glDebugMessageCallbackARB
public final long glGetDebugMessageLogARB
public final long glDrawBuffersARB
public final long glBlendEquationiARB
public final long glBlendEquationSeparateiARB
public final long glBlendFunciARB
public final long glBlendFuncSeparateiARB
public final long glDrawArraysInstancedARB
public final long glDrawElementsInstancedARB
public final long glPrimitiveBoundingBoxARB
public final long glNamedFramebufferParameteriEXT
public final long glGetNamedFramebufferParameterivEXT
public final long glProgramParameteriARB
public final long glFramebufferTextureARB
public final long glFramebufferTextureLayerARB
public final long glFramebufferTextureFaceARB
public final long glSpecializeShaderARB
public final long glProgramUniform1dEXT
public final long glProgramUniform2dEXT
public final long glProgramUniform3dEXT
public final long glProgramUniform4dEXT
public final long glProgramUniform1dvEXT
public final long glProgramUniform2dvEXT
public final long glProgramUniform3dvEXT
public final long glProgramUniform4dvEXT
public final long glProgramUniformMatrix2dvEXT
public final long glProgramUniformMatrix3dvEXT
public final long glProgramUniformMatrix4dvEXT
public final long glProgramUniformMatrix2x3dvEXT
public final long glProgramUniformMatrix2x4dvEXT
public final long glProgramUniformMatrix3x2dvEXT
public final long glProgramUniformMatrix3x4dvEXT
public final long glProgramUniformMatrix4x2dvEXT
public final long glProgramUniformMatrix4x3dvEXT
public final long glUniform1i64ARB
public final long glUniform1i64vARB
public final long glProgramUniform1i64ARB
public final long glProgramUniform1i64vARB
public final long glUniform2i64ARB
public final long glUniform2i64vARB
public final long glProgramUniform2i64ARB
public final long glProgramUniform2i64vARB
public final long glUniform3i64ARB
public final long glUniform3i64vARB
public final long glProgramUniform3i64ARB
public final long glProgramUniform3i64vARB
public final long glUniform4i64ARB
public final long glUniform4i64vARB
public final long glProgramUniform4i64ARB
public final long glProgramUniform4i64vARB
public final long glUniform1ui64ARB
public final long glUniform1ui64vARB
public final long glProgramUniform1ui64ARB
public final long glProgramUniform1ui64vARB
public final long glUniform2ui64ARB
public final long glUniform2ui64vARB
public final long glProgramUniform2ui64ARB
public final long glProgramUniform2ui64vARB
public final long glUniform3ui64ARB
public final long glUniform3ui64vARB
public final long glProgramUniform3ui64ARB
public final long glProgramUniform3ui64vARB
public final long glUniform4ui64ARB
public final long glUniform4ui64vARB
public final long glProgramUniform4ui64ARB
public final long glProgramUniform4ui64vARB
public final long glGetUniformi64vARB
public final long glGetUniformui64vARB
public final long glGetnUniformi64vARB
public final long glGetnUniformui64vARB
public final long glColorTable
public final long glCopyColorTable
public final long glColorTableParameteriv
public final long glColorTableParameterfv
public final long glGetColorTable
public final long glGetColorTableParameteriv
public final long glGetColorTableParameterfv
public final long glColorSubTable
public final long glCopyColorSubTable
public final long glConvolutionFilter1D
public final long glConvolutionFilter2D
public final long glCopyConvolutionFilter1D
public final long glCopyConvolutionFilter2D
public final long glGetConvolutionFilter
public final long glSeparableFilter2D
public final long glGetSeparableFilter
public final long glConvolutionParameteri
public final long glConvolutionParameteriv
public final long glConvolutionParameterf
public final long glConvolutionParameterfv
public final long glGetConvolutionParameteriv
public final long glGetConvolutionParameterfv
public final long glHistogram
public final long glResetHistogram
public final long glGetHistogram
public final long glGetHistogramParameteriv
public final long glGetHistogramParameterfv
public final long glMinmax
public final long glResetMinmax
public final long glGetMinmax
public final long glGetMinmaxParameteriv
public final long glGetMinmaxParameterfv
public final long glMultiDrawArraysIndirectCountARB
public final long glMultiDrawElementsIndirectCountARB
public final long glVertexAttribDivisorARB
public final long glVertexArrayVertexAttribDivisorEXT
public final long glCurrentPaletteMatrixARB
public final long glMatrixIndexuivARB
public final long glMatrixIndexubvARB
public final long glMatrixIndexusvARB
public final long glMatrixIndexPointerARB
public final long glSampleCoverageARB
public final long glActiveTextureARB
public final long glClientActiveTextureARB
public final long glMultiTexCoord1fARB
public final long glMultiTexCoord1sARB
public final long glMultiTexCoord1iARB
public final long glMultiTexCoord1dARB
public final long glMultiTexCoord1fvARB
public final long glMultiTexCoord1svARB
public final long glMultiTexCoord1ivARB
public final long glMultiTexCoord1dvARB
public final long glMultiTexCoord2fARB
public final long glMultiTexCoord2sARB
public final long glMultiTexCoord2iARB
public final long glMultiTexCoord2dARB
public final long glMultiTexCoord2fvARB
public final long glMultiTexCoord2svARB
public final long glMultiTexCoord2ivARB
public final long glMultiTexCoord2dvARB
public final long glMultiTexCoord3fARB
public final long glMultiTexCoord3sARB
public final long glMultiTexCoord3iARB
public final long glMultiTexCoord3dARB
public final long glMultiTexCoord3fvARB
public final long glMultiTexCoord3svARB
public final long glMultiTexCoord3ivARB
public final long glMultiTexCoord3dvARB
public final long glMultiTexCoord4fARB
public final long glMultiTexCoord4sARB
public final long glMultiTexCoord4iARB
public final long glMultiTexCoord4dARB
public final long glMultiTexCoord4fvARB
public final long glMultiTexCoord4svARB
public final long glMultiTexCoord4ivARB
public final long glMultiTexCoord4dvARB
public final long glGenQueriesARB
public final long glDeleteQueriesARB
public final long glIsQueryARB
public final long glBeginQueryARB
public final long glEndQueryARB
public final long glGetQueryivARB
public final long glGetQueryObjectivARB
public final long glGetQueryObjectuivARB
public final long glMaxShaderCompilerThreadsARB
public final long glPointParameterfARB
public final long glPointParameterfvARB
public final long glGetGraphicsResetStatusARB
public final long glGetnMapdvARB
public final long glGetnMapfvARB
public final long glGetnMapivARB
public final long glGetnPixelMapfvARB
public final long glGetnPixelMapuivARB
public final long glGetnPixelMapusvARB
public final long glGetnPolygonStippleARB
public final long glGetnTexImageARB
public final long glReadnPixelsARB
public final long glGetnColorTableARB
public final long glGetnConvolutionFilterARB
public final long glGetnSeparableFilterARB
public final long glGetnHistogramARB
public final long glGetnMinmaxARB
public final long glGetnCompressedTexImageARB
public final long glGetnUniformfvARB
public final long glGetnUniformivARB
public final long glGetnUniformuivARB
public final long glGetnUniformdvARB
public final long glFramebufferSampleLocationsfvARB
public final long glNamedFramebufferSampleLocationsfvARB
public final long glEvaluateDepthValuesARB
public final long glMinSampleShadingARB
public final long glDeleteObjectARB
public final long glGetHandleARB
public final long glDetachObjectARB
public final long glCreateShaderObjectARB
public final long glShaderSourceARB
public final long glCompileShaderARB
public final long glCreateProgramObjectARB
public final long glAttachObjectARB
public final long glLinkProgramARB
public final long glUseProgramObjectARB
public final long glValidateProgramARB
public final long glUniform1fARB
public final long glUniform2fARB
public final long glUniform3fARB
public final long glUniform4fARB
public final long glUniform1iARB
public final long glUniform2iARB
public final long glUniform3iARB
public final long glUniform4iARB
public final long glUniform1fvARB
public final long glUniform2fvARB
public final long glUniform3fvARB
public final long glUniform4fvARB
public final long glUniform1ivARB
public final long glUniform2ivARB
public final long glUniform3ivARB
public final long glUniform4ivARB
public final long glUniformMatrix2fvARB
public final long glUniformMatrix3fvARB
public final long glUniformMatrix4fvARB
public final long glGetObjectParameterfvARB
public final long glGetObjectParameterivARB
public final long glGetInfoLogARB
public final long glGetAttachedObjectsARB
public final long glGetUniformLocationARB
public final long glGetActiveUniformARB
public final long glGetUniformfvARB
public final long glGetUniformivARB
public final long glGetShaderSourceARB
public final long glNamedStringARB
public final long glDeleteNamedStringARB
public final long glCompileShaderIncludeARB
public final long glIsNamedStringARB
public final long glGetNamedStringARB
public final long glGetNamedStringivARB
public final long glBufferPageCommitmentARB
public final long glNamedBufferPageCommitmentEXT
public final long glNamedBufferPageCommitmentARB
public final long glTexPageCommitmentARB
public final long glTexturePageCommitmentEXT
public final long glTexBufferARB
public final long glTextureBufferRangeEXT
public final long glCompressedTexImage3DARB
public final long glCompressedTexImage2DARB
public final long glCompressedTexImage1DARB
public final long glCompressedTexSubImage3DARB
public final long glCompressedTexSubImage2DARB
public final long glCompressedTexSubImage1DARB
public final long glGetCompressedTexImageARB
public final long glTextureStorage1DEXT
public final long glTextureStorage2DEXT
public final long glTextureStorage3DEXT
public final long glTextureStorage2DMultisampleEXT
public final long glTextureStorage3DMultisampleEXT
public final long glLoadTransposeMatrixfARB
public final long glLoadTransposeMatrixdARB
public final long glMultTransposeMatrixfARB
public final long glMultTransposeMatrixdARB
public final long glVertexArrayVertexAttribLOffsetEXT
public final long glVertexArrayBindVertexBufferEXT
public final long glVertexArrayVertexAttribFormatEXT
public final long glVertexArrayVertexAttribIFormatEXT
public final long glVertexArrayVertexAttribLFormatEXT
public final long glVertexArrayVertexAttribBindingEXT
public final long glVertexArrayVertexBindingDivisorEXT
public final long glWeightfvARB
public final long glWeightbvARB
public final long glWeightubvARB
public final long glWeightsvARB
public final long glWeightusvARB
public final long glWeightivARB
public final long glWeightuivARB
public final long glWeightdvARB
public final long glWeightPointerARB
public final long glVertexBlendARB
public final long glBindBufferARB
public final long glDeleteBuffersARB
public final long glGenBuffersARB
public final long glIsBufferARB
public final long glBufferDataARB
public final long glBufferSubDataARB
public final long glGetBufferSubDataARB
public final long glMapBufferARB
public final long glUnmapBufferARB
public final long glGetBufferParameterivARB
public final long glGetBufferPointervARB
public final long glProgramStringARB
public final long glBindProgramARB
public final long glDeleteProgramsARB
public final long glGenProgramsARB
public final long glProgramEnvParameter4dARB
public final long glProgramEnvParameter4dvARB
public final long glProgramEnvParameter4fARB
public final long glProgramEnvParameter4fvARB
public final long glProgramLocalParameter4dARB
public final long glProgramLocalParameter4dvARB
public final long glProgramLocalParameter4fARB
public final long glProgramLocalParameter4fvARB
public final long glGetProgramEnvParameterfvARB
public final long glGetProgramEnvParameterdvARB
public final long glGetProgramLocalParameterfvARB
public final long glGetProgramLocalParameterdvARB
public final long glGetProgramivARB
public final long glGetProgramStringARB
public final long glIsProgramARB
public final long glVertexAttrib1fARB
public final long glVertexAttrib1sARB
public final long glVertexAttrib1dARB
public final long glVertexAttrib2fARB
public final long glVertexAttrib2sARB
public final long glVertexAttrib2dARB
public final long glVertexAttrib3fARB
public final long glVertexAttrib3sARB
public final long glVertexAttrib3dARB
public final long glVertexAttrib4fARB
public final long glVertexAttrib4sARB
public final long glVertexAttrib4dARB
public final long glVertexAttrib4NubARB
public final long glVertexAttrib1fvARB
public final long glVertexAttrib1svARB
public final long glVertexAttrib1dvARB
public final long glVertexAttrib2fvARB
public final long glVertexAttrib2svARB
public final long glVertexAttrib2dvARB
public final long glVertexAttrib3fvARB
public final long glVertexAttrib3svARB
public final long glVertexAttrib3dvARB
public final long glVertexAttrib4fvARB
public final long glVertexAttrib4svARB
public final long glVertexAttrib4dvARB
public final long glVertexAttrib4ivARB
public final long glVertexAttrib4bvARB
public final long glVertexAttrib4ubvARB
public final long glVertexAttrib4usvARB
public final long glVertexAttrib4uivARB
public final long glVertexAttrib4NbvARB
public final long glVertexAttrib4NsvARB
public final long glVertexAttrib4NivARB
public final long glVertexAttrib4NubvARB
public final long glVertexAttrib4NusvARB
public final long glVertexAttrib4NuivARB
public final long glVertexAttribPointerARB
public final long glEnableVertexAttribArrayARB
public final long glDisableVertexAttribArrayARB
public final long glBindAttribLocationARB
public final long glGetActiveAttribARB
public final long glGetAttribLocationARB
public final long glGetVertexAttribivARB
public final long glGetVertexAttribfvARB
public final long glGetVertexAttribdvARB
public final long glGetVertexAttribPointervARB
public final long glWindowPos2iARB
public final long glWindowPos2sARB
public final long glWindowPos2fARB
public final long glWindowPos2dARB
public final long glWindowPos2ivARB
public final long glWindowPos2svARB
public final long glWindowPos2fvARB
public final long glWindowPos2dvARB
public final long glWindowPos3iARB
public final long glWindowPos3sARB
public final long glWindowPos3fARB
public final long glWindowPos3dARB
public final long glWindowPos3ivARB
public final long glWindowPos3svARB
public final long glWindowPos3fvARB
public final long glWindowPos3dvARB
public final long glUniformBufferEXT
public final long glGetUniformBufferSizeEXT
public final long glGetUniformOffsetEXT
public final long glBlendColorEXT
public final long glBlendEquationSeparateEXT
public final long glBlendFuncSeparateEXT
public final long glBlendEquationEXT
public final long glLockArraysEXT
public final long glUnlockArraysEXT
public final long glLabelObjectEXT
public final long glGetObjectLabelEXT
public final long glInsertEventMarkerEXT
public final long glPushGroupMarkerEXT
public final long glPopGroupMarkerEXT
public final long glDepthBoundsEXT
public final long glClientAttribDefaultEXT
public final long glPushClientAttribDefaultEXT
public final long glMatrixLoadfEXT
public final long glMatrixLoaddEXT
public final long glMatrixMultfEXT
public final long glMatrixMultdEXT
public final long glMatrixLoadIdentityEXT
public final long glMatrixRotatefEXT
public final long glMatrixRotatedEXT
public final long glMatrixScalefEXT
public final long glMatrixScaledEXT
public final long glMatrixTranslatefEXT
public final long glMatrixTranslatedEXT
public final long glMatrixOrthoEXT
public final long glMatrixFrustumEXT
public final long glMatrixPushEXT
public final long glMatrixPopEXT
public final long glTextureParameteriEXT
public final long glTextureParameterivEXT
public final long glTextureParameterfEXT
public final long glTextureParameterfvEXT
public final long glTextureImage1DEXT
public final long glTextureImage2DEXT
public final long glTextureSubImage1DEXT
public final long glTextureSubImage2DEXT
public final long glCopyTextureImage1DEXT
public final long glCopyTextureImage2DEXT
public final long glCopyTextureSubImage1DEXT
public final long glCopyTextureSubImage2DEXT
public final long glGetTextureImageEXT
public final long glGetTextureParameterfvEXT
public final long glGetTextureParameterivEXT
public final long glGetTextureLevelParameterfvEXT
public final long glGetTextureLevelParameterivEXT
public final long glTextureImage3DEXT
public final long glTextureSubImage3DEXT
public final long glCopyTextureSubImage3DEXT
public final long glBindMultiTextureEXT
public final long glMultiTexCoordPointerEXT
public final long glMultiTexEnvfEXT
public final long glMultiTexEnvfvEXT
public final long glMultiTexEnviEXT
public final long glMultiTexEnvivEXT
public final long glMultiTexGendEXT
public final long glMultiTexGendvEXT
public final long glMultiTexGenfEXT
public final long glMultiTexGenfvEXT
public final long glMultiTexGeniEXT
public final long glMultiTexGenivEXT
public final long glGetMultiTexEnvfvEXT
public final long glGetMultiTexEnvivEXT
public final long glGetMultiTexGendvEXT
public final long glGetMultiTexGenfvEXT
public final long glGetMultiTexGenivEXT
public final long glMultiTexParameteriEXT
public final long glMultiTexParameterivEXT
public final long glMultiTexParameterfEXT
public final long glMultiTexParameterfvEXT
public final long glMultiTexImage1DEXT
public final long glMultiTexImage2DEXT
public final long glMultiTexSubImage1DEXT
public final long glMultiTexSubImage2DEXT
public final long glCopyMultiTexImage1DEXT
public final long glCopyMultiTexImage2DEXT
public final long glCopyMultiTexSubImage1DEXT
public final long glCopyMultiTexSubImage2DEXT
public final long glGetMultiTexImageEXT
public final long glGetMultiTexParameterfvEXT
public final long glGetMultiTexParameterivEXT
public final long glGetMultiTexLevelParameterfvEXT
public final long glGetMultiTexLevelParameterivEXT
public final long glMultiTexImage3DEXT
public final long glMultiTexSubImage3DEXT
public final long glCopyMultiTexSubImage3DEXT
public final long glEnableClientStateIndexedEXT
public final long glDisableClientStateIndexedEXT
public final long glEnableClientStateiEXT
public final long glDisableClientStateiEXT
public final long glGetFloatIndexedvEXT
public final long glGetDoubleIndexedvEXT
public final long glGetPointerIndexedvEXT
public final long glGetFloati_vEXT
public final long glGetDoublei_vEXT
public final long glGetPointeri_vEXT
public final long glNamedProgramStringEXT
public final long glNamedProgramLocalParameter4dEXT
public final long glNamedProgramLocalParameter4dvEXT
public final long glNamedProgramLocalParameter4fEXT
public final long glNamedProgramLocalParameter4fvEXT
public final long glGetNamedProgramLocalParameterdvEXT
public final long glGetNamedProgramLocalParameterfvEXT
public final long glGetNamedProgramivEXT
public final long glGetNamedProgramStringEXT
public final long glCompressedTextureImage3DEXT
public final long glCompressedTextureImage2DEXT
public final long glCompressedTextureImage1DEXT
public final long glCompressedTextureSubImage3DEXT
public final long glCompressedTextureSubImage2DEXT
public final long glCompressedTextureSubImage1DEXT
public final long glGetCompressedTextureImageEXT
public final long glCompressedMultiTexImage3DEXT
public final long glCompressedMultiTexImage2DEXT
public final long glCompressedMultiTexImage1DEXT
public final long glCompressedMultiTexSubImage3DEXT
public final long glCompressedMultiTexSubImage2DEXT
public final long glCompressedMultiTexSubImage1DEXT
public final long glGetCompressedMultiTexImageEXT
public final long glMatrixLoadTransposefEXT
public final long glMatrixLoadTransposedEXT
public final long glMatrixMultTransposefEXT
public final long glMatrixMultTransposedEXT
public final long glNamedBufferDataEXT
public final long glNamedBufferSubDataEXT
public final long glMapNamedBufferEXT
public final long glUnmapNamedBufferEXT
public final long glGetNamedBufferParameterivEXT
public final long glGetNamedBufferSubDataEXT
public final long glProgramUniform1fEXT
public final long glProgramUniform2fEXT
public final long glProgramUniform3fEXT
public final long glProgramUniform4fEXT
public final long glProgramUniform1iEXT
public final long glProgramUniform2iEXT
public final long glProgramUniform3iEXT
public final long glProgramUniform4iEXT
public final long glProgramUniform1fvEXT
public final long glProgramUniform2fvEXT
public final long glProgramUniform3fvEXT
public final long glProgramUniform4fvEXT
public final long glProgramUniform1ivEXT
public final long glProgramUniform2ivEXT
public final long glProgramUniform3ivEXT
public final long glProgramUniform4ivEXT
public final long glProgramUniformMatrix2fvEXT
public final long glProgramUniformMatrix3fvEXT
public final long glProgramUniformMatrix4fvEXT
public final long glProgramUniformMatrix2x3fvEXT
public final long glProgramUniformMatrix3x2fvEXT
public final long glProgramUniformMatrix2x4fvEXT
public final long glProgramUniformMatrix4x2fvEXT
public final long glProgramUniformMatrix3x4fvEXT
public final long glProgramUniformMatrix4x3fvEXT
public final long glTextureBufferEXT
public final long glMultiTexBufferEXT
public final long glTextureParameterIivEXT
public final long glTextureParameterIuivEXT
public final long glGetTextureParameterIivEXT
public final long glGetTextureParameterIuivEXT
public final long glMultiTexParameterIivEXT
public final long glMultiTexParameterIuivEXT
public final long glGetMultiTexParameterIivEXT
public final long glGetMultiTexParameterIuivEXT
public final long glProgramUniform1uiEXT
public final long glProgramUniform2uiEXT
public final long glProgramUniform3uiEXT
public final long glProgramUniform4uiEXT
public final long glProgramUniform1uivEXT
public final long glProgramUniform2uivEXT
public final long glProgramUniform3uivEXT
public final long glProgramUniform4uivEXT
public final long glNamedProgramLocalParameters4fvEXT
public final long glNamedProgramLocalParameterI4iEXT
public final long glNamedProgramLocalParameterI4ivEXT
public final long glNamedProgramLocalParametersI4ivEXT
public final long glNamedProgramLocalParameterI4uiEXT
public final long glNamedProgramLocalParameterI4uivEXT
public final long glNamedProgramLocalParametersI4uivEXT
public final long glGetNamedProgramLocalParameterIivEXT
public final long glGetNamedProgramLocalParameterIuivEXT
public final long glNamedRenderbufferStorageEXT
public final long glGetNamedRenderbufferParameterivEXT
public final long glNamedRenderbufferStorageMultisampleEXT
public final long glNamedRenderbufferStorageMultisampleCoverageEXT
public final long glCheckNamedFramebufferStatusEXT
public final long glNamedFramebufferTexture1DEXT
public final long glNamedFramebufferTexture2DEXT
public final long glNamedFramebufferTexture3DEXT
public final long glNamedFramebufferRenderbufferEXT
public final long glGetNamedFramebufferAttachmentParameterivEXT
public final long glGenerateTextureMipmapEXT
public final long glGenerateMultiTexMipmapEXT
public final long glFramebufferDrawBufferEXT
public final long glFramebufferDrawBuffersEXT
public final long glFramebufferReadBufferEXT
public final long glGetFramebufferParameterivEXT
public final long glNamedCopyBufferSubDataEXT
public final long glNamedFramebufferTextureEXT
public final long glNamedFramebufferTextureLayerEXT
public final long glNamedFramebufferTextureFaceEXT
public final long glTextureRenderbufferEXT
public final long glMultiTexRenderbufferEXT
public final long glVertexArrayVertexOffsetEXT
public final long glVertexArrayColorOffsetEXT
public final long glVertexArrayEdgeFlagOffsetEXT
public final long glVertexArrayIndexOffsetEXT
public final long glVertexArrayNormalOffsetEXT
public final long glVertexArrayTexCoordOffsetEXT
public final long glVertexArrayMultiTexCoordOffsetEXT
public final long glVertexArrayFogCoordOffsetEXT
public final long glVertexArraySecondaryColorOffsetEXT
public final long glVertexArrayVertexAttribOffsetEXT
public final long glVertexArrayVertexAttribIOffsetEXT
public final long glEnableVertexArrayEXT
public final long glDisableVertexArrayEXT
public final long glEnableVertexArrayAttribEXT
public final long glDisableVertexArrayAttribEXT
public final long glGetVertexArrayIntegervEXT
public final long glGetVertexArrayPointervEXT
public final long glGetVertexArrayIntegeri_vEXT
public final long glGetVertexArrayPointeri_vEXT
public final long glMapNamedBufferRangeEXT
public final long glFlushMappedNamedBufferRangeEXT
public final long glColorMaskIndexedEXT
public final long glGetBooleanIndexedvEXT
public final long glGetIntegerIndexedvEXT
public final long glEnableIndexedEXT
public final long glDisableIndexedEXT
public final long glIsEnabledIndexedEXT
public final long glDrawArraysInstancedEXT
public final long glDrawElementsInstancedEXT
public final long glEGLImageTargetTexStorageEXT
public final long glEGLImageTargetTextureStorageEXT
public final long glBufferStorageExternalEXT
public final long glNamedBufferStorageExternalEXT
public final long glBlitFramebufferEXT
public final long glRenderbufferStorageMultisampleEXT
public final long glIsRenderbufferEXT
public final long glBindRenderbufferEXT
public final long glDeleteRenderbuffersEXT
public final long glGenRenderbuffersEXT
public final long glRenderbufferStorageEXT
public final long glGetRenderbufferParameterivEXT
public final long glIsFramebufferEXT
public final long glBindFramebufferEXT
public final long glDeleteFramebuffersEXT
public final long glGenFramebuffersEXT
public final long glCheckFramebufferStatusEXT
public final long glFramebufferTexture1DEXT
public final long glFramebufferTexture2DEXT
public final long glFramebufferTexture3DEXT
public final long glFramebufferRenderbufferEXT
public final long glGetFramebufferAttachmentParameterivEXT
public final long glGenerateMipmapEXT
public final long glProgramParameteriEXT
public final long glFramebufferTextureEXT
public final long glFramebufferTextureFaceEXT
public final long glProgramEnvParameters4fvEXT
public final long glProgramLocalParameters4fvEXT
public final long glVertexAttribI1iEXT
public final long glVertexAttribI2iEXT
public final long glVertexAttribI3iEXT
public final long glVertexAttribI4iEXT
public final long glVertexAttribI1uiEXT
public final long glVertexAttribI2uiEXT
public final long glVertexAttribI3uiEXT
public final long glVertexAttribI4uiEXT
public final long glVertexAttribI1ivEXT
public final long glVertexAttribI2ivEXT
public final long glVertexAttribI3ivEXT
public final long glVertexAttribI4ivEXT
public final long glVertexAttribI1uivEXT
public final long glVertexAttribI2uivEXT
public final long glVertexAttribI3uivEXT
public final long glVertexAttribI4uivEXT
public final long glVertexAttribI4bvEXT
public final long glVertexAttribI4svEXT
public final long glVertexAttribI4ubvEXT
public final long glVertexAttribI4usvEXT
public final long glVertexAttribIPointerEXT
public final long glGetVertexAttribIivEXT
public final long glGetVertexAttribIuivEXT
public final long glGetUniformuivEXT
public final long glBindFragDataLocationEXT
public final long glGetFragDataLocationEXT
public final long glUniform1uiEXT
public final long glUniform2uiEXT
public final long glUniform3uiEXT
public final long glUniform4uiEXT
public final long glUniform1uivEXT
public final long glUniform2uivEXT
public final long glUniform3uivEXT
public final long glUniform4uivEXT
public final long glGetUnsignedBytevEXT
public final long glGetUnsignedBytei_vEXT
public final long glDeleteMemoryObjectsEXT
public final long glIsMemoryObjectEXT
public final long glCreateMemoryObjectsEXT
public final long glMemoryObjectParameterivEXT
public final long glGetMemoryObjectParameterivEXT
public final long glTexStorageMem2DEXT
public final long glTexStorageMem2DMultisampleEXT
public final long glTexStorageMem3DEXT
public final long glTexStorageMem3DMultisampleEXT
public final long glBufferStorageMemEXT
public final long glTextureStorageMem2DEXT
public final long glTextureStorageMem2DMultisampleEXT
public final long glTextureStorageMem3DEXT
public final long glTextureStorageMem3DMultisampleEXT
public final long glNamedBufferStorageMemEXT
public final long glTexStorageMem1DEXT
public final long glTextureStorageMem1DEXT
public final long glImportMemoryFdEXT
public final long glImportMemoryWin32HandleEXT
public final long glImportMemoryWin32NameEXT
public final long glPointParameterfEXT
public final long glPointParameterfvEXT
public final long glPolygonOffsetClampEXT
public final long glProvokingVertexEXT
public final long glRasterSamplesEXT
public final long glSecondaryColor3bEXT
public final long glSecondaryColor3sEXT
public final long glSecondaryColor3iEXT
public final long glSecondaryColor3fEXT
public final long glSecondaryColor3dEXT
public final long glSecondaryColor3ubEXT
public final long glSecondaryColor3usEXT
public final long glSecondaryColor3uiEXT
public final long glSecondaryColor3bvEXT
public final long glSecondaryColor3svEXT
public final long glSecondaryColor3ivEXT
public final long glSecondaryColor3fvEXT
public final long glSecondaryColor3dvEXT
public final long glSecondaryColor3ubvEXT
public final long glSecondaryColor3usvEXT
public final long glSecondaryColor3uivEXT
public final long glSecondaryColorPointerEXT
public final long glGenSemaphoresEXT
public final long glDeleteSemaphoresEXT
public final long glIsSemaphoreEXT
public final long glSemaphoreParameterui64vEXT
public final long glGetSemaphoreParameterui64vEXT
public final long glWaitSemaphoreEXT
public final long glSignalSemaphoreEXT
public final long glImportSemaphoreFdEXT
public final long glImportSemaphoreWin32HandleEXT
public final long glImportSemaphoreWin32NameEXT
public final long glUseShaderProgramEXT
public final long glActiveProgramEXT
public final long glCreateShaderProgramEXT
public final long glFramebufferFetchBarrierEXT
public final long glBindImageTextureEXT
public final long glMemoryBarrierEXT
public final long glStencilClearTagEXT
public final long glActiveStencilFaceEXT
public final long glFramebufferTextureLayerEXT
public final long glTexBufferEXT
public final long glClearColorIiEXT
public final long glClearColorIuiEXT
public final long glTexParameterIivEXT
public final long glTexParameterIuivEXT
public final long glGetTexParameterIivEXT
public final long glGetTexParameterIuivEXT
public final long glGetQueryObjecti64vEXT
public final long glGetQueryObjectui64vEXT
public final long glBindBufferRangeEXT
public final long glBindBufferOffsetEXT
public final long glBindBufferBaseEXT
public final long glBeginTransformFeedbackEXT
public final long glEndTransformFeedbackEXT
public final long glTransformFeedbackVaryingsEXT
public final long glGetTransformFeedbackVaryingEXT
public final long glVertexAttribL1dEXT
public final long glVertexAttribL2dEXT
public final long glVertexAttribL3dEXT
public final long glVertexAttribL4dEXT
public final long glVertexAttribL1dvEXT
public final long glVertexAttribL2dvEXT
public final long glVertexAttribL3dvEXT
public final long glVertexAttribL4dvEXT
public final long glVertexAttribLPointerEXT
public final long glGetVertexAttribLdvEXT
public final long glAcquireKeyedMutexWin32EXT
public final long glReleaseKeyedMutexWin32EXT
public final long glWindowRectanglesEXT
public final long glImportSyncEXT
public final long glFrameTerminatorGREMEDY
public final long glStringMarkerGREMEDY
public final long glApplyFramebufferAttachmentCMAAINTEL
public final long glSyncTextureINTEL
public final long glUnmapTexture2DINTEL
public final long glMapTexture2DINTEL
public final long glBeginPerfQueryINTEL
public final long glCreatePerfQueryINTEL
public final long glDeletePerfQueryINTEL
public final long glEndPerfQueryINTEL
public final long glGetFirstPerfQueryIdINTEL
public final long glGetNextPerfQueryIdINTEL
public final long glGetPerfCounterInfoINTEL
public final long glGetPerfQueryDataINTEL
public final long glGetPerfQueryIdByNameINTEL
public final long glGetPerfQueryInfoINTEL
public final long glBlendBarrierKHR
public final long glMaxShaderCompilerThreadsKHR
public final long glAlphaToCoverageDitherControlNV
public final long glMultiDrawArraysIndirectBindlessNV
public final long glMultiDrawElementsIndirectBindlessNV
public final long glMultiDrawArraysIndirectBindlessCountNV
public final long glMultiDrawElementsIndirectBindlessCountNV
public final long glGetTextureHandleNV
public final long glGetTextureSamplerHandleNV
public final long glMakeTextureHandleResidentNV
public final long glMakeTextureHandleNonResidentNV
public final long glGetImageHandleNV
public final long glMakeImageHandleResidentNV
public final long glMakeImageHandleNonResidentNV
public final long glUniformHandleui64NV
public final long glUniformHandleui64vNV
public final long glProgramUniformHandleui64NV
public final long glProgramUniformHandleui64vNV
public final long glIsTextureHandleResidentNV
public final long glIsImageHandleResidentNV
public final long glBlendParameteriNV
public final long glBlendBarrierNV
public final long glViewportPositionWScaleNV
public final long glCreateStatesNV
public final long glDeleteStatesNV
public final long glIsStateNV
public final long glStateCaptureNV
public final long glGetCommandHeaderNV
public final long glGetStageIndexNV
public final long glDrawCommandsNV
public final long glDrawCommandsAddressNV
public final long glDrawCommandsStatesNV
public final long glDrawCommandsStatesAddressNV
public final long glCreateCommandListsNV
public final long glDeleteCommandListsNV
public final long glIsCommandListNV
public final long glListDrawCommandsStatesClientNV
public final long glCommandListSegmentsNV
public final long glCompileCommandListNV
public final long glCallCommandListNV
public final long glBeginConditionalRenderNV
public final long glEndConditionalRenderNV
public final long glSubpixelPrecisionBiasNV
public final long glConservativeRasterParameterfNV
public final long glConservativeRasterParameteriNV
public final long glCopyImageSubDataNV
public final long glDepthRangedNV
public final long glClearDepthdNV
public final long glDepthBoundsdNV
public final long glDrawTextureNV
public final long glDrawVkImageNV
public final long glGetVkProcAddrNV
public final long glWaitVkSemaphoreNV
public final long glSignalVkSemaphoreNV
public final long glSignalVkFenceNV
public final long glGetMultisamplefvNV
public final long glSampleMaskIndexedNV
public final long glTexRenderbufferNV
public final long glDeleteFencesNV
public final long glGenFencesNV
public final long glIsFenceNV
public final long glTestFenceNV
public final long glGetFenceivNV
public final long glFinishFenceNV
public final long glSetFenceNV
public final long glFragmentCoverageColorNV
public final long glCoverageModulationTableNV
public final long glGetCoverageModulationTableNV
public final long glCoverageModulationNV
public final long glRenderbufferStorageMultisampleCoverageNV
public final long glRenderGpuMaskNV
public final long glMulticastBufferSubDataNV
public final long glMulticastCopyBufferSubDataNV
public final long glMulticastCopyImageSubDataNV
public final long glMulticastBlitFramebufferNV
public final long glMulticastFramebufferSampleLocationsfvNV
public final long glMulticastBarrierNV
public final long glMulticastWaitSyncNV
public final long glMulticastGetQueryObjectivNV
public final long glMulticastGetQueryObjectuivNV
public final long glMulticastGetQueryObjecti64vNV
public final long glMulticastGetQueryObjectui64vNV
public final long glUniform1i64NV
public final long glUniform2i64NV
public final long glUniform3i64NV
public final long glUniform4i64NV
public final long glUniform1i64vNV
public final long glUniform2i64vNV
public final long glUniform3i64vNV
public final long glUniform4i64vNV
public final long glUniform1ui64NV
public final long glUniform2ui64NV
public final long glUniform3ui64NV
public final long glUniform4ui64NV
public final long glUniform1ui64vNV
public final long glUniform2ui64vNV
public final long glUniform3ui64vNV
public final long glUniform4ui64vNV
public final long glGetUniformi64vNV
public final long glProgramUniform1i64NV
public final long glProgramUniform2i64NV
public final long glProgramUniform3i64NV
public final long glProgramUniform4i64NV
public final long glProgramUniform1i64vNV
public final long glProgramUniform2i64vNV
public final long glProgramUniform3i64vNV
public final long glProgramUniform4i64vNV
public final long glProgramUniform1ui64NV
public final long glProgramUniform2ui64NV
public final long glProgramUniform3ui64NV
public final long glProgramUniform4ui64NV
public final long glProgramUniform1ui64vNV
public final long glProgramUniform2ui64vNV
public final long glProgramUniform3ui64vNV
public final long glProgramUniform4ui64vNV
public final long glVertex2hNV
public final long glVertex2hvNV
public final long glVertex3hNV
public final long glVertex3hvNV
public final long glVertex4hNV
public final long glVertex4hvNV
public final long glNormal3hNV
public final long glNormal3hvNV
public final long glColor3hNV
public final long glColor3hvNV
public final long glColor4hNV
public final long glColor4hvNV
public final long glTexCoord1hNV
public final long glTexCoord1hvNV
public final long glTexCoord2hNV
public final long glTexCoord2hvNV
public final long glTexCoord3hNV
public final long glTexCoord3hvNV
public final long glTexCoord4hNV
public final long glTexCoord4hvNV
public final long glMultiTexCoord1hNV
public final long glMultiTexCoord1hvNV
public final long glMultiTexCoord2hNV
public final long glMultiTexCoord2hvNV
public final long glMultiTexCoord3hNV
public final long glMultiTexCoord3hvNV
public final long glMultiTexCoord4hNV
public final long glMultiTexCoord4hvNV
public final long glFogCoordhNV
public final long glFogCoordhvNV
public final long glSecondaryColor3hNV
public final long glSecondaryColor3hvNV
public final long glVertexWeighthNV
public final long glVertexWeighthvNV
public final long glVertexAttrib1hNV
public final long glVertexAttrib1hvNV
public final long glVertexAttrib2hNV
public final long glVertexAttrib2hvNV
public final long glVertexAttrib3hNV
public final long glVertexAttrib3hvNV
public final long glVertexAttrib4hNV
public final long glVertexAttrib4hvNV
public final long glVertexAttribs1hvNV
public final long glVertexAttribs2hvNV
public final long glVertexAttribs3hvNV
public final long glVertexAttribs4hvNV
public final long glGetInternalformatSampleivNV
public final long glGetMemoryObjectDetachedResourcesuivNV
public final long glResetMemoryObjectParameterNV
public final long glTexAttachMemoryNV
public final long glBufferAttachMemoryNV
public final long glTextureAttachMemoryNV
public final long glNamedBufferAttachMemoryNV
public final long glDrawMeshTasksNV
public final long glDrawMeshTasksIndirectNV
public final long glMultiDrawMeshTasksIndirectNV
public final long glMultiDrawMeshTasksIndirectCountNV
public final long glPathCommandsNV
public final long glPathCoordsNV
public final long glPathSubCommandsNV
public final long glPathSubCoordsNV
public final long glPathStringNV
public final long glPathGlyphsNV
public final long glPathGlyphRangeNV
public final long glPathGlyphIndexArrayNV
public final long glPathMemoryGlyphIndexArrayNV
public final long glCopyPathNV
public final long glWeightPathsNV
public final long glInterpolatePathsNV
public final long glTransformPathNV
public final long glPathParameterivNV
public final long glPathParameteriNV
public final long glPathParameterfvNV
public final long glPathParameterfNV
public final long glPathDashArrayNV
public final long glGenPathsNV
public final long glDeletePathsNV
public final long glIsPathNV
public final long glPathStencilFuncNV
public final long glPathStencilDepthOffsetNV
public final long glStencilFillPathNV
public final long glStencilStrokePathNV
public final long glStencilFillPathInstancedNV
public final long glStencilStrokePathInstancedNV
public final long glPathCoverDepthFuncNV
public final long glPathColorGenNV
public final long glPathTexGenNV
public final long glPathFogGenNV
public final long glCoverFillPathNV
public final long glCoverStrokePathNV
public final long glCoverFillPathInstancedNV
public final long glCoverStrokePathInstancedNV
public final long glStencilThenCoverFillPathNV
public final long glStencilThenCoverStrokePathNV
public final long glStencilThenCoverFillPathInstancedNV
public final long glStencilThenCoverStrokePathInstancedNV
public final long glPathGlyphIndexRangeNV
public final long glProgramPathFragmentInputGenNV
public final long glGetPathParameterivNV
public final long glGetPathParameterfvNV
public final long glGetPathCommandsNV
public final long glGetPathCoordsNV
public final long glGetPathDashArrayNV
public final long glGetPathMetricsNV
public final long glGetPathMetricRangeNV
public final long glGetPathSpacingNV
public final long glGetPathColorGenivNV
public final long glGetPathColorGenfvNV
public final long glGetPathTexGenivNV
public final long glGetPathTexGenfvNV
public final long glIsPointInFillPathNV
public final long glIsPointInStrokePathNV
public final long glGetPathLengthNV
public final long glPointAlongPathNV
public final long glMatrixLoad3x2fNV
public final long glMatrixLoad3x3fNV
public final long glMatrixLoadTranspose3x3fNV
public final long glMatrixMult3x2fNV
public final long glMatrixMult3x3fNV
public final long glMatrixMultTranspose3x3fNV
public final long glGetProgramResourcefvNV
public final long glPixelDataRangeNV
public final long glFlushPixelDataRangeNV
public final long glPointParameteriNV
public final long glPointParameterivNV
public final long glPrimitiveRestartNV
public final long glPrimitiveRestartIndexNV
public final long glQueryResourceNV
public final long glGenQueryResourceTagNV
public final long glDeleteQueryResourceTagNV
public final long glQueryResourceTagNV
public final long glFramebufferSampleLocationsfvNV
public final long glNamedFramebufferSampleLocationsfvNV
public final long glResolveDepthValuesNV
public final long glScissorExclusiveArrayvNV
public final long glScissorExclusiveNV
public final long glMakeBufferResidentNV
public final long glMakeBufferNonResidentNV
public final long glIsBufferResidentNV
public final long glMakeNamedBufferResidentNV
public final long glMakeNamedBufferNonResidentNV
public final long glIsNamedBufferResidentNV
public final long glGetBufferParameterui64vNV
public final long glGetNamedBufferParameterui64vNV
public final long glGetIntegerui64vNV
public final long glUniformui64NV
public final long glUniformui64vNV
public final long glGetUniformui64vNV
public final long glProgramUniformui64NV
public final long glProgramUniformui64vNV
public final long glBindShadingRateImageNV
public final long glShadingRateImagePaletteNV
public final long glGetShadingRateImagePaletteNV
public final long glShadingRateImageBarrierNV
public final long glShadingRateSampleOrderNV
public final long glShadingRateSampleOrderCustomNV
public final long glGetShadingRateSampleLocationivNV
public final long glTextureBarrierNV
public final long glTexImage2DMultisampleCoverageNV
public final long glTexImage3DMultisampleCoverageNV
public final long glTextureImage2DMultisampleNV
public final long glTextureImage3DMultisampleNV
public final long glTextureImage2DMultisampleCoverageNV
public final long glTextureImage3DMultisampleCoverageNV
public final long glBeginTransformFeedbackNV
public final long glEndTransformFeedbackNV
public final long glTransformFeedbackAttribsNV
public final long glBindBufferRangeNV
public final long glBindBufferOffsetNV
public final long glBindBufferBaseNV
public final long glTransformFeedbackVaryingsNV
public final long glActiveVaryingNV
public final long glGetVaryingLocationNV
public final long glGetActiveVaryingNV
public final long glGetTransformFeedbackVaryingNV
public final long glTransformFeedbackStreamAttribsNV
public final long glBindTransformFeedbackNV
public final long glDeleteTransformFeedbacksNV
public final long glGenTransformFeedbacksNV
public final long glIsTransformFeedbackNV
public final long glPauseTransformFeedbackNV
public final long glResumeTransformFeedbackNV
public final long glDrawTransformFeedbackNV
public final long glVertexArrayRangeNV
public final long glFlushVertexArrayRangeNV
public final long glVertexAttribL1i64NV
public final long glVertexAttribL2i64NV
public final long glVertexAttribL3i64NV
public final long glVertexAttribL4i64NV
public final long glVertexAttribL1i64vNV
public final long glVertexAttribL2i64vNV
public final long glVertexAttribL3i64vNV
public final long glVertexAttribL4i64vNV
public final long glVertexAttribL1ui64NV
public final long glVertexAttribL2ui64NV
public final long glVertexAttribL3ui64NV
public final long glVertexAttribL4ui64NV
public final long glVertexAttribL1ui64vNV
public final long glVertexAttribL2ui64vNV
public final long glVertexAttribL3ui64vNV
public final long glVertexAttribL4ui64vNV
public final long glGetVertexAttribLi64vNV
public final long glGetVertexAttribLui64vNV
public final long glVertexAttribLFormatNV
public final long glBufferAddressRangeNV
public final long glVertexFormatNV
public final long glNormalFormatNV
public final long glColorFormatNV
public final long glIndexFormatNV
public final long glTexCoordFormatNV
public final long glEdgeFlagFormatNV
public final long glSecondaryColorFormatNV
public final long glFogCoordFormatNV
public final long glVertexAttribFormatNV
public final long glVertexAttribIFormatNV
public final long glGetIntegerui64i_vNV
public final long glViewportSwizzleNV
public final long glBeginConditionalRenderNVX
public final long glEndConditionalRenderNVX
public final long glAsyncCopyImageSubDataNVX
public final long glAsyncCopyBufferSubDataNVX
public final long glUploadGpuMaskNVX
public final long glMulticastViewportArrayvNVX
public final long glMulticastScissorArrayvNVX
public final long glMulticastViewportPositionWScaleNVX
public final long glCreateProgressFenceNVX
public final long glSignalSemaphoreui64NVX
public final long glWaitSemaphoreui64NVX
public final long glClientWaitSemaphoreui64NVX
public final long glFramebufferTextureMultiviewOVR
public final long glNamedFramebufferTextureMultiviewOVR
public final boolean OpenGL11
GL11 is supported.public final boolean OpenGL12
GL12 is supported.public final boolean OpenGL13
GL13 is supported.public final boolean OpenGL14
GL14 is supported.public final boolean OpenGL15
GL15 is supported.public final boolean OpenGL20
GL20 is supported.public final boolean OpenGL21
GL21 is supported.public final boolean OpenGL30
GL30 is supported.public final boolean OpenGL31
GL31 is supported.public final boolean OpenGL32
GL32 is supported.public final boolean OpenGL33
GL33 is supported.public final boolean OpenGL40
GL40 is supported.public final boolean OpenGL41
GL41 is supported.public final boolean OpenGL42
GL42 is supported.public final boolean OpenGL43
GL43 is supported.public final boolean OpenGL44
GL44 is supported.public final boolean OpenGL45
GL45 is supported.public final boolean OpenGL46
GL46 is supported.public final boolean GL_AMD_blend_minmax_factor
AMDBlendMinmaxFactor is supported.public final boolean GL_AMD_conservative_depth
There is a common optimization for hardware accelerated implementation of OpenGL which relies on an early depth test to be run before the fragment shader so that the shader evaluation can be skipped if the fragment ends up being discarded because it is occluded.
This optimization does not affect the final rendering, and is typically possible when the fragment does not change the depth programmatically. (i.e.: it
does not write to the built-in gl_FragDepth output). There are, however a class of operations on the depth in the shader which could still be
performed while allowing the early depth test to operate.
This extension allows the application to pass enough information to the GL implementation to activate such optimizations safely.
Requires OpenGL 3.0. Promoted to core in OpenGL 4.2.
public final boolean GL_AMD_debug_output
AMDDebugOutput is supported.public final boolean GL_AMD_depth_clamp_separate
AMDDepthClampSeparate is supported.public final boolean GL_AMD_draw_buffers_blend
AMDDrawBuffersBlend is supported.public final boolean GL_AMD_framebuffer_multisample_advanced
AMDFramebufferMultisampleAdvanced is supported.public final boolean GL_AMD_gcn_shader
This extension exposes miscellaneous features of the AMD "Graphics Core Next" shader architecture that do not cleanly fit into other extensions and are not significant enough alone to warrant their own extensions. This includes cross-SIMD lane ballots, cube map query functions and a functionality to query the elapsed shader core time.
Requires AMD_gpu_shader_int64 or NV_gpu_shader5.
public final boolean GL_AMD_gpu_shader_half_float
AMDGPUShaderHalfFloat is supported.public final boolean GL_AMD_gpu_shader_half_float_fetch
AMDGPUShaderHalfFloatFetch is supported.public final boolean GL_AMD_gpu_shader_int16
This extension was developed to allow implementations supporting 16-bit integers to expose the feature in GLSL.
The extension introduces the following features for all shader types:
Requires GLSL 4.00.
public final boolean GL_AMD_gpu_shader_int64
AMDGPUShaderInt64 is supported.public final boolean GL_AMD_interleaved_elements
AMDInterleavedElements is supported.public final boolean GL_AMD_occlusion_query_event
AMDOcclusionQueryEvent is supported.public final boolean GL_AMD_performance_monitor
AMDPerformanceMonitor is supported.public final boolean GL_AMD_pinned_memory
AMDPinnedMemory is supported.public final boolean GL_AMD_query_buffer_object
AMDQueryBufferObject is supported.public final boolean GL_AMD_sample_positions
AMDSamplePositions is supported.public final boolean GL_AMD_seamless_cubemap_per_texture
AMDSeamlessCubemapPerTexture is supported.public final boolean GL_AMD_shader_atomic_counter_ops
This extension is written against the OpenGL 4.3 (core) specification and the GLSL 4.30.7 specification.
Requires OpenGL 4.2 or ARB_shader_atomic_counters.
public final boolean GL_AMD_shader_ballot
The extensions ARB_shader_group_vote and ARB_shader_ballot introduced the concept of sub-groups and a set of operations that allow data
exchange across shader invocations within a sub-group.
This extension further extends the capabilities of these extensions with additional sub-group operations.
Requires ARB_shader_group_vote, ARB_shader_ballot and ARB_gpu_shader_int64 or AMD_gpu_shader_int64.
public final boolean GL_AMD_shader_explicit_vertex_parameter
Unextended GLSL provides a set of fixed function interpolation modes and even those are limited to certain types of interpolants (for example, interpolation of integer and double isn't supported).
This extension introduces new built-in functions allowing access to vertex parameters explicitly in the fragment shader. It also exposes barycentric coordinates as new built-in variables, which can be used to implement custom interpolation algorithms using shader code.
Requires OpenGL 2.0 or ARB_shader_objects.
public final boolean GL_AMD_shader_image_load_store_lod
This extension was developed based on the ARB_shader_image_load_store extension to allow implementations supporting loads and stores on mipmap
texture images.
Requires OpenGL 4.0 and GLSL 4.00
public final boolean GL_AMD_shader_stencil_export
In OpenGL, the stencil test is a powerful mechanism to selectively discard fragments based on the content of the stencil buffer. However, facilites to update the content of the stencil buffer are limited to operations such as incrementing the existing value, or overwriting with a fixed reference value.
This extension provides a mechanism whereby a shader may generate the stencil reference value per invocation. When stencil testing is enabled, this
allows the test to be performed against the value generated in the shader. When the stencil operation is set to REPLACE, this allows a value generated
in the shader to be written to the stencil buffer directly.
Requires ARB_fragment_shader.
public final boolean GL_AMD_shader_trinary_minmax
This extension introduces three new trinary built-in functions to the OpenGL Shading Languages. These functions allow the minimum, maximum or median of three inputs to be found with a single function call. These operations may be useful for sorting and filtering operations, for example. By explicitly performing a trinary operation with a single built-in function, shader compilers and optimizers may be able to generate better instruction sequences for perform sorting and other multi-input functions.
Requires OpenGL 2.0 or ARB_shader_objects.
public final boolean GL_AMD_sparse_texture
AMDSparseTexture is supported.public final boolean GL_AMD_stencil_operation_extended
AMDStencilOperationExtended is supported.public final boolean GL_AMD_texture_gather_bias_lod
This extension was developed based on existing built-in texture gather functions to allow implementations supporting bias of implicit level of detail and explicit control of level of detail in texture gather operations.
public final boolean GL_AMD_texture_texture4
This extension adds new shading language built-in texture functions to the shading language.
These texture functions may be used to access one component textures.
The texture4 built-in function returns a texture value derived from a 2x2 set of texels in the image array of level levelbase is selected. These
texels are selected in the same way as when the value of TEXTURE_MIN_FILTER is LINEAR, but instead of these texels being filtered to generate the
texture value, the R, G, B and A texture values are derived directly from these four texels.
public final boolean GL_AMD_transform_feedback3_lines_triangles
OpenGL 4.0 introduced the ability to record primitives into multiple output streams using transform feedback. However, the restriction that all streams
must output POINT primitives when more than one output stream is active was also introduced. This extension simply removes that restriction, allowing
the same set of primitives to be used with multiple transform feedback streams as with a single stream.
Requires OpenGL 4.0 or ARB_transform_feedback3.
public final boolean GL_AMD_transform_feedback4
AMDTransformFeedback4 is supported.public final boolean GL_AMD_vertex_shader_layer
The gl_Layer built-in shading language variable was introduced with the ARB_geometry_shader4 extension and subsequently promoted to core
OpenGL in version 3.2. This variable is an output from the geometry shader stage that allows rendering to be directed to a specific layer of an array
texture, slice of a 3D texture or face of a cube map or cube map array attachment of the framebuffer. Thus, this extremely useful functionality is only
available if a geometry shader is present - even if the geometry shader is not otherwise required by the application. This adds overhead to the graphics
processing pipeline, and complexity to applications. It also precludes implementations that cannot support geometry shaders from supporting rendering to
layered framebuffer attachments.
This extension exposes the gl_Layer built-in variable in the vertex shader, allowing rendering to be directed to layered framebuffer attachments
with only a vertex and fragment shader present. Combined with features such as instancing, or static vertex attributes and so on, this allows a wide
variety of techniques to be implemented without the requirement for a geometry shader to be present.
Requires OpenGL 3.0 or EXT_texture_array.
public final boolean GL_AMD_vertex_shader_tessellator
AMDVertexShaderTessellator is supported.public final boolean GL_AMD_vertex_shader_viewport_index
The gl_ViewportIndex built-in variable was introduced by the ARB_viewport_array extension and OpenGL 4.1. This variable is available
in un-extended OpenGL only to the geometry shader. When written in the geometry shader, it causes geometry to be directed to one of an array of several
independent viewport rectangles.
In order to use any viewport other than zero, a geometry shader must be present. Geometry shaders introduce processing overhead and potential
performance issues. This extension exposes the gl_ViewportIndex built-in variable to the vertex shader, allowing the functionality introduced by
ARB_viewport_array to be accessed without requiring a geometry shader to be present.
Requires OpenGL 4.1 or ARB_viewport_array.
public final boolean GL_ARB_arrays_of_arrays
This extension removes the restriction that arrays cannot be formed into arrays, allowing arrays of arrays to be declared.
Requires GLSL 1.2. Promoted to core in OpenGL 4.3.
public final boolean GL_ARB_base_instance
ARBBaseInstance is supported.public final boolean GL_ARB_bindless_texture
ARBBindlessTexture is supported.public final boolean GL_ARB_blend_func_extended
ARBBlendFuncExtended is supported.public final boolean GL_ARB_buffer_storage
ARBBufferStorage is supported.public final boolean GL_ARB_cl_event
ARBCLEvent is supported.public final boolean GL_ARB_clear_buffer_object
ARBClearBufferObject is supported.public final boolean GL_ARB_clear_texture
ARBClearTexture is supported.public final boolean GL_ARB_clip_control
ARBClipControl is supported.public final boolean GL_ARB_color_buffer_float
ARBColorBufferFloat is supported.public final boolean GL_ARB_compatibility
This extension restores features deprecated by OpenGL 3.0.
public final boolean GL_ARB_compressed_texture_pixel_storage
ARBCompressedTexturePixelStorage is supported.public final boolean GL_ARB_compute_shader
ARBComputeShader is supported.public final boolean GL_ARB_compute_variable_group_size
ARBComputeVariableGroupSize is supported.public final boolean GL_ARB_conditional_render_inverted
ARBConditionalRenderInverted is supported.public final boolean GL_ARB_conservative_depth
There is a common optimization for hardware accelerated implementation of OpenGL which relies on an early depth test to be run before the fragment shader so that the shader evaluation can be skipped if the fragment ends up being discarded because it is occluded.
This optimization does not affect the final rendering, and is typically possible when the fragment does not change the depth programmatically. (i.e.: it does not write to the built-in gl_FragDepth output). There are, however a class of operations on the depth in the shader which could still be performed while allowing the early depth test to operate.
This extension allows the application to pass enough information to the GL implementation to activate such optimizations safely.
Requires OpenGL 3.0. Promoted to core in OpenGL 4.2.
public final boolean GL_ARB_copy_buffer
ARBCopyBuffer is supported.public final boolean GL_ARB_copy_image
ARBCopyImage is supported.public final boolean GL_ARB_cull_distance
ARBCullDistance is supported.public final boolean GL_ARB_debug_output
ARBDebugOutput is supported.public final boolean GL_ARB_depth_buffer_float
ARBDepthBufferFloat is supported.public final boolean GL_ARB_depth_clamp
ARBDepthClamp is supported.public final boolean GL_ARB_depth_texture
ARBDepthTexture is supported.public final boolean GL_ARB_derivative_control
This extension provides control over the spacial granularity at which the underlying implementation computes derivatives.
For example, for the coarse-granularity derivative, a single x derivative could be computed for each 2x2 group of pixels, using that same derivative value for all 4 pixels. For the fine-granularity derivative, two derivatives could be computed for each 2x2 group of pixels; one for the top row and one for the bottom row. Implementations vary somewhat on how this is done.
To select the coarse derivative, use:
dFdxCoarse(p)
dFdyCoarse(p)
fwidthCoarse(p)
To select the fine derivative, use:
dFdxFine(p)
dFdyFine(p)
fwidthFine(p)
To select which ever is "better" (based on performance, API hints, or other factors), use:
dFdx(p)
dFdy(p)
fwidth(p)
This last set is the set of previously existing built-ins for derivatives, and continues to work in a backward compatible way.
Requires OpenGL 4.0 and GLSL 4.00. Promoted to core in OpenGL 4.5.
public final boolean GL_ARB_direct_state_access
ARBDirectStateAccess is supported.public final boolean GL_ARB_draw_buffers
ARBDrawBuffers is supported.public final boolean GL_ARB_draw_buffers_blend
ARBDrawBuffersBlend is supported.public final boolean GL_ARB_draw_elements_base_vertex
ARBDrawElementsBaseVertex is supported.public final boolean GL_ARB_draw_indirect
ARBDrawIndirect is supported.public final boolean GL_ARB_draw_instanced
ARBDrawInstanced is supported.public final boolean GL_ARB_enhanced_layouts
ARBEnhancedLayouts is supported.public final boolean GL_ARB_ES2_compatibility
ARBES2Compatibility is supported.public final boolean GL_ARB_ES3_1_compatibility
ARBES31Compatibility is supported.public final boolean GL_ARB_ES3_2_compatibility
ARBES32Compatibility is supported.public final boolean GL_ARB_ES3_compatibility
ARBES3Compatibility is supported.public final boolean GL_ARB_explicit_attrib_location
This extension provides a method to pre-assign attribute locations to named vertex shader inputs and color numbers to named fragment shader outputs. This allows applications to globally assign a particular semantic meaning, such as diffuse color or vertex normal, to a particular attribute location without knowing how that attribute will be named in any particular shader.
Requires OpenGL 2.0 or ARB_vertex_shader. Promoted to core in OpenGL 3.3.
public final boolean GL_ARB_explicit_uniform_location
ARBExplicitUniformLocation is supported.public final boolean GL_ARB_fragment_coord_conventions
This extension provides alternative conventions for the fragment coordinate XY location available for programmable fragment processing.
The scope of this extension deals *only* with how the fragment coordinate XY location appears during programming fragment processing. Beyond the scope of this extension are coordinate conventions used for rasterization or transformation.
In the case of the coordinate conventions for rasterization and transformation, some combination of the viewport, depth range, culling state, and projection matrix state can be reconfigured to adopt other arbitrary clip-space and window-space coordinate space conventions. Adopting other clip-space and window-space conventions involves adjusting existing OpenGL state. However it is non-trivial to massage an arbitrary fragment shader or program to adopt a different window-space coordinate system because such shaders are encoded in various textual representations.
The dominant 2D and 3D rendering APIs make two basic choices of convention when locating fragments in window space. The two choices are:
OpenGL assumes a lower-left origin for window coordinates and assumes pixel centers are located at half-pixel coordinates. This means the XY location (0.5,0.5) corresponds to the lower-left-most pixel in a window.
Other window coordinate conventions exist for other rendering APIs. X11, GDI, and Direct3D version through DirectX 9 assume an upper-left window origin and locate pixel centers at integer XY values. By this alternative convention, the XY location (0,0) corresponds to the upper-left-most pixel in a window.
Direct3D for DirectX 10 assumes an upper-left origin (as do prior DirectX versions) yet assumes half-pixel coordinates (unlike prior DirectX versions). By the DirectX 10 convention, the XY location (0.5,0.5) corresponds to the upper-left-most pixel in a window.
Fragment shaders can directly access the location of a given processed fragment in window space. We call this location the "fragment coordinate".
This extension provides a means for fragment shaders written in GLSL or OpenGL assembly extensions to specify alternative conventions for determining the fragment coordinate value accessed during programmable fragment processing.
The motivation for this extension is to provide an easy, efficient means for fragment shaders accessing a fragment's window-space location to adopt the fragment coordinate convention for which the shader was originally written.
Promoted to core in OpenGL 3.2.
public final boolean GL_ARB_fragment_layer_viewport
The geometry shader has the special built-in variables gl_Layer and gl_ViewportIndex that specify which layer and viewport primitives are rendered to. Currently the fragment shader does not know which layer or viewport the fragments are being written to without the application implementing their own interface variables between the geometry and fragment shaders.
This extension specifies that the gl_Layer and gl_ViewportIndex built-in variables are also available to the fragment shader so the application doesn't need to implement these manually.
Requires OpenGL 3.0 and ARB_geometry_shader4, or OpenGL 3.2. Promoted to core in OpenGL 4.3.
public final boolean GL_ARB_fragment_program
ARBFragmentProgram is supported.public final boolean GL_ARB_fragment_program_shadow
This extension extends ARB_fragment_program to remove the interaction with ARB_shadow and defines the program option "ARB_fragment_program_shadow".
Requires ARB_fragment_program and ARB_shadow.
public final boolean GL_ARB_fragment_shader
ARBFragmentShader is supported.public final boolean GL_ARB_fragment_shader_interlock
In unextended OpenGL 4.5, applications may produce a large number of fragment shader invocations that perform loads and stores to memory using image uniforms, atomic counter uniforms, buffer variables, or pointers. The order in which loads and stores to common addresses are performed by different fragment shader invocations is largely undefined. For algorithms that use shader writes and touch the same pixels more than once, one or more of the following techniques may be required to ensure proper execution ordering:
This extension provides new GLSL built-in functions beginInvocationInterlockARB() and endInvocationInterlockARB() that delimit a critical section of fragment shader code. For pairs of shader invocations with "overlapping" coverage in a given pixel, the OpenGL implementation will guarantee that the critical section of the fragment shader will be executed for only one fragment at a time.
There are four different interlock modes supported by this extension, which are identified by layout qualifiers. The qualifiers "pixel_interlock_ordered" and "pixel_interlock_unordered" provides mutual exclusion in the critical section for any pair of fragments corresponding to the same pixel. When using multisampling, the qualifiers "sample_interlock_ordered" and "sample_interlock_unordered" only provide mutual exclusion for pairs of fragments that both cover at least one common sample in the same pixel; these are recommended for performance if shaders use per-sample data structures.
Additionally, when the "pixel_interlock_ordered" or "sample_interlock_ordered" layout qualifier is used, the interlock also guarantees that the critical section for multiple shader invocations with "overlapping" coverage will be executed in the order in which the primitives were processed by the GL. Such a guarantee is useful for applications like blending in the fragment shader, where an application requires that fragment values to be composited in the framebuffer in primitive order.
This extension can be useful for algorithms that need to access per-pixel data structures via shader loads and stores. Such algorithms using this extension can access such data structures in the critical section without worrying about other invocations for the same pixel accessing the data structures concurrently. Additionally, the ordering guarantees are useful for cases where the API ordering of fragments is meaningful. For example, applications may be able to execute programmable blending operations in the fragment shader, where the destination buffer is read via image loads and the final value is written via image stores.
Requires OpenGL 4.2 or ARB_shader_image_load_store.
public final boolean GL_ARB_framebuffer_no_attachments
ARBFramebufferNoAttachments is supported.public final boolean GL_ARB_framebuffer_object
ARBFramebufferObject is supported.public final boolean GL_ARB_framebuffer_sRGB
ARBFramebufferSRGB is supported.public final boolean GL_ARB_geometry_shader4
ARBGeometryShader4 is supported.public final boolean GL_ARB_get_program_binary
ARBGetProgramBinary is supported.public final boolean GL_ARB_get_texture_sub_image
ARBGetTextureSubImage is supported.public final boolean GL_ARB_gl_spirv
ARBGLSPIRV is supported.public final boolean GL_ARB_gpu_shader5
ARBGPUShader5 is supported.public final boolean GL_ARB_gpu_shader_fp64
ARBGPUShaderFP64 is supported.public final boolean GL_ARB_gpu_shader_int64
ARBGPUShaderInt64 is supported.public final boolean GL_ARB_half_float_pixel
ARBHalfFloatPixel is supported.public final boolean GL_ARB_half_float_vertex
ARBHalfFloatVertex is supported.public final boolean GL_ARB_imaging
ARBImaging is supported.public final boolean GL_ARB_indirect_parameters
ARBIndirectParameters is supported.public final boolean GL_ARB_instanced_arrays
ARBInstancedArrays is supported.public final boolean GL_ARB_internalformat_query
ARBInternalformatQuery is supported.public final boolean GL_ARB_internalformat_query2
ARBInternalformatQuery2 is supported.public final boolean GL_ARB_invalidate_subdata
ARBInvalidateSubdata is supported.public final boolean GL_ARB_map_buffer_alignment
ARBMapBufferAlignment is supported.public final boolean GL_ARB_map_buffer_range
ARBMapBufferRange is supported.public final boolean GL_ARB_matrix_palette
ARBMatrixPalette is supported.public final boolean GL_ARB_multi_bind
ARBMultiBind is supported.public final boolean GL_ARB_multi_draw_indirect
ARBMultiDrawIndirect is supported.public final boolean GL_ARB_multisample
ARBMultisample is supported.public final boolean GL_ARB_multitexture
ARBMultitexture is supported.public final boolean GL_ARB_occlusion_query
ARBOcclusionQuery is supported.public final boolean GL_ARB_occlusion_query2
ARBOcclusionQuery2 is supported.public final boolean GL_ARB_parallel_shader_compile
ARBParallelShaderCompile is supported.public final boolean GL_ARB_pipeline_statistics_query
ARBPipelineStatisticsQuery is supported.public final boolean GL_ARB_pixel_buffer_object
ARBPixelBufferObject is supported.public final boolean GL_ARB_point_parameters
ARBPointParameters is supported.public final boolean GL_ARB_point_sprite
ARBPointSprite is supported.public final boolean GL_ARB_polygon_offset_clamp
ARBPolygonOffsetClamp is supported.public final boolean GL_ARB_post_depth_coverage
This extension allows the fragment shader to control whether values in gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests. This feature can be enabled with the following layout qualifier in the fragment shader:
layout(post_depth_coverage) in;
Use of this feature implicitly enables early fragment tests.
public final boolean GL_ARB_program_interface_query
ARBProgramInterfaceQuery is supported.public final boolean GL_ARB_provoking_vertex
ARBProvokingVertex is supported.public final boolean GL_ARB_query_buffer_object
ARBQueryBufferObject is supported.public final boolean GL_ARB_robust_buffer_access_behavior
This extension specifies the behavior of out-of-bounds buffer and array accesses. This is an improvement over the existing ARB_robustness extension
which stated that the application should not crash, but the behavior is otherwise undefined. This extension specifies the access protection provided by
the GL to ensure that out-of-bounds accesses cannot read from or write to data not owned by the application. All accesses are contained within the
buffer object and program area they reference. These additional robustness guarantees apply to contexts created with the
CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB feature enabled.
Requires ARB_robustness. Promoted to core in OpenGL 4.3.
public final boolean GL_ARB_robustness
ARBRobustness is supported.public final boolean GL_ARB_robustness_application_isolation
ARB_robustness and supporting window system extensions allow creating an OpenGL context supporting graphics reset notification behavior. This
extension provides stronger guarantees about the possible side-effects of a graphics reset.
It is expected that there may be a performance cost associated with isolating an application or share group from other contexts on the GPU. For this reason, ARB_robustness_isolation is phrased as an opt-in mechanism, with a new context creation bit defined in the window system bindings. It is expected that implementations might only advertise the strings in this extension if both the implementation supports the desired isolation properties, and the context was created with the appropriate reset isolation bit.
If the graphics driver advertises the GL_ARB_robustness_application_isolation extension string, then the driver guarantees that if a particular
application causes a graphics reset to occur:
Requires ARB_robustness. Promoted to core in OpenGL 4.3.
public final boolean GL_ARB_robustness_share_group_isolation
See ARB_robustness_application_isolation.
If the graphics driver advertises the GL_ARB_robustness_share_group_isolation extension string, then the driver guarantees that if a context in
a particular share group causes a graphics reset to occur:
public final boolean GL_ARB_sample_locations
ARBSampleLocations is supported.public final boolean GL_ARB_sample_shading
ARBSampleShading is supported.public final boolean GL_ARB_sampler_objects
ARBSamplerObjects is supported.public final boolean GL_ARB_seamless_cube_map
ARBSeamlessCubeMap is supported.public final boolean GL_ARB_seamless_cubemap_per_texture
ARBSeamlessCubemapPerTexture is supported.public final boolean GL_ARB_separate_shader_objects
ARBSeparateShaderObjects is supported.public final boolean GL_ARB_shader_atomic_counter_ops
The ARB_shader_atomic_counters extension introduced atomic counters, but it limits list of potential operations that can be performed on them
to increment, decrement, and query. This extension extends the list of GLSL built-in functions that can operate on atomic counters. The list of new
operations include:
Requires OpenGL 4.2 or ARB_shader_atomic_counters.
public final boolean GL_ARB_shader_atomic_counters
ARBShaderAtomicCounters is supported.public final boolean GL_ARB_shader_ballot
This extension provides the ability for a group of invocations which execute in lockstep to do limited forms of cross-invocation communication via a group broadcast of a invocation value, or broadcast of a bitarray representing a predicate value from each invocation in the group.
Requires ARB_gpu_shader_int64.
public final boolean GL_ARB_shader_bit_encoding
This extension trivially adds built-in functions for getting/setting the bit encoding for floating-point values in the OpenGL Shading Language.
Promoted to core in OpenGL 3.3.
public final boolean GL_ARB_shader_clock
This extension exposes a 64-bit monotonically incrementing shader counter which may be used to derive local timing information within a single shader invocation.
public final boolean GL_ARB_shader_draw_parameters
In unextended GL, vertex shaders have inputs named gl_VertexID and gl_InstanceID, which contain, respectively the index of the vertex
and instance. The value of gl_VertexID is the implicitly passed index of the vertex being processed, which includes the value of baseVertex, for
those commands that accept it. Meanwhile, gl_InstanceID is the integer index of the current instance being processed, but, even for commands
that accept a baseInstance parameter, it does not include the value of this argument. Furthermore, the equivalents to these variables in other graphics
APIs do not necessarily follow these conventions. The reason for this inconsistency is that there are legitimate use cases for both inclusion and
exclusion of the baseVertex or baseInstance parameters in gl_VertexID and gl_InstanceID, respectively.
Rather than change the semantics of either built-in variable, this extension adds two new built-in variables to the GL shading language,
gl_BaseVertexARB and gl_BaseInstanceARB, which contain the values passed in the baseVertex and baseInstance parameters, respectively.
Shaders provided by the application may use these variables to offset gl_VertexID or gl_InstanceID if desired, or use them for any other
purpose.
Additionally, this extension adds a further built-in variable, gl_DrawID to the shading language. This variable contains the index of the draw
currently being processed by a Multi* variant of a drawing command (such as MultiDrawElements or MultiDrawArraysIndirect).
Requires OpenGL 3.1. Promoted to core in OpenGL 3.3.
public final boolean GL_ARB_shader_group_vote
This extension provides new built-in functions to compute the composite of a set of boolean conditions across a group of shader invocations. These composite results may be used to execute shaders more efficiently on a single-instruction multiple-data (SIMD) processor. The set of shader invocations across which boolean conditions are evaluated is implementation-dependent, and this extension provides no guarantee over how individual shader invocations are assigned to such sets. In particular, the set of shader invocations has no necessary relationship with the compute shader local work group -- a pair of shader invocations in a single compute shader work group may end up in different sets used by these built-ins.
Compute shaders operate on an explicitly specified group of threads (a local work group), but many implementations of OpenGL 4.3 will even group non-compute shader invocations and execute them in a SIMD fashion. When executing code like
if (condition) {
result = do_fast_path();
} else {
result = do_general_path();
}
where condition diverges between invocations, a SIMD implementation might first call do_fast_path() for the invocations where condition
is true and leave the other invocations dormant. Once do_fast_path() returns, it might call do_general_path() for invocations where condition is
false and leave the other invocations dormant. In this case, the shader executes *both* the fast and the general path and might be better off just using
the general path for all invocations.
This extension provides the ability to avoid divergent execution by evaluting a condition across an entire SIMD invocation group using code like:
if (allInvocationsARB(condition)) {
result = do_fast_path();
} else {
result = do_general_path();
}
The built-in function allInvocationsARB() will return the same value for all invocations in the group, so the group will either execute do_fast_path() or do_general_path(), but never both. For example, shader code might want to evaluate a complex function iteratively by starting with an approximation of the result and then refining the approximation. Some input values may require a small number of iterations to generate an accurate result (do_fast_path) while others require a larger number (do_general_path). In another example, shader code might want to evaluate a complex function (do_general_path) that can be greatly simplified when assuming a specific value for one of its inputs (do_fast_path).
Requires OpenGL 4.3 or ARB_compute_shader.
public final boolean GL_ARB_shader_image_load_store
ARBShaderImageLoadStore is supported.public final boolean GL_ARB_shader_image_size
This extension provides GLSL built-in functions allowing shaders to query the size of an image.
Requires OpenGL 4.2 and GLSL 4.20. Promoted to core in OpenGL 4.3.
public final boolean GL_ARB_shader_objects
ARBShaderObjects is supported.public final boolean GL_ARB_shader_precision
This extension more clearly restricts the precision requirements of implementations of the GLSL specification. These include precision of arithmetic operations (operators '+', '/', ...), transcendentals (log, exp, pow, reciprocal sqrt, ...), when NaNs (not a number) and INFs (infinities) will be supported and generated, and denorm flushing behavior. Trigonometric built-ins and some other categories of built-ins are not addressed.
Requires OpenGL 4.0. Promoted to core in OpenGL 4.1.
public final boolean GL_ARB_shader_stencil_export
In OpenGL, the stencil test is a powerful mechanism to selectively discard fragments based on the content of the stencil buffer. However, facilites to update the content of the stencil buffer are limited to operations such as incrementing the existing value, or overwriting with a fixed reference value.
This extension provides a mechanism whereby a shader may generate the stencil reference value per invocation. When stencil testing is enabled, this
allows the test to be performed against the value generated in the shader. When the stencil operation is set to REPLACE, this allows a value generated
in the shader to be written to the stencil buffer directly.
Requires ARB_fragment_shader.
public final boolean GL_ARB_shader_storage_buffer_object
ARBShaderStorageBufferObject is supported.public final boolean GL_ARB_shader_subroutine
ARBShaderSubroutine is supported.public final boolean GL_ARB_shader_texture_image_samples
This extension provides GLSL built-in functions allowing shaders to query the number of samples of a texture.
Requires GLSL 1.50 or ARB_texture_multisample.
public final boolean GL_ARB_shader_texture_lod
This extension adds additional texture functions to the OpenGL Shading Language which provide the shader writer with explicit control of LOD.
Mipmap texture fetches and anisotropic texture fetches require an implicit derivatives to calculate rho, lambda and/or the line of anisotropy. These implicit derivatives will be undefined for texture fetches occurring inside non-uniform control flow or for vertex shader texture fetches, resulting in undefined texels.
The additional texture functions introduced with this extension provide explict control of LOD (isotropic texture functions) or provide explicit derivatives (anisotropic texture functions).
Anisotropic texture functions return defined texels for mipmap texture fetches or anisotropic texture fetches, even inside non-uniform control flow. Isotropic texture functions return defined texels for mipmap texture fetches, even inside non-uniform control flow. However, isotropic texture functions return undefined texels for anisotropic texture fetches.
The existing isotropic vertex texture functions:
texture1DLod, texture1DProjLod,
texture2DLod, texture2DProjLod,
texture3DLod, texture3DProjLod,
textureCubeLod,
shadow1DLod, shadow1DProjLod,
shadow2DLod, shadow2DProjLod
are added to the built-in functions for fragment shaders.
New anisotropic texture functions, providing explicit derivatives:
texture1DGradARB(
sampler1D sampler,
float P, float dPdx, float dPdy);
texture1DProjGradARB(
sampler1D sampler,
vec2 P, float dPdx, float dPdy);
texture1DProjGradARB(
sampler1D sampler,
vec4 P, float dPdx, float dPdy);
texture2DGradARB(
sampler2D sampler,
vec2 P, vec2 dPdx, vec2 dPdy);
texture2DProjGradARB(
sampler2D sampler,
vec3 P, vec2 dPdx, vec2 dPdy);
texture2DProjGradARB(
sampler2D sampler,
vec4 P, vec2 dPdx, vec2 dPdy);
texture3DGradARB(
sampler3D sampler,
vec3 P, vec3 dPdx, vec3 dPdy);
texture3DProjGradARB(
sampler3D sampler,
vec4 P, vec3 dPdx, vec3 dPdy);
textureCubeGradARB(
samplerCube sampler,
vec3 P, vec3 dPdx, vec3 dPdy);
shadow1DGradARB(
sampler1DShadow sampler,
vec3 P, float dPdx, float dPdy);
shadow1DProjGradARB(
sampler1DShadow sampler,
vec4 P, float dPdx, float dPdy);
shadow2DGradARB(
sampler2DShadow sampler,
vec3 P, vec2 dPdx, vec2 dPdy);
shadow2DProjGradARB(
sampler2DShadow sampler,
vec4 P, vec2 dPdx, vec2 dPdy);
texture2DRectGradARB(
sampler2DRect sampler,
vec2 P, vec2 dPdx, vec2 dPdy);
texture2DRectProjGradARB(
sampler2DRect sampler,
vec3 P, vec2 dPdx, vec2 dPdy);
texture2DRectProjGradARB(
sampler2DRect sampler,
vec4 P, vec2 dPdx, vec2 dPdy);
shadow2DRectGradARB(
sampler2DRectShadow sampler,
vec3 P, vec2 dPdx, vec2 dPdy);
shadow2DRectProjGradARB(
sampler2DRectShadow sampler,
vec4 P, vec2 dPdx, vec2 dPdy);
are added to the built-in functions for vertex shaders and fragment shaders.
Requires ARB_shader_objects. Promoted to core in OpenGL 3.0.
public final boolean GL_ARB_shader_viewport_layer_array
The gl_ViewportIndex and gl_Layer built-in variables were introduced by the in OpenGL 4.1. These variables are available in un-extended OpenGL only to the geometry shader. When written in the geometry shader, they cause geometry to be directed to one of an array of several independent viewport rectangles or framebuffer attachment layers, respectively.
In order to use any viewport or attachment layer other than zero, a geometry shader must be present. Geometry shaders introduce processing overhead and potential performance issues. The AMD_vertex_shader_layer and AMD_vertex_shader_viewport_index extensions allowed the gl_Layer and gl_ViewportIndex outputs to be written directly from the vertex shader with no geometry shader present.
This extension effectively merges the AMD_vertex_shader_layer and AMD_vertex_shader_viewport_index extensions together and extends them further to allow both outputs to be written from tessellation evaluation shaders.
Requires OpenGL 4.1.
public final boolean GL_ARB_shading_language_100
ARBShadingLanguage100 is supported.public final boolean GL_ARB_shading_language_420pack
This is a language feature only extension formed from changes made to version 4.20 of GLSL. It includes:
gl_MinProgramTexelOffset and gl_MaxProgramTexelOffset.Requires GLSL 1.30. Requires GLSL 1.40 for uniform block bindings. Promoted to core in OpenGL 4.2.
public final boolean GL_ARB_shading_language_include
ARBShadingLanguageInclude is supported.public final boolean GL_ARB_shading_language_packing
This extension provides the GLSL built-in functions to convert a 32-bit unsigned integer holding a pair of 16-bit floating-point values to or from a two-component floating-point vector (vec2).
This mechanism allows GLSL shaders to read and write 16-bit floating-point encodings (via 32-bit unsigned integers) without introducing a full set of 16-bit floating-point data types.
This extension also adds the GLSL built-in packing functions included in GLSL version 4.00 and the ARB_gpu_shader5 extension which pack and unpack
vectors of small fixed-point data types into a larger scalar. By putting these packing functions in this separate extension it allows implementations to
provide these functions in hardware that supports them independent of the other ARB_gpu_shader5 features.
In addition to the packing functions from ARB_gpu_shader5 this extension also adds the missing [un]packSnorm2x16 for completeness.
Promoted to core in OpenGL 4.2.
public final boolean GL_ARB_shadow
ARBShadow is supported.public final boolean GL_ARB_shadow_ambient
ARBShadowAmbient is supported.public final boolean GL_ARB_sparse_buffer
ARBSparseBuffer is supported.public final boolean GL_ARB_sparse_texture
ARBSparseTexture is supported.public final boolean GL_ARB_sparse_texture2
This extension builds on the ARB_sparse_texture extension, providing the following new functionality:
VIRTUAL_PAGE_SIZE_INDEX_ARB at its initial value (0).Requires ARB_sparse_texture
public final boolean GL_ARB_sparse_texture_clamp
This extension builds on the ARB_sparse_texture2 extension, providing the following new functionality:
New built-in GLSL texture lookup functions are provided that specify a minimum level of detail to use for lookups where the level of detail is computed automatically. This allows shaders to avoid accessing unpopulated portions of high-resolution levels of detail when it knows that the memory accessed is unpopulated, either from a priori knowledge or from feedback provided by the return value of previously executed "sparse" texture lookup functions.
Requires ARB_sparse_texture2
public final boolean GL_ARB_spirv_extensions
ARBSPIRVExtensions is supported.public final boolean GL_ARB_stencil_texturing
ARBStencilTexturing is supported.public final boolean GL_ARB_sync
ARBSync is supported.public final boolean GL_ARB_tessellation_shader
ARBTessellationShader is supported.public final boolean GL_ARB_texture_barrier
ARBTextureBarrier is supported.public final boolean GL_ARB_texture_border_clamp
ARBTextureBorderClamp is supported.public final boolean GL_ARB_texture_buffer_object
ARBTextureBufferObject is supported.public final boolean GL_ARB_texture_buffer_object_rgb32
This extension adds three new buffer texture formats - RGB32F, RGB32I, and RGB32UI. This partially addresses one of the limitations of buffer textures
in the original EXT_texture_buffer_object extension and in OpenGL 3.1, which provide no support for three-component formats.
Promoted to core in OpenGL 4.0.
public final boolean GL_ARB_texture_buffer_range
ARBTextureBufferRange is supported.public final boolean GL_ARB_texture_compression
ARBTextureCompression is supported.public final boolean GL_ARB_texture_compression_bptc
ARBTextureCompressionBPTC is supported.public final boolean GL_ARB_texture_compression_rgtc
ARBTextureCompressionRGTC is supported.public final boolean GL_ARB_texture_cube_map
ARBTextureCubeMap is supported.public final boolean GL_ARB_texture_cube_map_array
ARBTextureCubeMapArray is supported.public final boolean GL_ARB_texture_env_add
This extension adds a new texture environment function: ADD.
Promoted to core in OpenGL 1.3.
public final boolean GL_ARB_texture_env_combine
ARBTextureEnvCombine is supported.public final boolean GL_ARB_texture_env_crossbar
This extension adds the capability to use the texture color from other texture units as sources to the COMBINE_ARB environment
function. The ARB_texture_env_combine extension defined texture environment functions which could use the color from the current texture unit
as a source. This extension adds the ability to use the color from any texture unit as a source.
Requires ARB_multitexture and ARB_texture_env_combine. Promoted to core in OpenGL 1.4.
public final boolean GL_ARB_texture_env_dot3
ARBTextureEnvDot3 is supported.public final boolean GL_ARB_texture_filter_anisotropic
ARBTextureFilterAnisotropic is supported.public final boolean GL_ARB_texture_filter_minmax
ARBTextureFilterMinmax is supported.public final boolean GL_ARB_texture_float
ARBTextureFloat is supported.public final boolean GL_ARB_texture_gather
ARBTextureGather is supported.public final boolean GL_ARB_texture_mirror_clamp_to_edge
ARBTextureMirrorClampToEdge is supported.public final boolean GL_ARB_texture_mirrored_repeat
ARBTextureMirroredRepeat is supported.public final boolean GL_ARB_texture_multisample
ARBTextureMultisample is supported.public final boolean GL_ARB_texture_non_power_of_two
Conventional OpenGL texturing is limited to images with power-of-two dimensions and an optional 1-texel border. This extension relaxes the size restrictions for the 1D, 2D, cube map, and 3D texture targets.
Promoted to core in OpenGL 2.0.
public final boolean GL_ARB_texture_query_levels
This extension provides a new set of texture functions (textureQueryLevels) in the OpenGL Shading Language that exposes the number of accessible
mipmap levels in the texture associated with a GLSL sampler variable. The set of accessible levels includes all the levels of the texture defined either
through TexImage*, TexStorage*, or TextureView* (ARB_texture_view) APIs that are not below the TEXTURE_BASE_LEVEL or above the
TEXTURE_MAX_LEVEL parameters. For textures defined with TexImage*, the set of resident levels is somewhat implementation-dependent. For fully
defined results, applications should use TexStorage*/TextureView unless the texture has a full mipmap chain and is used with a mipmapped minification
filter.
These functions means that shaders are not required to manually recompute, approximate, or maintain a uniform holding a pre-computed level count, since
the true level count is already available to the implementation. This value can be used to avoid black or leaking pixel artifacts for rendering methods
which are using texture images as memory pages (eg: virtual textures); methods that can't only rely on the fixed pipeline texture functions which take
advantage of TEXTURE_MAX_LEVEL for their sampling.
Requires OpenGL 3.0 and GLSL 1.30. Promoted to core in OpenGL 4.3.
public final boolean GL_ARB_texture_query_lod
This extension provides a new set of fragment shader texture functions (textureLOD) that return the results of automatic level-of-detail
computations that would be performed if a texture lookup were performed.
Requires OpenGL 2.0, EXT_gpu_shader4, EXT_texture_array and GLSL 1.30. Promoted to core in OpenGL 4.0.
public final boolean GL_ARB_texture_rectangle
ARBTextureRectangle is supported.public final boolean GL_ARB_texture_rg
ARBTextureRG is supported.public final boolean GL_ARB_texture_rgb10_a2ui
ARBTextureRGB10_A2UI is supported.public final boolean GL_ARB_texture_stencil8
This extension accepts STENCIL_INDEX8 as a texture internal format, and adds STENCIL_INDEX8 to the required internal format list. This removes the
need to use renderbuffers if a stencil-only format is desired.
Promoted to core in OpenGL 4.4.
public final boolean GL_ARB_texture_storage
ARBTextureStorage is supported.public final boolean GL_ARB_texture_storage_multisample
ARBTextureStorageMultisample is supported.public final boolean GL_ARB_texture_swizzle
ARBTextureSwizzle is supported.public final boolean GL_ARB_texture_view
ARBTextureView is supported.public final boolean GL_ARB_timer_query
ARBTimerQuery is supported.public final boolean GL_ARB_transform_feedback2
ARBTransformFeedback2 is supported.public final boolean GL_ARB_transform_feedback3
ARBTransformFeedback3 is supported.public final boolean GL_ARB_transform_feedback_instanced
ARBTransformFeedbackInstanced is supported.public final boolean GL_ARB_transform_feedback_overflow_query
ARBTransformFeedbackOverflowQuery is supported.public final boolean GL_ARB_transpose_matrix
ARBTransposeMatrix is supported.public final boolean GL_ARB_uniform_buffer_object
ARBUniformBufferObject is supported.public final boolean GL_ARB_vertex_array_bgra
ARBVertexArrayBGRA is supported.public final boolean GL_ARB_vertex_array_object
ARBVertexArrayObject is supported.public final boolean GL_ARB_vertex_attrib_64bit
ARBVertexAttrib64Bit is supported.public final boolean GL_ARB_vertex_attrib_binding
ARBVertexAttribBinding is supported.public final boolean GL_ARB_vertex_blend
ARBVertexBlend is supported.public final boolean GL_ARB_vertex_buffer_object
ARBVertexBufferObject is supported.public final boolean GL_ARB_vertex_program
ARBVertexProgram is supported.public final boolean GL_ARB_vertex_shader
ARBVertexShader is supported.public final boolean GL_ARB_vertex_type_10f_11f_11f_rev
This extension a new vertex attribute data format: a packed 11.11.10 unsigned float vertex data format. This vertex data format can be used to describe a compressed 3 component stream of values that can be represented by 10- or 11-bit unsigned floating point values.
The UNSIGNED_INT_10F_11F_11F_REV vertex attribute type is equivalent to the R11F_G11F_B10F texture internal format.
Requires OpenGL 3.0 and ARB_vertex_type_2_10_10_10_rev. Promoted to core in OpenGL 4.4.
public final boolean GL_ARB_vertex_type_2_10_10_10_rev
ARBVertexType2_10_10_10_REV is supported.public final boolean GL_ARB_viewport_array
ARBViewportArray is supported.public final boolean GL_ARB_window_pos
ARBWindowPos is supported.public final boolean GL_ATI_meminfo
ATIMeminfo is supported.public final boolean GL_ATI_shader_texture_lod
public final boolean GL_ATI_texture_compression_3dc
ATITextureCompression3DC is supported.public final boolean GL_EXT_422_pixels
EXT422Pixels is supported.public final boolean GL_EXT_abgr
EXTABGR is supported.public final boolean GL_EXT_bgra
EXTBGRA is supported.public final boolean GL_EXT_bindable_uniform
EXTBindableUniform is supported.public final boolean GL_EXT_blend_color
EXTBlendColor is supported.public final boolean GL_EXT_blend_equation_separate
EXTBlendEquationSeparate is supported.public final boolean GL_EXT_blend_func_separate
EXTBlendFuncSeparate is supported.public final boolean GL_EXT_blend_minmax
EXTBlendMinmax is supported.public final boolean GL_EXT_blend_subtract
EXTBlendSubtract is supported.public final boolean GL_EXT_clip_volume_hint
EXTClipVolumeHint is supported.public final boolean GL_EXT_compiled_vertex_array
EXTCompiledVertexArray is supported.public final boolean GL_EXT_debug_label
EXTDebugLabel is supported.public final boolean GL_EXT_debug_marker
EXTDebugMarker is supported.public final boolean GL_EXT_depth_bounds_test
EXTDepthBoundsTest is supported.public final boolean GL_EXT_direct_state_access
EXTDirectStateAccess is supported.public final boolean GL_EXT_draw_buffers2
EXTDrawBuffers2 is supported.public final boolean GL_EXT_draw_instanced
EXTDrawInstanced is supported.public final boolean GL_EXT_EGL_image_storage
EXTEGLImageStorage is supported.public final boolean GL_EXT_external_buffer
EXTExternalBuffer is supported.public final boolean GL_EXT_framebuffer_blit
EXTFramebufferBlit is supported.public final boolean GL_EXT_framebuffer_multisample
EXTFramebufferMultisample is supported.public final boolean GL_EXT_framebuffer_multisample_blit_scaled
EXTFramebufferMultisampleBlitScaled is supported.public final boolean GL_EXT_framebuffer_object
EXTFramebufferObject is supported.public final boolean GL_EXT_framebuffer_sRGB
EXTFramebufferSRGB is supported.public final boolean GL_EXT_geometry_shader4
EXTGeometryShader4 is supported.public final boolean GL_EXT_gpu_program_parameters
EXTGPUProgramParameters is supported.public final boolean GL_EXT_gpu_shader4
EXTGPUShader4 is supported.public final boolean GL_EXT_memory_object
EXTMemoryObject is supported.public final boolean GL_EXT_memory_object_fd
EXTMemoryObjectFD is supported.public final boolean GL_EXT_memory_object_win32
EXTMemoryObjectWin32 is supported.public final boolean GL_EXT_multiview_tessellation_geometry_shader
This extension removes one of the limitations of the OVR_multiview extension by allowing the use of tessellation control, tessellation
evaluation, and geometry shaders during multiview rendering. OVR_multiview by itself forbids the use of any of these shader types.
When using tessellation control, tessellation evaluation, and geometry shaders during multiview rendering, any such shader must use the
"num_views" layout qualifier provided by the matching shading language extension to specify a view count. The view count specified in these
shaders must match the count specified in the vertex shader. Additionally, the shading language extension allows these shaders to use the
gl_ViewID_OVR built-in to handle tessellation or geometry shader processing differently for each view.
OVR_multiview2 extends OVR_multiview by allowing view-dependent values for any vertex attributes instead of just the position. This new
extension does not imply the availability of OVR_multiview2, but if both are available, view-dependent values for any vertex attributes are
also allowed in tessellation control, tessellation evaluation, and geometry shaders.
Requires OpenGL 4.0 and OVR_multiview.
public final boolean GL_EXT_multiview_texture_multisample
This extension removes one of the limitations of the OVR_multiview extension by allowing the use of multisample textures during multiview
rendering.
This is one of two extensions that allow multisampling when using OVR_multiview. Each supports one of the two different approaches to
multisampling in OpenGL:
Core OpenGL has explicit support for multisample texture types, such as TEXTURE_2D_MULTISAMPLE. Applications can access the values of individual
samples and can explicitly "resolve" the samples of each pixel down to a single color.
The extension EXT_multisampled_render_to_texture provides support for multisampled rendering to non-multisample texture types, such as
TEXTURE_2D. The individual samples for each pixel are maintained internally by the implementation and can not be accessed directly by applications.
These samples are eventually resolved implicitly to a single color for each pixel.
This extension supports the first multisampling style with multiview rendering; the OVR_multiview_multisampled_render_to_texture extension
supports the second style. Note that support for one of these multiview extensions does not imply support for the other.
Requires OpenGL 4.0 and OVR_multiview.
public final boolean GL_EXT_multiview_timer_query
This extension removes one of the limitations of the OVR_multiview extension by allowing the use of timer queries during multiview rendering.
OVR_multiview does not specify defined behavior for such usage.
Requires OpenGL 4.0 and OVR_multiview.
public final boolean GL_EXT_packed_depth_stencil
EXTPackedDepthStencil is supported.public final boolean GL_EXT_packed_float
EXTPackedFloat is supported.public final boolean GL_EXT_pixel_buffer_object
EXTPixelBufferObject is supported.public final boolean GL_EXT_point_parameters
EXTPointParameters is supported.public final boolean GL_EXT_polygon_offset_clamp
EXTPolygonOffsetClamp is supported.public final boolean GL_EXT_post_depth_coverage
This extension allows the fragment shader to control whether values in gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests. This feature can be enabled with the following layout qualifier in the fragment shader:
layout(post_depth_coverage) in;
To use this feature, early fragment tests must also be enabled in the fragment shader via:
layout(early_fragment_tests) in;public final boolean GL_EXT_provoking_vertex
EXTProvokingVertex is supported.public final boolean GL_EXT_raster_multisample
EXTRasterMultisample is supported.public final boolean GL_EXT_secondary_color
EXTSecondaryColor is supported.public final boolean GL_EXT_semaphore
EXTSemaphore is supported.public final boolean GL_EXT_semaphore_fd
EXTSemaphoreFD is supported.public final boolean GL_EXT_semaphore_win32
EXTSemaphoreWin32 is supported.public final boolean GL_EXT_separate_shader_objects
EXTSeparateShaderObjects is supported.public final boolean GL_EXT_shader_framebuffer_fetch
EXTShaderFramebufferFetch is supported.public final boolean GL_EXT_shader_framebuffer_fetch_non_coherent
EXTShaderFramebufferFetchNonCoherent is supported.public final boolean GL_EXT_shader_image_load_formatted
ARB_shader_image_load_store (and OpenGL 4.2) added support for random access load and store from/to texture images, but due to hardware
limitations, loads were required to declare the image format in the shader source. This extension relaxes that requirement, and the return values from
imageLoad can be format-converted based on the format of the image binding.
public final boolean GL_EXT_shader_image_load_store
EXTShaderImageLoadStore is supported.public final boolean GL_EXT_shader_integer_mix
GLSL 1.30 (and GLSL ES 3.00) expanded the mix() built-in function to operate on a boolean third argument that does not interpolate but selects. This extension extends mix() to select between int, uint, and bool components.
Requires OpenGL 3.0.
public final boolean GL_EXT_shadow_funcs
This extension generalizes the ARB_shadow extension to support all eight binary texture comparison functions rather than just LEQUAL and
GEQUAL.
Requires ARB_depth_texture and ARB_shadow.
public final boolean GL_EXT_shared_texture_palette
EXTSharedTexturePalette is supported.public final boolean GL_EXT_sparse_texture2
This extension builds on the ARB_sparse_texture extension, providing the following new functionality:
New built-in GLSL texture lookup functions are provided that specify a minimum level of detail to use for lookups where the level of detail is computed automatically. This allows shaders to avoid accessing unpopulated portions of high-resolution levels of detail when it knows that the memory accessed is unpopulated, either from a priori knowledge or from feedback provided by the return value of previously executed "sparse" texture lookup functions.
Reads of uncommitted texture memory will act as though such memory were filled with zeroes; previously, the values returned by reads were undefined.
Standard implementation-independent virtual page sizes for internal formats required to be supported with sparse textures. These standard sizes can
be requested by leaving VIRTUAL_PAGE_SIZE_INDEX_ARB at its initial value (0).
Support for creating sparse multisample and multisample array textures is added. However, the virtual page sizes for such textures remain fully implementation-dependent.
Requires ARB_sparse_texture.
public final boolean GL_EXT_stencil_clear_tag
EXTStencilClearTag is supported.public final boolean GL_EXT_stencil_two_side
EXTStencilTwoSide is supported.public final boolean GL_EXT_stencil_wrap
EXTStencilWrap is supported.public final boolean GL_EXT_texture_array
EXTTextureArray is supported.public final boolean GL_EXT_texture_buffer_object
EXTTextureBufferObject is supported.public final boolean GL_EXT_texture_compression_latc
EXTTextureCompressionLATC is supported.public final boolean GL_EXT_texture_compression_rgtc
EXTTextureCompressionRGTC is supported.public final boolean GL_EXT_texture_compression_s3tc
EXTTextureCompressionS3TC is supported.public final boolean GL_EXT_texture_filter_anisotropic
EXTTextureFilterAnisotropic is supported.public final boolean GL_EXT_texture_filter_minmax
EXTTextureFilterMinmax is supported.public final boolean GL_EXT_texture_integer
EXTTextureInteger is supported.public final boolean GL_EXT_texture_mirror_clamp
EXTTextureMirrorClamp is supported.public final boolean GL_EXT_texture_shadow_lod
Modern shading languages support LOD queries for shadow sampler types, but until now the OpenGL Shading Language Specification has excluded multiple texture function overloads involving LOD calculations with various shadow samplers. Shading languages for other APIs do support the equivalent LOD-based texture sampling functions for these types which has made porting between those shading languages to GLSL cumbersome and has required the usage of sub-optimal workarounds.
Requires OpenGL 2.0 and EXT_gpu_shader4 or equivalent functionality.
public final boolean GL_EXT_texture_shared_exponent
EXTTextureSharedExponent is supported.public final boolean GL_EXT_texture_snorm
EXTTextureSnorm is supported.public final boolean GL_EXT_texture_sRGB
EXTTextureSRGB is supported.public final boolean GL_EXT_texture_sRGB_decode
EXTTextureSRGBDecode is supported.public final boolean GL_EXT_texture_sRGB_R8
EXTTextureSRGBR8 is supported.public final boolean GL_EXT_texture_swizzle
EXTTextureSwizzle is supported.public final boolean GL_EXT_timer_query
EXTTimerQuery is supported.public final boolean GL_EXT_transform_feedback
EXTTransformFeedback is supported.public final boolean GL_EXT_vertex_array_bgra
This extension provides a single new component format for vertex arrays to read 4-component unsigned byte vertex attributes with a BGRA component ordering.
OpenGL expects vertex arrays containing 4 unsigned bytes per element to be in the RGBA, STRQ, or XYZW order (reading components left-to-right in their lower address to higher address order). Essentially the order the components appear in memory is the order the components appear in the resulting vertex attribute vector.
However Direct3D has color (diffuse and specular) vertex arrays containing 4 unsigned bytes per element that are in a BGRA order (again reading components left-to-right in their lower address to higher address order). Direct3D calls this "ARGB" reading the components in the opposite order (reading components left-to-right in their higher address to lower address order). This ordering is generalized in the DirectX 10 by the DXGI_FORMAT_B8G8R8A8_UNORM format.
For an OpenGL application to source color data from a vertex buffer formatted for Direct3D's color array format conventions, the application is forced to either:
Neither option is entirely satisfactory.
Option 1 means vertex shaders have to be re-written to source colors differently. If the same vertex shader is used with vertex arrays configured to source the color as 4 floating-point color components, the swizzle for BGRA colors stored as 4 unsigned bytes is no longer appropriate. The shader's swizzling of colors becomes dependent on the type and number of color components. Ideally the vertex shader should be independent from the format and component ordering of the data it sources.
Option 2 is expensive because vertex buffers may have to be reformatted prior to use. OpenGL treats the memory for vertex arrays (whether client-side memory or buffer objects) as essentially untyped memory and vertex arrays can be stored separately, interleaved, or even interwoven (where multiple arrays overlap with differing strides and formats).
Rather than force a re-ordering of either vertex array components in memory or a vertex array format-dependent re-ordering of vertex shader inputs, OpenGL can simply provide a vertex array format that matches the Direct3D color component ordering.
This approach mimics that of the EXT_bgra extension for pixel and texel formats except for vertex instead of image data.
public final boolean GL_EXT_vertex_attrib_64bit
EXTVertexAttrib64bit is supported.public final boolean GL_EXT_win32_keyed_mutex
EXTWin32KeyedMutex is supported.public final boolean GL_EXT_window_rectangles
EXTWindowRectangles is supported.public final boolean GL_EXT_x11_sync_object
EXTX11SyncObject is supported.public final boolean GL_GREMEDY_frame_terminator
GREMEDYFrameTerminator is supported.public final boolean GL_GREMEDY_string_marker
GREMEDYStringMarker is supported.public final boolean GL_INTEL_blackhole_render
INTELBlackholeRender is supported.public final boolean GL_INTEL_conservative_rasterization
INTELConservativeRasterization is supported.public final boolean GL_INTEL_fragment_shader_ordering
Graphics devices may execute in parallel fragment shaders referring to the same window xy coordinates. Framebuffer writes are guaranteed to be processed in primitive rasterization order, but there is no order guarantee for other instructions and image or buffer object accesses in particular.
The extension introduces a new GLSL built-in function, beginFragmentShaderOrderingINTEL(), which blocks execution of a fragment shader invocation until invocations from previous primitives that map to the same xy window coordinates (and same sample when per-sample shading is active) complete their execution. All memory transactions from previous fragment shader invocations are made visible to the fragment shader invocation that called beginFragmentShaderOrderingINTEL() when the function returns.
public final boolean GL_INTEL_framebuffer_CMAA
INTELFramebufferCMAA is supported.public final boolean GL_INTEL_map_texture
INTELMapTexture is supported.public final boolean GL_INTEL_performance_query
INTELPerformanceQuery is supported.public final boolean GL_INTEL_shader_integer_functions2
OpenCL and other GPU programming environments provides a number of useful functions operating on integer data. Many of these functions are supported by specialized instructions various GPUs. Correct GLSL implementations for some of these functions are non-trivial. Recognizing open-coded versions of these functions is often impractical. As a result, potential performance improvements go unrealized.
This extension makes available a number of functions that have specialized instruction support on Intel GPUs.
Requires GLSL 1.30 or EXT_gpu_shader4.
public final boolean GL_KHR_blend_equation_advanced
KHRBlendEquationAdvanced is supported.public final boolean GL_KHR_blend_equation_advanced_coherent
KHRBlendEquationAdvancedCoherent is supported.public final boolean GL_KHR_context_flush_control
KHRContextFlushControl is supported.public final boolean GL_KHR_debug
KHRDebug is supported.public final boolean GL_KHR_no_error
KHRNoError is supported.public final boolean GL_KHR_parallel_shader_compile
KHRParallelShaderCompile is supported.public final boolean GL_KHR_robust_buffer_access_behavior
This extension specifies the behavior of out-of-bounds buffer and array accesses. This is an improvement over the existing KHR_robustness
extension which states that the application should not crash, but that behavior is otherwise undefined. This extension specifies the access protection
provided by the GL to ensure that out-of-bounds accesses cannot read from or write to data not owned by the application. All accesses are contained
within the buffer object and program area they reference. These additional robustness guarantees apply to contexts created with the robust access flag
set.
Requires OpenGL 3.2 and KHR_robustness.
public final boolean GL_KHR_robustness
KHRRobustness is supported.public final boolean GL_KHR_shader_subgroup
KHRShaderSubgroup is supported.public final boolean GL_KHR_texture_compression_astc_hdr
This extension corresponds to the ASTC HDR Profile, see KHR_texture_compression_astc_ldr for details.
public final boolean GL_KHR_texture_compression_astc_ldr
KHRTextureCompressionASTCLDR is supported.public final boolean GL_KHR_texture_compression_astc_sliced_3d
Adaptive Scalable Texture Compression (ASTC) is a new texture compression technology that offers unprecendented flexibility, while producing better or comparable results than existing texture compressions at all bit rates. It includes support for 2D and slice-based 3D textures, with low and high dynamic range, at bitrates from below 1 bit/pixel up to 8 bits/pixel in fine steps.
This extension extends the functionality of KHR_texture_compression_astc_ldr to include slice-based 3D textures for textures using the LDR
profile in the same way as the HDR profile allows slice-based 3D textures.
Requires KHR_texture_compression_astc_ldr.
public final boolean GL_NV_alpha_to_coverage_dither_control
NVAlphaToCoverageDitherControl is supported.public final boolean GL_NV_bindless_multi_draw_indirect
NVBindlessMultiDrawIndirect is supported.public final boolean GL_NV_bindless_multi_draw_indirect_count
NVBindlessMultiDrawIndirectCount is supported.public final boolean GL_NV_bindless_texture
NVBindlessTexture is supported.public final boolean GL_NV_blend_equation_advanced
NVBlendEquationAdvanced is supported.public final boolean GL_NV_blend_equation_advanced_coherent
NVBlendEquationAdvancedCoherent is supported.public final boolean GL_NV_blend_minmax_factor
NVBlendMinmaxFactor is supported.public final boolean GL_NV_blend_square
public final boolean GL_NV_clip_space_w_scaling
NVClipSpaceWScaling is supported.public final boolean GL_NV_command_list
NVCommandList is supported.public final boolean GL_NV_compute_shader_derivatives
This extension adds OpenGL API support for the OpenGL Shading Language (GLSL) extension "NV_compute_shader_derivatives".
That extension, when enabled, allows applications to use derivatives in compute shaders. It adds compute shader support for explicit derivative
built-in functions like dFdx(), automatic derivative computation in texture lookup functions like texture(), use of the optional LOD
bias parameter to adjust the computed level of detail values in texture lookup functions, and the texture level of detail query function
textureQueryLod().
Requires OpenGL 4.5.
public final boolean GL_NV_conditional_render
NVConditionalRender is supported.public final boolean GL_NV_conservative_raster
NVConservativeRaster is supported.public final boolean GL_NV_conservative_raster_dilate
NVConservativeRasterDilate is supported.public final boolean GL_NV_conservative_raster_pre_snap
NVConservativeRasterPreSnap is supported.public final boolean GL_NV_conservative_raster_pre_snap_triangles
NVConservativeRasterPreSnapTriangles is supported.public final boolean GL_NV_conservative_raster_underestimation
The extension NV_conservative_raster provides a new rasterization mode known as "Overestimated Conservative Rasterization", where any pixel
that is partially covered, even if no sample location is covered, is treated as fully covered and a corresponding fragment will be shaded. There is
also an "Underestimated Conservative Rasterization" variant, where only the pixels that are completely covered by the primitive are rasterized.
This extension provides the underestimated conservative rasterization information for each fragment in the fragment shader through a new built-in
gl_FragFullyCoveredNV.
public final boolean GL_NV_copy_depth_to_color
NVCopyDepthToColor is supported.public final boolean GL_NV_copy_image
NVCopyImage is supported.public final boolean GL_NV_deep_texture3D
NVDeepTexture3D is supported.public final boolean GL_NV_depth_buffer_float
NVDepthBufferFloat is supported.public final boolean GL_NV_depth_clamp
NVDepthClamp is supported.public final boolean GL_NV_draw_texture
NVDrawTexture is supported.public final boolean GL_NV_draw_vulkan_image
NVDrawVulkanImage is supported.public final boolean GL_NV_ES3_1_compatibility
public final boolean GL_NV_explicit_multisample
NVExplicitMultisample is supported.public final boolean GL_NV_fence
NVFence is supported.public final boolean GL_NV_fill_rectangle
NVFillRectangle is supported.public final boolean GL_NV_float_buffer
NVFloatBuffer is supported.public final boolean GL_NV_fog_distance
NVFogDistance is supported.public final boolean GL_NV_fragment_coverage_to_color
NVFragmentCoverageToColor is supported.public final boolean GL_NV_fragment_program4
public final boolean GL_NV_fragment_program_option
public final boolean GL_NV_fragment_shader_barycentric
This extension advertises OpenGL support for the OpenGL Shading Language (GLSL) extension "NV_fragment_shader_barycentric", which provides
fragment shader built-in variables holding barycentric weight vectors that identify the location of the fragment within its primitive. Additionally,
the GLSL extension allows fragment the ability to read raw attribute values for each of the vertices of the primitive that produced the fragment.
Requires OpenGL 4.5.
public final boolean GL_NV_fragment_shader_interlock
In unextended OpenGL 4.3, applications may produce a large number of fragment shader invocations that perform loads and stores to memory using image uniforms, atomic counter uniforms, buffer variables, or pointers. The order in which loads and stores to common addresses are performed by different fragment shader invocations is largely undefined. For algorithms that use shader writes and touch the same pixels more than once, one or more of the following techniques may be required to ensure proper execution ordering:
This extension provides new GLSL built-in functions beginInvocationInterlockNV() and endInvocationInterlockNV() that delimit a critical section of fragment shader code. For pairs of shader invocations with "overlapping" coverage in a given pixel, the OpenGL implementation will guarantee that the critical section of the fragment shader will be executed for only one fragment at a time.
There are four different interlock modes supported by this extension, which are identified by layout qualifiers. The qualifiers "pixel_interlock_ordered" and "pixel_interlock_unordered" provides mutual exclusion in the critical section for any pair of fragments corresponding to the same pixel. When using multisampling, the qualifiers "sample_interlock_ordered" and "sample_interlock_unordered" only provide mutual exclusion for pairs of fragments that both cover at least one common sample in the same pixel; these are recommended for performance if shaders use per-sample data structures.
Additionally, when the "pixel_interlock_ordered" or "sample_interlock_ordered" layout qualifier is used, the interlock also guarantees that the critical section for multiple shader invocations with "overlapping" coverage will be executed in the order in which the primitives were processed by the GL. Such a guarantee is useful for applications like blending in the fragment shader, where an application requires that fragment values to be composited in the framebuffer in primitive order.
This extension can be useful for algorithms that need to access per-pixel data structures via shader loads and stores. Such algorithms using this extension can access such data structures in the critical section without worrying about other invocations for the same pixel accessing the data structures concurrently. Additionally, the ordering guarantees are useful for cases where the API ordering of fragments is meaningful. For example, applications may be able to execute programmable blending operations in the fragment shader, where the destination buffer is read via image loads and the final value is written via image stores.
Requires OpenGL 4.3 and GLSL 4.30.
public final boolean GL_NV_framebuffer_mixed_samples
NVFramebufferMixedSamples is supported.public final boolean GL_NV_framebuffer_multisample_coverage
NVFramebufferMultisampleCoverage is supported.public final boolean GL_NV_geometry_shader4
This extension builds upon the EXT_geometry_shader4 specification to provide two additional capabilities:
Requires EXT_geometry_shader4.
public final boolean GL_NV_geometry_shader_passthrough
This extension provides a shading language abstraction to express such shaders without requiring explicit logic to manually copy attributes from input vertices to output vertices.
public final boolean GL_NV_gpu_multicast
NVGPUMulticast is supported.public final boolean GL_NV_gpu_shader5
NVGPUShader5 is supported.public final boolean GL_NV_half_float
NVHalfFloat is supported.public final boolean GL_NV_internalformat_sample_query
NVInternalformatSampleQuery is supported.public final boolean GL_NV_light_max_exponent
NVLightMaxExponent is supported.public final boolean GL_NV_memory_attachment
NVMemoryAttachment is supported.public final boolean GL_NV_mesh_shader
NVMeshShader is supported.public final boolean GL_NV_multisample_coverage
NVMultisampleCoverage is supported.public final boolean GL_NV_multisample_filter_hint
NVMultisampleFilterHint is supported.public final boolean GL_NV_packed_depth_stencil
NVPackedDepthStencil is supported.public final boolean GL_NV_path_rendering
NVPathRendering is supported.public final boolean GL_NV_path_rendering_shared_edge
NVPathRenderingSharedEdge is supported.public final boolean GL_NV_pixel_data_range
NVPixelDataRange is supported.public final boolean GL_NV_point_sprite
NVPointSprite is supported.public final boolean GL_NV_primitive_restart
NVPrimitiveRestart is supported.public final boolean GL_NV_query_resource
NVQueryResource is supported.public final boolean GL_NV_query_resource_tag
NVQueryResourceTag is supported.public final boolean GL_NV_representative_fragment_test
NVRepresentativeFragmentTest is supported.public final boolean GL_NV_robustness_video_memory_purge
NVRobustnessVideoMemoryPurge is supported.public final boolean GL_NV_sample_locations
NVSampleLocations is supported.public final boolean GL_NV_sample_mask_override_coverage
This extension allows the fragment shader to control whether the gl_SampleMask output can enable samples that were not covered by the original primitive, or that failed the early depth/stencil tests.
public final boolean GL_NV_scissor_exclusive
NVScissorExclusive is supported.public final boolean GL_NV_shader_atomic_float
This extension provides GLSL built-in functions and assembly opcodes allowing shaders to perform atomic read-modify-write operations to buffer or texture memory with floating-point components. The set of atomic operations provided by this extension is limited to adds and exchanges. Providing atomic add support allows shaders to atomically accumulate the sum of floating-point values into buffer or texture memory across multiple (possibly concurrent) shader invocations.
This extension provides GLSL support for atomics targeting image uniforms (if GLSL 4.20, ARB_shader_image_load_store, or
EXT_shader_image_load_store is supported) or floating-point pointers (if NV_gpu_shader5 is supported). Additionally, assembly opcodes
for these operations is also provided if NV_gpu_program5 is supported.
public final boolean GL_NV_shader_atomic_float64
This extension provides GLSL built-in functions and assembly opcodes allowing shaders to perform atomic read-modify-write operations to buffer or shared memory with double-precision floating-point components. The set of atomic operations provided by this extension is limited to adds and exchanges. Providing atomic add support allows shaders to atomically accumulate the sum of double-precision floating-point values into buffer memory across multiple (possibly concurrent) shader invocations.
This extension provides GLSL support for atomics targeting double-precision floating-point pointers (if NV_gpu_shader5 is supported).
Additionally, assembly opcodes for these operations are also provided if NV_gpu_program5 is supported.
Requires ARB_gpu_shader_fp64 or NV_gpu_program_fp64.
public final boolean GL_NV_shader_atomic_fp16_vector
This extension provides GLSL built-in functions and assembly opcodes allowing shaders to perform a limited set of atomic read-modify-write operations to buffer or texture memory with 16-bit floating point vector surface formats.
Requires NV_gpu_shader5.
public final boolean GL_NV_shader_atomic_int64
This extension provides additional GLSL built-in functions and assembly opcodes allowing shaders to perform additional atomic read-modify-write operations on 64-bit signed and unsigned integers stored in buffer object memory.
public final boolean GL_NV_shader_buffer_load
NVShaderBufferLoad is supported.public final boolean GL_NV_shader_buffer_store
NVShaderBufferStore is supported.public final boolean GL_NV_shader_subgroup_partitioned
NVShaderSubgroupPartitioned is supported.public final boolean GL_NV_shader_texture_footprint
This extension adds OpenGL API support for the OpenGL Shading Language (GLSL) extension "NV_shader_texture_footprint". That extension adds a
new set of texture query functions ("textureFootprint*NV") to GLSL. These built-in functions prepare to perform a filtered texture lookup based
on coordinates and other parameters passed in by the calling code. However, instead of returning data from the provided texture image, these query
functions instead return data identifying the texture footprint for an equivalent texture access. The texture footprint identifies a set of
texels that may be accessed in order to return a filtered result for the texture access.
The footprint itself is a structure that includes integer values that identify a small neighborhood of texels in the texture being accessed and a bitfield that indicates which texels in that neighborhood would be used. Each bit in the returned bitfield identifies whether any texel in a small aligned block of texels would be fetched by the texture lookup. The size of each block is specified by an access granularity provided by the shader. The minimum granularity supported by this extension is 2x2 (for 2D textures) and 2x2x2 (for 3D textures); the maximum granularity is 256x256 (for 2D textures) or 64x32x32 (for 3D textures). Each footprint query returns the footprint from a single texture level. When using minification filters that combine accesses from multiple mipmap levels, shaders must perform separate queries for the two levels accessed ("fine" and "coarse"). The footprint query also returns a flag indicating if the texture lookup would access texels from only one mipmap level or from two neighboring levels.
This extension should be useful for multi-pass rendering operations that do an initial expensive rendering pass to produce a first image that is then used as a texture for a second pass. If the second pass ends up accessing only portions of the first image (e.g., due to visibility), the work spent rendering the non-accessed portion of the first image was wasted. With this feature, an application can limit this waste using an initial pass over the geometry in the second image that performs a footprint query for each visible pixel to determine the set of pixels that it needs from the first image. This pass would accumulate an aggregate footprint of all visible pixels into a separate "footprint texture" using shader atomics. Then, when rendering the first image, the application can kill all shading work for pixels not in this aggregate footprint.
The implementation of this extension has a number of limitations. The texture footprint query functions are only supported for two- and
three-dimensional textures (TEXTURE_2D, TEXTURE_3D). Texture footprint evaluation only supports the CLAMP_TO_EDGE wrap mode; results are undefined
for all other wrap modes. The implementation supports only a limited set of granularity values and does not support separate coverage information for
each texel in the original texture.
Requires OpenGL 4.5.
public final boolean GL_NV_shader_thread_group
NVShaderThreadGroup is supported.public final boolean GL_NV_shader_thread_shuffle
Implementations of the OpenGL Shading Language may, but are not required, to run multiple shader threads for a single stage as a SIMD thread group, where individual execution threads are assigned to thread groups in an undefined, implementation-dependent order. This extension provides a set of new features to the OpenGL Shading Language to share data between multiple threads within a thread group.
Requires OpenGL 4.3 and GLSL 4.3.
public final boolean GL_NV_shading_rate_image
NVShadingRateImage is supported.public final boolean GL_NV_stereo_view_rendering
Virtual reality (VR) applications often render a single logical scene from multiple views corresponding to a pair of eyes. The views (eyes) are separated by a fixed offset in the X direction.
Traditionally, multiple views are rendered via multiple rendering passes. This is expensive for the GPU because the objects in the scene must be transformed, rasterized, shaded, and fragment processed redundantly. This is expensive for the CPU because the scene graph needs to be visited multiple times and driver validation happens for each view. Rendering N passes tends to take N times longer than a single pass.
This extension provides a mechanism to render binocular (stereo) views from a single stream of OpenGL rendering commands. Vertex, tessellation, and geometry (VTG) shaders can output two positions for each vertex corresponding to the two eye views. A built-in "gl_SecondaryPositionNV" is added to specify the second position. The positions from each view may be sent to different viewports and/or layers. A built-in "gl_SecondaryViewportMaskNV[]" is also added to specify the viewport mask for the second view. A new layout-qualifier "secondary_view_offset" is added for built-in output "gl_Layer" which allows for the geometry from each view to be sent to different layers for rendering.
Requires NV_viewport_array2.
public final boolean GL_NV_texgen_reflection
NVTexgenReflection is supported.public final boolean GL_NV_texture_barrier
NVTextureBarrier is supported.public final boolean GL_NV_texture_compression_vtc
This extension adds support for the VTC 3D texture compression formats, which are analogous to the S3TC texture compression formats, with the addition of some retiling in the Z direction. VTC has the same compression ratio as S3TC and uses 4x4x1, 4x4x2, (4x4x3 when non-power-of-two textures are supported), or 4x4x4 blocks.
public final boolean GL_NV_texture_multisample
NVTextureMultisample is supported.public final boolean GL_NV_texture_rectangle_compressed
This extension allows applications to use compressed texture formats with the TEXTURE_RECTANGLE texture target, removing an old limitation that
prohibited such usage globally for rectangle textures.
public final boolean GL_NV_transform_feedback
NVTransformFeedback is supported.public final boolean GL_NV_transform_feedback2
NVTransformFeedback2 is supported.public final boolean GL_NV_uniform_buffer_unified_memory
NVUniformBufferUnifiedMemory is supported.public final boolean GL_NV_vertex_array_range
NVVertexArrayRange is supported.public final boolean GL_NV_vertex_array_range2
NVVertexArrayRange2 is supported.public final boolean GL_NV_vertex_attrib_integer_64bit
NVVertexAttribInteger64bit is supported.public final boolean GL_NV_vertex_buffer_unified_memory
NVVertexBufferUnifiedMemory is supported.public final boolean GL_NV_viewport_array2
This extension provides new support allowing a single primitive to be broadcast to multiple viewports and/or multiple layers. A shader output gl_ViewportMask[] is provided, allowing a single primitive to be output to multiple viewports simultaneously. Also, a new shader option is provided to control whether the effective viewport index is added into gl_Layer. These capabilities allow a single primitive to be output to multiple layers simultaneously.
The gl_ViewportMask[] output is available in vertex, tessellation control, tessellation evaluation, and geometry shaders. gl_ViewportIndex and gl_Layer are also made available in all these shader stages. The actual viewport index or mask and render target layer values are taken from the last active shader stage from this set of stages.
This extension is a superset of the GL_AMD_vertex_shader_layer and GL_AMD_vertex_shader_viewport_index extensions, and thus those extension strings are expected to be exported if GL_NV_viewport_array2 is supported.
public final boolean GL_NV_viewport_swizzle
NVViewportSwizzle is supported.public final boolean GL_NVX_blend_equation_advanced_multi_draw_buffers
This extension adds support for using advanced blend equations introduced with NV_blend_equation_advanced (and standardized by
KHR_blend_equation_advanced) in conjunction with multiple draw buffers. The NV_blend_equation_advanced extension supports advanced blending
equations only when rending to a single color buffer using fragment color zero and throws and INVALID_OPERATION error when multiple draw buffers are
used. This extension removes this restriction.
Requires either NV_blend_equation_advanced or KHR_blend_equation_advanced.
public final boolean GL_NVX_conditional_render
NVXConditionalRender is supported.public final boolean GL_NVX_gpu_memory_info
NVXGPUMemoryInfo is supported.public final boolean GL_NVX_gpu_multicast2
NVXGpuMulticast2 is supported.public final boolean GL_NVX_progress_fence
NVXProgressFence is supported.public final boolean GL_OVR_multiview
OVRMultiview is supported.public final boolean GL_OVR_multiview2
This extension relaxes the restriction in OVR_multiview that only gl_Position can depend on ViewID in the vertex shader. With this
change, view-dependent outputs like reflection vectors and similar are allowed.
Requires OpenGL 3.0 and OVR_multiview.
public final boolean forwardCompatible
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