Class GLESCapabilities

java.lang.Object
org.lwjgl.opengles.GLESCapabilities

public final class GLESCapabilities extends Object
Defines the capabilities of an OpenGL ES context.
  • Field Details

    • glActiveTexture

      public final long glActiveTexture
    • glAttachShader

      public final long glAttachShader
    • glBindAttribLocation

      public final long glBindAttribLocation
    • glBindBuffer

      public final long glBindBuffer
    • glBindFramebuffer

      public final long glBindFramebuffer
    • glBindRenderbuffer

      public final long glBindRenderbuffer
    • glBindTexture

      public final long glBindTexture
    • glBlendColor

      public final long glBlendColor
    • glBlendEquation

      public final long glBlendEquation
    • glBlendEquationSeparate

      public final long glBlendEquationSeparate
    • glBlendFunc

      public final long glBlendFunc
    • glBlendFuncSeparate

      public final long glBlendFuncSeparate
    • glBufferData

      public final long glBufferData
    • glBufferSubData

      public final long glBufferSubData
    • glCheckFramebufferStatus

      public final long glCheckFramebufferStatus
    • glClear

      public final long glClear
    • glClearColor

      public final long glClearColor
    • glClearDepthf

      public final long glClearDepthf
    • glClearStencil

      public final long glClearStencil
    • glColorMask

      public final long glColorMask
    • glCompileShader

      public final long glCompileShader
    • glCompressedTexImage2D

      public final long glCompressedTexImage2D
    • glCompressedTexSubImage2D

      public final long glCompressedTexSubImage2D
    • glCopyTexImage2D

      public final long glCopyTexImage2D
    • glCopyTexSubImage2D

      public final long glCopyTexSubImage2D
    • glCreateProgram

      public final long glCreateProgram
    • glCreateShader

      public final long glCreateShader
    • glCullFace

      public final long glCullFace
    • glDeleteBuffers

      public final long glDeleteBuffers
    • glDeleteFramebuffers

      public final long glDeleteFramebuffers
    • glDeleteProgram

      public final long glDeleteProgram
    • glDeleteRenderbuffers

      public final long glDeleteRenderbuffers
    • glDeleteShader

      public final long glDeleteShader
    • glDeleteTextures

      public final long glDeleteTextures
    • glDepthFunc

      public final long glDepthFunc
    • glDepthMask

      public final long glDepthMask
    • glDepthRangef

      public final long glDepthRangef
    • glDetachShader

      public final long glDetachShader
    • glDisable

      public final long glDisable
    • glDisableVertexAttribArray

      public final long glDisableVertexAttribArray
    • glDrawArrays

      public final long glDrawArrays
    • glDrawElements

      public final long glDrawElements
    • glEnable

      public final long glEnable
    • glEnableVertexAttribArray

      public final long glEnableVertexAttribArray
    • glFinish

      public final long glFinish
    • glFlush

      public final long glFlush
    • glFramebufferRenderbuffer

      public final long glFramebufferRenderbuffer
    • glFramebufferTexture2D

      public final long glFramebufferTexture2D
    • glFrontFace

      public final long glFrontFace
    • glGenBuffers

      public final long glGenBuffers
    • glGenerateMipmap

      public final long glGenerateMipmap
    • glGenFramebuffers

      public final long glGenFramebuffers
    • glGenRenderbuffers

      public final long glGenRenderbuffers
    • glGenTextures

      public final long glGenTextures
    • glGetActiveAttrib

      public final long glGetActiveAttrib
    • glGetActiveUniform

      public final long glGetActiveUniform
    • glGetAttachedShaders

      public final long glGetAttachedShaders
    • glGetAttribLocation

      public final long glGetAttribLocation
    • glGetBooleanv

      public final long glGetBooleanv
    • glGetBufferParameteriv

      public final long glGetBufferParameteriv
    • glGetError

      public final long glGetError
    • glGetFloatv

      public final long glGetFloatv
    • glGetFramebufferAttachmentParameteriv

      public final long glGetFramebufferAttachmentParameteriv
    • glGetIntegerv

      public final long glGetIntegerv
    • glGetProgramiv

      public final long glGetProgramiv
    • glGetProgramInfoLog

      public final long glGetProgramInfoLog
    • glGetRenderbufferParameteriv

      public final long glGetRenderbufferParameteriv
    • glGetShaderiv

      public final long glGetShaderiv
    • glGetShaderInfoLog

      public final long glGetShaderInfoLog
    • glGetShaderPrecisionFormat

      public final long glGetShaderPrecisionFormat
    • glGetShaderSource

      public final long glGetShaderSource
    • glGetString

      public final long glGetString
    • glGetTexParameterfv

      public final long glGetTexParameterfv
    • glGetTexParameteriv

      public final long glGetTexParameteriv
    • glGetUniformfv

      public final long glGetUniformfv
    • glGetUniformiv

      public final long glGetUniformiv
    • glGetUniformLocation

      public final long glGetUniformLocation
    • glGetVertexAttribfv

      public final long glGetVertexAttribfv
    • glGetVertexAttribiv

      public final long glGetVertexAttribiv
    • glGetVertexAttribPointerv

      public final long glGetVertexAttribPointerv
    • glHint

      public final long glHint
    • glIsBuffer

      public final long glIsBuffer
    • glIsEnabled

      public final long glIsEnabled
    • glIsFramebuffer

      public final long glIsFramebuffer
    • glIsProgram

      public final long glIsProgram
    • glIsRenderbuffer

      public final long glIsRenderbuffer
    • glIsShader

      public final long glIsShader
    • glIsTexture

      public final long glIsTexture
    • glLineWidth

      public final long glLineWidth
    • glLinkProgram

      public final long glLinkProgram
    • glPixelStorei

      public final long glPixelStorei
    • glPolygonOffset

      public final long glPolygonOffset
    • glReadPixels

      public final long glReadPixels
    • glReleaseShaderCompiler

      public final long glReleaseShaderCompiler
    • glRenderbufferStorage

      public final long glRenderbufferStorage
    • glSampleCoverage

      public final long glSampleCoverage
    • glScissor

      public final long glScissor
    • glShaderBinary

      public final long glShaderBinary
    • glShaderSource

      public final long glShaderSource
    • glStencilFunc

      public final long glStencilFunc
    • glStencilFuncSeparate

      public final long glStencilFuncSeparate
    • glStencilMask

      public final long glStencilMask
    • glStencilMaskSeparate

      public final long glStencilMaskSeparate
    • glStencilOp

      public final long glStencilOp
    • glStencilOpSeparate

      public final long glStencilOpSeparate
    • glTexImage2D

      public final long glTexImage2D
    • glTexParameterf

      public final long glTexParameterf
    • glTexParameterfv

      public final long glTexParameterfv
    • glTexParameteri

      public final long glTexParameteri
    • glTexParameteriv

      public final long glTexParameteriv
    • glTexSubImage2D

      public final long glTexSubImage2D
    • glUniform1f

      public final long glUniform1f
    • glUniform1fv

      public final long glUniform1fv
    • glUniform1i

      public final long glUniform1i
    • glUniform1iv

      public final long glUniform1iv
    • glUniform2f

      public final long glUniform2f
    • glUniform2fv

      public final long glUniform2fv
    • glUniform2i

      public final long glUniform2i
    • glUniform2iv

      public final long glUniform2iv
    • glUniform3f

      public final long glUniform3f
    • glUniform3fv

      public final long glUniform3fv
    • glUniform3i

      public final long glUniform3i
    • glUniform3iv

      public final long glUniform3iv
    • glUniform4f

      public final long glUniform4f
    • glUniform4fv

      public final long glUniform4fv
    • glUniform4i

      public final long glUniform4i
    • glUniform4iv

      public final long glUniform4iv
    • glUniformMatrix2fv

      public final long glUniformMatrix2fv
    • glUniformMatrix3fv

      public final long glUniformMatrix3fv
    • glUniformMatrix4fv

      public final long glUniformMatrix4fv
    • glUseProgram

      public final long glUseProgram
    • glValidateProgram

      public final long glValidateProgram
    • glVertexAttrib1f

      public final long glVertexAttrib1f
    • glVertexAttrib1fv

      public final long glVertexAttrib1fv
    • glVertexAttrib2f

      public final long glVertexAttrib2f
    • glVertexAttrib2fv

      public final long glVertexAttrib2fv
    • glVertexAttrib3f

      public final long glVertexAttrib3f
    • glVertexAttrib3fv

      public final long glVertexAttrib3fv
    • glVertexAttrib4f

      public final long glVertexAttrib4f
    • glVertexAttrib4fv

      public final long glVertexAttrib4fv
    • glVertexAttribPointer

      public final long glVertexAttribPointer
    • glViewport

      public final long glViewport
    • glReadBuffer

      public final long glReadBuffer
    • glDrawRangeElements

      public final long glDrawRangeElements
    • glTexImage3D

      public final long glTexImage3D
    • glTexSubImage3D

      public final long glTexSubImage3D
    • glCopyTexSubImage3D

      public final long glCopyTexSubImage3D
    • glCompressedTexImage3D

      public final long glCompressedTexImage3D
    • glCompressedTexSubImage3D

      public final long glCompressedTexSubImage3D
    • glGenQueries

      public final long glGenQueries
    • glDeleteQueries

      public final long glDeleteQueries
    • glIsQuery

      public final long glIsQuery
    • glBeginQuery

      public final long glBeginQuery
    • glEndQuery

      public final long glEndQuery
    • glGetQueryiv

      public final long glGetQueryiv
    • glGetQueryObjectuiv

      public final long glGetQueryObjectuiv
    • glUnmapBuffer

      public final long glUnmapBuffer
    • glGetBufferPointerv

      public final long glGetBufferPointerv
    • glDrawBuffers

      public final long glDrawBuffers
    • glUniformMatrix2x3fv

      public final long glUniformMatrix2x3fv
    • glUniformMatrix3x2fv

      public final long glUniformMatrix3x2fv
    • glUniformMatrix2x4fv

      public final long glUniformMatrix2x4fv
    • glUniformMatrix4x2fv

      public final long glUniformMatrix4x2fv
    • glUniformMatrix3x4fv

      public final long glUniformMatrix3x4fv
    • glUniformMatrix4x3fv

      public final long glUniformMatrix4x3fv
    • glBlitFramebuffer

      public final long glBlitFramebuffer
    • glRenderbufferStorageMultisample

      public final long glRenderbufferStorageMultisample
    • glFramebufferTextureLayer

      public final long glFramebufferTextureLayer
    • glMapBufferRange

      public final long glMapBufferRange
    • glFlushMappedBufferRange

      public final long glFlushMappedBufferRange
    • glBindVertexArray

      public final long glBindVertexArray
    • glDeleteVertexArrays

      public final long glDeleteVertexArrays
    • glGenVertexArrays

      public final long glGenVertexArrays
    • glIsVertexArray

      public final long glIsVertexArray
    • glGetIntegeri_v

      public final long glGetIntegeri_v
    • glBeginTransformFeedback

      public final long glBeginTransformFeedback
    • glEndTransformFeedback

      public final long glEndTransformFeedback
    • glBindBufferRange

      public final long glBindBufferRange
    • glBindBufferBase

      public final long glBindBufferBase
    • glTransformFeedbackVaryings

      public final long glTransformFeedbackVaryings
    • glGetTransformFeedbackVarying

      public final long glGetTransformFeedbackVarying
    • glVertexAttribIPointer

      public final long glVertexAttribIPointer
    • glGetVertexAttribIiv

      public final long glGetVertexAttribIiv
    • glGetVertexAttribIuiv

      public final long glGetVertexAttribIuiv
    • glVertexAttribI4i

      public final long glVertexAttribI4i
    • glVertexAttribI4ui

      public final long glVertexAttribI4ui
    • glVertexAttribI4iv

      public final long glVertexAttribI4iv
    • glVertexAttribI4uiv

      public final long glVertexAttribI4uiv
    • glGetUniformuiv

      public final long glGetUniformuiv
    • glGetFragDataLocation

      public final long glGetFragDataLocation
    • glUniform1ui

      public final long glUniform1ui
    • glUniform2ui

      public final long glUniform2ui
    • glUniform3ui

      public final long glUniform3ui
    • glUniform4ui

      public final long glUniform4ui
    • glUniform1uiv

      public final long glUniform1uiv
    • glUniform2uiv

      public final long glUniform2uiv
    • glUniform3uiv

      public final long glUniform3uiv
    • glUniform4uiv

      public final long glUniform4uiv
    • glClearBufferiv

      public final long glClearBufferiv
    • glClearBufferuiv

      public final long glClearBufferuiv
    • glClearBufferfv

      public final long glClearBufferfv
    • glClearBufferfi

      public final long glClearBufferfi
    • glGetStringi

      public final long glGetStringi
    • glCopyBufferSubData

      public final long glCopyBufferSubData
    • glGetUniformIndices

      public final long glGetUniformIndices
    • glGetActiveUniformsiv

      public final long glGetActiveUniformsiv
    • glGetUniformBlockIndex

      public final long glGetUniformBlockIndex
    • glGetActiveUniformBlockiv

      public final long glGetActiveUniformBlockiv
    • glGetActiveUniformBlockName

      public final long glGetActiveUniformBlockName
    • glUniformBlockBinding

      public final long glUniformBlockBinding
    • glDrawArraysInstanced

      public final long glDrawArraysInstanced
    • glDrawElementsInstanced

      public final long glDrawElementsInstanced
    • glFenceSync

      public final long glFenceSync
    • glIsSync

      public final long glIsSync
    • glDeleteSync

      public final long glDeleteSync
    • glClientWaitSync

      public final long glClientWaitSync
    • glWaitSync

      public final long glWaitSync
    • glGetInteger64v

      public final long glGetInteger64v
    • glGetSynciv

      public final long glGetSynciv
    • glGetInteger64i_v

      public final long glGetInteger64i_v
    • glGetBufferParameteri64v

      public final long glGetBufferParameteri64v
    • glGenSamplers

      public final long glGenSamplers
    • glDeleteSamplers

      public final long glDeleteSamplers
    • glIsSampler

      public final long glIsSampler
    • glBindSampler

      public final long glBindSampler
    • glSamplerParameteri

      public final long glSamplerParameteri
    • glSamplerParameteriv

      public final long glSamplerParameteriv
    • glSamplerParameterf

      public final long glSamplerParameterf
    • glSamplerParameterfv

      public final long glSamplerParameterfv
    • glGetSamplerParameteriv

      public final long glGetSamplerParameteriv
    • glGetSamplerParameterfv

      public final long glGetSamplerParameterfv
    • glVertexAttribDivisor

      public final long glVertexAttribDivisor
    • glBindTransformFeedback

      public final long glBindTransformFeedback
    • glDeleteTransformFeedbacks

      public final long glDeleteTransformFeedbacks
    • glGenTransformFeedbacks

      public final long glGenTransformFeedbacks
    • glIsTransformFeedback

      public final long glIsTransformFeedback
    • glPauseTransformFeedback

      public final long glPauseTransformFeedback
    • glResumeTransformFeedback

      public final long glResumeTransformFeedback
    • glGetProgramBinary

      public final long glGetProgramBinary
    • glProgramBinary

      public final long glProgramBinary
    • glProgramParameteri

      public final long glProgramParameteri
    • glInvalidateFramebuffer

      public final long glInvalidateFramebuffer
    • glInvalidateSubFramebuffer

      public final long glInvalidateSubFramebuffer
    • glTexStorage2D

      public final long glTexStorage2D
    • glTexStorage3D

      public final long glTexStorage3D
    • glGetInternalformativ

      public final long glGetInternalformativ
    • glDispatchCompute

      public final long glDispatchCompute
    • glDispatchComputeIndirect

      public final long glDispatchComputeIndirect
    • glDrawArraysIndirect

      public final long glDrawArraysIndirect
    • glDrawElementsIndirect

      public final long glDrawElementsIndirect
    • glFramebufferParameteri

      public final long glFramebufferParameteri
    • glGetFramebufferParameteriv

      public final long glGetFramebufferParameteriv
    • glGetProgramInterfaceiv

      public final long glGetProgramInterfaceiv
    • glGetProgramResourceIndex

      public final long glGetProgramResourceIndex
    • glGetProgramResourceName

      public final long glGetProgramResourceName
    • glGetProgramResourceiv

      public final long glGetProgramResourceiv
    • glGetProgramResourceLocation

      public final long glGetProgramResourceLocation
    • glUseProgramStages

      public final long glUseProgramStages
    • glActiveShaderProgram

      public final long glActiveShaderProgram
    • glCreateShaderProgramv

      public final long glCreateShaderProgramv
    • glBindProgramPipeline

      public final long glBindProgramPipeline
    • glDeleteProgramPipelines

      public final long glDeleteProgramPipelines
    • glGenProgramPipelines

      public final long glGenProgramPipelines
    • glIsProgramPipeline

      public final long glIsProgramPipeline
    • glGetProgramPipelineiv

      public final long glGetProgramPipelineiv
    • glProgramUniform1i

      public final long glProgramUniform1i
    • glProgramUniform2i

      public final long glProgramUniform2i
    • glProgramUniform3i

      public final long glProgramUniform3i
    • glProgramUniform4i

      public final long glProgramUniform4i
    • glProgramUniform1ui

      public final long glProgramUniform1ui
    • glProgramUniform2ui

      public final long glProgramUniform2ui
    • glProgramUniform3ui

      public final long glProgramUniform3ui
    • glProgramUniform4ui

      public final long glProgramUniform4ui
    • glProgramUniform1f

      public final long glProgramUniform1f
    • glProgramUniform2f

      public final long glProgramUniform2f
    • glProgramUniform3f

      public final long glProgramUniform3f
    • glProgramUniform4f

      public final long glProgramUniform4f
    • glProgramUniform1iv

      public final long glProgramUniform1iv
    • glProgramUniform2iv

      public final long glProgramUniform2iv
    • glProgramUniform3iv

      public final long glProgramUniform3iv
    • glProgramUniform4iv

      public final long glProgramUniform4iv
    • glProgramUniform1uiv

      public final long glProgramUniform1uiv
    • glProgramUniform2uiv

      public final long glProgramUniform2uiv
    • glProgramUniform3uiv

      public final long glProgramUniform3uiv
    • glProgramUniform4uiv

      public final long glProgramUniform4uiv
    • glProgramUniform1fv

      public final long glProgramUniform1fv
    • glProgramUniform2fv

      public final long glProgramUniform2fv
    • glProgramUniform3fv

      public final long glProgramUniform3fv
    • glProgramUniform4fv

      public final long glProgramUniform4fv
    • glProgramUniformMatrix2fv

      public final long glProgramUniformMatrix2fv
    • glProgramUniformMatrix3fv

      public final long glProgramUniformMatrix3fv
    • glProgramUniformMatrix4fv

      public final long glProgramUniformMatrix4fv
    • glProgramUniformMatrix2x3fv

      public final long glProgramUniformMatrix2x3fv
    • glProgramUniformMatrix3x2fv

      public final long glProgramUniformMatrix3x2fv
    • glProgramUniformMatrix2x4fv

      public final long glProgramUniformMatrix2x4fv
    • glProgramUniformMatrix4x2fv

      public final long glProgramUniformMatrix4x2fv
    • glProgramUniformMatrix3x4fv

      public final long glProgramUniformMatrix3x4fv
    • glProgramUniformMatrix4x3fv

      public final long glProgramUniformMatrix4x3fv
    • glValidateProgramPipeline

      public final long glValidateProgramPipeline
    • glGetProgramPipelineInfoLog

      public final long glGetProgramPipelineInfoLog
    • glBindImageTexture

      public final long glBindImageTexture
    • glGetBooleani_v

      public final long glGetBooleani_v
    • glMemoryBarrier

      public final long glMemoryBarrier
    • glMemoryBarrierByRegion

      public final long glMemoryBarrierByRegion
    • glTexStorage2DMultisample

      public final long glTexStorage2DMultisample
    • glGetMultisamplefv

      public final long glGetMultisamplefv
    • glSampleMaski

      public final long glSampleMaski
    • glGetTexLevelParameteriv

      public final long glGetTexLevelParameteriv
    • glGetTexLevelParameterfv

      public final long glGetTexLevelParameterfv
    • glBindVertexBuffer

      public final long glBindVertexBuffer
    • glVertexAttribFormat

      public final long glVertexAttribFormat
    • glVertexAttribIFormat

      public final long glVertexAttribIFormat
    • glVertexAttribBinding

      public final long glVertexAttribBinding
    • glVertexBindingDivisor

      public final long glVertexBindingDivisor
    • glBlendBarrier

      public final long glBlendBarrier
    • glCopyImageSubData

      public final long glCopyImageSubData
    • glDebugMessageControl

      public final long glDebugMessageControl
    • glDebugMessageInsert

      public final long glDebugMessageInsert
    • glDebugMessageCallback

      public final long glDebugMessageCallback
    • glGetDebugMessageLog

      public final long glGetDebugMessageLog
    • glGetPointerv

      public final long glGetPointerv
    • glPushDebugGroup

      public final long glPushDebugGroup
    • glPopDebugGroup

      public final long glPopDebugGroup
    • glObjectLabel

      public final long glObjectLabel
    • glGetObjectLabel

      public final long glGetObjectLabel
    • glObjectPtrLabel

      public final long glObjectPtrLabel
    • glGetObjectPtrLabel

      public final long glGetObjectPtrLabel
    • glEnablei

      public final long glEnablei
    • glDisablei

      public final long glDisablei
    • glBlendEquationi

      public final long glBlendEquationi
    • glBlendEquationSeparatei

      public final long glBlendEquationSeparatei
    • glBlendFunci

      public final long glBlendFunci
    • glBlendFuncSeparatei

      public final long glBlendFuncSeparatei
    • glColorMaski

      public final long glColorMaski
    • glIsEnabledi

      public final long glIsEnabledi
    • glDrawElementsBaseVertex

      public final long glDrawElementsBaseVertex
    • glDrawRangeElementsBaseVertex

      public final long glDrawRangeElementsBaseVertex
    • glDrawElementsInstancedBaseVertex

      public final long glDrawElementsInstancedBaseVertex
    • glFramebufferTexture

      public final long glFramebufferTexture
    • glPrimitiveBoundingBox

      public final long glPrimitiveBoundingBox
    • glGetGraphicsResetStatus

      public final long glGetGraphicsResetStatus
    • glReadnPixels

      public final long glReadnPixels
    • glGetnUniformfv

      public final long glGetnUniformfv
    • glGetnUniformiv

      public final long glGetnUniformiv
    • glGetnUniformuiv

      public final long glGetnUniformuiv
    • glMinSampleShading

      public final long glMinSampleShading
    • glPatchParameteri

      public final long glPatchParameteri
    • glTexParameterIiv

      public final long glTexParameterIiv
    • glTexParameterIuiv

      public final long glTexParameterIuiv
    • glGetTexParameterIiv

      public final long glGetTexParameterIiv
    • glGetTexParameterIuiv

      public final long glGetTexParameterIuiv
    • glSamplerParameterIiv

      public final long glSamplerParameterIiv
    • glSamplerParameterIuiv

      public final long glSamplerParameterIuiv
    • glGetSamplerParameterIiv

      public final long glGetSamplerParameterIiv
    • glGetSamplerParameterIuiv

      public final long glGetSamplerParameterIuiv
    • glTexBuffer

      public final long glTexBuffer
    • glTexBufferRange

      public final long glTexBufferRange
    • glTexStorage3DMultisample

      public final long glTexStorage3DMultisample
    • glRenderbufferStorageMultisampleAdvancedAMD

      public final long glRenderbufferStorageMultisampleAdvancedAMD
    • glNamedRenderbufferStorageMultisampleAdvancedAMD

      public final long glNamedRenderbufferStorageMultisampleAdvancedAMD
    • glGetPerfMonitorGroupsAMD

      public final long glGetPerfMonitorGroupsAMD
    • glGetPerfMonitorCountersAMD

      public final long glGetPerfMonitorCountersAMD
    • glGetPerfMonitorGroupStringAMD

      public final long glGetPerfMonitorGroupStringAMD
    • glGetPerfMonitorCounterStringAMD

      public final long glGetPerfMonitorCounterStringAMD
    • glGetPerfMonitorCounterInfoAMD

      public final long glGetPerfMonitorCounterInfoAMD
    • glGenPerfMonitorsAMD

      public final long glGenPerfMonitorsAMD
    • glDeletePerfMonitorsAMD

      public final long glDeletePerfMonitorsAMD
    • glSelectPerfMonitorCountersAMD

      public final long glSelectPerfMonitorCountersAMD
    • glBeginPerfMonitorAMD

      public final long glBeginPerfMonitorAMD
    • glEndPerfMonitorAMD

      public final long glEndPerfMonitorAMD
    • glGetPerfMonitorCounterDataAMD

      public final long glGetPerfMonitorCounterDataAMD
    • glBlitFramebufferANGLE

      public final long glBlitFramebufferANGLE
    • glRenderbufferStorageMultisampleANGLE

      public final long glRenderbufferStorageMultisampleANGLE
    • glDrawArraysInstancedANGLE

      public final long glDrawArraysInstancedANGLE
    • glDrawElementsInstancedANGLE

      public final long glDrawElementsInstancedANGLE
    • glVertexAttribDivisorANGLE

      public final long glVertexAttribDivisorANGLE
    • glGetTranslatedShaderSourceANGLE

      public final long glGetTranslatedShaderSourceANGLE
    • glCopyTextureLevelsAPPLE

      public final long glCopyTextureLevelsAPPLE
    • glRenderbufferStorageMultisampleAPPLE

      public final long glRenderbufferStorageMultisampleAPPLE
    • glResolveMultisampleFramebufferAPPLE

      public final long glResolveMultisampleFramebufferAPPLE
    • glFenceSyncAPPLE

      public final long glFenceSyncAPPLE
    • glIsSyncAPPLE

      public final long glIsSyncAPPLE
    • glDeleteSyncAPPLE

      public final long glDeleteSyncAPPLE
    • glClientWaitSyncAPPLE

      public final long glClientWaitSyncAPPLE
    • glWaitSyncAPPLE

      public final long glWaitSyncAPPLE
    • glGetInteger64vAPPLE

      public final long glGetInteger64vAPPLE
    • glGetSyncivAPPLE

      public final long glGetSyncivAPPLE
    • glDrawArraysInstancedBaseInstanceEXT

      public final long glDrawArraysInstancedBaseInstanceEXT
    • glDrawElementsInstancedBaseInstanceEXT

      public final long glDrawElementsInstancedBaseInstanceEXT
    • glDrawElementsInstancedBaseVertexBaseInstanceEXT

      public final long glDrawElementsInstancedBaseVertexBaseInstanceEXT
    • glBindFragDataLocationIndexedEXT

      public final long glBindFragDataLocationIndexedEXT
    • glGetFragDataIndexEXT

      public final long glGetFragDataIndexEXT
    • glBindFragDataLocationEXT

      public final long glBindFragDataLocationEXT
    • glGetProgramResourceLocationIndexEXT

      public final long glGetProgramResourceLocationIndexEXT
    • glBufferStorageEXT

      public final long glBufferStorageEXT
    • glNamedBufferStorageEXT

      public final long glNamedBufferStorageEXT
    • glClearTexImageEXT

      public final long glClearTexImageEXT
    • glClearTexSubImageEXT

      public final long glClearTexSubImageEXT
    • glClipControlEXT

      public final long glClipControlEXT
    • glCopyImageSubDataEXT

      public final long glCopyImageSubDataEXT
    • glLabelObjectEXT

      public final long glLabelObjectEXT
    • glGetObjectLabelEXT

      public final long glGetObjectLabelEXT
    • glInsertEventMarkerEXT

      public final long glInsertEventMarkerEXT
    • glPushGroupMarkerEXT

      public final long glPushGroupMarkerEXT
    • glPopGroupMarkerEXT

      public final long glPopGroupMarkerEXT
    • glDiscardFramebufferEXT

      public final long glDiscardFramebufferEXT
    • glGenQueriesEXT

      public final long glGenQueriesEXT
    • glDeleteQueriesEXT

      public final long glDeleteQueriesEXT
    • glIsQueryEXT

      public final long glIsQueryEXT
    • glBeginQueryEXT

      public final long glBeginQueryEXT
    • glEndQueryEXT

      public final long glEndQueryEXT
    • glGetQueryivEXT

      public final long glGetQueryivEXT
    • glGetQueryObjectuivEXT

      public final long glGetQueryObjectuivEXT
    • glQueryCounterEXT

      public final long glQueryCounterEXT
    • glGetQueryObjectivEXT

      public final long glGetQueryObjectivEXT
    • glGetQueryObjecti64vEXT

      public final long glGetQueryObjecti64vEXT
    • glGetQueryObjectui64vEXT

      public final long glGetQueryObjectui64vEXT
    • glGetInteger64vEXT

      public final long glGetInteger64vEXT
    • glDrawBuffersEXT

      public final long glDrawBuffersEXT
    • glEnableiEXT

      public final long glEnableiEXT
    • glDisableiEXT

      public final long glDisableiEXT
    • glBlendEquationiEXT

      public final long glBlendEquationiEXT
    • glBlendEquationSeparateiEXT

      public final long glBlendEquationSeparateiEXT
    • glBlendFunciEXT

      public final long glBlendFunciEXT
    • glBlendFuncSeparateiEXT

      public final long glBlendFuncSeparateiEXT
    • glColorMaskiEXT

      public final long glColorMaskiEXT
    • glIsEnablediEXT

      public final long glIsEnablediEXT
    • glDrawElementsBaseVertexEXT

      public final long glDrawElementsBaseVertexEXT
    • glDrawRangeElementsBaseVertexEXT

      public final long glDrawRangeElementsBaseVertexEXT
    • glDrawElementsInstancedBaseVertexEXT

      public final long glDrawElementsInstancedBaseVertexEXT
    • glMultiDrawElementsBaseVertexEXT

      public final long glMultiDrawElementsBaseVertexEXT
    • glDrawArraysInstancedEXT

      public final long glDrawArraysInstancedEXT
    • glDrawElementsInstancedEXT

      public final long glDrawElementsInstancedEXT
    • glDrawTransformFeedbackEXT

      public final long glDrawTransformFeedbackEXT
    • glDrawTransformFeedbackInstancedEXT

      public final long glDrawTransformFeedbackInstancedEXT
    • glEGLImageTargetTexStorageEXT

      public final long glEGLImageTargetTexStorageEXT
    • glEGLImageTargetTextureStorageEXT

      public final long glEGLImageTargetTextureStorageEXT
    • glBufferStorageExternalEXT

      public final long glBufferStorageExternalEXT
    • glNamedBufferStorageExternalEXT

      public final long glNamedBufferStorageExternalEXT
    • glShadingRateEXT

      public final long glShadingRateEXT
    • glShadingRateCombinerOpsEXT

      public final long glShadingRateCombinerOpsEXT
    • glFramebufferShadingRateEXT

      public final long glFramebufferShadingRateEXT
    • glGetFragmentShadingRatesEXT

      public final long glGetFragmentShadingRatesEXT
    • glBlitFramebufferLayersEXT

      public final long glBlitFramebufferLayersEXT
    • glBlitFramebufferLayerEXT

      public final long glBlitFramebufferLayerEXT
    • glFramebufferTextureEXT

      public final long glFramebufferTextureEXT
    • glVertexAttribDivisorEXT

      public final long glVertexAttribDivisorEXT
    • glMapBufferRangeEXT

      public final long glMapBufferRangeEXT
    • glFlushMappedBufferRangeEXT

      public final long glFlushMappedBufferRangeEXT
    • glGetUnsignedBytevEXT

      public final long glGetUnsignedBytevEXT
    • glGetUnsignedBytei_vEXT

      public final long glGetUnsignedBytei_vEXT
    • glDeleteMemoryObjectsEXT

      public final long glDeleteMemoryObjectsEXT
    • glIsMemoryObjectEXT

      public final long glIsMemoryObjectEXT
    • glCreateMemoryObjectsEXT

      public final long glCreateMemoryObjectsEXT
    • glMemoryObjectParameterivEXT

      public final long glMemoryObjectParameterivEXT
    • glGetMemoryObjectParameterivEXT

      public final long glGetMemoryObjectParameterivEXT
    • glTexStorageMem2DEXT

      public final long glTexStorageMem2DEXT
    • glTexStorageMem2DMultisampleEXT

      public final long glTexStorageMem2DMultisampleEXT
    • glTexStorageMem3DEXT

      public final long glTexStorageMem3DEXT
    • glTexStorageMem3DMultisampleEXT

      public final long glTexStorageMem3DMultisampleEXT
    • glBufferStorageMemEXT

      public final long glBufferStorageMemEXT
    • glTextureStorageMem2DEXT

      public final long glTextureStorageMem2DEXT
    • glTextureStorageMem2DMultisampleEXT

      public final long glTextureStorageMem2DMultisampleEXT
    • glTextureStorageMem3DEXT

      public final long glTextureStorageMem3DEXT
    • glTextureStorageMem3DMultisampleEXT

      public final long glTextureStorageMem3DMultisampleEXT
    • glNamedBufferStorageMemEXT

      public final long glNamedBufferStorageMemEXT
    • glImportMemoryFdEXT

      public final long glImportMemoryFdEXT
    • glImportMemoryWin32HandleEXT

      public final long glImportMemoryWin32HandleEXT
    • glImportMemoryWin32NameEXT

      public final long glImportMemoryWin32NameEXT
    • glMultiDrawArraysEXT

      public final long glMultiDrawArraysEXT
    • glMultiDrawElementsEXT

      public final long glMultiDrawElementsEXT
    • glMultiDrawArraysIndirectEXT

      public final long glMultiDrawArraysIndirectEXT
    • glMultiDrawElementsIndirectEXT

      public final long glMultiDrawElementsIndirectEXT
    • glRenderbufferStorageMultisampleEXT

      public final long glRenderbufferStorageMultisampleEXT
    • glFramebufferTexture2DMultisampleEXT

      public final long glFramebufferTexture2DMultisampleEXT
    • glReadBufferIndexedEXT

      public final long glReadBufferIndexedEXT
    • glDrawBuffersIndexedEXT

      public final long glDrawBuffersIndexedEXT
    • glGetIntegeri_vEXT

      public final long glGetIntegeri_vEXT
    • glPolygonOffsetClampEXT

      public final long glPolygonOffsetClampEXT
    • glPrimitiveBoundingBoxEXT

      public final long glPrimitiveBoundingBoxEXT
    • glRasterSamplesEXT

      public final long glRasterSamplesEXT
    • glGetGraphicsResetStatusEXT

      public final long glGetGraphicsResetStatusEXT
    • glReadnPixelsEXT

      public final long glReadnPixelsEXT
    • glGetnUniformfvEXT

      public final long glGetnUniformfvEXT
    • glGetnUniformivEXT

      public final long glGetnUniformivEXT
    • glGenSemaphoresEXT

      public final long glGenSemaphoresEXT
    • glDeleteSemaphoresEXT

      public final long glDeleteSemaphoresEXT
    • glIsSemaphoreEXT

      public final long glIsSemaphoreEXT
    • glSemaphoreParameterui64vEXT

      public final long glSemaphoreParameterui64vEXT
    • glGetSemaphoreParameterui64vEXT

      public final long glGetSemaphoreParameterui64vEXT
    • glWaitSemaphoreEXT

      public final long glWaitSemaphoreEXT
    • glSignalSemaphoreEXT

      public final long glSignalSemaphoreEXT
    • glImportSemaphoreFdEXT

      public final long glImportSemaphoreFdEXT
    • glImportSemaphoreWin32HandleEXT

      public final long glImportSemaphoreWin32HandleEXT
    • glImportSemaphoreWin32NameEXT

      public final long glImportSemaphoreWin32NameEXT
    • glActiveShaderProgramEXT

      public final long glActiveShaderProgramEXT
    • glBindProgramPipelineEXT

      public final long glBindProgramPipelineEXT
    • glCreateShaderProgramvEXT

      public final long glCreateShaderProgramvEXT
    • glDeleteProgramPipelinesEXT

      public final long glDeleteProgramPipelinesEXT
    • glGenProgramPipelinesEXT

      public final long glGenProgramPipelinesEXT
    • glGetProgramPipelineInfoLogEXT

      public final long glGetProgramPipelineInfoLogEXT
    • glGetProgramPipelineivEXT

      public final long glGetProgramPipelineivEXT
    • glIsProgramPipelineEXT

      public final long glIsProgramPipelineEXT
    • glProgramParameteriEXT

      public final long glProgramParameteriEXT
    • glProgramUniform1fEXT

      public final long glProgramUniform1fEXT
    • glProgramUniform1fvEXT

      public final long glProgramUniform1fvEXT
    • glProgramUniform1iEXT

      public final long glProgramUniform1iEXT
    • glProgramUniform1ivEXT

      public final long glProgramUniform1ivEXT
    • glProgramUniform2fEXT

      public final long glProgramUniform2fEXT
    • glProgramUniform2fvEXT

      public final long glProgramUniform2fvEXT
    • glProgramUniform2iEXT

      public final long glProgramUniform2iEXT
    • glProgramUniform2ivEXT

      public final long glProgramUniform2ivEXT
    • glProgramUniform3fEXT

      public final long glProgramUniform3fEXT
    • glProgramUniform3fvEXT

      public final long glProgramUniform3fvEXT
    • glProgramUniform3iEXT

      public final long glProgramUniform3iEXT
    • glProgramUniform3ivEXT

      public final long glProgramUniform3ivEXT
    • glProgramUniform4fEXT

      public final long glProgramUniform4fEXT
    • glProgramUniform4fvEXT

      public final long glProgramUniform4fvEXT
    • glProgramUniform4iEXT

      public final long glProgramUniform4iEXT
    • glProgramUniform4ivEXT

      public final long glProgramUniform4ivEXT
    • glProgramUniformMatrix2fvEXT

      public final long glProgramUniformMatrix2fvEXT
    • glProgramUniformMatrix3fvEXT

      public final long glProgramUniformMatrix3fvEXT
    • glProgramUniformMatrix4fvEXT

      public final long glProgramUniformMatrix4fvEXT
    • glUseProgramStagesEXT

      public final long glUseProgramStagesEXT
    • glValidateProgramPipelineEXT

      public final long glValidateProgramPipelineEXT
    • glProgramUniform1uiEXT

      public final long glProgramUniform1uiEXT
    • glProgramUniform2uiEXT

      public final long glProgramUniform2uiEXT
    • glProgramUniform3uiEXT

      public final long glProgramUniform3uiEXT
    • glProgramUniform4uiEXT

      public final long glProgramUniform4uiEXT
    • glProgramUniform1uivEXT

      public final long glProgramUniform1uivEXT
    • glProgramUniform2uivEXT

      public final long glProgramUniform2uivEXT
    • glProgramUniform3uivEXT

      public final long glProgramUniform3uivEXT
    • glProgramUniform4uivEXT

      public final long glProgramUniform4uivEXT
    • glProgramUniformMatrix2x3fvEXT

      public final long glProgramUniformMatrix2x3fvEXT
    • glProgramUniformMatrix3x2fvEXT

      public final long glProgramUniformMatrix3x2fvEXT
    • glProgramUniformMatrix2x4fvEXT

      public final long glProgramUniformMatrix2x4fvEXT
    • glProgramUniformMatrix4x2fvEXT

      public final long glProgramUniformMatrix4x2fvEXT
    • glProgramUniformMatrix3x4fvEXT

      public final long glProgramUniformMatrix3x4fvEXT
    • glProgramUniformMatrix4x3fvEXT

      public final long glProgramUniformMatrix4x3fvEXT
    • glFramebufferFetchBarrierEXT

      public final long glFramebufferFetchBarrierEXT
    • glFramebufferPixelLocalStorageSizeEXT

      public final long glFramebufferPixelLocalStorageSizeEXT
    • glGetFramebufferPixelLocalStorageSizeEXT

      public final long glGetFramebufferPixelLocalStorageSizeEXT
    • glClearPixelLocalStorageuiEXT

      public final long glClearPixelLocalStorageuiEXT
    • glTexPageCommitmentARB

      public final long glTexPageCommitmentARB
    • glPatchParameteriEXT

      public final long glPatchParameteriEXT
    • glTexParameterIivEXT

      public final long glTexParameterIivEXT
    • glTexParameterIuivEXT

      public final long glTexParameterIuivEXT
    • glGetTexParameterIivEXT

      public final long glGetTexParameterIivEXT
    • glGetTexParameterIuivEXT

      public final long glGetTexParameterIuivEXT
    • glSamplerParameterIivEXT

      public final long glSamplerParameterIivEXT
    • glSamplerParameterIuivEXT

      public final long glSamplerParameterIuivEXT
    • glGetSamplerParameterIivEXT

      public final long glGetSamplerParameterIivEXT
    • glGetSamplerParameterIuivEXT

      public final long glGetSamplerParameterIuivEXT
    • glTexBufferEXT

      public final long glTexBufferEXT
    • glTexBufferRangeEXT

      public final long glTexBufferRangeEXT
    • glTexStorage1DEXT

      public final long glTexStorage1DEXT
    • glTexStorage2DEXT

      public final long glTexStorage2DEXT
    • glTexStorage3DEXT

      public final long glTexStorage3DEXT
    • glTextureStorage1DEXT

      public final long glTextureStorage1DEXT
    • glTextureStorage2DEXT

      public final long glTextureStorage2DEXT
    • glTextureStorage3DEXT

      public final long glTextureStorage3DEXT
    • glTexStorageAttribs2DEXT

      public final long glTexStorageAttribs2DEXT
    • glTexStorageAttribs3DEXT

      public final long glTexStorageAttribs3DEXT
    • glTextureViewEXT

      public final long glTextureViewEXT
    • glAcquireKeyedMutexWin32EXT

      public final long glAcquireKeyedMutexWin32EXT
    • glReleaseKeyedMutexWin32EXT

      public final long glReleaseKeyedMutexWin32EXT
    • glWindowRectanglesEXT

      public final long glWindowRectanglesEXT
    • glFramebufferTexture2DDownsampleIMG

      public final long glFramebufferTexture2DDownsampleIMG
    • glFramebufferTextureLayerDownsampleIMG

      public final long glFramebufferTextureLayerDownsampleIMG
    • glRenderbufferStorageMultisampleIMG

      public final long glRenderbufferStorageMultisampleIMG
    • glFramebufferTexture2DMultisampleIMG

      public final long glFramebufferTexture2DMultisampleIMG
    • glApplyFramebufferAttachmentCMAAINTEL

      public final long glApplyFramebufferAttachmentCMAAINTEL
    • glBeginPerfQueryINTEL

      public final long glBeginPerfQueryINTEL
    • glCreatePerfQueryINTEL

      public final long glCreatePerfQueryINTEL
    • glDeletePerfQueryINTEL

      public final long glDeletePerfQueryINTEL
    • glEndPerfQueryINTEL

      public final long glEndPerfQueryINTEL
    • glGetFirstPerfQueryIdINTEL

      public final long glGetFirstPerfQueryIdINTEL
    • glGetNextPerfQueryIdINTEL

      public final long glGetNextPerfQueryIdINTEL
    • glGetPerfCounterInfoINTEL

      public final long glGetPerfCounterInfoINTEL
    • glGetPerfQueryDataINTEL

      public final long glGetPerfQueryDataINTEL
    • glGetPerfQueryIdByNameINTEL

      public final long glGetPerfQueryIdByNameINTEL
    • glGetPerfQueryInfoINTEL

      public final long glGetPerfQueryInfoINTEL
    • glBlendBarrierKHR

      public final long glBlendBarrierKHR
    • glDebugMessageControlKHR

      public final long glDebugMessageControlKHR
    • glDebugMessageInsertKHR

      public final long glDebugMessageInsertKHR
    • glDebugMessageCallbackKHR

      public final long glDebugMessageCallbackKHR
    • glGetDebugMessageLogKHR

      public final long glGetDebugMessageLogKHR
    • glGetPointervKHR

      public final long glGetPointervKHR
    • glPushDebugGroupKHR

      public final long glPushDebugGroupKHR
    • glPopDebugGroupKHR

      public final long glPopDebugGroupKHR
    • glObjectLabelKHR

      public final long glObjectLabelKHR
    • glGetObjectLabelKHR

      public final long glGetObjectLabelKHR
    • glObjectPtrLabelKHR

      public final long glObjectPtrLabelKHR
    • glGetObjectPtrLabelKHR

      public final long glGetObjectPtrLabelKHR
    • glMaxShaderCompilerThreadsKHR

      public final long glMaxShaderCompilerThreadsKHR
    • glGetGraphicsResetStatusKHR

      public final long glGetGraphicsResetStatusKHR
    • glReadnPixelsKHR

      public final long glReadnPixelsKHR
    • glGetnUniformfvKHR

      public final long glGetnUniformfvKHR
    • glGetnUniformivKHR

      public final long glGetnUniformivKHR
    • glGetnUniformuivKHR

      public final long glGetnUniformuivKHR
    • glFramebufferParameteriMESA

      public final long glFramebufferParameteriMESA
    • glGetFramebufferParameterivMESA

      public final long glGetFramebufferParameterivMESA
    • glAlphaToCoverageDitherControlNV

      public final long glAlphaToCoverageDitherControlNV
    • glGetTextureHandleNV

      public final long glGetTextureHandleNV
    • glGetTextureSamplerHandleNV

      public final long glGetTextureSamplerHandleNV
    • glMakeTextureHandleResidentNV

      public final long glMakeTextureHandleResidentNV
    • glMakeTextureHandleNonResidentNV

      public final long glMakeTextureHandleNonResidentNV
    • glGetImageHandleNV

      public final long glGetImageHandleNV
    • glMakeImageHandleResidentNV

      public final long glMakeImageHandleResidentNV
    • glMakeImageHandleNonResidentNV

      public final long glMakeImageHandleNonResidentNV
    • glUniformHandleui64NV

      public final long glUniformHandleui64NV
    • glUniformHandleui64vNV

      public final long glUniformHandleui64vNV
    • glProgramUniformHandleui64NV

      public final long glProgramUniformHandleui64NV
    • glProgramUniformHandleui64vNV

      public final long glProgramUniformHandleui64vNV
    • glIsTextureHandleResidentNV

      public final long glIsTextureHandleResidentNV
    • glIsImageHandleResidentNV

      public final long glIsImageHandleResidentNV
    • glBlendParameteriNV

      public final long glBlendParameteriNV
    • glBlendBarrierNV

      public final long glBlendBarrierNV
    • glViewportPositionWScaleNV

      public final long glViewportPositionWScaleNV
    • glBeginConditionalRenderNV

      public final long glBeginConditionalRenderNV
    • glEndConditionalRenderNV

      public final long glEndConditionalRenderNV
    • glSubpixelPrecisionBiasNV

      public final long glSubpixelPrecisionBiasNV
    • glConservativeRasterParameteriNV

      public final long glConservativeRasterParameteriNV
    • glCopyBufferSubDataNV

      public final long glCopyBufferSubDataNV
    • glCoverageMaskNV

      public final long glCoverageMaskNV
    • glCoverageOperationNV

      public final long glCoverageOperationNV
    • glDrawBuffersNV

      public final long glDrawBuffersNV
    • glDrawArraysInstancedNV

      public final long glDrawArraysInstancedNV
    • glDrawElementsInstancedNV

      public final long glDrawElementsInstancedNV
    • glDrawVkImageNV

      public final long glDrawVkImageNV
    • glGetVkProcAddrNV

      public final long glGetVkProcAddrNV
    • glWaitVkSemaphoreNV

      public final long glWaitVkSemaphoreNV
    • glSignalVkSemaphoreNV

      public final long glSignalVkSemaphoreNV
    • glSignalVkFenceNV

      public final long glSignalVkFenceNV
    • glDeleteFencesNV

      public final long glDeleteFencesNV
    • glGenFencesNV

      public final long glGenFencesNV
    • glIsFenceNV

      public final long glIsFenceNV
    • glTestFenceNV

      public final long glTestFenceNV
    • glGetFenceivNV

      public final long glGetFenceivNV
    • glFinishFenceNV

      public final long glFinishFenceNV
    • glSetFenceNV

      public final long glSetFenceNV
    • glFragmentCoverageColorNV

      public final long glFragmentCoverageColorNV
    • glBlitFramebufferNV

      public final long glBlitFramebufferNV
    • glCoverageModulationTableNV

      public final long glCoverageModulationTableNV
    • glGetCoverageModulationTableNV

      public final long glGetCoverageModulationTableNV
    • glCoverageModulationNV

      public final long glCoverageModulationNV
    • glRenderbufferStorageMultisampleNV

      public final long glRenderbufferStorageMultisampleNV
    • glUniform1i64NV

      public final long glUniform1i64NV
    • glUniform2i64NV

      public final long glUniform2i64NV
    • glUniform3i64NV

      public final long glUniform3i64NV
    • glUniform4i64NV

      public final long glUniform4i64NV
    • glUniform1i64vNV

      public final long glUniform1i64vNV
    • glUniform2i64vNV

      public final long glUniform2i64vNV
    • glUniform3i64vNV

      public final long glUniform3i64vNV
    • glUniform4i64vNV

      public final long glUniform4i64vNV
    • glUniform1ui64NV

      public final long glUniform1ui64NV
    • glUniform2ui64NV

      public final long glUniform2ui64NV
    • glUniform3ui64NV

      public final long glUniform3ui64NV
    • glUniform4ui64NV

      public final long glUniform4ui64NV
    • glUniform1ui64vNV

      public final long glUniform1ui64vNV
    • glUniform2ui64vNV

      public final long glUniform2ui64vNV
    • glUniform3ui64vNV

      public final long glUniform3ui64vNV
    • glUniform4ui64vNV

      public final long glUniform4ui64vNV
    • glGetUniformi64vNV

      public final long glGetUniformi64vNV
    • glGetUniformui64vNV

      public final long glGetUniformui64vNV
    • glProgramUniform1i64NV

      public final long glProgramUniform1i64NV
    • glProgramUniform2i64NV

      public final long glProgramUniform2i64NV
    • glProgramUniform3i64NV

      public final long glProgramUniform3i64NV
    • glProgramUniform4i64NV

      public final long glProgramUniform4i64NV
    • glProgramUniform1i64vNV

      public final long glProgramUniform1i64vNV
    • glProgramUniform2i64vNV

      public final long glProgramUniform2i64vNV
    • glProgramUniform3i64vNV

      public final long glProgramUniform3i64vNV
    • glProgramUniform4i64vNV

      public final long glProgramUniform4i64vNV
    • glProgramUniform1ui64NV

      public final long glProgramUniform1ui64NV
    • glProgramUniform2ui64NV

      public final long glProgramUniform2ui64NV
    • glProgramUniform3ui64NV

      public final long glProgramUniform3ui64NV
    • glProgramUniform4ui64NV

      public final long glProgramUniform4ui64NV
    • glProgramUniform1ui64vNV

      public final long glProgramUniform1ui64vNV
    • glProgramUniform2ui64vNV

      public final long glProgramUniform2ui64vNV
    • glProgramUniform3ui64vNV

      public final long glProgramUniform3ui64vNV
    • glProgramUniform4ui64vNV

      public final long glProgramUniform4ui64vNV
    • glVertexAttribDivisorNV

      public final long glVertexAttribDivisorNV
    • glGetInternalformatSampleivNV

      public final long glGetInternalformatSampleivNV
    • glGetMemoryObjectDetachedResourcesuivNV

      public final long glGetMemoryObjectDetachedResourcesuivNV
    • glResetMemoryObjectParameterNV

      public final long glResetMemoryObjectParameterNV
    • glTexAttachMemoryNV

      public final long glTexAttachMemoryNV
    • glBufferAttachMemoryNV

      public final long glBufferAttachMemoryNV
    • glTextureAttachMemoryNV

      public final long glTextureAttachMemoryNV
    • glNamedBufferAttachMemoryNV

      public final long glNamedBufferAttachMemoryNV
    • glBufferPageCommitmentMemNV

      public final long glBufferPageCommitmentMemNV
    • glNamedBufferPageCommitmentMemNV

      public final long glNamedBufferPageCommitmentMemNV
    • glTexPageCommitmentMemNV

      public final long glTexPageCommitmentMemNV
    • glTexturePageCommitmentMemNV

      public final long glTexturePageCommitmentMemNV
    • glDrawMeshTasksNV

      public final long glDrawMeshTasksNV
    • glDrawMeshTasksIndirectNV

      public final long glDrawMeshTasksIndirectNV
    • glMultiDrawMeshTasksIndirectNV

      public final long glMultiDrawMeshTasksIndirectNV
    • glUniformMatrix2x3fvNV

      public final long glUniformMatrix2x3fvNV
    • glUniformMatrix3x2fvNV

      public final long glUniformMatrix3x2fvNV
    • glUniformMatrix2x4fvNV

      public final long glUniformMatrix2x4fvNV
    • glUniformMatrix4x2fvNV

      public final long glUniformMatrix4x2fvNV
    • glUniformMatrix3x4fvNV

      public final long glUniformMatrix3x4fvNV
    • glUniformMatrix4x3fvNV

      public final long glUniformMatrix4x3fvNV
    • glPathCommandsNV

      public final long glPathCommandsNV
    • glPathCoordsNV

      public final long glPathCoordsNV
    • glPathSubCommandsNV

      public final long glPathSubCommandsNV
    • glPathSubCoordsNV

      public final long glPathSubCoordsNV
    • glPathStringNV

      public final long glPathStringNV
    • glPathGlyphsNV

      public final long glPathGlyphsNV
    • glPathGlyphRangeNV

      public final long glPathGlyphRangeNV
    • glPathGlyphIndexArrayNV

      public final long glPathGlyphIndexArrayNV
    • glPathMemoryGlyphIndexArrayNV

      public final long glPathMemoryGlyphIndexArrayNV
    • glCopyPathNV

      public final long glCopyPathNV
    • glWeightPathsNV

      public final long glWeightPathsNV
    • glInterpolatePathsNV

      public final long glInterpolatePathsNV
    • glTransformPathNV

      public final long glTransformPathNV
    • glPathParameterivNV

      public final long glPathParameterivNV
    • glPathParameteriNV

      public final long glPathParameteriNV
    • glPathParameterfvNV

      public final long glPathParameterfvNV
    • glPathParameterfNV

      public final long glPathParameterfNV
    • glPathDashArrayNV

      public final long glPathDashArrayNV
    • glGenPathsNV

      public final long glGenPathsNV
    • glDeletePathsNV

      public final long glDeletePathsNV
    • glIsPathNV

      public final long glIsPathNV
    • glPathStencilFuncNV

      public final long glPathStencilFuncNV
    • glPathStencilDepthOffsetNV

      public final long glPathStencilDepthOffsetNV
    • glStencilFillPathNV

      public final long glStencilFillPathNV
    • glStencilStrokePathNV

      public final long glStencilStrokePathNV
    • glStencilFillPathInstancedNV

      public final long glStencilFillPathInstancedNV
    • glStencilStrokePathInstancedNV

      public final long glStencilStrokePathInstancedNV
    • glPathCoverDepthFuncNV

      public final long glPathCoverDepthFuncNV
    • glCoverFillPathNV

      public final long glCoverFillPathNV
    • glCoverStrokePathNV

      public final long glCoverStrokePathNV
    • glCoverFillPathInstancedNV

      public final long glCoverFillPathInstancedNV
    • glCoverStrokePathInstancedNV

      public final long glCoverStrokePathInstancedNV
    • glStencilThenCoverFillPathNV

      public final long glStencilThenCoverFillPathNV
    • glStencilThenCoverStrokePathNV

      public final long glStencilThenCoverStrokePathNV
    • glStencilThenCoverFillPathInstancedNV

      public final long glStencilThenCoverFillPathInstancedNV
    • glStencilThenCoverStrokePathInstancedNV

      public final long glStencilThenCoverStrokePathInstancedNV
    • glPathGlyphIndexRangeNV

      public final long glPathGlyphIndexRangeNV
    • glProgramPathFragmentInputGenNV

      public final long glProgramPathFragmentInputGenNV
    • glGetPathParameterivNV

      public final long glGetPathParameterivNV
    • glGetPathParameterfvNV

      public final long glGetPathParameterfvNV
    • glGetPathCommandsNV

      public final long glGetPathCommandsNV
    • glGetPathCoordsNV

      public final long glGetPathCoordsNV
    • glGetPathDashArrayNV

      public final long glGetPathDashArrayNV
    • glGetPathMetricsNV

      public final long glGetPathMetricsNV
    • glGetPathMetricRangeNV

      public final long glGetPathMetricRangeNV
    • glGetPathSpacingNV

      public final long glGetPathSpacingNV
    • glIsPointInFillPathNV

      public final long glIsPointInFillPathNV
    • glIsPointInStrokePathNV

      public final long glIsPointInStrokePathNV
    • glGetPathLengthNV

      public final long glGetPathLengthNV
    • glPointAlongPathNV

      public final long glPointAlongPathNV
    • glMatrixLoad3x2fNV

      public final long glMatrixLoad3x2fNV
    • glMatrixLoad3x3fNV

      public final long glMatrixLoad3x3fNV
    • glMatrixLoadTranspose3x3fNV

      public final long glMatrixLoadTranspose3x3fNV
    • glMatrixMult3x2fNV

      public final long glMatrixMult3x2fNV
    • glMatrixMult3x3fNV

      public final long glMatrixMult3x3fNV
    • glMatrixMultTranspose3x3fNV

      public final long glMatrixMultTranspose3x3fNV
    • glGetProgramResourcefvNV

      public final long glGetProgramResourcefvNV
    • glPolygonModeNV

      public final long glPolygonModeNV
    • glReadBufferNV

      public final long glReadBufferNV
    • glFramebufferSampleLocationsfvNV

      public final long glFramebufferSampleLocationsfvNV
    • glNamedFramebufferSampleLocationsfvNV

      public final long glNamedFramebufferSampleLocationsfvNV
    • glResolveDepthValuesNV

      public final long glResolveDepthValuesNV
    • glScissorExclusiveArrayvNV

      public final long glScissorExclusiveArrayvNV
    • glScissorExclusiveNV

      public final long glScissorExclusiveNV
    • glTexImage3DNV

      public final long glTexImage3DNV
    • glTexSubImage3DNV

      public final long glTexSubImage3DNV
    • glCopyTexSubImage3DNV

      public final long glCopyTexSubImage3DNV
    • glCompressedTexImage3DNV

      public final long glCompressedTexImage3DNV
    • glCompressedTexSubImage3DNV

      public final long glCompressedTexSubImage3DNV
    • glFramebufferTextureLayerNV

      public final long glFramebufferTextureLayerNV
    • glTextureBarrierNV

      public final long glTextureBarrierNV
    • glCreateSemaphoresNV

      public final long glCreateSemaphoresNV
    • glSemaphoreParameterivNV

      public final long glSemaphoreParameterivNV
    • glGetSemaphoreParameterivNV

      public final long glGetSemaphoreParameterivNV
    • glViewportArrayvNV

      public final long glViewportArrayvNV
    • glViewportIndexedfNV

      public final long glViewportIndexedfNV
    • glViewportIndexedfvNV

      public final long glViewportIndexedfvNV
    • glScissorArrayvNV

      public final long glScissorArrayvNV
    • glScissorIndexedNV

      public final long glScissorIndexedNV
    • glScissorIndexedvNV

      public final long glScissorIndexedvNV
    • glDepthRangeArrayfvNV

      public final long glDepthRangeArrayfvNV
    • glDepthRangeIndexedfNV

      public final long glDepthRangeIndexedfNV
    • glGetFloati_vNV

      public final long glGetFloati_vNV
    • glEnableiNV

      public final long glEnableiNV
    • glDisableiNV

      public final long glDisableiNV
    • glIsEnablediNV

      public final long glIsEnablediNV
    • glViewportSwizzleNV

      public final long glViewportSwizzleNV
    • glCopyImageSubDataOES

      public final long glCopyImageSubDataOES
    • glEnableiOES

      public final long glEnableiOES
    • glDisableiOES

      public final long glDisableiOES
    • glBlendEquationiOES

      public final long glBlendEquationiOES
    • glBlendEquationSeparateiOES

      public final long glBlendEquationSeparateiOES
    • glBlendFunciOES

      public final long glBlendFunciOES
    • glBlendFuncSeparateiOES

      public final long glBlendFuncSeparateiOES
    • glColorMaskiOES

      public final long glColorMaskiOES
    • glIsEnablediOES

      public final long glIsEnablediOES
    • glDrawElementsBaseVertexOES

      public final long glDrawElementsBaseVertexOES
    • glDrawRangeElementsBaseVertexOES

      public final long glDrawRangeElementsBaseVertexOES
    • glDrawElementsInstancedBaseVertexOES

      public final long glDrawElementsInstancedBaseVertexOES
    • glMultiDrawElementsBaseVertexOES

      public final long glMultiDrawElementsBaseVertexOES
    • glEGLImageTargetTexture2DOES

      public final long glEGLImageTargetTexture2DOES
    • glEGLImageTargetRenderbufferStorageOES

      public final long glEGLImageTargetRenderbufferStorageOES
    • glFramebufferTextureOES

      public final long glFramebufferTextureOES
    • glGetProgramBinaryOES

      public final long glGetProgramBinaryOES
    • glProgramBinaryOES

      public final long glProgramBinaryOES
    • glMapBufferOES

      public final long glMapBufferOES
    • glUnmapBufferOES

      public final long glUnmapBufferOES
    • glGetBufferPointervOES

      public final long glGetBufferPointervOES
    • glPrimitiveBoundingBoxOES

      public final long glPrimitiveBoundingBoxOES
    • glMinSampleShadingOES

      public final long glMinSampleShadingOES
    • glPatchParameteriOES

      public final long glPatchParameteriOES
    • glTexImage3DOES

      public final long glTexImage3DOES
    • glTexSubImage3DOES

      public final long glTexSubImage3DOES
    • glCopyTexSubImage3DOES

      public final long glCopyTexSubImage3DOES
    • glCompressedTexImage3DOES

      public final long glCompressedTexImage3DOES
    • glCompressedTexSubImage3DOES

      public final long glCompressedTexSubImage3DOES
    • glFramebufferTexture3DOES

      public final long glFramebufferTexture3DOES
    • glTexParameterIivOES

      public final long glTexParameterIivOES
    • glTexParameterIuivOES

      public final long glTexParameterIuivOES
    • glGetTexParameterIivOES

      public final long glGetTexParameterIivOES
    • glGetTexParameterIuivOES

      public final long glGetTexParameterIuivOES
    • glSamplerParameterIivOES

      public final long glSamplerParameterIivOES
    • glSamplerParameterIuivOES

      public final long glSamplerParameterIuivOES
    • glGetSamplerParameterIivOES

      public final long glGetSamplerParameterIivOES
    • glGetSamplerParameterIuivOES

      public final long glGetSamplerParameterIuivOES
    • glTexBufferOES

      public final long glTexBufferOES
    • glTexBufferRangeOES

      public final long glTexBufferRangeOES
    • glTexStorage3DMultisampleOES

      public final long glTexStorage3DMultisampleOES
    • glTextureViewOES

      public final long glTextureViewOES
    • glBindVertexArrayOES

      public final long glBindVertexArrayOES
    • glDeleteVertexArraysOES

      public final long glDeleteVertexArraysOES
    • glGenVertexArraysOES

      public final long glGenVertexArraysOES
    • glIsVertexArrayOES

      public final long glIsVertexArrayOES
    • glViewportArrayvOES

      public final long glViewportArrayvOES
    • glViewportIndexedfOES

      public final long glViewportIndexedfOES
    • glViewportIndexedfvOES

      public final long glViewportIndexedfvOES
    • glScissorArrayvOES

      public final long glScissorArrayvOES
    • glScissorIndexedOES

      public final long glScissorIndexedOES
    • glScissorIndexedvOES

      public final long glScissorIndexedvOES
    • glDepthRangeArrayfvOES

      public final long glDepthRangeArrayfvOES
    • glDepthRangeIndexedfOES

      public final long glDepthRangeIndexedfOES
    • glGetFloati_vOES

      public final long glGetFloati_vOES
    • glFramebufferTextureMultiviewOVR

      public final long glFramebufferTextureMultiviewOVR
    • glFramebufferTextureMultisampleMultiviewOVR

      public final long glFramebufferTextureMultisampleMultiviewOVR
    • glAlphaFuncQCOM

      public final long glAlphaFuncQCOM
    • glGetDriverControlsQCOM

      public final long glGetDriverControlsQCOM
    • glGetDriverControlStringQCOM

      public final long glGetDriverControlStringQCOM
    • glEnableDriverControlQCOM

      public final long glEnableDriverControlQCOM
    • glDisableDriverControlQCOM

      public final long glDisableDriverControlQCOM
    • glExtGetTexturesQCOM

      public final long glExtGetTexturesQCOM
    • glExtGetBuffersQCOM

      public final long glExtGetBuffersQCOM
    • glExtGetRenderbuffersQCOM

      public final long glExtGetRenderbuffersQCOM
    • glExtGetFramebuffersQCOM

      public final long glExtGetFramebuffersQCOM
    • glExtGetTexLevelParameterivQCOM

      public final long glExtGetTexLevelParameterivQCOM
    • glExtTexObjectStateOverrideiQCOM

      public final long glExtTexObjectStateOverrideiQCOM
    • glExtGetTexSubImageQCOM

      public final long glExtGetTexSubImageQCOM
    • glExtGetBufferPointervQCOM

      public final long glExtGetBufferPointervQCOM
    • glExtGetShadersQCOM

      public final long glExtGetShadersQCOM
    • glExtGetProgramsQCOM

      public final long glExtGetProgramsQCOM
    • glExtIsProgramBinaryQCOM

      public final long glExtIsProgramBinaryQCOM
    • glExtGetProgramBinarySourceQCOM

      public final long glExtGetProgramBinarySourceQCOM
    • glExtrapolateTex2DQCOM

      public final long glExtrapolateTex2DQCOM
    • glFramebufferFoveationConfigQCOM

      public final long glFramebufferFoveationConfigQCOM
    • glFramebufferFoveationParametersQCOM

      public final long glFramebufferFoveationParametersQCOM
    • glTexEstimateMotionQCOM

      public final long glTexEstimateMotionQCOM
    • glTexEstimateMotionRegionsQCOM

      public final long glTexEstimateMotionRegionsQCOM
    • glFramebufferFetchBarrierQCOM

      public final long glFramebufferFetchBarrierQCOM
    • glTextureFoveationParametersQCOM

      public final long glTextureFoveationParametersQCOM
    • glStartTilingQCOM

      public final long glStartTilingQCOM
    • glEndTilingQCOM

      public final long glEndTilingQCOM
    • GLES20

      public final boolean GLES20
      When true, GLES20 is supported.
    • GLES30

      public final boolean GLES30
      When true, GLES30 is supported.
    • GLES31

      public final boolean GLES31
      When true, GLES31 is supported.
    • GLES32

      public final boolean GLES32
      When true, GLES32 is supported.
    • GL_AMD_compressed_3DC_texture

      public final boolean GL_AMD_compressed_3DC_texture
      When true, AMDCompressed3DCTexture is supported.
    • GL_AMD_compressed_ATC_texture

      public final boolean GL_AMD_compressed_ATC_texture
      When true, AMDCompressedATCTexture is supported.
    • GL_AMD_framebuffer_multisample_advanced

      public final boolean GL_AMD_framebuffer_multisample_advanced
      When true, AMDFramebufferMultisampleAdvanced is supported.
    • GL_AMD_performance_monitor

      public final boolean GL_AMD_performance_monitor
      When true, AMDPerformanceMonitor is supported.
    • GL_AMD_program_binary_Z400

      public final boolean GL_AMD_program_binary_Z400
      When true, AMDProgramBinaryZ400 is supported.
    • GL_ANDROID_extension_pack_es31a

      public final boolean GL_ANDROID_extension_pack_es31a
      When true, the ANDROID_extension_pack_es31a extension is supported.

      This extension changes little functionality directly. Instead it serves to roll up the 20 extensions it requires, allowing applications to check for all of them at once, and enable all of their shading language features with a single #extension statement. The Android platform provides special support outside of OpenGL ES to help applications target this set of extensions.

      In addition, this extension ensures support for images, shader storage buffers, and atomic counters in fragment shaders. In unextended OpenGL ES the minimum value of the relevant implementation-defined limits is zero; this extension raises these minimums to match the minimums for compute shaders.

      Requires GLES 3.1.

    • GL_ANGLE_depth_texture

      public final boolean GL_ANGLE_depth_texture
      When true, ANGLEDepthTexture is supported.
    • GL_ANGLE_framebuffer_blit

      public final boolean GL_ANGLE_framebuffer_blit
      When true, ANGLEFramebufferBlit is supported.
    • GL_ANGLE_framebuffer_multisample

      public final boolean GL_ANGLE_framebuffer_multisample
      When true, ANGLEFramebufferMultisample is supported.
    • GL_ANGLE_instanced_arrays

      public final boolean GL_ANGLE_instanced_arrays
      When true, ANGLEInstancedArrays is supported.
    • GL_ANGLE_pack_reverse_row_order

      public final boolean GL_ANGLE_pack_reverse_row_order
      When true, ANGLEPackReverseRowOrder is supported.
    • GL_ANGLE_program_binary

      public final boolean GL_ANGLE_program_binary
      When true, ANGLEProgramBinary is supported.
    • GL_ANGLE_texture_compression_dxt1

      public final boolean GL_ANGLE_texture_compression_dxt1
      When true, ANGLETextureCompressionDXT1 is supported.
    • GL_ANGLE_texture_compression_dxt3

      public final boolean GL_ANGLE_texture_compression_dxt3
      When true, ANGLETextureCompressionDXT3 is supported.
    • GL_ANGLE_texture_compression_dxt5

      public final boolean GL_ANGLE_texture_compression_dxt5
      When true, ANGLETextureCompressionDXT5 is supported.
    • GL_ANGLE_texture_usage

      public final boolean GL_ANGLE_texture_usage
      When true, ANGLETextureUsage is supported.
    • GL_ANGLE_translated_shader_source

      public final boolean GL_ANGLE_translated_shader_source
      When true, ANGLETranslatedShaderSource is supported.
    • GL_APPLE_clip_distance

      public final boolean GL_APPLE_clip_distance
      When true, APPLEClipDistance is supported.
    • GL_APPLE_color_buffer_packed_float

      public final boolean GL_APPLE_color_buffer_packed_float
      When true, the APPLE_color_buffer_packed_float extension is supported.

      This extension allows two packed floating point formats R11F_G11F_B10F and as RGB9_E5 defined in APPLE_texture_packed_float or OpenGL ES 3.0 or to be rendered to via framebuffer objects.

      Requires EXT_color_buffer_half_float and GLES 3.0 or APPLE_texture_packed_float.

    • GL_APPLE_copy_texture_levels

      public final boolean GL_APPLE_copy_texture_levels
      When true, APPLECopyTextureLevels is supported.
    • GL_APPLE_framebuffer_multisample

      public final boolean GL_APPLE_framebuffer_multisample
      When true, APPLEFramebufferMultisample is supported.
    • GL_APPLE_rgb_422

      public final boolean GL_APPLE_rgb_422
      When true, APPLERGB422 is supported.
    • GL_APPLE_sync

      public final boolean GL_APPLE_sync
      When true, APPLESync is supported.
    • GL_APPLE_texture_format_BGRA8888

      public final boolean GL_APPLE_texture_format_BGRA8888
      When true, APPLETextureFormatBGRA8888 is supported.
    • GL_APPLE_texture_max_level

      public final boolean GL_APPLE_texture_max_level
      When true, APPLETextureMaxLevel is supported.
    • GL_APPLE_texture_packed_float

      public final boolean GL_APPLE_texture_packed_float
      When true, APPLETexturePackedFloat is supported.
    • GL_ARM_mali_program_binary

      public final boolean GL_ARM_mali_program_binary
      When true, ARMMaliProgramBinary is supported.
    • GL_ARM_mali_shader_binary

      public final boolean GL_ARM_mali_shader_binary
      When true, ARMMaliShaderBinary is supported.
    • GL_ARM_rgba8

      public final boolean GL_ARM_rgba8
      When true, the ARM_rgba8 extension is supported.

      This extension enables a RGBA8 renderbuffer storage format. It is similar to OES_rgb8_rgba8, but only exposes RGBA8.

      Requires GLES 2.0.

    • GL_ARM_shader_framebuffer_fetch

      public final boolean GL_ARM_shader_framebuffer_fetch
      When true, ARMShaderFramebufferFetch is supported.
    • GL_ARM_shader_framebuffer_fetch_depth_stencil

      public final boolean GL_ARM_shader_framebuffer_fetch_depth_stencil
      When true, the ARM_shader_framebuffer_fetch_depth_stencil extension is supported.

      Existing extensions, such as EXT_shader_framebuffer_fetch, allow fragment shaders to read existing framebuffer color data as input. This enables use-cases such as programmable blending, and other operations that may not be possible to implement with fixed-function blending.

      This extension adds similar capabilities for depth and stencil values.

      One use-case for this is soft depth-blending of particles. Normally, this would require two render passes: one that writes out the depth values of the background geometry to a depth texture, and one that renders the particles while reading from the depth texture to do the blending. This extension allows this to be done in a single pass.

      Requires GLES 2.0.

    • GL_ARM_texture_unnormalized_coordinates

      public final boolean GL_ARM_texture_unnormalized_coordinates
      When true, ARMTextureUnnormalizedCoordinates is supported.
    • GL_DMP_program_binary

      public final boolean GL_DMP_program_binary
      When true, DMPProgramBinary is supported.
    • GL_DMP_shader_binary

      public final boolean GL_DMP_shader_binary
      When true, DMPShaderBinary is supported.
    • GL_EXT_base_instance

      public final boolean GL_EXT_base_instance
      When true, EXTBaseInstance is supported.
    • GL_EXT_blend_func_extended

      public final boolean GL_EXT_blend_func_extended
      When true, EXTBlendFuncExtended is supported.
    • GL_EXT_blend_minmax

      public final boolean GL_EXT_blend_minmax
      When true, EXTBlendMinmax is supported.
    • GL_EXT_buffer_storage

      public final boolean GL_EXT_buffer_storage
      When true, EXTBufferStorage is supported.
    • GL_EXT_clear_texture

      public final boolean GL_EXT_clear_texture
      When true, EXTClearTexture is supported.
    • GL_EXT_clip_control

      public final boolean GL_EXT_clip_control
      When true, EXTClipControl is supported.
    • GL_EXT_clip_cull_distance

      public final boolean GL_EXT_clip_cull_distance
      When true, EXTClipCullDistance is supported.
    • GL_EXT_color_buffer_float

      public final boolean GL_EXT_color_buffer_float
      When true, the EXT_color_buffer_float extension is supported.

      This extension allows a variety of floating point formats to be rendered to via framebuffer objects.

      Requires GLES 3.0.

    • GL_EXT_color_buffer_half_float

      public final boolean GL_EXT_color_buffer_half_float
      When true, EXTColorBufferHalfFloat is supported.
    • GL_EXT_compressed_ETC1_RGB8_sub_texture

      public final boolean GL_EXT_compressed_ETC1_RGB8_sub_texture
      When true, the EXT_compressed_ETC1_RGB8_sub_texture extension is supported.
    • GL_EXT_conservative_depth

      public final boolean GL_EXT_conservative_depth
      When true, the EXT_conservative_depth extension is supported.

      There is a common optimization for hardware accelerated implementation of OpenGL ES 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 GLES 3.0.

    • GL_EXT_copy_image

      public final boolean GL_EXT_copy_image
      When true, EXTCopyImage is supported.
    • GL_EXT_debug_label

      public final boolean GL_EXT_debug_label
      When true, EXTDebugLabel is supported.
    • GL_EXT_debug_marker

      public final boolean GL_EXT_debug_marker
      When true, EXTDebugMarker is supported.
    • GL_EXT_depth_clamp

      public final boolean GL_EXT_depth_clamp
      When true, EXTDepthClamp is supported.
    • GL_EXT_discard_framebuffer

      public final boolean GL_EXT_discard_framebuffer
      When true, EXTDiscardFramebuffer is supported.
    • GL_EXT_disjoint_timer_query

      public final boolean GL_EXT_disjoint_timer_query
      When true, EXTDisjointTimerQuery is supported.
    • GL_EXT_draw_buffers

      public final boolean GL_EXT_draw_buffers
      When true, EXTDrawBuffers is supported.
    • GL_EXT_draw_buffers_indexed

      public final boolean GL_EXT_draw_buffers_indexed
      When true, EXTDrawBuffersIndexed is supported.
    • GL_EXT_draw_elements_base_vertex

      public final boolean GL_EXT_draw_elements_base_vertex
      When true, EXTDrawElementsBaseVertex is supported.
    • GL_EXT_draw_instanced

      public final boolean GL_EXT_draw_instanced
      When true, EXTDrawInstanced is supported.
    • GL_EXT_draw_transform_feedback

      public final boolean GL_EXT_draw_transform_feedback
      When true, EXTDrawTransformFeedback is supported.
    • GL_EXT_EGL_image_array

      public final boolean GL_EXT_EGL_image_array
      This extension adds functionality to that provided by OES_EGL_image in order to support EGLImage 2D arrays. It extends the existing EGLImageTargetTexture2DOES entry point from OES_EGL_image. Render buffers are not extended to include array support.

      EGLImage 2D arrays can be created using extended versions of eglCreateImageKHR. For example, EGL_ANDROID_image_native_buffer can import image array native buffers on devices where such native buffers can be created.

    • GL_EXT_EGL_image_external_wrap_modes

      public final boolean GL_EXT_EGL_image_external_wrap_modes
      This extension builds on OES_EGL_image_external, which only allows a external images to use a single clamping wrap mode: CLAMP_TO_EDGE. This extension relaxes that restriction, allowing wrap modes REPEAT and MIRRORED_REPEAT. If OES_texture_border_clamp is supported, then CLAMP_TO_BORDER is also allowed.

      This extension similarly adds to the capabilities of OES_EGL_image_external_essl3, allowing the same additional wrap modes.

      Since external images can be non-RGB, this extension clarifies how border color values are specified for non-RGB external images.

    • GL_EXT_EGL_image_storage

      public final boolean GL_EXT_EGL_image_storage
      When true, EXTEGLImageStorage is supported.
    • GL_EXT_EGL_image_storage_compression

      public final boolean GL_EXT_EGL_image_storage_compression
      When true, EXTEGLImageStorageCompression is supported.
    • GL_EXT_external_buffer

      public final boolean GL_EXT_external_buffer
      When true, EXTExternalBuffer is supported.
    • GL_EXT_float_blend

      public final boolean GL_EXT_float_blend
      When true, the EXT_float_blend extension is supported.

      This extension expands upon the EXT_color_buffer_float extension to allow support for blending with 32-bit floating-point color buffers.

      Requires EXT_color_buffer_float.

    • GL_EXT_fragment_shading_rate

      public final boolean GL_EXT_fragment_shading_rate
      When true, EXTFragmentShadingRate is supported.
    • GL_EXT_fragment_shading_rate_attachment

      public final boolean GL_EXT_fragment_shading_rate_attachment
      When true, the EXT_fragment_shading_rate_attachment extension is supported.

      See EXT_fragment_shading_rate for more information.

    • GL_EXT_fragment_shading_rate_primitive

      public final boolean GL_EXT_fragment_shading_rate_primitive
      When true, the EXT_fragment_shading_rate_primitive extension is supported.

      See EXT_fragment_shading_rate for more information.

    • GL_EXT_framebuffer_blit_layers

      public final boolean GL_EXT_framebuffer_blit_layers
      When true, EXTFramebufferBlitLayers is supported.
    • GL_EXT_geometry_point_size

      public final boolean GL_EXT_geometry_point_size
      When true, the EXT_geometry_point_size extension is supported.
    • GL_EXT_geometry_shader

      public final boolean GL_EXT_geometry_shader
      When true, EXTGeometryShader is supported.
    • GL_EXT_gpu_shader5

      public final boolean GL_EXT_gpu_shader5
      When true, the EXT_gpu_shader5 extension is supported.

      This extension provides a set of new features to the OpenGL ES Shading Language and related APIs to support capabilities of new GPUs, extending the capabilities of version 3.10 of the OpenGL ES Shading Language. Shaders using the new functionality provided by this extension should enable this functionality via the construct

      
           #extension GL_EXT_gpu_shader5 : require (or enable)

      This extension provides a variety of new features for all shader types, including:

      • support for indexing into arrays of opaque types (samplers, and atomic counters) using dynamically uniform integer expressions;
      • support for indexing into arrays of images and shader storage blocks using only constant integral expressions;
      • extending the uniform block capability to allow shaders to index into an array of uniform blocks;
      • a "precise" qualifier allowing computations to be carried out exactly as specified in the shader source to avoid optimization-induced invariance issues (which might cause cracking in tessellation);
      • new built-in functions supporting:
        • fused floating-point multiply-add operations;
      • extending the textureGather() built-in functions provided by OpenGL ES Shading Language 3.10:
        • allowing shaders to use arbitrary offsets computed at run-time to select a 2x2 footprint to gather from; and
        • allowing shaders to use separate independent offsets for each of the four texels returned, instead of requiring a fixed 2x2 footprint.

      Requires GLES 3.1.

    • GL_EXT_instanced_arrays

      public final boolean GL_EXT_instanced_arrays
      When true, EXTInstancedArrays is supported.
    • GL_EXT_map_buffer_range

      public final boolean GL_EXT_map_buffer_range
      When true, EXTMapBufferRange is supported.
    • GL_EXT_memory_object

      public final boolean GL_EXT_memory_object
      When true, EXTMemoryObject is supported.
    • GL_EXT_memory_object_fd

      public final boolean GL_EXT_memory_object_fd
      When true, EXTMemoryObjectFD is supported.
    • GL_EXT_memory_object_win32

      public final boolean GL_EXT_memory_object_win32
      When true, EXTMemoryObjectWin32 is supported.
    • GL_EXT_multi_draw_arrays

      public final boolean GL_EXT_multi_draw_arrays
      When true, EXTMultiDrawArrays is supported.
    • GL_EXT_multi_draw_indirect

      public final boolean GL_EXT_multi_draw_indirect
      When true, EXTMultiDrawIndirect is supported.
    • GL_EXT_multisample_compatibility

      public final boolean GL_EXT_multisample_compatibility
      When true, EXTMultisampleCompatibility is supported.
    • GL_EXT_multisampled_render_to_texture

      public final boolean GL_EXT_multisampled_render_to_texture
      When true, EXTMultisampledRenderToTexture is supported.
    • GL_EXT_multisampled_render_to_texture2

      public final boolean GL_EXT_multisampled_render_to_texture2
      The attachment parameters for FramebufferTexture2DMultisampleEXT is no longer required to be COLOR_ATTACHMENT0. The attachment parameter now matches what is allowed in FramebufferTexture2D. This means values like GL_COLOR_ATTACHMENTi, DEPTH_ATTACHMENT, STENCIL_ATTACHMENT, or DEPTH_STENCIL_ATTACHMENT may be used. After the application has rendered into the mutisampled buffer, the application should be careful to not trigger an implicit flush by performing a client side read of the buffer (readpixels, copyteximage, blitframebuffer, etc) before any subsequent rendering which uses the contents of the buffer. This may cause the attachment to be downsampled before the following draw, which would potentially cause corruption.
    • GL_EXT_multiview_draw_buffers

      public final boolean GL_EXT_multiview_draw_buffers
      When true, EXTMultiviewDrawBuffers is supported.
    • GL_EXT_multiview_tessellation_geometry_shader

      public final boolean GL_EXT_multiview_tessellation_geometry_shader
      When true, the EXT_multiview_tessellation_geometry_shader extension is supported.

      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 GLES 3.2 and OVR_multiview.

    • GL_EXT_multiview_texture_multisample

      public final boolean GL_EXT_multiview_texture_multisample
      When true, the EXT_multiview_texture_multisample extension is supported.

      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 ES:

      OpenGL ES 3.1+ 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 GLES 3.2 and OVR_multiview.

    • GL_EXT_multiview_timer_query

      public final boolean GL_EXT_multiview_timer_query
      When true, the EXT_multiview_timer_query extension is supported.

      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 (if EXT_disjoint_timer_query is present).

      Requires GLES 3.2 and OVR_multiview.

    • GL_EXT_occlusion_query_boolean

      public final boolean GL_EXT_occlusion_query_boolean
      When true, EXTOcclusionQueryBoolean is supported.
    • GL_EXT_polygon_offset_clamp

      public final boolean GL_EXT_polygon_offset_clamp
      When true, EXTPolygonOffsetClamp is supported.
    • GL_EXT_post_depth_coverage

      public final boolean GL_EXT_post_depth_coverage
      When true, the EXT_post_depth_coverage extension is supported.

      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;

      Requires OES_sample_variables.

    • GL_EXT_primitive_bounding_box

      public final boolean GL_EXT_primitive_bounding_box
      When true, EXTPrimitiveBoundingBox is supported.
    • GL_EXT_protected_textures

      public final boolean GL_EXT_protected_textures
      When true, EXTProtectedTextures is supported.
    • GL_EXT_pvrtc_sRGB

      public final boolean GL_EXT_pvrtc_sRGB
      When true, EXTPVRTCSRGB is supported.
    • GL_EXT_raster_multisample

      public final boolean GL_EXT_raster_multisample
      When true, EXTRasterMultisample is supported.
    • GL_EXT_read_format_bgra

      public final boolean GL_EXT_read_format_bgra
      When true, EXTReadFormatBGRA is supported.
    • GL_EXT_render_snorm

      public final boolean GL_EXT_render_snorm
      When true, EXTRenderSnorm is supported.
    • GL_EXT_robustness

      public final boolean GL_EXT_robustness
      When true, EXTRobustness is supported.
    • GL_EXT_semaphore

      public final boolean GL_EXT_semaphore
      When true, EXTSemaphore is supported.
    • GL_EXT_semaphore_fd

      public final boolean GL_EXT_semaphore_fd
      When true, EXTSemaphoreFD is supported.
    • GL_EXT_semaphore_win32

      public final boolean GL_EXT_semaphore_win32
      When true, EXTSemaphoreWin32 is supported.
    • GL_EXT_separate_depth_stencil

      public final boolean GL_EXT_separate_depth_stencil
      When true, the EXT_separate_depth_stencil extension is supported.

      This extension adds support for binding a different image to the depth and stencil attachments of a framebuffer object.

    • GL_EXT_separate_shader_objects

      public final boolean GL_EXT_separate_shader_objects
      When true, EXTSeparateShaderObjects is supported.
    • GL_EXT_shader_framebuffer_fetch

      public final boolean GL_EXT_shader_framebuffer_fetch
      When true, EXTShaderFramebufferFetch is supported.
    • GL_EXT_shader_framebuffer_fetch_non_coherent

      public final boolean GL_EXT_shader_framebuffer_fetch_non_coherent
      When true, EXTShaderFramebufferFetchNonCoherent is supported.
    • GL_EXT_shader_group_vote

      public final boolean GL_EXT_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 ES 3.0 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 (allInvocationsEXT(condition)) {
           result = do_fast_path();
       } else {
           result = do_general_path();
       }

      The built-in function allInvocationsEXT() 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).

    • GL_EXT_shader_implicit_conversions

      public final boolean GL_EXT_shader_implicit_conversions
      When true, the EXT_shader_implicit_conversions extension is supported.

      This extension provides support for implicitly converting signed integer types to unsigned types, as well as more general implicit conversion and function overloading infrastructure to support new data types introduced by other extensions.

      Requires GLES 3.1.

    • GL_EXT_shader_integer_mix

      public final boolean GL_EXT_shader_integer_mix
      When true, the EXT_shader_integer_mix extension is supported.

      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 GLES 3.0.

    • GL_EXT_shader_io_blocks

      public final boolean GL_EXT_shader_io_blocks
      When true, the EXT_shader_io_blocks extension is supported.

      This extension extends the functionality of interface blocks to support input and output interfaces in the OpenGL ES Shading Language.

      Input and output interface blocks are used for forming the interfaces between vertex, tessellation control, tessellation evaluation, geometry and fragment shaders. This accommodates passing arrays between stages, which otherwise would require multi-dimensional array support for tessellation control outputs and for tessellation control, tessellation evaluation, and geometry shader inputs.

      This extension provides support for application defined interface blocks which are used for passing application-specific information between shader stages.

      This extension moves the built-in "per-vertex" in/out variables to a new built-in gl_PerVertex block. This is necessary for tessellation and geometry shaders which require a separate instance for each vertex, but it can also be useful for vertex shaders.

      Finally, this extension allows the redeclaration of the gl_PerVertex block in order to reduce the set of variables that must be passed between shaders.

      Requires GLES 3.1.

    • GL_EXT_shader_non_constant_global_initializers

      public final boolean GL_EXT_shader_non_constant_global_initializers
      When true, the EXT_shader_non_constant_global_initializers extension is supported.

      This extension adds the ability to use non-constant initializers for global variables in the OpenGL ES Shading Language specifications. This functionality is already present in the OpenGL Shading language specification.

    • GL_EXT_shader_pixel_local_storage

      public final boolean GL_EXT_shader_pixel_local_storage
      When true, EXTShaderPixelLocalStorage is supported.
    • GL_EXT_shader_pixel_local_storage2

      public final boolean GL_EXT_shader_pixel_local_storage2
      When true, EXTShaderPixelLocalStorage2 is supported.
    • GL_EXT_shader_samples_identical

      public final boolean GL_EXT_shader_samples_identical
      When true, the EXT_shader_samples_identical extension is supported.

      Multisampled antialiasing has become a common method for improving the quality of rendered images. Multisampling differs from supersampling in that the color of a primitive that covers all or part of a pixel is resolved once, regardless of the number of samples covered. If a large polygon is rendered, the colors of all samples in each interior pixel will be the same. This suggests a simple compression scheme that can reduce the necessary memory bandwidth requirements. In one such scheme, each sample is stored in a separate slice of the multisample surface. An additional multisample control surface (MCS) contains a mapping from pixel samples to slices.

      If all the values stored in the MCS for a particular pixel are the same, then all the samples have the same value. Applications can take advantage of this information to reduce the bandwidth of reading multisample textures. A custom multisample resolve filter could optimize resolving pixels where every sample is identical by reading the color once.

      
       color = texelFetch(sampler, coordinate, 0);
       if (!textureSamplesIdenticalEXT(sampler, coordinate)) {
           for (int i = 1; i < MAX_SAMPLES; i++) {
               vec4 c = texelFetch(sampler, coordinate, i);
       
               //... accumulate c into color
       
           }
       }

      Requires GLES 3.1.

    • GL_EXT_shader_texture_lod

      public final boolean GL_EXT_shader_texture_lod
      When true, the EXT_shader_texture_lod extension is supported.

      This extension adds additional texture functions to the OpenGL ES Shading Language which provide the shader writer with explicit control of LOD.

      Mipmap texture fetches and anisotropic texture fetches require 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 explicit 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:

      
           vec4 texture2DLodEXT(sampler2D sampler,
                                vec2 coord,
                                float lod);
           vec4 texture2DProjLodEXT(sampler2D sampler,
                                    vec3 coord,
                                    float lod);
           vec4 texture2DProjLodEXT(sampler2D sampler,
                                    vec4 coord,
                                    float lod);
       
           vec4 textureCubeLodEXT(samplerCube sampler,
                                  vec3 coord,
                                  float lod);

      are added to the built-in functions for fragment shaders with "EXT" suffix appended.

      New anisotropic texture functions, providing explicit derivatives:

      
           vec4 texture2DGradEXT(sampler2D sampler,
                                 vec2 P,
                                 vec2 dPdx,
                                 vec2  dPdy);
           vec4 texture2DProjGradEXT(sampler2D sampler,
                                     vec3 P,
                                     vec2 dPdx,
                                     vec2 dPdy);
           vec4 texture2DProjGradEXT(sampler2D sampler,
                                     vec4 P,
                                     vec2 dPdx,
                                     vec2 dPdy);
       
           vec4 textureCubeGradEXT(samplerCube sampler,
                                   vec3 P,
                                   vec3 dPdx,
                                   vec3 dPdy);

      are added to the built-in functions for vertex shaders and fragment shaders.

    • GL_EXT_shadow_samplers

      public final boolean GL_EXT_shadow_samplers
      When true, EXTShadowSamplers is supported.
    • GL_EXT_sparse_texture

      public final boolean GL_EXT_sparse_texture
      When true, EXTSparseTexture is supported.
    • GL_EXT_sparse_texture2

      public final boolean GL_EXT_sparse_texture2
      This extension builds on the EXT_sparse_texture extension, providing the following new functionality:
      • New built-in GLSL texture lookup and image load functions are provided that return information on whether the texels accessed for the texture lookup accessed uncommitted texture memory.
      • 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_EXT 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 EXT_sparse_texture.

    • GL_EXT_sRGB

      public final boolean GL_EXT_sRGB
      When true, EXTSRGB is supported.
    • GL_EXT_sRGB_write_control

      public final boolean GL_EXT_sRGB_write_control
      When true, EXTSRGBWriteControl is supported.
    • GL_EXT_tessellation_point_size

      public final boolean GL_EXT_tessellation_point_size
      When true, the EXT_tessellation_point_size extension is supported.
    • GL_EXT_tessellation_shader

      public final boolean GL_EXT_tessellation_shader
      When true, EXTTessellationShader is supported.
    • GL_EXT_texture_border_clamp

      public final boolean GL_EXT_texture_border_clamp
      When true, EXTTextureBorderClamp is supported.
    • GL_EXT_texture_buffer

      public final boolean GL_EXT_texture_buffer
      When true, EXTTextureBuffer is supported.
    • GL_EXT_texture_compression_astc_decode_mode

      public final boolean GL_EXT_texture_compression_astc_decode_mode
      When true, EXTTextureCompressionASTCDecodeMode is supported.
    • GL_EXT_texture_compression_bptc

      public final boolean GL_EXT_texture_compression_bptc
      When true, EXTTextureCompressionBPTC is supported.
    • GL_EXT_texture_compression_dxt1

      public final boolean GL_EXT_texture_compression_dxt1
      When true, EXTTextureCompressionDXT1 is supported.
    • GL_EXT_texture_compression_rgtc

      public final boolean GL_EXT_texture_compression_rgtc
      When true, EXTTextureCompressionRGTC is supported.
    • GL_EXT_texture_compression_s3tc

      public final boolean GL_EXT_texture_compression_s3tc
      When true, EXTTextureCompressionS3TC is supported.
    • GL_EXT_texture_compression_s3tc_srgb

      public final boolean GL_EXT_texture_compression_s3tc_srgb
      When true, EXTTextureCompressionS3TCSRGB is supported.
    • GL_EXT_texture_cube_map_array

      public final boolean GL_EXT_texture_cube_map_array
      When true, EXTTextureCubeMapArray is supported.
    • GL_EXT_texture_filter_anisotropic

      public final boolean GL_EXT_texture_filter_anisotropic
      When true, EXTTextureFilterAnisotropic is supported.
    • GL_EXT_texture_filter_minmax

      public final boolean GL_EXT_texture_filter_minmax
      When true, EXTTextureFilterMinmax is supported.
    • GL_EXT_texture_format_BGRA8888

      public final boolean GL_EXT_texture_format_BGRA8888
      When true, EXTTextureFormatBGRA8888 is supported.
    • GL_EXT_texture_format_sRGB_override

      public final boolean GL_EXT_texture_format_sRGB_override
      When true, EXTTextureFormatSRGBOverride is supported.
    • GL_EXT_texture_mirror_clamp_to_edge

      public final boolean GL_EXT_texture_mirror_clamp_to_edge
      When true, EXTTextureMirrorClampToEdge is supported.
    • GL_EXT_texture_norm16

      public final boolean GL_EXT_texture_norm16
      When true, EXTTextureNorm16 is supported.
    • GL_EXT_texture_rg

      public final boolean GL_EXT_texture_rg
      When true, EXTTextureRG is supported.
    • GL_EXT_texture_shadow_lod

      public final boolean GL_EXT_texture_shadow_lod
      This extension adds support for various shadow sampler types with texture functions having interactions with the LOD of texture lookups.

      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 GLES 3.0 and EXT_gpu_shader4 or equivalent functionality.

    • GL_EXT_texture_sRGB_decode

      public final boolean GL_EXT_texture_sRGB_decode
      When true, EXTTextureSRGBDecode is supported.
    • GL_EXT_texture_sRGB_R8

      public final boolean GL_EXT_texture_sRGB_R8
      When true, EXTTextureSRGBR8 is supported.
    • GL_EXT_texture_sRGB_RG8

      public final boolean GL_EXT_texture_sRGB_RG8
      When true, EXTTextureSRGBRG8 is supported.
    • GL_EXT_texture_storage

      public final boolean GL_EXT_texture_storage
      When true, EXTTextureStorage is supported.
    • GL_EXT_texture_storage_compression

      public final boolean GL_EXT_texture_storage_compression
      When true, EXTTextureStorageCompression is supported.
    • GL_EXT_texture_type_2_10_10_10_REV

      public final boolean GL_EXT_texture_type_2_10_10_10_REV
      When true, EXTTextureType2101010REV is supported.
    • GL_EXT_texture_view

      public final boolean GL_EXT_texture_view
      When true, EXTTextureView is supported.
    • GL_EXT_unpack_subimage

      public final boolean GL_EXT_unpack_subimage
      When true, EXTUnpackSubimage is supported.
    • GL_EXT_win32_keyed_mutex

      public final boolean GL_EXT_win32_keyed_mutex
      When true, EXTWin32KeyedMutex is supported.
    • GL_EXT_window_rectangles

      public final boolean GL_EXT_window_rectangles
      When true, EXTWindowRectangles is supported.
    • GL_EXT_YUV_target

      public final boolean GL_EXT_YUV_target
      When true, EXTYUVTarget is supported.
    • GL_FJ_shader_binary_GCCSO

      public final boolean GL_FJ_shader_binary_GCCSO
      When true, FJShaderBinaryGCCSO is supported.
    • GL_EXT_texture_compression_astc_decode_mode_rgb9e5

      public final boolean GL_EXT_texture_compression_astc_decode_mode_rgb9e5
    • GL_EXT_texture_query_lod

      public final boolean GL_EXT_texture_query_lod
      When true, the GL_EXT_texture_query_lod extension is supported.

      This extension adds 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 GLES 3.0.

    • GL_IMG_framebuffer_downsample

      public final boolean GL_IMG_framebuffer_downsample
      When true, IMGFramebufferDownsample is supported.
    • GL_IMG_multisampled_render_to_texture

      public final boolean GL_IMG_multisampled_render_to_texture
      When true, IMGMultisampledRenderToTexture is supported.
    • GL_IMG_program_binary

      public final boolean GL_IMG_program_binary
      When true, IMGProgramBinary is supported.
    • GL_IMG_read_format

      public final boolean GL_IMG_read_format
      When true, IMGReadFormat is supported.
    • GL_IMG_shader_binary

      public final boolean GL_IMG_shader_binary
      When true, IMGShaderBinary is supported.
    • GL_IMG_texture_compression_pvrtc

      public final boolean GL_IMG_texture_compression_pvrtc
      When true, IMGTextureCompressionPVRTC is supported.
    • GL_IMG_texture_compression_pvrtc2

      public final boolean GL_IMG_texture_compression_pvrtc2
      When true, IMGTextureCompressionPVRTC2 is supported.
    • GL_IMG_texture_filter_cubic

      public final boolean GL_IMG_texture_filter_cubic
      When true, IMGTextureFilterCubic is supported.
    • GL_INTEL_blackhole_render

      public final boolean GL_INTEL_blackhole_render
      When true, INTELBlackholeRender is supported.
    • GL_INTEL_conservative_rasterization

      public final boolean GL_INTEL_conservative_rasterization
      When true, INTELConservativeRasterization is supported.
    • GL_INTEL_framebuffer_CMAA

      public final boolean GL_INTEL_framebuffer_CMAA
      When true, INTELFramebufferCMAA is supported.
    • GL_INTEL_performance_query

      public final boolean GL_INTEL_performance_query
      When true, INTELPerformanceQuery is supported.
    • GL_INTEL_shader_integer_functions2

      public final boolean GL_INTEL_shader_integer_functions2
      When true, the INTEL_shader_integer_functions2 extension is supported.

      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 ES 3.00.

    • GL_KHR_blend_equation_advanced

      public final boolean GL_KHR_blend_equation_advanced
      When true, KHRBlendEquationAdvanced is supported.
    • GL_KHR_blend_equation_advanced_coherent

      public final boolean GL_KHR_blend_equation_advanced_coherent
      When true, KHRBlendEquationAdvancedCoherent is supported.
    • GL_KHR_context_flush_control

      public final boolean GL_KHR_context_flush_control
      When true, KHRContextFlushControl is supported.
    • GL_KHR_debug

      public final boolean GL_KHR_debug
      When true, KHRDebug is supported.
    • GL_KHR_no_error

      public final boolean GL_KHR_no_error
      When true, KHRNoError is supported.
    • GL_KHR_parallel_shader_compile

      public final boolean GL_KHR_parallel_shader_compile
      When true, KHRParallelShaderCompile is supported.
    • GL_KHR_robust_buffer_access_behavior

      public final boolean GL_KHR_robust_buffer_access_behavior
      When true, the KHR_robust_buffer_access_behavior extension is supported.

      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 GLES 2.0 and KHR_robustness.

    • GL_KHR_robustness

      public final boolean GL_KHR_robustness
      When true, KHRRobustness is supported.
    • GL_KHR_shader_subgroup

      public final boolean GL_KHR_shader_subgroup
      When true, KHRShaderSubgroup is supported.
    • GL_KHR_texture_compression_astc_hdr

      public final boolean GL_KHR_texture_compression_astc_hdr
      When true, the KHR_texture_compression_astc_hdr extension is supported.

      This extension corresponds to the ASTC HDR Profile, see KHR_texture_compression_astc_ldr for details.

    • GL_KHR_texture_compression_astc_ldr

      public final boolean GL_KHR_texture_compression_astc_ldr
      When true, KHRTextureCompressionASTCLDR is supported.
    • GL_KHR_texture_compression_astc_sliced_3d

      public final boolean GL_KHR_texture_compression_astc_sliced_3d
      When true, the KHR_texture_compression_astc_sliced_3d extension is supported.

      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.

    • GL_MESA_bgra

      public final boolean GL_MESA_bgra
      When true, MESABGRA is supported.
    • GL_MESA_framebuffer_flip_x

      public final boolean GL_MESA_framebuffer_flip_x
      When true, MESAFramebufferFlipX is supported.
    • GL_MESA_framebuffer_flip_y

      public final boolean GL_MESA_framebuffer_flip_y
      When true, MESAFramebufferFlipY is supported.
    • GL_MESA_framebuffer_swap_xy

      public final boolean GL_MESA_framebuffer_swap_xy
      When true, MESAFramebufferSwapXY is supported.
    • GL_MESA_program_binary_formats

      public final boolean GL_MESA_program_binary_formats
      When true, MESAProgramBinaryFormats is supported.
    • GL_MESA_tile_raster_order

      public final boolean GL_MESA_tile_raster_order
      When true, the MESA_tile_raster_order extension is supported.

      This extension extends the sampling-from-the-framebuffer behavior provided by GL_NV_texture_barrier to allow setting the rasterization order of the scene, so that overlapping blits can be implemented. This can be used for scrolling or window movement within in 2D scenes, without first copying to a temporary.

      Requires NV_texture_barrier.

    • GL_NV_alpha_to_coverage_dither_control

      public final boolean GL_NV_alpha_to_coverage_dither_control
      When true, NVAlphaToCoverageDitherControl is supported.
    • GL_NV_bindless_texture

      public final boolean GL_NV_bindless_texture
      When true, NVBindlessTexture is supported.
    • GL_NV_blend_equation_advanced

      public final boolean GL_NV_blend_equation_advanced
      When true, NVBlendEquationAdvanced is supported.
    • GL_NV_blend_equation_advanced_coherent

      public final boolean GL_NV_blend_equation_advanced_coherent
      When true, NVBlendEquationAdvancedCoherent is supported.
    • GL_NV_blend_minmax_factor

      public final boolean GL_NV_blend_minmax_factor
      When true, NVBlendMinmaxFactor is supported.
    • GL_NV_clip_space_w_scaling

      public final boolean GL_NV_clip_space_w_scaling
      When true, NVClipSpaceWScaling is supported.
    • GL_NV_compute_shader_derivatives

      public final boolean GL_NV_compute_shader_derivatives
      When true, the NV_compute_shader_derivatives extension is supported.

      This extension adds OpenGL ES 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 GLES 3.2.

    • GL_NV_conditional_render

      public final boolean GL_NV_conditional_render
      When true, NVConditionalRender is supported.
    • GL_NV_conservative_raster

      public final boolean GL_NV_conservative_raster
      When true, NVConservativeRaster is supported.
    • GL_NV_conservative_raster_pre_snap

      public final boolean GL_NV_conservative_raster_pre_snap
      When true, NVConservativeRasterPreSnap is supported.
    • GL_NV_conservative_raster_pre_snap_triangles

      public final boolean GL_NV_conservative_raster_pre_snap_triangles
      When true, NVConservativeRasterPreSnapTriangles is supported.
    • GL_NV_copy_buffer

      public final boolean GL_NV_copy_buffer
      When true, NVCopyBuffer is supported.
    • GL_NV_coverage_sample

      public final boolean GL_NV_coverage_sample
      When true, NVCoverageSample is supported.
    • GL_NV_depth_nonlinear

      public final boolean GL_NV_depth_nonlinear
      When true, NVDepthNonlinear is supported.
    • GL_NV_draw_buffers

      public final boolean GL_NV_draw_buffers
      When true, NVDrawBuffers is supported.
    • GL_NV_draw_instanced

      public final boolean GL_NV_draw_instanced
      When true, NVDrawInstanced is supported.
    • GL_NV_draw_vulkan_image

      public final boolean GL_NV_draw_vulkan_image
      When true, NVDrawVulkanImage is supported.
    • GL_NV_explicit_attrib_location

      public final boolean GL_NV_explicit_attrib_location
      When true, the NV_explicit_attrib_location extension is supported.

      This extension provides a method to pre-assign attribute locations to named vertex shader inputs. 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 GLES 2.0.

    • GL_NV_fbo_color_attachments

      public final boolean GL_NV_fbo_color_attachments
      When true, NVFboColorAttachments is supported.
    • GL_NV_fence

      public final boolean GL_NV_fence
      When true, NVFence is supported.
    • GL_NV_fill_rectangle

      public final boolean GL_NV_fill_rectangle
      When true, NVFillRectangle is supported.
    • GL_NV_fragment_coverage_to_color

      public final boolean GL_NV_fragment_coverage_to_color
      When true, NVFragmentCoverageToColor is supported.
    • GL_NV_fragment_shader_barycentric

      public final boolean GL_NV_fragment_shader_barycentric
      When true, the NV_fragment_shader_barycentric extension is supported.

      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 GLES 3.2.

    • GL_NV_fragment_shader_interlock

      public final boolean GL_NV_fragment_shader_interlock
      When true, the NV_fragment_shader_interlock extension is supported.

      In unextended OpenGL 4.3 or OpenGL ES 3.1, 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:

      • inserting Finish or WaitSync commands to drain the pipeline between different "passes" or "layers";
      • using only atomic memory operations to write to shader memory (which may be relatively slow and limits how memory may be updated); or
      • injecting spin loops into shaders to prevent multiple shader invocations from touching the same memory concurrently.

      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 GLES 3.1.

    • GL_NV_framebuffer_blit

      public final boolean GL_NV_framebuffer_blit
      When true, NVFramebufferBlit is supported.
    • GL_NV_framebuffer_mixed_samples

      public final boolean GL_NV_framebuffer_mixed_samples
      When true, NVFramebufferMixedSamples is supported.
    • GL_NV_framebuffer_multisample

      public final boolean GL_NV_framebuffer_multisample
      When true, NVFramebufferMultisample is supported.
    • GL_NV_generate_mipmap_sRGB

      public final boolean GL_NV_generate_mipmap_sRGB
      When true, the NV_generate_mipmap_sRGB extension is supported.

      EXT_sRGB requires GenerateMipmap() to throw INVALID_OPERATION on textures with sRGB encoding. NV_generate_mipmap_sRGB lifts this restriction.

      Requires EXT_sRGB.

    • GL_NV_geometry_shader_passthrough

      public final boolean GL_NV_geometry_shader_passthrough
      When true, the NV_geometry_shader_passthrough extension is supported.

      Geometry shaders provide the ability for applications to process each primitive sent through the GL using a programmable shader. While geometry shaders can be used to perform a number of different operations, including subdividing primitives and changing primitive type, one common use case treats geometry shaders as largely "passthrough". In this use case, the bulk of the geometry shader code simply copies inputs from each vertex of the input primitive to corresponding outputs in the vertices of the output primitive. Such shaders might also compute values for additional built-in or user-defined per-primitive attributes (e.g., gl_Layer) to be assigned to all the vertices of the output primitive.

      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. For example, consider the following simple geometry shader in unextended OpenGL:

      
             layout(triangles) in;
             layout(triangle_strip) out;
             layout(max_vertices=3) out;
       
             in Inputs {
               vec2 texcoord;
               vec4 baseColor;
             } v_in[];
             out Outputs {
               vec2 texcoord;
               vec4 baseColor;
             };
       
             void main()
             {
               int layer = compute_layer();
               for (int i = 0; i < 3; i++) {
                 gl_Position = gl_in[i].gl_Position;
                 texcoord = v_in[i].texcoord;
                 baseColor = v_in[i].baseColor;
                 gl_Layer = layer;
                 EmitVertex();
               }
             }

      In this shader, the inputs "gl_Position", "Inputs.texcoord", and "Inputs.baseColor" are simply copied from the input vertex to the corresponding output vertex. The only "interesting" work done by the geometry shader is computing and emitting a gl_Layer value for the primitive.

      The following geometry shader, using this extension, is equivalent:

      
             #extension GL_NV_geometry_shader_passthrough : require
       
             layout(triangles) in;
             // No output primitive layout qualifiers required.
       
             // Redeclare gl_PerVertex to pass through "gl_Position".
             layout(passthrough) in gl_PerVertex {
               vec4 gl_Position;
             };
       
             // Declare "Inputs" with "passthrough" to automatically copy members.
             layout(passthrough) in Inputs {
               vec2 texcoord;
               vec4 baseColor;
             };
       
             // No output block declaration required.
       
             void main()
             {
               // The shader simply computes and writes gl_Layer.  We don't
               // loop over three vertices or call EmitVertex().
               gl_Layer = compute_layer();
             }

      Requires GLES 3.1.

    • GL_NV_gpu_shader5

      public final boolean GL_NV_gpu_shader5
      When true, NVGPUShader5 is supported.
    • GL_NV_image_formats

      public final boolean GL_NV_image_formats
      When true, the NV_image_formats extension is supported.

      OpenGL ES 3.1 specifies a variety of formats required to be usable with texture images. This extension introduces the texture image formats missing for parity with OpenGL 4.4.

      Requires GLES 3.1.

    • GL_NV_instanced_arrays

      public final boolean GL_NV_instanced_arrays
      When true, NVInstancedArrays is supported.
    • GL_NV_internalformat_sample_query

      public final boolean GL_NV_internalformat_sample_query
      When true, NVInternalformatSampleQuery is supported.
    • GL_NV_memory_attachment

      public final boolean GL_NV_memory_attachment
      When true, NVMemoryAttachment is supported.
    • GL_NV_memory_object_sparse

      public final boolean GL_NV_memory_object_sparse
      When true, NVMemoryObjectSparse is supported.
    • GL_NV_mesh_shader

      public final boolean GL_NV_mesh_shader
      When true, NVMeshShader is supported.
    • GL_NV_non_square_matrices

      public final boolean GL_NV_non_square_matrices
      When true, NVNonSquareMatrices is supported.
    • GL_NV_pack_subimage

      public final boolean GL_NV_pack_subimage
      When true, NVPackSubimage is supported.
    • GL_NV_path_rendering

      public final boolean GL_NV_path_rendering
      When true, NVPathRendering is supported.
    • GL_NV_path_rendering_shared_edge

      public final boolean GL_NV_path_rendering_shared_edge
      When true, NVPathRenderingSharedEdge is supported.
    • GL_NV_polygon_mode

      public final boolean GL_NV_polygon_mode
      When true, NVPolygonMode is supported.
    • GL_NV_primitive_shading_rate

      public final boolean GL_NV_primitive_shading_rate
      When true, NVPrimitiveShadingRate is supported.
    • GL_NV_read_buffer

      public final boolean GL_NV_read_buffer
      When true, NVReadBuffer is supported.
    • GL_NV_read_buffer_front

      public final boolean GL_NV_read_buffer_front
      When true, the NV_read_buffer_front extension is supported.

      Adds the ability to select the system-provided FRONT color buffer as the source for read operations when the system-provided framebuffer is bound and contains both a front and back buffer.

      Requires NV_read_buffer.

    • GL_NV_read_depth

      public final boolean GL_NV_read_depth
      When true, the NV_read_depth extension is supported.

      Unextended OpenGL-ES 2.0 only supports using ReadPixels to read from the default color buffer of the currently-bound framebuffer. However, it is useful for debugging to be able to read from depth and stencil buffers. This extension re-introduces these features into OpenGL-ES 2.0.

      The NV_read_depth extension allows reading from the depth buffer using ReadPixels.

    • GL_NV_read_depth_stencil

      public final boolean GL_NV_read_depth_stencil
      When true, the NV_read_depth_stencil extension is supported.

      Unextended OpenGL-ES 2.0 only supports using ReadPixels to read from the default color buffer of the currently-bound framebuffer. However, it is useful for debugging to be able to read from depth and stencil buffers. This extension re-introduces these features into OpenGL-ES 2.0.

      The NV_read_depth_stencil extension allows reading from packed depth-stencil buffers using ReadPixels.

    • GL_NV_read_stencil

      public final boolean GL_NV_read_stencil
      When true, the NV_read_stencil extension is supported.

      Unextended OpenGL-ES 2.0 only supports using ReadPixels to read from the default color buffer of the currently-bound framebuffer. However, it is useful for debugging to be able to read from depth and stencil buffers. This extension re-introduces these features into OpenGL-ES 2.0.

      The NV_read_stencil extension allows reading from the stencil buffer using ReadPixels.

    • GL_NV_representative_fragment_test

      public final boolean GL_NV_representative_fragment_test
      When true, NVRepresentativeFragmentTest is supported.
    • GL_NV_sample_locations

      public final boolean GL_NV_sample_locations
      When true, NVSampleLocations is supported.
    • GL_NV_sample_mask_override_coverage

      public final boolean GL_NV_sample_mask_override_coverage
      When true, the NV_sample_mask_override_coverage extension is supported.

      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. This can be enabled by redeclaring the gl_SampleMask output with the "override_coverage" layout qualifier:

      
           layout(override_coverage) out int gl_SampleMask[];

      Requires OES_sample_variables.

    • GL_NV_scissor_exclusive

      public final boolean GL_NV_scissor_exclusive
      When true, NVScissorExclusive is supported.
    • GL_NV_shader_atomic_fp16_vector

      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.

    • GL_NV_shader_noperspective_interpolation

      public final boolean GL_NV_shader_noperspective_interpolation
      When true, the NV_shader_noperspective_interpolation extension is supported.

      In OpenGL 3.0 and later, and in other APIs, there are three types of interpolation qualifiers that are available for fragment shader inputs: flat, smooth, and noperspective. The 'flat' qualifier indicates that no interpolation should be used. This is mandatory for integer-type variables. The 'smooth' qualifier indicates that interpolation should be performed in a perspective0correct manner. This is the default for floating-point type variables. The 'noperspective' qualifier indicates that interpolation should be performed linearly in screen space.

      While perspective-correct (smooth) and non-interpolated (flat) are the two types of interpolation that most commonly used, there are important use cases for linear (noperspective) interpolation. In particular, in some work loads where screen-space aligned geometry is common, the use of linear interpolation can result in performance and/or power improvements.

      The smooth and flat interpolation qualifiers are already supported in OpenGL ES 3.0 and later. This extension adds support for noperspective interpolation to OpenGL ES.

      Requires GLES 3.0.

    • GL_NV_shader_subgroup_partitioned

      public final boolean GL_NV_shader_subgroup_partitioned
      When true, NVShaderSubgroupPartitioned is supported.
    • GL_NV_shader_texture_footprint

      public final boolean GL_NV_shader_texture_footprint
      When true, the NV_shader_texture_footprint extension is supported.

      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 GLES 3.2.

    • GL_NV_shadow_samplers_array

      public final boolean GL_NV_shadow_samplers_array
      When true, NVShadowSamplersArray is supported.
    • GL_NV_shadow_samplers_cube

      public final boolean GL_NV_shadow_samplers_cube
      When true, NVShadowSamplersCube is supported.
    • GL_NV_sRGB_formats

      public final boolean GL_NV_sRGB_formats
      When true, NVSRGBFormats is supported.
    • GL_NV_stereo_view_rendering

      public final boolean GL_NV_stereo_view_rendering
      When true, the NV_stereo_view_rendering extension is supported.

      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.

    • GL_NV_texture_array

      public final boolean GL_NV_texture_array
      When true, NVTextureArray is supported.
    • GL_NV_texture_barrier

      public final boolean GL_NV_texture_barrier
      When true, NVTextureBarrier is supported.
    • GL_NV_texture_border_clamp

      public final boolean GL_NV_texture_border_clamp
      When true, NVTextureBorderClamp is supported.
    • GL_NV_texture_compression_s3tc

      public final boolean GL_NV_texture_compression_s3tc
      When true, NVTextureCompressionS3TC is supported.
    • GL_NV_texture_compression_s3tc_update

      public final boolean GL_NV_texture_compression_s3tc_update
      When true, the NV_texture_compression_s3tc_update extension is supported.

      This extension allows for full or partial image updates to a compressed 2D texture from an uncompressed texel data buffer using TexImage2D and TexSubImage2D. Consquently, if a compressed internal format is used, all the restrictions associated with compressed textures will apply. These include sub-image updates aligned to 4x4 pixel blocks and the restriction on usage as render targets.

      Requires NV_texture_compression_s3tc.

    • GL_NV_texture_npot_2D_mipmap

      public final boolean GL_NV_texture_npot_2D_mipmap
      When true, the NV_texture_npot_2D_mipmap extension is supported.

      Conventional OpenGL ES 2.0 allows the use of non-power-of-two (NPOT) textures with the limitation that mipmap minification filters can not be used. This extension relaxes this restriction and adds limited mipmap support for 2D NPOT textures.

      With this extension, NPOT textures are specified and applied identically to mipmapped power-of-two 2D textures with the following limitations:

      • The texture wrap modes must be CLAMP_TO_EDGE.
      • Coordinates used for texture sampling on an NPOT texture using a mipmapped minification filter must lie within the range [0,1]. Coordinate clamping is not performed by the GL in this case, causing values outside this range to produce undefined results.
    • GL_NV_timeline_semaphore

      public final boolean GL_NV_timeline_semaphore
      When true, NVTimelineSemaphore is supported.
    • GL_NV_viewport_array

      public final boolean GL_NV_viewport_array
      When true, NVViewportArray is supported.
    • GL_NV_viewport_array2

      public final boolean GL_NV_viewport_array2
      When true, the NV_viewport_array2 extension is supported.

      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. This extension includes the edits for those extensions, recast against the reorganized OpenGL 4.3 specification.

      Requires NV_viewport_array, EXT_geometry_shader and EXT_shader_io_blocks.

    • GL_NV_viewport_swizzle

      public final boolean GL_NV_viewport_swizzle
      When true, NVViewportSwizzle is supported.
    • GL_NVX_blend_equation_advanced_multi_draw_buffers

      public final boolean GL_NVX_blend_equation_advanced_multi_draw_buffers
      When true, the NVX_blend_equation_advanced_multi_draw_buffers extension is supported.

      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.

    • GL_OES_compressed_ETC1_RGB8_texture

      public final boolean GL_OES_compressed_ETC1_RGB8_texture
      When true, OESCompressedETC1RGB8Texture is supported.
    • GL_OES_compressed_paletted_texture

      public final boolean GL_OES_compressed_paletted_texture
      When true, OESCompressedPalettedTexture is supported.
    • GL_OES_copy_image

      public final boolean GL_OES_copy_image
      When true, OESCopyImage is supported.
    • GL_OES_depth24

      public final boolean GL_OES_depth24
      When true, OESDepth24 is supported.
    • GL_OES_depth32

      public final boolean GL_OES_depth32
      When true, OESDepth32 is supported.
    • GL_OES_depth_texture

      public final boolean GL_OES_depth_texture
      When true, the OES_depth_texture extension is supported.

      This extension defines a new texture format that stores depth values in the texture. Depth texture images are widely used for shadow casting but can also be used for other effects such as image based rendering, displacement mapping etc.

      Requires GLES 2.0.

    • GL_OES_depth_texture_cube_map

      public final boolean GL_OES_depth_texture_cube_map
      When true, OESDepthTextureCubeMap is supported.
    • GL_OES_draw_buffers_indexed

      public final boolean GL_OES_draw_buffers_indexed
      When true, OESDrawBuffersIndexed is supported.
    • GL_OES_draw_elements_base_vertex

      public final boolean GL_OES_draw_elements_base_vertex
      When true, OESDrawElementsBaseVertex is supported.
    • GL_OES_EGL_image

      public final boolean GL_OES_EGL_image
      When true, OESEGLImage is supported.
    • GL_OES_EGL_image_external

      public final boolean GL_OES_EGL_image_external
      When true, OESEGLImageExternal is supported.
    • GL_OES_EGL_image_external_essl3

      public final boolean GL_OES_EGL_image_external_essl3
      When true, the OES_EGL_image_external_essl3 extension is supported.

      OES_EGL_image_external provides a mechanism for creating EGLImage texture targets from EGLImages, but only specified language interactions for the OpenGL ES Shading Language version 1.0. This extension adds support for versions 3.x of the OpenGL ES Shading Language.

      Requires GLES30 and OES_EGL_image_external.

    • GL_OES_element_index_uint

      public final boolean GL_OES_element_index_uint
      When true, the OES_element_index_uint extension is supported.

      OpenGL ES 1.0 supports DrawElements with type value of UNSIGNED_BYTE and UNSIGNED_SHORT. This extension adds support for UNSIGNED_INT type values.

    • GL_OES_fbo_render_mipmap

      public final boolean GL_OES_fbo_render_mipmap
      When true, the OES_fbo_render_mipmap extension is supported.

      OES_framebuffer_object allows rendering to the base level of a texture only. This extension removes this limitation by allowing implementations to support rendering to any mip-level of a texture(s) that is attached to a framebuffer object(s).

      If this extension is supported, FramebufferTexture2DOES, and FramebufferTexture3DOES can be used to render directly into any mip level of a texture image

    • GL_OES_geometry_point_size

      public final boolean GL_OES_geometry_point_size
      When true, the OES_geometry_point_size extension is supported.
    • GL_OES_geometry_shader

      public final boolean GL_OES_geometry_shader
      When true, OESGeometryShader is supported.
    • GL_OES_get_program_binary

      public final boolean GL_OES_get_program_binary
      When true, OESGetProgramBinary is supported.
    • GL_OES_gpu_shader5

      public final boolean GL_OES_gpu_shader5
      When true, the OES_gpu_shader5 extension is supported.

      This extension provides a set of new features to the OpenGL ES Shading Language and related APIs to support capabilities of new GPUs, extending the capabilities of version 3.10 of the OpenGL ES Shading Language. Shaders using the new functionality provided by this extension should enable this functionality via the construct

      
           #extension GL_OES_gpu_shader5 : require (or enable)

      This extension provides a variety of new features for all shader types, including:

      • support for indexing into arrays of opaque types (samplers, and atomic counters) using dynamically uniform integer expressions;
      • support for indexing into arrays of images and shader storage blocks using only constant integral expressions;
      • extending the uniform block capability to allow shaders to index into an array of uniform blocks;
      • a "precise" qualifier allowing computations to be carried out exactly as specified in the shader source to avoid optimization-induced invariance issues (which might cause cracking in tessellation);
      • new built-in functions supporting:
        • fused floating-point multiply-add operations;
      • extending the textureGather() built-in functions provided by OpenGL ES Shading Language 3.10:
        • allowing shaders to use arbitrary offsets computed at run-time to select a 2x2 footprint to gather from; and
        • allowing shaders to use separate independent offsets for each of the four texels returned, instead of requiring a fixed 2x2 footprint.

      Requires GLES 3.1.

    • GL_OES_mapbuffer

      public final boolean GL_OES_mapbuffer
      When true, OESMapbuffer is supported.
    • GL_OES_packed_depth_stencil

      public final boolean GL_OES_packed_depth_stencil
      When true, OESPackedDepthStencil is supported.
    • GL_OES_primitive_bounding_box

      public final boolean GL_OES_primitive_bounding_box
      When true, OESPrimitiveBoundingBox is supported.
    • GL_OES_required_internalformat

      public final boolean GL_OES_required_internalformat
      When true, OESRequiredInternalformat is supported.
    • GL_OES_rgb8_rgba8

      public final boolean GL_OES_rgb8_rgba8
      When true, OESRGB8RGBA8 is supported.
    • GL_OES_sample_shading

      public final boolean GL_OES_sample_shading
      When true, OESSampleShading is supported.
    • GL_OES_sample_variables

      public final boolean GL_OES_sample_variables
      When true, the OES_sample_variables extension is supported.

      This extension allows fragment shaders more control over multisample rendering. The mask of samples covered by a fragment can be read by the shader and individual samples can be masked out. Additionally fragment shaders can be run on individual samples and the sample's ID and position read to allow better interaction with multisample resources such as textures.

      In multisample rendering, an implementation is allowed to assign the same sets of fragment shader input values to each sample, which then allows the optimization where the shader is only evaluated once and then distributed to the samples that have been determined to be covered by the primitive currently being rasterized. This extension does not change how values are interpolated, but it makes some details of the current sample available. This means that where these features are used (gl_SampleID and gl_SamplePosition), implementations must run the fragment shader for each sample.

      In order to obtain per-sample interpolation on fragment inputs, either OES_sample_shading or OES_shader_multisample_interpolation must be used in conjunction with the features from this extension.

      Requires GLES 3.0.

    • GL_OES_shader_image_atomic

      public final boolean GL_OES_shader_image_atomic
      When true, the OES_shader_image_atomic extension is supported.

      This extension provides built-in functions allowing shaders to perform atomic read-modify-write operations to a single level of a texture object from any shader stage. These built-in functions are named imageAtomic*(), and accept integer texel coordinates to identify the texel accessed. These built-in functions extend the Images in ESSL 3.10.

      Requires GLES 3.1.

    • GL_OES_shader_io_blocks

      public final boolean GL_OES_shader_io_blocks
      When true, the OES_shader_io_blocks extension is supported.

      This extension extends the functionality of interface blocks to support input and output interfaces in the OpenGL ES Shading Language.

      Input and output interface blocks are used for forming the interfaces between vertex, tessellation control, tessellation evaluation, geometry and fragment shaders. This accommodates passing arrays between stages, which otherwise would require multi-dimensional array support for tessellation control outputs and for tessellation control, tessellation evaluation, and geometry shader inputs.

      This extension provides support for application defined interface blocks which are used for passing application-specific information between shader stages.

      This extension moves the built-in "per-vertex" in/out variables to a new built-in gl_PerVertex block. This is necessary for tessellation and geometry shaders which require a separate instance for each vertex, but it can also be useful for vertex shaders.

      Finally, this extension allows the redeclaration of the gl_PerVertex block in order to reduce the set of variables that must be passed between shaders.

      Requires GLES 3.1.

    • GL_OES_shader_multisample_interpolation

      public final boolean GL_OES_shader_multisample_interpolation
      When true, OESShaderMultisampleInterpolation is supported.
    • GL_OES_standard_derivatives

      public final boolean GL_OES_standard_derivatives
      When true, OESStandardDerivatives is supported.
    • GL_OES_stencil1

      public final boolean GL_OES_stencil1
      When true, OESStencil1 is supported.
    • GL_OES_stencil4

      public final boolean GL_OES_stencil4
      When true, OESStencil4 is supported.
    • GL_OES_stencil8

      public final boolean GL_OES_stencil8
      When true, OESStencil8 is supported.
    • GL_OES_surfaceless_context

      public final boolean GL_OES_surfaceless_context
      When true, OESSurfacelessContext is supported.
    • GL_OES_tessellation_point_size

      public final boolean GL_OES_tessellation_point_size
      When true, the OES_tessellation_point_size extension is supported.
    • GL_OES_tessellation_shader

      public final boolean GL_OES_tessellation_shader
      When true, OESTessellationShader is supported.
    • GL_OES_texture_3D

      public final boolean GL_OES_texture_3D
      When true, OESTexture3D is supported.
    • GL_OES_texture_border_clamp

      public final boolean GL_OES_texture_border_clamp
      When true, OESTextureBorderClamp is supported.
    • GL_OES_texture_buffer

      public final boolean GL_OES_texture_buffer
      When true, OESTextureBuffer is supported.
    • GL_OES_texture_compression_astc

      public final boolean GL_OES_texture_compression_astc
      When true, OESTextureCompressionASTC is supported.
    • GL_OES_texture_cube_map_array

      public final boolean GL_OES_texture_cube_map_array
      When true, OESTextureCubeMapArray is supported.
    • GL_OES_texture_float

      public final boolean GL_OES_texture_float
      When true, the OES_texture_float extension is supported.

      These extensions add texture formats with 16- (aka half float) and 32-bit floating-point components. The 32-bit floating-point components are in the standard IEEE float format. The 16-bit floating-point components have 1 sign bit, 5 exponent bits, and 10 mantissa bits. Floating-point components are clamped to the limits of the range representable by their format.

      The OES_texture_float extension string indicates that the implementation supports 32-bit floating pt texture formats.

      Both these extensions only require NEAREST magnification filter and NEAREST, and NEAREST_MIPMAP_NEAREST minification filters to be supported.

    • GL_OES_texture_float_linear

      public final boolean GL_OES_texture_float_linear
      When true, the OES_texture_float_linear extension is supported.

      These extensions expand upon the OES_texture_half_float and OES_texture_float extensions by allowing support for LINEAR magnification filter and LINEAR, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_NEAREST minification filters.

      When implemented against OpenGL ES 3.0 or later versions, sized 32-bit floating-point formats become texture-filterable. This should be noted by, for example, checking the ``TF'' column of table 8.13 in the ES 3.1 Specification (``Correspondence of sized internal formats to base internal formats ... and use cases ...'') for the R32F, RG32F, RGB32F, and RGBA32F formats.

      Requires OES_texture_float.

    • GL_OES_texture_half_float

      public final boolean GL_OES_texture_half_float
      When true, OESTextureHalfFloat is supported.
    • GL_OES_texture_half_float_linear

      public final boolean GL_OES_texture_half_float_linear
      When true, the OES_texture_half_float_linear extension is supported.

      These extensions expand upon the OES_texture_half_float and OES_texture_float extensions by allowing support for LINEAR magnification filter and LINEAR, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_NEAREST minification filters.

      When implemented against OpenGL ES 3.0 or later versions, sized 32-bit floating-point formats become texture-filterable. This should be noted by, for example, checking the ``TF'' column of table 8.13 in the ES 3.1 Specification (``Correspondence of sized internal formats to base internal formats ... and use cases ...'') for the R32F, RG32F, RGB32F, and RGBA32F formats.

      Requires OES_texture_half_float.

    • GL_OES_texture_npot

      public final boolean GL_OES_texture_npot
      When true, the OES_texture_npot extension is supported.

      This extension adds support for the REPEAT and MIRRORED_REPEAT texture wrap modes and the minification filters supported for non-power of two 2D textures, cubemaps and for 3D textures, if the OES_texture_3D extension is supported.

      Section 3.8.2 of the OpenGL ES 2.0 specification describes rules for sampling from an incomplete texture. There were specific rules added for non-power of two textures i.e. if the texture wrap mode is not CLAMP_TO_EDGE or minification filter is not NEAREST or LINEAR and the texture is a non-power-of-two texture, then sampling the texture will return (0, 0, 0, 1).

      These rules are no longer applied by an implementation that supports this extension.

    • GL_OES_texture_stencil8

      public final boolean GL_OES_texture_stencil8
      When true, the OES_texture_stencil8 extension is supported.

      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.

    • GL_OES_texture_storage_multisample_2d_array

      public final boolean GL_OES_texture_storage_multisample_2d_array
      When true, OESTextureStorageMultisample2DArray is supported.
    • GL_OES_texture_view

      public final boolean GL_OES_texture_view
      When true, OESTextureView is supported.
    • GL_OES_vertex_array_object

      public final boolean GL_OES_vertex_array_object
      When true, OESVertexArrayObject is supported.
    • GL_OES_vertex_half_float

      public final boolean GL_OES_vertex_half_float
      When true, OESVertexHalfFloat is supported.
    • GL_OES_vertex_type_10_10_10_2

      public final boolean GL_OES_vertex_type_10_10_10_2
      When true, OESVertexType1010102 is supported.
    • GL_OES_viewport_array

      public final boolean GL_OES_viewport_array
      When true, OESViewportArray is supported.
    • GL_OVR_multiview

      public final boolean GL_OVR_multiview
      When true, OVRMultiview is supported.
    • GL_OVR_multiview2

      public final boolean GL_OVR_multiview2
      When true, the OVR_multiview2 extension is supported.

      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 GLES 3.0 and OVR_multiview.

    • GL_OVR_multiview_multisampled_render_to_texture

      public final boolean GL_OVR_multiview_multisampled_render_to_texture
    • GL_QCOM_alpha_test

      public final boolean GL_QCOM_alpha_test
      When true, QCOMAlphaTest is supported.
    • GL_QCOM_binning_control

      public final boolean GL_QCOM_binning_control
      When true, QCOMBinningControl is supported.
    • GL_QCOM_driver_control

      public final boolean GL_QCOM_driver_control
      When true, QCOMDriverControl is supported.
    • GL_QCOM_extended_get

      public final boolean GL_QCOM_extended_get
      When true, QCOMExtendedGet is supported.
    • GL_QCOM_extended_get2

      public final boolean GL_QCOM_extended_get2
      When true, QCOMExtendedGet2 is supported.
    • GL_QCOM_frame_extrapolation

      public final boolean GL_QCOM_frame_extrapolation
      When true, QCOMFrameExtrapolation is supported.
    • GL_QCOM_framebuffer_foveated

      public final boolean GL_QCOM_framebuffer_foveated
      When true, QCOMFramebufferFoveated is supported.
    • GL_QCOM_motion_estimation

      public final boolean GL_QCOM_motion_estimation
      When true, QCOMMotionEstimation is supported.
    • GL_QCOM_perfmon_global_mode

      public final boolean GL_QCOM_perfmon_global_mode
      When true, QCOMPerfmonGlobalMode is supported.
    • GL_QCOM_render_shared_exponent

      public final boolean GL_QCOM_render_shared_exponent
      When true, QCOMRenderSharedExponent is supported.
    • GL_QCOM_shader_framebuffer_fetch_noncoherent

      public final boolean GL_QCOM_shader_framebuffer_fetch_noncoherent
      When true, QCOMShaderFramebufferFetchNoncoherent is supported.
    • GL_QCOM_shader_framebuffer_fetch_rate

      public final boolean GL_QCOM_shader_framebuffer_fetch_rate
      When certain built-ins (e.g. gl_LastFragData, gl_LastFragStencilARM) are referenced in the shader, the shader is required to execute at sample-rate if the attachments are multisampled. In some use-cases executing such shaders at fragment-rate is actually the preferred behavior. When this extension is enabled, such GLSL shaders will execute at fragment-rate and the built-in will return a per-fragment value. This avoids the significant performance penalty that would otherwise be incurred with sample-rate shading.

      The following built-ins are affected when the this extension is enabled:

      The following built-ins are disallowed when this extension is enabled:

      • gl_SampleID
      • gl_SamplePosition
      • interpolateAtSample()
    • GL_QCOM_shading_rate

      public final boolean GL_QCOM_shading_rate
      When true, QCOMShadingRate is supported.
    • GL_QCOM_texture_foveated

      public final boolean GL_QCOM_texture_foveated
      When true, QCOMTextureFoveated is supported.
    • GL_QCOM_texture_foveated2

      public final boolean GL_QCOM_texture_foveated2
      When true, QCOMTextureFoveated2 is supported.
    • GL_QCOM_texture_foveated_subsampled_layout

      public final boolean GL_QCOM_texture_foveated_subsampled_layout
      When true, QCOMTextureFoveatedSubsampledLayout is supported.
    • GL_QCOM_tiled_rendering

      public final boolean GL_QCOM_tiled_rendering
      When true, QCOMTiledRendering is supported.
    • GL_QCOM_writeonly_rendering

      public final boolean GL_QCOM_writeonly_rendering
      When true, QCOMWriteonlyRendering is supported.
    • GL_QCOM_YUV_texture_gather

      public final boolean GL_QCOM_YUV_texture_gather
      Extension EXT_gpu_shader5 introduced the texture gather built-in functions. Extension EXT_YUV_target adds the ability to sample from YUV textures, but does not include gather functions. This extension allows gather function to be used in combination with the YUV textures exposed in EXT_YUV_target.
    • GL_VIV_shader_binary

      public final boolean GL_VIV_shader_binary
      When true, VIVShaderBinary is supported.
  • Method Details

    • getAddressBuffer

      public org.lwjgl.PointerBuffer getAddressBuffer()
      Returns the buffer of OpenGL ES function pointers.