Skip to content

Instantly share code, notes, and snippets.

@Groovounet
Created October 31, 2013 23:21
Show Gist options
  • Save Groovounet/7258805 to your computer and use it in GitHub Desktop.
Save Groovounet/7258805 to your computer and use it in GitHub Desktop.
Checking all the OpenGL capabilities from 2.1 to 4.4
struct caps
{
enum profile
{
CORE = 0x00000001,
COMPATIBILITY = 0x00000002,
ES = 0x00000004
};
private:
struct extensionES
{
};
struct extensionGL
{
bool ARB_multitexture;
bool ARB_transpose_matrix;
bool ARB_multisample;
bool ARB_texture_env_add;
bool ARB_texture_cube_map;
bool ARB_texture_compression;
bool ARB_texture_border_clamp;
bool ARB_point_parameters;
bool ARB_vertex_blend;
bool ARB_matrix_palette;
bool ARB_texture_env_combine;
bool ARB_texture_env_crossbar;
bool ARB_texture_env_dot3;
bool ARB_texture_mirrored_repeat;
bool ARB_depth_texture;
bool ARB_shadow;
bool ARB_shadow_ambient;
bool ARB_window_pos;
bool ARB_vertex_program;
bool ARB_fragment_program;
bool ARB_vertex_buffer_object;
bool ARB_occlusion_query;
bool ARB_shader_objects;
bool ARB_vertex_shader;
bool ARB_fragment_shader;
bool ARB_shading_language_100;
bool ARB_texture_non_power_of_two;
bool ARB_point_sprite;
bool ARB_fragment_program_shadow;
bool ARB_draw_buffers;
bool ARB_texture_rectangle;
bool ARB_color_buffer_float;
bool ARB_half_float_pixel;
bool ARB_texture_float;
bool ARB_pixel_buffer_object;
bool ARB_depth_buffer_float;
bool ARB_draw_instanced;
bool ARB_framebuffer_object;
bool ARB_framebuffer_sRGB;
bool ARB_geometry_shader4;
bool ARB_half_float_vertex;
bool ARB_instanced_arrays;
bool ARB_map_buffer_range;
bool ARB_texture_buffer_object;
bool ARB_texture_compression_rgtc;
bool ARB_texture_rg;
bool ARB_vertex_array_object;
bool ARB_uniform_buffer_object;
bool ARB_compatibility;
bool ARB_copy_buffer;
bool ARB_shader_texture_lod;
bool ARB_depth_clamp;
bool ARB_draw_elements_base_vertex;
bool ARB_fragment_coord_conventions;
bool ARB_provoking_vertex;
bool ARB_seamless_cube_map;
bool ARB_sync;
bool ARB_texture_multisample;
bool ARB_vertex_array_bgra;
bool ARB_draw_buffers_blend;
bool ARB_sample_shading;
bool ARB_texture_cube_map_array;
bool ARB_texture_gather;
bool ARB_texture_query_lod;
bool ARB_shading_language_include;
bool ARB_texture_compression_bptc;
bool ARB_blend_func_extended;
bool ARB_explicit_attrib_location;
bool ARB_occlusion_query2;
bool ARB_sampler_objects;
bool ARB_shader_bit_encoding;
bool ARB_texture_rgb10_a2ui;
bool ARB_texture_swizzle;
bool ARB_timer_query;
bool ARB_vertex_type_2_10_10_10_rev;
bool ARB_draw_indirect;
bool ARB_gpu_shader5;
bool ARB_gpu_shader_fp64;
bool ARB_shader_subroutine;
bool ARB_tessellation_shader;
bool ARB_texture_buffer_object_rgb32;
bool ARB_transform_feedback2;
bool ARB_transform_feedback3;
bool ARB_ES2_compatibility;
bool ARB_get_program_binary;
bool ARB_separate_shader_objects;
bool ARB_shader_precision;
bool ARB_vertex_attrib_64bit;
bool ARB_viewport_array;
bool ARB_cl_event;
bool ARB_debug_output;
bool ARB_robustness;
bool ARB_shader_stencil_export;
bool ARB_base_instance;
bool ARB_shading_language_420pack;
bool ARB_transform_feedback_instanced;
bool ARB_compressed_texture_pixel_storage;
bool ARB_conservative_depth;
bool ARB_internalformat_query;
bool ARB_map_buffer_alignment;
bool ARB_shader_atomic_counters;
bool ARB_shader_image_load_store;
bool ARB_shading_language_packing;
bool ARB_texture_storage;
bool KHR_texture_compression_astc_hdr;
bool KHR_texture_compression_astc_ldr;
bool KHR_debug;
bool ARB_arrays_of_arrays;
bool ARB_clear_buffer_object;
bool ARB_compute_shader;
bool ARB_copy_image;
bool ARB_texture_view;
bool ARB_vertex_attrib_binding;
bool ARB_robustness_isolation;
bool ARB_ES3_compatibility;
bool ARB_explicit_uniform_location;
bool ARB_fragment_layer_viewport;
bool ARB_framebuffer_no_attachments;
bool ARB_internalformat_query2;
bool ARB_invalidate_subdata;
bool ARB_multi_draw_indirect;
bool ARB_program_interface_query;
bool ARB_robust_buffer_access_behavior;
bool ARB_shader_image_size;
bool ARB_shader_storage_buffer_object;
bool ARB_stencil_texturing;
bool ARB_texture_buffer_range;
bool ARB_texture_query_levels;
bool ARB_texture_storage_multisample;
bool ARB_buffer_storage;
bool ARB_clear_texture;
bool ARB_enhanced_layouts;
bool ARB_multi_bind;
bool ARB_query_buffer_object;
bool ARB_texture_mirror_clamp_to_edge;
bool ARB_texture_stencil8;
bool ARB_vertex_type_10f_11f_11f_rev;
bool ARB_bindless_texture;
bool ARB_compute_variable_group_size;
bool ARB_indirect_parameters;
bool ARB_seamless_cubemap_per_texture;
bool ARB_shader_draw_parameters;
bool ARB_shader_group_vote;
bool ARB_sparse_texture;
bool EXT_transform_feedback;
bool EXT_direct_state_access;
bool EXT_texture_filter_anisotropic;
bool EXT_texture_compression_s3tc;
bool EXT_texture_array;
bool EXT_texture_snorm;
bool EXT_texture_sRGB_decode;
bool EXT_framebuffer_multisample_blit_scaled;
bool EXT_shader_integer_mix;
bool NV_explicit_multisample;
bool NV_shader_buffer_load;
bool NV_vertex_buffer_unified_memory;
bool NV_shader_buffer_store;
bool NV_bindless_multi_draw_indirect;
bool NV_blend_equation_advanced;
bool AMD_depth_clamp_separate;
bool AMD_stencil_operation_extended;
bool AMD_vertex_shader_viewport_index;
bool AMD_vertex_shader_layer;
bool AMD_shader_trinary_minmax;
bool AMD_interleaved_elements;
bool AMD_shader_atomic_counter_ops;
};
struct version
{
version(profile const & Profile) :
Profile(Profile)
{}
GLint Major; // GL_MINOR_VERSION
GLint Minor; // GL_MAJOR_VERSION
GLint NumExtensions; // GL_NUM_EXTENSIONS
profile Profile;
union
{
extensionGL GL;
extensionES ES;
};
} VersionData;
inline bool check(GLint MajorVersionRequire, GLint MinorVersionRequire)
{
return (VersionData.Major * 100 + VersionData.Minor * 10)
>= (MajorVersionRequire * 100 + MinorVersionRequire * 10);
}
void initVersion()
{
profile Profile = VersionData.Profile;
memset(&VersionData, 0, sizeof(VersionData));
VersionData.Profile = Profile;
glGetIntegerv(GL_MINOR_VERSION, &VersionData.Minor);
glGetIntegerv(GL_MAJOR_VERSION, &VersionData.Major);
glGetIntegerv(GL_NUM_EXTENSIONS, &VersionData.NumExtensions);
if(this->VersionData.Profile == CORE || this->VersionData.Profile == COMPATIBILITY)
{
for (GLint i = 0; i < VersionData.NumExtensions; ++i)
{
const char* Extension = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i));
if(!strcmp("GL_ARB_multitexture", Extension)) {
VersionData.GL.ARB_multitexture = true;
continue;
}
if(!strcmp("GL_ARB_transpose_matrix", Extension)) {
VersionData.GL.ARB_transpose_matrix = true;
continue;
}
if(!strcmp("GL_ARB_multisample", Extension)) {
VersionData.GL.ARB_multisample = true;
continue;
}
if(!strcmp("GL_ARB_texture_env_add", Extension)) {
VersionData.GL.ARB_texture_env_add = true;
continue;
}
if(!strcmp("GL_ARB_texture_cube_map", Extension)) {
VersionData.GL.ARB_texture_cube_map = true;
continue;
}
if(!strcmp("GL_ARB_texture_compression", Extension)) {
VersionData.GL.ARB_texture_compression = true;
continue;
}
if(!strcmp("GL_ARB_texture_border_clamp", Extension)) {
VersionData.GL.ARB_texture_border_clamp = true;
continue;
}
if(!strcmp("GL_ARB_point_parameters", Extension)) {
VersionData.GL.ARB_point_parameters = true;
continue;
}
if(!strcmp("GL_ARB_vertex_blend", Extension)) {
VersionData.GL.ARB_vertex_blend = true;
continue;
}
if(!strcmp("GL_ARB_matrix_palette", Extension)) {
VersionData.GL.ARB_matrix_palette = true;
continue;
}
if(!strcmp("GL_ARB_texture_env_combine", Extension)) {
VersionData.GL.ARB_texture_env_combine = true;
continue;
}
if(!strcmp("GL_ARB_texture_env_crossbar", Extension)) {
VersionData.GL.ARB_texture_env_crossbar = true;
continue;
}
if(!strcmp("GL_ARB_texture_env_dot3", Extension)) {
VersionData.GL.ARB_texture_env_dot3 = true;
continue;
}
if(!strcmp("GL_ARB_texture_mirrored_repeat", Extension)) {
VersionData.GL.ARB_texture_mirrored_repeat = true;
continue;
}
if(!strcmp("GL_ARB_depth_texture", Extension)) {
VersionData.GL.ARB_depth_texture = true;
continue;
}
if(!strcmp("GL_ARB_shadow", Extension)) {
VersionData.GL.ARB_shadow = true;
continue;
}
if(!strcmp("GL_ARB_shadow_ambient", Extension)) {
VersionData.GL.ARB_shadow_ambient = true;
continue;
}
if(!strcmp("GL_ARB_window_pos", Extension)) {
VersionData.GL.ARB_window_pos = true;
continue;
}
if(!strcmp("GL_ARB_vertex_program", Extension)) {
VersionData.GL.ARB_vertex_program = true;
continue;
}
if(!strcmp("GL_ARB_fragment_program", Extension)) {
VersionData.GL.ARB_fragment_program = true;
continue;
}
if(!strcmp("GL_ARB_vertex_buffer_object", Extension)) {
VersionData.GL.ARB_vertex_buffer_object = true;
continue;
}
if(!strcmp("GL_ARB_occlusion_query", Extension)) {
VersionData.GL.ARB_occlusion_query = true;
continue;
}
if(!strcmp("GL_ARB_shader_objects", Extension)) {
VersionData.GL.ARB_shader_objects = true;
continue;
}
if(!strcmp("GL_ARB_vertex_shader", Extension)) {
VersionData.GL.ARB_vertex_shader = true;
continue;
}
if(!strcmp("GL_ARB_fragment_shader", Extension)) {
VersionData.GL.ARB_fragment_shader = true;
continue;
}
if(!strcmp("GL_ARB_shading_language_100", Extension)) {
VersionData.GL.ARB_shading_language_100 = true;
continue;
}
if(!strcmp("GL_ARB_texture_non_power_of_two", Extension)) {
VersionData.GL.ARB_texture_non_power_of_two = true;
continue;
}
if(!strcmp("GL_ARB_point_sprite", Extension)) {
VersionData.GL.ARB_point_sprite = true;
continue;
}
if(!strcmp("GL_ARB_fragment_program_shadow", Extension)) {
VersionData.GL.ARB_fragment_program_shadow = true;
continue;
}
if(!strcmp("GL_ARB_draw_buffers", Extension)) {
VersionData.GL.ARB_draw_buffers = true;
continue;
}
if(!strcmp("GL_ARB_texture_rectangle", Extension)) {
VersionData.GL.ARB_texture_rectangle = true;
continue;
}
if(!strcmp("GL_ARB_color_buffer_float", Extension))
VersionData.GL.ARB_color_buffer_float = true;
else if(!strcmp("GL_ARB_half_float_pixel", Extension))
VersionData.GL.ARB_half_float_pixel = true;
else if(!strcmp("GL_ARB_texture_float", Extension))
VersionData.GL.ARB_texture_float = true;
else if(!strcmp("GL_ARB_pixel_buffer_object", Extension))
VersionData.GL.ARB_pixel_buffer_object = true;
else if(!strcmp("GL_ARB_depth_buffer_float", Extension))
VersionData.GL.ARB_depth_buffer_float = true;
else if(!strcmp("GL_ARB_draw_instanced", Extension))
VersionData.GL.ARB_draw_instanced = true;
else if(!strcmp("GL_ARB_framebuffer_object", Extension))
VersionData.GL.ARB_framebuffer_object = true;
else if(!strcmp("GL_ARB_framebuffer_sRGB", Extension))
VersionData.GL.ARB_framebuffer_sRGB = true;
else if(!strcmp("GL_ARB_geometry_shader4", Extension))
VersionData.GL.ARB_geometry_shader4 = true;
else if(!strcmp("GL_ARB_half_float_vertex", Extension))
VersionData.GL.ARB_half_float_vertex = true;
else if(!strcmp("GL_ARB_instanced_arrays", Extension))
VersionData.GL.ARB_instanced_arrays = true;
else if(!strcmp("GL_ARB_map_buffer_range", Extension))
VersionData.GL.ARB_map_buffer_range = true;
else if(!strcmp("GL_ARB_texture_buffer_object", Extension))
VersionData.GL.ARB_texture_buffer_object = true;
else if(!strcmp("GL_ARB_texture_compression_rgtc", Extension))
VersionData.GL.ARB_texture_compression_rgtc = true;
else if(!strcmp("GL_ARB_texture_rg", Extension))
VersionData.GL.ARB_texture_rg = true;
else if(!strcmp("GL_ARB_vertex_array_object", Extension))
VersionData.GL.ARB_vertex_array_object = true;
else if(!strcmp("GL_ARB_uniform_buffer_object", Extension))
VersionData.GL.ARB_uniform_buffer_object = true;
else if(!strcmp("GL_ARB_compatibility", Extension))
VersionData.GL.ARB_compatibility = true;
else if(!strcmp("GL_ARB_copy_buffer", Extension))
VersionData.GL.ARB_copy_buffer = true;
else if(!strcmp("GL_ARB_shader_texture_lod", Extension))
VersionData.GL.ARB_shader_texture_lod = true;
else if(!strcmp("GL_ARB_depth_clamp", Extension))
VersionData.GL.ARB_depth_clamp = true;
else if(!strcmp("GL_ARB_draw_elements_base_vertex", Extension))
VersionData.GL.ARB_draw_elements_base_vertex = true;
else if(!strcmp("GL_ARB_fragment_coord_conventions", Extension))
VersionData.GL.ARB_fragment_coord_conventions = true;
else if(!strcmp("GL_ARB_provoking_vertex", Extension))
VersionData.GL.ARB_provoking_vertex = true;
else if(!strcmp("GL_ARB_seamless_cube_map", Extension))
VersionData.GL.ARB_seamless_cube_map = true;
else if(!strcmp("GL_ARB_sync", Extension))
VersionData.GL.ARB_sync = true;
else if(!strcmp("GL_ARB_texture_multisample", Extension))
VersionData.GL.ARB_texture_multisample = true;
else if(!strcmp("GL_ARB_vertex_array_bgra", Extension))
VersionData.GL.ARB_vertex_array_bgra = true;
else if(!strcmp("GL_ARB_draw_buffers_blend", Extension))
VersionData.GL.ARB_draw_buffers_blend = true;
else if(!strcmp("GL_ARB_sample_shading", Extension))
VersionData.GL.ARB_sample_shading = true;
else if(!strcmp("GL_ARB_texture_cube_map_array", Extension))
VersionData.GL.ARB_texture_cube_map_array = true;
else if(!strcmp("GL_ARB_texture_gather", Extension))
VersionData.GL.ARB_texture_gather = true;
else if(!strcmp("GL_ARB_texture_query_lod", Extension))
VersionData.GL.ARB_texture_query_lod = true;
else if(!strcmp("GL_ARB_shading_language_include", Extension))
VersionData.GL.ARB_shading_language_include = true;
else if(!strcmp("GL_ARB_texture_compression_bptc", Extension))
VersionData.GL.ARB_texture_compression_bptc = true;
else if(!strcmp("GL_ARB_blend_func_extended", Extension))
VersionData.GL.ARB_blend_func_extended = true;
else if(!strcmp("GL_ARB_explicit_attrib_location", Extension))
VersionData.GL.ARB_explicit_attrib_location = true;
else if(!strcmp("GL_ARB_occlusion_query2", Extension))
VersionData.GL.ARB_occlusion_query2 = true;
else if(!strcmp("GL_ARB_sampler_objects", Extension))
VersionData.GL.ARB_sampler_objects = true;
else if(!strcmp("GL_ARB_shader_bit_encoding", Extension))
VersionData.GL.ARB_shader_bit_encoding = true;
else if(!strcmp("GL_ARB_texture_rgb10_a2ui", Extension))
VersionData.GL.ARB_texture_rgb10_a2ui = true;
else if(!strcmp("GL_ARB_texture_swizzle", Extension))
VersionData.GL.ARB_texture_swizzle = true;
else if(!strcmp("GL_ARB_timer_query", Extension))
VersionData.GL.ARB_timer_query = true;
else if(!strcmp("GL_ARB_vertex_type_2_10_10_10_rev", Extension))
VersionData.GL.ARB_vertex_type_2_10_10_10_rev = true;
else if(!strcmp("GL_ARB_draw_indirect", Extension))
VersionData.GL.ARB_draw_indirect = true;
else if(!strcmp("GL_ARB_gpu_shader5", Extension))
VersionData.GL.ARB_gpu_shader5 = true;
else if(!strcmp("GL_ARB_gpu_shader_fp64", Extension))
VersionData.GL.ARB_gpu_shader_fp64 = true;
else if(!strcmp("GL_ARB_shader_subroutine", Extension))
VersionData.GL.ARB_shader_subroutine = true;
else if(!strcmp("GL_ARB_tessellation_shader", Extension))
VersionData.GL.ARB_tessellation_shader = true;
else if(!strcmp("GL_ARB_texture_buffer_object_rgb32", Extension))
VersionData.GL.ARB_texture_buffer_object_rgb32 = true;
else if(!strcmp("GL_ARB_transform_feedback2", Extension))
VersionData.GL.ARB_transform_feedback2 = true;
else if(!strcmp("GL_ARB_transform_feedback3", Extension))
VersionData.GL.ARB_transform_feedback3 = true;
else if(!strcmp("GL_ARB_ES2_compatibility", Extension))
VersionData.GL.ARB_ES2_compatibility = true;
else if(!strcmp("GL_ARB_get_program_binary", Extension))
VersionData.GL.ARB_get_program_binary = true;
else if(!strcmp("GL_ARB_separate_shader_objects", Extension))
VersionData.GL.ARB_separate_shader_objects = true;
else if(!strcmp("GL_ARB_shader_precision", Extension))
VersionData.GL.ARB_shader_precision = true;
else if(!strcmp("GL_ARB_vertex_attrib_64bit", Extension))
VersionData.GL.ARB_vertex_attrib_64bit = true;
else if(!strcmp("GL_ARB_viewport_array", Extension))
VersionData.GL.ARB_viewport_array = true;
else if(!strcmp("GL_ARB_cl_event", Extension))
VersionData.GL.ARB_cl_event = true;
else if(!strcmp("GL_ARB_debug_output", Extension))
VersionData.GL.ARB_debug_output = true;
else if(!strcmp("GL_ARB_robustness", Extension))
VersionData.GL.ARB_robustness = true;
else if(!strcmp("GL_ARB_shader_stencil_export", Extension))
VersionData.GL.ARB_shader_stencil_export = true;
else if(!strcmp("GL_ARB_base_instance", Extension))
VersionData.GL.ARB_base_instance = true;
else if(!strcmp("GL_ARB_shading_language_420pack", Extension))
VersionData.GL.ARB_shading_language_420pack = true;
else if(!strcmp("GL_ARB_transform_feedback_instanced", Extension))
VersionData.GL.ARB_transform_feedback_instanced = true;
else if(!strcmp("GL_ARB_compressed_texture_pixel_storage", Extension))
VersionData.GL.ARB_compressed_texture_pixel_storage = true;
else if(!strcmp("GL_ARB_conservative_depth", Extension))
VersionData.GL.ARB_conservative_depth = true;
else if(!strcmp("GL_ARB_internalformat_query", Extension))
VersionData.GL.ARB_internalformat_query = true;
else if(!strcmp("GL_ARB_map_buffer_alignment", Extension))
VersionData.GL.ARB_map_buffer_alignment = true;
else if(!strcmp("GL_ARB_shader_atomic_counters", Extension))
VersionData.GL.ARB_shader_atomic_counters = true;
else if(!strcmp("GL_ARB_shader_image_load_store", Extension))
VersionData.GL.ARB_shader_image_load_store = true;
else if(!strcmp("GL_ARB_shading_language_packing", Extension))
VersionData.GL.ARB_shading_language_packing = true;
else if(!strcmp("GL_ARB_texture_storage", Extension))
VersionData.GL.ARB_texture_storage = true;
else if(!strcmp("GL_KHR_texture_compression_astc_hdr", Extension))
VersionData.GL.KHR_texture_compression_astc_hdr = true;
else if(!strcmp("GL_KHR_texture_compression_astc_ldr", Extension))
VersionData.GL.KHR_texture_compression_astc_ldr = true;
else if(!strcmp("GL_KHR_debug", Extension))
VersionData.GL.KHR_debug = true;
else if(!strcmp("GL_ARB_arrays_of_arrays", Extension))
VersionData.GL.ARB_arrays_of_arrays = true;
else if(!strcmp("GL_ARB_clear_buffer_object", Extension))
VersionData.GL.ARB_clear_buffer_object = true;
else if(!strcmp("GL_ARB_compute_shader", Extension))
VersionData.GL.ARB_compute_shader = true;
else if(!strcmp("GL_ARB_copy_image", Extension))
VersionData.GL.ARB_copy_image = true;
else if(!strcmp("GL_ARB_texture_view", Extension))
VersionData.GL.ARB_texture_view = true;
else if(!strcmp("GL_ARB_vertex_attrib_binding", Extension))
VersionData.GL.ARB_vertex_attrib_binding = true;
else if(!strcmp("GL_ARB_robustness_isolation", Extension))
VersionData.GL.ARB_robustness_isolation = true;
else if(!strcmp("GL_ARB_robustness_isolation", Extension))
VersionData.GL.ARB_robustness_isolation = true;
else if(!strcmp("GL_ARB_ES3_compatibility", Extension))
VersionData.GL.ARB_ES3_compatibility = true;
else if(!strcmp("GL_ARB_explicit_uniform_location", Extension))
VersionData.GL.ARB_explicit_uniform_location = true;
else if(!strcmp("GL_ARB_fragment_layer_viewport", Extension))
VersionData.GL.ARB_fragment_layer_viewport = true;
else if(!strcmp("GL_ARB_framebuffer_no_attachments", Extension))
VersionData.GL.ARB_framebuffer_no_attachments = true;
else if(!strcmp("GL_ARB_internalformat_query2", Extension))
VersionData.GL.ARB_internalformat_query2 = true;
else if(!strcmp("GL_ARB_invalidate_subdata", Extension))
VersionData.GL.ARB_invalidate_subdata = true;
else if(!strcmp("GL_ARB_multi_draw_indirect", Extension))
VersionData.GL.ARB_multi_draw_indirect = true;
else if(!strcmp("GL_ARB_program_interface_query", Extension))
VersionData.GL.ARB_program_interface_query = true;
else if(!strcmp("GL_ARB_robust_buffer_access_behavior", Extension))
VersionData.GL.ARB_robust_buffer_access_behavior = true;
else if(!strcmp("GL_ARB_shader_image_size", Extension))
VersionData.GL.ARB_shader_image_size = true;
else if(!strcmp("GL_ARB_shader_storage_buffer_object", Extension))
VersionData.GL.ARB_shader_storage_buffer_object = true;
else if(!strcmp("GL_ARB_stencil_texturing", Extension))
VersionData.GL.ARB_stencil_texturing = true;
else if(!strcmp("GL_ARB_texture_buffer_range", Extension))
VersionData.GL.ARB_texture_buffer_range = true;
else if(!strcmp("GL_ARB_texture_query_levels", Extension))
VersionData.GL.ARB_texture_query_levels = true;
else if(!strcmp("GL_ARB_texture_storage_multisample", Extension))
VersionData.GL.ARB_texture_storage_multisample = true;
else if(!strcmp("GL_ARB_buffer_storage", Extension))
VersionData.GL.ARB_buffer_storage = true;
else if(!strcmp("GL_ARB_clear_texture", Extension))
VersionData.GL.ARB_clear_texture = true;
else if(!strcmp("GL_ARB_enhanced_layouts", Extension))
VersionData.GL.ARB_enhanced_layouts = true;
else if(!strcmp("GL_ARB_multi_bind", Extension))
VersionData.GL.ARB_multi_bind = true;
else if(!strcmp("GL_ARB_query_buffer_object", Extension))
VersionData.GL.ARB_query_buffer_object = true;
else if(!strcmp("GL_ARB_texture_mirror_clamp_to_edge", Extension))
VersionData.GL.ARB_texture_mirror_clamp_to_edge = true;
else if(!strcmp("GL_ARB_texture_stencil8", Extension))
VersionData.GL.ARB_texture_stencil8 = true;
else if(!strcmp("GL_ARB_vertex_type_10f_11f_11f_rev", Extension))
VersionData.GL.ARB_vertex_type_10f_11f_11f_rev = true;
else if(!strcmp("GL_ARB_bindless_texture", Extension))
VersionData.GL.ARB_bindless_texture = true;
else if(!strcmp("GL_ARB_compute_variable_group_size", Extension))
VersionData.GL.ARB_compute_variable_group_size = true;
else if(!strcmp("GL_ARB_indirect_parameters", Extension))
VersionData.GL.ARB_indirect_parameters = true;
else if(!strcmp("GL_ARB_seamless_cubemap_per_texture", Extension))
VersionData.GL.ARB_seamless_cubemap_per_texture = true;
else if(!strcmp("GL_ARB_shader_draw_parameters", Extension))
VersionData.GL.ARB_shader_draw_parameters = true;
else if(!strcmp("GL_ARB_shader_group_vote", Extension))
VersionData.GL.ARB_shader_group_vote = true;
else if(!strcmp("GL_ARB_sparse_texture", Extension))
VersionData.GL.ARB_sparse_texture = true;
// EXT
if(!strcmp("GL_EXT_transform_feedback", Extension)) {
VersionData.GL.EXT_transform_feedback = true;
continue;
}
if(!strcmp("GL_EXT_direct_state_access", Extension)) {
VersionData.GL.EXT_direct_state_access = true;
continue;
}
if(!strcmp("GL_EXT_texture_filter_anisotropic", Extension)) {
VersionData.GL.EXT_texture_filter_anisotropic = true;
continue;
}
if(!strcmp("GL_EXT_texture_compression_s3tc", Extension)) {
VersionData.GL.EXT_texture_compression_s3tc = true;
continue;
}
if(!strcmp("GL_EXT_texture_array", Extension)) {
VersionData.GL.EXT_texture_array = true;
continue;
}
if(!strcmp("GL_EXT_texture_snorm", Extension)) {
VersionData.GL.EXT_texture_snorm = true;
continue;
}
if(!strcmp("GL_EXT_texture_sRGB_decode", Extension)) {
VersionData.GL.EXT_texture_sRGB_decode = true;
continue;
}
if(!strcmp("GL_EXT_framebuffer_multisample_blit_scaled", Extension)) {
VersionData.GL.EXT_framebuffer_multisample_blit_scaled = true;
continue;
}
if(!strcmp("GL_EXT_shader_integer_mix", Extension)) {
VersionData.GL.EXT_shader_integer_mix = true;
continue;
}
// NV
if(!strcmp("GL_NV_explicit_multisample", Extension)) {
VersionData.GL.NV_explicit_multisample = true;
continue;
}
if(!strcmp("GL_NV_shader_buffer_load", Extension)) {
VersionData.GL.NV_shader_buffer_load = true;
continue;
}
if(!strcmp("GL_NV_vertex_buffer_unified_memory", Extension)) {
VersionData.GL.NV_vertex_buffer_unified_memory = true;
continue;
}
if(!strcmp("GL_NV_shader_buffer_load", Extension)) {
VersionData.GL.NV_shader_buffer_load = true;
continue;
}
if(!strcmp("NV_bindless_multi_draw_indirect", Extension)) {
VersionData.GL.NV_bindless_multi_draw_indirect = true;
continue;
}
if(!strcmp("NV_blend_equation_advanced", Extension)) {
VersionData.GL.NV_blend_equation_advanced = true;
continue;
}
// AMD
if(!strcmp("AMD_depth_clamp_separate", Extension)) {
VersionData.GL.AMD_depth_clamp_separate = true;
continue;
}
if(!strcmp("AMD_stencil_operation_extended", Extension)) {
VersionData.GL.AMD_stencil_operation_extended = true;
continue;
}
if(!strcmp("AMD_vertex_shader_viewport_index", Extension)) {
VersionData.GL.AMD_vertex_shader_viewport_index = true;
continue;
}
if(!strcmp("AMD_vertex_shader_layer", Extension)) {
VersionData.GL.AMD_vertex_shader_layer = true;
continue;
}
if(!strcmp("AMD_shader_trinary_minmax", Extension)) {
VersionData.GL.AMD_shader_trinary_minmax = true;
continue;
}
if(!strcmp("AMD_interleaved_elements", Extension)) {
VersionData.GL.AMD_interleaved_elements = true;
continue;
}
if(!strcmp("AMD_shader_atomic_counter_ops", Extension)) {
VersionData.GL.AMD_shader_atomic_counter_ops = true;
continue;
}
}
}
}
struct debug
{
GLint CONTEXT_FLAGS;
GLint MAX_DEBUG_GROUP_STACK_DEPTH;
GLint MAX_LABEL_LENGTH;
GLint MAX_SERVER_WAIT_TIMEOUT;
} DebugData;
void initDebug()
{
memset(&DebugData, 0, sizeof(DebugData));
glGetIntegerv(GL_CONTEXT_FLAGS, &DebugData.CONTEXT_FLAGS);
glGetIntegerv(GL_MAX_DEBUG_GROUP_STACK_DEPTH, &DebugData.MAX_DEBUG_GROUP_STACK_DEPTH);
glGetIntegerv(GL_MAX_LABEL_LENGTH, &DebugData.MAX_LABEL_LENGTH);
glGetIntegerv(GL_MAX_SERVER_WAIT_TIMEOUT, &DebugData.MAX_SERVER_WAIT_TIMEOUT);
}
struct compute
{
GLint MAX_COMPUTE_SHADER_STORAGE_BLOCKS;
GLint MAX_COMPUTE_UNIFORM_BLOCKS;
GLint MAX_COMPUTE_TEXTURE_IMAGE_UNITS;
GLint MAX_COMPUTE_IMAGE_UNIFORMS;
GLint MAX_COMPUTE_UNIFORM_COMPONENTS;
GLint MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS;
GLint MAX_COMPUTE_ATOMIC_COUNTERS;
GLint MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS;
GLint MAX_COMPUTE_SHARED_MEMORY_SIZE;
GLint MAX_COMPUTE_WORK_GROUP_INVOCATIONS;
GLint MAX_COMPUTE_WORK_GROUP_COUNT;
GLint MAX_COMPUTE_WORK_GROUP_SIZE;
} ComputeData;
void initCompute()
{
memset(&ComputeData, 0, sizeof(ComputeData));
if(check(4, 3) || VersionData.GL.ARB_compute_shader)
{
glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &ComputeData.MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_COMPONENTS, &ComputeData.MAX_COMPUTE_UNIFORM_COMPONENTS);
glGetIntegerv(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, &ComputeData.MAX_COMPUTE_SHARED_MEMORY_SIZE);
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &ComputeData.MAX_COMPUTE_WORK_GROUP_INVOCATIONS);
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_COUNT, &ComputeData.MAX_COMPUTE_WORK_GROUP_COUNT);
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_SIZE, &ComputeData.MAX_COMPUTE_WORK_GROUP_SIZE);
}
if(check(4, 3) || (VersionData.GL.ARB_compute_shader && VersionData.GL.ARB_uniform_buffer_object))
{
glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &ComputeData.MAX_COMPUTE_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS, &ComputeData.MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS);
}
if(check(4, 3) || (VersionData.GL.ARB_compute_shader && VersionData.GL.ARB_shader_image_load_store))
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &ComputeData.MAX_COMPUTE_IMAGE_UNIFORMS);
if(check(4, 3) || (VersionData.GL.ARB_compute_shader && VersionData.GL.ARB_shader_atomic_counters))
{
glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTERS, &ComputeData.MAX_COMPUTE_ATOMIC_COUNTERS);
glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, &ComputeData.MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
}
if(check(4, 3) || VersionData.GL.ARB_compute_shader && VersionData.GL.ARB_shader_storage_buffer_object)
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &ComputeData.MAX_COMPUTE_SHADER_STORAGE_BLOCKS);
}
struct vertex
{
GLint MAX_VERTEX_ATOMIC_COUNTERS;
GLint MAX_VERTEX_SHADER_STORAGE_BLOCKS;
GLint MAX_VERTEX_ATTRIBS;
GLint MAX_VERTEX_OUTPUT_COMPONENTS;
GLint MAX_VERTEX_TEXTURE_IMAGE_UNITS;
GLint MAX_VERTEX_UNIFORM_COMPONENTS;
GLint MAX_VERTEX_UNIFORM_VECTORS;
GLint MAX_VERTEX_UNIFORM_BLOCKS;
GLint MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
} VertexData;
void initVertex()
{
memset(&VertexData, 0, sizeof(VertexData));
if(check(2, 1) || Version.GL.ARB_vertex_shader)
{
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &VertexData.MAX_VERTEX_ATTRIBS);
glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &VertexData.MAX_VERTEX_OUTPUT_COMPONENTS);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &VertexData.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &VertexData.MAX_VERTEX_UNIFORM_COMPONENTS);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &VertexData.MAX_VERTEX_UNIFORM_VECTORS);
}
if(check(3, 2) || (Version.GL.ARB_vertex_shader && Version.GL.ARB_uniform_buffer_object))
{
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &VertexData.MAX_VERTEX_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, &VertexData.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS);
}
if(check(4, 2) || (Version.GL.ARB_vertex_shader && Version.GL.ARB_shader_atomic_counters))
glGetIntegerv(GL_MAX_VERTEX_ATOMIC_COUNTERS, &VertexData.MAX_VERTEX_ATOMIC_COUNTERS);
if(check(4, 3) || (Version.GL.ARB_vertex_shader && Version.GL.ARB_shader_storage_buffer_object))
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &VertexData.MAX_VERTEX_SHADER_STORAGE_BLOCKS);
}
struct control
{
GLint MAX_TESS_CONTROL_ATOMIC_COUNTERS;
GLint MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS;
GLint MAX_TESS_CONTROL_INPUT_COMPONENTS;
GLint MAX_TESS_CONTROL_OUTPUT_COMPONENTS;
GLint MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS;
GLint MAX_TESS_CONTROL_UNIFORM_BLOCKS;
GLint MAX_TESS_CONTROL_UNIFORM_COMPONENTS;
GLint MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS;
} ControlData;
void initControl()
{
memset(&ControlData, 0, sizeof(ControlData));
if(check(4, 0) || VersionData.GL.ARB_tessellation_shader)
{
glGetIntegerv(GL_MAX_TESS_CONTROL_INPUT_COMPONENTS, &ControlData.MAX_TESS_CONTROL_INPUT_COMPONENTS);
glGetIntegerv(GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS, &ControlData.MAX_TESS_CONTROL_OUTPUT_COMPONENTS);
glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &ControlData.MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS, &ControlData.MAX_TESS_CONTROL_UNIFORM_COMPONENTS);
}
if(check(4, 0) || (VersionData.GL.ARB_tessellation_shader && VersionData.GL.ARB_uniform_buffer_object))
{
glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &ControlData.MAX_TESS_CONTROL_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS, &ControlData.MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS);
}
if(check(4, 2) || (VersionData.GL.ARB_tessellation_shader && VersionData.GL.ARB_shader_atomic_counters))
glGetIntegerv(GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS, &ControlData.MAX_TESS_CONTROL_ATOMIC_COUNTERS);
if(check(4, 3) || (VersionData.GL.ARB_tessellation_shader && VersionData.GL.ARB_shader_storage_buffer_object))
glGetIntegerv(GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS, &ControlData.MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS);
}
struct evaluation
{
GLint MAX_TESS_EVALUATION_ATOMIC_COUNTERS;
GLint MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS;
GLint MAX_TESS_EVALUATION_INPUT_COMPONENTS;
GLint MAX_TESS_EVALUATION_OUTPUT_COMPONENTS;
GLint MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS;
GLint MAX_TESS_EVALUATION_UNIFORM_BLOCKS;
GLint MAX_TESS_EVALUATION_UNIFORM_COMPONENTS;
GLint MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS;
} EvaluationData;
void initEvaluation()
{
memset(&EvaluationData, 0, sizeof(EvaluationData));
if(check(4, 0) || VersionData.GL.ARB_tessellation_shader)
{
glGetIntegerv(GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS, &EvaluationData.MAX_TESS_EVALUATION_INPUT_COMPONENTS);
glGetIntegerv(GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS, &EvaluationData.MAX_TESS_EVALUATION_OUTPUT_COMPONENTS);
glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &EvaluationData.MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS, &EvaluationData.MAX_TESS_EVALUATION_UNIFORM_COMPONENTS);
}
if(check(4, 0) || (VersionData.GL.ARB_tessellation_shader && VersionData.GL.ARB_uniform_buffer_object))
{
glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &EvaluationData.MAX_TESS_EVALUATION_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS, &EvaluationData.MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS);
}
if(check(4, 2) || (VersionData.GL.ARB_tessellation_shader && VersionData.GL.ARB_shader_atomic_counters))
glGetIntegerv(GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS, &EvaluationData.MAX_TESS_EVALUATION_ATOMIC_COUNTERS);
if(check(4, 3) || (VersionData.GL.ARB_tessellation_shader && VersionData.GL.ARB_shader_storage_buffer_object))
glGetIntegerv(GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, &EvaluationData.MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS);
}
struct geometry
{
GLint MAX_GEOMETRY_ATOMIC_COUNTERS;
GLint MAX_GEOMETRY_SHADER_STORAGE_BLOCKS;
GLint MAX_GEOMETRY_INPUT_COMPONENTS;
GLint MAX_GEOMETRY_OUTPUT_COMPONENTS;
GLint MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
GLint MAX_GEOMETRY_UNIFORM_BLOCKS;
GLint MAX_GEOMETRY_UNIFORM_COMPONENTS;
GLint MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS;
GLint MAX_VERTEX_STREAMS;
} GeometryData;
void initGeometry()
{
memset(&GeometryData, 0, sizeof(GeometryData));
if(check(3, 2) || VersionData.GL.ARB_geometry_shader4)
{
glGetIntegerv(GL_MAX_GEOMETRY_INPUT_COMPONENTS, &GeometryData.MAX_GEOMETRY_INPUT_COMPONENTS);
glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_COMPONENTS, &GeometryData.MAX_GEOMETRY_OUTPUT_COMPONENTS);
glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GeometryData.MAX_GEOMETRY_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS, &GeometryData.MAX_GEOMETRY_UNIFORM_COMPONENTS);
}
if(check(3, 2) || (VersionData.GL.ARB_geometry_shader4 && VersionData.GL.ARB_uniform_buffer_object))
{
glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &GeometryData.MAX_GEOMETRY_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS, &GeometryData.MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS);
}
if(check(4, 0) || (VersionData.GL.ARB_geometry_shader4 && VersionData.GL.ARB_transform_feedback3))
glGetIntegerv(GL_MAX_VERTEX_STREAMS, &GeometryData.MAX_VERTEX_STREAMS);
if(check(4, 2) || (VersionData.GL.ARB_geometry_shader4 && VersionData.GL.ARB_shader_atomic_counters))
glGetIntegerv(GL_MAX_GEOMETRY_ATOMIC_COUNTERS, &GeometryData.MAX_GEOMETRY_ATOMIC_COUNTERS);
if(check(4, 3) || (VersionData.GL.ARB_geometry_shader4 && VersionData.GL.ARB_shader_storage_buffer_object))
glGetIntegerv(GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, &GeometryData.MAX_GEOMETRY_SHADER_STORAGE_BLOCKS);
}
struct fragment
{
GLint MAX_FRAGMENT_ATOMIC_COUNTERS;
GLint MAX_FRAGMENT_SHADER_STORAGE_BLOCKS;
GLint MAX_FRAGMENT_INPUT_COMPONENTS;
GLint MAX_FRAGMENT_UNIFORM_COMPONENTS;
GLint MAX_FRAGMENT_UNIFORM_VECTORS;
GLint MAX_FRAGMENT_UNIFORM_BLOCKS;
GLint MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
GLint MAX_DRAW_BUFFERS;
GLint MAX_DUAL_SOURCE_DRAW_BUFFERS;
} FragmentData;
void initFragment()
{
memset(&FragmentData, 0, sizeof(FragmentData));
if(check(2, 1))
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &FragmentData.MAX_DRAW_BUFFERS);
if(check(2, 1) || VersionData.GL.ARB_fragment_shader)
{
glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &FragmentData.MAX_FRAGMENT_INPUT_COMPONENTS);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &FragmentData.MAX_FRAGMENT_UNIFORM_COMPONENTS);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &FragmentData.MAX_FRAGMENT_UNIFORM_VECTORS);
}
if(check(3, 2) || (VersionData.GL.ARB_fragment_shader && VersionData.GL.ARB_uniform_buffer_object))
{
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &FragmentData.MAX_FRAGMENT_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, &FragmentData.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS);
}
if(check(3, 3) || (VersionData.GL.ARB_blend_func_extended))
glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &FragmentData.MAX_DUAL_SOURCE_DRAW_BUFFERS);
if(check(4, 2) || (VersionData.GL.ARB_fragment_shader && VersionData.GL.ARB_shader_atomic_counters))
glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTERS, &FragmentData.MAX_FRAGMENT_ATOMIC_COUNTERS);
if(check(4, 3) || (VersionData.GL.ARB_fragment_shader && VersionData.GL.ARB_shader_storage_buffer_object))
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &FragmentData.MAX_FRAGMENT_SHADER_STORAGE_BLOCKS);
}
struct pulling
{
GLint MAX_ELEMENTS_INDICES;
GLint MAX_ELEMENTS_VERTICES;
GLint MAX_VERTEX_ATTRIB_RELATIVE_OFFSET;
GLint MAX_VERTEX_ATTRIB_BINDINGS;
GLint MAX_ELEMENT_INDEX;
} PullingData;
void initPulling()
{
memset(&PullingData, 0, sizeof(PullingData));
if(check(2, 1))
{
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &PullingData.MAX_ELEMENTS_INDICES);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &PullingData.MAX_ELEMENTS_VERTICES);
}
if(check(4, 3) || (VersionData.GL.ARB_vertex_attrib_binding))
{
glGetIntegerv(GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET, &PullingData.MAX_VERTEX_ATTRIB_RELATIVE_OFFSET);
glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &PullingData.MAX_VERTEX_ATTRIB_BINDINGS);
}
if(check(4, 3) || (VersionData.GL.ARB_ES3_compatibility))
glGetIntegerv(GL_MAX_ELEMENT_INDEX, &PullingData.MAX_ELEMENT_INDEX);
}
struct rasterizer
{
GLint SUBPIXEL_BITS;
GLint MAX_CLIP_DISTANCES;
GLfloat MAX_VIEWPORT_DIMS;
GLint MAX_VIEWPORTS;
GLint VIEWPORT_SUBPIXEL_BITS;
GLfloat VIEWPORT_BOUNDS_RANGE[2];
} RasterizerData;
void initRasterizer()
{
memset(&RasterizerData, 0, sizeof(RasterizerData));
if(check(2, 1))
{
glGetIntegerv(GL_SUBPIXEL_BITS, &RasterizerData.SUBPIXEL_BITS);
glGetFloatv(GL_MAX_VIEWPORT_DIMS, &RasterizerData.MAX_VIEWPORT_DIMS);
}
if(check(3, 0))
{
glGetIntegerv(GL_MAX_CLIP_DISTANCES, &RasterizerData.MAX_CLIP_DISTANCES);
}
if(check(4, 1) || (VersionData.GL.ARB_viewport_array))
{
glGetIntegerv(GL_MAX_VIEWPORTS, &RasterizerData.MAX_VIEWPORTS);
glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &RasterizerData.VIEWPORT_SUBPIXEL_BITS);
glGetFloatv(GL_VIEWPORT_BOUNDS_RANGE, RasterizerData.VIEWPORT_BOUNDS_RANGE);
}
}
struct framebuffer
{
GLint MAX_COLOR_ATTACHMENTS;
GLint MAX_FRAMEBUFFER_WIDTH;
GLint MAX_FRAMEBUFFER_HEIGHT;
GLint MAX_FRAMEBUFFER_LAYERS;
GLint MAX_FRAMEBUFFER_SAMPLES;
GLint MAX_RENDERBUFFER_SIZE;
GLint MAX_SAMPLE_MASK_WORDS;
} FramebufferData;
void initFramebuffer()
{
memset(&FramebufferData, 0, sizeof(FramebufferData));
if(check(3, 0) || (VersionData.GL.ARB_framebuffer_object))
{
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &FramebufferData.MAX_COLOR_ATTACHMENTS);
glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &FramebufferData.MAX_FRAMEBUFFER_WIDTH);
glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &FramebufferData.MAX_FRAMEBUFFER_HEIGHT);
glGetIntegerv(GL_MAX_FRAMEBUFFER_LAYERS, &FramebufferData.MAX_FRAMEBUFFER_LAYERS);
glGetIntegerv(GL_MAX_FRAMEBUFFER_SAMPLES, &FramebufferData.MAX_FRAMEBUFFER_SAMPLES);
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &FramebufferData.MAX_RENDERBUFFER_SIZE);
}
}
struct buffer
{
GLint MAX_TRANSFORM_FEEDBACK_BUFFERS;
GLint MIN_MAP_BUFFER_ALIGNMENT;
} BufferData;
void initBuffer()
{
memset(&BufferData, 0, sizeof(BufferData));
if(check(4, 0) || (VersionData.GL.ARB_transform_feedback3))
glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, &BufferData.MAX_TRANSFORM_FEEDBACK_BUFFERS);
if(check(4, 2) || (VersionData.GL.ARB_map_buffer_alignment))
glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &BufferData.MIN_MAP_BUFFER_ALIGNMENT);
}
struct texture
{
GLint MAX_TEXTURE_IMAGE_UNITS;
GLint MAX_COMBINED_TEXTURE_IMAGE_UNITS;
GLint MAX_TEXTURE_LOD_BIAS;
GLint MAX_TEXTURE_SIZE;
GLint MAX_RECTANGLE_TEXTURE_SIZE;
GLint MAX_3D_TEXTURE_SIZE;
GLint MAX_ARRAY_TEXTURE_LAYERS;
GLint MAX_CUBE_MAP_TEXTURE_SIZE;
GLint MAX_COLOR_TEXTURE_SAMPLES;
GLint MAX_DEPTH_TEXTURE_SAMPLES;
GLint MAX_INTEGER_SAMPLES;
GLint MAX_TEXTURE_BUFFER_SIZE;
GLint NUM_COMPRESSED_TEXTURE_FORMATS;
GLint MAX_TEXTURE_MAX_ANISOTROPY_EXT;
bool COMPRESSED_RGB_S3TC_DXT1_EXT;
bool COMPRESSED_RGBA_S3TC_DXT1_EXT;
bool COMPRESSED_RGBA_S3TC_DXT3_EXT;
bool COMPRESSED_RGBA_S3TC_DXT5_EXT;
bool COMPRESSED_RED_RGTC1;
bool COMPRESSED_SIGNED_RED_RGTC1;
bool COMPRESSED_RG_RGTC2;
bool COMPRESSED_SIGNED_RG_RGTC2;
bool COMPRESSED_RGBA_BPTC_UNORM;
bool COMPRESSED_SRGB_ALPHA_BPTC_UNORM;
bool COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
bool COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
bool COMPRESSED_RGBA_ASTC_4x4_KHR;
bool COMPRESSED_RGBA_ASTC_5x4_KHR;
bool COMPRESSED_RGBA_ASTC_5x5_KHR;
bool COMPRESSED_RGBA_ASTC_6x5_KHR;
bool COMPRESSED_RGBA_ASTC_6x6_KHR;
bool COMPRESSED_RGBA_ASTC_8x5_KHR;
bool COMPRESSED_RGBA_ASTC_8x6_KHR;
bool COMPRESSED_RGBA_ASTC_8x8_KHR;
bool COMPRESSED_RGBA_ASTC_10x5_KHR;
bool COMPRESSED_RGBA_ASTC_10x6_KHR;
bool COMPRESSED_RGBA_ASTC_10x8_KHR;
bool COMPRESSED_RGBA_ASTC_10x10_KHR;
bool COMPRESSED_RGBA_ASTC_12x10_KHR;
bool COMPRESSED_RGBA_ASTC_12x12_KHR;
bool COMPRESSED_RGB8_ETC2;
bool COMPRESSED_SRGB8_ETC2;
bool COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
bool COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2;
bool COMPRESSED_RGBA8_ETC2_EAC;
bool COMPRESSED_SRGB8_ALPHA8_ETC2_EAC;
bool COMPRESSED_R11_EAC;
bool COMPRESSED_SIGNED_R11_EAC;
bool COMPRESSED_RG11_EAC;
bool COMPRESSED_SIGNED_RG11_EAC;
bool PALETTE4_RGB8_OES;
bool PALETTE4_RGBA8_OES;
bool PALETTE4_R5_G6_B5_OES;
bool PALETTE4_RGBA4_OES;
bool PALETTE4_RGB5_A1_OES;
bool PALETTE8_RGB8_OES;
bool PALETTE8_RGBA8_OES;
bool PALETTE8_R5_G6_B5_OES;
bool PALETTE8_RGBA4_OES;
bool PALETTE8_RGB5_A1_OES;
bool ETC1_RGB8_OES;
} TextureData;
# ifndef GL_ETC1_RGB8_OES
# define GL_ETC1_RGB8_OES 0x8D64
# endif
void initTexture()
{
memset(&TextureData, 0, sizeof(TextureData));
if(check(2, 1))
{
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &TextureData.MAX_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &TextureData.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
glGetIntegerv(GL_MAX_TEXTURE_LOD_BIAS, &TextureData.MAX_TEXTURE_LOD_BIAS);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &TextureData.MAX_TEXTURE_SIZE);
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &TextureData.MAX_3D_TEXTURE_SIZE);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &TextureData.MAX_CUBE_MAP_TEXTURE_SIZE);
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &TextureData.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
}
if(check(3, 0) || (VersionData.GL.EXT_texture_array))
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &TextureData.MAX_ARRAY_TEXTURE_LAYERS);
if(check(3, 0) || (VersionData.GL.ARB_texture_buffer_object))
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &TextureData.MAX_TEXTURE_BUFFER_SIZE);
if(check(3, 2) || (VersionData.GL.ARB_texture_multisample))
{
glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &FramebufferData.MAX_SAMPLE_MASK_WORDS);
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &TextureData.MAX_COLOR_TEXTURE_SAMPLES);
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &TextureData.MAX_DEPTH_TEXTURE_SAMPLES);
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &TextureData.MAX_INTEGER_SAMPLES);
}
if(check(3, 3) || (VersionData.GL.ARB_texture_rectangle))
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &TextureData.MAX_RECTANGLE_TEXTURE_SIZE);
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &TextureData.NUM_COMPRESSED_TEXTURE_FORMATS);
std::vector<GLint> Formats;
Formats.resize(static_cast<std::size_t>(TextureData.NUM_COMPRESSED_TEXTURE_FORMATS));
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, &Formats[0]);
for(std::size_t i = 0; i < Formats.size(); ++i)
{
switch(Formats[i])
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
TextureData.COMPRESSED_RGB_S3TC_DXT1_EXT = true;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
TextureData.COMPRESSED_RGBA_S3TC_DXT1_EXT = true;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
TextureData.COMPRESSED_RGBA_S3TC_DXT3_EXT = true;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
TextureData.COMPRESSED_RGBA_S3TC_DXT5_EXT = true;
break;
case GL_COMPRESSED_RED_RGTC1:
TextureData.COMPRESSED_RED_RGTC1 = true;
break;
case GL_COMPRESSED_SIGNED_RED_RGTC1:
TextureData.COMPRESSED_SIGNED_RED_RGTC1 = true;
break;
case GL_COMPRESSED_RG_RGTC2:
TextureData.COMPRESSED_RG_RGTC2 = true;
break;
case GL_COMPRESSED_SIGNED_RG_RGTC2:
TextureData.COMPRESSED_SIGNED_RG_RGTC2 = true;
break;
case GL_COMPRESSED_RGBA_BPTC_UNORM:
TextureData.COMPRESSED_RGBA_BPTC_UNORM = true;
break;
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:
TextureData.COMPRESSED_SRGB_ALPHA_BPTC_UNORM = true;
break;
case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:
TextureData.COMPRESSED_RGB_BPTC_SIGNED_FLOAT = true;
break;
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:
TextureData.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT = true;
break;
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR:
TextureData.COMPRESSED_RGBA_ASTC_4x4_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_5x4_KHR:
TextureData.COMPRESSED_RGBA_ASTC_5x4_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_5x5_KHR:
TextureData.COMPRESSED_RGBA_ASTC_5x5_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_6x5_KHR:
TextureData.COMPRESSED_RGBA_ASTC_6x5_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_6x6_KHR:
TextureData.COMPRESSED_RGBA_ASTC_6x6_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_8x5_KHR:
TextureData.COMPRESSED_RGBA_ASTC_8x5_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_8x6_KHR:
TextureData.COMPRESSED_RGBA_ASTC_8x6_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_8x8_KHR:
TextureData.COMPRESSED_RGBA_ASTC_8x8_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_10x5_KHR:
TextureData.COMPRESSED_RGBA_ASTC_10x5_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_10x6_KHR:
TextureData.COMPRESSED_RGBA_ASTC_10x6_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_10x8_KHR:
TextureData.COMPRESSED_RGBA_ASTC_10x8_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_10x10_KHR:
TextureData.COMPRESSED_RGBA_ASTC_10x10_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_12x10_KHR:
TextureData.COMPRESSED_RGBA_ASTC_12x10_KHR = true;
break;
case GL_COMPRESSED_RGBA_ASTC_12x12_KHR:
TextureData.COMPRESSED_RGBA_ASTC_12x12_KHR = true;
break;
case GL_COMPRESSED_RGB8_ETC2:
TextureData.COMPRESSED_RGB8_ETC2 = true;
break;
case GL_COMPRESSED_SRGB8_ETC2:
TextureData.COMPRESSED_SRGB8_ETC2 = true;
break;
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:
TextureData.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = true;
break;
case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:
TextureData.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = true;
break;
case GL_COMPRESSED_RGBA8_ETC2_EAC:
TextureData.COMPRESSED_RGBA8_ETC2_EAC = true;
break;
case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:
TextureData.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = true;
break;
case GL_COMPRESSED_R11_EAC:
TextureData.COMPRESSED_R11_EAC = true;
break;
case GL_COMPRESSED_SIGNED_R11_EAC:
TextureData.COMPRESSED_SIGNED_R11_EAC = true;
break;
case GL_COMPRESSED_RG11_EAC :
TextureData.COMPRESSED_RG11_EAC = true;
break;
case GL_COMPRESSED_SIGNED_RG11_EAC:
TextureData.COMPRESSED_SIGNED_RG11_EAC = true;
break;
case GL_PALETTE4_RGB8_OES:
TextureData.PALETTE4_RGB8_OES = true;
break;
case GL_PALETTE4_RGBA8_OES:
TextureData.PALETTE4_RGBA8_OES = true;
break;
case GL_PALETTE4_R5_G6_B5_OES:
TextureData.PALETTE4_R5_G6_B5_OES = true;
break;
case GL_PALETTE4_RGBA4_OES:
TextureData.PALETTE4_RGBA4_OES = true;
break;
case GL_PALETTE4_RGB5_A1_OES:
TextureData.PALETTE4_RGB5_A1_OES = true;
break;
case GL_PALETTE8_RGB8_OES:
TextureData.PALETTE8_RGB8_OES = true;
break;
case GL_PALETTE8_RGBA8_OES:
TextureData.PALETTE8_RGBA8_OES = true;
break;
case GL_PALETTE8_R5_G6_B5_OES:
TextureData.PALETTE8_R5_G6_B5_OES = true;
break;
case GL_PALETTE8_RGBA4_OES:
TextureData.PALETTE8_RGBA4_OES = true;
break;
case GL_PALETTE8_RGB5_A1_OES:
TextureData.PALETTE8_RGB5_A1_OES = true;
break;
case GL_ETC1_RGB8_OES:
TextureData.ETC1_RGB8_OES = true;
break;
default:
//assert(0);
break;
}
}
if(VersionData.GL.EXT_texture_compression_s3tc)
{
TextureData.COMPRESSED_RGB_S3TC_DXT1_EXT = true;
TextureData.COMPRESSED_RGBA_S3TC_DXT1_EXT = true;
TextureData.COMPRESSED_RGBA_S3TC_DXT3_EXT = true;
TextureData.COMPRESSED_RGBA_S3TC_DXT5_EXT = true;
}
if(check(3, 0) || VersionData.GL.ARB_texture_compression_rgtc)
{
TextureData.COMPRESSED_RED_RGTC1 = true;
TextureData.COMPRESSED_SIGNED_RED_RGTC1 = true;
TextureData.COMPRESSED_RG_RGTC2 = true;
TextureData.COMPRESSED_SIGNED_RG_RGTC2 = true;
}
if(check(4, 0) || VersionData.GL.ARB_texture_compression_bptc)
{
TextureData.COMPRESSED_RGBA_BPTC_UNORM = true;
TextureData.COMPRESSED_SRGB_ALPHA_BPTC_UNORM = true;
TextureData.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT = true;
TextureData.COMPRESSED_RGB_BPTC_SIGNED_FLOAT = true;
}
}
struct program
{
GLint MAX_SUBROUTINES;
GLint MAX_SUBROUTINE_UNIFORM_LOCATIONS;
GLint MAX_COMBINED_ATOMIC_COUNTERS;
GLint MAX_COMBINED_SHADER_STORAGE_BLOCKS;
GLint MAX_PROGRAM_TEXEL_OFFSET;
GLint MIN_PROGRAM_TEXEL_OFFSET;
GLint MAX_COMBINED_UNIFORM_BLOCKS;
GLint MAX_UNIFORM_BUFFER_BINDINGS;
GLint MAX_UNIFORM_BLOCK_SIZE;
GLint MAX_UNIFORM_LOCATIONS;
GLint MAX_VARYING_COMPONENTS;
GLint MAX_VARYING_VECTORS;
GLint MAX_VARYING_FLOATS;
GLint MAX_SHADER_STORAGE_BUFFER_BINDINGS;
GLint MAX_SHADER_STORAGE_BLOCK_SIZE;
GLint MAX_COMBINED_SHADER_OUTPUT_RESOURCES;
GLint SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT;
GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT;
GLint NUM_PROGRAM_BINARY_FORMATS;
GLint NUM_SHADER_BINARY_FORMATS;
GLint PROGRAM_BINARY_FORMATS;
} ProgramData;
void initProgram()
{
glGetIntegerv(GL_MAX_SUBROUTINES, &ProgramData.MAX_SUBROUTINES);
glGetIntegerv(GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS, &ProgramData.MAX_SUBROUTINE_UNIFORM_LOCATIONS);
glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTERS, &ProgramData.MAX_COMBINED_ATOMIC_COUNTERS);
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &ProgramData.MAX_COMBINED_SHADER_STORAGE_BLOCKS);
glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &ProgramData.MAX_PROGRAM_TEXEL_OFFSET);
glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &ProgramData.MIN_PROGRAM_TEXEL_OFFSET);
glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &ProgramData.MAX_COMBINED_UNIFORM_BLOCKS);
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &ProgramData.MAX_UNIFORM_BUFFER_BINDINGS);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &ProgramData.MAX_UNIFORM_BLOCK_SIZE);
glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &ProgramData.MAX_UNIFORM_LOCATIONS);
glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &ProgramData.MAX_VARYING_COMPONENTS);
glGetIntegerv(GL_MAX_VARYING_VECTORS, &ProgramData.MAX_VARYING_VECTORS);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &ProgramData.MAX_VARYING_FLOATS);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &ProgramData.MAX_SHADER_STORAGE_BUFFER_BINDINGS);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &ProgramData.MAX_SHADER_STORAGE_BLOCK_SIZE);
glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &ProgramData.MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ProgramData.SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &ProgramData.UNIFORM_BUFFER_OFFSET_ALIGNMENT);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &ProgramData.NUM_PROGRAM_BINARY_FORMATS);
glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &ProgramData.NUM_SHADER_BINARY_FORMATS);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &ProgramData.PROGRAM_BINARY_FORMATS);
}
public:
caps(profile const & Profile) :
VersionData(Profile),
Version(VersionData),
Debug(DebugData),
Compute(ComputeData),
Vertex(VertexData),
Control(ControlData),
Evaluation(EvaluationData),
Geometry(GeometryData),
Fragment(FragmentData),
Pulling(PullingData),
Framebuffer(FramebufferData),
Rasterizer(RasterizerData),
Buffer(BufferData),
Texture(TextureData),
Program(ProgramData)
{
this->initVersion();
this->initDebug();
this->initCompute();
this->initVertex();
this->initControl();
this->initEvaluation();
this->initGeometry();
this->initFragment();
this->initPulling();
this->initRasterizer();
this->initFramebuffer();
this->initBuffer();
this->initTexture();
this->initProgram();
}
version const & Version;
debug const & Debug;
compute const & Compute;
vertex const & Vertex;
control const & Control;
evaluation const & Evaluation;
geometry const & Geometry;
fragment const & Fragment;
pulling const & Pulling;
rasterizer const & Rasterizer;
framebuffer const & Framebuffer;
buffer const & Buffer;
texture const & Texture;
program const & Program;
};
@TieJu
Copy link

TieJu commented Nov 10, 2013

Minor bugs found:
GL_MAX_COMPUTE_WORK_GROUP_COUNT and GL_MAX_COMPUTE_WORK_GROUP_SIZE are arrays of 3 (x, y and z dim) and are retrived via glGetIntegeri_v

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment