Table 1.1 Command Suffixes and Argument Data Types
Table 1.2 Example of Determining Parameters for glVertexAttribPointer()
Table 2.1 Basic Data Types in GLSL
Table 2.2 Implicit Conversions in GLSL
Table 2.3 GLSL Vector and Matrix Types
Table 2.4 Vector Component Accessors
Table 2.6 GLSL Operators and Their Precedence
Table 2.7 GLSL Control-Flow Statements
Table 2.8 GLSL Function Parameter Access Modifiers
Table 2.9 GLSL Preprocessor Directives
Table 2.10 GLSL Preprocessor Predefined Macros
Table 2.11 GLSL Extension Directive Modifiers
Table 2.12 Layout Qualifiers for Uniform
Table 3.1 OpenGL Primitive Mode Tokens
Table 3.2 Buffer Binding Targets
Table 3.4 Access Modes for glMapBuffer()
Table 3.5 Flags for Use with glMapNamedBufferRange()
Table 3.6 Values of type for glVertexAttribPointer()
Table 4.1 Converting Data Values to Normalized Floating-Point Values
Table 4.2 Query Values for the Stencil Test
Table 4.3 Source and Destination Blending Factors
Table 4.4 Blending Equation Mathematical Operations
Table 4.5 Sixteen Logical Operations
Table 4.6 Values for Use with glHint()
Table 4.7 glReadPixels() Data Formats
Table 4.8 Data Types for glReadPixels()
Table 5.1 Drawing Modes Allowed During Transform Feedback
Table 6.1 Texture Targets and Corresponding Sampler Types
Table 6.2 Texture Targets and Corresponding Proxy Targets
Table 6.3 Sized Internal Formats
Table 6.4 External Texture Formats
Table 6.5 Example Component Layouts for Packed Pixel Formats
Table 6.6 Target Compatibility for Texture Views
Table 6.7 Internal Format Compatibility for Texture Views
Table 6.8 Framebuffer Attachments
Table 6.9 Errors Returned by glCheckFramebufferStatus()
Table 7.1 Spherical Harmonic Coefficients for Light-Probe Images
Table 9.1 Tessellation Control Shader Input Variables
Table 9.2 Evaluation Shader Primitive Types
Table 9.3 Options for Controlling Tessellation Level Effects
Table 9.4 Tessellation Control Shader Input Variables
Table 10.1 Geometry Shader Primitive Types and Accepted Drawing Modes.
Table 10.2 Geometry Shader Primitives and the Vertex Count for Each
Table 10.3 Provoking Vertex Selection by Primitive Mode
Table 10.4 Ordering of Cube-Map Face Indices
Table 11.1 Generic Image Types in GLSL
Table 11.2 Image Format Qualifiers
Table B.1 Type Strings for WebGL Shaders
Table C.1 Cube-Map Face Targets
Table C.2 Notation for Argument or Return Type
Table D.1 Current Values and Associated Data
Table D.2 State Variables for Vertex Array Objects
Table D.3 State Variables for Vertex Array Data (Not Stored in a Vertex Array Object)
Table D.4 State Variables for Buffer Objects
Table D.5 Transformation State Variables
Table D.6 State Variables for Controlling Coloring
Table D.7 State Variables for Controlling Rasterization
Table D.8 State Variables for Multisampling
Table D.9 State Variables for Texture Units
Table D.10 State Variables for Texture Objects
Table D.11 State Variables for Texture Images
Table D.12 State Variables Per Texture Sampler Object
Table D.13 State Variables for Pixel Operations
Table D.14 State Variables Controlling Framebuffer Access and Values
Table D.15 State Variables for Framebuffers Per Target
Table D.16 State Variables for Framebuffer Objects
Table D.17 State Variables for Framebuffer Attachments
Table D.19 State Variables Per Renderbuffer Object
Table D.20 State Variables Controlling Pixel Transfers
Table D.21 State Variables for Shader Objects
Table D.22 State Variables for Program Pipeline Object State
Table D.23 State Variables for Shader Program Objects
Table D.24 State Variables for Program Interfaces
Table D.25 State Variables for Program Object Resources
Table D.26 State Variables for Vertex and Geometry Shader State
Table D.27 State Variables for Query Objects
Table D.28 State Variables Per Image Unit
Table D.29 State Variables for Transform Feedback
Table D.30 State Variables for Atomic Counters
Table D.31 State Variables for Shader Storage Buffers
Table D.32 State Variables for Sync Objects
Table D.34 State Variables for Compute Shader Dispatch
Table D.35 State Variables Based on Implementation-Dependent Values
Table D.36 State Variables for Implementation-Dependent Tessellation Shader Values
Table D.37 State Variables for Implementation-Dependent Geometry Shader Values
Table D.38 State Variables for Implementation-Dependent Fragment Shader Values
Table D.39 State Variables for Implementation-Dependent Compute Shader Limits
Table D.40 State Variables for Implementation-Dependent Shader Limits
Table D.41 State Variables for Debug Output State
Table D.42 Implementation-Dependent Values
Table D.43 Internal Format-Dependent Values
Table D.44 Implementation-Dependent Transform Feedback Limits
Table D.45 Framebuffer-Dependent Values
Table D.46 Miscellaneous State Values
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