Tables

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 2.5 GLSL Type Modifiers

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 3.3 Buffer Flags

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 B.2 WebGL Typed Arrays

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.18 Renderbuffer State

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.33 Hints

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

Table F.1 Reduced-Precision Floating-Point Formats

Table H.1 std140 Layout Rules

Table H.2 std430 Layout Rules

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