Class GLESCapabilities



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

      • glActiveShaderProgram

        public final long glActiveShaderProgram
      • glActiveShaderProgramEXT

        public final long glActiveShaderProgramEXT
      • glActiveTexture

        public final long glActiveTexture
      • glAlphaFuncQCOM

        public final long glAlphaFuncQCOM
      • glApplyFramebufferAttachmentCMAAINTEL

        public final long glApplyFramebufferAttachmentCMAAINTEL
      • glAttachShader

        public final long glAttachShader
      • glBeginConditionalRenderNV

        public final long glBeginConditionalRenderNV
      • glBeginPerfMonitorAMD

        public final long glBeginPerfMonitorAMD
      • glBeginPerfQueryINTEL

        public final long glBeginPerfQueryINTEL
      • glBeginQuery

        public final long glBeginQuery
      • glBeginQueryEXT

        public final long glBeginQueryEXT
      • glBeginTransformFeedback

        public final long glBeginTransformFeedback
      • glBindAttribLocation

        public final long glBindAttribLocation
      • glBindBuffer

        public final long glBindBuffer
      • glBindBufferBase

        public final long glBindBufferBase
      • glBindBufferRange

        public final long glBindBufferRange
      • glBindFragDataLocationEXT

        public final long glBindFragDataLocationEXT
      • glBindFragDataLocationIndexedEXT

        public final long glBindFragDataLocationIndexedEXT
      • glBindFramebuffer

        public final long glBindFramebuffer
      • glBindImageTexture

        public final long glBindImageTexture
      • glBindProgramPipeline

        public final long glBindProgramPipeline
      • glBindProgramPipelineEXT

        public final long glBindProgramPipelineEXT
      • glBindRenderbuffer

        public final long glBindRenderbuffer
      • glBindSampler

        public final long glBindSampler
      • glBindTexture

        public final long glBindTexture
      • glBindTransformFeedback

        public final long glBindTransformFeedback
      • glBindVertexArray

        public final long glBindVertexArray
      • glBindVertexArrayOES

        public final long glBindVertexArrayOES
      • glBindVertexBuffer

        public final long glBindVertexBuffer
      • glBlendBarrier

        public final long glBlendBarrier
      • glBlendBarrierKHR

        public final long glBlendBarrierKHR
      • glBlendBarrierNV

        public final long glBlendBarrierNV
      • glBlendColor

        public final long glBlendColor
      • glBlendEquation

        public final long glBlendEquation
      • glBlendEquationSeparate

        public final long glBlendEquationSeparate
      • glBlendEquationSeparatei

        public final long glBlendEquationSeparatei
      • glBlendEquationSeparateiEXT

        public final long glBlendEquationSeparateiEXT
      • glBlendEquationSeparateiOES

        public final long glBlendEquationSeparateiOES
      • glBlendEquationi

        public final long glBlendEquationi
      • glBlendEquationiEXT

        public final long glBlendEquationiEXT
      • glBlendEquationiOES

        public final long glBlendEquationiOES
      • glBlendFunc

        public final long glBlendFunc
      • glBlendFuncSeparate

        public final long glBlendFuncSeparate
      • glBlendFuncSeparatei

        public final long glBlendFuncSeparatei
      • glBlendFuncSeparateiEXT

        public final long glBlendFuncSeparateiEXT
      • glBlendFuncSeparateiOES

        public final long glBlendFuncSeparateiOES
      • glBlendFunci

        public final long glBlendFunci
      • glBlendFunciEXT

        public final long glBlendFunciEXT
      • glBlendFunciOES

        public final long glBlendFunciOES
      • glBlendParameteriNV

        public final long glBlendParameteriNV
      • glBlitFramebuffer

        public final long glBlitFramebuffer
      • glBlitFramebufferANGLE

        public final long glBlitFramebufferANGLE
      • glBlitFramebufferNV

        public final long glBlitFramebufferNV
      • glBufferData

        public final long glBufferData
      • glBufferStorageEXT

        public final long glBufferStorageEXT
      • glBufferSubData

        public final long glBufferSubData
      • glCheckFramebufferStatus

        public final long glCheckFramebufferStatus
      • glClear

        public final long glClear
      • glClearBufferfi

        public final long glClearBufferfi
      • glClearBufferfv

        public final long glClearBufferfv
      • glClearBufferiv

        public final long glClearBufferiv
      • glClearBufferuiv

        public final long glClearBufferuiv
      • glClearColor

        public final long glClearColor
      • glClearDepthf

        public final long glClearDepthf
      • glClearPixelLocalStorageuiEXT

        public final long glClearPixelLocalStorageuiEXT
      • glClearStencil

        public final long glClearStencil
      • glClientWaitSync

        public final long glClientWaitSync
      • glClientWaitSyncAPPLE

        public final long glClientWaitSyncAPPLE
      • glColorMask

        public final long glColorMask
      • glColorMaski

        public final long glColorMaski
      • glColorMaskiEXT

        public final long glColorMaskiEXT
      • glColorMaskiOES

        public final long glColorMaskiOES
      • glCompileShader

        public final long glCompileShader
      • glCompressedTexImage2D

        public final long glCompressedTexImage2D
      • glCompressedTexImage3D

        public final long glCompressedTexImage3D
      • glCompressedTexImage3DNV

        public final long glCompressedTexImage3DNV
      • glCompressedTexImage3DOES

        public final long glCompressedTexImage3DOES
      • glCompressedTexSubImage2D

        public final long glCompressedTexSubImage2D
      • glCompressedTexSubImage3D

        public final long glCompressedTexSubImage3D
      • glCompressedTexSubImage3DNV

        public final long glCompressedTexSubImage3DNV
      • glCompressedTexSubImage3DOES

        public final long glCompressedTexSubImage3DOES
      • glConservativeRasterParameteriNV

        public final long glConservativeRasterParameteriNV
      • glCopyBufferSubData

        public final long glCopyBufferSubData
      • glCopyBufferSubDataNV

        public final long glCopyBufferSubDataNV
      • glCopyImageSubData

        public final long glCopyImageSubData
      • glCopyImageSubDataEXT

        public final long glCopyImageSubDataEXT
      • glCopyImageSubDataOES

        public final long glCopyImageSubDataOES
      • glCopyPathNV

        public final long glCopyPathNV
      • glCopyTexImage2D

        public final long glCopyTexImage2D
      • glCopyTexSubImage2D

        public final long glCopyTexSubImage2D
      • glCopyTexSubImage3D

        public final long glCopyTexSubImage3D
      • glCopyTexSubImage3DNV

        public final long glCopyTexSubImage3DNV
      • glCopyTexSubImage3DOES

        public final long glCopyTexSubImage3DOES
      • glCopyTextureLevelsAPPLE

        public final long glCopyTextureLevelsAPPLE
      • glCoverFillPathInstancedNV

        public final long glCoverFillPathInstancedNV
      • glCoverFillPathNV

        public final long glCoverFillPathNV
      • glCoverStrokePathInstancedNV

        public final long glCoverStrokePathInstancedNV
      • glCoverStrokePathNV

        public final long glCoverStrokePathNV
      • glCoverageMaskNV

        public final long glCoverageMaskNV
      • glCoverageModulationNV

        public final long glCoverageModulationNV
      • glCoverageModulationTableNV

        public final long glCoverageModulationTableNV
      • glCoverageOperationNV

        public final long glCoverageOperationNV
      • glCreatePerfQueryINTEL

        public final long glCreatePerfQueryINTEL
      • glCreateProgram

        public final long glCreateProgram
      • glCreateShader

        public final long glCreateShader
      • glCreateShaderProgramv

        public final long glCreateShaderProgramv
      • glCreateShaderProgramvEXT

        public final long glCreateShaderProgramvEXT
      • glCullFace

        public final long glCullFace
      • glDebugMessageCallback

        public final long glDebugMessageCallback
      • glDebugMessageCallbackKHR

        public final long glDebugMessageCallbackKHR
      • glDebugMessageControl

        public final long glDebugMessageControl
      • glDebugMessageControlKHR

        public final long glDebugMessageControlKHR
      • glDebugMessageInsert

        public final long glDebugMessageInsert
      • glDebugMessageInsertKHR

        public final long glDebugMessageInsertKHR
      • glDeleteBuffers

        public final long glDeleteBuffers
      • glDeleteFencesNV

        public final long glDeleteFencesNV
      • glDeleteFramebuffers

        public final long glDeleteFramebuffers
      • glDeletePathsNV

        public final long glDeletePathsNV
      • glDeletePerfMonitorsAMD

        public final long glDeletePerfMonitorsAMD
      • glDeletePerfQueryINTEL

        public final long glDeletePerfQueryINTEL
      • glDeleteProgram

        public final long glDeleteProgram
      • glDeleteProgramPipelines

        public final long glDeleteProgramPipelines
      • glDeleteProgramPipelinesEXT

        public final long glDeleteProgramPipelinesEXT
      • glDeleteQueries

        public final long glDeleteQueries
      • glDeleteQueriesEXT

        public final long glDeleteQueriesEXT
      • glDeleteRenderbuffers

        public final long glDeleteRenderbuffers
      • glDeleteSamplers

        public final long glDeleteSamplers
      • glDeleteShader

        public final long glDeleteShader
      • glDeleteSync

        public final long glDeleteSync
      • glDeleteSyncAPPLE

        public final long glDeleteSyncAPPLE
      • glDeleteTextures

        public final long glDeleteTextures
      • glDeleteTransformFeedbacks

        public final long glDeleteTransformFeedbacks
      • glDeleteVertexArrays

        public final long glDeleteVertexArrays
      • glDeleteVertexArraysOES

        public final long glDeleteVertexArraysOES
      • glDepthFunc

        public final long glDepthFunc
      • glDepthMask

        public final long glDepthMask
      • glDepthRangeArrayfvNV

        public final long glDepthRangeArrayfvNV
      • glDepthRangeIndexedfNV

        public final long glDepthRangeIndexedfNV
      • glDepthRangef

        public final long glDepthRangef
      • glDetachShader

        public final long glDetachShader
      • glDisable

        public final long glDisable
      • glDisableDriverControlQCOM

        public final long glDisableDriverControlQCOM
      • glDisableVertexAttribArray

        public final long glDisableVertexAttribArray
      • glDisablei

        public final long glDisablei
      • glDisableiEXT

        public final long glDisableiEXT
      • glDisableiNV

        public final long glDisableiNV
      • glDisableiOES

        public final long glDisableiOES
      • glDiscardFramebufferEXT

        public final long glDiscardFramebufferEXT
      • glDispatchCompute

        public final long glDispatchCompute
      • glDispatchComputeIndirect

        public final long glDispatchComputeIndirect
      • glDrawArrays

        public final long glDrawArrays
      • glDrawArraysIndirect

        public final long glDrawArraysIndirect
      • glDrawArraysInstanced

        public final long glDrawArraysInstanced
      • glDrawArraysInstancedANGLE

        public final long glDrawArraysInstancedANGLE
      • glDrawArraysInstancedBaseInstanceEXT

        public final long glDrawArraysInstancedBaseInstanceEXT
      • glDrawArraysInstancedEXT

        public final long glDrawArraysInstancedEXT
      • glDrawArraysInstancedNV

        public final long glDrawArraysInstancedNV
      • glDrawBuffers

        public final long glDrawBuffers
      • glDrawBuffersEXT

        public final long glDrawBuffersEXT
      • glDrawBuffersIndexedEXT

        public final long glDrawBuffersIndexedEXT
      • glDrawBuffersNV

        public final long glDrawBuffersNV
      • glDrawElements

        public final long glDrawElements
      • glDrawElementsBaseVertex

        public final long glDrawElementsBaseVertex
      • glDrawElementsBaseVertexEXT

        public final long glDrawElementsBaseVertexEXT
      • glDrawElementsBaseVertexOES

        public final long glDrawElementsBaseVertexOES
      • glDrawElementsIndirect

        public final long glDrawElementsIndirect
      • glDrawElementsInstanced

        public final long glDrawElementsInstanced
      • glDrawElementsInstancedANGLE

        public final long glDrawElementsInstancedANGLE
      • glDrawElementsInstancedBaseInstanceEXT

        public final long glDrawElementsInstancedBaseInstanceEXT
      • glDrawElementsInstancedBaseVertex

        public final long glDrawElementsInstancedBaseVertex
      • glDrawElementsInstancedBaseVertexBaseInstanceEXT

        public final long glDrawElementsInstancedBaseVertexBaseInstanceEXT
      • glDrawElementsInstancedBaseVertexEXT

        public final long glDrawElementsInstancedBaseVertexEXT
      • glDrawElementsInstancedBaseVertexOES

        public final long glDrawElementsInstancedBaseVertexOES
      • glDrawElementsInstancedEXT

        public final long glDrawElementsInstancedEXT
      • glDrawElementsInstancedNV

        public final long glDrawElementsInstancedNV
      • glDrawRangeElements

        public final long glDrawRangeElements
      • glDrawRangeElementsBaseVertex

        public final long glDrawRangeElementsBaseVertex
      • glDrawRangeElementsBaseVertexEXT

        public final long glDrawRangeElementsBaseVertexEXT
      • glDrawRangeElementsBaseVertexOES

        public final long glDrawRangeElementsBaseVertexOES
      • glEGLImageTargetRenderbufferStorageOES

        public final long glEGLImageTargetRenderbufferStorageOES
      • glEGLImageTargetTexture2DOES

        public final long glEGLImageTargetTexture2DOES
      • glEnable

        public final long glEnable
      • glEnableDriverControlQCOM

        public final long glEnableDriverControlQCOM
      • glEnableVertexAttribArray

        public final long glEnableVertexAttribArray
      • glEnablei

        public final long glEnablei
      • glEnableiEXT

        public final long glEnableiEXT
      • glEnableiNV

        public final long glEnableiNV
      • glEnableiOES

        public final long glEnableiOES
      • glEndConditionalRenderNV

        public final long glEndConditionalRenderNV
      • glEndPerfMonitorAMD

        public final long glEndPerfMonitorAMD
      • glEndPerfQueryINTEL

        public final long glEndPerfQueryINTEL
      • glEndQuery

        public final long glEndQuery
      • glEndQueryEXT

        public final long glEndQueryEXT
      • glEndTilingQCOM

        public final long glEndTilingQCOM
      • glEndTransformFeedback

        public final long glEndTransformFeedback
      • glExtGetBufferPointervQCOM

        public final long glExtGetBufferPointervQCOM
      • glExtGetBuffersQCOM

        public final long glExtGetBuffersQCOM
      • glExtGetFramebuffersQCOM

        public final long glExtGetFramebuffersQCOM
      • glExtGetProgramBinarySourceQCOM

        public final long glExtGetProgramBinarySourceQCOM
      • glExtGetProgramsQCOM

        public final long glExtGetProgramsQCOM
      • glExtGetRenderbuffersQCOM

        public final long glExtGetRenderbuffersQCOM
      • glExtGetShadersQCOM

        public final long glExtGetShadersQCOM
      • glExtGetTexLevelParameterivQCOM

        public final long glExtGetTexLevelParameterivQCOM
      • glExtGetTexSubImageQCOM

        public final long glExtGetTexSubImageQCOM
      • glExtGetTexturesQCOM

        public final long glExtGetTexturesQCOM
      • glExtIsProgramBinaryQCOM

        public final long glExtIsProgramBinaryQCOM
      • glExtTexObjectStateOverrideiQCOM

        public final long glExtTexObjectStateOverrideiQCOM
      • glFenceSync

        public final long glFenceSync
      • glFenceSyncAPPLE

        public final long glFenceSyncAPPLE
      • glFinish

        public final long glFinish
      • glFinishFenceNV

        public final long glFinishFenceNV
      • glFlush

        public final long glFlush
      • glFlushMappedBufferRange

        public final long glFlushMappedBufferRange
      • glFlushMappedBufferRangeEXT

        public final long glFlushMappedBufferRangeEXT
      • glFragmentCoverageColorNV

        public final long glFragmentCoverageColorNV
      • glFramebufferParameteri

        public final long glFramebufferParameteri
      • glFramebufferPixelLocalStorageSizeEXT

        public final long glFramebufferPixelLocalStorageSizeEXT
      • glFramebufferRenderbuffer

        public final long glFramebufferRenderbuffer
      • glFramebufferSampleLocationsfvNV

        public final long glFramebufferSampleLocationsfvNV
      • glFramebufferTexture

        public final long glFramebufferTexture
      • glFramebufferTexture2D

        public final long glFramebufferTexture2D
      • glFramebufferTexture2DDownsampleIMG

        public final long glFramebufferTexture2DDownsampleIMG
      • glFramebufferTexture2DMultisampleEXT

        public final long glFramebufferTexture2DMultisampleEXT
      • glFramebufferTexture2DMultisampleIMG

        public final long glFramebufferTexture2DMultisampleIMG
      • glFramebufferTexture3DOES

        public final long glFramebufferTexture3DOES
      • glFramebufferTextureEXT

        public final long glFramebufferTextureEXT
      • glFramebufferTextureLayer

        public final long glFramebufferTextureLayer
      • glFramebufferTextureLayerDownsampleIMG

        public final long glFramebufferTextureLayerDownsampleIMG
      • glFramebufferTextureLayerNV

        public final long glFramebufferTextureLayerNV
      • glFramebufferTextureMultisampleMultiviewOVR

        public final long glFramebufferTextureMultisampleMultiviewOVR
      • glFramebufferTextureMultiviewOVR

        public final long glFramebufferTextureMultiviewOVR
      • glFramebufferTextureOES

        public final long glFramebufferTextureOES
      • glFrontFace

        public final long glFrontFace
      • glGenBuffers

        public final long glGenBuffers
      • glGenFencesNV

        public final long glGenFencesNV
      • glGenFramebuffers

        public final long glGenFramebuffers
      • glGenPathsNV

        public final long glGenPathsNV
      • glGenPerfMonitorsAMD

        public final long glGenPerfMonitorsAMD
      • glGenProgramPipelines

        public final long glGenProgramPipelines
      • glGenProgramPipelinesEXT

        public final long glGenProgramPipelinesEXT
      • glGenQueries

        public final long glGenQueries
      • glGenQueriesEXT

        public final long glGenQueriesEXT
      • glGenRenderbuffers

        public final long glGenRenderbuffers
      • glGenSamplers

        public final long glGenSamplers
      • glGenTextures

        public final long glGenTextures
      • glGenTransformFeedbacks

        public final long glGenTransformFeedbacks
      • glGenVertexArrays

        public final long glGenVertexArrays
      • glGenVertexArraysOES

        public final long glGenVertexArraysOES
      • glGenerateMipmap

        public final long glGenerateMipmap
      • glGetActiveAttrib

        public final long glGetActiveAttrib
      • glGetActiveUniform

        public final long glGetActiveUniform
      • glGetActiveUniformBlockName

        public final long glGetActiveUniformBlockName
      • glGetActiveUniformBlockiv

        public final long glGetActiveUniformBlockiv
      • glGetActiveUniformsiv

        public final long glGetActiveUniformsiv
      • glGetAttachedShaders

        public final long glGetAttachedShaders
      • glGetAttribLocation

        public final long glGetAttribLocation
      • glGetBooleani_v

        public final long glGetBooleani_v
      • glGetBooleanv

        public final long glGetBooleanv
      • glGetBufferParameteri64v

        public final long glGetBufferParameteri64v
      • glGetBufferParameteriv

        public final long glGetBufferParameteriv
      • glGetBufferPointerv

        public final long glGetBufferPointerv
      • glGetBufferPointervOES

        public final long glGetBufferPointervOES
      • glGetCoverageModulationTableNV

        public final long glGetCoverageModulationTableNV
      • glGetDebugMessageLog

        public final long glGetDebugMessageLog
      • glGetDebugMessageLogKHR

        public final long glGetDebugMessageLogKHR
      • glGetDriverControlStringQCOM

        public final long glGetDriverControlStringQCOM
      • glGetDriverControlsQCOM

        public final long glGetDriverControlsQCOM
      • glGetError

        public final long glGetError
      • glGetFenceivNV

        public final long glGetFenceivNV
      • glGetFirstPerfQueryIdINTEL

        public final long glGetFirstPerfQueryIdINTEL
      • glGetFloati_vNV

        public final long glGetFloati_vNV
      • glGetFloatv

        public final long glGetFloatv
      • glGetFragDataIndexEXT

        public final long glGetFragDataIndexEXT
      • glGetFragDataLocation

        public final long glGetFragDataLocation
      • glGetFramebufferAttachmentParameteriv

        public final long glGetFramebufferAttachmentParameteriv
      • glGetFramebufferParameteriv

        public final long glGetFramebufferParameteriv
      • glGetFramebufferPixelLocalStorageSizeEXT

        public final long glGetFramebufferPixelLocalStorageSizeEXT
      • glGetGraphicsResetStatus

        public final long glGetGraphicsResetStatus
      • glGetGraphicsResetStatusEXT

        public final long glGetGraphicsResetStatusEXT
      • glGetGraphicsResetStatusKHR

        public final long glGetGraphicsResetStatusKHR
      • glGetImageHandleNV

        public final long glGetImageHandleNV
      • glGetInteger64i_v

        public final long glGetInteger64i_v
      • glGetInteger64v

        public final long glGetInteger64v
      • glGetInteger64vAPPLE

        public final long glGetInteger64vAPPLE
      • glGetIntegeri_v

        public final long glGetIntegeri_v
      • glGetIntegeri_vEXT

        public final long glGetIntegeri_vEXT
      • glGetIntegerv

        public final long glGetIntegerv
      • glGetInternalformatSampleivNV

        public final long glGetInternalformatSampleivNV
      • glGetInternalformativ

        public final long glGetInternalformativ
      • glGetMultisamplefv

        public final long glGetMultisamplefv
      • glGetNextPerfQueryIdINTEL

        public final long glGetNextPerfQueryIdINTEL
      • glGetObjectLabel

        public final long glGetObjectLabel
      • glGetObjectLabelEXT

        public final long glGetObjectLabelEXT
      • glGetObjectLabelKHR

        public final long glGetObjectLabelKHR
      • glGetObjectPtrLabel

        public final long glGetObjectPtrLabel
      • glGetObjectPtrLabelKHR

        public final long glGetObjectPtrLabelKHR
      • glGetPathCommandsNV

        public final long glGetPathCommandsNV
      • glGetPathCoordsNV

        public final long glGetPathCoordsNV
      • glGetPathDashArrayNV

        public final long glGetPathDashArrayNV
      • glGetPathLengthNV

        public final long glGetPathLengthNV
      • glGetPathMetricRangeNV

        public final long glGetPathMetricRangeNV
      • glGetPathMetricsNV

        public final long glGetPathMetricsNV
      • glGetPathParameterfvNV

        public final long glGetPathParameterfvNV
      • glGetPathParameterivNV

        public final long glGetPathParameterivNV
      • glGetPathSpacingNV

        public final long glGetPathSpacingNV
      • glGetPerfCounterInfoINTEL

        public final long glGetPerfCounterInfoINTEL
      • glGetPerfMonitorCounterDataAMD

        public final long glGetPerfMonitorCounterDataAMD
      • glGetPerfMonitorCounterInfoAMD

        public final long glGetPerfMonitorCounterInfoAMD
      • glGetPerfMonitorCounterStringAMD

        public final long glGetPerfMonitorCounterStringAMD
      • glGetPerfMonitorCountersAMD

        public final long glGetPerfMonitorCountersAMD
      • glGetPerfMonitorGroupStringAMD

        public final long glGetPerfMonitorGroupStringAMD
      • glGetPerfMonitorGroupsAMD

        public final long glGetPerfMonitorGroupsAMD
      • glGetPerfQueryDataINTEL

        public final long glGetPerfQueryDataINTEL
      • glGetPerfQueryIdByNameINTEL

        public final long glGetPerfQueryIdByNameINTEL
      • glGetPerfQueryInfoINTEL

        public final long glGetPerfQueryInfoINTEL
      • glGetPointerv

        public final long glGetPointerv
      • glGetPointervKHR

        public final long glGetPointervKHR
      • glGetProgramBinary

        public final long glGetProgramBinary
      • glGetProgramBinaryOES

        public final long glGetProgramBinaryOES
      • glGetProgramInfoLog

        public final long glGetProgramInfoLog
      • glGetProgramInterfaceiv

        public final long glGetProgramInterfaceiv
      • glGetProgramPipelineInfoLog

        public final long glGetProgramPipelineInfoLog
      • glGetProgramPipelineInfoLogEXT

        public final long glGetProgramPipelineInfoLogEXT
      • glGetProgramPipelineiv

        public final long glGetProgramPipelineiv
      • glGetProgramPipelineivEXT

        public final long glGetProgramPipelineivEXT
      • glGetProgramResourceIndex

        public final long glGetProgramResourceIndex
      • glGetProgramResourceLocation

        public final long glGetProgramResourceLocation
      • glGetProgramResourceLocationIndexEXT

        public final long glGetProgramResourceLocationIndexEXT
      • glGetProgramResourceName

        public final long glGetProgramResourceName
      • glGetProgramResourcefvNV

        public final long glGetProgramResourcefvNV
      • glGetProgramResourceiv

        public final long glGetProgramResourceiv
      • glGetProgramiv

        public final long glGetProgramiv
      • glGetQueryObjecti64vEXT

        public final long glGetQueryObjecti64vEXT
      • glGetQueryObjectivEXT

        public final long glGetQueryObjectivEXT
      • glGetQueryObjectui64vEXT

        public final long glGetQueryObjectui64vEXT
      • glGetQueryObjectuiv

        public final long glGetQueryObjectuiv
      • glGetQueryObjectuivEXT

        public final long glGetQueryObjectuivEXT
      • glGetQueryiv

        public final long glGetQueryiv
      • glGetQueryivEXT

        public final long glGetQueryivEXT
      • glGetRenderbufferParameteriv

        public final long glGetRenderbufferParameteriv
      • glGetSamplerParameterIiv

        public final long glGetSamplerParameterIiv
      • glGetSamplerParameterIivEXT

        public final long glGetSamplerParameterIivEXT
      • glGetSamplerParameterIivOES

        public final long glGetSamplerParameterIivOES
      • glGetSamplerParameterIuiv

        public final long glGetSamplerParameterIuiv
      • glGetSamplerParameterIuivEXT

        public final long glGetSamplerParameterIuivEXT
      • glGetSamplerParameterIuivOES

        public final long glGetSamplerParameterIuivOES
      • glGetSamplerParameterfv

        public final long glGetSamplerParameterfv
      • glGetSamplerParameteriv

        public final long glGetSamplerParameteriv
      • glGetShaderInfoLog

        public final long glGetShaderInfoLog
      • glGetShaderPrecisionFormat

        public final long glGetShaderPrecisionFormat
      • glGetShaderSource

        public final long glGetShaderSource
      • glGetShaderiv

        public final long glGetShaderiv
      • glGetString

        public final long glGetString
      • glGetStringi

        public final long glGetStringi
      • glGetSynciv

        public final long glGetSynciv
      • glGetSyncivAPPLE

        public final long glGetSyncivAPPLE
      • glGetTexLevelParameterfv

        public final long glGetTexLevelParameterfv
      • glGetTexLevelParameteriv

        public final long glGetTexLevelParameteriv
      • glGetTexParameterIiv

        public final long glGetTexParameterIiv
      • glGetTexParameterIivEXT

        public final long glGetTexParameterIivEXT
      • glGetTexParameterIivOES

        public final long glGetTexParameterIivOES
      • glGetTexParameterIuiv

        public final long glGetTexParameterIuiv
      • glGetTexParameterIuivEXT

        public final long glGetTexParameterIuivEXT
      • glGetTexParameterIuivOES

        public final long glGetTexParameterIuivOES
      • glGetTexParameterfv

        public final long glGetTexParameterfv
      • glGetTexParameteriv

        public final long glGetTexParameteriv
      • glGetTextureHandleNV

        public final long glGetTextureHandleNV
      • glGetTextureSamplerHandleNV

        public final long glGetTextureSamplerHandleNV
      • glGetTransformFeedbackVarying

        public final long glGetTransformFeedbackVarying
      • glGetTranslatedShaderSourceANGLE

        public final long glGetTranslatedShaderSourceANGLE
      • glGetUniformBlockIndex

        public final long glGetUniformBlockIndex
      • glGetUniformIndices

        public final long glGetUniformIndices
      • glGetUniformLocation

        public final long glGetUniformLocation
      • glGetUniformfv

        public final long glGetUniformfv
      • glGetUniformi64vNV

        public final long glGetUniformi64vNV
      • glGetUniformiv

        public final long glGetUniformiv
      • glGetUniformui64vNV

        public final long glGetUniformui64vNV
      • glGetUniformuiv

        public final long glGetUniformuiv
      • glGetVertexAttribIiv

        public final long glGetVertexAttribIiv
      • glGetVertexAttribIuiv

        public final long glGetVertexAttribIuiv
      • glGetVertexAttribPointerv

        public final long glGetVertexAttribPointerv
      • glGetVertexAttribfv

        public final long glGetVertexAttribfv
      • glGetVertexAttribiv

        public final long glGetVertexAttribiv
      • glGetnUniformfv

        public final long glGetnUniformfv
      • glGetnUniformfvEXT

        public final long glGetnUniformfvEXT
      • glGetnUniformfvKHR

        public final long glGetnUniformfvKHR
      • glGetnUniformiv

        public final long glGetnUniformiv
      • glGetnUniformivEXT

        public final long glGetnUniformivEXT
      • glGetnUniformivKHR

        public final long glGetnUniformivKHR
      • glGetnUniformuiv

        public final long glGetnUniformuiv
      • glGetnUniformuivKHR

        public final long glGetnUniformuivKHR
      • glHint

        public final long glHint
      • glInsertEventMarkerEXT

        public final long glInsertEventMarkerEXT
      • glInterpolatePathsNV

        public final long glInterpolatePathsNV
      • glInvalidateFramebuffer

        public final long glInvalidateFramebuffer
      • glInvalidateSubFramebuffer

        public final long glInvalidateSubFramebuffer
      • glIsBuffer

        public final long glIsBuffer
      • glIsEnabled

        public final long glIsEnabled
      • glIsEnabledi

        public final long glIsEnabledi
      • glIsEnablediEXT

        public final long glIsEnablediEXT
      • glIsEnablediNV

        public final long glIsEnablediNV
      • glIsEnablediOES

        public final long glIsEnablediOES
      • glIsFenceNV

        public final long glIsFenceNV
      • glIsFramebuffer

        public final long glIsFramebuffer
      • glIsImageHandleResidentNV

        public final long glIsImageHandleResidentNV
      • glIsPathNV

        public final long glIsPathNV
      • glIsPointInFillPathNV

        public final long glIsPointInFillPathNV
      • glIsPointInStrokePathNV

        public final long glIsPointInStrokePathNV
      • glIsProgram

        public final long glIsProgram
      • glIsProgramPipeline

        public final long glIsProgramPipeline
      • glIsProgramPipelineEXT

        public final long glIsProgramPipelineEXT
      • glIsQuery

        public final long glIsQuery
      • glIsQueryEXT

        public final long glIsQueryEXT
      • glIsRenderbuffer

        public final long glIsRenderbuffer
      • glIsSampler

        public final long glIsSampler
      • glIsShader

        public final long glIsShader
      • glIsSync

        public final long glIsSync
      • glIsSyncAPPLE

        public final long glIsSyncAPPLE
      • glIsTexture

        public final long glIsTexture
      • glIsTextureHandleResidentNV

        public final long glIsTextureHandleResidentNV
      • glIsTransformFeedback

        public final long glIsTransformFeedback
      • glIsVertexArray

        public final long glIsVertexArray
      • glIsVertexArrayOES

        public final long glIsVertexArrayOES
      • glLabelObjectEXT

        public final long glLabelObjectEXT
      • glLineWidth

        public final long glLineWidth
      • glLinkProgram

        public final long glLinkProgram
      • glMakeImageHandleNonResidentNV

        public final long glMakeImageHandleNonResidentNV
      • glMakeImageHandleResidentNV

        public final long glMakeImageHandleResidentNV
      • glMakeTextureHandleNonResidentNV

        public final long glMakeTextureHandleNonResidentNV
      • glMakeTextureHandleResidentNV

        public final long glMakeTextureHandleResidentNV
      • glMapBufferOES

        public final long glMapBufferOES
      • glMapBufferRange

        public final long glMapBufferRange
      • glMapBufferRangeEXT

        public final long glMapBufferRangeEXT
      • 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
      • glMemoryBarrier

        public final long glMemoryBarrier
      • glMemoryBarrierByRegion

        public final long glMemoryBarrierByRegion
      • glMinSampleShading

        public final long glMinSampleShading
      • glMinSampleShadingOES

        public final long glMinSampleShadingOES
      • glMultiDrawArraysEXT

        public final long glMultiDrawArraysEXT
      • glMultiDrawArraysIndirectEXT

        public final long glMultiDrawArraysIndirectEXT
      • glMultiDrawElementsBaseVertexEXT

        public final long glMultiDrawElementsBaseVertexEXT
      • glMultiDrawElementsBaseVertexOES

        public final long glMultiDrawElementsBaseVertexOES
      • glMultiDrawElementsEXT

        public final long glMultiDrawElementsEXT
      • glMultiDrawElementsIndirectEXT

        public final long glMultiDrawElementsIndirectEXT
      • glNamedFramebufferSampleLocationsfvNV

        public final long glNamedFramebufferSampleLocationsfvNV
      • glObjectLabel

        public final long glObjectLabel
      • glObjectLabelKHR

        public final long glObjectLabelKHR
      • glObjectPtrLabel

        public final long glObjectPtrLabel
      • glObjectPtrLabelKHR

        public final long glObjectPtrLabelKHR
      • glPatchParameteri

        public final long glPatchParameteri
      • glPatchParameteriEXT

        public final long glPatchParameteriEXT
      • glPatchParameteriOES

        public final long glPatchParameteriOES
      • glPathCommandsNV

        public final long glPathCommandsNV
      • glPathCoordsNV

        public final long glPathCoordsNV
      • glPathCoverDepthFuncNV

        public final long glPathCoverDepthFuncNV
      • glPathDashArrayNV

        public final long glPathDashArrayNV
      • glPathGlyphIndexArrayNV

        public final long glPathGlyphIndexArrayNV
      • glPathGlyphIndexRangeNV

        public final long glPathGlyphIndexRangeNV
      • glPathGlyphRangeNV

        public final long glPathGlyphRangeNV
      • glPathGlyphsNV

        public final long glPathGlyphsNV
      • glPathMemoryGlyphIndexArrayNV

        public final long glPathMemoryGlyphIndexArrayNV
      • glPathParameterfNV

        public final long glPathParameterfNV
      • glPathParameterfvNV

        public final long glPathParameterfvNV
      • glPathParameteriNV

        public final long glPathParameteriNV
      • glPathParameterivNV

        public final long glPathParameterivNV
      • glPathStencilDepthOffsetNV

        public final long glPathStencilDepthOffsetNV
      • glPathStencilFuncNV

        public final long glPathStencilFuncNV
      • glPathStringNV

        public final long glPathStringNV
      • glPathSubCommandsNV

        public final long glPathSubCommandsNV
      • glPathSubCoordsNV

        public final long glPathSubCoordsNV
      • glPauseTransformFeedback

        public final long glPauseTransformFeedback
      • glPixelStorei

        public final long glPixelStorei
      • glPointAlongPathNV

        public final long glPointAlongPathNV
      • glPolygonModeNV

        public final long glPolygonModeNV
      • glPolygonOffset

        public final long glPolygonOffset
      • glPolygonOffsetClampEXT

        public final long glPolygonOffsetClampEXT
      • glPopDebugGroup

        public final long glPopDebugGroup
      • glPopDebugGroupKHR

        public final long glPopDebugGroupKHR
      • glPopGroupMarkerEXT

        public final long glPopGroupMarkerEXT
      • glPrimitiveBoundingBox

        public final long glPrimitiveBoundingBox
      • glPrimitiveBoundingBoxEXT

        public final long glPrimitiveBoundingBoxEXT
      • glPrimitiveBoundingBoxOES

        public final long glPrimitiveBoundingBoxOES
      • glProgramBinary

        public final long glProgramBinary
      • glProgramBinaryOES

        public final long glProgramBinaryOES
      • glProgramParameteri

        public final long glProgramParameteri
      • glProgramParameteriEXT

        public final long glProgramParameteriEXT
      • glProgramPathFragmentInputGenNV

        public final long glProgramPathFragmentInputGenNV
      • glProgramUniform1f

        public final long glProgramUniform1f
      • glProgramUniform1fEXT

        public final long glProgramUniform1fEXT
      • glProgramUniform1fv

        public final long glProgramUniform1fv
      • glProgramUniform1fvEXT

        public final long glProgramUniform1fvEXT
      • glProgramUniform1i

        public final long glProgramUniform1i
      • glProgramUniform1i64NV

        public final long glProgramUniform1i64NV
      • glProgramUniform1i64vNV

        public final long glProgramUniform1i64vNV
      • glProgramUniform1iEXT

        public final long glProgramUniform1iEXT
      • glProgramUniform1iv

        public final long glProgramUniform1iv
      • glProgramUniform1ivEXT

        public final long glProgramUniform1ivEXT
      • glProgramUniform1ui

        public final long glProgramUniform1ui
      • glProgramUniform1ui64NV

        public final long glProgramUniform1ui64NV
      • glProgramUniform1ui64vNV

        public final long glProgramUniform1ui64vNV
      • glProgramUniform1uiEXT

        public final long glProgramUniform1uiEXT
      • glProgramUniform1uiv

        public final long glProgramUniform1uiv
      • glProgramUniform1uivEXT

        public final long glProgramUniform1uivEXT
      • glProgramUniform2f

        public final long glProgramUniform2f
      • glProgramUniform2fEXT

        public final long glProgramUniform2fEXT
      • glProgramUniform2fv

        public final long glProgramUniform2fv
      • glProgramUniform2fvEXT

        public final long glProgramUniform2fvEXT
      • glProgramUniform2i

        public final long glProgramUniform2i
      • glProgramUniform2i64NV

        public final long glProgramUniform2i64NV
      • glProgramUniform2i64vNV

        public final long glProgramUniform2i64vNV
      • glProgramUniform2iEXT

        public final long glProgramUniform2iEXT
      • glProgramUniform2iv

        public final long glProgramUniform2iv
      • glProgramUniform2ivEXT

        public final long glProgramUniform2ivEXT
      • glProgramUniform2ui

        public final long glProgramUniform2ui
      • glProgramUniform2ui64NV

        public final long glProgramUniform2ui64NV
      • glProgramUniform2ui64vNV

        public final long glProgramUniform2ui64vNV
      • glProgramUniform2uiEXT

        public final long glProgramUniform2uiEXT
      • glProgramUniform2uiv

        public final long glProgramUniform2uiv
      • glProgramUniform2uivEXT

        public final long glProgramUniform2uivEXT
      • glProgramUniform3f

        public final long glProgramUniform3f
      • glProgramUniform3fEXT

        public final long glProgramUniform3fEXT
      • glProgramUniform3fv

        public final long glProgramUniform3fv
      • glProgramUniform3fvEXT

        public final long glProgramUniform3fvEXT
      • glProgramUniform3i

        public final long glProgramUniform3i
      • glProgramUniform3i64NV

        public final long glProgramUniform3i64NV
      • glProgramUniform3i64vNV

        public final long glProgramUniform3i64vNV
      • glProgramUniform3iEXT

        public final long glProgramUniform3iEXT
      • glProgramUniform3iv

        public final long glProgramUniform3iv
      • glProgramUniform3ivEXT

        public final long glProgramUniform3ivEXT
      • glProgramUniform3ui

        public final long glProgramUniform3ui
      • glProgramUniform3ui64NV

        public final long glProgramUniform3ui64NV
      • glProgramUniform3ui64vNV

        public final long glProgramUniform3ui64vNV
      • glProgramUniform3uiEXT

        public final long glProgramUniform3uiEXT
      • glProgramUniform3uiv

        public final long glProgramUniform3uiv
      • glProgramUniform3uivEXT

        public final long glProgramUniform3uivEXT
      • glProgramUniform4f

        public final long glProgramUniform4f
      • glProgramUniform4fEXT

        public final long glProgramUniform4fEXT
      • glProgramUniform4fv

        public final long glProgramUniform4fv
      • glProgramUniform4fvEXT

        public final long glProgramUniform4fvEXT
      • glProgramUniform4i

        public final long glProgramUniform4i
      • glProgramUniform4i64NV

        public final long glProgramUniform4i64NV
      • glProgramUniform4i64vNV

        public final long glProgramUniform4i64vNV
      • glProgramUniform4iEXT

        public final long glProgramUniform4iEXT
      • glProgramUniform4iv

        public final long glProgramUniform4iv
      • glProgramUniform4ivEXT

        public final long glProgramUniform4ivEXT
      • glProgramUniform4ui

        public final long glProgramUniform4ui
      • glProgramUniform4ui64NV

        public final long glProgramUniform4ui64NV
      • glProgramUniform4ui64vNV

        public final long glProgramUniform4ui64vNV
      • glProgramUniform4uiEXT

        public final long glProgramUniform4uiEXT
      • glProgramUniform4uiv

        public final long glProgramUniform4uiv
      • glProgramUniform4uivEXT

        public final long glProgramUniform4uivEXT
      • glProgramUniformHandleui64NV

        public final long glProgramUniformHandleui64NV
      • glProgramUniformHandleui64vNV

        public final long glProgramUniformHandleui64vNV
      • glProgramUniformMatrix2fv

        public final long glProgramUniformMatrix2fv
      • glProgramUniformMatrix2fvEXT

        public final long glProgramUniformMatrix2fvEXT
      • glProgramUniformMatrix2x3fv

        public final long glProgramUniformMatrix2x3fv
      • glProgramUniformMatrix2x3fvEXT

        public final long glProgramUniformMatrix2x3fvEXT
      • glProgramUniformMatrix2x4fv

        public final long glProgramUniformMatrix2x4fv
      • glProgramUniformMatrix2x4fvEXT

        public final long glProgramUniformMatrix2x4fvEXT
      • glProgramUniformMatrix3fv

        public final long glProgramUniformMatrix3fv
      • glProgramUniformMatrix3fvEXT

        public final long glProgramUniformMatrix3fvEXT
      • glProgramUniformMatrix3x2fv

        public final long glProgramUniformMatrix3x2fv
      • glProgramUniformMatrix3x2fvEXT

        public final long glProgramUniformMatrix3x2fvEXT
      • glProgramUniformMatrix3x4fv

        public final long glProgramUniformMatrix3x4fv
      • glProgramUniformMatrix3x4fvEXT

        public final long glProgramUniformMatrix3x4fvEXT
      • glProgramUniformMatrix4fv

        public final long glProgramUniformMatrix4fv
      • glProgramUniformMatrix4fvEXT

        public final long glProgramUniformMatrix4fvEXT
      • glProgramUniformMatrix4x2fv

        public final long glProgramUniformMatrix4x2fv
      • glProgramUniformMatrix4x2fvEXT

        public final long glProgramUniformMatrix4x2fvEXT
      • glProgramUniformMatrix4x3fv

        public final long glProgramUniformMatrix4x3fv
      • glProgramUniformMatrix4x3fvEXT

        public final long glProgramUniformMatrix4x3fvEXT
      • glPushDebugGroup

        public final long glPushDebugGroup
      • glPushDebugGroupKHR

        public final long glPushDebugGroupKHR
      • glPushGroupMarkerEXT

        public final long glPushGroupMarkerEXT
      • glQueryCounterEXT

        public final long glQueryCounterEXT
      • glRasterSamplesEXT

        public final long glRasterSamplesEXT
      • glReadBuffer

        public final long glReadBuffer
      • glReadBufferIndexedEXT

        public final long glReadBufferIndexedEXT
      • glReadBufferNV

        public final long glReadBufferNV
      • glReadPixels

        public final long glReadPixels
      • glReadnPixels

        public final long glReadnPixels
      • glReadnPixelsEXT

        public final long glReadnPixelsEXT
      • glReadnPixelsKHR

        public final long glReadnPixelsKHR
      • glReleaseShaderCompiler

        public final long glReleaseShaderCompiler
      • glRenderbufferStorage

        public final long glRenderbufferStorage
      • glRenderbufferStorageMultisample

        public final long glRenderbufferStorageMultisample
      • glRenderbufferStorageMultisampleANGLE

        public final long glRenderbufferStorageMultisampleANGLE
      • glRenderbufferStorageMultisampleAPPLE

        public final long glRenderbufferStorageMultisampleAPPLE
      • glRenderbufferStorageMultisampleEXT

        public final long glRenderbufferStorageMultisampleEXT
      • glRenderbufferStorageMultisampleIMG

        public final long glRenderbufferStorageMultisampleIMG
      • glRenderbufferStorageMultisampleNV

        public final long glRenderbufferStorageMultisampleNV
      • glResolveDepthValuesNV

        public final long glResolveDepthValuesNV
      • glResolveMultisampleFramebufferAPPLE

        public final long glResolveMultisampleFramebufferAPPLE
      • glResumeTransformFeedback

        public final long glResumeTransformFeedback
      • glSampleCoverage

        public final long glSampleCoverage
      • glSampleMaski

        public final long glSampleMaski
      • glSamplerParameterIiv

        public final long glSamplerParameterIiv
      • glSamplerParameterIivEXT

        public final long glSamplerParameterIivEXT
      • glSamplerParameterIivOES

        public final long glSamplerParameterIivOES
      • glSamplerParameterIuiv

        public final long glSamplerParameterIuiv
      • glSamplerParameterIuivEXT

        public final long glSamplerParameterIuivEXT
      • glSamplerParameterIuivOES

        public final long glSamplerParameterIuivOES
      • glSamplerParameterf

        public final long glSamplerParameterf
      • glSamplerParameterfv

        public final long glSamplerParameterfv
      • glSamplerParameteri

        public final long glSamplerParameteri
      • glSamplerParameteriv

        public final long glSamplerParameteriv
      • glScissor

        public final long glScissor
      • glScissorArrayvNV

        public final long glScissorArrayvNV
      • glScissorIndexedNV

        public final long glScissorIndexedNV
      • glScissorIndexedvNV

        public final long glScissorIndexedvNV
      • glSelectPerfMonitorCountersAMD

        public final long glSelectPerfMonitorCountersAMD
      • glSetFenceNV

        public final long glSetFenceNV
      • glShaderBinary

        public final long glShaderBinary
      • glShaderSource

        public final long glShaderSource
      • glStartTilingQCOM

        public final long glStartTilingQCOM
      • glStencilFillPathInstancedNV

        public final long glStencilFillPathInstancedNV
      • glStencilFillPathNV

        public final long glStencilFillPathNV
      • 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
      • glStencilStrokePathInstancedNV

        public final long glStencilStrokePathInstancedNV
      • glStencilStrokePathNV

        public final long glStencilStrokePathNV
      • glStencilThenCoverFillPathInstancedNV

        public final long glStencilThenCoverFillPathInstancedNV
      • glStencilThenCoverFillPathNV

        public final long glStencilThenCoverFillPathNV
      • glStencilThenCoverStrokePathInstancedNV

        public final long glStencilThenCoverStrokePathInstancedNV
      • glStencilThenCoverStrokePathNV

        public final long glStencilThenCoverStrokePathNV
      • glSubpixelPrecisionBiasNV

        public final long glSubpixelPrecisionBiasNV
      • glTestFenceNV

        public final long glTestFenceNV
      • glTexBuffer

        public final long glTexBuffer
      • glTexBufferEXT

        public final long glTexBufferEXT
      • glTexBufferOES

        public final long glTexBufferOES
      • glTexBufferRange

        public final long glTexBufferRange
      • glTexBufferRangeEXT

        public final long glTexBufferRangeEXT
      • glTexBufferRangeOES

        public final long glTexBufferRangeOES
      • glTexImage2D

        public final long glTexImage2D
      • glTexImage3D

        public final long glTexImage3D
      • glTexImage3DNV

        public final long glTexImage3DNV
      • glTexImage3DOES

        public final long glTexImage3DOES
      • glTexPageCommitmentARB

        public final long glTexPageCommitmentARB
      • glTexParameterIiv

        public final long glTexParameterIiv
      • glTexParameterIivEXT

        public final long glTexParameterIivEXT
      • glTexParameterIivOES

        public final long glTexParameterIivOES
      • glTexParameterIuiv

        public final long glTexParameterIuiv
      • glTexParameterIuivEXT

        public final long glTexParameterIuivEXT
      • glTexParameterIuivOES

        public final long glTexParameterIuivOES
      • glTexParameterf

        public final long glTexParameterf
      • glTexParameterfv

        public final long glTexParameterfv
      • glTexParameteri

        public final long glTexParameteri
      • glTexParameteriv

        public final long glTexParameteriv
      • glTexStorage1DEXT

        public final long glTexStorage1DEXT
      • glTexStorage2D

        public final long glTexStorage2D
      • glTexStorage2DEXT

        public final long glTexStorage2DEXT
      • glTexStorage2DMultisample

        public final long glTexStorage2DMultisample
      • glTexStorage3D

        public final long glTexStorage3D
      • glTexStorage3DEXT

        public final long glTexStorage3DEXT
      • glTexStorage3DMultisample

        public final long glTexStorage3DMultisample
      • glTexStorage3DMultisampleOES

        public final long glTexStorage3DMultisampleOES
      • glTexSubImage2D

        public final long glTexSubImage2D
      • glTexSubImage3D

        public final long glTexSubImage3D
      • glTexSubImage3DNV

        public final long glTexSubImage3DNV
      • glTexSubImage3DOES

        public final long glTexSubImage3DOES
      • glTextureStorage1DEXT

        public final long glTextureStorage1DEXT
      • glTextureStorage2DEXT

        public final long glTextureStorage2DEXT
      • glTextureStorage3DEXT

        public final long glTextureStorage3DEXT
      • glTextureViewEXT

        public final long glTextureViewEXT
      • glTextureViewOES

        public final long glTextureViewOES
      • glTransformFeedbackVaryings

        public final long glTransformFeedbackVaryings
      • glTransformPathNV

        public final long glTransformPathNV
      • glUniform1f

        public final long glUniform1f
      • glUniform1fv

        public final long glUniform1fv
      • glUniform1i

        public final long glUniform1i
      • glUniform1i64NV

        public final long glUniform1i64NV
      • glUniform1i64vNV

        public final long glUniform1i64vNV
      • glUniform1iv

        public final long glUniform1iv
      • glUniform1ui

        public final long glUniform1ui
      • glUniform1ui64NV

        public final long glUniform1ui64NV
      • glUniform1ui64vNV

        public final long glUniform1ui64vNV
      • glUniform1uiv

        public final long glUniform1uiv
      • glUniform2f

        public final long glUniform2f
      • glUniform2fv

        public final long glUniform2fv
      • glUniform2i

        public final long glUniform2i
      • glUniform2i64NV

        public final long glUniform2i64NV
      • glUniform2i64vNV

        public final long glUniform2i64vNV
      • glUniform2iv

        public final long glUniform2iv
      • glUniform2ui

        public final long glUniform2ui
      • glUniform2ui64NV

        public final long glUniform2ui64NV
      • glUniform2ui64vNV

        public final long glUniform2ui64vNV
      • glUniform2uiv

        public final long glUniform2uiv
      • glUniform3f

        public final long glUniform3f
      • glUniform3fv

        public final long glUniform3fv
      • glUniform3i

        public final long glUniform3i
      • glUniform3i64NV

        public final long glUniform3i64NV
      • glUniform3i64vNV

        public final long glUniform3i64vNV
      • glUniform3iv

        public final long glUniform3iv
      • glUniform3ui

        public final long glUniform3ui
      • glUniform3ui64NV

        public final long glUniform3ui64NV
      • glUniform3ui64vNV

        public final long glUniform3ui64vNV
      • glUniform3uiv

        public final long glUniform3uiv
      • glUniform4f

        public final long glUniform4f
      • glUniform4fv

        public final long glUniform4fv
      • glUniform4i

        public final long glUniform4i
      • glUniform4i64NV

        public final long glUniform4i64NV
      • glUniform4i64vNV

        public final long glUniform4i64vNV
      • glUniform4iv

        public final long glUniform4iv
      • glUniform4ui

        public final long glUniform4ui
      • glUniform4ui64NV

        public final long glUniform4ui64NV
      • glUniform4ui64vNV

        public final long glUniform4ui64vNV
      • glUniform4uiv

        public final long glUniform4uiv
      • glUniformBlockBinding

        public final long glUniformBlockBinding
      • glUniformHandleui64NV

        public final long glUniformHandleui64NV
      • glUniformHandleui64vNV

        public final long glUniformHandleui64vNV
      • glUniformMatrix2fv

        public final long glUniformMatrix2fv
      • glUniformMatrix2x3fv

        public final long glUniformMatrix2x3fv
      • glUniformMatrix2x3fvNV

        public final long glUniformMatrix2x3fvNV
      • glUniformMatrix2x4fv

        public final long glUniformMatrix2x4fv
      • glUniformMatrix2x4fvNV

        public final long glUniformMatrix2x4fvNV
      • glUniformMatrix3fv

        public final long glUniformMatrix3fv
      • glUniformMatrix3x2fv

        public final long glUniformMatrix3x2fv
      • glUniformMatrix3x2fvNV

        public final long glUniformMatrix3x2fvNV
      • glUniformMatrix3x4fv

        public final long glUniformMatrix3x4fv
      • glUniformMatrix3x4fvNV

        public final long glUniformMatrix3x4fvNV
      • glUniformMatrix4fv

        public final long glUniformMatrix4fv
      • glUniformMatrix4x2fv

        public final long glUniformMatrix4x2fv
      • glUniformMatrix4x2fvNV

        public final long glUniformMatrix4x2fvNV
      • glUniformMatrix4x3fv

        public final long glUniformMatrix4x3fv
      • glUniformMatrix4x3fvNV

        public final long glUniformMatrix4x3fvNV
      • glUnmapBuffer

        public final long glUnmapBuffer
      • glUnmapBufferOES

        public final long glUnmapBufferOES
      • glUseProgram

        public final long glUseProgram
      • glUseProgramStages

        public final long glUseProgramStages
      • glUseProgramStagesEXT

        public final long glUseProgramStagesEXT
      • glValidateProgram

        public final long glValidateProgram
      • glValidateProgramPipeline

        public final long glValidateProgramPipeline
      • glValidateProgramPipelineEXT

        public final long glValidateProgramPipelineEXT
      • 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
      • glVertexAttribBinding

        public final long glVertexAttribBinding
      • glVertexAttribDivisor

        public final long glVertexAttribDivisor
      • glVertexAttribDivisorANGLE

        public final long glVertexAttribDivisorANGLE
      • glVertexAttribDivisorEXT

        public final long glVertexAttribDivisorEXT
      • glVertexAttribDivisorNV

        public final long glVertexAttribDivisorNV
      • glVertexAttribFormat

        public final long glVertexAttribFormat
      • glVertexAttribI4i

        public final long glVertexAttribI4i
      • glVertexAttribI4iv

        public final long glVertexAttribI4iv
      • glVertexAttribI4ui

        public final long glVertexAttribI4ui
      • glVertexAttribI4uiv

        public final long glVertexAttribI4uiv
      • glVertexAttribIFormat

        public final long glVertexAttribIFormat
      • glVertexAttribIPointer

        public final long glVertexAttribIPointer
      • glVertexAttribPointer

        public final long glVertexAttribPointer
      • glVertexBindingDivisor

        public final long glVertexBindingDivisor
      • glViewport

        public final long glViewport
      • glViewportArrayvNV

        public final long glViewportArrayvNV
      • glViewportIndexedfNV

        public final long glViewportIndexedfNV
      • glViewportIndexedfvNV

        public final long glViewportIndexedfvNV
      • glViewportSwizzleNV

        public final long glViewportSwizzleNV
      • glWaitSync

        public final long glWaitSync
      • glWaitSyncAPPLE

        public final long glWaitSyncAPPLE
      • glWeightPathsNV

        public final long glWeightPathsNV
      • 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_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_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_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_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_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_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_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_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_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_multiview_draw_buffers

        public final boolean GL_EXT_multiview_draw_buffers
        When true, EXTMultiviewDrawBuffers is supported.
      • 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_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_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_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_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_dxt1

        public final boolean GL_EXT_texture_compression_dxt1
        When true, EXTTextureCompressionDXT1 is supported.
      • GL_EXT_texture_compression_s3tc

        public final boolean GL_EXT_texture_compression_s3tc
        When true, EXTTextureCompressionS3TC 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_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_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_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_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_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_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_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_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_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
        Native bindings to the KHR_texture_compression_astc_sliced_3d extension.

        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_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_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_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_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_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_non_square_matrices

        public final boolean GL_NV_non_square_matrices
        When true, NVNonSquareMatrices 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_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_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_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_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_texture_array

        public final boolean GL_NV_texture_array
        When true, NVTextureArray 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_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_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 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_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_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_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_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_perfmon_global_mode

        public final boolean GL_QCOM_perfmon_global_mode
        When true, QCOMPerfmonGlobalMode 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_VIV_shader_binary

        public final boolean GL_VIV_shader_binary
        When true, VIVShaderBinary is supported.