Class GLESCapabilities


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

      • glActiveTexture

        public final long glActiveTexture
      • glAttachShader

        public final long glAttachShader
      • glBindAttribLocation

        public final long glBindAttribLocation
      • glBindBuffer

        public final long glBindBuffer
      • glBindFramebuffer

        public final long glBindFramebuffer
      • glBindRenderbuffer

        public final long glBindRenderbuffer
      • glBindTexture

        public final long glBindTexture
      • glBlendColor

        public final long glBlendColor
      • glBlendEquation

        public final long glBlendEquation
      • glBlendEquationSeparate

        public final long glBlendEquationSeparate
      • glBlendFunc

        public final long glBlendFunc
      • glBlendFuncSeparate

        public final long glBlendFuncSeparate
      • glBufferData

        public final long glBufferData
      • glBufferSubData

        public final long glBufferSubData
      • glCheckFramebufferStatus

        public final long glCheckFramebufferStatus
      • glClear

        public final long glClear
      • glClearColor

        public final long glClearColor
      • glClearDepthf

        public final long glClearDepthf
      • glClearStencil

        public final long glClearStencil
      • glColorMask

        public final long glColorMask
      • glCompileShader

        public final long glCompileShader
      • glCompressedTexImage2D

        public final long glCompressedTexImage2D
      • glCompressedTexSubImage2D

        public final long glCompressedTexSubImage2D
      • glCopyTexImage2D

        public final long glCopyTexImage2D
      • glCopyTexSubImage2D

        public final long glCopyTexSubImage2D
      • glCreateProgram

        public final long glCreateProgram
      • glCreateShader

        public final long glCreateShader
      • glCullFace

        public final long glCullFace
      • glDeleteBuffers

        public final long glDeleteBuffers
      • glDeleteFramebuffers

        public final long glDeleteFramebuffers
      • glDeleteProgram

        public final long glDeleteProgram
      • glDeleteRenderbuffers

        public final long glDeleteRenderbuffers
      • glDeleteShader

        public final long glDeleteShader
      • glDeleteTextures

        public final long glDeleteTextures
      • glDepthFunc

        public final long glDepthFunc
      • glDepthMask

        public final long glDepthMask
      • glDepthRangef

        public final long glDepthRangef
      • glDetachShader

        public final long glDetachShader
      • glDisable

        public final long glDisable
      • glDisableVertexAttribArray

        public final long glDisableVertexAttribArray
      • glDrawArrays

        public final long glDrawArrays
      • glDrawElements

        public final long glDrawElements
      • glEnable

        public final long glEnable
      • glEnableVertexAttribArray

        public final long glEnableVertexAttribArray
      • glFinish

        public final long glFinish
      • glFlush

        public final long glFlush
      • glFramebufferRenderbuffer

        public final long glFramebufferRenderbuffer
      • glFramebufferTexture2D

        public final long glFramebufferTexture2D
      • glFrontFace

        public final long glFrontFace
      • glGenBuffers

        public final long glGenBuffers
      • glGenerateMipmap

        public final long glGenerateMipmap
      • glGenFramebuffers

        public final long glGenFramebuffers
      • glGenRenderbuffers

        public final long glGenRenderbuffers
      • glGenTextures

        public final long glGenTextures
      • glGetActiveAttrib

        public final long glGetActiveAttrib
      • glGetActiveUniform

        public final long glGetActiveUniform
      • glGetAttachedShaders

        public final long glGetAttachedShaders
      • glGetAttribLocation

        public final long glGetAttribLocation
      • glGetBooleanv

        public final long glGetBooleanv
      • glGetBufferParameteriv

        public final long glGetBufferParameteriv
      • glGetError

        public final long glGetError
      • glGetFloatv

        public final long glGetFloatv
      • glGetFramebufferAttachmentParameteriv

        public final long glGetFramebufferAttachmentParameteriv
      • glGetIntegerv

        public final long glGetIntegerv
      • glGetProgramiv

        public final long glGetProgramiv
      • glGetProgramInfoLog

        public final long glGetProgramInfoLog
      • glGetRenderbufferParameteriv

        public final long glGetRenderbufferParameteriv
      • glGetShaderiv

        public final long glGetShaderiv
      • glGetShaderInfoLog

        public final long glGetShaderInfoLog
      • glGetShaderPrecisionFormat

        public final long glGetShaderPrecisionFormat
      • glGetShaderSource

        public final long glGetShaderSource
      • glGetString

        public final long glGetString
      • glGetTexParameterfv

        public final long glGetTexParameterfv
      • glGetTexParameteriv

        public final long glGetTexParameteriv
      • glGetUniformfv

        public final long glGetUniformfv
      • glGetUniformiv

        public final long glGetUniformiv
      • glGetUniformLocation

        public final long glGetUniformLocation
      • glGetVertexAttribfv

        public final long glGetVertexAttribfv
      • glGetVertexAttribiv

        public final long glGetVertexAttribiv
      • glGetVertexAttribPointerv

        public final long glGetVertexAttribPointerv
      • glHint

        public final long glHint
      • glIsBuffer

        public final long glIsBuffer
      • glIsEnabled

        public final long glIsEnabled
      • glIsFramebuffer

        public final long glIsFramebuffer
      • glIsProgram

        public final long glIsProgram
      • glIsRenderbuffer

        public final long glIsRenderbuffer
      • glIsShader

        public final long glIsShader
      • glIsTexture

        public final long glIsTexture
      • glLineWidth

        public final long glLineWidth
      • glLinkProgram

        public final long glLinkProgram
      • glPixelStorei

        public final long glPixelStorei
      • glPolygonOffset

        public final long glPolygonOffset
      • glReadPixels

        public final long glReadPixels
      • glReleaseShaderCompiler

        public final long glReleaseShaderCompiler
      • glRenderbufferStorage

        public final long glRenderbufferStorage
      • glSampleCoverage

        public final long glSampleCoverage
      • glScissor

        public final long glScissor
      • glShaderBinary

        public final long glShaderBinary
      • glShaderSource

        public final long glShaderSource
      • glStencilFunc

        public final long glStencilFunc
      • glStencilFuncSeparate

        public final long glStencilFuncSeparate
      • glStencilMask

        public final long glStencilMask
      • glStencilMaskSeparate

        public final long glStencilMaskSeparate
      • glStencilOp

        public final long glStencilOp
      • glStencilOpSeparate

        public final long glStencilOpSeparate
      • glTexImage2D

        public final long glTexImage2D
      • glTexParameterf

        public final long glTexParameterf
      • glTexParameterfv

        public final long glTexParameterfv
      • glTexParameteri

        public final long glTexParameteri
      • glTexParameteriv

        public final long glTexParameteriv
      • glTexSubImage2D

        public final long glTexSubImage2D
      • glUniform1f

        public final long glUniform1f
      • glUniform1fv

        public final long glUniform1fv
      • glUniform1i

        public final long glUniform1i
      • glUniform1iv

        public final long glUniform1iv
      • glUniform2f

        public final long glUniform2f
      • glUniform2fv

        public final long glUniform2fv
      • glUniform2i

        public final long glUniform2i
      • glUniform2iv

        public final long glUniform2iv
      • glUniform3f

        public final long glUniform3f
      • glUniform3fv

        public final long glUniform3fv
      • glUniform3i

        public final long glUniform3i
      • glUniform3iv

        public final long glUniform3iv
      • glUniform4f

        public final long glUniform4f
      • glUniform4fv

        public final long glUniform4fv
      • glUniform4i

        public final long glUniform4i
      • glUniform4iv

        public final long glUniform4iv
      • glUniformMatrix2fv

        public final long glUniformMatrix2fv
      • glUniformMatrix3fv

        public final long glUniformMatrix3fv
      • glUniformMatrix4fv

        public final long glUniformMatrix4fv
      • glUseProgram

        public final long glUseProgram
      • glValidateProgram

        public final long glValidateProgram
      • glVertexAttrib1f

        public final long glVertexAttrib1f
      • glVertexAttrib1fv

        public final long glVertexAttrib1fv
      • glVertexAttrib2f

        public final long glVertexAttrib2f
      • glVertexAttrib2fv

        public final long glVertexAttrib2fv
      • glVertexAttrib3f

        public final long glVertexAttrib3f
      • glVertexAttrib3fv

        public final long glVertexAttrib3fv
      • glVertexAttrib4f

        public final long glVertexAttrib4f
      • glVertexAttrib4fv

        public final long glVertexAttrib4fv
      • glVertexAttribPointer

        public final long glVertexAttribPointer
      • glViewport

        public final long glViewport
      • glReadBuffer

        public final long glReadBuffer
      • glDrawRangeElements

        public final long glDrawRangeElements
      • glTexImage3D

        public final long glTexImage3D
      • glTexSubImage3D

        public final long glTexSubImage3D
      • glCopyTexSubImage3D

        public final long glCopyTexSubImage3D
      • glCompressedTexImage3D

        public final long glCompressedTexImage3D
      • glCompressedTexSubImage3D

        public final long glCompressedTexSubImage3D
      • glGenQueries

        public final long glGenQueries
      • glDeleteQueries

        public final long glDeleteQueries
      • glIsQuery

        public final long glIsQuery
      • glBeginQuery

        public final long glBeginQuery
      • glEndQuery

        public final long glEndQuery
      • glGetQueryiv

        public final long glGetQueryiv
      • glGetQueryObjectuiv

        public final long glGetQueryObjectuiv
      • glUnmapBuffer

        public final long glUnmapBuffer
      • glGetBufferPointerv

        public final long glGetBufferPointerv
      • glDrawBuffers

        public final long glDrawBuffers
      • glUniformMatrix2x3fv

        public final long glUniformMatrix2x3fv
      • glUniformMatrix3x2fv

        public final long glUniformMatrix3x2fv
      • glUniformMatrix2x4fv

        public final long glUniformMatrix2x4fv
      • glUniformMatrix4x2fv

        public final long glUniformMatrix4x2fv
      • glUniformMatrix3x4fv

        public final long glUniformMatrix3x4fv
      • glUniformMatrix4x3fv

        public final long glUniformMatrix4x3fv
      • glBlitFramebuffer

        public final long glBlitFramebuffer
      • glRenderbufferStorageMultisample

        public final long glRenderbufferStorageMultisample
      • glFramebufferTextureLayer

        public final long glFramebufferTextureLayer
      • glMapBufferRange

        public final long glMapBufferRange
      • glFlushMappedBufferRange

        public final long glFlushMappedBufferRange
      • glBindVertexArray

        public final long glBindVertexArray
      • glDeleteVertexArrays

        public final long glDeleteVertexArrays
      • glGenVertexArrays

        public final long glGenVertexArrays
      • glIsVertexArray

        public final long glIsVertexArray
      • glGetIntegeri_v

        public final long glGetIntegeri_v
      • glBeginTransformFeedback

        public final long glBeginTransformFeedback
      • glEndTransformFeedback

        public final long glEndTransformFeedback
      • glBindBufferRange

        public final long glBindBufferRange
      • glBindBufferBase

        public final long glBindBufferBase
      • glTransformFeedbackVaryings

        public final long glTransformFeedbackVaryings
      • glGetTransformFeedbackVarying

        public final long glGetTransformFeedbackVarying
      • glVertexAttribIPointer

        public final long glVertexAttribIPointer
      • glGetVertexAttribIiv

        public final long glGetVertexAttribIiv
      • glGetVertexAttribIuiv

        public final long glGetVertexAttribIuiv
      • glVertexAttribI4i

        public final long glVertexAttribI4i
      • glVertexAttribI4ui

        public final long glVertexAttribI4ui
      • glVertexAttribI4iv

        public final long glVertexAttribI4iv
      • glVertexAttribI4uiv

        public final long glVertexAttribI4uiv
      • glGetUniformuiv

        public final long glGetUniformuiv
      • glGetFragDataLocation

        public final long glGetFragDataLocation
      • glUniform1ui

        public final long glUniform1ui
      • glUniform2ui

        public final long glUniform2ui
      • glUniform3ui

        public final long glUniform3ui
      • glUniform4ui

        public final long glUniform4ui
      • glUniform1uiv

        public final long glUniform1uiv
      • glUniform2uiv

        public final long glUniform2uiv
      • glUniform3uiv

        public final long glUniform3uiv
      • glUniform4uiv

        public final long glUniform4uiv
      • glClearBufferiv

        public final long glClearBufferiv
      • glClearBufferuiv

        public final long glClearBufferuiv
      • glClearBufferfv

        public final long glClearBufferfv
      • glClearBufferfi

        public final long glClearBufferfi
      • glGetStringi

        public final long glGetStringi
      • glCopyBufferSubData

        public final long glCopyBufferSubData
      • glGetUniformIndices

        public final long glGetUniformIndices
      • glGetActiveUniformsiv

        public final long glGetActiveUniformsiv
      • glGetUniformBlockIndex

        public final long glGetUniformBlockIndex
      • glGetActiveUniformBlockiv

        public final long glGetActiveUniformBlockiv
      • glGetActiveUniformBlockName

        public final long glGetActiveUniformBlockName
      • glUniformBlockBinding

        public final long glUniformBlockBinding
      • glDrawArraysInstanced

        public final long glDrawArraysInstanced
      • glDrawElementsInstanced

        public final long glDrawElementsInstanced
      • glFenceSync

        public final long glFenceSync
      • glIsSync

        public final long glIsSync
      • glDeleteSync

        public final long glDeleteSync
      • glClientWaitSync

        public final long glClientWaitSync
      • glWaitSync

        public final long glWaitSync
      • glGetInteger64v

        public final long glGetInteger64v
      • glGetSynciv

        public final long glGetSynciv
      • glGetInteger64i_v

        public final long glGetInteger64i_v
      • glGetBufferParameteri64v

        public final long glGetBufferParameteri64v
      • glGenSamplers

        public final long glGenSamplers
      • glDeleteSamplers

        public final long glDeleteSamplers
      • glIsSampler

        public final long glIsSampler
      • glBindSampler

        public final long glBindSampler
      • glSamplerParameteri

        public final long glSamplerParameteri
      • glSamplerParameteriv

        public final long glSamplerParameteriv
      • glSamplerParameterf

        public final long glSamplerParameterf
      • glSamplerParameterfv

        public final long glSamplerParameterfv
      • glGetSamplerParameteriv

        public final long glGetSamplerParameteriv
      • glGetSamplerParameterfv

        public final long glGetSamplerParameterfv
      • glVertexAttribDivisor

        public final long glVertexAttribDivisor
      • glBindTransformFeedback

        public final long glBindTransformFeedback
      • glDeleteTransformFeedbacks

        public final long glDeleteTransformFeedbacks
      • glGenTransformFeedbacks

        public final long glGenTransformFeedbacks
      • glIsTransformFeedback

        public final long glIsTransformFeedback
      • glPauseTransformFeedback

        public final long glPauseTransformFeedback
      • glResumeTransformFeedback

        public final long glResumeTransformFeedback
      • glGetProgramBinary

        public final long glGetProgramBinary
      • glProgramBinary

        public final long glProgramBinary
      • glProgramParameteri

        public final long glProgramParameteri
      • glInvalidateFramebuffer

        public final long glInvalidateFramebuffer
      • glInvalidateSubFramebuffer

        public final long glInvalidateSubFramebuffer
      • glTexStorage2D

        public final long glTexStorage2D
      • glTexStorage3D

        public final long glTexStorage3D
      • glGetInternalformativ

        public final long glGetInternalformativ
      • glDispatchCompute

        public final long glDispatchCompute
      • glDispatchComputeIndirect

        public final long glDispatchComputeIndirect
      • glDrawArraysIndirect

        public final long glDrawArraysIndirect
      • glDrawElementsIndirect

        public final long glDrawElementsIndirect
      • glFramebufferParameteri

        public final long glFramebufferParameteri
      • glGetFramebufferParameteriv

        public final long glGetFramebufferParameteriv
      • glGetProgramInterfaceiv

        public final long glGetProgramInterfaceiv
      • glGetProgramResourceIndex

        public final long glGetProgramResourceIndex
      • glGetProgramResourceName

        public final long glGetProgramResourceName
      • glGetProgramResourceiv

        public final long glGetProgramResourceiv
      • glGetProgramResourceLocation

        public final long glGetProgramResourceLocation
      • glUseProgramStages

        public final long glUseProgramStages
      • glActiveShaderProgram

        public final long glActiveShaderProgram
      • glCreateShaderProgramv

        public final long glCreateShaderProgramv
      • glBindProgramPipeline

        public final long glBindProgramPipeline
      • glDeleteProgramPipelines

        public final long glDeleteProgramPipelines
      • glGenProgramPipelines

        public final long glGenProgramPipelines
      • glIsProgramPipeline

        public final long glIsProgramPipeline
      • glGetProgramPipelineiv

        public final long glGetProgramPipelineiv
      • glProgramUniform1i

        public final long glProgramUniform1i
      • glProgramUniform2i

        public final long glProgramUniform2i
      • glProgramUniform3i

        public final long glProgramUniform3i
      • glProgramUniform4i

        public final long glProgramUniform4i
      • glProgramUniform1ui

        public final long glProgramUniform1ui
      • glProgramUniform2ui

        public final long glProgramUniform2ui
      • glProgramUniform3ui

        public final long glProgramUniform3ui
      • glProgramUniform4ui

        public final long glProgramUniform4ui
      • glProgramUniform1f

        public final long glProgramUniform1f
      • glProgramUniform2f

        public final long glProgramUniform2f
      • glProgramUniform3f

        public final long glProgramUniform3f
      • glProgramUniform4f

        public final long glProgramUniform4f
      • glProgramUniform1iv

        public final long glProgramUniform1iv
      • glProgramUniform2iv

        public final long glProgramUniform2iv
      • glProgramUniform3iv

        public final long glProgramUniform3iv
      • glProgramUniform4iv

        public final long glProgramUniform4iv
      • glProgramUniform1uiv

        public final long glProgramUniform1uiv
      • glProgramUniform2uiv

        public final long glProgramUniform2uiv
      • glProgramUniform3uiv

        public final long glProgramUniform3uiv
      • glProgramUniform4uiv

        public final long glProgramUniform4uiv
      • glProgramUniform1fv

        public final long glProgramUniform1fv
      • glProgramUniform2fv

        public final long glProgramUniform2fv
      • glProgramUniform3fv

        public final long glProgramUniform3fv
      • glProgramUniform4fv

        public final long glProgramUniform4fv
      • glProgramUniformMatrix2fv

        public final long glProgramUniformMatrix2fv
      • glProgramUniformMatrix3fv

        public final long glProgramUniformMatrix3fv
      • glProgramUniformMatrix4fv

        public final long glProgramUniformMatrix4fv
      • glProgramUniformMatrix2x3fv

        public final long glProgramUniformMatrix2x3fv
      • glProgramUniformMatrix3x2fv

        public final long glProgramUniformMatrix3x2fv
      • glProgramUniformMatrix2x4fv

        public final long glProgramUniformMatrix2x4fv
      • glProgramUniformMatrix4x2fv

        public final long glProgramUniformMatrix4x2fv
      • glProgramUniformMatrix3x4fv

        public final long glProgramUniformMatrix3x4fv
      • glProgramUniformMatrix4x3fv

        public final long glProgramUniformMatrix4x3fv
      • glValidateProgramPipeline

        public final long glValidateProgramPipeline
      • glGetProgramPipelineInfoLog

        public final long glGetProgramPipelineInfoLog
      • glBindImageTexture

        public final long glBindImageTexture
      • glGetBooleani_v

        public final long glGetBooleani_v
      • glMemoryBarrier

        public final long glMemoryBarrier
      • glMemoryBarrierByRegion

        public final long glMemoryBarrierByRegion
      • glTexStorage2DMultisample

        public final long glTexStorage2DMultisample
      • glGetMultisamplefv

        public final long glGetMultisamplefv
      • glSampleMaski

        public final long glSampleMaski
      • glGetTexLevelParameteriv

        public final long glGetTexLevelParameteriv
      • glGetTexLevelParameterfv

        public final long glGetTexLevelParameterfv
      • glBindVertexBuffer

        public final long glBindVertexBuffer
      • glVertexAttribFormat

        public final long glVertexAttribFormat
      • glVertexAttribIFormat

        public final long glVertexAttribIFormat
      • glVertexAttribBinding

        public final long glVertexAttribBinding
      • glVertexBindingDivisor

        public final long glVertexBindingDivisor
      • glBlendBarrier

        public final long glBlendBarrier
      • glCopyImageSubData

        public final long glCopyImageSubData
      • glDebugMessageControl

        public final long glDebugMessageControl
      • glDebugMessageInsert

        public final long glDebugMessageInsert
      • glDebugMessageCallback

        public final long glDebugMessageCallback
      • glGetDebugMessageLog

        public final long glGetDebugMessageLog
      • glGetPointerv

        public final long glGetPointerv
      • glPushDebugGroup

        public final long glPushDebugGroup
      • glPopDebugGroup

        public final long glPopDebugGroup
      • glObjectLabel

        public final long glObjectLabel
      • glGetObjectLabel

        public final long glGetObjectLabel
      • glObjectPtrLabel

        public final long glObjectPtrLabel
      • glGetObjectPtrLabel

        public final long glGetObjectPtrLabel
      • glEnablei

        public final long glEnablei
      • glDisablei

        public final long glDisablei
      • glBlendEquationi

        public final long glBlendEquationi
      • glBlendEquationSeparatei

        public final long glBlendEquationSeparatei
      • glBlendFunci

        public final long glBlendFunci
      • glBlendFuncSeparatei

        public final long glBlendFuncSeparatei
      • glColorMaski

        public final long glColorMaski
      • glIsEnabledi

        public final long glIsEnabledi
      • glDrawElementsBaseVertex

        public final long glDrawElementsBaseVertex
      • glDrawRangeElementsBaseVertex

        public final long glDrawRangeElementsBaseVertex
      • glDrawElementsInstancedBaseVertex

        public final long glDrawElementsInstancedBaseVertex
      • glFramebufferTexture

        public final long glFramebufferTexture
      • glPrimitiveBoundingBox

        public final long glPrimitiveBoundingBox
      • glGetGraphicsResetStatus

        public final long glGetGraphicsResetStatus
      • glReadnPixels

        public final long glReadnPixels
      • glGetnUniformfv

        public final long glGetnUniformfv
      • glGetnUniformiv

        public final long glGetnUniformiv
      • glGetnUniformuiv

        public final long glGetnUniformuiv
      • glMinSampleShading

        public final long glMinSampleShading
      • glPatchParameteri

        public final long glPatchParameteri
      • glTexParameterIiv

        public final long glTexParameterIiv
      • glTexParameterIuiv

        public final long glTexParameterIuiv
      • glGetTexParameterIiv

        public final long glGetTexParameterIiv
      • glGetTexParameterIuiv

        public final long glGetTexParameterIuiv
      • glSamplerParameterIiv

        public final long glSamplerParameterIiv
      • glSamplerParameterIuiv

        public final long glSamplerParameterIuiv
      • glGetSamplerParameterIiv

        public final long glGetSamplerParameterIiv
      • glGetSamplerParameterIuiv

        public final long glGetSamplerParameterIuiv
      • glTexBuffer

        public final long glTexBuffer
      • glTexBufferRange

        public final long glTexBufferRange
      • glTexStorage3DMultisample

        public final long glTexStorage3DMultisample
      • glRenderbufferStorageMultisampleAdvancedAMD

        public final long glRenderbufferStorageMultisampleAdvancedAMD
      • glNamedRenderbufferStorageMultisampleAdvancedAMD

        public final long glNamedRenderbufferStorageMultisampleAdvancedAMD
      • glGetPerfMonitorGroupsAMD

        public final long glGetPerfMonitorGroupsAMD
      • glGetPerfMonitorCountersAMD

        public final long glGetPerfMonitorCountersAMD
      • glGetPerfMonitorGroupStringAMD

        public final long glGetPerfMonitorGroupStringAMD
      • glGetPerfMonitorCounterStringAMD

        public final long glGetPerfMonitorCounterStringAMD
      • glGetPerfMonitorCounterInfoAMD

        public final long glGetPerfMonitorCounterInfoAMD
      • glGenPerfMonitorsAMD

        public final long glGenPerfMonitorsAMD
      • glDeletePerfMonitorsAMD

        public final long glDeletePerfMonitorsAMD
      • glSelectPerfMonitorCountersAMD

        public final long glSelectPerfMonitorCountersAMD
      • glBeginPerfMonitorAMD

        public final long glBeginPerfMonitorAMD
      • glEndPerfMonitorAMD

        public final long glEndPerfMonitorAMD
      • glGetPerfMonitorCounterDataAMD

        public final long glGetPerfMonitorCounterDataAMD
      • glBlitFramebufferANGLE

        public final long glBlitFramebufferANGLE
      • glRenderbufferStorageMultisampleANGLE

        public final long glRenderbufferStorageMultisampleANGLE
      • glDrawArraysInstancedANGLE

        public final long glDrawArraysInstancedANGLE
      • glDrawElementsInstancedANGLE

        public final long glDrawElementsInstancedANGLE
      • glVertexAttribDivisorANGLE

        public final long glVertexAttribDivisorANGLE
      • glGetTranslatedShaderSourceANGLE

        public final long glGetTranslatedShaderSourceANGLE
      • glCopyTextureLevelsAPPLE

        public final long glCopyTextureLevelsAPPLE
      • glRenderbufferStorageMultisampleAPPLE

        public final long glRenderbufferStorageMultisampleAPPLE
      • glResolveMultisampleFramebufferAPPLE

        public final long glResolveMultisampleFramebufferAPPLE
      • glFenceSyncAPPLE

        public final long glFenceSyncAPPLE
      • glIsSyncAPPLE

        public final long glIsSyncAPPLE
      • glDeleteSyncAPPLE

        public final long glDeleteSyncAPPLE
      • glClientWaitSyncAPPLE

        public final long glClientWaitSyncAPPLE
      • glWaitSyncAPPLE

        public final long glWaitSyncAPPLE
      • glGetInteger64vAPPLE

        public final long glGetInteger64vAPPLE
      • glGetSyncivAPPLE

        public final long glGetSyncivAPPLE
      • glDrawArraysInstancedBaseInstanceEXT

        public final long glDrawArraysInstancedBaseInstanceEXT
      • glDrawElementsInstancedBaseInstanceEXT

        public final long glDrawElementsInstancedBaseInstanceEXT
      • glDrawElementsInstancedBaseVertexBaseInstanceEXT

        public final long glDrawElementsInstancedBaseVertexBaseInstanceEXT
      • glBindFragDataLocationIndexedEXT

        public final long glBindFragDataLocationIndexedEXT
      • glGetFragDataIndexEXT

        public final long glGetFragDataIndexEXT
      • glBindFragDataLocationEXT

        public final long glBindFragDataLocationEXT
      • glGetProgramResourceLocationIndexEXT

        public final long glGetProgramResourceLocationIndexEXT
      • glBufferStorageEXT

        public final long glBufferStorageEXT
      • glNamedBufferStorageEXT

        public final long glNamedBufferStorageEXT
      • glClearTexImageEXT

        public final long glClearTexImageEXT
      • glClearTexSubImageEXT

        public final long glClearTexSubImageEXT
      • glClipControlEXT

        public final long glClipControlEXT
      • glCopyImageSubDataEXT

        public final long glCopyImageSubDataEXT
      • glLabelObjectEXT

        public final long glLabelObjectEXT
      • glGetObjectLabelEXT

        public final long glGetObjectLabelEXT
      • glInsertEventMarkerEXT

        public final long glInsertEventMarkerEXT
      • glPushGroupMarkerEXT

        public final long glPushGroupMarkerEXT
      • glPopGroupMarkerEXT

        public final long glPopGroupMarkerEXT
      • glDiscardFramebufferEXT

        public final long glDiscardFramebufferEXT
      • glQueryCounterEXT

        public final long glQueryCounterEXT
      • glGetQueryObjectivEXT

        public final long glGetQueryObjectivEXT
      • glGetQueryObjecti64vEXT

        public final long glGetQueryObjecti64vEXT
      • glGetQueryObjectui64vEXT

        public final long glGetQueryObjectui64vEXT
      • glDrawBuffersEXT

        public final long glDrawBuffersEXT
      • glEnableiEXT

        public final long glEnableiEXT
      • glDisableiEXT

        public final long glDisableiEXT
      • glBlendEquationiEXT

        public final long glBlendEquationiEXT
      • glBlendEquationSeparateiEXT

        public final long glBlendEquationSeparateiEXT
      • glBlendFunciEXT

        public final long glBlendFunciEXT
      • glBlendFuncSeparateiEXT

        public final long glBlendFuncSeparateiEXT
      • glColorMaskiEXT

        public final long glColorMaskiEXT
      • glIsEnablediEXT

        public final long glIsEnablediEXT
      • glDrawElementsBaseVertexEXT

        public final long glDrawElementsBaseVertexEXT
      • glDrawRangeElementsBaseVertexEXT

        public final long glDrawRangeElementsBaseVertexEXT
      • glDrawElementsInstancedBaseVertexEXT

        public final long glDrawElementsInstancedBaseVertexEXT
      • glMultiDrawElementsBaseVertexEXT

        public final long glMultiDrawElementsBaseVertexEXT
      • glDrawTransformFeedbackEXT

        public final long glDrawTransformFeedbackEXT
      • glDrawTransformFeedbackInstancedEXT

        public final long glDrawTransformFeedbackInstancedEXT
      • glEGLImageTargetTexStorageEXT

        public final long glEGLImageTargetTexStorageEXT
      • glEGLImageTargetTextureStorageEXT

        public final long glEGLImageTargetTextureStorageEXT
      • glBufferStorageExternalEXT

        public final long glBufferStorageExternalEXT
      • glNamedBufferStorageExternalEXT

        public final long glNamedBufferStorageExternalEXT
      • glFramebufferTextureEXT

        public final long glFramebufferTextureEXT
      • glDrawArraysInstancedEXT

        public final long glDrawArraysInstancedEXT
      • glDrawElementsInstancedEXT

        public final long glDrawElementsInstancedEXT
      • glVertexAttribDivisorEXT

        public final long glVertexAttribDivisorEXT
      • glMapBufferRangeEXT

        public final long glMapBufferRangeEXT
      • glFlushMappedBufferRangeEXT

        public final long glFlushMappedBufferRangeEXT
      • glGetUnsignedBytevEXT

        public final long glGetUnsignedBytevEXT
      • glGetUnsignedBytei_vEXT

        public final long glGetUnsignedBytei_vEXT
      • glDeleteMemoryObjectsEXT

        public final long glDeleteMemoryObjectsEXT
      • glIsMemoryObjectEXT

        public final long glIsMemoryObjectEXT
      • glCreateMemoryObjectsEXT

        public final long glCreateMemoryObjectsEXT
      • glMemoryObjectParameterivEXT

        public final long glMemoryObjectParameterivEXT
      • glGetMemoryObjectParameterivEXT

        public final long glGetMemoryObjectParameterivEXT
      • glTexStorageMem2DEXT

        public final long glTexStorageMem2DEXT
      • glTexStorageMem2DMultisampleEXT

        public final long glTexStorageMem2DMultisampleEXT
      • glTexStorageMem3DEXT

        public final long glTexStorageMem3DEXT
      • glTexStorageMem3DMultisampleEXT

        public final long glTexStorageMem3DMultisampleEXT
      • glBufferStorageMemEXT

        public final long glBufferStorageMemEXT
      • glTextureStorageMem2DEXT

        public final long glTextureStorageMem2DEXT
      • glTextureStorageMem2DMultisampleEXT

        public final long glTextureStorageMem2DMultisampleEXT
      • glTextureStorageMem3DEXT

        public final long glTextureStorageMem3DEXT
      • glTextureStorageMem3DMultisampleEXT

        public final long glTextureStorageMem3DMultisampleEXT
      • glNamedBufferStorageMemEXT

        public final long glNamedBufferStorageMemEXT
      • glImportMemoryFdEXT

        public final long glImportMemoryFdEXT
      • glImportMemoryWin32HandleEXT

        public final long glImportMemoryWin32HandleEXT
      • glImportMemoryWin32NameEXT

        public final long glImportMemoryWin32NameEXT
      • glMultiDrawArraysEXT

        public final long glMultiDrawArraysEXT
      • glMultiDrawElementsEXT

        public final long glMultiDrawElementsEXT
      • glMultiDrawArraysIndirectEXT

        public final long glMultiDrawArraysIndirectEXT
      • glMultiDrawElementsIndirectEXT

        public final long glMultiDrawElementsIndirectEXT
      • glRenderbufferStorageMultisampleEXT

        public final long glRenderbufferStorageMultisampleEXT
      • glFramebufferTexture2DMultisampleEXT

        public final long glFramebufferTexture2DMultisampleEXT
      • glReadBufferIndexedEXT

        public final long glReadBufferIndexedEXT
      • glDrawBuffersIndexedEXT

        public final long glDrawBuffersIndexedEXT
      • glGetIntegeri_vEXT

        public final long glGetIntegeri_vEXT
      • glGenQueriesEXT

        public final long glGenQueriesEXT
      • glDeleteQueriesEXT

        public final long glDeleteQueriesEXT
      • glIsQueryEXT

        public final long glIsQueryEXT
      • glBeginQueryEXT

        public final long glBeginQueryEXT
      • glEndQueryEXT

        public final long glEndQueryEXT
      • glGetQueryivEXT

        public final long glGetQueryivEXT
      • glGetQueryObjectuivEXT

        public final long glGetQueryObjectuivEXT
      • glPolygonOffsetClampEXT

        public final long glPolygonOffsetClampEXT
      • glPrimitiveBoundingBoxEXT

        public final long glPrimitiveBoundingBoxEXT
      • glRasterSamplesEXT

        public final long glRasterSamplesEXT
      • glGetGraphicsResetStatusEXT

        public final long glGetGraphicsResetStatusEXT
      • glReadnPixelsEXT

        public final long glReadnPixelsEXT
      • glGetnUniformfvEXT

        public final long glGetnUniformfvEXT
      • glGetnUniformivEXT

        public final long glGetnUniformivEXT
      • glGenSemaphoresEXT

        public final long glGenSemaphoresEXT
      • glDeleteSemaphoresEXT

        public final long glDeleteSemaphoresEXT
      • glIsSemaphoreEXT

        public final long glIsSemaphoreEXT
      • glSemaphoreParameterui64vEXT

        public final long glSemaphoreParameterui64vEXT
      • glGetSemaphoreParameterui64vEXT

        public final long glGetSemaphoreParameterui64vEXT
      • glWaitSemaphoreEXT

        public final long glWaitSemaphoreEXT
      • glSignalSemaphoreEXT

        public final long glSignalSemaphoreEXT
      • glImportSemaphoreFdEXT

        public final long glImportSemaphoreFdEXT
      • glImportSemaphoreWin32HandleEXT

        public final long glImportSemaphoreWin32HandleEXT
      • glImportSemaphoreWin32NameEXT

        public final long glImportSemaphoreWin32NameEXT
      • glActiveShaderProgramEXT

        public final long glActiveShaderProgramEXT
      • glBindProgramPipelineEXT

        public final long glBindProgramPipelineEXT
      • glCreateShaderProgramvEXT

        public final long glCreateShaderProgramvEXT
      • glDeleteProgramPipelinesEXT

        public final long glDeleteProgramPipelinesEXT
      • glGenProgramPipelinesEXT

        public final long glGenProgramPipelinesEXT
      • glGetProgramPipelineInfoLogEXT

        public final long glGetProgramPipelineInfoLogEXT
      • glGetProgramPipelineivEXT

        public final long glGetProgramPipelineivEXT
      • glIsProgramPipelineEXT

        public final long glIsProgramPipelineEXT
      • glProgramParameteriEXT

        public final long glProgramParameteriEXT
      • glProgramUniform1fEXT

        public final long glProgramUniform1fEXT
      • glProgramUniform1fvEXT

        public final long glProgramUniform1fvEXT
      • glProgramUniform1iEXT

        public final long glProgramUniform1iEXT
      • glProgramUniform1ivEXT

        public final long glProgramUniform1ivEXT
      • glProgramUniform2fEXT

        public final long glProgramUniform2fEXT
      • glProgramUniform2fvEXT

        public final long glProgramUniform2fvEXT
      • glProgramUniform2iEXT

        public final long glProgramUniform2iEXT
      • glProgramUniform2ivEXT

        public final long glProgramUniform2ivEXT
      • glProgramUniform3fEXT

        public final long glProgramUniform3fEXT
      • glProgramUniform3fvEXT

        public final long glProgramUniform3fvEXT
      • glProgramUniform3iEXT

        public final long glProgramUniform3iEXT
      • glProgramUniform3ivEXT

        public final long glProgramUniform3ivEXT
      • glProgramUniform4fEXT

        public final long glProgramUniform4fEXT
      • glProgramUniform4fvEXT

        public final long glProgramUniform4fvEXT
      • glProgramUniform4iEXT

        public final long glProgramUniform4iEXT
      • glProgramUniform4ivEXT

        public final long glProgramUniform4ivEXT
      • glProgramUniformMatrix2fvEXT

        public final long glProgramUniformMatrix2fvEXT
      • glProgramUniformMatrix3fvEXT

        public final long glProgramUniformMatrix3fvEXT
      • glProgramUniformMatrix4fvEXT

        public final long glProgramUniformMatrix4fvEXT
      • glUseProgramStagesEXT

        public final long glUseProgramStagesEXT
      • glValidateProgramPipelineEXT

        public final long glValidateProgramPipelineEXT
      • glProgramUniform1uiEXT

        public final long glProgramUniform1uiEXT
      • glProgramUniform2uiEXT

        public final long glProgramUniform2uiEXT
      • glProgramUniform3uiEXT

        public final long glProgramUniform3uiEXT
      • glProgramUniform4uiEXT

        public final long glProgramUniform4uiEXT
      • glProgramUniform1uivEXT

        public final long glProgramUniform1uivEXT
      • glProgramUniform2uivEXT

        public final long glProgramUniform2uivEXT
      • glProgramUniform3uivEXT

        public final long glProgramUniform3uivEXT
      • glProgramUniform4uivEXT

        public final long glProgramUniform4uivEXT
      • glProgramUniformMatrix2x3fvEXT

        public final long glProgramUniformMatrix2x3fvEXT
      • glProgramUniformMatrix3x2fvEXT

        public final long glProgramUniformMatrix3x2fvEXT
      • glProgramUniformMatrix2x4fvEXT

        public final long glProgramUniformMatrix2x4fvEXT
      • glProgramUniformMatrix4x2fvEXT

        public final long glProgramUniformMatrix4x2fvEXT
      • glProgramUniformMatrix3x4fvEXT

        public final long glProgramUniformMatrix3x4fvEXT
      • glProgramUniformMatrix4x3fvEXT

        public final long glProgramUniformMatrix4x3fvEXT
      • glFramebufferFetchBarrierEXT

        public final long glFramebufferFetchBarrierEXT
      • glFramebufferPixelLocalStorageSizeEXT

        public final long glFramebufferPixelLocalStorageSizeEXT
      • glGetFramebufferPixelLocalStorageSizeEXT

        public final long glGetFramebufferPixelLocalStorageSizeEXT
      • glClearPixelLocalStorageuiEXT

        public final long glClearPixelLocalStorageuiEXT
      • glTexPageCommitmentARB

        public final long glTexPageCommitmentARB
      • glPatchParameteriEXT

        public final long glPatchParameteriEXT
      • glTexParameterIivEXT

        public final long glTexParameterIivEXT
      • glTexParameterIuivEXT

        public final long glTexParameterIuivEXT
      • glGetTexParameterIivEXT

        public final long glGetTexParameterIivEXT
      • glGetTexParameterIuivEXT

        public final long glGetTexParameterIuivEXT
      • glSamplerParameterIivEXT

        public final long glSamplerParameterIivEXT
      • glSamplerParameterIuivEXT

        public final long glSamplerParameterIuivEXT
      • glGetSamplerParameterIivEXT

        public final long glGetSamplerParameterIivEXT
      • glGetSamplerParameterIuivEXT

        public final long glGetSamplerParameterIuivEXT
      • glTexBufferEXT

        public final long glTexBufferEXT
      • glTexBufferRangeEXT

        public final long glTexBufferRangeEXT
      • glTexStorage1DEXT

        public final long glTexStorage1DEXT
      • glTexStorage2DEXT

        public final long glTexStorage2DEXT
      • glTexStorage3DEXT

        public final long glTexStorage3DEXT
      • glTextureStorage1DEXT

        public final long glTextureStorage1DEXT
      • glTextureStorage2DEXT

        public final long glTextureStorage2DEXT
      • glTextureStorage3DEXT

        public final long glTextureStorage3DEXT
      • glTextureViewEXT

        public final long glTextureViewEXT
      • glAcquireKeyedMutexWin32EXT

        public final long glAcquireKeyedMutexWin32EXT
      • glReleaseKeyedMutexWin32EXT

        public final long glReleaseKeyedMutexWin32EXT
      • glWindowRectanglesEXT

        public final long glWindowRectanglesEXT
      • glFramebufferTexture2DDownsampleIMG

        public final long glFramebufferTexture2DDownsampleIMG
      • glFramebufferTextureLayerDownsampleIMG

        public final long glFramebufferTextureLayerDownsampleIMG
      • glRenderbufferStorageMultisampleIMG

        public final long glRenderbufferStorageMultisampleIMG
      • glFramebufferTexture2DMultisampleIMG

        public final long glFramebufferTexture2DMultisampleIMG
      • glApplyFramebufferAttachmentCMAAINTEL

        public final long glApplyFramebufferAttachmentCMAAINTEL
      • glBeginPerfQueryINTEL

        public final long glBeginPerfQueryINTEL
      • glCreatePerfQueryINTEL

        public final long glCreatePerfQueryINTEL
      • glDeletePerfQueryINTEL

        public final long glDeletePerfQueryINTEL
      • glEndPerfQueryINTEL

        public final long glEndPerfQueryINTEL
      • glGetFirstPerfQueryIdINTEL

        public final long glGetFirstPerfQueryIdINTEL
      • glGetNextPerfQueryIdINTEL

        public final long glGetNextPerfQueryIdINTEL
      • glGetPerfCounterInfoINTEL

        public final long glGetPerfCounterInfoINTEL
      • glGetPerfQueryDataINTEL

        public final long glGetPerfQueryDataINTEL
      • glGetPerfQueryIdByNameINTEL

        public final long glGetPerfQueryIdByNameINTEL
      • glGetPerfQueryInfoINTEL

        public final long glGetPerfQueryInfoINTEL
      • glBlendBarrierKHR

        public final long glBlendBarrierKHR
      • glDebugMessageControlKHR

        public final long glDebugMessageControlKHR
      • glDebugMessageInsertKHR

        public final long glDebugMessageInsertKHR
      • glDebugMessageCallbackKHR

        public final long glDebugMessageCallbackKHR
      • glGetDebugMessageLogKHR

        public final long glGetDebugMessageLogKHR
      • glGetPointervKHR

        public final long glGetPointervKHR
      • glPushDebugGroupKHR

        public final long glPushDebugGroupKHR
      • glPopDebugGroupKHR

        public final long glPopDebugGroupKHR
      • glObjectLabelKHR

        public final long glObjectLabelKHR
      • glGetObjectLabelKHR

        public final long glGetObjectLabelKHR
      • glObjectPtrLabelKHR

        public final long glObjectPtrLabelKHR
      • glGetObjectPtrLabelKHR

        public final long glGetObjectPtrLabelKHR
      • glMaxShaderCompilerThreadsKHR

        public final long glMaxShaderCompilerThreadsKHR
      • glGetGraphicsResetStatusKHR

        public final long glGetGraphicsResetStatusKHR
      • glReadnPixelsKHR

        public final long glReadnPixelsKHR
      • glGetnUniformfvKHR

        public final long glGetnUniformfvKHR
      • glGetnUniformivKHR

        public final long glGetnUniformivKHR
      • glGetnUniformuivKHR

        public final long glGetnUniformuivKHR
      • glAlphaToCoverageDitherControlNV

        public final long glAlphaToCoverageDitherControlNV
      • glGetTextureHandleNV

        public final long glGetTextureHandleNV
      • glGetTextureSamplerHandleNV

        public final long glGetTextureSamplerHandleNV
      • glMakeTextureHandleResidentNV

        public final long glMakeTextureHandleResidentNV
      • glMakeTextureHandleNonResidentNV

        public final long glMakeTextureHandleNonResidentNV
      • glGetImageHandleNV

        public final long glGetImageHandleNV
      • glMakeImageHandleResidentNV

        public final long glMakeImageHandleResidentNV
      • glMakeImageHandleNonResidentNV

        public final long glMakeImageHandleNonResidentNV
      • glUniformHandleui64NV

        public final long glUniformHandleui64NV
      • glUniformHandleui64vNV

        public final long glUniformHandleui64vNV
      • glProgramUniformHandleui64NV

        public final long glProgramUniformHandleui64NV
      • glProgramUniformHandleui64vNV

        public final long glProgramUniformHandleui64vNV
      • glIsTextureHandleResidentNV

        public final long glIsTextureHandleResidentNV
      • glIsImageHandleResidentNV

        public final long glIsImageHandleResidentNV
      • glBlendParameteriNV

        public final long glBlendParameteriNV
      • glBlendBarrierNV

        public final long glBlendBarrierNV
      • glViewportPositionWScaleNV

        public final long glViewportPositionWScaleNV
      • glBeginConditionalRenderNV

        public final long glBeginConditionalRenderNV
      • glEndConditionalRenderNV

        public final long glEndConditionalRenderNV
      • glSubpixelPrecisionBiasNV

        public final long glSubpixelPrecisionBiasNV
      • glConservativeRasterParameteriNV

        public final long glConservativeRasterParameteriNV
      • glCopyBufferSubDataNV

        public final long glCopyBufferSubDataNV
      • glCoverageMaskNV

        public final long glCoverageMaskNV
      • glCoverageOperationNV

        public final long glCoverageOperationNV
      • glDrawBuffersNV

        public final long glDrawBuffersNV
      • glDrawArraysInstancedNV

        public final long glDrawArraysInstancedNV
      • glDrawElementsInstancedNV

        public final long glDrawElementsInstancedNV
      • glDrawVkImageNV

        public final long glDrawVkImageNV
      • glGetVkProcAddrNV

        public final long glGetVkProcAddrNV
      • glWaitVkSemaphoreNV

        public final long glWaitVkSemaphoreNV
      • glSignalVkSemaphoreNV

        public final long glSignalVkSemaphoreNV
      • glSignalVkFenceNV

        public final long glSignalVkFenceNV
      • glDeleteFencesNV

        public final long glDeleteFencesNV
      • glGenFencesNV

        public final long glGenFencesNV
      • glIsFenceNV

        public final long glIsFenceNV
      • glTestFenceNV

        public final long glTestFenceNV
      • glGetFenceivNV

        public final long glGetFenceivNV
      • glFinishFenceNV

        public final long glFinishFenceNV
      • glSetFenceNV

        public final long glSetFenceNV
      • glFragmentCoverageColorNV

        public final long glFragmentCoverageColorNV
      • glBlitFramebufferNV

        public final long glBlitFramebufferNV
      • glCoverageModulationTableNV

        public final long glCoverageModulationTableNV
      • glGetCoverageModulationTableNV

        public final long glGetCoverageModulationTableNV
      • glCoverageModulationNV

        public final long glCoverageModulationNV
      • glRenderbufferStorageMultisampleNV

        public final long glRenderbufferStorageMultisampleNV
      • glUniform1i64NV

        public final long glUniform1i64NV
      • glUniform2i64NV

        public final long glUniform2i64NV
      • glUniform3i64NV

        public final long glUniform3i64NV
      • glUniform4i64NV

        public final long glUniform4i64NV
      • glUniform1i64vNV

        public final long glUniform1i64vNV
      • glUniform2i64vNV

        public final long glUniform2i64vNV
      • glUniform3i64vNV

        public final long glUniform3i64vNV
      • glUniform4i64vNV

        public final long glUniform4i64vNV
      • glUniform1ui64NV

        public final long glUniform1ui64NV
      • glUniform2ui64NV

        public final long glUniform2ui64NV
      • glUniform3ui64NV

        public final long glUniform3ui64NV
      • glUniform4ui64NV

        public final long glUniform4ui64NV
      • glUniform1ui64vNV

        public final long glUniform1ui64vNV
      • glUniform2ui64vNV

        public final long glUniform2ui64vNV
      • glUniform3ui64vNV

        public final long glUniform3ui64vNV
      • glUniform4ui64vNV

        public final long glUniform4ui64vNV
      • glGetUniformi64vNV

        public final long glGetUniformi64vNV
      • glGetUniformui64vNV

        public final long glGetUniformui64vNV
      • glProgramUniform1i64NV

        public final long glProgramUniform1i64NV
      • glProgramUniform2i64NV

        public final long glProgramUniform2i64NV
      • glProgramUniform3i64NV

        public final long glProgramUniform3i64NV
      • glProgramUniform4i64NV

        public final long glProgramUniform4i64NV
      • glProgramUniform1i64vNV

        public final long glProgramUniform1i64vNV
      • glProgramUniform2i64vNV

        public final long glProgramUniform2i64vNV
      • glProgramUniform3i64vNV

        public final long glProgramUniform3i64vNV
      • glProgramUniform4i64vNV

        public final long glProgramUniform4i64vNV
      • glProgramUniform1ui64NV

        public final long glProgramUniform1ui64NV
      • glProgramUniform2ui64NV

        public final long glProgramUniform2ui64NV
      • glProgramUniform3ui64NV

        public final long glProgramUniform3ui64NV
      • glProgramUniform4ui64NV

        public final long glProgramUniform4ui64NV
      • glProgramUniform1ui64vNV

        public final long glProgramUniform1ui64vNV
      • glProgramUniform2ui64vNV

        public final long glProgramUniform2ui64vNV
      • glProgramUniform3ui64vNV

        public final long glProgramUniform3ui64vNV
      • glProgramUniform4ui64vNV

        public final long glProgramUniform4ui64vNV
      • glVertexAttribDivisorNV

        public final long glVertexAttribDivisorNV
      • glGetInternalformatSampleivNV

        public final long glGetInternalformatSampleivNV
      • glUniformMatrix2x3fvNV

        public final long glUniformMatrix2x3fvNV
      • glUniformMatrix3x2fvNV

        public final long glUniformMatrix3x2fvNV
      • glUniformMatrix2x4fvNV

        public final long glUniformMatrix2x4fvNV
      • glUniformMatrix4x2fvNV

        public final long glUniformMatrix4x2fvNV
      • glUniformMatrix3x4fvNV

        public final long glUniformMatrix3x4fvNV
      • glUniformMatrix4x3fvNV

        public final long glUniformMatrix4x3fvNV
      • glPathCommandsNV

        public final long glPathCommandsNV
      • glPathCoordsNV

        public final long glPathCoordsNV
      • glPathSubCommandsNV

        public final long glPathSubCommandsNV
      • glPathSubCoordsNV

        public final long glPathSubCoordsNV
      • glPathStringNV

        public final long glPathStringNV
      • glPathGlyphsNV

        public final long glPathGlyphsNV
      • glPathGlyphRangeNV

        public final long glPathGlyphRangeNV
      • glPathGlyphIndexArrayNV

        public final long glPathGlyphIndexArrayNV
      • glPathMemoryGlyphIndexArrayNV

        public final long glPathMemoryGlyphIndexArrayNV
      • glCopyPathNV

        public final long glCopyPathNV
      • glWeightPathsNV

        public final long glWeightPathsNV
      • glInterpolatePathsNV

        public final long glInterpolatePathsNV
      • glTransformPathNV

        public final long glTransformPathNV
      • glPathParameterivNV

        public final long glPathParameterivNV
      • glPathParameteriNV

        public final long glPathParameteriNV
      • glPathParameterfvNV

        public final long glPathParameterfvNV
      • glPathParameterfNV

        public final long glPathParameterfNV
      • glPathDashArrayNV

        public final long glPathDashArrayNV
      • glGenPathsNV

        public final long glGenPathsNV
      • glDeletePathsNV

        public final long glDeletePathsNV
      • glIsPathNV

        public final long glIsPathNV
      • glPathStencilFuncNV

        public final long glPathStencilFuncNV
      • glPathStencilDepthOffsetNV

        public final long glPathStencilDepthOffsetNV
      • glStencilFillPathNV

        public final long glStencilFillPathNV
      • glStencilStrokePathNV

        public final long glStencilStrokePathNV
      • glStencilFillPathInstancedNV

        public final long glStencilFillPathInstancedNV
      • glStencilStrokePathInstancedNV

        public final long glStencilStrokePathInstancedNV
      • glPathCoverDepthFuncNV

        public final long glPathCoverDepthFuncNV
      • glCoverFillPathNV

        public final long glCoverFillPathNV
      • glCoverStrokePathNV

        public final long glCoverStrokePathNV
      • glCoverFillPathInstancedNV

        public final long glCoverFillPathInstancedNV
      • glCoverStrokePathInstancedNV

        public final long glCoverStrokePathInstancedNV
      • glStencilThenCoverFillPathNV

        public final long glStencilThenCoverFillPathNV
      • glStencilThenCoverStrokePathNV

        public final long glStencilThenCoverStrokePathNV
      • glStencilThenCoverFillPathInstancedNV

        public final long glStencilThenCoverFillPathInstancedNV
      • glStencilThenCoverStrokePathInstancedNV

        public final long glStencilThenCoverStrokePathInstancedNV
      • glPathGlyphIndexRangeNV

        public final long glPathGlyphIndexRangeNV
      • glProgramPathFragmentInputGenNV

        public final long glProgramPathFragmentInputGenNV
      • glGetPathParameterivNV

        public final long glGetPathParameterivNV
      • glGetPathParameterfvNV

        public final long glGetPathParameterfvNV
      • glGetPathCommandsNV

        public final long glGetPathCommandsNV
      • glGetPathCoordsNV

        public final long glGetPathCoordsNV
      • glGetPathDashArrayNV

        public final long glGetPathDashArrayNV
      • glGetPathMetricsNV

        public final long glGetPathMetricsNV
      • glGetPathMetricRangeNV

        public final long glGetPathMetricRangeNV
      • glGetPathSpacingNV

        public final long glGetPathSpacingNV
      • glIsPointInFillPathNV

        public final long glIsPointInFillPathNV
      • glIsPointInStrokePathNV

        public final long glIsPointInStrokePathNV
      • glGetPathLengthNV

        public final long glGetPathLengthNV
      • glPointAlongPathNV

        public final long glPointAlongPathNV
      • glMatrixLoad3x2fNV

        public final long glMatrixLoad3x2fNV
      • glMatrixLoad3x3fNV

        public final long glMatrixLoad3x3fNV
      • glMatrixLoadTranspose3x3fNV

        public final long glMatrixLoadTranspose3x3fNV
      • glMatrixMult3x2fNV

        public final long glMatrixMult3x2fNV
      • glMatrixMult3x3fNV

        public final long glMatrixMult3x3fNV
      • glMatrixMultTranspose3x3fNV

        public final long glMatrixMultTranspose3x3fNV
      • glGetProgramResourcefvNV

        public final long glGetProgramResourcefvNV
      • glPolygonModeNV

        public final long glPolygonModeNV
      • glReadBufferNV

        public final long glReadBufferNV
      • glFramebufferSampleLocationsfvNV

        public final long glFramebufferSampleLocationsfvNV
      • glNamedFramebufferSampleLocationsfvNV

        public final long glNamedFramebufferSampleLocationsfvNV
      • glResolveDepthValuesNV

        public final long glResolveDepthValuesNV
      • glTexImage3DNV

        public final long glTexImage3DNV
      • glTexSubImage3DNV

        public final long glTexSubImage3DNV
      • glCopyTexSubImage3DNV

        public final long glCopyTexSubImage3DNV
      • glCompressedTexImage3DNV

        public final long glCompressedTexImage3DNV
      • glCompressedTexSubImage3DNV

        public final long glCompressedTexSubImage3DNV
      • glFramebufferTextureLayerNV

        public final long glFramebufferTextureLayerNV
      • glTextureBarrierNV

        public final long glTextureBarrierNV
      • glViewportArrayvNV

        public final long glViewportArrayvNV
      • glViewportIndexedfNV

        public final long glViewportIndexedfNV
      • glViewportIndexedfvNV

        public final long glViewportIndexedfvNV
      • glScissorArrayvNV

        public final long glScissorArrayvNV
      • glScissorIndexedNV

        public final long glScissorIndexedNV
      • glScissorIndexedvNV

        public final long glScissorIndexedvNV
      • glDepthRangeArrayfvNV

        public final long glDepthRangeArrayfvNV
      • glDepthRangeIndexedfNV

        public final long glDepthRangeIndexedfNV
      • glGetFloati_vNV

        public final long glGetFloati_vNV
      • glEnableiNV

        public final long glEnableiNV
      • glDisableiNV

        public final long glDisableiNV
      • glIsEnablediNV

        public final long glIsEnablediNV
      • glViewportSwizzleNV

        public final long glViewportSwizzleNV
      • glCopyImageSubDataOES

        public final long glCopyImageSubDataOES
      • glEnableiOES

        public final long glEnableiOES
      • glDisableiOES

        public final long glDisableiOES
      • glBlendEquationiOES

        public final long glBlendEquationiOES
      • glBlendEquationSeparateiOES

        public final long glBlendEquationSeparateiOES
      • glBlendFunciOES

        public final long glBlendFunciOES
      • glBlendFuncSeparateiOES

        public final long glBlendFuncSeparateiOES
      • glColorMaskiOES

        public final long glColorMaskiOES
      • glIsEnablediOES

        public final long glIsEnablediOES
      • glDrawElementsBaseVertexOES

        public final long glDrawElementsBaseVertexOES
      • glDrawRangeElementsBaseVertexOES

        public final long glDrawRangeElementsBaseVertexOES
      • glDrawElementsInstancedBaseVertexOES

        public final long glDrawElementsInstancedBaseVertexOES
      • glMultiDrawElementsBaseVertexOES

        public final long glMultiDrawElementsBaseVertexOES
      • glEGLImageTargetTexture2DOES

        public final long glEGLImageTargetTexture2DOES
      • glEGLImageTargetRenderbufferStorageOES

        public final long glEGLImageTargetRenderbufferStorageOES
      • glFramebufferTextureOES

        public final long glFramebufferTextureOES
      • glGetProgramBinaryOES

        public final long glGetProgramBinaryOES
      • glProgramBinaryOES

        public final long glProgramBinaryOES
      • glMapBufferOES

        public final long glMapBufferOES
      • glUnmapBufferOES

        public final long glUnmapBufferOES
      • glGetBufferPointervOES

        public final long glGetBufferPointervOES
      • glPrimitiveBoundingBoxOES

        public final long glPrimitiveBoundingBoxOES
      • glMinSampleShadingOES

        public final long glMinSampleShadingOES
      • glPatchParameteriOES

        public final long glPatchParameteriOES
      • glTexImage3DOES

        public final long glTexImage3DOES
      • glTexSubImage3DOES

        public final long glTexSubImage3DOES
      • glCopyTexSubImage3DOES

        public final long glCopyTexSubImage3DOES
      • glCompressedTexImage3DOES

        public final long glCompressedTexImage3DOES
      • glCompressedTexSubImage3DOES

        public final long glCompressedTexSubImage3DOES
      • glFramebufferTexture3DOES

        public final long glFramebufferTexture3DOES
      • glTexParameterIivOES

        public final long glTexParameterIivOES
      • glTexParameterIuivOES

        public final long glTexParameterIuivOES
      • glGetTexParameterIivOES

        public final long glGetTexParameterIivOES
      • glGetTexParameterIuivOES

        public final long glGetTexParameterIuivOES
      • glSamplerParameterIivOES

        public final long glSamplerParameterIivOES
      • glSamplerParameterIuivOES

        public final long glSamplerParameterIuivOES
      • glGetSamplerParameterIivOES

        public final long glGetSamplerParameterIivOES
      • glGetSamplerParameterIuivOES

        public final long glGetSamplerParameterIuivOES
      • glTexBufferOES

        public final long glTexBufferOES
      • glTexBufferRangeOES

        public final long glTexBufferRangeOES
      • glTexStorage3DMultisampleOES

        public final long glTexStorage3DMultisampleOES
      • glTextureViewOES

        public final long glTextureViewOES
      • glBindVertexArrayOES

        public final long glBindVertexArrayOES
      • glDeleteVertexArraysOES

        public final long glDeleteVertexArraysOES
      • glGenVertexArraysOES

        public final long glGenVertexArraysOES
      • glIsVertexArrayOES

        public final long glIsVertexArrayOES
      • glViewportArrayvOES

        public final long glViewportArrayvOES
      • glViewportIndexedfOES

        public final long glViewportIndexedfOES
      • glViewportIndexedfvOES

        public final long glViewportIndexedfvOES
      • glScissorArrayvOES

        public final long glScissorArrayvOES
      • glScissorIndexedOES

        public final long glScissorIndexedOES
      • glScissorIndexedvOES

        public final long glScissorIndexedvOES
      • glDepthRangeArrayfvOES

        public final long glDepthRangeArrayfvOES
      • glDepthRangeIndexedfOES

        public final long glDepthRangeIndexedfOES
      • glGetFloati_vOES

        public final long glGetFloati_vOES
      • glFramebufferTextureMultiviewOVR

        public final long glFramebufferTextureMultiviewOVR
      • glFramebufferTextureMultisampleMultiviewOVR

        public final long glFramebufferTextureMultisampleMultiviewOVR
      • glAlphaFuncQCOM

        public final long glAlphaFuncQCOM
      • glGetDriverControlsQCOM

        public final long glGetDriverControlsQCOM
      • glGetDriverControlStringQCOM

        public final long glGetDriverControlStringQCOM
      • glEnableDriverControlQCOM

        public final long glEnableDriverControlQCOM
      • glDisableDriverControlQCOM

        public final long glDisableDriverControlQCOM
      • glExtGetTexturesQCOM

        public final long glExtGetTexturesQCOM
      • glExtGetBuffersQCOM

        public final long glExtGetBuffersQCOM
      • glExtGetRenderbuffersQCOM

        public final long glExtGetRenderbuffersQCOM
      • glExtGetFramebuffersQCOM

        public final long glExtGetFramebuffersQCOM
      • glExtGetTexLevelParameterivQCOM

        public final long glExtGetTexLevelParameterivQCOM
      • glExtTexObjectStateOverrideiQCOM

        public final long glExtTexObjectStateOverrideiQCOM
      • glExtGetTexSubImageQCOM

        public final long glExtGetTexSubImageQCOM
      • glExtGetBufferPointervQCOM

        public final long glExtGetBufferPointervQCOM
      • glExtGetShadersQCOM

        public final long glExtGetShadersQCOM
      • glExtGetProgramsQCOM

        public final long glExtGetProgramsQCOM
      • glExtIsProgramBinaryQCOM

        public final long glExtIsProgramBinaryQCOM
      • glExtGetProgramBinarySourceQCOM

        public final long glExtGetProgramBinarySourceQCOM
      • glFramebufferFoveationConfigQCOM

        public final long glFramebufferFoveationConfigQCOM
      • glFramebufferFoveationParametersQCOM

        public final long glFramebufferFoveationParametersQCOM
      • glFramebufferFetchBarrierQCOM

        public final long glFramebufferFetchBarrierQCOM
      • glTextureFoveationParametersQCOM

        public final long glTextureFoveationParametersQCOM
      • glStartTilingQCOM

        public final long glStartTilingQCOM
      • glEndTilingQCOM

        public final long glEndTilingQCOM
      • GLES20

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

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

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

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

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

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

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

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

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

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

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

        Requires GLES 3.0.

      • GL_EXT_color_buffer_half_float

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

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

        There is a common optimization for hardware accelerated implementation of OpenGL ES which relies on an early depth test to be run before the fragment shader so that the shader evaluation can be skipped if the fragment ends up being discarded because it is occluded.

        This optimization does not affect the final rendering, and is typically possible when the fragment does not change the depth programmatically. (i.e.: it does not write to the built-in gl_FragDepth output). There are, however a class of operations on the depth in the shader which could still be performed while allowing the early depth test to operate.

        This extension allows the application to pass enough information to the GL implementation to activate such optimizations safely.

        Requires GLES 3.0.

      • GL_EXT_copy_image

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

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

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

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

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

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

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

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

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

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

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

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

      • GL_EXT_EGL_image_external_wrap_modes

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

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

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

      • GL_EXT_EGL_image_storage

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

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

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

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

        Requires EXT_color_buffer_float.

      • GL_EXT_geometry_point_size

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

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

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

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

        
             #extension GL_EXT_gpu_shader5 : require (or enable)

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

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

        Requires GLES 3.1.

      • GL_EXT_instanced_arrays

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

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

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

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

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

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

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

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

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

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

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

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

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

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

        This extension allows the fragment shader to control whether values in gl_SampleMaskIn[] reflect the coverage after application of the early depth and stencil tests. This feature can be enabled with the following layout qualifier in the fragment shader:

        
             layout(post_depth_coverage) in;

        To use this feature, early fragment tests must also be enabled in the fragment shader via:

        
             layout(early_fragment_tests) in;

        Requires OES_sample_variables.

      • GL_EXT_primitive_bounding_box

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

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

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

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

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

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

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

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

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

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

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

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

      • GL_EXT_shader_pixel_local_storage

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

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

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

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

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

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

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

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

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

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

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

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

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

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

        public final boolean GL_EXT_texture_rg
        When true, EXTTextureRG is supported.
      • GL_EXT_texture_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_win32_keyed_mutex

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

        This extension specifies the behavior of out-of-bounds buffer and array accesses. This is an improvement over the existing KHR_robustness extension which states that the application should not crash, but that behavior is otherwise undefined. This extension specifies the access protection provided by the GL to ensure that out-of-bounds accesses cannot read from or write to data not owned by the application. All accesses are contained within the buffer object and program area they reference. These additional robustness guarantees apply to contexts created with the robust access flag set.

        Requires GLES 2.0 and KHR_robustness.

      • GL_KHR_robustness

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

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

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

        Adaptive Scalable Texture Compression (ASTC) is a new texture compression technology that offers unprecendented flexibility, while producing better or comparable results than existing texture compressions at all bit rates. It includes support for 2D and slice-based 3D textures, with low and high dynamic range, at bitrates from below 1 bit/pixel up to 8 bits/pixel in fine steps.

        This extension extends the functionality of KHR_texture_compression_astc_ldr to include slice-based 3D textures for textures using the LDR profile in the same way as the HDR profile allows slice-based 3D textures.

        Requires KHR_texture_compression_astc_ldr.

      • GL_NV_alpha_to_coverage_dither_control

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

        This extension provides a method to pre-assign attribute locations to named vertex shader inputs. This allows applications to globally assign a particular semantic meaning, such as diffuse color or vertex normal, to a particular attribute location without knowing how that attribute will be named in any particular shader.

        Requires GLES 2.0.

      • GL_NV_fbo_color_attachments

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

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

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

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

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

        Virtual reality (VR) applications often render a single logical scene from multiple views corresponding to a pair of eyes. The views (eyes) are separated by a fixed offset in the X direction.

        Traditionally, multiple views are rendered via multiple rendering passes. This is expensive for the GPU because the objects in the scene must be transformed, rasterized, shaded, and fragment processed redundantly. This is expensive for the CPU because the scene graph needs to be visited multiple times and driver validation happens for each view. Rendering N passes tends to take N times longer than a single pass.

        This extension provides a mechanism to render binocular (stereo) views from a single stream of OpenGL rendering commands. Vertex, tessellation, and geometry (VTG) shaders can output two positions for each vertex corresponding to the two eye views. A built-in "gl_SecondaryPositionNV" is added to specify the second position. The positions from each view may be sent to different viewports and/or layers. A built-in "gl_SecondaryViewportMaskNV[]" is also added to specify the viewport mask for the second view. A new layout-qualifier "secondary_view_offset" is added for built-in output "gl_Layer" which allows for the geometry from each view to be sent to different layers for rendering.

        Requires NV_viewport_array2.

      • GL_NV_texture_array

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

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

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

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

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

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

        Requires NV_texture_compression_s3tc.

      • GL_NV_texture_npot_2D_mipmap

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

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

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

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

      • GL_OES_fbo_render_mipmap

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

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

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

      • GL_OES_geometry_point_size

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

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

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

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

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

        
             #extension GL_OES_gpu_shader5 : require (or enable)

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

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

        Requires GLES 3.1.

      • GL_OES_mapbuffer

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

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

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

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

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

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

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

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

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

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

        Requires GLES 3.0.

      • GL_OES_shader_image_atomic

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

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

        Requires GLES 3.1.

      • GL_OES_shader_io_blocks

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

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

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

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

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

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

        Requires GLES 3.1.

      • GL_OES_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_OES_viewport_array

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

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

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

        This extension relaxes the restriction in OVR_multiview that only gl_Position can depend on ViewID in the vertex shader. With this change, view-dependent outputs like reflection vectors and similar are allowed.

        Requires GLES 3.0 and OVR_multiview.

      • GL_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_framebuffer_foveated

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

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

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

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

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

        • gl_SampleID
        • gl_SamplePosition
        • interpolateAtSample()
      • GL_QCOM_texture_foveated

        public final boolean GL_QCOM_texture_foveated
        When true, QCOMTextureFoveated 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.