GLGET
Section: [FIXME: manual] (3G)
Updated: 01/26/2021
Page Index
NAME
glGet - return the value or values of a selected parameter
C SPECIFICATION
-
void glGetBooleanv(GLenum pname, GLboolean * data);
-
void glGetDoublev(GLenum pname, GLdouble * data);
-
void glGetFloatv(GLenum pname, GLfloat * data);
-
void glGetIntegerv(GLenum pname, GLint * data);
-
void glGetInteger64v(GLenum pname, GLint64 * data);
-
void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data);
-
void glGetIntegeri_v(GLenum target, GLuint index, GLint * data);
-
void glGetFloati_v(GLenum target, GLuint index, GLfloat * data);
-
void glGetDoublei_v(GLenum target, GLuint index, GLdouble * data);
-
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 * data);
PARAMETERS
pname
-
- Specifies the parameter value to be returned for non-indexed versions of
glGet. The symbolic constants in the list below are accepted.
target
-
Specifies the parameter value to be returned for indexed versions of
glGet. The symbolic constants in the list below are accepted.
index
-
Specifies the index of the particular element being queried.
data
-
Returns the value or values of the specified parameter.
DESCRIPTION
These commands return values for simple state variables in GL.
pname
is a symbolic constant indicating the state variable to be returned, and
data
is a pointer to an array of the indicated type in which to place the returned data.
Type conversion is performed if
data
has a different type than the state variable value being requested. If
glGetBooleanv
is called, a floating-point (or integer) value is converted to
GL_FALSE
if and only if it is 0.0 (or 0). Otherwise, it is converted to
GL_TRUE. If
glGetIntegerv
is called, boolean values are returned as
GL_TRUE
or
GL_FALSE, and most floating-point values are rounded to the nearest integer value. Floating-point colors and normals, however, are returned with a linear mapping that maps 1.0 to the most positive representable integer value and
-1.0
to the most negative representable integer value. If
glGetFloatv
or
glGetDoublev
is called, boolean values are returned as
GL_TRUE
or
GL_FALSE, and integer values are converted to floating-point values.
The following symbolic constants are accepted by
pname:
GL_ACTIVE_TEXTURE
-
data
returns a single value indicating the active multitexture unit. The initial value is
GL_TEXTURE0. See
glActiveTexture().
GL_ALIASED_LINE_WIDTH_RANGE
-
data
returns a pair of values indicating the range of widths supported for aliased lines. See
glLineWidth().
GL_ARRAY_BUFFER_BINDING
-
data
returns a single value, the name of the buffer object currently bound to the target
GL_ARRAY_BUFFER. If no buffer object is bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer().
GL_BLEND
-
data
returns a single boolean value indicating whether blending is enabled. The initial value is
GL_FALSE. See
glBlendFunc().
GL_BLEND_COLOR
-
data
returns four values, the red, green, blue, and alpha values which are the components of the blend color. See
glBlendColor().
GL_BLEND_DST_ALPHA
-
data
returns one value, the symbolic constant identifying the alpha destination blend function. The initial value is
GL_ZERO. See
glBlendFunc()
and
glBlendFuncSeparate().
GL_BLEND_DST_RGB
-
data
returns one value, the symbolic constant identifying the RGB destination blend function. The initial value is
GL_ZERO. See
glBlendFunc()
and
glBlendFuncSeparate().
GL_BLEND_EQUATION_RGB
-
data
returns one value, a symbolic constant indicating whether the RGB blend equation is
GL_FUNC_ADD,
GL_FUNC_SUBTRACT,
GL_FUNC_REVERSE_SUBTRACT,
GL_MIN
or
GL_MAX. See
glBlendEquationSeparate().
GL_BLEND_EQUATION_ALPHA
-
data
returns one value, a symbolic constant indicating whether the Alpha blend equation is
GL_FUNC_ADD,
GL_FUNC_SUBTRACT,
GL_FUNC_REVERSE_SUBTRACT,
GL_MIN
or
GL_MAX. See
glBlendEquationSeparate().
GL_BLEND_SRC_ALPHA
-
data
returns one value, the symbolic constant identifying the alpha source blend function. The initial value is
GL_ONE. See
glBlendFunc()
and
glBlendFuncSeparate().
GL_BLEND_SRC_RGB
-
data
returns one value, the symbolic constant identifying the RGB source blend function. The initial value is
GL_ONE. See
glBlendFunc()
and
glBlendFuncSeparate().
GL_COLOR_CLEAR_VALUE
-
data
returns four values: the red, green, blue, and alpha values used to clear the color buffers. Integer values, if requested, are linearly mapped from the internal floating-point representation such that 1.0 returns the most positive representable integer value, and
-1.0
returns the most negative representable integer value. The initial value is (0, 0, 0, 0). See
glClearColor().
GL_COLOR_LOGIC_OP
-
data
returns a single boolean value indicating whether a fragment's RGBA color values are merged into the framebuffer using a logical operation. The initial value is
GL_FALSE. See
glLogicOp().
GL_COLOR_WRITEMASK
-
data
returns four boolean values: the red, green, blue, and alpha write enables for the color buffers. The initial value is (GL_TRUE,
GL_TRUE,
GL_TRUE,
GL_TRUE). See
glColorMask().
GL_COMPRESSED_TEXTURE_FORMATS
-
data
returns a list of symbolic constants of length
GL_NUM_COMPRESSED_TEXTURE_FORMATS
indicating which compressed texture formats are available. See
glCompressedTexImage2D().
GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum number of active shader storage blocks that may be accessed by a compute shader.
GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum total number of active shader storage blocks that may be accessed by all active shaders.
GL_MAX_COMPUTE_UNIFORM_BLOCKS
-
data
returns one value, the maximum number of uniform blocks per compute shader. The value must be at least 14. See
glUniformBlockBinding().
GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS
-
data
returns one value, the maximum supported texture image units that can be used to access texture maps from the compute shader. The value may be at least 16. See
glActiveTexture().
GL_MAX_COMPUTE_UNIFORM_COMPONENTS
-
data
returns one value, the maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a compute shader. The value must be at least 1024. See
glUniform().
GL_MAX_COMPUTE_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to compute shaders.
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
-
data
returns a single value, the maximum number of atomic counter buffers that may be accessed by a compute shader.
GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS
-
data
returns one value, the number of words for compute shader uniform variables in all uniform blocks (including default). The value must be at least 1. See
glUniform().
GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS
-
data
returns one value, the number of invocations in a single local work group (i.e., the product of the three dimensions) that may be dispatched to a compute shader.
GL_MAX_COMPUTE_WORK_GROUP_COUNT
-
Accepted by the indexed versions of
glGet.
data
the maximum number of work groups that may be dispatched to a compute shader. Indices 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively.
GL_MAX_COMPUTE_WORK_GROUP_SIZE
-
Accepted by the indexed versions of
glGet.
data
the maximum size of a work groups that may be used during compilation of a compute shader. Indices 0, 1, and 2 correspond to the X, Y and Z dimensions, respectively.
GL_DISPATCH_INDIRECT_BUFFER_BINDING
-
data
returns a single value, the name of the buffer object currently bound to the target
GL_DISPATCH_INDIRECT_BUFFER. If no buffer object is bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer().
GL_MAX_DEBUG_GROUP_STACK_DEPTH
-
data
returns a single value, the maximum depth of the debug message group stack.
GL_DEBUG_GROUP_STACK_DEPTH
-
data
returns a single value, the current depth of the debug message group stack.
GL_CONTEXT_FLAGS
-
data
returns one value, the flags with which the context was created (such as debugging functionality).
GL_CULL_FACE
-
data
returns a single boolean value indicating whether polygon culling is enabled. The initial value is
GL_FALSE. See
glCullFace().
GL_CULL_FACE_MODE
-
data
returns a single value indicating the mode of polygon culling. The initial value is
GL_BACK. See
glCullFace().
GL_CURRENT_PROGRAM
-
data
returns one value, the name of the program object that is currently active, or 0 if no program object is active. See
glUseProgram().
GL_DEPTH_CLEAR_VALUE
-
data
returns one value, the value that is used to clear the depth buffer. Integer values, if requested, are linearly mapped from the internal floating-point representation such that 1.0 returns the most positive representable integer value, and
-1.0
returns the most negative representable integer value. The initial value is 1. See
glClearDepth().
GL_DEPTH_FUNC
-
data
returns one value, the symbolic constant that indicates the depth comparison function. The initial value is
GL_LESS. See
glDepthFunc().
GL_DEPTH_RANGE
-
data
returns two values: the near and far mapping limits for the depth buffer. Integer values, if requested, are linearly mapped from the internal floating-point representation such that 1.0 returns the most positive representable integer value, and
-1.0
returns the most negative representable integer value. The initial value is (0, 1). See
glDepthRange().
GL_DEPTH_TEST
-
data
returns a single boolean value indicating whether depth testing of fragments is enabled. The initial value is
GL_FALSE. See
glDepthFunc()
and
glDepthRange().
GL_DEPTH_WRITEMASK
-
data
returns a single boolean value indicating if the depth buffer is enabled for writing. The initial value is
GL_TRUE. See
glDepthMask().
GL_DITHER
-
data
returns a single boolean value indicating whether dithering of fragment colors and indices is enabled. The initial value is
GL_TRUE.
GL_DOUBLEBUFFER
-
data
returns a single boolean value indicating whether double buffering is supported.
GL_DRAW_BUFFER
-
data
returns one value, a symbolic constant indicating which buffers are being drawn to. See
glDrawBuffer(). The initial value is
GL_BACK
if there are back buffers, otherwise it is
GL_FRONT.
GL_DRAW_BUFFERi
-
data
returns one value, a symbolic constant indicating which buffers are being drawn to by the corresponding output color. See
glDrawBuffers(). The initial value of
GL_DRAW_BUFFER0
is
GL_BACK
if there are back buffers, otherwise it is
GL_FRONT. The initial values of draw buffers for all other output colors is
GL_NONE.
GL_DRAW_FRAMEBUFFER_BINDING
-
data
returns one value, the name of the framebuffer object currently bound to the
GL_DRAW_FRAMEBUFFER
target. If the default framebuffer is bound, this value will be zero. The initial value is zero. See
glBindFramebuffer().
GL_READ_FRAMEBUFFER_BINDING
-
data
returns one value, the name of the framebuffer object currently bound to the
GL_READ_FRAMEBUFFER
target. If the default framebuffer is bound, this value will be zero. The initial value is zero. See
glBindFramebuffer().
GL_ELEMENT_ARRAY_BUFFER_BINDING
-
data
returns a single value, the name of the buffer object currently bound to the target
GL_ELEMENT_ARRAY_BUFFER. If no buffer object is bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer().
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
-
data
returns one value, a symbolic constant indicating the mode of the derivative accuracy hint for fragment shaders. The initial value is
GL_DONT_CARE. See
glHint().
GL_IMPLEMENTATION_COLOR_READ_FORMAT
-
data
returns a single GLenum value indicating the implementation's preferred pixel data format. See
glReadPixels().
GL_IMPLEMENTATION_COLOR_READ_TYPE
-
data
returns a single GLenum value indicating the implementation's preferred pixel data type. See
glReadPixels().
GL_LINE_SMOOTH
-
data
returns a single boolean value indicating whether antialiasing of lines is enabled. The initial value is
GL_FALSE. See
glLineWidth().
GL_LINE_SMOOTH_HINT
-
data
returns one value, a symbolic constant indicating the mode of the line antialiasing hint. The initial value is
GL_DONT_CARE. See
glHint().
GL_LINE_WIDTH
-
data
returns one value, the line width as specified with
glLineWidth(). The initial value is 1.
GL_LAYER_PROVOKING_VERTEX
-
data
returns one value, the implementation dependent specifc vertex of a primitive that is used to select the rendering layer. If the value returned is equivalent to
GL_PROVOKING_VERTEX, then the vertex selection follows the convention specified by
glProvokingVertex(). If the value returned is equivalent to
GL_FIRST_VERTEX_CONVENTION, then the selection is always taken from the first vertex in the primitive. If the value returned is equivalent to
GL_LAST_VERTEX_CONVENTION, then the selection is always taken from the last vertex in the primitive. If the value returned is equivalent to
GL_UNDEFINED_VERTEX, then the selection is not guaranteed to be taken from any specific vertex in the primitive.
GL_LOGIC_OP_MODE
-
data
returns one value, a symbolic constant indicating the selected logic operation mode. The initial value is
GL_COPY. See
glLogicOp().
GL_MAJOR_VERSION
-
data
returns one value, the major version number of the OpenGL API supported by the current context.
GL_MAX_3D_TEXTURE_SIZE
-
data
returns one value, a rough estimate of the largest 3D texture that the GL can handle. The value must be at least 64. Use
GL_PROXY_TEXTURE_3D
to determine if a texture is too large. See
glTexImage3D().
GL_MAX_ARRAY_TEXTURE_LAYERS
-
data
returns one value. The value indicates the maximum number of layers allowed in an array texture, and must be at least 256. See
glTexImage2D().
GL_MAX_CLIP_DISTANCES
-
data
returns one value, the maximum number of application-defined clipping distances. The value must be at least 8.
GL_MAX_COLOR_TEXTURE_SAMPLES
-
data
returns one value, the maximum number of samples in a color multisample texture.
GL_MAX_COMBINED_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to all active shaders.
GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
-
data
returns one value, the number of words for fragment shader uniform variables in all uniform blocks (including default). The value must be at least 1. See
glUniform().
GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS
-
data
returns one value, the number of words for geometry shader uniform variables in all uniform blocks (including default). The value must be at least 1. See
glUniform().
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
-
data
returns one value, the maximum supported texture image units that can be used to access texture maps from the vertex shader and the fragment processor combined. If both the vertex shader and the fragment processing stage access the same texture image unit, then that counts as using two texture image units against this limit. The value must be at least 48. See
glActiveTexture().
GL_MAX_COMBINED_UNIFORM_BLOCKS
-
data
returns one value, the maximum number of uniform blocks per program. The value must be at least 70. See
glUniformBlockBinding().
GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
-
data
returns one value, the number of words for vertex shader uniform variables in all uniform blocks (including default). The value must be at least 1. See
glUniform().
GL_MAX_CUBE_MAP_TEXTURE_SIZE
-
data
returns one value. The value gives a rough estimate of the largest cube-map texture that the GL can handle. The value must be at least 1024. Use
GL_PROXY_TEXTURE_CUBE_MAP
to determine if a texture is too large. See
glTexImage2D().
GL_MAX_DEPTH_TEXTURE_SAMPLES
-
data
returns one value, the maximum number of samples in a multisample depth or depth-stencil texture.
GL_MAX_DRAW_BUFFERS
-
data
returns one value, the maximum number of simultaneous outputs that may be written in a fragment shader. The value must be at least 8. See
glDrawBuffers().
GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
-
data
returns one value, the maximum number of active draw buffers when using dual-source blending. The value must be at least 1. See
glBlendFunc()
and
glBlendFuncSeparate().
GL_MAX_ELEMENTS_INDICES
-
data
returns one value, the recommended maximum number of vertex array indices. See
glDrawRangeElements().
GL_MAX_ELEMENTS_VERTICES
-
data
returns one value, the recommended maximum number of vertex array vertices. See
glDrawRangeElements().
GL_MAX_FRAGMENT_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to fragment shaders.
GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum number of active shader storage blocks that may be accessed by a fragment shader.
GL_MAX_FRAGMENT_INPUT_COMPONENTS
-
data
returns one value, the maximum number of components of the inputs read by the fragment shader, which must be at least 128.
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
-
data
returns one value, the maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a fragment shader. The value must be at least 1024. See
glUniform().
GL_MAX_FRAGMENT_UNIFORM_VECTORS
-
data
returns one value, the maximum number of individual 4-vectors of floating-point, integer, or boolean values that can be held in uniform variable storage for a fragment shader. The value is equal to the value of
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
divided by 4 and must be at least 256. See
glUniform().
GL_MAX_FRAGMENT_UNIFORM_BLOCKS
-
data
returns one value, the maximum number of uniform blocks per fragment shader. The value must be at least 12. See
glUniformBlockBinding().
GL_MAX_FRAMEBUFFER_WIDTH
-
data
returns one value, the maximum width for a framebuffer that has no attachments, which must be at least 16384. See
glFramebufferParameter.
GL_MAX_FRAMEBUFFER_HEIGHT
-
data
returns one value, the maximum height for a framebuffer that has no attachments, which must be at least 16384. See
glFramebufferParameter.
GL_MAX_FRAMEBUFFER_LAYERS
-
data
returns one value, the maximum number of layers for a framebuffer that has no attachments, which must be at least 2048. See
glFramebufferParameter.
GL_MAX_FRAMEBUFFER_SAMPLES
-
data
returns one value, the maximum samples in a framebuffer that has no attachments, which must be at least 4. See
glFramebufferParameter.
GL_MAX_GEOMETRY_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to geometry shaders.
GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum number of active shader storage blocks that may be accessed by a geometry shader.
GL_MAX_GEOMETRY_INPUT_COMPONENTS
-
data
returns one value, the maximum number of components of inputs read by a geometry shader, which must be at least 64.
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS
-
data
returns one value, the maximum number of components of outputs written by a geometry shader, which must be at least 128.
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
-
data
returns one value, the maximum supported texture image units that can be used to access texture maps from the geometry shader. The value must be at least 16. See
glActiveTexture().
GL_MAX_GEOMETRY_UNIFORM_BLOCKS
-
data
returns one value, the maximum number of uniform blocks per geometry shader. The value must be at least 12. See
glUniformBlockBinding().
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS
-
data
returns one value, the maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a geometry shader. The value must be at least 1024. See
glUniform().
GL_MAX_INTEGER_SAMPLES
-
data
returns one value, the maximum number of samples supported in integer format multisample buffers.
GL_MIN_MAP_BUFFER_ALIGNMENT
-
data
returns one value, the minimum alignment in basic machine units of pointers returned fromglMapBuffer()
and
glMapBufferRange(). This value must be a power of two and must be at least 64.
GL_MAX_LABEL_LENGTH
-
data
returns one value, the maximum length of a label that may be assigned to an object. See
glObjectLabel()
and
glObjectPtrLabel().
GL_MAX_PROGRAM_TEXEL_OFFSET
-
data
returns one value, the maximum texel offset allowed in a texture lookup, which must be at least 7.
GL_MIN_PROGRAM_TEXEL_OFFSET
-
data
returns one value, the minimum texel offset allowed in a texture lookup, which must be at most -8.
GL_MAX_RECTANGLE_TEXTURE_SIZE
-
data
returns one value. The value gives a rough estimate of the largest rectangular texture that the GL can handle. The value must be at least 1024. Use
GL_PROXY_TEXTURE_RECTANGLE
to determine if a texture is too large. See
glTexImage2D().
GL_MAX_RENDERBUFFER_SIZE
-
data
returns one value. The value indicates the maximum supported size for renderbuffers. See
glFramebufferRenderbuffer().
GL_MAX_SAMPLE_MASK_WORDS
-
data
returns one value, the maximum number of sample mask words.
GL_MAX_SERVER_WAIT_TIMEOUT
-
data
returns one value, the maximum
glWaitSync()
timeout interval.
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
-
data
returns one value, the maximum number of shader storage buffer binding points on the context, which must be at least 8.
GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to tessellation control shaders.
GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to tessellation evaluation shaders.
GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum number of active shader storage blocks that may be accessed by a tessellation control shader.
GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum number of active shader storage blocks that may be accessed by a tessellation evaluation shader.
GL_MAX_TEXTURE_BUFFER_SIZE
-
data
returns one value. The value gives the maximum number of texels allowed in the texel array of a texture buffer object. Value must be at least 65536.
GL_MAX_TEXTURE_IMAGE_UNITS
-
data
returns one value, the maximum supported texture image units that can be used to access texture maps from the fragment shader. The value must be at least 16. See
glActiveTexture().
GL_MAX_TEXTURE_LOD_BIAS
-
data
returns one value, the maximum, absolute value of the texture level-of-detail bias. The value must be at least 2.0.
GL_MAX_TEXTURE_SIZE
-
data
returns one value. The value gives a rough estimate of the largest texture that the GL can handle. The value must be at least 1024. Use a proxy texture target such as
GL_PROXY_TEXTURE_1D
or
GL_PROXY_TEXTURE_2D
to determine if a texture is too large. See
glTexImage1D()
and
glTexImage2D().
GL_MAX_UNIFORM_BUFFER_BINDINGS
-
data
returns one value, the maximum number of uniform buffer binding points on the context, which must be at least 36.
GL_MAX_UNIFORM_BLOCK_SIZE
-
data
returns one value, the maximum size in basic machine units of a uniform block, which must be at least 16384.
GL_MAX_UNIFORM_LOCATIONS
-
data
returns one value, the maximum number of explicitly assignable uniform locations, which must be at least 1024.
GL_MAX_VARYING_COMPONENTS
-
data
returns one value, the number components for varying variables, which must be at least 60.
GL_MAX_VARYING_VECTORS
-
data
returns one value, the number 4-vectors for varying variables, which is equal to the value of
GL_MAX_VARYING_COMPONENTS
and must be at least 15.
GL_MAX_VARYING_FLOATS
-
data
returns one value, the maximum number of interpolators available for processing varying variables used by vertex and fragment shaders. This value represents the number of individual floating-point values that can be interpolated; varying variables declared as vectors, matrices, and arrays will all consume multiple interpolators. The value must be at least 32.
GL_MAX_VERTEX_ATOMIC_COUNTERS
-
data
returns a single value, the maximum number of atomic counters available to vertex shaders.
GL_MAX_VERTEX_ATTRIBS
-
data
returns one value, the maximum number of 4-component generic vertex attributes accessible to a vertex shader. The value must be at least 16. See
glVertexAttrib().
GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS
-
data
returns one value, the maximum number of active shader storage blocks that may be accessed by a vertex shader.
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
-
data
returns one value, the maximum supported texture image units that can be used to access texture maps from the vertex shader. The value may be at least 16. See
glActiveTexture().
GL_MAX_VERTEX_UNIFORM_COMPONENTS
-
data
returns one value, the maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a vertex shader. The value must be at least 1024. See
glUniform().
GL_MAX_VERTEX_UNIFORM_VECTORS
-
data
returns one value, the maximum number of 4-vectors that may be held in uniform variable storage for the vertex shader. The value of
GL_MAX_VERTEX_UNIFORM_VECTORS
is equal to the value of
GL_MAX_VERTEX_UNIFORM_COMPONENTS
and must be at least 256.
GL_MAX_VERTEX_OUTPUT_COMPONENTS
-
data
returns one value, the maximum number of components of output written by a vertex shader, which must be at least 64.
GL_MAX_VERTEX_UNIFORM_BLOCKS
-
data
returns one value, the maximum number of uniform blocks per vertex shader. The value must be at least 12. See
glUniformBlockBinding().
GL_MAX_VIEWPORT_DIMS
-
data
returns two values: the maximum supported width and height of the viewport. These must be at least as large as the visible dimensions of the display being rendered to. See
glViewport().
GL_MAX_VIEWPORTS
-
data
returns one value, the maximum number of simultaneous viewports that are supported. The value must be at least 16. See
glViewportIndexed().
GL_MINOR_VERSION
-
data
returns one value, the minor version number of the OpenGL API supported by the current context.
GL_NUM_COMPRESSED_TEXTURE_FORMATS
-
data
returns a single integer value indicating the number of available compressed texture formats. The minimum value is 4. See
glCompressedTexImage2D().
GL_NUM_EXTENSIONS
-
data
returns one value, the number of extensions supported by the GL implementation for the current context. See
glGetString().
GL_NUM_PROGRAM_BINARY_FORMATS
-
data
returns one value, the number of program binary formats supported by the implementation.
GL_NUM_SHADER_BINARY_FORMATS
-
data
returns one value, the number of binary shader formats supported by the implementation. If this value is greater than zero, then the implementation supports loading binary shaders. If it is zero, then the loading of binary shaders by the implementation is not supported.
GL_PACK_ALIGNMENT
-
data
returns one value, the byte alignment used for writing pixel data to memory. The initial value is 4. See
glPixelStore().
GL_PACK_IMAGE_HEIGHT
-
data
returns one value, the image height used for writing pixel data to memory. The initial value is 0. See
glPixelStore().
GL_PACK_LSB_FIRST
-
data
returns a single boolean value indicating whether single-bit pixels being written to memory are written first to the least significant bit of each unsigned byte. The initial value is
GL_FALSE. See
glPixelStore().
GL_PACK_ROW_LENGTH
-
data
returns one value, the row length used for writing pixel data to memory. The initial value is 0. See
glPixelStore().
GL_PACK_SKIP_IMAGES
-
data
returns one value, the number of pixel images skipped before the first pixel is written into memory. The initial value is 0. See
glPixelStore().
GL_PACK_SKIP_PIXELS
-
data
returns one value, the number of pixel locations skipped before the first pixel is written into memory. The initial value is 0. See
glPixelStore().
GL_PACK_SKIP_ROWS
-
data
returns one value, the number of rows of pixel locations skipped before the first pixel is written into memory. The initial value is 0. See
glPixelStore().
GL_PACK_SWAP_BYTES
-
data
returns a single boolean value indicating whether the bytes of two-byte and four-byte pixel indices and components are swapped before being written to memory. The initial value is
GL_FALSE. See
glPixelStore().
GL_PIXEL_PACK_BUFFER_BINDING
-
data
returns a single value, the name of the buffer object currently bound to the target
GL_PIXEL_PACK_BUFFER. If no buffer object is bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer().
GL_PIXEL_UNPACK_BUFFER_BINDING
-
data
returns a single value, the name of the buffer object currently bound to the target
GL_PIXEL_UNPACK_BUFFER. If no buffer object is bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer().
GL_POINT_FADE_THRESHOLD_SIZE
-
data
returns one value, the point size threshold for determining the point size. See
glPointParameter().
GL_PRIMITIVE_RESTART_INDEX
-
data
returns one value, the current primitive restart index. The initial value is 0. See
glPrimitiveRestartIndex().
GL_PROGRAM_BINARY_FORMATS
-
data
an array of
GL_NUM_PROGRAM_BINARY_FORMATS
values, indicating the proram binary formats supported by the implementation.
GL_PROGRAM_PIPELINE_BINDING
-
data
a single value, the name of the currently bound program pipeline object, or zero if no program pipeline object is bound. See
glBindProgramPipeline().
GL_PROGRAM_POINT_SIZE
-
data
returns a single boolean value indicating whether vertex program point size mode is enabled. If enabled, then the point size is taken from the shader built-in
gl_PointSize. If disabled, then the point size is taken from the point state as specified by
glPointSize(). The initial value is
GL_FALSE.
GL_PROVOKING_VERTEX
-
data
returns one value, the currently selected provoking vertex convention. The initial value is
GL_LAST_VERTEX_CONVENTION. See
glProvokingVertex().
GL_POINT_SIZE
-
data
returns one value, the point size as specified by
glPointSize(). The initial value is 1.
GL_POINT_SIZE_GRANULARITY
-
data
returns one value, the size difference between adjacent supported sizes for antialiased points. See
glPointSize().
GL_POINT_SIZE_RANGE
-
data
returns two values: the smallest and largest supported sizes for antialiased points. The smallest size must be at most 1, and the largest size must be at least 1. See
glPointSize().
GL_POLYGON_OFFSET_FACTOR
-
data
returns one value, the scaling factor used to determine the variable offset that is added to the depth value of each fragment generated when a polygon is rasterized. The initial value is 0. See
glPolygonOffset().
GL_POLYGON_OFFSET_UNITS
-
data
returns one value. This value is multiplied by an implementation-specific value and then added to the depth value of each fragment generated when a polygon is rasterized. The initial value is 0. See
glPolygonOffset().
GL_POLYGON_OFFSET_FILL
-
data
returns a single boolean value indicating whether polygon offset is enabled for polygons in fill mode. The initial value is
GL_FALSE. See
glPolygonOffset().
GL_POLYGON_OFFSET_LINE
-
data
returns a single boolean value indicating whether polygon offset is enabled for polygons in line mode. The initial value is
GL_FALSE. See
glPolygonOffset().
GL_POLYGON_OFFSET_POINT
-
data
returns a single boolean value indicating whether polygon offset is enabled for polygons in point mode. The initial value is
GL_FALSE. See
glPolygonOffset().
GL_POLYGON_SMOOTH
-
data
returns a single boolean value indicating whether antialiasing of polygons is enabled. The initial value is
GL_FALSE. See
glPolygonMode().
GL_POLYGON_SMOOTH_HINT
-
data
returns one value, a symbolic constant indicating the mode of the polygon antialiasing hint. The initial value is
GL_DONT_CARE. See
glHint().
GL_READ_BUFFER
-
data
returns one value, a symbolic constant indicating which color buffer is selected for reading. The initial value is
GL_BACK
if there is a back buffer, otherwise it is
GL_FRONT. See
glReadPixels().
GL_RENDERBUFFER_BINDING
-
data
returns a single value, the name of the renderbuffer object currently bound to the target
GL_RENDERBUFFER. If no renderbuffer object is bound to this target, 0 is returned. The initial value is 0. See
glBindRenderbuffer().
GL_SAMPLE_BUFFERS
-
data
returns a single integer value indicating the number of sample buffers associated with the framebuffer. See
glSampleCoverage().
GL_SAMPLE_COVERAGE_VALUE
-
data
returns a single positive floating-point value indicating the current sample coverage value. See
glSampleCoverage().
GL_SAMPLE_COVERAGE_INVERT
-
data
returns a single boolean value indicating if the temporary coverage value should be inverted. See
glSampleCoverage().
GL_SAMPLER_BINDING
-
data
returns a single value, the name of the sampler object currently bound to the active texture unit. The initial value is 0. See
glBindSampler().
GL_SAMPLES
-
data
returns a single integer value indicating the coverage mask size. See
glSampleCoverage().
GL_SCISSOR_BOX
-
data
returns four values: the
x
and
y
window coordinates of the scissor box, followed by its width and height. Initially the
x
and
y
window coordinates are both 0 and the width and height are set to the size of the window. See
glScissor().
GL_SCISSOR_TEST
-
data
returns a single boolean value indicating whether scissoring is enabled. The initial value is
GL_FALSE. See
glScissor().
GL_SHADER_COMPILER
-
data
returns a single boolean value indicating whether an online shader compiler is present in the implementation. All desktop OpenGL implementations must support online shader compilations, and therefore the value of
GL_SHADER_COMPILER
will always be
GL_TRUE.
GL_SHADER_STORAGE_BUFFER_BINDING
-
When used with non-indexed variants of
glGet
(such as
glGetIntegerv),
data
returns a single value, the name of the buffer object currently bound to the target
GL_SHADER_STORAGE_BUFFER. If no buffer object is bound to this target, 0 is returned. When used with indexed variants of
glGet
(such as
glGetIntegeri_v),
data
returns a single value, the name of the buffer object bound to the indexed shader storage buffer binding points. The initial value is 0 for all targets. See
glBindBuffer(),
glBindBufferBase(), and
glBindBufferRange().
GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT
-
data
returns a single value, the minimum required alignment for shader storage buffer sizes and offset. The initial value is 1. See
glShaderStorageBlockBinding().
GL_SHADER_STORAGE_BUFFER_START
-
When used with indexed variants of
glGet
(such as
glGetInteger64i_v),
data
returns a single value, the start offset of the binding range for each indexed shader storage buffer binding. The initial value is 0 for all bindings. See
glBindBufferRange().
GL_SHADER_STORAGE_BUFFER_SIZE
-
When used with indexed variants of
glGet
(such as
glGetInteger64i_v),
data
returns a single value, the size of the binding range for each indexed shader storage buffer binding. The initial value is 0 for all bindings. See
glBindBufferRange().
GL_SMOOTH_LINE_WIDTH_RANGE
-
data
returns a pair of values indicating the range of widths supported for smooth (antialiased) lines. See
glLineWidth().
GL_SMOOTH_LINE_WIDTH_GRANULARITY
-
data
returns a single value indicating the level of quantization applied to smooth line width parameters.
GL_STENCIL_BACK_FAIL
-
data
returns one value, a symbolic constant indicating what action is taken for back-facing polygons when the stencil test fails. The initial value is
GL_KEEP. See
glStencilOpSeparate().
GL_STENCIL_BACK_FUNC
-
data
returns one value, a symbolic constant indicating what function is used for back-facing polygons to compare the stencil reference value with the stencil buffer value. The initial value is
GL_ALWAYS. See
glStencilFuncSeparate().
GL_STENCIL_BACK_PASS_DEPTH_FAIL
-
data
returns one value, a symbolic constant indicating what action is taken for back-facing polygons when the stencil test passes, but the depth test fails. The initial value is
GL_KEEP. See
glStencilOpSeparate().
GL_STENCIL_BACK_PASS_DEPTH_PASS
-
data
returns one value, a symbolic constant indicating what action is taken for back-facing polygons when the stencil test passes and the depth test passes. The initial value is
GL_KEEP. See
glStencilOpSeparate().
GL_STENCIL_BACK_REF
-
data
returns one value, the reference value that is compared with the contents of the stencil buffer for back-facing polygons. The initial value is 0. See
glStencilFuncSeparate().
GL_STENCIL_BACK_VALUE_MASK
-
data
returns one value, the mask that is used for back-facing polygons to mask both the stencil reference value and the stencil buffer value before they are compared. The initial value is all 1's. See
glStencilFuncSeparate().
GL_STENCIL_BACK_WRITEMASK
-
data
returns one value, the mask that controls writing of the stencil bitplanes for back-facing polygons. The initial value is all 1's. See
glStencilMaskSeparate().
GL_STENCIL_CLEAR_VALUE
-
data
returns one value, the index to which the stencil bitplanes are cleared. The initial value is 0. See
glClearStencil().
GL_STENCIL_FAIL
-
data
returns one value, a symbolic constant indicating what action is taken when the stencil test fails. The initial value is
GL_KEEP. See
glStencilOp(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilOpSeparate().
GL_STENCIL_FUNC
-
data
returns one value, a symbolic constant indicating what function is used to compare the stencil reference value with the stencil buffer value. The initial value is
GL_ALWAYS. See
glStencilFunc(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilFuncSeparate().
GL_STENCIL_PASS_DEPTH_FAIL
-
data
returns one value, a symbolic constant indicating what action is taken when the stencil test passes, but the depth test fails. The initial value is
GL_KEEP. See
glStencilOp(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilOpSeparate().
GL_STENCIL_PASS_DEPTH_PASS
-
data
returns one value, a symbolic constant indicating what action is taken when the stencil test passes and the depth test passes. The initial value is
GL_KEEP. See
glStencilOp(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilOpSeparate().
GL_STENCIL_REF
-
data
returns one value, the reference value that is compared with the contents of the stencil buffer. The initial value is 0. See
glStencilFunc(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilFuncSeparate().
GL_STENCIL_TEST
-
data
returns a single boolean value indicating whether stencil testing of fragments is enabled. The initial value is
GL_FALSE. See
glStencilFunc()
and
glStencilOp().
GL_STENCIL_VALUE_MASK
-
data
returns one value, the mask that is used to mask both the stencil reference value and the stencil buffer value before they are compared. The initial value is all 1's. See
glStencilFunc(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilFuncSeparate().
GL_STENCIL_WRITEMASK
-
data
returns one value, the mask that controls writing of the stencil bitplanes. The initial value is all 1's. See
glStencilMask(). This stencil state only affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil state. See
glStencilMaskSeparate().
GL_STEREO
-
data
returns a single boolean value indicating whether stereo buffers (left and right) are supported.
GL_SUBPIXEL_BITS
-
data
returns one value, an estimate of the number of bits of subpixel resolution that are used to position rasterized geometry in window coordinates. The value must be at least 4.
GL_TEXTURE_BINDING_1D
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_1D. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_1D_ARRAY
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_1D_ARRAY. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_2D
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_2D. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_2D_ARRAY
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_2D_ARRAY. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_2D_MULTISAMPLE
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_2D_MULTISAMPLE. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_2D_MULTISAMPLE_ARRAY. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_3D
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_3D. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_BUFFER
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_BUFFER. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_CUBE_MAP
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_CUBE_MAP. The initial value is 0. See
glBindTexture().
GL_TEXTURE_BINDING_RECTANGLE
-
data
returns a single value, the name of the texture currently bound to the target
GL_TEXTURE_RECTANGLE. The initial value is 0. See
glBindTexture().
GL_TEXTURE_COMPRESSION_HINT
-
data
returns a single value indicating the mode of the texture compression hint. The initial value is
GL_DONT_CARE.
GL_TEXTURE_BINDING_BUFFER
-
data
returns a single value, the name of the buffer object currently bound to the
GL_TEXTURE_BUFFER
buffer binding point. The initial value is 0. See
glBindBuffer().
GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
-
data
returns a single value, the minimum required alignment for texture buffer sizes and offset. The initial value is 1. See
glUniformBlockBinding().
GL_TIMESTAMP
-
data
returns a single value, the 64-bit value of the current GL time. See
glQueryCounter().
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
-
When used with non-indexed variants of
glGet
(such as
glGetIntegerv),
data
returns a single value, the name of the buffer object currently bound to the target
GL_TRANSFORM_FEEDBACK_BUFFER. If no buffer object is bound to this target, 0 is returned. When used with indexed variants of
glGet
(such as
glGetIntegeri_v),
data
returns a single value, the name of the buffer object bound to the indexed transform feedback attribute stream. The initial value is 0 for all targets. See
glBindBuffer(),
glBindBufferBase(), and
glBindBufferRange().
GL_TRANSFORM_FEEDBACK_BUFFER_START
-
When used with indexed variants of
glGet
(such as
glGetInteger64i_v),
data
returns a single value, the start offset of the binding range for each transform feedback attribute stream. The initial value is 0 for all streams. See
glBindBufferRange().
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
-
When used with indexed variants of
glGet
(such as
glGetInteger64i_v),
data
returns a single value, the size of the binding range for each transform feedback attribute stream. The initial value is 0 for all streams. See
glBindBufferRange().
GL_UNIFORM_BUFFER_BINDING
-
When used with non-indexed variants of
glGet
(such as
glGetIntegerv),
data
returns a single value, the name of the buffer object currently bound to the target
GL_UNIFORM_BUFFER. If no buffer object is bound to this target, 0 is returned. When used with indexed variants of
glGet
(such as
glGetIntegeri_v),
data
returns a single value, the name of the buffer object bound to the indexed uniform buffer binding point. The initial value is 0 for all targets. See
glBindBuffer(),
glBindBufferBase(), and
glBindBufferRange().
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
-
data
returns a single value, the minimum required alignment for uniform buffer sizes and offset. The initial value is 1. See
glUniformBlockBinding().
GL_UNIFORM_BUFFER_SIZE
-
When used with indexed variants of
glGet
(such as
glGetInteger64i_v),
data
returns a single value, the size of the binding range for each indexed uniform buffer binding. The initial value is 0 for all bindings. See
glBindBufferRange().
GL_UNIFORM_BUFFER_START
-
When used with indexed variants of
glGet
(such as
glGetInteger64i_v),
data
returns a single value, the start offset of the binding range for each indexed uniform buffer binding. The initial value is 0 for all bindings. See
glBindBufferRange().
GL_UNPACK_ALIGNMENT
-
data
returns one value, the byte alignment used for reading pixel data from memory. The initial value is 4. See
glPixelStore().
GL_UNPACK_IMAGE_HEIGHT
-
data
returns one value, the image height used for reading pixel data from memory. The initial is 0. See
glPixelStore().
GL_UNPACK_LSB_FIRST
-
data
returns a single boolean value indicating whether single-bit pixels being read from memory are read first from the least significant bit of each unsigned byte. The initial value is
GL_FALSE. See
glPixelStore().
GL_UNPACK_ROW_LENGTH
-
data
returns one value, the row length used for reading pixel data from memory. The initial value is 0. See
glPixelStore().
GL_UNPACK_SKIP_IMAGES
-
data
returns one value, the number of pixel images skipped before the first pixel is read from memory. The initial value is 0. See
glPixelStore().
GL_UNPACK_SKIP_PIXELS
-
data
returns one value, the number of pixel locations skipped before the first pixel is read from memory. The initial value is 0. See
glPixelStore().
GL_UNPACK_SKIP_ROWS
-
data
returns one value, the number of rows of pixel locations skipped before the first pixel is read from memory. The initial value is 0. See
glPixelStore().
GL_UNPACK_SWAP_BYTES
-
data
returns a single boolean value indicating whether the bytes of two-byte and four-byte pixel indices and components are swapped after being read from memory. The initial value is
GL_FALSE. See
glPixelStore().
GL_VERTEX_ARRAY_BINDING
-
data
returns a single value, the name of the vertex array object currently bound to the context. If no vertex array object is bound to the context, 0 is returned. The initial value is 0. See
glBindVertexArray().
GL_VERTEX_BINDING_DIVISOR
-
Accepted by the indexed forms.
data
returns a single integer value representing the instance step divisor of the first element in the bound buffer's data store for vertex attribute bound to
index.
GL_VERTEX_BINDING_OFFSET
-
Accepted by the indexed forms.
data
returns a single integer value representing the byte offset of the first element in the bound buffer's data store for vertex attribute bound to
index.
GL_VERTEX_BINDING_STRIDE
-
Accepted by the indexed forms.
data
returns a single integer value representing the byte offset between the start of each element in the bound buffer's data store for vertex attribute bound to
index.
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
-
data
returns a single integer value containing the maximum offset that may be added to a vertex binding offset.
GL_MAX_VERTEX_ATTRIB_BINDINGS
-
data
returns a single integer value containing the maximum number of vertex buffers that may be bound.
GL_VIEWPORT
-
When used with non-indexed variants of
glGet
(such as
glGetIntegerv),
data
returns four values: the
x
and
y
window coordinates of the viewport, followed by its width and height. Initially the
x
and
y
window coordinates are both set to 0, and the width and height are set to the width and height of the window into which the GL will do its rendering. See
glViewport().
When used with indexed variants of
glGet
(such as
glGetIntegeri_v),
data
returns four values: the
x
and
y
window coordinates of the indexed viewport, followed by its width and height. Initially the
x
and
y
window coordinates are both set to 0, and the width and height are set to the width and height of the window into which the GL will do its rendering. See
glViewportIndexedf.
GL_VIEWPORT_BOUNDS_RANGE
-
data
returns two values, the minimum and maximum viewport bounds range. The minimum range should be at least [-32768, 32767].
GL_VIEWPORT_INDEX_PROVOKING_VERTEX
-
data
returns one value, the implementation dependent specifc vertex of a primitive that is used to select the viewport index. If the value returned is equivalent to
GL_PROVOKING_VERTEX, then the vertex selection follows the convention specified by
glProvokingVertex(). If the value returned is equivalent to
GL_FIRST_VERTEX_CONVENTION, then the selection is always taken from the first vertex in the primitive. If the value returned is equivalent to
GL_LAST_VERTEX_CONVENTION, then the selection is always taken from the last vertex in the primitive. If the value returned is equivalent to
GL_UNDEFINED_VERTEX, then the selection is not guaranteed to be taken from any specific vertex in the primitive.
GL_VIEWPORT_SUBPIXEL_BITS
-
data
returns a single value, the number of bits of sub-pixel precision which the GL uses to interpret the floating point viewport bounds. The minimum value is 0.
GL_MAX_ELEMENT_INDEX
-
data
returns a single value, the maximum index that may be specified during the transfer of generic vertex attributes to the GL.
Many of the boolean parameters can also be queried more easily using
glIsEnabled().
NOTES
The following parameters return the associated value for the active texture unit:
GL_TEXTURE_1D,
GL_TEXTURE_BINDING_1D,
GL_TEXTURE_2D,
GL_TEXTURE_BINDING_2D,
GL_TEXTURE_3D
and
GL_TEXTURE_BINDING_3D.
GL_MAX_VIEWPORTS,
GL_VIEWPORT_SUBPIXEL_BITS,
GL_VIEWPORT_BOUNDS_RANGE,
GL_LAYER_PROVOKING_VERTEX, and
GL_VIEWPORT_INDEX_PROVOKING_VERTEX
are available only if the GL version is 4.1 or greater.
GL_MAX_VERTEX_ATOMIC_COUNTERS,
GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS,
GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS,
GL_MAX_GEOMETRY_ATOMIC_COUNTERS,
GL_MAX_FRAMGENT_ATOMIC_COUNTERS, and
GL_MIN_MAP_BUFFER_ALIGNMENT
are accepted by
pname
only if the GL version is 4.2 or greater.
GL_MAX_ELEMENT_INDEX
is accepted by
pname
only if the GL version is 4.3 or greater.
GL_MAX_COMPUTE_UNIFORM_BLOCKS,
GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS,
GL_MAX_COMPUTE_UNIFORM_COMPONENTS,
GL_MAX_COMPUTE_ATOMIC_COUNTERS,
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS,
GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS,
GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS,
GL_MAX_COMPUTE_WORK_GROUP_COUNT, and
GL_MAX_COMPUTE_WORK_GROUP_SIZE
and
GL_DISPATCH_INDIRECT_BUFFER_BINDING
are available only if the GL version is 4.3 or greater.
GL_MAX_DEBUG_GROUP_STACK_DEPTH,
GL_DEBUG_GROUP_STACK_DEPTH
and
GL_MAX_LABEL_LENGTH
are accepted only if the GL version is 4.3 or greater.
GL_MAX_UNIFORM_LOCATIONS
is accepted only if the GL version is 4.3 or greater.
GL_MAX_FRAMEBUFFER_WIDTH,
GL_MAX_FRAMEBUFFER_HEIGHT,
GL_MAX_FRAMEBUFFER_LAYERS, and
GL_MAX_FRAMEBUFFER_SAMPLES
are available only if the GL version is 4.3 or greater.
GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS,
GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS,
GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS,
GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS,
GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, and
GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
are available only if the GL version is 4.3 or higher.
GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
is available only if the GL version is 4.3 or greater.
GL_VERTEX_BINDING_DIVISOR,
GL_VERTEX_BINDING_OFFSET,
GL_VERTEX_BINDING_STRIDE,
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
and
GL_MAX_VERTEX_ATTRIB_BINDINGS
are available only if the GL version is 4.3 or greater.
ERRORS
GL_INVALID_ENUM
is generated if
pname
is not an accepted value.
GL_INVALID_VALUE
is generated on any of
glGetBooleani_v,
glGetIntegeri_v, or
glGetInteger64i_v
if
index
is outside of the valid range for the indexed state
target.
VERSION SUPPORT
|
OpenGL Version
|
Function / Feature Name
|
2.0
|
2.1
|
3.0
|
3.1
|
3.2
|
3.3
|
4.0
|
4.1
|
4.2
|
4.3
|
4.4
|
4.5
|
glGetBooleani_v
|
-
|
-
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetBooleanv
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetDoublei_v
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetDoublev
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetFloati_v
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetFloatv
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetInteger64i_v
|
-
|
-
|
-
|
-
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetInteger64v
|
-
|
-
|
-
|
-
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetIntegeri_v
|
-
|
-
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
glGetIntegerv
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
✔
|
SEE ALSO
glGetActiveUniform(),
glGetAttachedShaders(),
glGetAttribLocation(),
glGetBufferParameter(),
glGetBufferPointerv(),
glGetBufferSubData(),
glGetCompressedTexImage(),
glGetError(),
glGetProgram(),
glGetProgramInfoLog(),
glGetQueryiv(),
glGetQueryObject(),
glGetShader(),
glGetShaderInfoLog(),
glGetShaderSource(),
glGetString(),
glGetTexImage(),
glGetTexLevelParameter(),
glGetTexParameter(),
glGetUniform(),
glGetUniformLocation(),
glGetVertexAttrib(),
glGetVertexAttribPointerv(),
glIsEnabled()
COPYRIGHT
Copyright
©
1991-2006 Silicon Graphics, Inc. Copyright
©
2010-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see
m[blue]http://oss.sgi.com/projects/FreeB/m[].
COPYRIGHT
Copyright © 1991-2006 Silicon Graphics, Inc.
Copyright © 2010-2014 Khronos Group