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51 views12 pages

Opengl42 Quick Reference Card

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5ROJQ6Ll
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OpenGL 4.

2 API Reference Card


OpenGL is the only cross-platform graphics API that enables developers of software for PC, workstation, and supercomputing hardware to create high-performance, visually-compelling graphics software applications, in markets such as CAD, content creation, energy, entertainment, game development, manufacturing, medical, and virtual reality. Specifications are available at www.opengl.org/registry see FunctionName refers to functions on this reference card. Content shown in blue is removed from the OpenGL 4.2 core profile and present only in the OpenGL 4.2 compatibility profile. Profile selection is made at context creation. [n.n.n] and [Table n.n] refer to sections and tables in the OpenGL 4.2 core specification. [n.n.n] and [Table n.n] refer to sections and tables in the OpenGL 4.2 compatibility profile specification, and are shown only when they differ from the core profile. [n.n.n] refers to sections in the OpenGL Shading Language 4.20 specification.

Page 1
OpenGL Command Syntax [2.3] GL commands are formed from a return type, a name, and optionally up to 4 characters (or character pairs) from the Command Letters table (above), as shown by the prototype:
return-type Name{1234}{b s i i64 f d ub us ui ui64}{v} ([args ,] T arg1 , . . . , T argN [, args]);
The arguments enclosed in brackets ([args ,] and [, args]) may or may not be present. The argument type T and the number N of arguments may be indicated by the command name suffixes. N is 1, 2, 3, or 4 if present, or else corresponds to the type letters from the Command Table (above). If v is present, an array of N items is passed by a pointer. For brevity, the OpenGL documentation and this reference may omit the standard prefixes. The actual names are of the forms: glFunctionName(), GL_CONSTANT, GLtype

Floating-Point Numbers [2.1.1 - 2.1.2]


16-Bit Unsigned 11-Bit Unsigned 10-Bit

OpenGL Operation

Command Letters [Table 2.1]


bsii64 fbyte (8 bits) short (16 bits) int (32 bits) int64 (64 bits) float (32 bits) ub us ui ui64 d-

Letters are used in commands to denote types. ubyte (8 bits) ushort (16 bits) uint (32 bits) uint64 (64 bits) double (64 bits)

1-bit sign, 5-bit exponent, 10-bit mantissa no sign bit, 5-bit exponent, 6-bit mantissa no sign bit, 5-bit exponent, 5-bit mantissa

OpenGL Errors [2.5]

enum GetError(void);

Returns the numeric error code.

Vertex Arrays [2.8] void VertexPointer(int size, enum type, sizei stride, const void *pointer);

void DrawArraysOneInstance(enum mode, int first, sizei count, int instance, uint baseinstance); void DrawArrays(enum mode, int first, type: SHORT, INT, FLOAT, HALF_FLOAT, DOUBLE, sizei count); [UNSIGNED_]INT_2_10_10_10_REV void NormalPointer(enum type, sizei stride, void DrawArraysInstanced(enum mode, int first, sizei count, sizei primcount}; const void *pointer); type: see VertexPointer, plus BYTE void DrawArraysInstancedBaseInstance( void ColorPointer(int size, enum type, enum mode, int first, sizei count, sizei stride, const void *pointer); sizei primcount, uint baseinstance); type: see VertexPointer, plus BYTE, UINT, void DrawArraysIndirect(enum mode, UNSIGNED_{BYTE, SHORT} const void *indirect); void SecondaryColorPointer(int size, void MultiDrawArrays(enum mode, enum type, sizei stride, const void *pointer); const int *first, const sizei *count, type: see ColorPointer sizei primcount); void IndexPointer(enum type, sizei stride, void DrawElements(enum mode, const void *pointer); sizei count, enum type, const void *indices); type: UNSIGNED_BYTE, SHORT, INT, FLOAT, DOUBLE void DrawElementsInstanced(enum mode, void EdgeFlagPointer(sizei stride, sizei count, enum type, const void *indices, const void *pointer); sizei primcount); void FogCoordPointer(enum type, void DrawElementsInstancedBaseInstance( sizei stride, const void *pointer); enum mode, sizei count, enum type, type: FLOAT, HALF_FLOAT, DOUBLE const void *indices, sizei primcount, void TexCoordPointer(int size, enum type, uint baseinstance ); sizei stride, const void *pointer); void type: see VertexPointer void VertexAttribPointer(uint index, int size, DrawElementsInstancedBaseVertex BaseInstance( enum mode, sizei count, enum type, enum type, boolean normalized, const void *indices, sizei primcount, int sizei stride, const void *pointer); basevertex, uint baseinstance); type: see ColorPointer, plus FIXED void DrawElementsOneInstance( void VertexAttribIPointer(uint index, enum mode, sizei count, enum type, int size, enum type, sizei stride, const void *indices, int instance, const void *pointer); uint baseinstance); type: BYTE, SHORT, UNSIGNED_{BYTE, SHORT}, INT, UINT index: [0, MAX_VERTEX_ATTRIBS - 1] void MultiDrawElements(enum mode, sizei *count, enum type, void VertexAttribLPointer(uint index, int size, const void **indices, sizei primcount); enum type, sizei stride, const void *pointer); type: DOUBLE void DrawRangeElements(enum mode, index: see VertexAttribIPointer uint start, uint end, sizei count, enum type, const void *indices); void EnableClientState(enum array); void DrawElementsBaseVertex(enum mode, void DisableClientState(enum array); sizei count, enum type, const void *indices, array: {VERTEX, NORMAL, COLOR, INDEX}_ARRAY, int basevertex); {SECONDARY_COLOR, EDGE_FLAG}_ARRAY, void DrawRangeElementsBaseVertex( FOG_COORD_ARRAY, TEXTURE_COORD_ARRAY enum mode, uint start, uint end, void EnableVertexAttribArray(uint index); sizei count, enum type, const void *indices, void DisableVertexAttribArray(uint index); int basevertex); index: [0, MAX_VERTEX_ATTRIBS - 1] void DrawElementsInstancedBaseVertex( void VertexAttribDivisor(uint index, enum mode, sizei count, enum type, uint divisor); const void *indices, sizei primcount, int basevertex); void ClientActiveTexture(enum texture); index: TEXTUREi (where i is [0, MAX_TEXTURE_COORDS - 1]) void DrawElementsIndirect(enum mode, enum type, const void *indirect); void ArrayElement(int i); void MultiDrawElementsBaseVertex( Enable/Disable(PRIMITIVE_RESTART) enum mode, sizei *count, enum type, void PrimitiveRestartIndex(uint index); const void **indices, sizei primcount, Drawing Commands [2.8.3] [2.8.2] int *basevertex); For all the functions in this section: void InterleavedArrays(enum format, mode: POINTS, LINE_STRIP, LINE_LOOP, LINES, sizei stride, const void *pointer);
POLYGON, TRIANGLE_{STRIP, FAN}, TRIANGLES, QUAD_STRIP, QUADS, LINES_ADJACENCY, {LINE, TRIANGLE}_STRIP_ADJACENCY, PATCHES, TRIANGLES_ADJACENCY type: UNSIGNED_{BYTE, SHORT, INT} format: V2F, V3F, C4UB_{V2F, V3F}, {C3F, N3F}_V3F, C4F_N3F_V3F, T2F_{C4UB, C3F, N3F}_V3F, T2F_V3F, T4F_V4F, T2F_C4F_N3F_{V3F, V4F}

void NormalP3uiv(enum type, uint *normal); Enclose coordinate sets between Begin/End pairs void FogCoord{fd}(T coord); to construct geometric objects. void FogCoord{fd}v(const T coord); void Begin(enum mode); void Color{34}{bsifd ubusui}(T components); void End(void); void Color{34}{bsifd ubusui}v( mode: see Drawing Commands [2.8.3] on this card const T components); Separate Patches void ColorP{34}ui(enum type, uint coords); void PatchParameteri(enum pname, int value); void ColorP{34}uiv(enum type, pname: PATCH_VERTICES const uint *coords); Polygon Edges [2.6.2] void SecondaryColor3{bsifd ubusui}( Flag each edge of polygon primitives as either T components); boundary or non-boundary. void SecondaryColor3{bsifd ubusui}v( void EdgeFlag(boolean flag); const T components); void EdgeFlagv(const boolean *flag); void SecondaryColorP3ui(enum type, uint coords); Vertex Specification [2.7] Vertices have 2, 3, or 4 coordinates, and void SecondaryColorP3uiv(enum type, optionally a current normal, multiple current const uint *coords); texture coordinate sets, multiple current void Index{sifd ub}(T index); generic vertex attributes, current color, current void Index{sifd ub}v(const T index); secondary color, and current fog coordinates. The VertexAttrib* commands specify generic void Vertex{234}{sifd}(T coords); attributes with components of type float void Vertex{234}{sifd}v(const T coords); (VertexAttrib*), int or uint (VertexAttribI*), or void VertexP{234}ui(enum type, uint coords); double (VertexAttribL*d*). void VertexAttrib{1234}{sfd}(uint index, void VertexP{234}uiv(enum type, T values); const uint *coords); type: INT_2_10_10_10_REV, void VertexAttrib{123}{sfd}v(uint index, UNSIGNED_INT_2_10_10_10_REV const T values); void TexCoord{1234}{sifd}(T coords); void VertexAttrib4{bsifd ub us ui}v( uint index, const T values); void TexCoord{1234}{sifd}v(const T coords); void VertexAttrib4Nub(uint index, T values); void TexCoordP{1234}ui(enum type, void VertexAttrib4N{bsi ub us ui}v( uint coords); uint index, const T values); void TexCoordP{1234}uiv(enum type, void VertexAttribI{1234}{i ui}(uint index, const uint *coords); T values); type: see VertexP{234}uiv void VertexAttribI{1234}{i ui}v(uint index, void MultiTexCoord{1234}{sifd}( const T values); enum texture, T coords); void VertexAttribI4{bs ub us}v(uint index, void MultiTexCoord{1234}{sifd}v( const T values); enum texture, const T coords); void VertexAttribL{1234}d(uint index, texture: TEXTUREi (where i is T values); [0, MAX_TEXTURE_COORDS - 1]) void MultiTexCoordP{1234}ui(enum texture, void VertexAttribL{1234}dv(uint index, const T values); enum type, uint coords); void VertexAttribP{1234}ui( void MultiTexCoordP{1234}uiv( uint index, enum type, boolean normalized, enum texture, enum type, const uint *coords); uint value) void Normal3{bsifd}(T coords); void VertexAttribP{1234}uiv(uint index, void Normal3{bsifd}v(const T coords); enum type, boolean normalized, const uint *value); void NormalP3ui(enum type, uint normal);

Begin and End [2.6]

Vertex Specification

type: see VertexP{234}uiv

Buffer Objects [2.9-10] void GenBuffers(sizei n, uint *buffers); void DeleteBuffers(sizei n, const uint *buffers); Creating and Binding Buffer Objects [2.9.1] void BindBuffer(enum target, uint buffer);

void BufferData(enum target, sizeiptr size, const void *data, enum usage);
usage: STREAM_{DRAW, READ, COPY}, {DYNAMIC, STATIC}_{DRAW, READ, COPY} target: see BindBuffer

void BindBufferRange(enum target, uint index, uint buffer, intptr offset, sizeiptr size); void BindBufferBase(enum target, uint index, uint buffer);
target: see BindBufferRange target: ATOMIC_COUNTER_BUFFER, {TRANSFORM_FEEDBACK, UNIFORM}_BUFFER

target: PIXEL_{PACK, UNPACK}_BUFFER, {UNIFORM, ARRAY, TEXTURE}_BUFFER, COPY_{READ, WRITE}_BUFFER, DRAW_INDIRECT_BUFFER, ELEMENT_ARRAY_BUFFER, {TRANSFORM_FEEDBACK, ATOMIC_COUNTER}_BUFFER

Mapping/Unmapping Buffer Data [2.9.3] void *MapBufferRange(enum target, intptr offset, sizeiptr length, bitfield access);
access: The logical OR of MAP_{READ, WRITE}_BIT, MAP_INVALIDATE_{BUFFER, RANGE}_BIT, MAP_{FLUSH_EXPLICIT, UNSYNCHRONIZED}_BIT, target: see BindBuffer access: READ_ONLY, WRITE_ONLY, READ_WRITE target: see BindBuffer

void *MapBuffer(enum target, enum access); void FlushMappedBufferRange( enum target, intptr offset, sizeiptr length); boolean UnmapBuffer(enum target);
target: see BindBuffer

Creating Buffer Object Data Stores [2.9.2]


void BufferSubData(enum target, intptr offset, sizeiptr size, const void *data);
target: see BindBuffer

(Buffer Objects Continue >)

2011 Khronos Group - Rev. 0711

www.opengl.org/registry

Page 2
Copying Between Buffers [2.9.5]

OpenGL 4.2 API Reference Card


Buffer Object Queries [6.1.9] [6.1.15]
boolean IsBuffer(uint buffer); void GetBufferParameteriv(enum target, enum pname, int *data);
target: see BindBuffer pname: BUFFER_SIZE, BUFFER_USAGE, BUFFER_ACCESS{_FLAGS}, BUFFER_MAPPED, BUFFER_MAP_{OFFSET, LENGTH} target: see BindBuffer pname: see GetBufferParameteriv, target: see BindBuffer

Buffer Objects (cont.)

void CopyBufferSubData(enum readtarget, enum writetarget, intptr readoffset, intptr writeoffset, sizeiptr size);
readtarget and writetarget: see BindBuffer

Asynchronous Queries [2.15] [2.18]


void BeginQuery(enum target, uint id);

Rendering Control & Queries


target: PRIMITIVES_GENERATED{n}, {ANY_}SAMPLES_PASSED, TIME_ELAPSED, TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN{n}

Vertex Array Objects [2.10]

All states related to definition of data used by vertex processor is in a vertex array object.

void GenVertexArrays(sizei n, uint *arrays); void DeleteVertexArrays(sizei n, const uint *arrays); void BindVertexArray(uint array);

void GetBufferParameteri64v(enum target, enum pname, int64 *data); void GetBufferSubData(enum target, intptr offset, sizeiptr size, void *data); void GetBufferPointerv(enum target, enum pname, void **params);
target: see BindBuffer pname: BUFFER_MAP_POINTER

void EndQuery(enum target); void BeginQueryIndexed(enum target, uint index, uint id); void EndQueryIndexed(enum target, uint index); void GenQueries(sizei n, uint *ids); void DeleteQueries(sizei n, const uint *ids);

void DrawTransformFeedbackInstanced( enum mode, uint id, sizei primcount); void DrawTransformFeedbackStream( enum mode, uint id, uint stream); void DrawTransformFeedbackStreamInstanced( enum mode, uint id, uint stream, sizei primcount);

Transform Feedback Query

[6.1.11] [6.1.17] boolean IsTransformFeedback(uint id);

Current Raster Position [2.25]

Vertex Array Object Queries

Conditional Rendering [2.16] [2.19]


void BeginConditionalRender(uint id, enum mode);
mode: QUERY_WAIT, QUERY_NO_WAIT, QUERY_BY_REGION_{WAIT, NO_WAIT}

[6.1.10] [6.1.16] boolean IsVertexArray(uint array);

void RasterPos{234}{sifd}(T coords); void RasterPos{234}{sifd}v(const T coords); void WindowPos{23}{sifd}(T coords); void WindowPos{23}{sifd}v(const T coords);

void EndConditionalRender(void);

Asynchronous Queries [6.1.7] [6.1.13]


boolean IsQuery(uint id); void GetQueryiv(enum target, enum pname, int *params);
target: see BeginQuery, plus TIMESTAMP pname: CURRENT_QUERY, QUERY_COUNTER_BITS target: see BeginQuery pname: CURRENT_QUERY, QUERY_COUNTER_BITS

Rectangles, Matrices, Texture Coordinates


Rectangles [2.11]
Specify rectangles as two corner vertices.

void Rect{sifd}(T x1, T y1, T x2, T y2); void Rect{sifd}v(const T v1[2], const T v2[2]);

Matrices [2.12.1]

void MatrixMode(enum mode);

void Translate{fd}(T x, T y, T z); void Scale{fd}(T x, T y, T z); void Frustum(double l, double r, double b, double t, double n, double f); void Ortho(double l, double r, double b, double t, double n, double f); void PushMatrix(void); void PopMatrix(void);

Transform Feedback [2.17] [2.20]

void GenTransformFeedbacks(sizei n, uint *ids); void DeleteTransformFeedbacks(sizei n, const uint *ids); void BindTransformFeedback( enum target, uint id);
target: TRANSFORM_FEEDBACK

void GetQueryIndexediv(enum target, uint index, enum pname, int *params); void GetQueryObjectiv(uint id, enum pname, int *params); void GetQueryObjectuiv(uint id, enum pname, uint *params); void GetQueryObjecti64v(uint id, enum pname, int64 *params); void GetQueryObjectui64v(uint id, enum pname, uint64 *params);
pname: QUERY_RESULT{_AVAILABLE}

void BeginTransformFeedback( enum primitiveMode);

mode: TEXTURE, MODELVIEW, COLOR, PROJECTION

void LoadMatrix{fd}(const T m[16]); void MultMatrix{fd}(const T m[16]); void LoadTransposeMatrix{fd}(const T m[16]); void MultTransposeMatrix{fd}(const T m[16]); void LoadIdentity(void); void Rotate{fd}(Ty, T x, T y, T z);

Texture Coordinates [2.12.3]

primitiveMode: TRIANGLES, LINES, POINTS

void TexGen{ifd}(enum coord, enum pname, T param); void TexGen{ifd}v(enum coord, enum pname, const T params); Enable/Disable(arg);

coord: S, T, R, Q pname: TEXTURE_GEN_MODE, {OBJECT, EYE}_PLANE arg: TEXTURE_GEN_{S, T, R, Q}

void EndTransformFeedback(void); void PauseTransformFeedback(void); void ResumeTransformFeedback(void); void DrawTransformFeedback( enum mode, uint id);

mode: see Drawing Commands [2.8.3] on this card

Viewport and Clipping

Lighting and Color


Enable/Disable(LIGHTING) // generic enable Enable/Disable(LIGHTi) // indiv. lights

void LightModel{if}v(enum pname, const T params);

Controlling Viewport [2.14.1] [2.17.1]

pname: LIGHT_MODEL_{AMBIENT, LOCAL_VIEWER}, LIGHT_MODEL_{TWO_SIDE, COLOR_CONTROL}

Lighting Parameter Spec. [2.13.2]

void Material{if}(enum face, enum pname, T param); void Material{if}v(enum face, enum pname, const T params);

ColorMaterial [4.3.1] [2.13.3, 3.7.5]

Enable/Disable(COLOR_MATERIAL) void ColorMaterial(enum face, enum mode); void ClampColor(enum target, enum clamp);
face: FRONT, BACK, FRONT_AND_BACK mode: EMISSION, AMBIENT, DIFFUSE, SPECULAR, AMBIENT_AND_DIFFUSE

face: FRONT, BACK, FRONT_AND_BACK pname: AMBIENT, DIFFUSE, AMBIENT_AND_DIFFUSE, EMISSION, SHININESS, COLOR_INDEXES, SPECULAR

void DepthRangeArrayv(uint first, sizei count, const clampd *v); void DepthRangeIndexed(uint index, clampd n, clampd f); void DepthRange(clampd n, clampd f); void DepthRangef(clampf n, clampd f); void ViewportArrayv(uint first, sizei count, const float *v); void ViewportIndexedf(uint index, float x, float y, float w, float h); void ActiveShaderProgram(uint pipeline, uint program);

void ViewportIndexedfv(uint index, const float *v); void Viewport(int x, int y, sizei w, sizei h);

Clipping [2.20] [2.23, 6.1.3]


i: [0, MAX_CLIP_DISTANCES - 1]

Enable/Disable(CLIP_DISTANCEi) void ClipPlane(enum p, const double eqn[4]); void GetClipPlane(enum plane, double eqn[4]);
p: CLIP_PLANEi (where i is [0, MAX_CLIP_PLANES - 1])

void Light{if}(enum light, enum pname, T param); void Light{if}v(enum light, enum pname, const T params);

target: CLAMP_{READ, FRAGMENT, VERTEX}_COLOR clamp: TRUE, FALSE, FIXED_ONLY provokeMode: {FIRST, LAST}_VERTEX_CONVENTION mode: SMOOTH, FLAT

Flatshading [2.19] [2.22]

void ProvokingVertex(enum provokeMode); void ShadeModel(enum mode);

Program Binaries [2.11.5] [2.14.5]

void GetActiveUniformBlockiv( uint program, uint uniformBlockIndex, enum pname, int *params);

light: LIGHTi (where i >= 0) pname: AMBIENT, DIFFUSE, SPECULAR,POSITION, SPOT_{DIRECTION, EXPONENT, CUTOFF}, {CONSTANT, LINEAR,QUADRATIC}_ATTENUATION

Queries [6.1.3]

void LightModel{if}(enum pname, T param);

void GetLight{if}v(enum light, enum value, T data); void GetMaterial{if}v(enum face, enum value, T data);
face: FRONT, BACK

void GetProgramBinary(uint program, sizei bufSize, sizei *length, enum *binaryFormat, void *binary); void ProgramBinary(uint program, enum binaryFormat, const void *binary, sizei length);

pname: UNIFORM_BLOCK_{BINDING, DATA_SIZE}, UNIFORM_BLOCK_NAME_{LENGTH, UNIFORM}, UNIFORM_BLOCK_ACTIVE_UNIFORMS_INDICES, or UNIFORM_BLOCK_REFERENCED_BY_x_SHADER, where x may be one of VERTEX, FRAGMENT, GEOMETRY, TESS_CONTROL, or TESS_EVALUATION

Vertex Attributes [2.11.6] [2.14.6]

Shader Objects [2.11.1-2] [2.14.1-2]


uint CreateShader(enum type);
type: {VERTEX, FRAGMENT, GEOMETRY}_SHADER, TESS_{EVALUATION, CONTROL}_SHADER

Shaders and Programs

void ShaderSource(uint shader, sizei count, const char **string, const int *length); void CompileShader(uint shader); void ReleaseShaderCompiler(void); void DeleteShader(uint shader); void ShaderBinary(sizei count, const uint *shaders, enum binaryformat, const void *binary, sizei length);

void LinkProgram(uint program); void UseProgram(uint program); uint CreateShaderProgramv(enum type, sizei count, const char **strings); void ProgramParameteri(uint program, enum pname, int value);
pname: PROGRAM_SEPARABLE, PROGRAM_BINARY_{RETRIEVABLE_HINT}, value: TRUE, FALSE

Vertex shaders operate on array of 4-component items numbered from slot 0 to MAX_VERTEX_ATTRIBS - 1.

void GetActiveAtomicCounterBufferBindingsiv( uint program, uint bufferBindingIndex, enum pname, int *params);

void GetActiveAttrib(uint program, uint index, sizei bufSize, sizei *length, int *size, enum *type, char *name);
*type returns: FLOAT_{VECn, MATn, MATnxm}, FLOAT, {UNSIGNED_}INT, {UNSIGNED_} INT_VECn

pname: ATOMIC_COUNTER_BUFFER_BINDING, ATOMIC_COUNTER_BUFFER_DATA_SIZE, ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_ {COUNTERS, COUNTER_INDICES}, ATOMIC_ COUNTER_BUFFER_REFERENCED_BY_ {VERTEX, TESS_CONTROL, GEOMETRY, FRAGMENT}_SHADER, UNIFORM_BLOCK_REFERENCED_BY_TESS_ EVALUATION_SHADER

void DeleteProgram(uint program); void GenProgramPipelines(sizei n, uint *pipelines); void DeleteProgramPipelines(sizei n, const uint *pipelines); void BindProgramPipeline(uint pipeline); void UseProgramStages(uint pipeline, bitfield stages, uint program);

int GetAttribLocation(uint program, const char *name); void BindAttribLocation(uint program, uint index, const char *name); int GetUniformLocation(uint program, const char *name); uint GetUniformBlockIndex(uint program, const char *uniformBlockName); void GetActiveUniformBlockName( uint program, uint uniformBlockIndex, sizei bufSize, sizei *length, char *uniformBlockName);

Program Pipeline Objects [2.11.4] [2.14.4]

Uniform Variables [2.11.7] [2.14.7]

Program Objects [2.11.3] [2.14.3]


uint CreateProgram(void); void AttachShader(uint program, uint shader); void DetachShader(uint program, uint shader); 2011 Khronos Group - Rev. 0711

void GetUniformIndices(uint program, sizei uniformCount, const char **uniformNames, uint *uniformIndices); void GetActiveUniformName( uint program, uint uniformIndex, sizei bufSize, sizei *length, char *uniformName); void GetActiveUniform(uint program, uint index, sizei bufSize, sizei *length, int *size, enum *type, char *name);

*type returns: DOUBLE, DOUBLE_{VECn, MATn, MATnxn}, FLOAT, FLOAT_{VECn, MATn, MATnxn}, INT, INT_VECn, UNSIGNED_INT{_VECn}, BOOL, BOOL_VECn, or any value in [Table 2.13] [Table 2.16]

stages: ALL_SHADER_BITS or the bitwise OR of TESS_{CONTROL, EVALUATION}_SHADER_BIT, {VERTEX, GEOMETRY, FRAGMENT}_SHADER_BIT

(Shaders and Programs Continue >)

www.opengl.org/registry

OpenGL 4.2 API Reference Card


void GetActiveUniformsiv(uint program, sizei uniformCount, const uint *uniformIndices, enum pname, int *params);

Page 3
Tessellation Control Shaders [2.12.1-2] [2.15.1-2] void GetVertexAttrib{d f i}v(uint index, enum pname, T *params); void PatchParameterfv(enum pname, pname: CURRENT_VERTEX_ATTRIB or const float *values);
pname: PATCH_DEFAULT_{INNER, OUTER}_LEVEL VERTEX_ATTRIB_ARRAY_x where x is one of BUFFER_BINDING, DIVISOR, ENABLED, INTEGER, NORMALIZED, SIZE, STRIDE, or TYPE pname: see GetVertexAttrib{d f i}v pname: see GetVertexAttrib{d f i}v

Shaders and Programs (cont.)

Subroutine Uniform Variables

pname: UNIFORM_{TYPE, SIZE, NAME_LENGTH}, UNIFORM_BLOCK_INDEX, UNIFORM_OFFSET, UNIFORM_{ARRAY, MATRIX}_STRIDE, UNIFORM_IS_ROW_MAJOR

Load Uniform Vars. In Default Uniform Block

[2.11.9] [2.14.9] int GetSubroutineUniformLocation( uint program, enum shadertype, const char *name); uint GetSubroutineIndex(uint program, enum shadertype, const char *name); void GetActiveSubroutineUniformiv( uint program, enum shadertype, uint index, enum pname, int *values);
pname: {NUM_}COMPATIBLE_SUBROUTINES, UNIFORM_SIZE, UNIFORM_NAME_LENGTH

Fragment Shaders [3.10.2] [3.13.2]


void BindFragDataLocationIndexed( uint program, uint colorNumber, uint index, const char *name); int GetFragDataLocation(uint program, const char *name); int GetFragDataIndex(uint program, const char *name);

void BindFragDataLocation(uint program, uint colorNumber, const char *name);

void GetVertexAttribl{i ui}v(uint index, enum pname, T *params); void GetVertexAttribLdv(uint index, enum pname, double *params); void GetVertexAttribPointerv(uint index, enum pname, void **pointer);
pname: VERTEX_ATTRIB_ARRAY_POINTER

void Uniform{1234}{ifd}(int location, T value);

void Uniform{1234}{ifd}v(int location, sizei count, const T value); void Uniform{1234}ui(int location, T value); void Uniform{1234}uiv(int location, sizei count, const T value); void UniformMatrix{234}{fd}v( int location, sizei count, boolean transpose, const T *value); void UniformMatrix{2x3,3x2,2x4,4x2, 3x4,4x3}{fd}v(int location, sizei count, boolean transpose, const T *value); void ProgramUniform{1234}{ifd}( uint program, int location, T value); void ProgramUniform{1234}{ifd}v( uint program, int location, sizei count, const T value); void ProgramUniform{1234}ui( uint program, int location, T value); void ProgramUniform{1234}uiv( uint program, int location, sizei count, const T value); void ProgramUniformMatrix{234}{fd}v( uint program, int location, sizei count, boolean transpose, const float *value); void ProgramUniformMatrixf{2x3,3x2,2x4, 4x2,3x4,4x3}{fd}v( uint program, int location, sizei count, boolean transpose, const float *value);
Uniform Buffer Object Bindings

void GetActiveSubroutineUniformName( uint program, enum shadertype, uint index, sizei bufsize, sizei *length, char *name); void GetActiveSubroutineName( uint program, enum shadertype, uint index, sizei bufsize, sizei *length, char *name);

void GetUniform{f d i ui}v(uint program, int location, T *params); Shader and Program Queries void GetUniformSubroutineuiv( enum shadertype, int location, Shader Queries [6.1.12] [6.1.18] uint *params); boolean IsShader(uint shader); void UniformSubroutinesuiv(enum shadertype, boolean IsProgram(uint program); void GetShaderiv(uint shader, enum pname, sizei count, const uint *indices); void GetProgramiv(uint program, int *params); pname: SHADER_TYPE, {GEOMETRY, VERTEX}_SHADER, enum pname, int *params); Varying Variables [2.11.12] [2.14.12] TESS_{CONTROL, EVALUATION}_SHADER, pname: DELETE_STATUS, LINK_STATUS, void TransformFeedbackVaryings( FRAGMENT_SHADER, {DELETE, COMPILE}_STATUS, VALIDATE_STATUS, INFO_LOG_LENGTH, uint program, sizei count, INFO_LOG_LENGTH, SHADER_SOURCE_LENGTH ATTACHED_SHADERS, ACTIVE_ATTRIBUTES, const char **varyings, enum bufferMode); ACTIVE_ UNIFORMS{_BLOCKS}, void GetShaderInfoLog(uint shader, bufferMode: {INTERLEAVED, SEPARATE}_ATTRIBS ACTIVE_ATTRIBUTES_MAX_LENGTH, sizei bufSize, sizei *length, char *infoLog); ACTIVE_UNIFORM_MAX_LENGTH, void GetTransformFeedbackVarying( TRANSFORM_FEEDBACK_BUFFER_MODE, uint program, uint index, sizei bufSize, void GetShaderSource(uint shader, TRANSFORM_FEEDBACK_ VARYINGS, sizei *length, sizei *size, enum *type, sizei bufSize, sizei *length, char *source); TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, char *name); ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, *type returns NONE, FLOAT{_VECn}, DOUBLE{_VECn}, void GetShaderPrecisionFormat( GEOMETRY_VERTICES_OUT, {UNSIGNED_}INT, {UNSIGNED_}INT_VECn, MATnxm, enum shadertype, enum precisiontype, GEOMETRY_{INPUT, OUTPUT}_TYPE, {FLOAT, DOUBLE}_MATn, {FLOAT, DOUBLE}_MATnxm int *range, int *precision);

Shader Execution [2.11.13] [2.14.13]


void ValidateProgram(uint program); void ValidateProgramPipeline( uint pipeline);

shadertype: {VERTEX, FRAGMENT}_SHADER precisiontype: LOW_{FLOAT, INT}, MEDIUM_{FLOAT, INT}, HIGH_{FLOAT, INT}

Shader Memory Access [2.11.14] [2.14.14]


void MemoryBarrier(bitfield barriers);
barriers: ALL_BARRIER_BITS or the OR of: {VERTEX_ATTRIB_ARRAY, ELEMENT_ARRAY, UNIFORM, TEXTURE_FETCH, BUFFER_UPDATE, SHADER_IMAGE_ACCESS, COMMAND, PIXEL_BUFFER, TEXTURE_UPDATE, FRAMEBUFFER, TRANSFORM_FEEDBACK, ATOMIC_COUNTER}_BARRIER_BIT

void UniformBlockBinding(uint program, uint uniformBlockIndex, uint uniformBlockBinding);

void GetProgramStageiv(uint program, enum shadertype, enum pname, int *values); boolean IsProgramPipeline(uint pipeline); pname: ACTIVE_SUBROUTINES, ACTIVE_SUBROUTINE_{UNIFORMS, MAX_LENGTH}, void GetProgramPipelineiv(uint pipeline, enum pname, int *params); ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH void GetProgramInfoLog(uint program, sizei bufSize, sizei *length, char *infoLog); Program Queries [6.1.12] [6.1.18] void GetProgramPipelineInfoLog( void GetAttachedShaders(uint program, sizei uint pipeline, sizei bufSize, maxCount, sizei *count, uint *shaders); sizei *length, char *infoLog);

GEOMETRY_SHADER_INVOCATIONS, TESS_CONTROL_OUTPUT_VERTICES, TESS_GEN_{MODE, SPACING, VERTEX_ORDER}, TESS_GEN_POINT_MODE, PROGRAM_SEPARABLE, PROGRAM_BINARY_{LENGTH, RETRIEVABLE_HINT}

Rasterization [3] Enable/Disable(target)

Other Line Seg. Features [3.5.2]

target: RASTERIZER_DISCARD, MULTISAMPLE, SAMPLE_SHADING

void LineStipple(int factor, ushort pattern); Enable/Disable(LINE_STIPPLE) void GetIntegerv(LINE_STIPPLE_PATTERN);

void PixelMap{ui us f}v(enum map, sizei size, const T values);


map: PIXEL_MAP_x_TO_x (where x may be {I,S,R,G,B,A}), PIXEL_MAP_I_TO_{R,G,B,A}

void CopyColorSubTable(enum target, sizei start, int x, int y, sizei count);


Color Table Query [6.1.8]

target and pname: see ColorTableParameter{if}v

Multisampling [3.3.1]

Use to antialias points, lines, polygons, bitmaps, and images.


pname: SAMPLE_POSITION

Polygons [3.6]

Enable/Disable(target)

void GetPixelMap{ui us f}v(enum map, T data);


map: see PixelMap{ui us f}v

[Table 3.3]

void GetColorTable(enum target, enum format, enum type, void *table);


target: see ColorTableParameter{if}v format: RED, GREEN, BLUE, ALPHA, RGB, RGBA, BGR, BGRA, LUMINANCE{_ALPHA} type: UNSIGNED_{BYTE, SHORT, INT}, BYTE, SHORT, INT, UNSIGNED_BYTE_3_3_2, UNSIGNED_BYTE_2_3_3_REV, UNSIGNED_SHORT_5_6_5{_REV}, UNSIGNED_SHORT_4_4_4_4{_REV}, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_SHORT_1_5_5_5_REV, UNSIGNED_INT_8_8_8_8{_REV}, UNSIGNED_INT_10_10_10_2, UNSIGNED_INT_2_10_10_10_REV

void GetMultisamplefv(enum pname, uint index, float *val); void MinSampleShading(clampf value);

target: POLYGON_STIPPLE, POLYGON_SMOOTH, CULL_FACE dir: CCW, CW

void FrontFace(enum dir); void CullFace(enum mode);


mode: FRONT, BACK, FRONT_AND_BACK

Color Table Specification [3.7.3]

Points [3.4]

void ColorTable(enum target, enum internalformat, sizei width, enum format, enum type, const void *data);

void PointSize(float size); void PointParameter{if}(enum pname, T param); void PointParameter{if}v(enum pname, const T params);
pname: POINT_SIZE_MIN, POINT_SIZE_MAX, POINT_DISTANCE_ATTENUATION, POINT_FADE_THRESHOLD_SIZE, POINT_SPRITE_COORD_ORIGIN param, params: The clamp bounds, if pname is POINT_SIZE_{MIN, MAX}; A pointer to coefficients a, b, and c, if pname is POINT_DISTANCE_ATTENUATION; The fade threshold if pname is POINT_FADE_THRESHOLD_SIZE; {LOWER|UPPER}_LEFT if pname is POINT_SPRITE_COORD_ORIGIN.

Stippling [3.6.2, 6.1.6]

void PolygonStipple(const ubyte *pattern); void GetPolygonStipple(void *pattern);

Polygon Rasterization & Depth Offset


face: FRONT, BACK, FRONT_AND_BACK mode: POINT, LINE, FILL

[3.6.3 - 3.6.4] [3.6.4 - 3.6.5] void PolygonMode(enum face, enum mode); void PolygonOffset(float factor, float units); Enable/Disable(target)
target: POLYGON_OFFSET_{POINT, LINE, FILL}

Pixel Storage Modes [3.7.1]

void PixelStore{if}(enum pname, T param);

Enable/Disable( POST_COLOR_MATRIX_COLOR_TABLE) void ColorTableParameter{if}v(enum target, enum pname, const T params);


target: COLOR_TABLE, POST_COLOR_MATRIX_COLOR_TABLE, POST_CONVOLUTION_COLOR_TABLE pname: COLOR_TABLE_SCALE, COLOR_TABLE_BIAS

target: {PROXY_}COLOR_TABLE, {PROXY_}POST_CONVOLUTION_COLOR_TABLE, {PROXY_}POST_COLOR_MATRIX_COLOR_TABLE internalformat: The formats in [Table 3.16] or [Tables 3.17-3.19] except RED, RG, DEPTH_{COMPONENT, STENCIL} base and sized void GetColorTableParameter{if}v( internal formats in those tables, all sized internal enum target, enum pname, T params); formats with non-fixed internal data types as target: see ColorTable discussed in [3.9], and RGB9_E5. pname: COLOR_TABLE_x (where x may be SCALE, format: RED, GREEN, BLUE, ALPHA, RG, RGB, RGBA, BIAS, FORMAT, COLOR_TABLE_WIDTH, RED_SIZE, BGRA, LUMINANCE, LUMINANCE_ALPHA GREEN_SIZE, BLUE_SIZE, ALPHA_SIZE, type: see DrawPixels LUMINANCE_SIZE, INTENSITY_SIZE)

Convolution Filter Specification [3.7.3]


Enable/Disable( POST_CONVOLUTION_COLOR_TABLE) void ConvolutionFilter2D(enum target, enum internalformat, sizei width, sizei height, enum format, enum type, const void *data);

LOWER_LEFT, UPPER_LEFT, pointer to point fade threshold

Enable/Disable (target)

pname: {UN}PACK_x (where x may be SWAP_BYTES, LSB_FIRST, ROW_LENGTH, SKIP_{PIXELS, ROWS}, ALIGNMENT, IMAGE_HEIGHT, SKIP_IMAGES), UNPACK_COMPRESSED_BLOCK_{WIDTH, HEIGHT, DEPTH, SIZE} param: MAP_{COLOR, STENCIL}, x_ {SCALE, BIAS}, INDEX_{SHIFT, OFFSET}, DEPTH_{SCALE, BIAS}, POST_CONVOLUTION_x_{SCALE, BIAS}, POST_COLOR_MATRIX_x_{SCALE, BIAS}, (where x is RED, GREEN, BLUE, or ALPHA) [Table 3.2]

target: VERTEX_PROGRAM_POINT_SIZE, POINT_SMOOTH, POINT_SPRITE.

Pixel Transfer Modes [3.7.3, 6.1.3]

Alt. Color Table Specification Commands

void PixelTransfer{if}(enum param, T value);

Line Segments [3.5]

void LineWidth(float width); Enable/Disable(LINE_SMOOTH) 2011 Khronos Group - Rev. 0711

void CopyColorTable(enum target, enum internalformat, int x, int y, sizei width); void ColorSubTable(enum target, sizei start, sizei count, enum format, enum type, void *data);

target: CONVOLUTION_2D internalformat: see ColorTable format: RED, GREEN, BLUE, ALPHA, RG, RGB, RGBA, BGRA, LUMINANCE, LUMINANCE_ALPHA type: BYTE, SHORT, INT, FLOAT, HALF_FLOAT, UNSIGNED_{BYTE, SHORT, INT}

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Rasterization (continued)
void ConvolutionFilter1D(enum target, enum internalformat, sizei width, enum format, enum type, const void *data);
target: CONVOLUTION_1D internalformat, format, type: see ConvolutionFilter2D

OpenGL 4.2 API Reference Card


Convolution Query [6.1.9]
void GetConvolutionFilter(enum target, enum format, enum type, void *image);
target: CONVOLUTION_1D, CONVOLUTION_2D format and type: see GetColorTable

void ResetHistogram(enum target);


target: HISTOGRAM

void GetHistogramParameter{if}v( enum target, enum pname, T params);

Rasterization of Pixel Rectangles [4.3.1] [3.7.5] void DrawPixels(sizei width, sizei height, enum format, enum type, const void *data);

void ConvolutionParameter{if}v( enum target, enum pname, const T params);

void GetSeparableFilter(enum target, enum format, enum type, void *row, void *column, void *span);
target: SEPARABLE_2D format and type: see GetColorTable

target: HISTOGRAM, PROXY_HISTOGRAM pname: HISTOGRAM_x (where x may be FORMAT, WIDTH, {RED, GREEN, BLUE, ALPHA}_SIZE, LUMINANCE_SIZE, SINK)

target: CONVOLUTION_2D pname: CONVOLUTION_FILTER_{SCALE, BIAS}

Minmax Table Specification [3.7.3]

void SeparableFilter2D(enum target, enum internalformat, sizei width, sizei height, enum format, enum type, const void *row, const void *column);

void GetConvolutionParameter{if}v( enum target, enum pname, T params);

target: SEPARABLE_2D internalformat, format, type: see ConvolutionFilter2D

target: CONVOLUTION_{1D, 2D}, SEPARABLE_2D pname: {MAX_}CONVOLUTION_{WIDTH, HEIGHT}, CONVOLUTION_x (where x may be FILTER_BIAS, BORDER_COLOR, BORDER_MODE, FILTER_SCALE, FORMAT)

Enable/Disable(MINMAX) void Minmax(enum target, enum internalformat, boolean sink);

format: {COLOR|STENCIL}_INDEX, RED, GREEN, BLUE, DEPTH_{COMPONENT, STENCIL}, ALPHA, RG, RGB, RGBA, BGR, BGRA, LUMINANCE{_ALPHA} (*_INTEGER formats from {Table 3.6} not supported) type: BITMAP, BYTE, SHORT, INT, FLOAT, HALF_FLOAT, UNSIGNED_{BYTE, SHORT, INT}, or value from [Table 3.5] target: CLAMP_{READ,FRAGMENT, VERTEX}_COLOR clamp: TRUE, FALSE, FIXED_ONLY

void ClampColor(enum target, enum clamp); void PixelZoom(float zx, float zy);

target: MINMAX internalformat: see ColorTable, omitting the values 1, 2, 3, 4 and INTENSITY base and sized internal formats

Pixel Transfer Operations [3.7.6]

Histogram Table Specification [3.7.3] Alt. Convolution Filter Spec. Commands void Histogram(enum target, sizei width,
void CopyConvolutionFilter2D(enum target, enum internalformat, int x, int y, sizei width, sizei height);
target: CONVOLUTION_2D internalformat: see ConvolutionFilter2D target: HISTOGRAM, PROXY_HISTOGRAM internalformat: see ColorTable except 1, 2, 3, and 4

Minmax Query [6.1.11]

enum internalformat, boolean sink);

void GetMinmax(enum target, boolean reset, enum format, enum type, void *values);
target: MINMAX format and type: see GetColorTable target: MINMAX

void ConvolutionParameter{if}( enum target, enum pname, T param);

target: CONVOLUTION_{1D, 2D}, SEPARABLE_2D pname: CONVOLUTION_BORDER_MODE param: REDUCE, {CONSTANT, REPLICATE_}BORDER

Bitmaps [3.8]

Histogram Query [6.1.10]

void ResetMinmax(enum target); void GetMinmaxParameter{if}v( enum target, enum pname, T params);
target: MINMAX pname: MINMAX_FORMAT, MINMAX_SINK

void CopyConvolutionFilter1D(enum target, enum internalformat, int x, int y, sizei width);


target: CONVOLUTION_1D internalformat: see ConvolutionFilter2D

void GetHistogram(enum target, boolean reset, enum format, enum type, void *values);
target: HISTOGRAM format and type: see GetColorTable

void Bitmap(sizei w, sizei h, float xb0, float yb0, float xbi, float ybi, const ubyte *data);

Selecting a Buffer for Writing [4.2.1]


void DrawBuffer(enum buf);
buf: NONE, FRONT{_LEFT, _RIGHT}, LEFT, RIGHT, FRONT_AND_BACK, BACK{_LEFT, _RIGHT}, COLOR_ATTACHMENTi (i = [0, MAX_ COLOR_ATTACHMENTS - 1 ]), AUXi (i =[0, AUX_BUFFERS - 1 ]) bufs: NONE, FRONT_{LEFT, RIGHT}, BACK_LEFT, BACK_RIGHT, COLOR_ATTACHMENTi (i = [0, MAX_COLOR_ATTACHMENTS - 1 ]), AUXi (i =[0, AUX_BUFFERS - 1 ])

Whole Framebuffer

void ColorMask(boolean r, boolean g, boolean b, boolean a); void ColorMaski(uint buf, boolean r, boolean g, boolean b, boolean a); void StencilMask(uint mask); void StencilMaskSeparate(enum face, uint mask); void DepthMask(boolean mask); Clearing the Buffers [4.2.3] void ClearColor(clampf r, clampf g, clampf b, clampf a); void ClearIndex(float index); void ClearDepth(clampd d); void ClearDepthf(clampf d);
face: FRONT, BACK, FRONT_AND_BACK

void ClearStencil(int s); void ClearAccum(float r, float g, float b, float a); void ClearBuffer{if ui}v(enum buffer, int drawbuffer, const T *value) void ClearBufferfi(enum buffer, int drawbuffer, float depth, int stencil);
buffer: DEPTH_STENCIL drawbuffer: 0 buffer: COLOR, DEPTH, STENCIL

Color Sum [3.11]

Color Sum, Fog, and Hints

Enable/Disable(COLOR_SUM) Fog [3.12] Enable/Disable(FOG) void Fog{if}(enum pname, T param); void Fog{if}v(enum pname, T params);

void DrawBuffers(sizei n, const enum *bufs);

pname: FOG_MODE, FOG_COORD_SRC, FOG_DENSITY, FOG_START, FOG_END, FOG_COLOR, FOG_INDEX target: FRAGMENT_SHADER_DERIVATIVE_HINT, PERSPECTIVE_CORRECTION_HINT, POINT_SMOOTH_HINT, FOG_HINT, GENERATE_MIPMAP_HINT, TEXTURE_COMPRESSION_HINT, {LINE, POLYGON}_SMOOTH_HINT, hint: FASTEST, NICEST, DONT_CARE

Accumulation Buffer [4.2.4]

Hints [5.4] [5.8]

void Accum(enum op, float value);

void Hint(enum target, enum hint);

Fine Control of Buffer Updates [4.2.2]


void IndexMask(uint mask);

op: ACCUM, LOAD, RETURN, MULT, ADD.

Texturing [3.9] [3.10] void ActiveTexture(enum texture);

Texture Image Spec. [3.9.3] [3.10.3]

texture: TEXTUREi (where i is [0, max(MAX_TEXTURE_COORDS, MAX_COMBINED_TEXTURE_IMAGE_UNITS)-1])

void TexImage3D(enum target, int level, int internalformat, sizei width, sizei height, sizei depth, int border, enum format, enum type, const void *data);
target: TEXTURE_{3D, 2D_ARRAY, CUBE_MAP_ARRAY}, PROXY_TEXTURE_{3D, 2D_ARRAY, CUBE_MAP_ARRAY} internalformat: ALPHA, DEPTH_COMPONENT, DEPTH_STENCIL, LUMINANCE_ALPHA, LUMINANCE, RED, INTENSITY, RG, RGB, RGBA; or a sized internal format from [Tables 3.12-3.13] [Tables 3.17-3.19]; COMPRESSED_{RED_RGTC1,RG_RGTC2}, COMPRESSED_SIGNED_{RED_RGTC1,RG_RGTC2}, or a generic comp. format in [Table 3.14] [Table 3.20] format: COLOR_INDEX, DEPTH_COMPONENT, DEPTH_STENCIL, RED, GREEN, BLUE, ALPHA, RG, RGB, RGBA, BGR, BGRA, LUMINANCE, LUMINANCE_ALPHA, {RED, GREEN, BLUE, ALPHA}_INTEGER, {RG, RGB, RGBA, BGR}_INTEGER, BGRA_INTEGER [Table 3.3] [Table 3.6] type: BITMAP, {UNSIGNED_}BYTE, {UNSIGNED_}SHORT, {UNSIGNED_}INT, HALF_FLOAT, FLOAT, or a value from [Table 3.2] [Table 3.5]

Alternate Texture Image Spec. [3.9.4] [3.10.4]


void CopyTexImage2D(enum target, int level, enum internalformat, int x, int y, sizei width, sizei height, int border);
target: TEXTURE_{2D, RECTANGLE, 1D_ARRAY}, TEXTURE_CUBE_MAP_{POSITIVE, NEGATIVE}_{X, Y, Z} internalformat: see TexImage2D, except 1, 2, 3, 4

void CopyTexSubImage1D(enum target, int level, int xoffset, int x, int y, sizei width);
target: TEXTURE_1D

Compressed Texture Images [3.9.5] [3.10.5]


void CompressedTexImage3D(enum target, int level, enum internalformat, sizei width, sizei height, sizei depth, int border, sizei imageSize, const void *data);
target: see TexImage3D internalformat: COMPRESSED_RED_RGTC1_RED, COMPRESSED_SIGNED_RED_RGTC1_RED, COMPRESSED_RG_RGTC2_RG, COMPRESSED_SIGNED_RG_RGTC2

Texture Objects [3.9.1] [3.10.1]


void BindTexture(enum target, uint texture);
target: TEXTURE_{1, 2}D{_ARRAY}, TEXTURE_{3D, RECTANGLE, BUFFER}, TEXTURE_CUBE_MAP{_ARRAY}, TEXTURE_2D_MULTISAMPLE{_ARRAY}

void CopyTexImage1D(enum target, int level, enum internalformat, int x, int y, sizei width, int border);

target: TEXTURE_1D internalformat: see TexImage1D, except 1, 2, 3, 4

void DeleteTextures(sizei n, const uint *textures); void GenTextures(sizei n, uint *textures); boolean AreTexturesResident(sizei n, uint *textures, boolean *residences); void PrioritizeTextures(sizei n, uint *textures, const clampf *priorities);

void TexSubImage3D(enum target, int level, int xoffset, int yoffset, int zoffset, sizei width, sizei height, sizei depth, enum format, enum type, const void *data);
target: TEXTURE_3D, TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY format and type: see TexImage3D

void CompressedTexImage2D(enum target, int level, enum internalformat, sizei width, sizei height, int border, sizei imageSize, const void *data);
target: see TexImage2D, omitting compressed rectangular texture formats internalformat: see CompressedTexImage3D

Sampler Objects [3.9.2] [3.10.2]


void GenSamplers(sizei count, uint *samplers); void BindSampler(uint unit, uint sampler); void SamplerParameter{if}v(uint sampler, enum pname, const T param); void SamplerParameterI{u ui}v(uint sampler, enum pname, const T *params);
pname: TEXTURE_WRAP_{S, T, R}, TEXTURE_{MIN, MAG}_{FILTER, LOD}, TEXTURE_BORDER_COLOR, TEXTURE_LOD_BIAS, TEXTURE_COMPARE_{MODE, FUNC}

void TexImage2D(enum target, int level, int internalformat, sizei width, sizei height, int border, enum format, enum type, const void *data);

void TexSubImage2D(enum target, int level, int xoffset, int yoffset, sizei width, sizei height, enum format, enum type, const void *data);
target: see CopyTexImage2D format and type: see TexImage2D

void CompressedTexImage1D(enum target, int level, enum internalformat, sizei width, int border, sizei imageSize, const void *data); void CompressedTexSubImage3D( enum target, int level, int xoffset, int yoffset, int zoffset, sizei width, sizei height, sizei depth, enum format, sizei imageSize, const void *data); void CompressedTexSubImage2D( enum target, int level, int xoffset, int yoffset, sizei width, sizei height, enum format, sizei imageSize, cont void *data);
target: see TexSubImage2D format: see TexImage2D

target: TEXTURE_1D, PROXY_TEXTURE_1D internalformat: values are implementation-dependent

target: TEXTURE_{2D, RECTANGLE,CUBE_MAP}, PROXY_TEXTURE_{2D, RECTANGLE,CUBE_MAP}, TEXTURE_1D_ARRAY, PROXY_TEXTURE_1D_ARRAY, TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z}, TEXTURE_CUBE_MAP_NEGATIVE}_{X, Y, Z} internalformat, format, and type: see TexImage3D

void TexSubImage1D(enum target, int level, int xoffset, sizei width, enum format, enum type, const void *data);
target: TEXTURE_1D format, type: see TexImage1D

void TexImage1D(enum target, int level, int internalformat, sizei width, int border, enum format, enum type, const void *data);
target: TEXTURE_1D, PROXY_TEXTURE_1D type, internalformat, and format: see TexImage3D

void CopyTexSubImage3D(enum target, int level, int xoffset, int yoffset, int zoffset, int x, int y, sizei width, sizei height);
target: see TexSubImage3D

target: see TexSubImage3D format: see internalformat for CompressedTexImage3D

void DeleteSamplers(sizei count, const uint *samplers); 2011 Khronos Group - Rev. 0711

void CopyTexSubImage2D(enum target, int level, int xoffset, int yoffset, int x, int y, sizei width, sizei height);

target: TEXTURE_2D, TEXTURE_1D_ARRAY, TEXTURE_RECTANGLE, TEXTURE_CUBE_MAP_{POSITIVE, NEGATIVE}_{X, Y, Z}

(Texturing Continue >)

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OpenGL 4.2 API Reference Card


Texturing (continued)
void CompressedTexSubImage1D( enum target, int level, int xoffset, sizei width, enum format, sizei imageSize, const void *data);
target: see TexSubImage1D format: see TexImage1D

Page 5
[3.9.20][3.10.22] void BindImageTexture(uint index, uint texture, int level, boolean layered, int layer, enum access, enum format);
access: READ_ONLY, WRITE_ONLY, READ_WRITE format: RGBA{32,16}F, RG{32,16}F, R11F_G11F_B10F, R{32,16}F, RGBA{32,16,8}UI, RGB10_A2UI, RG{32,16,8}UI, R{32,16,8}UI, RGBA{32,16,8}I, RG{32,16,8}I, R{32,16,8}I, RGBA{16,8}, RGB10_A2, RG{16,8}, R{16,8}, RGBA{16,8}_SNORM, RG{16,8}_SNORM, R{16,8}_SNORM [Table 3.21] [Table 3.33]

Cube Map Texture Select [3.9.10][3.10.10]


Enable/Disable( TEXTURE_CUBE_MAP_SEAMLESS)

Texture Image Loads/Stores

void GetTexLevelParameter{if}v( enum target, int lod, enum value, T data);

Texture Minification [3.9.11] [3.10.11]


void GenerateMipmap(enum target);
target: TEXTURE_{1D, 2D, 3D}, TEXTURE_{1D, 2D}_ARRAY, TEXTURE_CUBE_MAP{_ARRAY}

Multisample Textures [3.9.6] [3.10.6]

void TexImage3DMultisample(enum target, sizei samples, int internalformat, sizei width, sizei height, sizei depth, boolean fixedsamplelocations);
target: {PROXY_}TEXTURE_2D_MULTISAMPLE_ARRAY internalformat: ALPHA, RED, RG, RGB, RGBA, DEPTH_{COMPONENT, STENCIL}, STENCIL_INDEX, or sized internal formats corresponding to these base formats

Immutable-Format Texture Images


[3.9.16] [3.10.16] void TexStorage1D(enum target, sizei levels, enum internalformat, sizei width);

target: TEXTURE_1D, PROXY_TEXTURE_1D internalformat: any of the sized internal color, luminance, intensity, depth, and stencil formats in [Tables 3.12-13] [Table 3.17-19]

Enumerated Queries [6.1.15] [6.1.21]


void GetInternalformativ(enum target, enum internalformat, enum pname, sizei bufSize, int *params);

target: {PROXY_}TEXTURE_{1D, 2D, 3D}, TEXTURE_BUFFER, PROXY_TEXTURE_CUBE_MAP, {PROXY_}TEXTURE_{1D, 2D}_ARRAY, {PROXY_}TEXTURE_CUBE_MAP_ARRAY, {PROXY_}TEXTURE_RECTANGLE, TEXTURE_CUBE_MAP_{POSITIVE, NEGATIVE}_{X, Y, Z}, {PROXY_}TEXTURE_2D_MULTISAMPLE{_ARRAY} value: TEXTURE_{WIDTH, HEIGHT, DEPTH}, TEXTURE_{BORDER, COMPONENTS, SAMPLES}, TEXTURE_FIXED_SAMPLE_LOCATIONS, TEXTURE_{INTERNAL_FORMAT, SHARED_SIZE}, TEXTURE_COMPRESSED{_IMAGE_SIZE}, TEXTURE_BUFFER_DATA_STORE_BINDING, TEXTURE_x_{SIZE, TYPE} (where x can be RED, GREEN, BLUE, ALPHA, LUMINANCE, INTENSITY, DEPTH, STENCIL)

void TexImage2DMultisample(enum target, sizei samples, int internalformat, sizei width, sizei height, boolean fixedsamplelocations);
target: {PROXY_}TEXTURE_2D_MULTISAMPLE internalformat: see TexImage3DMultisample

void TexStorage2D(enum target, sizei levels, enum internalformat, sizei width, sizei height);

Buffer Textures [3.9.7] [3.10.7]

target: TEXTURE_2D, PROXY_TEXTURE_2D, TEXTURE_{RECTANGLE, CUBE_MAP, 1D_ARRAY}, PROXY_TEXTURE_{RECTANGLE, CUBE_MAP, 1D_ARRAY} internalformat: see TexStorage1D

internalformat: must be color-renderable, depthrenderable, or stencil-renderable target: RENDERBUFFER, TEXTURE_2D_MULTISAMPLE, TEXTURE_2D_MULTISAMPLE_ARRAY pname: NUM_SAMPLE_COUNTS, SAMPLES

Texture Queries [6.1.4]

void GetTexImage(enum tex, int lod, enum format, enum type, void *img);

void TexBuffer(enum target, enum internalformat, uint buffer);

target: TEXTURE_BUFFER internalformat: R8{I,UI}, R16{F, I, UI}, R32{F, I, UI}, RG8{I, UI}, RG16{F, I, UI}, RG32{F, I, UI}, RGB32{F, I, UI}, RGBA8{I, UI}, RGBA16{F, I, UI}, RGBA32{F, I, UI}

void TexStorage3D(enum target, sizei levels, enum internalformat, sizei width, sizei height, sizei depth);
target: TEXTURE_3D, PROXY_TEXTURE_3D, TEXTURE_{2D, CUBE_MAP}[_ARRAY], PROXY_TEXTURE_{CUBE_MAP, 2D}[_ARRAY] internalformat: see TexStorage1D

void GetTexEnv{if}v(enum env, enum value, T data);

env: POINT_SPRITE, TEXTURE_{ENV,FILTER_CONTROL}

void GetTexGen{ifd}v(enum coord, enum value, T data);


coord: S, T, R, Q

tex: TEXTURE_{1, 2}D{_ARRAY}, TEXTURE_3D, TEXTURE_RECTANGLE, TEXTURE_CUBE_MAP_ARRAY, TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z}, TEXTURE_CUBE_MAP_NEGATIVE_{X, Y, Z} format: see TexImage3D type: BITMAP, {UNSIGNED_}BYTE, UNSIGNED_{SHORT}, {UNSIGNED_}INT, {HALF_}FLOAT, or value from [Table 3.2] [Table 3.5] target: see tex for GetTexImage

Texture Environments & Functions [3.10.17] void TexParameter{if}(enum target, void TexEnv{if}(enum target, enum pname, T param); enum pname, T param); void TexParameter{if}v(enum target, void TexEnv{if}v(enum target, enum pname, const T *params); enum pname, const T params); void TexParameterI{i ui}v(enum target, enum target: TEXTURE_{FILTER_CONTROL, ENV}, pname, const T *params); POINT_SPRITE
target: TEXTURE_{1D,2D,3D}, TEXTURE_{1D,2D}_ARRAY, TEXTURE_RECTANGLE, TEXTURE_CUBE_MAP{_ARRAY} pname: TEXTURE_WRAP_{S, T, R}, TEXTURE_PRIORITY, TEXTURE_{MIN, MAG}_FILTER, TEXTURE_LOD_BIAS, TEXTURE_BORDER_COLOR, DEPTH_TEXTURE_MODE, TEXTURE_{MIN, MAX}_LOD, GENERATE_MIPMAP, TEXTURE_SWIZZLE_{R, G, B, A, RGBA}, TEXTURE_COMPARE_{MODE, FUNC}, TEXTURE_{BASE, MAX}_LEVEL [Table 3.16] [Table 3.22]

Texture Parameters [3.9.8] [3.10.8]

void GetTexParameter{if}v(enum target, enum value, T data); void GetTexParameterI{i ui}v(enum target, enum value, T data);
target: TEXTURE_{1D, 2D, 3D,RECTANGLE}, TEXTURE_{1D, 2D}_ARRAY, TEXTURE_CUBE_MAP{_ARRAY} value: TEXTURE_{RESIDENT, PRIORITY}, DEPTH_TEXTURE_MODE, GENERATE_MIPMAP, IMAGE_FORMAT_COMPATIBILITY_TYPE, TEXTURE_IMMUTABLE_FORMAT, TEXTURE_{BASE, MAX}_LEVEL, TEXTURE_BORDER_COLOR, TEXTURE_LOD_BIAS, TEXTURE_COMPARE_{MODE, FUNC}, TEXTURE_{MIN, MAG}_FILTER, TEXTURE_MAX_{LEVEL, LOD}, TEXTURE_MIN_LOD, TEXTURE_SWIZZLE_{R, G, B, A, RGBA}, TEXTURE_WRAP_{S, T, R} [Table 3.16] [Table 3.22]

void GetCompressedTexImage( enum target, int lod, void *img); boolean IsTexture(uint texture);

pname: TEXTURE_LOD_BIAS, TEXTURE_ENV_MODE, TEXTURE_ENV_COLOR, COMBINE_{RGB, ALPHA}, {RGB, ALPHA}_SCALE, COORD_REPLACE, SRCn_RGB, SRCn_ALPHA, OPERANDn_RGB, OPERANDn_ALPHA (where n is [0, 1, 2])

Sampler Queries [6.1.5] boolean IsSampler(uint sampler); void GetSamplerParameter{if}v( uint sampler, enum pname, T *params); void GetSamplerParameterI{i ui}v( uint sampler, enum pname, T *params);

Texture Application [3.10.21]


Enable/Disable(param)
param: TEXTURE_{1D, 2D, 3D}, TEXTURE_CUBE_MAP

pname: TEXTURE_WRAP_{S, T, R}, TEXTURE_{MIN, MAG}_FILTER, TEXTURE_BORDER_COLOR, TEXTURE_LOD_BIAS, TEXTURE_{MIN, MAX}_LOD, TEXTURE_COMPARE_{MODE, FUNC}

Per-Fragment Operations
Scissor Test [4.1.2]
Enable/Disable(SCISSOR_TEST) Enablei/Disablei(SCISSOR_TEST, uint index) void ScissorArrayv(uint first, sizei count, const int *v); void ScissorIndexed(uint index, int left, int bottom, sizei width, sizei height); void ScissorIndexedv(uint index, int *v); void Scissor(int left, int bottom, sizei width, sizei height); Multisample Fragment Operations [4.1.3] Enable/Disable(target) void SampleCoverage(clampf value, boolean invert); void SampleMaski(uint maskNumber, bitfield mask);
target: SAMPLE_ALPHA_TO_{COVERAGE, ONE}, SAMPLE_{COVERAGE, MASK}, MULTISAMPLE

Depth Buffer Test [4.1.5] [4.1.6]


Enable/Disable(DEPTH_TEST) void DepthFunc(enum func);
func: see StencilOpSeparate

void BlendColor(clampf red, clampf green, clampf blue, clampf alpha);

Dithering [4.1.9] [4.1.10]


Enable/Disable(DITHER)

Binding and Managing [4.4.1]


target: {DRAW, READ_}FRAMEBUFFER

Framebuffer Objects

Occlusion Queries [4.1.6] [4.1.7]


BeginQuery(enum target, uint id); EndQuery(enum target);
target: SAMPLES_PASSED, ANY_SAMPLES_PASSED

void BindFramebuffer(enum target, uint framebuffer); void DeleteFramebuffers(sizei n, const uint *framebuffers); void GenFramebuffers(sizei n, uint *ids);
Renderbuffer Objects
target: RENDERBUFFER

Logical Operation [4.1.10] [4.1.11]


Enable/Disable(enum op) void LogicOp(enum op);
op: INDEX_LOGIC_OP, {COLOR_}LOGIC_OP op: CLEAR, AND, AND_REVERSE, COPY, AND_INVERTED, NOOP, OR, OR, NOR, EQUIV, INVERT, OR_REVERSE, COPY_INVERTED, OR_INVERTED, NAND, SET

Enable/Disable(BLEND) Enablei/Disablei(BLEND, uint index) void BlendEquation(enum mode); void BlendEquationi(uint buf, enum mode); void BlendEquationSeparate(enum modeRGB, enum modeAlpha);
mode, modeRGB, and modeAlpha: FUNC_ADD, FUNC_{SUBTRACT, REVERSE}_SUBTRACT, MIN, MAX mode, modeRGB, and modeAlpha: see BlendEquationSeparate srd, dst: see BlendFuncSeparate

Blending [4.1.7] [4.1.8]

Attaching Images [4.4.2]

void BindRenderbuffer(enum target, uint renderbuffer); void DeleteRenderbuffers(sizei n, const uint *renderbuffers); void GenRenderbuffers(sizei n, uint *renderbuffers); void RenderbufferStorageMultisample( enum target, sizei samples, enum internalformat, sizei width, sizei height);
target: RENDERBUFFER internalformat: see TexImage2DMultisample

Flush and Finish [5.2] [5.6]


void Flush(void); void Finish(void);

Synchronization

void BlendEquationSeparatei(uint buf, enum modeRGB, enum modeAlpha); void BlendFunc(enum src, enum dst);

Sync Objects and Fences [5.3] [5.7]


sync FenceSync(enum condition, bitfield flags); void DeleteSync(sync sync);
condition: SYNC_GPU_COMMANDS_COMPLETE flags: must be 0

Alpha Test [4.1.4]

Enable/Disable(ALPHA_TEST) void AlphaFunc(enum func, clampf ref);


func: NEVER, ALWAYS, LESS,LEQUAL, EQUAL, GEQUAL, GREATER, NOTEQUAL

Stencil Test [4.1.4] [4.1.5]

void BlendFunci(uint buf, enum src, enum dst);


srd, dst: see BlendFuncSeparate

Enable/Disable(STENCIL_TEST) void StencilFunc(enum func, int ref, uint mask); void StencilFuncSeparate(enum face, enum func, int ref, uint mask);

void BlendFuncSeparate(enum srcRGB, enum dstRGB, enum srcAlpha, enum dstAlpha);

void StencilOp(enum sfail, enum dpfail, enum dppass); void StencilOpSeparate(enum face, enum sfail, enum dpfail, enum dppass);

func: NEVER, ALWAYS, LESS, LEQUAL, EQUAL, GREATER, GEQUAL, NOTEQUAL

src, dst, srcRGB, dstRGB, srcAlpha, dstAlpha: ZERO, ONE, SRC_{COLOR, ALPHA}, DST_{COLOR, ALPHA}, SRC_ALPHA_SATURATE, CONSTANT_{COLOR, ALPHA}, ONE_MINUS_SRC_{COLOR, ALPHA}, ONE_MINUS_DST_{COLOR, ALPHA}, ONE_MINUS_CONSTANT_{COLOR, ALPHA}, {ONE_MINUS_}SRC1_ALPHA

Waiting for Sync Objects [5.3.1] [5.7.1] enum ClientWaitSync(sync sync, bitfield flags, uint64 timeout_ns);
timeout_ns: TIMEOUT_IGNORED

void RenderbufferStorage(enum target, enum internalformat, sizei width, sizei height);


target and internalformat: see RenderbufferStorageMultisample

void WaitSync(sync sync, bitfield flags, uint64 timeout_ns);

flags: SYNC_FLUSH_COMMANDS_BIT, or zero

Attaching Renderbuffer Images

void FramebufferRenderbuffer(enum target, enum attachment, enum renderbuffertarget, uint renderbuffer);


target: {DRAW, READ_}FRAMEBUFFER attachment: {DEPTH, STENCIL}_ATTACHMENT, DEPTH_STENCIL_ATTACHMENT, COLOR_ATTACHMENTi (where i is [0, MAX_COLOR_ATTACHMENTS - 1]) renderbuffertarget: RENDERBUFFER

Sync Object Queries [6.1.8] [6.1.14]

face: FRONT, BACK, FRONT_AND_BACK sfail, dpfail, and dppass: KEEP, ZERO, REPLACE, INCR, DECR, INVERT, INCR_WRAP, DECR_WRAP

void BlendFuncSeparatei(uint buf, enum srcRGB, enum dstRGB, enum srcAlpha, enum dstAlpha);

void GetSynciv(sync sync, enum pname, sizei bufSize, sizei *length, int *values);
pname: OBJECT_TYPE, SYNC_{STATUS,CONDITION, FLAGS}

dst, dstRGB, dstAlpha, src, srcRGB, srcAlpha: see BlendFuncSeparate

boolean IsSync(sync sync);

(Framebuffer Objects Continue >)

2011 Khronos Group - Rev. 0711

www.opengl.org/registry

Page 6
Attaching Texture Images

OpenGL Shading Language 4.20 Reference Card OpenGL 4.2 API


textarget: TEXTURE_{2D, RECTANGLE}, TEXTURE_2D_MULTISAMPLE, TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z}, TEXTURE_CUBE_MAP_NEGATIVE_{X, Y, Z} target, attachment: see FramebufferRenderbuffer

Framebuffer Objects (contd)


target: [DRAW, READ_]FRAMEBUFFER attachment: see FramebufferRenderbuffer

Framebuffer Completeness [4.4.4]

enum CheckFramebufferStatus(enum target);

void FramebufferTexture(enum target, enum attachment, uint texture, int level); void FramebufferTexture3D(enum target, enum attachment, enum textarget, uint texture, int level, int layer);

target: {DRAW, READ}FRAMEBUFFER, FRAMEBUFFER returns: FRAMEBUFFER_COMPLETE or a constant indicating the violating value

void FramebufferTexture1D(enum target, enum attachment, enum textarget, uint texture, int level);

textarget: TEXTURE_3D target and attachment: see framebufferRenderbuffer

textarget: TEXTURE_1D target, attachment: see FramebufferRenderbuffer

Framebuffer Object Queries [6.1.13] [6.1.19] boolean IsFramebuffer(uint framebuffer); void GetFramebufferAttachmentParameteriv( enum target, enum attachment, enum pname, int *params);

pname: FRAMEBUFFER_ATTACHMENT_x (where x may be OBJECT_TYPE, OBJECT_NAME, RED_SIZE, GREEN_SIZE, BLUE_SIZE, ALPHA_SIZE, DEPTH_SIZE, STENCIL_SIZE, COMPONENT_TYPE, COLOR_ENCODING, TEXTURE_LEVEL, LAYERED, TEXTURE_CUBE_MAP_FACE, TEXTURE_LAYER)

Renderbuffer Object Queries [6.1.14] [6.1.20] boolean IsRenderbuffer(uint renderbuffer);


void GetRenderbufferParameteriv( enum target, enum pname, int *params);
target: RENDERBUFFER pname: RENDERBUFFER_x (where x may be WIDTH, HEIGHT, INTERNAL_FORMAT, SAMPLES, {RED, GREEN, BLUE, ALPHA, DEPTH, STENCIL}_SIZE)

void FramebufferTexture2D(enum target, enum attachment, enum textarget, uint texture, int level);

void FramebufferTextureLayer(enum target, enum attachment, uint texture, int level, int layer);
target, attachment: see FramebufferTexture3D

(parameters )

target: {DRAW_, READ_}FRAMEBUFFER attachment: FRONT_{LEFT, RIGHT}, BACK_{LEFT,RIGHT}, COLOR_ATTACHMENTi, AUXi, DEPTH, STENCIL, {DEPTH, STENCIL}_ATTACHMENT, DEPTH_STENCIL_ATTACHMENT

(more parameters )

Reading Pixels [4.3.1] [4.3.2]

Reading, and Copying Pixels


format: {COLOR, STENCIL}_INDEX, DEPTH_{COMPONENT, STENCIL}, RED, GREEN, BLUE, RG, RGB, RGBA, LUMINANCE{_ALPHA}, BGR, {RED, GREEN, BLUE, ALPHA, RG, RGB, RGBA, BGR, BGRA}_INTEGER, BGRA, ALPHA [Table 3.3] [Table 3.6] (more parameters )

void ReadPixels(int x, int y, sizei width, sizei height, enum format, enum type, void *data);

type: {HALF_}FLOAT, {UNSIGNED_}BYTE, {UNSIGNED_}SHORT, BITMAP, Copying Pixels [4.3.2] [4.3.3] {UNSIGNED_}INT, FLOAT_32_UNSIGNED_INT_24_8_REV, and void CopyPixels(int x, int y, sizei width, sizei height, UNSIGNED_{BYTE, SHORT, INT}_* values from [Table 3.2] [Table 3.5] enum type); type: COLOR, STENCIL, DEPTH, DEPTH_STENCIL void ReadBuffer(enum src);

src: NONE, FRONT{_LEFT, RIGHT}, LEFT, RIGHT, BACK{_LEFT, RIGHT}, void BlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, FRONT_AND_BACK, AUXi (i = [0, AUX_BUFFERS - 1 ]), int dstX0, int dstY0, int dstX1, int dstY1, bitfield mask, enum filter); COLOR_ATTACHMENTi (i = [0, MAX_COLOR_ATTACHMENTS - 1]) mask: Bitwise OR of {COLOR, DEPTH, STENCIL}_BUFFER_BIT filter: LINEAR, NEAREST
Also see DrawPixels, ClampColor, and PixelZoom in the Rasterization section of this reference card.

Evaluators [5.1]

Special Functions

void EvalMesh1(enum mode, int p1, int p2);


mode: POINT, LINE

int RenderMode(enum mode);


mode: RENDER, SELECT, FEEDBACK

void GetInteger64v(TIMESTAMP, int64 *data);

Evaluators provide a means to use a polynomial or rational polynomial mapping to produce vertex, normal, and texture coordinates, and colors. Transformations, lighting, primitive assembly, rasterization, and per-pixel operations are not affected.

void EvalMesh2(enum mode, int p1, int p2, int q1, int q2);
mode: FILL, POINT, LINE

void SelectBuffer(sizei n, uint *buffer);

Display Lists [5.5]

void EvalPoint1(int p); void EvalPoint2(int p, int q);

Feedback [5.3]

void Map1{fd}(enum target, T u1, T u2, int stride, int order, T points);

Enumerated Query [6.1.3]


map: see target for Map1 value: ORDER, COEFF, DOMAIN

target: MAP1_VERTEX_{3,4}, MAP1_{INDEX, NORMAL}, MAP1_COLOR_4, MAP1_TEXTURE_COORD_{1,2,3,4}

void GetMap{ifd}v(enum map, enum value, T data);

When in feedback mode, framebuffer updates are not performed. Instead, information about primitives that would have otherwise been rasterized is returned to the application via the feedback buffer.

A display list is a group of GL commands and arguments that has been stored for subsequent execution. The GL may be instructed to process a particular display list (possibly repeatedly) by providing a number that uniquely specifies it.

void NewList(uint n, enum mode);

void Map2{fd}(enum target, T u1, T u2, int ustride, int uorder, T v1, T v2, int vstride, int vorder, const T points); void EvalCoord{12}{fd}(T arg); void EvalCoord{12}{fd}v(const T arg); void MapGrid1{fd}(int n, T u1, T u2); void MapGrid2{fd}(int nu, T u1, T u2, int nv, T v1, T v2);

target: see Map1, except replace MAP1 with MAP2

Selection [5.2]

Determine which primitives are drawn into a region of a window. The region is defined by the current model-view and perspective matrices.

void FeedbackBuffer(sizei n, enum type, float void EndList(void); *buffer); type: 2D, 3D, 3D_COLOR, 3D_COLOR_TEXTURE, void CallList(uint n); 4D_COLOR_TEXTURE void CallLists(sizei n, enum type, void PassThrough(float token); const void *lists);

mode: COMPILE, COMPILE_AND_EXECUTE

Timer Queries [5.1] [5.4]

void InitNames(void); void PopName(void); void PushName(uint name); void LoadName(uint name); void GetDoublev(enum pname, double *data); void GetBooleani_v(enum target, uint index, boolean *data); void GetIntegeri_v(enum target, uint index, int *data); void GetFloati_v(enum target, uint index, float *data); void GetInteger64i_v(enum target, uint index, int64 *data); boolean IsEnabled(enum cap);

Timer queries use query objects to track the amount of time needed to fully complete a set of GL commands, or to determine the current time of the GL.

type: BYTE, UNSIGNED_BYTE, SHORT, {2,3,4}_BYTES, UNSIGNED_SHORT, INT, UNSIGNED_INT, FLOAT

void QueryCounter(uint id, TIMESTAMP);

void ListBase(uint base); uint GenLists(sizei s); boolean IsList(uint list); void DeleteLists(uint list, sizei range); ubyte *GetStringi(enum name, uint index);
name: EXTENSIONS index: range is [0, NUM_EXTENSIONS - 1]

A complete list of symbolic constants for states is shown in the tables in [6.2].

State and State Requests

boolean IsEnabledi(enum target, uint index);

Pointer and String Queries [6.1.6] [6.1.12]


void GetPointerv(enum pname, void **params);
pname: {SELECTION, FEEDBACK}_BUFFER_POINTER, {VERTEX, NORMAL, COLOR}_ARRAY_POINTER, {SECONDARY_COLOR, INDEX}_ARRAY_POINTER, {TEXTURE, FOG}_COORD_ARRAY_POINTER, EDGE_FLAG_ARRAY_POINTER name: RENDERER, VENDOR, VERSION, SHADING_LANGUAGE_VERSION, EXTENSIONS

Simple Queries [6.1.1]

Saving and Restoring State [6.1.21]


void PushAttrib(bitfield mask); void PushClientAttrib(bitfield mask); void PopAttrib(void); void PopClientAttrib(void);
mask: ALL_ATTRIB_BITS, or the bitwise OR of the attribute groups in [Table 6.3].

void GetBooleanv(enum pname, boolean *data); void GetIntegerv(enum pname, int *data); void GetInteger64v(enum pname, int64 *data); void GetFloatv(enum pname, float *data);

ubyte *GetString(enum name);

mask: CLIENT_ALL_ATTRIB_BITS, or the bitwise OR of the attribute groups in [Table 6.3].

OpenGL Shading Language 4.20 Reference Card


The OpenGL Shading Language is used to create shaders for each of the programmable processors contained in the OpenGL processing pipeline. The OpenGL Shading Language is actually several closely related languages. Currently, these processors are the vertex, tessellation control, tessellation evaluation, geometry, and fragment processors. [n.n.n] and [Table n.n] refer to sections and tables in the OpenGL Shading Language 4.20 specification at www.opengl.org/registry Content shown in blue is removed from the OpenGL 4.2 core profile and present only in the OpenGL 4.2 compatibility profile.
2011 Khronos Group - Rev. 0711

Preprocessor [3.3]

Preprocessor Directives

Preprocessor Operators

Preprocessor operators follow C++ standards. Expressions are evaluated according to the behavior of the host processor, not the processor targeted by the shader.
#version 420 #version 420 profile

#version 420 is required in shaders using version 4.20 of the language. Use profile to indicate core or compatibility. If no profile specified, the default is core. behavior: require, enable, warn, disable extension_name: the extension supported by the compiler, or all

Each number sign (#) can be preceded in its line only by spaces or horizontal tabs. # #define #elif #if #extension #version #ifdef #ifndef #error #include #line #endif #pragma #undef #else

Predefined Macros
__LINE__ __FILE__

#extension extension_name : behavior #extension all : behavior

Decimal integer constants. FILE says which source string number is being processed, or the path of the string if the string was an included string Integer 1 if the implementation supports the compatibility profile Decimal integer, e.g.: 420

GL_compatibility_profile __VERSION__

www.opengl.org/registry

OpenGL Shading Language 4.20 Reference Card


Types [4.1]
Transparent Types
void bool int, uint float double vec2, vec3, vec4 dvec2, dvec3, dvec4 bvec2, bvec3, bvec4 ivec2, ivec3, ivec4 uvec2, uvec3, uvec4 mat2, mat3, mat4 mat2x2, mat2x3, mat2x4 mat3x2, mat3x3, mat3x4 mat4x2, mat4x3, mat4x4 dmat2, dmat3, dmat4 dmat2x2, dmat2x3, dmat2x4 dmat3x2, dmat3x3, dmat3x4 dmat4x2, dmat4x3, dmat4x4 no function return value Boolean signed/unsigned integers single-precision floating-point scalar double-precision floating scalar floating point vector double precision floating-point vectors Boolean vectors signed and unsigned integer vectors 2x2, 3x3, 4x4 float matrix 2-column float matrix of 2, 3, or 4 rows 3-column float matrix of 2, 3, or 4 rows 4-column float matrix of 2, 3, or 4 rows 2x2, 3x3, 4x4 double-precision float matrix 2-col. double-precision float matrix of 2, 3, 4 rows 3-col. double-precision float matrix of 2, 3, 4 rows 4-column double-precision float matrix of 2, 3, 4 rows

Page 7
Signed Integer Opaque Types (contd)
isampler2DRect iimage2DRect isampler[1,2]DArray iimage[1,2]DArray isamplerBuffer iimageBuffer isampler2DMS iimage2DMS isampler2DMSArray iimage2DMSArray isamplerCubeArray iimageCubeArray atomic_uint usampler[1,2,3]D uimage[1,2,3]D usamplerCube uimageCube usampler2DRect uimage2DRect usampler[1,2]DArray uimage[1,2]DArray usamplerBuffer uimageBuffer usampler2DMS uimage2DMS int. 2D rectangular texture int. 2D rectangular image integer 1D, 2D array texture integer 1D, 2D array image integer buffer texture integer buffer image int. 2D multi-sample texture int. 2D multi-sample image int. 2D multi-sample array tex. int. 2D multi-sample array image int. cube map array texture int. cube map array image uint atomic counter uint 1D, 2D, or 3D texture uint 1D, 2D, or 3D image uint cube mapped texture uint cube mapped image uint rectangular texture uint rectangular image 1D or 2D array texture 1D or 2D array image uint buffer texture uint buffer image uint 2D multi-sample texture uint 2D multi-sample image Continue
| && ^^ || ?: = += -= *= /= 16. %= <<= >>= &= ^= |= 17. , 11. 12. 13. 14. 15.

Floating-Point Opaque Types


sampler[1,2,3]D image[1,2,3]D samplerCube imageCube sampler2DRect image2DRect sampler[1,2]DShadow sampler2DRectShadow sampler[1,2]DArray image[1,2]DArray sampler[1,2]DArrayShadow 1D, 2D, or 3D texture 1D, 2D, or 3D image cube mapped texture cube mapped image rectangular texture rectangular image [1,2]D depth tex./compare rectangular tex./compare 1D or 2D array texture 1D or 2D array image 1D or 2D array depth texture/comparison samplerBuffer buffer texture imageBuffer buffer image sampler2DMS 2D multi-sample texture image2DMS 2D multi-sample image sampler2DMSArray 2D multi-sample array tex. image2DMSArray 2D multi-sample array img. samplerCubeArray cube map array texture imageCubeArray cube map array image samplerCubeArrayShadow cube map array depth texture with comparison

Unsigned Integer Opaque Types (contd)


usampler2DMSArray uimage2DMSArray usamplerCubeArray uimageCubeArray uint 2D multi-sample array tex. uint 2D multi-sample array image uint cube map array texture uint cube map array image

Implicit Conversions
int int, uint int, uint, float ivec2|3|4 ivec2|3|4, uvec2|3|4 vec2|3|4 ivec2|3|4, uvec2|3|4 mat2|3|4 mat2x3|2x4 mat3x2|3x4 mat4x2|4x3

All others must use constructors.

Unsigned Integer Opaque Types

-> -> -> -> -> -> -> -> -> -> ->

uint float double uvec2|3|4 vec2|3|4 dvec2|3|4 dvec2|3|4 dmat2|3|4 dmat2x3|2x4 dmat3x2|3x4 dmat4x2|4x3

Aggregation of Basic Types


Arrays

float[3] foo; float foo[3]; structures and blocks can be arrays supports only 1-dimensional arrays structure members can be arrays Structures struct type-name { members } struct-name[]; in/out/uniform block-name {
// optional variable declaration, optionally an array

Signed Integer Opaque Types


isampler[1,2,3]D iimage[1,2,3]D isamplerCube iimageCube integer 1D, 2D, or 3D texture integer 1D, 2D, or 3D image integer cube mapped texture integer cube mapped image Continue prefix increment and decrement unary */% multiplicative +additive << >> bit-wise shift < > <= >= relational == != equality & bit-wise and ^ bit-wise exclusive or ++ -+-~!

Blocks

// interface matching by block name // optional instance name, optionally an array

optionally-qualified members } instance-name[];

The following operators are numbered in order of precedence. Relational and equality operators evaluate to Boolean. Also see lessThan(), equal(), etc.
1. 2.

Operators & Expressions [5.1]

3. 4. 5. 6. 7. 8. 9. 10.

() [] () . ++ --

parenthetical grouping array subscript function call, constructor, structure field, selector, swizzler postfix increment and decrement

bit-wise inclusive or logical and logical exclusive or logical inclusive or selects an entire operand. assignment arithmetic assignments sequence

Vector & Scalar Components [5.5]

In addition to array numeric subscript syntax, names of vector and scalar components are denoted by a single letter. Components can be swizzled and replicated. Scalars have only an x, r, or s component. {x, y, z, w} Points or normals {r, g, b, a} {s, t, p, q}
Colors Texture coordinates

Storage Qualifiers [4.3]


none const in out attribute uniform varying

Qualifiers

Input Layout Qualifiers [4.4.1]


For all shader stages: location = integer-constant For tessellation evaluation shaders: triangles, quads, equal_spacing, isolines, fractional_{even,odd}_spacing, cw, ccw, point_mode For geometry shader inputs: points, lines, {lines,triangles}_adjacency, triangles, invocations = integer-constant For fragment shaders only for redeclaring built-in variable gl_FragCoord: origin_upper_left, pixel_center_integer For in only (not with variable declarations): early_fragment_tests

Opaque Uniform Layout Qualifiers [4.4.4]


Used to bind opaque uniform variables to specific buffers or units. binding = integer-constant

Parameter Qualifiers [4.6]


none in const out inout (default) same as in

Declarations may have one storage qualifier. (default) local read/write memory, or input parameter global compile-time constant, or read-only function parameter, or read-only local variable linkage into shader from previous stage linkage out of a shader to next stage same as in for vertex shader linkage between a shader, OpenGL, and the application same as in for vertex shader, same as out for fragment shader

Input values copied in at function call time, output values copied out at function return. for function parameters passed into function for function parameters that cannot be written to for function parameters passed back out of function, but not initialized when passed in for function parameters passed both into and out of a function

Atomic Counter Layout Qualifiers [4.4.4.1] binding = integer-constant offset = integer-constant Format Layout Qualifiers [4.4.4.2] One qualifier may be used with variables declared as image to specify the image format.

Auxiliary Storage Qualifiers Some input and output qualified variables can be qualified with at most one additional auxiliary storage qualifier: centroid sampler patch centroid-based interpolation per-sample interpolation per-tessellation-patch attributes

Output Layout Qualifiers [4.4.2]


For all shader stages: location = integer-constant index = integer-constant

For tessellation control shaders: binding = integer-constant, rgba{32,16}f, rg{32,16}f, r{32,16}f, r11f_g11f_b10f, rgb10_a2{ui}, rgba{16,8}, rg{16,8}, r{16,8}, rgba{32,16,8}i, rg{32,16,8}i,r{32,16,8}i, rgba{32,16,8}ui, rg{32,16,8}ui, r{32,16,8}ui, rgba{16,8}_snorm, rg{16,8}_snorm, r{16,8}_snorm,

Precision Qualifiers [4.7]

Precision qualifiers have no effect on precision; they aid code portability with OpenGL ES: highp, mediump, lowp

Invariant Qualifiers Examples [4.8.1]


#pragma STDGL invariant(all) invariant gl_Position; invariant centroid out vec3 Color; force all output variables to be invariant qualify a previously declared variable qualify as part of a variable declaration

For tessellation control shaders: vertices = integer-constant For geometry shader outputs: points, line_strip, triangle_strip, max_vertices = integer-constant, stream = integer-constant Fragment shader outputs: depth_any, depth_greater, depth_less, depth_unchanged
For fragment shaders: index = integer-constant

Interpolation Qualifiers [4.5]


smooth flat

Qualify outputs from vertex shader and inputs to fragment shader. perspective correct interpolation no interpolation

Uniform Qualifiers [4.3.5]

Declare global variables with same values across entire primitive processed. Examples: uniform vec4 lightPosition; uniform vec3 color = vec3(0.7, 0.7, 0.2);

noperspective linear interpolation The following predeclared variables can be redeclared with an interpolation qualifier: Vertex language: Fragment language: gl_FrontColor gl_Color gl_BackColor gl_SecondaryColor gl_FrontSecondaryColor gl_BackSecondaryColor

Precise Qualifier [4.9]

Layout Qualifiers [4.3.8]

layout(layout-qualifiers) block-declaration layout(layout-qualifiers) in/out/uniform layout(layout-qualifiers) in/out/uniform declaration

Uniform-Block Layout Qualifiers [4.4.3]


Layout qualifier identifiers for uniform blocks: shared, packed, std140, {row, column}_major binding = integer-constant

Ensures that operations are executed in stated order with operator consistency. Requires two identical multiplies, followed by an add. precise out vec4 Position = a * b + c * d;

(Qualifiers Continue >)

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Memory Qualifiers [4.10]

OpenGL Shading Language 4.20 Reference Card


Order of Qualification [4.11]
When multiple qualifiers are present in a declaration they may appear in any order, but must all appear before the type. The layout qualifier is the only qualifier that can appear more than once. Further, a declaration can have at most one storage qualifier, at most one auxiliary storage qualifier, and at most one interpolation qualifier. Multiple memory qualifiers can be used. Any violation of these rules will cause a compile-time error.

Qualifiers (continued)

Variables qualified as image can have one or more memory qualifiers. coherent reads and writes are coherent with other shader invocations volatile underlying values may be changed by other sources restrict wont be accessed by other code readonly read only writeonly write only

Vector & Matrix [5.4.2]

Operations and Constructors

m[2][3] = 2.0; 2.0

// sets 4th element of 3rd col. to

.length() for matrices returns number of columns .length() for vectors returns number of components mat2(vec2, vec2); // 1 col./arg. mat2x3(vec2, float, vec2, float); // col. 2 dmat2(dvec2, dvec2); // 1 col./arg. dmat3(dvec3, dvec3, dvec3); // 1 col./arg.

Examples of operations on matrices and vectors:


m = f * m; v = f * v; v = v * v; m = m +/- m; m = m * m; f = dot(v, v); v = cross(v, v);

Structure Example [5.4.3]

.length() for structures returns number of members

// scalar * matrix component-wise // scalar * vector component-wise // vector * vector component-wise // matrix +/- matrix comp.-wise // linear algebraic multiply // vector dot product // vector cross product

Shaders communicate with fixed-function OpenGL pipeline stages and other shader executables through built-in input and output variables. Redeclare matching subsets of these variables and blocks to establish matching interfaces when using multiple programs.

Built-In Variables [7]

Tessellation Evaluation Language

Vertex Language
Inputs: in int in int in vec4 in vec4 in vec3 in vec4 in vec4 in float

Inputs: in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; (... plus deprecated Vertex Language Outputs) } gl_in[gl_MaxPatchVertices]; in int gl_PatchVerticesIn; in int gl_PrimitiveID; in vec3 gl_TessCoord; patch in float gl_TessLevelOuter[4]; patch in float gl_TessLevelInner[2]; Outputs: out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; (... plus deprecated Vertex Language Outputs) };

struct light {members; }; light lightVar = light(3.0, vec3(1.0, 2.0, 3.0));

Structure & Array Operations [5.7]

Array Example [5.4.4]

.length() for arrays returns number of elements

Select structure fields or length() method of an array using the period (.) operator. Other operators:
. field or method selector == != equality

const float c[3] = float[3](5.0, b + 1.0, 1.1);

Matrix Examples [5.6]

Examples of access components of a matrix with array subscripting syntax:

=
[]

assignment
indexing (arrays only)

gl_VertexID; gl_InstanceID; gl_Color; gl_SecondaryColor; gl_Normal; gl_Vertex; gl_MultiTexCoordn gl_FogCoord;

mat4 m; // m is a matrix m[1] = vec4(2.0); // sets 2nd col. to all 2.0 m[0][0] = 1.0; // sets upper left element to 1.0

Array elements are accessed using the array subscript operator ( [ ] ), e.g.: diffuseColor += lightIntensity[3]*NdotL; Declare types with the subroutine keyword:
subroutine returnType subroutineTypeName(type0 arg0, type1 arg1, ..., typen argn);

// n is 0...7

Iteration and Jumps [6.3-4]


Function Iteration Selection

Statements and Structure


call by value-return for (;;) { break, continue } while ( ) { break, continue } do { break, continue } while ( ); if ( ) { } if ( ) { } else { } switch ( ) { case integer: break; default: } void main() break, continue, return (There is no goto) return in main() discard // Fragment shader only

Outputs: out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; vec4 gl_ClipVertex; vec4 gl_FrontColor; vec4 gl_BackColor; vec4 gl_FrontSecondaryColor; vec4 gl_BackSecondaryColor; vec4 gl_TexCoord[]; float gl_FogFragCoord; };

Geometry Language
Inputs: in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; (... plus deprecated Vertex Language Outputs) } gl_in[]; in int gl_PrimitiveIDIn; in int gl_InvocationID; Outputs: out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; (... plus deprecated Vertex Language Outputs) }; out int gl_PrimitiveID; out int gl_Layer; out int gl_ViewportIndex;

Associate functions with subroutine types of matching declarations by defining the functions with the subroutine keyword and a list of subroutine types the function matches:
subroutine(subroutineTypeName0, ..., subroutineTypeNameN) returnType functionName(type0 arg0, type1 arg1, ..., typen argn){ ... } // function body

Entry Jump Exit

Tessellation Control Language


Inputs: in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; (... plus deprecated Vertex Language Outputs) } gl_in[gl_MaxPatchVertices]; in int gl_PatchVerticesIn; in int gl_PrimitiveID; in int gl_InvocationID; Outputs: out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; (... plus deprecated Vertex Language Outputs) } gl_out[]; patch out float gl_TessLevelOuter[4]; patch out float gl_TessLevelInner[2];

Declare subroutine type variables with a specific subroutine type in a subroutine uniform variable declaration:
subroutine uniform subroutineTypeName subroutineVarName;

Subroutines [6.1.2]

Subroutine type variables are assigned to functions through the UniformSubroutinesuiv command in the OpenGL API.

Angle & Trig. Functions [8.1]

Built-In Functions

Common Functions [8.3]


Tfd abs(Tfd x) Ti abs(Ti x) Tfd sign(Tfd x) Ti sign(Ti x) Tfd floor(Tfd x) Tfd trunc(Tfd x) Tfd round(Tfd x) Tfd roundEven(Tfd x) Tfd ceil(Tfd x) Tfd fract(Tfd x) Tfd mod(Tfd x, Tfd y) Tf mod(Tf x, float y) Td mod(Td x, double y) Tfd modf(Tfd x, out Tfd i) Tfd min(Tfd x, Tfd y) Tf min(Tf x, float y) Td min(Td x, double y) Tiu min(Tiu x, Tiu y) Ti min(Ti x, int y) Tu min(Tu x, uint y)

Fragment Language

Built-In Constants [7.3]

The following built-in constants with minimum values are provided to all shaders. The actual values used are implementation-dependent, but must be at least the value shown. const int gl_MaxTextureUnits = 2; const int gl_MaxTextureCoords = 8; const int gl_MaxClipPlanes = 8; const int gl_MaxVaryingFloats = 60; const int gl_MaxVertexAttribs = 16; const int gl_MaxVertexUniformComponents = 1024; const int gl_MaxVertexOutputComponents = 64; const int gl_MaxGeometryInputComponents = 64; const int gl_MaxGeometryOutputComponents = 128; const int gl_MaxFragmentInputComponents = 128; const int gl_MaxVertexTextureImageUnits = 16; const int gl_MaxCombinedTextureImageUnits = 80; const int gl_MaxTextureImageUnits = 16; const int gl_MaxImageUnits = 8; const int gl_MaxCombinedImageUnitsAndFragmentOutputs = 8; const int gl_MaxImageSamples = 0; const int gl_MaxFragmentUniformComponents = 1024; const int gl_MaxDrawBuffers = 8; const int gl_MaxClipDistances = 8; const int gl_MaxGeometryTextureImageUnits = 16; const int gl_MaxGeometryOutputVertices = 256; const int gl_MaxGeometryTotalOutputComponents = 1024; const int gl_MaxGeometryUniformComponents = 1024; const int gl_MaxGeometryVaryingComponents = 64; const int gl_MaxTessControlInputComponents = 128; const int gl_MaxTessControlOutputComponents = 128;

Inputs: in vec4 gl_FragCoord; in bool gl_FrontFacing; in float gl_ClipDistance[]; in vec2 gl_PointCoord; in int gl_PrimitiveID; in int gl_SampleID; in vec2 gl_SamplePosition; in int gl_SampleMask[]; in gl_PerFragment { in float gl_FogFragCoord; in vec4 gl_TexCoord[]; in vec4 gl_Color; in vec4 gl_SecondaryColor; }; Outputs: out float gl_FragDepth; out int gl_SampleMask[]; out vec4 gl_FragColor; out vec4 gl_FragData[gl_MaxDrawBuffers];

Functions will not result in a divide-by-zero error. If the divisor of a ratio is 0, then results will be undefined. Component-wise operation. Parameters specified as angle are in units of radians. Tf=float, vecn. Tf radians(Tf degrees) degrees to radians Tf degrees(Tf radians) Tf sin(Tf angle) Tf cos(Tf angle) Tf tan(Tf angle) Tf asin(Tf x) Tf acos(Tf x) Tf atan(Tf y, Tf x) Tf atan(Tf y_over_x) Tf sinh(Tf x) Tf cosh(Tf x) Tf tanh(Tf x) Tf asinh(Tf x) Tf acosh(Tf x) Tf atanh(Tf x) radians to degrees sine cosine tangent arc sine arc cosine arc tangent hyperbolic sine hyperbolic cosine hyperbolic tangent hyperbolic sine hyperbolic cosine hyperbolic tangent

Component-wise operation. Tf=float, vecn. Tfd= float, vecn, double, dvecn.


absolute value returns -1.0, 0.0, or 1.0 nearest integer <= x nearest integer with absolute value <= absolute value of x nearest integer, implementation-dependent rounding mode nearest integer, 0.5 rounds to nearest even integer nearest integer >= x x - floor(x)

const const const const const const const const const const const const const const const const const const const const const const const

int gl_MaxTessControlTextureImageUnits = 16; int gl_MaxTessControlUniformComponents = 1024; int gl_MaxTessControlTotalOutputComponents = 4096; int gl_MaxTessEvaluationInputComponents = 128; int gl_MaxTessEvaluationOutputComponents = 128; int gl_MaxTessEvaluationTextureImageUnits = 16; int gl_MaxTessEvaluationUniformComponents = 1024; int gl_MaxTessPatchComponents = 120; int gl_MaxPatchVertices = 32; int gl_MaxTessGenLevel = 64; int gl_MaxViewports = 16; int gl_MaxVertexUniformVectors = 256; int gl_MaxFragmentUniformVectors = 256; int gl_MaxVaryingVectors = 15; int gl_MaxVertexAtomicCounters = 0; int gl_MaxTessControlAtomicCounters = 0; int gl_MaxTessEvaluationAtomicCounters = 0; int gl_MaxGeometryAtomicCounters = 0; int gl_MaxFragmentAtomicCounters = 8; int gl_MaxCombinedAtomicCounters = 8; int gl_MaxAtomicCounterBindings = 1; int gl_MinProgramTexelOffset = -7; int gl_MaxProgramTexelOffset = 8;

Component-wise operation. Tf=float, vecn. Tfd= float, vecn, double, dvecn. Tf pow(Tf x, Tf y) xy Tf exp(Tf x) Tf log(Tf x) Tf exp2(Tf x) Tf log2(Tf x) Tfd sqrt(Tfd x) Tfd inversesqrt(Tfd x) ex ln 2x log2 square root inverse square root

Exponential Functions [8.2]

modulus separate integer and fractional parts

minimum value

(Built-In Common Functions Continue >)

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OpenGL Shading Language 4.20 Reference Card


Built-In Functions (continued)
Common Functions (continued)
Tfd max(Tfd x, Tfd y) Tf max(Tf x, float y) Td max(Td x, double y) Tiu max(Tiu x, Tiu y) Ti max(Ti x, int y) Tu max(Tu x, uint y) Tfd mix(Tfd x, Tfd y, Tfd a) Tf mix(Tf x, Tf y, float a) Td mix(Td x, Td y, double a) Tfd mix(Tfd x, Tfd y, Tb a)
Tfd step(Tfd edge, Tfd x) Tf step(float edge, Tf x) Td step(double edge, Td x) Tb isnan(Tfd x) Tb isinf(Tfd x)

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Type Abbreviations for Built-in Functions:
Tf=float, vecn. Td =double, dvecn. Tfd= float, vecn, double, dvecn. Tb=bvecn, bool. Tvec=vecn, uvecn, ivecn. Tu=uint, uvecn. Ti=int, ivecn. Tiu=int, ivecn, uint, uvecn. Use of Tn or Tnn within each function call must be the same. In vector types, n is 2, 3, or 4.

Geometric Functions [8.5]

These functions operate on vectors as vectors, not component-wise. Tf=float, vecn. Td =double, dvecn. Tfd= float, vecn, double, dvecn.
float length(Tf x) double length(Td x) length of vector

maximum value

float distance(Tf p0, Tf p1) distance between points double distance(Td p0, Td p1) linear blend of x and y true if comps. in a select comps. from y, else from x 0.0 if x < edge, else 1.0 float dot(Tf x, Tf y) double dot(Td x, Td y) dot product

Integer Functions [8.8]

Component-wise operation. Tu=uint, uvecn. Ti=int, ivecn. Tiu=int, ivecn, uint, uvecn. Tu uaddCarry(Tu x, Adds 32-bit uintx and y, Tu y, out Tu carry) returning the sum modulo 232.
Tu usubBorrow( Tu x, Tu y, out Tu borrow) void umulExtended( Tu x, Tu y, out Tu msb, out Tu lsb) void imulExtended( Ti x, Ti y, out Ti msb, out Ti lsb) Tiu bitfieldExtract( Tiu value, int offset, int bits) Subtracts y from x, returning the difference if non-negative, otherwise 232 plus the difference.

Image Functions (continued)


uint imageAtomicMax( IMAGE_PARAMS, uint data) int imageAtomicMax( IMAGE_PARAMS, int data) uint imageAtomicAnd( IMAGE_PARAMS, uint data) int imageAtomicAnd( IMAGE_PARAMS, int data) uint imageAtomicOr( IMAGE_PARAMS, uint data) int imageAtomicOr( IMAGE_PARAMS, int data) uint imageAtomicXor( IMAGE_PARAMS, uint data) int imageAtomicXor( IMAGE_PARAMS, int data)

Takes the maximum of the value data and the contents of the selected texel. Performs a bit-wise and of the value of data and the contents of the selected texel. Performs a bit-wise or of the value of data and the contents of the selected texel. Performs a bit-wise exclusive or of the value of data and the contents of the selected texel.

vec3 cross(vec3 x, vec3 y) cross product dvec3 cross(dvec3 x, dvec3 y) Tf normalize(Tf x) Td normalize(Td x) vec4 ftransform( ) normalize vector to length 1 invariant vertex transform returns N if dot(Nref, I) < 0, else -N reflection direction I - 2 * dot(N,I) * N refraction vector

Multiplies 32-bit integers x and y, producing a 64-bit result.

true if x is NaN true if x is positive or negative infinity

Tfd faceforward(Tfd N, Tfd I, Tfd Nref) Tfd reflect(Tfd I, Tfd N) Tfd refract(Tfd I, Tfd N, float eta)

Extracts bits [offset, offset + bits - 1] from value, returns them in the least significant bits of the result.

Tfd clamp(Tfd x, Tfd minVal, Tfd maxVal) Tf clamp(Tf x, float minVal, float maxVal) Td clamp(Td x, double minVal, min(max(x, minVal), double maxVal) maxVal) Tiu clamp(Tiu x, Tiu minVal, Tiu maxVal) Ti clamp(Ti x, int minVal, int maxVal) Tu clamp(Tu x, uint minVal, uint maxVal) Tfd smoothstep(Tfd edge0, Tfd edge1, T x) Tf smoothstep(float edge0, float edge1, Tf x) Td smoothstep(double edge0, double edge1, Td x)

Tiu bitfieldInsert( Returns the insertion the bits Tiu base, Tiu insert, least-significant bits of insert int offset, int bits) into base. Tiu bitfieldReverse( Tiu value) Ti bitCount(Tiu value) Ti findLSB(Tiu value) Ti findMSB(Tiu value) Returns the reversal of the bits of value. Returns the number of bits set to 1. Returns bit number of least significant bit. Returns bit number of most significant bit.

uint imageAtomicExchange( IMAGE_PARAMS, uint data) Copies the value of data. int imageAtomicExchange( IMAGE_PARAMS, int data) uint imageAtomicCompSwap( IMAGE_PARAMS, uint compare, uint data) int imageAtomicCompSwap( IMAGE_PARAMS, int compare, int data)

Matrix Functions [8.6]

For the matrix functions, type mat is used in the single-precision floating point functions, and type dmat is used in the double-precision floating point functions. N and M are 1, 2, 3, 4.
mat matrixCompMult(mat x, mat y) component-wise dmat matrixCompMult(dmat x, dmat y) multiply matN outerProduct(vecN c, vecN r) outer product dmatN outerProduct(dvecN c, dvecN r) (where N != M) matNxM outerProduct(vecM c, vecN r) dmatNxM outerProduct(dvecM c, dvecN r) matN transpose(matN m) dmatN transpose(dmatN m) matNxM transpose(matMxN m) dmatNxM transpose(dmatMxN m) float determinant(matN m) double determinant(dmatN m) matN inverse(matN m) dmatN inverse(dmatN m)

Compares the value of compare and contents of selected texel. If equal, the new value is given by data; otherwise, it is taken from the original value loaded from texel.

Fragment Processing Functions [8.12]


Available only in fragment shaders. Tf=float, vecn. Derivative fragment-processing functions Tf dFdx(Tf p) derivative in x Tf dFdy(Tf p) derivative in y sum of absolute derivative in Tf fwidth(Tf p) x and y

clip and smooth

Texture Lookup Functions [8.9]

Available to vertex, geometry, and fragment shaders. See tables on next page.

Ti floatBitsToInt(Tf value) Returns signed int or uint value representing the encoding of a Tu floatBitsToInt(Tf value) floating-point value. Tf intBitsToFloat( Tiu value) Tfd fma(Tfd a, Tfd b, Tfd c) Tfd frexp(Tfd x, out Ti exp) Returns floating-point value of a signed int or uint encoding of a floating-point value. Computes and returns a*b + c. Treated as a single operation when using precise. Splits x into a floating-point significand in the range [0.5, 1.0) and an int. exp. of 2.

outer product transpose transpose (where N != M) determinant inverse

Atomic-Counter Functions [8.10]

The value returned by these functions is the value of an atomic counter. Atomically returns the uint atomicCounterIncrement( value of counter for c, atomic_uint c) then increments.
Atomically decrements uint atomicCounterDecrement( counter for c, then returns atomic_uint c) value of counter for c.

Interpolation fragment-processing functions interpolant Tf interpolateAtCentroid( Return value of pixel and the sampled inside Tf interpolant) primitive. Tf interpolateAtSample( Tf interpolant, int sample) Tf interpolateAtOffset( Tf interpolant, vec2 offset)
Return value of interpolant at the location of sample number sample. Return value of interpolant sampled at fixed offset offset pixel center.

uint atomicCounter( atomic_uint c)

Atomically returns the counter for c.

Builds a floating-point number Tfd ldexp(Tfd x, in Ti exp) from x and the corresponding integral exponent of 2 in exp.

Image Functions [8.11]

Noise Functions [8.13]

In these image functions, IMAGE_PARAMS may be one of the following:


gimage1D image, int P gimage2D image, ivec2 P gimage3D image, ivec3 P gimage2DRect image, ivec2 P gimageCube image, ivec3 P gimageBuffer image, int P gimage1DArray image, ivec2 P gimage2DArray image, ivec3 P gimageCubeArray image, ivec3 P gimage2DMS image, ivec2 P, int sample gimage2DMSArray image, ivec3 P, int sample

Vector Relational Functions [8.7]

Returns noise value. Available to fragment, geometry, and vertex shaders. float noise1(Tf x) vecn noisen(Tf x) where n is 2, 3, or 4

Floating-Point Pack/Unpack [8.4]

These do not operate component-wise. uint packUnorm2x16(vec2 v) Converts each comp. of v uint packSnorm2x16(vec2 v) into 8- or 16-bit ints, packs uint packUnorm4x8(vec4 v) results into the returned 32-bit uint packSnorm4x8(vec4 v) unsigned integer.
vec2 unpackUnorm2x16( uint p) vec2 unpackSnorm2x16( uint p) vec4 unpackUnorm4x8( uint p) vec4 unpackSnorm4x8( uint p) double packDouble2x32( uvec2 v)
Unpacks 32-bit p into two 16-bit uints, four 8-bit uints, or signed ints. Then converts each component to a normalized float to generate a 2- or 4-component vector.

Compare x and y component-wise. Sizes of the input and return vectors for any particular call must match. Tvec=vecn, uvecn, ivecn. bvecn lessThan(Tvec x, Tvec y) bvecn lessThanEqual(Tvec x, Tvec y) bvecn greaterThan(Tvec x, Tvec y) bvecn greaterThanEqual(Tvec x, Tvec y) bvecn equal(Tvec x, Tvec y) bvecn equal(bvecn x, bvecn y) bvecn notEqual(Tvec x, Tvec y) bvecn notEqual(bvecn x, bvecn y) bool any(bvecn x) bool all(bvecn x) bvecn not(bvecn x) < <= > >= == !=

Geometry Shader Functions [8.14]

Only available in geometry shaders. void EmitStreamVertex( Emits values of output variables to current output int stream) primitive stream stream. void EndStreamPrimitive( Completes current output primitive stream stream int stream) and starts a new one. void EmitVertex() void EndPrimitive()
Emits values of output variables to the current output primitive. Completes output primitive and starts a new one.

Loads the texel at the gvec4 imageLoad( P from readonly IMAGE_PARAMS) coordinate image. the image unit

Packs components of v into a 64-bit value and returns a double-precision value.

void imageStore( writeonly IMAGE_PARAMS, gvec4 data)

Stores data into the texel at the coordinate P from the image specified by image.

uvec2 unpackDouble2x32( Returns a 2-component vector double v) representation of v. Returns a uint by converting uint packHalf2x16(vec2 v) the components of a twocomponent floating-point vector

true if any component of x is true true if all components of x are true logical complement of x

uint imageAtomicAdd( IMAGE_PARAMS, uint data) Adds the value of data to the contents of the int imageAtomicAdd( selected texel. IMAGE_PARAMS, int data) uint imageAtomicMin( IMAGE_PARAMS, uint data) int imageAtomicMin( IMAGE_PARAMS, int data)

Other Shader Functions [8.15-16]


void barrier()
Shader Invocation: Synchronizes across shader invocations. Shader Memory Control: shader invocation.

Takes the minimum of the value of data and the contents of the selected texel. Continue

vec2 unpackHalf2x16( uint v)

Returns a two-component floating-point vector

void memoryBarrier() Control the ordering ofamemory transactions issued by single

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Available to vertex, geometry, and fragment shaders. gvec4=vec4, ivec4, uvec4. gsampler* =sampler*, isampler*, usampler*.

OpenGL Shading Language 4.20 Reference Card


Texture lookup with projection.
gvec4 textureProj(gsampler1D sampler, vec{2,4} P [, float bias]) gvec4 textureProj(gsampler2D sampler, vec{3,4} P [, float bias]) gvec4 textureProj(gsampler3D sampler, vec4 P [, float bias]) float textureProj(sampler{1D,2D}Shadow sampler, vec4 P [, float bias]) gvec4 textureProj(gsampler2DRect sampler, vec{3,4} P) float textureProj(sampler2DRectShadow sampler, vec4 P)

Texture Functions [8.9]

Texture Query Functions [8.9.1]

textureSize functions return dimensions of lod (if present) for the texture bound to sampler. Components in return value are filled in with the width, height, depth of the texture. For array forms, the last component of the return value is the number of layers in the texture array.
int textureSize(gsampler1D sampler, int lod) ivec2 textureSize(gsampler2D sampler, int lod) ivec3 textureSize(gsampler3D sampler, int lod) ivec2 textureSize(gsamplerCube sampler, int lod) int textureSize(sampler1DShadow sampler, int lod) ivec2 textureSize(sampler2DShadow sampler, int lod) ivec2 textureSize(samplerCubeShadow sampler, int lod) ivec3 textureSize(samplerCubeArray sampler, int lod) ivec3 textureSize(samplerCubeArrayShadow sampler, int lod) ivec2 textureSize(gsampler2DRect sampler) ivec2 textureSize(sampler2DRectShadow sampler) ivec2 textureSize(gsampler1DArray sampler, int lod) ivec3 textureSize(gsampler2DArray sampler, int lod) ivec2 textureSize(sampler1DArrayShadow sampler, int lod) ivec3 textureSize(sampler2DArrayShadow sampler, int lod) int textureSize(gsamplerBuffer sampler) ivec2 textureSize(gsampler2DMS sampler) ivec3 textureSize(gsampler2DMSArray sampler)

Texture lookup as in texture but with explicit LOD.


gvec4 textureLod(gsampler1D sampler, float P, float lod) gvec4 textureLod(gsampler2D sampler, vec2 P, float lod) gvec4 textureLod(gsampler3D sampler, vec3 P, float lod) gvec4 textureLod(gsamplerCube sampler, vec3 P, float lod) float textureLod(sampler{1D,2D}Shadow sampler, vec3 P, float lod) gvec4 textureLod(gsampler1DArray sampler, vec2 P, float lod) gvec4 textureLod(gsampler2DArray sampler, vec3 P, float lod) float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod) gvec4 textureLod(gsamplerCubeArray sampler, vec4 P, float lod)

Projective lookup as described in textureProj offset by offset as described in textureOffset. gvec4 textureProjOffset(gsampler1D sampler, vec{2,4} P, int offset [, float bias]) gvec4 textureProjOffset(gsampler2D sampler, vec{3,4} P, ivec2 offset [, float bias]) gvec4 textureProjOffset(gsampler3D sampler, vec4 P, ivec3 offset [, float bias]) gvec4 textureProjOffset(gsampler2DRect sampler, vec{3,4} P, ivec2 offset) float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset) float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset [, float bias]) float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset [, float bias]) Offset texture lookup with explicit LOD. See textureLod and textureOffset. gvec4 textureLodOffset(gsampler1D sampler, float P, float lod, int offset) gvec4 textureLodOffset(gsampler2D sampler, vec2 P, float lod, ivec2 offset) gvec4 textureLodOffset(gsampler3D sampler, vec3 P, float lod, ivec3 offset) float textureLodOffset(sampler1DShadow sampler, vec3 P, float lod, int offset) float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset) gvec4 textureLodOffset(gsampler1DArray sampler, vec2 P, float lod, int offset) gvec4 textureLodOffset(gsampler2DArray sampler, vec3 P, float lod, ivec2 offset) float textureLodOffset(sampler1DArrayShadow sampler, vec3 P, float lod, int offset) Projective texture lookup with explicit LOD. See textureLod and textureOffset.
gvec4 textureProjLod(gsampler1D sampler, vec{2,4} P, float lod) gvec4 textureProjLod(gsampler2D sampler, vec{3,4} P, float lod) gvec4 textureProjLod(gsampler3D sampler, vec4 P, float lod) float textureProjLod(sampler{1,2}DShadow sampler, vec4 P, float lod)

Texture lookup with both explicit gradient and offset, as described in textureGrad and textureOffset.
gvec4 textureGradOffset(gsampler1D sampler, float P, float dPdx, float dPdy, int offset) gvec4 textureGradOffset(gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset) gvec4 textureGradOffset(gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset) gvec4 textureGradOffset(gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset) float textureGradOffset(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset) float textureGradOffset(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset) float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset) gvec4 textureGradOffset(gsampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset) gvec4 textureGradOffset(gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset) float textureGradOffset(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset) float textureGradOffset(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)

Texture lookup both projectively as in textureProj, and with explicit gradient as in textureGrad.
gvec4 textureProjGrad(gsampler1D sampler, vec{2,4} P, float dPdx, float dPdy) gvec4 textureProjGrad(gsampler2D sampler, vec{3,4} P, vec2 dPdx, vec2 dPdy) gvec4 textureProjGrad(gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy) gvec4 textureProjGrad(gsampler2DRect sampler, vec{3,4} P, vec2 dPdx, vec2 dPdy) float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy) float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy) float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy)

Offset added before texture lookup as in texture.


gvec4 textureOffset(gsampler1D sampler, float P, int offset [, float bias]) gvec4 textureOffset(gsampler2D sampler, vec2 P, ivec2 offset [, float bias]) gvec4 textureOffset(gsampler3D sampler, vec3 P, ivec3 offset [, float bias]) gvec4 textureOffset(gsampler2DRect sampler, vec2 P, ivec2 offset) float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset) float textureOffset(sampler1DShadow sampler, vec3 P, int offset [, float bias]) float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset [, float bias]) gvec4 textureOffset(gsampler1DArray sampler, vec2 P, int offset [, float bias]) gvec4 textureOffset(gsampler2DArray sampler, vec3 P, ivec2 offset [, float bias]) float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset [, float bias])

textureQueryLod functions return the mipmap array(s) that would be accessed in the x component of the return value. Returns the computed level of detail relative to the base level in the y component of the return value.
vec2 textureQueryLod(gsampler1D sampler, float P) vec2 textureQueryLod(gsampler2D sampler, vec2 P) vec2 textureQueryLod(gsampler3D sampler, vec3 P) vec2 textureQueryLod(gsamplerCube sampler, vec3 P) vec2 textureQueryLod(gsampler1DArray sampler, float P) vec2 textureQueryLod(gsampler2DArray sampler, vec2 P) vec2 textureQueryLod(gsamplerCubeArray sampler, vec3 P) vec2 textureQueryLod(sampler1DShadow sampler, float P) vec2 textureQueryLod(sampler2DShadow sampler, vec2 P) vec2 textureQueryLod(samplerCubeShadow sampler, vec3 P) vec2 textureQueryLod(sampler1DArrayShadow sampler, float P) vec2 textureQueryLod(sampler2DArrayShadow sampler, vec2 P) vec2 textureQueryLod(samplerCubeArrayShadow sampler, vec3 P)

Texture lookup projectively and with explicit gradient as in textureProjGrad, as well as with offset as in textureOffset.
gvec4 textureProjGradOffset(gsampler1D sampler, vec{2,4} P, float dPdx, float dPdy, int offset) gvec4 textureProjGradOffset(gsampler2D sampler, vec{3,4} P, vec2 dPdx, vec2 dPdy, ivec2 offset) gvec4 textureProjGradOffset(gsampler2DRect sampler, vec{3,4} P, vec2 dPdx, vec2 dPdy, ivec2 offset) float textureProjGradOffset(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset) gvec4 textureProjGradOffset(gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset) float textureProjGradOffset(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset) float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, vec2 offset)

Use integer texture coordinate P to lookup a single texel from sampler.


gvec4 texelFetch(gsampler1D sampler, int P, int lod) gvec4 texelFetch(gsampler2D sampler, ivec2 P, int lod) gvec4 texelFetch(gsampler3D sampler, ivec3 P, int lod) gvec4 texelFetch(gsampler2DRect sampler, ivec2 P) gvec4 texelFetch(gsampler1DArray sampler, ivec2 P, int lod) gvec4 texelFetch(gsampler2DArray sampler, ivec3 P, int lod) gvec4 texelFetch(gsamplerBuffer sampler, int P) gvec4 texelFetch(gsampler2DMS sampler, ivec2 P, int sample) gvec4 texelFetch(gsampler2DMSArray sampler, ivec3 P, int sample)

Use texture coordinate P to do a lookup in the texture bound to sampler. For shadow forms, when compare is present, it is used as Dref and the array layer comes from P.w. For non-shadow forms, the array layer comes from the last component of P. gvec4 texture(gsampler1D sampler, float P [, float bias]) gvec4 texture(gsampler2D sampler, vec2 P [, float bias]) gvec4 texture(gsampler3D sampler, vec3 P [, float bias]) gvec4 texture(gsamplerCube sampler, vec3 P [, float bias]) float texture(sampler{1D,2D}Shadow sampler, vec3 P [, float bias]) float texture(samplerCubeShadow sampler, vec4 P [, float bias]) gvec4 texture(gsampler1DArray sampler, vec2 P [, float bias]) gvec4 texture(gsampler2DArray sampler, vec3 P [, float bias]) gvec4 texture(gsamplerCubeArray sampler, vec4 P [, float bias]) float texture(sampler1DArrayShadow sampler, vec3 P [, float bias]) float texture(sampler2DArrayShadow sampler, vec4 P) gvec4 texture(gsampler2DRect sampler, vec2 P) float texture(sampler2DRectShadow sampler, vec3 P) float texture(gsamplerCubeArrayShadow sampler, vec4 P, float compare)

Texel Lookup Functions [8.9.2]

Offset projective texture lookup with explicit LOD. See textureProj, textureLod, and textureOffset. gvec4 textureProjLodOffset(gsampler1D sampler, vec{2,4} P, float lod, int offset) gvec4 textureProjLodOffset(gsampler2D sampler, vec{3,4} P, float lod, ivec2 offset) gvec4 textureProjLodOffset(gsampler3D sampler, vec4 P, float lod, ivec3 offset) float textureProjLodOffset(sampler1DShadow sampler, vec4 P, float lod, int offset) float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset) Texture lookup as in texture but with explicit gradients. gvec4 textureGrad(gsampler1D sampler, float P, float dPdx, float dPdy) gvec4 textureGrad(gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy) gvec4 textureGrad(gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy) gvec4 textureGrad(gsamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy) gvec4 textureGrad(gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy) float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy) float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy) float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy) gvec4 textureGrad(gsampler1DArray sampler, vec2 P, float dPdx, float dPdy) gvec4 textureGrad(gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy) float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy) float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy) gvec4 textureGrad(gsamplerCubeArray sampler, vec4 P, vec3 dPdx, vec3 dPdy)

Texture Gather Instructions [8.9.3]

These functions take components of a floatingpoint vector operand as a texture coordinate, determine a set of four texels to sample from the base level of detail of the specified texture image, and return one component from each texel in a four-component result vector.
gvec4 textureGather(gsampler2D sampler, vec2 P [, int comp]) gvec4 textureGather(gsampler2DArray sampler, vec3 P [, int comp]) gvec4 textureGather(gsamplerCube sampler, vec3 P [, int comp]) gvec4 textureGather(gsamplerCubeArray sampler, vec4 P[, int comp]) gvec4 textureGather(gsampler2DRect sampler, vec3 P [, int comp]) vec4 textureGather(sampler2DShadow sampler, vec2 P, float refZ) vec4 textureGather(sampler2DArrayShadow sampler, vec3 P, float refZ) vec4 textureGather(samplerCubeShadow sampler, vec3 P, float refZ) vec4 textureGather(samplerCubeArrayShadow sampler, vec4 P, float refZ) vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ)

Fetch single texel as in texelFetch offset by offset as described in textureOffset.


gvec4 texelFetchOffset(gsampler1D sampler, int P, int lod, int offset) gvec4 texelFetchOffset(gsampler2D sampler, ivec2 P, int lod, ivec2 offset) gvec4 texelFetchOffset(gsampler3D sampler, ivec3 P, int lod, ivec3 offset) gvec4 texelFetchOffset(gsampler2DRect sampler, ivec2 P, ivec2 offset) gvec4 texelFetchOffset(gsampler1DArray sampler, ivec2 P, int lod, int offset) gvec4 texelFetchOffset(gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset)

(Texture Functions Continue >)

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OpenGL Shading Language 4.20 Reference Card


Texture Gather Instructions (continued)
Texture gather as in textureGather by offset as described in textureOffset except minimum and maximum offset values are given by {MIN, MAX}_PROGRAM_TEXTURE_GATHER_OFFSET. gvec4 textureGatherOffset(gsampler2D sampler, vec2 P, ivec2 offset [, int comp]) gvec4 textureGatherOffset(gsampler2DArray sampler, vec3 P, ivec2 offset [, int comp]) gvec4 textureGatherOffset(gsampler2DRect sampler, vec3 P, ivec2 offset [, int comp]) vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offset) vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset) vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset) Texture gather as in textureGatherOffset except offsets determines location of the four texels to sample.
gvec4 textureGatherOffsets(gsampler2D sampler, vec2 P, ivec2 offset[4] [, int comp]) gvec4 textureGatherOffsets(gsampler2DArray sampler, vec3 P, ivec2 offset[4] [, int comp]) gvec4 textureGatherOffsets(gsampler2DRect sampler, vec3 P, ivec2 offset[4][, int comp]) vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offset[4]) vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset[4]) vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset[4])

Page 11
Blue blocks indicate various buffers that feed or get fed by the OpenGL pipeline. Green blocks indicate features new or significantly changed with OpenGL 4.x.

Texture Functions (continued)

OpenGL Pipeline
A typical program that uses OpenGL begins with calls to open a window into the framebuffer into which the program will draw. Calls are made to allocate a GL context which is then associated with the window, then OpenGL commands can be issued. The heavy black arrows in this illustration show the OpenGL pipeline. In order to fully take advantage of modern OpenGL, pay close attention to how to most efficiently use the new buffer types.

Vertex & Tessellation Details


Each vertex is processed either by a vertex shader or fixed-function vertex processing (compatibility only) to generate a transformed vertex, then assembled into primitives. Tessellation (if enabled) operates on patch primitives, consisting of a fixedsize collection of vertices, each with per-vertex attributes and associated per-patch attributes. Tessellation control shaders (if enabled) transform an input patch and compute per-vertex and perpatch attributes for a new output patch. A fixed-function primitive generator subdivides the patch according to tessellation levels computed in the tessellation control shaders or specified as fixed values in the API (TCS disabled). The tessellation evaluation shader computes the position and attributes of each vertex produced by the tessellator. Orange blocks indicate features of the Core specification. Purple blocks indicate features of the Compatibility specification. Green blocks indicate features new or significantly changed with OpenGL 4.x.

Geometry & Follow-on Details


Geometry shaders (if enabled) consume individual primitives built in previous primitive assembly stages. For each input primitive, the geometry shader can output zero or more vertices, with each vertex directed at a specific vertex stream. The vertices emitted to each stream are assembled into primitives according to the geometry shaders output primitive type. Transform feedback (if active) writes selected vertex attributes of the primitives of all vertex streams into buffer objects attached to one or more binding points. Primitives on vertex stream zero are then processed by fixed-function stages, where they are clipped and prepared for rasterization. Orange blocks indicate features of the Core specification. Purple blocks indicate features of the Compatibility specification. Green blocks indicate features new or significantly changed with OpenGL 4.x.

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Page 12
OpenGL Reference Card Index

OpenGL 4.2 API Reference Card

The following index shows each item included on this card along with the page on which it is described. The color of the row in the table below is the color of the pane to which you should refer. DeleteProgram{Pipelines} 2 GetColorTable{Parameter*} 3 ResetMinmax 4 A M 2 GetCompressedTexImage 5 ResumeTransformFeedback 2 Accum 4 DeleteQueries Macros 6 5 GetConvolutionFilter 4 Rotate* 2 ActiveShaderProgram 2 DeleteRenderbuffers Map* 6 4 GetConvolutionParameter* 4 ActiveTexture 4 DeleteSamplers MapGrid* 6 S 2 GetDoublev 6 AlphaFunc 5 DeleteShader MapBuffer{Range} 1 SampleCoverage 5 5 GetError 1 Angle Functions 8 DeleteSync Material* 2 SampleMaski 5 DeleteTextures 4 GetFloat* 6 AreTexturesResident 4 Matrices 2 Sampler Queries 5 DeleteTransformFeedbacks 2 GetFragData* 3 Arrays 8 Matrix Examples 8 SamplerParameter* 4 DeleteVertexArrays 2 GetFramebufferAttachment... 6 ArrayElement 1 Matrix Functions 9 Scale* 2 DepthFunc 5 GetHistogram{Parameter}* 4 Atomic-Counter Functions 9 MatrixMode 2 Scissor{Indexed}* 5 DepthMask 4 GetInteger* 6 AttachShader 2 MemoryBarrier 3 ScissorArrayv 5 DepthRange* 2 GetInteger64v 6 MemoryBarrier 9 SecondaryColor{P}3* 1 B Derivative Functions 9 GetIntegerv 3 Memory Qualifiers 8 SecondaryColorPointer 1 Begin 1 DetachShader 2 GetInternalFormativ 5 Minmax 4 SelectBuffer 6 BeginConditionalRender 2 Display Lists 6 GetLight* 2 MinSampleShading 3 SeparableFilter2D 4 BeginQuery{Indexed} 2 Dithering 5 GetMap* 6 Mult{Transpose}Matrix* 2 ShadeModel 2 BeginQuery 5 DrawArrays* 1 GetMaterial* 2 MultiDraw{Arrays, Elements} 1 Shaders and Programs 2,3 BeginTransformFeedback 2 DrawBuffer{s} 4 GetMinmax{Parameter}* 4 MultiDrawElementsBaseVertex 1 Shader{Binary, Source} 2 BindAttribLocation 2 DrawElements* GetMultisamplefv 3 1 Multisample Fragment 5 State and State Requests 6 BindBuffer* 1 DrawPixels GetPixelMap* 3 4 Multisample Textures 5 Statements 8 BindFramebuffer 5 DrawRangeElements{BaseVertex} 1 GetPointerv 6 Multisampling 3 StencilFunc{Separate} 5 BindFragData* 3 DrawTransformFeedback* GetPolygonStipple 3 2 MultiTexCoord{P}* 1 StencilMask{Separate} 4 BindImageTexture 5 Drawing Commands GetProgram* 3 1 StencilOp{Separate} 5 BindProgramPipeline 2 N GetProgramBinary 2 Stippling 3 BindRenderbuffer 5 E NewList 6 GetQuery* 2 Storage Qualifiers 7 1 BindSampler 4 EdgeFlagPointer Noise Functions 9 GetRenderbufferParameteriv 6 Structures 8 1 BindTexture 4 EdgeFlag{v} Normal{P}3* 1 GetSamplerParameter* 5 Subroutine Uniform Variables 3 1 BindTransformFeedback 2 EnableClientState NormalPointer 1 GetSeparableFilter 4 Subroutines 8 1 BindVertexArray 2 EnableVertexAttribArray GetShader* 3 O Synchronization 5 1 Bitmap 4 End GetString* 6 Occlusion Queries 5 6 BlendColor 5 EndList T GetSubroutineIndex 3 OpenGL Pipeline Diagram 11 1 BlendEquation{Separate}* 5 Errors Tessellation Diagram 11 GetSubroutineUniformLocation 3 OpenGL Shading Language 6-11 6 BlendFunc{Separate}* 5 Eval{Coord, Mesh, Point}* TexBuffer 5 GetSync* 5 Operators 7 Evaluators 6 BlitFramebuffer 6 TexCoord{P}* 1 GetTex{Env, Gen}* 5 Operators and Constructors 8 Exponential Functions 8 Buffer Objects 1,2 TexCoordPointer 1 GetTexImage 5 Ortho 2 Buffer Textures 5 F Texel/Texture Lookup Functions 10 GetTex{Level}Parameter* 5 P Buffer{Sub}Data 1 FeedbackBuffer TexEnv* 5 6 GetTransformFeedbackVarying 3 Pack/Unpack Functions 9 TexGen* 2 FenceSync 5 GetUniform* 2,3 C Parameter Qualifiers 7 TexImage* 4 5 GetVertexAttrib* 3 CallList{s} 6 Finish PassThrough 6 TexImage*Multisample 5 2 GL Command Syntax 1 CheckFramebufferStatus 6 Flatshading PatchParameterfv 3 TexStorage{1, 2, 3}D 5 1 ClampColor 2,4 Floating-point Numbers H PatchParameteri 1 TexSubImage* 4 Floating-Point Pack/Unpack Func. 9 Clear 4 Hint 4 PauseTransformFeedback 2 TexParameter* 5 Flush 5 ClearAccum 4 Histogram 4 Pipeline Diagram 11 Texture Coordinates 2 FlushMappedBufferRange 1 ClearBuffer* 4 Pixel{Map, Store, Transfer}* 3 10-11 Texture/Texel Functions Fog* 4 I ClearColor 4 PixelZoom 4 Texture Queries 10 FogCoord* 1 Image Functions 9 ClearDepth{f} 4 PointParameter* 3 Texturing 4,5 FogCoordPointer 1 Implicit Conversions 7 ClearIndex 4 PointSize 3 Timer Queries 6 Fragment Operations 5 Index* 1 ClearStencil 4 Polygon Edges 1 Transform Feedback 2 Fragment Processing Functions 9 IndexMask 4 ClientActiveTexture 1 Polygon{Mode, Offset} 3 TransformFeedbackVaryings 3 Fragment Shaders 3 IndexPointer 1 ClientWaitSync 5 PolygonStipple 3 Translate* 2 Framebuffer 4 InitNames 6 ClipPlane 2 Precise & Precision Qualifiers 7 Trigonometry Functions 8 Framebuffer Objects 5,6 Integer Functions 9 Color{P}* 1 Predefined Macros 6 Types 7 FramebufferRenderbuffer 5 InterleavedArrays 1 ColorMask{i} 4 Preprocessor 6 FramebufferTexture* 6 Interpolation Functions 9 U ColorMaterial 2 PrimitiveRestartIndex 1 FrontFace 3 Interpolation Qualifiers 7 Uniform Qualifiers 7 ColorPointer 1 PrioritizeTextures 4 Frustum 2 Invariant Qualifiers 7 Uniform Variables 2,3 ColorSum 4 Program {Pipeline} Objects 2 IsBuffer 2 Uniform* 3 Color{Sub}Table 3 G Program Queries 3 IsEnabled* 6 UniformBlockBinding 3 1 ColorTableParameter* 3 GenBuffers ProgramBinary 2 IsFramebuffer 6 UniformMatrix* 3 5 Command Letters 1 GenerateMipmap ProgramParameteri 2 IsList 6 UniformSubroutines* 3 5 Common Functions 8,9 GenFramebuffers ProgramUniform{Matrix}* 3 IsProgram{Pipeline} 3 UnmapBuffer 1 6 CompileShader 2 GenLists ProvokingVertex 2 IsQuery 2 UseProgram{Stages} 2 2 CompressedTexImage* 4 GenProgramPipelines {Push, Pop}Attrib 6 IsRenderbuffer 6 2 CompressedTexSubImage* 4,5 GenQueries {Push, Pop}ClientAttrib 6 V IsSampler 5 5 Constants 8 GenRenderbuffers {Push, Pop}Matrix 2 ValidateProgram{Pipeline} 3 IsShader 3 4 Constructors 8 GenSamplers {Push, Pop}Name 6 Variables 8 IsSync 5 4 ConvolutionFilter* 3,4 GenTextures Varying Variables 3 IsTexture 5 Q 2 ConvolutionParameter* 4 GenTransformFeedbacks Vector Components 7 IsTransformFeedback 2 Qualifiers 7,8 2 CopyBufferSubData 2 GenVertexArrays Vector & Matrix 8 IsVertexArray 2 QueryCounter 6 9 CopyColor{Sub}Table 3 Geometric Functions Vector Relational Functions 9 Iteration and Jumps 8 CopyConvolutionFilter* 4 Geometry & Follow-on Diagram 11 R Vertex & Tessellation Diagram 11 9 L CopyPixels 6 Geometry Shader Functions Rasterization 3,4 Vertex Arrays 1 Layout Qualifiers 7 CopyTexImage* 4 GetActiveAtomicCounterBuffer... 2 RasterPos* 2 Vertex Attributes 2 2 Length 8 CopyTexSubImage* 4 GetActiveAttrib ReadBuffer 6 Vertex{P}* 1 3 Light* 2 CreateProgram 2 GetActiveSubroutine* ReadPixels 6 VertexAttrib* 1 2,3 LightModel* 2 CreateShader{Programv} 2 GetActiveUniform* Rect* 2 VertexAttrib*Pointer 1 3 Line{Stipple, Width} 3 Cube Map Texture Select 5 GetAttachedShaders Relational Functions 9 VertexAttribDivisor 1 2 LinkProgram 2 CullFace 3 GetAttribLocation ReleaseShaderCompiler 2 VertexPointer 1 GetBoolean* 6 ListBase 6 Renderbuffer Object Queries 6 Viewport* 2 D GetBufferParameter* 2 LoadIdentity 2 RenderbufferStorage{Multisample} 5 DeleteBuffers 1 W GetBufferPointerv 2 Load{Transpose}Matrix* 2 RenderMode 6 DeleteFramebuffers 5 WaitSync 5 GetBufferSubData 2 LoadName 6 ResetHistogram 4 DeleteLists 6 WindowPos* 2 GetClipPlane 2 LogicOp 5
OpenGL is a registered trademark of Silicon Graphics International, used under license by Khronos Group. The Khronos Group is an industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics and dynamic media on a wide variety of platforms and devices. See www.khronos.org to learn more about the Khronos Group. See www.opengl.org to learn more about OpenGL.

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