Graphics Reference
In-Depth Information
Table 15-1
Implementation-Dependent State Queries (continued)
Minimum/
Initial
Value
State Variable
Description
Get Function
GL_MAX_
FRAGMENT_
UNIFORM_
COMPONENTS
Maximum number of
components for fragment
shader uniform variables
supported
896
glGetIntegerv
GL_MAX_
FRAGMENT_
UNIFORM_VECTORS
Maximum number of
vectors for fragment
shader uniform variables
supported
224
glGetIntegerv
GL_MAX_
FRAGMENT_
UNIFORM_BLOCKS
Maximum number of
fragment uniform buffers
per program supported
12
glGetIntegerv
GL_MAX_
FRAGMENT_INPUT_
COMPONENTS
Maximum number of
components of inputs
read by a fragment shader
supported
60
glGetIntegerv
GL_MAX_TEXTURE_
IMAGE_UNITS
Maximum number of
texture image units
accessible by a fragment
shader supported
16
glGetIntegerv
GL_MIN_PROGRAM_
TEXEL_OFFSET
glGetIntegerv
Minimum texel offset
allowed in a lookup
supported
-8
GL_MAX_PROGRAM_
TEXEL_OFFSET
glGetIntegerv
Maximum texel offset
allowed in a lookup
supported
7
GL_MAX_UNIFORM_
BUFFER_BINDINGS
glGetIntegerv
Maximum number of
uniform buffer bindings
supported
24
GL_MAX_UNIFORM_
BLOCK_SIZE
Maximum size of a
uniform block supported
16384
glGetInteger64v
GL_UNIFORM_
BUFFER_OFFSET_
ALIGNMENT
Minimum required
alignment for uniform
buffer sizes and offsets
supported
1
glGetIntegerv
 
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