Module |
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Header |
/Engine/Source/Runtime/OpenGLDrv/Public/OpenGL.h |
Include |
#include "OpenGL.h" |
class FOpenGLBase
Base static class.
Name | Description | ||
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AmdWorkaround() |
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BeginQuery ( |
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BindBufferBase ( |
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BindBufferRange ( |
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BindFragDataLocation ( |
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BindImageTexture ( |
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BindProgramPipeline ( |
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BindSampler ( |
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BindVertexBuffer ( |
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BlendEquationi ( |
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BlendEquationSeparatei ( |
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BlendFunci ( |
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BlendFuncSeparatei ( |
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BlitFramebuffer ( |
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BufferStorage ( |
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BufferSubData ( |
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CheckFrameBuffer() |
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ClearBufferData ( |
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ClearBufferfi ( |
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ClearBufferfv ( |
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ClearBufferiv ( |
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ClearDepth ( |
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ClientWaitSync ( |
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ColorMaskIndexed |
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CompressedTexImage3D ( |
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CompressedTexSubImage3D ( |
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CopyBufferSubData ( |
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CopyImageSubData ( |
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CopyTexSubImage2D ( |
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CopyTexSubImage3D ( |
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CopyTextureLevels ( |
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FPlatformOpe... |
CreateContext ( |
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FPlatformOpe... |
CreateDevice() |
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GLuint |
CreateProgram() |
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GLuint |
CreateShader ( |
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DeleteBuffers ( |
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DeleteProgramPipelines ( |
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DeleteQueries ( |
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DeleteSamplers ( |
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DeleteShader ( |
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DeleteSync ( |
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DeleteTextures ( |
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DepthBounds ( |
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DepthRange |
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DisableIndexed ( |
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DiscardFramebufferEXT ( |
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DiscardFrameBufferToResize() |
Calling glBufferData() to discard-reupload is slower than calling glBufferSubData() on some platforms, because changing glBufferData() with a different size (from before) may incur extra validation. |
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DispatchCompute ( |
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DispatchComputeIndirect ( |
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DrawArraysIndirect ( |
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DrawArraysInstanced ( |
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DrawBuffer ( |
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DrawBuffers ( |
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DrawElementsIndirect ( |
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DrawElementsInstanced ( |
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DrawRangeElements ( |
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EnableIndexed ( |
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EnableSupportsClipControl() |
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EndQuery ( |
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FenceSync ( |
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Flush() |
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FrameBufferFetchBarrier() |
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FramebufferRenderbuffer ( |
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FramebufferTexture ( |
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FramebufferTexture2D ( |
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FramebufferTexture3D ( |
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FramebufferTextureLayer ( |
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GenerateMipmap ( |
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GenProgramPipelines ( |
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GenQueries ( |
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GenSamplers ( |
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GetAdapterName() |
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GetCompressedTexImage ( |
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GLenum |
GetDepthFormat() |
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ERHIFeatureL... |
GetFeatureLevel() |
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GLint |
GetFirstComputeTextureUnit() |
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GLint |
GetFirstComputeUAVUnit() |
Image load/store units. |
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GLint |
GetFirstDomainTextureUnit() |
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GLint |
GetFirstGeometryTextureUnit() |
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GLint |
GetFirstHullTextureUnit() |
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GLint |
GetFirstPixelTextureUnit() |
Indices per unit are set in this order [Pixel, Vertex, Geometry, Hull, Domain]. |
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GLint |
GetFirstPixelUAVUnit() |
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GLint |
GetFirstVertexTextureUnit() |
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GLsizei |
GetLabelObject ( |
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GLuint |
GetMajorVersion() |
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GLint |
GetMaxCombinedTextureImageUnits() |
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GLint |
GetMaxCombinedUAVUnits() |
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GLint |
GetMaxComputeTextureImageUnits() |
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GLint |
GetMaxComputeUAVUnits() |
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GLint |
GetMaxComputeUniformComponents() |
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GLint |
GetMaxDomainTextureImageUnits() |
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GLint |
GetMaxDomainUniformComponents() |
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GLint |
GetMaxGeometryTextureImageUnits() |
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GLint |
GetMaxGeometryUniformComponents() |
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GLint |
GetMaxHullTextureImageUnits() |
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GLint |
GetMaxHullUniformComponents() |
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GLint |
GetMaxMSAASamplesTileMem() |
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GLint |
GetMaxPixelUAVUnits() |
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GLint |
GetMaxPixelUniformComponents() |
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GLint |
GetMaxTextureImageUnits() |
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GLint |
GetMaxVaryingVectors() |
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GLint |
GetMaxVertexTextureImageUnits() |
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GLint |
GetMaxVertexUniformComponents() |
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GLuint |
GetMinorVersion() |
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GetProgramBinary ( |
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GetProgramPipelineInfoLog ( |
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GetProgramPipelineiv ( |
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GetQueryObject ( |
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GetQueryObject ( |
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GetReadHalfFloatPixelsEnum() |
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EShaderPlatf... |
GetShaderPlatform() |
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GLenum |
GetShadowDepthFormat() |
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const ANSICH... |
GetStringIndexed ( |
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GetTexImage ( |
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GLint |
GetTextureBufferAlignment() |
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GLenum |
GetTextureHalfFloatInternalFormat() |
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GLenum |
GetTextureHalfFloatPixelType() |
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GLuint64 |
GetTextureHandle ( |
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GLuint64 |
GetTextureSamplerHandle ( |
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GLuint |
GetUniformBlockIndex ( |
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GLenum |
GetVertexHalfFloatFormat() |
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GetVideoMemorySize() |
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HasHardwareHiddenSurfaceRemoval() |
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InitDebugContext() |
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IsDebugContent() |
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IsProgramPipeline ( |
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IsSync ( |
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LabelObject ( |
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MakeTextureHandleNonResident ( |
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MakeTextureHandleResident ( |
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void * |
MapBufferRange ( |
Will assert at run-time if not implemented: |
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MemoryBarrier ( |
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NeedsVertexAttribRemapTable() |
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PatchParameteri ( |
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PE_GetCurrentOpenGLShaderDeviceCapabilities ( |
For platform extensions |
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PE_GLSLToDeviceCompatibleGLSL ( |
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PE_SetupTextureFormat ( |
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PolygonMode ( |
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PopGroupMarker() |
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PreferredPixelFormatHint ( |
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ProcessExtensions ( |
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ProcessQueryGLInt() |
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ProgramBinary ( |
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ProgramParameter ( |
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ProgramUniform1i ( |
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ProgramUniform4fv ( |
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ProgramUniform4iv ( |
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ProgramUniform4uiv ( |
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PushGroupMarker ( |
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QueryTimestampCounter ( |
Silently ignored if not implemented: |
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ReadBuffer ( |
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SetSamplerParameter ( |
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SetupDefaultGLContextState ( |
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SupportsASTC() |
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SupportsBGRA8888() |
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SupportsBGRA8888RenderTarget() |
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SupportsBindlessTexture() |
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SupportsBlitFramebuffer() |
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SupportsBufferStorage() |
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SupportsClientStorage() |
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SupportsClipControl() |
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SupportsColorBufferFloat() |
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SupportsColorBufferHalfFloat() |
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SupportsCombinedDepthStencilAttachment() |
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SupportsComputeShaders() |
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SupportsCopyBuffer() |
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SupportsCopyImage() |
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SupportsCopyTextureLevels() |
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SupportsDepthBoundsTest() |
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SupportsDepthStencilReadSurface() |
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SupportsDepthTexture() |
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SupportsDiscardFrameBuffer() |
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SupportsDisjointTimeQueries() |
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SupportsDrawBuffers() |
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SupportsDrawIndexOffset() |
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SupportsDrawIndirect() |
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SupportsDXT() |
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SupportsETC2() |
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SupportsExactOcclusionQueries() |
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SupportsFastBufferData() |
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SupportsFences() |
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SupportsFloatReadSurface() |
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SupportsFramebufferSRGBEnable() |
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SupportsGenerateMipmap() |
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SupportsImageExternal() |
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SupportsIndexedExtensions() |
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SupportsMapBuffer() |
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SupportsMobileMultiView() |
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SupportsMultipleRenderTargets() |
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SupportsMultisampledTextures() |
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SupportsOcclusionQueries() |
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SupportsPackedDepthStencil() |
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SupportsPixelBuffers() |
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SupportsPolygonMode() |
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SupportsProgramBinary() |
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SupportsR11G11B10F() |
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SupportsResourceView() |
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SupportsRG16UI() |
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SupportsRG32UI() |
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SupportsRGB10A2() |
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SupportsRGBA8() |
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SupportsSamplerObjects() |
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SupportsSeamlessCubeMap() |
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SupportsSeparateAlphaBlend() |
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SupportsSeparateShaderObjects() |
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SupportsShaderDepthStencilFetch() |
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SupportsShaderFramebufferFetch() |
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SupportsShaderTextureCubeLod() |
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SupportsShaderTextureLod() |
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SupportsSRGB() |
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SupportsStructuredBuffers() |
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SupportsTessellation() |
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SupportsTexture3D() |
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SupportsTextureBaseLevel() |
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SupportsTextureCompare() |
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SupportsTextureCubeLodEXT() |
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SupportsTextureFilterAnisotropic() |
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SupportsTextureFloat() |
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SupportsTextureHalfFloat() |
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SupportsTextureLODBias() |
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SupportsTextureMaxLevel() |
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SupportsTextureNPOT() |
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SupportsTextureRange() |
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SupportsTextureSwizzle() |
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SupportsTextureView() |
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SupportsTimestampQueries() |
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SupportsUniformBuffers() |
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SupportsVertexArrayBGRA() |
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SupportsVertexArrayObjects() |
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SupportsVertexAttribBinding() |
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SupportsVertexAttribByte() |
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SupportsVertexAttribDouble() |
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SupportsVertexAttribInteger() |
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SupportsVertexAttribShort() |
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SupportsVertexHalfFloat() |
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SupportsVolumeTextureRendering() |
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SupportsWideMRT() |
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TexBuffer ( |
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TexBufferRange ( |
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TexImage2DMultisample ( |
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TexImage3D ( |
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TexParameter ( |
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TexStorage2D ( |
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TexStorage2DMultisample ( |
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TexStorage3D ( |
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TexSubImage3D ( |
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TextureRange ( |
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TextureView ( |
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TimerQueryDisjoint() |
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Uniform4uiv ( |
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UniformBlockBinding ( |
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UniformHandleui64 ( |
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UnmapBuffer ( |
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UnmapBufferRange |
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UseProgramStages ( |
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ValidateProgramPipeline ( |
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VertexAttrib4bv ( |
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VertexAttrib4dv ( |
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VertexAttrib4Nbv ( |
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VertexAttrib4Nsv ( |
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VertexAttrib4Nubv ( |
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VertexAttrib4sv ( |
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VertexAttrib4ubv ( |
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VertexAttribBinding ( |
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VertexAttribDivisor ( |
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VertexAttribFormat ( |
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VertexAttribI4bv ( |
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VertexAttribI4iv ( |
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VertexAttribI4sv ( |
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VertexAttribI4ubv ( |
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VertexAttribI4uiv ( |
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VertexAttribI4usv ( |
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VertexAttribIFormat ( |
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VertexAttribIPointer ( |
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VertexAttribPointer ( |
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VertexBindingDivisor ( |
Name |
Description |
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---|---|---|
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EFenceResult |
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EQueryMode |
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EResourceLockMode |
Name |
Description |
---|---|
bAmdWorkaround |
Workaround AMD driver issues. |
bSupportsASTC |
GL_KHR_texture_compression_astc_ldr |
bSupportsClipControl |
GL_ARB_clip_control |
bSupportsCopyImage |
GL_ARB_copy_image |
bSupportsDrawBuffersBlend |
GL_ARB_draw_buffers_blend |
bSupportsSeamlessCubemap |
GL_ARB_seamless_cube_map |
bSupportsTextureFilterAnisotropic |
GL_EXT_texture_filter_anisotropic Can we use anisotropic filtering? |
bSupportsVolumeTextureRendering |
Can we render to texture 2D array or 3D |
MaxCombinedTextureImageUnits |
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MaxDomainTextureImageUnits |
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MaxDomainUniformComponents |
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MaxGeometryTextureImageUnits |
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MaxGeometryUniformComponents |
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MaxHullTextureImageUnits |
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MaxHullUniformComponents |
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MaxPixelUniformComponents |
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MaxTextureImageUnits |
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MaxVaryingVectors |
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MaxVertexTextureImageUnits |
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MaxVertexUniformComponents |
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TextureBufferAlignment |