| FOpenGLBase
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Module |
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Header |
/Engine/Source/Runtime/OpenGLDrv/Public/OpenGLES.h |
Include |
#include "OpenGLES.h" |
struct FOpenGLES : public FOpenGLBase
Name | Description | ||
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BeginQuery ( |
Optional. |
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BindBufferBase ( |
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BindBufferRange ( |
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BindImageTexture ( |
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BindSampler ( |
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BlitFramebuffer ( |
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BufferSubData ( |
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ClearBufferfi ( |
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ClearBufferfv ( |
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ClearBufferiv ( |
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ClearDepth ( |
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ColorMaskIndexed |
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CompressedTexImage3D ( |
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CopyBufferSubData ( |
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CopyImageSubData ( |
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CopyTexSubImage1D ( |
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CopyTexSubImage2D ( |
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CopyTexSubImage3D ( |
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FPlatformOpe... |
CreateContext ( |
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FPlatformOpe... |
CreateDevice() |
Static FORCEINLINE void BindBufferBase(GLenum Target, GLuint Index, GLuint Buffer) UGL_OPTIONAL_VOID static FORCEINLINE GLuint GetUniformBlockIndex(GLuint Program, const GLchar *UniformBlockName)UGL_REQUIRED(GL_INVALID_INDEX) |
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DeleteQueries ( |
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DeleteSamplers ( |
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DepthRange |
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DisableIndexed ( |
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DiscardFramebufferEXT ( |
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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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EnableIndexed ( |
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EndQuery ( |
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FramebufferTexture ( |
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FramebufferTexture2D ( |
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FramebufferTexture3D ( |
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FramebufferTextureLayer ( |
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GenBuffers ( |
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GenQueries ( |
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GenSamplers ( |
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GenTextures ( |
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GetAdapterName() |
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GLenum |
GetDepthFormat() |
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ERHIFeatureL... |
GetFeatureLevel() |
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GLsizei |
GetLabelObject ( |
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GLuint |
GetMajorVersion() |
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GLint |
GetMaxMSAASamplesTileMem() |
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GLuint |
GetMinorVersion() |
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GetProgramBinary ( |
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GetQueryObject ( |
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GetQueryObject ( |
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GetReadHalfFloatPixelsEnum() |
Adreno doesn't support HALF_FLOAT. |
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EShaderPlatf... |
GetShaderPlatform() |
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GLenum |
GetShadowDepthFormat() |
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GLenum |
GetTextureHalfFloatInternalFormat() |
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GLenum |
GetTextureHalfFloatPixelType() |
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GLuint |
GetUniformBlockIndex ( |
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GLenum |
GetVertexHalfFloatFormat() |
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HasBinaryProgramRetrievalFailed() |
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IsCheckingShaderCompilerHacks() |
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IsES31Usable() |
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IsES32Usable() |
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IsLimitingShaderCompileCount() |
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LabelObject ( |
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void * |
MapBufferRange ( |
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MemoryBarrier ( |
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NeedsVertexAttribRemapTable() |
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PopGroupMarker() |
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ProcessExtensions ( |
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ProcessQueryGLInt() |
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ProgramBinary ( |
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ProgramParameter ( |
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ProgramUniform4uiv ( |
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PushGroupMarker ( |
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QueryTimestampCounter ( |
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ReadBuffer ( |
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RequiresARMShaderFramebufferFetchDepthStencilUndef() |
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RequiresDisabledEarlyFragmentTests() |
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RequiresDontEmitPrecisionForTextureSamplers() |
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RequiresGLFragCoordVaryingLimitHack() |
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RequiresRoundFunctionHack() |
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RequiresTexture2DPrecisionHack() |
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RequiresTextureCubeLodEXTToTextureCubeLodDefine() |
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RequiresUEShaderFramebufferFetchDef() |
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SetSamplerParameter ( |
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SupportsBGRA8888() |
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SupportsBGRA8888RenderTarget() |
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SupportsBlitFramebuffer() |
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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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SupportsCopyTextureLevels() |
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SupportsDepthStencilRead() |
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SupportsDepthTexture() |
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SupportsDiscardFrameBuffer() |
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SupportsDisjointTimeQueries() |
MLCHANGES END. |
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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() |
On iOS both glMapBufferOES() and glBufferSubData() for immediate vertex and index data is the slow path (they both hit GPU sync and data cache flush in driver according to profiling in driver symbols). |
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SupportsFences() |
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SupportsFloatReadSurface() |
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SupportsFramebufferSRGBEnable() |
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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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SupportsMultisampledRenderToTexture() |
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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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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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SupportsStandardDerivativesExtension() |
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SupportsStructuredBuffers() |
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SupportsTexture3D() |
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SupportsTextureBaseLevel() |
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SupportsTextureCompare() |
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SupportsTextureCubeLodEXT() |
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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() |
ES 2 will not work with non-power of two textures with non-clamp mode. |
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SupportsTextureSwizzle() |
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SupportsTimestampQueries() |
MLCHANGES BEGIN changed to use bSupportsDisjointTimeQueries. |
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SupportsUniformBuffers() |
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SupportsVertexArrayBGRA() |
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SupportsVertexArrayObjects() |
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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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SupportsWideMRT() |
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TexBuffer ( |
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TexBufferRange ( |
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TexImage3D ( |
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TexParameter ( |
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TexStorage2D ( |
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TexStorage3D ( |
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TexSubImage3D ( |
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TimerQueryDisjoint() |
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UniformBlockBinding ( |
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UnmapBuffer ( |
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UnmapBufferRange |
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UseES30ShadingLanguage() |
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VertexAttribDivisor ( |
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VertexAttribIPointer ( |
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VertexAttribPointer ( |
Name |
Description |
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EFeatureLevelSupport |
Name |
Description |
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bBinaryProgramRetrievalFailed |
This indicates failure when attempting to retrieve driver's binary representation of the hack program |
bES31Support |
Whether device supports ES 3.1 |
bHasHardwareHiddenSurfaceRemoval |
Whether device supports Hidden Surface Removal |
bIsCheckingShaderCompilerHacks |
Indicates shader compiler hack checks are being tested |
bIsLimitingShaderCompileCount |
Indicates shader compiler should be limited |
bNeedsVertexAttribRemap |
Vertex attributes need remapping if GL_MAX_VERTEX_ATTRIBS < 16 |
bRequiresARMShaderFramebufferFetchDepthStencilUndef |
This is to avoid a bug in Adreno drivers that define GL_ARM_shader_framebuffer_fetch_depth_stencil even when device does not support this extension |
bRequiresDisabledEarlyFragmentTests |
Some Mali devices do not work correctly with early_fragment_test enabled |
bRequiresDontEmitPrecisionForTextureSamplers |
This is a hack to remove the calls to "precision sampler" defaults which are produced by the cross compiler however don't compile on some android platforms |
bRequiresGLFragCoordVaryingLimitHack |
This is a hack to remove the gl_FragCoord if shader will fail to link if exceeding the max varying on android platforms |
bRequiresRoundFunctionHack |
This is a hack to add a round() function when not available to a shader compiler |
bRequiresTexture2DPrecisionHack |
This hack fixes an issue with SGX540 compiler which can get upset with some operations that mix highp and mediump |
bRequiresTextureCubeLodEXTToTextureCubeLodDefine |
Some android platforms require textureCubeLod to be used some require textureCubeLodEXT however they either inconsistently or don't use the GL_TextureCubeLodEXT extension definition |
bRequiresUEShaderFramebufferFetchDef |
Workaround for GL_EXT_shader_framebuffer_fetch |
bSupportsBGRA8888 |
GL_APPLE_texture_format_BGRA8888 |
bSupportsBGRA8888RenderTarget |
Whether BGRA supported as color attachment |
bSupportsColorBufferFloat |
GL_EXT_color_buffer_float |
bSupportsColorBufferHalfFloat |
GL_EXT_color_buffer_half_float |
bSupportsCopyTextureLevels |
GL_APPLE_copy_texture_levels |
bSupportsDepthTexture |
GL_OES_depth_texture |
bSupportsDiscardFrameBuffer |
GL_EXT_discard_framebuffer |
bSupportsDisjointTimeQueries |
GL_EXT_disjoint_timer_query |
bSupportsDXT |
GL_NV_texture_compression_s3tc, GL_EXT_texture_compression_s3tc |
bSupportsETC2 |
OpenGL ES 3.0 profile |
bSupportsMapBuffer |
GL_OES_mapbuffer |
bSupportsMobileMultiView |
Whether device supports mobile multi-view |
bSupportsMultisampledRenderToTexture |
GL_EXT_MULTISAMPLED_RENDER_TO_TEXTURE |
bSupportsNVFrameBufferBlit |
GL_NV_framebuffer_blit |
bSupportsOcclusionQueries |
GL_ARB_occlusion_query2, GL_EXT_occlusion_query_boolean |
bSupportsPackedDepthStencil |
GL_OES_packed_depth_stencil |
bSupportsProgramBinary |
GL_OES_get_program_binary |
bSupportsRGB10A2 |
GL_OES_vertex_type_10_10_10_2 |
bSupportsRGBA8 |
GL_OES_rgb8_rgba8 |
bSupportsShaderDepthStencilFetch |
GL_ARM_shader_framebuffer_fetch_depth_stencil |
bSupportsShaderFramebufferFetch |
GL_EXT_shader_framebuffer_fetch |
bSupportsShaderTextureCubeLod |
TextureCubeLod |
bSupportsShaderTextureLod |
GL_EXT_shader_texture_lod |
bSupportsStandardDerivativesExtension |
GL_OES_standard_derivations |
bSupportsTextureBuffer |
GL_EXT_texture_buffer. |
bSupportsTextureCubeLodEXT |
TextureCubeLodEXT |
bSupportsTextureFloat |
GL_OES_texture_float |
bSupportsTextureHalfFloat |
GL_OES_texture_half_float |
bSupportsTextureNPOT |
GL_OES_texture_npot |
bSupportsTextureStorageEXT |
GL_EXT_texture_storage |
bSupportsVertexArrayObjects |
GL_OES_vertex_array_object |
bSupportsVertexHalfFloat |
GL_OES_vertex_half_float |
bTimerQueryCanBeDisjoint |
Some timer query implementations are never disjoint |
bUseES30ShadingLanguage |
Whether to use ES 3.0 shading language |
bUseHalfFloatTexStorage |
Whether to use ES 3.0 function glTexStorage2D to allocate storage for GL_HALF_FLOAT_OES render target textures |
CurrentFeatureLevelSupport |
Describes which feature level is currently being supported |
MaxCombinedUAVUnits |
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MaxComputeTextureImageUnits |
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MaxComputeUAVUnits |
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MaxComputeUniformComponents |
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MaxMSAASamplesTileMem |
Maximum number of MSAA samples supported on chip in tile memory, or 1 if not available |
MaxPixelUAVUnits |
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ShaderHighPrecision |
GL_FRAGMENT_SHADER, GL_HIGH_FLOAT |
ShaderLowPrecision |
GL_FRAGMENT_SHADER, GL_LOW_FLOAT |
ShaderMediumPrecision |
GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT |