GLGET - Online Linux Manual PageSection : 3G
Updated : 01/20/2022
Source : [FIXME: source]
Note : [FIXME: manual]

NAMEglGet − return the value or values of a selected parameter

C SPECIFICATIONvoid glGetBooleanv(GLenum pname, GLboolean * data); void glGetDoublev(GLenum pname, GLdouble * data); void glGetFloatv(GLenum pname, GLfloat * data); void glGetIntegerv(GLenum pname, GLint * data); void glGetInteger64v(GLenum pname, GLint64 * data); void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data); void glGetIntegeri_v(GLenum target, GLuint index, GLint * data); void glGetFloati_v(GLenum target, GLuint index, GLfloat * data); void glGetDoublei_v(GLenum target, GLuint index, GLdouble * data); void glGetInteger64i_v(GLenum target, GLuint index, GLint64 * data);

PARAMETERSpname Specifies the parameter value to be returned for non−indexed versions of glGet​. The symbolic constants in the list below are accepted​. target Specifies the parameter value to be returned for indexed versions of glGet​. The symbolic constants in the list below are accepted​. index Specifies the index of the particular element being queried​. data Returns the value or values of the specified parameter​.

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

NOTESThe following parameters return the associated value for the active texture unit: GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, GL_TEXTURE_3D and GL_TEXTURE_BINDING_3D​. GL_MAX_VIEWPORTS, GL_VIEWPORT_SUBPIXEL_BITS, GL_VIEWPORT_BOUNDS_RANGE, GL_LAYER_PROVOKING_VERTEX, and GL_VIEWPORT_INDEX_PROVOKING_VERTEX are available only if the GL version is 4​.1 or greater​. GL_MAX_VERTEX_ATOMIC_COUNTERS, GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS, GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS, GL_MAX_GEOMETRY_ATOMIC_COUNTERS, GL_MAX_FRAMGENT_ATOMIC_COUNTERS, and GL_MIN_MAP_BUFFER_ALIGNMENT are accepted by pname only if the GL version is 4​.2 or greater​. GL_MAX_ELEMENT_INDEX is accepted by pname only if the GL version is 4​.3 or greater​. GL_MAX_COMPUTE_UNIFORM_BLOCKS, GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, GL_MAX_COMPUTE_UNIFORM_COMPONENTS, GL_MAX_COMPUTE_ATOMIC_COUNTERS, GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS, GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, GL_MAX_COMPUTE_WORK_GROUP_COUNT, and GL_MAX_COMPUTE_WORK_GROUP_SIZE and GL_DISPATCH_INDIRECT_BUFFER_BINDING are available only if the GL version is 4​.3 or greater​. GL_MAX_DEBUG_GROUP_STACK_DEPTH, GL_DEBUG_GROUP_STACK_DEPTH and GL_MAX_LABEL_LENGTH are accepted only if the GL version is 4​.3 or greater​. GL_MAX_UNIFORM_LOCATIONS is accepted only if the GL version is 4​.3 or greater​. GL_MAX_FRAMEBUFFER_WIDTH, GL_MAX_FRAMEBUFFER_HEIGHT, GL_MAX_FRAMEBUFFER_LAYERS, and GL_MAX_FRAMEBUFFER_SAMPLES are available only if the GL version is 4​.3 or greater​. GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS, GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, and GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS are available only if the GL version is 4​.3 or higher​. GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT is available only if the GL version is 4​.3 or greater​. GL_VERTEX_BINDING_DIVISOR, GL_VERTEX_BINDING_OFFSET, GL_VERTEX_BINDING_STRIDE, GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET and GL_MAX_VERTEX_ATTRIB_BINDINGS are available only if the GL version is 4​.3 or greater​.

ERRORSGL_INVALID_ENUM is generated if pname is not an accepted value​. GL_INVALID_VALUE is generated on any of glGetBooleani_v, glGetIntegeri_v, or glGetInteger64i_v if index is outside of the valid range for the indexed state target​.

VERSION SUPPORT OpenGL Version Function / Feature Name 2​.0 none;'>none;'>none;'>none;'>none;'>none;'>none;'>none;'>none;'>none;'>none;'>none;'>none;'> 2​.1 3​.0 3​.1 3​.2 3​.3 4​.0 4​.1 4​.2 4​.3 4​.4 4​.5 glGetBooleani_v glGetBooleanv glGetDoublei_v glGetDoublev glGetFloati_v glGetFloatv glGetInteger64i_v glGetInteger64v glGetIntegeri_v glGetIntegerv

SEE ALSOglGetActiveUniform(), glGetAttachedShaders(), glGetAttribLocation(), glGetBufferParameter(), glGetBufferPointerv(), glGetBufferSubData(), glGetCompressedTexImage(), glGetError(), glGetProgram(), glGetProgramInfoLog(), glGetQueryiv(), glGetQueryObject(), glGetShader(), glGetShaderInfoLog(), glGetShaderSource(), glGetString(), glGetTexImage(), glGetTexLevelParameter(), glGetTexParameter(), glGetUniform(), glGetUniformLocation(), glGetVertexAttrib(), glGetVertexAttribPointerv(), glIsEnabled()

COPYRIGHTCopyright © 1991−2006 Silicon Graphics, Inc​. Copyright © 2010−2014 Khronos Group​. This document is licensed under the SGI Free Software B License​. For details, see http://oss​.sgi​.com/projects/FreeB/​.

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Copyright © 1991-2006 Silicon Graphics, Inc.
Copyright © 2010-2014 Khronos Group
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