plucky (3) glGetShaderPrecisionFormat.3G.gz

Provided by: opengl-4-man-doc_1.0~svn33624-3_all bug

NAME

       glGetShaderPrecisionFormat - retrieve the range and precision for numeric formats supported by the shader
       compiler

C SPECIFICATION

       void glGetShaderPrecisionFormat(GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision);

PARAMETERS

       shaderType
           Specifies the type of shader whose precision to query.  shaderType must be GL_VERTEX_SHADER or
           GL_FRAGMENT_SHADER.

       precisionType
           Specifies the numeric format whose precision and range to query.

       range
           Specifies the address of array of two integers into which encodings of the implementation's numeric
           range are returned.

       precision
           Specifies the address of an integer into which the numeric precision of the implementation is
           written.

DESCRIPTION

       glGetShaderPrecisionFormat retrieves the numeric range and precision for the implementation's
       representation of quantities in different numeric formats in specified shader type.  shaderType specifies
       the type of shader for which the numeric precision and range is to be retrieved and must be one of
       GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.  precisionType specifies the numeric format to query and must be
       one of GL_LOW_FLOAT, GL_MEDIUM_FLOAT GL_HIGH_FLOAT, GL_LOW_INT, GL_MEDIUM_INT, or GL_HIGH_INT.

       range points to an array of two integers into which the format's numeric range will be returned. If min
       and max are the smallest values representable in the format, then the values returned are defined to be:
       range[0] = floor(log2(|min|)) and range[1] = floor(log2(|max|)).

       precision specifies the address of an integer into which will be written the log2 value of the number of
       bits of precision of the format. If the smallest representable value greater than 1 is 1 + eps, then the
       integer addressed by precision will contain floor(-log2(eps)).

ERRORS

       GL_INVALID_ENUM is generated if shaderType or precisionType is not an accepted value.

VERSION SUPPORT

       ┌───────────────────────────┬───────────────────────────────────────────────────────────────────────┐
       │                           │                OpenGL Version                                         │
       ├───────────────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/                          │     │     │     │     │     │     │     │     │     │     │     │     │
       │Feature                    │     │     │     │     │     │     │     │     │     │     │     │     │
       │Name                       │     │     │     │     │     │     │     │     │     │     │     │     │
       ├───────────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glGetShaderPrecisionFormat │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       └───────────────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       Copyright © 2010-2014 Khronos Group. This material may be distributed subject to the terms and conditions
       set forth in the Open Publication License, v 1.0, 8 June 1999.  http://opencontent.org/openpub/.

       Copyright © 2010-2014 Khronos Group

[FIXME: source]                                    11/18/2024                           GLGETSHADERPRECISION(3G)