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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_FLOATGL_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.

COPYRIGHT

       Copyright © 2010 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/.

AUTHORS

       opengl.org