Opentk/Source/Bind/Specifications/Docs/ES20/glGetShaderPrecisionFormat.xml
2014-03-28 20:06:55 +01:00

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
<refentry id="glGetShaderPrecisionFormat">
<refmeta>
<refentrytitle>glGetShaderPrecisionFormat</refentrytitle>
<manvolnum>3G</manvolnum>
</refmeta>
<refnamediv>
<refname>glGetShaderPrecisionFormat</refname>
<refpurpose>return the range and precision for different shader numeric formats</refpurpose>
</refnamediv>
<refsynopsisdiv><title>C Specification</title>
<funcsynopsis>
<funcprototype>
<funcdef>void <function>glGetShaderPrecisionFormat</function></funcdef>
<paramdef>GLenum <parameter>shaderType</parameter></paramdef>
<paramdef>GLenum <parameter>precisionType</parameter></paramdef>
<paramdef>GLint *<parameter>range</parameter></paramdef>
<paramdef>GLint *<parameter>precision</parameter></paramdef>
</funcprototype>
</funcsynopsis>
</refsynopsisdiv>
<refsect1 id="parameters"><title>Parameters</title>
<variablelist>
<varlistentry>
<term><parameter>shaderType</parameter></term>
<listitem>
<para>Specifies the type of shader to query.
Must be either <constant>GL_VERTEX_SHADER</constant>
or <constant>GL_FRAGMENT_SHADER</constant>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>precisionType</parameter></term>
<listitem>
<para>Specifies the numeric format to query, corresponding to a shader precision qualifier and variable type.
Must be one of <constant>GL_LOW_FLOAT</constant>, <constant>GL_MEDIUM_FLOAT</constant>,
<constant>GL_HIGH_FLOAT</constant>, <constant>GL_LOW_INT</constant>,
<constant>GL_MEDIUM_INT</constant>, or <constant>GL_HIGH_INT</constant>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>range</parameter></term>
<listitem>
<para>Specifies a pointer to the two-element array in which the
<inlineequation><mml:math>
<!-- eqn: log sub 2:-->
<mml:mrow>
<mml:msub><mml:mi mathvariant="italic">log</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
</mml:mrow>
</mml:math></inlineequation>
of the minimum and maximum representable magnitudes of the format
are returned.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>precision</parameter></term>
<listitem>
<para>Specifies a pointer to the location in which the
<inlineequation><mml:math>
<!-- eqn: log sub 2:-->
<mml:mrow>
<mml:msub><mml:mi mathvariant="italic">log</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
</mml:mrow>
</mml:math></inlineequation>
of the precision of the format is returned.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1 id="description"><title>Description</title>
<para><function>glGetShaderPrecisionFormat</function>
returns range and precision limits for floating-point and integer shader variable formats with low,
medium, and high precision qualifiers.
When <inlineequation><mml:math><mml:mi mathvariant="italic">minRep</mml:mi></mml:math></inlineequation>
and <inlineequation><mml:math><mml:mi mathvariant="italic">maxRep</mml:mi></mml:math></inlineequation>
are the minimum and maximum representable values of the format,
<inlineequation><mml:math>
<!-- eqn: floor ( log sub 2 ( abs ( minRep ) ) ):-->
<mml:mrow>
<mml:mi mathvariant="italic">floor</mml:mi>
<mml:mo>&af;</mml:mo>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:msub><mml:mi mathvariant="italic">log</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
<mml:mo>&af;</mml:mo>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:mfenced open="|" close="|">
<mml:mrow>
<mml:mi mathvariant="italic">minRep</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math></inlineequation>
and
<inlineequation><mml:math>
<!-- eqn: floor ( log sub 2 ( abs ( maxRep ) ) ):-->
<mml:mrow>
<mml:mi mathvariant="italic">floor</mml:mi>
<mml:mo>&af;</mml:mo>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:msub><mml:mi mathvariant="italic">log</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
<mml:mo>&af;</mml:mo>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:mfenced open="|" close="|">
<mml:mrow>
<mml:mi mathvariant="italic">maxRep</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math></inlineequation>
are returned in
<parameter>range</parameter> as the first and second elements, respectively.</para>
<para>If the smallest representable value greater than 1 is
<inlineequation><mml:math>
<!-- eqn: ( 1 + eps ):-->
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:mn>1</mml:mn>
<mml:mo>+</mml:mo>
<mml:mn>&epsi;</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:math></inlineequation>
then
<inlineequation><mml:math>
<!-- eqn: floor ( -log sub 2 ( eps ) ):-->
<mml:mrow>
<mml:mi mathvariant="italic">floor</mml:mi>
<mml:mo>&af;</mml:mo>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:mo>-</mml:mo>
<mml:msub><mml:mi mathvariant="italic">log</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
<mml:mo>&af;</mml:mo>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:mn>&epsi;</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math></inlineequation>
is returned in <parameter>precision</parameter>.
An integer format will have an &epsi; of 1, and thus will return 0.
Floating-point formats will return values greater than 0.</para>
</refsect1>
<refsect1 id="notes"><title>Notes</title>
<para>The minimum range and precision required for different formats is
described in the <emphasis>OpenGL ES Shading Language Specification.</emphasis></para>
<para>If a high precision floating-point format is not supported for fragment shaders,
calling <function>glGetShaderPrecisionFormat</function> with arguments <constant>GL_FRAGMENT_SHADER</constant>
and <constant>GL_HIGH_FLOAT</constant> will return 0 for both <parameter>range</parameter> and
<parameter>precision</parameter>. Support for a high precision floating-point format is mandatory for
vertex shaders.</para>
<para>Shader compiler support is optional, and thus must be queried
before use by calling <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
with argument <constant>GL_SHADER_COMPILER</constant>. <citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>, <function>glGetShaderPrecisionFormat</function>, and
<citerefentry><refentrytitle>glReleaseShaderCompiler</refentrytitle></citerefentry> will
each generate <constant>GL_INVALID_OPERATION</constant> on implementations
that do not support a shader compiler. Such implementations instead offer the
<citerefentry><refentrytitle>glShaderBinary</refentrytitle></citerefentry>
alternative for supplying a pre-compiled shader binary.</para>
<para>If an error is generated, no change is made to the
contents of <parameter>range</parameter> or <parameter>precision</parameter>.</para>
</refsect1>
<refsect1 id="errors"><title>Errors</title>
<para><constant>GL_INVALID_OPERATION</constant> is generated if
a shader compiler is not supported.</para>
<para><constant>GL_INVALID_ENUM</constant> is generated if
<parameter>shaderType</parameter> or <parameter>precisionType</parameter> is not
an accepted value.</para>
</refsect1>
<refsect1 id="associatedgets"><title>Associated Gets</title>
<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
with argument <constant>GL_SHADER_COMPILER</constant></para>
</refsect1>
<refsect1 id="seealso"><title>See Also</title>
<para><citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry></para>
</refsect1>
<refsect1 id="copyright"><title>Copyright</title>
<para>
Copyright <trademark class="copyright"></trademark> 2008 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.
<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
</para>
</refsect1>
</refentry>