bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); glGetIntegerv( GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UniformBufferOffset); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { bool Validated(true); Validated = Validated && this->checkExtension("GL_ARB_texture_buffer_range"); if(Validated) Validated = initTest(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { bool Validated = true; glEnable(GL_CULL_FACE); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated(true); this->ReadPixelData.resize(640 * 480); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { GLint MajorVersion = 0; GLint MinorVersion = 0; glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion); glGetIntegerv(GL_MINOR_VERSION, &MinorVersion); bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initQuery(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated(true); Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_texture_compression_s3tc"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initTexture(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { bool Validated = this->checkExtension("GL_ARB_buffer_storage"); this->ReadPixelData.resize(640 * 480); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { caps Caps(caps::CORE); bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated(true); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initTest(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); this->logImplementationDependentLimit(GL_MAX_SUBROUTINES, "GL_MAX_SUBROUTINES"); return Validated; }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initSampler(); return Validated; }
bool begin() { bool Validated = this->checkExtension("GL_NV_shader_thread_group"); caps Caps(caps::CORE); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); glEnable(GL_DEPTH_TEST); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDrawBuffer(GL_BACK); if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; return Validated; }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); glGenQueries(1, &Query); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initFeedback(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated(true); Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_ARB_shader_storage_buffer_object"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initProgram(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load"); Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_PROGRAM_POINT_SIZE); //glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT); glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initTest(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = amd::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && amd::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); // Set initial rendering states glEnable(GL_DEPTH_TEST); return Validated && amd::checkError("begin"); }
bool begin() { bool Validated(true); Validated = Validated && this->checkExtension("GL_ARB_invalidate_subdata"); if(Validated) Validated = initState(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initFeedback(); glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]); UniformPointer = (glm::mat4*)glMapBufferRange( GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); return Validated; }
bool begin() { bool Validated(true); Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load"); Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); return Validated; }
bool begin() { bool Validated(true); Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initUniformBuffer(); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_ARB_viewport_array"); Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initTest(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = this->checkExtension("GL_ARB_sparse_buffer"); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) { UniformPointer = (glm::mat4*)glMapNamedBufferRange( BufferName[buffer::TRANSFORM], 0, sizeof(glm::mat4), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); } return Validated; }
bool begin() { bool Validated(true); // Explicitly convert linear pixel color to sRGB color space, as FramebufferName is a sRGB FBO // Shader execution is done with linear color to get correct linear algebra working. glEnable(GL_FRAMEBUFFER_SRGB); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated(true); glEnable(GL_PROGRAM_POINT_SIZE); glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT); //glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); return Validated && glf::checkError("begin"); }
bool begin() { GLint NumProgramBinaryFormats(0); glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &NumProgramBinaryFormats); std::vector<GLint> ProgramBinaryFormats(static_cast<std::size_t>(NumProgramBinaryFormats)); glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &ProgramBinaryFormats[0]); bool Validated = NumProgramBinaryFormats > 0 ? true : false; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); return Validated; }