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OpenGL glCreateShader = 0 (Checked other post, solution didn't work)

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Heya, I'm trying to create an application using shaders, but I can't get OpenGL to create a shader Program. It just returns 0 and I don't know why. Could someone tell me how I can return the last error that OpenGL gave? Thanks. Here's the source code.
bool ShaderProgram::CreateProgram(std::string Name, std::string VertexPath, std::string FragmentPath, GLWindowEx* GLContext)
	// Do not want to over-write shader.
		return false;

	m_GLContext = GLContext;
	bool isCurrent = m_GLContext->MakeCurrent(true); // Check Context Is Current
	if(!isCurrent) // If it isn't we know the answer!
		MessageBoxA(NULL, "Couldn't Make Current For Some Reason", "Oops", MB_OK); // Messagebox is never shown. Current Context is valid.
        // Load Shader Data from file
	std::string VertData = LoadShader(VertexPath);
        // Mis-Named Functions. This loads the Shader Into Memory

	std::string FragData = LoadShader(FragmentPath);

        // Create Shader Program. This always returns 0.
	gluiShaderProgram = m_GLContext->glCreateProgram();
	m_GLContext->glAttachShader(gluiShaderProgram, gluiVertexShader);
	m_GLContext->glAttachShader(gluiShaderProgram, gluiFragmentShader);

	GLint status = 0;
	m_GLContext->glGetShaderiv(gluiVertexShader, GL_COMPILE_STATUS, &status);
	if(status != GL_TRUE)
		PrintInfoLog(gluiVertexShader, "Vertex");
		MessageBoxA(NULL, "Vertex shader failed to compile. Please see \"VertexShader.log\" for information.", "Shader Error", MB_OK);
		return false;
	m_GLContext->glGetShaderiv(gluiFragmentShader, GL_COMPILE_STATUS, &status);
	if(status != GL_TRUE)
		PrintInfoLog(gluiFragmentShader, "Fragment");
		MessageBoxA(NULL, "Fragment shader failed to compile. Please see \"FragmentShader.log\" for information.", "Shader Error", MB_OK);
		return false;

	return true;

Done some further testing and it appears that even the glCreateShader(GLenum) argument returns zero aswell. So none of my shaders are creating properly. EDIT: Also trying to use the ARB extensions aswell in case my OGL driver was out of date. Same error. I've also got gDEBugger if that helps anyone. I'm not entire sure how to use it ^.^ EDIT: I have checked to make sure I have a valid context directly before entering this method, which I do. EDIT: Out of curiosity I added "GLuint gluiVertexShader = glCreateShader(GL_VERTEX_SHADER);" Just before SwapBuffers(); in my OnDisplay() method. Function returns invalid index. I'm completely lost now. EDIT: Free cookies to anyone with a working solution :D [Edited by - Ehrys on March 16, 2008 10:22:37 AM]

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It's hard/impossible to tell from the posted code, since it involves utility functions (for example AddVertShader) which aren't contained. I assume it creates an object and adds shader code to it, but that's only speculation. The same goes for all the GLWindowEx functions that look like "normal" GL functions.

As the first thing, I'd assure that the shaders you try to compile actually have a chance to compile. That means, have a vertex shader which does ftransform() and nothing else, and a fragment shader that writes a constant color to gl_FragColor. If that "fixes" your code, then it's the shaders that are bugged, not the code.

If that still dosn't work, make a utility function, something like...

void CheckGL()
if ((GLenum GLerror = glGetError()) != GL_NO_ERROR)
fprintf(stderr, "GL error: %x\n", GLerror);
... and call this function after EACH function call inside ShaderProgram::CreateProgram that POSSIBLY calls something OpenGL.
You might even mace it a macro that includes __LINE__ or something (similar to assert()), so you can pinpoint the location where something is wrong.
The value of glGetError() should also tell you what's wrong.

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I was actually just about to post that up.

Aside fom the fact that AddVert/AddFrag are custom functions the specific functions in question are glCreateProgram and glCreateShader which are the standard OpenGL Functions as of 2.0

Also I have tried the functions relating to 1.4 using ARB Extensions. They also fail.

I modified the code above to:

// Do not want to over-write shader.
return false;

std::fstream GLErrorLog;
GLErrorLog.open("OpenGL.log", std::ios::out);
m_GLContext = GLContext;
bool isCurrent = m_GLContext->MakeCurrent(true);
GLenum Error = -1;
GLErrorLog << "Context Setting:" << std::endl;
while(Error != GL_NO_ERROR)
Error = glGetError();
GLErrorLog << Error << " - ";
GLErrorLog << gluErrorString(Error) << std::endl;
MessageBoxA(NULL, "Couldn't Make Current For Some Reason", "Oops", MB_OK);


std::string VertData = LoadShader(VertexPath);
std::string FragData = LoadShader(FragmentPath);

gluiShaderProgram = m_GLContext->glCreateProgram();
m_GLContext->glAttachShader(gluiShaderProgram, gluiVertexShader);
m_GLContext->glAttachShader(gluiShaderProgram, gluiFragmentShader);

Error = -1;
GLErrorLog << std::endl << "Shader Programming:" << std::endl;
while(Error != GL_NO_ERROR)
Error = glGetError();
GLErrorLog << Error << " - ";
GLErrorLog << gluErrorString(Error) << std::endl;

Which produces the following:


Context Setting:
0 - no error

Shader Programming:
0 - no error

EDIT: I just realised that I think you misunderstood what I was trying to explain, sorry my fault probably ^.^ I'll try and clarify.

As the first thing, I'd assure that the shaders you try to compile actually have a chance to compile. That means, have a vertex shader which does ftransform() and nothing else, and a fragment shader that writes a constant color to gl_FragColor. If that "fixes" your code, then it's the shaders that are bugged, not the code.

Here you mention trying to compile the shaders, presumably using glCompileShader. Now if I could actually get that far it would be great :D The problem occurs on the very first line where you assign a handle to your shader object.
GLuint glCreateShader(GLenum);
This function will return non-zero on success which is a handle to the created shader object. This is returning 0 (invalid index) which indicates something went wrong somewhere.
The command I use is gluiVertexShader = glCreateShader(GL_VERTEX_SHADER); at this point gluiVertexShader = 0. Which is before I even try and compile or even load the source code.

Hope that clarifies things.

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How do you load the OpenGL functions for versions above 1.1? Do you use GLEW or something else or do you do it on your own?
Also make sure you have the most recent drivers and your gfx card actually supports OpenGL 2.0 (check the version string).
Also check for GL errors. gDebugger might help here. Personally I use glIntercept.
Also why do you have a GLContext class? What is that good for? I don't see why anyone would want to have something like this.

Also have a look at the OpenGL man pages. It clearly states the cases in which 0 is returned and what gl error is generated in that case.

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In order to load or create a shader you need to have a valid GLContext. The GLWindowEx class is just like the normal WindowEx class except it has the OpenGL functions built on top of it.

As for the context, the shader is only valid for the context that it's created under, so if I had multiple render targets I would need to change the render context.

Also, I am checking for GL Errors as you can see from my second post.

The loading of the gl extensions is hidden from me by a GL Wrapper called GXBase. Doesn't really do much more than load up a window and find the extensions.

I have the most up to date drivers and an 8800GT graphics card. So OpenGL 2.0 I hope would have been supported. In any case I tried 1.4 which is the standard that comes with Vista iirc. Which still didn't work.

In any case, the code doesn't work when I boot into XP either.

As for the OGL Man pages.


This function returns 0 if an error occurs creating the program object.

GL_INVALID_OPERATION is generated if
glCreateProgram is executed between the
execution of
and the corresponding execution of

I might as well be hitting myself on the head with a stick of celery for all the use that is :P

Here are the results of what is supported by my driver using glewinfo.exe

GLEW Extension Info

GLEW version 1.5.0
Reporting capabilities of pixelformat 1
Running on a GeForce 8800 GT/PCI/SSE2 from NVIDIA Corporation
OpenGL version 2.1.2 is supported


glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK

glActiveTexture: OK
glClientActiveTexture: OK
glCompressedTexImage1D: OK
glCompressedTexImage2D: OK
glCompressedTexImage3D: OK
glCompressedTexSubImage1D: OK
glCompressedTexSubImage2D: OK
glCompressedTexSubImage3D: OK
glGetCompressedTexImage: OK
glLoadTransposeMatrixd: OK
glLoadTransposeMatrixf: OK
glMultTransposeMatrixd: OK
glMultTransposeMatrixf: OK
glMultiTexCoord1d: OK
glMultiTexCoord1dv: OK
glMultiTexCoord1f: OK
glMultiTexCoord1fv: OK
glMultiTexCoord1i: OK
glMultiTexCoord1iv: OK
glMultiTexCoord1s: OK
glMultiTexCoord1sv: OK
glMultiTexCoord2d: OK
glMultiTexCoord2dv: OK
glMultiTexCoord2f: OK
glMultiTexCoord2fv: OK
glMultiTexCoord2i: OK
glMultiTexCoord2iv: OK
glMultiTexCoord2s: OK
glMultiTexCoord2sv: OK
glMultiTexCoord3d: OK
glMultiTexCoord3dv: OK
glMultiTexCoord3f: OK
glMultiTexCoord3fv: OK
glMultiTexCoord3i: OK
glMultiTexCoord3iv: OK
glMultiTexCoord3s: OK
glMultiTexCoord3sv: OK
glMultiTexCoord4d: OK
glMultiTexCoord4dv: OK
glMultiTexCoord4f: OK
glMultiTexCoord4fv: OK
glMultiTexCoord4i: OK
glMultiTexCoord4iv: OK
glMultiTexCoord4s: OK
glMultiTexCoord4sv: OK
glSampleCoverage: OK

glBlendColor: OK
glBlendEquation: OK
glBlendFuncSeparate: OK
glFogCoordPointer: OK
glFogCoordd: OK
glFogCoorddv: OK
glFogCoordf: OK
glFogCoordfv: OK
glMultiDrawArrays: OK
glMultiDrawElements: OK
glPointParameterf: OK
glPointParameterfv: OK
glPointParameteri: OK
glPointParameteriv: OK
glSecondaryColor3b: OK
glSecondaryColor3bv: OK
glSecondaryColor3d: OK
glSecondaryColor3dv: OK
glSecondaryColor3f: OK
glSecondaryColor3fv: OK
glSecondaryColor3i: OK
glSecondaryColor3iv: OK
glSecondaryColor3s: OK
glSecondaryColor3sv: OK
glSecondaryColor3ub: OK
glSecondaryColor3ubv: OK
glSecondaryColor3ui: OK
glSecondaryColor3uiv: OK
glSecondaryColor3us: OK
glSecondaryColor3usv: OK
glSecondaryColorPointer: OK
glWindowPos2d: OK
glWindowPos2dv: OK
glWindowPos2f: OK
glWindowPos2fv: OK
glWindowPos2i: OK
glWindowPos2iv: OK
glWindowPos2s: OK
glWindowPos2sv: OK
glWindowPos3d: OK
glWindowPos3dv: OK
glWindowPos3f: OK
glWindowPos3fv: OK
glWindowPos3i: OK
glWindowPos3iv: OK
glWindowPos3s: OK
glWindowPos3sv: OK

glBeginQuery: OK
glBindBuffer: OK
glBufferData: OK
glBufferSubData: OK
glDeleteBuffers: OK
glDeleteQueries: OK
glEndQuery: OK
glGenBuffers: OK
glGenQueries: OK
glGetBufferParameteriv: OK
glGetBufferPointerv: OK
glGetBufferSubData: OK
glGetQueryObjectiv: OK
glGetQueryObjectuiv: OK
glGetQueryiv: OK
glIsBuffer: OK
glIsQuery: OK
glMapBuffer: OK
glUnmapBuffer: OK

glAttachShader: OK
glBindAttribLocation: OK
glBlendEquationSeparate: OK
glCompileShader: OK
glCreateProgram: OK
glCreateShader: OK
glDeleteProgram: OK
glDeleteShader: OK
glDetachShader: OK
glDisableVertexAttribArray: OK
glDrawBuffers: OK
glEnableVertexAttribArray: OK
glGetActiveAttrib: OK
glGetActiveUniform: OK
glGetAttachedShaders: OK
glGetAttribLocation: OK
glGetProgramInfoLog: OK
glGetProgramiv: OK
glGetShaderInfoLog: OK
glGetShaderSource: OK
glGetShaderiv: OK
glGetUniformLocation: OK
glGetUniformfv: OK
glGetUniformiv: OK
glGetVertexAttribPointerv: OK
glGetVertexAttribdv: OK
glGetVertexAttribfv: OK
glGetVertexAttribiv: OK
glIsProgram: OK
glIsShader: OK
glLinkProgram: OK
glShaderSource: OK
glStencilFuncSeparate: OK
glStencilMaskSeparate: OK
glStencilOpSeparate: OK
glUniform1f: OK
glUniform1fv: OK
glUniform1i: OK
glUniform1iv: OK
glUniform2f: OK
glUniform2fv: OK
glUniform2i: OK
glUniform2iv: OK
glUniform3f: OK
glUniform3fv: OK
glUniform3i: OK
glUniform3iv: OK
glUniform4f: OK
glUniform4fv: OK
glUniform4i: OK
glUniform4iv: OK
glUniformMatrix2fv: OK
glUniformMatrix3fv: OK
glUniformMatrix4fv: OK
glUseProgram: OK
glValidateProgram: OK
glVertexAttrib1d: OK
glVertexAttrib1dv: OK
glVertexAttrib1f: OK
glVertexAttrib1fv: OK
glVertexAttrib1s: OK
glVertexAttrib1sv: OK
glVertexAttrib2d: OK
glVertexAttrib2dv: OK
glVertexAttrib2f: OK
glVertexAttrib2fv: OK
glVertexAttrib2s: OK
glVertexAttrib2sv: OK
glVertexAttrib3d: OK
glVertexAttrib3dv: OK
glVertexAttrib3f: OK
glVertexAttrib3fv: OK
glVertexAttrib3s: OK
glVertexAttrib3sv: OK
glVertexAttrib4Nbv: OK
glVertexAttrib4Niv: OK
glVertexAttrib4Nsv: OK
glVertexAttrib4Nub: OK
glVertexAttrib4Nubv: OK
glVertexAttrib4Nuiv: OK
glVertexAttrib4Nusv: OK
glVertexAttrib4bv: OK
glVertexAttrib4d: OK
glVertexAttrib4dv: OK
glVertexAttrib4f: OK
glVertexAttrib4fv: OK
glVertexAttrib4iv: OK
glVertexAttrib4s: OK
glVertexAttrib4sv: OK
glVertexAttrib4ubv: OK
glVertexAttrib4uiv: OK
glVertexAttrib4usv: OK
glVertexAttribPointer: OK

glUniformMatrix2x3fv: OK
glUniformMatrix2x4fv: OK
glUniformMatrix3x2fv: OK
glUniformMatrix3x4fv: OK
glUniformMatrix4x2fv: OK
glUniformMatrix4x3fv: OK

GL_3DFX_multisample: MISSING

GL_3DFX_tbuffer: MISSING
glTbufferMask3DFX: MISSING

GL_3DFX_texture_compression_FXT1: MISSING

GL_APPLE_client_storage: MISSING

GL_APPLE_element_array: MISSING
glDrawElementArrayAPPLE: MISSING
glDrawRangeElementArrayAPPLE: MISSING
glElementPointerAPPLE: MISSING
glMultiDrawElementArrayAPPLE: MISSING
glMultiDrawRangeElementArrayAPPLE: MISSING

glDeleteFencesAPPLE: MISSING
glFinishObjectAPPLE: MISSING

GL_APPLE_float_pixels: MISSING

GL_APPLE_flush_buffer_range: MISSING
glBufferParameteriAPPLE: MISSING
glFlushMappedBufferRangeAPPLE: MISSING

GL_APPLE_pixel_buffer: MISSING

GL_APPLE_specular_vector: MISSING

GL_APPLE_texture_range: MISSING
glGetTexParameterPointervAPPLE: MISSING
glTextureRangeAPPLE: MISSING

GL_APPLE_transform_hint: MISSING

GL_APPLE_vertex_array_object: MISSING
glBindVertexArrayAPPLE: MISSING
glDeleteVertexArraysAPPLE: MISSING
glGenVertexArraysAPPLE: MISSING

GL_APPLE_vertex_array_range: MISSING
glFlushVertexArrayRangeAPPLE: MISSING
glVertexArrayParameteriAPPLE: MISSING
glVertexArrayRangeAPPLE: MISSING


GL_ARB_color_buffer_float: OK
glClampColorARB: OK

GL_ARB_depth_texture: OK

GL_ARB_draw_buffers: OK
glDrawBuffersARB: OK

GL_ARB_fragment_program: OK

GL_ARB_fragment_program_shadow: OK

GL_ARB_fragment_shader: OK

GL_ARB_half_float_pixel: OK

GL_ARB_imaging: OK
glBlendEquation: OK
glColorSubTable: OK
glColorTable: OK
glColorTableParameterfv: OK
glColorTableParameteriv: OK
glConvolutionFilter1D: OK
glConvolutionFilter2D: OK
glConvolutionParameterf: OK
glConvolutionParameterfv: OK
glConvolutionParameteri: OK
glConvolutionParameteriv: OK
glCopyColorSubTable: OK
glCopyColorTable: OK
glCopyConvolutionFilter1D: OK
glCopyConvolutionFilter2D: OK
glGetColorTable: OK
glGetColorTableParameterfv: OK
glGetColorTableParameteriv: OK
glGetConvolutionFilter: OK
glGetConvolutionParameterfv: OK
glGetConvolutionParameteriv: OK
glGetHistogram: OK
glGetHistogramParameterfv: OK
glGetHistogramParameteriv: OK
glGetMinmax: OK
glGetMinmaxParameterfv: OK
glGetMinmaxParameteriv: OK
glGetSeparableFilter: OK
glHistogram: OK
glMinmax: OK
glResetHistogram: OK
glResetMinmax: OK
glSeparableFilter2D: OK

GL_ARB_matrix_palette: MISSING
glCurrentPaletteMatrixARB: MISSING
glMatrixIndexPointerARB: MISSING
glMatrixIndexubvARB: MISSING
glMatrixIndexuivARB: MISSING
glMatrixIndexusvARB: MISSING

GL_ARB_multisample: OK
glSampleCoverageARB: OK

GL_ARB_multitexture: OK
glActiveTextureARB: OK
glClientActiveTextureARB: OK
glMultiTexCoord1dARB: OK
glMultiTexCoord1dvARB: OK
glMultiTexCoord1fARB: OK
glMultiTexCoord1fvARB: OK
glMultiTexCoord1iARB: OK
glMultiTexCoord1ivARB: OK
glMultiTexCoord1sARB: OK
glMultiTexCoord1svARB: OK
glMultiTexCoord2dARB: OK
glMultiTexCoord2dvARB: OK
glMultiTexCoord2fARB: OK
glMultiTexCoord2fvARB: OK
glMultiTexCoord2iARB: OK
glMultiTexCoord2ivARB: OK
glMultiTexCoord2sARB: OK
glMultiTexCoord2svARB: OK
glMultiTexCoord3dARB: OK
glMultiTexCoord3dvARB: OK
glMultiTexCoord3fARB: OK
glMultiTexCoord3fvARB: OK
glMultiTexCoord3iARB: OK
glMultiTexCoord3ivARB: OK
glMultiTexCoord3sARB: OK
glMultiTexCoord3svARB: OK
glMultiTexCoord4dARB: OK
glMultiTexCoord4dvARB: OK
glMultiTexCoord4fARB: OK
glMultiTexCoord4fvARB: OK
glMultiTexCoord4iARB: OK
glMultiTexCoord4ivARB: OK
glMultiTexCoord4sARB: OK
glMultiTexCoord4svARB: OK

GL_ARB_occlusion_query: OK
glBeginQueryARB: OK
glDeleteQueriesARB: OK
glEndQueryARB: OK
glGenQueriesARB: OK
glGetQueryObjectivARB: OK
glGetQueryObjectuivARB: OK
glGetQueryivARB: OK
glIsQueryARB: OK

GL_ARB_pixel_buffer_object: OK

GL_ARB_point_parameters: OK
glPointParameterfARB: OK
glPointParameterfvARB: OK

GL_ARB_point_sprite: OK

GL_ARB_shader_objects: OK
glAttachObjectARB: OK
glCompileShaderARB: OK
glCreateProgramObjectARB: OK
glCreateShaderObjectARB: OK
glDeleteObjectARB: OK
glDetachObjectARB: OK
glGetActiveUniformARB: OK
glGetAttachedObjectsARB: OK
glGetHandleARB: OK
glGetInfoLogARB: OK
glGetObjectParameterfvARB: OK
glGetObjectParameterivARB: OK
glGetShaderSourceARB: OK
glGetUniformLocationARB: OK
glGetUniformfvARB: OK
glGetUniformivARB: OK
glLinkProgramARB: OK
glShaderSourceARB: OK
glUniform1fARB: OK
glUniform1fvARB: OK
glUniform1iARB: OK
glUniform1ivARB: OK
glUniform2fARB: OK
glUniform2fvARB: OK
glUniform2iARB: OK
glUniform2ivARB: OK
glUniform3fARB: OK
glUniform3fvARB: OK
glUniform3iARB: OK
glUniform3ivARB: OK
glUniform4fARB: OK
glUniform4fvARB: OK
glUniform4iARB: OK
glUniform4ivARB: OK
glUniformMatrix2fvARB: OK
glUniformMatrix3fvARB: OK
glUniformMatrix4fvARB: OK
glUseProgramObjectARB: OK
glValidateProgramARB: OK

GL_ARB_shading_language_100: OK

GL_ARB_shadow: OK

GL_ARB_shadow_ambient: MISSING

GL_ARB_texture_border_clamp: OK

GL_ARB_texture_compression: OK
glCompressedTexImage1DARB: OK
glCompressedTexImage2DARB: OK
glCompressedTexImage3DARB: OK
glCompressedTexSubImage1DARB: OK
glCompressedTexSubImage2DARB: OK
glCompressedTexSubImage3DARB: OK
glGetCompressedTexImageARB: OK

GL_ARB_texture_cube_map: OK

GL_ARB_texture_env_add: OK

GL_ARB_texture_env_combine: OK

GL_ARB_texture_env_crossbar: MISSING

GL_ARB_texture_env_dot3: OK

GL_ARB_texture_float: OK

GL_ARB_texture_mirrored_repeat: OK

GL_ARB_texture_non_power_of_two: OK

GL_ARB_texture_rectangle: OK

GL_ARB_transpose_matrix: OK
glLoadTransposeMatrixdARB: OK
glLoadTransposeMatrixfARB: OK
glMultTransposeMatrixdARB: OK
glMultTransposeMatrixfARB: OK

GL_ARB_vertex_blend: MISSING
glVertexBlendARB: MISSING
glWeightPointerARB: MISSING
glWeightbvARB: MISSING
glWeightdvARB: MISSING
glWeightfvARB: MISSING
glWeightivARB: MISSING
glWeightsvARB: MISSING
glWeightubvARB: MISSING
glWeightuivARB: MISSING
glWeightusvARB: MISSING

GL_ARB_vertex_buffer_object: OK
glBindBufferARB: OK
glBufferDataARB: OK
glBufferSubDataARB: OK
glDeleteBuffersARB: OK
glGenBuffersARB: OK
glGetBufferParameterivARB: OK
glGetBufferPointervARB: OK
glGetBufferSubDataARB: OK
glIsBufferARB: OK
glMapBufferARB: OK
glUnmapBufferARB: OK

GL_ARB_vertex_program: OK
glBindProgramARB: OK
glDeleteProgramsARB: OK
glDisableVertexAttribArrayARB: OK
glEnableVertexAttribArrayARB: OK
glGenProgramsARB: OK
glGetProgramEnvParameterdvARB: OK
glGetProgramEnvParameterfvARB: OK
glGetProgramLocalParameterdvARB: OK
glGetProgramLocalParameterfvARB: OK
glGetProgramStringARB: OK
glGetProgramivARB: OK
glGetVertexAttribPointervARB: OK
glGetVertexAttribdvARB: OK
glGetVertexAttribfvARB: OK
glGetVertexAttribivARB: OK
glIsProgramARB: OK
glProgramEnvParameter4dARB: OK
glProgramEnvParameter4dvARB: OK
glProgramEnvParameter4fARB: OK
glProgramEnvParameter4fvARB: OK
glProgramLocalParameter4dARB: OK
glProgramLocalParameter4dvARB: OK
glProgramLocalParameter4fARB: OK
glProgramLocalParameter4fvARB: OK
glProgramStringARB: OK
glVertexAttrib1dARB: OK
glVertexAttrib1dvARB: OK
glVertexAttrib1fARB: OK
glVertexAttrib1fvARB: OK
glVertexAttrib1sARB: OK
glVertexAttrib1svARB: OK
glVertexAttrib2dARB: OK
glVertexAttrib2dvARB: OK
glVertexAttrib2fARB: OK
glVertexAttrib2fvARB: OK
glVertexAttrib2sARB: OK
glVertexAttrib2svARB: OK
glVertexAttrib3dARB: OK
glVertexAttrib3dvARB: OK
glVertexAttrib3fARB: OK
glVertexAttrib3fvARB: OK
glVertexAttrib3sARB: OK
glVertexAttrib3svARB: OK
glVertexAttrib4NbvARB: OK
glVertexAttrib4NivARB: OK
glVertexAttrib4NsvARB: OK
glVertexAttrib4NubARB: OK
glVertexAttrib4NubvARB: OK
glVertexAttrib4NuivARB: OK
glVertexAttrib4NusvARB: OK
glVertexAttrib4bvARB: OK
glVertexAttrib4dARB: OK
glVertexAttrib4dvARB: OK
glVertexAttrib4fARB: OK
glVertexAttrib4fvARB: OK
glVertexAttrib4ivARB: OK
glVertexAttrib4sARB: OK
glVertexAttrib4svARB: OK
glVertexAttrib4ubvARB: OK
glVertexAttrib4uivARB: OK
glVertexAttrib4usvARB: OK
glVertexAttribPointerARB: OK

GL_ARB_vertex_shader: OK
glBindAttribLocationARB: OK
glGetActiveAttribARB: OK
glGetAttribLocationARB: OK

GL_ARB_window_pos: OK
glWindowPos2dARB: OK
glWindowPos2dvARB: OK
glWindowPos2fARB: OK
glWindowPos2fvARB: OK
glWindowPos2iARB: OK
glWindowPos2ivARB: OK
glWindowPos2sARB: OK
glWindowPos2svARB: OK
glWindowPos3dARB: OK
glWindowPos3dvARB: OK
glWindowPos3fARB: OK
glWindowPos3fvARB: OK
glWindowPos3iARB: OK
glWindowPos3ivARB: OK
glWindowPos3sARB: OK
glWindowPos3svARB: OK

GL_ATIX_point_sprites: MISSING

GL_ATIX_texture_env_combine3: MISSING

GL_ATIX_texture_env_route: MISSING

GL_ATIX_vertex_shader_output_point_size: MISSING

GL_ATI_draw_buffers: OK
glDrawBuffersATI: OK

GL_ATI_element_array: MISSING
glDrawElementArrayATI: MISSING
glDrawRangeElementArrayATI: MISSING
glElementPointerATI: MISSING

GL_ATI_envmap_bumpmap: MISSING
glGetTexBumpParameterfvATI: MISSING
glGetTexBumpParameterivATI: MISSING
glTexBumpParameterfvATI: MISSING
glTexBumpParameterivATI: MISSING

GL_ATI_fragment_shader: MISSING
glAlphaFragmentOp1ATI: MISSING
glAlphaFragmentOp2ATI: MISSING
glAlphaFragmentOp3ATI: MISSING
glBeginFragmentShaderATI: MISSING
glBindFragmentShaderATI: MISSING
glColorFragmentOp1ATI: MISSING
glColorFragmentOp2ATI: MISSING
glColorFragmentOp3ATI: MISSING
glDeleteFragmentShaderATI: MISSING
glEndFragmentShaderATI: MISSING
glGenFragmentShadersATI: MISSING
glPassTexCoordATI: MISSING
glSetFragmentShaderConstantATI: MISSING

GL_ATI_map_object_buffer: MISSING
glMapObjectBufferATI: MISSING
glUnmapObjectBufferATI: MISSING

GL_ATI_pn_triangles: MISSING
glPNTrianglesfATI: MISSING
glPNTrianglesiATI: MISSING

GL_ATI_separate_stencil: MISSING
glStencilFuncSeparateATI: MISSING
glStencilOpSeparateATI: MISSING

GL_ATI_shader_texture_lod: MISSING

GL_ATI_text_fragment_shader: MISSING

GL_ATI_texture_compression_3dc: MISSING

GL_ATI_texture_env_combine3: MISSING

GL_ATI_texture_float: OK

GL_ATI_texture_mirror_once: OK

GL_ATI_vertex_array_object: MISSING
glArrayObjectATI: MISSING
glFreeObjectBufferATI: MISSING
glGetArrayObjectfvATI: MISSING
glGetArrayObjectivATI: MISSING
glGetObjectBufferfvATI: MISSING
glGetObjectBufferivATI: MISSING
glGetVariantArrayObjectfvATI: MISSING
glGetVariantArrayObjectivATI: MISSING
glIsObjectBufferATI: MISSING
glNewObjectBufferATI: MISSING
glUpdateObjectBufferATI: MISSING
glVariantArrayObjectATI: MISSING

GL_ATI_vertex_attrib_array_object: MISSING
glGetVertexAttribArrayObjectfvATI: MISSING
glGetVertexAttribArrayObjectivATI: MISSING
glVertexAttribArrayObjectATI: MISSING

GL_ATI_vertex_streams: MISSING
glClientActiveVertexStreamATI: MISSING
glNormalStream3bATI: MISSING
glNormalStream3bvATI: MISSING
glNormalStream3dATI: MISSING
glNormalStream3dvATI: MISSING
glNormalStream3fATI: MISSING
glNormalStream3fvATI: MISSING
glNormalStream3iATI: MISSING
glNormalStream3ivATI: MISSING
glNormalStream3sATI: MISSING
glNormalStream3svATI: MISSING
glVertexBlendEnvfATI: MISSING
glVertexBlendEnviATI: MISSING
glVertexStream2dATI: MISSING
glVertexStream2dvATI: MISSING
glVertexStream2fATI: MISSING
glVertexStream2fvATI: MISSING
glVertexStream2iATI: MISSING
glVertexStream2ivATI: MISSING
glVertexStream2sATI: MISSING
glVertexStream2svATI: MISSING
glVertexStream3dATI: MISSING
glVertexStream3dvATI: MISSING
glVertexStream3fATI: MISSING
glVertexStream3fvATI: MISSING
glVertexStream3iATI: MISSING
glVertexStream3ivATI: MISSING
glVertexStream3sATI: MISSING
glVertexStream3svATI: MISSING
glVertexStream4dATI: MISSING
glVertexStream4dvATI: MISSING
glVertexStream4fATI: MISSING
glVertexStream4fvATI: MISSING
glVertexStream4iATI: MISSING
glVertexStream4ivATI: MISSING
glVertexStream4sATI: MISSING
glVertexStream4svATI: MISSING

GL_EXT_422_pixels: MISSING

GL_EXT_Cg_shader: OK

GL_EXT_abgr: OK

GL_EXT_bgra: OK

GL_EXT_bindable_uniform: OK
glGetUniformBufferSizeEXT: OK
glGetUniformOffsetEXT: OK
glUniformBufferEXT: OK

GL_EXT_blend_color: OK
glBlendColorEXT: OK

GL_EXT_blend_equation_separate: OK
glBlendEquationSeparateEXT: OK

GL_EXT_blend_func_separate: OK
glBlendFuncSeparateEXT: OK

GL_EXT_blend_logic_op: MISSING

GL_EXT_blend_minmax: OK
glBlendEquationEXT: OK

GL_EXT_blend_subtract: OK

GL_EXT_clip_volume_hint: MISSING


GL_EXT_color_subtable: MISSING
glColorSubTableEXT: MISSING
glCopyColorSubTableEXT: MISSING

GL_EXT_compiled_vertex_array: OK
glLockArraysEXT: OK
glUnlockArraysEXT: OK

GL_EXT_convolution: MISSING
glConvolutionFilter1DEXT: MISSING
glConvolutionFilter2DEXT: MISSING
glConvolutionParameterfEXT: MISSING
glConvolutionParameterfvEXT: MISSING
glConvolutionParameteriEXT: MISSING
glConvolutionParameterivEXT: MISSING
glCopyConvolutionFilter1DEXT: MISSING
glCopyConvolutionFilter2DEXT: MISSING
glGetConvolutionFilterEXT: MISSING
glGetConvolutionParameterfvEXT: MISSING
glGetConvolutionParameterivEXT: MISSING
glGetSeparableFilterEXT: MISSING
glSeparableFilter2DEXT: MISSING

GL_EXT_coordinate_frame: MISSING
glBinormalPointerEXT: MISSING
glTangentPointerEXT: MISSING

GL_EXT_copy_texture: MISSING
glCopyTexImage1DEXT: MISSING
glCopyTexImage2DEXT: MISSING
glCopyTexSubImage1DEXT: MISSING
glCopyTexSubImage2DEXT: MISSING
glCopyTexSubImage3DEXT: OK

GL_EXT_cull_vertex: MISSING
glCullParameterdvEXT: MISSING
glCullParameterfvEXT: MISSING

GL_EXT_depth_bounds_test: OK
glDepthBoundsEXT: OK

GL_EXT_draw_buffers2: OK
glColorMaskIndexedEXT: OK
glDisableIndexedEXT: OK
glEnableIndexedEXT: OK
glGetBooleanIndexedvEXT: OK
glGetIntegerIndexedvEXT: OK
glIsEnabledIndexedEXT: OK

GL_EXT_draw_instanced: OK
glDrawArraysInstancedEXT: OK
glDrawElementsInstancedEXT: OK

GL_EXT_draw_range_elements: OK
glDrawRangeElementsEXT: OK

GL_EXT_fog_coord: OK
glFogCoordPointerEXT: OK
glFogCoorddEXT: OK
glFogCoorddvEXT: OK
glFogCoordfEXT: OK
glFogCoordfvEXT: OK

GL_EXT_fragment_lighting: MISSING
glFragmentColorMaterialEXT: MISSING
glFragmentLightModelfEXT: MISSING
glFragmentLightModelfvEXT: MISSING
glFragmentLightModeliEXT: MISSING
glFragmentLightModelivEXT: MISSING
glFragmentLightfEXT: MISSING
glFragmentLightfvEXT: MISSING
glFragmentLightiEXT: MISSING
glFragmentLightivEXT: MISSING
glFragmentMaterialfEXT: MISSING
glFragmentMaterialfvEXT: MISSING
glFragmentMaterialiEXT: MISSING
glFragmentMaterialivEXT: MISSING
glGetFragmentLightfvEXT: MISSING
glGetFragmentLightivEXT: MISSING
glGetFragmentMaterialfvEXT: MISSING
glGetFragmentMaterialivEXT: MISSING

GL_EXT_framebuffer_blit: OK
glBlitFramebufferEXT: OK

GL_EXT_framebuffer_multisample: OK
glRenderbufferStorageMultisampleEXT: OK

GL_EXT_framebuffer_object: OK
glBindFramebufferEXT: OK
glBindRenderbufferEXT: OK
glCheckFramebufferStatusEXT: OK
glDeleteFramebuffersEXT: OK
glDeleteRenderbuffersEXT: OK
glFramebufferRenderbufferEXT: OK
glFramebufferTexture1DEXT: OK
glFramebufferTexture2DEXT: OK
glFramebufferTexture3DEXT: OK
glGenFramebuffersEXT: OK
glGenRenderbuffersEXT: OK
glGenerateMipmapEXT: OK
glGetFramebufferAttachmentParameterivEXT: OK
glGetRenderbufferParameterivEXT: OK
glIsFramebufferEXT: OK
glIsRenderbufferEXT: OK
glRenderbufferStorageEXT: OK

GL_EXT_framebuffer_sRGB: OK

GL_EXT_geometry_shader4: OK
glFramebufferTextureEXT: OK
glFramebufferTextureFaceEXT: OK
glFramebufferTextureLayerEXT: OK
glProgramParameteriEXT: OK

GL_EXT_gpu_program_parameters: OK
glProgramEnvParameters4fvEXT: OK
glProgramLocalParameters4fvEXT: OK

GL_EXT_gpu_shader4: OK
glBindFragDataLocationEXT: OK
glGetFragDataLocationEXT: OK
glGetUniformuivEXT: OK
glGetVertexAttribIivEXT: OK
glGetVertexAttribIuivEXT: OK
glUniform1uiEXT: OK
glUniform1uivEXT: OK
glUniform2uiEXT: OK
glUniform2uivEXT: OK
glUniform3uiEXT: OK
glUniform3uivEXT: OK
glUniform4uiEXT: OK
glUniform4uivEXT: OK
glVertexAttribI1iEXT: OK
glVertexAttribI1ivEXT: OK
glVertexAttribI1uiEXT: OK
glVertexAttribI1uivEXT: OK
glVertexAttribI2iEXT: OK
glVertexAttribI2ivEXT: OK
glVertexAttribI2uiEXT: OK
glVertexAttribI2uivEXT: OK
glVertexAttribI3iEXT: OK
glVertexAttribI3ivEXT: OK
glVertexAttribI3uiEXT: OK
glVertexAttribI3uivEXT: OK
glVertexAttribI4bvEXT: OK
glVertexAttribI4iEXT: OK
glVertexAttribI4ivEXT: OK
glVertexAttribI4svEXT: OK
glVertexAttribI4ubvEXT: OK
glVertexAttribI4uiEXT: OK
glVertexAttribI4uivEXT: OK
glVertexAttribI4usvEXT: OK
glVertexAttribIPointerEXT: OK

GL_EXT_histogram: MISSING
glGetHistogramEXT: MISSING
glGetHistogramParameterfvEXT: MISSING
glGetHistogramParameterivEXT: MISSING
glGetMinmaxParameterfvEXT: MISSING
glGetMinmaxParameterivEXT: MISSING
glHistogramEXT: MISSING
glResetHistogramEXT: MISSING
glResetMinmaxEXT: MISSING

GL_EXT_index_array_formats: MISSING

GL_EXT_index_func: MISSING

GL_EXT_index_material: MISSING
glIndexMaterialEXT: MISSING

GL_EXT_index_texture: MISSING

GL_EXT_light_texture: MISSING
glApplyTextureEXT: MISSING
glTextureLightEXT: MISSING
glTextureMaterialEXT: MISSING

GL_EXT_misc_attribute: MISSING

GL_EXT_multi_draw_arrays: OK
glMultiDrawArraysEXT: OK
glMultiDrawElementsEXT: OK

GL_EXT_multisample: MISSING
glSampleMaskEXT: MISSING
glSamplePatternEXT: MISSING

GL_EXT_packed_depth_stencil: OK

GL_EXT_packed_float: OK

GL_EXT_packed_pixels: OK

GL_EXT_paletted_texture: MISSING
glColorTableEXT: MISSING
glGetColorTableEXT: MISSING
glGetColorTableParameterfvEXT: MISSING
glGetColorTableParameterivEXT: MISSING

GL_EXT_pixel_buffer_object: OK

GL_EXT_pixel_transform: MISSING
glGetPixelTransformParameterfvEXT: MISSING
glGetPixelTransformParameterivEXT: MISSING
glPixelTransformParameterfEXT: MISSING
glPixelTransformParameterfvEXT: MISSING
glPixelTransformParameteriEXT: MISSING
glPixelTransformParameterivEXT: MISSING

GL_EXT_pixel_transform_color_table: MISSING

GL_EXT_point_parameters: OK
glPointParameterfEXT: OK
glPointParameterfvEXT: OK

GL_EXT_polygon_offset: MISSING
glPolygonOffsetEXT: MISSING

GL_EXT_rescale_normal: OK

GL_EXT_scene_marker: MISSING
glBeginSceneEXT: MISSING

GL_EXT_secondary_color: OK
glSecondaryColor3bEXT: OK
glSecondaryColor3bvEXT: OK
glSecondaryColor3dEXT: OK
glSecondaryColor3dvEXT: OK
glSecondaryColor3fEXT: OK
glSecondaryColor3fvEXT: OK
glSecondaryColor3iEXT: OK
glSecondaryColor3ivEXT: OK
glSecondaryColor3sEXT: OK
glSecondaryColor3svEXT: OK
glSecondaryColor3ubEXT: OK
glSecondaryColor3ubvEXT: OK
glSecondaryColor3uiEXT: OK
glSecondaryColor3uivEXT: OK
glSecondaryColor3usEXT: OK
glSecondaryColor3usvEXT: OK
glSecondaryColorPointerEXT: OK

GL_EXT_separate_specular_color: OK

GL_EXT_shadow_funcs: OK

GL_EXT_shared_texture_palette: MISSING

GL_EXT_stencil_clear_tag: MISSING

GL_EXT_stencil_two_side: OK
glActiveStencilFaceEXT: OK

GL_EXT_stencil_wrap: OK

GL_EXT_subtexture: MISSING
glTexSubImage3DEXT: OK


GL_EXT_texture3D: OK
glTexImage3DEXT: OK

GL_EXT_texture_array: OK

GL_EXT_texture_buffer_object: OK
glTexBufferEXT: OK

GL_EXT_texture_compression_dxt1: MISSING

GL_EXT_texture_compression_latc: OK

GL_EXT_texture_compression_rgtc: OK

GL_EXT_texture_compression_s3tc: OK

GL_EXT_texture_cube_map: OK

GL_EXT_texture_edge_clamp: OK

GL_EXT_texture_env: MISSING

GL_EXT_texture_env_add: OK

GL_EXT_texture_env_combine: OK

GL_EXT_texture_env_dot3: OK

GL_EXT_texture_filter_anisotropic: OK

GL_EXT_texture_integer: OK
glClearColorIiEXT: OK
glClearColorIuiEXT: OK
glGetTexParameterIivEXT: OK
glGetTexParameterIuivEXT: OK
glTexParameterIivEXT: OK
glTexParameterIuivEXT: OK

GL_EXT_texture_lod_bias: OK

GL_EXT_texture_mirror_clamp: OK

GL_EXT_texture_object: OK
glAreTexturesResidentEXT: OK
glBindTextureEXT: OK
glDeleteTexturesEXT: OK
glGenTexturesEXT: OK
glIsTextureEXT: OK
glPrioritizeTexturesEXT: OK

GL_EXT_texture_perturb_normal: MISSING
glTextureNormalEXT: MISSING

GL_EXT_texture_rectangle: MISSING

GL_EXT_texture_sRGB: OK

GL_EXT_texture_shared_exponent: OK

GL_EXT_timer_query: OK
glGetQueryObjecti64vEXT: OK
glGetQueryObjectui64vEXT: OK

GL_EXT_vertex_array: OK
glArrayElementEXT: OK
glColorPointerEXT: OK
glDrawArraysEXT: OK
glEdgeFlagPointerEXT: OK
glGetPointervEXT: OK
glIndexPointerEXT: OK
glNormalPointerEXT: OK
glTexCoordPointerEXT: OK
glVertexPointerEXT: OK

GL_EXT_vertex_shader: MISSING
glBeginVertexShaderEXT: MISSING
glBindLightParameterEXT: MISSING
glBindMaterialParameterEXT: MISSING
glBindParameterEXT: MISSING
glBindTexGenParameterEXT: MISSING
glBindTextureUnitParameterEXT: MISSING
glBindVertexShaderEXT: MISSING
glDeleteVertexShaderEXT: MISSING
glDisableVariantClientStateEXT: MISSING
glEnableVariantClientStateEXT: MISSING
glEndVertexShaderEXT: MISSING
glExtractComponentEXT: MISSING
glGenSymbolsEXT: MISSING
glGenVertexShadersEXT: MISSING
glGetInvariantBooleanvEXT: MISSING
glGetInvariantFloatvEXT: MISSING
glGetInvariantIntegervEXT: MISSING
glGetLocalConstantBooleanvEXT: MISSING
glGetLocalConstantFloatvEXT: MISSING
glGetLocalConstantIntegervEXT: MISSING
glGetVariantBooleanvEXT: MISSING
glGetVariantFloatvEXT: MISSING
glGetVariantIntegervEXT: MISSING
glGetVariantPointervEXT: MISSING
glInsertComponentEXT: MISSING
glIsVariantEnabledEXT: MISSING
glSetInvariantEXT: MISSING
glSetLocalConstantEXT: MISSING
glVariantPointerEXT: MISSING
glVariantbvEXT: MISSING
glVariantdvEXT: MISSING
glVariantfvEXT: MISSING
glVariantivEXT: MISSING
glVariantsvEXT: MISSING
glVariantubvEXT: MISSING
glVariantuivEXT: MISSING
glVariantusvEXT: MISSING

GL_EXT_vertex_weighting: MISSING
glVertexWeightPointerEXT: MISSING
glVertexWeightfEXT: MISSING
glVertexWeightfvEXT: MISSING

GL_GREMEDY_frame_terminator: MISSING
glFrameTerminatorGREMEDY: MISSING

GL_GREMEDY_string_marker: MISSING

GL_HP_convolution_border_modes: MISSING

GL_HP_image_transform: MISSING
glGetImageTransformParameterfvHP: MISSING
glGetImageTransformParameterivHP: MISSING
glImageTransformParameterfHP: MISSING
glImageTransformParameterfvHP: MISSING
glImageTransformParameteriHP: MISSING
glImageTransformParameterivHP: MISSING

GL_HP_occlusion_test: MISSING

GL_HP_texture_lighting: MISSING

GL_IBM_cull_vertex: MISSING

GL_IBM_multimode_draw_arrays: MISSING
glMultiModeDrawArraysIBM: MISSING
glMultiModeDrawElementsIBM: MISSING

GL_IBM_rasterpos_clip: OK

GL_IBM_static_data: MISSING

GL_IBM_texture_mirrored_repeat: OK

GL_IBM_vertex_array_lists: MISSING
glColorPointerListIBM: MISSING
glEdgeFlagPointerListIBM: MISSING
glFogCoordPointerListIBM: MISSING
glIndexPointerListIBM: MISSING
glNormalPointerListIBM: MISSING
glSecondaryColorPointerListIBM: MISSING
glTexCoordPointerListIBM: MISSING
glVertexPointerListIBM: MISSING

GL_INGR_color_clamp: MISSING

GL_INGR_interlace_read: MISSING

GL_INTEL_parallel_arrays: MISSING
glColorPointervINTEL: MISSING
glNormalPointervINTEL: MISSING
glTexCoordPointervINTEL: MISSING
glVertexPointervINTEL: MISSING

GL_INTEL_texture_scissor: MISSING
glTexScissorFuncINTEL: MISSING

GL_KTX_buffer_region: MISSING [OK]
glBufferRegionEnabledEXT: MISSING
glDeleteBufferRegionEXT: MISSING
glDrawBufferRegionEXT: MISSING
glNewBufferRegionEXT: MISSING
glReadBufferRegionEXT: MISSING

GL_MESAX_texture_stack: MISSING

GL_MESA_pack_invert: MISSING

GL_MESA_resize_buffers: MISSING
glResizeBuffersMESA: MISSING

GL_MESA_window_pos: MISSING
glWindowPos2dMESA: MISSING
glWindowPos2dvMESA: MISSING
glWindowPos2fMESA: MISSING
glWindowPos2fvMESA: MISSING
glWindowPos2iMESA: MISSING
glWindowPos2ivMESA: MISSING
glWindowPos2sMESA: MISSING
glWindowPos2svMESA: MISSING
glWindowPos3dMESA: MISSING
glWindowPos3dvMESA: MISSING
glWindowPos3fMESA: MISSING
glWindowPos3fvMESA: MISSING
glWindowPos3iMESA: MISSING
glWindowPos3ivMESA: MISSING
glWindowPos3sMESA: MISSING
glWindowPos3svMESA: MISSING
glWindowPos4dMESA: MISSING
glWindowPos4dvMESA: MISSING
glWindowPos4fMESA: MISSING
glWindowPos4fvMESA: MISSING
glWindowPos4iMESA: MISSING
glWindowPos4ivMESA: MISSING
glWindowPos4sMESA: MISSING
glWindowPos4svMESA: MISSING

GL_MESA_ycbcr_texture: MISSING

GL_NV_blend_square: OK

GL_NV_copy_depth_to_color: OK

GL_NV_depth_buffer_float: OK
glClearDepthdNV: OK
glDepthBoundsdNV: OK
glDepthRangedNV: OK

GL_NV_depth_clamp: OK

GL_NV_depth_range_unclamped: MISSING

GL_NV_evaluators: MISSING
glGetMapAttribParameterfvNV: MISSING
glGetMapAttribParameterivNV: MISSING
glGetMapControlPointsNV: MISSING
glGetMapParameterfvNV: MISSING
glGetMapParameterivNV: MISSING
glMapControlPointsNV: MISSING
glMapParameterfvNV: MISSING
glMapParameterivNV: MISSING

GL_NV_fence: OK
glDeleteFencesNV: OK
glFinishFenceNV: OK
glGenFencesNV: OK
glGetFenceivNV: OK
glIsFenceNV: OK
glSetFenceNV: OK
glTestFenceNV: OK

GL_NV_float_buffer: OK

GL_NV_fog_distance: OK

GL_NV_fragment_program: OK
glGetProgramNamedParameterdvNV: OK
glGetProgramNamedParameterfvNV: OK
glProgramNamedParameter4dNV: OK
glProgramNamedParameter4dvNV: OK
glProgramNamedParameter4fNV: OK
glProgramNamedParameter4fvNV: OK

GL_NV_fragment_program2: OK

GL_NV_fragment_program4: MISSING

GL_NV_fragment_program_option: OK

GL_NV_framebuffer_multisample_coverage: OK
glRenderbufferStorageMultisampleCoverageNV: OK

GL_NV_geometry_program4: OK [MISSING]
glProgramVertexLimitNV: OK

GL_NV_geometry_shader4: OK

GL_NV_gpu_program4: OK
glProgramEnvParameterI4iNV: OK
glProgramEnvParameterI4ivNV: OK
glProgramEnvParameterI4uiNV: OK
glProgramEnvParameterI4uivNV: OK
glProgramEnvParametersI4ivNV: OK
glProgramEnvParametersI4uivNV: OK
glProgramLocalParameterI4iNV: OK
glProgramLocalParameterI4ivNV: OK
glProgramLocalParameterI4uiNV: OK
glProgramLocalParameterI4uivNV: OK
glProgramLocalParametersI4ivNV: OK
glProgramLocalParametersI4uivNV: OK

GL_NV_half_float: MISSING [OK]
glColor3hNV: OK
glColor3hvNV: OK
glColor4hNV: OK
glColor4hvNV: OK
glFogCoordhNV: OK
glFogCoordhvNV: OK
glMultiTexCoord1hNV: OK
glMultiTexCoord1hvNV: OK
glMultiTexCoord2hNV: OK
glMultiTexCoord2hvNV: OK
glMultiTexCoord3hNV: OK
glMultiTexCoord3hvNV: OK
glMultiTexCoord4hNV: OK
glMultiTexCoord4hvNV: OK
glNormal3hNV: OK
glNormal3hvNV: OK
glSecondaryColor3hNV: OK
glSecondaryColor3hvNV: OK
glTexCoord1hNV: OK
glTexCoord1hvNV: OK
glTexCoord2hNV: OK
glTexCoord2hvNV: OK
glTexCoord3hNV: OK
glTexCoord3hvNV: OK
glTexCoord4hNV: OK
glTexCoord4hvNV: OK
glVertex2hNV: OK
glVertex2hvNV: OK
glVertex3hNV: OK
glVertex3hvNV: OK
glVertex4hNV: OK
glVertex4hvNV: OK
glVertexAttrib1hNV: OK
glVertexAttrib1hvNV: OK
glVertexAttrib2hNV: OK
glVertexAttrib2hvNV: OK
glVertexAttrib3hNV: OK
glVertexAttrib3hvNV: OK
glVertexAttrib4hNV: OK
glVertexAttrib4hvNV: OK
glVertexAttribs1hvNV: OK
glVertexAttribs2hvNV: OK
glVertexAttribs3hvNV: OK
glVertexAttribs4hvNV: OK
glVertexWeighthNV: MISSING
glVertexWeighthvNV: MISSING

GL_NV_light_max_exponent: OK

GL_NV_multisample_filter_hint: OK

GL_NV_occlusion_query: OK
glBeginOcclusionQueryNV: OK
glDeleteOcclusionQueriesNV: OK
glEndOcclusionQueryNV: OK
glGenOcclusionQueriesNV: OK
glGetOcclusionQueryivNV: OK
glGetOcclusionQueryuivNV: OK
glIsOcclusionQueryNV: OK

GL_NV_packed_depth_stencil: OK

GL_NV_parameter_buffer_object: OK
glProgramBufferParametersIivNV: OK
glProgramBufferParametersIuivNV: OK
glProgramBufferParametersfvNV: OK

GL_NV_pixel_data_range: OK
glFlushPixelDataRangeNV: OK
glPixelDataRangeNV: OK

GL_NV_point_sprite: OK
glPointParameteriNV: OK
glPointParameterivNV: OK

GL_NV_primitive_restart: OK
glPrimitiveRestartIndexNV: OK
glPrimitiveRestartNV: OK

GL_NV_register_combiners: OK
glCombinerInputNV: OK
glCombinerOutputNV: OK
glCombinerParameterfNV: OK
glCombinerParameterfvNV: OK
glCombinerParameteriNV: OK
glCombinerParameterivNV: OK
glFinalCombinerInputNV: OK
glGetCombinerInputParameterfvNV: OK
glGetCombinerInputParameterivNV: OK
glGetCombinerOutputParameterfvNV: OK
glGetCombinerOutputParameterivNV: OK
glGetFinalCombinerInputParameterfvNV: OK
glGetFinalCombinerInputParameterivNV: OK

GL_NV_register_combiners2: OK
glCombinerStageParameterfvNV: OK
glGetCombinerStageParameterfvNV: OK

GL_NV_texgen_emboss: MISSING

GL_NV_texgen_reflection: OK

GL_NV_texture_compression_vtc: OK

GL_NV_texture_env_combine4: OK

GL_NV_texture_expand_normal: OK

GL_NV_texture_rectangle: OK

GL_NV_texture_shader: OK

GL_NV_texture_shader2: OK

GL_NV_texture_shader3: OK

GL_NV_transform_feedback: OK
glActiveVaryingNV: OK
glBeginTransformFeedbackNV: OK
glBindBufferBaseNV: OK
glBindBufferOffsetNV: OK
glBindBufferRangeNV: OK
glEndTransformFeedbackNV: OK
glGetActiveVaryingNV: OK
glGetTransformFeedbackVaryingNV: OK
glGetVaryingLocationNV: OK
glTransformFeedbackAttribsNV: OK
glTransformFeedbackVaryingsNV: OK

GL_NV_vertex_array_range: OK
glFlushVertexArrayRangeNV: OK
glVertexArrayRangeNV: OK

GL_NV_vertex_array_range2: OK

GL_NV_vertex_program: OK
glAreProgramsResidentNV: OK
glBindProgramNV: OK
glDeleteProgramsNV: OK
glExecuteProgramNV: OK
glGenProgramsNV: OK
glGetProgramParameterdvNV: OK
glGetProgramParameterfvNV: OK
glGetProgramStringNV: OK
glGetProgramivNV: OK
glGetTrackMatrixivNV: OK
glGetVertexAttribPointervNV: OK
glGetVertexAttribdvNV: OK
glGetVertexAttribfvNV: OK
glGetVertexAttribivNV: OK
glIsProgramNV: OK
glLoadProgramNV: OK
glProgramParameter4dNV: OK
glProgramParameter4dvNV: OK
glProgramParameter4fNV: OK
glProgramParameter4fvNV: OK
glProgramParameters4dvNV: OK
glProgramParameters4fvNV: OK
glRequestResidentProgramsNV: OK
glTrackMatrixNV: OK
glVertexAttrib1dNV: OK
glVertexAttrib1dvNV: OK
glVertexAttrib1fNV: OK
glVertexAttrib1fvNV: OK
glVertexAttrib1sNV: OK
glVertexAttrib1svNV: OK
glVertexAttrib2dNV: OK
glVertexAttrib2dvNV: OK
glVertexAttrib2fNV: OK
glVertexAttrib2fvNV: OK
glVertexAttrib2sNV: OK
glVertexAttrib2svNV: OK
glVertexAttrib3dNV: OK
glVertexAttrib3dvNV: OK
glVertexAttrib3fNV: OK
glVertexAttrib3fvNV: OK
glVertexAttrib3sNV: OK
glVertexAttrib3svNV: OK
glVertexAttrib4dNV: OK
glVertexAttrib4dvNV: OK
glVertexAttrib4fNV: OK
glVertexAttrib4fvNV: OK
glVertexAttrib4sNV: OK
glVertexAttrib4svNV: OK
glVertexAttrib4ubNV: OK
glVertexAttrib4ubvNV: OK
glVertexAttribPointerNV: OK
glVertexAttribs1dvNV: OK
glVertexAttribs1fvNV: OK
glVertexAttribs1svNV: OK
glVertexAttribs2dvNV: OK
glVertexAttribs2fvNV: OK
glVertexAttribs2svNV: OK
glVertexAttribs3dvNV: OK
glVertexAttribs3fvNV: OK
glVertexAttribs3svNV: OK
glVertexAttribs4dvNV: OK
glVertexAttribs4fvNV: OK
glVertexAttribs4svNV: OK
glVertexAttribs4ubvNV: OK

GL_NV_vertex_program1_1: OK

GL_NV_vertex_program2: OK

GL_NV_vertex_program2_option: OK

GL_NV_vertex_program3: OK

GL_NV_vertex_program4: MISSING

GL_OES_byte_coordinates: MISSING

GL_OES_compressed_paletted_texture: MISSING

GL_OES_read_format: MISSING

GL_OES_single_precision: MISSING
glClearDepthfOES: MISSING
glClipPlanefOES: MISSING
glDepthRangefOES: MISSING
glFrustumfOES: MISSING
glGetClipPlanefOES: MISSING

GL_OML_interlace: MISSING

GL_OML_resample: MISSING

GL_OML_subsample: MISSING

GL_PGI_misc_hints: MISSING

GL_PGI_vertex_hints: MISSING

GL_REND_screen_coordinates: MISSING

GL_S3_s3tc: OK

GL_SGIS_color_range: MISSING

GL_SGIS_detail_texture: MISSING
glDetailTexFuncSGIS: MISSING
glGetDetailTexFuncSGIS: MISSING

GL_SGIS_fog_function: MISSING

GL_SGIS_generate_mipmap: OK

GL_SGIS_multisample: MISSING
glSamplePatternSGIS: MISSING

GL_SGIS_pixel_texture: MISSING

GL_SGIS_sharpen_texture: MISSING
glGetSharpenTexFuncSGIS: MISSING
glSharpenTexFuncSGIS: MISSING


GL_SGIS_texture_border_clamp: MISSING

GL_SGIS_texture_edge_clamp: MISSING

GL_SGIS_texture_filter4: MISSING
glGetTexFilterFuncSGIS: MISSING
glTexFilterFuncSGIS: MISSING

GL_SGIS_texture_lod: OK

GL_SGIS_texture_select: MISSING

glAsyncMarkerSGIX: MISSING
glDeleteAsyncMarkersSGIX: MISSING
glFinishAsyncSGIX: MISSING
glGenAsyncMarkersSGIX: MISSING
glIsAsyncMarkerSGIX: MISSING

GL_SGIX_async_histogram: MISSING

GL_SGIX_async_pixel: MISSING

GL_SGIX_blend_alpha_minmax: MISSING


GL_SGIX_depth_texture: OK

GL_SGIX_flush_raster: MISSING
glFlushRasterSGIX: MISSING

GL_SGIX_fog_offset: MISSING

GL_SGIX_fog_texture: MISSING

GL_SGIX_fragment_specular_lighting: MISSING
glFragmentColorMaterialSGIX: MISSING
glFragmentLightModelfSGIX: MISSING
glFragmentLightModelfvSGIX: MISSING
glFragmentLightModeliSGIX: MISSING
glFragmentLightModelivSGIX: MISSING
glFragmentLightfSGIX: MISSING
glFragmentLightfvSGIX: MISSING
glFragmentLightiSGIX: MISSING
glFragmentLightivSGIX: MISSING
glFragmentMaterialfSGIX: MISSING
glFragmentMaterialfvSGIX: MISSING
glFragmentMaterialiSGIX: MISSING
glFragmentMaterialivSGIX: MISSING
glGetFragmentLightfvSGIX: MISSING
glGetFragmentLightivSGIX: MISSING
glGetFragmentMaterialfvSGIX: MISSING
glGetFragmentMaterialivSGIX: MISSING

GL_SGIX_framezoom: MISSING

GL_SGIX_interlace: MISSING

GL_SGIX_ir_instrument1: MISSING

GL_SGIX_list_priority: MISSING

GL_SGIX_pixel_texture: MISSING

GL_SGIX_pixel_texture_bits: MISSING

GL_SGIX_reference_plane: MISSING
glReferencePlaneSGIX: MISSING


GL_SGIX_shadow: OK

GL_SGIX_shadow_ambient: MISSING

glSpriteParameterfSGIX: MISSING
glSpriteParameterfvSGIX: MISSING
glSpriteParameteriSGIX: MISSING
glSpriteParameterivSGIX: MISSING

GL_SGIX_tag_sample_buffer: MISSING
glTagSampleBufferSGIX: MISSING

GL_SGIX_texture_add_env: MISSING

GL_SGIX_texture_coordinate_clamp: MISSING

GL_SGIX_texture_lod_bias: MISSING

GL_SGIX_texture_multi_buffer: MISSING

GL_SGIX_texture_range: MISSING

GL_SGIX_texture_scale_bias: MISSING

GL_SGIX_vertex_preclip: MISSING

GL_SGIX_vertex_preclip_hint: MISSING


GL_SGI_color_matrix: MISSING

GL_SGI_color_table: MISSING
glColorTableParameterfvSGI: MISSING
glColorTableParameterivSGI: MISSING
glColorTableSGI: MISSING
glCopyColorTableSGI: MISSING
glGetColorTableParameterfvSGI: MISSING
glGetColorTableParameterivSGI: MISSING
glGetColorTableSGI: MISSING

GL_SGI_texture_color_table: MISSING

GL_SUNX_constant_data: MISSING
glFinishTextureSUNX: MISSING

GL_SUN_convolution_border_modes: MISSING

GL_SUN_global_alpha: MISSING
glGlobalAlphaFactorbSUN: MISSING
glGlobalAlphaFactordSUN: MISSING
glGlobalAlphaFactorfSUN: MISSING
glGlobalAlphaFactoriSUN: MISSING
glGlobalAlphaFactorsSUN: MISSING
glGlobalAlphaFactorubSUN: MISSING
glGlobalAlphaFactoruiSUN: MISSING
glGlobalAlphaFactorusSUN: MISSING

GL_SUN_mesh_array: MISSING

GL_SUN_read_video_pixels: MISSING
glReadVideoPixelsSUN: MISSING

GL_SUN_slice_accum: OK

GL_SUN_triangle_list: MISSING
glReplacementCodePointerSUN: MISSING
glReplacementCodeubSUN: MISSING
glReplacementCodeubvSUN: MISSING
glReplacementCodeuiSUN: MISSING
glReplacementCodeuivSUN: MISSING
glReplacementCodeusSUN: MISSING
glReplacementCodeusvSUN: MISSING

glColor3fVertex3fSUN: MISSING
glColor3fVertex3fvSUN: MISSING
glColor4fNormal3fVertex3fSUN: MISSING
glColor4fNormal3fVertex3fvSUN: MISSING
glColor4ubVertex2fSUN: MISSING
glColor4ubVertex2fvSUN: MISSING
glColor4ubVertex3fSUN: MISSING
glColor4ubVertex3fvSUN: MISSING
glNormal3fVertex3fSUN: MISSING
glNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiColor3fVertex3fSUN: MISSING
glReplacementCodeuiColor3fVertex3fvSUN: MISSING
glReplacementCodeuiColor4fNormal3fVertex3fSUN: MISSING
glReplacementCodeuiColor4fNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiColor4ubVertex3fSUN: MISSING
glReplacementCodeuiColor4ubVertex3fvSUN: MISSING
glReplacementCodeuiNormal3fVertex3fSUN: MISSING
glReplacementCodeuiNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN: MISSING
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN: MISSING
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiTexCoord2fVertex3fSUN: MISSING
glReplacementCodeuiTexCoord2fVertex3fvSUN: MISSING
glReplacementCodeuiVertex3fSUN: MISSING
glReplacementCodeuiVertex3fvSUN: MISSING
glTexCoord2fColor3fVertex3fSUN: MISSING
glTexCoord2fColor3fVertex3fvSUN: MISSING
glTexCoord2fColor4fNormal3fVertex3fSUN: MISSING
glTexCoord2fColor4fNormal3fVertex3fvSUN: MISSING
glTexCoord2fColor4ubVertex3fSUN: MISSING
glTexCoord2fColor4ubVertex3fvSUN: MISSING
glTexCoord2fNormal3fVertex3fSUN: MISSING
glTexCoord2fNormal3fVertex3fvSUN: MISSING
glTexCoord2fVertex3fSUN: MISSING
glTexCoord2fVertex3fvSUN: MISSING
glTexCoord4fColor4fNormal3fVertex4fSUN: MISSING
glTexCoord4fColor4fNormal3fVertex4fvSUN: MISSING
glTexCoord4fVertex4fSUN: MISSING
glTexCoord4fVertex4fvSUN: MISSING

GL_WIN_phong_shading: MISSING

GL_WIN_specular_fog: MISSING

GL_WIN_swap_hint: OK
glAddSwapHintRectWIN: OK

WGL_3DFX_multisample: MISSING

WGL_3DL_stereo_control: MISSING
wglSetStereoEmitterState3DL: MISSING

WGL_ARB_buffer_region: OK
wglCreateBufferRegionARB: OK
wglDeleteBufferRegionARB: OK
wglRestoreBufferRegionARB: OK
wglSaveBufferRegionARB: OK

WGL_ARB_extensions_string: OK
wglGetExtensionsStringARB: OK

WGL_ARB_make_current_read: OK
wglGetCurrentReadDCARB: OK
wglMakeContextCurrentARB: OK

WGL_ARB_multisample: OK

WGL_ARB_pbuffer: OK
wglCreatePbufferARB: OK
wglDestroyPbufferARB: OK
wglGetPbufferDCARB: OK
wglQueryPbufferARB: OK
wglReleasePbufferDCARB: OK

WGL_ARB_pixel_format: OK
wglChoosePixelFormatARB: OK
wglGetPixelFormatAttribfvARB: OK
wglGetPixelFormatAttribivARB: OK

WGL_ARB_pixel_format_float: OK

WGL_ARB_render_texture: OK
wglBindTexImageARB: OK
wglReleaseTexImageARB: OK
wglSetPbufferAttribARB: OK

WGL_ATI_pixel_format_float: OK

WGL_ATI_render_texture_rectangle: MISSING

WGL_EXT_depth_float: MISSING

WGL_EXT_display_color_table: MISSING
wglBindDisplayColorTableEXT: MISSING
wglCreateDisplayColorTableEXT: MISSING
wglDestroyDisplayColorTableEXT: MISSING
wglLoadDisplayColorTableEXT: MISSING

WGL_EXT_extensions_string: OK
wglGetExtensionsStringEXT: OK

WGL_EXT_framebuffer_sRGB: OK

WGL_EXT_make_current_read: MISSING
wglGetCurrentReadDCEXT: MISSING
wglMakeContextCurrentEXT: MISSING

WGL_EXT_multisample: MISSING

wglCreatePbufferEXT: MISSING
wglDestroyPbufferEXT: MISSING
wglQueryPbufferEXT: MISSING
wglReleasePbufferDCEXT: MISSING

WGL_EXT_pixel_format: MISSING
wglChoosePixelFormatEXT: MISSING
wglGetPixelFormatAttribfvEXT: MISSING
wglGetPixelFormatAttribivEXT: MISSING

WGL_EXT_pixel_format_packed_float: OK

WGL_EXT_swap_control: OK
wglGetSwapIntervalEXT: OK
wglSwapIntervalEXT: OK

WGL_I3D_digital_video_control: MISSING
wglGetDigitalVideoParametersI3D: MISSING
wglSetDigitalVideoParametersI3D: MISSING

wglGetGammaTableI3D: MISSING
wglGetGammaTableParametersI3D: MISSING
wglSetGammaTableI3D: MISSING
wglSetGammaTableParametersI3D: MISSING

WGL_I3D_genlock: MISSING
wglDisableGenlockI3D: MISSING
wglEnableGenlockI3D: MISSING
wglGenlockSampleRateI3D: MISSING
wglGenlockSourceDelayI3D: MISSING
wglGenlockSourceEdgeI3D: MISSING
wglGenlockSourceI3D: MISSING
wglGetGenlockSampleRateI3D: MISSING
wglGetGenlockSourceDelayI3D: MISSING
wglGetGenlockSourceEdgeI3D: MISSING
wglGetGenlockSourceI3D: MISSING
wglIsEnabledGenlockI3D: MISSING
wglQueryGenlockMaxSourceDelayI3D: MISSING

WGL_I3D_image_buffer: MISSING
wglAssociateImageBufferEventsI3D: MISSING
wglCreateImageBufferI3D: MISSING
wglDestroyImageBufferI3D: MISSING
wglReleaseImageBufferEventsI3D: MISSING

WGL_I3D_swap_frame_lock: MISSING
wglDisableFrameLockI3D: MISSING
wglEnableFrameLockI3D: MISSING
wglIsEnabledFrameLockI3D: MISSING
wglQueryFrameLockMasterI3D: MISSING

WGL_I3D_swap_frame_usage: MISSING
wglBeginFrameTrackingI3D: MISSING
wglEndFrameTrackingI3D: MISSING
wglGetFrameUsageI3D: MISSING
wglQueryFrameTrackingI3D: MISSING

WGL_NV_float_buffer: OK

WGL_NV_gpu_affinity: MISSING
wglCreateAffinityDCNV: MISSING
wglEnumGpuDevicesNV: MISSING
wglEnumGpusFromAffinityDCNV: MISSING
wglEnumGpusNV: MISSING

WGL_NV_render_depth_texture: OK

WGL_NV_render_texture_rectangle: OK

WGL_NV_vertex_array_range: OK [MISSING]
wglAllocateMemoryNV: OK
wglFreeMemoryNV: OK

WGL_OML_sync_control: MISSING
wglGetSyncValuesOML: MISSING
wglSwapBuffersMscOML: MISSING
wglSwapLayerBuffersMscOML: MISSING

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Original post by V-man
You can try running my demo and see if it works

It says the file is missing :(

EDIT: On the very off chance something was indeed backwards with the Shader code itself, I loaded it into render monkey which displayed it perfectly fine. So shader code isn't an issue at least.

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Original post by Ehrys
Original post by V-man
You can try running my demo and see if it works

It says the file is missing :(

EDIT: On the very off chance something was indeed backwards with the Shader code itself, I loaded it into render monkey which displayed it perfectly fine. So shader code isn't an issue at least.

Sorry about that, try again.

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The application works fine. =)

Which means that the functions are definitely supported and that there's definitely an issue in my code somewhere ^.^

Anyhow, bed time now. Work soon :'(

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      Creating Shaders
      While in earlier APIs shaders were bound separately, in the next-generation APIs as well as in Diligent Engine shaders are part of the pipeline state object. The biggest challenge when authoring shaders is that Direct3D and OpenGL/Vulkan use different shader languages (while Apple uses yet another language in their Metal API). Maintaining two versions of every shader is not an option for real applications and Diligent Engine implements shader source code converter that allows shaders authored in HLSL to be translated to GLSL. To create a shader, one needs to populate ShaderCreationAttribs structure. SourceLanguage member of this structure tells the system which language the shader is authored in:
      SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source language matches the underlying graphics API: HLSL for Direct3D11/Direct3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter, so this value should only be used for OpenGL and OpenGLES modes. There are two ways to provide the shader source code. The first way is to use Source member. The second way is to provide a file path in FilePath member. Since the engine is entirely decoupled from the platform and the host file system is platform-dependent, the structure exposes pShaderSourceStreamFactory member that is intended to provide the engine access to the file system. If FilePath is provided, shader source factory must also be provided. If the shader source contains any #include directives, the source stream factory will also be used to load these files. The engine provides default implementation for every supported platform that should be sufficient in most cases. Custom implementation can be provided when needed.
      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains tutorials, sample applications, asteroids performance benchmark and an example Unity project that uses Diligent Engine in native plugin.
      Atmospheric scattering sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows, Linux, Android, MacOS, and iOS platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and Metal backend is in the plan.
    • By LifeArtist
      Good Evening,
      I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
      First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
      I am really stucked right now because of the fundamental question:
      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
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