Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //////////////////////////////////////////////////////////////
- //
- // GLI - openGL Intercept Configuration file
- //
- //////////////////////////////////////////////////////////////
- //
- // (Note: all options are case sensetitive)
- //
- //////////////////////////////////////////////////////////////
- //ProfileName = "Basic Logging";
- //ProfileDescription = "Does Basic Logging";
- //////////////////////////////////////////////////////////////
- //
- // Log Options:
- //
- //////////////////////////////////////////////////////////////
- //
- // LogEnabled - Enable function call logging
- //
- // LogFlush - If true, will flush the logger after each OpenGL call is made.
- // This is useful to catch a OpenGL call that crashes the
- // application. This only applies to text file logging.
- //
- // LogPath - Path to store the logged files. If not specified, files
- // will be stored relative to the GLI OpenGL dll.
- //
- // LogFileName - The name of the file to log to (without extension)
- //
- // AdditionalRenderCalls - Names of additional OpenGL functions that are to be treated as render calls.
- // (extra frame and state info can be dumped at render calls)
- //
- // LogMaxNumFrames - The maximum number of frames that will be logged.
- // This is useful for retrieving startup information from a
- // application or limiting the file size on apps that make
- // a lot of OpenGL calls (Note: This also affects per-frame logging)
- //
- // LogFormat - The format of the log. If equal to "XML" (without quotes)
- // will log in the XML format. Else, the plain text format is used.
- //
- // XMLFormat::XSLFile - When the log format is XML, this option specifies the XSL file
- // to be used (if any). A XSL file usually formats the XML into a
- // readable HTML format.
- //
- // XMLFormat::BaseDir - The base (or source) directory where the XSL file can be found.
- //
- //////////////////////////////////////////////////////////////
- FunctionLog
- {
- LogEnabled = false
- LogFlush = False;
- //LogPath = "c:\temp\";
- LogFileName = "gliInterceptLog"
- //AdditionalRenderCalls = ("glClear");
- //LogMaxNumFrames = 200;
- //LogFormat = XML;
- XMLFormat
- {
- XSLFile = gliIntercept_DHTML2.xsl;
- BaseDir = "C:\Program Files\GLInterceptx64_1_3_3\XSL";
- }
- }
- //////////////////////////////////////////////////////////////
- //
- // LogPerFrame Options:
- //
- //////////////////////////////////////////////////////////////
- //
- // Enabled - Enable logging per frame. If this is true, instead of
- // logging all OpenGL calls, the below frame start keys will
- // enable the loggers at the start of a frame. The loggers
- // will be disabled when the keys are pressed again and the next
- // frame is reached (see OneFrameOnly for other options).
- //
- // Output of logging is saved to a directory called
- // Frame_XXXX where XXXX is the frame number that logging
- // started.
- //
- // FrameStartKeys - The keys used to enable/disable logging. Valid values can be any
- // combination of 0-9,a-z,f1-f12,ctrl,shift,tab,lwin,rwin,
- // print,up,down,left,right,add,sub,insert,delete etc.
- //
- // OneFrameOnly - If enabled, will only log only one frame per key-press.
- // Loggers will be disabled at the end of the next frame.
- //
- //////////////////////////////////////////////////////////////
- LogPerFrame
- {
- Enabled = False;
- FrameStartKeys = (ctrl,shift,f);
- OneFrameOnly = True;
- }
- //////////////////////////////////////////////////////////////
- //
- // Input Files:
- //
- //////////////////////////////////////////////////////////////
- //
- // GLFunctionDefines - The file to retrieve the OpenGL function defines from.
- // (The text header files that contain the parameters of OpenGL functions to be logged)
- //
- // GLSystemLib - The full path to the "real" OpenGL system library. This will be assigned automatically
- // so usually does not have to be defined.
- //
- //////////////////////////////////////////////////////////////
- InputFiles
- {
- GLFunctionDefines = "C:\Program Files\GLInterceptx64_1_3_3\GLFunctions\gliIncludes.h"
- //GLSystemLib = "c:\windows\system32\opengl32.dll"
- }
- //////////////////////////////////////////////////////////////
- //
- // Error Checking:
- //
- //////////////////////////////////////////////////////////////
- //
- // GLErrorChecking - A OpenGL glGetError() is made after all appropiate OpenGL calls.
- // If an error is detected, the error code is logged to the current text/XML log next
- // to the function that caused the error.
- // (OpenGL Error context is still saved so application invoked glGetError() calls are safe)
- //
- // ThreadChecking - While GLIntercept is not currently thread-safe, (ie. So you cannot have multiple render
- // contexts active at the same time) enabling this option will perform basic thread checking.
- // (Will currently check OpenGL calls to see if they are made on the thread with the
- // active render context)
- //
- // BreakOnError - (used with above) Issue programmer debug breakpoint on an error.
- // Note that glIntercept alters the stack, so to get a valid call stack when debugging
- // you will need to step through some assembly (F10 on VC6) until the stack is restored.
- //
- // LogOnError - (used with above) Log all OpenGL errors to the GLIntercept error log (gliLog.txt).
- //
- // ExtendedErrorLog - (used with above) Report all available data about the function the produced the error.
- // (ie. Full resolved parameters that were passed to the function are reported.)
- // (Enabling this option will cause a severe slowdown even when no errors are produced. Only
- // enable when debugging specific errors)
- //
- // DebuggerErrorLog - Mirror the contents of the error log (gliLog.txt) file to the debuggers' window.
- //
- //////////////////////////////////////////////////////////////
- ErrorChecking
- {
- GLErrorChecking = false;
- ThreadChecking = False;
- BreakOnError = False;
- LogOnError = false;
- ExtendedErrorLog = false;
- DebuggerErrorLog = false;
- }
- //////////////////////////////////////////////////////////////
- //
- // Image logging:
- //
- //////////////////////////////////////////////////////////////
- //
- // LogEnabled - Enabled the image logger. OpenGL textures are saved to the directory
- // "Images" under the main log path. Only the texture types specified in
- // SaveGLTypes are saved.
- //
- // RenderCallStateLog - If enabled, each render call issued will list the currently bound
- // textures for all texture stages. (works with text and XML logging)
- //
- // SaveFormats - The image formats to save the textures in. Current valid formats are
- // PNG,JPG and TGA. Note that more than one format can be specified.
- // (ie. (PNG,TGA) will save all textures twice, once in PNG format, once
- // in TGA format)
- //
- // Note on image formats:
- // TGA - Is pixel precise and is the fastest save format but is also the biggest.
- // TGA's are also not supported by web browsers (if you use XML with XSL to view the logs).
- // PNG - Is pixel precise and is slower to save but is smaller than TGA.
- // PNG's are brower compatable.
- // JPG - Is a format that does not save alpha and saves colors in a lossy format.
- // It is the smallest format and is slower to save than TGA's.
- // JPG's are brower compatable.
- //
- // FlipXAxis - The saving of textures is upside-down by default. Using this option will
- // flip the image before saving.
- //
- // TileCubeMaps - Cube map textures are saved as six individual images. Enabling this option enables
- // the six image to be tiled together (flattened cube shaped) and saved as one image.
- //
- // SaveGLTypes - The types of OpenGL textures to save. Valid options are 1D,2D,3D and CUBE.
- // Note: NVRect textures use the 2D option.
- //
- // SavePbufferTex - This option enables/disables the saving of textures that are bound from a p-buffer.
- // Note: P-Buffer textures are saved each time a p-buffer is bound to the texture.
- // (ie. no checks are performed to see if the p-buffer has changed)
- //
- // ImageIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing)
- //
- // ImageIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG)
- //
- // ImageIcon->Size - The size of the icons to save
- //
- //////////////////////////////////////////////////////////////
- ImageLog
- {
- LogEnabled = false;
- RenderCallStateLog = false;
- SaveFormats = PNG;
- FlipXAxis = False;
- TileCubeMaps= True;
- SaveGLTypes = (1D,2D,3D,CUBE);
- SavePbufferTex = True;
- ImageIcon
- {
- Enabled=True;
- SaveFormat = JPG;
- Size = 40;
- }
- }
- //////////////////////////////////////////////////////////////
- //
- // Shader logging
- //
- //////////////////////////////////////////////////////////////
- //
- // LogEnabled - Enabled the shader logger. OpenGL shaders/programs are saved to the directory
- // "Shaders" under the main log path. Supported types included ARB/NV vertex/fragment
- // programs and vertex/fragment GLSL shaders/programs. ATI specific vertex/fragment
- // shaders are not supported.
- //
- // RenderCallStateLog - If enabled, each render call issued will list the currently bound
- // shaders (vertex and fragment). (works with text and XML logging)
- //
- // AttachLogState - If enabled, attitional information such as compile/link state and additional
- // driver information may be attached to each shader/program.
- // (Currently only GLSL support). Note that enabling this option may force
- // shaders to complete compiling immediately.
- //
- // ValidatePreRender - If the above AttachLogState is enabled, this option will perform a validation of
- // the shader before each render and append it to the log. Enabling this option will
- // cause the shader to be re-saved at each render call.
- // (GLSL only feature via glValidateProgram)
- //
- // UniformLogPreRender - If the above AttachLogState is enabled, this option will dump all uniforms that
- // are active in the shader before each render. Enabling this option will
- // cause the shader to be re-saved at each render call. (GLSL only feature)
- //
- //////////////////////////////////////////////////////////////
- ShaderLog
- {
- LogEnabled = false;
- RenderCallStateLog = True;
- AttachLogState = True;
- ValidatePreRender = False;
- UniformLogPreRender = False;
- //Future formatting options
- }
- //////////////////////////////////////////////////////////////
- //
- // Display List logging
- //
- //////////////////////////////////////////////////////////////
- //
- // LogEnabled - Enabled the display list logger. OpenGL display lists are saved to the directory
- // "DisplayLists" under the main log path. If a program has a lot of big glBegin/glEnd
- // sections in display lists, (ie 1000's of glVertex calls) the application may seem
- // un-responsive on startup as all these calls are processed on the list creation.
- //
- //////////////////////////////////////////////////////////////
- DisplayListLog
- {
- LogEnabled = false;
- }
- //////////////////////////////////////////////////////////////
- //
- // Frame(Buffer) logging
- //
- //////////////////////////////////////////////////////////////
- //
- // LogEnabled - Enabled the frame(buffer) logger. When enabled, each render call can
- // save the pre/post/diff frame buffer (color or depth) to view the changes
- // that the render call made. Frame buffer saves are written to a directory
- // "Frames" under the main log path.
- //
- // SaveFormat - The image format to save the frame buffer in. Current options are TGA,PNG, and JPG.
- // (see ImageLog::SaveFormats for a decription of the formats)
- //
- // FrameIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing)
- //
- // FrameIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG)
- //
- // FrameIcon->Size - The size of the icons to save
- //
- // FrameMovie->Enabled - This enables a movie of the "post" and "diff" frame buffers to be saved. If multiple, buffers
- // are saved, they are tiled together. (This is useful to quicky inspect how a frame is composed)
- // The resulting movie is called FrameMovie.avi in the frame buffer directory.
- //
- // FrameMovie->Size - The width height of the saved frame buffers. (ie. (640,480)) The resulting movie will be
- // larger if multiple buffers are saved at once as they are tiled together.
- //
- // FrameMovie->FrameRate - The frame rate of the saved movie.
- //
- // FrameMovie->Compression - The list of compression codecs used to save the movie (usually 4 letters).
- // The first valid codec is used. Special codecs are:
- // "menu" - will display a menu for the user to select a codec.
- // "none" - will use no compression.
- //
- // ColorBufferLog - The color frame buffer save options. Options can include any combination of
- // (pre,post,diff).
- // pre - The frame's color buffer is saved before the render call
- //
- // post - The frame's color buffer is saved after the render call
- //
- // diff - The difference between the pre and post buffer saves is written.
- // (green represents pixels with no differnce. If the image is red,
- // no image differences were detected)
- //
- // DepthBufferLog - The depth frame buffer save options. Options are the same as in ColorBufferLog.
- // (Note: Depth-buffer saving can be very slow)
- //
- // StencilBufferLog - The stencil frame buffer save options. Options are the same as in ColorBufferLog.
- // (Note: Stencil-buffer saving can be very slow)
- //
- // StencilColors - When saving the stencil buffer, it can be useful to save the buffer with color codes.
- // (ie stencil value 1 = red) This array supplies index color pairs for each stencil
- // value up to 255. The indices must be in order and the colors are in the format
- // AABBGGRR. If an index is missing, it will take the value of the index as the color.
- // (ie. stencil index 128 = (255, 128,128,128) = greyscale values)
- //
- //////////////////////////////////////////////////////////////
- FrameLog
- {
- LogEnabled = False;
- SaveFormat = JPG;
- FrameIcon
- {
- Enabled = True;
- SaveFormat = JPG;
- Size = 40;
- }
- FrameMovie
- {
- Enabled = False;
- Size = (640,480);
- FrameRate = 15;
- Compression = ("mpg4","divx","none");
- }
- ColorBufferLog = (pre,post,diff);
- //DepthBufferLog = (pre,post,diff);
- //StencilBufferLog = (pre,post,diff);
- StencilColors = (0,0xFF000000, //Black
- 1,0xFFFF0000, //Blue
- 2,0xFFFFFF00, //Light Blue
- 3,0xFF0000FF, //Red
- 4,0xFF00FFFF, //Yellow
- 5,0xFFFF00FF, //Purple
- 6,0xFF80FFFF, //Bright Yellow
- 7,0xFFFFFFFF); //White (Note green is not used as that is the "diff" color)
- }
- //////////////////////////////////////////////////////////////
- //
- // Function time logging
- //
- //////////////////////////////////////////////////////////////
- //
- // NOTE: It is important to not mis-use the results of this logger. OpenGL is a very pipelined
- // API and you can not optimize your code based on how long is spent in each function call.
- // This logger is only intended for advanced users to determine where pipeline stalls "MAY"
- // have occured and determine speeds of operations such as glReadPixels etc.
- //
- // LogEnabled - Enabled the timer log. When enabled, the time taken inside each OpenGL
- // function is added to the main log. (if enabled). The logging reports
- // in microseconds (millionth of a second). Only take these results as
- // approximate figures as GLIntercept will add a small amout of overhead.
- // (More overhead may be indicated in the functions wglGetProcAddress,
- // all wgl*(context) functions, glBegin,glEnd,glGetError)
- //
- // If you are using this logger to determine where pipeline stalls occur,
- // ensure to disable ALL other loggers (image/shader/frame etc) as these
- // loggers may cause pipline stalls. Also disable parameter logging by
- // not defining "GLFunctionDefines" and use flat text logging to get the
- // fastest logging possible. (and hence the most accurate results)
- //
- // LogCutoff - The number of microseconds below which the time value is not reported.
- //
- //////////////////////////////////////////////////////////////
- TimerLog
- {
- LogEnabled = False;
- LogCutoff = 20;
- }
- //////////////////////////////////////////////////////////////
- //
- // Plugins
- //
- //////////////////////////////////////////////////////////////
- //
- // BaseDir - The base directory where the plugins can be found
- //
- // Plugins - Listing of all plugins to load (and the locations
- // to load from) Under each plugin, plugin specific options
- // can be specified.
- //
- //
- //////////////////////////////////////////////////////////////
- PluginData
- {
- BaseDir = "C:\Program Files\GLInterceptx64_1_3_3\Plugins";
- Plugins
- {
- ExtensionOverride = ("GLExtOverride/GLExtOverride.dll")
- {
- VersionString ="4.5"
- ShaderVersionString = "4.50 - Custom shader version string"
- AddExtensions = (GL_AMD_multi_draw_indirect
- ,GL_AMD_seamless_cubemap_per_texture
- ,GL_AMD_vertex_shader_viewport_index
- ,GL_AMD_vertex_shader_layer
- ,GL_ARB_arrays_of_arrays
- ,GL_ARB_base_instance
- ,GL_ARB_bindless_texture
- ,GL_ARB_blend_func_extended
- ,GL_ARB_buffer_storage
- ,GL_ARB_clear_buffer_object
- ,GL_ARB_clear_texture
- ,GL_ARB_clip_control
- ,GL_ARB_color_buffer_float
- ,GL_ARB_compatibility
- ,GL_ARB_compressed_texture_pixel_storage
- ,GL_ARB_conservative_depth
- ,GL_ARB_compute_shader
- ,GL_ARB_compute_variable_group_size
- ,GL_ARB_conditional_render_inverted
- ,GL_ARB_copy_buffer
- ,GL_ARB_copy_image
- ,GL_ARB_cull_distance
- ,GL_ARB_debug_output
- ,GL_ARB_depth_buffer_float
- ,GL_ARB_depth_clamp
- ,GL_ARB_depth_texture
- ,GL_ARB_derivative_control
- ,GL_ARB_direct_state_access
- ,GL_ARB_draw_buffers
- ,GL_ARB_draw_buffers_blend
- ,GL_ARB_draw_indirect
- ,GL_ARB_draw_elements_base_vertex
- ,GL_ARB_draw_instanced
- ,GL_ARB_enhanced_layouts
- ,GL_ARB_ES2_compatibility
- ,GL_ARB_ES3_compatibility
- ,GL_ARB_ES3_1_compatibility
- ,GL_ARB_ES3_2_compatibility
- ,GL_ARB_explicit_attrib_location
- ,GL_ARB_explicit_uniform_location
- ,GL_ARB_fragment_coord_conventions
- ,GL_ARB_fragment_layer_viewport
- ,GL_ARB_fragment_program
- ,GL_ARB_fragment_program_shadow
- ,GL_ARB_fragment_shader
- ,GL_ARB_fragment_shader_interlock
- ,GL_ARB_framebuffer_no_attachments
- ,GL_ARB_framebuffer_object
- ,GL_ARB_framebuffer_sRGB
- ,GL_ARB_geometry_shader4
- ,GL_ARB_get_program_binary
- ,GL_ARB_get_texture_sub_image
- ,GL_ARB_gpu_shader5
- ,GL_ARB_gpu_shader_fp64
- ,GL_ARB_gpu_shader_int64
- ,GL_ARB_half_float_pixel
- ,GL_ARB_half_float_vertex
- ,GL_ARB_imaging
- ,GL_ARB_indirect_parameters
- ,GL_ARB_instanced_arrays
- ,GL_ARB_internalformat_query
- ,GL_ARB_internalformat_query2
- ,GL_ARB_invalidate_subdata
- ,GL_ARB_map_buffer_alignment
- ,GL_ARB_map_buffer_range
- ,GL_ARB_multi_bind
- ,GL_ARB_multi_draw_indirect
- ,GL_ARB_multisample
- ,GL_ARB_multitexture
- ,GL_ARB_occlusion_query
- ,GL_ARB_occlusion_query2
- ,GL_ARB_parallel_shader_compile
- ,GL_ARB_pipeline_statistics_query
- ,GL_ARB_pixel_buffer_object
- ,GL_ARB_point_parameters
- ,GL_ARB_point_sprite
- ,GL_ARB_post_depth_coverage
- ,GL_ARB_program_interface_query
- ,GL_ARB_provoking_vertex
- ,GL_ARB_query_buffer_object
- ,GL_ARB_robust_buffer_access_behavior
- ,GL_ARB_robustness
- ,GL_ARB_sample_locations
- ,GL_ARB_sample_shading
- ,GL_ARB_sampler_objects
- ,GL_ARB_seamless_cube_map
- ,GL_ARB_seamless_cubemap_per_texture
- ,GL_ARB_separate_shader_objects
- ,GL_ARB_shader_atomic_counter_ops
- ,GL_ARB_shader_atomic_counters
- ,GL_ARB_shader_ballot
- ,GL_ARB_shader_bit_encoding
- ,GL_ARB_shader_clock
- ,GL_ARB_shader_draw_parameters
- ,GL_ARB_shader_group_vote
- ,GL_ARB_shader_image_load_store
- ,GL_ARB_shader_image_size
- ,GL_ARB_shader_objects
- ,GL_ARB_shader_precision
- ,GL_ARB_shader_storage_buffer_object
- ,GL_ARB_shader_subroutine
- ,GL_ARB_shader_texture_image_samples
- ,GL_ARB_shader_texture_lod
- ,GL_ARB_shading_language_100
- ,GL_ARB_shader_viewport_layer_array
- ,GL_ARB_shading_language_420pack
- ,GL_ARB_shading_language_include
- ,GL_ARB_shading_language_packing
- ,GL_ARB_shadow
- ,GL_ARB_sparse_buffer
- ,GL_ARB_sparse_texture
- ,GL_ARB_sparse_texture2
- ,GL_ARB_sparse_texture_clamp
- ,GL_ARB_stencil_texturing
- ,GL_ARB_sync
- ,GL_ARB_tessellation_shader
- ,GL_ARB_texture_barrier
- ,GL_ARB_texture_border_clamp
- ,GL_ARB_texture_buffer_object
- ,GL_ARB_texture_buffer_object_rgb32
- ,GL_ARB_texture_buffer_range
- ,GL_ARB_texture_compression
- ,GL_ARB_texture_compression_bptc
- ,GL_ARB_texture_compression_rgtc
- ,GL_ARB_texture_cube_map
- ,GL_ARB_texture_cube_map_array
- ,GL_ARB_texture_env_add
- ,GL_ARB_texture_env_combine
- ,GL_ARB_texture_env_crossbar
- ,GL_ARB_texture_env_dot3
- ,GL_ARB_texture_filter_minmax
- ,GL_ARB_texture_float
- ,GL_ARB_texture_gather
- ,GL_ARB_texture_mirror_clamp_to_edge
- ,GL_ARB_texture_mirrored_repeat
- ,GL_ARB_texture_multisample
- ,GL_ARB_texture_non_power_of_two
- ,GL_ARB_texture_query_levels
- ,GL_ARB_texture_query_lod
- ,GL_ARB_texture_rectangle
- ,GL_ARB_texture_rg
- ,GL_ARB_texture_rgb10_a2ui
- ,GL_ARB_texture_stencil8
- ,GL_ARB_texture_storage
- ,GL_ARB_texture_storage_multisample
- ,GL_ARB_texture_swizzle
- ,GL_ARB_texture_view
- ,GL_ARB_timer_query
- ,GL_ARB_transform_feedback2
- ,GL_ARB_transform_feedback3
- ,GL_ARB_transform_feedback_instanced
- ,GL_ARB_transform_feedback_overflow_query
- ,GL_ARB_transpose_matrix
- ,GL_ARB_uniform_buffer_object
- ,GL_ARB_vertex_array_bgra
- ,GL_ARB_vertex_array_object
- ,GL_ARB_vertex_attrib_64bit
- ,GL_ARB_vertex_attrib_binding
- ,GL_ARB_vertex_buffer_object
- ,GL_ARB_vertex_program
- ,GL_ARB_vertex_shader
- ,GL_ARB_vertex_type_10f_11f_11f_rev
- ,GL_ARB_vertex_type_2_10_10_10_rev
- ,GL_ARB_viewport_array
- ,GL_ARB_window_pos
- ,GL_ATI_draw_buffers
- ,GL_ATI_texture_float
- ,GL_ATI_texture_mirror_once
- ,GL_S3_s3tc
- ,GL_EXT_texture_env_add
- ,GL_EXT_abgr
- ,GL_EXT_bgra
- ,GL_EXT_bindable_uniform
- ,GL_EXT_blend_color
- ,GL_EXT_blend_equation_separate
- ,GL_EXT_blend_func_separate
- ,GL_EXT_blend_minmax
- ,GL_EXT_blend_subtract
- ,GL_EXT_compiled_vertex_array
- ,GL_EXT_Cg_shader
- ,GL_EXT_depth_bounds_test
- ,GL_EXT_direct_state_access
- ,GL_EXT_draw_buffers2
- ,GL_EXT_draw_instanced
- ,GL_EXT_draw_range_elements
- ,GL_EXT_fog_coord
- ,GL_EXT_framebuffer_blit
- ,GL_EXT_framebuffer_multisample
- ,GL_EXTX_framebuffer_mixed_formats
- ,GL_EXT_framebuffer_multisample_blit_scaled
- ,GL_EXT_framebuffer_object
- ,GL_EXT_framebuffer_sRGB
- ,GL_EXT_geometry_shader4
- ,GL_EXT_gpu_program_parameters
- ,GL_EXT_gpu_shader4
- ,GL_EXT_multi_draw_arrays
- ,GL_EXT_packed_depth_stencil
- ,GL_EXT_packed_float
- ,GL_EXT_packed_pixels
- ,GL_EXT_pixel_buffer_object
- ,GL_EXT_point_parameters
- ,GL_EXT_polygon_offset_clamp
- ,GL_EXT_post_depth_coverage
- ,GL_EXT_provoking_vertex
- ,GL_EXT_raster_multisample
- ,GL_EXT_rescale_normal
- ,GL_EXT_secondary_color
- ,GL_EXT_separate_shader_objects
- ,GL_EXT_separate_specular_color
- ,GL_EXT_shader_image_load_formatted
- ,GL_EXT_shader_image_load_store
- ,GL_EXT_shader_integer_mix
- ,GL_EXT_shadow_funcs
- ,GL_EXT_sparse_texture2
- ,GL_EXT_stencil_two_side
- ,GL_EXT_stencil_wrap
- ,GL_EXT_texture3D
- ,GL_EXT_texture_array
- ,GL_EXT_texture_buffer_object
- ,GL_EXT_texture_compression_dxt1
- ,GL_EXT_texture_compression_latc
- ,GL_EXT_texture_compression_rgtc
- ,GL_EXT_texture_compression_s3tc
- ,GL_EXT_texture_cube_map
- ,GL_EXT_texture_edge_clamp
- ,GL_EXT_texture_env_combine
- ,GL_EXT_texture_env_dot3
- ,GL_EXT_texture_filter_anisotropic
- ,GL_EXT_texture_filter_minmax
- ,GL_EXT_texture_integer
- ,GL_EXT_texture_lod
- ,GL_EXT_texture_lod_bias
- ,GL_EXT_texture_mirror_clamp
- ,GL_EXT_texture_object
- ,GL_EXT_texture_shared_exponent
- ,GL_EXT_texture_sRGB
- ,GL_EXT_texture_sRGB_decode
- ,GL_EXT_texture_storage
- ,GL_EXT_texture_swizzle
- ,GL_EXT_timer_query
- ,GL_EXT_transform_feedback2
- ,GL_EXT_vertex_array
- ,GL_EXT_vertex_array_bgra
- ,GL_EXT_vertex_attrib_64bit
- ,GL_EXT_import_sync_object
- ,GL_IBM_rasterpos_clip
- ,GL_IBM_texture_mirrored_repeat
- ,GL_KHR_context_flush_control
- ,GL_KHR_debug
- ,GL_KHR_robust_buffer_access_behavior
- ,GL_KHR_robustness
- ,GL_KTX_buffer_region
- ,GL_NV_bindless_multi_draw_indirect
- ,GL_NV_bindless_multi_draw_indirect_count
- ,GL_NV_bindless_texture
- ,GL_NV_blend_equation_advanced
- ,GL_NV_blend_equation_advanced_coherent
- ,GL_NV_blend_square
- ,GL_NV_command_list
- ,GL_NV_compute_program5
- ,GL_NV_conditional_render
- ,GL_NV_conservative_raster
- ,GL_NV_conservative_raster_dilate
- ,GL_NV_copy_depth_to_color
- ,GL_NV_copy_image
- ,GL_NV_depth_buffer_float
- ,GL_NV_depth_clamp
- ,GL_NV_draw_texture
- ,GL_NV_ES1_1_compatibility
- ,GL_NV_ES3_1_compatibility
- ,GL_NV_explicit_multisample
- ,GL_NV_fence
- ,GL_NV_fill_rectangle
- ,GL_NV_float_buffer
- ,GL_NV_fog_distance
- ,GL_NV_fragment_coverage_to_color
- ,GL_NV_fragment_program
- ,GL_NV_fragment_program_option
- ,GL_NV_fragment_program2
- ,GL_NV_fragment_shader_interlock
- ,GL_NV_framebuffer_mixed_samples
- ,GL_NV_framebuffer_multisample_coverage
- ,GL_NV_geometry_shader4
- ,GL_NV_geometry_shader_passthrough
- ,GL_NV_gpu_program4
- ,GL_NV_internalformat_sample_query
- ,GL_NV_gpu_program4_1
- ,GL_NV_gpu_program5
- ,GL_NV_gpu_program5_mem_extended
- ,GL_NV_gpu_program_fp64
- ,GL_NV_gpu_shader5
- ,GL_NV_half_float
- ,GL_NV_light_max_exponent
- ,GL_NV_multisample_coverage
- ,GL_NV_multisample_filter_hint
- ,GL_NV_occlusion_query
- ,GL_NV_packed_depth_stencil
- ,GL_NV_parameter_buffer_object
- ,GL_NV_parameter_buffer_object2
- ,GL_NV_path_rendering
- ,GL_NV_path_rendering_shared_edge
- ,GL_NV_pixel_data_range
- ,GL_NV_point_sprite
- ,GL_NV_primitive_restart
- ,GL_NV_register_combiners
- ,GL_NV_register_combiners2
- ,GL_NV_sample_locations
- ,GL_NV_sample_mask_override_coverage
- ,GL_NV_shader_atomic_counters
- ,GL_NV_shader_atomic_float
- ,GL_NV_shader_atomic_fp16_vector
- ,GL_NV_shader_atomic_int64
- ,GL_NV_shader_buffer_load
- ,GL_NV_shader_storage_buffer_object
- ,GL_NV_texgen_reflection
- ,GL_NV_texture_barrier
- ,GL_NV_texture_compression_vtc
- ,GL_NV_texture_env_combine4
- ,GL_NV_texture_multisample
- ,GL_NV_texture_rectangle
- ,GL_NV_texture_shader
- ,GL_NV_texture_shader2
- ,GL_NV_texture_shader3
- ,GL_NV_transform_feedback
- ,GL_NV_transform_feedback2
- ,GL_NV_uniform_buffer_unified_memory
- ,GL_NV_vertex_array_range
- ,GL_NV_vertex_array_range2
- ,GL_NV_vertex_attrib_integer_64bit
- ,GL_NV_vertex_buffer_unified_memory
- ,GL_NV_vertex_program
- ,GL_NV_vertex_program1_1
- ,GL_NV_vertex_program2
- ,GL_NV_vertex_program2_option
- ,GL_NV_vertex_program3
- ,GL_NV_viewport_array2
- ,GL_NVX_conditional_render
- ,GL_NVX_gpu_memory_info
- ,GL_NVX_nvenc_interop
- ,GL_NV_shader_thread_group
- ,GL_NV_shader_thread_shuffle
- ,GL_KHR_blend_equation_advanced
- ,GL_KHR_blend_equation_advanced_coherent
- ,GL_SGIS_generate_mipmap
- ,GL_SGIS_texture_lod
- ,GL_SGIX_depth_texture
- ,GL_SGIX_shadow
- ,GL_SUN_slice_accum
- ,GL_WIN_swap_hint
- ,WGL_EXT_swap_control
- ,WGL_ARB_buffer_region
- ,WGL_ARB_create_context
- ,WGL_ARB_create_context_profile
- ,WGL_ARB_create_context_robustness
- ,WGL_ARB_context_flush_control
- ,WGL_ARB_extensions_string
- ,WGL_ARB_make_current_read
- ,WGL_ARB_multisample
- ,WGL_ARB_pbuffer
- ,WGL_ARB_pixel_format
- ,WGL_ARB_pixel_format_float
- ,WGL_ARB_render_texture
- ,WGL_ATI_pixel_format_float
- ,WGL_EXT_create_context_es_profile
- ,WGL_EXT_create_context_es2_profile
- ,WGL_EXT_extensions_string
- ,WGL_EXT_framebuffer_sRGB
- ,WGL_EXT_pixel_format_packed_float
- ,WGL_EXT_swap_control_tear
- ,WGL_NVX_DX_interop
- ,WGL_NV_DX_interop
- ,WGL_NV_DX_interop2
- ,WGL_NV_copy_image
- ,WGL_NV_delay_before_swap
- ,WGL_NV_float_buffer
- ,WGL_NV_multisample_coverage
- ,WGL_NV_render_depth_texture
- ,WGL_NV_render_texture_rectangle);
- }
- //
- // Name of plugin | Plugin load location
- // { Plugin specific options. (See the plugins' config.ini file for options) }
- // OpenGLFreeCamera = ("GLFreeCam/GLFreeCam.dll")
- // {
- // CameraMoveSpeed = 10.0;
- // }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement