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  1. //////////////////////////////////////////////////////////////
  2. //
  3. // GLI - openGL Intercept Configuration file
  4. //
  5. //////////////////////////////////////////////////////////////
  6. //
  7. // (Note: all options are case sensetitive)
  8. //
  9. //////////////////////////////////////////////////////////////
  10.  
  11. //ProfileName = "Basic Logging";
  12. //ProfileDescription = "Does Basic Logging";
  13.  
  14. //////////////////////////////////////////////////////////////
  15. //
  16. // Log Options:
  17. //
  18. //////////////////////////////////////////////////////////////
  19. //
  20. // LogEnabled - Enable function call logging
  21. //
  22. // LogFlush - If true, will flush the logger after each OpenGL call is made.
  23. // This is useful to catch a OpenGL call that crashes the
  24. // application. This only applies to text file logging.
  25. //
  26. // LogPath - Path to store the logged files. If not specified, files
  27. // will be stored relative to the GLI OpenGL dll.
  28. //
  29. // LogFileName - The name of the file to log to (without extension)
  30. //
  31. // AdditionalRenderCalls - Names of additional OpenGL functions that are to be treated as render calls.
  32. // (extra frame and state info can be dumped at render calls)
  33. //
  34. // LogMaxNumFrames - The maximum number of frames that will be logged.
  35. // This is useful for retrieving startup information from a
  36. // application or limiting the file size on apps that make
  37. // a lot of OpenGL calls (Note: This also affects per-frame logging)
  38. //
  39. // LogFormat - The format of the log. If equal to "XML" (without quotes)
  40. // will log in the XML format. Else, the plain text format is used.
  41. //
  42. // XMLFormat::XSLFile - When the log format is XML, this option specifies the XSL file
  43. // to be used (if any). A XSL file usually formats the XML into a
  44. // readable HTML format.
  45. //
  46. // XMLFormat::BaseDir - The base (or source) directory where the XSL file can be found.
  47. //
  48. //////////////////////////////////////////////////////////////
  49.  
  50. FunctionLog
  51. {
  52. LogEnabled = false
  53. LogFlush = False;
  54. //LogPath = "c:\temp\";
  55. LogFileName = "gliInterceptLog"
  56.  
  57. //AdditionalRenderCalls = ("glClear");
  58.  
  59. //LogMaxNumFrames = 200;
  60.  
  61. //LogFormat = XML;
  62.  
  63. XMLFormat
  64. {
  65. XSLFile = gliIntercept_DHTML2.xsl;
  66. BaseDir = "C:\Program Files\GLInterceptx64_1_3_3\XSL";
  67. }
  68. }
  69.  
  70.  
  71. //////////////////////////////////////////////////////////////
  72. //
  73. // LogPerFrame Options:
  74. //
  75. //////////////////////////////////////////////////////////////
  76. //
  77. // Enabled - Enable logging per frame. If this is true, instead of
  78. // logging all OpenGL calls, the below frame start keys will
  79. // enable the loggers at the start of a frame. The loggers
  80. // will be disabled when the keys are pressed again and the next
  81. // frame is reached (see OneFrameOnly for other options).
  82. //
  83. // Output of logging is saved to a directory called
  84. // Frame_XXXX where XXXX is the frame number that logging
  85. // started.
  86. //
  87. // FrameStartKeys - The keys used to enable/disable logging. Valid values can be any
  88. // combination of 0-9,a-z,f1-f12,ctrl,shift,tab,lwin,rwin,
  89. // print,up,down,left,right,add,sub,insert,delete etc.
  90. //
  91. // OneFrameOnly - If enabled, will only log only one frame per key-press.
  92. // Loggers will be disabled at the end of the next frame.
  93. //
  94. //////////////////////////////////////////////////////////////
  95.  
  96. LogPerFrame
  97. {
  98. Enabled = False;
  99. FrameStartKeys = (ctrl,shift,f);
  100. OneFrameOnly = True;
  101. }
  102.  
  103.  
  104.  
  105.  
  106. //////////////////////////////////////////////////////////////
  107. //
  108. // Input Files:
  109. //
  110. //////////////////////////////////////////////////////////////
  111. //
  112. // GLFunctionDefines - The file to retrieve the OpenGL function defines from.
  113. // (The text header files that contain the parameters of OpenGL functions to be logged)
  114. //
  115. // GLSystemLib - The full path to the "real" OpenGL system library. This will be assigned automatically
  116. // so usually does not have to be defined.
  117. //
  118. //////////////////////////////////////////////////////////////
  119.  
  120. InputFiles
  121. {
  122. GLFunctionDefines = "C:\Program Files\GLInterceptx64_1_3_3\GLFunctions\gliIncludes.h"
  123. //GLSystemLib = "c:\windows\system32\opengl32.dll"
  124. }
  125.  
  126. //////////////////////////////////////////////////////////////
  127. //
  128. // Error Checking:
  129. //
  130. //////////////////////////////////////////////////////////////
  131. //
  132. // GLErrorChecking - A OpenGL glGetError() is made after all appropiate OpenGL calls.
  133. // If an error is detected, the error code is logged to the current text/XML log next
  134. // to the function that caused the error.
  135. // (OpenGL Error context is still saved so application invoked glGetError() calls are safe)
  136. //
  137. // ThreadChecking - While GLIntercept is not currently thread-safe, (ie. So you cannot have multiple render
  138. // contexts active at the same time) enabling this option will perform basic thread checking.
  139. // (Will currently check OpenGL calls to see if they are made on the thread with the
  140. // active render context)
  141. //
  142. // BreakOnError - (used with above) Issue programmer debug breakpoint on an error.
  143. // Note that glIntercept alters the stack, so to get a valid call stack when debugging
  144. // you will need to step through some assembly (F10 on VC6) until the stack is restored.
  145. //
  146. // LogOnError - (used with above) Log all OpenGL errors to the GLIntercept error log (gliLog.txt).
  147. //
  148. // ExtendedErrorLog - (used with above) Report all available data about the function the produced the error.
  149. // (ie. Full resolved parameters that were passed to the function are reported.)
  150. // (Enabling this option will cause a severe slowdown even when no errors are produced. Only
  151. // enable when debugging specific errors)
  152. //
  153. // DebuggerErrorLog - Mirror the contents of the error log (gliLog.txt) file to the debuggers' window.
  154. //
  155. //////////////////////////////////////////////////////////////
  156.  
  157. ErrorChecking
  158. {
  159. GLErrorChecking = false;
  160. ThreadChecking = False;
  161. BreakOnError = False;
  162. LogOnError = false;
  163. ExtendedErrorLog = false;
  164. DebuggerErrorLog = false;
  165. }
  166.  
  167. //////////////////////////////////////////////////////////////
  168. //
  169. // Image logging:
  170. //
  171. //////////////////////////////////////////////////////////////
  172. //
  173. // LogEnabled - Enabled the image logger. OpenGL textures are saved to the directory
  174. // "Images" under the main log path. Only the texture types specified in
  175. // SaveGLTypes are saved.
  176. //
  177. // RenderCallStateLog - If enabled, each render call issued will list the currently bound
  178. // textures for all texture stages. (works with text and XML logging)
  179. //
  180. // SaveFormats - The image formats to save the textures in. Current valid formats are
  181. // PNG,JPG and TGA. Note that more than one format can be specified.
  182. // (ie. (PNG,TGA) will save all textures twice, once in PNG format, once
  183. // in TGA format)
  184. //
  185. // Note on image formats:
  186. // TGA - Is pixel precise and is the fastest save format but is also the biggest.
  187. // TGA's are also not supported by web browsers (if you use XML with XSL to view the logs).
  188. // PNG - Is pixel precise and is slower to save but is smaller than TGA.
  189. // PNG's are brower compatable.
  190. // JPG - Is a format that does not save alpha and saves colors in a lossy format.
  191. // It is the smallest format and is slower to save than TGA's.
  192. // JPG's are brower compatable.
  193. //
  194. // FlipXAxis - The saving of textures is upside-down by default. Using this option will
  195. // flip the image before saving.
  196. //
  197. // TileCubeMaps - Cube map textures are saved as six individual images. Enabling this option enables
  198. // the six image to be tiled together (flattened cube shaped) and saved as one image.
  199. //
  200. // SaveGLTypes - The types of OpenGL textures to save. Valid options are 1D,2D,3D and CUBE.
  201. // Note: NVRect textures use the 2D option.
  202. //
  203. // SavePbufferTex - This option enables/disables the saving of textures that are bound from a p-buffer.
  204. // Note: P-Buffer textures are saved each time a p-buffer is bound to the texture.
  205. // (ie. no checks are performed to see if the p-buffer has changed)
  206. //
  207. // ImageIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing)
  208. //
  209. // ImageIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG)
  210. //
  211. // ImageIcon->Size - The size of the icons to save
  212. //
  213. //////////////////////////////////////////////////////////////
  214.  
  215. ImageLog
  216. {
  217. LogEnabled = false;
  218.  
  219. RenderCallStateLog = false;
  220.  
  221. SaveFormats = PNG;
  222. FlipXAxis = False;
  223. TileCubeMaps= True;
  224.  
  225. SaveGLTypes = (1D,2D,3D,CUBE);
  226. SavePbufferTex = True;
  227.  
  228. ImageIcon
  229. {
  230. Enabled=True;
  231. SaveFormat = JPG;
  232. Size = 40;
  233. }
  234. }
  235.  
  236. //////////////////////////////////////////////////////////////
  237. //
  238. // Shader logging
  239. //
  240. //////////////////////////////////////////////////////////////
  241. //
  242. // LogEnabled - Enabled the shader logger. OpenGL shaders/programs are saved to the directory
  243. // "Shaders" under the main log path. Supported types included ARB/NV vertex/fragment
  244. // programs and vertex/fragment GLSL shaders/programs. ATI specific vertex/fragment
  245. // shaders are not supported.
  246. //
  247. // RenderCallStateLog - If enabled, each render call issued will list the currently bound
  248. // shaders (vertex and fragment). (works with text and XML logging)
  249. //
  250. // AttachLogState - If enabled, attitional information such as compile/link state and additional
  251. // driver information may be attached to each shader/program.
  252. // (Currently only GLSL support). Note that enabling this option may force
  253. // shaders to complete compiling immediately.
  254. //
  255. // ValidatePreRender - If the above AttachLogState is enabled, this option will perform a validation of
  256. // the shader before each render and append it to the log. Enabling this option will
  257. // cause the shader to be re-saved at each render call.
  258. // (GLSL only feature via glValidateProgram)
  259. //
  260. // UniformLogPreRender - If the above AttachLogState is enabled, this option will dump all uniforms that
  261. // are active in the shader before each render. Enabling this option will
  262. // cause the shader to be re-saved at each render call. (GLSL only feature)
  263. //
  264. //////////////////////////////////////////////////////////////
  265.  
  266. ShaderLog
  267. {
  268. LogEnabled = false;
  269.  
  270. RenderCallStateLog = True;
  271.  
  272. AttachLogState = True;
  273. ValidatePreRender = False;
  274. UniformLogPreRender = False;
  275.  
  276. //Future formatting options
  277. }
  278.  
  279. //////////////////////////////////////////////////////////////
  280. //
  281. // Display List logging
  282. //
  283. //////////////////////////////////////////////////////////////
  284. //
  285. // LogEnabled - Enabled the display list logger. OpenGL display lists are saved to the directory
  286. // "DisplayLists" under the main log path. If a program has a lot of big glBegin/glEnd
  287. // sections in display lists, (ie 1000's of glVertex calls) the application may seem
  288. // un-responsive on startup as all these calls are processed on the list creation.
  289. //
  290. //////////////////////////////////////////////////////////////
  291.  
  292. DisplayListLog
  293. {
  294. LogEnabled = false;
  295.  
  296. }
  297.  
  298. //////////////////////////////////////////////////////////////
  299. //
  300. // Frame(Buffer) logging
  301. //
  302. //////////////////////////////////////////////////////////////
  303. //
  304. // LogEnabled - Enabled the frame(buffer) logger. When enabled, each render call can
  305. // save the pre/post/diff frame buffer (color or depth) to view the changes
  306. // that the render call made. Frame buffer saves are written to a directory
  307. // "Frames" under the main log path.
  308. //
  309. // SaveFormat - The image format to save the frame buffer in. Current options are TGA,PNG, and JPG.
  310. // (see ImageLog::SaveFormats for a decription of the formats)
  311. //
  312. // FrameIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing)
  313. //
  314. // FrameIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG)
  315. //
  316. // FrameIcon->Size - The size of the icons to save
  317. //
  318. // FrameMovie->Enabled - This enables a movie of the "post" and "diff" frame buffers to be saved. If multiple, buffers
  319. // are saved, they are tiled together. (This is useful to quicky inspect how a frame is composed)
  320. // The resulting movie is called FrameMovie.avi in the frame buffer directory.
  321. //
  322. // FrameMovie->Size - The width height of the saved frame buffers. (ie. (640,480)) The resulting movie will be
  323. // larger if multiple buffers are saved at once as they are tiled together.
  324. //
  325. // FrameMovie->FrameRate - The frame rate of the saved movie.
  326. //
  327. // FrameMovie->Compression - The list of compression codecs used to save the movie (usually 4 letters).
  328. // The first valid codec is used. Special codecs are:
  329. // "menu" - will display a menu for the user to select a codec.
  330. // "none" - will use no compression.
  331. //
  332. // ColorBufferLog - The color frame buffer save options. Options can include any combination of
  333. // (pre,post,diff).
  334. // pre - The frame's color buffer is saved before the render call
  335. //
  336. // post - The frame's color buffer is saved after the render call
  337. //
  338. // diff - The difference between the pre and post buffer saves is written.
  339. // (green represents pixels with no differnce. If the image is red,
  340. // no image differences were detected)
  341. //
  342. // DepthBufferLog - The depth frame buffer save options. Options are the same as in ColorBufferLog.
  343. // (Note: Depth-buffer saving can be very slow)
  344. //
  345. // StencilBufferLog - The stencil frame buffer save options. Options are the same as in ColorBufferLog.
  346. // (Note: Stencil-buffer saving can be very slow)
  347. //
  348. // StencilColors - When saving the stencil buffer, it can be useful to save the buffer with color codes.
  349. // (ie stencil value 1 = red) This array supplies index color pairs for each stencil
  350. // value up to 255. The indices must be in order and the colors are in the format
  351. // AABBGGRR. If an index is missing, it will take the value of the index as the color.
  352. // (ie. stencil index 128 = (255, 128,128,128) = greyscale values)
  353. //
  354. //////////////////////////////////////////////////////////////
  355.  
  356. FrameLog
  357. {
  358. LogEnabled = False;
  359. SaveFormat = JPG;
  360.  
  361. FrameIcon
  362. {
  363. Enabled = True;
  364. SaveFormat = JPG;
  365. Size = 40;
  366. }
  367. FrameMovie
  368. {
  369. Enabled = False;
  370. Size = (640,480);
  371. FrameRate = 15;
  372. Compression = ("mpg4","divx","none");
  373. }
  374.  
  375. ColorBufferLog = (pre,post,diff);
  376. //DepthBufferLog = (pre,post,diff);
  377.  
  378. //StencilBufferLog = (pre,post,diff);
  379. StencilColors = (0,0xFF000000, //Black
  380. 1,0xFFFF0000, //Blue
  381. 2,0xFFFFFF00, //Light Blue
  382. 3,0xFF0000FF, //Red
  383. 4,0xFF00FFFF, //Yellow
  384. 5,0xFFFF00FF, //Purple
  385. 6,0xFF80FFFF, //Bright Yellow
  386. 7,0xFFFFFFFF); //White (Note green is not used as that is the "diff" color)
  387.  
  388. }
  389.  
  390.  
  391.  
  392. //////////////////////////////////////////////////////////////
  393. //
  394. // Function time logging
  395. //
  396. //////////////////////////////////////////////////////////////
  397. //
  398. // NOTE: It is important to not mis-use the results of this logger. OpenGL is a very pipelined
  399. // API and you can not optimize your code based on how long is spent in each function call.
  400. // This logger is only intended for advanced users to determine where pipeline stalls "MAY"
  401. // have occured and determine speeds of operations such as glReadPixels etc.
  402. //
  403. // LogEnabled - Enabled the timer log. When enabled, the time taken inside each OpenGL
  404. // function is added to the main log. (if enabled). The logging reports
  405. // in microseconds (millionth of a second). Only take these results as
  406. // approximate figures as GLIntercept will add a small amout of overhead.
  407. // (More overhead may be indicated in the functions wglGetProcAddress,
  408. // all wgl*(context) functions, glBegin,glEnd,glGetError)
  409. //
  410. // If you are using this logger to determine where pipeline stalls occur,
  411. // ensure to disable ALL other loggers (image/shader/frame etc) as these
  412. // loggers may cause pipline stalls. Also disable parameter logging by
  413. // not defining "GLFunctionDefines" and use flat text logging to get the
  414. // fastest logging possible. (and hence the most accurate results)
  415. //
  416. // LogCutoff - The number of microseconds below which the time value is not reported.
  417. //
  418. //////////////////////////////////////////////////////////////
  419.  
  420. TimerLog
  421. {
  422. LogEnabled = False;
  423.  
  424. LogCutoff = 20;
  425.  
  426. }
  427.  
  428.  
  429. //////////////////////////////////////////////////////////////
  430. //
  431. // Plugins
  432. //
  433. //////////////////////////////////////////////////////////////
  434. //
  435. // BaseDir - The base directory where the plugins can be found
  436. //
  437. // Plugins - Listing of all plugins to load (and the locations
  438. // to load from) Under each plugin, plugin specific options
  439. // can be specified.
  440. //
  441. //
  442. //////////////////////////////////////////////////////////////
  443.  
  444. PluginData
  445. {
  446.  
  447. BaseDir = "C:\Program Files\GLInterceptx64_1_3_3\Plugins";
  448.  
  449. Plugins
  450. {
  451. ExtensionOverride = ("GLExtOverride/GLExtOverride.dll")
  452. {
  453. VersionString ="4.5"
  454. ShaderVersionString = "4.50 - Custom shader version string"
  455. AddExtensions = (GL_AMD_multi_draw_indirect
  456. ,GL_AMD_seamless_cubemap_per_texture
  457. ,GL_AMD_vertex_shader_viewport_index
  458. ,GL_AMD_vertex_shader_layer
  459. ,GL_ARB_arrays_of_arrays
  460. ,GL_ARB_base_instance
  461. ,GL_ARB_bindless_texture
  462. ,GL_ARB_blend_func_extended
  463. ,GL_ARB_buffer_storage
  464. ,GL_ARB_clear_buffer_object
  465. ,GL_ARB_clear_texture
  466. ,GL_ARB_clip_control
  467. ,GL_ARB_color_buffer_float
  468. ,GL_ARB_compatibility
  469. ,GL_ARB_compressed_texture_pixel_storage
  470. ,GL_ARB_conservative_depth
  471. ,GL_ARB_compute_shader
  472. ,GL_ARB_compute_variable_group_size
  473. ,GL_ARB_conditional_render_inverted
  474. ,GL_ARB_copy_buffer
  475. ,GL_ARB_copy_image
  476. ,GL_ARB_cull_distance
  477. ,GL_ARB_debug_output
  478. ,GL_ARB_depth_buffer_float
  479. ,GL_ARB_depth_clamp
  480. ,GL_ARB_depth_texture
  481. ,GL_ARB_derivative_control
  482. ,GL_ARB_direct_state_access
  483. ,GL_ARB_draw_buffers
  484. ,GL_ARB_draw_buffers_blend
  485. ,GL_ARB_draw_indirect
  486. ,GL_ARB_draw_elements_base_vertex
  487. ,GL_ARB_draw_instanced
  488. ,GL_ARB_enhanced_layouts
  489. ,GL_ARB_ES2_compatibility
  490. ,GL_ARB_ES3_compatibility
  491. ,GL_ARB_ES3_1_compatibility
  492. ,GL_ARB_ES3_2_compatibility
  493. ,GL_ARB_explicit_attrib_location
  494. ,GL_ARB_explicit_uniform_location
  495. ,GL_ARB_fragment_coord_conventions
  496. ,GL_ARB_fragment_layer_viewport
  497. ,GL_ARB_fragment_program
  498. ,GL_ARB_fragment_program_shadow
  499. ,GL_ARB_fragment_shader
  500. ,GL_ARB_fragment_shader_interlock
  501. ,GL_ARB_framebuffer_no_attachments
  502. ,GL_ARB_framebuffer_object
  503. ,GL_ARB_framebuffer_sRGB
  504. ,GL_ARB_geometry_shader4
  505. ,GL_ARB_get_program_binary
  506. ,GL_ARB_get_texture_sub_image
  507. ,GL_ARB_gpu_shader5
  508. ,GL_ARB_gpu_shader_fp64
  509. ,GL_ARB_gpu_shader_int64
  510. ,GL_ARB_half_float_pixel
  511. ,GL_ARB_half_float_vertex
  512. ,GL_ARB_imaging
  513. ,GL_ARB_indirect_parameters
  514. ,GL_ARB_instanced_arrays
  515. ,GL_ARB_internalformat_query
  516. ,GL_ARB_internalformat_query2
  517. ,GL_ARB_invalidate_subdata
  518. ,GL_ARB_map_buffer_alignment
  519. ,GL_ARB_map_buffer_range
  520. ,GL_ARB_multi_bind
  521. ,GL_ARB_multi_draw_indirect
  522. ,GL_ARB_multisample
  523. ,GL_ARB_multitexture
  524. ,GL_ARB_occlusion_query
  525. ,GL_ARB_occlusion_query2
  526. ,GL_ARB_parallel_shader_compile
  527. ,GL_ARB_pipeline_statistics_query
  528. ,GL_ARB_pixel_buffer_object
  529. ,GL_ARB_point_parameters
  530. ,GL_ARB_point_sprite
  531. ,GL_ARB_post_depth_coverage
  532. ,GL_ARB_program_interface_query
  533. ,GL_ARB_provoking_vertex
  534. ,GL_ARB_query_buffer_object
  535. ,GL_ARB_robust_buffer_access_behavior
  536. ,GL_ARB_robustness
  537. ,GL_ARB_sample_locations
  538. ,GL_ARB_sample_shading
  539. ,GL_ARB_sampler_objects
  540. ,GL_ARB_seamless_cube_map
  541. ,GL_ARB_seamless_cubemap_per_texture
  542. ,GL_ARB_separate_shader_objects
  543. ,GL_ARB_shader_atomic_counter_ops
  544. ,GL_ARB_shader_atomic_counters
  545. ,GL_ARB_shader_ballot
  546. ,GL_ARB_shader_bit_encoding
  547. ,GL_ARB_shader_clock
  548. ,GL_ARB_shader_draw_parameters
  549. ,GL_ARB_shader_group_vote
  550. ,GL_ARB_shader_image_load_store
  551. ,GL_ARB_shader_image_size
  552. ,GL_ARB_shader_objects
  553. ,GL_ARB_shader_precision
  554. ,GL_ARB_shader_storage_buffer_object
  555. ,GL_ARB_shader_subroutine
  556. ,GL_ARB_shader_texture_image_samples
  557. ,GL_ARB_shader_texture_lod
  558. ,GL_ARB_shading_language_100
  559. ,GL_ARB_shader_viewport_layer_array
  560. ,GL_ARB_shading_language_420pack
  561. ,GL_ARB_shading_language_include
  562. ,GL_ARB_shading_language_packing
  563. ,GL_ARB_shadow
  564. ,GL_ARB_sparse_buffer
  565. ,GL_ARB_sparse_texture
  566. ,GL_ARB_sparse_texture2
  567. ,GL_ARB_sparse_texture_clamp
  568. ,GL_ARB_stencil_texturing
  569. ,GL_ARB_sync
  570. ,GL_ARB_tessellation_shader
  571. ,GL_ARB_texture_barrier
  572. ,GL_ARB_texture_border_clamp
  573. ,GL_ARB_texture_buffer_object
  574. ,GL_ARB_texture_buffer_object_rgb32
  575. ,GL_ARB_texture_buffer_range
  576. ,GL_ARB_texture_compression
  577. ,GL_ARB_texture_compression_bptc
  578. ,GL_ARB_texture_compression_rgtc
  579. ,GL_ARB_texture_cube_map
  580. ,GL_ARB_texture_cube_map_array
  581. ,GL_ARB_texture_env_add
  582. ,GL_ARB_texture_env_combine
  583. ,GL_ARB_texture_env_crossbar
  584. ,GL_ARB_texture_env_dot3
  585. ,GL_ARB_texture_filter_minmax
  586. ,GL_ARB_texture_float
  587. ,GL_ARB_texture_gather
  588. ,GL_ARB_texture_mirror_clamp_to_edge
  589. ,GL_ARB_texture_mirrored_repeat
  590. ,GL_ARB_texture_multisample
  591. ,GL_ARB_texture_non_power_of_two
  592. ,GL_ARB_texture_query_levels
  593. ,GL_ARB_texture_query_lod
  594. ,GL_ARB_texture_rectangle
  595. ,GL_ARB_texture_rg
  596. ,GL_ARB_texture_rgb10_a2ui
  597. ,GL_ARB_texture_stencil8
  598. ,GL_ARB_texture_storage
  599. ,GL_ARB_texture_storage_multisample
  600. ,GL_ARB_texture_swizzle
  601. ,GL_ARB_texture_view
  602. ,GL_ARB_timer_query
  603. ,GL_ARB_transform_feedback2
  604. ,GL_ARB_transform_feedback3
  605. ,GL_ARB_transform_feedback_instanced
  606. ,GL_ARB_transform_feedback_overflow_query
  607. ,GL_ARB_transpose_matrix
  608. ,GL_ARB_uniform_buffer_object
  609. ,GL_ARB_vertex_array_bgra
  610. ,GL_ARB_vertex_array_object
  611. ,GL_ARB_vertex_attrib_64bit
  612. ,GL_ARB_vertex_attrib_binding
  613. ,GL_ARB_vertex_buffer_object
  614. ,GL_ARB_vertex_program
  615. ,GL_ARB_vertex_shader
  616. ,GL_ARB_vertex_type_10f_11f_11f_rev
  617. ,GL_ARB_vertex_type_2_10_10_10_rev
  618. ,GL_ARB_viewport_array
  619. ,GL_ARB_window_pos
  620. ,GL_ATI_draw_buffers
  621. ,GL_ATI_texture_float
  622. ,GL_ATI_texture_mirror_once
  623. ,GL_S3_s3tc
  624. ,GL_EXT_texture_env_add
  625. ,GL_EXT_abgr
  626. ,GL_EXT_bgra
  627. ,GL_EXT_bindable_uniform
  628. ,GL_EXT_blend_color
  629. ,GL_EXT_blend_equation_separate
  630. ,GL_EXT_blend_func_separate
  631. ,GL_EXT_blend_minmax
  632. ,GL_EXT_blend_subtract
  633. ,GL_EXT_compiled_vertex_array
  634. ,GL_EXT_Cg_shader
  635. ,GL_EXT_depth_bounds_test
  636. ,GL_EXT_direct_state_access
  637. ,GL_EXT_draw_buffers2
  638. ,GL_EXT_draw_instanced
  639. ,GL_EXT_draw_range_elements
  640. ,GL_EXT_fog_coord
  641. ,GL_EXT_framebuffer_blit
  642. ,GL_EXT_framebuffer_multisample
  643. ,GL_EXTX_framebuffer_mixed_formats
  644. ,GL_EXT_framebuffer_multisample_blit_scaled
  645. ,GL_EXT_framebuffer_object
  646. ,GL_EXT_framebuffer_sRGB
  647. ,GL_EXT_geometry_shader4
  648. ,GL_EXT_gpu_program_parameters
  649. ,GL_EXT_gpu_shader4
  650. ,GL_EXT_multi_draw_arrays
  651. ,GL_EXT_packed_depth_stencil
  652. ,GL_EXT_packed_float
  653. ,GL_EXT_packed_pixels
  654. ,GL_EXT_pixel_buffer_object
  655. ,GL_EXT_point_parameters
  656. ,GL_EXT_polygon_offset_clamp
  657. ,GL_EXT_post_depth_coverage
  658. ,GL_EXT_provoking_vertex
  659. ,GL_EXT_raster_multisample
  660. ,GL_EXT_rescale_normal
  661. ,GL_EXT_secondary_color
  662. ,GL_EXT_separate_shader_objects
  663. ,GL_EXT_separate_specular_color
  664. ,GL_EXT_shader_image_load_formatted
  665. ,GL_EXT_shader_image_load_store
  666. ,GL_EXT_shader_integer_mix
  667. ,GL_EXT_shadow_funcs
  668. ,GL_EXT_sparse_texture2
  669. ,GL_EXT_stencil_two_side
  670. ,GL_EXT_stencil_wrap
  671. ,GL_EXT_texture3D
  672. ,GL_EXT_texture_array
  673. ,GL_EXT_texture_buffer_object
  674. ,GL_EXT_texture_compression_dxt1
  675. ,GL_EXT_texture_compression_latc
  676. ,GL_EXT_texture_compression_rgtc
  677. ,GL_EXT_texture_compression_s3tc
  678. ,GL_EXT_texture_cube_map
  679. ,GL_EXT_texture_edge_clamp
  680. ,GL_EXT_texture_env_combine
  681. ,GL_EXT_texture_env_dot3
  682. ,GL_EXT_texture_filter_anisotropic
  683. ,GL_EXT_texture_filter_minmax
  684. ,GL_EXT_texture_integer
  685. ,GL_EXT_texture_lod
  686. ,GL_EXT_texture_lod_bias
  687. ,GL_EXT_texture_mirror_clamp
  688. ,GL_EXT_texture_object
  689. ,GL_EXT_texture_shared_exponent
  690. ,GL_EXT_texture_sRGB
  691. ,GL_EXT_texture_sRGB_decode
  692. ,GL_EXT_texture_storage
  693. ,GL_EXT_texture_swizzle
  694. ,GL_EXT_timer_query
  695. ,GL_EXT_transform_feedback2
  696. ,GL_EXT_vertex_array
  697. ,GL_EXT_vertex_array_bgra
  698. ,GL_EXT_vertex_attrib_64bit
  699. ,GL_EXT_import_sync_object
  700. ,GL_IBM_rasterpos_clip
  701. ,GL_IBM_texture_mirrored_repeat
  702. ,GL_KHR_context_flush_control
  703. ,GL_KHR_debug
  704. ,GL_KHR_robust_buffer_access_behavior
  705. ,GL_KHR_robustness
  706. ,GL_KTX_buffer_region
  707. ,GL_NV_bindless_multi_draw_indirect
  708. ,GL_NV_bindless_multi_draw_indirect_count
  709. ,GL_NV_bindless_texture
  710. ,GL_NV_blend_equation_advanced
  711. ,GL_NV_blend_equation_advanced_coherent
  712. ,GL_NV_blend_square
  713. ,GL_NV_command_list
  714. ,GL_NV_compute_program5
  715. ,GL_NV_conditional_render
  716. ,GL_NV_conservative_raster
  717. ,GL_NV_conservative_raster_dilate
  718. ,GL_NV_copy_depth_to_color
  719. ,GL_NV_copy_image
  720. ,GL_NV_depth_buffer_float
  721. ,GL_NV_depth_clamp
  722. ,GL_NV_draw_texture
  723. ,GL_NV_ES1_1_compatibility
  724. ,GL_NV_ES3_1_compatibility
  725. ,GL_NV_explicit_multisample
  726. ,GL_NV_fence
  727. ,GL_NV_fill_rectangle
  728. ,GL_NV_float_buffer
  729. ,GL_NV_fog_distance
  730. ,GL_NV_fragment_coverage_to_color
  731. ,GL_NV_fragment_program
  732. ,GL_NV_fragment_program_option
  733. ,GL_NV_fragment_program2
  734. ,GL_NV_fragment_shader_interlock
  735. ,GL_NV_framebuffer_mixed_samples
  736. ,GL_NV_framebuffer_multisample_coverage
  737. ,GL_NV_geometry_shader4
  738. ,GL_NV_geometry_shader_passthrough
  739. ,GL_NV_gpu_program4
  740. ,GL_NV_internalformat_sample_query
  741. ,GL_NV_gpu_program4_1
  742. ,GL_NV_gpu_program5
  743. ,GL_NV_gpu_program5_mem_extended
  744. ,GL_NV_gpu_program_fp64
  745. ,GL_NV_gpu_shader5
  746. ,GL_NV_half_float
  747. ,GL_NV_light_max_exponent
  748. ,GL_NV_multisample_coverage
  749. ,GL_NV_multisample_filter_hint
  750. ,GL_NV_occlusion_query
  751. ,GL_NV_packed_depth_stencil
  752. ,GL_NV_parameter_buffer_object
  753. ,GL_NV_parameter_buffer_object2
  754. ,GL_NV_path_rendering
  755. ,GL_NV_path_rendering_shared_edge
  756. ,GL_NV_pixel_data_range
  757. ,GL_NV_point_sprite
  758. ,GL_NV_primitive_restart
  759. ,GL_NV_register_combiners
  760. ,GL_NV_register_combiners2
  761. ,GL_NV_sample_locations
  762. ,GL_NV_sample_mask_override_coverage
  763. ,GL_NV_shader_atomic_counters
  764. ,GL_NV_shader_atomic_float
  765. ,GL_NV_shader_atomic_fp16_vector
  766. ,GL_NV_shader_atomic_int64
  767. ,GL_NV_shader_buffer_load
  768. ,GL_NV_shader_storage_buffer_object
  769. ,GL_NV_texgen_reflection
  770. ,GL_NV_texture_barrier
  771. ,GL_NV_texture_compression_vtc
  772. ,GL_NV_texture_env_combine4
  773. ,GL_NV_texture_multisample
  774. ,GL_NV_texture_rectangle
  775. ,GL_NV_texture_shader
  776. ,GL_NV_texture_shader2
  777. ,GL_NV_texture_shader3
  778. ,GL_NV_transform_feedback
  779. ,GL_NV_transform_feedback2
  780. ,GL_NV_uniform_buffer_unified_memory
  781. ,GL_NV_vertex_array_range
  782. ,GL_NV_vertex_array_range2
  783. ,GL_NV_vertex_attrib_integer_64bit
  784. ,GL_NV_vertex_buffer_unified_memory
  785. ,GL_NV_vertex_program
  786. ,GL_NV_vertex_program1_1
  787. ,GL_NV_vertex_program2
  788. ,GL_NV_vertex_program2_option
  789. ,GL_NV_vertex_program3
  790. ,GL_NV_viewport_array2
  791. ,GL_NVX_conditional_render
  792. ,GL_NVX_gpu_memory_info
  793. ,GL_NVX_nvenc_interop
  794. ,GL_NV_shader_thread_group
  795. ,GL_NV_shader_thread_shuffle
  796. ,GL_KHR_blend_equation_advanced
  797. ,GL_KHR_blend_equation_advanced_coherent
  798. ,GL_SGIS_generate_mipmap
  799. ,GL_SGIS_texture_lod
  800. ,GL_SGIX_depth_texture
  801. ,GL_SGIX_shadow
  802. ,GL_SUN_slice_accum
  803. ,GL_WIN_swap_hint
  804. ,WGL_EXT_swap_control
  805. ,WGL_ARB_buffer_region
  806. ,WGL_ARB_create_context
  807. ,WGL_ARB_create_context_profile
  808. ,WGL_ARB_create_context_robustness
  809. ,WGL_ARB_context_flush_control
  810. ,WGL_ARB_extensions_string
  811. ,WGL_ARB_make_current_read
  812. ,WGL_ARB_multisample
  813. ,WGL_ARB_pbuffer
  814. ,WGL_ARB_pixel_format
  815. ,WGL_ARB_pixel_format_float
  816. ,WGL_ARB_render_texture
  817. ,WGL_ATI_pixel_format_float
  818. ,WGL_EXT_create_context_es_profile
  819. ,WGL_EXT_create_context_es2_profile
  820. ,WGL_EXT_extensions_string
  821. ,WGL_EXT_framebuffer_sRGB
  822. ,WGL_EXT_pixel_format_packed_float
  823. ,WGL_EXT_swap_control_tear
  824. ,WGL_NVX_DX_interop
  825. ,WGL_NV_DX_interop
  826. ,WGL_NV_DX_interop2
  827. ,WGL_NV_copy_image
  828. ,WGL_NV_delay_before_swap
  829. ,WGL_NV_float_buffer
  830. ,WGL_NV_multisample_coverage
  831. ,WGL_NV_render_depth_texture
  832. ,WGL_NV_render_texture_rectangle);
  833. }
  834. //
  835. // Name of plugin | Plugin load location
  836. // { Plugin specific options. (See the plugins' config.ini file for options) }
  837.  
  838. // OpenGLFreeCamera = ("GLFreeCam/GLFreeCam.dll")
  839. // {
  840. // CameraMoveSpeed = 10.0;
  841. // }
  842.  
  843. }
  844. }
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