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OpenGL report (OSX) #2

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k3nnywilliam opened this issue Dec 2, 2015 · 1 comment
Open

OpenGL report (OSX) #2

k3nnywilliam opened this issue Dec 2, 2015 · 1 comment

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@k3nnywilliam
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Hey kashimAstro,

Here's the OpenGL report that you've requested (from my comment on youtube). Any luck with OSX so far?

screen shot 2015-12-02 at 16 33 03


opengl info

version=2.1 ATI-1.38.3
vendor=ATI Technologies Inc.

renderer=AMD Radeon HD 6750M OpenGL Engine

opengl limits

OpenGL limits:
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 6
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 10
GL_MAX_ELEMENTS_VERTICES = 1048575
GL_MAX_ELEMENTS_INDICES = 150000
GL_MAX_EVAL_ORDER = 10
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 256
GL_MAX_PROJECTION_STACK_DEPTH = 10
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_3D_TEXTURE_SIZE = 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 16384
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 4
GL_MAX_TEXTURE_UNITS_ARB = 8
GL_MAX_TEXTURE_LOD_BIAS_EXT = 16
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_ALIASED_LINE_WIDTH_RANGE = 1, 64
GL_SMOOTH_LINE_WIDTH_RANGE = 1, 64
GL_ALIASED_POINT_SIZE_RANGE = 1, 8191

GL_SMOOTH_POINT_SIZE_RANGE = 1, 64

shader limits

Shader limits:
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 3072
GL_MAX_VARYING_FLOATS = 128
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16

GL_MAX_TEXTURE_IMAGE_UNITS = 16

available extensions

GL_ARB_color_buffer_float, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, 
GL_ARB_depth_texture, GL_ARB_draw_buffers, 
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
GL_ARB_fragment_shader, GL_ARB_framebuffer_object, 
GL_ARB_framebuffer_sRGB, GL_ARB_half_float_pixel, 
GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays, 
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
GL_ARB_provoking_vertex, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, 
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow, 
GL_ARB_shadow_ambient, GL_ARB_sync, GL_ARB_texture_border_clamp, 
GL_ARB_texture_compression, GL_ARB_texture_compression_rgtc, 
GL_ARB_texture_cube_map, GL_ARB_texture_env_add, 
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
GL_ARB_texture_env_dot3, GL_ARB_texture_float, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, 
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_transpose_matrix, 
GL_ARB_vertex_array_bgra, GL_ARB_vertex_blend, 
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
GL_ARB_window_pos, 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_clip_volume_hint, GL_EXT_debug_label, GL_EXT_debug_marker, 
GL_EXT_draw_buffers2, GL_EXT_draw_range_elements, GL_EXT_fog_coord, 
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
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_provoking_vertex, GL_EXT_rescale_normal, 
GL_EXT_secondary_color, GL_EXT_separate_specular_color, 
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, 
GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_add, 
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, 
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
GL_EXT_texture_rectangle, GL_EXT_texture_shared_exponent, 
GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_timer_query, 
GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra, 
GL_APPLE_aux_depth_stencil, GL_APPLE_client_storage, 
GL_APPLE_element_array, GL_APPLE_fence, GL_APPLE_float_pixels, 
GL_APPLE_flush_buffer_range, GL_APPLE_flush_render, 
GL_APPLE_object_purgeable, GL_APPLE_packed_pixels, GL_APPLE_pixel_buffer, 
GL_APPLE_rgb_422, GL_APPLE_row_bytes, GL_APPLE_specular_vector, 
GL_APPLE_texture_range, GL_APPLE_transform_hint, 
GL_APPLE_vertex_array_object, GL_APPLE_vertex_array_range, 
GL_APPLE_vertex_point_size, GL_APPLE_vertex_program_evaluators, 
GL_APPLE_ycbcr_422, GL_ATI_blend_equation_separate, 
GL_ATI_blend_weighted_minmax, GL_ATI_separate_stencil, 
GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, 
GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_IBM_rasterpos_clip, 
GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp, 
GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_texgen_reflection, 
GL_NV_texture_barrier, GL_SGI_color_matrix, GL_SGIS_generate_mipmap, 
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod

opengl calls available

GL_VERSION_1_1: OK

GL_VERSION_1_2: OK

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

GL_VERSION_1_2_1: OK

GL_VERSION_1_3: 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

GL_VERSION_1_4: 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

GL_VERSION_1_5: 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

GL_VERSION_2_0: 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

GL_VERSION_2_1: OK

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

GL_VERSION_3_0: OK

glBeginConditionalRender: OK
glBeginTransformFeedback: OK
glBindFragDataLocation: OK
glClampColor: OK
glClearBufferfi: OK
glClearBufferfv: OK
glClearBufferiv: OK
glClearBufferuiv: OK
glColorMaski: OK
glDisablei: OK
glEnablei: OK
glEndConditionalRender: OK
glEndTransformFeedback: OK
glGetBooleani_v: OK
glGetFragDataLocation: OK
glGetStringi: OK
glGetTexParameterIiv: OK
glGetTexParameterIuiv: OK
glGetTransformFeedbackVarying: OK
glGetUniformuiv: OK
glGetVertexAttribIiv: OK
glGetVertexAttribIuiv: OK
glIsEnabledi: OK
glTexParameterIiv: OK
glTexParameterIuiv: OK
glTransformFeedbackVaryings: OK
glUniform1ui: OK
glUniform1uiv: OK
glUniform2ui: OK
glUniform2uiv: OK
glUniform3ui: OK
glUniform3uiv: OK
glUniform4ui: OK
glUniform4uiv: OK
glVertexAttribI1i: OK
glVertexAttribI1iv: OK
glVertexAttribI1ui: OK
glVertexAttribI1uiv: OK
glVertexAttribI2i: OK
glVertexAttribI2iv: OK
glVertexAttribI2ui: OK
glVertexAttribI2uiv: OK
glVertexAttribI3i: OK
glVertexAttribI3iv: OK
glVertexAttribI3ui: OK
glVertexAttribI3uiv: OK
glVertexAttribI4bv: OK
glVertexAttribI4i: OK
glVertexAttribI4iv: OK
glVertexAttribI4sv: OK
glVertexAttribI4ubv: OK
glVertexAttribI4ui: OK
glVertexAttribI4uiv: OK
glVertexAttribI4usv: OK
glVertexAttribIPointer: OK

GL_VERSION_3_1: OK

glDrawArraysInstanced: OK
glDrawElementsInstanced: OK
glPrimitiveRestartIndex: OK
glTexBuffer: OK

GL_VERSION_3_2: OK

glFramebufferTexture: OK
glGetBufferParameteri64v: OK
glGetInteger64i_v: OK

GL_VERSION_3_3: OK

glVertexAttribDivisor: OK

GL_VERSION_4_0: OK

glBlendEquationSeparatei: OK
glBlendEquationi: OK
glBlendFuncSeparatei: OK
glBlendFunci: OK
glMinSampleShading: OK

GL_VERSION_4_1: MISSING

@kashimAstro
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Ciao @k3nnywilliam,

Unfortunately, as I imagined your video card does not have the support:
GL_ARB_geometry_shader4 necessary for the proper functioning of the shader!

This addons works on all PCs osx who own a video card nvidia,
I have not got to try ATI for the moment, I point out also that according openFrameworks his support OpenGL stops to version 2.1 ...

However, my work on this to try to make backward compatibility.
I keep updated about!!

here is a screen of my glInfoExample:
nvidia

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