Parameter |
Value(*) |
Description |
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS |
16(8) |
This is
the sum of the maximum number of texture units available in the vertex +
fragment shaders. The minimum value is eight. |
GL_MAX_CUBE_MAP_TEXTURE_SIZE |
2048(16) |
The
value gives a rough estimate of the largest cube-map texture that the GL can
handle. The value must be at least 16. |
GL_MAX_FRAGMENT_UNIFORM_VECTORS |
1024(16) |
This is
the maximum number of vec4 uniform entries that can be used inside a fragment
shader. The minimum value supported by all ES 2.0 implementations is 16 vec4
entries. The number of vec4 uniform entries that can actually be used by a
developer can vary from implementation to implementation and from one
fragment shader to another. |
GL_MAX_RENDERBUFFER_SIZE |
3839(1) |
The
value indicates the largest renderbuffer width and height that the GL can
handle. The value must be at least 1. |
GL_MAX_TEXTURE_IMAGE_UNITS |
16(8) |
This is
the maximum number of texture image units that are available. The minimum
value supported by all ES 2.0 implementations is eight. |
GL_MAX_TEXTURE_SIZE |
2048(64) |
The
value gives a rough estimate of the largest texture that the GL can handle.
The value must be at least 64. |
GL_MAX_VARYING_VECTORS |
15(8) |
This is
the maximum number of varying vectors; that is, the number of vec4 entries
that can be output by a vertex shader. The minimum value supported by all ES
2.0 implementations is eight(8) vec4 entries. |
GL_MAX_VERTEX_ATTRIBS |
16(8) |
This is
the maximum number of vertex attributes that can be specified. The minimum
value supported by all ES 2.0 implementation is eight. |
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS |
0(0) |
This is
the maximum number of texture units available in a vertex shader. The minimum
value is 0, which implies that the implementation does not support a vertex
texture fetch. |
GL_MAX_VERTEX_UNIFORM_VECTORS |
256(128) |
This is the maximum number of vec4 uniform entries that can be used inside a vertex shader. The minimum value supported by all ES 2.0 implementations is 128 vec4 entries. The number of of vec4 uniform entries that can actually be used by a developer can vary from implementation and from one vertex shader to another. For example,
1. some implementations might count user-specified literal values used in a vertex shader against the uniform limit.
2. implementation-specific uniforms (or constants) might need to be included depending on whether the vertex shader makes use of any built-in transcendental functions.
Note that there currently is no mechanism that it can use in a particular vertex shader. You can be noticed by compilation error log.
|
GL_MAX_VIEWPORT_DIMS |
3839x3839 |
The
maximum supported width and height of the viewport. These must be at least as
large as the visible dimensions of the display being rendered to. |
* The value inside () is the minimum specification.