Context
Context
- class arcade.gl.Context(window: Window, gc_mode: str = 'context_gc', gl_api: str = 'gl')[source]
Bases:
Represents an OpenGL context. This context belongs to a pyglet window. normally accessed through
window.ctx
.The Context class contains methods for creating resources, global states and commonly used enums. All enums also exist in the
gl
module. (ctx.BLEND
orarcade.gl.BLEND
).- Parameters:
window – The pyglet window this context belongs to
gc_mode – The garbage collection mode. Default is “context_gc”
gl_api – The OpenGL api. Default is “gl”
- NEAREST = 9728
Texture interpolation - Nearest pixel
- LINEAR = 9729
Texture interpolation - Linear interpolate
- NEAREST_MIPMAP_NEAREST = 9984
Texture interpolation - Minification filter for mipmaps
- LINEAR_MIPMAP_NEAREST = 9985
Texture interpolation - Minification filter for mipmaps
- NEAREST_MIPMAP_LINEAR = 9986
Texture interpolation - Minification filter for mipmaps
- LINEAR_MIPMAP_LINEAR = 9987
Texture interpolation - Minification filter for mipmaps
- REPEAT = 10497
Texture wrap mode - Repeat
- CLAMP_TO_EDGE = 33071
Texture wrap mode - Clamp to border pixel
- CLAMP_TO_BORDER = 33069
Texture wrap mode - Clamp to border color
- MIRRORED_REPEAT = 33648
Texture wrap mode - Repeat mirrored
- BLEND = 3042
Context flag - Blending
- DEPTH_TEST = 2929
Context flag - Depth testing
- CULL_FACE = 2884
Context flag - Face culling
- PROGRAM_POINT_SIZE = 34370
Context flag - Enables
gl_PointSize
in vertex or geometry shaders.When enabled we can write to
gl_PointSize
in the vertex shader to specify the point size for each individual point.If this value is not set in the shader the behavior is undefined. This means the points may or may not appear depending if the drivers enforce some default value for
gl_PointSize
.When disabled
point_size
is used.
- ZERO = 0
Blend function
- ONE = 1
Blend function
- SRC_COLOR = 768
Blend function
- ONE_MINUS_SRC_COLOR = 769
Blend function
- SRC_ALPHA = 770
Blend function
- ONE_MINUS_SRC_ALPHA = 771
Blend function
- DST_ALPHA = 772
Blend function
- ONE_MINUS_DST_ALPHA = 773
Blend function
- DST_COLOR = 774
Blend function
- ONE_MINUS_DST_COLOR = 775
Blend function
- FUNC_ADD = 32774
Blend equation - source + destination
- FUNC_SUBTRACT = 32778
Blend equation - source - destination
- FUNC_REVERSE_SUBTRACT = 32779
Blend equation - destination - source
- MIN = 32775
Blend equation - Minimum of source and destination
- MAX = 32776
Blend equation - Maximum of source and destination
- BLEND_DEFAULT = (770, 771)
Blend mode shortcut for default blend mode -
SRC_ALPHA, ONE_MINUS_SRC_ALPHA
- BLEND_ADDITIVE = (1, 1)
Blend mode shortcut for additive blending -
ONE, ONE
- BLEND_PREMULTIPLIED_ALPHA = (770, 1)
Blend mode shortcut for pre-multiplied alpha -
SRC_ALPHA, ONE
- POINTS = 0
Primitive mode - points
- LINES = 1
Primitive mode - lines
- LINE_LOOP = 2
Primitive mode - line loop
- LINE_STRIP = 3
Primitive mode - line strip
- TRIANGLES = 4
Primitive mode - triangles
- TRIANGLE_STRIP = 5
Primitive mode - triangle strip
- TRIANGLE_FAN = 6
Primitive mode - triangle fan
- LINES_ADJACENCY = 10
Primitive mode - lines with adjacency
- LINE_STRIP_ADJACENCY = 11
Primitive mode - line strip with adjacency
- TRIANGLES_ADJACENCY = 12
Primitive mode - triangles with adjacency
- TRIANGLE_STRIP_ADJACENCY = 13
Primitive mode - triangle strip with adjacency
- PATCHES = 14
Primitive mode - Patch (tessellation)
- objects: Deque[Any]
Collected objects to gc when gc_mode is “context_gc”. This can be used during debugging.
- property info: GLInfo
Get the info object for this context containing information about hardware/driver limits and other information.
Example:
>> ctx.info.MAX_TEXTURE_SIZE (16384, 16384) >> ctx.info.VENDOR NVIDIA Corporation >> ctx.info.RENDERER NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2
- property extensions: set[str]
Get a set of supported OpenGL extensions strings for this context.
This can be used to check if a specific extension is supported:
# Check if bindless textures are supported "GL_ARB_bindless_texture" in ctx.extensions # Check for multiple extensions expected_extensions = {"GL_ARB_bindless_texture", "GL_ARB_get_program_binary"} ctx.extensions & expected_extensions == expected_extensions
- property stats: ContextStats
Get the stats instance containing runtime information about creation and destruction of OpenGL objects.
This can be useful for debugging and profiling. Creating and throwing away OpenGL objects can be detrimental to performance.
Example:
# Show the created and freed resource count >> ctx.stats.texture (100, 10) >> ctx.framebuffer (1, 0) >> ctx.buffer (10, 0)
- property screen: Framebuffer
The framebuffer for the window (read only)
- property fbo: Framebuffer
Get the currently active framebuffer (read only).
- property gl_version: Tuple[int, int]
The OpenGL major and minor version as a tuple.
This is the reported OpenGL version from drivers and might be a higher version than you requested.
- gc() int [source]
Run garbage collection of OpenGL objects for this context. This is only needed when
gc_mode
iscontext_gc
.- Returns:
The number of resources destroyed
- property gc_mode: str
Set the garbage collection mode for OpenGL resources. Supported modes are:
# Default: # Defer garbage collection until ctx.gc() is called # This can be useful to enforce the main thread to # run garbage collection of opengl resources ctx.gc_mode = "context_gc" # Auto collect is similar to python garbage collection. # This is a risky mode. Know what you are doing before using this. ctx.gc_mode = "auto"
- property error: str | None
Check OpenGL error
Returns a string representation of the occurring error or
None
of no errors has occurred.Example:
err = ctx.error if err: raise RuntimeError("OpenGL error: {err}")
- classmethod activate(ctx: Context)[source]
Mark a context as the currently active one.
Warning
Never call this unless you know exactly what you are doing.
- Parameters:
ctx – The context to activate
- enable(*flags: int)[source]
Enables one or more context flags:
# Single flag ctx.enable(ctx.BLEND) # Multiple flags ctx.enable(ctx.DEPTH_TEST, ctx.CULL_FACE)
- Parameters:
*flags – The flags to enable
- enable_only(*args: int)[source]
Enable only some flags. This will disable all other flags. This is a simple way to ensure that context flag states are not lingering from other sections of your code base:
# Ensure all flags are disabled (enable no flags) ctx.enable_only() # Make sure only blending is enabled ctx.enable_only(ctx.BLEND) # Make sure only depth test and culling is enabled ctx.enable_only(ctx.DEPTH_TEST, ctx.CULL_FACE)
- Parameters:
*args – The flags to enable
- enabled(*flags)[source]
Temporarily change enabled flags.
Flags that was enabled initially will stay enabled. Only new enabled flags will be reversed when exiting the context.
Example:
with ctx.enabled(ctx.BLEND, ctx.CULL_FACE): # Render something
- enabled_only(*flags)[source]
Temporarily change enabled flags.
Only the supplied flags with be enabled in in the context. When exiting the context the old flags will be restored.
Example:
with ctx.enabled_only(ctx.BLEND, ctx.CULL_FACE): # Render something
- disable(*args)[source]
Disable one or more context flags:
# Single flag ctx.disable(ctx.BLEND) # Multiple flags ctx.disable(ctx.DEPTH_TEST, ctx.CULL_FACE)
- is_enabled(flag) bool [source]
Check if a context flag is enabled.
Warning
This only tracks states set through this context instance. It does not query the actual OpenGL state. If you change context flags by calling
glEnable
orglDisable
directly you are on your own.
- property viewport: Tuple[int, int, int, int]
Get or set the viewport for the currently active framebuffer. The viewport simply describes what pixels of the screen OpenGL should render to. Normally it would be the size of the window’s framebuffer:
# 4:3 screen ctx.viewport = 0, 0, 800, 600 # 1080p ctx.viewport = 0, 0, 1920, 1080 # Using the current framebuffer size ctx.viewport = 0, 0, *ctx.screen.size
- property scissor: Tuple[int, int, int, int] | None
Get or set the scissor box for the active framebuffer. This is a shortcut for
scissor()
.By default the scissor box is disabled and has no effect and will have an initial value of
None
. The scissor box is enabled when setting a value and disabled when set toNone
.Example:
# Set and enable scissor box only drawing # in a 100 x 100 pixel lower left area ctx.scissor = 0, 0, 100, 100 # Disable scissoring ctx.scissor = None
- property blend_func: Tuple[int, int] | Tuple[int, int, int, int]
Get or set the blend function. This is tuple specifying how the color and alpha blending factors are computed for the source and destination pixel.
When using a two component tuple you specify the blend function for the source and the destination.
When using a four component tuple you specify the blend function for the source color, source alpha destination color and destination alpha. (separate blend functions for color and alpha)
Supported blend functions are:
ZERO ONE SRC_COLOR ONE_MINUS_SRC_COLOR DST_COLOR ONE_MINUS_DST_COLOR SRC_ALPHA ONE_MINUS_SRC_ALPHA DST_ALPHA ONE_MINUS_DST_ALPHA # Shortcuts DEFAULT_BLENDING # (SRC_ALPHA, ONE_MINUS_SRC_ALPHA) ADDITIVE_BLENDING # (ONE, ONE) PREMULTIPLIED_ALPHA # (SRC_ALPHA, ONE)
These enums can be accessed in the
arcade.gl
module or simply as attributes of the context object. The raw enums frompyglet.gl
can also be used.Example:
# Using constants from the context object ctx.blend_func = ctx.ONE, ctx.ONE # from the gl module from arcade import gl ctx.blend_func = gl.ONE, gl.ONE
- property front_face: str
Configure front face winding order of triangles.
By default the counter-clockwise winding side is the front face. This can be set set to clockwise or counter-clockwise:
ctx.front_face = "cw" ctx.front_face = "ccw"
- property cull_face: str
The face side to cull when face culling is enabled.
By default the back face is culled. This can be set to front, back or front_and_back:
ctx.cull_face = "front" ctx.cull_face = "back" ctx.cull_face = "front_and_back"
- property wireframe: bool
Get or set the wireframe mode.
When enabled all primitives will be rendered as lines by changing the polygon mode.
- property patch_vertices: int
Get or set number of vertices that will be used to make up a single patch primitive.
Patch primitives are consumed by the tessellation control shader (if present) and subsequently used for tessellation.
- property point_size: float
Set or get the point size. Default is 1.0.
Point size changes the pixel size of rendered points. The min and max values are limited by
POINT_SIZE_RANGE
. This value usually at least(1, 100)
, but this depends on the drivers/vendors.If variable point size is needed you can enable
PROGRAM_POINT_SIZE
and write togl_PointSize
in the vertex or geometry shader.Note
Using a geometry shader to create triangle strips from points is often a safer way to render large points since you don’t have have any size restrictions and it offers more flexibility.
- property primitive_restart_index: int
Get or set the primitive restart index. Default is
-1
.The primitive restart index can be used in index buffers to restart a primitive. This is for example useful when you use triangle strips or line strips and want to start on a new strip in the same buffer / draw call.
- finish() None [source]
Wait until all OpenGL rendering commands are completed.
This function will actually stall until all work is done and may have severe performance implications.
- flush() None [source]
Flush the OpenGL command buffer.
This will send all queued commands to the GPU but will not wait until they are completed. This is useful when you want to ensure that all commands are sent to the GPU before doing something else.
- copy_framebuffer(src: Framebuffer, dst: Framebuffer, src_attachment_index: int = 0, depth: bool = True)[source]
Copies/blits a framebuffer to another one. We can select one color attachment to copy plus an optional depth attachment.
This operation has many restrictions to ensure it works across different platforms and drivers:
The source and destination framebuffer must be the same size
The formats of the attachments must be the same
Only the source framebuffer can be multisampled
Framebuffers cannot have integer attachments
- Parameters:
src – The framebuffer to copy from
dst – The framebuffer we copy to
src_attachment_index – The color attachment to copy from
depth – Also copy depth attachment if present
- buffer(*, data: ByteString | memoryview | array | Array | None = None, reserve: int = 0, usage: str = 'static') Buffer [source]
Create an OpenGL Buffer object. The buffer will contain all zero-bytes if no data is supplied.
Examples:
# Create 1024 byte buffer ctx.buffer(reserve=1024) # Create a buffer with 1000 float values using python's array.array from array import array ctx.buffer(data=array('f', [i for in in range(1000)]) # Create a buffer with 1000 random 32 bit floats using numpy self.ctx.buffer(data=np.random.random(1000).astype("f4"))
The
data
parameter can be anything that implements the Buffer Protocol.This includes
bytes
,bytearray
,array.array
, and more. You may need to use typing workarounds for non-builtin types. See Writing Raw Bytes to GL Buffers & Textures for more information.The
usage
parameter enables the GL implementation to make more intelligent decisions that may impact buffer object performance. It does not add any restrictions. If in doubt, skip this parameter and revisit when optimizing. The result are likely to be different between vendors/drivers or may not have any effect. Always use the default static usage for buffers that don’t change.The available values mean the following:
stream The data contents will be modified once and used at most a few times. static The data contents will be modified once and used many times. dynamic The data contents will be modified repeatedly and used many times.
- Parameters:
data – The buffer data. This can be a
bytes
instance or any any other object supporting the buffer protocol.reserve – The number of bytes to reserve
usage – Buffer usage. ‘static’, ‘dynamic’ or ‘stream’
- framebuffer(*, color_attachments: Texture2D | List[Texture2D] | None = None, depth_attachment: Texture2D | None = None) Framebuffer [source]
Create a Framebuffer.
- Parameters:
color_attachments – List of textures we want to render into
depth_attachment – Depth texture
- texture(size: Tuple[int, int], *, components: int = 4, dtype: str = 'f1', data: ByteString | memoryview | array | Array | None = None, wrap_x: int | None = None, wrap_y: int | None = None, filter: Tuple[int, int] | None = None, samples: int = 0, immutable: bool = False, internal_format: int | None = None, compressed: bool = False, compressed_data: bool = False) Texture2D [source]
Create a 2D Texture.
Example:
# Create a 1024 x 1024 RGBA texture image = PIL.Image.open("my_texture.png") ctx.texture(size=(1024, 1024), components=4, data=image.tobytes()) # Create and compress a texture. The compression format is set by the internal_format image = PIL.Image.open("my_texture.png") ctx.texture( size=(1024, 1024), components=4, compressed=True, internal_format=gl.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, data=image.tobytes(), ) # Create a compressed texture from raw compressed data. This is an extremely # fast way to load a large number of textures. image_bytes = "<raw compressed data from some source>" ctx.texture( size=(1024, 1024), components=4, internal_format=gl.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, compressed_data=True, data=image_bytes, )
Wrap modes:
GL_REPEAT
,GL_MIRRORED_REPEAT
,GL_CLAMP_TO_EDGE
,GL_CLAMP_TO_BORDER
Minifying filters:
GL_NEAREST
,GL_LINEAR
,GL_NEAREST_MIPMAP_NEAREST
,GL_LINEAR_MIPMAP_NEAREST
GL_NEAREST_MIPMAP_LINEAR
,GL_LINEAR_MIPMAP_LINEAR
Magnifying filters:
GL_NEAREST
,GL_LINEAR
- Parameters:
size – The size of the texture
components – Number of components (1: R, 2: RG, 3: RGB, 4: RGBA)
dtype – The data type of each component: f1, f2, f4 / i1, i2, i4 / u1, u2, u4
data – The texture data (optional). Can be
bytes
or any object supporting the buffer protocol.wrap_x – How the texture wraps in x direction
wrap_y – How the texture wraps in y direction
filter – Minification and magnification filter
samples – Creates a multisampled texture for values > 0
immutable – Make the storage (not the contents) immutable. This can sometimes be required when using textures with compute shaders.
internal_format – The internal format of the texture. This can be used to enable sRGB or texture compression.
compressed – Set to True if you want the texture to be compressed. This assumes you have set a internal_format to a compressed format.
compressed_data – Set to True if you are passing in raw compressed pixel data. This implies
compressed=True
.
- texture_array(size: Tuple[int, int, int], *, components: int = 4, dtype: str = 'f1', data: ByteString | memoryview | array | Array | None = None, wrap_x: int | None = None, wrap_y: int | None = None, filter: Tuple[int, int] | None = None) TextureArray [source]
Create a 2D Texture Array.
This is a 2D texture with multiple layers. This is useful for storing multiple textures in a single texture object. This can be used for texture atlases or storing multiple frames of an animation in a single texture or equally sized tile textures.
Note that
size
is a 3-tuple where the last value is the number of layers.See
texture()
for arguments.
- depth_texture(size: Tuple[int, int], *, data: ByteString | memoryview | array | Array | None = None) Texture2D [source]
Create a 2D depth texture. Can be used as a depth attachment in a
Framebuffer
.- Parameters:
size – The size of the texture
data (optional) – The texture data. Can be``bytes`` or any object supporting the buffer protocol.
- sampler(texture: Texture2D) Sampler [source]
Create a sampler object for a texture.
- Parameters:
texture – The texture to create a sampler for
- geometry(content: Sequence[BufferDescription] | None = None, index_buffer: Buffer | None = None, mode: int | None = None, index_element_size: int = 4)[source]
Create a Geometry instance. This is Arcade’s version of a vertex array adding a lot of convenience for the user. Geometry objects are fairly light. They are mainly responsible for automatically map buffer inputs to your shader(s) and provide various methods for rendering or processing this geometry,
The same geometry can be rendered with different programs as long as your shader is using one or more of the input attribute. This means geometry with positions and colors can be rendered with a program only using the positions. We will automatically map what is necessary and cache these mappings internally for performance.
In short, the geometry object is a light object that describes what buffers contains and automatically negotiate with shaders/programs. This is a very complex field in OpenGL so the Geometry object provides substantial time savings and greatly reduces the complexity of your code.
Geometry also provide rendering methods supporting the following:
Rendering geometry with and without index buffer
Rendering your geometry using instancing. Per instance buffers can be provided or the current instance can be looked up using
gl_InstanceID
in shaders.Running transform feedback shaders that writes to buffers instead the screen. This can write to one or multiple buffer.
Render your geometry with indirect rendering. This means packing multiple meshes into the same buffer(s) and batch drawing them.
Examples:
# Single buffer geometry with a vec2 vertex position attribute ctx.geometry([BufferDescription(buffer, '2f', ["in_vert"])], mode=ctx.TRIANGLES) # Single interleaved buffer with two attributes. A vec2 position and vec2 velocity ctx.geometry([ BufferDescription(buffer, '2f 2f', ["in_vert", "in_velocity"]) ], mode=ctx.POINTS, ) # Geometry with index buffer ctx.geometry( [BufferDescription(buffer, '2f', ["in_vert"])], index_buffer=ibo, mode=ctx.TRIANGLES, ) # Separate buffers ctx.geometry([ BufferDescription(buffer_pos, '2f', ["in_vert"]) BufferDescription(buffer_vel, '2f', ["in_velocity"]) ], mode=ctx.POINTS, ) # Providing per-instance data for instancing ctx.geometry([ BufferDescription(buffer_pos, '2f', ["in_vert"]) BufferDescription(buffer_instance_pos, '2f', ["in_offset"], instanced=True) ], mode=ctx.POINTS, )
- Parameters:
content (optional) – List of
BufferDescription
index_buffer (optional) – Index/element buffer
mode (optional) – The default draw mode
mode – The default draw mode
index_element_size – Byte size of a single index/element in the index buffer. In other words, the index buffer can be 1, 2 or 4 byte integers. Can be 1, 2 or 4 (8, 16 or 32 bit unsigned integer)
- program(*, vertex_shader: str, fragment_shader: str | None = None, geometry_shader: str | None = None, tess_control_shader: str | None = None, tess_evaluation_shader: str | None = None, common: List[str] | None = None, defines: Dict[str, str] | None = None, varyings: Sequence[str] | None = None, varyings_capture_mode: str = 'interleaved') Program [source]
Create a
Program
given shader sources and other settings.- Parameters:
vertex_shader – vertex shader source
fragment_shader (optional) – fragment shader source
geometry_shader (optional) – geometry shader source
tess_control_shader (optional) – tessellation control shader source
tess_evaluation_shader (optional) – tessellation evaluation shader source
common (optional) – Common shader sources injected into all shaders
defines (optional) – Substitute #defines values in the source
varyings (optional) – The name of the out attributes in a transform shader. This is normally not necessary since we auto detect them, but some more complex out structures we can’t detect.
varyings_capture_mode (optional) –
The capture mode for transforms.
"interleaved"
means all out attribute will be written to a single buffer."separate"
means each out attribute will be written separate buffers.
Based on these settings the
transform()
method will accept a single buffer or a list of buffer.
ContextStats
- class arcade.gl.context.ContextStats(warn_threshold=100)[source]
Bases:
Runtime allocation statistics of OpenGL objects.
- texture
Textures (created, freed)
- framebuffer
Framebuffers (created, freed)
- buffer
Buffers (created, freed)
- program
Programs (created, freed)
- vertex_array
Vertex Arrays (created, freed)
- geometry
Geometry (created, freed)
- compute_shader
Compute Shaders (created, freed)
- query
Queries (created, freed)
GLInfo
- class arcade.gl.context.GLInfo(ctx)[source]
Bases:
OpenGL info and capabilities
- MINOR_VERSION
Minor version number of the OpenGL API supported by the current context
- MAJOR_VERSION
Major version number of the OpenGL API supported by the current context.
- VENDOR
The vendor string. For example ‘NVIDIA Corporation’
- RENDERER
The renderer things. For example “NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2
- SAMPLE_BUFFERS
Value indicating the number of sample buffers associated with the framebuffer
- SUBPIXEL_BITS
An estimate of the number of bits of subpixel resolution that are used to position rasterized geometry in window coordinates
- UNIFORM_BUFFER_OFFSET_ALIGNMENT
Minimum required alignment for uniform buffer sizes and offset
- MAX_ARRAY_TEXTURE_LAYERS
Value indicates the maximum number of layers allowed in an array texture, and must be at least 256
- MAX_3D_TEXTURE_SIZE
A rough estimate of the largest 3D texture that the GL can handle. The value must be at least 64
- MAX_COLOR_ATTACHMENTS
Maximum number of color attachments in a framebuffer
- MAX_COLOR_TEXTURE_SAMPLES
Maximum number of samples in a color multisample texture
- MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
the number of words for fragment shader uniform variables in all uniform blocks
- MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS
Number of words for geometry shader uniform variables in all uniform blocks
- MAX_COMBINED_TEXTURE_IMAGE_UNITS
Maximum supported texture image units that can be used to access texture maps from the vertex shader
- MAX_COMBINED_UNIFORM_BLOCKS
Maximum number of uniform blocks per program
- MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
Number of words for vertex shader uniform variables in all uniform blocks
- MAX_CUBE_MAP_TEXTURE_SIZE
A rough estimate of the largest cube-map texture that the GL can handle
- MAX_DEPTH_TEXTURE_SAMPLES
Maximum number of samples in a multisample depth or depth-stencil texture
- MAX_DRAW_BUFFERS
Maximum number of simultaneous outputs that may be written in a fragment shader
- MAX_ELEMENTS_INDICES
Recommended maximum number of vertex array indices
- MAX_ELEMENTS_VERTICES
Recommended maximum number of vertex array vertices
- MAX_FRAGMENT_INPUT_COMPONENTS
Maximum number of components of the inputs read by the fragment shader
- MAX_FRAGMENT_UNIFORM_COMPONENTS
Maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a fragment shader
- MAX_FRAGMENT_UNIFORM_VECTORS
Maximum number of individual 4-vectors of floating-point, integer, or boolean values that can be held in uniform variable storage for a fragment shader
- MAX_FRAGMENT_UNIFORM_BLOCKS
Maximum number of uniform blocks per fragment shader.
- MAX_GEOMETRY_INPUT_COMPONENTS
Maximum number of components of inputs read by a geometry shader
- MAX_GEOMETRY_OUTPUT_COMPONENTS
Maximum number of components of outputs written by a geometry shader
- MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
Maximum supported texture image units that can be used to access texture maps from the geometry shader
- MAX_GEOMETRY_UNIFORM_BLOCKS
Maximum number of uniform blocks per geometry shader
- MAX_GEOMETRY_UNIFORM_COMPONENTS
Maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a geometry shader
- MAX_INTEGER_SAMPLES
Maximum number of samples supported in integer format multisample buffers
- MAX_SAMPLES
Maximum samples for a framebuffer
- MAX_RENDERBUFFER_SIZE
Maximum supported size for renderbuffers
- MAX_SAMPLE_MASK_WORDS
Maximum number of sample mask words
- MAX_TEXTURE_SIZE
The value gives a rough estimate of the largest texture that the GL can handle
- MAX_UNIFORM_BUFFER_BINDINGS
Maximum number of uniform buffer binding points on the context
- MAX_UNIFORM_BLOCK_SIZE
Maximum size in basic machine units of a uniform block
- MAX_VARYING_VECTORS
The number 4-vectors for varying variables
- MAX_VERTEX_ATTRIBS
Maximum number of 4-component generic vertex attributes accessible to a vertex shader.
- MAX_VERTEX_TEXTURE_IMAGE_UNITS
Maximum supported texture image units that can be used to access texture maps from the vertex shader.
- MAX_VERTEX_UNIFORM_COMPONENTS
Maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a vertex shader
- MAX_VERTEX_UNIFORM_VECTORS
Maximum number of 4-vectors that may be held in uniform variable storage for the vertex shader
- MAX_VERTEX_OUTPUT_COMPONENTS
Maximum number of components of output written by a vertex shader
- MAX_VERTEX_UNIFORM_BLOCKS
Maximum number of uniform blocks per vertex shader.
- MAX_TEXTURE_IMAGE_UNITS
Number of texture units
- MAX_TEXTURE_MAX_ANISOTROPY
The highest supported anisotropy value. Usually 8.0 or 16.0.
- MAX_VIEWPORT_DIMS: Tuple[int, int]
The maximum support window or framebuffer viewport. This is usually the same as the maximum texture size
- MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
How many buffers we can have as output when doing a transform(feedback). This is usually 4.
- POINT_SIZE_RANGE
The minimum and maximum point size
- get_int_tuple(enum: c_uint | int, length: Literal[2]) Tuple[int, int] [source]
- get_int_tuple(enum: c_uint | int, length: int) Tuple[int, ...]
Get an enum as an int tuple
- Parameters:
enum – The enum to query
length – The length of the tuple
- get(enum: c_uint | int, default=0) int [source]
Get an integer limit.
- Parameters:
enum – The enum to query
default – The default value if the query fails