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Browse DirectX capabilities. Click on capability to see its type and support statistics.



DirectX capabilities Jump to OpenGL capabilities
Device
DevCaps
D3DDEVCAPS_CANBLTSYSTONONLOCAL Blits from system-memory textures to nonlocal video-memory textures.
D3DDEVCAPS_CANRENDERAFTERFLIP Queue rendering commands after a page flip.
D3DDEVCAPS_DRAWPRIMITIVES2 Support at least a DirectX 5-compliant driver.
D3DDEVCAPS_DRAWPRIMITIVES2EX Support at least a DirectX 7-compliant driver.
D3DDEVCAPS_DRAWPRIMTLVERTEX Exports an IDirect3DDevice9::DrawPrimitive-aware hal.
D3DDEVCAPS_EXECUTESYSTEMMEMORY Use execute buffers from system memory.
D3DDEVCAPS_EXECUTEVIDEOMEMORY Use execute buffers from video memory.
D3DDEVCAPS_HWRASTERIZATION Hardware scene rasterization.
D3DDEVCAPS_HWTRANSFORMANDLIGHT Hardware transformation and lighting.
D3DDEVCAPS_NPATCHES N patches.
D3DDEVCAPS_PUREDEVICE Hardware rasterization, transform, lighting, and shading.
D3DDEVCAPS_QUINTICRTPATCHES Quintic Bézier curves and B-splines.
D3DDEVCAPS_RTPATCHES Rectangular and triangular patches.
D3DDEVCAPS_RTPATCHHANDLEZERO Hardware architecture does not require caching of any information.
D3DDEVCAPS_SEPARATETEXTUREMEMORIES Texturing from separate memory pools.
D3DDEVCAPS_TEXTURENONLOCALVIDMEM Retrieve textures from non-local video memory.
D3DDEVCAPS_TEXTURESYSTEMMEMORY Retrieve textures from system memory.
D3DDEVCAPS_TEXTUREVIDEOMEMORY Retrieve textures from device memory.
D3DDEVCAPS_TLVERTEXSYSTEMMEMORY Use buffers from system memory for transformed and lit vertices.
D3DDEVCAPS_TLVERTEXVIDEOMEMORY Use buffers from video memory for transformed and lit vertices.
DevCaps2
D3DDEVCAPS2_ADAPTIVETESSNPATCH Adaptive tessellation of N-patches.
D3DDEVCAPS2_ADAPTIVETESSRTPATCH Adaptive tessellation of RT-patches.
D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES IDirect3DDevice9::StretchRect using a texture as the source.
D3DDEVCAPS2_DMAPNPATCH Displacement maps for N-patches.
D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH Presampled displacement maps for N-patches.
D3DDEVCAPS2_STREAMOFFSET Stream offsets.
D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET Share the same offset in a stream
Capabilities
MaxPrimitiveCount Maximum number of primitives for each IDirect3DDevice9::DrawPrimitive call.
MaxStreams Maximum number of concurrent data streams for IDirect3DDevice9::SetStreamSource.
MaxStreamStride Maximum stride for IDirect3DDevice9::SetStreamSource.
MaxUserClipPlanes Maximum number of user-defined clipping planes.
MaxVertexBlendMatrices Maximum number of matrices for multimatrix vertex blending.
MaxVertexBlendMatrixIndex Maximum matrix index.
Caps
D3DCAPS_READ_SCANLINE Returning the current scan line.
Caps2
D3DCAPS2_CANAUTOGENMIPMAP Automatically generating mipmaps.
D3DCAPS2_CANCALIBRATEGAMMA Automatically adjust the gamma ramp.
D3DCAPS2_CANMANAGERESOURCE Manage of resources.
D3DCAPS2_DYNAMICTEXTURES Dynamic textures.
D3DCAPS2_FULLSCREENGAMMA Dynamic gamma ramp adjustment in full-screen mode.
Caps3
D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD D3DRS_ALPHABLENDENABLE render state in full-screen mode for FLIP or DISCARD swap effect.
D3DCAPS3_COPY_TO_SYSTEMMEM Accelerate copy from local video memory to system memory.
D3DCAPS3_COPY_TO_VIDMEM Accelerate copy from system memory to local video memory.
D3DCAPS3_LINEAR_TO_SRGB_PPRESENTATION Gamma correction from a windowed back buffer to an sRGB desktop.
PresentationIntervals
D3DPRESENT_INTERVAL_FOUR Presentation swap interval of every fourth screen refresh.
D3DPRESENT_INTERVAL_IMMEDIATE Immediate presentation swap interval.
D3DPRESENT_INTERVAL_ONE Presentation swap interval of every screen refresh.
D3DPRESENT_INTERVAL_THREE Presentation swap interval of every third screen refresh.
D3DPRESENT_INTERVAL_TWO Presentation swap interval of every second screen refresh.
CursorCaps
D3DCURSORCAPS_COLOR Hardware full-color cursor (scan lines >= 400).
D3DCURSORCAPS_LOWRES Hardware full-color cursor (scan lines < 400).
StretchRectFilterCaps
D3DPTFILTERCAPS_MAGFLINEAR Bilinear interpolation filtering for magnifying rectangles.
D3DPTFILTERCAPS_MAGFPOINT Point-sample filtering for magnifying rectangles.
D3DPTFILTERCAPS_MINFLINEAR Bilinear interpolation filtering for minifying rectangles.
D3DPTFILTERCAPS_MINFPOINT Point-sample filtering for minifying rectangles.
Vertices
MaxPointSize Maximum size of a point primitive.
MaxVertexIndex Maximum size of indices for hardware vertex processing.
MaxVertexW Maximum W-based depth value.
FVFCaps
D3DFVFCAPS_DONOTSTRIPELEMENTS Stripping extraneous elements from the vertex format provides better performance.
D3DFVFCAPS_PSIZE Point size is determined by either the render state or the vertex data.
D3DFVFCAPS_TEXCOORDCOUNTMASK Masks the low WORD of FVFCaps.
VertexProcessingCaps
D3DVTXPCAPS_DIRECTIONALLIGHTS Directional lights.
D3DVTXPCAPS_LOCALVIEWER Local viewer.
D3DVTXPCAPS_MATERIALSOURCE7 Material states.
D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER No support for texture generation in non-local viewer mode.
D3DVTXPCAPS_POSITIONALLIGHTS Positional lights (point and spot).
D3DVTXPCAPS_TEXGEN Texgen.
D3DVTXPCAPS_TEXGEN_SPHEREMAP D3DTSS_TCI_SPHEREMAP.
D3DVTXPCAPS_TWEENING Vertex tweening.
DeclTypes
D3DDTCAPS_DEC3N 3D signed 10 10 10 format.
D3DDTCAPS_FLOAT16_2 2D 16-bit floating point numbers.
D3DDTCAPS_FLOAT16_4 4D 16-bit floating point numbers.
D3DDTCAPS_SHORT2N Normalized, 2D signed short.
D3DDTCAPS_SHORT4N Normalized, 4D signed short.
D3DDTCAPS_UBYTE4 4D unsigned byte.
D3DDTCAPS_UBYTE4N Normalized, 4D unsigned byte.
D3DDTCAPS_UDEC3 3D unsigned 10 10 10 format.
D3DDTCAPS_USHORT2N Normalized, 2D unsigned short.
D3DDTCAPS_USHORT4N Normalized 4D unsigned short.
Rendering
ExtentsAdjust Number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels.
MaxActiveLights Maximum number of lights that can be active simultaneously.
MaxAnisotropy Maximum valid value for the D3DSAMP_MAXANISOTROPY.
MaxSimultaneousTextures Maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages.
MaxTextureBlendStages Maximum number of texture-blending stages.
MaxTextureRepeat The maximum range of the integer bits of the post-normalized texture coordinates.
NumSimultaneousRTs Number of simultaneous render targets.
PrimitiveMiscCaps
D3DPMISCCAPS_BLENDOP Other alpha-blending operations than D3DBLENDOP_ADD.
D3DPMISCCAPS_CLIPPLANESCALEDPOINTS Clips scaled points of size greater than 1.0 to user-defined clipping planes.
D3DPMISCCAPS_CLIPTLVERTS Clips post-transformed vertex primitives.
D3DPMISCCAPS_COLORWRITEENABLE Per-channel writes for the render-target color buffer.
D3DPMISCCAPS_CULLCCW Counterclockwise culling.
D3DPMISCCAPS_CULLCW Clockwise triangle culling.
D3DPMISCCAPS_CULLNONE No triangle culling.
D3DPMISCCAPS_FOGANDSPECULARALPHA Separate fog and specular alpha.
D3DPMISCCAPS_FOGVERTEXCLAMPED Clamps fog blend factor per vertex.
D3DPMISCCAPS_INDEPENDENTWRITEMASKS Independent write masks for multiple element textures or multiple render targets.
D3DPMISCCAPS_MASKZ Enable and disable modification of the depth buffer on pixel operations.
D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS Different bit depths for multiple render targets.
D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING Post-pixel shader operations for multiple render targets.
D3DPMISCCAPS_NULLREFERENCE A reference device that does not render.
D3DPMISCCAPS_PERSTAGECONSTANT Per-stage constants.
D3DPMISCCAPS_SEPARATEALPHABLEND Separate blend settings for the alpha channel.
D3DPMISCCAPS_TSSARGTEMP Device supports D3DTA for temporary register.
ShadeCaps
D3DPSHADECAPS_ALPHAGOURAUDBLEND Alpha component for Gouraud-blended transparency.
D3DPSHADECAPS_COLORGOURAUDRGB Colored Gouraud shading.
D3DPSHADECAPS_FOGGOURAUD Fog in the Gouraud shading mode.
D3DPSHADECAPS_SPECULARGOURAUDRGB Gouraud shading of specular highlights.
LineCaps
D3DLINECAPS_ALPHACMP Alpha-test comparisons.
D3DLINECAPS_ANTIALIAS Antialiased lines.
D3DLINECAPS_BLEND Source-blending.
D3DLINECAPS_FOG Fog.
D3DLINECAPS_TEXTURE Texture mapping.
D3DLINECAPS_ZTEST Z-buffer comparisons.
RasterCaps
D3DPRASTERCAPS_ANISOTROPY Anisotropic filtering.
D3DPRASTERCAPS_COLORPERSPECTIVE Iterates colors perspective correctly.
D3DPRASTERCAPS_DEPTHBIAS Legacy depth bias.
D3DPRASTERCAPS_DITHER Dither to improve color resolution.
D3DPRASTERCAPS_FOGRANGE Range-based fog.
D3DPRASTERCAPS_FOGTABLE The fog value by referring to a lookup table.
D3DPRASTERCAPS_FOGVERTEX Fog value calculation during the lighting operation.
D3DPRASTERCAPS_MIPMAPLODBIAS Level-of-detail bias adjustments.
D3DPRASTERCAPS_MULTISAMPLE_TOGGLE Toggling multisampling on and off between BeginScene and EndScene.
D3DPRASTERCAPS_SCISSORTEST Scissor test.
D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS True slope-scale based depth bias.
D3DPRASTERCAPS_WBUFFER Depth buffering using w.
D3DPRASTERCAPS_WFOG W-based fog.
D3DPRASTERCAPS_ZBUFFERLESSHSR Hidden-surface removal (HSR) without sorting and depth-buffer.
D3DPRASTERCAPS_ZFOG Z-based fog.
D3DPRASTERCAPS_ZTEST Z-test operations.
Textures
GuardBandBottom Guard-band clipping region.
GuardBandLeft Guard-band clipping region.
GuardBandRight Guard-band clipping region.
GuardBandTop Guard-band clipping region.
MaxTextureAspectRatio Maximum texture aspect ratio supported by the hardware.
MaxTextureHeight Maximum texture height.
MaxTextureWidth Maximum texture width.
MaxVolumeExtent Maximum value of a volume texture.
TextureCaps
D3DPTEXTURECAPS_ALPHA Alpha in texture pixels.
D3DPTEXTURECAPS_ALPHAPALETTE Draw alpha from texture palettes.
D3DPTEXTURECAPS_CUBEMAP Cube textures.
D3DPTEXTURECAPS_CUBEMAP_POW2 Cube texture maps have dimensions specified as powers of two.
D3DPTEXTURECAPS_MIPCUBEMAP Mipmapped cube textures.
D3DPTEXTURECAPS_MIPMAP Mipmapped textures.
D3DPTEXTURECAPS_MIPVOLUMEMAP Mipmapped volume textures.
D3DPTEXTURECAPS_NONPOW2CONDITIONAL The use of 2D textures with dimensions that are not powers of two.
D3DPTEXTURECAPS_NOPROJECTEDBUMPENV Not support for projected bump-environment lookup operation.
D3DPTEXTURECAPS_PERSPECTIVE Perspective correction texturing.
D3DPTEXTURECAPS_POW2 The use of 2D textures with dimensions that are not powers of two.
D3DPTEXTURECAPS_PROJECTED D3DTTFF_PROJECTED texture transformation flag.
D3DPTEXTURECAPS_SQUAREONLY All textures must be square.
D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE Texture indices are not scaled by the texture size prior to interpolation.
D3DPTEXTURECAPS_VOLUMEMAP Volume textures.
D3DPTEXTURECAPS_VOLUMEMAP_POW2 Volume texture maps have dimensions specified as powers of two.
TextureOpCaps
D3DTEXOPCAPS_ADD D3DTOP_ADD.
D3DTEXOPCAPS_ADDSIGNED D3DTOP_ADDSIGNED.
D3DTEXOPCAPS_ADDSIGNED2X D3DTOP_ADDSIGNED2X.
D3DTEXOPCAPS_ADDSMOOTH D3DTOP_ADDSMOOTH.
D3DTEXOPCAPS_BLENDCURRENTALPHA D3DTOP_BLENDCURRENTALPHA.
D3DTEXOPCAPS_BLENDDIFFUSEALPHA D3DTOP_BLENDDIFFUSEALPHA.
D3DTEXOPCAPS_BLENDFACTORALPHA D3DTOP_BLENDFACTORALPHA.
D3DTEXOPCAPS_BLENDTEXTUREALPHA D3DTOP_BLENDTEXTUREALPHA.
D3DTEXOPCAPS_BLENDTEXTUREALPHAPM D3DTOP_BLENDTEXTUREALPHAPM.
D3DTEXOPCAPS_BUMPENVMAP D3DTOP_BUMPENVMAP.
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE D3DTOP_BUMPENVMAPLUMINANCE.
D3DTEXOPCAPS_DISABLE D3DTOP_DISABLE.
D3DTEXOPCAPS_DOTPRODUCT3 D3DTOP_DOTPRODUCT3.
D3DTEXOPCAPS_LERP D3DTOP_LERP.
D3DTEXOPCAPS_MODULATE D3DTOP_MODULATE.
D3DTEXOPCAPS_MODULATE2X D3DTOP_MODULATE2X.
D3DTEXOPCAPS_MODULATE4X D3DTOP_MODULATE4X.
D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR D3DTOP_MODULATEALPHA_ADDCOLOR.
D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA D3DTOP_MODULATECOLOR_ADDALPHA.
D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR D3DTOP_MODULATEINVALPHA_ADDCOLOR.
D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA D3DTOP_MODULATEINVCOLOR_ADDALPHA.
D3DTEXOPCAPS_MULTIPLYADD D3DTOP_MULTIPLYADD.
D3DTEXOPCAPS_PREMODULATE D3DTOP_PREMODULATE.
D3DTEXOPCAPS_SELECTARG1 D3DTOP_SELECTARG1.
D3DTEXOPCAPS_SELECTARG2 D3DTOP_SELECTARG2.
D3DTEXOPCAPS_SUBTRACT D3DTOP_SUBTRACT.
TextureFilterCaps
D3DPTFILTERCAPS_MAGFANISOTROPIC Per-stage anisotropic filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFGAUSSIANQUAD Per-stage Gaussian quad filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFLINEAR Per-stage bilinear interpolation filtering for magnifying mipmaps.
D3DPTFILTERCAPS_MAGFPOINT Per-stage point-sample filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD Per-stage pyramidal sample filtering for magnifying textures.
D3DPTFILTERCAPS_MINFANISOTROPIC Per-stage anisotropic filtering for minifying textures.
D3DPTFILTERCAPS_MINFGAUSSIANQUAD Per-stage Gaussian quad filtering for minifying textures.
D3DPTFILTERCAPS_MINFLINEAR Per-stage linear filtering for minifying textures.
D3DPTFILTERCAPS_MINFPOINT Per-stage point-sample filtering for minifying textures.
D3DPTFILTERCAPS_MINFPYRAMIDALQUAD Per-stage pyramidal sample filtering for minifying textures.
D3DPTFILTERCAPS_MIPFLINEAR Per-stage bilinear interpolation filtering for mipmaps.
D3DPTFILTERCAPS_MIPFPOINT Per-stage point-sample filtering for mipmaps.
CubeTextureFilterCaps
D3DPTFILTERCAPS_MAGFANISOTROPIC Per-stage anisotropic filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFGAUSSIANQUAD Per-stage Gaussian quad filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFLINEAR Per-stage bilinear interpolation filtering for magnifying mipmaps.
D3DPTFILTERCAPS_MAGFPOINT Per-stage point-sample filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD Per-stage pyramidal sample filtering for magnifying textures.
D3DPTFILTERCAPS_MINFANISOTROPIC Per-stage anisotropic filtering for minifying textures.
D3DPTFILTERCAPS_MINFGAUSSIANQUAD Per-stage Gaussian quad filtering for minifying textures.
D3DPTFILTERCAPS_MINFLINEAR Per-stage linear filtering for minifying textures.
D3DPTFILTERCAPS_MINFPOINT Per-stage point-sample filtering for minifying textures.
D3DPTFILTERCAPS_MINFPYRAMIDALQUAD Per-stage pyramidal sample filtering for minifying textures.
D3DPTFILTERCAPS_MIPFLINEAR Per-stage bilinear interpolation filtering for mipmaps.
D3DPTFILTERCAPS_MIPFPOINT Per-stage point-sample filtering for mipmaps.
VolumeTextureFilterCaps
D3DPTFILTERCAPS_MAGFANISOTROPIC Per-stage anisotropic filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFGAUSSIANQUAD Per-stage Gaussian quad filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFLINEAR Per-stage bilinear interpolation filtering for magnifying mipmaps.
D3DPTFILTERCAPS_MAGFPOINT Per-stage point-sample filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD Per-stage pyramidal sample filtering for magnifying textures.
D3DPTFILTERCAPS_MINFANISOTROPIC Per-stage anisotropic filtering for minifying textures.
D3DPTFILTERCAPS_MINFGAUSSIANQUAD Per-stage Gaussian quad filtering for minifying textures.
D3DPTFILTERCAPS_MINFLINEAR Per-stage linear filtering for minifying textures.
D3DPTFILTERCAPS_MINFPOINT Per-stage point-sample filtering for minifying textures.
D3DPTFILTERCAPS_MINFPYRAMIDALQUAD Per-stage pyramidal sample filtering for minifying textures.
D3DPTFILTERCAPS_MIPFLINEAR Per-stage bilinear interpolation filtering for mipmaps.
D3DPTFILTERCAPS_MIPFPOINT Per-stage point-sample filtering for mipmaps.
TextureAddressCaps
D3DPTADDRESSCAPS_BORDER Setting coordinates outside the range [0.0, 1.0] to the border color.
D3DPTADDRESSCAPS_CLAMP Clamp textures to addresses.
D3DPTADDRESSCAPS_INDEPENDENTUV Separate the texture-addressing modes of the u and v coordinates of the texture.
D3DPTADDRESSCAPS_MIRROR Mirror textures to addresses.
D3DPTADDRESSCAPS_MIRRORONCE Take the absolute value of the texture coordinate and then clamp to the maximum value.
D3DPTADDRESSCAPS_WRAP Wrap textures to addresses.
VolumeTextureAddressCaps
D3DPTADDRESSCAPS_BORDER Setting coordinates outside the range [0.0, 1.0] to the border color.
D3DPTADDRESSCAPS_CLAMP Clamp textures to addresses.
D3DPTADDRESSCAPS_INDEPENDENTUV Separate the texture-addressing modes of the u and v coordinates of the texture.
D3DPTADDRESSCAPS_MIRROR Mirror textures to addresses.
D3DPTADDRESSCAPS_MIRRORONCE Take the absolute value of the texture coordinate and then clamp to the maximum value.
D3DPTADDRESSCAPS_WRAP Wrap textures to addresses.
Blending
SrcBlendCaps
D3DPBLENDCAPS_BLENDFACTOR D3DBLEND_BLENDFACTOR and D3DBLEND_INVBLENDFACTOR.
D3DPBLENDCAPS_BOTHINVSRCALPHA Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As) and destination blend factor is (As, As, As, As).
D3DPBLENDCAPS_BOTHSRCALPHA D3DBLEND_BOTHSRCALPHA blend mode.
D3DPBLENDCAPS_DESTALPHA Blend factor is (Ad, Ad, Ad, Ad).
D3DPBLENDCAPS_DESTCOLOR Blend factor is (Rd, Gd, Bd, Ad).
D3DPBLENDCAPS_INVDESTALPHA Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).
D3DPBLENDCAPS_INVDESTCOLOR Blend factor is (1-Rd, 1-Gd, 1-Bd, 1 - Ad).
D3DPBLENDCAPS_INVSRCALPHA Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).
D3DPBLENDCAPS_INVSRCCOLOR Blend factor is (1-Rs, 1-Gs, 1-Bs, 1 - As).
D3DPBLENDCAPS_ONE Blend factor is (1, 1, 1, 1).
D3DPBLENDCAPS_SRCALPHA Blend factor is (As, As, As, As).
D3DPBLENDCAPS_SRCALPHASAT Blend factor is (f, f, f, 1); f = min(As, 1 - Ad).
D3DPBLENDCAPS_SRCCOLOR Blend factor is (Rs, Gs, Bs, As).
D3DPBLENDCAPS_ZERO Blend factor is (0, 0, 0, 0).
DestBlendCaps
D3DPBLENDCAPS_BLENDFACTOR D3DBLEND_BLENDFACTOR and D3DBLEND_INVBLENDFACTOR.
D3DPBLENDCAPS_BOTHINVSRCALPHA Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As) and destination blend factor is (As, As, As, As).
D3DPBLENDCAPS_BOTHSRCALPHA D3DBLEND_BOTHSRCALPHA blend mode.
D3DPBLENDCAPS_DESTALPHA Blend factor is (Ad, Ad, Ad, Ad).
D3DPBLENDCAPS_DESTCOLOR Blend factor is (Rd, Gd, Bd, Ad).
D3DPBLENDCAPS_INVDESTALPHA Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).
D3DPBLENDCAPS_INVDESTCOLOR Blend factor is (1-Rd, 1-Gd, 1-Bd, 1 - Ad).
D3DPBLENDCAPS_INVSRCALPHA Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).
D3DPBLENDCAPS_INVSRCCOLOR Blend factor is (1-Rs, 1-Gs, 1-Bs, 1 - As).
D3DPBLENDCAPS_ONE Blend factor is (1, 1, 1, 1).
D3DPBLENDCAPS_SRCALPHA Blend factor is (As, As, As, As).
D3DPBLENDCAPS_SRCALPHASAT Blend factor is (f, f, f, 1); f = min(As, 1 - Ad).
D3DPBLENDCAPS_SRCCOLOR Blend factor is (Rs, Gs, Bs, As).
D3DPBLENDCAPS_ZERO Blend factor is (0, 0, 0, 0).
Buffers
ZCmpCaps
D3DPCMPCAPS_ALWAYS Always pass the z-test.
D3DPCMPCAPS_EQUAL New z equals the current z.
D3DPCMPCAPS_GREATER The new z is greater than the current z.
D3DPCMPCAPS_GREATEREQUAL The new z is greater than or equal to the current z.
D3DPCMPCAPS_LESS The new z is less than the current z.
D3DPCMPCAPS_LESSEQUAL The new z is less than or equal to the current z.
D3DPCMPCAPS_NEVER Always fail the z-test.
D3DPCMPCAPS_NOTEQUAL The new z does not equal the current z.
StencilCaps
D3DSTENCILCAPS_DECR Decrement the stencil-buffer entry, with wrapping.
D3DSTENCILCAPS_DECRSAT Decrement the stencil-buffer entry, clamping to zero.
D3DSTENCILCAPS_INCR Increment the stencil-buffer entry, with wrapping.
D3DSTENCILCAPS_INCRSAT Increment the stencil-buffer entry, clamping to the maximum value.
D3DSTENCILCAPS_INVERT Invert the bits in the stencil-buffer entry.
D3DSTENCILCAPS_KEEP Do not update the entry in the stencil buffer.
D3DSTENCILCAPS_REPLACE Replace the stencil-buffer entry with reference value.
D3DSTENCILCAPS_TWOSIDED Two-sided stencil.
D3DSTENCILCAPS_ZERO Set the stencil-buffer entry to 0.
AlphaCmpCaps
D3DPCMPCAPS_ALWAYS Always pass the alpha-test.
D3DPCMPCAPS_EQUAL New alpha equals the current alpha.
D3DPCMPCAPS_GREATER The new alpha is greater than the current alpha.
D3DPCMPCAPS_GREATEREQUAL The new alpha is greater than or equal to the current alpha.
D3DPCMPCAPS_LESS The new alpha is less than the current alpha.
D3DPCMPCAPS_LESSEQUAL The new alpha is less than or equal to the current alpha.
D3DPCMPCAPS_NEVER Always fail the alpha-test.
D3DPCMPCAPS_NOTEQUAL The new alpha does not equal the current alpha.
Vertex shader
MaxVertexShader30InstructionSlots Maximum number of vertex shader instruction slots.
MaxVertexShaderConst The number of vertex shader registers that are reserved for constants.
MaxVShaderInstructionsExecuted Maximum number of vertex shader instructions that can be run when using flow control.
VertexShaderVersion Vertex shader main and sub versions.
VS20Caps
Caps Instruction predication is supported if this value is nonzero.
DynamicFlowControlDepth Depth of the dynamic flow control instruction nesting.
NumTemps Number of temporary registers.
StaticFlowControlDepth The depth of nesting of the loop-vs / rep-vs and call-vs / callnz bool-vs instructions.
VertexTextureFilterCaps
D3DPTFILTERCAPS_MAGFANISOTROPIC Per-stage anisotropic filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFGAUSSIANQUAD Per-stage Gaussian quad filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFLINEAR Per-stage bilinear interpolation filtering for magnifying mipmaps.
D3DPTFILTERCAPS_MAGFPOINT Per-stage point-sample filtering for magnifying textures.
D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD Per-stage pyramidal sample filtering for magnifying textures.
D3DPTFILTERCAPS_MINFANISOTROPIC Per-stage anisotropic filtering for minifying textures.
D3DPTFILTERCAPS_MINFGAUSSIANQUAD Per-stage Gaussian quad filtering for minifying textures.
D3DPTFILTERCAPS_MINFLINEAR Per-stage linear filtering for minifying textures.
D3DPTFILTERCAPS_MINFPOINT Per-stage point-sample filtering for minifying textures.
D3DPTFILTERCAPS_MINFPYRAMIDALQUAD Per-stage pyramidal sample filtering for minifying textures.
D3DPTFILTERCAPS_MIPFLINEAR Per-stage bilinear interpolation filtering for mipmaps.
D3DPTFILTERCAPS_MIPFPOINT Per-stage point-sample filtering for mipmaps.
Pixel shader
MaxPixelShader30InstructionSlots Maximum number of pixel shader instruction slots supported.
MaxPShaderInstructionsExecuted Maximum number of pixel shader instructions that can be run when using flow control.
PixelShader1xMaxValue Maximum value of pixel shader arithmetic component.
PixelShaderVersion Pixel shader main and sub versions.
PS20Caps
Caps Instruction predication is supported if this value is nonzero.
DynamicFlowControlDepth Depth of the dynamic flow control instruction nesting.
NumInstructionSlots The number of instruction slots.
NumTemps Number of temporary registers.
StaticFlowControlDepth The depth of nesting of the loop-vs / rep-vs and call-vs / callnz bool-vs instructions.
Available resolutions with attached monitors
1024 x 576
1024 x 640
1152 x 648
1152 x 720
1152 x 870
1280 x 854
1280 x 900
1360 x 765
1366 x 768
1600 x 1000
1776 x 1000
1920 x 720
2400 x 600
2560 x 1600
2560 x 1920
2960 x 1770
3840 x 800
480 x 768
5040 x 1050
5120 x 3200
576 x 1024
600 x 960
600 x 1024
640 x 350
640 x 432
720 x 400
768 x 480
768 x 576
768 x 1366
832 x 624
852 x 480
853 x 480
854 x 480
864 x 480
320 x 200
320 x 240
384 x 512
400 x 300
400 x 640
480 x 360
480 x 640
512 x 384
600 x 800
600 x 1280
640 x 400
640 x 480
720 x 480
720 x 576
720 x 1280
768 x 1024
768 x 1280
800 x 480
800 x 600
800 x 1280
848 x 480
864 x 1152
900 x 1440
960 x 600
960 x 1280
1024 x 480
1024 x 600
1024 x 768
1024 x 1280
1088 x 612
1152 x 864
1176 x 664
1280 x 600
1280 x 720
1280 x 768
1280 x 800
1280 x 960
1280 x 1024
1360 x 768
1360 x 1024
1400 x 1050
1440 x 576
1440 x 900
1600 x 900
1600 x 1024
1600 x 1200
1680 x 1050
1768 x 992
1792 x 1344
1800 x 1440
1856 x 1392
1920 x 1080
1920 x 1200
1920 x 1440
2048 x 1536
Resolution formats
R5G6B5 16-bit RGB pixel format. 5 bits for red, 6 bits for green and 5 bits for blue reserved.
X8R8G8B8 32-bit RGB pixel format where 8 bits are reserved for each color.
A2R10G10B10
B5G6R5_UNORM
B8G8R8A8_UNORM
R8G8B8A8_UNORM
R8G8B8A8_UNORM_SRGB
R10G10B10A2_UNORM
R16G16B16A16_FLOAT
OpenGL capabilities Jump to DirectX capabilities
Device
GLU version OpenGL utility library version.
GLU version string Full returned string of OpenGL utility library version.
Renderer Name of the renderer.
Vendor Company of the OpenGL implementation.
Version OpenGL version number.
Version string Full returned string of OpenGL version.
Capabilities
GL_MAX_CLIP_PLANES The maximum number of application-defined clipping planes.
GL_MAX_ELEMENTS_INDICES The recommended maximum number of vertex array indices.
GL_MAX_ELEMENTS_VERTICES The recommended maximum number of vertex array vertices.
GL_MAX_EVAL_ORDER The maximum equation order supported by 1D and 2D evaluators.
GL_MAX_PIXEL_MAP_TABLE The maximum supported size of a glPixelMap lookup table.
GL_MAX_VARYING_FLOATS The maximum number of interpolators available for processing varying variables used by vertex and fragment shaders.
GL_MAX_VIEWPORT_DIMS The maximum supported width and height of the viewport.
Rendering
GL_AUX_BUFFERS The number of auxiliary color buffers available.
GL_DOUBLEBUFFER Double buffering is supported.
GL_MAX_DRAW_BUFFERS The maximum number of simultaneous output colors allowed from a fragment shader using the gl_FragData built-in array.
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS The maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a fragment shader.
GL_MAX_LIGHTS The maximum number of lights.
GL_STEREO Stereo buffers (left and right) are supported.
Shading language version Version and release number for the shading language.
Lines
GL_ALIASED_LINE_WIDTH_RANGE The smallest and largest supported widths for aliased lines.
GL_LINE_WIDTH_GRANULARITY The width difference between adjacent supported widths for antialiased lines.
GL_LINE_WIDTH_RANGE The smallest and largest supported widths for antialiased lines.
GL_SMOOTH_LINE_WIDTH_GRANULARITY The granularity of widths for antialiased lines.
GL_SMOOTH_LINE_WIDTH_RANGE The smallest and largest supported widths for antialiased lines.
Points
GL_ALIASED_POINT_SIZE_RANGE The smallest and largest supported sizes for aliased points.
GL_POINT_SIZE_GRANULARITY The size difference between adjacent supported sizes for antialiased points.
GL_POINT_SIZE_RANGE The smallest and largest supported sizes for antialiased points.
GL_SMOOTH_POINT_SIZE_GRANULARITY The granularity of sizes for antialiased points.
GL_SMOOTH_POINT_SIZE_RANGE The smallest and largest supported widths for antialiased points.
Textures
GL_MAX_3D_TEXTURE_SIZE A rough estimate of the largest 3D texture that the GL can handle.
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS The maximum supported texture image units that can be used to access texture maps from the vertex shader and the fragment processor combined.
GL_MAX_CUBE_MAP_TEXTURE_SIZE The value gives a rough estimate of the largest cube-map texture that the GL can handle.
GL_MAX_TEXTURE_COORDS The maximum number of texture coordinate sets available to vertex and fragment shaders.
GL_MAX_TEXTURE_IMAGE_UNITS The maximum supported texture image units that can be used to access texture maps from the fragment shader.
GL_MAX_TEXTURE_LOD_BIAS The maximum, absolute value of the texture level-of-detail bias.
GL_MAX_TEXTURE_SIZE The value gives a rough estimate of the largest texture that the GL can handle.
GL_MAX_TEXTURE_STACK_DEPTH The maximum supported depth of the texture matrix stack.
GL_MAX_TEXTURE_UNITS Indicating the number of conventional texture units supported.
GL_NUM_COMPRESSED_TEXTURE_FORMATS Indicating the number of available compressed texture formats.
Compressions
GL_COMPRESSED_ALPHA_ARB
GL_COMPRESSED_INTENSITY_ARB
GL_COMPRESSED_LUMINANCE_ALPHA_ARB
GL_COMPRESSED_LUMINANCE_ARB
GL_COMPRESSED_RGBA_ARB
GL_COMPRESSED_RGBA_FXT1_3DFX
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
GL_COMPRESSED_RGB_ARB
GL_COMPRESSED_RGB_FXT1_3DFX
GL_COMPRESSED_RGB_S3TC_DXT1_EXT
Stacks
GL_MAX_ATTRIB_STACK_DEPTH The maximum supported depth of the attribute stack.
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH The maximum supported depth of the client attribute stack.
GL_MAX_COLOR_MATRIX_STACK_DEPTH The maximum supported depth of the color matrix stack.
GL_MAX_LIST_NESTING The maximum recursion depth allowed during display-list traversal.
GL_MAX_MODELVIEW_STACK_DEPTH The maximum supported depth of the modelview matrix stack.
GL_MAX_NAME_STACK_DEPTH The maximum supported depth of the selection name stack.
GL_MAX_PROJECTION_STACK_DEPTH The maximum supported depth of the projection matrix stack.
Vertex Shader
GL_MAX_VERTEX_ATTRIBS The maximum number of 4-component generic vertex attributes accessible to a vertex shader.
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS The maximum supported texture image units that can be used to access texture maps from the vertex shader.
GL_MAX_VERTEX_UNIFORM_COMPONENTS The maximum number of individual floating-point, integer, or boolean values that can be held in uniform variable storage for a vertex shader.
Extensions
3DFX
GL_3DFX_multisample
GL_3DFX_tbuffer
GL_3DFX_texture_compression_FXT1
WGL_3DFX_multisample
APPLE
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_specular_vector
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_ycbcr_422
ARB
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_matrix_palette
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_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
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_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
WGL_ARB_buffer_region
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
ATI
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_pn_triangles
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_text_fragment_shader
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
WGL_ATI_pixel_format_float
EXT
GL_EXT_422_pixels
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_logic_op
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_cmyka
GL_EXT_color_matrix
GL_EXT_color_subtable
GL_EXT_compiled_vertex_array
GL_EXT_convolution
GL_EXT_coordinate_frame
GL_EXT_copy_texture
GL_EXT_cull_vertex
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_histogram
GL_EXT_index_array_formats
GL_EXT_index_func
GL_EXT_index_material
GL_EXT_index_texture
GL_EXT_light_texture
GL_EXT_misc_attribute
GL_EXT_multisample
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_pixel_transform
GL_EXT_pixel_transform_color_table
GL_EXT_point_parameters
GL_EXT_polygon_offset
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_clear_tag
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3d
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_perturb_normal
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_EXT_vertex_weighting
WGL_EXT_depth_float
WGL_EXT_display_color_table
WGL_EXT_extensions_string
WGL_EXT_make_current_read
WGL_EXT_multisample
WGL_EXT_pbuffer
WGL_EXT_pixel_format
WGL_EXT_swap_control
HP
GL_HP_convolution_border_modes
GL_HP_image_transform
GL_HP_occlusion_test
GL_HP_texture_lighting
I3D
WGL_I3D_digital_video_control
WGL_I3D_gamma
WGL_I3D_genlock
WGL_I3D_image_buffer
WGL_I3D_swap_frame_lock
WGL_I3D_swap_frame_usage
IBM
GL_IBM_cull_vertex
GL_IBM_multimode_draw_arrays
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_IBM_vertex_array_lists
INGR
GL_INGR_blend_func_separate
GL_INGR_color_clamp
GL_INGR_interlace_read
GL_INGR_palette_buffer
INTEL
GL_INTEL_parallel_arrays
GL_INTEL_texture_scissor
MESA
GL_MESA_resize_buffers
GL_MESA_window_pos
NV
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_evaluators
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_emboss
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
WGL_NV_float_buffer
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle
WGL_NV_vertex_array_range
OML
GL_OML_interlace
GL_OML_resample
GL_OML_subsample
WGL_OML_sync_control
PGI
GL_PGI_misc_hints
GL_PGI_vertex_hints
REND
GL_REND_screen_coordinates
S3
GL_S3_s3tc
SGI
GL_SGI_color_matrix
GL_SGI_color_table
GL_SGI_depth_pass_instrument
GL_SGI_texture_color_table
SGIS
GL_SGIS_detail_texture
GL_SGIS_fog_function
GL_SGIS_generate_mipmap
GL_SGIS_multisample
GL_SGIS_pixel_texture
GL_SGIS_point_line_texgen
GL_SGIS_point_parameters
GL_SGIS_sharpen_texture
GL_SGIS_texture4d
GL_SGIS_texture_border_clamp
GL_SGIS_texture_color_mask
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_filter4
GL_SGIS_texture_lod
GL_SGIS_texture_select
SGIX
GL_FfdMaskSGIx
GL_SGIX_async
GL_SGIX_async_histogram
GL_SGIX_async_pixel
GL_SGIX_blend_alpha_minmax
GL_SGIX_calligraphic_fragment
GL_SGIX_clipmap
GL_SGIX_convolution_accuracy
GL_SGIX_depth_pass_instrument
GL_SGIX_depth_texture
GL_SGIX_flush_raster
GL_SGIX_fog_offset
GL_SGIX_fog_scale
GL_SGIX_fragment_lighting
GL_SGIX_framezoom
GL_SGIX_igloo_interface
GL_SGIX_impact_pixel_texture
GL_SGIX_instruments
GL_SGIX_interlace
GL_SGIX_ir_instrument1
GL_SGIX_list_priority
GL_SGIX_pixel_texture
GL_SGIX_pixel_tiles
GL_SGIX_polynomial_ffd
GL_SGIX_reference_plane
GL_SGIX_resample
GL_SGIX_scalebias_hint
GL_SGIX_shadow
GL_SGIX_shadow_ambient
GL_SGIX_sprite
GL_SGIX_subsample
GL_SGIX_tag_sample_buffer
GL_SGIX_texture_add_env
GL_SGIX_texture_coordinate_clamp
GL_SGIX_texture_lod_bias
GL_SGIX_texture_multi_buffer
GL_SGIX_texture_scale_bias
GL_SGIX_texture_select
GL_SGIX_vertex_preclip
GL_SGIX_ycrcb
GL_SGIX_ycrcba
GL_SGIX_ycrcb_subsample
SUN
GL_SUN_convolution_border_modes
GL_SUN_global_alpha
GL_SUN_mesh_array
GL_SUN_slice_accum
GL_SUN_triangle_list
GL_SUN_vertex
SUNX
GL_SUNX_constant_data
WIN
GL_WIN_phong_shading
GL_WIN_specular_fog
WIN_draw_range_elements
WIN_swap_hint