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Diffstat (limited to 'results/classifier/deepseek-2/reasoning/manual-review/1821839')
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diff --git a/results/classifier/deepseek-2/reasoning/manual-review/1821839 b/results/classifier/deepseek-2/reasoning/manual-review/1821839 new file mode 100644 index 00000000..3ed8d7e8 --- /dev/null +++ b/results/classifier/deepseek-2/reasoning/manual-review/1821839 @@ -0,0 +1,141 @@ +<think> +Okay, so I'm looking at this problem where I need to classify a bunch of OpenGL extensions. The user provided two long lists: one for the main OpenGL profile and another for the OpenGL ES profile. They also included version strings and some other details. + +First, I need to understand what classification means here. It seems like they want me to categorize each extension into appropriate groups based on their functionality or usage. Maybe separating them by type, like rendering, textures, shaders, etc., would make sense. + +Looking at the main OpenGL profile extensions, I see a lot related to blending and framebuffer operations. For example, GL_ARB_window_pos might relate to positioning in ARB (Advanced Rendering Board) context. Extensions like GL_ATI_blend_equation_separate suggest they handle separate blend equations for RGB and alpha channels. Similarly, GL_EXT_framebuffer_multisample is about handling multisampling in framebuffers. + +In the OpenGL ES profile, I notice extensions specific to ES 2.0 features. Things like GL_OES_texture_3D indicate support for 3D textures on mobile devices. Extensions such as GL_EXT_separate_shader_objects might be related to separating shaders into vertex and fragment parts, which is common in modern GLSL. + +I should probably group these by their primary function. For example: + +1. **Framebuffer and Rendering:** + - EXT_framebuffer_multisample + - ARB_window_pos + - ES extensions for framebuffer blit and operations + +2. **Blending:** + - Various blend equation and color extensions (ARB, ATI, EXT) + +3. **Textures:** + - Extensions dealing with texture types like cube maps (EXT_texture_cube_map), compressed formats (ASTC), etc. + +4. **Shaders and Programs:** + - Extensions for separate shaders, program parameters + +5. **Miscellaneous:** + - Vendor-specific extensions (MESA, NV, OES) + - Specialized features like fog, normals, vertex arrays + +I also notice some vendor prefixes: ARB is a standard extension, but others like ATI and NV are from specific vendors. OES indicates Open ES extensions. + +I should make sure to note which extensions are part of the core OpenGL or ES profiles versus vendor-specific ones. Also, considering the version strings provided (Mesa 19.1.0-devel), it's likely using an open-source implementation, so some extensions might be from Mesa specific implementations like MESA_tile_raster_order. + +I need to ensure that each extension is placed in the correct category without overlap and make sure not to miss any important functionality. Maybe cross-referencing with known OpenGL extension categories would help solidify the classification. +</think> + +To classify the provided OpenGL and OpenGL ES extensions, I will categorize them based on their primary functionality or usage. This will help organize the extensions into meaningful groups for better understanding. + +--- + +### **1. Framebuffer Operations** +- Extensions related to framebuffer operations, rendering, and blitting: + - `GL_ARB_window_pos` + - `GL_EXT_framebuffer_blit` + - `GL_EXT_framebuffer_multisample` + - `GL_EXT_framebuffer_sRGB` + - `GL_KHR_texture_compression_astc_ldr` + - `GL_KHR_texture_compression_astc_sliced_3d` + +--- + +### **2. Blending and Color** +- Extensions related to blending, color operations, and blend equations: + - `GL_ATI_blend_equation_separate` + - `GL_EXT_blend_color` + - `GL_EXT_blend_equation_separate` + - `GL_EXT_blend_func_separate` + - `GL_EXT_blend_minmax` + - `GL_EXT_blend_subtract` + - `GL_OES_BLEND_EQUATION_SEPARATE` + +--- + +### **3. Textures** +- Extensions related to texture operations, formats, and types: + - `GL_ATI_texture_env_combine3` + - `GL_EXT_texture` + - `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_lod_bias` + - `GL_EXT_texture_object` + - `GL_EXT_texture_rectangle` + - `GL_EXT_texture_sRGB` + - `GL_EXT_texture_swizzle` + - `GL_KHR_texture_compression_astc_ldr` + - `GL_KHR_texture_compression_astc_sliced_3d` + - `GL_OES_TEXTURE_CUBEMAP` + +--- + +### **4. Shaders and Renderers** +- Extensions related to shaders, program parameters, and rendering: + - `GL_EXT_shader_integer_mix` + - `GL_EXT_gpu_program_parameters` + - `GL_EXT_vertex_array` + - `GL_KHR_debug` + - `GL_OES_separate_shader_objects` + +--- + +### **5. Stencil and Depth Buffer** +- Extensions related to stencil buffer, depth buffer, and framebuffer operations: + - `GL_ATI_stencil_two_side` + - `GL_EXT_framebuffer_multisample` + - `GL_EXT_framebuffer_sRGB` + - `GL_OES_STENCIL_WRAP` + +--- + +### **6. Vendor-Specific Extensions** +- Extensions specific to vendors or implementations: + - `GL_ATI_blend_equation_separate` + - `GL_ATI_texture_env_combine3` + - `GL_MESA_ycrcb` + - `GL_NVIDIA_texture_rectangle` + +--- + +### **7. Miscellaneous Rendering and Operations** +- Extensions related to rendering, operations, and miscellaneous features: + - `GL_EXT_fog` + - `GL_EXT_multitexture` + - `GL_EXT_packed_pixels` + - `GL_EXT_rescale_normal` + - `GL_EXT_secondary_color` + - `GL_EXT_separate_specular_cube_map` + - `GL_EXT_texture_compression_s3tc` + +--- + +### **8. Open ES (OpenGL for Embedded Systems) Extensions** +- Extensions specific to the Open ES profile: + - `GL_OES_blend_equation_anonymized` + - `GL_OES_BLEND_EQUATION_SEPARATE` + - `GL_OES_FRAMEBUFFER_OBJECT` + - `GL_OES_SHADER_TEXTURE_LOD` + - `GL_OES_TEXTURE_CUBEMAP` + +--- + +### **9. Mesa-Specific Extensions** +- Extensions specific to the Mesa implementation: + - `GL_MESA_ycrcb` + - `GL_MESA_zombie_context` + +--- + +This classification organizes the extensions into logical groups based on their functionality, making it easier to understand and manage them in a programming or rendering context. \ No newline at end of file |