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Lighweight Java Game Library
/* MACHINE GENERATED FILE, DO NOT EDIT */
package org.lwjgl.opengl;
import org.lwjgl.*;
import java.nio.*;
public final class ARBComputeShader {
/**
* Accepted by the <type> parameter of CreateShader and returned in the
* <params> parameter by GetShaderiv:
*/
public static final int GL_COMPUTE_SHADER = 0x91B9;
/**
* Accepted by the <pname> parameter of GetIntegerv, GetBooleanv, GetFloatv,
* GetDoublev and GetInteger64v:
*/
public static final int GL_MAX_COMPUTE_UNIFORM_BLOCKS = 0x91BB,
GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS = 0x91BC,
GL_MAX_COMPUTE_IMAGE_UNIFORMS = 0x91BD,
GL_MAX_COMPUTE_SHARED_MEMORY_SIZE = 0x8262,
GL_MAX_COMPUTE_UNIFORM_COMPONENTS = 0x8263,
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS = 0x8264,
GL_MAX_COMPUTE_ATOMIC_COUNTERS = 0x8265,
GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS = 0x8266,
GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS = 0x90EB;
/**
* Accepted by the <pname> parameter of GetIntegeri_v, GetBooleani_v,
* GetFloati_v, GetDoublei_v and GetInteger64i_v:
*/
public static final int GL_MAX_COMPUTE_WORK_GROUP_COUNT = 0x91BE,
GL_MAX_COMPUTE_WORK_GROUP_SIZE = 0x91BF;
/**
* Accepted by the <pname> parameter of GetProgramiv:
*/
public static final int GL_COMPUTE_WORK_GROUP_SIZE = 0x8267;
/**
* Accepted by the <pname> parameter of GetActiveUniformBlockiv:
*/
public static final int GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER = 0x90EC;
/**
* Accepted by the <pname> parameter of GetActiveAtomicCounterBufferiv:
*/
public static final int GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER = 0x90ED;
/**
* Accepted by the <target> parameters of BindBuffer, BufferData,
* BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, and
* GetBufferPointerv:
*/
public static final int GL_DISPATCH_INDIRECT_BUFFER = 0x90EE;
/**
* Accepted by the <value> parameter of GetIntegerv, GetBooleanv,
* GetInteger64v, GetFloatv, and GetDoublev:
*/
public static final int GL_DISPATCH_INDIRECT_BUFFER_BINDING = 0x90EF;
/**
* Accepted by the <stages> parameter of UseProgramStages:
*/
public static final int GL_COMPUTE_SHADER_BIT = 0x20;
private ARBComputeShader() {}
public static void glDispatchCompute(int num_groups_x, int num_groups_y, int num_groups_z) {
GL43.glDispatchCompute(num_groups_x, num_groups_y, num_groups_z);
}
public static void glDispatchComputeIndirect(long indirect) {
GL43.glDispatchComputeIndirect(indirect);
}
}