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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

/**
 * Native bindings to the EXT_packed_depth_stencil extension.
 * 
 * 

Many OpenGL implementations have chosen to interleave the depth and stencil buffers into one buffer, often with 24 bits of depth precision and 8 bits * of stencil data. 32 bits is more than is needed for the depth buffer much of the time; a 24-bit depth buffer, on the other hand, requires that reads * and writes of depth data be unaligned with respect to power-of-two boundaries. On the other hand, 8 bits of stencil data is more than sufficient for * most applications, so it is only natural to pack the two buffers into a single buffer with both depth and stencil data. OpenGL never provides direct * access to the buffers, so the OpenGL implementation can provide an interface to applications where it appears the one merged buffer is composed of two * logical buffers.

* *

One disadvantage of this scheme is that OpenGL lacks any means by which this packed data can be handled efficiently. For example, when an application * reads from the 24-bit depth buffer, using the type GL_UNSIGNED_SHORT will lose 8 bits of data, while GL_UNSIGNED_INT has 8 too many. Both require * expensive format conversion operations. A 24-bit format would be no more suitable, because it would also suffer from the unaligned memory accesses that * made the standalone 24-bit depth buffer an unattractive proposition in the first place.

* *

Many applications, such as parallel rendering applications, may also wish to draw to or read back from both the depth and stencil buffers at the same * time. Currently this requires two separate operations, reducing performance. Since the buffers are interleaved, drawing to or reading from both should * be no more expensive than using just one; in some cases, it may even be cheaper.

* *

This extension provides a new data format, GL_DEPTH_STENCIL_EXT, that can be used with the glDrawPixels, glReadPixels, and glCopyPixels commands, as * well as a packed data type, GL_UNSIGNED_INT_24_8_EXT, that is meant to be used with GL_DEPTH_STENCIL_EXT. No other data types are supported with * GL_DEPTH_STENCIL_EXT. If ARB_depth_texture or SGIX_depth_texture is supported, GL_DEPTH_STENCIL_EXT/GL_UNSIGNED_INT_24_8_EXT data can also be used for * textures; this provides a more efficient way to supply data for a 24-bit depth texture.

* *

GL_DEPTH_STENCIL_EXT data, when passed through the pixel path, undergoes both depth and stencil operations. The depth data is scaled and biased by the * current GL_DEPTH_SCALE and GL_DEPTH_BIAS, while the stencil data is shifted and offset by the current GL_INDEX_SHIFT and GL_INDEX_OFFSET. The stencil * data is also put through the stencil-to-stencil pixel map.

* *

glDrawPixels of GL_DEPTH_STENCIL_EXT data operates similarly to that of GL_STENCIL_INDEX data, bypassing the OpenGL fragment pipeline entirely, unlike * the treatment of GL_DEPTH_COMPONENT data. The stencil and depth masks are applied, as are the pixel ownership and scissor tests, but all other * operations are skipped.

* *

glReadPixels of GL_DEPTH_STENCIL_EXT data reads back a rectangle from both the depth and stencil buffers.

* *

glCopyPixels of GL_DEPTH_STENCIL_EXT data copies a rectangle from both the depth and stencil buffers. Like glDrawPixels, it applies both the stencil * and depth masks but skips the remainder of the OpenGL fragment pipeline.

* *

glTex[Sub]Image[1,2,3]D of GL_DEPTH_STENCIL_EXT data loads depth and stencil data into a depth_stencil texture. glGetTexImage of GL_DEPTH_STENCIL_EXT * data can be used to retrieve depth and stencil data from a depth/stencil texture.

* *

In addition, a new base internal format, GL_DEPTH_STENCIL_EXT, can be used by both texture images and renderbuffer storage. When an image with a * DEPTH_STENCIL_EXT internal format is attached to both the depth and stencil attachment points of a framebuffer object (see EXT_framebuffer_object), * then it becomes both the depth and stencil buffers of the framebuffer. This fits nicely with hardware that interleaves both depth and stencil data into * a single buffer. When a texture with DEPTH_STENCIL_EXT data is bound for texturing, only the depth component is accessible through the texture fetcher. * The stencil data can be written with TexImage or CopyTexImage, and can be read with GetTexImage. When a DEPTH_STENCIL_EXT image is attached to the * stencil attachment of the bound framebuffer object, the stencil data can be accessed through any operation that reads from or writes to the * framebuffer's stencil buffer.

* *

Requires {@link EXTFramebufferObject EXT_framebuffer_object}. Promoted to core in {@link GL30 OpenGL 3.0}.

*/ public final class EXTPackedDepthStencil { /** * Accepted by the {@code format} parameter of DrawPixels, ReadPixels, TexImage1D, TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, TexSubImage3D, and * GetTexImage, by the {@code type} parameter of CopyPixels, by the {@code internalformat} parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, * CopyTexImage2D, and RenderbufferStorageEXT, and returned in the {@code data} parameter of GetTexLevelParameter and GetRenderbufferParameterivEXT. */ public static final int GL_DEPTH_STENCIL_EXT = 0x84F9; /** * Accepted by the {@code type} parameter of DrawPixels, ReadPixels, TexImage1D, TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, TexSubImage3D, and * GetTexImage. */ public static final int GL_UNSIGNED_INT_24_8_EXT = 0x84FA; /** * Accepted by the {@code internalformat} parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, CopyTexImage2D, and RenderbufferStorageEXT, and * returned in the {@code data} parameter of GetTexLevelParameter and GetRenderbufferParameterivEXT. */ public static final int GL_DEPTH24_STENCIL8_EXT = 0x88F0; /** Accepted by the {@code value} parameter of GetTexLevelParameter. */ public static final int GL_TEXTURE_STENCIL_SIZE_EXT = 0x88F1; private EXTPackedDepthStencil() {} }




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