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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;

import java.nio.*;

import org.lwjgl.system.*;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

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

rior to this extension, GLSL requires multiple shader domains (vertex, fragment, geometry) to be linked into a single monolithic program object to * specify a GLSL shader for each domain.

* *

While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple domains, all existing GPU hardware supports * the more flexible mix-and-match approach.

* *

HLSL9, Cg, the prior OpenGL assembly program extensions, and game console programmers favor a more flexible "mix-and-match" approach to specifying * shaders independently for these different shader domains. Many developers build their shader content around the mix-and-match approach where they can * use a single vertex shader with multiple fragment shaders (or vice versa).

* *

This keep-it-simple extension adapts the "mix-and-match" shader domain model for GLSL so different GLSL program objects can be bound to different * shader domains.

* *

This extension redefines the operation of glUseProgram(GLenum program) to be equivalent to:

* *
 *  glUseShaderProgramEXT(GL_VERTEX_SHADER, program);
 * glUseShaderProgramEXT(GL_GEOMETRY_SHADER_EXT, program);
 * glUseShaderProgramEXT(GL_FRAGMENT_SHADER, program);
 * glActiveProgramEXT(program);
* *

You can also call these commands separately to bind each respective domain. The GL_VERTEX_SHADER, GL_GEOMETRY_SHADER_EXT, and GL_FRAGMENT_SHADER tokens * refer to the conventional vertex, geometry, and fragment domains respectively. glActiveProgramEXT specifies the program that glUniform* commands will * update.

* *

Separate linking creates the possibility that certain output varyings of a shader may go unread by the subsequent shader inputting varyings. In this * case, the output varyings are simply ignored. It is also possible input varyings from a shader may not be written as output varyings of a preceding * shader. In this case, the unwritten input varying values are undefined. Implementations are encouraged to zero these undefined input varying values.

* *

This extension is a proof-of-concept that separate shader objects can work for GLSL and a response to repeated requests for this functionality. There * are various loose ends, particularly when dealing with user-defined varyings. The hope is a future extension will improve this situation.

* *

Requires {@link GL20 OpenGL 2.0} or {@link ARBShaderObjects ARB_shader_objects}.

*/ public class EXTSeparateShaderObjects { /** Accepted by {@code type} parameter to GetIntegerv and GetFloatv. */ public static final int GL_ACTIVE_PROGRAM_EXT = 0x8B8D; static { GL.initialize(); } protected EXTSeparateShaderObjects() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps) { return checkFunctions( caps.glUseShaderProgramEXT, caps.glActiveProgramEXT, caps.glCreateShaderProgramEXT ); } // --- [ glUseShaderProgramEXT ] --- public static native void glUseShaderProgramEXT(int type, int program); // --- [ glActiveProgramEXT ] --- public static native void glActiveProgramEXT(int program); // --- [ glCreateShaderProgramEXT ] --- public static native int nglCreateShaderProgramEXT(int type, long string); public static int glCreateShaderProgramEXT(int type, ByteBuffer string) { if (CHECKS) { checkNT1(string); } return nglCreateShaderProgramEXT(type, memAddress(string)); } public static int glCreateShaderProgramEXT(int type, CharSequence string) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { ByteBuffer stringEncoded = stack.UTF8(string); return nglCreateShaderProgramEXT(type, memAddress(stringEncoded)); } finally { stack.setPointer(stackPointer); } } }




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