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*
* Obtains information about the set of active atomic counter buffers for a program.
*
* @param program the name of a program object for which the command {@link GL20#glLinkProgram LinkProgram} has been issued in the past
* @param bufferIndex the index of an active atomic counter buffer
* @param pname the parameter to query. One of:
* @param params a buffer in which to place the returned value
*/
public static void glGetActiveAtomicCounterBufferiv(int program, int bufferIndex, int pname, IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetActiveAtomicCounterBufferiv(program, bufferIndex, pname, memAddress(params));
}
/**
*
*
* Obtains information about the set of active atomic counter buffers for a program.
*
* @param program the name of a program object for which the command {@link GL20#glLinkProgram LinkProgram} has been issued in the past
* @param bufferIndex the index of an active atomic counter buffer
* @param pname the parameter to query. One of:
*
* Simultaneously specifies storage for all levels of a one-dimensional texture.
*
* @param target the target of the operation. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}
{@link GL11#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param levels the number of texture levels
* @param internalformat the sized internal format to be used to store texture image data
* @param width the width of the texture, in texels
*/
public static native void glTexStorage1D(int target, int levels, int internalformat, int width);
// --- [ glTexStorage2D ] ---
/**
*
*
* Simultaneously specifies storage for all levels of a two-dimensional or one-dimensional array texture.
*
* @param target the target of the operation. One of:
* @param levels the number of texture levels
* @param internalformat the sized internal format to be used to store texture image data
* @param width the width of the texture, in texels
* @param height the height of the texture, in texels
*/
public static native void glTexStorage2D(int target, int levels, int internalformat, int width, int height);
// --- [ glTexStorage3D ] ---
/**
*
*
* Simultaneously specifies storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture.
*
* @param target the target of the operation. One of:
* @param levels the number of texture levels
* @param internalformat the sized internal format to be used to store texture image data
* @param width the width of the texture, in texels
* @param height the height of the texture, in texels
* @param depth the depth of the texture, in texels
*/
public static native void glTexStorage3D(int target, int levels, int internalformat, int width, int height, int depth);
// --- [ glDrawTransformFeedbackInstanced ] ---
/**
*
*
* Renders multiple instances of primitives using a count derived from a transform feedback object.
*
* @param mode what kind of primitives to render. One of:
* @param id the name of a transform feedback object from which to retrieve a primitive count
* @param primcount the number of instances of the geometry to render
*/
public static native void glDrawTransformFeedbackInstanced(int mode, int id, int primcount);
// --- [ glDrawTransformFeedbackStreamInstanced ] ---
/**
*
*
* Renders multiple instances of primitives using a count derived from a specifed stream of a transform feedback object.
*
* @param mode what kind of primitives to render. One of:
* @param id the name of a transform feedback object from which to retrieve a primitive count
* @param stream the index of the transform feedback stream from which to retrieve a primitive count
* @param primcount the number of instances of the geometry to render
*/
public static native void glDrawTransformFeedbackStreamInstanced(int mode, int id, int stream, int primcount);
// --- [ glDrawArraysInstancedBaseInstance ] ---
/**
*
*
* Draws multiple instances of a range of elements with an offset applied to instanced attributes.
*
* @param mode what kind of primitives to render. One of:
* @param first the starting index in the enabled arrays
* @param count the number of indices to be rendered
* @param primcount the number of instances of the specified range of indices to be rendered
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static native void glDrawArraysInstancedBaseInstance(int mode, int first, int count, int primcount, int baseinstance);
// --- [ glDrawElementsInstancedBaseInstance ] ---
/**
* Unsafe version of: {@link #glDrawElementsInstancedBaseInstance DrawElementsInstancedBaseInstance}
*
* @param count the number of elements to be rendered
* @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
*/
public static native void nglDrawElementsInstancedBaseInstance(int mode, int count, int type, long indices, int primcount, int baseinstance);
/**
*
*
* Draws multiple instances of a set of elements with an offset applied to instanced attributes
*
* @param mode what kind of primitives to render. One of:
* @param count the number of elements to be rendered
* @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the specified range of indices to be rendered
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseInstance(int mode, int count, int type, long indices, int primcount, int baseinstance) {
nglDrawElementsInstancedBaseInstance(mode, count, type, indices, primcount, baseinstance);
}
/**
*
*
* Draws multiple instances of a set of elements with an offset applied to instanced attributes
*
* @param mode what kind of primitives to render. One of:
* @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the specified range of indices to be rendered
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseInstance(int mode, int type, ByteBuffer indices, int primcount, int baseinstance) {
nglDrawElementsInstancedBaseInstance(mode, indices.remaining() >> GLChecks.typeToByteShift(type), type, memAddress(indices), primcount, baseinstance);
}
/**
*
*
* Draws multiple instances of a set of elements with an offset applied to instanced attributes
*
* @param mode what kind of primitives to render. One of:
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the specified range of indices to be rendered
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseInstance(int mode, ByteBuffer indices, int primcount, int baseinstance) {
nglDrawElementsInstancedBaseInstance(mode, indices.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(indices), primcount, baseinstance);
}
/**
*
*
* Draws multiple instances of a set of elements with an offset applied to instanced attributes
*
* @param mode what kind of primitives to render. One of:
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the specified range of indices to be rendered
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseInstance(int mode, ShortBuffer indices, int primcount, int baseinstance) {
nglDrawElementsInstancedBaseInstance(mode, indices.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(indices), primcount, baseinstance);
}
/**
*
*
* Draws multiple instances of a set of elements with an offset applied to instanced attributes
*
* @param mode what kind of primitives to render. One of:
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the specified range of indices to be rendered
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseInstance(int mode, IntBuffer indices, int primcount, int baseinstance) {
nglDrawElementsInstancedBaseInstance(mode, indices.remaining(), GL11.GL_UNSIGNED_INT, memAddress(indices), primcount, baseinstance);
}
// --- [ glDrawElementsInstancedBaseVertexBaseInstance ] ---
/**
* Unsafe version of: {@link #glDrawElementsInstancedBaseVertexBaseInstance DrawElementsInstancedBaseVertexBaseInstance}
*
* @param count the number of elements to be rendered
* @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
*/
public static native void nglDrawElementsInstancedBaseVertexBaseInstance(int mode, int count, int type, long indices, int primcount, int basevertex, int baseinstance);
/**
*
*
* Renders multiple instances of a set of primitives from array data with a per-element offset.
*
* @param mode what kind of primitives to render. One of:
* @param count the number of elements to be rendered
* @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the indexed geometry that should be drawn
* @param basevertex a constant that should be added to each element of {@code indices} when choosing elements from the enabled vertex arrays
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseVertexBaseInstance(int mode, int count, int type, long indices, int primcount, int basevertex, int baseinstance) {
nglDrawElementsInstancedBaseVertexBaseInstance(mode, count, type, indices, primcount, basevertex, baseinstance);
}
/**
*
*
* Renders multiple instances of a set of primitives from array data with a per-element offset.
*
* @param mode what kind of primitives to render. One of:
* @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the indexed geometry that should be drawn
* @param basevertex a constant that should be added to each element of {@code indices} when choosing elements from the enabled vertex arrays
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseVertexBaseInstance(int mode, int type, ByteBuffer indices, int primcount, int basevertex, int baseinstance) {
nglDrawElementsInstancedBaseVertexBaseInstance(mode, indices.remaining() >> GLChecks.typeToByteShift(type), type, memAddress(indices), primcount, basevertex, baseinstance);
}
/**
*
*
* Renders multiple instances of a set of primitives from array data with a per-element offset.
*
* @param mode what kind of primitives to render. One of:
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the indexed geometry that should be drawn
* @param basevertex a constant that should be added to each element of {@code indices} when choosing elements from the enabled vertex arrays
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseVertexBaseInstance(int mode, ByteBuffer indices, int primcount, int basevertex, int baseinstance) {
nglDrawElementsInstancedBaseVertexBaseInstance(mode, indices.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(indices), primcount, basevertex, baseinstance);
}
/**
*
*
* Renders multiple instances of a set of primitives from array data with a per-element offset.
*
* @param mode what kind of primitives to render. One of:
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the indexed geometry that should be drawn
* @param basevertex a constant that should be added to each element of {@code indices} when choosing elements from the enabled vertex arrays
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseVertexBaseInstance(int mode, ShortBuffer indices, int primcount, int basevertex, int baseinstance) {
nglDrawElementsInstancedBaseVertexBaseInstance(mode, indices.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(indices), primcount, basevertex, baseinstance);
}
/**
*
*
* Renders multiple instances of a set of primitives from array data with a per-element offset.
*
* @param mode what kind of primitives to render. One of:
* @param indices a pointer to the location where the indices are stored
* @param primcount the number of instances of the indexed geometry that should be drawn
* @param basevertex a constant that should be added to each element of {@code indices} when choosing elements from the enabled vertex arrays
* @param baseinstance the base instance for use in fetching instanced vertex attributes
*/
public static void glDrawElementsInstancedBaseVertexBaseInstance(int mode, IntBuffer indices, int primcount, int basevertex, int baseinstance) {
nglDrawElementsInstancedBaseVertexBaseInstance(mode, indices.remaining(), GL11.GL_UNSIGNED_INT, memAddress(indices), primcount, basevertex, baseinstance);
}
// --- [ glBindImageTexture ] ---
/**
*
*
* Binds a level of a texture to an image unit.
*
* @param unit the index of the image unit to which to bind the texture
* @param texture the name of the texture to bind to the image unit
* @param level the level of the texture that is to be bound
* @param layered whether a layered texture binding is to be established
* @param layer if {@code layered} is false, specifies the layer of texture to be bound to the image unit. Ignored otherwise.
* @param access a token indicating the type of access that will be performed on the image
* @param format the format that the elements of the image will be treated as for the purposes of formatted stores
*/
public static native void glBindImageTexture(int unit, int texture, int level, boolean layered, int layer, int access, int format);
// --- [ glMemoryBarrier ] ---
/**
*
*/
public static native void glMemoryBarrier(int barriers);
// --- [ glGetInternalformativ ] ---
/**
* Unsafe version of: {@link #glGetInternalformativ GetInternalformativ}
*
* @param bufSize the maximum number of values that may be written to params by the function
*/
public static native void nglGetInternalformativ(int target, int internalformat, int pname, int bufSize, long params);
/**
*
* @param internalformat the internal format about which to retrieve information
* @param pname the type of information to query
* @param params a variable into which to write the retrieved information
*/
public static void glGetInternalformativ(int target, int internalformat, int pname, IntBuffer params) {
nglGetInternalformativ(target, internalformat, pname, params.remaining(), memAddress(params));
}
/**
*
* @param internalformat the internal format about which to retrieve information
* @param pname the type of information to query
*/
public static int glGetInternalformati(int target, int internalformat, int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetInternalformativ(target, internalformat, pname, 1, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
/**
*