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

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

At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of * user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have * been replaced by shaders/programs and constant buffers, etc. Applications switch between coarse sets of state by binding objects to the context or to * other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands * required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to * other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution.

* *

This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU addresses of buffer objects at the * API level, and to bind buffer objects to the context in such a way that they can be accessed via their GPU addresses in any shader stage.

* *

The intent is that applications can avoid re-binding buffer objects or updating constants between each Draw call and instead simply use a VertexAttrib * (or TexCoord, or InstanceID, or...) to "point" to the new object's state. In this way, one of the cheapest "state" updates (from the CPU's point of * view) can be used to effect a significant state change in the shader similarly to how a pointer change may on the CPU. At the same time, this relieves * the limits on how many buffer objects can be accessed at once by shaders, and allows these buffer object accesses to be exposed as C-style pointer * dereferences in the shading language.

* *

As a very simple example, imagine packing a group of similar objects' constants into a single buffer object and pointing your program at object * <i> by setting

glVertexAttribI1iEXT(attrLoc, i); * *

and using a shader as such:

* *
 * struct MyObjectType {
 *     mat4x4 modelView;
 *     vec4 materialPropertyX;
 *     // etc.
 * };
 * uniform MyObjectType *allObjects;
 * in int objectID; // bound to attrLoc
 * 
 * ...
 * 
 * mat4x4 thisObjectsMatrix = allObjects[objectID].modelView;
 * // do transform, shading, etc.
* *

This is beneficial in much the same way that texture arrays allow choosing between similar, but independent, texture maps with a single coordinate * identifying which slice of the texture to use. It also resembles instancing, where a lightweight change (incrementing the instance ID) can be used to * generate a different and interesting result, but with additional flexibility over instancing because the values are app-controlled and not a single incrementing counter.

* *

Dependent pointer fetches are allowed, so more complex scene graph structures can be built into buffer objects providing significant new flexibility in * the use of shaders. Another simple example, showing something you can't do with existing functionality, is to do dependent fetches into many buffer * objects:

* *
 * GenBuffers(N, dataBuffers);
 * GenBuffers(1, &pointerBuffer);
 * 
 * GLuint64EXT gpuAddrs[N];
 * for (i = 0; i < N; ++i) {
 *     BindBuffer(target, dataBuffers[i]);
 *     BufferData(target, size[i], myData[i], STATIC_DRAW);
 * 
 *     // get the address of this buffer and make it resident.
 *     GetBufferParameterui64vNV(target, BUFFER_GPU_ADDRESS,
 *                               gpuaddrs[i]);
 *     MakeBufferResidentNV(target, READ_ONLY);
 * }
 * 
 * GLuint64EXT pointerBufferAddr;
 * BindBuffer(target, pointerBuffer);
 * BufferData(target, sizeof(GLuint64EXT)*N, gpuAddrs, STATIC_DRAW);
 * GetBufferParameterui64vNV(target, BUFFER_GPU_ADDRESS,
 *                           &pointerBufferAddr);
 * MakeBufferResidentNV(target, READ_ONLY);
 * 
 * // now in the shader, we can use a double indirection
 * vec4 **ptrToBuffers = pointerBufferAddr;
 * vec4 *ptrToBufferI = ptrToBuffers[i];
* *

This allows simultaneous access to more buffers than EXT_bindable_uniform (MAX_VERTEX_BINDABLE_UNIFORMS, etc.) and each can be * larger than MAX_BINDABLE_UNIFORM_SIZE.

*/ public class NVShaderBufferLoad { /** Accepted by the {@code pname} parameter of GetBufferParameterui64vNV, GetNamedBufferParameterui64vNV. */ public static final int GL_BUFFER_GPU_ADDRESS_NV = 0x8F1D; /** Returned by the {@code type} parameter of GetActiveUniform. */ public static final int GL_GPU_ADDRESS_NV = 0x8F34; /** Accepted by the {@code value} parameter of GetIntegerui64vNV. */ public static final int GL_MAX_SHADER_BUFFER_ADDRESS_NV = 0x8F35; static { GL.initialize(); } protected NVShaderBufferLoad() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps) { return checkFunctions( caps.glMakeBufferResidentNV, caps.glMakeBufferNonResidentNV, caps.glIsBufferResidentNV, caps.glMakeNamedBufferResidentNV, caps.glMakeNamedBufferNonResidentNV, caps.glIsNamedBufferResidentNV, caps.glGetBufferParameterui64vNV, caps.glGetNamedBufferParameterui64vNV, caps.glGetIntegerui64vNV, caps.glUniformui64NV, caps.glUniformui64vNV, caps.glGetUniformui64vNV, caps.glProgramUniformui64NV, caps.glProgramUniformui64vNV ); } // --- [ glMakeBufferResidentNV ] --- public static native void glMakeBufferResidentNV(int target, int access); // --- [ glMakeBufferNonResidentNV ] --- public static native void glMakeBufferNonResidentNV(int target); // --- [ glIsBufferResidentNV ] --- public static native boolean glIsBufferResidentNV(int target); // --- [ glMakeNamedBufferResidentNV ] --- public static native void glMakeNamedBufferResidentNV(int buffer, int access); // --- [ glMakeNamedBufferNonResidentNV ] --- public static native void glMakeNamedBufferNonResidentNV(int buffer); // --- [ glIsNamedBufferResidentNV ] --- public static native boolean glIsNamedBufferResidentNV(int buffer); // --- [ glGetBufferParameterui64vNV ] --- public static native void nglGetBufferParameterui64vNV(int target, int pname, long params); public static void glGetBufferParameterui64vNV(int target, int pname, LongBuffer params) { if (CHECKS) { check(params, 1); } nglGetBufferParameterui64vNV(target, pname, memAddress(params)); } public static long glGetBufferParameterui64NV(int target, int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { LongBuffer params = stack.callocLong(1); nglGetBufferParameterui64vNV(target, pname, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetNamedBufferParameterui64vNV ] --- public static native void nglGetNamedBufferParameterui64vNV(int buffer, int pname, long params); public static void glGetNamedBufferParameterui64vNV(int buffer, int pname, LongBuffer params) { if (CHECKS) { check(params, 1); } nglGetNamedBufferParameterui64vNV(buffer, pname, memAddress(params)); } public static long glGetNamedBufferParameterui64NV(int buffer, int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { LongBuffer params = stack.callocLong(1); nglGetNamedBufferParameterui64vNV(buffer, pname, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetIntegerui64vNV ] --- public static native void nglGetIntegerui64vNV(int value, long result); public static void glGetIntegerui64vNV(int value, LongBuffer result) { if (CHECKS) { check(result, 1); } nglGetIntegerui64vNV(value, memAddress(result)); } public static long glGetIntegerui64NV(int value) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { LongBuffer result = stack.callocLong(1); nglGetIntegerui64vNV(value, memAddress(result)); return result.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glUniformui64NV ] --- public static native void glUniformui64NV(int location, long value); // --- [ glUniformui64vNV ] --- public static native void nglUniformui64vNV(int location, int count, long value); public static void glUniformui64vNV(int location, LongBuffer value) { nglUniformui64vNV(location, value.remaining(), memAddress(value)); } // --- [ glGetUniformui64vNV ] --- public static native void nglGetUniformui64vNV(int program, int location, long params); public static void glGetUniformui64vNV(int program, int location, LongBuffer params) { if (CHECKS) { check(params, 1); } nglGetUniformui64vNV(program, location, memAddress(params)); } public static long glGetUniformui64NV(int program, int location) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { LongBuffer params = stack.callocLong(1); nglGetUniformui64vNV(program, location, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glProgramUniformui64NV ] --- public static native void glProgramUniformui64NV(int program, int location, long value); // --- [ glProgramUniformui64vNV ] --- public static native void nglProgramUniformui64vNV(int program, int location, int count, long value); public static void glProgramUniformui64vNV(int program, int location, LongBuffer value) { nglProgramUniformui64vNV(program, location, value.remaining(), memAddress(value)); } /** Array version of: {@link #glGetBufferParameterui64vNV GetBufferParameterui64vNV} */ public static void glGetBufferParameterui64vNV(int target, int pname, long[] params) { long __functionAddress = GL.getICD().glGetBufferParameterui64vNV; if (CHECKS) { check(__functionAddress); check(params, 1); } callPV(__functionAddress, target, pname, params); } /** Array version of: {@link #glGetNamedBufferParameterui64vNV GetNamedBufferParameterui64vNV} */ public static void glGetNamedBufferParameterui64vNV(int buffer, int pname, long[] params) { long __functionAddress = GL.getICD().glGetNamedBufferParameterui64vNV; if (CHECKS) { check(__functionAddress); check(params, 1); } callPV(__functionAddress, buffer, pname, params); } /** Array version of: {@link #glGetIntegerui64vNV GetIntegerui64vNV} */ public static void glGetIntegerui64vNV(int value, long[] result) { long __functionAddress = GL.getICD().glGetIntegerui64vNV; if (CHECKS) { check(__functionAddress); check(result, 1); } callPV(__functionAddress, value, result); } /** Array version of: {@link #glUniformui64vNV Uniformui64vNV} */ public static void glUniformui64vNV(int location, long[] value) { long __functionAddress = GL.getICD().glUniformui64vNV; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length, value); } /** Array version of: {@link #glGetUniformui64vNV GetUniformui64vNV} */ public static void glGetUniformui64vNV(int program, int location, long[] params) { long __functionAddress = GL.getICD().glGetUniformui64vNV; if (CHECKS) { check(__functionAddress); check(params, 1); } callPV(__functionAddress, program, location, params); } /** Array version of: {@link #glProgramUniformui64vNV ProgramUniformui64vNV} */ public static void glProgramUniformui64vNV(int program, int location, long[] value) { long __functionAddress = GL.getICD().glProgramUniformui64vNV; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length, value); } }




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