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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 NV_shader_buffer_store extension.
 * 
 * 

This extension builds upon the mechanisms added by the NV_shader_buffer_load extension to allow shaders to perform random-access * reads to buffer object memory without using dedicated buffer object binding points. Instead, it allowed an application to make a buffer * object resident, query a GPU address (pointer) for the buffer object, and then use that address as a pointer in shader code. This approach allows * shaders to access a large number of buffer objects without needing to repeatedly bind buffers to a limited number of fixed-functionality binding * points.

* *

Requires {@link GL30 OpenGL 3.0}, GLSL 1.30, {@link NVShaderBufferLoad NV_shader_buffer_load}, NV_gpu_program5 and/or NV_gpu_shader5.

*/ public final class NVShaderBufferStore { /** Accepted by the {@code barriers} parameter of MemoryBarrierNV. */ public static final int GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV = 0x10; private NVShaderBufferStore() {} }




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