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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.MemoryUtil.*;
/**
* Native bindings to the ARB_buffer_storage extension.
*
* OpenGL has long supported buffer objects as a means of storing data that may be used to source vertex attributes, pixel data for textures, uniforms and
* other elements. In un-extended GL, buffer data stores are mutable - that is, they may be de-allocated or resized while they are in use. The
* ARB_texture_storage extension added immutable storage for texture object (and was subsequently incorporated into OpenGL 4.2).
* This extension further applies the concept of immutable storage to buffer objects. If an implementation is aware of a buffer's immutability, it may be
* able to make certain assumptions or apply particular optimizations in order to increase performance or reliability.
*
* Furthermore, this extension allows applications to pass additional information about a requested allocation to the implementation which it may use to
* select memory heaps, caching behavior or allocation strategies.
*
* Finally, this extension introduces the concept of persistent client mappings of buffer objects, which allow clients to retain pointers to a buffer's
* data store returned as the result of a mapping, and to issue drawing commands while those mappings are in place.
*
* Promoted to core in {@link GL44 OpenGL 4.4}.
*/
public class ARBBufferStorage {
/** Accepted in the {@code flags} parameter of {@link #glBufferStorage BufferStorage} and {@link #glNamedBufferStorageEXT NamedBufferStorageEXT}. */
public static final int
GL_MAP_PERSISTENT_BIT = 0x40,
GL_MAP_COHERENT_BIT = 0x80,
GL_DYNAMIC_STORAGE_BIT = 0x100,
GL_CLIENT_STORAGE_BIT = 0x200;
/** Accepted by the {@code pname} parameter of {@code GetBufferParameter{i|i64}v}. */
public static final int
GL_BUFFER_IMMUTABLE_STORAGE = 0x821F,
GL_BUFFER_STORAGE_FLAGS = 0x8220;
/** Accepted by the {@code barriers} parameter of {@link GL42#glMemoryBarrier MemoryBarrier}. */
public static final int GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT = 0x4000;
static { GL.initialize(); }
protected ARBBufferStorage() {
throw new UnsupportedOperationException();
}
static boolean isAvailable(GLCapabilities caps, java.util.Set ext) {
return checkFunctions(
caps.glBufferStorage, ext.contains("GL_EXT_direct_state_access") ? caps.glNamedBufferStorageEXT : -1L
);
}
// --- [ glBufferStorage ] ---
/**
* Unsafe version of: {@link #glBufferStorage BufferStorage}
*
* @param size the size of the data store in basic machine units
*/
public static native void nglBufferStorage(int target, long size, long data, int flags);
/**
* Creates the data store of a buffer object.
*
* The data store of the buffer object bound to {@code target} is allocated as a result of a call to this function and cannot be de-allocated until the
* buffer is deleted with a call to {@link GL15#glDeleteBuffers DeleteBuffers}. Such a store may not be re-allocated through further calls to {@code BufferStorage}
* or {@link GL15#glBufferData BufferData}.
*
* {@code BufferStorage} deletes any existing data store. If any portion of the buffer object is mapped in the current context or any context current to
* another thread, it is as though {@link GL15#glUnmapBuffer UnmapBuffer} is executed in each such context prior to deleting the existing data store.
*
* @param target the buffer object target. One of:
{@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} {@link GL15#GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER} {@link GL21#GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER} {@link GL21#GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER} {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER} {@link GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL31#GL_COPY_READ_BUFFER COPY_READ_BUFFER} {@link GL31#GL_COPY_WRITE_BUFFER COPY_WRITE_BUFFER} {@link GL40#GL_DRAW_INDIRECT_BUFFER DRAW_INDIRECT_BUFFER} {@link GL42#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER} {@link GL43#GL_DISPATCH_INDIRECT_BUFFER DISPATCH_INDIRECT_BUFFER} {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER} {@link ARBIndirectParameters#GL_PARAMETER_BUFFER_ARB PARAMETER_BUFFER_ARB}
* @param size the size of the data store in basic machine units
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link GL44#GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("GLsizeiptr") long size, @NativeType("GLbitfield") int flags) {
nglBufferStorage(target, size, NULL, flags);
}
/**
* Creates the data store of a buffer object.
*
* The data store of the buffer object bound to {@code target} is allocated as a result of a call to this function and cannot be de-allocated until the
* buffer is deleted with a call to {@link GL15#glDeleteBuffers DeleteBuffers}. Such a store may not be re-allocated through further calls to {@code BufferStorage}
* or {@link GL15#glBufferData BufferData}.
*
* {@code BufferStorage} deletes any existing data store. If any portion of the buffer object is mapped in the current context or any context current to
* another thread, it is as though {@link GL15#glUnmapBuffer UnmapBuffer} is executed in each such context prior to deleting the existing data store.
*
* @param target the buffer object target. One of:
{@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} {@link GL15#GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER} {@link GL21#GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER} {@link GL21#GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER} {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER} {@link GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL31#GL_COPY_READ_BUFFER COPY_READ_BUFFER} {@link GL31#GL_COPY_WRITE_BUFFER COPY_WRITE_BUFFER} {@link GL40#GL_DRAW_INDIRECT_BUFFER DRAW_INDIRECT_BUFFER} {@link GL42#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER} {@link GL43#GL_DISPATCH_INDIRECT_BUFFER DISPATCH_INDIRECT_BUFFER} {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER} {@link ARBIndirectParameters#GL_PARAMETER_BUFFER_ARB PARAMETER_BUFFER_ARB}
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link GL44#GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") ByteBuffer data, @NativeType("GLbitfield") int flags) {
nglBufferStorage(target, data.remaining(), memAddress(data), flags);
}
/**
* Creates the data store of a buffer object.
*
* The data store of the buffer object bound to {@code target} is allocated as a result of a call to this function and cannot be de-allocated until the
* buffer is deleted with a call to {@link GL15#glDeleteBuffers DeleteBuffers}. Such a store may not be re-allocated through further calls to {@code BufferStorage}
* or {@link GL15#glBufferData BufferData}.
*
* {@code BufferStorage} deletes any existing data store. If any portion of the buffer object is mapped in the current context or any context current to
* another thread, it is as though {@link GL15#glUnmapBuffer UnmapBuffer} is executed in each such context prior to deleting the existing data store.
*
* @param target the buffer object target. One of:
{@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} {@link GL15#GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER} {@link GL21#GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER} {@link GL21#GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER} {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER} {@link GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL31#GL_COPY_READ_BUFFER COPY_READ_BUFFER} {@link GL31#GL_COPY_WRITE_BUFFER COPY_WRITE_BUFFER} {@link GL40#GL_DRAW_INDIRECT_BUFFER DRAW_INDIRECT_BUFFER} {@link GL42#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER} {@link GL43#GL_DISPATCH_INDIRECT_BUFFER DISPATCH_INDIRECT_BUFFER} {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER} {@link ARBIndirectParameters#GL_PARAMETER_BUFFER_ARB PARAMETER_BUFFER_ARB}
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link GL44#GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") ShortBuffer data, @NativeType("GLbitfield") int flags) {
nglBufferStorage(target, data.remaining() << 1, memAddress(data), flags);
}
/**
* Creates the data store of a buffer object.
*
* The data store of the buffer object bound to {@code target} is allocated as a result of a call to this function and cannot be de-allocated until the
* buffer is deleted with a call to {@link GL15#glDeleteBuffers DeleteBuffers}. Such a store may not be re-allocated through further calls to {@code BufferStorage}
* or {@link GL15#glBufferData BufferData}.
*
* {@code BufferStorage} deletes any existing data store. If any portion of the buffer object is mapped in the current context or any context current to
* another thread, it is as though {@link GL15#glUnmapBuffer UnmapBuffer} is executed in each such context prior to deleting the existing data store.
*
* @param target the buffer object target. One of:
{@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} {@link GL15#GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER} {@link GL21#GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER} {@link GL21#GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER} {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER} {@link GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL31#GL_COPY_READ_BUFFER COPY_READ_BUFFER} {@link GL31#GL_COPY_WRITE_BUFFER COPY_WRITE_BUFFER} {@link GL40#GL_DRAW_INDIRECT_BUFFER DRAW_INDIRECT_BUFFER} {@link GL42#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER} {@link GL43#GL_DISPATCH_INDIRECT_BUFFER DISPATCH_INDIRECT_BUFFER} {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER} {@link ARBIndirectParameters#GL_PARAMETER_BUFFER_ARB PARAMETER_BUFFER_ARB}
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link GL44#GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") IntBuffer data, @NativeType("GLbitfield") int flags) {
nglBufferStorage(target, data.remaining() << 2, memAddress(data), flags);
}
/**
* Creates the data store of a buffer object.
*
* The data store of the buffer object bound to {@code target} is allocated as a result of a call to this function and cannot be de-allocated until the
* buffer is deleted with a call to {@link GL15#glDeleteBuffers DeleteBuffers}. Such a store may not be re-allocated through further calls to {@code BufferStorage}
* or {@link GL15#glBufferData BufferData}.
*
* {@code BufferStorage} deletes any existing data store. If any portion of the buffer object is mapped in the current context or any context current to
* another thread, it is as though {@link GL15#glUnmapBuffer UnmapBuffer} is executed in each such context prior to deleting the existing data store.
*
* @param target the buffer object target. One of:
{@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} {@link GL15#GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER} {@link GL21#GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER} {@link GL21#GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER} {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER} {@link GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL31#GL_COPY_READ_BUFFER COPY_READ_BUFFER} {@link GL31#GL_COPY_WRITE_BUFFER COPY_WRITE_BUFFER} {@link GL40#GL_DRAW_INDIRECT_BUFFER DRAW_INDIRECT_BUFFER} {@link GL42#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER} {@link GL43#GL_DISPATCH_INDIRECT_BUFFER DISPATCH_INDIRECT_BUFFER} {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER} {@link ARBIndirectParameters#GL_PARAMETER_BUFFER_ARB PARAMETER_BUFFER_ARB}
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link GL44#GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") FloatBuffer data, @NativeType("GLbitfield") int flags) {
nglBufferStorage(target, data.remaining() << 2, memAddress(data), flags);
}
/**
* Creates the data store of a buffer object.
*
* The data store of the buffer object bound to {@code target} is allocated as a result of a call to this function and cannot be de-allocated until the
* buffer is deleted with a call to {@link GL15#glDeleteBuffers DeleteBuffers}. Such a store may not be re-allocated through further calls to {@code BufferStorage}
* or {@link GL15#glBufferData BufferData}.
*
* {@code BufferStorage} deletes any existing data store. If any portion of the buffer object is mapped in the current context or any context current to
* another thread, it is as though {@link GL15#glUnmapBuffer UnmapBuffer} is executed in each such context prior to deleting the existing data store.
*
* @param target the buffer object target. One of:
{@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} {@link GL15#GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER} {@link GL21#GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER} {@link GL21#GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER} {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER} {@link GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL31#GL_COPY_READ_BUFFER COPY_READ_BUFFER} {@link GL31#GL_COPY_WRITE_BUFFER COPY_WRITE_BUFFER} {@link GL40#GL_DRAW_INDIRECT_BUFFER DRAW_INDIRECT_BUFFER} {@link GL42#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER} {@link GL43#GL_DISPATCH_INDIRECT_BUFFER DISPATCH_INDIRECT_BUFFER} {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER} {@link ARBIndirectParameters#GL_PARAMETER_BUFFER_ARB PARAMETER_BUFFER_ARB}
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link GL44#GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link GL44#GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link GL44#GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link GL44#GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link GL44#GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") DoubleBuffer data, @NativeType("GLbitfield") int flags) {
nglBufferStorage(target, data.remaining() << 3, memAddress(data), flags);
}
// --- [ glNamedBufferStorageEXT ] ---
/**
* Unsafe version of: {@link #glNamedBufferStorageEXT NamedBufferStorageEXT}
*
* @param size the size of the data store in basic machine units
*/
public static native void nglNamedBufferStorageEXT(int buffer, long size, long data, int flags);
/**
* Behaves similarly to {@link #glBufferStorage BufferStorage}, except that the buffer whose storage is to be defined is specified by {@code buffer} rather than by the current
* binding to {@code target}.
*
* @param buffer the buffer object
* @param size the size of the data store in basic machine units
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link #GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("GLsizeiptr") long size, @NativeType("GLbitfield") int flags) {
nglNamedBufferStorageEXT(buffer, size, NULL, flags);
}
/**
* Behaves similarly to {@link #glBufferStorage BufferStorage}, except that the buffer whose storage is to be defined is specified by {@code buffer} rather than by the current
* binding to {@code target}.
*
* @param buffer the buffer object
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link #GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") ByteBuffer data, @NativeType("GLbitfield") int flags) {
nglNamedBufferStorageEXT(buffer, data.remaining(), memAddress(data), flags);
}
/**
* Behaves similarly to {@link #glBufferStorage BufferStorage}, except that the buffer whose storage is to be defined is specified by {@code buffer} rather than by the current
* binding to {@code target}.
*
* @param buffer the buffer object
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link #GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") ShortBuffer data, @NativeType("GLbitfield") int flags) {
nglNamedBufferStorageEXT(buffer, data.remaining() << 1, memAddress(data), flags);
}
/**
* Behaves similarly to {@link #glBufferStorage BufferStorage}, except that the buffer whose storage is to be defined is specified by {@code buffer} rather than by the current
* binding to {@code target}.
*
* @param buffer the buffer object
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link #GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") IntBuffer data, @NativeType("GLbitfield") int flags) {
nglNamedBufferStorageEXT(buffer, data.remaining() << 2, memAddress(data), flags);
}
/**
* Behaves similarly to {@link #glBufferStorage BufferStorage}, except that the buffer whose storage is to be defined is specified by {@code buffer} rather than by the current
* binding to {@code target}.
*
* @param buffer the buffer object
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link #GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") FloatBuffer data, @NativeType("GLbitfield") int flags) {
nglNamedBufferStorageEXT(buffer, data.remaining() << 2, memAddress(data), flags);
}
/**
* Behaves similarly to {@link #glBufferStorage BufferStorage}, except that the buffer whose storage is to be defined is specified by {@code buffer} rather than by the current
* binding to {@code target}.
*
* @param buffer the buffer object
* @param data the address in client memory of the data that should be used to initialize the buffer's data store. If {@code data} is {@code NULL}, the data store of the
* buffer is created, but contains undefined data. Otherwise, {@code data} should point to an array of at least {@code size} basic machine units.
* @param flags the bitwise {@code OR} of flags describing the intended usage of the buffer object's data store by the application. Valid flags and their meanings
* are as follows:
*
*
* - {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT} – The contents of the data store may be updated after creation through calls to
* {@link GL15#glBufferSubData BufferSubData}. If this bit is not set, the buffer content may not be directly updated by the client. The {@code data}
* argument may be used to specify the initial content of the buffer's data store regardless of the presence of the {@link #GL_DYNAMIC_STORAGE_BIT DYNAMIC_STORAGE_BIT}.
* Regardless of the presence of this bit, buffers may always be updated with server-side calls such as {@link GL31#glCopyBufferSubData CopyBufferSubData} and
* {@link GL43#glClearBufferSubData ClearBufferSubData}.
* - {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} – The buffer's data store may be mapped by the client for read access and a pointer in the client's address space
* obtained that may be read from.
* - {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT} – The buffer's data store may be mapped by the client for write access and a pointer in the client's address
* space obtained that may be written to.
* - {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT} – The client may request that the server read from or write to the buffer while it is mapped. The client's
* pointer to the data store remains valid so long as the data store is mapped, even during execution of drawing or dispatch commands.
* - {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} – Shared access to buffers that are simultaneously mapped for client access and are used by the server will be
* coherent, so long as that mapping is performed using MapBufferRange. That is, data written to the store by either the client or server will be
* immediately visible to the other with no further action taken by the application. In particular:
*
*
* - If {@code MAP_COHERENT_BIT} is not set and the client performs a write followed by a call to the {@link GL42#glMemoryBarrier MemoryBarrier} command with
* the {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is set and the client performs a write, then in subsequent commands the server will see the writes.
* - If {@code MAP_COHERENT_BIT} is not set and the server performs a write, the application must call {@link GL42#glMemoryBarrier MemoryBarrier} with the
* {@link #GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT CLIENT_MAPPED_BUFFER_BARRIER_BIT} set and then call {@link GL32#glFenceSync FenceSync} with {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or
* {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
* - If {@code MAP_COHERENT_BIT} is set and the server does a write, the app must call {@link GL32#glFenceSync FenceSync} with
* {@link GL32#GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_GPU_COMMANDS_COMPLETE} (or {@link GL11#glFinish Finish}). Then the CPU will see the writes after the sync is complete.
*
* - {@link #GL_CLIENT_STORAGE_BIT CLIENT_STORAGE_BIT} – When all other criteria for the buffer storage allocation are met, this bit may be used by an
* implementation to determine whether to use storage that is local to the server or to the client to serve as the backing store for the buffer.
*
*
* If {@code flags} contains {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}, it must also contain at least one of {@link GL30#GL_MAP_READ_BIT MAP_READ_BIT} or {@link GL30#GL_MAP_WRITE_BIT MAP_WRITE_BIT}.
*
* It is an error to specify {@link #GL_MAP_COHERENT_BIT MAP_COHERENT_BIT} without also specifying {@link #GL_MAP_PERSISTENT_BIT MAP_PERSISTENT_BIT}.
*/
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") DoubleBuffer data, @NativeType("GLbitfield") int flags) {
nglNamedBufferStorageEXT(buffer, data.remaining() << 3, memAddress(data), flags);
}
/** Array version of: {@link #glBufferStorage BufferStorage} */
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") short[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glBufferStorage;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, target, (long)(data.length << 1), data, flags);
}
/** Array version of: {@link #glBufferStorage BufferStorage} */
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") int[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glBufferStorage;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, target, (long)(data.length << 2), data, flags);
}
/** Array version of: {@link #glBufferStorage BufferStorage} */
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") float[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glBufferStorage;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, target, (long)(data.length << 2), data, flags);
}
/** Array version of: {@link #glBufferStorage BufferStorage} */
public static void glBufferStorage(@NativeType("GLenum") int target, @NativeType("const void *") double[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glBufferStorage;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, target, (long)(data.length << 3), data, flags);
}
/** Array version of: {@link #glNamedBufferStorageEXT NamedBufferStorageEXT} */
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") short[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glNamedBufferStorageEXT;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, buffer, (long)(data.length << 1), data, flags);
}
/** Array version of: {@link #glNamedBufferStorageEXT NamedBufferStorageEXT} */
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") int[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glNamedBufferStorageEXT;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, buffer, (long)(data.length << 2), data, flags);
}
/** Array version of: {@link #glNamedBufferStorageEXT NamedBufferStorageEXT} */
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") float[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glNamedBufferStorageEXT;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, buffer, (long)(data.length << 2), data, flags);
}
/** Array version of: {@link #glNamedBufferStorageEXT NamedBufferStorageEXT} */
public static void glNamedBufferStorageEXT(@NativeType("GLuint") int buffer, @NativeType("const void *") double[] data, @NativeType("GLbitfield") int flags) {
long __functionAddress = GL.getICD().glNamedBufferStorageEXT;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, buffer, (long)(data.length << 3), data, flags);
}
}