org.lwjgl.opengl.NVShaderBufferLoad Maven / Gradle / Ivy
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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* been replaced by shaders/programs and constant buffers, etc.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 {@code 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(@NativeType("GLenum") int target, @NativeType("GLenum") int access);
// --- [ glMakeBufferNonResidentNV ] ---
public static native void glMakeBufferNonResidentNV(@NativeType("GLenum") int target);
// --- [ glIsBufferResidentNV ] ---
@NativeType("GLboolean")
public static native boolean glIsBufferResidentNV(@NativeType("GLenum") int target);
// --- [ glMakeNamedBufferResidentNV ] ---
public static native void glMakeNamedBufferResidentNV(@NativeType("GLuint") int buffer, @NativeType("GLenum") int access);
// --- [ glMakeNamedBufferNonResidentNV ] ---
public static native void glMakeNamedBufferNonResidentNV(@NativeType("GLuint") int buffer);
// --- [ glIsNamedBufferResidentNV ] ---
@NativeType("GLboolean")
public static native boolean glIsNamedBufferResidentNV(@NativeType("GLuint") int buffer);
// --- [ glGetBufferParameterui64vNV ] ---
public static native void nglGetBufferParameterui64vNV(int target, int pname, long params);
public static void glGetBufferParameterui64vNV(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLuint64EXT *") LongBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetBufferParameterui64vNV(target, pname, memAddress(params));
}
@NativeType("void")
public static long glGetBufferParameterui64NV(@NativeType("GLenum") int target, @NativeType("GLenum") 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(@NativeType("GLuint") int buffer, @NativeType("GLenum") int pname, @NativeType("GLuint64EXT *") LongBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetNamedBufferParameterui64vNV(buffer, pname, memAddress(params));
}
@NativeType("void")
public static long glGetNamedBufferParameterui64NV(@NativeType("GLuint") int buffer, @NativeType("GLenum") 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(@NativeType("GLenum") int value, @NativeType("GLuint64EXT *") LongBuffer result) {
if (CHECKS) {
check(result, 1);
}
nglGetIntegerui64vNV(value, memAddress(result));
}
@NativeType("void")
public static long glGetIntegerui64NV(@NativeType("GLenum") 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(@NativeType("GLint") int location, @NativeType("GLuint64EXT") long value);
// --- [ glUniformui64vNV ] ---
public static native void nglUniformui64vNV(int location, int count, long value);
public static void glUniformui64vNV(@NativeType("GLint") int location, @NativeType("const GLuint64EXT *") LongBuffer value) {
nglUniformui64vNV(location, value.remaining(), memAddress(value));
}
// --- [ glGetUniformui64vNV ] ---
public static native void nglGetUniformui64vNV(int program, int location, long params);
public static void glGetUniformui64vNV(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint64EXT *") LongBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetUniformui64vNV(program, location, memAddress(params));
}
@NativeType("void")
public static long glGetUniformui64NV(@NativeType("GLuint") int program, @NativeType("GLint") 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(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint64EXT") long value);
// --- [ glProgramUniformui64vNV ] ---
public static native void nglProgramUniformui64vNV(int program, int location, int count, long value);
public static void glProgramUniformui64vNV(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("const GLuint64EXT *") LongBuffer value) {
nglProgramUniformui64vNV(program, location, value.remaining(), memAddress(value));
}
/** Array version of: {@link #glGetBufferParameterui64vNV GetBufferParameterui64vNV} */
public static void glGetBufferParameterui64vNV(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLuint64EXT *") 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(@NativeType("GLuint") int buffer, @NativeType("GLenum") int pname, @NativeType("GLuint64EXT *") 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(@NativeType("GLenum") int value, @NativeType("GLuint64EXT *") 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(@NativeType("GLint") int location, @NativeType("const GLuint64EXT *") 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(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint64EXT *") 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(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("const GLuint64EXT *") long[] value) {
long __functionAddress = GL.getICD().glProgramUniformui64vNV;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length, value);
}
}