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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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