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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.opengles;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;

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

This extension introduces new tessellation stages and two new shader types to the OpenGL ES primitive processing pipeline. These pipeline stages * operate on a new basic primitive type, called a patch. A patch consists of a fixed-size collection of vertices, each with per-vertex attributes, plus a * number of associated per-patch attributes. Tessellation control shaders transform an input patch specified by the application, computing per-vertex and * per-patch attributes for a new output patch. A fixed-function tessellation primitive generator subdivides the patch, and tessellation evaluation * shaders are used to compute the position and attributes of each vertex produced by the tessellator.

* *

When tessellation is active, it begins by running the optional tessellation control shader. This shader consumes an input patch and produces a new * fixed-size output patch. The output patch consists of an array of vertices, and a set of per-patch attributes. The per-patch attributes include * tessellation levels that control how finely the patch will be tessellated. For each patch processed, multiple tessellation control shader invocations * are performed -- one per output patch vertex. Each tessellation control shader invocation writes all the attributes of its corresponding output patch * vertex. A tessellation control shader may also read the per-vertex outputs of other tessellation control shader invocations, as well as read and write * shared per-patch outputs. The tessellation control shader invocations for a single patch effectively run as a group. A built-in barrier() function is * provided to allow synchronization points where no shader invocation will continue until all shader invocations have reached the barrier.

* *

The tessellation primitive generator then decomposes a patch into a new set of primitives using the tessellation levels to determine how finely * tessellated the output should be. The primitive generator begins with either a triangle or a quad, and splits each outer edge of the primitive into a * number of segments approximately equal to the corresponding element of the outer tessellation level array. The interior of the primitive is tessellated * according to elements of the inner tessellation level array. The primitive generator has three modes: "triangles" and "quads" split a triangular or * quad-shaped patch into a set of triangles that cover the original patch; "isolines" splits a quad-shaped patch into a set of line strips running across * the patch horizontally. Each vertex generated by the tessellation primitive generator is assigned a (u,v) or (u,v,w) coordinate indicating its relative * location in the subdivided triangle or quad.

* *

For each vertex produced by the tessellation primitive generator, the tessellation evaluation shader is run to compute its position and other * attributes of the vertex, using its (u,v) or (u,v,w) coordinate. When computing final vertex attributes, the tessellation evaluation shader can also * read the attributes of any of the vertices of the patch written by the tessellation control shader. Tessellation evaluation shader invocations are * completely independent, although all invocations for a single patch share the same collection of input vertices and per-patch attributes.

* *

The tessellator operates on vertices after they have been transformed by a vertex shader. The primitives generated by the tessellator are passed * further down the OpenGL ES pipeline, where they can be used as inputs to geometry shaders, transform feedback, and the rasterizer.

* *

The tessellation control and evaluation shaders are both optional. If neither shader type is present, the tessellation stage has no effect. However, if * either a tessellation control or a tessellation evaluation shader is present, the other must also be present.

* *

Not all tessellation shader implementations have the ability to write the point size from a tessellation shader. Thus a second extension string and * shading language enable are provided for implementations which do support tessellation shader point size.

* *

This extension relies on the EXT_shader_io_blocks extension to provide the required functionality for declaring input and output blocks and interfacing * between shaders.

* *

This extension relies on the EXT_gpu_shader5 extension to provide the 'precise' and 'fma' functionality which are necessary to ensure crack-free * tessellation.

* *

Requires {@link GLES31 GLES 3.1}.

*/ public class EXTTessellationShader { /** Accepted by the {@code mode} parameter of DrawArrays, DrawElements, and other commands which draw primitives. */ public static final int GL_PATCHES_EXT = 0xE; /** Accepted by the {@code pname} parameter of PatchParameteriEXT, GetBooleanv, GetFloatv, GetIntegerv, and GetInteger64v. */ public static final int GL_PATCH_VERTICES_EXT = 0x8E72; /** Accepted by the {@code pname} parameter of GetProgramiv. */ public static final int GL_TESS_CONTROL_OUTPUT_VERTICES_EXT = 0x8E75, GL_TESS_GEN_MODE_EXT = 0x8E76, GL_TESS_GEN_SPACING_EXT = 0x8E77, GL_TESS_GEN_VERTEX_ORDER_EXT = 0x8E78, GL_TESS_GEN_POINT_MODE_EXT = 0x8E79; /** Returned by GetProgramiv when {@code pname} is TESS_GEN_MODE_EXT. */ public static final int GL_ISOLINES_EXT = 0x8E7A, GL_QUADS_EXT = 0x7; /** Returned by GetProgramiv when {@code pname} is TESS_GEN_SPACING_EXT. */ public static final int GL_FRACTIONAL_ODD_EXT = 0x8E7B, GL_FRACTIONAL_EVEN_EXT = 0x8E7C; /** Accepted by the {@code pname} parameter of GetBooleanv, GetFloatv, GetIntegerv, and GetInteger64v. */ public static final int GL_MAX_PATCH_VERTICES_EXT = 0x8E7D, GL_MAX_TESS_GEN_LEVEL_EXT = 0x8E7E, GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT = 0x8E7F, GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT = 0x8E80, GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT = 0x8E81, GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT = 0x8E82, GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT = 0x8E83, GL_MAX_TESS_PATCH_COMPONENTS_EXT = 0x8E84, GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT = 0x8E85, GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT = 0x8E86, GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT = 0x8E89, GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT = 0x8E8A, GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT = 0x886C, GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT = 0x886D, GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT = 0x8E1E, GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT = 0x8E1F, GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT = 0x92CD, GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT = 0x92CE, GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT = 0x92D3, GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT = 0x92D4, GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT = 0x90CB, GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT = 0x90CC, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT = 0x90D8, GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT = 0x90D9, GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED = 0x8221; /** Accepted by the {@code props} parameter of GetProgramResourceiv. */ public static final int GL_IS_PER_PATCH_EXT = 0x92E7, GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT = 0x9307, GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT = 0x9308; /** * Accepted by the {@code type} parameter of CreateShader, by the {@code pname} parameter of GetProgramPipelineiv, and returned by the {@code params} * parameter of GetShaderiv. */ public static final int GL_TESS_EVALUATION_SHADER_EXT = 0x8E87, GL_TESS_CONTROL_SHADER_EXT = 0x8E88; /** Accepted by the {@code stages} parameter of UseProgramStages. */ public static final int GL_TESS_CONTROL_SHADER_BIT_EXT = 0x8, GL_TESS_EVALUATION_SHADER_BIT_EXT = 0x10; protected EXTTessellationShader() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glPatchParameteriEXT ); } // --- [ glPatchParameteriEXT ] --- public static void glPatchParameteriEXT(int pname, int value) { long __functionAddress = GLES.getCapabilities().glPatchParameteriEXT; if ( CHECKS ) checkFunctionAddress(__functionAddress); callV(__functionAddress, pname, value); } }




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