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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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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 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_fence extension.
 * 
 * 

The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two * mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) * amount of time, it is, thus, of only modest utility. Finish, on the other hand, stalls CPU execution until all pending GL commands have completed. This * extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has * completed or not.

* *

This extension introduces the concept of a "fence" to the OpenGL command stream. Once the fence is inserted into the command stream, it can be queried * for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the * fence will be forced to complete until control is returned to the calling process. These new mechanisms allow for synchronization between the host CPU * and the GPU, which may be accessing the same resources (typically memory).

* *

This extension is useful in conjunction with NV_vertex_array_range to determine when vertex information has been pulled from the vertex array range. * Once a fence has been tested TRUE or finished, all vertex indices issued before the fence must have been pulled. This ensures that the vertex data * memory corresponding to the issued vertex indices can be safely modified (assuming no other outstanding vertex indices are issued subsequent to the * fence).

*/ public class NVFence { /** Accepted by the {@code condition} parameter of SetFenceNV. */ public static final int GL_ALL_COMPLETED_NV = 0x84F2; /** Accepted by the {@code pname} parameter of GetFenceivNV. */ public static final int GL_FENCE_STATUS_NV = 0x84F3, GL_FENCE_CONDITION_NV = 0x84F4; protected NVFence() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glDeleteFencesNV, caps.glGenFencesNV, caps.glIsFenceNV, caps.glTestFenceNV, caps.glGetFenceivNV, caps.glFinishFenceNV, caps.glSetFenceNV ); } // --- [ glDeleteFencesNV ] --- public static void nglDeleteFencesNV(int n, long fences) { long __functionAddress = GLES.getCapabilities().glDeleteFencesNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callPV(__functionAddress, n, fences); } public static void glDeleteFencesNV(IntBuffer fences) { nglDeleteFencesNV(fences.remaining(), memAddress(fences)); } public static void glDeleteFencesNV(int fence) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer fences = stack.ints(fence); nglDeleteFencesNV(1, memAddress(fences)); } finally { stack.setPointer(stackPointer); } } // --- [ glGenFencesNV ] --- public static void nglGenFencesNV(int n, long fences) { long __functionAddress = GLES.getCapabilities().glGenFencesNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callPV(__functionAddress, n, fences); } public static void glGenFencesNV(IntBuffer fences) { nglGenFencesNV(fences.remaining(), memAddress(fences)); } public static int glGenFencesNV() { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer fences = stack.callocInt(1); nglGenFencesNV(1, memAddress(fences)); return fences.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glIsFenceNV ] --- public static boolean glIsFenceNV(int fence) { long __functionAddress = GLES.getCapabilities().glIsFenceNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); return callZ(__functionAddress, fence); } // --- [ glTestFenceNV ] --- public static boolean glTestFenceNV(int fence) { long __functionAddress = GLES.getCapabilities().glTestFenceNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); return callZ(__functionAddress, fence); } // --- [ glGetFenceivNV ] --- public static void nglGetFenceivNV(int fence, int pname, long params) { long __functionAddress = GLES.getCapabilities().glGetFenceivNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callPV(__functionAddress, fence, pname, params); } public static void glGetFenceivNV(int fence, int pname, IntBuffer params) { if ( CHECKS ) checkBuffer(params, 1); nglGetFenceivNV(fence, pname, memAddress(params)); } public static int glGetFenceiNV(int fence, int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer params = stack.callocInt(1); nglGetFenceivNV(fence, pname, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glFinishFenceNV ] --- public static void glFinishFenceNV(int fence) { long __functionAddress = GLES.getCapabilities().glFinishFenceNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callV(__functionAddress, fence); } // --- [ glSetFenceNV ] --- public static void glSetFenceNV(int fence, int condition) { long __functionAddress = GLES.getCapabilities().glSetFenceNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callV(__functionAddress, fence, condition); } /** Array version of: {@link #glDeleteFencesNV DeleteFencesNV} */ public static void glDeleteFencesNV(int[] fences) { long __functionAddress = GLES.getCapabilities().glDeleteFencesNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callPV(__functionAddress, fences.length, fences); } /** Array version of: {@link #glGenFencesNV GenFencesNV} */ public static void glGenFencesNV(int[] fences) { long __functionAddress = GLES.getCapabilities().glGenFencesNV; if ( CHECKS ) checkFunctionAddress(__functionAddress); callPV(__functionAddress, fences.length, fences); } /** Array version of: {@link #glGetFenceivNV GetFenceivNV} */ public static void glGetFenceivNV(int fence, int pname, int[] params) { long __functionAddress = GLES.getCapabilities().glGetFenceivNV; if ( CHECKS ) { checkFunctionAddress(__functionAddress); checkBuffer(params, 1); } callPV(__functionAddress, fence, pname, params); } }




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