org.lwjgl.opengles.NVBindlessTexture 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.opengles;
import java.nio.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* Native bindings to the NV_bindless_texture extension.
*
* This extension allows OpenGL applications to access texture objects in shaders without first binding each texture to one of a limited number of texture
* image units. Using this extension, an application can query a 64-bit unsigned integer texture handle for each texture that it wants to access and then
* use that handle directly in GLSL or assembly-based shaders. The ability to access textures without having to bind and/or re-bind them is similar to the
* capability provided by the NV_shader_buffer_load extension that allows shaders to access buffer objects without binding them. In both cases, these
* extensions significantly reduce the amount of API and internal GL driver overhead needed to manage resource bindings.
*
* This extension also provides similar capability for the image load, store, and atomic functionality provided by OpenGL 4.2, OpenGL ES 3.1 and the
* ARB_shader_image_load_store and EXT_shader_image_load_store extensions, where a texture can be accessed without first binding it to an image unit. An
* image handle can be extracted from a texture object using an API with a set of parameters similar to those for BindImageTextureEXT.
*
* This extension adds no new data types to GLSL. Instead, it uses existing sampler and image data types and allows them to be populated with texture and
* image handles. This extension does permit sampler and image data types to be used in more contexts than in unextended GLSL 4.00. In particular, sampler
* and image types may be used as shader inputs/outputs, temporary variables, and uniform block members, and may be assigned to by shader code.
* Constructors are provided to convert 64-bit unsigned integer values to and from sampler and image data types. Additionally, new APIs are provided to
* load values for sampler and image uniforms with 64-bit handle inputs. The use of existing integer-based Uniform* APIs is still permitted, in which case
* the integer specified will identify a texture image or image unit. For samplers and images with values specified as texture image or image units, the
* GL implemenation will translate the unit number to an internal handle as required.
*
* To access texture or image resources using handles, the handles must first be made resident. Accessing a texture or image by handle without first
* making it resident can result in undefined results, including program termination. Since the amount of texture memory required by an application may
* exceed the amount of memory available to the system, this extension provides API calls allowing applications to manage overall texture memory
* consumption by making a texture resident and non-resident as required.
*
* Requires {@link GLES30 GLES 3.0}.
*/
public class NVBindlessTexture {
static { GLES.initialize(); }
protected NVBindlessTexture() {
throw new UnsupportedOperationException();
}
static boolean isAvailable(GLESCapabilities caps) {
return checkFunctions(
caps.glGetTextureHandleNV, caps.glGetTextureSamplerHandleNV, caps.glMakeTextureHandleResidentNV, caps.glMakeTextureHandleNonResidentNV,
caps.glGetImageHandleNV, caps.glMakeImageHandleResidentNV, caps.glMakeImageHandleNonResidentNV, caps.glUniformHandleui64NV,
caps.glUniformHandleui64vNV, caps.glProgramUniformHandleui64NV, caps.glProgramUniformHandleui64vNV, caps.glIsTextureHandleResidentNV,
caps.glIsImageHandleResidentNV
);
}
// --- [ glGetTextureHandleNV ] ---
public static native long nglGetTextureHandleNV(int texture);
public static long glGetTextureHandleNV(int texture) {
return nglGetTextureHandleNV(texture);
}
// --- [ glGetTextureSamplerHandleNV ] ---
public static native long nglGetTextureSamplerHandleNV(int texture, int sampler);
public static long glGetTextureSamplerHandleNV(int texture, int sampler) {
return nglGetTextureSamplerHandleNV(texture, sampler);
}
// --- [ glMakeTextureHandleResidentNV ] ---
public static native void nglMakeTextureHandleResidentNV(long handle);
public static void glMakeTextureHandleResidentNV(long handle) {
nglMakeTextureHandleResidentNV(handle);
}
// --- [ glMakeTextureHandleNonResidentNV ] ---
public static native void nglMakeTextureHandleNonResidentNV(long handle);
public static void glMakeTextureHandleNonResidentNV(long handle) {
nglMakeTextureHandleNonResidentNV(handle);
}
// --- [ glGetImageHandleNV ] ---
public static native long nglGetImageHandleNV(int texture, int level, boolean layered, int layer, int format);
public static long glGetImageHandleNV(int texture, int level, boolean layered, int layer, int format) {
return nglGetImageHandleNV(texture, level, layered, layer, format);
}
// --- [ glMakeImageHandleResidentNV ] ---
public static native void nglMakeImageHandleResidentNV(long handle, int access);
public static void glMakeImageHandleResidentNV(long handle, int access) {
nglMakeImageHandleResidentNV(handle, access);
}
// --- [ glMakeImageHandleNonResidentNV ] ---
public static native void nglMakeImageHandleNonResidentNV(long handle);
public static void glMakeImageHandleNonResidentNV(long handle) {
nglMakeImageHandleNonResidentNV(handle);
}
// --- [ glUniformHandleui64NV ] ---
public static native void nglUniformHandleui64NV(int location, long value);
public static void glUniformHandleui64NV(int location, long value) {
nglUniformHandleui64NV(location, value);
}
// --- [ glUniformHandleui64vNV ] ---
public static native void nglUniformHandleui64vNV(int location, int count, long values);
public static void glUniformHandleui64vNV(int location, LongBuffer values) {
nglUniformHandleui64vNV(location, values.remaining(), memAddress(values));
}
// --- [ glProgramUniformHandleui64NV ] ---
public static native void nglProgramUniformHandleui64NV(int program, int location, long value);
public static void glProgramUniformHandleui64NV(int program, int location, long value) {
nglProgramUniformHandleui64NV(program, location, value);
}
// --- [ glProgramUniformHandleui64vNV ] ---
public static native void nglProgramUniformHandleui64vNV(int program, int location, int count, long values);
public static void glProgramUniformHandleui64vNV(int program, int location, LongBuffer values) {
nglProgramUniformHandleui64vNV(program, location, values.remaining(), memAddress(values));
}
// --- [ glIsTextureHandleResidentNV ] ---
public static native boolean nglIsTextureHandleResidentNV(long handle);
public static boolean glIsTextureHandleResidentNV(long handle) {
return nglIsTextureHandleResidentNV(handle);
}
// --- [ glIsImageHandleResidentNV ] ---
public static native boolean nglIsImageHandleResidentNV(long handle);
public static boolean glIsImageHandleResidentNV(long handle) {
return nglIsImageHandleResidentNV(handle);
}
/** Array version of: {@link #glUniformHandleui64vNV UniformHandleui64vNV} */
public static void glUniformHandleui64vNV(int location, long[] values) {
long __functionAddress = GLES.getICD().glUniformHandleui64vNV;
if ( CHECKS )
check(__functionAddress);
callPV(__functionAddress, location, values.length, values);
}
/** Array version of: {@link #glProgramUniformHandleui64vNV ProgramUniformHandleui64vNV} */
public static void glProgramUniformHandleui64vNV(int program, int location, long[] values) {
long __functionAddress = GLES.getICD().glProgramUniformHandleui64vNV;
if ( CHECKS )
check(__functionAddress);
callPV(__functionAddress, program, location, values.length, values);
}
}