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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); } }




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