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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.
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.opengles;
/**
* Native bindings to the ARM_shader_framebuffer_fetch extension.
*
* This extension enables fragment shaders to read existing framebuffer data as input. This permits use-cases such as programmable blending, and other
* operations that may not be possible to implement with fixed-function blending.
*
* This extension also adds the ability to indicate that a shader should be run once per sample instead of once per pixel.
*
* Reading framebuffer data as input in combination with multiple render targets (MRT) may not be supported by all implementations. This extension allows
* applications to query for this capability.
*
* Requires {@link GLES20 GLES 2.0}.
*/
public final class ARMShaderFramebufferFetch {
/** Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, and GetFloatv. */
public static final int GL_FETCH_PER_SAMPLE_ARM = 0x8F65;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, and GetFloatv. */
public static final int GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM = 0x8F66;
private ARMShaderFramebufferFetch() {}
}