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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 org.lwjgl.system.*;

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

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

In the handheld graphics space, a typical challenge is achieving efficient rendering performance given the different characteristics of the various * types of graphics memory. Some types of memory ("slow" memory) are less expensive but have low bandwidth, higher latency, and/or higher power * consumption, while other types ("fast" memory) are more expensive but have higher bandwidth, lower latency, and/or lower power consumption. In many * cases, it is more efficient for a graphics processing unit (GPU) to render directly to fast memory, but at most common display resolutions it is not * practical for a device to contain enough fast memory to accommodate both the full color and depth/stencil buffers (the frame buffer). In some devices, * this problem can be addressed by providing both types of memory; a large amount of slow memory that is sufficient to store the entire frame buffer, and * a small, dedicated amount of fast memory that allows the GPU to render with optimal performance. The challenge lies in finding a way for the GPU to * render to fast memory when it is not large enough to contain the actual frame buffer.

* *

One approach to solving this problem is to design the GPU and/or driver using a tiled rendering architecture. With this approach the render target is * subdivided into a number of individual tiles, which are sized to fit within the available amount of fast memory. Under normal operation, the entire * scene will be rendered to each individual tile using a multi-pass technique, in which primitives that lie entirely outside of the tile being rendered * are trivially discarded. After each tile has been rendered, its contents are saved out to the actual frame buffer in slow memory (a process referred to * as the "resolve"). The resolve introduces significant overhead, both for the CPU and the GPU. However, even with this additional overhead, rendering * using this method is usually more efficient than rendering directly to slow memory.

* *

This extension allows the application to specify a rectangular tile rendering area and have full control over the resolves for that area. The * information given to the driver through this API can be used to perform various optimizations in the driver and hardware. One example optimization is * being able to reduce the size or number of the resolves. Another optimization might be to reduce the number of passes needed in the tiling approach * mentioned above. Even traditional rendering GPUs that don't use tiles may benefit from this extension depending on their implemention of certain common * GPU operations.

* *

One typical use case could involve an application only rendering to select portions of the render target using this technique (which shall be referred * to as "application tiling"), leaving all other portions of the render target untouched. Therefore, in order to preserve the contents of the untouched * portions of the render target, the application must request an EGL (or other context management API) configuration with a non-destructive swap. A * destructive swap may only be used safely if the application renders to the entire area of the render target during each frame (otherwise the contents * of the untouched portions of the frame buffer will be undefined).

* *

Additionally, care must be taken to avoid the cost of mixing rendering with and without application tiling within a single frame. Rendering without * application tiling ("normal" rendering) is most efficient when all of the rendering for the entire scene can be encompassed within a single resolve. If * any portions of the scene are rendered prior to that resolve (such as via a prior resolve, or via application tiling), then that resolve becomes much * more heavyweight. When this occurs, prior to rendering each tile the fast memory must be populated with the existing contents of the frame buffer * region corresponding to that tile. This operation can double the cost of resolves, so it is recommended that applications avoid mixing application * tiling and normal rendering within a single frame. If both rendering methods must be used in the same frame, then the most efficient approach is to * perform all normal rendering first, followed by rendering done with application tiling. An implicit resolve will occur (if needed) at the start of * application tiling, so any pending normal rendering operations will be flushed at the time application tiling is initiated. This extension provides * interfaces for the application to communicate to the driver whether or not rendering done with application tiling depends on the existing contents of * the specified tile, and whether or not the rendered contents of the specified tile need to be preserved upon completion. This mechanism can be used to * obtain optimal performance, e.g. when the application knows that every pixel in a tile will be completely rendered or when the resulting contents of * the depth/stencil buffers do not need to be preserved.

*/ public class QCOMTiledRendering { /** Accepted by the {@code preserveMask} parameter of StartTilingQCOM and EndTilingQCOM. */ public static final int GL_COLOR_BUFFER_BIT0_QCOM = 0x1, GL_COLOR_BUFFER_BIT1_QCOM = 0x2, GL_COLOR_BUFFER_BIT2_QCOM = 0x4, GL_COLOR_BUFFER_BIT3_QCOM = 0x8, GL_COLOR_BUFFER_BIT4_QCOM = 0x10, GL_COLOR_BUFFER_BIT5_QCOM = 0x20, GL_COLOR_BUFFER_BIT6_QCOM = 0x40, GL_COLOR_BUFFER_BIT7_QCOM = 0x80, GL_DEPTH_BUFFER_BIT0_QCOM = 0x100, GL_DEPTH_BUFFER_BIT1_QCOM = 0x200, GL_DEPTH_BUFFER_BIT2_QCOM = 0x400, GL_DEPTH_BUFFER_BIT3_QCOM = 0x800, GL_DEPTH_BUFFER_BIT4_QCOM = 0x1000, GL_DEPTH_BUFFER_BIT5_QCOM = 0x2000, GL_DEPTH_BUFFER_BIT6_QCOM = 0x4000, GL_DEPTH_BUFFER_BIT7_QCOM = 0x8000, GL_STENCIL_BUFFER_BIT0_QCOM = 0x10000, GL_STENCIL_BUFFER_BIT1_QCOM = 0x20000, GL_STENCIL_BUFFER_BIT2_QCOM = 0x40000, GL_STENCIL_BUFFER_BIT3_QCOM = 0x80000, GL_STENCIL_BUFFER_BIT4_QCOM = 0x100000, GL_STENCIL_BUFFER_BIT5_QCOM = 0x200000, GL_STENCIL_BUFFER_BIT6_QCOM = 0x400000, GL_STENCIL_BUFFER_BIT7_QCOM = 0x800000, GL_MULTISAMPLE_BUFFER_BIT0_QCOM = 0x1000000, GL_MULTISAMPLE_BUFFER_BIT1_QCOM = 0x2000000, GL_MULTISAMPLE_BUFFER_BIT2_QCOM = 0x4000000, GL_MULTISAMPLE_BUFFER_BIT3_QCOM = 0x8000000, GL_MULTISAMPLE_BUFFER_BIT4_QCOM = 0x10000000, GL_MULTISAMPLE_BUFFER_BIT5_QCOM = 0x20000000, GL_MULTISAMPLE_BUFFER_BIT6_QCOM = 0x40000000, GL_MULTISAMPLE_BUFFER_BIT7_QCOM = 0x80000000; static { GLES.initialize(); } protected QCOMTiledRendering() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glStartTilingQCOM, caps.glEndTilingQCOM ); } // --- [ glStartTilingQCOM ] --- public static native void glStartTilingQCOM(@NativeType("GLuint") int x, @NativeType("GLuint") int y, @NativeType("GLuint") int width, @NativeType("GLuint") int height, @NativeType("GLbitfield") int preserveMask); // --- [ glEndTilingQCOM ] --- public static native void glEndTilingQCOM(@NativeType("GLbitfield") int preserveMask); }




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