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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.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

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

This extension provides a new function, {@link #glDrawVkImageNV DrawVkImageNV}, allowing applications to draw a screen-aligned rectangle displaying some or all of the * contents of a two-dimensional Vulkan VkImage. Callers specify a Vulkan {@code VkImage} handle, an optional OpenGL sampler object, window coordinates of * the rectangle to draw, and texture coordinates corresponding to the corners of the rectangle. For each fragment produced by the rectangle, * {@code DrawVkImageNV} interpolates the texture coordinates, performs a texture lookup, and uses the texture result as the fragment color.

* *

No shaders are used by {@code DrawVkImageNV}; the results of the texture lookup are used in lieu of a fragment shader output. The fragments generated * are processed by all per-fragment operations. In particular, {@code DrawVkImageNV()} fully supports blending and multisampling.

* *

In order to synchronize between Vulkan and OpenGL there are three other functions provided; {@link #glWaitVkSemaphoreNV WaitVkSemaphoreNV}, {@link #glSignalVkSemaphoreNV SignalVkSemaphoreNV} and * {@link #glSignalVkFenceNV SignalVkFenceNV}. These allow OpenGL to wait for Vulkan to complete work and also Vulkan to wait for OpenGL to complete work. Together OpenGL and * Vulkan can synchronize on the server without application interation.

* *

Finally the function {@code GetVkProcAddrNV()} is provided to allow the OpenGL context to query the Vulkan entry points directly and avoid having to * load them through the typical Vulkan loader.

*/ public class NVDrawVulkanImage { static { GLES.initialize(); } protected NVDrawVulkanImage() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glDrawVkImageNV, caps.glGetVkProcAddrNV, caps.glWaitVkSemaphoreNV, caps.glSignalVkSemaphoreNV, caps.glSignalVkFenceNV ); } // --- [ glDrawVkImageNV ] --- /** * Draws a screen-aligned rectangle displaying a portion of the contents of the Vulkan {@code VkImage}. * * @param vkImage the Vulkan image handle * @param sampler an optional sampler object * @param x0 the rectangle left window coordinate * @param y0 the rectangle bottom window coordinate * @param x1 the rectangle right window coordinate * @param y1 the rectangle top window coordinate * @param z the Z window coordinate * @param s0 the left texture coordinate * @param t0 the bottom texture coordinate * @param s1 the right texture coordinate * @param t1 the top texture coordinate */ public static native void glDrawVkImageNV(@NativeType("GLuint64") long vkImage, @NativeType("GLuint") int sampler, @NativeType("GLfloat") float x0, @NativeType("GLfloat") float y0, @NativeType("GLfloat") float x1, @NativeType("GLfloat") float y1, @NativeType("GLfloat") float z, @NativeType("GLfloat") float s0, @NativeType("GLfloat") float t0, @NativeType("GLfloat") float s1, @NativeType("GLfloat") float t1); // --- [ glGetVkProcAddrNV ] --- /** Unsafe version of: {@link #glGetVkProcAddrNV GetVkProcAddrNV} */ public static native long nglGetVkProcAddrNV(long name); /** * Queries the Vulkan function entry points from within an OpenGL context. * * @param name name of the Vulkan function */ @NativeType("VULKANPROCNV") public static long glGetVkProcAddrNV(@NativeType("const GLchar *") ByteBuffer name) { if (CHECKS) { checkNT1(name); } return nglGetVkProcAddrNV(memAddress(name)); } /** * Queries the Vulkan function entry points from within an OpenGL context. * * @param name name of the Vulkan function */ @NativeType("VULKANPROCNV") public static long glGetVkProcAddrNV(@NativeType("const GLchar *") CharSequence name) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { ByteBuffer nameEncoded = stack.ASCII(name); return nglGetVkProcAddrNV(memAddress(nameEncoded)); } finally { stack.setPointer(stackPointer); } } // --- [ glWaitVkSemaphoreNV ] --- /** * Causes the GL server to block until the Vulkan {@code VkSemaphore} is signalled. No GL commands after this command are executed by the server until the * semaphore is signaled. * * @param vkSemaphore a valid Vulkan {@code VkSemaphore} non-dispatchable handle otherwise the operation is undefined */ public static native void glWaitVkSemaphoreNV(@NativeType("GLuint64") long vkSemaphore); // --- [ glSignalVkSemaphoreNV ] --- /** * Causes the GL server to signal the Vulkan {@code VkSemaphore} when it executes this command. The semaphore is not signalled by GL until all commands * issued before this have completed execution on the GL server. * * @param vkSemaphore a valid Vulkan {@code VkSemaphore} non-dispatchable handle otherwise the operation is undefined */ public static native void glSignalVkSemaphoreNV(@NativeType("GLuint64") long vkSemaphore); // --- [ glSignalVkFenceNV ] --- /** * Causes the GL server to signal the Vulkan {@code VkFence} object when it executes this command. The fence is not signalled by the GL until all commands * issued before this have completed execution on the GL server. * * @param vkFence a valid Vulkan VkFence non-dispatcable handle otherwise the operation is undefined */ public static native void glSignalVkFenceNV(@NativeType("GLuint64") long vkFence); }




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