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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 OVR_multiview extension.
*
* The method of stereo rendering supported in OpenGL is currently achieved by rendering to the two eye buffers sequentially. This typically incurs double
* the application and driver overhead, despite the fact that the command streams and render states are almost identical.
*
* This extension seeks to address the inefficiency of sequential multiview rendering by adding a means to render to multiple elements of a 2D texture
* array simultaneously. In multiview rendering, draw calls are instanced into each corresponding element of the texture array. The vertex program uses a
* new {@code gl_ViewID_OVR} variable to compute per-view values, typically the vertex position and view-dependent variables like reflection.
*
* The formulation of this extension is high level in order to allow implementation freedom. On existing hardware, applications and drivers can realize
* the benefits of a single scene traversal, even if all GPU work is fully duplicated per-view. But future support could enable simultaneous rendering via
* multi-GPU, tile-based architectures could sort geometry into tiles for multiple views in a single pass, and the implementation could even choose to
* interleave at the fragment level for better texture cache utilization and more coherent fragment shader branching.
*
* The most obvious use case in this model is to support two simultaneous views: one view for each eye. However, we also anticipate a usage where two
* views are rendered per eye, where one has a wide field of view and the other has a narrow one. The nature of wide field of view planar projection is
* that the sample density can become unacceptably low in the view direction. By rendering two inset eye views per eye, we can get the required sample
* density in the center of projection without wasting samples, memory, and time by oversampling in the periphery.
*/
public class OVRMultiview {
/** Accepted by the {@code pname} parameter of {@link GLES20#glGetFramebufferAttachmentParameteriv GetFramebufferAttachmentParameteriv}. */
public static final int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR = 0x9630,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR = 0x9632;
/** Accepted by the {@code pname} parameter of GetIntegerv. */
public static final int GL_MAX_VIEWS_OVR = 0x9631;
/** Returned by {@link GLES20#glCheckFramebufferStatus CheckFramebufferStatus}. */
public static final int GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR = 0x9633;
static { GLES.initialize(); }
protected OVRMultiview() {
throw new UnsupportedOperationException();
}
static boolean isAvailable(GLESCapabilities caps) {
return checkFunctions(
caps.glFramebufferTextureMultiviewOVR
);
}
// --- [ glFramebufferTextureMultiviewOVR ] ---
public static native void glFramebufferTextureMultiviewOVR(@NativeType("GLenum") int target, @NativeType("GLenum") int attachment, @NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLint") int baseViewIndex, @NativeType("GLsizei") int numViews);
}