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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.*;

/**
 * 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 { static { GLES.initialize(); } /** 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; protected OVRMultiview() { throw new UnsupportedOperationException(); } // --- [ 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); }




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