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

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

Foveated rendering is a technique that aims to reduce fragment processing workload and bandwidth by reducing the average resolution of a framebuffer. * Perceived image quality is kept high by leaving the focal point of rendering at full resolution.

* *

It exists in two major forms:

* *
    *
  • Static foveated(lens matched) rendering: where the gaze point is fixed with a large fovea region and designed to match up with the lens * characteristics.
  • *
  • Eye-tracked foveated rendering: where the gaze point is continuously tracked by a sensor to allow a smaller fovea region (further reducing average * resolution)
  • *
* *

Traditionally foveated rendering involves breaking a framebuffer's area into smaller regions such as bins, tiles, viewports, or layers which are * rendered to individually. Each of these regions has the geometry projected or scaled differently so that the net resolution of these layers is less * than the original framebuffer's resolution. When these regions are mapped back to the original framebuffer, they create a rendered result with * decreased quality as pixels get further from the focal point.

* *

Foveated rendering is currently achieved by large modifications to an applications render pipelines to manually implement the required geometry * amplifications, blits, and projection changes. This presents a large implementation cost to an application developer and is generally inefficient as it * can not make use of a platforms unique hardware features or optimized software paths. This extension aims to address these problems by exposing * foveated rendering in an explicit and vendor neutral way, and by providing an interface with minimal changes to how an application specifies its * framebuffer.

*/ public class QCOMFramebufferFoveated { static { GLES.initialize(); } /** Allowed in the config input in FramebufferFoveationConfigQCOM. */ public static final int GL_FOVEATION_ENABLE_BIT_QCOM = 0x1, GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM = 0x2; protected QCOMFramebufferFoveated() { throw new UnsupportedOperationException(); } // --- [ glFramebufferFoveationConfigQCOM ] --- public static native void nglFramebufferFoveationConfigQCOM(int fbo, int numLayers, int focalPointsPerLayer, int requestedFeatures, long providedFeatures); public static void glFramebufferFoveationConfigQCOM(@NativeType("GLuint") int fbo, @NativeType("GLuint") int numLayers, @NativeType("GLuint") int focalPointsPerLayer, @NativeType("GLuint") int requestedFeatures, @NativeType("GLuint *") IntBuffer providedFeatures) { if (CHECKS) { check(providedFeatures, 1); } nglFramebufferFoveationConfigQCOM(fbo, numLayers, focalPointsPerLayer, requestedFeatures, memAddress(providedFeatures)); } // --- [ glFramebufferFoveationParametersQCOM ] --- public static native void glFramebufferFoveationParametersQCOM(@NativeType("GLuint") int fbo, @NativeType("GLuint") int layer, @NativeType("GLuint") int focalPoint, @NativeType("GLfloat") float focalX, @NativeType("GLfloat") float focalY, @NativeType("GLfloat") float gainX, @NativeType("GLfloat") float gainY, @NativeType("GLfloat") float foveaArea); /** Array version of: {@link #glFramebufferFoveationConfigQCOM FramebufferFoveationConfigQCOM} */ public static void glFramebufferFoveationConfigQCOM(@NativeType("GLuint") int fbo, @NativeType("GLuint") int numLayers, @NativeType("GLuint") int focalPointsPerLayer, @NativeType("GLuint") int requestedFeatures, @NativeType("GLuint *") int[] providedFeatures) { long __functionAddress = GLES.getICD().glFramebufferFoveationConfigQCOM; if (CHECKS) { check(__functionAddress); check(providedFeatures, 1); } callPV(fbo, numLayers, focalPointsPerLayer, requestedFeatures, providedFeatures, __functionAddress); } }




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