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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 QCOM_shader_framebuffer_fetch_noncoherent extension.
 * 
 * 

Existing extensions such as {@link EXTShaderFramebufferFetch EXT_shader_framebuffer_fetch} and ARM_shader_framebuffer_fetch_depth_stencil allow fragment shaders to read existing * framebuffer color or depth/stencil data as input. This extension adds support for reading those same inputs with relaxed coherency requirements. This * mode can avoid expensive per-primitive flushes of the pixel pipeline and may offer performance improvements in some implementations.

* *

When the relaxed coherency mode is enabled, reads of the framebuffer data by the fragment shader will guarantee defined results only if each sample is * touched no more than once in any single rendering pass. The command {@link #glFramebufferFetchBarrierQCOM FramebufferFetchBarrierQCOM} is provided to indicate a boundary between passes.

*/ public class QCOMShaderFramebufferFetchNoncoherent { static { GLES.initialize(); } protected QCOMShaderFramebufferFetchNoncoherent() { throw new UnsupportedOperationException(); } // --- [ glFramebufferFetchBarrierQCOM ] --- public static native void glFramebufferFetchBarrierQCOM(); }




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