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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_texture_foveated extension.
 * 
 * 

Foveated rendering is a technique that aims to reduce fragment processing workload and bandwidth by reducing the average resolution of a render target. * 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 render target'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 render target's resolution. When these regions are mapped back to the original render target, 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 render * targets.

*/ public class QCOMTextureFoveated { static { GLES.initialize(); } /** * Accepted as a value for {@code pname} for the TexParameter{if} and TexParameter{if}v commands and for the {@code pname} parameter of * GetTexParameter{if}v. */ public static final int GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM = 0x8BFB, GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM = 0x8BFC; /** Accepted as the {@code pname} parameter of GetTexParameter{if}v. */ public static final int GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM = 0x8BFD, GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM = 0x8BFE; /** * Accepted as a value to {@code param} for the TexParameter{if} and to {@code params} for the TexParameter{if}v commands with a {@code pname} of * {@link #GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM TEXTURE_FOVEATED_FEATURE_BITS_QCOM}; returned as possible values for {@code params} when GetTexParameter{if}v is queried with a {@code pname} of * {@link #GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM TEXTURE_FOVEATED_FEATURE_BITS_QCOM}. */ public static final int GL_FOVEATION_ENABLE_BIT_QCOM = 0x1, GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM = 0x2; /** Returned by {@link GLES20#glCheckFramebufferStatus CheckFramebufferStatus}. */ public static final int GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM = 0x8BFF; protected QCOMTextureFoveated() { throw new UnsupportedOperationException(); } // --- [ glTextureFoveationParametersQCOM ] --- public static native void glTextureFoveationParametersQCOM(@NativeType("GLuint") int texture, @NativeType("GLuint") int layer, @NativeType("GLuint") int focalPoint, float focalX, float focalY, float gainX, float gainY, float foveaArea); }




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