public class ARBGLSPIRV
extends java.lang.Object
This is version 100 of the GL_ARB_gl_spirv extension.
This extension does two things:
Requires OpenGL 3.3.
| Modifier and Type | Field and Description |
|---|---|
static int |
GL_SHADER_BINARY_FORMAT_SPIR_V_ARB
Accepted by the
binaryformat parameter of ShaderBinary. |
static int |
GL_SPIR_V_BINARY_ARB
Accepted by the
pname parameter of GetShaderiv. |
| Modifier and Type | Method and Description |
|---|---|
static void |
glSpecializeShaderARB(int shader,
java.nio.ByteBuffer pEntryPoint,
int[] pConstantIndex,
int[] pConstantValue)
Array version of:
SpecializeShaderARB |
static void |
glSpecializeShaderARB(int shader,
java.nio.ByteBuffer pEntryPoint,
java.nio.IntBuffer pConstantIndex,
java.nio.IntBuffer pConstantValue)
Specializes a shader created from a SPIR-V module.
|
static void |
glSpecializeShaderARB(int shader,
java.lang.CharSequence pEntryPoint,
int[] pConstantIndex,
int[] pConstantValue)
Array version of:
SpecializeShaderARB |
static void |
glSpecializeShaderARB(int shader,
java.lang.CharSequence pEntryPoint,
java.nio.IntBuffer pConstantIndex,
java.nio.IntBuffer pConstantValue)
Specializes a shader created from a SPIR-V module.
|
static void |
nglSpecializeShaderARB(int shader,
long pEntryPoint,
int numSpecializationConstants,
long pConstantIndex,
long pConstantValue)
Unsafe version of:
SpecializeShaderARB |
public static final int GL_SHADER_BINARY_FORMAT_SPIR_V_ARB
binaryformat parameter of ShaderBinary.public static final int GL_SPIR_V_BINARY_ARB
pname parameter of GetShaderiv.public static void nglSpecializeShaderARB(int shader,
long pEntryPoint,
int numSpecializationConstants,
long pConstantIndex,
long pConstantValue)
SpecializeShaderARBnumSpecializationConstants - the number of specialization constants whose values to set in this callpublic static void glSpecializeShaderARB(int shader,
java.nio.ByteBuffer pEntryPoint,
java.nio.IntBuffer pConstantIndex,
java.nio.IntBuffer pConstantValue)
Shaders associated with SPIR-V modules must be specialized before they can be linked into a program object. It is not necessary to specialize the
shader before it is attached to a program object. Once specialized, a shader may not be specialized again without first re-associating the original
SPIR-V module with it, through ShaderBinary.
Specialization does two things:
On successful shader specialization, the compile status for shader is set to TRUE. On failure, the compile status for shader is set to FALSE and
additional information about the cause of the failure may be available in the shader compilation log.
shader - the name of a shader object containing unspecialized SPIR-V as created from a successful call to ShaderBinary to which a SPIR-V module was
passedpEntryPoint - a pointer to a null-terminated UTF-8 string specifying the name of the entry point in the SPIR-V module to use for this shaderpConstantIndex - is a pointer to an array of numSpecializationConstants unsigned integers, each holding the index of a specialization constant in the SPIR-V
module whose value to set.
Specialization constants not referenced by pConstantIndex retain their default values as specified in the SPIR-V module.
pConstantValue - an entry in pConstantValue is used to set the value of the specialization constant indexed by the corresponding entry in
pConstantIndex.
Although this array is of unsigned integer, each entry is bitcast to the appropriate type for the module, and therefore, floating-point constants
may be set by including their IEEE-754 bit representation in the pConstantValue array.
public static void glSpecializeShaderARB(int shader,
java.lang.CharSequence pEntryPoint,
java.nio.IntBuffer pConstantIndex,
java.nio.IntBuffer pConstantValue)
Shaders associated with SPIR-V modules must be specialized before they can be linked into a program object. It is not necessary to specialize the
shader before it is attached to a program object. Once specialized, a shader may not be specialized again without first re-associating the original
SPIR-V module with it, through ShaderBinary.
Specialization does two things:
On successful shader specialization, the compile status for shader is set to TRUE. On failure, the compile status for shader is set to FALSE and
additional information about the cause of the failure may be available in the shader compilation log.
shader - the name of a shader object containing unspecialized SPIR-V as created from a successful call to ShaderBinary to which a SPIR-V module was
passedpEntryPoint - a pointer to a null-terminated UTF-8 string specifying the name of the entry point in the SPIR-V module to use for this shaderpConstantIndex - is a pointer to an array of numSpecializationConstants unsigned integers, each holding the index of a specialization constant in the SPIR-V
module whose value to set.
Specialization constants not referenced by pConstantIndex retain their default values as specified in the SPIR-V module.
pConstantValue - an entry in pConstantValue is used to set the value of the specialization constant indexed by the corresponding entry in
pConstantIndex.
Although this array is of unsigned integer, each entry is bitcast to the appropriate type for the module, and therefore, floating-point constants
may be set by including their IEEE-754 bit representation in the pConstantValue array.
public static void glSpecializeShaderARB(int shader,
java.nio.ByteBuffer pEntryPoint,
int[] pConstantIndex,
int[] pConstantValue)
SpecializeShaderARBpublic static void glSpecializeShaderARB(int shader,
java.lang.CharSequence pEntryPoint,
int[] pConstantIndex,
int[] pConstantValue)
SpecializeShaderARBCopyright LWJGL. All Rights Reserved. License terms.