Class ARBGLSPIRV

java.lang.Object
org.lwjgl.opengl.ARBGLSPIRV

public class ARBGLSPIRV extends Object
Native bindings to the ARB_gl_spirv extension.

This is version 100 of the GL_ARB_gl_spirv extension.

This extension does two things:

  1. Allows a SPIR-V module to be specified as containing a programmable shader stage, rather than using GLSL, whatever the source language was used to create the SPIR-V module.
  2. Modifies GLSL to be a source language for creating SPIR-V modules for OpenGL consumption. Such GLSL can be used to create such SPIR-V modules, outside of the OpenGL runtime.

Requires OpenGL 3.3.

  • Field Details

    • GL_SHADER_BINARY_FORMAT_SPIR_V_ARB

      public static final int GL_SHADER_BINARY_FORMAT_SPIR_V_ARB
      Accepted by the binaryformat parameter of ShaderBinary.
      See Also:
    • GL_SPIR_V_BINARY_ARB

      public static final int GL_SPIR_V_BINARY_ARB
      Accepted by the pname parameter of GetShaderiv.
      See Also:
  • Method Details

    • nglSpecializeShaderARB

      public static void nglSpecializeShaderARB(int shader, long pEntryPoint, int numSpecializationConstants, long pConstantIndex, long pConstantValue)
      Unsafe version of: SpecializeShaderARB
      Parameters:
      numSpecializationConstants - the number of specialization constants whose values to set in this call
    • glSpecializeShaderARB

      public static void glSpecializeShaderARB(int shader, ByteBuffer pEntryPoint, IntBuffer pConstantIndex, IntBuffer pConstantValue)
      Specializes a shader created from a SPIR-V module.

      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:

      • Selects the name of the entry point, for that shader’s stage, from the SPIR-V module.
      • Sets the values of all, or a subset of, the specialization constants in the SPIRV module.

      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.

      Parameters:
      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 passed
      pEntryPoint - 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 shader
      pConstantIndex - 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.

    • glSpecializeShaderARB

      public static void glSpecializeShaderARB(int shader, CharSequence pEntryPoint, IntBuffer pConstantIndex, IntBuffer pConstantValue)
      Specializes a shader created from a SPIR-V module.

      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:

      • Selects the name of the entry point, for that shader’s stage, from the SPIR-V module.
      • Sets the values of all, or a subset of, the specialization constants in the SPIRV module.

      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.

      Parameters:
      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 passed
      pEntryPoint - 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 shader
      pConstantIndex - 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.

    • glSpecializeShaderARB

      public static void glSpecializeShaderARB(int shader, ByteBuffer pEntryPoint, int[] pConstantIndex, int[] pConstantValue)
      Array version of: SpecializeShaderARB
    • glSpecializeShaderARB

      public static void glSpecializeShaderARB(int shader, CharSequence pEntryPoint, int[] pConstantIndex, int[] pConstantValue)
      Array version of: SpecializeShaderARB