Java Code Examples for com.jogamp.opengl.GL4#glMapNamedBufferRange()
The following examples show how to use
com.jogamp.opengl.GL4#glMapNamedBufferRange() .
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Example 1
Source File: Gl_500_buffer_sparse_arb.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean begin(GL gl) { GL4 gl4 = (GL4) gl; boolean validated = gl4.isExtensionAvailable("GL_ARB_sparse_buffer"); if (validated) { validated = initProgram(gl4); } if (validated) { validated = initBuffer(gl4); } if (validated) { validated = initVertexArray(gl4); } if (validated) { validated = initTexture(gl4); } if (validated) { uniformPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); } return validated; }
Example 2
Source File: Gl_430_direct_state_access_ext.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y, 0.1f, 100.0f); pointer.position(0); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1)).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glBindProgramPipeline(pipelineName.get(0)); // Step 1: render the scene in a multisampled framebuffer renderFBO(gl4); // Step 2: resolve MSAA gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl4.glBlitFramebuffer( 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Step 3: Blit resolved colorbuffer. Resolve and blit can't be done in a single step gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); gl4.glBlitFramebuffer( 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, 0, windowSize.x, windowSize.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); return true; }
Example 3
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 5 votes |
private boolean initBuffer(GL4 gl4) { ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementSize); FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData); IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1); gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset); uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0)); gl4.glCreateBuffers(Buffer.MAX, bufferName); if (!bug1287) { gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0); gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0); gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize * 2, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } else { gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0); gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0); gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize * 2, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } uniformPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize * 2, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); BufferUtils.destroyDirectBuffer(elementBuffer); BufferUtils.destroyDirectBuffer(vertexBuffer); BufferUtils.destroyDirectBuffer(uniformBufferOffset); return true; }
Example 4
Source File: Gl_500_texture_bindless_nv.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Update of the uniform buffer { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor); int locationDiffuse = 0; gl4.glProgramUniformHandleui64ARB(programName, locationDiffuse, textureHandle.get(0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 5
Source File: Gl_500_primitive_shading_nv.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE * 1, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, black); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBeginQuery(GL_PRIMITIVES_GENERATED, queryName.get(0)); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } gl4.glEndQuery(GL_PRIMITIVES_GENERATED); LongBuffer primitivesGeneratedBuffer = GLBuffers.newDirectLongBuffer(1); gl4.glGetQueryObjectui64v(queryName.get(0), GL_QUERY_RESULT, primitivesGeneratedBuffer); long primitivesGenerated = primitivesGeneratedBuffer.get(0); return primitivesGenerated > 0; }
Example 6
Source File: Gl_500_direct_state_access_gtc.java From jogl-samples with MIT License | 4 votes |
private boolean initBuffer(GL4 gl4) { IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1); gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset); uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0)); ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData); FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData); gl4.glCreateBuffers(Buffer.MAX, bufferName); if (!bug1287) { gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0); gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0); gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize * 2, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } else { gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0); gl4.glBindBuffer(GL_ARRAY_BUFFER, 0); gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize * 2, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); } uniformPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize * 2, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); BufferUtils.destroyDirectBuffer(uniformBufferOffset); BufferUtils.destroyDirectBuffer(elementBuffer); BufferUtils.destroyDirectBuffer(vertexBuffer); return true; }
Example 7
Source File: Gl_500_conservative_raster_nv.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f); gl4.glClearBufferfv(GL_COLOR, 0, whiteColor); // Bind rendering objects gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL0)); //glSubpixelPrecisionBiasNV(-8, -8); gl4.glEnable(GL_CONSERVATIVE_RASTERIZATION_NV); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL1)); gl4.glDisable(GL_CONSERVATIVE_RASTERIZATION_NV); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH)); gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 8
Source File: Gl_500_buffer_sparse_arb.java From jogl-samples with MIT License | 4 votes |
private boolean initBuffer(GL4 gl4) { int alignement = 256; IntBuffer bufferPageSize = GLBuffers.newDirectIntBuffer(1); FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData); ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData); gl4.glGetIntegerv(GL_SPARSE_BUFFER_PAGE_SIZE_ARB, bufferPageSize); boolean validated = true; int copyBufferSize = glm.ceilMultiple(vertexSize, alignement) + glm.ceilMultiple(elementSize, alignement); gl4.glCreateBuffers(Buffer.MAX, bufferName); if (!bug1287) { gl4.glNamedBufferStorage(bufferName.get(Buffer.COPY), copyBufferSize, null, GL_MAP_WRITE_BIT); } else { gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferName.get(Buffer.COPY)); gl4.glBufferStorage(GL_SHADER_STORAGE_BUFFER, copyBufferSize, null, GL_MAP_WRITE_BIT); gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); } ByteBuffer copyBufferPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.COPY), 0, copyBufferSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); copyBufferPointer.asFloatBuffer().put(vertexBuffer); copyBufferPointer.position(glm.ceilMultiple(vertexSize, alignement)); copyBufferPointer.asShortBuffer().put(elementBuffer); gl4.glUnmapNamedBuffer(bufferName.get(Buffer.COPY)); gl4.glBindBuffer(GL_COPY_READ_BUFFER, bufferName.get(Buffer.COPY)); gl4.glBindBuffer(GL_COPY_WRITE_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBufferStorage(GL_COPY_WRITE_BUFFER, glm.ceilMultiple(elementSize, bufferPageSize.get(0)), null, GL_SPARSE_STORAGE_BIT_ARB); gl4.glBufferPageCommitmentARB(GL_COPY_WRITE_BUFFER, 0, bufferPageSize.get(0), true); gl4.glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, glm.ceilMultiple(vertexSize, alignement), 0, glm.ceilMultiple(elementSize, alignement)); gl4.glBindBuffer(GL_COPY_WRITE_BUFFER, bufferName.get(Buffer.VERTEX)); gl4.glBufferStorage(GL_COPY_WRITE_BUFFER, glm.ceilMultiple(vertexSize, bufferPageSize.get(0)), null, GL_SPARSE_STORAGE_BIT_ARB); gl4.glBufferPageCommitmentARB(GL_COPY_WRITE_BUFFER, 0, bufferPageSize.get(0), true); gl4.glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, glm.ceilMultiple(vertexSize, alignement)); int[] uniformBufferOffset = {0}; gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0); int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]); if (!bug1287) { gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } else { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); } BufferUtils.destroyDirectBuffer(vertexBuffer); BufferUtils.destroyDirectBuffer(elementBuffer); BufferUtils.destroyDirectBuffer(bufferPageSize); return validated; }
Example 9
Source File: Gl_500_shader_group_nv.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_UNSIGNED_BYTE, clearColorBuffer); gl4.glClearTexImage(textureName.get(Texture.RENDERBUFFER), 0, GL_DEPTH_COMPONENT, GL_FLOAT, clearRenderBuffer); gl4.glClearTexImage(textureName.get(Texture.INVOCATION_COUNT), 0, GL_RED_INTEGER, GL_UNSIGNED_INT, clearInvocationCount); gl4.glViewportIndexedf(0, 0, 0, windowSize.x * FRAMEBUFFER_SCALE, windowSize.y * FRAMEBUFFER_SCALE); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_WRITE_ONLY, GL_R32UI); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0); gl4.glDisable(GL_DEPTH_TEST); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH)); gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_READ_ONLY, GL_R32UI); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }