This is version 100 of the GL_ARB_gl_spirv extension.
This extension does two things:
Requires OpenGL 3..
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_SHADER_BINARY_FORMAT_SPIR_V_ARB
Accepted by the |
| public static final int | GL_SPIR_V_BINARY_ARB
Accepted by the |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| public static void | glSpecializeShaderARB(int
the name of a shader object containing unspecialized SPIR-V as created from a successful call to shader, ByteBuffer ShaderBinary to which a SPIR-V module was
passeda 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 pEntryPoint, IntBuffer is a pointer to an array of pConstantIndex, IntBuffer 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 an entry in pConstantValue)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 Specializes a shader created from a SPIR-V module. |
| public static void | glSpecializeShaderARB(int
the name of a shader object containing unspecialized SPIR-V as created from a successful call to shader, CharSequence ShaderBinary to which a SPIR-V module was
passeda 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 pEntryPoint, IntBuffer is a pointer to an array of pConstantIndex, IntBuffer 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 an entry in pConstantValue)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 Specializes a shader created from a SPIR-V module. |
| public static void | glSpecializeShaderARB(int shader, ByteBuffer pEntryPoint, int[] pConstantIndex, int[] pConstantValue)
Array version of: |
| public static void | glSpecializeShaderARB(int shader, CharSequence pEntryPoint, int[] pConstantIndex, int[] pConstantValue)
Array version of: |
| public static native void | nglSpecializeShaderARB(int shader, long pEntryPoint, int
the number of specialization constants whose values to set in this call numSpecializationConstants, long pConstantIndex, long pConstantValue)Unsafe version of: |
| GL_SHADER_BINARY_FORMAT_SPIR_V_ARB | back to summary |
|---|---|
| public static final int GL_SHADER_BINARY_FORMAT_SPIR_V_ARB Accepted by the | |
| GL_SPIR_V_BINARY_ARB | back to summary |
|---|---|
| public static final int GL_SPIR_V_BINARY_ARB Accepted by the | |
| ARBGLSPIRV | back to summary |
|---|---|
| protected ARBGLSPIRV() | |
| glSpecializeShaderARB | back to summary |
|---|---|
| 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 Specialization does two things:
On successful shader specialization, the compile status for shader is set to
| |
| glSpecializeShaderARB | back to summary |
|---|---|
| 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 Specialization does two things:
On successful shader specialization, the compile status for shader is set to
| |
| glSpecializeShaderARB | back to summary |
|---|---|
| public static void glSpecializeShaderARB(int shader, ByteBuffer pEntryPoint, int[] pConstantIndex, int[] pConstantValue) Array version of: | |
| glSpecializeShaderARB | back to summary |
|---|---|
| public static void glSpecializeShaderARB(int shader, CharSequence pEntryPoint, int[] pConstantIndex, int[] pConstantValue) Array version of: | |
| nglSpecializeShaderARB | back to summary |
|---|---|
| public static native void nglSpecializeShaderARB(int shader, long pEntryPoint, int numSpecializationConstants, long pConstantIndex, long pConstantValue) Unsafe version of:
| |