At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution.
This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU addresses of buffer objects at the API level, and to bind buffer objects to the context in such a way that they can be accessed via their GPU addresses in any shader stage.
The intent is that applications can avoid re-binding buffer objects or updating constants between each Draw call and instead simply use a VertexAttrib (or TexCoord, or InstanceID, or...) to "point" to the new object's state. In this way, one of the cheapest "state" updates (from the CPU's point of view) can be used to effect a significant state change in the shader similarly to how a pointer change may on the CPU. At the same time, this relieves the limits on how many buffer objects can be accessed at once by shaders, and allows these buffer object accesses to be exposed as C-style pointer dereferences in the shading language.
As a very simple example, imagine packing a group of similar objects' constants into a single buffer object and pointing your program at object
<i> by setting glVertexAttribI1iEXT(attrLoc, i); and using a shader as such:
struct MyObjectType {
mat4x4 modelView;
vec4 materialPropertyX;
// etc.
};
uniform MyObjectType *allObjects;
in int objectID; // bound to attrLoc
...
mat4x4 thisObjectsMatrix = allObjects[objectID].modelView;
// do transform, shading, etc.
This is beneficial in much the same way that texture arrays allow choosing between similar, but independent, texture maps with a single coordinate identifying which slice of the texture to use. It also resembles instancing, where a lightweight change (incrementing the instance ID) can be used to generate a different and interesting result, but with additional flexibility over instancing because the values are app-controlled and not a single incrementing counter.
Dependent pointer fetches are allowed, so more complex scene graph structures can be built into buffer objects providing significant new flexibility in the use of shaders. Another simple example, showing something you can't do with existing functionality, is to do dependent fetches into many buffer objects:
GenBuffers(N, dataBuffers);
GenBuffers(1, &pointerBuffer);
GLuint64EXT gpuAddrs[N];
for (i = 0; i < N; ++i) {
BindBuffer(target, dataBuffers[i]);
BufferData(target, size[i], myData[i], STATIC_DRAW);
// get the address of this buffer and make it resident.
GetBufferParameterui64vNV(target, BUFFER_GPU_ADDRESS,
gpuaddrs[i]);
MakeBufferResidentNV(target, READ_ONLY);
}
GLuint64EXT pointerBufferAddr;
BindBuffer(target, pointerBuffer);
BufferData(target, sizeof(GLuint64EXT)*N, gpuAddrs, STATIC_DRAW);
GetBufferParameterui64vNV(target, BUFFER_GPU_ADDRESS,
&pointerBufferAddr);
MakeBufferResidentNV(target, READ_ONLY);
// now in the shader, we can use a double indirection
vec4 **ptrToBuffers = pointerBufferAddr;
vec4 *ptrToBufferI = ptrToBuffers[i];
This allows simultaneous access to more buffers than EXT_bindable_uniform (MAX_VERTEX_BINDABLE_UNIFORMS_EXT, etc.) and each can be larger than
MAX_BINDABLE_UNIFORM_SIZE_EXT.
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_BUFFER_GPU_ADDRESS_NV
Accepted by the |
| public static final int | GL_GPU_ADDRESS_NV
Returned by the |
| public static final int | GL_MAX_SHADER_BUFFER_ADDRESS_NV
Accepted by the |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| public static long | |
| public static void | |
| public static void | glGetBufferParameterui64vNV(int target, int pname, long[] params)
Array version of: |
| public static long | |
| public static void | |
| public static void | |
| public static long | |
| public static void | |
| public static void | glGetNamedBufferParameterui64vNV(int buffer, int pname, long[] params)
Array version of: |
| public static long | |
| public static void | |
| public static void | |
| public static native boolean | |
| public static native boolean | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static void | |
| public static void | glProgramUniformui64vNV(int program, int location, long[] value)
Array version of: |
| public static native void | |
| public static void | |
| public static void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void |
| GL_BUFFER_GPU_ADDRESS_NV | back to summary |
|---|---|
| public static final int GL_BUFFER_GPU_ADDRESS_NV Accepted by the | |
| GL_GPU_ADDRESS_NV | back to summary |
|---|---|
| public static final int GL_GPU_ADDRESS_NV Returned by the | |
| GL_MAX_SHADER_BUFFER_ADDRESS_NV | back to summary |
|---|---|
| public static final int GL_MAX_SHADER_BUFFER_ADDRESS_NV Accepted by the | |
| NVShaderBufferLoad | back to summary |
|---|---|
| protected NVShaderBufferLoad() | |
| glGetBufferParameterui64NV | back to summary |
|---|---|
public static long glGetBufferParameterui64NV(int target, int pname)
| |
| glGetBufferParameterui64vNV | back to summary |
|---|---|
| public static void glGetBufferParameterui64vNV(int target, int pname, LongBuffer params) | |
| glGetBufferParameterui64vNV | back to summary |
|---|---|
| public static void glGetBufferParameterui64vNV(int target, int pname, long[] params) Array version of: | |
| glGetIntegerui64NV | back to summary |
|---|---|
public static long glGetIntegerui64NV(int value)
| |
| glGetIntegerui64vNV | back to summary |
|---|---|
| public static void glGetIntegerui64vNV(int value, LongBuffer result) | |
| glGetIntegerui64vNV | back to summary |
|---|---|
| public static void glGetIntegerui64vNV(int value, long[] result) Array version of: | |
| glGetNamedBufferParameterui64NV | back to summary |
|---|---|
public static long glGetNamedBufferParameterui64NV(int buffer, int pname)
| |
| glGetNamedBufferParameterui64vNV | back to summary |
|---|---|
| public static void glGetNamedBufferParameterui64vNV(int buffer, int pname, LongBuffer params) | |
| glGetNamedBufferParameterui64vNV | back to summary |
|---|---|
| public static void glGetNamedBufferParameterui64vNV(int buffer, int pname, long[] params) Array version of: | |
| glGetUniformui64NV | back to summary |
|---|---|
public static long glGetUniformui64NV(int program, int location)
| |
| glGetUniformui64vNV | back to summary |
|---|---|
| public static void glGetUniformui64vNV(int program, int location, LongBuffer params) | |
| glGetUniformui64vNV | back to summary |
|---|---|
| public static void glGetUniformui64vNV(int program, int location, long[] params) Array version of: | |
| glIsBufferResidentNV | back to summary |
|---|---|
public static native boolean glIsBufferResidentNV(int target)
| |
| glIsNamedBufferResidentNV | back to summary |
|---|---|
public static native boolean glIsNamedBufferResidentNV(int buffer)
| |
| glMakeBufferNonResidentNV | back to summary |
|---|---|
| public static native void glMakeBufferNonResidentNV(int target) | |
| glMakeBufferResidentNV | back to summary |
|---|---|
| public static native void glMakeBufferResidentNV(int target, int access) | |
| glMakeNamedBufferNonResidentNV | back to summary |
|---|---|
| public static native void glMakeNamedBufferNonResidentNV(int buffer) | |
| glMakeNamedBufferResidentNV | back to summary |
|---|---|
| public static native void glMakeNamedBufferResidentNV(int buffer, int access) | |
| glProgramUniformui64NV | back to summary |
|---|---|
| public static native void glProgramUniformui64NV(int program, int location, long value) | |
| glProgramUniformui64vNV | back to summary |
|---|---|
| public static void glProgramUniformui64vNV(int program, int location, LongBuffer value) | |
| glProgramUniformui64vNV | back to summary |
|---|---|
| public static void glProgramUniformui64vNV(int program, int location, long[] value) Array version of: | |
| glUniformui64NV | back to summary |
|---|---|
| public static native void glUniformui64NV(int location, long value) | |
| glUniformui64vNV | back to summary |
|---|---|
| public static void glUniformui64vNV(int location, LongBuffer value) | |
| glUniformui64vNV | back to summary |
|---|---|
| public static void glUniformui64vNV(int location, long[] value) Array version of: | |
| nglGetBufferParameterui64vNV | back to summary |
|---|---|
| public static native void nglGetBufferParameterui64vNV(int target, int pname, long params) | |
| nglGetIntegerui64vNV | back to summary |
|---|---|
| public static native void nglGetIntegerui64vNV(int value, long result) | |
| nglGetNamedBufferParameterui64vNV | back to summary |
|---|---|
| public static native void nglGetNamedBufferParameterui64vNV(int buffer, int pname, long params) | |
| nglGetUniformui64vNV | back to summary |
|---|---|
| public static native void nglGetUniformui64vNV(int program, int location, long params) | |
| nglProgramUniformui64vNV | back to summary |
|---|---|
| public static native void nglProgramUniformui64vNV(int program, int location, int count, long value) | |
| nglUniformui64vNV | back to summary |
|---|---|
| public static native void nglUniformui64vNV(int location, int count, long value) | |