public class ARBParallelShaderCompile
extends java.lang.Object
Compiling GLSL into implementation-specific code can be a time consuming process, so a GL implementation may wish to perform the compilation in a separate CPU thread. This extension provides a mechanism for the application to provide a hint to limit the number of threads it wants to be used to compile shaders, as well as a query to determine if the compilation process is complete.
Requires OpenGL 3.0.
| Modifier and Type | Field and Description |
|---|---|
static int |
GL_COMPLETION_STATUS_ARB
Accepted as part of the
pname parameter to GetShaderiv() and accepted as part of the pname parameter to GetProgramiv(). |
static int |
GL_MAX_SHADER_COMPILER_THREADS_ARB
Accepted by the
pname parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv, and GetDoublev. |
| Modifier and Type | Method and Description |
|---|---|
static void |
glMaxShaderCompilerThreadsARB(int count)
Application may use the following to hint to the driver the maximum number background threads it would like to be used in the process of compiling
shaders or linking programs.
|
public static final int GL_MAX_SHADER_COMPILER_THREADS_ARB
pname parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv, and GetDoublev.public static final int GL_COMPLETION_STATUS_ARB
pname parameter to GetShaderiv() and accepted as part of the pname parameter to GetProgramiv().public static void glMaxShaderCompilerThreadsARB(int count)
An implementation may combine the maximum compiler thread request from multiple contexts in a share group in an implementation-specific way.
An application can query the current MaxShaderCompilerThreads() count by calling GetIntegerv with pname set to
MAX_SHADER_COMPILER_THREADS_ARB.
count - the number of background threads. A count of zero specifies a request for no parallel compiling or linking and a count of
0xFFFFFFFF requests an implementation-specific maximum.Copyright LWJGL. All Rights Reserved. License terms.