Added support for AMD_pinned_memory.

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Ioannis Tsakpinis 2011-08-14 10:46:00 +00:00
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/*
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package org.lwjgl.opengl;
public interface AMD_pinned_memory {
/**
* <strong>Official spec not released yet. Info from AMD developer forums:</strong><br/>
* Create a buffer object, bind it to the GL_EXTERNAL_VIRTUAL_MEMORY_AMD target and call glBufferData to 'allocate' space.
* When the driver sees you do this, it will use the pointer you supply directly rather than copying the data (that is, the
* GPU will access your application's memory). You can then use the buffer for other purposes such as a UBO, TBO or VBO by
* binding it to the appropriate targets. Synchronization is left to the application - make use of glFenceSync and glWaitSync.
* To release the memory, simply call glBufferData again on the buffer object on a different target, or delete the buffer
* object. Don't free the memory in the application until you've detached it from the buffer object or bad stuff will happen.
* <p/>
* Keep in mind that any memory you access will go over the PCIe bus which will be limited to 3-4 GB/s. This will work much
* better on Fusion systems (APUs). Theoretically, there isn't a limit to the amount of memory that can be pinned. However,
* when the OS pins memory, it removes it from the regular pagable pool and cannot swap it to disk (this is what pinning
* means). If you ask for too much, the OS will refuse to do it and the call will fail (the GL driver will return generate
* a GL_OUT_OF_MEMORY error). It is very likely that you'll hit this limit long before you run out of address space on the
* GPU, although in practice we do impose a moderate limit on the amount of pinned memory so as to not impact system stability
* and performance.
*/
int GL_EXTERNAL_VIRTUAL_MEMORY_AMD = 0x9160;
}