Added support for AMD_pinned_memory.
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/*
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* Copyright (c) 2002-2011 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.opengl;
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public interface AMD_pinned_memory {
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/**
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* <strong>Official spec not released yet. Info from AMD developer forums:</strong><br/>
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* Create a buffer object, bind it to the GL_EXTERNAL_VIRTUAL_MEMORY_AMD target and call glBufferData to 'allocate' space.
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* When the driver sees you do this, it will use the pointer you supply directly rather than copying the data (that is, the
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* GPU will access your application's memory). You can then use the buffer for other purposes such as a UBO, TBO or VBO by
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* binding it to the appropriate targets. Synchronization is left to the application - make use of glFenceSync and glWaitSync.
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* To release the memory, simply call glBufferData again on the buffer object on a different target, or delete the buffer
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* object. Don't free the memory in the application until you've detached it from the buffer object or bad stuff will happen.
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* <p/>
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* 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
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* better on Fusion systems (APUs). Theoretically, there isn't a limit to the amount of memory that can be pinned. However,
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* when the OS pins memory, it removes it from the regular pagable pool and cannot swap it to disk (this is what pinning
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* 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
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* 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
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* GPU, although in practice we do impose a moderate limit on the amount of pinned memory so as to not impact system stability
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* and performance.
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*/
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int GL_EXTERNAL_VIRTUAL_MEMORY_AMD = 0x9160;
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}
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