/* MACHINE GENERATED FILE, DO NOT EDIT */
package org.lwjgl.opengl;
import org.lwjgl.*;
import java.nio.*;
public final class ATIMapObjectBuffer {
private ATIMapObjectBuffer() {}
/**
* glMapObjectBufferATI maps an ATI vertex array object to a ByteBuffer. The old_buffer argument can be null,
* in which case a new ByteBuffer will be created, pointing to the returned memory. If old_buffer is non-null,
* it will be returned if it points to the same mapped memory and has the same capacity as the vertex array object,
* otherwise a new ByteBuffer is created. That way, an application will normally use glMapObjectBufferATI like this:
* <p/>
* ByteBuffer mapped_buffer; mapped_buffer = glMapObjectBufferATI(..., null); ... // Another map on the same buffer mapped_buffer = glMapObjectBufferATI(..., mapped_buffer);
* <p/>
* Only ByteBuffers returned from this method are to be passed as the old_buffer argument. User-created ByteBuffers cannot be reused.
* <p/>
* The version of this method without an explicit length argument calls glGetObjectBufferATI internally to
* retrieve the current vertex array object size, which may cause a pipeline flush and reduce application performance.
* <p/>
* The version of this method with an explicit length argument is a fast alternative to the one without. No GL call
* is made to retrieve the vertex array object size, so the user is responsible for tracking and using the appropriate length.<br>
* Security warning: The length argument should match the vertex array object size. Reading from or writing to outside
* the memory region that corresponds to the mapped vertex array object will cause native crashes.
* <p>
* @param length the length of the mapped memory in bytes.
* @param old_buffer A ByteBuffer. If this argument points to the same address and has the same capacity as the new mapping, it will be returned and no new buffer will be created.
* <p>
* @return A ByteBuffer representing the mapped buffer memory.
*/
public static ByteBuffer glMapObjectBufferATI(int buffer, ByteBuffer old_buffer) {
ContextCapabilities caps = GLContext.getCapabilities();
long function_pointer = caps.glMapObjectBufferATI;
BufferChecks.checkFunctionAddress(function_pointer);
if (old_buffer != null)
BufferChecks.checkDirect(old_buffer);
ByteBuffer __result = nglMapObjectBufferATI(buffer, GLChecks.getBufferObjectSizeATI(caps, buffer), old_buffer, function_pointer);
return LWJGLUtil.CHECKS && __result == null ? null : __result.order(ByteOrder.nativeOrder());
}
/**
* glMapObjectBufferATI maps an ATI vertex array object to a ByteBuffer. The old_buffer argument can be null,
* in which case a new ByteBuffer will be created, pointing to the returned memory. If old_buffer is non-null,
* it will be returned if it points to the same mapped memory and has the same capacity as the vertex array object,
* otherwise a new ByteBuffer is created. That way, an application will normally use glMapObjectBufferATI like this:
* <p/>
* ByteBuffer mapped_buffer; mapped_buffer = glMapObjectBufferATI(..., null); ... // Another map on the same buffer mapped_buffer = glMapObjectBufferATI(..., mapped_buffer);
* <p/>
* Only ByteBuffers returned from this method are to be passed as the old_buffer argument. User-created ByteBuffers cannot be reused.
* <p/>
* The version of this method without an explicit length argument calls glGetObjectBufferATI internally to
* retrieve the current vertex array object size, which may cause a pipeline flush and reduce application performance.
* <p/>
* The version of this method with an explicit length argument is a fast alternative to the one without. No GL call
* is made to retrieve the vertex array object size, so the user is responsible for tracking and using the appropriate length.<br>
* Security warning: The length argument should match the vertex array object size. Reading from or writing to outside
* the memory region that corresponds to the mapped vertex array object will cause native crashes.
* <p>
* @param length the length of the mapped memory in bytes.
* @param old_buffer A ByteBuffer. If this argument points to the same address and has the same capacity as the new mapping, it will be returned and no new buffer will be created.
* <p>
* @return A ByteBuffer representing the mapped buffer memory.
*/
public static ByteBuffer glMapObjectBufferATI(int buffer, long length, ByteBuffer old_buffer) {
ContextCapabilities caps = GLContext.getCapabilities();
long function_pointer = caps.glMapObjectBufferATI;
BufferChecks.checkFunctionAddress(function_pointer);
if (old_buffer != null)
BufferChecks.checkDirect(old_buffer);
ByteBuffer __result = nglMapObjectBufferATI(buffer, length, old_buffer, function_pointer);
return LWJGLUtil.CHECKS && __result == null ? null : __result.order(ByteOrder.nativeOrder());
}
static native ByteBuffer nglMapObjectBufferATI(int buffer, long result_size, ByteBuffer old_buffer, long function_pointer);
public static void glUnmapObjectBufferATI(int buffer) {
ContextCapabilities caps = GLContext.getCapabilities();
long function_pointer = caps.glUnmapObjectBufferATI;
BufferChecks.checkFunctionAddress(function_pointer);
nglUnmapObjectBufferATI(buffer, function_pointer);
}
static native void nglUnmapObjectBufferATI(int buffer, long function_pointer);
}