/* 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); }