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glBufferSubData.xhtml
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glBufferSubData.xhtml
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<div class="refentry" id="glBufferSubData">
<div class="titlepage"></div>
<div class="refnamediv">
<h2>Name</h2>
<p>glBufferSubData — updates a subset of a buffer object's data store</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glBufferSubData</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLintptr <var class="pdparam">offset</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLsizeiptr <var class="pdparam">size</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLvoid * <var class="pdparam">data</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>target</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the target buffer object.
The symbolic constant must be
<code class="constant">GL_ARRAY_BUFFER</code>,
<code class="constant">GL_ATOMIC_COUNTER_BUFFER</code>,
<code class="constant">GL_COPY_READ_BUFFER</code>,
<code class="constant">GL_COPY_WRITE_BUFFER</code>,
<code class="constant">GL_DRAW_INDIRECT_BUFFER</code>,
<code class="constant">GL_DISPATCH_INDIRECT_BUFFER</code>,
<code class="constant">GL_ELEMENT_ARRAY_BUFFER</code>,
<code class="constant">GL_PIXEL_PACK_BUFFER</code>,
<code class="constant">GL_PIXEL_UNPACK_BUFFER</code>,
<code class="constant">GL_SHADER_STORAGE_BUFFER</code>,
<code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code>, or
<code class="constant">GL_UNIFORM_BUFFER</code>.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>offset</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the offset into the buffer object's data store where data replacement will begin,
measured in bytes.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>size</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the size in bytes of the data store region being replaced.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>data</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies a pointer to the new data that will be copied into the data store.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glBufferSubData</code> redefines some or all of the data store for the buffer object currently
bound to <em class="parameter"><code>target</code></em>. Data starting at byte offset <em class="parameter"><code>offset</code></em> and
extending for <em class="parameter"><code>size</code></em> bytes is copied to the data store from the memory pointed to by
<em class="parameter"><code>data</code></em>. An error is thrown if <em class="parameter"><code>offset</code></em> and <em class="parameter"><code>size</code></em>
together define a range beyond the bounds of the buffer object's data store.
</p>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>
When replacing the entire data store, consider using <code class="function">glBufferSubData</code> rather
than completely recreating the data store with <code class="function">glBufferData</code>. This avoids the cost of
reallocating the data store.
</p>
<p>
Consider using multiple buffer objects to avoid stalling the rendering pipeline during data store updates.
If any rendering in the pipeline makes reference to data in the buffer object being updated by
<code class="function">glBufferSubData</code>, especially from the specific region being updated, that rendering must
drain from the pipeline before the data store can be updated.
</p>
<p>
Clients must align data elements consistently with the requirements of the client
platform, with an additional base-level requirement that an offset within a buffer to
a datum comprising <math overflow="scroll"><mi mathvariant="italic">N</mi></math> bytes be a
multiple of <math overflow="scroll"><mi mathvariant="italic">N</mi></math>.
</p>
<p>
The <code class="constant">GL_COPY_READ_BUFFER</code>, <code class="constant">GL_COPY_WRITE_BUFFER</code>,
<code class="constant">GL_PIXEL_PACK_BUFFER</code>,<code class="constant">GL_PIXEL_UNPACK_READ_BUFFER</code>,
<code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code> and <code class="constant">GL_UNIFORM_BUFFER</code>
targets are available only if the GL ES version is 3.0 or greater.
</p>
<p>
The <code class="constant">GL_ATOMIC_COUNTER_BUFFER</code>, <code class="constant">GL_DISPATCH_INDIRECT_BUFFER</code>,
<code class="constant">GL_DRAW_INDIRECT_BUFFER</code> and <code class="constant">GL_SHADER_STORAGE_BUFFER</code>
targets are available only if the GL ES version is 3.1 or greater.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not
one of the accepted buffer targets.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>offset</code></em> or
<em class="parameter"><code>size</code></em> is negative, or if together they define a region of memory
that extends beyond the buffer object's allocated data store.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if the reserved buffer object name 0 is bound to <em class="parameter"><code>target</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if the buffer object being updated is mapped.
</p>
</div>
{$pipelinestall}{$examples}
<div class="refsect1" id="versions">
<h2>API Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
<span class="bold"><strong>OpenGL ES API Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">glBufferSubData</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p>
<a class="citerefentry" href="glBindBuffer"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>,
<a class="citerefentry" href="glBufferData"><span class="citerefentry"><span class="refentrytitle">glBufferData</span></span></a>,
<a class="citerefentry" href="glMapBufferRange"><span class="citerefentry"><span class="refentrytitle">glMapBufferRange</span></span></a>,
<a class="citerefentry" href="glUnmapBuffer"><span class="citerefentry"><span class="refentrytitle">glUnmapBuffer</span></span></a>
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright © 2005 Addison-Wesley.
Copyright © 2010-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
</div>
</div>