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| GLSLSeparableProgram (GLSLShader *vertexShader, GLSLShader *hullShader, GLSLShader *domainShader, GLSLShader *geometryShader, GLSLShader *fragmentShader, GLSLShader *computeShader) |
| Constructor should only be used by GLSLSeparableProgramManager. More...
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| ~GLSLSeparableProgram () |
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void | activate (void) |
| Makes a program pipeline object active by making sure it is linked and then putting it in use. More...
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virtual void | extractLayoutQualifiers (void) |
| Finds layout qualifiers in the shader source and sets attribute indices appropriately. More...
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GLint | getAttributeIndex (VertexElementSemantic semantic, uint index) |
| Get the index of a non-standard attribute bound in the linked code. More...
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GLSLShader * | getComputeShader () const |
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GLSLShader * | getDomainShader () const |
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GLSLShader * | getFragmentShader () const |
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GLSLShader * | getGeometryShader () const |
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GLuint | getGLProgramHandle (void) const |
| Get the GL Handle for the program object. More...
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GLuint | getGLProgramPipelineHandle () const |
| GL Program Pipeline Handle. More...
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GLSLShader * | getHullShader () const |
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GL3PlusOldVertexArrayObject * | getVertexArrayObject () |
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GLSLShader * | getVertexShader () const |
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bool | isAttributeValid (VertexElementSemantic semantic, uint index) |
| Is a non-standard attribute bound in the linked code? More...
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bool | isSkeletalAnimationIncluded (void) const |
| Returns whether the linked program includes the required instructions to perform skeletal animation. More...
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void | setSkeletalAnimationIncluded (bool included) |
| Sets whether the linked program includes the required instructions to perform skeletal animation. More...
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void | updateAtomicCounters (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) |
| Updates program object atomic counter buffers using data from GpuProgramParameters. More...
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void | updatePassIterationUniforms (GpuProgramParametersSharedPtr params) |
| Updates program pipeline object uniforms using data from pass iteration GpuProgramParameters. More...
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void | updateUniformBlocks (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) |
| Updates program object uniform blocks using shared parameter data from GpuProgramParameters. More...
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void | updateUniforms (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) |
| Updates program pipeline object uniforms using named and indexed parameter data from GpuProgramParameters. More...
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Specialisation of GLSLProgram to provide support for separable programs via the OpenGL program pipeline.
Separable programs consist of shader objects which have been individually linked. This allows for invidual shaders in a program pipeline to be swapped without recompiling the program object, as would be necessary with monolithic programs. This is especially useful in the common case of only entities which change only a few of the shaders in the pipeline while leaving the rest the same.
GLSL also does not provide assembler low level output after compiling. The GL Render system assumes that the Gpu program is a GL Gpu program so GLSLSeparableProgram will create a GL3PlusShader for the low level implementation. The GLProgram class will create a shader and program object and compile the source but will not create a pipeline object. It's up to GLGpuProgram class to request a program pipeline object to link the program object to.
- Note
- GLSL supportsn multiple modular shader objects that can be attached to one program object to form a single shader. This is supported through the "attach" material script command. All the modules to be attached are listed on the same line as the attach command separated by white space.