OGRE  2.2.4
Object-Oriented Graphics Rendering Engine
Ogre::GLSLSeparableProgram Class Reference

Specialisation of GLSLProgram to provide support for separable programs via the OpenGL program pipeline. More...

#include <OgreGLSLSeparableProgram.h>

+ Inheritance diagram for Ogre::GLSLSeparableProgram:

Public Member Functions

 GLSLSeparableProgram (GLSLShader *vertexShader, GLSLShader *hullShader, GLSLShader *domainShader, GLSLShader *geometryShader, GLSLShader *fragmentShader, GLSLShader *computeShader)
 Constructor should only be used by GLSLSeparableProgramManager. More...
 
 ~GLSLSeparableProgram ()
 
void activate (void)
 Makes a program pipeline object active by making sure it is linked and then putting it in use. More...
 
virtual void extractLayoutQualifiers (void)
 Finds layout qualifiers in the shader source and sets attribute indices appropriately. More...
 
GLint getAttributeIndex (VertexElementSemantic semantic, uint index)
 Get the index of a non-standard attribute bound in the linked code. More...
 
GLSLShadergetComputeShader () const
 
GLSLShadergetDomainShader () const
 
GLSLShadergetFragmentShader () const
 
GLSLShadergetGeometryShader () const
 
GLuint getGLProgramHandle (void) const
 Get the GL Handle for the program object. More...
 
GLuint getGLProgramPipelineHandle () const
 GL Program Pipeline Handle. More...
 
GLSLShadergetHullShader () const
 
GL3PlusOldVertexArrayObjectgetVertexArrayObject ()
 
GLSLShadergetVertexShader () const
 
bool isAttributeValid (VertexElementSemantic semantic, uint index)
 Is a non-standard attribute bound in the linked code? More...
 
bool isSkeletalAnimationIncluded (void) const
 Returns whether the linked program includes the required instructions to perform skeletal animation. More...
 
void setSkeletalAnimationIncluded (bool included)
 Sets whether the linked program includes the required instructions to perform skeletal animation. More...
 
void updateAtomicCounters (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType)
 Updates program object atomic counter buffers using data from GpuProgramParameters. More...
 
void updatePassIterationUniforms (GpuProgramParametersSharedPtr params)
 Updates program pipeline object uniforms using data from pass iteration GpuProgramParameters. More...
 
void updateUniformBlocks (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType)
 Updates program object uniform blocks using shared parameter data from GpuProgramParameters. More...
 
void updateUniforms (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType)
 Updates program pipeline object uniforms using named and indexed parameter data from GpuProgramParameters. More...
 

Public Attributes

GLint mBaseInstanceLocation
 

Detailed Description

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.

Remarks
GLSL has no target assembler or entry point specification like DirectX 9 HLSL. Vertex and Fragment shaders only have one entry point called "main". When a shader is compiled, microcode is generated but can not be accessed by the application.

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.

Constructor & Destructor Documentation

◆ GLSLSeparableProgram()

Ogre::GLSLSeparableProgram::GLSLSeparableProgram ( GLSLShader vertexShader,
GLSLShader hullShader,
GLSLShader domainShader,
GLSLShader geometryShader,
GLSLShader fragmentShader,
GLSLShader computeShader 
)

Constructor should only be used by GLSLSeparableProgramManager.

◆ ~GLSLSeparableProgram()

Ogre::GLSLSeparableProgram::~GLSLSeparableProgram ( )

Member Function Documentation

◆ activate()

void Ogre::GLSLSeparableProgram::activate ( void  )
virtual

Makes a program pipeline object active by making sure it is linked and then putting it in use.

Implements Ogre::GLSLProgram.

◆ extractLayoutQualifiers()

virtual void Ogre::GLSLProgram::extractLayoutQualifiers ( void  )
virtualinherited

Finds layout qualifiers in the shader source and sets attribute indices appropriately.

◆ getAttributeIndex()

GLint Ogre::GLSLSeparableProgram::getAttributeIndex ( VertexElementSemantic  semantic,
uint  index 
)
virtual

Get the index of a non-standard attribute bound in the linked code.

Reimplemented from Ogre::GLSLProgram.

◆ getComputeShader()

GLSLShader* Ogre::GLSLProgram::getComputeShader ( ) const
inlineinherited

◆ getDomainShader()

GLSLShader* Ogre::GLSLProgram::getDomainShader ( ) const
inlineinherited

◆ getFragmentShader()

GLSLShader* Ogre::GLSLProgram::getFragmentShader ( ) const
inlineinherited

◆ getGeometryShader()

GLSLShader* Ogre::GLSLProgram::getGeometryShader ( ) const
inlineinherited

◆ getGLProgramHandle()

GLuint Ogre::GLSLProgram::getGLProgramHandle ( void  ) const
inlineinherited

Get the GL Handle for the program object.

◆ getGLProgramPipelineHandle()

GLuint Ogre::GLSLSeparableProgram::getGLProgramPipelineHandle ( ) const
inline

GL Program Pipeline Handle.

◆ getHullShader()

GLSLShader* Ogre::GLSLProgram::getHullShader ( ) const
inlineinherited

◆ getVertexArrayObject()

GL3PlusOldVertexArrayObject* Ogre::GLSLProgram::getVertexArrayObject ( )
inlineinherited

◆ getVertexShader()

GLSLShader* Ogre::GLSLProgram::getVertexShader ( ) const
inlineinherited

◆ isAttributeValid()

bool Ogre::GLSLProgram::isAttributeValid ( VertexElementSemantic  semantic,
uint  index 
)
inherited

Is a non-standard attribute bound in the linked code?

◆ isSkeletalAnimationIncluded()

bool Ogre::GLSLProgram::isSkeletalAnimationIncluded ( void  ) const
inlineinherited

Returns whether the linked program includes the required instructions to perform skeletal animation.

Remarks
If this returns true, OGRE will not blend the geometry according to skeletal animation, it will expect the vertex program to do it.

◆ setSkeletalAnimationIncluded()

void Ogre::GLSLProgram::setSkeletalAnimationIncluded ( bool  included)
inlineinherited

Sets whether the linked program includes the required instructions to perform skeletal animation.

Remarks
If this is set to true, OGRE will not blend the geometry according to skeletal animation, it will expect the vertex program to do it.

◆ updateAtomicCounters()

void Ogre::GLSLSeparableProgram::updateAtomicCounters ( GpuProgramParametersSharedPtr  params,
uint16  mask,
GpuProgramType  fromProgType 
)

Updates program object atomic counter buffers using data from GpuProgramParameters.

Normally called by GLSLShader::bindProgramAtomicCounterParameters() just before rendering occurs.

◆ updatePassIterationUniforms()

void Ogre::GLSLSeparableProgram::updatePassIterationUniforms ( GpuProgramParametersSharedPtr  params)
virtual

Updates program pipeline object uniforms using data from pass iteration GpuProgramParameters.

Normally called by GLSLShader::bindProgramPassIterationParameters() just before multi pass rendering occurs.

Implements Ogre::GLSLProgram.

◆ updateUniformBlocks()

void Ogre::GLSLSeparableProgram::updateUniformBlocks ( GpuProgramParametersSharedPtr  params,
uint16  mask,
GpuProgramType  fromProgType 
)
virtual

Updates program object uniform blocks using shared parameter data from GpuProgramParameters.

Normally called by GLSLShader::bindProgramSharedParameters() just before rendering occurs.

Implements Ogre::GLSLProgram.

◆ updateUniforms()

void Ogre::GLSLSeparableProgram::updateUniforms ( GpuProgramParametersSharedPtr  params,
uint16  mask,
GpuProgramType  fromProgType 
)
virtual

Updates program pipeline object uniforms using named and indexed parameter data from GpuProgramParameters.

normally called by GLSLShader::bindProgramParameters() just before rendering occurs.

Implements Ogre::GLSLProgram.

Member Data Documentation

◆ mBaseInstanceLocation

GLint Ogre::GLSLProgram::mBaseInstanceLocation
inherited

The documentation for this class was generated from the following file: