OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::GLSLESProgramPipelineManager Class Reference

Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More...

#include <OgreGLSLESProgramPipelineManager.h>

+ Inheritance diagram for Ogre::GLSLESProgramPipelineManager:

Public Member Functions

 GLSLESProgramPipelineManager ()
 
 ~GLSLESProgramPipelineManager ()
 
void extractUniformsFromGLSL (const String &src, GpuNamedConstants &constantDefs, const String &filename)
 Populate a list of uniforms based on GLSL source and store them in GpuNamedConstants. More...
 
void extractUniformsFromProgram (GLuint programObject, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, GLUniformReferenceList &uniformList, GLUniformBufferList &uniformBufferList)
 Populate a list of uniforms based on an OpenGL program object. More...
 
GLSLESProgramPipelinegetActiveProgramPipeline ()
 Get the program pipeline that combines the current program objects. More...
 
void optimiseShaderSource (GLSLESShader *gpuProgram)
 
void setActiveFragmentShader (GLSLESShader *fragmentShader)
 
void setActiveVertexShader (GLSLESShader *vertexShader)
 Set the active vertex and fragment link programs for the next rendering state. More...
 

Static Public Member Functions

static GLSLESProgramPipelineManagergetSingleton ()
 
static GLSLESProgramPipelineManagergetSingletonPtr ()
 

Detailed Description

Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program pipeline object that represents the active vertex and fragment program objects during a rendering state.

GLSL vertex and fragment program objects are compiled separately and then attached to a program object and then the program pipeline object is linked. Since Ogre can only handle one vertex program stage and one fragment program stage being active in a pass, the GLSL ES Program Pipeline Manager does the same. The GLSL ES Program Pipeline Manager acts as a state machine and activates a pipeline object based on the active vertex and fragment program. Previously created pipeline objects are stored along with a unique key in a hash map for quick retrieval the next time the pipeline object is required.

Constructor & Destructor Documentation

◆ GLSLESProgramPipelineManager()

Ogre::GLSLESProgramPipelineManager::GLSLESProgramPipelineManager ( )

◆ ~GLSLESProgramPipelineManager()

Ogre::GLSLESProgramPipelineManager::~GLSLESProgramPipelineManager ( )

Member Function Documentation

◆ extractUniformsFromGLSL()

void Ogre::GLSLESProgramManagerCommon::extractUniformsFromGLSL ( const String src,
GpuNamedConstants constantDefs,
const String filename 
)
inherited

Populate a list of uniforms based on GLSL source and store them in GpuNamedConstants.

Parameters
srcReference to the source code.
constantDefsThe defs to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want).
filenameThe file name this came from, for logging errors.

◆ extractUniformsFromProgram()

void Ogre::GLSLESProgramManagerCommon::extractUniformsFromProgram ( GLuint  programObject,
const GpuConstantDefinitionMap vertexConstantDefs,
const GpuConstantDefinitionMap fragmentConstantDefs,
GLUniformReferenceList uniformList,
GLUniformBufferList uniformBufferList 
)
inherited

Populate a list of uniforms based on an OpenGL program object.

Parameters
programObjectHandle to the program object to query.
vertexConstantDefsDefinition of the uniforms extracted from the vertex program, used to match up physical buffer indexes with program uniforms. May be null if there is no vertex program.
fragmentConstantDefsDefinition of the uniforms extracted from the fragment program, used to match up physical buffer indexes with program uniforms. May be null if there is no fragment program.
listThe list to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want).

◆ getActiveProgramPipeline()

GLSLESProgramPipeline* Ogre::GLSLESProgramPipelineManager::getActiveProgramPipeline ( )

Get the program pipeline that combines the current program objects.

If the program pipeline object was not already created a new one is created.

◆ getSingleton()

static GLSLESProgramPipelineManager& Ogre::GLSLESProgramPipelineManager::getSingleton ( )
static

◆ getSingletonPtr()

static GLSLESProgramPipelineManager* Ogre::GLSLESProgramPipelineManager::getSingletonPtr ( )
static

◆ optimiseShaderSource()

void Ogre::GLSLESProgramManagerCommon::optimiseShaderSource ( GLSLESShader gpuProgram)
inherited

◆ setActiveFragmentShader()

void Ogre::GLSLESProgramPipelineManager::setActiveFragmentShader ( GLSLESShader fragmentShader)

◆ setActiveVertexShader()

void Ogre::GLSLESProgramPipelineManager::setActiveVertexShader ( GLSLESShader vertexShader)

Set the active vertex and fragment link programs for the next rendering state.

The active program pipeline object will be cleared. Normally called from the GLSLESShader::bindProgram and unbindProgram methods.


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