OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::GLSLShader Class Referencefinal

Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL). More...

#include <OgreGLSLShader.h>

+ Inheritance diagram for Ogre::GLSLShader:

Classes

class  CmdAttach
 Command object for attaching another GLSL Program. More...
 
class  CmdColumnMajorMatrices
 Command object for setting matrix packing in column-major order. More...
 
class  CmdInputOperationType
 Command object for setting the input operation type (geometry shader only) More...
 
class  CmdMaxOutputVertices
 Command object for setting the maximum output vertices (geometry shader only) More...
 
class  CmdOutputOperationType
 Command object for setting the output operation type (geometry shader only) More...
 
class  CmdPreprocessorDefines
 Command object for setting macro defines. More...
 

Public Types

enum  LoadingFlags {
  LF_DEFAULT = 0 , LF_INCLUDE_NON_RELOADABLE = 1 , LF_ONLY_UNREFERENCED = 2 , LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE = 3 ,
  LF_PRESERVE_STATE = 4 , LF_MARKED_FOR_RELOAD = 8
}
 Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior. More...
 
enum  LoadingState {
  LOADSTATE_UNLOADED , LOADSTATE_LOADING , LOADSTATE_LOADED , LOADSTATE_UNLOADING ,
  LOADSTATE_PREPARED , LOADSTATE_PREPARING , LOADSTATE_UNLOADED_MARKED_FOR_RELOAD
}
 Enum identifying the loading state of the resource. More...
 

Public Member Functions

 GLSLShader (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader)
 
 ~GLSLShader ()
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed. More...
 
virtual void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event. More...
 
virtual void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event. More...
 
virtual void _fireUnloadingComplete ()
 Firing of unloading complete event. More...
 
GpuProgram_getBindingDelegate () override
 Since GLSL has no assembly, use this shader for binding. More...
 
virtual void _notifyOrigin (const String &origin)
 Notify this resource of it's origin. More...
 
virtual void addListener (Listener *lis)
 Register a listener on this resource. More...
 
void attachChildShader (const String &name)
 Attach another GLSL Shader to this one. More...
 
void attachToProgramObject (const GLuint programObject)
 
void bind ()
 Bind the shader in OpenGL. More...
 
void bindParameters (GpuProgramParametersSharedPtr params, uint16 mask)
 Execute the param binding functions for this shader. More...
 
void bindPassIterationParameters (GpuProgramParametersSharedPtr params)
 Execute the pass iteration param binding functions for this shader. More...
 
size_t calculateSize () const override
 Calculate the size of a resource; this will only be called after 'load'. More...
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource. More...
 
bool compile (const bool checkErrors=false)
 Compile source into shader object. More...
 
virtual void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
GpuProgramParametersSharedPtr createParameters () override
 Overridden from GpuProgram. More...
 
void detachFromProgramObject (const GLuint programObject)
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource. More...
 
String getAttachedShaderNames () const
 
bool getBuildParametersFromReflection () const
 
bool getColumnMajorMatrices () const
 Gets whether matrix packed in column-major order. More...
 
virtual Vector3 getComputeGroupDimensions () const
 Returns the number of process groups dispatched by this compute program. More...
 
const GpuNamedConstantsgetConstantDefinitions () const override
 Get the full list of GpuConstantDefinition instances. More...
 
virtual ResourceManagergetCreator ()
 Gets the manager which created this resource. More...
 
virtual GpuProgramParametersSharedPtr getDefaultParameters ()
 Get a reference to the default parameters which are to be used for all uses of this program. More...
 
bool getEnableIncludeHeader () const
 
GLuint getGLShaderHandle () const
 
GLenum getGLShaderType (GpuProgramType programType)
 Get OpenGL GLSL shader type from OGRE GPU program type. More...
 
virtual const StringgetGroup () const
 Gets the group which this resource is a member of. More...
 
virtual ResourceHandle getHandle () const
 
virtual OperationType getInputOperationType () const
 Returns the operation type that this geometry program expects to receive as input. More...
 
const StringgetLanguage () const override
 Overridden from GpuProgram. More...
 
virtual LoadingState getLoadingState () const
 Returns the current loading state. More...
 
virtual const StringgetManualNamedConstantsFile () const
 Gets the name of a file from which to load named parameters mapping for a program which would not be able to derive named parameters itself. More...
 
virtual int getMaxOutputVertices () const
 Returns the maximum number of vertices that this geometry program can output in a single run. More...
 
virtual const StringgetName () const
 Gets resource name. More...
 
virtual ushort getNumberOfPosesIncluded () const
 Returns the number of simultaneous poses the vertex program can blend, for use in pose animation. More...
 
uint8 getNumClipDistances () const
 Retrieves the number of clip distances. See GpuProgram::setNumClipDistances. More...
 
virtual const StringgetOrigin () const
 Get the origin of this resource, e.g. More...
 
virtual OperationType getOutputOperationType () const
 Returns the operation type that this geometry program will emit. More...
 
ParamDictionarygetParamDictionary ()
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary () const
 
virtual String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters () const
 Retrieves a list of parameters valid for this object. More...
 
bool getPassFogStates () const override
 Returns whether a fragment program wants fog state to be passed through fixed pipeline low level API rendering calls (default true, subclasses can override) More...
 
bool getPassSurfaceAndLightStates () const override
 Returns whether a vertex program wants light and material states to be passed through fixed pipeline low level API rendering calls (default false, subclasses can override) More...
 
bool getPassTransformStates () const override
 Overridden. More...
 
const StringgetPreprocessorDefines () const
 Sets the preprocessor defines use to compile the program. More...
 
GLuint getShaderID () const
 Get the OGRE assigned shader ID. More...
 
String getShaderTypeLabel (GpuProgramType programType)
 Get a string containing the name of the GLSL shader type correspondening to the OGRE GPU program type. More...
 
virtual size_t getSize () const
 Retrieves info about the size of the resource. More...
 
virtual const StringgetSource () const
 Gets the assembler source for this program. More...
 
virtual const StringgetSourceFile () const
 Gets the name of the file used as source for this program. More...
 
virtual size_t getStateCount () const
 Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
 
virtual const StringgetSyntaxCode () const
 Gets the syntax code for this program e.g. More...
 
virtual GpuProgramType getType () const
 Get the program type. More...
 
virtual bool hasCompileError () const
 Did this program encounter a compile error when loading? More...
 
virtual bool hasDefaultParameters () const
 Returns true if default parameters have been set up. More...
 
virtual bool isAdjacencyInfoRequired () const
 Returns whether this geometry program requires adjacency information from the input primitives. More...
 
virtual bool isBackgroundLoaded () const
 Returns whether this Resource has been earmarked for background loading. More...
 
GLint isLinked ()
 Return the shader link status. More...
 
virtual bool isLoaded () const
 Returns true if the Resource has been loaded, false otherwise. More...
 
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading. More...
 
virtual bool isManuallyLoaded () const
 Is this resource manually loaded? More...
 
virtual bool isMorphAnimationIncluded () const
 Returns whether a vertex program includes the required instructions to perform morph animation. More...
 
virtual bool isPoseAnimationIncluded () const
 Returns whether a vertex program includes the required instructions to perform pose animation. More...
 
virtual bool isPrepared () const
 Returns true if the Resource has been prepared, false otherwise. More...
 
virtual bool isReloadable () const
 Returns true if the Resource is reloadable, false otherwise. More...
 
virtual bool isSkeletalAnimationIncluded () const
 Returns whether a vertex program includes the required instructions to perform skeletal animation. More...
 
virtual bool isSupported () const
 Returns whether this program can be supported on the current renderer and hardware. More...
 
virtual bool isVertexTextureFetchRequired () const
 Returns whether this vertex program requires support for vertex texture fetch from the hardware. More...
 
virtual bool isVpAndRtArrayIndexFromAnyShaderRequired () const
 Returns whether this program requires support for choosing viewport or render target index in any program or only geometry one. More...
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already. More...
 
bool markForReload ()
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz)
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already. More...
 
virtual void reload (LoadingFlags flags=LF_DEFAULT)
 Reloads the resource, if it is already loaded. More...
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource. More...
 
virtual void resetCompileError ()
 Reset a compile error if it occurred, allowing the load to be retried. More...
 
virtual void setAdjacencyInfoRequired (bool r)
 Sets whether this geometry program requires adjacency information from the input primitives. More...
 
virtual void setAutoReflectArrayBindingsInRootLayout (bool bReflectArrayRootLayouts)
 Set to true to reflects the shader looking for array bindings (e.g. More...
 
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not. More...
 
void setBuildParametersFromReflection (bool buildParams)
 
void setColumnMajorMatrices (bool columnMajor)
 Sets whether matrix packing in column-major order. More...
 
virtual void setComputeGroupDimensions (Vector3 dimensions)
 Sets the number of process groups dispatched by this compute program. More...
 
void setEnableIncludeHeader (bool bEnable)
 Whether we should parse the source code looking for include files and embedding the file. More...
 
virtual void setInputOperationType (OperationType operationType)
 Sets the operation type that this geometry program expects to receive. More...
 
void setLinked (GLint flag)
 Set the shader link status. More...
 
virtual void setManuallyLoaded (bool isManual)
 Set "Is this resource manually loaded?". More...
 
virtual void setManualNamedConstants (const GpuNamedConstants &namedConstants)
 Allows you to manually provide a set of named parameter mappings to a program which would not be able to derive named parameters itself. More...
 
virtual void setManualNamedConstantsFile (const String &paramDefFile)
 Specifies the name of a file from which to load named parameters mapping for a program which would not be able to derive named parameters itself. More...
 
virtual void setMaxOutputVertices (int maxOutputVertices)
 Set the maximum number of vertices that a single run of this geometry program can emit. More...
 
virtual void setMorphAnimationIncluded (bool included)
 Sets whether a vertex program includes the required instructions to perform morph animation. More...
 
void setNumClipDistances (const uint8 numClipDistances)
 Sets the number of clip distances this shader uses. More...
 
virtual void setOutputOperationType (OperationType operationType)
 Set the operation type that this geometry program will emit. More...
 
virtual bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
virtual void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
virtual void setPoseAnimationIncluded (ushort poseCount)
 Sets whether a vertex program includes the required instructions to perform pose animation. More...
 
void setPrefabRootLayout (const PrefabRootLayout::PrefabRootLayout &prefab)
 Sets a prefab root layout, mostly meant for low level materials (e.g. More...
 
void setPreprocessorDefines (const String &defines)
 Sets the preprocessor defines use to compile the program. More...
 
void setReplaceVersionMacro (bool bReplace) override
 When true: More...
 
virtual void setRootLayout (GpuProgramType t, const RootLayout &rootLayout)
 Sets a RootLayout programmatically, thus the shader source won't be parsed looking for one We will call validate() More...
 
virtual void setSkeletalAnimationIncluded (bool included)
 Sets whether a vertex program includes the required instructions to perform skeletal animation. More...
 
virtual void setSource (const String &source)
 Sets the source assembly for this program from an in-memory string. More...
 
virtual void setSource (const String &source, const String &debugFilename)
 Sets the source assembly for this program from an in-memory string, while providing a path to a file, which can be needed/useful for debugging shaders (i.e. More...
 
virtual void setSourceFile (const String &filename)
 Sets the filename of the source assembly for this program. More...
 
virtual void setSyntaxCode (const String &syntax)
 Sets the syntax code for this program e.g. More...
 
virtual void setToLoaded ()
 Change the Resource loading state to loaded. More...
 
virtual void setType (GpuProgramType t)
 Set the program type (only valid before load) More...
 
virtual void setVertexTextureFetchRequired (bool r)
 Sets whether this vertex program requires support for vertex texture fetch from the hardware. More...
 
virtual void setVpAndRtArrayIndexFromAnyShaderRequired (bool r)
 Sets whether this program requires support for choosing viewport or render target index in any program or only geometry one. More...
 
virtual void touch ()
 'Touches' the resource to indicate it has been used. More...
 
void unbind ()
 Unbind the shader in OpenGL. More...
 
virtual void unload ()
 Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
 
virtual void unsetRootLayout ()
 

Static Public Member Functions

static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 
static void unbindAll ()
 

Public Attributes

 OGRE_AUTO_MUTEX
 

Static Public Attributes

static CmdEnableIncludeHeader msEnableIncludeHeaderCmd
 

Detailed Description

Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL).

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 GLSLShader will create a GL3PlusShader for the low level implementation. The GLSLShader class will create a shader object and compile the source but will not create a program object. It's up to GL3PlusShader class to request a program object to link the shader object to.
Note
GLSL supports 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.

Member Enumeration Documentation

◆ LoadingFlags

Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.

Enumerator
LF_DEFAULT 

Only reloadable resources are processed, reload restores initial state.

LF_INCLUDE_NON_RELOADABLE 

Process non-reloadable resources too.

LF_ONLY_UNREFERENCED 

Process only resources which are not referenced by any other object. Usefull to reduce resource consumption.

LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE 

Combination of LF_ONLY_UNREFERENCED and LF_INCLUDE_NON_RELOADABLE.

LF_PRESERVE_STATE 

Preserve some states during reloading, for example stencil shadows prepareness for Meshes.

LF_MARKED_FOR_RELOAD 

Resources are marked for reload on unloading, and only marked ones are processed on reloading.

◆ LoadingState

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

LOADSTATE_UNLOADED_MARKED_FOR_RELOAD 

Unloaded and marked for reload.

Constructor & Destructor Documentation

◆ GLSLShader()

Ogre::GLSLShader::GLSLShader ( ResourceManager creator,
const String name,
ResourceHandle  handle,
const String group,
bool  isManual,
ManualResourceLoader loader 
)

◆ ~GLSLShader()

Ogre::GLSLShader::~GLSLShader ( )

Member Function Documentation

◆ _dirtyState()

virtual void Ogre::Resource::_dirtyState ( )
virtualinherited

Manually mark the state of this resource as having been changed.

Remarks
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also
getStateCount.

◆ _fireLoadingComplete()

virtual void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded)
virtualinherited

Firing of loading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _firePreparingComplete()

virtual void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded)
virtualinherited

Firing of preparing complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _fireUnloadingComplete()

virtual void Ogre::Resource::_fireUnloadingComplete ( )
virtualinherited

Firing of unloading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

◆ _getBindingDelegate()

GpuProgram* Ogre::GLSLShader::_getBindingDelegate ( )
inlineoverridevirtual

Since GLSL has no assembly, use this shader for binding.

Reimplemented from Ogre::HighLevelGpuProgram.

◆ _notifyOrigin()

virtual void Ogre::Resource::_notifyOrigin ( const String origin)
inlinevirtualinherited

Notify this resource of it's origin.

◆ addListener()

virtual void Ogre::Resource::addListener ( Listener lis)
virtualinherited

Register a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ attachChildShader()

void Ogre::GLSLShader::attachChildShader ( const String name)

Attach another GLSL Shader to this one.

◆ attachToProgramObject()

void Ogre::GLSLShader::attachToProgramObject ( const GLuint  programObject)

◆ bind()

void Ogre::GLSLShader::bind ( )

Bind the shader in OpenGL.

◆ bindParameters()

void Ogre::GLSLShader::bindParameters ( GpuProgramParametersSharedPtr  params,
uint16  mask 
)

Execute the param binding functions for this shader.

◆ bindPassIterationParameters()

void Ogre::GLSLShader::bindPassIterationParameters ( GpuProgramParametersSharedPtr  params)

Execute the pass iteration param binding functions for this shader.

◆ calculateSize()

size_t Ogre::GLSLShader::calculateSize ( ) const
overridevirtual

Calculate the size of a resource; this will only be called after 'load'.

Reimplemented from Ogre::HighLevelGpuProgram.

◆ changeGroupOwnership()

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup)
virtualinherited

Change the resource group ownership of a Resource.

Remarks
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters
newGroupName of the new group

◆ cleanupDictionary()

static void Ogre::StringInterface::cleanupDictionary ( )
staticinherited

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

◆ compile()

bool Ogre::GLSLShader::compile ( const bool  checkErrors = false)

Compile source into shader object.

◆ copyParametersTo()

virtual void Ogre::StringInterface::copyParametersTo ( StringInterface dest) const
inlinevirtualinherited

Method for copying this object's parameters to another object.

Remarks
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters
destPointer to object to have it's parameters set the same as this object.

References Ogre::StringInterface::setParameter().

◆ createParameters()

GpuProgramParametersSharedPtr Ogre::GLSLShader::createParameters ( )
overridevirtual

Overridden from GpuProgram.

Reimplemented from Ogre::HighLevelGpuProgram.

◆ detachFromProgramObject()

void Ogre::GLSLShader::detachFromProgramObject ( const GLuint  programObject)

◆ escalateLoading()

virtual void Ogre::Resource::escalateLoading ( )
virtualinherited

Escalates the loading of a background loaded resource.

Remarks
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getAttachedShaderNames()

String Ogre::GLSLShader::getAttachedShaderNames ( ) const
inline

◆ getBuildParametersFromReflection()

bool Ogre::GpuProgram::getBuildParametersFromReflection ( ) const
inlineinherited

◆ getColumnMajorMatrices()

bool Ogre::GLSLShader::getColumnMajorMatrices ( ) const
inline

Gets whether matrix packed in column-major order.

◆ getComputeGroupDimensions()

virtual Vector3 Ogre::GpuProgram::getComputeGroupDimensions ( ) const
inlinevirtualinherited

Returns the number of process groups dispatched by this compute program.

◆ getConstantDefinitions()

const GpuNamedConstants& Ogre::HighLevelGpuProgram::getConstantDefinitions ( ) const
overridevirtualinherited

Get the full list of GpuConstantDefinition instances.

Note
Only available if this parameters object has named parameters.

Reimplemented from Ogre::GpuProgram.

◆ getCreator()

virtual ResourceManager* Ogre::Resource::getCreator ( )
inlinevirtualinherited

Gets the manager which created this resource.

◆ getDefaultParameters()

virtual GpuProgramParametersSharedPtr Ogre::GpuProgram::getDefaultParameters ( )
virtualinherited

Get a reference to the default parameters which are to be used for all uses of this program.

Remarks
A program can be set up with a list of default parameters, which can save time when using a program many times in a material with roughly the same settings. By retrieving the default parameters and populating it with the most used options, any new parameter objects created from this program afterwards will automatically include the default parameters; thus users of the program need only change the parameters which are unique to their own usage of the program.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getEnableIncludeHeader()

bool Ogre::HighLevelGpuProgram::getEnableIncludeHeader ( ) const
inherited

◆ getGLShaderHandle()

GLuint Ogre::GLSLShader::getGLShaderHandle ( ) const
inline

◆ getGLShaderType()

GLenum Ogre::GLSLShader::getGLShaderType ( GpuProgramType  programType)

Get OpenGL GLSL shader type from OGRE GPU program type.

◆ getGroup()

virtual const String& Ogre::Resource::getGroup ( ) const
inlinevirtualinherited

Gets the group which this resource is a member of.

Reimplemented in Ogre::v1::OldSkeletonInstance.

◆ getHandle()

virtual ResourceHandle Ogre::Resource::getHandle ( ) const
inlinevirtualinherited

Reimplemented in Ogre::v1::OldSkeletonInstance.

◆ getInputOperationType()

virtual OperationType Ogre::GLSLShader::getInputOperationType ( ) const
inlinevirtual

Returns the operation type that this geometry program expects to receive as input.

◆ getLanguage()

const String& Ogre::GLSLShader::getLanguage ( ) const
overridevirtual

Overridden from GpuProgram.

Reimplemented from Ogre::GpuProgram.

◆ getLoadingState()

virtual LoadingState Ogre::Resource::getLoadingState ( ) const
inlinevirtualinherited

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::get().

◆ getManualNamedConstantsFile()

virtual const String& Ogre::GpuProgram::getManualNamedConstantsFile ( ) const
inlinevirtualinherited

Gets the name of a file from which to load named parameters mapping for a program which would not be able to derive named parameters itself.

◆ getMaxOutputVertices()

virtual int Ogre::GLSLShader::getMaxOutputVertices ( ) const
inlinevirtual

Returns the maximum number of vertices that this geometry program can output in a single run.

◆ getName()

virtual const String& Ogre::Resource::getName ( ) const
inlinevirtualinherited

Gets resource name.

Reimplemented in Ogre::v1::OldSkeletonInstance.

Referenced by Ogre::GpuProgramUsage::getProgramName().

◆ getNumberOfPosesIncluded()

virtual ushort Ogre::GpuProgram::getNumberOfPosesIncluded ( ) const
inlinevirtualinherited

Returns the number of simultaneous poses the vertex program can blend, for use in pose animation.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getNumClipDistances()

uint8 Ogre::GpuProgram::getNumClipDistances ( ) const
inlineinherited

Retrieves the number of clip distances. See GpuProgram::setNumClipDistances.

◆ getOrigin()

virtual const String& Ogre::Resource::getOrigin ( ) const
inlinevirtualinherited

Get the origin of this resource, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

◆ getOutputOperationType()

virtual OperationType Ogre::GLSLShader::getOutputOperationType ( ) const
inlinevirtual

Returns the operation type that this geometry program will emit.

◆ getParamDictionary() [1/2]

ParamDictionary* Ogre::StringInterface::getParamDictionary ( )
inlineinherited

Retrieves the parameter dictionary for this class.

Remarks
Only valid to call this after createParamDictionary.
Returns
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

◆ getParamDictionary() [2/2]

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( ) const
inlineinherited

◆ getParameter()

virtual String Ogre::StringInterface::getParameter ( const String name) const
inlinevirtualinherited

Generic parameter retrieval method.

Remarks
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters
nameThe name of the parameter to get
Returns
String value of parameter, blank if not found

References Ogre::ParamCommand::doGet().

◆ getParameters()

const ParameterList& Ogre::StringInterface::getParameters ( ) const
inherited

Retrieves a list of parameters valid for this object.

Returns
A reference to a static list of ParameterDef objects.

◆ getPassFogStates()

bool Ogre::GLSLShader::getPassFogStates ( ) const
overridevirtual

Returns whether a fragment program wants fog state to be passed through fixed pipeline low level API rendering calls (default true, subclasses can override)

Remarks
On DirectX, shader model 2 and earlier continues to have fixed-function fog applied to it, so fog state is still passed (you should disable fog on the pass if you want to perform fog in the shader). In OpenGL it is also common to be able to access the fixed-function fog state inside the shader.

Reimplemented from Ogre::GpuProgram.

◆ getPassSurfaceAndLightStates()

bool Ogre::GLSLShader::getPassSurfaceAndLightStates ( ) const
overridevirtual

Returns whether a vertex program wants light and material states to be passed through fixed pipeline low level API rendering calls (default false, subclasses can override)

Remarks
Most vertex programs do not need this material information, however GLSL shaders can refer to this material and lighting state so enable this option

Reimplemented from Ogre::GpuProgram.

◆ getPassTransformStates()

bool Ogre::GLSLShader::getPassTransformStates ( ) const
overridevirtual

Overridden.

Reimplemented from Ogre::GpuProgram.

◆ getPreprocessorDefines()

const String& Ogre::GLSLShader::getPreprocessorDefines ( ) const
inline

Sets the preprocessor defines use to compile the program.

◆ getShaderID()

GLuint Ogre::GLSLShader::getShaderID ( ) const
inline

Get the OGRE assigned shader ID.

◆ getShaderTypeLabel()

String Ogre::GLSLShader::getShaderTypeLabel ( GpuProgramType  programType)

Get a string containing the name of the GLSL shader type correspondening to the OGRE GPU program type.

◆ getSize()

virtual size_t Ogre::Resource::getSize ( ) const
inlinevirtualinherited

Retrieves info about the size of the resource.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getSource()

virtual const String& Ogre::GpuProgram::getSource ( ) const
inlinevirtualinherited

Gets the assembler source for this program.

◆ getSourceFile()

virtual const String& Ogre::GpuProgram::getSourceFile ( ) const
inlinevirtualinherited

Gets the name of the file used as source for this program.

◆ getStateCount()

virtual size_t Ogre::Resource::getStateCount ( ) const
inlinevirtualinherited

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

◆ getSyntaxCode()

virtual const String& Ogre::GpuProgram::getSyntaxCode ( ) const
inlinevirtualinherited

Gets the syntax code for this program e.g.

arbvp1, fp20, vs_1_1 etc

◆ getType()

virtual GpuProgramType Ogre::GpuProgram::getType ( ) const
inlinevirtualinherited

Get the program type.

◆ hasCompileError()

virtual bool Ogre::GpuProgram::hasCompileError ( ) const
inlinevirtualinherited

Did this program encounter a compile error when loading?

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ hasDefaultParameters()

virtual bool Ogre::GpuProgram::hasDefaultParameters ( ) const
inlinevirtualinherited

Returns true if default parameters have been set up.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::SharedPtr< T >::isNull().

◆ isAdjacencyInfoRequired()

virtual bool Ogre::GpuProgram::isAdjacencyInfoRequired ( ) const
inlinevirtualinherited

Returns whether this geometry program requires adjacency information from the input primitives.

◆ isBackgroundLoaded()

virtual bool Ogre::Resource::isBackgroundLoaded ( ) const
inlinevirtualinherited

Returns whether this Resource has been earmarked for background loading.

Remarks
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isLinked()

GLint Ogre::GLSLShader::isLinked ( )
inline

Return the shader link status.

Only used for separable programs.

◆ isLoaded()

virtual bool Ogre::Resource::isLoaded ( ) const
inlinevirtualinherited

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::get().

◆ isLoading()

virtual bool Ogre::Resource::isLoading ( ) const
inlinevirtualinherited

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::get().

◆ isManuallyLoaded()

virtual bool Ogre::Resource::isManuallyLoaded ( ) const
inlinevirtualinherited

Is this resource manually loaded?

◆ isMorphAnimationIncluded()

virtual bool Ogre::GpuProgram::isMorphAnimationIncluded ( ) const
inlinevirtualinherited

Returns whether a vertex program includes the required instructions to perform morph animation.

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

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isPoseAnimationIncluded()

virtual bool Ogre::GpuProgram::isPoseAnimationIncluded ( ) const
inlinevirtualinherited

Returns whether a vertex program includes the required instructions to perform pose animation.

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

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isPrepared()

virtual bool Ogre::Resource::isPrepared ( ) const
inlinevirtualinherited

Returns true if the Resource has been prepared, false otherwise.

References Ogre::AtomicScalar< T >::get().

◆ isReloadable()

virtual bool Ogre::Resource::isReloadable ( ) const
inlinevirtualinherited

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isSkeletalAnimationIncluded()

virtual bool Ogre::GpuProgram::isSkeletalAnimationIncluded ( ) const
inlinevirtualinherited

Returns whether a vertex 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.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isSupported()

virtual bool Ogre::GpuProgram::isSupported ( ) const
virtualinherited

Returns whether this program can be supported on the current renderer and hardware.

Reimplemented in Ogre::D3D11HLSLProgram, and Ogre::UnifiedHighLevelGpuProgram.

◆ isVertexTextureFetchRequired()

virtual bool Ogre::GpuProgram::isVertexTextureFetchRequired ( ) const
inlinevirtualinherited

Returns whether this vertex program requires support for vertex texture fetch from the hardware.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isVpAndRtArrayIndexFromAnyShaderRequired()

virtual bool Ogre::GpuProgram::isVpAndRtArrayIndexFromAnyShaderRequired ( ) const
inlinevirtualinherited

Returns whether this program requires support for choosing viewport or render target index in any program or only geometry one.

◆ load()

virtual void Ogre::Resource::load ( bool  backgroundThread = false)
virtualinherited

Loads the resource, if it is not already.

Remarks
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters
backgroundThreadIndicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ markForReload()

bool Ogre::Resource::markForReload ( )
inlineinherited

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [2/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [3/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator new[]() [2/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

◆ prepare()

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false)
virtualinherited

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters
backgroundThreadWhether this is occurring in a background thread

◆ reload()

virtual void Ogre::Resource::reload ( LoadingFlags  flags = LF_DEFAULT)
virtualinherited

Reloads the resource, if it is already loaded.

Remarks
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram, and Ogre::v1::Mesh.

◆ removeListener()

virtual void Ogre::Resource::removeListener ( Listener lis)
virtualinherited

Remove a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ resetCompileError()

virtual void Ogre::GpuProgram::resetCompileError ( )
inlinevirtualinherited

Reset a compile error if it occurred, allowing the load to be retried.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ setAdjacencyInfoRequired()

virtual void Ogre::GpuProgram::setAdjacencyInfoRequired ( bool  r)
inlinevirtualinherited

Sets whether this geometry program requires adjacency information from the input primitives.

◆ setAutoReflectArrayBindingsInRootLayout()

virtual void Ogre::GpuProgram::setAutoReflectArrayBindingsInRootLayout ( bool  bReflectArrayRootLayouts)
virtualinherited

Set to true to reflects the shader looking for array bindings (e.g.

uniform texture2D myTex[123]) to patch the Root Layout

Parameters
bReflectArrayRootLayoutsWhen true (default), reflect the shader to see if the RootLayout needs patching to include array bindings

When false, we assume the RootLayout doesn't need patching and array bindings are correct. Failure to do this right may result in shader compiler errors OR everything appears fine but Vulkan Validation Layers detect it

In debug builds we will validate and reflect anyway to detect wrong usage

Reimplemented in Ogre::VulkanProgram.

◆ setBackgroundLoaded()

virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl)
inlinevirtualinherited

Tells the resource whether it is background loaded or not.

Remarks
See also
Resource::isBackgroundLoaded . Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ setBuildParametersFromReflection()

void Ogre::GpuProgram::setBuildParametersFromReflection ( bool  buildParams)
inlineinherited

◆ setColumnMajorMatrices()

void Ogre::GLSLShader::setColumnMajorMatrices ( bool  columnMajor)
inline

Sets whether matrix packing in column-major order.

◆ setComputeGroupDimensions()

virtual void Ogre::GpuProgram::setComputeGroupDimensions ( Vector3  dimensions)
inlinevirtualinherited

Sets the number of process groups dispatched by this compute program.

◆ setEnableIncludeHeader()

void Ogre::HighLevelGpuProgram::setEnableIncludeHeader ( bool  bEnable)
inherited

Whether we should parse the source code looking for include files and embedding the file.

Disabled by default to avoid slowing down when #include is not used. Not needed if the API natively supports it (D3D11).

Remarks
Single line comments are supported: #include "MyFile.h" --> won't be included.
        Block comment lines are not supported, but may not matter if
        the included file does not close the block:
            / *
                #include "MyFile.h" --> file will be included anyway.
              /

        Preprocessor macros are not supported, but should not matter:
            #if SOME_MACRO
                #include "MyFile.h" --> file will be included anyway.
            #endif
    @par
        Recursive includes are supported (e.g. header includes a header)
    @par
        Beware included files mess up error reporting (wrong lines)
    @param bEnable
        True to support #include. Must be toggled before loading the source file.

◆ setInputOperationType()

virtual void Ogre::GLSLShader::setInputOperationType ( OperationType  operationType)
inlinevirtual

Sets the operation type that this geometry program expects to receive.

◆ setLinked()

void Ogre::GLSLShader::setLinked ( GLint  flag)
inline

Set the shader link status.

Only used for separable programs.

◆ setManuallyLoaded()

virtual void Ogre::Resource::setManuallyLoaded ( bool  isManual)
inlinevirtualinherited

Set "Is this resource manually loaded?".

◆ setManualNamedConstants()

virtual void Ogre::GpuProgram::setManualNamedConstants ( const GpuNamedConstants namedConstants)
virtualinherited

Allows you to manually provide a set of named parameter mappings to a program which would not be able to derive named parameters itself.

Remarks
You may wish to use this if you have assembler programs that were compiled from a high-level source, and want the convenience of still being able to use the named parameters from the original high-level source.
See also
setManualNamedConstantsFile

◆ setManualNamedConstantsFile()

virtual void Ogre::GpuProgram::setManualNamedConstantsFile ( const String paramDefFile)
virtualinherited

Specifies the name of a file from which to load named parameters mapping for a program which would not be able to derive named parameters itself.

Remarks
You may wish to use this if you have assembler programs that were compiled from a high-level source, and want the convenience of still being able to use the named parameters from the original high-level source. This method will make a low-level program search in the resource group of the program for the named file from which to load parameter names from. The file must be in the format produced by GpuNamedConstants::save.

◆ setMaxOutputVertices()

virtual void Ogre::GLSLShader::setMaxOutputVertices ( int  maxOutputVertices)
inlinevirtual

Set the maximum number of vertices that a single run of this geometry program can emit.

◆ setMorphAnimationIncluded()

virtual void Ogre::GpuProgram::setMorphAnimationIncluded ( bool  included)
inlinevirtualinherited

Sets whether a vertex program includes the required instructions to perform morph animation.

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

◆ setNumClipDistances()

void Ogre::GpuProgram::setNumClipDistances ( const uint8  numClipDistances)
inherited

Sets the number of clip distances this shader uses.

Only valid for vertex shaders. Default is 0

◆ setOutputOperationType()

virtual void Ogre::GLSLShader::setOutputOperationType ( OperationType  operationType)
inlinevirtual

Set the operation type that this geometry program will emit.

◆ setParameter()

virtual bool Ogre::StringInterface::setParameter ( const String name,
const String value 
)
virtualinherited

Generic parameter setting method.

Remarks
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
nameThe name of the parameter to set
valueString value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

◆ setParameterList()

virtual void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList)
virtualinherited

Generic multiple parameter setting method.

Remarks
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
paramListName/value pair list

◆ setPoseAnimationIncluded()

virtual void Ogre::GpuProgram::setPoseAnimationIncluded ( ushort  poseCount)
inlinevirtualinherited

Sets whether a vertex program includes the required instructions to perform pose animation.

Remarks
If this is set to true, OGRE will not blend the geometry according to pose animation, it will expect the vertex program to do it.
Parameters
poseCountThe number of simultaneous poses the program can blend

◆ setPrefabRootLayout()

void Ogre::GpuProgram::setPrefabRootLayout ( const PrefabRootLayout::PrefabRootLayout prefab)
inherited

Sets a prefab root layout, mostly meant for low level materials (e.g.

postprocessing) so that users don't have to deal with Root Layouts unless they exceed defaults

Each prefab higher root layout supports more features but consumes more memory

◆ setPreprocessorDefines()

void Ogre::GLSLShader::setPreprocessorDefines ( const String defines)

Sets the preprocessor defines use to compile the program.

◆ setReplaceVersionMacro()

void Ogre::GLSLShader::setReplaceVersionMacro ( bool  bReplace)
overridevirtual

When true:

On OpenGL: Finds the first occurrence of "ogre_glsl_ver_xxx" and only keeps "xxx" e.g. ogre_glsl_ver_330 becomes 330, ogre_glsl_ver_430 becomes 430

On Vulkan: Finds the first occurrence of "ogre_glsl_ver_xxx" and replaces it with "450"

This is disabled by default because we must scan the entire source and it's just wasted cycles when using Hlms.

However it is enabled by default on low level materials, because their source length tends to be very short and it is extremely useful/practical there

Parameters
bReplace

Reimplemented from Ogre::GpuProgram.

◆ setRootLayout()

virtual void Ogre::GpuProgram::setRootLayout ( GpuProgramType  t,
const RootLayout rootLayout 
)
virtualinherited

Sets a RootLayout programmatically, thus the shader source won't be parsed looking for one We will call validate()

Do not alter the type after calling this function.

This setting will be cleared if the program gets unloaded

Reimplemented in Ogre::VulkanProgram.

◆ setSkeletalAnimationIncluded()

virtual void Ogre::GpuProgram::setSkeletalAnimationIncluded ( bool  included)
inlinevirtualinherited

Sets whether a vertex 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.

◆ setSource() [1/2]

virtual void Ogre::GpuProgram::setSource ( const String source)
virtualinherited

Sets the source assembly for this program from an in-memory string.

Remarks
Setting this will have no effect until you (re)load the program.

◆ setSource() [2/2]

virtual void Ogre::GpuProgram::setSource ( const String source,
const String debugFilename 
)
virtualinherited

Sets the source assembly for this program from an in-memory string, while providing a path to a file, which can be needed/useful for debugging shaders (i.e.

Visual Studio Graphics Debugger)

Parameters
sourceShader source code
debugFilenameOptional Path to this file. Can be left blank.

◆ setSourceFile()

virtual void Ogre::GpuProgram::setSourceFile ( const String filename)
virtualinherited

Sets the filename of the source assembly for this program.

Remarks
Setting this will have no effect until you (re)load the program.

◆ setSyntaxCode()

virtual void Ogre::GpuProgram::setSyntaxCode ( const String syntax)
virtualinherited

Sets the syntax code for this program e.g.

arbvp1, fp20, vs_1_1 etc

◆ setToLoaded()

virtual void Ogre::Resource::setToLoaded ( )
inlinevirtualinherited

Change the Resource loading state to loaded.

References Ogre::AtomicScalar< T >::set().

◆ setType()

virtual void Ogre::GpuProgram::setType ( GpuProgramType  t)
virtualinherited

Set the program type (only valid before load)

◆ setVertexTextureFetchRequired()

virtual void Ogre::GpuProgram::setVertexTextureFetchRequired ( bool  r)
inlinevirtualinherited

Sets whether this vertex program requires support for vertex texture fetch from the hardware.

◆ setVpAndRtArrayIndexFromAnyShaderRequired()

virtual void Ogre::GpuProgram::setVpAndRtArrayIndexFromAnyShaderRequired ( bool  r)
inlinevirtualinherited

Sets whether this program requires support for choosing viewport or render target index in any program or only geometry one.

◆ touch()

virtual void Ogre::Resource::touch ( )
virtualinherited

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram, and Ogre::Material.

Referenced by Ogre::Material::touch().

◆ unbind()

void Ogre::GLSLShader::unbind ( )

Unbind the shader in OpenGL.

◆ unbindAll()

static void Ogre::GLSLShader::unbindAll ( )
static

◆ unload()

virtual void Ogre::Resource::unload ( )
virtualinherited

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ unsetRootLayout()

virtual void Ogre::GpuProgram::unsetRootLayout ( )
virtualinherited

Reimplemented in Ogre::VulkanProgram.

Member Data Documentation

◆ msEnableIncludeHeaderCmd

CmdEnableIncludeHeader Ogre::HighLevelGpuProgram::msEnableIncludeHeaderCmd
staticinherited

◆ OGRE_AUTO_MUTEX

Ogre::Resource::OGRE_AUTO_MUTEX
inherited

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