OGRE  1.12.13
Object-Oriented Graphics Rendering Engine
Ogre::GLRenderSystemCommon Class Referenceabstract

#include <OgreGLRenderSystemCommon.h>

+ Inheritance diagram for Ogre::GLRenderSystemCommon:

Classes

struct  VideoMode
 

Public Types

typedef std::vector< VideoModeVideoModes
 
- Public Types inherited from Ogre::RenderSystem
typedef MapIterator< Ogre::RenderTargetMapRenderTargetIterator
 Iterator over RenderTargets. More...
 

Public Member Functions

virtual ~GLRenderSystemCommon ()
 
virtual void _bindVao (GLContext *context, uint32 vao)
 Bind VAO, context should be equal to current context, as VAOs are not shared
More...
 
void _completeDeferredVaoFboDestruction ()
 Complete destruction of VAOs and FBOs deferred while creator context was not current. More...
 
void _convertProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest, bool)
 Converts a uniform projection matrix to suitable for this render system. More...
 
virtual void _copyContentsToMemory (Viewport *vp, const Box &src, const PixelBox &dst, RenderWindow::FrameBuffer buffer)=0
 Copies the current contents of the render target to a pixelbox. More...
 
virtual uint32 _createVao ()
 Create VAO on current context. More...
 
virtual void _destroyFbo (GLContext *context, uint32 fbo)
 Destroy FBO immediately or defer if it was created on other context. More...
 
virtual void _destroyVao (GLContext *context, uint32 vao)
 Destroy VAO immediately or defer if it was created on other context. More...
 
GLContext_getCurrentContext ()
 Returns the current context. More...
 
virtual void _getDepthStencilFormatFor (PixelFormat internalColourFormat, uint32 *depthFormat, uint32 *stencilFormat)
 Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE. More...
 
GLContext_getMainContext ()
 Returns the main context. More...
 
virtual void _unregisterContext (GLContext *context)=0
 Unregister a render target->context mapping. More...
 
virtual void bindVertexElementToGpu (const VertexElement &elem, const HardwareVertexBufferSharedPtr &vertexBuffer, const size_t vertexStart)=0
 
bool checkExtension (const String &ext) const
 Check if an extension is available. More...
 
unsigned int getDisplayMonitorCount () const
 
Real getMaximumDepthInputValue (void)
 Gets the maximum (farthest) depth value to be used when rendering using identity transforms. More...
 
Real getMinimumDepthInputValue (void)
 Gets the minimum (closest) depth value to be used when rendering using identity transforms. More...
 
bool hasMinGLVersion (int major, int minor) const
 Check if GL Version is supported. More...
 
virtual void notifyOnContextLost ()=0
 
void postExtraThreadsStarted ()
 Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. More...
 
void preExtraThreadsStarted ()
 Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. More...
 
void registerThread ()
 Register the an additional thread which may make calls to rendersystem-related objects. More...
 
virtual void resetRenderer (RenderWindow *pRenderWnd)=0
 
void setConfigOption (const String &name, const String &value)
 Specific options: More...
 
void unregisterThread ()
 Unregister an additional thread which may make calls to rendersystem-related objects. More...
 
- Public Member Functions inherited from Ogre::RenderSystem
 RenderSystem ()
 Default Constructor. More...
 
virtual ~RenderSystem ()
 Destructor. More...
 
virtual void _beginFrame ()
 Signifies the beginning of a frame, i.e. More...
 
virtual void _beginGeometryCount (void)
 The RenderSystem will keep a count of tris rendered, this resets the count. More...
 
void _cleanupDepthBuffers (bool bCleanManualBuffers=true)
 Removes all depth buffers. More...
 
virtual DepthBuffer_createDepthBufferFor (RenderTarget *renderTarget)=0
 Creates a DepthBuffer that can be attached to the specified RenderTarget. More...
 
virtual RenderWindow_createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0)
 Creates a new rendering window. More...
 
bool _createRenderWindows (const RenderWindowDescriptionList &renderWindowDescriptions, RenderWindowList &createdWindows)
 
virtual void _disableTextureUnit (size_t texUnit)
 Turns off a texture unit. More...
 
virtual void _disableTextureUnitsFrom (size_t texUnit)
 Disables all texture units from the given unit upwards. More...
 
virtual void _dispatchCompute (const Vector3i &workgroupDim)
 
virtual void _endFrame (void)=0
 Ends rendering of a frame to the current viewport. More...
 
virtual unsigned int _getBatchCount (void) const
 Reports the number of batches rendered since the last _beginGeometryCount call. More...
 
virtual CullingMode _getCullingMode (void) const
 
const String_getDefaultViewportMaterialScheme (void) const
 Returns the default material scheme used by the render system. More...
 
virtual unsigned int _getFaceCount (void) const
 Reports the number of tris rendered since the last _beginGeometryCount call. More...
 
virtual unsigned int _getVertexCount (void) const
 Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. More...
 
virtual Viewport_getViewport (void)
 Get the current active viewport for rendering. More...
 
virtual void _initialise ()
 Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
 
void _initRenderTargets (void)
 Utility method for initialising all render targets attached to this rendering system. More...
 
void _notifyCameraRemoved (const Camera *cam)
 Utility method to notify all render targets that a camera has been removed, in case they were referring to it as their viewer. More...
 
virtual RenderSystemContext_pauseFrame (void)
 Pause rendering for a frame. More...
 
virtual void _render (const RenderOperation &op)
 Render something to the active viewport. More...
 
virtual void _resumeFrame (RenderSystemContext *context)
 Resume rendering for a frame. More...
 
virtual void _setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage)=0
 Sets the global alpha rejection approach for future renders. More...
 
void _setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)
 
virtual void _setCullingMode (CullingMode mode)=0
 Sets the culling mode for the render system based on the 'vertex winding'. More...
 
virtual void _setDepthBias (float constantBias, float slopeScaleBias=0.0f)=0
 Sets the depth bias, NB you should use the Material version of this. More...
 
virtual void _setDepthBufferCheckEnabled (bool enabled=true)
 
virtual void _setDepthBufferFunction (CompareFunction func=CMPF_LESS_EQUAL)
 
virtual void _setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL)=0
 Sets the mode of operation for depth buffer tests from this point onwards. More...
 
virtual void _setDepthBufferWriteEnabled (bool enabled=true)
 
virtual void _setDepthClamp (bool enable)
 Clamp depth values to near and far plane rather than discarding. More...
 
void _setFog (FogMode f)
 
virtual void _setLineWidth (float width)
 Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP. More...
 
virtual void _setPointParameters (bool attenuationEnabled, Real minSize, Real maxSize)
 
virtual void _setPointSpritesEnabled (bool enabled)
 Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points. More...
 
virtual void _setPolygonMode (PolygonMode level)=0
 Sets how to rasterise triangles, as points, wireframe or solid polys. More...
 
void _setProjectionMatrix (Matrix4 m)
 
virtual void _setRenderTarget (RenderTarget *target)=0
 Set current render target to target, enabling its device context if needed. More...
 
virtual void _setSampler (size_t texUnit, Sampler &s)=0
 set the sampler settings for the given texture unit More...
 
void _setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op=SBO_ADD)
 
void _setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op=SBO_ADD, SceneBlendOperation alphaOp=SBO_ADD)
 
virtual void _setTexture (size_t unit, bool enabled, const TexturePtr &texPtr)=0
 Sets the texture to bind to a given texture unit. More...
 
virtual void _setTextureAddressingMode (size_t unit, const Sampler::UVWAddressingMode &uvw)
 
virtual void _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm)
 Sets the texture blend modes from a TextureUnitState record. More...
 
virtual void _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m, const Frustum *frustum=0)
 Sets a method for automatically calculating texture coordinates for a stage. More...
 
virtual void _setTextureCoordSet (size_t unit, size_t index)
 Sets the texture coordinate set to use for a texture unit. More...
 
virtual void _setTextureMatrix (size_t unit, const Matrix4 &xform)
 Sets the texture coordinate transformation matrix for a texture unit. More...
 
virtual void _setTextureProjectionRelativeTo (bool enabled, const Vector3 &pos)
 Notify the rendersystem that it should adjust texture projection to be relative to a different origin. More...
 
virtual void _setTextureUnitFiltering (size_t unit, FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
 
virtual void _setTextureUnitFiltering (size_t unit, FilterType ftype, FilterOptions filter)
 
virtual void _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl)
 Utility function for setting all the properties of a texture unit at once. More...
 
virtual void _setVertexTexture (size_t unit, const TexturePtr &tex)
 Binds a texture to a vertex, geometry, compute, tesselation hull or tessellation domain sampler. More...
 
void _setViewMatrix (const Matrix4 &m)
 
virtual void _setViewport (Viewport *vp)=0
 Sets the provided viewport as the active one for future rendering operations. More...
 
void _setWorldMatrix (const Matrix4 &m)
 
virtual void _swapAllRenderTargetBuffers ()
 Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter. More...
 
virtual void _updateAllRenderTargets (bool swapBuffers=true)
 Internal method for updating all render targets attached to this rendering system. More...
 
virtual void _useLights (unsigned short limit)
 Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits) More...
 
void addListener (Listener *l)
 Adds a listener to the custom events that this render system can raise. More...
 
virtual void applyFixedFunctionParams (const GpuProgramParametersPtr &params, uint16 variabilityMask)
 
void attachRenderTarget (RenderTarget &target)
 Attaches the passed render target to the render system. More...
 
virtual void beginProfileEvent (const String &eventName)=0
 This marks the beginning of an event for GPU profiling. More...
 
virtual void bindGpuProgram (GpuProgram *prg)
 Binds a given GpuProgram (but not the parameters). More...
 
virtual void bindGpuProgramParameters (GpuProgramType gptype, const GpuProgramParametersPtr &params, uint16 variabilityMask)=0
 Bind Gpu program parameters. More...
 
virtual void bindGpuProgramPassIterationParameters (GpuProgramType gptype)
 
virtual void clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, Real depth=1.0f, unsigned short stencil=0)=0
 Clears one or more frame buffers on the active render target. More...
 
void convertColourValue (const ColourValue &colour, uint32 *pDest)
 
virtual HardwareOcclusionQuerycreateHardwareOcclusionQuery (void)=0
 Create an object for performing hardware occlusion queries. More...
 
virtual MultiRenderTargetcreateMultiRenderTarget (const String &name)=0
 Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. More...
 
virtual RenderSystemCapabilitiescreateRenderSystemCapabilities () const =0
 Query the real capabilities of the GPU and driver in the RenderSystem. More...
 
virtual void destroyHardwareOcclusionQuery (HardwareOcclusionQuery *hq)
 Destroy a hardware occlusion query object. More...
 
virtual void destroyRenderTarget (const String &name)
 Destroys a render target of any sort. More...
 
virtual void destroyRenderTexture (const String &name)
 Destroys a render texture. More...
 
virtual void destroyRenderWindow (const String &name)
 Destroys a render window. More...
 
virtual RenderTargetdetachRenderTarget (const String &name)
 Detaches the render target with the passed name from the render system and returns a pointer to it. More...
 
virtual void endProfileEvent (void)=0
 Ends the currently active GPU profiling event. More...
 
const RenderSystemCapabilitiesgetCapabilities (void) const
 Gets the capabilities of the render system. More...
 
virtual VertexElementType getColourVertexElementType (void) const
 
const ConfigOptionMapgetConfigOptions () const
 Returns the details of this API's configuration options. More...
 
virtual void getCustomAttribute (const String &name, void *pData)
 Gets a custom (maybe platform-specific) attribute. More...
 
const DriverVersiongetDriverVersion (void) const
 Returns the driver version. More...
 
virtual const GpuProgramParametersPtrgetFixedFunctionParams (TrackVertexColourType tracking, FogMode fog)
 
HardwareVertexBufferSharedPtr getGlobalInstanceVertexBuffer () const
 Returns the global instance vertex buffer. More...
 
VertexDeclarationgetGlobalInstanceVertexBufferVertexDeclaration () const
 Gets vertex declaration for the global vertex buffer for the global instancing. More...
 
size_t getGlobalNumberOfInstances () const
 Gets the global number of instances. More...
 
virtual Real getHorizontalTexelOffset (void)
 Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool getInvertVertexWinding (void) const
 Indicates whether or not the vertex windings set will be inverted for the current render (e.g. More...
 
RenderSystemCapabilitiesgetMutableCapabilities ()
 Get a pointer to the current capabilities being used by the RenderSystem. More...
 
virtual const StringgetName (void) const =0
 Returns the name of the rendering system. More...
 
uint16 getNativeShadingLanguageVersion () const
 Gets the native shading language version for this render system. More...
 
const StringVectorgetRenderSystemEvents (void) const
 Gets a list of the rendersystem specific events that this rendersystem can raise. More...
 
RenderTargetgetRenderTarget (const String &name)
 Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found. More...
 
RenderTargetIterator getRenderTargetIterator (void)
 Returns a specialised MapIterator over all render targets attached to the RenderSystem. More...
 
RenderWindowDescription getRenderWindowDescription () const
 get a RenderWindowDescription from the current ConfigOptionMap More...
 
virtual Real getVerticalTexelOffset (void)
 Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool isGpuProgramBound (GpuProgramType gptype)
 Returns whether or not a Gpu program of the given type is currently bound. More...
 
bool isReverseDepthBufferEnabled () const
 Returns if reverse Z-buffer is enabled. More...
 
virtual bool isStaticBufferLockable () const
 
virtual void markProfileEvent (const String &event)=0
 Marks an instantaneous event for graphics profilers. More...
 
void reinitialise (void)
 Restart the renderer (normally following a change in settings). More...
 
void removeListener (Listener *l)
 Remove a listener to the custom events that this render system can raise. More...
 
virtual void setClipPlanes (const PlaneList &clipPlanes)
 Sets the user clipping region. More...
 
virtual void setColourBlendState (const ColourBlendState &state)=0
 Sets the global blending factors for combining subsequent renders with the existing frame contents. More...
 
virtual void setCurrentPassIterationCount (const size_t count)
 set the current multi pass count value. More...
 
void setDepthBufferFor (RenderTarget *renderTarget)
 Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget and sets it. More...
 
void setDeriveDepthBias (bool derive, float baseValue=0.0f, float multiplier=0.0f, float slopeScale=0.0f)
 Tell the render system whether to derive a depth bias on its own based on the values passed to it in setCurrentPassIterationCount. More...
 
virtual bool setDrawBuffer (ColourBufferType colourBuffer)
 Sets the colour buffer that the render system will to draw. More...
 
void setGlobalInstanceVertexBuffer (const HardwareVertexBufferSharedPtr &val)
 Sets the global instance vertex buffer. More...
 
void setGlobalInstanceVertexBufferVertexDeclaration (VertexDeclaration *val)
 Sets vertex declaration for the global vertex buffer for the global instancing. More...
 
void setGlobalNumberOfInstances (const size_t val)
 Sets the global number of instances. More...
 
void setInvertVertexWinding (bool invert)
 Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections. More...
 
virtual void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled. More...
 
virtual void setNormaliseNormals (bool normalise)
 Sets whether or not normals are to be automatically normalised. More...
 
virtual void setScissorTest (bool enabled, const Rect &rect=Rect())=0
 Sets the 'scissor region' i.e. More...
 
void setScissorTest (bool enabled, size_t left, size_t top=0, size_t right=800, size_t bottom=600)
 
virtual void setShadingType (ShadeOptions so)
 Sets the type of light shading required (default = Gouraud). More...
 
virtual void setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, uint32 refValue=0, uint32 compareMask=0xFFFFFFFF, uint32 writeMask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP, bool twoSidedOperation=false, bool readBackAsTexture=false)=0
 This method allows you to set all the stencil buffer parameters in one call. More...
 
virtual void setStencilCheckEnabled (bool enabled)=0
 Turns stencil buffer checking on or off. More...
 
void setStencilState (const StencilState &state)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual void shutdown (void)
 Shutdown the renderer and cleanup resources. More...
 
virtual void unbindGpuProgram (GpuProgramType gptype)
 Unbinds GpuPrograms of a given GpuProgramType. More...
 
void useCustomRenderSystemCapabilities (RenderSystemCapabilities *capabilities)
 Force the render system to use the special capabilities. More...
 
virtual String validateConfigOptions (void)
 Validates the options set for the rendering system, returning a message if there are problems. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::RenderSystem
static ListenergetSharedListener (void)
 Retrieve a pointer to the current shared render system listener. More...
 
static void setSharedListener (Listener *listener)
 Sets shared listener. More...
 

Member Typedef Documentation

◆ VideoModes

Constructor & Destructor Documentation

◆ ~GLRenderSystemCommon()

virtual Ogre::GLRenderSystemCommon::~GLRenderSystemCommon ( )
inlinevirtual

Member Function Documentation

◆ setConfigOption()

void Ogre::GLRenderSystemCommon::setConfigOption ( const String name,
const String value 
)
virtual

Specific options:

Key Default Description
Reversed Z-Buffer false Use reverse depth buffer to improve depth precision (GL3+ only)
Separate Shader Objects false Compile shaders individually instad of using monolithic programs. Better introspection. Allows mixing GLSL and SPIRV shaders (GL3+ only)
Fixed Pipeline Enabled true Use fixed function units where possible. Disable to test migration to shader-only pipeline (GL only)

Implements Ogre::RenderSystem.

◆ _copyContentsToMemory()

virtual void Ogre::GLRenderSystemCommon::_copyContentsToMemory ( Viewport vp,
const Box src,
const PixelBox dst,
RenderWindow::FrameBuffer  buffer 
)
pure virtual

Copies the current contents of the render target to a pixelbox.

Remarks
See suggestPixelFormat for a tip as to the best pixel format to extract into, although you can use whatever format you like and the results will be converted.

Implemented in Ogre::GLRenderSystem, and Ogre::GL3PlusRenderSystem.

◆ _getMainContext()

GLContext* Ogre::GLRenderSystemCommon::_getMainContext ( )
inline

Returns the main context.

◆ _getCurrentContext()

GLContext* Ogre::GLRenderSystemCommon::_getCurrentContext ( )
inline

Returns the current context.

◆ hasMinGLVersion()

bool Ogre::GLRenderSystemCommon::hasMinGLVersion ( int  major,
int  minor 
) const

Check if GL Version is supported.

◆ checkExtension()

bool Ogre::GLRenderSystemCommon::checkExtension ( const String ext) const

Check if an extension is available.

◆ _unregisterContext()

virtual void Ogre::GLRenderSystemCommon::_unregisterContext ( GLContext context)
pure virtual

Unregister a render target->context mapping.

If the context of target is the current context, change the context to the main context so it can be destroyed safely.

Note
This is automatically called by the destructor of GLContext.

Implemented in Ogre::GLRenderSystem, Ogre::GLES2RenderSystem, and Ogre::GL3PlusRenderSystem.

◆ bindVertexElementToGpu()

virtual void Ogre::GLRenderSystemCommon::bindVertexElementToGpu ( const VertexElement elem,
const HardwareVertexBufferSharedPtr vertexBuffer,
const size_t  vertexStart 
)
pure virtual

◆ getMinimumDepthInputValue()

Real Ogre::GLRenderSystemCommon::getMinimumDepthInputValue ( void  )
inlinevirtual

Gets the minimum (closest) depth value to be used when rendering using identity transforms.

Remarks
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
See also
Renderable::getUseIdentityView, Renderable::getUseIdentityProjection

Implements Ogre::RenderSystem.

◆ getMaximumDepthInputValue()

Real Ogre::GLRenderSystemCommon::getMaximumDepthInputValue ( void  )
inlinevirtual

Gets the maximum (farthest) depth value to be used when rendering using identity transforms.

Remarks
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
See also
Renderable::getUseIdentityView, Renderable::getUseIdentityProjection

Implements Ogre::RenderSystem.

◆ _convertProjectionMatrix()

void Ogre::GLRenderSystemCommon::_convertProjectionMatrix ( const Matrix4 matrix,
Matrix4 dest,
bool  forGpuProgram 
)
virtual

Converts a uniform projection matrix to suitable for this render system.

Remarks
Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine.

Implements Ogre::RenderSystem.

◆ _getDepthStencilFormatFor()

virtual void Ogre::GLRenderSystemCommon::_getDepthStencilFormatFor ( PixelFormat  internalColourFormat,
uint32 depthFormat,
uint32 stencilFormat 
)
virtual

Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE.

Reimplemented in Ogre::GL3PlusRenderSystem.

◆ _createVao()

virtual uint32 Ogre::GLRenderSystemCommon::_createVao ( )
inlinevirtual

Create VAO on current context.

Reimplemented in Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _bindVao()

virtual void Ogre::GLRenderSystemCommon::_bindVao ( GLContext context,
uint32  vao 
)
inlinevirtual

Bind VAO, context should be equal to current context, as VAOs are not shared

Reimplemented in Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _destroyVao()

virtual void Ogre::GLRenderSystemCommon::_destroyVao ( GLContext context,
uint32  vao 
)
inlinevirtual

Destroy VAO immediately or defer if it was created on other context.

Reimplemented in Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _destroyFbo()

virtual void Ogre::GLRenderSystemCommon::_destroyFbo ( GLContext context,
uint32  fbo 
)
inlinevirtual

Destroy FBO immediately or defer if it was created on other context.

Reimplemented in Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _completeDeferredVaoFboDestruction()

void Ogre::GLRenderSystemCommon::_completeDeferredVaoFboDestruction ( )

Complete destruction of VAOs and FBOs deferred while creator context was not current.

◆ getDisplayMonitorCount()

unsigned int Ogre::GLRenderSystemCommon::getDisplayMonitorCount ( ) const
virtual
Deprecated:
do not use

Reimplemented from Ogre::RenderSystem.

◆ registerThread()

void Ogre::GLRenderSystemCommon::registerThread ( )
virtual

Register the an additional thread which may make calls to rendersystem-related objects.

Remarks
This method should only be called by additional threads during their initialisation. If they intend to use hardware rendering system resources they should call this method before doing anything related to the render system. Some rendering APIs require a per-thread setup and this method will sort that out. It is also necessary to call unregisterThread before the thread shuts down.
Note
This method takes no parameters - it must be called from the thread being registered and that context is enough.

Reimplemented from Ogre::RenderSystem.

◆ unregisterThread()

void Ogre::GLRenderSystemCommon::unregisterThread ( )
virtual

Unregister an additional thread which may make calls to rendersystem-related objects.

See also
RenderSystem::registerThread

Reimplemented from Ogre::RenderSystem.

◆ preExtraThreadsStarted()

void Ogre::GLRenderSystemCommon::preExtraThreadsStarted ( )
virtual

Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered.

Remarks
Call this from your main thread before starting your other threads.
Note
If you start your own threads, there is a specific startup sequence which must be respected and requires synchronisation between the threads:
  1. [Main thread] Call preExtraThreadsStarted()
  2. [Main thread] Start other thread, wait
  3. [Other thread] Call registerThread(), notify main thread & continue
  4. [Main thread] Wake up & call postExtraThreadsStarted()
Once this init sequence is completed the threads are independent but this startup sequence must be respected.

Reimplemented from Ogre::RenderSystem.

◆ postExtraThreadsStarted()

void Ogre::GLRenderSystemCommon::postExtraThreadsStarted ( )
virtual

Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered.

See also
RenderSystem::preExtraThreadsStarted

Reimplemented from Ogre::RenderSystem.

◆ resetRenderer()

virtual void Ogre::GLRenderSystemCommon::resetRenderer ( RenderWindow pRenderWnd)
pure virtual

Implemented in Ogre::GLES2RenderSystem.

◆ notifyOnContextLost()

virtual void Ogre::GLRenderSystemCommon::notifyOnContextLost ( )
pure virtual

Implemented in Ogre::GLES2RenderSystem.


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