OGRE
14.2
Object-Oriented Graphics Rendering Engine
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Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...
#include <OgreGLSLESProgramPipeline.h>
Public Member Functions | |
GLSLESProgramPipeline (const GLShaderList &shaders) | |
Constructor should only be used by GLSLESProgramPipelineManager. More... | |
virtual | ~GLSLESProgramPipeline () |
void | activate (void) override |
Makes a program pipeline object active by making sure it is linked and then putting it in use. More... | |
void | updateUniforms (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) override |
Updates program pipeline object uniforms using data from GpuProgramParameters. More... | |
Public Member Functions inherited from Ogre::GLSLProgramCommon | |
GLSLProgramCommon (const GLShaderList &shaders) | |
virtual | ~GLSLProgramCommon () |
uint | getGLProgramHandle (void) const |
Get the GL Handle for the program object. More... | |
bool | isUsingShader (GLSLShaderCommon *shader) const |
query if the program is using the given shader More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from Ogre::GLSLESProgramCommon | |
static void | _writeToCache (uint32 id, GLuint programHandle) |
static void | bindFixedAttributes (GLuint program) |
static bool | getMicrocodeFromCache (uint32 id, GLuint programHandle) |
Get the the binary data of a program from the microcode cache. More... | |
Static Public Member Functions inherited from Ogre::GLSLProgramCommon | |
static int32 | getFixedAttributeIndex (VertexElementSemantic semantic, uint index) |
Get the fixed attribute bindings normally used by GL for a semantic. More... | |
static void | useTightAttributeLayout () |
use alternate vertex attribute layout using only 8 vertex attributes More... | |
Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0.
GLSL ES 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 ES also does not provide assembler low level output after compiling. The GL ES Render system assumes that the Gpu program is a GL Gpu program so GLSLESProgramPipeline will create a GLSLESGpuProgram that is subclassed from GLES2GpuProgram for the low level implementation. The GLES2Program class will create a shader and program object and compile the source but will not create a pipeline object. It's up to GLES2GpuProgram class to request a program pipeline object to link the program object to.
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explicit |
Constructor should only be used by GLSLESProgramPipelineManager.
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virtual |
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overridevirtual |
Updates program pipeline object uniforms using data from GpuProgramParameters.
normally called by GLSLESGpuProgram::bindParameters() just before rendering occurs.
Implements Ogre::GLSLProgramCommon.
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overridevirtual |
Makes a program pipeline object active by making sure it is linked and then putting it in use.
Implements Ogre::GLSLProgramCommon.