OGRE  13.4
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 (const GLShaderList &shaders)
 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...
 
void updateUniforms (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType)
 Updates program pipeline object uniforms using named and indexed parameter data from GpuProgramParameters. More...
 
- Public Member Functions inherited from Ogre::GLSLProgram
void setTransformFeedbackVaryings (const std::vector< String > &nameStrings)
 
- 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::GLSLProgram
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 void writeMicrocodeToCache (uint32 id, GLuint programHandle)
 add the microcode to the 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...
 

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.

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 ( const GLShaderList shaders)
explicit

Constructor should only be used by GLSLSeparableProgramManager.

◆ ~GLSLSeparableProgram()

Ogre::GLSLSeparableProgram::~GLSLSeparableProgram ( )

Member Function Documentation

◆ 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::GLSLProgramCommon.

◆ 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::GLSLProgramCommon.


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