OGRE  master
Object-Oriented Graphics Rendering Engine
Ogre::GLSLESProgramPipeline Class Reference

Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...

#include <OgreGLSLESProgramPipeline.h>

+ Inheritance diagram for Ogre::GLSLESProgramPipeline:

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...
 

Detailed Description

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.

Note
GLSL ES 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.

Constructor & Destructor Documentation

◆ GLSLESProgramPipeline()

Ogre::GLSLESProgramPipeline::GLSLESProgramPipeline ( const GLShaderList shaders)
explicit

Constructor should only be used by GLSLESProgramPipelineManager.

◆ ~GLSLESProgramPipeline()

virtual Ogre::GLSLESProgramPipeline::~GLSLESProgramPipeline ( )
virtual

Member Function Documentation

◆ updateUniforms()

void Ogre::GLSLESProgramPipeline::updateUniforms ( GpuProgramParametersSharedPtr  params,
uint16  mask,
GpuProgramType  fromProgType 
)
overridevirtual

Updates program pipeline object uniforms using data from GpuProgramParameters.

normally called by GLSLESGpuProgram::bindParameters() just before rendering occurs.

Implements Ogre::GLSLProgramCommon.

◆ activate()

void Ogre::GLSLESProgramPipeline::activate ( void  )
overridevirtual

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: