OGRE  1.10.4
Object-Oriented Graphics Rendering Engine
Ogre::GLSLESLinkProgramManager Class Reference

Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More...

#include <OgreGLSLESLinkProgramManager.h>

+ Inheritance diagram for Ogre::GLSLESLinkProgramManager:

Public Member Functions

 GLSLESLinkProgramManager (void)
 
 ~GLSLESLinkProgramManager (void)
 
void destroyAllByProgram (GLSLESProgram *gpuProgram)
 Destroy all linker programs which referencing this gpu program. More...
 
bool destroyLinkProgram (GLSLESLinkProgram *linkProgram)
 Destroy and remove the linker program from the local cache. More...
 
void extractConstantDefs (const String &src, GpuNamedConstants &constantDefs, const String &filename)
 Populate a list of uniforms based on GLSL ES source. More...
 
void extractUniforms (GLuint programObject, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, GLUniformReferenceList &list, GLUniformBufferList &sharedList)
 Populate a list of uniforms based on a program object. More...
 
GLSLESLinkProgramgetActiveLinkProgram (void)
 Get the program object that links the two active shader objects together if a program object was not already created and linked a new one is created and linked. More...
 
GLSLESLinkProgramgetByProgram (GLSLESProgram *gpuProgram)
 Get the linker program by a gpu program. More...
 
void optimiseShaderSource (GLSLESGpuProgram *gpuProgram)
 
void setActiveFragmentShader (GLSLESProgram *fragmentGpuProgram)
 Set the active fragment shader for the next rendering state. More...
 
void setActiveVertexShader (GLSLESProgram *vertexGpuProgram)
 Set the active vertex shader for the next rendering state. More...
 

Static Public Member Functions

static GLSLESLinkProgramManagergetSingleton (void)
 
static GLSLESLinkProgramManagergetSingletonPtr (void)
 

Detailed Description

Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state.

GLSL Vertex and fragment shader objects are compiled separately and then attached to a program object and then the program object is linked. Since Ogre can only handle one vertex program and one fragment program being active in a pass, the GLSL ES Link Program Manager does the same. The GLSL ES Link program manager acts as a state machine and activates a program object based on the active vertex and fragment program. Previously created program objects are stored along with a unique key in a hash_map for quick retrieval the next time the program object is required.

Constructor & Destructor Documentation

◆ GLSLESLinkProgramManager()

Ogre::GLSLESLinkProgramManager::GLSLESLinkProgramManager ( void  )

◆ ~GLSLESLinkProgramManager()

Ogre::GLSLESLinkProgramManager::~GLSLESLinkProgramManager ( void  )

Member Function Documentation

◆ getActiveLinkProgram()

GLSLESLinkProgram* Ogre::GLSLESLinkProgramManager::getActiveLinkProgram ( void  )

Get the program object that links the two active shader objects together if a program object was not already created and linked a new one is created and linked.

◆ getByProgram()

GLSLESLinkProgram* Ogre::GLSLESLinkProgramManager::getByProgram ( GLSLESProgram gpuProgram)

Get the linker program by a gpu program.

◆ destroyLinkProgram()

bool Ogre::GLSLESLinkProgramManager::destroyLinkProgram ( GLSLESLinkProgram linkProgram)

Destroy and remove the linker program from the local cache.

◆ destroyAllByProgram()

void Ogre::GLSLESLinkProgramManager::destroyAllByProgram ( GLSLESProgram gpuProgram)

Destroy all linker programs which referencing this gpu program.

◆ setActiveFragmentShader()

void Ogre::GLSLESLinkProgramManager::setActiveFragmentShader ( GLSLESProgram fragmentGpuProgram)

Set the active fragment shader for the next rendering state.

The active program object will be cleared. Normally called from the GLSLESGpuProgram::bindProgram and unbindProgram methods

◆ setActiveVertexShader()

void Ogre::GLSLESLinkProgramManager::setActiveVertexShader ( GLSLESProgram vertexGpuProgram)

Set the active vertex shader for the next rendering state.

The active program object will be cleared. Normally called from the GLSLESGpuProgram::bindProgram and unbindProgram methods

◆ getSingleton()

static GLSLESLinkProgramManager& Ogre::GLSLESLinkProgramManager::getSingleton ( void  )
static

◆ getSingletonPtr()

static GLSLESLinkProgramManager* Ogre::GLSLESLinkProgramManager::getSingletonPtr ( void  )
static

◆ optimiseShaderSource()

void Ogre::GLSLESProgramManagerCommon::optimiseShaderSource ( GLSLESGpuProgram *  gpuProgram)
inherited

◆ extractUniforms()

void Ogre::GLSLESProgramManagerCommon::extractUniforms ( GLuint  programObject,
const GpuConstantDefinitionMap vertexConstantDefs,
const GpuConstantDefinitionMap fragmentConstantDefs,
GLUniformReferenceList &  list,
GLUniformBufferList &  sharedList 
)
inherited

Populate a list of uniforms based on a program object.

Parameters
programObjectHandle to the program object to query
vertexConstantDefsDefinition of the constants extracted from the vertex program, used to match up physical buffer indexes with program uniforms. May be null if there is no vertex program.
fragmentConstantDefsDefinition of the constants extracted from the fragment program, used to match up physical buffer indexes with program uniforms. May be null if there is no fragment program.
listThe list to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want).

◆ extractConstantDefs()

void Ogre::GLSLESProgramManagerCommon::extractConstantDefs ( const String src,
GpuNamedConstants constantDefs,
const String filename 
)
inherited

Populate a list of uniforms based on GLSL ES source.

Parameters
srcReference to the source code
constantDefsThe defs to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want).
filenameThe file name this came from, for logging errors.

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