Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | Static Protected Attributes | Private Types | Private Attributes
Ogre::GLSLLinkProgramManager Class Reference

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

#include <OgreGLSLLinkProgramManager.h>

Inheritance diagram for Ogre::GLSLLinkProgramManager:
Inheritance graph
[legend]

List of all members.

Public Member Functions

 GLSLLinkProgramManager (void)
 ~GLSLLinkProgramManager (void)
void extractConstantDefs (const String &src, GpuNamedConstants &constantDefs, const String &filename)
 Populate a list of uniforms based on GLSL ES source.
void extractUniforms (GLuint programObject, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *geometryConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, const GpuConstantDefinitionMap *hullConstantDefs, const GpuConstantDefinitionMap *domainConstantDefs, const GpuConstantDefinitionMap *computeConstantDefs, GLUniformReferenceList &list, GLUniformBufferList &sharedList)
 Populate a list of uniforms based on a program object.
GLSLLinkProgramgetActiveLinkProgram (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.
void setActiveComputeShader (GLSLGpuProgram *computeGpuProgram)
 Set the active compute shader for the next rendering state.
void setActiveDomainShader (GLSLGpuProgram *domainGpuProgram)
 Set the active domain(evaluation) shader for the next rendering state.
void setActiveFragmentShader (GLSLGpuProgram *fragmentGpuProgram)
 Set the active fragment shader for the next rendering state.
void setActiveGeometryShader (GLSLGpuProgram *geometryGpuProgram)
 Set the active geometry shader for the next rendering state.
void setActiveHullShader (GLSLGpuProgram *hullGpuProgram)
 Set the active hull(control) shader for the next rendering state.
void setActiveVertexShader (GLSLGpuProgram *vertexGpuProgram)
 Set the active vertex shader for the next rendering state.

Static Public Member Functions

static GLSLLinkProgramManagergetSingleton (void)
static GLSLLinkProgramManagergetSingletonPtr (void)

Protected Member Functions

void completeDefInfo (GLenum gltype, GpuConstantDefinition &defToUpdate)
 Use type to complete other information.
bool completeParamSource (const String &paramName, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *geometryConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, const GpuConstantDefinitionMap *hullConstantDefs, const GpuConstantDefinitionMap *domainConstantDefs, const GpuConstantDefinitionMap *computeConstantDefs, GLUniformReference &refToUpdate)
 Find where the data for a specific uniform should come from, populate.
void parseIndividualConstant (const String &src, GpuNamedConstants &defs, String::size_type currPos, const String &filename, GpuSharedParametersPtr sharedParams)

Protected Attributes

GLSLGpuProgrammActiveComputeGpuProgram
GLSLGpuProgrammActiveDomainGpuProgram
GLSLGpuProgrammActiveFragmentGpuProgram
GLSLGpuProgrammActiveGeometryGpuProgram
GLSLGpuProgrammActiveHullGpuProgram
GLSLGpuProgrammActiveVertexGpuProgram
 Active objects defining the active rendering gpu state.

Static Protected Attributes

static GLSLLinkProgramManagermsSingleton

Private Types

typedef LinkProgramMap::iterator LinkProgramIterator
typedef map< uint32,
GLSLLinkProgram * >::type 
LinkProgramMap
typedef map< String, GLenum >::type StringToEnumMap

Private Attributes

GLSLLinkProgrammActiveLinkProgram
 active objects defining the active rendering gpu state
LinkProgramMap mLinkPrograms
 container holding previously created program objects
StringToEnumMap mTypeEnumMap

Detailed Description

Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL 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 Link Program Manager does the same. The GLSL 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.

Definition at line 53 of file Plus/src/GLSL/include/OgreGLSLLinkProgramManager.h.


Member Typedef Documentation

typedef LinkProgramMap::iterator Ogre::GLSLLinkProgramManager::LinkProgramIterator [private]
typedef map<String, GLenum>::type Ogre::GLSLLinkProgramManager::StringToEnumMap [private]

Constructor & Destructor Documentation


Member Function Documentation

void Ogre::GLSLProgramManagerCommon::completeDefInfo ( GLenum  gltype,
GpuConstantDefinition defToUpdate 
) [protected, inherited]

Use type to complete other information.

bool Ogre::GLSLProgramManagerCommon::completeParamSource ( const String paramName,
const GpuConstantDefinitionMap vertexConstantDefs,
const GpuConstantDefinitionMap geometryConstantDefs,
const GpuConstantDefinitionMap fragmentConstantDefs,
const GpuConstantDefinitionMap hullConstantDefs,
const GpuConstantDefinitionMap domainConstantDefs,
const GpuConstantDefinitionMap computeConstantDefs,
GLUniformReference refToUpdate 
) [protected, inherited]

Find where the data for a specific uniform should come from, populate.

void Ogre::GLSLProgramManagerCommon::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.
void Ogre::GLSLProgramManagerCommon::extractUniforms ( GLuint  programObject,
const GpuConstantDefinitionMap vertexConstantDefs,
const GpuConstantDefinitionMap geometryConstantDefs,
const GpuConstantDefinitionMap fragmentConstantDefs,
const GpuConstantDefinitionMap hullConstantDefs,
const GpuConstantDefinitionMap domainConstantDefs,
const GpuConstantDefinitionMap computeConstantDefs,
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).

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.

void Ogre::GLSLProgramManagerCommon::parseIndividualConstant ( const String src,
GpuNamedConstants defs,
String::size_type  currPos,
const String filename,
GpuSharedParametersPtr  sharedParams 
) [protected, inherited]

Set the active compute shader for the next rendering state.

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

Set the active domain(evaluation) shader for the next rendering state.

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

Set the active fragment shader for the next rendering state.

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

Set the active geometry shader for the next rendering state.

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

Set the active hull(control) shader for the next rendering state.

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

Set the active vertex shader for the next rendering state.

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


Member Data Documentation

Definition at line 58 of file OgreGLSLProgramManagerCommon.h.

Definition at line 57 of file OgreGLSLProgramManagerCommon.h.

Definition at line 55 of file OgreGLSLProgramManagerCommon.h.

Definition at line 54 of file OgreGLSLProgramManagerCommon.h.

Definition at line 56 of file OgreGLSLProgramManagerCommon.h.

active objects defining the active rendering gpu state

Definition at line 65 of file Plus/src/GLSL/include/OgreGLSLLinkProgramManager.h.

Active objects defining the active rendering gpu state.

Definition at line 53 of file OgreGLSLProgramManagerCommon.h.

container holding previously created program objects

Definition at line 62 of file Plus/src/GLSL/include/OgreGLSLLinkProgramManager.h.

Definition at line 75 of file OgreSingleton.h.


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

Copyright © 2012 Torus Knot Software Ltd
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Mon Jul 27 2020 13:41:12