CrystalSpace

Public API Reference

iShader Struct Reference

Specific shader. More...

#include <ivideo/shader/shader.h>

Inheritance diagram for iShader:

List of all members.

Public Types

enum  SVUserFlags {
  svuTextures = (1 << 0), svuBuffers = (1 << 1), svuVProc = (1 << 2), svuVP = (1 << 3),
  svuFP = (1 << 4), svuAll = 0xffff
}
 

Flags for SV users to be considered by GetUsedShaderVars.

More...

Public Member Functions

virtual bool ActivatePass (size_t ticket, size_t number)=0
 Activate a pass for rendering.
virtual csPtr
< iShaderPassesActivator
BeginShaderActivation (size_t ticket, iShaderPassesActivator *previous_activator)=0
 Start a “shader activation”, that is, the shader's passes will be activated one after another.
virtual bool DeactivatePass (size_t ticket)=0
 Completly deactivate a pass.
virtual const char * GetFileName ()=0
 Get name of the File where it was loaded from.
virtual const csShaderMetadataGetMetadata () const =0
 Get shader metadata.
virtual size_t GetNumberOfPasses (size_t ticket)=0
 Get number of passes this shader has.
virtual size_t GetTicket (const CS::Graphics::RenderMeshModes &modes, const csShaderVariableStack &stack)=0
 Query a "shader ticket".
virtual void GetUsedShaderVars (size_t ticket, csBitArray &bits, uint userFlags=svuAll) const =0
 Request all shader variables used by a certain shader ticket.
virtual void PushShaderVariables (csShaderVariableStack &stack, size_t ticket) const =0
 Push the variables of this shader onto the variable stack supplied in the "stack" argument.
virtual iObjectQueryObject ()=0
 Query the object.
virtual void SetFileName (const char *filename)=0
 Set name of the File where it was loaded from.
virtual bool SetupPass (size_t ticket, const CS::Graphics::RenderMesh *mesh, CS::Graphics::RenderMeshModes &modes, const csShaderVariableStack &stack)=0
 Setup a pass.
virtual bool TeardownPass (size_t ticket)=0
 Tear down current state, and prepare for a new mesh (for which SetupPass is called).
Shader technique selection and metadata



virtual csPtr< iShaderForceTechnique (int priority)=0
 Return a shader that wraps a certain technique of this shader.
virtual csPtr
< iShaderPriorityList
GetAvailablePriorities (size_t prioTicket) const =0
 Get a list of all available techniques (resp.
virtual size_t GetPrioritiesTicket (const CS::Graphics::RenderMeshModes &modes, const csShaderVariableStack &stack)=0
 Query a "priorities ticket".
virtual csPtr< iStringGetTechniqueMetadata (int priority, const char *dataKey) const =0
 Query metadata from a technique.

Detailed Description

Specific shader.

Can/will be either render-specific or general The shader in this form is "compiled" and cannot be modified.

Definition at line 522 of file shader.h.


Member Enumeration Documentation

Flags for SV users to be considered by GetUsedShaderVars.

Enumerator:
svuTextures 

Used by texture mappings.

svuBuffers 

Used by buffer bindings.

svuVProc 

Used by VProc program.

svuVP 

Used by vertex program.

svuFP 

Used by fragment program.

svuAll 

All users.

Definition at line 569 of file shader.h.


Member Function Documentation

virtual bool iShader::ActivatePass ( size_t  ticket,
size_t  number 
) [pure virtual]

Activate a pass for rendering.

virtual csPtr<iShaderPassesActivator> iShader::BeginShaderActivation ( size_t  ticket,
iShaderPassesActivator previous_activator 
) [pure virtual]

Start a “shader activation”, that is, the shader's passes will be activated one after another.

virtual bool iShader::DeactivatePass ( size_t  ticket  )  [pure virtual]

Completly deactivate a pass.

virtual csPtr<iShader> iShader::ForceTechnique ( int  priority  )  [pure virtual]

Return a shader that wraps a certain technique of this shader.

Returns 0 if no technique with that priority is actually present.

virtual csPtr<iShaderPriorityList> iShader::GetAvailablePriorities ( size_t  prioTicket  )  const [pure virtual]

Get a list of all available techniques (resp.

their priorities) for a priority ticket.

virtual const char* iShader::GetFileName (  )  [pure virtual]

Get name of the File where it was loaded from.

virtual const csShaderMetadata& iShader::GetMetadata (  )  const [pure virtual]

Get shader metadata.

virtual size_t iShader::GetNumberOfPasses ( size_t  ticket  )  [pure virtual]

Get number of passes this shader has.

virtual size_t iShader::GetPrioritiesTicket ( const CS::Graphics::RenderMeshModes modes,
const csShaderVariableStack stack 
) [pure virtual]

Query a "priorities ticket".

This is a shader-internal token representing the techniques available with the given mesh modes and shader variables.

See also:
GetTicket
virtual csPtr<iString> iShader::GetTechniqueMetadata ( int  priority,
const char *  dataKey 
) const [pure virtual]

Query metadata from a technique.

Returns 0 if no metadata with the given key is available.

virtual size_t iShader::GetTicket ( const CS::Graphics::RenderMeshModes modes,
const csShaderVariableStack stack 
) [pure virtual]

Query a "shader ticket".

Internally, a shader may choose one of several actual techniques or variants at runtime. However, the variant has to be known in order to determine the number of passes or to do pass preparation. As the decision what variant is to be used is made based on the mesh modes and the shader vars used for rendering, those have to be provided to get the actual variant, which is then identified by the "ticket".

virtual void iShader::GetUsedShaderVars ( size_t  ticket,
csBitArray bits,
uint  userFlags = svuAll 
) const [pure virtual]

Request all shader variables used by a certain shader ticket.

Parameters:
ticket The ticket for which to retrieve the information.
bits Bit array with one bit for each shader variable set; if a shader variable is used, the bit corresponding to the name of the variable is note set. Please note: first, the array passed in must initially have enough bits for all possible shader variables, it will not be resized - thus a good size would be the number of strings in the shader variable string set. Second, bits corresponding to unused shader variables will not be reset. It is the responsibility of the caller to do so.
userFlags What users to consider when collecting used SVs. Combination of SVUserFlags values.
virtual void iShader::PushShaderVariables ( csShaderVariableStack stack,
size_t  ticket 
) const [pure virtual]

Push the variables of this shader onto the variable stack supplied in the "stack" argument.

virtual iObject* iShader::QueryObject (  )  [pure virtual]

Query the object.

virtual void iShader::SetFileName ( const char *  filename  )  [pure virtual]

Set name of the File where it was loaded from.

virtual bool iShader::SetupPass ( size_t  ticket,
const CS::Graphics::RenderMesh mesh,
CS::Graphics::RenderMeshModes modes,
const csShaderVariableStack stack 
) [pure virtual]

Setup a pass.

virtual bool iShader::TeardownPass ( size_t  ticket  )  [pure virtual]

Tear down current state, and prepare for a new mesh (for which SetupPass is called).


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

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