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| ShaderVariation (Shader *owner, ShaderType type) |
| Construct.
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| ~ShaderVariation () override |
| Destruct.
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void | OnDeviceLost () override |
| Mark the GPU resource destroyed on graphics context destruction.
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void | Release () override |
| Release the shader.
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bool | Create () |
| Compile the shader. Return true if successful.
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void | SetName (const ea::string &name) |
| Set name.
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void | SetDefines (const ea::string &defines) |
| Set defines.
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Shader * | GetOwner () const |
| Return the owner resource.
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ShaderType | GetShaderType () const |
| Return shader type.
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const ea::string & | GetName () const |
| Return shader name.
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ea::string | GetFullName () const |
| Return full shader name.
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bool | HasParameter (StringHash param) const |
| Return whether uses a parameter. Not applicable on OpenGL, where this information is contained in ShaderProgram instead.
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bool | HasTextureUnit (TextureUnit unit) const |
| Return whether uses a texture unit (only for pixel shaders). Not applicable on OpenGL, where this information is contained in ShaderProgram instead.
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const ea::unordered_map< StringHash, ShaderParameter > & | GetParameters () const |
| Return all parameter definitions. Not applicable on OpenGL, where this information is contained in ShaderProgram instead.
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unsigned long long | GetElementHash () const |
| Return vertex element hash.
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const ea::vector< unsigned char > & | GetByteCode () const |
| Return shader bytecode. Stored persistently on Direct3D11 only.
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const ea::string & | GetDefines () const |
| Return defines.
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const ea::string & | GetCompilerOutput () const |
| Return compile error/warning string.
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const ConstantBufferSizes & | GetConstantBufferSizes () const |
| Return constant buffer data sizes.
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| RefCounted () |
| Construct. Allocate the reference count structure and set an initial self weak reference.
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virtual | ~RefCounted () |
| Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
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| RefCounted (const RefCounted &rhs)=delete |
| Prevent copy construction.
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RefCounted & | operator= (const RefCounted &rhs)=delete |
| Prevent assignment.
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int | AddRef () |
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int | ReleaseRef () |
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int | Refs () const |
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int | WeakRefs () const |
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RefCount * | RefCountPtr () const |
| Return pointer to the reference count structure.
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bool | HasScriptObject () const |
| Return true if script runtime object wrapping this native object exists.
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bool | IsScriptStrongRef () const |
| Return true if script reference is strong.
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| GPUObject (Graphics *graphics) |
| Construct with graphics subsystem pointer.
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virtual | ~GPUObject () |
| Destruct. Remove from the Graphics.
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virtual void | OnDeviceReset () |
| Recreate the GPU resource and restore data if applicable.
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void | ClearDataLost () |
| Clear the data lost flag.
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Graphics * | GetGraphics () const |
| Return the graphics subsystem associated with this GPU object.
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void * | GetGPUObject () const |
| Return the object pointer. Applicable only on Direct3D.
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unsigned | GetGPUObjectName () const |
| Return the object name. Applicable only on OpenGL.
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bool | IsDataLost () const |
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bool | HasPendingData () const |
| Return whether has pending data assigned while graphics context was lost.
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Vertex or pixel shader on the GPU.