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Renderer::Backend::GL::CShaderProgramGLSL Member List

This is the complete list of members for Renderer::Backend::GL::CShaderProgramGLSL, including all inherited members.

As()Renderer::Backend::IDeviceObject< IShaderProgram >inline
AssertPointersBound()Renderer::Backend::GL::CShaderProgram
attrib_id_t typedefRenderer::Backend::GL::CShaderProgram
Bind(CShaderProgram *previousShaderProgram) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
BindClientStates()Renderer::Backend::GL::CShaderProgramprotected
ColorPointer(const Renderer::Backend::Format format, GLsizei stride, const void *pointer)Renderer::Backend::GL::CShaderProgramprotected
Create(CDevice *device, const CStr &name, const CShaderDefines &baseDefines)Renderer::Backend::GL::CShaderProgramstatic
CShaderProgram(int streamflags)Renderer::Backend::GL::CShaderProgramprotected
CShaderProgramGLSL(CDevice *device, const CStr &name, const VfsPath &programPath, PS::span< const std::tuple< VfsPath, GLenum > > shaderStages, const CShaderDefines &defines, const std::map< CStrIntern, int > &vertexAttribs, int streamflags)Renderer::Backend::GL::CShaderProgramGLSLinline
GetBindingSlot(const CStrIntern name) const overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
GetDevice() overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
GetFileDependencies() const overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
GetTextureUnit(const int32_t bindingSlot) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
IsStreamActive(const VertexAttributeStream stream) constRenderer::Backend::GL::CShaderProgram
Link(const VfsPath &path)Renderer::Backend::GL::CShaderProgramGLSLinline
m_ActiveVertexAttributesRenderer::Backend::GL::CShaderProgramGLSLprivate
m_BindingSlotsRenderer::Backend::GL::CShaderProgramGLSLprivate
m_BindingSlotsMappingRenderer::Backend::GL::CShaderProgramGLSLprivate
m_DeviceRenderer::Backend::GL::CShaderProgramGLSLprivate
m_FileDependenciesRenderer::Backend::GL::CShaderProgramGLSLprivate
m_NameRenderer::Backend::GL::CShaderProgramGLSLprivate
m_ProgramRenderer::Backend::GL::CShaderProgramGLSLprivate
m_ShaderStagesRenderer::Backend::GL::CShaderProgramGLSLprivate
m_StreamFlagsRenderer::Backend::GL::CShaderProgramprotected
m_ValidStreamsRenderer::Backend::GL::CShaderProgramprotected
m_VertexAttribsRenderer::Backend::GL::CShaderProgramGLSLprivate
NONCOPYABLE(CShaderProgram)Renderer::Backend::GL::CShaderProgramprivate
NormalPointer(const Renderer::Backend::Format format, GLsizei stride, const void *pointer)Renderer::Backend::GL::CShaderProgramprotected
SetUniform(const int32_t bindingSlot, const float value) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
SetUniform(const int32_t bindingSlot, const float valueX, const float valueY) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
SetUniform(const int32_t bindingSlot, const float valueX, const float valueY, const float valueZ) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
SetUniform(const int32_t bindingSlot, const float valueX, const float valueY, const float valueZ, const float valueW) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
SetUniform(const int32_t bindingSlot, PS::span< const float > values) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
TexCoordPointer(GLenum texture, const Renderer::Backend::Format format, GLsizei stride, const void *pointer)Renderer::Backend::GL::CShaderProgramprotected
Unbind() overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
UnbindClientStates()Renderer::Backend::GL::CShaderProgramprotected
VertexAttribPointer(const VertexAttributeStream stream, const Format format, const uint32_t offset, const uint32_t stride, const VertexAttributeRate rate, const void *data) overrideRenderer::Backend::GL::CShaderProgramGLSLinlinevirtual
VertexPointer(const Renderer::Backend::Format format, GLsizei stride, const void *pointer)Renderer::Backend::GL::CShaderProgramprotected
~CShaderProgram() overrideRenderer::Backend::GL::CShaderProgram
~CShaderProgramGLSL() overrideRenderer::Backend::GL::CShaderProgramGLSLinline
~IDeviceObject()Renderer::Backend::IDeviceObject< IShaderProgram >inlinevirtual