/usr/include/OGRE/OgreHighLevelGpuProgram.h is in libogre-1.9-dev 1.9.0+dfsg1-4.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __HighLevelGpuProgram_H__
#define __HighLevelGpuProgram_H__
#include "OgrePrerequisites.h"
#include "OgreGpuProgram.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Resources
* @{
*/
/** Abstract base class representing a high-level program (a vertex or
fragment program).
@remarks
High-level programs are vertex and fragment programs written in a high-level
language such as Cg or HLSL, and as such do not require you to write assembler code
like GpuProgram does. However, the high-level program does eventually
get converted (compiled) into assembler and then eventually microcode which is
what runs on the GPU. As well as the convenience, some high-level languages like Cg allow
you to write a program which will operate under both Direct3D and OpenGL, something
which you cannot do with just GpuProgram (which requires you to write 2 programs and
use each in a Technique to provide cross-API compatibility). Ogre will be creating
a GpuProgram for you based on the high-level program, which is compiled specifically
for the API being used at the time, but this process is transparent.
@par
You cannot create high-level programs direct - use HighLevelGpuProgramManager instead.
Plugins can register new implementations of HighLevelGpuProgramFactory in order to add
support for new languages without requiring changes to the core Ogre API. To allow
custom parameters to be set, this class extends StringInterface - the application
can query on the available custom parameters and get/set them without having to
link specifically with it.
*/
class _OgreExport HighLevelGpuProgram : public GpuProgram
{
protected:
/// Whether the high-level program (and it's parameter defs) is loaded
bool mHighLevelLoaded;
/// The underlying assembler program
GpuProgramPtr mAssemblerProgram;
/// Have we built the name->index parameter map yet?
mutable bool mConstantDefsBuilt;
/// Internal load high-level portion if not loaded
virtual void loadHighLevel(void);
/// Internal unload high-level portion if loaded
virtual void unloadHighLevel(void);
/** Internal load implementation, loads just the high-level portion, enough to
get parameters.
*/
virtual void loadHighLevelImpl(void);
/** Internal method for creating an appropriate low-level program from this
high-level program, must be implemented by subclasses. */
virtual void createLowLevelImpl(void) = 0;
/// Internal unload implementation, must be implemented by subclasses
virtual void unloadHighLevelImpl(void) = 0;
/// Populate the passed parameters with name->index map
virtual void populateParameterNames(GpuProgramParametersSharedPtr params);
/** Build the constant definition map, must be overridden.
@note The implementation must fill in the (inherited) mConstantDefs field at a minimum,
and if the program requires that parameters are bound using logical
parameter indexes then the mFloatLogicalToPhysical and mIntLogicalToPhysical
maps must also be populated.
*/
virtual void buildConstantDefinitions() const = 0;
/** @copydoc Resource::loadImpl */
void loadImpl();
/** @copydoc Resource::unloadImpl */
void unloadImpl();
public:
/** Constructor, should be used only by factory classes. */
HighLevelGpuProgram(ResourceManager* creator, const String& name, ResourceHandle handle,
const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
~HighLevelGpuProgram();
/** Creates a new parameters object compatible with this program definition.
@remarks
Unlike low-level assembly programs, parameters objects are specific to the
program and therefore must be created from it rather than by the
HighLevelGpuProgramManager. This method creates a new instance of a parameters
object containing the definition of the parameters this program understands.
*/
GpuProgramParametersSharedPtr createParameters(void);
/** @copydoc GpuProgram::_getBindingDelegate */
GpuProgram* _getBindingDelegate(void) { return mAssemblerProgram.getPointer(); }
/** Get the full list of GpuConstantDefinition instances.
@note
Only available if this parameters object has named parameters.
*/
const GpuNamedConstants& getConstantDefinitions() const;
/// Override GpuProgram::getNamedConstants to ensure built
const GpuNamedConstants& getNamedConstants() const { return getConstantDefinitions(); }
virtual size_t calculateSize(void) const;
};
/** @} */
/** @} */
}
#endif
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