public class ComputeShader
extends java.lang.Object
| Constructor and Description |
|---|
ComputeShader(java.lang.String name,
java.lang.String code) |
| Modifier and Type | Method and Description |
|---|---|
void |
bind(IGL gl) |
int |
compareTo(com.bonzaiengine.shader.AbstractShader o) |
java.lang.String |
getCode() |
java.lang.String |
getLoadError() |
java.lang.String |
getName() |
int |
getNumGroupX() |
int |
getNumGroupY() |
int |
getNumGroupZ() |
int |
getProgram() |
int |
getRefCount() |
ShaderState |
getState() |
<T extends IValueCopy<T>> |
getUniform(ShaderUniform.BuiltIn uniform) |
int |
getUniformLocation(ShaderUniform.BuiltIn uniform) |
boolean |
isLoaded() |
boolean |
load(IGL gl) |
void |
onContextLost()
Must be called when OpenGL context is lost
|
int |
release()
Decrement reference counter
|
void |
run(IGL gl) |
void |
sendUniforms(IGL gl)
Send uniform value, if changed, to OpenGL.
|
void |
setCode(java.lang.String code) |
void |
setWorkGroup(int workGroupX,
int workGroupY,
int workGroupZ) |
java.lang.String |
toString() |
void |
unbind(IGL gl) |
void |
unload(IGL gl) |
int |
use()
Increment reference counter
|
public final java.lang.String getCode()
public void setCode(java.lang.String code)
public boolean load(IGL gl)
public final void run(IGL gl)
public final void setWorkGroup(int workGroupX,
int workGroupY,
int workGroupZ)
public int getNumGroupX()
public int getNumGroupY()
public int getNumGroupZ()
public final java.lang.String toString()
toString in class java.lang.Objectpublic final int compareTo(com.bonzaiengine.shader.AbstractShader o)
compareTo in interface java.lang.Comparable<com.bonzaiengine.shader.AbstractShader>public final java.lang.String getName()
public final java.lang.String getLoadError()
public final void unload(IGL gl)
public final boolean isLoaded()
public final int getProgram()
public final void onContextLost()
public final void bind(IGL gl)
public final void unbind(IGL gl)
public ShaderState getState()
ShaderState of this Shader.ShaderState contains uniforms list and values for this shader.public final <T extends IValueCopy<T>> ShaderUniform<T> getUniform(ShaderUniform.BuiltIn uniform)
public final int getUniformLocation(ShaderUniform.BuiltIn uniform)
public final void sendUniforms(IGL gl)
ShaderUniform implementation bufferize uniform value,
the transfer to OpenGL is actual done here.gl - OpenGL contextpublic final int getRefCount()
public final int use()
public final int release()
Bonzai Engine 1.3.4 11/12/2015 - A Java OpenGL engine and tools for Windows/Mac/Linux/Android
Copyright © 2007-2015 Jérôme Jouvie bonzaiengine.com contact@bonzaiengine.com