Panda3D
|
The ShaderContext is meant to contain the compiled version of a shader string. More...
#include "shaderContext.h"
Public Member Functions | |
ShaderContext (Shader *se) | |
virtual TypeHandle | force_init_type () |
Shader * | get_shader () const |
virtual TypeHandle | get_type () const |
Static Public Member Functions | |
static TypeHandle | get_class_type () |
static void | init_type () |
This function is declared non-inline to work around a compiler bug in g++ 2.96. | |
Public Attributes | |
Shader * | _shader |
The ShaderContext is meant to contain the compiled version of a shader string.
ShaderContext is an abstract base class, there will be a subclass of it for each shader language and graphics API. Since the languages are so different and the graphics APIs have so little in common, the base class contains almost nothing. All the implementation details are in the subclasses.
Definition at line 35 of file shaderContext.h.
static void ShaderContext::init_type | ( | ) | [inline, static] |
This function is declared non-inline to work around a compiler bug in g++ 2.96.
Making it inline seems to cause problems in the optimizer.
Reimplemented from SavedContext.
Reimplemented in DXShaderContext9.
Definition at line 49 of file shaderContext.h.
References TypedObject::init_type().