pub struct Program { /* private fields */ }
Expand description
A combination of shaders linked together.
Implementations§
source§impl Program
impl Program
sourcepub fn new<'a, F, I>(
facade: &F,
input: I
) -> Result<Program, ProgramCreationError>where
I: Into<ProgramCreationInput<'a>>,
F: Facade + ?Sized,
pub fn new<'a, F, I>( facade: &F, input: I ) -> Result<Program, ProgramCreationError>where I: Into<ProgramCreationInput<'a>>, F: Facade + ?Sized,
Builds a new program.
sourcepub fn from_source<'a, F>(
facade: &F,
vertex_shader: &'a str,
fragment_shader: &'a str,
geometry_shader: Option<&'a str>
) -> Result<Program, ProgramCreationError>where
F: Facade + ?Sized,
pub fn from_source<'a, F>( facade: &F, vertex_shader: &'a str, fragment_shader: &'a str, geometry_shader: Option<&'a str> ) -> Result<Program, ProgramCreationError>where F: Facade + ?Sized,
Builds a new program from GLSL source code.
A program is a group of shaders linked together.
Parameters
vertex_shader
: Source code of the vertex shader.fragment_shader
: Source code of the fragment shader.geometry_shader
: Source code of the geometry shader.
Example
let program = glium::Program::from_source(&display, vertex_source, fragment_source,
Some(geometry_source));
sourcepub fn get_binary(&self) -> Result<Binary, GetBinaryError>
pub fn get_binary(&self) -> Result<Binary, GetBinaryError>
Returns the program’s compiled binary.
You can store the result in a file, then reload it later. This avoids having to compile the source code every time.
sourcepub fn get_frag_data_location(&self, name: &str) -> Option<u32>
pub fn get_frag_data_location(&self, name: &str) -> Option<u32>
Returns the location of an output fragment, if it exists.
The location is low-level information that is used internally by glium. You probably don’t need to call this function.
You can declare output fragments in your shaders by writing:
out vec4 foo;
sourcepub fn get_uniform(&self, name: &str) -> Option<&Uniform>
pub fn get_uniform(&self, name: &str) -> Option<&Uniform>
Returns informations about a uniform variable, if it exists.
sourcepub fn uniforms(&self) -> Iter<'_, String, Uniform>
pub fn uniforms(&self) -> Iter<'_, String, Uniform>
Returns an iterator to the list of uniforms.
Example
for (name, uniform) in program.uniforms() {
println!("Name: {} - Type: {:?}", name, uniform.ty);
}
sourcepub fn get_uniform_blocks(
&self
) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>
pub fn get_uniform_blocks( &self ) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>
Returns a list of uniform blocks.
Example
for (name, uniform) in program.get_uniform_blocks() {
println!("Name: {}", name);
}
sourcepub fn get_transform_feedback_buffers(&self) -> &[TransformFeedbackBuffer]
pub fn get_transform_feedback_buffers(&self) -> &[TransformFeedbackBuffer]
Returns the list of transform feedback varyings.
sourcepub fn transform_feedback_matches(
&self,
format: &VertexFormat,
stride: usize
) -> bool
pub fn transform_feedback_matches( &self, format: &VertexFormat, stride: usize ) -> bool
True if the transform feedback output of this program matches the specified VertexFormat
and stride
.
The stride
is the number of bytes between two vertices.
sourcepub fn get_output_primitives(&self) -> Option<OutputPrimitives>
pub fn get_output_primitives(&self) -> Option<OutputPrimitives>
Returns the type of geometry that transform feedback would generate, or None
if it
depends on the vertex/index data passed when drawing.
This corresponds to GL_GEOMETRY_OUTPUT_TYPE
or GL_TESS_GEN_MODE
. If the program doesn’t
contain either a geometry shader or a tessellation evaluation shader, returns None
.
sourcepub fn has_tessellation_shaders(&self) -> bool
pub fn has_tessellation_shaders(&self) -> bool
Returns true if the program contains a tessellation stage.
sourcepub fn has_tessellation_control_shader(&self) -> bool
pub fn has_tessellation_control_shader(&self) -> bool
Returns true if the program contains a tessellation control stage.
sourcepub fn has_tessellation_evaluation_shader(&self) -> bool
pub fn has_tessellation_evaluation_shader(&self) -> bool
Returns true if the program contains a tessellation evaluation stage.
sourcepub fn has_geometry_shader(&self) -> bool
pub fn has_geometry_shader(&self) -> bool
Returns true if the program contains a geometry shader.
sourcepub fn get_attribute(&self, name: &str) -> Option<&Attribute>
pub fn get_attribute(&self, name: &str) -> Option<&Attribute>
Returns informations about an attribute, if it exists.
sourcepub fn attributes(&self) -> Iter<'_, String, Attribute>
pub fn attributes(&self) -> Iter<'_, String, Attribute>
Returns an iterator to the list of attributes.
Example
for (name, attribute) in program.attributes() {
println!("Name: {} - Type: {:?}", name, attribute.ty);
}
sourcepub fn has_srgb_output(&self) -> bool
pub fn has_srgb_output(&self) -> bool
Returns true if the program has been configured to output sRGB instead of RGB.
sourcepub fn get_shader_storage_blocks(
&self
) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>
pub fn get_shader_storage_blocks( &self ) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>
Returns the list of shader storage blocks.
Example
for (name, uniform) in program.get_shader_storage_blocks() {
println!("Name: {}", name);
}
sourcepub fn get_subroutine_uniforms(
&self
) -> &HashMap<(String, ShaderStage), SubroutineUniform, BuildHasherDefault<FnvHasher>>
pub fn get_subroutine_uniforms( &self ) -> &HashMap<(String, ShaderStage), SubroutineUniform, BuildHasherDefault<FnvHasher>>
Returns the subroutine uniforms of this program.
Since subroutine uniforms are unique per shader and not per program,
the keys of the HashMap
are in the format ("subroutine_name", ShaderStage)
.
Example
for (&(ref name, shader), uniform) in program.get_subroutine_uniforms() {
println!("Name: {}", name);
}
sourcepub fn uses_point_size(&self) -> bool
pub fn uses_point_size(&self) -> bool
Returns true if the program has been configured to use the gl_PointSize
variable.
If the program uses gl_PointSize
without having been configured appropriately, then
setting the value of gl_PointSize
will have no effect.