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G3D::UniformTable Member List

This is the complete list of members for G3D::UniformTable, including all inherited members.

append(const UniformTable &other, const String &prefix="")G3D::UniformTable
append(const shared_ptr< UniformTable > &other, const String &prefix="")G3D::UniformTableinline
appendToPreamble(const String &extra)G3D::UniformTableinline
ArgTable typedefG3D::UniformTable
clearUniform(const String &s)G3D::UniformTableinline
clearUniformBindings()G3D::UniformTableinline
createShared(ArgTypes &&... args)G3D::ReferenceCountedObjectinlineprotectedstatic
getMacro(const String &name, String &value) constG3D::UniformTable
GPUAttributeTable typedefG3D::UniformTableprotected
gpuAttributeTable() constG3D::UniformTableinline
hasPreambleOrMacros() constG3D::UniformTableinline
hasUniform(const String &s) constG3D::UniformTableinline
m_macroArgsG3D::UniformTableprotected
m_preambleG3D::UniformTableprotected
m_streamArgsG3D::UniformTableprotected
m_uniformArgsG3D::UniformTableprotected
macro(const String &name) constG3D::UniformTableinline
preamble() constG3D::UniformTableinline
preambleAndMacroString() constG3D::UniformTable
setArrayUniform(const String &name, int index, const shared_ptr< BindlessTextureHandle > &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, int val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, float val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Vector2 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Vector3 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Vector4 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Color1 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Color3 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Color4 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Matrix2 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Matrix3 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Matrix4 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const Matrix2x3 &val, bool optional=false)G3D::UniformTable
setArrayUniform(const String &name, int index, const CoordinateFrame &val, bool optional=false)G3D::UniformTable
setAttributeArray(const String &name, const AttributeArray &val, int instanceDivisor=0)G3D::UniformTable
setImageUniform(const String &name, const shared_ptr< Texture > &val, Access access=Access::READ_WRITE, int mipLevel=0, bool optional=false)G3D::UniformTable
setImageUniform(const String &name, const shared_ptr< BufferTexture > &val, Access access=Access::READ_WRITE, bool optional=false)G3D::UniformTable
setMacro(const String &name, const String &value)G3D::UniformTable
setMacro(const String &name, const char *value)G3D::UniformTableinline
setMacro(const String &name, bool val)G3D::UniformTable
setMacro(const String &name, int val)G3D::UniformTable
setMacro(const String &name, uint32 val)G3D::UniformTable
setMacro(const String &name, double val)G3D::UniformTable
setMacro(const String &name, float val)G3D::UniformTable
setMacro(const String &name, const Vector2 &val)G3D::UniformTable
setMacro(const String &name, const Vector3 &val)G3D::UniformTable
setMacro(const String &name, const Vector4 &val)G3D::UniformTable
setMacro(const String &name, const Color1 &val)G3D::UniformTable
setMacro(const String &name, const Color3 &val)G3D::UniformTable
setMacro(const String &name, const Color4 &val)G3D::UniformTable
setMacro(const String &name, const Vector2int32 &val)G3D::UniformTable
setMacro(const String &name, const Vector2uint32 &val)G3D::UniformTable
setMacro(const String &name, const Vector3int32 &val)G3D::UniformTable
setMacro(const String &name, const Vector2int16 &val)G3D::UniformTable
setMacro(const String &name, const Vector3int16 &val)G3D::UniformTable
setMacro(const String &name, const Vector4int16 &val)G3D::UniformTable
setMacro(const String &name, const Vector4uint16 &val)G3D::UniformTable
setMacro(const String &name, const Matrix2 &val)G3D::UniformTable
setMacro(const String &name, const Matrix3 &val)G3D::UniformTable
setMacro(const String &name, const Matrix4 &val)G3D::UniformTable
setMacro(const String &name, const CoordinateFrame &val)G3D::UniformTable
setMacro(const String &name, const Matrix &val)G3D::UniformTable
setPreamble(const String &preamble)G3D::UniformTable
setUniform(const String &name, bool val, bool optional)G3D::UniformTable
setUniform(const String &name, bool val)G3D::UniformTableinline
setUniform(const String &name, int val, bool optional=false)G3D::UniformTable
setUniform(const String &name, float val, bool optional=false)G3D::UniformTable
setUniform(const String &name, uint32 val, bool optional=false)G3D::UniformTable
setUniform(const String &name, double val, bool optional=false)G3D::UniformTable
setUniform(const String &name, uint64 val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector2 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector3 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector4 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Color1 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Color3 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Color4 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector2int32 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector2uint32 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector3int32 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector2int16 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector3int16 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector4int16 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Vector4uint16 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Matrix2 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Matrix3 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Matrix4 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Matrix2x3 &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const Matrix &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const CoordinateFrame &val, bool optional=false)G3D::UniformTable
setUniform(const String &name, const shared_ptr< Texture > &val, const Sampler &settings, bool optional=false)G3D::UniformTable
setUniform(const String &name, const shared_ptr< BufferTexture > &val, bool optional)G3D::UniformTable
setUniform(const String &name, const shared_ptr< BufferTexture > &val)G3D::UniformTableinline
setUniform(const String &name, const shared_ptr< BindlessTextureHandle > &val, bool optional=false)G3D::UniformTable
Shader classG3D::UniformTablefriend
uniform(const String &name) constG3D::UniformTable
UniformTable()G3D::UniformTable
UniformTable(const Any &any)G3D::UniformTable
UniformTable(const UniformTable &other)G3D::UniformTableinline
uniformTable() constG3D::UniformTableinline
~ReferenceCountedObject()G3D::ReferenceCountedObjectinlinevirtual
~UniformTable()G3D::UniformTablevirtual

documentation generated on Wed Nov 24 2021 08:02:01 using doxygen 1.8.15