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HdStSurfaceShader Class Reference

A scene-based SurfaceShader object. More...

+ Inheritance diagram for HdStSurfaceShader:

HdShader Virtual Interface //

HDST_API std::string GetSource (TfToken const &shaderStageKey) const override
 Returns the shader source provided by this shader for shaderStageKey. More...
 
HDST_API
HdSt_MaterialParamVector const & 
GetParams () const override
 Returns the shader parameters for this shader. More...
 
HDST_API void SetEnabledPrimvarFiltering (bool enabled)
 
HDST_API bool IsEnabledPrimvarFiltering () const override
 Returns whether primvar filtering is enabled for this shader. More...
 
HDST_API TfTokenVector const & GetPrimvarNames () const override
 Returns the names of primvar that are used by this shader. More...
 
HDST_API
HdBufferArrayRangeSharedPtr
const & 
GetShaderData () const override
 Returns a buffer which stores parameter fallback values and texture handles. More...
 
HDST_API TextureDescriptorVector GetTextures () const override
 
HDST_API
NamedTextureHandleVector const & 
GetNamedTextureHandles () const override
 Textures that need to be bound for this shader. More...
 
HDST_API void BindResources (int program, HdSt_ResourceBinder const &binder, HdRenderPassState const &state) override
 Binds shader-specific resources to program XXX: this interface is meant to be used for bridging the GlfSimpleLightingContext mechanism, and not for generic use-cases. More...
 
HDST_API void UnbindResources (int program, HdSt_ResourceBinder const &binder, HdRenderPassState const &state) override
 Unbinds shader-specific resources. More...
 
HDST_API void AddBindings (HdBindingRequestVector *customBindings) override
 Add custom bindings (used by codegen) More...
 
HDST_API ID ComputeHash () const override
 Returns the hash value of the shader code and configuration. More...
 
HDST_API ID ComputeTextureSourceHash () const override
 Returns the hash value of the paths of the texture prims consumed by this shader. More...
 
HDST_API TfToken GetMaterialTag () const override
 Material tags can be set in the meta-data of a glslfx file to control what rprim collection that prims using this shader should go into. More...
 
HDST_API void SetFragmentSource (const std::string &source)
 Setter method for prim. More...
 
HDST_API void SetGeometrySource (const std::string &source)
 
HDST_API void SetParams (const HdSt_MaterialParamVector &params)
 
HDST_API void SetTextureDescriptors (const TextureDescriptorVector &texDesc)
 
HDST_API void SetNamedTextureHandles (const NamedTextureHandleVector &)
 
HDST_API void SetBufferSources (HdBufferSpecVector const &bufferSpecs, HdBufferSourceSharedPtrVector &&bufferSources, HdStResourceRegistrySharedPtr const &resourceRegistry)
 
HDST_API void AddResourcesFromTextures (ResourceContext &ctx) const override
 Called after textures have been committed. More...
 
HDST_API void SetMaterialTag (TfToken const &materialTag)
 
virtual HDST_API void Reload ()
 If the prim is based on asset, reload that asset. More...
 
static HDST_API bool CanAggregate (HdStShaderCodeSharedPtr const &shaderA, HdStShaderCodeSharedPtr const &shaderB)
 Returns if the two shaders can be aggregated into the same draw batch. More...
 
static HDST_API void AddFallbackValueToSpecsAndSources (const HdSt_MaterialParam &param, HdBufferSpecVector *const specs, HdBufferSourceSharedPtrVector *const sources)
 Adds the fallback value of the given material param to buffer specs and sources using the param's name. More...
 
HDST_API void _SetSource (TfToken const &shaderStageKey, std::string const &source)
 
HDST_API ID _ComputeHash () const
 
HDST_API ID _ComputeTextureSourceHash () const
 

Additional Inherited Members

- Public Types inherited from HdStShaderCode
typedef size_t ID
 
typedef std::vector
< TextureDescriptor > 
TextureDescriptorVector
 
using NamedTextureHandleVector = std::vector< NamedTextureHandle >
 
- Public Member Functions inherited from HdStShaderCode
- Static Public Member Functions inherited from HdStShaderCode
static HDST_API ID ComputeHash (HdStShaderCodeSharedPtrVector const &shaders)
 Returns the combined hash values of multiple shaders. More...
 

Detailed Description

A scene-based SurfaceShader object.

When surface shaders are expresed in the scene graph, the HdSceneDelegate can use this object to express these surface shaders in Storm. In addition to the shader itself, a binding from the Rprim to the SurfaceShader must be expressed as well.

Definition at line 63 of file surfaceShader.h.

Member Function Documentation

HDST_API void AddBindings ( HdBindingRequestVector *  customBindings)
overridevirtual

Add custom bindings (used by codegen)

Implements HdStShaderCode.

static HDST_API void AddFallbackValueToSpecsAndSources ( const HdSt_MaterialParam &  param,
HdBufferSpecVector *const  specs,
HdBufferSourceSharedPtrVector *const  sources 
)
static

Adds the fallback value of the given material param to buffer specs and sources using the param's name.

HDST_API void AddResourcesFromTextures ( ResourceContext ctx) const
overridevirtual

Called after textures have been committed.

Shader can return buffer sources for different BARs (most likely, the shader bar) that require texture metadata such as the bindless texture handle which is only available after the commit.

Reimplemented from HdStShaderCode.

HDST_API void BindResources ( int  program,
HdSt_ResourceBinder const &  binder,
HdRenderPassState const &  state 
)
overridevirtual

Binds shader-specific resources to program XXX: this interface is meant to be used for bridging the GlfSimpleLightingContext mechanism, and not for generic use-cases.

Implements HdStShaderCode.

static HDST_API bool CanAggregate ( HdStShaderCodeSharedPtr const &  shaderA,
HdStShaderCodeSharedPtr const &  shaderB 
)
static

Returns if the two shaders can be aggregated into the same draw batch.

HDST_API ID ComputeHash ( ) const
overridevirtual

Returns the hash value of the shader code and configuration.

It is computed from the the GLSL code as well as the resource signature of the shader (as determined from its parameters). If two shaders have the same hash, the GLSL code as expanded by codegen should also be the same.

Implements HdStShaderCode.

HDST_API ID ComputeTextureSourceHash ( ) const
overridevirtual

Returns the hash value of the paths of the texture prims consumed by this shader.

Unless textures are bindless, shaders using different textures cannot be used in the same draw batch. Since textures can be animated, it can happen that two texture prims use the same texture at some time but different textures at other times. To avoid re-computing the draw batches over time, we use the this hash when grouping the draw batches.

Reimplemented from HdStShaderCode.

HDST_API TfToken GetMaterialTag ( ) const
overridevirtual

Material tags can be set in the meta-data of a glslfx file to control what rprim collection that prims using this shader should go into.

E.g. We can use it to split opaque and translucent prims into different collections. When no material tags are specified in the shader, a empty token is returned.

Reimplemented from HdStShaderCode.

HDST_API NamedTextureHandleVector const& GetNamedTextureHandles ( ) const
overridevirtual

Textures that need to be bound for this shader.

Reimplemented from HdStShaderCode.

HDST_API HdSt_MaterialParamVector const& GetParams ( ) const
overridevirtual

Returns the shader parameters for this shader.

Reimplemented from HdStShaderCode.

HDST_API TfTokenVector const& GetPrimvarNames ( ) const
overridevirtual

Returns the names of primvar that are used by this shader.

Reimplemented from HdStShaderCode.

HDST_API HdBufferArrayRangeSharedPtr const& GetShaderData ( ) const
overridevirtual

Returns a buffer which stores parameter fallback values and texture handles.

Reimplemented from HdStShaderCode.

HDST_API std::string GetSource ( TfToken const &  shaderStageKey) const
overridevirtual

Returns the shader source provided by this shader for shaderStageKey.

Implements HdStShaderCode.

HDST_API bool IsEnabledPrimvarFiltering ( ) const
overridevirtual

Returns whether primvar filtering is enabled for this shader.

Reimplemented from HdStShaderCode.

virtual HDST_API void Reload ( )
virtual

If the prim is based on asset, reload that asset.

HDST_API void SetFragmentSource ( const std::string &  source)

Setter method for prim.

HDST_API void UnbindResources ( int  program,
HdSt_ResourceBinder const &  binder,
HdRenderPassState const &  state 
)
overridevirtual

Unbinds shader-specific resources.

Implements HdStShaderCode.


The documentation for this class was generated from the following file: