GLShaderHandle manages RAII ownership for GL shader object.
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#include <kanzi/core.ui/platform/graphics_backend/gl/gl_shader_handle.hpp>
GLShaderHandle manages RAII ownership for GL shader object.
◆ GLShaderHandle() [1/3]
kanzi::GLShaderHandle::GLShaderHandle |
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explicit |
Constructs an empty GLShaderHandle which does not own any GL shader object.
◆ GLShaderHandle() [2/3]
Creates a new GL shader object with renderer and constructs a GLShaderHandle which owns it.
- Parameters
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renderer | Renderer |
type | Type of GL shader to create |
◆ ~GLShaderHandle()
kanzi::GLShaderHandle::~GLShaderHandle |
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◆ GLShaderHandle() [3/3]
◆ release()
unsigned int kanzi::GLShaderHandle::release |
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Releases the ownership of the GL shader if any.
get() returns 0 after the call.
- Returns
- Handle to the GL shader object
◆ operator=()
◆ get()
unsigned int kanzi::GLShaderHandle::get |
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const |
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inline |
Returns GL handle to the shader object or 0 if no GL shader is owned.
◆ getType()
ShaderType kanzi::GLShaderHandle::getType |
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const |
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inline |
◆ reset()
void kanzi::GLShaderHandle::reset |
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Destroys the GL shader object currently managed by the GLShaderHandle (if any)
◆ operator bool_type()
kanzi::GLShaderHandle::operator bool_type |
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const |
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inline |
◆ swap
The documentation for this class was generated from the following file: