## Public API Reference

- Main Page
- Modules
- Namespaces
- Classes
- Files
- Related Pages

- Alphabetical List
- Class List
- Class Hierarchy
- Class Members

# csShaderProgram Member List

This is the complete list of members for csShaderProgram, including all inherited members.

Activate()=0 | iShaderProgram | `[pure virtual]`
AddRefOwner(iBase **ref_owner) | scfImplementation< csShaderProgram > | `[inline, virtual]`
commonTokens | csShaderProgram | `[protected]`
Compile()=0 | iShaderProgram | `[pure virtual]`
Deactivate()=0 | iShaderProgram | `[pure virtual]`
DecRef() | scfImplementation< csShaderProgram > | `[inline, virtual]`
description | csShaderProgram | `[protected]`
doVerbose | csShaderProgram | `[protected]`
DumpProgramInfo(csString &output) | csShaderProgram | `[protected]`
DumpVariableMappings(csString &output) | csShaderProgram | `[protected]`
GetParamFloatVal(const csShaderVarStack &stacks, const ProgramParam &param, float defVal) | csShaderProgram | `[inline, protected]`
GetParamTransformVal(const csShaderVarStack &stacks, const ProgramParam &param, const csReversibleTransform &defVal) | csShaderProgram | `[inline, protected]`
GetParamVectorVal(const csShaderVarStack &stacks, const ProgramParam &param, const csVector4 &defVal) | csShaderProgram | `[inline, protected]`
GetProgramData() | csShaderProgram | `[protected]`
GetProgramNode() | csShaderProgram | `[protected]`
GetRefCount() | scfImplementation< csShaderProgram > | `[inline, virtual]`
IncRef() | scfImplementation< csShaderProgram > | `[inline, virtual]`
Load(iShaderDestinationResolver *resolve, iDocumentNode *node)=0 | iShaderProgram | `[pure virtual]`
Load(iShaderDestinationResolver *resolve, const char *program, csArray< csShaderVarMapping > &mappings)=0 | iShaderProgram | `[pure virtual]`
objectReg | csShaderProgram | `[protected]`
operator=(const scfImplementation &) | scfImplementation< csShaderProgram > | `[inline]`
ParseCommon(iDocumentNode *child) | csShaderProgram | `[protected]`
ParseProgramParam(iDocumentNode *node, ProgramParam &param, uint types=~0) | csShaderProgram | `[protected]`
programFile | csShaderProgram | `[protected]`
programFileName | csShaderProgram | `[protected]`
programNode | csShaderProgram | `[protected]`
ProgramParamType enum name | csShaderProgram | `[protected]`
QueryInterface(scfInterfaceID id, scfInterfaceVersion version) | scfImplementation2< csShaderProgram, iShaderProgram, iShaderDestinationResolver > | `[inline, virtual]`
RemoveRefOwner(iBase **ref_owner) | scfImplementation< csShaderProgram > | `[inline, virtual]`
ResetState()=0 | iShaderProgram | `[pure virtual]`
ResolveBufferDestination(const char *) | csShaderProgram | `[inline, virtual]`
ResolveTU(const char *) | csShaderProgram | `[inline, virtual]`
scfImplementation(csShaderProgram *object, iBase *parent=0) | scfImplementation< csShaderProgram > | `[inline]`
scfImplementation(const scfImplementation &) | scfImplementation< csShaderProgram > | `[inline]`
scfImplementation2(csShaderProgram *object, iBase *parent=0) | scfImplementation2< csShaderProgram, iShaderProgram, iShaderDestinationResolver > | `[inline, protected]`
scfImplementationType typedef | scfImplementation2< csShaderProgram, iShaderProgram, iShaderDestinationResolver > | `[protected]`
scfObject | scfImplementation< csShaderProgram > | `[protected]`
scfParent | scfImplementation< csShaderProgram > | `[protected]`
scfRefCount | scfImplementation< csShaderProgram > | `[protected]`
scfRemoveRefOwners() | scfImplementation< csShaderProgram > | `[inline, protected]`
scfWeakRefOwners | scfImplementation< csShaderProgram > | `[protected]`
SetupState(const csRenderMesh *mesh, csRenderMeshModes &modes, const csShaderVarStack &stacks)=0 | iShaderProgram | `[pure virtual]`
strings | csShaderProgram | `[protected]`
synsrv | csShaderProgram | `[protected]`
variablemap | csShaderProgram | `[protected]`
~scfImplementation() | scfImplementation< csShaderProgram > | `[inline, virtual]`
~scfImplementation2() | scfImplementation2< csShaderProgram, iShaderProgram, iShaderDestinationResolver > | `[inline, protected, virtual]`