#include <Context.h>
Public Member Functions | |
| ProgramsToSync (const std::vector< gpu::ShaderPointer > &programs, std::function< void()> callback, size_t rate) | |
Structure containing a vector of shader pointers that are to be synchronized and a callback that will be called when synchronization is finished. On OpenGL backend synchronization means loading and compiling the shader.
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inline |
| programs | Vector of shaders to be loaded and compiled. |
| callback | Function to call when work is done. |
| rate | Limits how many shaders can be processed in a single frame. |