-
Notifications
You must be signed in to change notification settings - Fork 94
/
glCreateShader.xhtml
186 lines (185 loc) · 8.5 KB
/
glCreateShader.xhtml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
<div class="refentry" id="glCreateShader">
<div class="titlepage"></div>
<div class="refnamediv">
<h2>Name</h2>
<p>glCreateShader — Creates a shader object</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">GLuint <strong class="fsfunc">glCreateShader</strong>(</code>
</td>
<td>GLenum <var class="pdparam">shaderType</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>shaderType</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the type of shader to be created.
<code class="constant">GL_VERTEX_SHADER</code>,
<code class="constant">GL_FRAGMENT_SHADER</code>, or
<code class="constant">GL_COMPUTE_SHADER</code>,
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glCreateShader</code> creates an empty shader
object and returns a non-zero value by which it can be
referenced. A shader object is used to maintain the source code
strings that define a shader. <em class="parameter"><code>shaderType</code></em>
indicates the type of shader to be created. Three types of
shaders are supported. A shader of type
<code class="constant">GL_VERTEX_SHADER</code> is a shader that is
intended to run on the programmable vertex processor. A shader
of type <code class="constant">GL_FRAGMENT_SHADER</code> is a shader that
is intended to run on the programmable fragment processor. A
shader of type <code class="constant">GL_COMPUTE_SHADER</code> is a
shader that is intended to run on the programmable compute
processor.
</p>
<p>
When created, a shader object's
<code class="constant">GL_SHADER_TYPE</code> parameter is set to
<code class="constant">GL_COMPUTE_SHADER</code>,
<code class="constant">GL_VERTEX_SHADER</code> or
<code class="constant">GL_FRAGMENT_SHADER</code>, depending on the value
of <em class="parameter"><code>shaderType</code></em>.
</p>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>
Like buffer and texture objects, the name space for shader
objects may be shared across a set of contexts, as long as the
server sides of the contexts share the same address space. If
the name space is shared across contexts, any attached objects
and the data associated with those attached objects are shared
as well.
</p>
<p>
Applications are responsible for providing the synchronization
across API calls when objects are accessed from different
execution threads.
</p>
<p>
<code class="constant">GL_COMPUTE_SHADER</code> is available only if the
GL version is 3.1 or higher.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
This function returns 0 if an error occurs creating the shader
object.
</p>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if
<em class="parameter"><code>shaderType</code></em> is not an accepted
value.
</p>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p>
<a class="citerefentry" href="glGetShaderiv"><span class="citerefentry"><span class="refentrytitle">glGetShaderiv</span></span></a>
with a valid shader object and the parameter to be
queried</p>
<p>
<a class="citerefentry" href="glGetShaderInfoLog"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
with a valid shader object</p>
<p>
<a class="citerefentry" href="glGetShaderSource"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
with a valid shader object
</p>
<p>
<a class="citerefentry" href="glIsShader"><span class="citerefentry"><span class="refentrytitle">glIsShader</span></span></a>
</p>
</div>
{$pipelinestall}{$examples}
<div class="refsect1" id="versions">
<h2>API Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
<span class="bold"><strong>OpenGL ES API Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="function">glCreateShader</code>
</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p>
<a class="citerefentry" href="glAttachShader"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
<a class="citerefentry" href="glCompileShader"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
<a class="citerefentry" href="glDeleteShader"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
<a class="citerefentry" href="glDetachShader"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
<a class="citerefentry" href="glShaderSource"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright © 2003-2005 3Dlabs Inc. Ltd.
Copyright © 2010-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
</div>
</div>