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glCreateProgram.xhtml
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glCreateProgram.xhtml
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<div class="refentry"><a id="glCreateProgram"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glCreateProgram — create a program object</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">GLuint <strong class="fsfunc">glCreateProgram</strong>(</code></td><td><var class="pdparam">void</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="description"></a><h2>Description</h2><p><code class="function">glCreateProgram</code> creates an empty
program object and returns a non-zero value by which it can be
referenced. A program object is an object to which shader
objects can be attached. This provides a mechanism to specify
the shader objects that will be linked to create a program. It
also provides a means for checking the compatibility of the
shaders that will be used to create a program (for instance,
checking the compatibility between a vertex shader and a
fragment shader). When no longer needed as part of a program
object, shader objects can be detached.</p><p>One or more executables are created in a program object by
successfully attaching shader objects to it with
<a class="citerefentry" href="glAttachShader"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
successfully compiling the shader objects with
<a class="citerefentry" href="glCompileShader"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
and successfully linking the program object with
<a class="citerefentry" href="glLinkProgram"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>.
These executables are made part of current state when
<a class="citerefentry" href="glUseProgram"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>
is called. Program objects can be deleted by calling
<a class="citerefentry" href="glDeleteProgram"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>.
The memory associated with the program object will be deleted
when it is no longer part of current rendering state for any
context.</p></div><div class="refsect1"><a id="notes"></a><h2>Notes</h2><p>Like texture objects, the name space for
program 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></div><div class="refsect1"><a id="errors"></a><h2>Errors</h2><p>This function returns 0 if an error occurs creating the program object.</p></div><div class="refsect1"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p><p><a class="citerefentry" href="glGetActiveAttrib"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
with a valid program object and the index of an active attribute
variable</p><p><a class="citerefentry" href="glGetActiveUniform"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
with a valid program object and the index of an active uniform
variable</p><p><a class="citerefentry" href="glGetAttachedShaders"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>
with a valid program object</p><p><a class="citerefentry" href="glGetAttribLocation"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>
with a valid program object and the name of an attribute
variable</p><p><a class="citerefentry" href="glGetProgramiv"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>
with a valid program object and the parameter to be queried</p><p><a class="citerefentry" href="glGetProgramInfoLog"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>
with a valid program object</p><p><a class="citerefentry" href="glGetUniform"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
with a valid program object and the location of a uniform
variable</p><p><a class="citerefentry" href="glGetUniformLocation"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
with a valid program object and the name of a uniform
variable</p><p><a class="citerefentry" href="glIsProgram"><span class="citerefentry"><span class="refentrytitle">glIsProgram</span></span></a></p></div>
{$pipelinestall}{$examples}
<div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glAttachShader"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
<a class="citerefentry" href="glBindAttribLocation"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>,
<a class="citerefentry" href="glCreateShader"><span class="citerefentry"><span class="refentrytitle">glCreateShader</span></span></a>,
<a class="citerefentry" href="glDeleteProgram"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>,
<a class="citerefentry" href="glDetachShader"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
<a class="citerefentry" href="glLinkProgram"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
<a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>,
<a class="citerefentry" href="glUseProgram"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>,
<a class="citerefentry" href="glValidateProgram"><span class="citerefentry"><span class="refentrytitle">glValidateProgram</span></span></a></p></div><div class="refsect1"><div id="Copyright"><h2>Copyright</h2><p>
Copyright © 2003-2005 3Dlabs Inc. Ltd.
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="ulink" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p></div></div></div>