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glCreateShader.xhtml
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glCreateShader.xhtml
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<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.
Must be one of <code class="constant">GL_COMPUTE_SHADER</code>,
<code class="constant">GL_VERTEX_SHADER</code>,
<code class="constant">GL_TESS_CONTROL_SHADER</code>,
<code class="constant">GL_TESS_EVALUATION_SHADER</code>,
<code class="constant">GL_GEOMETRY_SHADER</code>,
or <code class="constant">GL_FRAGMENT_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. Five types of shader
are supported. A shader of type
<code class="constant">GL_COMPUTE_SHADER</code> is a shader that is
intended to run on the programmable compute processor. 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_TESS_CONTROL_SHADER</code> is a shader that
is intended to run on the programmable tessellation processor in the control stage.
A shader of type <code class="constant">GL_TESS_EVALUATION_SHADER</code> is a shader that
is intended to run on the programmable tessellation processor in the evaluation stage.
A shader of type
<code class="constant">GL_GEOMETRY_SHADER</code> is a shader that is intended to
run on the programmable geometry 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.</p>
<p>When created, a shader object's
<code class="constant">GL_SHADER_TYPE</code> parameter is set to either
<code class="constant">GL_COMPUTE_SHADER</code>, <code class="constant">GL_VERTEX_SHADER</code>, <code class="constant">GL_TESS_CONTROL_SHADER</code>,
<code class="constant">GL_TESS_EVALUATION_SHADER</code>, <code class="constant">GL_GEOMETRY_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 4.3 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="glGetShader"><span class="citerefentry"><span class="refentrytitle">glGetShader</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>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; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<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="12">
<span class="bold"><strong>OpenGL Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function / Feature 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>2.1</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-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.4</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.5</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; border-right: 2px solid ; ">✔</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; border-right: 2px solid ; ">✔</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; border-right: 2px solid ; ">✔</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>