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169 lines
7.8 KiB
XML
169 lines
7.8 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glUseProgram">
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<refmeta>
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<refentrytitle>glUseProgram</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glUseProgram</refname>
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<refpurpose>Installs a program object as part of current rendering state</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glUseProgram</function></funcdef>
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<paramdef>GLuint <parameter>program</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>program</parameter></term>
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<listitem>
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<para>Specifies the handle of the program object
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whose executables are to be used as part of current
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rendering state.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para><function>glUseProgram</function> installs the program
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object specified by <parameter>program</parameter> as part of
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current rendering state. One or more executables are created in
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a program object by successfully attaching shader objects to it
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with
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<citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
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successfully compiling the shader objects with
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<citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
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and successfully linking the program object with
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<citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>.
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</para>
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<para>A program object will contain an executable that will run
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on the vertex processor if it contains one or more shader
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objects of type <constant>GL_VERTEX_SHADER</constant> that have
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been successfully compiled and linked. A program object will contain an
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executable that will run on the geometry processor if it contains one or
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more shader objects of type <constant>GL_GEOMETRY_SHADER</constant> that
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have been successfully compiled and linked.
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Similarly, a program object will contain an executable that will run on the
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fragment processor if it contains one or more shader objects of type
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<constant>GL_FRAGMENT_SHADER</constant> that have been
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successfully compiled and linked.</para>
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<para>While a program object is in use, applications are free to
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modify attached shader objects, compile attached shader objects,
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attach additional shader objects, and detach or delete shader
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objects. None of these operations will affect the executables
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that are part of the current state. However, relinking the
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program object that is currently in use will install the program
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object as part of the current rendering state if the link
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operation was successful (see
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<citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>
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). If the program object currently in use is relinked
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unsuccessfully, its link status will be set to
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<constant>GL_FALSE</constant>, but the executables and
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associated state will remain part of the current state until a
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subsequent call to <function>glUseProgram</function> removes it
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from use. After it is removed from use, it cannot be made part
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of current state until it has been successfully relinked.</para>
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<para>If <parameter>program</parameter> is zero, then the current rendering
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state refers to an <emphasis>invalid</emphasis> program object and the
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results of shader execution are undefined. However, this is not an error.</para>
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<para>If <parameter>program</parameter> does not
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contain shader objects of type <constant>GL_FRAGMENT_SHADER</constant>, an
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executable will be installed on the vertex, and possibly geometry processors,
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but the results of fragment shader execution will be undefined.</para>
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</refsect1>
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<refsect1 id="notes"><title>Notes</title>
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<para>Like buffer and texture objects, the name space for
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program objects may be shared across a set of contexts, as long
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as the server sides of the contexts share the same address
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space. If the name space is shared across contexts, any attached
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objects and the data associated with those attached objects are
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shared as well.</para>
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<para>Applications are responsible for providing the
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synchronization across API calls when objects are accessed from
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different execution threads.</para>
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</refsect1>
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<refsect1 id="errors"><title>Errors</title>
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<para><constant>GL_INVALID_VALUE</constant> is generated if
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<parameter>program</parameter> is neither 0 nor a value
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generated by OpenGL.</para>
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<para><constant>GL_INVALID_OPERATION</constant> is generated if
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<parameter>program</parameter> is not a program object.</para>
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<para><constant>GL_INVALID_OPERATION</constant> is generated if
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<parameter>program</parameter> could not be made part of current
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state.</para>
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<para><constant>GL_INVALID_OPERATION</constant> is generated if
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transform feedback mode is active.</para>
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</refsect1>
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<refsect1 id="associatedgets"><title>Associated Gets</title>
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<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
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with the argument <constant>GL_CURRENT_PROGRAM</constant></para>
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<para><citerefentry><refentrytitle>glGetActiveAttrib</refentrytitle></citerefentry>
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with a valid program object and the index of an active attribute
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variable</para>
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<para><citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>
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with a valid program object and the index of an active uniform
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variable</para>
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<para><citerefentry><refentrytitle>glGetAttachedShaders</refentrytitle></citerefentry>
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with a valid program object</para>
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<para><citerefentry><refentrytitle>glGetAttribLocation</refentrytitle></citerefentry>
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with a valid program object and the name of an attribute
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variable</para>
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<para><citerefentry><refentrytitle>glGetProgram</refentrytitle></citerefentry>
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with a valid program object and the parameter to be queried</para>
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<para><citerefentry><refentrytitle>glGetProgramInfoLog</refentrytitle></citerefentry>
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with a valid program object</para>
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<para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>
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with a valid program object and the location of a uniform
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variable</para>
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<para><citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>
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with a valid program object and the name of a uniform
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variable</para>
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<para><citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry></para>
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</refsect1>
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<refsect1 id="seealso"><title>See Also</title>
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<para><citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glCreateProgram</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glDeleteProgram</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glUniform</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glValidateProgram</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glVertexAttrib</refentrytitle></citerefentry></para>
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</refsect1>
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<refsect1 id="Copyright"><title>Copyright</title>
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<para>
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Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
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This material may be distributed subject to the terms and conditions set forth in
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the Open Publication License, v 1.0, 8 June 1999.
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<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
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</para>
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</refsect1>
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</refentry>
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