Opentk/Source/Bind/Specifications/Docs/glCreateShader.xml
2010-11-21 14:34:29 +00:00

111 lines
5 KiB
XML

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
<refentry id="glCreateShader">
<refmeta>
<refentrytitle>glCreateShader</refentrytitle>
<manvolnum>3G</manvolnum>
</refmeta>
<refnamediv>
<refname>glCreateShader</refname>
<refpurpose>Creates a shader object</refpurpose>
</refnamediv>
<refsynopsisdiv><title>C Specification</title>
<funcsynopsis>
<funcprototype>
<funcdef>GLuint <function>glCreateShader</function></funcdef>
<paramdef>GLenum <parameter>shaderType</parameter></paramdef>
</funcprototype>
</funcsynopsis>
</refsynopsisdiv>
<refsect1 id="parameters"><title>Parameters</title>
<variablelist>
<varlistentry>
<term><parameter>shaderType</parameter></term>
<listitem>
<para>Specifies the type of shader to be created.
Must be one of <constant>GL_VERTEX_SHADER</constant>,
<constant>GL_TESS_CONTROL_SHADER</constant>,
<constant>GL_TESS_EVALUATION_SHADER</constant>,
<constant>GL_GEOMETRY_SHADER</constant>,
or <constant>GL_FRAGMENT_SHADER</constant>.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1 id="description"><title>Description</title>
<para><function>glCreateShader</function> 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. <parameter>shaderType</parameter>
indicates the type of shader to be created. Five types of shader
are supported. A shader of type
<constant>GL_VERTEX_SHADER</constant> is a shader that is
intended to run on the programmable vertex processor.
A shader of type <constant>GL_TESS_CONTROL_SHADER</constant> is a shader that
is intended to run on the programmable tessellation processor in the control stage.
A shader of type <constant>GL_TESS_EVALUATION_SHADER</constant> is a shader that
is intended to run on the programmable tessellation processor in the evaluation stage.
A shader of type
<constant>GL_GEOMETRY_SHADER</constant> is a shader that is intended to
run on the programmable geometry processor. A shader of
type <constant>GL_FRAGMENT_SHADER</constant> is a shader that is
intended to run on the programmable fragment processor.</para>
<para>When created, a shader object's
<constant>GL_SHADER_TYPE</constant> parameter is set to either
<constant>GL_VERTEX_SHADER</constant>, <constant>GL_TESS_CONTROL_SHADER</constant>,
<constant>GL_TESS_EVALUATION_SHADER</constant>, <constant>GL_GEOMETRY_SHADER</constant>
or <constant>GL_FRAGMENT_SHADER</constant>, depending on the value
of <parameter>shaderType</parameter>.</para>
</refsect1>
<refsect1 id="notes"><title>Notes</title>
<para>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.</para>
<para>Applications are responsible for providing the
synchronization across API calls when objects are accessed from
different execution threads.</para>
</refsect1>
<refsect1 id="errors"><title>Errors</title>
<para>This function returns 0 if an error occurs creating the
shader object.</para>
<para><constant>GL_INVALID_ENUM</constant> is generated if
<parameter>shaderType</parameter> is not an accepted value.</para>
</refsect1>
<refsect1 id="associatedgets"><title>Associated Gets</title>
<para><citerefentry><refentrytitle>glGetShader</refentrytitle></citerefentry>
with a valid shader object and the parameter to be queried</para>
<para><citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
with a valid shader object</para>
<para><citerefentry><refentrytitle>glGetShaderSource</refentrytitle></citerefentry>
with a valid shader object</para>
<para><citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry></para>
</refsect1>
<refsect1 id="seealso"><title>See Also</title>
<para><citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glDeleteShader</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>
</para>
</refsect1>
<refsect1 id="Copyright"><title>Copyright</title>
<para>
Copyright <trademark class="copyright"></trademark> 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.
<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
</para>
</refsect1>
</refentry>