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120 lines
5.1 KiB
XML
120 lines
5.1 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="glAttachShader">
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<refmeta>
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<refentrytitle>glAttachShader</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glAttachShader</refname>
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<refpurpose>Attaches a shader object to a program object</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>glAttachShader</function></funcdef>
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<paramdef>GLuint <parameter>program</parameter></paramdef>
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<paramdef>GLuint <parameter>shader</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 program object to which a shader
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object will be attached.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>shader</parameter></term>
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<listitem>
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<para>Specifies the shader object that is to be attached.</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>In order to create a complete shader program, there must be a way to
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specify the list of things that will be linked together. Program
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objects provide this mechanism. Shaders that are to be linked
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together in a program object must first be attached to that
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program object. <function>glAttachShader</function> attaches the
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shader object specified by <parameter>shader</parameter> to the
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program object specified by <parameter>program</parameter>. This
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indicates that <parameter>shader</parameter> will be included in
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link operations that will be performed on
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<parameter>program</parameter>.</para>
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<para>All operations that can be performed on a shader object
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are valid whether or not the shader object is attached to a
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program object. It is permissible to attach a shader object to a
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program object before source code has been loaded into the
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shader object or before the shader object has been compiled. It
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is permissible to attach multiple shader objects of the same
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type because each may contain a portion of the complete shader.
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It is also permissible to attach a shader object to more than
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one program object. If a shader object is deleted while it is
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attached to a program object, it will be flagged for deletion,
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and deletion will not occur until
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<citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>
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is called to detach it from all program objects to which it is
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attached.</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 either
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<parameter>program</parameter> or <parameter>shader</parameter>
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is not a value 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>shader</parameter> is not a shader object.</para>
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<para><constant>GL_INVALID_OPERATION</constant> is generated if
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<parameter>shader</parameter> is already attached to
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<parameter>program</parameter>.</para>
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</refsect1>
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<refsect1 id="associatedgets"><title>Associated Gets</title>
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<para>
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<citerefentry><refentrytitle>glGetAttachedShaders</refentrytitle></citerefentry>
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with the handle of a valid program object
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</para>
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<para>
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<citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
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</para>
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<para>
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<citerefentry><refentrytitle>glGetShaderSource</refentrytitle></citerefentry>
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</para>
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<para>
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<citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry>
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</para>
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<para>
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<citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry>
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</para>
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</refsect1>
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<refsect1 id="seealso"><title>See Also</title>
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<para>
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<citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glCreateShader</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glDeleteShader</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>glShaderSource</refentrytitle></citerefentry>
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</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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