File: glCreateShader.xml

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glCreateShader - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.78.1" /></head><body><div class="refentry"><a id="glCreateShader"></a><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 border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><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"><a id="parameters"></a><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"><a id="description"></a><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"><a id="notes"></a><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"><a id="errors"></a><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"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGetShader.xml"><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.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
        with a valid shader object</p><p><a class="citerefentry" href="glGetShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
        with a valid shader object</p><p><a class="citerefentry" href="glIsShader.xml"><span class="citerefentry"><span class="refentrytitle">glIsShader</span></span></a></p></div><div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glAttachShader.xml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
        <a class="citerefentry" href="glCompileShader.xml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
        <a class="citerefentry" href="glDeleteShader.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
        <a class="citerefentry" href="glDetachShader.xml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
        <a class="citerefentry" href="glShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>
        </p></div><div class="refsect1"><a id="Copyright"></a><h2>Copyright</h2><p>
            Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
            Copyright <span class="trademark"></span>© 2010-2013 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="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p></div></div></body></html>