1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403
|
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>glLinkProgram - OpenGL 4 Reference Pages</title>
<link rel="stylesheet" type="text/css" href="opengl-man.css"/>
<meta name="generator" content="DocBook XSL Stylesheets V1.78.1"/>
<script type="text/x-mathjax-config">
MathJax.Hub.Config({
MathML: {
extensions: ["content-mathml.js"]
},
tex2jax: {
inlineMath: [['$','$'], ['\\(','\\)']]
}
});
</script>
<script type="text/javascript" src="https://c328740.ssl.cf1.rackcdn.com/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML"/>
</head>
<body>
<header/>
<div class="refentry" id="glLinkProgram">
<div class="titlepage"/>
<div class="refnamediv">
<h2>Name</h2>
<p>glLinkProgram — Links a program 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">void <strong class="fsfunc">glLinkProgram</strong>(</code>
</td>
<td>GLuint <var class="pdparam">program</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>program</code>
</em>
</span>
</dt>
<dd>
<p>Specifies the handle of the program object to be linked.</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p><code class="function">glLinkProgram</code> links the program
object specified by <em class="parameter"><code>program</code></em>. If any
shader objects of type <code class="constant">GL_VERTEX_SHADER</code> are
attached to <em class="parameter"><code>program</code></em>, they will be used to
create an executable that will run on the programmable vertex
processor. If any shader objects of type <code class="constant">GL_GEOMETRY_SHADER</code>
are attached to <em class="parameter"><code>program</code></em>, they will be used to create
an executable that will run on the programmable geometry processor.
If any shader objects of type
<code class="constant">GL_FRAGMENT_SHADER</code> are attached to
<em class="parameter"><code>program</code></em>, they will be used to create an
executable that will run on the programmable fragment
processor.</p>
<p>The status of the link operation will be stored as part of
the program object's state. This value will be set to
<code class="constant">GL_TRUE</code> if the program object was linked
without errors and is ready for use, and
<code class="constant">GL_FALSE</code> otherwise. It can be queried by
calling
<a class="citerefentry" href="glGetProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a>
with arguments <em class="parameter"><code>program</code></em> and
<code class="constant">GL_LINK_STATUS</code>.</p>
<p>As a result of a successful link operation, all active
user-defined uniform variables belonging to
<em class="parameter"><code>program</code></em> will be initialized to 0, and
each of the program object's active uniform variables will be
assigned a location that can be queried by calling
<a class="citerefentry" href="glGetUniformLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
Also, any active user-defined attribute variables that have not
been bound to a generic vertex attribute index will be bound to
one at this time.</p>
<p>Linking of a program object can fail for a number of
reasons as specified in the <span class="emphasis"><em>OpenGL Shading Language
Specification</em></span>. The following lists some of the
conditions that will cause a link error.</p>
<div class="itemizedlist">
<ul class="itemizedlist" style="list-style-type: disc; ">
<li class="listitem">
<p>The number of active attribute variables supported
by the implementation has been exceeded.</p>
</li>
<li class="listitem">
<p>The storage limit for uniform variables has been
exceeded.</p>
</li>
<li class="listitem">
<p>The number of active uniform variables supported
by the implementation has been exceeded.</p>
</li>
<li class="listitem">
<p>The <code class="function">main</code> function is missing
for the vertex, geometry or fragment shader.</p>
</li>
<li class="listitem">
<p>A varying variable actually used in the fragment
shader is not declared in the same way (or is not
declared at all) in the vertex shader, or geometry shader shader if present.</p>
</li>
<li class="listitem">
<p>A reference to a function or variable name is
unresolved.</p>
</li>
<li class="listitem">
<p>A shared global is declared with two different
types or two different initial values.</p>
</li>
<li class="listitem">
<p>One or more of the attached shader objects has not
been successfully compiled.</p>
</li>
<li class="listitem">
<p>Binding a generic attribute matrix caused some
rows of the matrix to fall outside the allowed maximum
of <code class="constant">GL_MAX_VERTEX_ATTRIBS</code>.</p>
</li>
<li class="listitem">
<p>Not enough contiguous vertex attribute slots could
be found to bind attribute matrices.</p>
</li>
<li class="listitem">
<p>The program object contains objects to form a fragment shader but
does not contain objects to form a vertex shader.</p>
</li>
<li class="listitem">
<p>The program object contains objects to form a geometry shader
but does not contain objects to form a vertex shader.</p>
</li>
<li class="listitem">
<p>The program object contains objects to form a geometry shader
and the input primitive type, output primitive type, or maximum output
vertex count is not specified in any compiled geometry shader
object.</p>
</li>
<li class="listitem">
<p>The program object contains objects to form a geometry shader
and the input primitive type, output primitive type, or maximum output
vertex count is specified differently in multiple geometry shader
objects.</p>
</li>
<li class="listitem">
<p>The number of active outputs in the fragment shader is greater
than the value of <code class="constant">GL_MAX_DRAW_BUFFERS</code>.</p>
</li>
<li class="listitem">
<p>The program has an active output assigned to a location greater
than or equal to the value of <code class="constant">GL_MAX_DUAL_SOURCE_DRAW_BUFFERS</code>
and has an active output assigned an index greater than or equal to one.</p>
</li>
<li class="listitem">
<p>More than one varying out variable is bound to the same number and index.</p>
</li>
<li class="listitem">
<p>The explicit binding assigments do not leave enough space for the linker
to automatically assign a location for a varying out array, which requires
multiple contiguous locations.</p>
</li>
<li class="listitem">
<p>The <em class="parameter"><code>count</code></em> specified by <a class="citerefentry" href="glTransformFeedbackVaryings.xhtml"><span class="citerefentry"><span class="refentrytitle">glTransformFeedbackVaryings</span></span></a>
is non-zero, but the program object has no vertex or geometry shader.</p>
</li>
<li class="listitem">
<p>Any variable name specified to <a class="citerefentry" href="glTransformFeedbackVaryings.xhtml"><span class="citerefentry"><span class="refentrytitle">glTransformFeedbackVaryings</span></span></a>
in the <em class="parameter"><code>varyings</code></em> array is not declared as an output in the vertex shader (or the geometry shader, if active).</p>
</li>
<li class="listitem">
<p>Any two entries in the <em class="parameter"><code>varyings</code></em> array given
<a class="citerefentry" href="glTransformFeedbackVaryings.xhtml"><span class="citerefentry"><span class="refentrytitle">glTransformFeedbackVaryings</span></span></a>
specify the same varying variable.</p>
</li>
<li class="listitem">
<p>The total number of components to capture in any transform feedback varying variable
is greater than the constant <code class="constant">GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS</code>
and the buffer mode is <code class="constant">GL_SEPARATE_ATTRIBS</code>.</p>
</li>
</ul>
</div>
<p>When a program object has been successfully linked, the
program object can be made part of current state by calling
<a class="citerefentry" href="glUseProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
Whether or not the link operation was successful, the program
object's information log will be overwritten. The information
log can be retrieved by calling
<a class="citerefentry" href="glGetProgramInfoLog.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>.</p>
<p><code class="function">glLinkProgram</code> will also install the
generated executables as part of the current rendering state if
the link operation was successful and the specified program
object is already currently in use as a result of a previous
call to
<a class="citerefentry" href="glUseProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
If the program object currently in use is relinked
unsuccessfully, its link status will be set to
<code class="constant">GL_FALSE</code> , but the executables and
associated state will remain part of the current state until a
subsequent call to <code class="function">glUseProgram</code> removes it
from use. After it is removed from use, it cannot be made part
of current state until it has been successfully relinked.</p>
<p>If <em class="parameter"><code>program</code></em> contains shader objects
of type <code class="constant">GL_VERTEX_SHADER</code>, and optionally of type <code class="constant">GL_GEOMETRY_SHADER</code>,
but does not contain shader objects of type
<code class="constant">GL_FRAGMENT_SHADER</code>, the vertex shader executable will
be installed on the programmable vertex processor, the geometry shader executable, if present,
will be installed on the programmable geometry processor, but no executable will
be installed on the fragment processor. The results of
rasterizing primitives with such a program will be undefined.</p>
<p>The program object's information log is updated and the
program is generated at the time of the link operation. After
the link operation, applications are free to modify attached
shader objects, compile attached shader objects, detach shader
objects, delete shader objects, and attach additional shader
objects. None of these operations affects the information log or
the program that is part of the program object.</p>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>If the link operation is unsuccessful, any information about a previous link operation on <em class="parameter"><code>program</code></em>
is lost (i.e., a failed link does not restore the old state of <em class="parameter"><code>program</code></em>
). Certain information can still be retrieved from <em class="parameter"><code>program</code></em>
even after an unsuccessful link operation. See for instance <a class="citerefentry" href="glGetActiveAttrib.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
and <a class="citerefentry" href="glGetActiveUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>.</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p><code class="constant">GL_INVALID_VALUE</code>
is generated if <em class="parameter"><code>program</code></em>
is not a value generated by OpenGL.</p>
<p><code class="constant">GL_INVALID_OPERATION</code>
is generated if <em class="parameter"><code>program</code></em>
is not a program object.</p>
<p><code class="constant">GL_INVALID_OPERATION</code>
is generated if <em class="parameter"><code>program</code></em> is the currently active program
object and transform feedback mode is active.</p>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p><a class="citerefentry" href="glGet.xhtml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p>
<p><a class="citerefentry" href="glGetActiveAttrib.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
with argument <em class="parameter"><code>program</code></em>
and the index of an active attribute variable</p>
<p><a class="citerefentry" href="glGetActiveUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
with argument <em class="parameter"><code>program</code></em>
and the index of an active uniform variable<em class="parameter"><code/></em></p>
<p><a class="citerefentry" href="glGetAttachedShaders.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>
with argument <em class="parameter"><code>program</code></em></p>
<p><a class="citerefentry" href="glGetAttribLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>
with argument <em class="parameter"><code>program</code></em>
and an attribute variable name</p>
<p><a class="citerefentry" href="glGetProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a>
with arguments <em class="parameter"><code>program</code></em>
and <code class="constant">GL_LINK_STATUS</code></p>
<p><a class="citerefentry" href="glGetProgramInfoLog.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>
with argument <em class="parameter"><code>program</code></em></p>
<p><a class="citerefentry" href="glGetUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
with argument <em class="parameter"><code>program</code></em>
and a uniform variable location</p>
<p><a class="citerefentry" href="glGetUniformLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
with argument <em class="parameter"><code>program</code></em>
and a uniform variable name</p>
<p>
<a class="citerefentry" href="glIsProgram.xhtml">
<span class="citerefentry">
<span class="refentrytitle">glIsProgram</span>
</span>
</a>
</p>
</div>
<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">glLinkProgram</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.xhtml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
<a class="citerefentry" href="glBindAttribLocation.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>,
<a class="citerefentry" href="glCompileShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
<a class="citerefentry" href="glCreateProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glCreateProgram</span></span></a>,
<a class="citerefentry" href="glDeleteProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>,
<a class="citerefentry" href="glDetachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
<a class="citerefentry" href="glUniform.xhtml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>,
<a class="citerefentry" href="glUseProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>,
<a class="citerefentry" href="glValidateProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glValidateProgram</span></span></a></p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright <span class="trademark"/>© 2003-2005 3Dlabs Inc. Ltd.
Copyright <span class="trademark"/>© 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="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
</p>
</div>
</div>
<footer/>
</body>
</html>
|