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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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<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 either <constant>GL_VERTEX_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. Two types of shaders
        are supported. A shader of type
        <constant>GL_VERTEX_SHADER</constant> is a shader that is
        intended to run on the programmable vertex processor and replace
        the fixed functionality vertex processing in OpenGL. A shader of
        type <constant>GL_FRAGMENT_SHADER</constant> is a shader that is
        intended to run on the programmable fragment processor and
        replace the fixed functionality fragment processing in
        OpenGL.</para>

        <para>When created, a shader object's
        <constant>GL_SHADER_TYPE</constant> parameter is set to either
        <constant>GL_VERTEX_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><function>glCreateShader</function> is available only if
        the GL version is 2.0 or greater.</para>

        <para>Like display lists 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>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <function>glCreateShader</function> is executed between the
        execution of
        <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
        and the corresponding execution of
        <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.</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>