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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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<refentry id="glUseProgram">
    <refmeta>
        <refentrytitle>glUseProgram</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refname>glUseProgram</refname>
        <refpurpose>Installs a program object as part of current rendering state</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glUseProgram</function></funcdef>
                <paramdef>GLuint <parameter>program</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="parameters"><title>Parameters</title>
        <variablelist>
            <varlistentry>
                <term><parameter>program</parameter></term>
                <listitem>
                    <para>Specifies the handle of the program object
                    whose executables are to be used as part of current
                    rendering state.</para>
                </listitem>
            </varlistentry>
        </variablelist>
    </refsect1>
    <refsect1 id="description"><title>Description</title>
        <para><function>glUseProgram</function> installs the program
        object specified by <parameter>program</parameter> as part of
        current rendering state. One or more executables are created in
        a program object by successfully attaching shader objects to it
        with
        <citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
        successfully compiling the shader objects with
        <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
        and successfully linking the program object with
        <citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>.
        </para>

        <para>A program object will contain an executable that will run
        on the vertex processor if it contains one or more shader
        objects of type <constant>GL_VERTEX_SHADER</constant> that have
        been successfully compiled and linked. Similarly, a program
        object will contain an executable that will run on the fragment
        processor if it contains one or more shader objects of type
        <constant>GL_FRAGMENT_SHADER</constant> that have been
        successfully compiled and linked.</para>

        <para>Successfully installing an executable on a programmable
        processor will cause the corresponding fixed functionality of
        OpenGL to be disabled. Specifically, if an executable is
        installed on the vertex processor, the OpenGL fixed
        functionality will be disabled as follows.</para>

        <itemizedlist>
            <listitem>
                <para>The modelview matrix is not applied to vertex
                coordinates.</para>
            </listitem>
            <listitem>
                <para>The projection matrix is not applied to vertex
                coordinates.</para>
            </listitem>
            <listitem>
                <para>The texture matrices are not applied to texture
                coordinates.</para>
            </listitem>
            <listitem>
                <para>Normals are not transformed to eye
                coordinates.</para>
            </listitem>
            <listitem>
                <para>Normals are not rescaled or normalized.</para>
            </listitem>
            <listitem>
                <para>Normalization of
                <constant>GL_AUTO_NORMAL</constant> evaluated normals is
                not performed.</para>
            </listitem>
            <listitem>
                <para>Texture coordinates are not generated
                automatically.</para>
            </listitem>
            <listitem>
                <para>Per-vertex lighting is not performed.</para>
            </listitem>
            <listitem>
                <para>Color material computations are not
                performed.</para>
            </listitem>
            <listitem>
                <para>Color index lighting is not performed.</para>
            </listitem>
            <listitem>
                <para>This list also applies when setting the current
                raster position.</para>
            </listitem>
        </itemizedlist>

        <para>The executable that is installed on the vertex processor
        is expected to implement any or all of the desired functionality
        from the preceding list. Similarly, if an executable is
        installed on the fragment processor, the OpenGL fixed
        functionality will be disabled as follows.</para>

        <itemizedlist>
            <listitem>
                <para>Texture environment and texture functions are not
                applied.</para>
            </listitem>
            <listitem>
                <para>Texture application is not applied.</para>
            </listitem>
            <listitem>
                <para>Color sum is not applied.</para>
            </listitem>
            <listitem>
                <para>Fog is not applied.</para>
            </listitem>
        </itemizedlist>

        <para>Again, the fragment shader that is installed is expected
        to implement any or all of the desired functionality from the
        preceding list.</para>

        <para>While a program object is in use, applications are free to
        modify attached shader objects, compile attached shader objects,
        attach additional shader objects, and detach or delete shader
        objects. None of these operations will affect the executables
        that are part of the current state. However, relinking the
        program object that is currently in use will install the program
        object as part of the current rendering state if the link
        operation was successful (see
        <citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>
        ). If the program object currently in use is relinked
        unsuccessfully, its link status will be set to
        <constant>GL_FALSE</constant>, but the executables and
        associated state will remain part of the current state until a
        subsequent call to <function>glUseProgram</function> removes it
        from use. After it is removed from use, it cannot be made part
        of current state until it has been successfully relinked.</para>

        <para>If <parameter>program</parameter> contains shader objects
        of type <constant>GL_VERTEX_SHADER</constant> but it does not
        contain shader objects of type
        <constant>GL_FRAGMENT_SHADER</constant>, an executable will be
        installed on the vertex processor, but fixed functionality will
        be used for fragment processing. Similarly, if
        <parameter>program</parameter> contains shader objects of type
        <constant>GL_FRAGMENT_SHADER</constant> but it does not contain
        shader objects of type <constant>GL_VERTEX_SHADER</constant>, an
        executable will be installed on the fragment processor, but
        fixed functionality will be used for vertex processing. If
        <parameter>program</parameter> is 0, the programmable processors
        will be disabled, and fixed functionality will be used for both
        vertex and fragment processing.</para>
    </refsect1>
    <refsect1 id="notes"><title>Notes</title>
        <para><function>glUseProgram</function> is available only if the
        GL version is 2.0 or greater.</para>

        <para>While a program object is in use, the state that controls
        the disabled fixed functionality may also be updated using the
        normal OpenGL calls.</para>

        <para>Like display lists and texture objects, the name space for
        program 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><constant>GL_INVALID_VALUE</constant> is generated if
        <parameter>program</parameter> is neither 0 nor a value
        generated by OpenGL.</para>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <parameter>program</parameter> is not a program object.</para>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <parameter>program</parameter> could not be made part of current
        state.</para>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <function>glUseProgram</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>glGet</refentrytitle></citerefentry>
        with the argument <constant>GL_CURRENT_PROGRAM</constant></para>

        <para><citerefentry><refentrytitle>glGetActiveAttrib</refentrytitle></citerefentry>
        with a valid program object and the index of an active attribute
        variable</para>

        <para><citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>
        with a valid program object and the index of an active uniform
        variable</para>

        <para><citerefentry><refentrytitle>glGetAttachedShaders</refentrytitle></citerefentry>
        with a valid program object</para>

        <para><citerefentry><refentrytitle>glGetAttribLocation</refentrytitle></citerefentry>
        with a valid program object and the name of an attribute
        variable</para>

        <para><citerefentry><refentrytitle>glGetProgram</refentrytitle></citerefentry>
        with a valid program object and the parameter to be queried</para>

        <para><citerefentry><refentrytitle>glGetProgramInfoLog</refentrytitle></citerefentry>
        with a valid program object</para>

        <para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>
        with a valid program object and the location of a uniform
        variable</para>

        <para><citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>
        with a valid program object and the name of a uniform
        variable</para>

        <para><citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry></para>
    </refsect1>
    <refsect1 id="seealso"><title>See Also</title>
        <para><citerefentry><refentrytitle>gllAttachShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glCreateProgram</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glDeleteProgram</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glUniform</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glValidateProgram</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glVertexAttrib</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>