GLAPI/glBindFragDataLocation: Difference between revisions
m Bot: Adding better formatting. |
m Bot: Adding better formatting. |
||
Line 19: | Line 19: | ||
== Description == | == Description == | ||
'''glBindFragDataLocation''' explicitly specifies the binding of the user-defined varying out variable {{param|name}} to fragment shader color number {{param|colorNumber}} for program {{param|program}}. If {{param|name}} was bound previously, its assigned binding is replaced with {{param|colorNumber}}. {{param|name}} must be a null-terminated string. {{param|colorNumber}} must be less than {{ | '''glBindFragDataLocation''' explicitly specifies the binding of the user-defined varying out variable {{param|name}} to fragment shader color number {{param|colorNumber}} for program {{param|program}}. If {{param|name}} was bound previously, its assigned binding is replaced with {{param|colorNumber}}. {{param|name}} must be a null-terminated string. {{param|colorNumber}} must be less than {{enum|GL_MAX_DRAW_BUFFERS}}. | ||
The bindings specified by '''glBindFragDataLocation''' have no effect until {{param|program}} is next linked. Bindings may be specified at any time after {{param|program}} has been created. Specifically, they may be specified before shader objects are attached to the program. Therefore, any name may be specified in {{param|name}}, including a name that is never used as a varying out variable in any fragment shader object. Names beginning with {{code|gl_}} are reserved by the GL. | The bindings specified by '''glBindFragDataLocation''' have no effect until {{param|program}} is next linked. Bindings may be specified at any time after {{param|program}} has been created. Specifically, they may be specified before shader objects are attached to the program. Therefore, any name may be specified in {{param|name}}, including a name that is never used as a varying out variable in any fragment shader object. Names beginning with {{code|gl_}} are reserved by the GL. | ||
In addition to the errors generated by '''glBindFragDataLocation''', the program {{param|program}} will fail to link if: * The number of active outputs is greater than the value {{ | In addition to the errors generated by '''glBindFragDataLocation''', the program {{param|program}} will fail to link if: * The number of active outputs is greater than the value {{enum|GL_MAX_DRAW_BUFFERS}}. | ||
* More than one varying out variable is bound to the same color number. | * More than one varying out variable is bound to the same color number. | ||
Line 35: | Line 35: | ||
== Errors == | == Errors == | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|colorNumber}} is greater than or equal to {{enum|GL_MAX_DRAW_BUFFERS}}. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if {{param|name}} starts with the reserved {{code|gl_}} prefix. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if '''program''' is not the name of a program object. | ||
== Associated Gets == | == Associated Gets == |
Revision as of 17:15, 29 April 2012
Core in version | 4.6 | |
---|---|---|
Core since version | 3.0 |
glBindFragDataLocation: bind a user-defined varying out variable to a fragment shader color number
Function Definition
void glBindFragDataLocation(GLuint program, GLuint colorNumber, const char * name);
- program
- The name of the program containing varying out variable whose binding to modify
- colorNumber
- The color number to bind the user-defined varying out variable to
- name
- The name of the user-defined varying out variable whose binding to modify
Description
glBindFragDataLocation explicitly specifies the binding of the user-defined varying out variable name to fragment shader color number colorNumber for program program. If name was bound previously, its assigned binding is replaced with colorNumber. name must be a null-terminated string. colorNumber must be less than GL_MAX_DRAW_BUFFERS.
The bindings specified by glBindFragDataLocation have no effect until program is next linked. Bindings may be specified at any time after program has been created. Specifically, they may be specified before shader objects are attached to the program. Therefore, any name may be specified in name, including a name that is never used as a varying out variable in any fragment shader object. Names beginning with gl_ are reserved by the GL.
In addition to the errors generated by glBindFragDataLocation, the program program will fail to link if: * The number of active outputs is greater than the value GL_MAX_DRAW_BUFFERS.
- More than one varying out variable is bound to the same color number.
Notes
Varying out varyings may have indexed locations assigned explicitly in the shader text using a location layout qualifier. If a shader statically assigns a location to a varying out variable in the shader text, that location is used and any location assigned with glBindFragDataLocation is ignored.
Errors
GL_INVALID_VALUE is generated if colorNumber is greater than or equal to GL_MAX_DRAW_BUFFERS.
GL_INVALID_OPERATION is generated if name starts with the reserved gl_ prefix.
GL_INVALID_OPERATION is generated if program is not the name of a program object.
Associated Gets
glGetFragDataLocation with a valid program object and the the name of a user-defined varying out variable
See Also
glCreateProgram, glGetFragDataLocation
Copyright
Copyright © 2010 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. http://opencontent.org/openpub/.