Shader Compilation: Difference between revisions
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Cleaned up outline and focused page. |
Section on error handling |
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== Shader and program objects == | == Shader and program objects == | ||
=== Shader error handling === | |||
== Separate programs == | == Separate programs == | ||
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{{clear float}} | {{clear float}} | ||
== Error handling == | |||
== Interface matching == | == Interface matching == | ||
[[Category:Shader]] | [[Category:Shader]] | ||
[[Category:OpenGL Shading Language]] | [[Category:OpenGL Shading Language]] | ||
Revision as of 01:11, 4 March 2013
Shader Compilation is the process of text in the OpenGL Shading Language and loading it into OpenGL to be used as a Shader. OpenGL has three ways to compile shader text into useable OpenGL objects. All of these forms of compilation produce a Program Object.
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Shader and program objects
Shader error handling
Separate programs
| Core in version | 4.6 | |
|---|---|---|
| Core since version | 4.1 | |
| Core ARB extension | ARB_separate_shader_objects | |
Program pipelines
Binary upload
| Core in version | 4.6 | |
|---|---|---|
| Core since version | 4.1 | |
| Core ARB extension | ARB_get_program_binary | |