Shader Compilation: Difference between revisions

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'''Shader Compilation''' is the process of text in the [[OpenGL Shading Language]] and loading it into OpenGL to be used as a [[Shader]].
'''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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== Separate programs ==
== Separate programs ==
{{infobox feature
| name = Separate Shader Stages
| core = 4.1
| core_extension = {{extref|separate_shader_objects}}
}}


{{clear float}}
=== Program pipelines ===
=== Program pipelines ===


=== Uniform setting ===
== Binary upload ==
{{infobox feature
| name = Program Binary
| core = 4.1
| core_extension = {{extref|get_program_binary}}
}}


== Binary upload ==
{{clear float}}
== Interface matching ==


[[Category:Shader]]
[[Category:Shader]]
[[Category:OpenGL Shading Language]]
[[Category:OpenGL Shading Language]]

Revision as of 01:06, 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.

Shader and program objects

Separate programs

Separate Shader Stages
Core in version 4.6
Core since version 4.1
Core ARB extension ARB_separate_shader_objects


Program pipelines

Binary upload

Program Binary
Core in version 4.6
Core since version 4.1
Core ARB extension ARB_get_program_binary


Interface matching