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]]. | ||
{{stub}} | {{stub}} | ||
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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 === | ||
=== | == Binary upload == | ||
{{infobox feature | |||
| name = Program Binary | |||
| core = 4.1 | |||
| core_extension = {{extref|get_program_binary}} | |||
}} | |||
== | {{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.
This article is a stub. You can help the OpenGL Wiki by expanding it. |
Shader and program objects
Separate programs
Core in version | 4.6 | |
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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 |