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.

Shader and program objects

Shader error handling

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


Error handling

Interface matching