glUseProgram — Installs a program object as part of current rendering state
void glUseProgram( | GLuint program) ; |
program
Specifies the handle of the program object whose executables are to be used as part of current rendering state.
glUseProgram
installs the program object specified by program
as part of current rendering state. One or more executables are created in a program object by successfully attaching shader objects to it with glAttachShader, successfully compiling the shader objects with glCompileShader, and successfully linking the program object with glLinkProgram.
A program object will contain an executable that will run on the vertex processor if it contains a shader object of type GL_VERTEX_SHADER
that has been successfully compiled and linked. Similarly, a program object will contain an executable that will run on the fragment processor if it contains a shader object of type GL_FRAGMENT_SHADER
that has been successfully compiled and linked.
While a program object is in use, applications are free to modify attached shader objects, compile attached shader objects, attach additional shader objects, and detach or delete shader objects. None of these operations will affect the executables that are part of the current state. However, relinking the program object that is currently in use will install the program object as part of the current rendering state if the link operation was successful (see glLinkProgram ). If the program object currently in use is relinked unsuccessfully, its link status will be set to GL_FALSE
, but the executables and associated state will remain part of the current state until a subsequent call to glUseProgram
removes it from use. After it is removed from use, it cannot be made part of current state until it has been successfully relinked.
If program
is zero, then the current rendering state refers to an invalid program object and the results of shader execution are undefined. However, this is not an error.
Like buffer and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.
Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.
GL_INVALID_VALUE
is generated if program
is neither 0 nor a value generated by OpenGL.
GL_INVALID_OPERATION
is generated if program
is not a program object.
GL_INVALID_OPERATION
is generated if program
could not be made part of current state.
GL_INVALID_OPERATION
is generated if transform feedback mode is active and not paused.
glGet with the argument GL_CURRENT_PROGRAM
glGetActiveAttrib with a valid program object and the index of an active attribute variable
glGetActiveUniform with a valid program object and the index of an active uniform variable
glGetAttachedShaders with a valid program object
glGetAttribLocation with a valid program object and the name of an attribute variable
glGetProgramiv with a valid program object and the parameter to be queried
glGetProgramInfoLog with a valid program object
glGetUniform with a valid program object and the location of a uniform variable
glGetUniformLocation with a valid program object and the name of a uniform variable
nehe.gamedev.net - iOS Lesson 02 - First Triangle
open.gl - Framebuffers
open.gl - Geometry Shaders
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glUseProgram | ✔ | ✔ | ✔ |
glAttachShader, glBindAttribLocation, glCompileShader, glCreateProgram, glDeleteProgram, glDetachShader, glLinkProgram, glUniform, glValidateProgram, glVertexAttrib
Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010-2014 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. https://opencontent.org/openpub/.