glBindFragDataLocationIndexed — bind a user-defined varying out variable to a fragment shader color number and index
void glBindFragDataLocationIndexed( | GLuint program, |
GLuint colorNumber, | |
GLuint index, | |
const char *name) ; |
program
The name of the program containing varying out variable whose binding to modify
colorNumber
The color number to bind the user-defined varying out variable to
index
The index of the color input to bind the user-defined varying out variable to
name
The name of the user-defined varying out variable whose binding to modify
glBindFragDataLocationIndexed
specifies that the varying out variable name
in program
should be bound to fragment color colorNumber
when the program is next linked. index
may be zero or one to specify that the color be used as either the first or second color input to the blend equation, respectively.
The bindings specified by glBindFragDataLocationIndexed
have no effect until program
is next linked. Bindings may be specified at any time after program
has been created. Specifically, they may be specified before shader objects are attached to the program. Therefore, any name may be specified in name
, including a name that is never used as a varying out variable in any fragment shader object. Names beginning with gl_
are reserved by the GL.
If name
was bound previously, its assigned binding is replaced with colorNumber
and index
. name
must be a null-terminated string. index
must be less than or equal to one, and colorNumber
must be less than the value of GL_MAX_DRAW_BUFFERS
if index
is zero, and less than the value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
if index is greater than or equal to one.
In addition to the errors generated by glBindFragDataLocationIndexed
, the program program
will fail to link if:
The number of active outputs is greater than the value GL_MAX_DRAW_BUFFERS
.
More than one varying out variable is bound to the same color number.
Varying out varyings may have locations assigned explicitly in the shader text using a location
layout qualifier. If a shader statically assigns a location to a varying out variable in the shader text, that location is used and any location assigned with glBindFragDataLocation
is ignored.
GL_INVALID_VALUE
is generated if colorNumber
is greater than or equal to GL_MAX_DRAW_BUFFERS
.
GL_INVALID_VALUE
is generated if colorNumber
is greater than or equal to GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
and index
is greater than or equal to one.
GL_INVALID_VALUE
is generated if index
is greater than one.
GL_INVALID_OPERATION
is generated if name
starts with the reserved gl_
prefix.
GL_INVALID_OPERATION
is generated if program
is not the name of a program object.
glGetFragDataLocation with a valid program object and the the name of a user-defined varying out variable
glGetFragDataIndex with a valid program object and the the name of a user-defined varying out variable
OpenGL Version | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5 |
glBindFragDataLocationIndexed | - | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glCreateProgram, glLinkProgram glGetFragDataLocation, glGetFragDataIndex glBindFragDataLocation
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/.