include more low-level bindings
[clinton/guile-figl.git] / upstream-man-pages / man4 / xhtml / glLinkProgram.xml
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4 <?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glLinkProgram - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glLinkProgram"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glLinkProgram — Links a program object</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><p><code class="funcdef">void <b class="fsfunc">glLinkProgram</b>(</code>GLuint <var class="pdparam">program</var><code>)</code>;</p></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the handle of the program object to be linked.</p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p><code class="function">glLinkProgram</code> links the program
5 object specified by <em class="parameter"><code>program</code></em>. If any
6 shader objects of type <code class="constant">GL_VERTEX_SHADER</code> are
7 attached to <em class="parameter"><code>program</code></em>, they will be used to
8 create an executable that will run on the programmable vertex
9 processor. If any shader objects of type <code class="constant">GL_GEOMETRY_SHADER</code>
10 are attached to <em class="parameter"><code>program</code></em>, they will be used to create
11 an executable that will run on the programmable geometry processor.
12 If any shader objects of type
13 <code class="constant">GL_FRAGMENT_SHADER</code> are attached to
14 <em class="parameter"><code>program</code></em>, they will be used to create an
15 executable that will run on the programmable fragment
16 processor.</p><p>The status of the link operation will be stored as part of
17 the program object's state. This value will be set to
18 <code class="constant">GL_TRUE</code> if the program object was linked
19 without errors and is ready for use, and
20 <code class="constant">GL_FALSE</code> otherwise. It can be queried by
21 calling
22 <a href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a>
23 with arguments <em class="parameter"><code>program</code></em> and
24 <code class="constant">GL_LINK_STATUS</code>.</p><p>As a result of a successful link operation, all active
25 user-defined uniform variables belonging to
26 <em class="parameter"><code>program</code></em> will be initialized to 0, and
27 each of the program object's active uniform variables will be
28 assigned a location that can be queried by calling
29 <a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
30 Also, any active user-defined attribute variables that have not
31 been bound to a generic vertex attribute index will be bound to
32 one at this time.</p><p>Linking of a program object can fail for a number of
33 reasons as specified in the <span class="emphasis"><em>OpenGL Shading Language
34 Specification</em></span>. The following lists some of the
35 conditions that will cause a link error.</p><div class="itemizedlist"><ul type="disc"><li><p>The number of active attribute variables supported
36 by the implementation has been exceeded.</p></li><li><p>The storage limit for uniform variables has been
37 exceeded.</p></li><li><p>The number of active uniform variables supported
38 by the implementation has been exceeded.</p></li><li><p>The <code class="function">main</code> function is missing
39 for the vertex, geometry or fragment shader.</p></li><li><p>A varying variable actually used in the fragment
40 shader is not declared in the same way (or is not
41 declared at all) in the vertex shader, or geometry shader shader if present.</p></li><li><p>A reference to a function or variable name is
42 unresolved.</p></li><li><p>A shared global is declared with two different
43 types or two different initial values.</p></li><li><p>One or more of the attached shader objects has not
44 been successfully compiled.</p></li><li><p>Binding a generic attribute matrix caused some
45 rows of the matrix to fall outside the allowed maximum
46 of <code class="constant">GL_MAX_VERTEX_ATTRIBS</code>.</p></li><li><p>Not enough contiguous vertex attribute slots could
47 be found to bind attribute matrices.</p></li><li><p>The program object contains objects to form a fragment shader but
48 does not contain objects to form a vertex shader.</p></li><li><p>The program object contains objects to form a geometry shader
49 but does not contain objects to form a vertex shader.</p></li><li><p>The program object contains objects to form a geometry shader
50 and the input primitive type, output primitive type, or maximum output
51 vertex count is not specified in any compiled geometry shader
52 object.</p></li><li><p>The program object contains objects to form a geometry shader
53 and the input primitive type, output primitive type, or maximum output
54 vertex count is specified differently in multiple geometry shader
55 objects.</p></li><li><p>The number of active outputs in the fragment shader is greater
56 than the value of <code class="constant">GL_MAX_DRAW_BUFFERS</code>.</p></li><li><p>The program has an active output assigned to a location greater
57 than or equal to the value of <code class="constant">GL_MAX_DUAL_SOURCE_DRAW_BUFFERS</code>
58 and has an active output assigned an index greater than or equal to one.</p></li><li><p>More than one varying out variable is bound to the same number and index.</p></li><li><p>The explicit binding assigments do not leave enough space for the linker
59 to automatically assign a location for a varying out array, which requires
60 multiple contiguous locations.</p></li><li><p>The <em class="parameter"><code>count</code></em> specified by <a href="glTransformFeedbackVaryings.xml"><span class="citerefentry"><span class="refentrytitle">glTransformFeedbackVaryings</span></span></a>
61 is non-zero, but the program object has no vertex or geometry shader.</p></li><li><p>Any variable name specified to <a href="glTransformFeedbackVaryings.xml"><span class="citerefentry"><span class="refentrytitle">glTransformFeedbackVaryings</span></span></a>
62 in the <em class="parameter"><code>varyings</code></em> array is not declared as an output in the vertex shader (or the geometry shader, if active).</p></li><li><p>Any two entries in the <em class="parameter"><code>varyings</code></em> array given
63 <a href="glTransformFeedbackVaryings.xml"><span class="citerefentry"><span class="refentrytitle">glTransformFeedbackVaryings</span></span></a>
64 specify the same varying variable.</p></li><li><p>The total number of components to capture in any transform feedback varying variable
65 is greater than the constant <code class="constant">GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS</code>
66 and the buffer mode is <code class="constant">SEPARATE_ATTRIBS</code>.</p></li></ul></div><p>When a program object has been successfully linked, the
67 program object can be made part of current state by calling
68 <a href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
69 Whether or not the link operation was successful, the program
70 object's information log will be overwritten. The information
71 log can be retrieved by calling
72 <a href="glGetProgramInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>.</p><p><code class="function">glLinkProgram</code> will also install the
73 generated executables as part of the current rendering state if
74 the link operation was successful and the specified program
75 object is already currently in use as a result of a previous
76 call to
77 <a href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
78 If the program object currently in use is relinked
79 unsuccessfully, its link status will be set to
80 <code class="constant">GL_FALSE</code> , but the executables and
81 associated state will remain part of the current state until a
82 subsequent call to <code class="function">glUseProgram</code> removes it
83 from use. After it is removed from use, it cannot be made part
84 of current state until it has been successfully relinked.</p><p>If <em class="parameter"><code>program</code></em> contains shader objects
85 of type <code class="constant">GL_VERTEX_SHADER</code>, and optionally of type <code class="constant">GL_GEOMETRY_SHADER</code>,
86 but does not contain shader objects of type
87 <code class="constant">GL_FRAGMENT_SHADER</code>, the vertex shader executable will
88 be installed on the programmable vertex processor, the geometry shader executable, if present,
89 will be installed on the programmable geometry processor, but no executable will
90 be installed on the fragment processor. The results of
91 rasterizing primitives with such a program will be undefined.</p><p>The program object's information log is updated and the
92 program is generated at the time of the link operation. After
93 the link operation, applications are free to modify attached
94 shader objects, compile attached shader objects, detach shader
95 objects, delete shader objects, and attach additional shader
96 objects. None of these operations affects the information log or
97 the program that is part of the program object.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>If the link operation is unsuccessful, any information about a previous link operation on <em class="parameter"><code>program</code></em>
98 is lost (i.e., a failed link does not restore the old state of <em class="parameter"><code>program</code></em>
99 ). Certain information can still be retrieved from <em class="parameter"><code>program</code></em>
100 even after an unsuccessful link operation. See for instance <a href="glGetActiveAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
101 and <a href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_VALUE</code>
102 is generated if <em class="parameter"><code>program</code></em>
103 is not a value generated by OpenGL.</p><p><code class="constant">GL_INVALID_OPERATION</code>
104 is generated if <em class="parameter"><code>program</code></em>
105 is not a program object.</p><p><code class="constant">GL_INVALID_OPERATION</code>
106 is generated if <em class="parameter"><code>program</code></em> is the currently active program
107 object and transform feedback mode is active.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
108 with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p><p><a href="glGetActiveAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
109 with argument <em class="parameter"><code>program</code></em>
110 and the index of an active attribute variable</p><p><a href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
111 with argument <em class="parameter"><code>program</code></em>
112 and the index of an active uniform variable<em class="parameter"><code></code></em></p><p><a href="glGetAttachedShaders.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>
113 with argument <em class="parameter"><code>program</code></em></p><p><a href="glGetAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>
114 with argument <em class="parameter"><code>program</code></em>
115 and an attribute variable name</p><p><a href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a>
116 with arguments <em class="parameter"><code>program</code></em>
117 and <code class="constant">GL_LINK_STATUS</code></p><p><a href="glGetProgramInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>
118 with argument <em class="parameter"><code>program</code></em></p><p><a href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
119 with argument <em class="parameter"><code>program</code></em>
120 and a uniform variable location</p><p><a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
121 with argument <em class="parameter"><code>program</code></em>
122 and a uniform variable name</p><p><a href="glIsProgram.xml"><span class="citerefentry"><span class="refentrytitle">glIsProgram</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a href="glAttachShader.xml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
123 <a href="glBindAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>,
124 <a href="glCompileShader.xml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
125 <a href="glCreateProgram.xml"><span class="citerefentry"><span class="refentrytitle">glCreateProgram</span></span></a>,
126 <a href="glDeleteProgram.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>,
127 <a href="glDetachShader.xml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
128 <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>,
129 <a href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>,
130 <a href="glValidateProgram.xml"><span class="citerefentry"><span class="refentrytitle">glValidateProgram</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
131 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
132 Copyright <span class="trademark"></span>© 2010 Khronos Group.
133 This material may be distributed subject to the terms and conditions set forth in
134 the Open Publication License, v 1.0, 8 June 1999.
135 <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
136 </p></div></div></body></html>