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+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
+             "http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
+<refentry id="glLinkProgram">
+    <refmeta>
+       <refentrytitle>glLinkProgram</refentrytitle>
+       <manvolnum>3G</manvolnum>
+    </refmeta>
+    <refnamediv>
+       <refname>glLinkProgram</refname>
+       <refpurpose>Links a program object</refpurpose>
+    </refnamediv>
+    <refsynopsisdiv><title>C Specification</title>
+       <funcsynopsis>
+           <funcprototype>
+               <funcdef>void <function>glLinkProgram</function></funcdef>
+               <paramdef>GLuint <parameter>program</parameter></paramdef>
+           </funcprototype>
+       </funcsynopsis>
+    </refsynopsisdiv>
+    <refsect1 id="parameters"><title>Parameters</title>
+       <variablelist>
+           <varlistentry>
+               <term><parameter>program</parameter></term>
+               <listitem>
+                   <para>Specifies the handle of the program object to be linked.</para>
+
+               </listitem>
+           </varlistentry>
+       </variablelist>
+    </refsect1>
+    <refsect1 id="description"><title>Description</title>
+       <para><function>glLinkProgram</function> links the program
+       object specified by <parameter>program</parameter>. If any
+       shader objects of type <constant>GL_VERTEX_SHADER</constant> are
+       attached to <parameter>program</parameter>, they will be used to
+       create an executable that will run on the programmable vertex
+       processor. If any shader objects of type
+       <constant>GL_FRAGMENT_SHADER</constant> are attached to
+       <parameter>program</parameter>, they will be used to create an
+       executable that will run on the programmable fragment
+       processor.</para>
+
+       <para>The status of the link operation will be stored as part of
+       the program object's state. This value will be set to
+       <constant>GL_TRUE</constant> if the program object was linked
+       without errors and is ready for use, and
+       <constant>GL_FALSE</constant> otherwise. It can be queried by
+       calling
+       <citerefentry><refentrytitle>glGetProgram</refentrytitle></citerefentry>
+       with arguments <parameter>program</parameter> and
+       <constant>GL_LINK_STATUS</constant>.</para>
+
+       <para>As a result of a successful link operation, all active
+       user-defined uniform variables belonging to
+       <parameter>program</parameter> will be initialized to 0, and
+       each of the program object's active uniform variables will be
+       assigned a location that can be queried by calling
+       <citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>.
+       Also, any active user-defined attribute variables that have not
+       been bound to a generic vertex attribute index will be bound to
+       one at this time.</para>
+
+       <para>Linking of a program object can fail for a number of
+       reasons as specified in the <emphasis>OpenGL Shading Language
+       Specification</emphasis>. The following lists some of the
+       conditions that will cause a link error.</para>
+
+       <itemizedlist>
+           <listitem>
+               <para>The number of active attribute variables supported
+               by the implementation has been exceeded.</para>
+           </listitem>
+           <listitem>
+               <para>The storage limit for uniform variables has been
+               exceeded.</para>
+           </listitem>
+           <listitem>
+               <para>The number of active uniform variables supported
+               by the implementation has been exceeded.</para>
+           </listitem>
+           <listitem>
+               <para>The <function>main</function> function is missing
+               for the vertex shader or the fragment shader.</para>
+           </listitem>
+           <listitem>
+               <para>A varying variable actually used in the fragment
+               shader is not declared in the same way (or is not
+               declared at all) in the vertex shader.</para>
+           </listitem>
+           <listitem>
+               <para>A reference to a function or variable name is
+               unresolved.</para>
+           </listitem>
+           <listitem>
+               <para>A shared global is declared with two different
+               types or two different initial values.</para>
+           </listitem>
+           <listitem>
+               <para>One or more of the attached shader objects has not
+               been successfully compiled.</para>
+           </listitem>
+           <listitem>
+               <para>Binding a generic attribute matrix caused some
+               rows of the matrix to fall outside the allowed maximum
+               of <constant>GL_MAX_VERTEX_ATTRIBS</constant>.</para>
+           </listitem>
+           <listitem>
+               <para>Not enough contiguous vertex attribute slots could
+               be found to bind attribute matrices.</para>
+           </listitem>
+       </itemizedlist>
+
+       <para>When a program object has been successfully linked, the
+       program object can be made part of current state by calling
+       <citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry>.
+       Whether or not the link operation was successful, the program
+       object's information log will be overwritten. The information
+       log can be retrieved by calling
+       <citerefentry><refentrytitle>glGetProgramInfoLog</refentrytitle></citerefentry>.</para>
+
+       <para><function>glLinkProgram</function> will also install the
+       generated executables as part of the current rendering state if
+       the link operation was successful and the specified program
+       object is already currently in use as a result of a previous
+       call to
+       <citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry>.
+       If the program object currently in use is relinked
+       unsuccessfully, its link status will be set to
+       <constant>GL_FALSE</constant> , but the executables and
+       associated state will remain part of the current state until a
+       subsequent call to <function>glUseProgram</function> removes it
+       from use. After it is removed from use, it cannot be made part
+       of current state until it has been successfully relinked.</para>
+
+       <para>If <parameter>program</parameter> contains shader objects
+       of type <constant>GL_VERTEX_SHADER</constant> but does not
+       contain shader objects of type
+       <constant>GL_FRAGMENT_SHADER</constant>, the vertex shader will
+       be linked against the implicit interface for fixed functionality
+       fragment processing. Similarly, if
+       <parameter>program</parameter> contains shader objects of type
+       <constant>GL_FRAGMENT_SHADER</constant> but it does not contain
+       shader objects of type <constant>GL_VERTEX_SHADER</constant>,
+       the fragment shader will be linked against the implicit
+       interface for fixed functionality vertex processing.</para>
+
+       <para>The program object's information log is updated and the
+       program is generated at the time of the link operation. After
+       the link operation, applications are free to modify attached
+       shader objects, compile attached shader objects, detach shader
+       objects, delete shader objects, and attach additional shader
+       objects. None of these operations affects the information log or
+       the program that is part of the program object.</para>
+    </refsect1>
+    <refsect1 id="notes"><title>Notes</title>
+       <para><function>glLinkProgram</function>
+       is available only if the GL version is 2.0 or greater.</para>
+       <para>If the link operation is unsuccessful, any information about a previous link operation on <parameter>program</parameter>
+       is lost (i.e., a failed link does not restore the old state of <parameter>program</parameter>
+       ). Certain information can still be retrieved from <parameter>program</parameter>
+       even after an unsuccessful link operation. See for instance <citerefentry><refentrytitle>glGetActiveAttrib</refentrytitle></citerefentry>
+       and <citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>.</para>
+    </refsect1>
+    <refsect1 id="errors"><title>Errors</title>
+       <para><constant>GL_INVALID_VALUE</constant>
+       is generated if <parameter>program</parameter>
+       is not a value generated by OpenGL.</para>
+       <para><constant>GL_INVALID_OPERATION</constant>
+       is generated if <parameter>program</parameter>
+       is not a program object.</para>
+       <para><constant>GL_INVALID_OPERATION</constant>
+       is generated if <function>glLinkProgram</function>
+       is executed between the execution of <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
+       and the corresponding execution of <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.</para>
+    </refsect1>
+    <refsect1 id="associatedgets"><title>Associated Gets</title>
+       <para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
+       with the argument <constant>GL_CURRENT_PROGRAM</constant></para>
+       <para><citerefentry><refentrytitle>glGetActiveAttrib</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter>
+       and the index of an active attribute variable</para>
+       <para><citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter>
+       and the index of an active uniform variable<parameter></parameter></para>
+       <para><citerefentry><refentrytitle>glGetAttachedShaders</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter></para>
+       <para><citerefentry><refentrytitle>glGetAttribLocation</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter>
+       and an attribute variable name</para>
+       <para><citerefentry><refentrytitle>glGetProgram</refentrytitle></citerefentry>
+       with arguments <parameter>program</parameter>
+       and <constant>GL_LINK_STATUS</constant></para>
+       <para><citerefentry><refentrytitle>glGetProgramInfoLog</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter></para>
+       <para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter>
+       and a uniform variable location</para>
+       <para><citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>
+       with argument <parameter>program</parameter>
+       and a uniform variable name</para>
+       <para><citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry></para>
+    </refsect1>
+    <refsect1 id="seealso"><title>See Also</title>
+       <para><citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glCreateProgram</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glDeleteProgram</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glUniform</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry>,
+       <citerefentry><refentrytitle>glValidateProgram</refentrytitle></citerefentry></para>
+    </refsect1>
+    <refsect1 id="Copyright"><title>Copyright</title>
+        <para>
+            Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd. 
+            This material may be distributed subject to the terms and conditions set forth in 
+            the Open Publication License, v 1.0, 8 June 1999.
+            <ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
+        </para>
+    </refsect1>
+</refentry>