glCompileShader — compile a shader object
C Specification
void glCompileShader(GLuint shader);
Parameters
shader Specifies the shader object to be compiled.
Description
For implementations that support a shader compiler, glCompileShader compiles
the source code strings that have been stored in the shader object
specified by shader.The compilation status will be stored as part of the
shader object's state. This value will be set to GL_TRUE if the shader was
compiled without errors and is ready for use, and GL_FALSE otherwise.
It can be queried by calling glGetShaderiv with arguments shader and
GL_COMPILE_STATUS.Compilation of a shader can fail for a number of reasons
as specified by the OpenGL ES Shading Language Specification.
Whether or not the compilation was successful, information about
the compilation can be obtained from the shader object's
information log by calling glGetShaderInfoLog.
Notes
Shader compiler support is optional, and thus must be queried
before use by calling glGet with argument GL_SHADER_COMPILER.
glShaderSource, glCompileShader, glGetShaderPrecisionFormat, and
glReleaseShaderCompiler will each generate GL_INVALID_OPERATION on
implementations that do not support a shader compiler.
Such implementations instead offer the glShaderBinary
alternative for supplying a pre-compiled shader binary.
Errors
GL_INVALID_OPERATION is generated if a shader compiler is not
supported.
GL_INVALID_VALUE is generated if shader is not a value generated by
OpenGL.
GL_INVALID_OPERATION is generated if shader is not a shader object.
Associated Gets
glGet with argument GL_SHADER_COMPILER
glGetShaderInfoLog with argument shader
glGetShaderiv with arguments shader and GL_COMPILE_STATUS
glIsShader
See Also
glCreateShader,
glLinkProgram,
glReleaseShaderCompiler,
glShaderSource,
glGetShaderPrecisionFormat
Copyright
Copyright © 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.
http://opencontent.org/openpub/.
Examples
/* The vertex shader */ char *vsSource = file2string("wave.vert"); char *fsSource = file2string("wave.frag"); /* Compile and load the program */ GLuint vs, /* Vertex Shader */ fs, /* Fragment Shader */ sp; /* Shader Program */ vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vsSource, NULL); glCompileShader(vs); printLog(vs); fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fsSource, NULL); glCompileShader(fs); printLog(fs); free(vsSource); free(fsSource); sp = glCreateProgram(); glAttachShader(sp, vs); glAttachShader(sp, fs); glLinkProgram(sp); printLog(sp); glUseProgram(sp);