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<refentry id="glCompileShader">
    <refmeta>
	<refentrytitle>glCompileShader</refentrytitle>
	<manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
	<refname>glCompileShader</refname>
	<refpurpose>compile a shader object</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
	<funcsynopsis>
	    <funcprototype>
		<funcdef>void <function>glCompileShader</function></funcdef>
		<paramdef>GLuint <parameter>shader</parameter></paramdef>
	    </funcprototype>
	</funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="parameters"><title>Parameters</title>
	<variablelist>
	    <varlistentry>
		<term><parameter>shader</parameter></term>
		<listitem>
		    <para>Specifies the shader object to be
		    compiled.</para>
		</listitem>
	    </varlistentry>
	</variablelist>
    </refsect1>
    <refsect1 id="description"><title>Description</title>
	<para>For implementations that support a shader compiler, 
	<function>glCompileShader</function> compiles the source
	code strings that have been stored in the shader object
	specified by <parameter>shader</parameter>.</para>

	<para>The compilation status will be stored as part of the
	shader object's state. This value will be set to
	<constant>GL_TRUE</constant> if the shader was compiled without
	errors and is ready for use, and <constant>GL_FALSE</constant>
	otherwise. It can be queried by calling
	<citerefentry><refentrytitle>glGetShaderiv</refentrytitle></citerefentry>
	with arguments <parameter>shader</parameter> and
	<constant>GL_COMPILE_STATUS</constant>.</para>

	<para>Compilation of a shader can fail for a number of reasons
	as specified by the <emphasis>OpenGL ES Shading Language Specification</emphasis>.
	Whether or not the compilation was successful, information about
	the compilation can be obtained from the shader object's
	information log by calling
	<citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>.</para>
    </refsect1>
    <refsect1 id="notes"><title>Notes</title>
	<para>Shader compiler support is optional, and thus must be queried
	before use by calling <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
	with argument <constant>GL_SHADER_COMPILER</constant>. <citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>, 
	<function>glCompileShader</function>, <citerefentry><refentrytitle>glGetShaderPrecisionFormat</refentrytitle></citerefentry>, and
	<citerefentry><refentrytitle>glReleaseShaderCompiler</refentrytitle></citerefentry> will
	each generate <constant>GL_INVALID_OPERATION</constant> on implementations
	that do not support a shader compiler. Such implementations instead offer the
	<citerefentry><refentrytitle>glShaderBinary</refentrytitle></citerefentry>
	alternative for supplying a pre-compiled shader binary.</para>
    </refsect1>
    <refsect1 id="errors"><title>Errors</title>
	<para><constant>GL_INVALID_OPERATION</constant> is generated if
	a shader compiler is not supported.</para>

	<para><constant>GL_INVALID_VALUE</constant> is generated if
	<parameter>shader</parameter> is not a value generated by
	OpenGL.</para>

	<para><constant>GL_INVALID_OPERATION</constant> is generated if
	<parameter>shader</parameter> is not a shader object.</para>
    </refsect1>
    <refsect1 id="associatedgets"><title>Associated Gets</title>
	<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
	with argument <constant>GL_SHADER_COMPILER</constant></para>

	<para><citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
	with argument <parameter>shader</parameter></para>

	<para><citerefentry><refentrytitle>glGetShaderiv</refentrytitle></citerefentry>
	with arguments <parameter>shader</parameter> and
	<constant>GL_COMPILE_STATUS</constant></para>

	<para><citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry></para>
    </refsect1>
    <refsect1 id="seealso"><title>See Also</title>
	<para><citerefentry><refentrytitle>glCreateShader</refentrytitle></citerefentry>,
	<citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
	<citerefentry><refentrytitle>glReleaseShaderCompiler</refentrytitle></citerefentry>,
	<citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>,
	<citerefentry><refentrytitle>glGetShaderPrecisionFormat</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>
