Difference between revisions of "GLAPI/glGetAttachedShaders"

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m (Renaming category: 'API Reference 4' to 'Core API Reference'.)
m (Renaming category: 'GL 4 API Shader Program Creation' to 'Core API Ref Shader Program Creation'.)
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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/ http://opencontent.org/openpub/].
 
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/ http://opencontent.org/openpub/].
  
[[Category:GL 4 API Shader Program Creation|GetAttachedShaders]]
 
 
[[Category:Core API Reference|GetAttachedShaders]]
 
[[Category:Core API Reference|GetAttachedShaders]]
 +
[[Category:Core API Ref Shader Program Creation|GetAttachedShaders]]

Revision as of 08:02, 26 February 2012

glGetAttachedShaders
Core in version 4.6
Core since version 2.0

glGetAttachedShaders: Returns the handles of the shader objects attached to a program object

Function Definition

 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
program
Specifies the program object to be queried.
maxCount
Specifies the size of the array for storing the returned object names.
count
Returns the number of names actually returned in objects.
shaders
Specifies an array that is used to return the names of attached shader objects.

Description

glGetAttachedShaders returns the names of the shader objects attached to program. The names of shader objects that are attached to program will be returned in shaders. The actual number of shader names written into shaders is returned in count. If no shader objects are attached to program, count is set to 0. The maximum number of shader names that may be returned in shaders is specified by maxCount.

If the number of names actually returned is not required (for instance, if it has just been obtained by calling glGetProgram), a value of NULL may be passed for count. If no shader objects are attached to program, a value of 0 will be returned in count. The actual number of attached shaders can be obtained by calling glGetProgram with the value GL_ATTACHED_SHADERS.

Errors

GL_INVALID_VALUE is generated if program is not a value generated by OpenGL.

GL_INVALID_OPERATION is generated if program is not a program object.

GL_INVALID_VALUE is generated if maxCount is less than 0.

Associated Gets

glGetProgram with argument GL_ATTACHED_SHADERS

glIsProgram

See Also

glAttachShader, glDetachShader

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/.