Difference between revisions of "Shader Compilation"

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'''Shader Compilation''' is the process of text in the [[OpenGL Shading Language]] and loading it into OpenGL to be used as a [[Shader]].
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'''Shader Compilation''' is the process of text in the [[OpenGL Shading Language]] and loading it into OpenGL to be used as a [[Shader]]. OpenGL has three ways to compile shader text into useable OpenGL objects. All of these forms of compilation produce a [[Program Object]].
  
 
{{stub}}
 
{{stub}}
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== Separate programs ==
 
== Separate programs ==
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{{infobox feature
 +
| name = Separate Shader Stages
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| core = 4.1
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| core_extension = {{extref|separate_shader_objects}}
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}}
  
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{{clear float}}
 
=== Program pipelines ===
 
=== Program pipelines ===
  
=== Uniform setting ===
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== Binary upload ==
 +
{{infobox feature
 +
| name = Program Binary
 +
| core = 4.1
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| core_extension = {{extref|get_program_binary}}
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}}
  
== Binary upload ==
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{{clear float}}
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== Interface matching ==
  
 
[[Category:Shader]]
 
[[Category:Shader]]
 
[[Category:OpenGL Shading Language]]
 
[[Category:OpenGL Shading Language]]

Revision as of 01:06, 4 March 2013

Shader Compilation is the process of text in the OpenGL Shading Language and loading it into OpenGL to be used as a Shader. OpenGL has three ways to compile shader text into useable OpenGL objects. All of these forms of compilation produce a Program Object.

Shader and program objects

Separate programs

Separate Shader Stages
Core in version 4.6
Core since version 4.1
Core ARB extension ARB_separate_shader_objects


Program pipelines

Binary upload

Program Binary
Core in version 4.6
Core since version 4.1
Core ARB extension ARB_get_program_binary


Interface matching