Shader Compilation

From OpenGL Wiki
Revision as of 01:06, 4 March 2013 by Alfonse (talk | contribs) (Cleaned up outline and focused page.)
Jump to navigation Jump to search

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