Signature
Parameters
Variables | Description |
---|---|
program |
Specifies the handle of the program object
whose executables are to be used as part of current
rendering state.
|
Description
glUseProgram
installs the program
object specified by
program
as part of
current rendering state. One or more executables are created in
a program object by successfully attaching shader objects to it
with
glAttachShader
,
successfully compiling the shader objects with
glCompileShader
,
and successfully linking the program object with
glLinkProgram
.
A program object will contain an executable that will run
on the vertex processor if it contains one or more shader
objects of type
GL_VERTEX_SHADER
that have
been successfully compiled and linked. A program object will contain an
executable that will run on the geometry processor if it contains one or
more shader objects of type
GL_GEOMETRY_SHADER
that
have been successfully compiled and linked.
Similarly, a program object will contain an executable that will run on the
fragment processor if it contains one or more shader objects of type
GL_FRAGMENT_SHADER
that have been
successfully compiled and linked.
While a program object is in use, applications are free to
modify attached shader objects, compile attached shader objects,
attach additional shader objects, and detach or delete shader
objects. None of these operations will affect the executables
that are part of the current state. However, relinking the
program object that is currently in use will install the program
object as part of the current rendering state if the link
operation was successful (see
glLinkProgram
). If the program object currently in use is relinked
unsuccessfully, its link status will be set to
GL_FALSE
, but the executables and
associated state will remain part of the current state until a
subsequent call to
glUseProgram
removes it
from use. After it is removed from use, it cannot be made part
of current state until it has been successfully relinked.
If
program
is zero, then the current rendering
state refers to an
invalid
program object and the
results of shader execution are undefined. However, this is not an error.
If
program
does not
contain shader objects of type
GL_FRAGMENT_SHADER
, an
executable will be installed on the vertex, and possibly geometry processors,
but the results of fragment shader execution will be undefined.
Notes
Like buffer and texture objects, the name space for
program objects may be shared across a set of contexts, as long
as the server sides of the contexts share the same address
space. If the name space is shared across contexts, any attached
objects and the data associated with those attached objects are
shared as well.
Applications are responsible for providing the
synchronization across API calls when objects are accessed from
different execution threads.
Errors
GL_INVALID_VALUE
is generated if
program
is neither 0 nor a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if
program
is not a program object.
GL_INVALID_OPERATION
is generated if
program
could not be made part of current
state.
GL_INVALID_OPERATION
is generated if
transform feedback mode is active.
Associated Gets
glGet
with the argument
GL_CURRENT_PROGRAM
glGetActiveAttrib
with a valid program object and the index of an active attribute
variable
glGetActiveUniform
with a valid program object and the index of an active uniform
variable
glGetAttachedShaders
with a valid program object
glGetAttribLocation
with a valid program object and the name of an attribute
variable
glGetProgram
with a valid program object and the parameter to be queried
glGetProgramInfoLog
with a valid program object
glGetUniform
with a valid program object and the location of a uniform
variable
glGetUniformLocation
with a valid program object and the name of a uniform
variable
Version Support
glUseProgram |
See Also
Copyright
Copyright
2003-2005 3Dlabs Inc. Ltd.
Copyright
2010-2014 Khronos Group.
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/
.
Sample Code References
The following code samples have been found which appear to reference the functions described here. Take care that the code may be old, broken or not even use PyOpenGL.
glUseProgram