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glCompileShader

Name

glCompileShader — Compiles a shader object

C Specification

void glCompileShader( GLuint shader);

Parameters

shader

Specifies the shader object to be compiled.

Description

glCompileShader compiles the source code strings that have been stored in the shader object specified by shader.

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

Compilation of a shader can fail for a number of reasons as specified by the OpenGL ES Shading Language Specification. Whether or not the compilation was successful, information about the compilation can be obtained from the shader object's information log by calling glGetShaderInfoLog.

Errors

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

GL_INVALID_OPERATION is generated if shader is not a shader object.

Associated Gets

glGetShaderInfoLog with argument shader

glGetShaderiv with arguments shader and GL_COMPILE_STATUS

glIsShader

Examples

Compile a program from a vertex shader and a fragment shader.
GLuint vshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshader, 1, &vertex_shader_source, NULL); // vertex_shader_source is a GLchar* containing glsl shader source code
glCompileShader(vshader);

GLint vertex_compiled;
glGetShaderiv(vshader, GL_COMPILE_STATUS, &vertex_compiled);
if (vertex_compiled != GL_TRUE)
{
    GLsizei log_length = 0;
    GLchar message[1024];
    glGetShaderInfoLog(vshader, 1024, &log_length, message);
    // Write the error to a log
}

GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fshader, 1, &fragment_shader_source, NULL); // fragment_shader_source is a GLchar* containing glsl shader source code
glCompileShader(fshader);

GLint fragment_compiled;
glGetShaderiv(fshader, GL_COMPILE_STATUS, &fragment_compiled);
if (fragment_compiled != GL_TRUE)
{
    GLsizei log_length = 0;
    GLchar message[1024];
    glGetShaderInfoLog(fshader, 1024, &log_length, message);
    // Write the error to a log
}

GLuint program = glCreateProgram();

// This step is unnecessary if you use the location specifier in your shader
// e.g. layout (location = 0) in vec3 position;
glBindAttribLocation(program, 0, "position"); // The index passed into glBindAttribLocation is
glBindAttribLocation(program, 1, "texcoord"); // used by glEnableVertexAttribArray. "position"
glBindAttribLocation(program, 2, "normal");   // "texcoord" "normal" and "color" are the names of the
glBindAttribLocation(program, 3, "color");    // respective inputs in your fragment shader.

glAttachShader(program, vshader);
glAttachShader(program, fshader);
glLinkProgram(program);

GLint program_linked;
glGetProgramiv(program, GL_LINK_STATUS, &program_linked);
if (program_linked != GL_TRUE)
{
    GLsizei log_length = 0;
    GLchar message[1024];
    glGetProgramInfoLog(program, 1024, &log_length, message);
    // Write the error to a log
}

API Version Support

OpenGL ES API Version
Function Name 2.0 3.0 3.1
glCompileShader
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