glBindProgramPipeline — bind a program pipeline to the current context
void glBindProgramPipeline( | GLuint pipeline) ; |
glBindProgramPipeline
binds a program pipeline object to the current
context. pipeline
must be a name previously returned from a call
to glGenProgramPipelines. If
no program pipeline exists with name pipeline
then a new pipeline object
is created with that name and initialized to the default state vector.
When a program pipeline object is bound using glBindProgramPipeline
, any previous
binding is broken and is replaced with a binding to the specified pipeline object. If pipeline
is zero, the previous binding is broken and is not replaced, leaving no pipeline object bound.
If no current program object has been established by glUseProgram,
the program objects used for each stage and for uniform updates are taken from the bound program
pipeline object, if any. If there is a current program object established by glUseProgram,
the bound program pipeline object has no effect on rendering or uniform updates. When a bound program
pipeline object is used for rendering, individual shader executables are taken from its program objects.
GL_INVALID_OPERATION
is generated if pipeline
is not zero or
a name previously returned from a call to glGenProgramPipelines
or if such a name has been deleted by a call to
glDeleteProgramPipelines.
glCreateShader, glCreateProgram, glCompileShader, glLinkProgram, glGenProgramPipelines, glDeleteProgramPipelines, glIsProgramPipeline
Copyright © 2010 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/.