rior to this extension, GLSL requires multiple shader domains (vertex, fragment, geometry) to be linked into a single monolithic program object to specify a GLSL shader for each domain.
While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple domains, all existing GPU hardware supports the more flexible mix-and-match approach.
HLSL9, Cg, the prior OpenGL assembly program extensions, and game console programmers favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader domains. Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa).
This keep-it-simple extension adapts the "mix-and-match" shader domain model for GLSL so different GLSL program objects can be bound to different shader domains.
This extension redefines the operation of glUseProgram(GLenum program) to be equivalent to:
glUseShaderProgramEXT(GL_VERTEX_SHADER, program);
glUseShaderProgramEXT(GL_GEOMETRY_SHADER_EXT, program);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, program);
glActiveProgramEXT(program);
You can also call these commands separately to bind each respective domain. The GL_VERTEX_SHADER, GL_GEOMETRY_SHADER_EXT, and GL_FRAGMENT_SHADER tokens refer to the conventional vertex, geometry, and fragment domains respectively. glActiveProgramEXT specifies the program that glUniform* commands will update.
Separate linking creates the possibility that certain output varyings of a shader may go unread by the subsequent shader inputting varyings. In this case, the output varyings are simply ignored. It is also possible input varyings from a shader may not be written as output varyings of a preceding shader. In this case, the unwritten input varying values are undefined. Implementations are encouraged to zero these undefined input varying values.
This extension is a proof-of-concept that separate shader objects can work for GLSL and a response to repeated requests for this functionality. There are various loose ends, particularly when dealing with user-defined varyings. The hope is a future extension will improve this situation.
Requires OpenGL 2. or ARB_shader_objects.
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_ACTIVE_PROGRAM_EXT
Accepted by |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| public static native void | |
| public static int | |
| public static int | |
| public static native void | |
| public static native int |
| GL_ACTIVE_PROGRAM_EXT | back to summary |
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| public static final int GL_ACTIVE_PROGRAM_EXT Accepted by | |
| EXTSeparateShaderObjects | back to summary |
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| protected EXTSeparateShaderObjects() | |
| glActiveProgramEXT | back to summary |
|---|---|
| public static native void glActiveProgramEXT(int program) | |
| glCreateShaderProgramEXT | back to summary |
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public static int glCreateShaderProgramEXT(int type, ByteBuffer string)
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| glCreateShaderProgramEXT | back to summary |
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public static int glCreateShaderProgramEXT(int type, CharSequence string)
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| glUseShaderProgramEXT | back to summary |
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| public static native void glUseShaderProgramEXT(int type, int program) | |
| nglCreateShaderProgramEXT | back to summary |
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| public static native int nglCreateShaderProgramEXT(int type, long string) | |