1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../css/manpage.css" type="text/css" /> 7<title>glLinkProgram</title> 8 </head> 9 <body> 10<h1><CODE>glLinkProgram</CODE> Function</h1> 11<h2>Syntax</h2> 12 <div class="section"> 13 <pre class="definition"> 14GL_APICALL void GL_APIENTRY glLinkProgram( 15 GLuint program 16); 17</pre> 18 </div> 19<h2>Parameters</h2> 20 <div class="section"> 21 <table class="arguments"> 22 <thead> 23 <tr> 24 <td width="15" /> 25<th>Name</th> 26<td>Description</td> 27 </tr> 28 </thead> 29 <tr> 30<td>in</td> 31<th>program</th> 32<td>Program object to link</td> 33 </tr> </table> 34 </div> 35<h2>Return Values</h2> 36<div class="section">No values are returned. </div> 37<h2>Description</h2> 38 <div class="section"> 39<p>Links a program object.</p><P> 40Set <code>program</code> to a program object, and this function will link the shader objects attached to <CODE>program</CODE>. When a program has been successfully linked, <code>glUseProgram</code> can embed it as the current program in the rendering pipeline. The program has been successfully linked if you get <code>GL_TRUE</code> from <code>glGetProgramiv</code> with <code>pname</code> set to <code>GL_LINK_STATUS</code>. Linking has failed if you get a value of <code>GL_FALSE</code>. 41 </P><P> 42This function generates the following errors. 43<TABLE><TR><TH>GL_INVALID_VALUE</TH><TD>The <span class="argument">program</span> argument was set to an invalid value.</TD></TR><TR><TH>GL_OUT_OF_MEMORY</TH><TD>Failed to allocate the management region.</TD></TR></TABLE><!-- source programに不正な値を指定した場合エラーGL_INVALID_VALUEを生成します。 管理用領域の確保に失敗した場合エラーGL_OUT_OF_MEMORYを生成します。 --></P><P> 44Linking fails when <code>program</code> is waiting to be deleted; when the vertex and fragment shaders are not attached; when the attached vertex and geometry shaders were not loaded at the same time by <code>glShaderBinary</code>; and when there are more than 2048 total uniform variables for the attached vertex and geometry shaders. 45 </P></div> 46<h2>Revision History</h2> 47 <div class="section"> 48 <dl class="history"> 49 <dt>2010/01/07</dt> 50<dd>Initial version.<br /> 51 </dd> 52 </dl> 53 </div> 54 <hr><p>CONFIDENTIAL</p></body> 55</html>