- GLuint glCreateProgram(void);
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(). These executables are made part of current state when glUseProgram() is called. Program objects can be deleted by calling glDeleteProgram(). The memory associated with the program object will be deleted when it is no longer part of current rendering state for any context.
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.
This function returns 0 if an error occurs creating the program object.
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
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