- void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
- Specifies the number of shader object handles contained in shaders.
- Specifies the address of an array of shader handles into which to load pre-compiled shader binaries.
- Specifies the format of the shader binaries contained in binary.
- Specifies the address of an array of bytes containing pre-compiled binary shader code.
- Specifies the length of the array whose address is given in binary.
glShaderBinary loads pre-compiled shader binary code into the count shader objects whose handles are given in shaders. binary points to length bytes of binary shader code stored in client memory. binaryFormat specifies the format of the pre-compiled code.
The binary image contained in binary will be decoded according to the extension specification defining the specified binaryFormat token. OpenGL does not define any specific binary formats, but it does provide a mechanism to obtain token vaues for such formats provided by such extensions.
Depending on the types of the shader objects in shaders, glShaderBinary will individually load binary vertex or fragment shaders, or load an executable binary that contains an optimized pair of vertex and fragment shaders stored in the same binary.
GL_INVALID_OPERATION is generated if more than one of the handles in shaders refers to the same shader object.
GL_INVALID_ENUM is generated if binaryFormat is not an accepted value.
GL_INVALID_VALUE is generated if the data pointed to by binary does not match the format specified by binaryFormat.
glGet() with parameter GL_NUM_SHADER_BINARY_FORMATS.
glGet() with parameter GL_SHADER_BINARY_FORMATS.
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