OpenGL.GL.EXT.separate_shader_objects
OpenGL extension EXT.separate_shader_objects
This module customises the behaviour of the
OpenGL.raw.GL.EXT.separate_shader_objects to provide a more
Python-friendly API
Overview (from the spec)
Prior 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.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/EXT/separate_shader_objects.txt
Functions
Constants
GL_ACTIVE_PROGRAM_EXT (35725)
GL_ALL_SHADER_BITS_EXT (4294967295)
GL_FRAGMENT_SHADER_BIT_EXT (2)
GL_PROGRAM_PIPELINE_BINDING_EXT (33370)
GL_PROGRAM_SEPARABLE_EXT (33368)
GL_VERTEX_SHADER_BIT_EXT (1)