Graphics Reference
In-Depth Information
The OpenGL ES specification does not mandate any particular binary
format; instead, the binary format is left completely up to the vendor. This
obviously means that programs have less portability, but it also means the
vendor can create a less burdensome implementation of OpenGL ES 3.0.
In fact, the binary format may change from one driver version to another
implemented by the same vendor. To ensure that the stored program
binary is still compatible, after calling glProgramBinary , you can
query the GL_LINK_STATUS through glGetProgramiv . If it is no longer
compatible, then you will need to recompile the shader source code.
Summary
In this chapter, you learned how to create, compile, and link shaders
into a program. Shader objects and program objects form the most
fundamental objects in OpenGL ES 3.0. We discussed how to query the
program object for information and how to load uniforms. In addition,
you learned how source shaders and program binaries differ and how to
use each. Next, you will learn how to write a shader using the OpenGL ES
Shading Language.
 
 
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