func (c *Context) ValidateProgram(program *Program) { if program == nil { gl.ValidateProgram(0) return } gl.ValidateProgram(program.uint32) }
func (s *Shader) compile() error { gl.LinkProgram(s.program) var result int32 gl.GetProgramiv(s.program, gl.LINK_STATUS, &result) if result == 0 { return s.getProgramInfoLog("shader compilation error") } gl.ValidateProgram(s.program) gl.GetProgramiv(s.program, gl.VALIDATE_STATUS, &result) if result == 0 { return s.getProgramInfoLog("shader compilation error: %s") } return nil }
// ValidateProgram checks to see whether the executables contained in // program can execute given the current OpenGL state. // // Typically only used for debugging. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glValidateProgram.xhtml func ValidateProgram(p Program) { gl.ValidateProgram(uint32(p.Value)) }
// ValidateProgram checks to see whether the executables contained in // program can execute given the current OpenGL state. // // Typically only used for debugging. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glValidateProgram.xhtml func ValidateProgram(p Program) { gl.ValidateProgram(p.Value) }