glGetAttachedShaders.3G man page
glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
Specifies the program object to be queried.
Specifies the size of the array for storing the returned object names.
Returns the number of names actually returned in shaders.
Specifies an array that is used to return the names of attached shader objects.
glGetAttachedShaders returns the names of the shader objects attached to program. The names of shader objects that are attached to program will be returned in shaders. The actual number of shader names written into shaders is returned in count. If no shader objects are attached to program, count is set to 0. The maximum number of shader names that may be returned in shaders is specified by maxCount.
If the number of names actually returned is not required (for instance, if it has just been obtained by calling glGetProgram()), a value of NULL may be passed for count. If no shader objects are attached to program, a value of 0 will be returned in count. The actual number of attached shaders can be obtained by calling glGetProgram() with the value GL_ATTACHED_SHADERS.
GL_INVALID_VALUE is generated if program is not a value generated by OpenGL.
GL_INVALID_OPERATION is generated if program is not a program object.
GL_INVALID_VALUE is generated if maxCount is less than 0.
glGetProgram() with argument GL_ATTACHED_SHADERS
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Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010-2014 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
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Copyright © 2010-2014 Khronos Group