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<refentry xmlns="http://docbook.org/ns/docbook" version="5.0" xml:id="glCreateShader">
    <info>
        <copyright>
            <year>2003-2005</year>
            <holder>3Dlabs Inc. Ltd.</holder>
        </copyright>
        <copyright>
            <year>2010-2014</year>
            <holder>Khronos Group</holder>
        </copyright>
    </info>
    <refmeta>
        <refentrytitle>glCreateShader</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refname>glCreateShader</refname>
        <refpurpose>Creates a shader object</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>GLuint <function>glCreateShader</function></funcdef>
                <paramdef>GLenum <parameter>shaderType</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 xml:id="parameters"><title>Parameters</title>
        <variablelist>
            <varlistentry>
                <term><parameter>shaderType</parameter></term>
                <listitem>
                    <para>Specifies the type of shader to be created.
                    Must be one of <constant>GL_COMPUTE_SHADER</constant>,
                    <constant>GL_VERTEX_SHADER</constant>,
                    <constant>GL_TESS_CONTROL_SHADER</constant>,
                    <constant>GL_TESS_EVALUATION_SHADER</constant>,
                    <constant>GL_GEOMETRY_SHADER</constant>,
                    or <constant>GL_FRAGMENT_SHADER</constant>.</para>
                </listitem>
            </varlistentry>
        </variablelist>
    </refsect1>
    <refsect1 xml:id="description"><title>Description</title>
        <para><function>glCreateShader</function> creates an empty
        shader object and returns a non-zero value by which it can be
        referenced. A shader object is used to maintain the source code
        strings that define a shader. <parameter>shaderType</parameter>
        indicates the type of shader to be created. Five types of shader
        are supported. A shader of type
        <constant>GL_COMPUTE_SHADER</constant> is a shader that is
        intended to run on the programmable compute processor. A shader of type
        <constant>GL_VERTEX_SHADER</constant> is a shader that is
        intended to run on the programmable vertex processor.
        A shader of type <constant>GL_TESS_CONTROL_SHADER</constant> is a shader that
        is intended to run on the programmable tessellation processor in the control stage.
        A shader of type <constant>GL_TESS_EVALUATION_SHADER</constant> is a shader that
        is intended to run on the programmable tessellation processor in the evaluation stage.
        A shader of type
        <constant>GL_GEOMETRY_SHADER</constant> is a shader that is intended to
        run on the programmable geometry processor. A shader of
        type <constant>GL_FRAGMENT_SHADER</constant> is a shader that is
        intended to run on the programmable fragment processor.</para>

        <para>When created, a shader object's
        <constant>GL_SHADER_TYPE</constant> parameter is set to either
        <constant>GL_COMPUTE_SHADER</constant>, <constant>GL_VERTEX_SHADER</constant>, <constant>GL_TESS_CONTROL_SHADER</constant>,
        <constant>GL_TESS_EVALUATION_SHADER</constant>, <constant>GL_GEOMETRY_SHADER</constant>
        or <constant>GL_FRAGMENT_SHADER</constant>, depending on the value
        of <parameter>shaderType</parameter>.</para>
    </refsect1>
    <refsect1 xml:id="notes"><title>Notes</title>
        <para>Like buffer and texture objects, the name space for
        shader objects may be shared across a set of contexts, as long
        as the server sides of the contexts share the same address
        space. If the name space is shared across contexts, any attached
        objects and the data associated with those attached objects are
        shared as well.</para>

        <para>Applications are responsible for providing the
        synchronization across API calls when objects are accessed from
        different execution threads.</para>

        <para><constant>GL_COMPUTE_SHADER</constant> is available only if the GL version is 4.3 or higher.</para>
    </refsect1>
    <refsect1 xml:id="errors"><title>Errors</title>
        <para>This function returns 0 if an error occurs creating the
        shader object.</para>

        <para><constant>GL_INVALID_ENUM</constant> is generated if
        <parameter>shaderType</parameter> is not an accepted value.</para>

    </refsect1>
    <refsect1 xml:id="associatedgets"><title>Associated Gets</title>
        <para><citerefentry><refentrytitle>glGetShader</refentrytitle></citerefentry>
        with a valid shader object and the parameter to be queried</para>

        <para><citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
        with a valid shader object</para>

        <para><citerefentry><refentrytitle>glGetShaderSource</refentrytitle></citerefentry>
        with a valid shader object</para>

        <para><citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry></para>
    </refsect1>
    <refsect1 xml:id="versions"><title>Version Support</title>
        <informaltable>
            <tgroup cols="13" align="left">
                <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" href="apifunchead.xml" xpointer="xpointer(/*/*)"/>
                <tbody>
                    <row>
                        <entry><function>glCreateShader</function></entry>
                        <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" href="apiversion.xml" xpointer="xpointer(/*/*[@role='20']/*)"/>
                    </row>
                </tbody>
            </tgroup>
        </informaltable>
    </refsect1>
    <refsect1 xml:id="seealso"><title>See Also</title>
        <para><citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glDeleteShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
        <citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>
        </para>
    </refsect1>
    <refsect1 xml:id="Copyright"><title>Copyright</title>
        <para>
            Copyright <trademark class="copyright"/> 2003-2005 3Dlabs Inc. Ltd.
            Copyright <trademark class="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.
            <link xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="http://opencontent.org/openpub/">http://opencontent.org/openpub/</link>.
        </para>
    </refsect1>
</refentry>
