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<refentry xmlns="http://docbook.org/ns/docbook" version="5.0" xml:id="glAttachShader">
    <info>
        <copyright>
            <year>2003-2005</year>
            <holder>3Dlabs Inc. Ltd.</holder>
        </copyright>
        <copyright>
            <year>2010-2013</year>
            <holder>Khronos Group</holder>
        </copyright>
    </info>
    <refmeta>
        <refentrytitle>glAttachShader</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refname>glAttachShader</refname>
        <refpurpose>Attaches a shader object to a program object</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glAttachShader</function></funcdef>
                <paramdef>GLuint <parameter>program</parameter></paramdef>
                <paramdef>GLuint <parameter>shader</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 xml:id="parameters"><title>Parameters</title>
        <variablelist>
            <varlistentry>
                <term><parameter>program</parameter></term>
                <listitem>
                    <para>Specifies the program object to which a shader
                    object will be attached.</para>
                </listitem>

            </varlistentry>
            <varlistentry>
                <term><parameter>shader</parameter></term>
                <listitem>
                    <para>Specifies the shader object that is to be attached.</para>
                </listitem>
            </varlistentry>
        </variablelist>
    </refsect1>
    <refsect1 xml:id="description"><title>Description</title>
        <para>In order to create a complete shader program, there must be a way to
        specify the list of things that will be linked together. Program
        objects provide this mechanism. Shaders that are to be linked
        together in a program object must first be attached to that
        program object. <function>glAttachShader</function> attaches the
        shader object specified by <parameter>shader</parameter> to the
        program object specified by <parameter>program</parameter>. This
        indicates that <parameter>shader</parameter> will be included in
        link operations that will be performed on
        <parameter>program</parameter>.</para>

        <para>All operations that can be performed on a shader object
        are valid whether or not the shader object is attached to a
        program object. It is permissible to attach a shader object to a
        program object before source code has been loaded into the
        shader object or before the shader object has been compiled. It
        is permissible to attach multiple shader objects of the same
        type because each may contain a portion of the complete shader.
        It is also permissible to attach a shader object to more than
        one program object. If a shader object is deleted while it is
        attached to a program object, it will be flagged for deletion,
        and deletion will not occur until
        <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>
        is called to detach it from all program objects to which it is
        attached.</para>
    </refsect1>
    <refsect1 xml:id="errors"><title>Errors</title>
        <para><constant>GL_INVALID_VALUE</constant> is generated if either
        <parameter>program</parameter> or <parameter>shader</parameter>
        is not a value generated by OpenGL.</para>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <parameter>program</parameter> is not a program object.</para>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <parameter>shader</parameter> is not a shader object.</para>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <parameter>shader</parameter> is already attached to
        <parameter>program</parameter>.</para>

    </refsect1>
    <refsect1 xml:id="associatedgets"><title>Associated Gets</title>
       <para>
          <citerefentry><refentrytitle>glGetAttachedShaders</refentrytitle></citerefentry>
              with the handle of a valid program object
       </para>
       <para>
          <citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
       </para>
       <para>
          <citerefentry><refentrytitle>glGetShaderSource</refentrytitle></citerefentry>
       </para>
       <para>
          <citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry>
       </para>
       <para>
          <citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry>
         </para>
    </refsect1>
    <refsect1 xml:id="seealso"><title>See Also</title>
         <para>
          <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
          <citerefentry><refentrytitle>glCreateShader</refentrytitle></citerefentry>,
          <citerefentry><refentrytitle>glDeleteShader</refentrytitle></citerefentry>,
          <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glLinkProgram</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"/> 2010-2013 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>
