Is there a way to access the shaders attached to a program? That is, given a program, can I do something like:
vertexShader = getVertexShaderFromProgram(program);
(I would like to log shader compilation status within my function that validates my program, but I only keep a reference to the program, not the shaders.)
glGetAttachedShaders()to get the names of the shaders attached to the given program object.glGetShaderiv( ..., GL_SHADER_TYPE, ... )to get the type (vertex, geometry, fragment) of shader.glGetShaderiv( ..., GL_SHADER_SOURCE_LENGTH, ... )on each shader name to figure out how long the source is.glGetShaderSource()to get the source string for each attached shader.
EDIT: If all you need are the shader names & types you can stop after step 2.
来源:https://stackoverflow.com/questions/15537415/opengl-getting-shader-attached-to-program