GLSLC Shader Program Compiler
This section describes glslc
, a compiler for OpenGL ES 3.0-style
program binaries. This compiler runs on the Linux host system to produce program
binaries that can be transferred to the target NVIDIA® Tegra® device.
Program binaries produced with glslc from a particular NVIDIA DRIVE® SDK can only be used with the OpenGL ES 3.0 driver from the same NVIDIA DRIVE® SDK. Shader sources must be recompiled to generate new program binaries whenever a new SDKis installed.
To compile a shader program
- Generate a program binary
<output_file>
from vertex and fragment shader source files<vertex_shader_file>
and<fragment_shader_file>
with the following command (on the host system):
glslc -gles -chip 10 -binary <output_file> -vs <vertex_shader_file> -fs <fragment_shader_file>
Shader sources must not contain #include
directives. If
glslc
is successful, it produces a non-zero sized binary named
<output file>
.
For complete information about additional shader types and supported options for
glslc
, run the following command:
glslc --help