sjoerd222's picture

how is glGetShaderiv implemented in openTK?


I'm trying to port the following C function to C#, OpenTK 1.0, OpenGL ES 2.0, Visual Studio 2008

GLuint LoadShader(GLenum type, const char *shaderSrc)
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader(type);
if(shader == 0)
return 0;
// Load the shader source
glShaderSource(shader, 1, &shaderSrc, NULL);
// Compile the shader
// Check the compile status
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
char* infoLog = malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
esLogMessage("Error compiling shader:\n%s\n", infoLog);
return 0;
return shader;

And currently I'm struggling with "glGetShaderiv", for all prior function i could find the corresponding OpenTK call.
But how is glGetShaderiv implemented in OpenTK?



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the Fiddler's picture

From the function reference:

static void GetShader(int shader, ShaderParameter pname, int[] @params);
static void GetShader(int shader, ShaderParameter pname, out int @params);
unsafe static void GetShader(int shader, ShaderParameter pname, int* @params);

Returns a parameter from a shader object.


  • shader Specifies the shader object to be queried.
  • pname Specifies the object parameter. Accepted symbolic names are GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.
  • params Returns the requested object parameter.

Usage is pretty straightforward:

// C code
int compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
// OpenTK code
int compiled;
GL.GetShader(shader, ShaderParameter.CompileStatus, out compiled);