glGetActiveUniformsiv man page on RedHat
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GLGETACTIVEUNIFORMSI(3G) OpenGL Manual GLGETACTIVEUNIFORMSI(3G)
NAME
glGetActiveUniformsiv - Returns information about several active
uniform variables for the specified program object
C SPECIFICATION
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount,
const GLuint *uniformIndices, GLenum pname,
GLint *params);
PARAMETERS
program
Specifies the program object to be queried.
uniformCount
Specifies both the number of elements in the array of indices
uniformIndices and the number of parameters written to params upon
successful return.
uniformIndices
Specifies the address of an array of uniformCount integers
containing the indices of uniforms within program whose parameter
pname pname.
pname
Specifies the property of the each uniform in uniformIndices that
should be written into the corresponding element of params.
params
Specifies the address of an array of uniformCount integers which
are to receive the value of pname for each uniform in
uniformIndices.
DESCRIPTION
glGetActiveUniformsiv queries the value of the parameter named pname
for each of the uniforms within program whose indices are specified in
the array of uniformCount unsigned integers uniformIndices. Upon
success, the value of the parameter for each uniform is written into
the corresponding entry in the array whose address is given in params.
If an error is generated, nothing is written into params.
If pname is GL_UNIFORM_TYPE, then an array identifying the types of
uniforms specified by the corresponding array of uniformIndices is
returned. The returned types can be any of the values from the
following table:
┌─────────────────────────────────────────────┬────────────────────────────────┐
│ │ │
│ Returned │ Shader │
│Symbolic Contant │ Uniform Type │
│ │ │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT │ float │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_VEC2 │ vec2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_VEC3 │ vec3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_VEC4 │ vec4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE │ double │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_VEC2 │ dvec2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_VEC3 │ dvec3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_VEC4 │ dvec4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT │ int │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_VEC2 │ ivec2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_VEC3 │ ivec3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_VEC4 │ ivec4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT │ unsigned int │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_VEC2 │ uvec2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_VEC3 │ uvec3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_VEC4 │ uvec4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_BOOL │ bool │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_BOOL_VEC2 │ bvec2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_BOOL_VEC3 │ bvec3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_BOOL_VEC4 │ bvec4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT2 │ mat2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT3 │ mat3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT4 │ mat4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT2x3 │ mat2x3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT2x4 │ mat2x4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT3x2 │ mat3x2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT3x4 │ mat3x4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT4x2 │ mat4x2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_FLOAT_MAT4x3 │ mat4x3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT2 │ dmat2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT3 │ dmat3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT4 │ dmat4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT2x3 │ dmat2x3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT2x4 │ dmat2x4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT3x2 │ dmat3x2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT3x4 │ dmat3x4 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT4x2 │ dmat4x2 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_DOUBLE_MAT4x3 │ dmat4x3 │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_1D │ sampler1D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D │ sampler2D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_3D │ sampler3D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_CUBE │ samplerCube │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_1D_SHADOW │ sampler1DShadow │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_SHADOW │ sampler2DShadow │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_1D_ARRAY │ sampler1DArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_ARRAY │ sampler2DArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_1D_ARRAY_SHADOW │ sampler1DArrayShadow │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_ARRAY_SHADOW │ sampler2DArrayShadow │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_MULTISAMPLE │ sampler2DMS │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_MULTISAMPLE_ARRAY │ sampler2DMSArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_CUBE_SHADOW │ samplerCubeShadow │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_BUFFER │ samplerBuffer │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_RECT │ sampler2DRect │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_SAMPLER_2D_RECT_SHADOW │ sampler2DRectShadow │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_1D │ isampler1D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_2D │ isampler2D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_3D │ isampler3D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_CUBE │ isamplerCube │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_1D_ARRAY │ isampler1DArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_2D_ARRAY │ isampler2DArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_2D_MULTISAMPLE │ isampler2DMS │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY │ isampler2DMSArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_BUFFER │ isamplerBuffer │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_INT_SAMPLER_2D_RECT │ isampler2DRect │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_1D │ usampler1D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_2D │ usampler2D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_3D │ usampler3D │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_CUBE │ usamplerCube │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_1D_ARRAY │ usampler2DArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_2D_ARRAY │ usampler2DArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE │ usampler2DMS │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY │ usampler2DMSArray │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_BUFFER │ usamplerBuffer │
├─────────────────────────────────────────────┼────────────────────────────────┤
│GL_UNSIGNED_INT_SAMPLER_2D_RECT │ usampler2DRect │
└─────────────────────────────────────────────┴────────────────────────────────┘
If pname is GL_UNIFORM_SIZE, then an array identifying the size of the
uniforms specified by the corresponding array of uniformIndices is
returned. The sizes returned are in units of the type returned by a
query of GL_UNIFORM_TYPE. For active uniforms that are arrays, the size
is the number of active elements in the array; for all other uniforms,
the size is one.
If pname is GL_UNIFORM_NAME_LENGTH, then an array identifying the
length, including the terminating null character, of the uniform name
strings specified by the corresponding array of uniformIndices is
returned.
If pname is GL_UNIFORM_BLOCK_INDEX, then an array identifying the the
uniform block index of each of the uniforms specified by the
corresponding array of uniformIndices is returned. The uniform block
index of a uniform associated with the default uniform block is -1.
If pname is GL_UNIFORM_OFFSET, then an array of uniform buffer offsets
is returned. For uniforms in a named uniform block, the returned value
will be its offset, in basic machine units, relative to the beginning
of the uniform block in the buffer object data store. For atomic
counter uniforms, the returned value will be its offset relative to the
beginning of its active atomic counter buffer. For all other uniforms,
-1 will be returned.
If pname is GL_UNIFORM_ARRAY_STRIDE, then an array identifying the
stride between elements of each of the uniforms specified by the
corresponding array of uniformIndices is returned. For uniforms in
named uniform blocks and for uniforms declared as atomic counters, the
stride is the difference, in basic machine units, of consecutive
elements in an array, or zero for uniforms not declared as an array.
For all other uniforms, a stride of -1 will be returned.
If pname is GL_UNIFORM_MATRIX_STRIDE, then an array identifying the
stride between columns of a column-major matrix or rows of a row-major
matrix, in basic machine units, of each of the uniforms specified by
the corresponding array of uniformIndices is returned. The matrix
stride of a uniform associated with the default uniform block is -1.
Note that this information only makes sense for uniforms that are
matrices. For uniforms that are not matrices, but are declared in a
named uniform block, a matrix stride of zero is returned.
If pname is GL_UNIFORM_IS_ROW_MAJOR, then an array identifying whether
each of the uniforms specified by the corresponding array of
uniformIndices is a row-major matrix or not is returned. A value of one
indicates a row-major matrix, and a value of zero indicates a
column-major matrix, a matrix in the default uniform block, or a
non-matrix.
If pname is GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, then an array
identifying the active atomic counter buffer index of each of the
uniforms specified by the corresponding array of uniformIndices is
returned. For uniforms other than atomic counters, the returned buffer
index is -1. The returned indices may be passed to
glGetActiveAtomicCounterBufferiv() to query the properties of the
associated buffer, and not necessarily the binding point specified in
the uniform declaration.
NOTES
The double types, GL_DOUBLE, GL_DOUBLE_VEC2, GL_DOUBLE_VEC3,
GL_DOUBLE_VEC4, GL_DOUBLE_MAT2, GL_DOUBLE_MAT3, GL_DOUBLE_MAT4,
GL_DOUBLE_MAT2x3, GL_DOUBLE_MAT2x4, GL_DOUBLE_MAT3x2, GL_DOUBLE_MAT3x4,
GL_DOUBLE_MAT4x2, and GL_DOUBLE_MAT4x3 are only available if the GL
version is 4.1 or higher.
GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX is only accepted by pname if the
GL version is 4.2 or higher.
ERRORS
GL_INVALID_VALUE is generated if program is not a value generated by
OpenGL.
GL_INVALID_OPERATION is generated if program is not a program object.
GL_INVALID_VALUE is generated if uniformCount is greater than or equal
to the value of GL_ACTIVE_UNIFORMS for program.
GL_INVALID_ENUM is generated if pname is not an accepted token.
ASSOCIATED GETS
glGet() with argument GL_MAX_VERTEX_UNIFORM_COMPONENTS,
GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS,
GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS,
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS,
or GL_MAX_COMBINED_UNIFORM_COMPONENTS.
glGetProgram() with argument GL_ACTIVE_UNIFORMS or
GL_ACTIVE_UNIFORM_MAX_LENGTH.
glIsProgram()
SEE ALSO
glGetUniform(), glGetActiveUniform(), glGetUniformLocation(),
glLinkProgram(), glUniform(), glUseProgram()
COPYRIGHT
Copyright © 2011 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. http://opencontent.org/openpub/.
AUTHORS
opengl.org
opengl.org 03/16/2013 GLGETACTIVEUNIFORMSI(3G)
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