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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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