2013
Khronos Group
glGetProgramResource
3G
glGetProgramResource
retrieve values for multiple properties of a single active resource within a program object
C Specification
void glGetProgramResourceiv
GLuint program
GLenum programInterface
GLuint index
GLsizei propCount
const Glenum * props
GLsizei bufSize
GLsizei * length
GLint * params
Parameters
program
The name of a program object whose resources to query.
programInterface
A token identifying the interface within program containing the resource named name.
Description
glGetProgramResourceiv returns values for multiple properties of a single active resource with an
index of index in the interface programInterface of program object
program. For each resource, values for propCount properties specified
by the array props are returned. propCount may not be zero.
An error is generated if any value
in props is not one of the properties described immediately belowor if any value in props is not
allowed for programInterface. The set of allowed programInterface
values for each property can be found in the following table:
Property
Supported Interfaces
GL_NAME_LENGTH
Any except GL_ATOMIC_COUNTER_BUFFER and GL_TRANSFORM_FEEDBACK_BUFFER
GL_TYPE
GL_UNIFORM, GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT, GL_TRANSFORM_FEEDBACK_VARYING, GL_BUFFER_VARIABLE
GL_ARRAY_SIZE
GL_UNIFORM, GL_BUFFER_VARIABLE, GL_PROGRAM_INPUT,
GL_PROGRAM_OUTPUT, VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, GL_GEOMETRY_SUBROUTINE_UNIFORM,
GL_FRAGMENT_SUBROUTINE_UNIFORM, GL_COMPUTE_SUBROUTINE_UNIFORM, GL_TRANSFORM_FEEDBACK_VARYING
GL_OFFSET
GL_UNIFORM, GL_BUFFER_VARIABLE, GL_TRANSFORM_FEEDBACK_VARYING
GL_BLOCK_INDEX
GL_UNIFORM, GL_BUFFER_VARIABLE
GL_ARRAY_STRIDE
GL_UNIFORM, GL_BUFFER_VARIABLE
GL_MATRIX_STRIDE
GL_UNIFORM, GL_BUFFER_VARIABLE
GL_IS_ROW_MAJOR
GL_UNIFORM, GL_BUFFER_VARIABLE
GL_ATOMIC_COUNTER_BUFFER_INDEX
GL_UNIFORM
GL_TEXTURE_BUFFER
none
GL_BUFFER_BINDING
GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_TRANSFORM_FEEDBACK_BUFFER
GL_BUFFER_DATA_SIZE
GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK
GL_NUM_ACTIVE_VARIABLES
GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_TRANSFORM_FEEDBACK_BUFFER
GL_ACTIVE_VARIABLES
GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_TRANSFORM_FEEDBACK_BUFFER
GL_REFERENCED_BY_VERTEX_SHADER
GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER,
GL_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_BUFFER_VARIABLE,
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_REFERENCED_BY_TESS_CONTROL_SHADER
GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER,
GL_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_BUFFER_VARIABLE,
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_REFERENCED_BY_TESS_EVALUATION_SHADER
GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER,
GL_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_BUFFER_VARIABLE,
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_REFERENCED_BY_GEOMETRY_SHADER
GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER,
GL_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_BUFFER_VARIABLE,
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_REFERENCED_BY_FRAGMENT_SHADER
GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER,
GL_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_BUFFER_VARIABLE,
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_REFERENCED_BY_COMPUTE_SHADER
GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER,
GL_BUFFER, GL_SHADER_STORAGE_BLOCK, GL_BUFFER_VARIABLE,
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_NUM_COMPATIBLE_SUBROUTINES
GL_VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, GL_GEOMETRY_SUBROUTINE_UNIFORM,
GL_FRAGMENT_SUBROUTINE_UNIFORM, GL_COMPUTE_SUBROUTINE_UNIFORM
GL_COMPATIBLE_SUBROUTINES
GL_VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, GL_GEOMETRY_SUBROUTINE_UNIFORM,
GL_FRAGMENT_SUBROUTINE_UNIFORM, GL_COMPUTE_SUBROUTINE_UNIFORM
GL_TOP_LEVEL_ARRAY_SIZE
GL_BUFFER_VARIABLE
GL_TOP_LEVEL_ARRAY_STRIDE
GL_BUFFER_VARIABLE
GL_LOCATION
GL_UNIFORM, GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT,
GL_VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, GL_GEOMETRY_SUBROUTINE_UNIFORM,
GL_FRAGMENT_SUBROUTINE_UNIFORM, GL_COMPUTE_SUBROUTINE_UNIFORM
GL_LOCATION_INDEX
GL_PROGRAM_OUTPUT
GL_IS_PER_PATCH
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_LOCATION_COMPONENT
GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT
GL_TRANSFORM_FEEDBACK_BUFFER_INDEX
GL_TRANSFORM_FEEDBACK_VARYING
GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE
GL_TRANSFORM_FEEDBACK_BUFFER
For the property GL_NAME_LENGTH, a single integer identifying the length of
the name string associated with an active variable, interface block, or
subroutine is written to params. The name length includes a terminating
null character.
For the property GL_TYPE, a single integer identifying the type of an active
variable is written to params. The integer returned is one of the
values found in table 2.16.
For the property GL_ARRAY_SIZE, a single integer identifying the number of
active array elements of an active variable is written to params. The
array size returned is in units of the type associated with the property
GL_TYPE. For active variables not corresponding to an array of basic types,
the value zero is written to params.
For the property GL_BLOCK_INDEX, a single integer identifying the index of
the active interface block containing an active variable is written to
params. If the variable is not the member of an interface block, the
value -1 is written to params.
For the property GL_OFFSET, a single integer identifying the offset of an
active variable is written to params. For variables in the GL_UNIFORM and
GL_BUFFER_VARIABLE interfaces that are backed by a buffer object, the value
written is the offset of that variable relative to the base of the buffer
range holding its value. For variables in the GL_TRANSFORM_FEEDBACK_VARYING
interface, the value written is the offset in the transform feedback
buffer storage assigned to each vertex captured in transform feedback mode
where the value of the variable will be stored. Such offsets are
specified via the xfb_offset
layout qualifier or assigned according to
the variables position in the list of strings passed to
glTransformFeedbackVaryings. Offsets are expressed in basic machine units.
For all variables not recorded in transform feedback mode, including the
special names "gl_NextBuffer"
, "gl_SkipComponents1"
, "gl_SkipComponents2"
,
"gl_SkipComponents3"
, and "gl_SkipComponents4"
, -1 is written to params.
For the property GL_ARRAY_STRIDE, a single integer identifying the stride
between array elements in an active variable is written to params. For
active variables declared as an array of basic types, the value written is
the difference, in basic machine units, between the offsets of consecutive
elements in an array. For active variables not declared as an array of
basic types, zero is written to params. For active variables not backed
by a buffer object, -1 is written to params, regardless of the variable
type.
For the property GL_MATRIX_STRIDE, a single integer identifying the stride
between columns of a column-major matrix or rows of a row-major matrix is
written to params. For active variables declared a single matrix or
array of matrices, the value written is the difference, in basic machine
units, between the offsets of consecutive columns or rows in each matrix.
For active variables not declared as a matrix or array of matrices, zero
is written to params. For active variables not backed by a buffer
object, -1 is written to params, regardless of the variable type.
For the property GL_IS_ROW_MAJOR, a single integer identifying whether an
active variable is a row-major matrix is written to params. For active
variables backed by a buffer object, declared as a single matrix or array
of matrices, and stored in row-major order, one is written to params.
For all other active variables, zero is written to params.
For the property GL_ATOMIC_COUNTER_BUFFER_INDEX, a single integer identifying
the index of the active atomic counter buffer containing an active
variable is written to params. If the variable is not an atomic counter
uniform, the value -1 is written to params.
For the property GL_BUFFER_BINDING, to index of the buffer binding point
associated with the active uniform block, shader storage block, atomic
counter buffer or transform feedback buffer is written to params.
For the property GL_BUFFER_DATA_SIZE, then the implementation-dependent
minimum total buffer object size, in basic machine units, required to hold
all active variables associated with an active uniform block, shader
storage block, or atomic counter buffer is written to params. If the
final member of an active shader storage block is array with no declared
size, the minimum buffer size is computed assuming the array was declared
as an array with one element.
For the property GL_NUM_ACTIVE_VARIABLES, the number of active variables
associated with an active uniform block, shader storage block, atomic
counter buffer or transform feedback buffer is written to params.
For the property GL_ACTIVE_VARIABLES, an array of active variable indices
associated with an active uniform block, shader storage block, atomic
counter buffer or transform feedback buffer is written to params. The number of values written to
params for an active resource is given by the value of the property
GL_NUM_ACTIVE_VARIABLES for the resource.
For the properties GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_TESS_CONTROL_SHADER, GL_REFERENCED_BY_TESS_EVALUATION_SHADER,
GL_REFERENCED_BY_GEOMETRY_SHADER, GL_REFERENCED_BY_FRAGMENT_SHADER, and
GL_REFERENCED_BY_COMPUTE_SHADER, a single integer is written to params,
identifying whether the active resource is referenced by the vertex,
tessellation control, tessellation evaluation, geometry, or fragment
shaders, respectively, in the program object. The value one is written to
params if an active variable is referenced by the corresponding shader,
or if an active uniform block, shader storage block, or atomic counter
buffer contains at least one variable referenced by the corresponding
shader. Otherwise, the value zero is written to params.
For the property GL_TOP_LEVEL_ARRAY_SIZE, a single integer identifying the
number of active array elements of the top-level shader storage block
member containing to the active variable is written to params. If the
top-level block member is not declared as an array, the value one is
written to params. If the top-level block member is an array with no
declared size, the value zero is written to params.
For the property GL_TOP_LEVEL_ARRAY_STRIDE, a single integer identifying the
stride between array elements of the top-level shader storage block member
containing the active variable is written to params. For top-level
block members declared as arrays, the value written is the difference, in
basic machine units, between the offsets of the active variable for
consecutive elements in the top-level array. For top-level block members
not declared as an array, zero is written to params.
For the property GL_LOCATION, a single integer identifying the assigned
location for an active uniform, input, output, or subroutine uniform
variable is written to params. For input, output, or uniform variables
with locations specified by a layout qualifier, the specified location is
used. For vertex shader input or fragment shader output variables without
a layout qualifier, the location assigned when a program is linked is
written to params. For all other input and output variables, the value
-1 is written to params. For uniforms in uniform blocks, the value -1
is written to params.
For the property GL_LOCATION_INDEX, a single integer identifying the fragment
color index of an active fragment shader output variable is written to
params. If the active variable is an output for a non-fragment shader,
the value -1 will be written to params.
For the property GL_IS_PER_PATCH, a single integer identifying whether the
input or output is a per-patch attribute. If the active variable is a
per-patch attribute (declared with the patch
qualifier), the value one
is written to params; otherwise, the value zero is written to params.
For the property GL_LOCATION_COMPONENT, a single integer indicating the first
component of the location assigned to an active input or output variable
is written to params. For input and output variables with a component
specified by a layout
qualifier, the specified component is written.
For all other input and output variables, the value zero is written.
For the property GL_TRANSFORM_FEEDBACK_BUFFER_INDEX, a single integer
identifying the index of the active transform feedback buffer associated
with an active variable is written to params. For variables
corresponding to the special names "gl_NextBuffer"
, "gl_SkipComponents1"
,
"gl_SkipComponents2"
, "gl_SkipComponents3"
, and "gl_SkipComponents4"
, -1
is written to params.
For the property GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE, a single integer
identifying the stride, in basic machine units, between consecutive
vertices written to the transform feedback buffer is written to params.
Errors
GL_INVALID_VALUE is generated if program is
not the name of an existing program object.
GL_INVALID_VALUE is generated if propCount is
zero.
GL_INVALID_ENUM is generated if programInterface
is not one of the accepted interface types.
GL_INVLALID_ENUM is generated if any value in props
is not one of the accepted tokens for the interface programInterface
See Also
glGetProgramResourceName,
glGetGetProgramResourceIndex,
glGetProgramResourceLocation,
glGetProgramResourceLocationIndex.
Copyright
Copyright 2013 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/.