2003-2005
3Dlabs Inc. Ltd.
2010-2013
Khronos Group
glGetActiveUniform
3G
glGetActiveUniform
Returns information about an active uniform variable for the specified program object
C Specification
void glGetActiveUniform
GLuint program
GLuint index
GLsizei bufSize
GLsizei *length
GLint *size
GLenum *type
GLchar *name
Parameters
program
Specifies the program object to be
queried.
index
Specifies the index of the uniform variable to
be queried.
bufSize
Specifies the maximum number of characters
OpenGL is allowed to write in the character buffer
indicated by name.
length
Returns the number of characters actually
written by OpenGL in the string indicated by
name (excluding the null
terminator) if a value other than
NULL is passed.
size
Returns the size of the uniform
variable.
type
Returns the data type of the uniform
variable.
name
Returns a null terminated string containing
the name of the uniform variable.
Description
glGetActiveUniform returns
information about an active uniform variable in the program
object specified by program. The number
of active uniform variables can be obtained by calling
glGetProgram
with the value GL_ACTIVE_UNIFORMS. A value
of 0 for index selects the first active
uniform variable. Permissible values for
index range from 0 to the number of
active uniform variables minus 1.
Shaders may use either built-in uniform variables,
user-defined uniform variables, or both. Built-in uniform
variables have a prefix of "gl_" and reference
existing OpenGL state or values derived from such state (e.g.,
gl_DepthRangeParameters, see the OpenGL
Shading Language specification for a complete list.)
User-defined uniform variables have arbitrary names and obtain
their values from the application through calls to
glUniform.
A uniform variable (either built-in or user-defined) is
considered active if it is determined during the link operation
that it may be accessed during program execution. Therefore,
program should have previously been the
target of a call to
glLinkProgram,
but it is not necessary for it to have been linked
successfully.
The size of the character buffer required to store the
longest uniform variable name in program
can be obtained by calling
glGetProgram
with the value
GL_ACTIVE_UNIFORM_MAX_LENGTH. This value
should be used to allocate a buffer of sufficient size to store
the returned uniform variable name. The size of this character
buffer is passed in bufSize, and a
pointer to this character buffer is passed in
name.
glGetActiveUniform returns the name
of the uniform variable indicated by
index, storing it in the character buffer
specified by name. The string returned
will be null terminated. The actual number of characters written
into this buffer is returned in length,
and this count does not include the null termination character.
If the length of the returned string is not required, a value of
NULL can be passed in the
length argument.
The type
argument will return a pointer to the uniform variable's data
type. The symbolic constants returned for uniform types are shown in the
table below.
Returned Symbolic Contant
Shader 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
GL_IMAGE_1D
image1D
GL_IMAGE_2D
image2D
GL_IMAGE_3D
image3D
GL_IMAGE_2D_RECT
image2DRect
GL_IMAGE_CUBE
imageCube
GL_IMAGE_BUFFER
imageBuffer
GL_IMAGE_1D_ARRAY
image1DArray
GL_IMAGE_2D_ARRAY
image2DArray
GL_IMAGE_2D_MULTISAMPLE
image2DMS
GL_IMAGE_2D_MULTISAMPLE_ARRAY
image2DMSArray
GL_INT_IMAGE_1D
iimage1D
GL_INT_IMAGE_2D
iimage2D
GL_INT_IMAGE_3D
iimage3D
GL_INT_IMAGE_2D_RECT
iimage2DRect
GL_INT_IMAGE_CUBE
iimageCube
GL_INT_IMAGE_BUFFER
iimageBuffer
GL_INT_IMAGE_1D_ARRAY
iimage1DArray
GL_INT_IMAGE_2D_ARRAY
iimage2DArray
GL_INT_IMAGE_2D_MULTISAMPLE
iimage2DMS
GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY
iimage2DMSArray
GL_UNSIGNED_INT_IMAGE_1D
uimage1D
GL_UNSIGNED_INT_IMAGE_2D
uimage2D
GL_UNSIGNED_INT_IMAGE_3D
uimage3D
GL_UNSIGNED_INT_IMAGE_2D_RECT
uimage2DRect
GL_UNSIGNED_INT_IMAGE_CUBE
uimageCube
GL_UNSIGNED_INT_IMAGE_BUFFER
uimageBuffer
GL_UNSIGNED_INT_IMAGE_1D_ARRAY
uimage1DArray
GL_UNSIGNED_INT_IMAGE_2D_ARRAY
uimage2DArray
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE
uimage2DMS
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY
uimage2DMSArray
GL_UNSIGNED_INT_ATOMIC_COUNTER
atomic_uint
If one or more elements of an array are active, the name
of the array is returned in name, the
type is returned in type, and the
size parameter returns the highest array
element index used, plus one, as determined by the compiler
and/or linker. Only one active uniform variable will be reported
for a uniform array.
Uniform variables that are declared as structures or
arrays of structures will not be returned directly by this
function. Instead, each of these uniform variables will be
reduced to its fundamental components containing the
"." and "[]" operators such that each of the
names is valid as an argument to
glGetUniformLocation.
Each of these reduced uniform variables is counted as one active
uniform variable and is assigned an index. A valid name cannot
be a structure, an array of structures, or a subcomponent of a
vector or matrix.
The size of the uniform variable will be returned in
size. Uniform variables other than arrays
will have a size of 1. Structures and arrays of structures will
be reduced as described earlier, such that each of the names
returned will be a data type in the earlier list. If this
reduction results in an array, the size returned will be as
described for uniform arrays; otherwise, the size returned will
be 1.
The list of active uniform variables may include both
built-in uniform variables (which begin with the prefix
"gl_") as well as user-defined uniform variable
names.
This function will return as much information as it can
about the specified active uniform variable. If no information
is available, length will be 0, and
name will be an empty string. This
situation could occur if this function is called after a link
operation that failed. If an error occurs, the return values
length, size,
type, and name
will be unmodified.
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.
The image types,
GL_IMAGE_1D,
GL_IMAGE_2D,
GL_IMAGE_3D,
GL_IMAGE_2D_RECT,
GL_IMAGE_CUBE,
GL_IMAGE_BUFFER,
GL_IMAGE_1D_ARRAY,
GL_IMAGE_2D_ARRAY,
GL_IMAGE_2D_MULTISAMPLE,
GL_IMAGE_2D_MULTISAMPLE_ARRAY,
GL_INT_IMAGE_1D,
GL_INT_IMAGE_2D,
GL_INT_IMAGE_3D,
GL_INT_IMAGE_2D_RECT,
GL_INT_IMAGE_CUBE,
GL_INT_IMAGE_BUFFER,
GL_INT_IMAGE_1D_ARRAY,
GL_INT_IMAGE_2D_ARRAY,
GL_INT_IMAGE_2D_MULTISAMPLE,
GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
GL_UNSIGNED_INT_IMAGE_1D,
GL_UNSIGNED_INT_IMAGE_2D,
GL_UNSIGNED_INT_IMAGE_3D,
GL_UNSIGNED_INT_IMAGE_2D_RECT,
GL_UNSIGNED_INT_IMAGE_CUBE,
GL_UNSIGNED_INT_IMAGE_BUFFER,
GL_UNSIGNED_INT_IMAGE_1D_ARRAY,
GL_UNSIGNED_INT_IMAGE_2D_ARRAY,
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
and the atomic counter type,
GL_UNSIGNED_INT_ATOMIC_COUNTER
are only available 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
index is greater than or equal to the
number of active uniform variables in
program.
GL_INVALID_VALUE is generated if
bufSize is less than 0.
Associated Gets
glGet
with argument GL_MAX_VERTEX_UNIFORM_COMPONENTS,
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS,
GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS,
GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS,
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS.
glGetProgram
with argument GL_ACTIVE_UNIFORMS or
GL_ACTIVE_UNIFORM_MAX_LENGTH.
glIsProgram
See Also
glGetUniform,
glGetUniformLocation,
glLinkProgram,
glUniform,
glUseProgram
Copyright
Copyright 2003-2005 3Dlabs Inc. Ltd.
Copyright 2010-2013 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/.