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806 lines
37 KiB
XML
806 lines
37 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glGetActiveUniformsiv">
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<refmeta>
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<refentrytitle>glGetActiveUniformsiv</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glGetActiveUniformsiv</refname>
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<refpurpose>Returns information about several active uniform variables for the specified program object</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glGetActiveUniformsiv</function></funcdef>
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<paramdef>GLuint <parameter>program</parameter></paramdef>
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<paramdef>GLsizei <parameter>uniformCount</parameter></paramdef>
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<paramdef>const GLuint *<parameter>uniformIndices</parameter></paramdef>
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<paramdef>GLenum <parameter>pname</parameter></paramdef>
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<paramdef>GLint *<parameter>params</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>program</parameter></term>
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<listitem>
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<para>Specifies the program object to be queried.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>uniformCount</parameter></term>
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<listitem>
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<para>Specifies both the number of elements in the array of indices <parameter>uniformIndices</parameter> and the
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number of parameters written to <parameter>params</parameter> upon successful return.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>uniformIndices</parameter></term>
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<listitem>
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<para>Specifies the address of an array of <parameter>uniformCount</parameter> integers containing the indices of
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uniforms within <parameter>program</parameter> whose parameter <parameter>pname</parameter> pname.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>pname</parameter></term>
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<listitem>
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<para>Specifies the property of the each uniform in <parameter>uniformIndices</parameter> that should be
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written into the corresponding element of <parameter>params</parameter>.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>params</parameter></term>
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<listitem>
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<para>Specifies the address of an array of <parameter>uniformCount</parameter> integers which are to
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receive the value of <parameter>pname</parameter> for each uniform in <parameter>uniformIndices</parameter>.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>
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<function>glGetActiveUniformsiv</function> queries the value of the parameter named <parameter>pname</parameter>
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for each of the uniforms within <parameter>program</parameter> whose indices are specified in the array of
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<parameter>uniformCount</parameter> unsigned integers <parameter>uniformIndices</parameter>. Upon success,
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the value of the parameter for each uniform is written into the corresponding entry in the array whose
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address is given in <parameter>params</parameter>. If an error is generated, nothing is written into
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<parameter>params</parameter>.
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</para>
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<para>
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If <parameter>pname</parameter> is <constant>GL_UNIFORM_TYPE</constant>, then an array identifying the types
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of uniforms specified by the corresponding array of <parameter>uniformIndices</parameter> is returned. The
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returned types can be any of the values from the following table:
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<informaltable frame="topbot">
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<tgroup cols="2" align="left">
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<colspec colwidth="1.1*" />
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<colspec colwidth="1*" />
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<thead>
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<row>
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<entry rowsep="1" align="left"><emphasis role="bold">
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Returned Symbolic Contant
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</emphasis></entry>
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<entry rowsep="1" align="left"><emphasis role="bold">
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Shader Uniform Type
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</emphasis></entry>
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</row>
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</thead>
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<tbody>
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<row>
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<entry align="left">
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<constant>GL_FLOAT</constant>
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</entry>
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<entry align="left">
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<constant>float</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_VEC2</constant>
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</entry>
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<entry align="left">
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<constant>vec2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_VEC3</constant>
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</entry>
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<entry align="left">
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<constant>vec3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_VEC4</constant>
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</entry>
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<entry align="left">
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<constant>vec4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE</constant>
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</entry>
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<entry align="left">
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<constant>double</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_VEC2</constant>
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</entry>
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<entry align="left">
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<constant>dvec2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_VEC3</constant>
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</entry>
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<entry align="left">
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<constant>dvec3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_VEC4</constant>
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</entry>
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<entry align="left">
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<constant>dvec4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT</constant>
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</entry>
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<entry align="left">
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<constant>int</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT_VEC2</constant>
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</entry>
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<entry align="left">
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<constant>ivec2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT_VEC3</constant>
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</entry>
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<entry align="left">
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<constant>ivec3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT_VEC4</constant>
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</entry>
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<entry align="left">
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<constant>ivec4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_UNSIGNED_INT</constant>
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</entry>
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<entry align="left">
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<constant>unsigned int</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_UNSIGNED_INT_VEC2</constant>
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</entry>
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<entry align="left">
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<constant>uvec2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_UNSIGNED_INT_VEC3</constant>
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</entry>
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<entry align="left">
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<constant>uvec3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_UNSIGNED_INT_VEC4</constant>
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</entry>
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<entry align="left">
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<constant>uvec4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_BOOL</constant>
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</entry>
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<entry align="left">
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<constant>bool</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_BOOL_VEC2</constant>
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</entry>
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<entry align="left">
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<constant>bvec2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_BOOL_VEC3</constant>
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</entry>
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<entry align="left">
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<constant>bvec3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_BOOL_VEC4</constant>
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</entry>
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<entry align="left">
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<constant>bvec4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT2</constant>
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</entry>
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<entry align="left">
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<constant>mat2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT3</constant>
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</entry>
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<entry align="left">
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<constant>mat3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT4</constant>
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</entry>
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<entry align="left">
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<constant>mat4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT2x3</constant>
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</entry>
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<entry align="left">
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<constant>mat2x3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT2x4</constant>
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</entry>
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<entry align="left">
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<constant>mat2x4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT3x2</constant>
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</entry>
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<entry align="left">
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<constant>mat3x2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT3x4</constant>
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</entry>
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<entry align="left">
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<constant>mat3x4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT4x2</constant>
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</entry>
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<entry align="left">
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<constant>mat4x2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_FLOAT_MAT4x3</constant>
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</entry>
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<entry align="left">
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<constant>mat4x3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT2</constant>
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</entry>
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<entry align="left">
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<constant>dmat2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT3</constant>
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</entry>
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<entry align="left">
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<constant>dmat3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT4</constant>
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</entry>
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<entry align="left">
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<constant>dmat4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT2x3</constant>
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</entry>
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<entry align="left">
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<constant>dmat2x3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT2x4</constant>
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</entry>
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<entry align="left">
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<constant>dmat2x4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT3x2</constant>
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</entry>
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<entry align="left">
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<constant>dmat3x2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT3x4</constant>
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</entry>
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<entry align="left">
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<constant>dmat3x4</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT4x2</constant>
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</entry>
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<entry align="left">
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<constant>dmat4x2</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_DOUBLE_MAT4x3</constant>
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</entry>
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<entry align="left">
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<constant>dmat4x3</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_1D</constant>
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</entry>
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<entry align="left">
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<constant>sampler1D</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D</constant>
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</entry>
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<entry align="left">
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<constant>sampler2D</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_3D</constant>
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</entry>
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<entry align="left">
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<constant>sampler3D</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_CUBE</constant>
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</entry>
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<entry align="left">
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<constant>samplerCube</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_1D_SHADOW</constant>
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</entry>
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<entry align="left">
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<constant>sampler1DShadow</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_SHADOW</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DShadow</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_1D_ARRAY</constant>
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</entry>
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<entry align="left">
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<constant>sampler1DArray</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_ARRAY</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DArray</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_1D_ARRAY_SHADOW</constant>
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</entry>
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<entry align="left">
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<constant>sampler1DArrayShadow</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_ARRAY_SHADOW</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DArrayShadow</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_MULTISAMPLE</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DMS</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_MULTISAMPLE_ARRAY</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DMSArray</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_CUBE_SHADOW</constant>
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</entry>
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<entry align="left">
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<constant>samplerCubeShadow</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_BUFFER</constant>
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</entry>
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<entry align="left">
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<constant>samplerBuffer</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_RECT</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DRect</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_SAMPLER_2D_RECT_SHADOW</constant>
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</entry>
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<entry align="left">
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<constant>sampler2DRectShadow</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT_SAMPLER_1D</constant>
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</entry>
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<entry align="left">
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<constant>isampler1D</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT_SAMPLER_2D</constant>
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</entry>
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<entry align="left">
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<constant>isampler2D</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
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<constant>GL_INT_SAMPLER_3D</constant>
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</entry>
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<entry align="left">
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<constant>isampler3D</constant>
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</entry>
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</row>
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<row>
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<entry align="left">
|
|
<constant>GL_INT_SAMPLER_CUBE</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isamplerCube</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_INT_SAMPLER_1D_ARRAY</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isampler1DArray</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_INT_SAMPLER_2D_ARRAY</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isampler2DArray</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_INT_SAMPLER_2D_MULTISAMPLE</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isampler2DMS</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isampler2DMSArray</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_INT_SAMPLER_BUFFER</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isamplerBuffer</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_INT_SAMPLER_2D_RECT</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>isampler2DRect</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_1D</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler1D</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_2D</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler2D</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_3D</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler3D</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_CUBE</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usamplerCube</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_1D_ARRAY</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler2DArray</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_2D_ARRAY</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler2DArray</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler2DMS</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler2DMSArray</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_BUFFER</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usamplerBuffer</constant>
|
|
</entry>
|
|
</row>
|
|
<row>
|
|
<entry align="left">
|
|
<constant>GL_UNSIGNED_INT_SAMPLER_2D_RECT</constant>
|
|
</entry>
|
|
<entry align="left">
|
|
<constant>usampler2DRect</constant>
|
|
</entry>
|
|
</row>
|
|
</tbody>
|
|
</tgroup>
|
|
</informaltable>
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_SIZE</constant>, then an array identifying the
|
|
size of the uniforms specified by the corresponding array of <parameter>uniformIndices</parameter> is
|
|
returned. The sizes returned are in units of the type returned by a query of <constant>GL_UNIFORM_TYPE</constant>.
|
|
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.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_NAME_LENGTH</constant>, then an array identifying the
|
|
length, including the terminating null character, of the uniform name strings specified by the corresponding
|
|
array of <parameter>uniformIndices</parameter> is returned.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_BLOCK_INDEX</constant>, then an array identifying the
|
|
the uniform block index of each of the uniforms specified by the corresponding array of <parameter>uniformIndices</parameter>
|
|
is returned. The uniform block index of a uniform associated with the default uniform block is -1.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_OFFSET</constant>, 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.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_ARRAY_STRIDE</constant>, then an array identifying the
|
|
stride between elements of each of the uniforms specified by the corresponding array of
|
|
<parameter>uniformIndices</parameter> 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.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_MATRIX_STRIDE</constant>, 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 <parameter>uniformIndices</parameter> 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.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_IS_ROW_MAJOR</constant>, then an array identifying whether each
|
|
of the uniforms specified by the corresponding array of <parameter>uniformIndices</parameter> 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.
|
|
</para>
|
|
<para>
|
|
If <parameter>pname</parameter> is <constant>GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX</constant>, then an array
|
|
identifying the active atomic counter buffer index of each of the uniforms specified by the corresponding array
|
|
of <parameter>uniformIndices</parameter> is returned. For uniforms other than atomic counters, the returned buffer
|
|
index is -1. The returned indices may be passed to <citerefentry><refentrytitle>glGetActiveAtomicCounterBufferiv</refentrytitle></citerefentry>
|
|
to query the properties of the associated buffer, and not necessarily the binding point specified in the uniform declaration.
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="notes"><title>Notes</title>
|
|
<para>
|
|
The double types, <constant>GL_DOUBLE</constant>, <constant>GL_DOUBLE_VEC2</constant>,
|
|
<constant>GL_DOUBLE_VEC3</constant>, <constant>GL_DOUBLE_VEC4</constant>,
|
|
<constant>GL_DOUBLE_MAT2</constant>, <constant>GL_DOUBLE_MAT3</constant>,
|
|
<constant>GL_DOUBLE_MAT4</constant>, <constant>GL_DOUBLE_MAT2x3</constant>,
|
|
<constant>GL_DOUBLE_MAT2x4</constant>, <constant>GL_DOUBLE_MAT3x2</constant>,
|
|
<constant>GL_DOUBLE_MAT3x4</constant>, <constant>GL_DOUBLE_MAT4x2</constant>,
|
|
and <constant>GL_DOUBLE_MAT4x3</constant> are only available if the GL
|
|
version is 4.1 or higher.
|
|
</para>
|
|
<para>
|
|
<constant>GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX</constant> is only accepted by <parameter>pname</parameter>
|
|
if the GL version is 4.2 or higher.
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="errors"><title>Errors</title>
|
|
<para><constant>GL_INVALID_VALUE</constant> is generated if
|
|
<parameter>program</parameter> is not a value generated by
|
|
OpenGL.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if
|
|
<parameter>program</parameter> is not a program object.</para>
|
|
|
|
<para><constant>GL_INVALID_VALUE</constant> is generated if
|
|
<parameter>uniformCount</parameter> is greater than or equal to the
|
|
value of <constant>GL_ACTIVE_UNIFORMS</constant> for
|
|
<parameter>program</parameter>.</para>
|
|
|
|
<para><constant>GL_INVALID_ENUM</constant> is generated if <parameter>pname</parameter>
|
|
is not an accepted token.</para>
|
|
</refsect1>
|
|
<refsect1 id="associatedgets"><title>Associated Gets</title>
|
|
<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
|
|
with argument <constant>GL_MAX_VERTEX_UNIFORM_COMPONENTS</constant>,
|
|
<constant>GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS</constant>,
|
|
<constant>GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS</constant>,
|
|
<constant>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS</constant>,
|
|
<constant>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</constant>, or
|
|
<constant>GL_MAX_COMBINED_UNIFORM_COMPONENTS</constant>.</para>
|
|
|
|
<para><citerefentry><refentrytitle>glGetProgram</refentrytitle></citerefentry>
|
|
with argument <constant>GL_ACTIVE_UNIFORMS</constant> or
|
|
<constant>GL_ACTIVE_UNIFORM_MAX_LENGTH</constant>.</para>
|
|
|
|
<para><citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry></para>
|
|
</refsect1>
|
|
<refsect1 id="seealso"><title>See Also</title>
|
|
<para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glUniform</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry></para>
|
|
</refsect1>
|
|
<refsect1 id="Copyright"><title>Copyright</title>
|
|
<para>
|
|
Copyright <trademark class="copyright"></trademark> 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.
|
|
<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
|
|
</para>
|
|
</refsect1>
|
|
</refentry>
|